"This document Copyright 2002 Nathan Norris"
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NOTICE
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If you're going to email me, please make sure you tell me you're playing the
Gamecube version in your subject line or your message. The reason is because
I have FAQ's for both the GCN and PSX versions. Submissions are being
accepted now if you want to contribute to this guide.
If you're looking for something specific in this guide, use Ctrl + F on your
keyboard. It can be handy if you're looking for a specific item, like the
Grenade Launcher. Simply type in the item and you'll be taken right to
where the item is mentioned each time in the guide. This walkthrough is
aimed at normal difficulty, AKA the mountain climbing difficulty. There
will be more items in easy difficulty (AKA hiking diffuclty), and less in
hard difficulty. Also, please beware of SPOILERS, because they are in great
number in this document.
If you find this guide ripped on an illegal site not covered in my Copyright
section, please notify me. Also, if this guide is incomplete on a site you
find it on, please go to www.gamefaqs.com before contacting me. That site
will always have my most updated version.
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Resident Evil: Gamecube version - FAQ/Walkthrough Version 1.2
By: Minesweeper (Nathan Norris) Email: minesweeper1@hotmail.com
minesweeper2@hotmail.com
***********************************************************************
Last updated: 8/14/02
Table of Contents
1: Introduction
2: Revision History
3: E-mail Policy
4: Game Strategies
5: Jill Walkthrough
6: Chris Walkthrough
7: Weapons
8: Enemies
9: Files
10: Endings
11: Secrets
12: Frequently Asked Questions
13: Reader Contributions
14: Thanks
15: Copyright
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1: Introduction
Welcome to my Resident Evil FAQ. Resident Evil is the ONLY reason I got a
Gamecube. Thankfully though, it was worth the money, and I hope Resident
Evil 0 and Resident Evil 4 will match this quality of this excellent
survival horror game. This guide will lead you through the perils of the
Spencer Estate, get you past puzzles and traps, and will allow you to do it
with the greatest of ease.
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2: Revision History
Version 0.1 5/08/02 - First Edition. I know this guide hardly covers
anything at all right now, but I'm gonna be working very very hard to finish
it in the future.
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Version 0.2 5/11/02 - I've completed everything up to the end of the mansion
for Jill's walkthrough. Also, changed up my system of update numbers.
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Version 0.5 5/28/02 - Jill's walkthrough completed!
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Version 0.6 6/13/02 - Weapons, Enemies, and Files sections are completed!
I've started on Chris's walkthrough, and have covered everything up to after
the Aqua Ring.
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Version 1.0 6/17/02 - Endings and Secrets sections added on and completed!
Chris's walkthrough completed!
***********************************************************************
Version 1.1 8/4/02 - I added objective headings to the walkthrough in order
to make it easier to navigate. I corrected some errors and typos, and also
posted in some new things I noticed on my more recent playthroughs. I also
tacked on a Frequently Asked Questions section to keep down email with the
same questions and a Readers Contributions sections for those who've
submitted something to this guide.
I also allowed http://www.geocities.com/regcn01/enter.html to host this
guide from now on.
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Version 1.2 8/14/02 I have a small copyright revision today and a new email
address. http://faqs.ign.com may now host my guides, and my new email
address is minesweeper2@hotmail.com.
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3: E-mail Policy
Please DO:
- read the whole document before sending a question. If you have time to
waste your life away on video games, then you have enough time to scan my
document for a few minutes for an answer to a problem.
- put the name of the game in the message topic. It makes it A LOT easier
for me to pick out which messages are on games and which are not. Also,
please make sure you tell me you're asking about the GCN version of RE,
because I have an FAQ for the PSX version of this game also. If the name of
the game is not there, I might accidentally delete it, thinking it is junk
mail.
- spell correctly. I won't be able to help much with your problem if you
send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1
lvl ok thnks gby."
- be polite. Any mail with excessive flaming will not be replied to.
- criticize, but criticize responsibly. Just about the only way I know how
well this guide is doing is by input from others. Please point out
something that needs improvement, instead of simply saying "Your guide needs
an update." If you just yell at me how much my FAQ sucks, especially if you
do it without giving a reason as to why it sucks, then I won't consider your
opinion.
Please DO NOT:
- write the title of the message as "About your walkthrough" or something
vague that.
- send advertisements. These will be considered junk mail and will be
deleted instantly.
- forget to include the name of the game in the message or on the title. I
am not a psychic. I cannot tell what game you are after if you do not
include the name in it.
- send me a message in any language other than English. The only other
language I can barely understand at all is Spanish, and even then, I can
hardly form simple sentences. So don't send the message in any language
besides English or I simply won't be able to help you.
- send me large attachments. Thanks to the Klez virus email I've had to
constantly clean out my email inbox to keep it from filling up to capacity.
Any email over 100KB I automatically identify as Klez. Warn me ahead of
time if you're sending some large file, or I will delete your 100KB+
messages on sight.
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3: Game Strategies
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BASIC MOVEMENTS
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BUTTON FUNCTIONS
================
CONTROL STICK, CONTROL PAD - move character
C STICK - 180 degree turn
A BUTTON - confirm selection
examine surroundings
action
use weapon when R BUTTON is depressed
X BUTTON - not used
Y BUTTON - display inventory screen
Z BUTTON - display map
R BUTTON - ready weapon
B BUTTON - cancel selection
- run while moving character
START BUTTON - pause game, display option screen
L BUTTON - change targets while holding R BUTTON
- use defense item when set to Manual mode
MOVING ABOUT
============
This is the most basic of all controls. If you're a newbie to Resident
Evil, then you'll need to spend about an hour or so before you can get used
to the odd way your characters walk around. Pressing up on your control
stick does NOT move them up, it moves them in the direction they are facing.
This can be very disorienting at first. To turn, you have to push left or
right on the stick to rotate your character. They move like remote control
cars almost. You WILL get used to it eventually, so don't get discouraged
when you get killed the first few times because you got stuck turning a
corner.
FIRING A WEAPON
===============
This is another control function that gets a lot of newbies confused at the
start. To fire a weapon, you must hold down the R button to make your
character ready the weapon. You can't shoot unless you're holding the R
Button. Next, to fire your weapon, press the A Button. When you're firing
a weapon you have to stand still, so make sure you have enough distance
between you and your enemies. Also, this game has auto aim, which means
you'll automatically turn to face the closest enemy when you ready your
weapon. If there's a zombie behind you, press R and you'll instantly turn
to face it.
180 SPIN
========
This move was newly introduced in Resident Evil 3 for Playstation. By
tapping on your C Stick, you can instantly turn around and face the opposite
direction. This can also be done by tapping down twice on the Control Stick
or the Control Pad + B Button. It's helpful because if an enemy's getting
too close for comfort and you're facing the wrong way, you can quickly spin
around and start running. It's helpful when you need to back up from
enemies while you're shooting at them.
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HEALTH
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ELECTROCARDIOGRAM
=================
In your inventory, you check your health on this. As you take damage, the
meter will decrease to mirror your health. There are several statuses you
can be in.
FINE - Everything's A'OK. You've taken little damage and you have no need
of using healing items.
YELLOW CAUTION - You've taken some damage from the enemies. One GREEN HERB
will usually fix you right up. If not, then two will definitely take care
of it.
ORANGE CAUTION - You've sustained quite a few hits and your character will
start to move about more slowly as he or she clutches at her stomach. You
should heal immediately, because you've lost over 2/3 of your health. Two
GREEN HERBS or a FULL HEALING ITEM ought to be used if you're in this
status.
DANGER - You're almost about to die! You'll also be moving a little more
slowly because your character is clutching at his or her wounds. Find
medical supplies IMMEDIATELY!!! You'll need a FULL HEALING ITEM to take you
back up to FINE status.
POISON - If you're hit with an attack that can poison you, you could enter
this status. You'll move as if in ORANGE CAUTION or in DANGER status. Find
a BLUE HERB quickly because you're gradually losing health as time passes.
HEALING ITEMS
=============
If you're a newcomer to the Resident Evil universe, you're probably a little
confused about how to use the RED HERBS, BLUE HERBS, and GREEN HERBS you
find about the estate. The GREEN HERB will heal you 1/3 of your health, the
BLUE HERB will cure POISON status, and the RED HERB must be mixed with a
GREEN HERB to have an effect. RED HERBS cause GREEN HERBS to have triple
the healing power, which will totally fill up your life meter. Also, you
can find FIRST AID SPRAYS around which will always cure you to full health.
This is a chart on what kind of mixes you can do and what their effects will
be:
GREEN = 1/3 health
GREEN + GREEN = 2/3 health
GREEN + GREEN + GREEN = full health
BLUE = cure poison
GREEN + BLUE = 1/3 health and cure poison
GREEN + GREEN + BLUE = 2/3 health and cure poison
RED = nothing
RED + GREEN = full health
RED + GREEN + BLUE = full health and cure poison
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ITEMS, DOCUMENTS, AND MAPS
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INVENTORY SCREEN
================
This is what you will use to manage all three of the things in the heading
above. From here you can access your weapons and defense items, reread
files you've found about the mansion, and check maps you've either made
yourself or found lying about the mansion.
ITEM LIST - On the right side of your screen is all the items you have in
your possession at the current time. Make sure you have at least one weapon
and ammo for it in your inventory at ALL TIMES. Also, make sure you have at
least one medical item with you at ALL TIMES. You can't ward off the undead
if you don't have guns, and you can't do anything to heal damage unless
you're carrying about some medical supplies. Jill is allowed to carry
around eight items at a time, while Chris can only carry six. You'll need
to manage your inventory much more carefully while playing as this guy. Be
sure to train your eyes and look about carefully for small glimmers and
sparkles, which indicate items.
DEFENSE ITEMS - This is a new feature introduced in this game. In previous
games, you would ALWAYS get damaged if an enemy grabbed you. Now, instead
of having to take damage, you can fight back! Whenever you're grabbed, your
character will automatically use the defense item you have equipped, if
you're set in Automatic mode. If in Manual mode, press L to use them. Both
Chris and Jill will find DAGGERS. Only Jill will find BATTERIES for her
taser gun and only Chris will find GRENADES to stuff in zombie mouths. They
all basically do the same thing: damage and distract the enemy, thus giving
you time to escape or fight back. Pick them up whenever you see them,
because they absorb none of your precious inventory space and provide more
protection.
CHARACTER ITEMS - In the top right corner of the screen is one slot for your
character's special item. Jill gets a LOCK PICK to unlock doors and
cabinets with, while Chris gets a LIGHTER. While Jill can freely open up
some rooms, she'll need to waste inventory space if she wants to carry
around a LIGHTER. Chris has his own LIGHTER, which will not absorb any
space and perform tasks that are troublesome for Jill, like burning up
zombie corpses left around. However, he'll have to go looking around for
more keys.
ITEM BOXES
==========
These boxes you see around are where you'll keep all the junk you accumulate
during your adventure. You'll usually find them around TYPEWRITERS. Be
sure to stop at an ITEM BOX whenever you can to clear away things to make
room for new items. This is especially important to do if you're a newbie
who's trying to pick up every single item that you come across.
KEYS
====
These are VERY important to getting around the mansion. If you try doors
that are locked, you might get a clue as to what key is needed to unlock the
door. For example, a door that has a "carving of an armor" needs the ARMOR
KEY. Keep keys on you as much as possible. As soon as you have unlocked
all doors that need the key, you'll be asked if you want to discard the key.
Do so, because there aren't any more doors that will open for your key,
plus it opens up some inventory room.
FILES
=====
You'll be finding many documents throughout your travels, which will provide
useful clues for proceeding through the game. Make sure you pick up files
you find whenever you can because they'll allow you to get through the game
a lot quicker, plus they don't absorb any inventory space. I'll tell you
where to find them during the game because they will be useful to beginners.
MAPS
====
These will be your best friends in the game before you get to learn the
layout of the estate. As you move about the mansion, your character
will draw his or her own map. However, you can get the whole map if you
find it hidden somewhere in the area you are exploring. There are different
ways of acquiring maps other than simply finding a piece of paper with the
drawing on it, so stay sharp in looking for them.
Red areas on the map are places you haven't found all the items in yet or
solved all the puzzles, white areas are places you've gotten everything and
done everything, blank areas are places you haven't been to yet, and the
flashing area is the room you are currently in. If you're stuck and don't
know what to do, try returning to a red area and search the area more
thoroughly than you did the first time.
A few more tidbits: the arrow is you, and the compass points in the
direction you're facing. Red doors you have tried before and couldn't
unlock, white doors you haven't tried yet, and blue doors are unlocked.
Your character will circle locations on maps where TYPEWRITERS and ITEM
CHESTS are found.
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COMBAT TACTICS
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OPEN YOUR EARS!
===============
The first thing to do upon entering a new room is to listen for sounds that
indicate monsters are in the area. Stand still for a few moments and listen
for sounds like groaning, shuffling footsteps, barking, screeching, etc.
It'll keep you from accidentally running into a potential ambush.
WONDER WHAT'S AROUND THE CORNER...
==================================
There are a few ways to see if there are enemies hiding offscreen, just
waiting to pop up and surprises you. The easiest way is to make use of auto
aim. Edge past a corner you can't see around, and press R. If your
character autoaims something, there's a monster or two back there.
Also, you can use the mirrors hanging on the wall. They're usually nothing
but a cool detail, but you can also use them to see enemies that are behind
corners. Look for shadows on the walls and floors too. If you can see a
moving shadow that's not your own, then most likely it belongs to an enemy
creature.
FIGHTING
========
In general, the closer you are to the enemy, the more damage your shots will
inflict. This is especially true with the SHOTGUN. However, it's usually
not safe to stand next to an enemy. If you're using a weak weapon, like the
HANDGUN, fire from a distance. If you want to use the knife, then I suggest
you trap an enemy behind an object (like that statue in the DINING ROOM
BALCONY) and hack away.
There's also a way to kill zombies in one hit with the SHOTGUN. Stand right
next to them and fire up at their heads. This kills them in one hit, and
even prevents them from reanimating later into crimson heads. However, it's
pretty hard to do, because the zombie usually has to be close enough to be
lunging at you.
IS IT DEAD?
===========
You've busted five caps into that zombie's arse and now it's lying flat on
the floor. It ought to be okay to go on right? Not necessarily. The enemy
might just be pretending to be dead, so that when you walk past it'll get up
again and surprise you. There are three ways to tell if a monster is really
dead for good. If you see a blood pool spreading around the corpse, then
the enemy is dead. Try turning away from the enemy then pressing R. If the
enemy isn't dead, then your character will autoaim it. The last way is if
there is threatening music playing. When all enemies in the area are
killed, the music will stop.
YOU CAN'T CATCH ME SLOWPOKE!
============================
In this game, you have very little ammo to use. You simply can't kill
everything that gets in your way or you'll be out of bullets in no time. If
you can evade an enemy and not fight, DO IT! You can fake out enemies by
going to one side of the hall, then zipping past on the other side when the
enemy gets close to the wall on one side. This is especially important to
avoid killing zombies and running the chance they could become crimson
heads.
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ZOMBIES
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They're Resident Evil's primary enemies. Without the zombies, this game
just wouldn't be Resident Evil. I put their enemy profile up here as
they're the most common enemy and you should know about them before you
play, right? They're a lot more powerful than in the last games, and absorb
even more firepower than any zombies previously. Also, they now have some
new nasty tricks to pull on you.
FIGHTING
========
As long as you're not nearby them, they're relatively easy to kill. Just
about their only attack is to get next to you and bite you. On stairways,
they can't grab you, so they'll puke a nasty acid substance all over you.
However, it's much easier to evade the acid than a zombie's arms. When using
the HANDGUN, they're best killed by sniping from a distance. They take a
lot more shots than they used to, like 8 or 10. If you're gonna use the
SURVIVAL KNIFE, then I suggest trapping them behind some object like a case,
and then hacking at them while they're trapped.
The most entertaining, and efficient, way to kill them is using the SHOTGUN.
If you get within lunging distance and fire up at their heads, there's a
chance you'll blow it right off. This will kill it, and also prevent the
corpse from reviving later. You can also do this with the MAGNUM and the
HANDGUN, but the SHOTGUN'S the most economical gun to use.
ZOMBIES CAN OPEN DOORS...?
==========================
Scary huh? Usually in the old games, you could just flee to the next room
if you didn't want to fight with a zombie. Not so anymore. If you run to
the next room, there's a chance they'll just open the door and continue
chasing after you. This can be very scary to even veteran Resident Evil
players. They will never follow you through more than two rooms. However,
this can sometimes work to your advantage. They might move into rooms that
you don't even need to go into anyway, sparing you the trouble of having to
kill them in areas you frequently travel through.
THE DEAD WALK...AGAIN!
======================
The nastiest new trick the zombies have up their sleeves is that they will
reanimate in time after you kill them the first time and become crimson
heads, AKA super zombies. They grow claws on their hands, their skin will
turn dark red, and they can even run as fast as you can! They'll be
slashing at you and biting you before you know what's happening. They're
really tough to kill without some heavy firepower. Their head is still weak
to SHOTGUN blasts, so use that gun to dispose of them quickly. Even a
crimson head will stop coming once it's brain has been blown across the
wall.
Once you kill a crimson head, it'll stay dead and won't come back. You
don't have to worry about burning up crimson head corpses or decapitating
them. Also, you may note the nude zombies in the laboratory. You don't
have to decapitate or burn them. After you leave the room, their corpses
will simply vanish, unlike the other zombies.
DISPOSAL OF BODIES
==================
Since the corpses you've killed will come back to life again in time, what
can you do to prevent this from happening at all? There are two ways. One
is to remove their heads from their bodies, the other is to burn them. You
can blow their heads off (SHOTGUN is best) as mentioned above, and that will
kill them once and for all. You can also burn them up with INCENDIARY
SHELLS from the GRENADE LAUNCHER. If you don't have the right weapon handy
and had to put them down with something else, then it's still not too late.
You'll need to get a LIGHTER and a FUEL CANTEEN, and use these items
together to burn the dead corpses on the ground. Your canteen can only hold
enough fuel to be used twice. Thankfully, there are white KEROSENE
CONTAINERS around the estate that you can use to refill. Each of these
contains enough kerosene for four uses. Usually, you need one use to get
rid of one corpse. However, if there are two or more bodies on top of each
other or right next to each other, it'll usually only take one use. So try
to kill the zombies in the same spot to save kerosene. If you leave corpses
lying around please burn them as soon as possible so they won't come back.
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PUZZLES
***********************************************************************
In between the action sequences, you'll have to solve some puzzles to gain
items necessary to move on. There are a few general tips that can be used
to solve most of the puzzles.
EXAMINE THE AREA CAREFULLY
==========================
Usually, you'll get all the clues you need to solve the puzzles in the rooms
you find them in. Check the paintings you see in the rooms. Look for
strange holes and other things that seem to be out of place. You'd be
amazed how much easier the puzzles become simply by looking at a picture in
the room somewhere.
EXAMINE ITEMS CAREFULLY
=======================
Use the CHECK feature in your inventory screen to check items. Rotate them
and look at all sides of them. You may find an essential item you're
looking for just by flipping an item over and looking at it from a different
angle. It's especially important that you open up any books you find. You
do this by looking at the pages of the book opposite the spine, like you'd
open an ordinary book.
LISTEN TO CLUES AND DIALOGUES
=============================
If you listen to what your fellow comrades tell you, read any papers you
come across, and read the descriptions you get by checking surroundings,
some of these puzzles will be a heck of a lot easier to solve.
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SAVING
***********************************************************************
To save your game, you'll need to find a TYPEWRITER, and have at least one
INK RIBBON in your possession. These INK RIBBONS can usually be found near
TYPEWRITERS, so looking for them isn't that big a pain. However, I'll tell
you where they are for the newbies' sakes. I usually won't tell you when to
save, but feel free to save as often as you'd like. However, I will warn
you when there's a sticky situation coming up and I'll advise you to save
then. The rooms that contain these TYPEWRITERS are usually safe havens, so
go to a save room whenever you start getting put down by the monsters.
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5: Jill Walkthrough
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______ _____ _____ _____ ___
| _ | | _ | | _ | |_ _| /_ |
| |_| | | |_| | | |_| | | | | |
| ___| | _ | | _ / | | | | - THE MANSION
| | | | | | | | \ \ | | _| |_
|_| |_| |_| |_| \_\ |_| |_____|
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On the night of July 24, 1998 a helicopter flies over the Arklay Mountains
near Raccoon City. It contains the S.T.A.R.S. Alpha Team from the Raccoon
City Police Department. Recently there have been many murders and people
missing in Raccoon City. Most of the victims were eaten. Their first
mission objective is to investigate the murders and disappearances in this
area of the city.
Their second mission objective is to investigate the disappearance of the
S.T.A.R.S. Bravo Team, who were sent in previously but have turned up
missing. As it gets dark, the helicopter swoops low over the trees. Jill
suddenly spots the downed Bravo helicopter. They land the chopper and go to
investigate the wreck.
The helicopter has been trashed, but most of the combat gear is still
around. Joseph Frost pokes around the wreck while his teammates search the
surrounding area. He finds the corpse of the pilot inside. He quickly
jumps out, terrified, and joins his teammates to search the forest as well.
Frost suddenly hears something and turns around, but nothing's there. He's
then attacked from the other side by a dog. More come to join the first
hound. Jill shoots at them, but none of the animals seem to notice.
These aren't ordinary dogs, because they look like their skin has rotted
off. Jill is too transfixed to reload after her clip runs dry. Suddenly,
they turn on her. She nearly gets jumped by one, but Chris blasts it away
from her. He urges her to get up and hurry. They run off. As they run
away, they see Brad fly away in their helicopter without them. Chris turns
around to shoot a dog, but it's almost on him. Wesker caps this one for
him. He urges them to hurry and run. They all flee through the woods,
firing at their attackers on the run.
Chris spots a mansion in the fog, and yells at Jill to run for it. They may
have thought they made it to safety, but in fact this nightmare's far from
over. Now you decide how this mission will go. Good luck!
=============================================================================
- GETTING THE SWORD KEY
=============================================================================
MAIN HALL
Wesker, Barry, and Jill have made it safely inside, but Chris couldn't keep
up. Jill starts to go outside to find him, but Wesker stops her. Jill
tries to convince him to let her go out there, but then a gunshot is heard
in the distance. He orders Jill to go investigate it, and Barry decides to
go too. They carefully sweep a door and then charge through with guns up.
DINING ROOM
Follow Barry to the front of the room where the fireplace is. He found a
pool of blood. He tells Jill to go look for other clues while he examines
the blood, as if expecting it to move or something. Now that you're free to
move, you might want to practice your moves a bit. Try running a lap or two
around the table so that you can learn to run straight down passageways
without bumping off walls. After you're done practicing, take the INK
RIBBONS and go out the door near where Barry's examining the blood.
***NOTE***
There's a TYPEWRITER and some INK RIBBONS in here, but you might want to
forget saving for now, as you've just started your game. You can also get
the EMBLEM from over the fireplace, but you won't need it till much much
later, so you should leave it where it is too.
***NOTE***
KENNETH'S HALL
Don't bother trying to use any of the other doors or the elevator, because
they're all locked. Instead, go into the sitting area at the west end of
the hall. You'll see somebody...chewing...on a corpse! He turns to face
you, and his face is rotting, like he's...A ZOMBIE! I recommend you flee
from him and run back to Barry, because you'll waste what precious little
ammo you have with you now.
DINING ROOM
As Jill charges into the room, the zombie follows after you. Barry blasts
it with his gun. Jill says that Kenneth was killed by this monster, and
says they ought to report back to Wesker about this. Go out the double
doors. As you're about to exit, you'll hear a growl and a door close. If
you go back to where the zombie was, the corpse will be gone... Anyway,
just go back to where Wesker is.
***NOTE***
There's another way to get through this beginning part. Try to go out the
double doors before looking at the blood at the front of the room. Wesker
will make you go back in. Try to go out again. This time Barry will stop
you. Go over and look at the blood with Barry. Now, try to go back to the
double doors again, and this time the zombie will come through the door by
himself. Barry will kill it for you and then Jill will say they ought to
report to Wesker.
***NOTE***
MAIN HALL
Hey! Where did Wesker go? Barry calls out for Wesker, and then tells you
to search the room for him. He then just paces around...doing nothing.
Lazy... Anyway, you can either search the room by going upstairs and then
coming back down, or running through the passageway beneath the central
staircase. After you've searched, Barry and Jill decide to split up and
search for Chris and Wesker separately. Just before Barry takes off, he'll
give you a LOCK PICK. He then leaves, and you're alone. Go through the
doors opposite the DINING ROOM doors.
ART ROOM
There's an item in the "Woman Drawing Water" statue, just like in the
original game, but crap, there's no stepladder so how are we going to get
it? Don't worry though. In this game, the case in front of the curtained
door does double duty, both blocking that door and serving as the
stepladder's substitute. Climb on top of the case, then jump down on the
other side. Push the case over to the statue and climb on top of it. Get
the MANSION 1F MAP in the statue's bowl.
After you do that, push the case back in front of the curtained door, then
climb over it to get into that hall. At the end of this short passage,
you'll find a DAGGER on a shelf. On the way back out of here though, a
zombie will ambush you from around the corner. Evade it if you can. It
doesn't really matter if he does get you because you have a DAGGER as a
defense item. After getting past the zombie, jump on top of the case and
back into the main room. I'd just leave him alone, because you don't need
to go back where he is again anyway. Leave out the double doors.
MAIN HALL
Run across the hall to the DINING ROOM again.
DINING ROOM
Take the door near the fireplace.
KENNETH'S HALL
Go to where that zombie was chewing on a corpse. When you search the corpse
that was being eaten before, you discover its Kenneth, one of the members of
the Bravo team. Anyway, you'll get KENNETH'S FILM, but you can't watch it
until you find a video recorder. Sorry kiddies, but you won't find any ammo
this time if you check him two more times. Take the door past his corpse.
CROW STAIRS
Run down the hall, and you'll come to a room with a birdcage in it. If you
search it, you'll find a much needed HANDGUN MAGAZINE. Also, take the two
GREEN HERBS you find on the floor near the foot of the stairs. Head up the
steps and take the door at the top.
SPEAR CORRIDOR
Take the GREEN HERB near the corpse in front of you, then combine your three
GREEN HERBS. You'll probably need to use the herbs for this zombie
encounter. This hall's narrow, and it only takes one bite to knock you down
to ORANGE CAUTION. Two will kill you. Go through the doorway with the
mirror. There's a zombie to your left. He's facing the wrong way, so you
can probably slip past. Ignore the door here because it's locked. Go down
the passageway lined with spears.
Near the opposite end, you'll see a sparkly on a statue. Take the GOLDEN
ARROW. You can also get another HANDGUN MAGAZINE in front of the mirror
nearby. Take these items and continue down the hall. You'll find another
zombie here. Kill this one. You'll come to a little room with two doors.
The east door is locked, but the southern door you can go through.
DINING ROOM BALCONY
You're above the DINING ROOM now. You can see a zombie on the other side of
the balcony, but ignore him for now. Turn left and take the DAGGER from the
shelf on the wall. Continue walking down the balcony, past the double doors
to the zombie's side. You can save a little ammo by trapping the zombie on
one side of the woman statue here, then sticking your SURVIVAL KNIFE through
the statue at him.
Sometimes though this guy gets smart and goes around it though, so watch
out. I advise you don't kill him with your HANDGUN, because it's easy to
maneuver around him in this looping balcony. What you ought to do here is
shove the woman statue through the hole in the balcony railing. You'll hear
a crash from below, but don't go to investigate it yet. Go through the
double doors up here.
MAIN HALL
Walk down the short stairs to where the stairs all meet. In the old game
there was just a stained glass window here, but now there's a painting with
a door in it. Go through this door.
GRAVEYARD
Go down the stairs. Watch out for the zombie prowling about. You may
notice the sparkly behind the gate, but there's nothing you can do to get it
right now. Instead, head to the northern path. On the left side at the
start of this path is a somewhat hidden area with SHOTGUN SHELLS in it.
You'll find them in the top left corner, from the camera's view. Be
careful, because there's another zombie lurking here too.
Now, continue down the northern path until you come to a tomb with an angel
with a bow and arrow carved into it. There's a hole where the arrowhead
should be. You've got the GOLDEN ARROW, but it's too big to jam into the
hole. What do you do? Check the arrow in your inventory screen, and you'll
be told you can remove the arrowhead. Do so, and put the ARROWHEAD in the
hole. The tomb will open up, giving you access.
Head down the stairs into a creepy room with fires and gears clinking in the
background. For some reason, the zombies can't follow you down here. Look
at the podium beneath the hanging coffin, and you'll get the BOOK OF CURSE.
Go to the check screen and flip the book over so you're looking at its
backside, and you'll find the SWORD KEY. In the book, you'll read:
The four masks,
a mask that speaks no evil...
a mask that smells no evil...
a mask that sees no evil...
a mask that cannot speak, smell,
or see evil...
When all four fall into place,
evil will awaken.
This passage describes your general objective for this part of the game.
You must find the four DEATH MASKS throughout the mansion, put them into the
correct faces on the wall, and then you'll find out what to do next. Head
up the stairs out of the tomb and go back inside the house. Watch out,
because if you haven't killed the zombies, they'll be standing at the top of
the stairs waiting for you.
=============================================================================
- GETTING THE SHOTGUN
=============================================================================
MAIN HALL
Go down the stairs, and take the double doors to the ART ROOM to the east.
ART ROOM
Go to the door to the right of the curtained door, and use the SWORD KEY to
unlock that door.
L HALL
In this room, you'll see some display cases lining the walls. However, as
you walk past the first window, it'll crack. It's only there to scare you,
so ignore it for now. Push away the display case near the window to find a
DAGGER. Continue down the hall to the next door. Hidden under the display
case there is a HANDGUN MAGAZINE. Go through the door nearby.
WINDING CORRIDOR
To your left is a door you can unlock with your LOCK PICK, but don't go in
there yet. Take the next door you come to.
MANSION BATHROOM
If you check the tub, you'll be asked if you want to drain it. Do so at
this time. As the tub drains, a zombie jumps out of the water! It slides
out onto the floor and tries to bite Jill's leg. She however kills it by
stomping on its head. This sight sickens her so much she runs to the toilet
and pukes up! Anyway, after you're done laughing at her, take the DAGGER
from the tub and leave.
WINDING CORRIDOR
Continue down the hall, past some windows. Just after the windows, you'll
see a single door. Go inside it.
CONNECTING CHAMBER
There's nothing to see here, so why don't you go to the next room?
LIVING ROOM
You can find some more INK RIBBONS on the coffee table, and a SHOTGUN on the
wall! All you got is a peashooter, so of course you should take it with
you. Note how the wall hooks go up... Oh it's probably nothing, so why
don't we get out of here and look for something to try out our new gun on?
CONNECTING CHAMBER
Aw crap! The ceiling is falling! Try both of the doors. Both of them are
locked! Stay calm though, because help's on the way. Barry will come and
shoot out the door lock. He'll open the door and drag you out just before
you get crushed.
***NOTE***
You HAVE to try to open both doors or Barry will not appear.
***NOTE***
WINDING CORRIDOR
I wish Barry still said "Jill Sandwich" like in the old game... Anyway,
Jill thanks him for saving her, and he then walks off to continue his
investigation of the other wing. Equip your SHOTGUN and walk through the
double doors nearby.
***NOTE***
If you want to skip over this sequence, then you can get the BROKEN SHOTGUN
from the other side of the mansion and bring it here. Use it to hold down
the levers while you take the good SHOTGUN out. It's not really worth it
for Jill, since she can get it much more easily with Barry's help. One more
thing, if you wait until later in the game to get the SHOTGUN, then Barry
won't come to help you. To get the SHOTGUN then you'll have to get the
BROKEN SHOTGUN and use that.
***NOTE***
=============================================================================
- GETTING THE ARMOR KEY
=============================================================================
EXIT CORRIDOR
Now it's time to go kick some zombie arse :) Equip that SHOTGUN of yours
and walk towards the west end of the hall. A zombie should come around the
corner. Blast him in the head. For now, take the door in this area near
the small chair.
EAST STAIRS
A zombie will come towards you down the hall. Let him get within striking
distance then blow his bleedin' head off. Head on upstairs and kill the
other two zombies up here. Go into the room under the stairs.
STORAGE ROOM
Welcome to your first SAVE ROOM, which is easily identified by the soothing
music. Empty out your inventory and get the FUEL CANTEEN on the floor. Use
the KEROSENE CONTAINER nearby to fill it up. Take the BODY DISPOSAL note on
the floor near the lantern. It'll tell you that the zombies come back alive
again after you kill them. It also says the ways to get rid of the zombies
for good are removing their heads and burning them up. Read my General
Strategies section for more info. Anyway, organize your inventory at the
ITEM BOX:
SHOTGUN, SHOTGUN SHELLS
SWORD KEY
I'll repeat myself: You burn the corpses you've killed by yourself. I
won't tell you to carry around a FUEL CANTEEN on your own. Go back outside.
EAST STAIRS
You've got one item you need to burn the corpses, so now you'd better get
the other item, which is the LIGHTER so you can burn the zombies you killed
before they can turn into crimson heads. Go upstairs and take the door in
the offshoot to the west.
CURTAIN CORRIDOR
Blast the zombie that approaches from the right. Take the WOODEN MOUNT on
the table to the right of the door you used to get in here.
SECOND FLOOR STUDY
You can get a HANDGUN MAGAZINE on the desk with the chessboard. Look at the
stand next to the table with the chessboard to find a DOG WHISTLE and the
CRUMPLED MEMO. The memo was written by a guard who hid an important item in
a collar on a dog. Then note says that the dog usually hangs out on the
second floor balcony on the west terrace, and that the DOG WHISTLE is needed
to find the dog. Take the LIGHTER on top of the round desk and the BOTANY
BOOK The BOTANY BOOK will explain about herb usage. Read my General
Strategies section for info on mixing herbs. Go out the door you didn't use
to get in.
EAST STAIRS
Run east down the hall and take the door at the very end.
FIREPLACE ROOM
Get the GREEN HERB off the floor. Use the LIGHTER to start a fire in the
fireplace. You may notice the lines of the mansion diagram glowing on the
picture above, but you can't take the diagram with you. Instead, use the
WOODEN MOUNT on the diagram to burn the lines of the map into the wood. By
doing this you'll get the MANSION 2F MAP. Clever trick, huh? Leave the
room.
EAST STAIRS
Head to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
SWORD KEY, DOG WHISTLE
Leave.
EAST STAIRS
Go through the door on the first floor.
***NOTE***
This door is special in that you can only use it two times because of the
faulty doorknob. Be sure you only go through it when you really need to.
Anyway, right now we really need to go through it, so go ahead and open it
up.
***NOTE***
EXIT CORRIDOR
Turn left and take the doors over there.
WINDING CORRIDOR
Go down to the east end of the hall. Take the door on the eastern wall.
BACK PORCH
You can hear dogs barking, but they can't do anything to you...yet. Get the
two GREEN HERBS and the one RED HERB. Use a green and a red to make a
RED-GREEN MIXTURE. There's also a KEROSENE CONTAINER out here if you need
to refill your FUEL CANTEEN. Also, take the big bag of the incredible
CHEMICAL. Get out of here after you've gotten everything. Don't mind the
dogs, because they only jump the fence if you come in this room more than
once.
WINDING CORRIDOR
Go through the other door nearby.
L-SHAPED CORRIDOR
As you run down the hall, dogs will jump through the windows! Just run past
them, because it's not worth the ammo to kill them. Get to the door at the
other end of the hall.
ART ROOM
Cross over to the double doors.
MAIN HALL
In here, you'll run into Barry. He will give her "a can of fizz that's
bound to mellow and yellow those things." You'll get the ACID SHELLS from
him if you have an inventory slot open. Jill then tries to impress him with
a little bit of her Italian as she says "Ciao." Barry walks off into the
DINING ROOM. After the conversation, go upstairs and head for the double
doors to the west.
DINING ROOM BALCONY
Run down the northern side of the balcony. In the camera shot that shows
two doors, unlock the left door with the SWORD KEY.
WEST STAIRS
A little to the left of you is another door. Unlock it with the LOCK PICK
and go through it.
WESTERN OUTDOOR BALCONY
You may notice this is the area in the photograph from the CRUMPLED MEMO.
You'll find a GREEN HERB POT nearby with a large supply of GREEN HERBS. At
the eastern end of the balcony, there's a door that leads into the MAIN
HALL. You don't have to, but you can unlock the door from this side to open
up another way around the west wing.
What you have to do here is to blow the DOG WHISTLE to get the hounds a
comin', then kill the one wearing the COLLAR. The best spot to stand is in
front of the door you can unlock here. Blow the whistle, and the dog with
the COLLAR will come. Watch out for his buddy who's also with him. They'll
run straight down the walkway right at you. Start shooting back down the
walkway. You can kill them off even before you see them. After you kill
them, get the COLLAR.
Examine the COLLAR in the check screen. Look at the ornament on the front
of it. Press the switch on it to get a COIN. Flip this coin over so that
you're looking at the side that has a suit of armor on it. When you click
on that, a handle will pop out of the bottom of the COIN, and it will become
an IMITATION OF A KEY. Sadly, you can't use this fake key on any doors. Go
into the WEST STAIRS area. As you leave the balcony, discard the DOG
WHISTLE.
WEST STAIRS
Run around the stairway railing and you'll come to a hallway intersection.
Don't go to the stairs, because there's a zombie coming up while another one
comes from the hall to the left. If you can get these two zombies to group
together, you'll be able to damage them both at the same time with your
SHOTGUN. Head down the stairs and go into the room beneath them.
DRUG ROOM
You're probably just about out of SHOTGUN SHELLS right now, so maybe we
should change over to the HANDGUN. Organize your inventory:
HANDGUN, HANDGUN MAGAZINE
FUEL CANTEEN, LIGHTER
IMITATION OF A KEY, SWORD KEY
CHEMICAL
Leave.
WEST STAIRS
Head north down the hall, and then east. The door at the end of the hall is
locked, but you can undo the other one there with your LOCK PICK.
JUNK ROOM
In here, you'll find a BATTERY PACK for Jill's taser, INK RIBBONS in the
desk (drop 'em off in the DRUG ROOM if you take them), a KEROSENE CONTAINER,
and the BROKEN SHOTGUN. If you already got the SHOTGUN from the LIVING ROOM
with Barry's help, then don't bother picking it up because it's totally
useless now. However, if you did skip over that room, you can now go and
get your SHOTGUN. Leave.
WEST STAIRS
Go up the stairs, and turn left. Go to the door at the end of this short
hall.
SPEAR CORRIDOR
Go through the corridor with the mirror and turn right. Watch out, because
the corpse will become a crimson head even if you do try to burn it.
Quickly slip into the door past the corpse to get away from it.
DEATH KNIGHTS ROOM
I call this room this name because of all the knight statues around that all
have some stupid sentence about death inscribed upon them. Anyway, go up
the stairs. You may note the statue you pass has a spiked shield. Ignore
it though. Continue down the hall. Also note there are tracks running
through this hall. You'll eventually come to a small stand with a key
imbedded in it. The inscription upon it reads "May whoever takes this
emblem find peace in death."
Well, if you're still up to taking the ARMOR KEY anyway, do so at this time.
The walls and the knight statue behind you will slide in, while the stand
goes into the floor. Then, the statue with the spiked shield starts a
comin' down the hall on the track. Err, I guess this wasn't a great idea
after all... Wait a minute! What about that IMITATION OF A KEY you have
with you? It's about the same shape isn't it? Place the IMITATION OF A KEY
in the stand to deactivate the trap. You can now safely exit this room.
Take the same door you used to get in.
=============================================================================
- GETTING THE FIRST DEATH MASK
=============================================================================
SPEAR CORRIDOR
Quickly dash through the mirror doorway and into the door just past it
before the crimson head finds you and inflicts some serious pain.
WEST STAIRS
Watch out, because a zombie will come in here via the WESTERN OUTDOOR
BALCONY. Put it down with the HANDGUN. Then unlock the door downstairs at
the east end of the hall with the ARMOR KEY.
SHADOWY CORRIDOR
Get the BATTERY PACK off the table nearby, and go down the passage in front
of you. You may notice the shadows cast by the windows. It almost looks
like those shadows are the shapes of...zombies! Creepy huh? Anyway, take
the door at the end of this hall.
GREEN HOUSE
Don't try to walk past the fountain, or you'll get attacked by killer vines.
Instead, dump the CHEMICAL into the pump near the door. Start pumping the
water, using the red pipe. If you use the green pipe, you'll kill all the
herbs in this room, and that would be a big waste of healing items. After
you've killed the vines with the poisoned water, go to the shield at the
front of the room, and pick up the first DEATH MASK! One down, three to go.
Don't worry about picking up the herbs now, because we'll free up our
inventory and get them a little later.
=============================================================================
- GETTING THE GRENADE LAUNCHER
=============================================================================
SHADOWY CORRIDOR
The zombies will crash through the windows as you go down the hall. Get
some distance and snipe them with the HANDGUN. After you kill them, burn up
their corpses. The next room we need to go to is down the left corridor.
Take the door on the right side of the hall.
KEEPER'S BEDROOM
Burn the corpse near the liquor cabinet, if you want to prevent it from
ambushing you in a bit. Swipe the HANDGUN MAGAZINE off the bed. Go over
past the bed where all the girly pictures are on the wall. The closet door
will shake. When you try to leave, a zombie will pop out of the closet, so
kill it. Take the BATTERY PACK in the closet and read the KEEPER'S DIARY on
the desk. It somewhat explains why the heck there are zombies and monsters
around, and makes for some rather entertaining reading towards the end.
Leave the room.
SHADOWY CORRIDOR
Go to the south end of the hall and unlock the door there.
KENNETH'S HALL
Put down the zombie in here with your HANDGUN, then burn it up with the FUEL
CANTEEN if you have fuel left. Go to the DINING ROOM.
DINING ROOM
Walk around on the other side of the table. Remember a long time ago when
you shoved that statue off the balcony above? Well now the rubble's lying
about, with a little sparkly in it... Get the BLUE GEMSTONE from the broken
statue, and go out through the single door.
KENNETH'S HALL
Go to the very end of the hall, where the elevator is. On your way past,
unlock the door on the right side of the hall with the SWORD KEY but don't
go in there yet. Run around and head down the stairs. Use the SWORD KEY
here to unlock the door. Go through this door.
KITCHEN
Eeww, nasty, looks like somebody forgot to put the meat back in the fridge.
There are maggots and flies crawling all over everything. No you can't take
the elevator, because the power's not on. Get the DAGGER off the table and
try to leave the room. A zombie will come down the stairs and through the
door. Do a lap around the meat table to get it confused, then leave the
room.
KENNETH'S HALL
Go to the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Enter the alcove to the right and go through the door there.
TIGER ROOM
In this small room, you'll see a statue of a tiger head on a podium. The
inscription on it reads: "A tiger glowing with blue and yellow light."
Place the BLUE GEMSTONE here and you'll get some SHOTGUN SHELLS. Leave the
room.
SHADOWY CORRIDOR
Head for the WEST STAIRS area.
WEST STAIRS
Go to the DRUG ROOM.
DRUG ROOM
Clean out your inventory and get:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY, SWORD KEY
Leave.
WEST STAIRS
Go to the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Go down the long hall in front of you to the GREEN HOUSE.
GREEN HOUSE
Gather up the five GREEN HERBS. Use three to make a LARGE GREEN MIXTURE and
two to make a SMALL GREEN MIXTURE. Leave.
SHADOWY CORRIDOR
Go to the WEST STAIRS area.
WEST STAIRS
Go upstairs, and take the door to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Leave through the double doors.
MAIN HALL
Go across the balcony to the eastern side. Take the southeast door and
unlock it with the ARMOR KEY.
EASTERN OUTDOOR BALCONY
Run down the walkway and go down some stairs. You'll see Forest Speyer's
corpse sitting in a chair here. Fortunately, his GRENADE LAUNCHER is still
with him. Take it, and take the DAGGER on the bench nearby. Now, you can
either just quietly leave now, or continue down the balcony where you'll
find two GREEN HERBS at the end.
However, should you decide to get the GREEN HERBS, Forest will come back to
life and attack you! Kill him with the GRENADE LAUNCHER you just picked up
if you're going to get the GREEN HERBS, because Forest is very fast.
Combine one of those GREEN HERBS with your SMALL GREEN MIXTURE to get a
LARGE GREEN MIXTURE.
=============================================================================
- GETTING THE SECOND DEATH MASK
=============================================================================
MAIN HALL
Go to the northeastern door in here, and use the SWORD KEY to unlock the
door. Discard the key when asked.
CURTAIN CORRIDOR
There's a zombie hanging around past the curtains in the hall. Kill him
then unlock the double doors between the curtains.
KNIGHT ROOM
In here, you'll see four knights slide away from positions on the wall. The
goal of this puzzle is to push the knights back into their places then press
the button on the stand in the middle of the room. The only problem is, the
knights move away from the wall as you push other knights in. Be sure not
to push the button before the knights are in position, or poison gas will
leak into the room! If this happens, leave the room and the puzzle will
reset. I'll be using the camera's view for this puzzle. The most efficient
order to push the statues in I think is:
1 - push in the upper right knight.
2 - push in the bottom left knight.
3 - push in the bottom right knight. The last knight will automatically
slide into place.
Press the button in the middle of the room. Bars will raise up from in
front of a little shelf, giving you access to a strange box. Take the
JEWELRY BOX. Now, we have to solve another puzzle to make the box open. If
you read the inscription on top, it will read, "Sunshine will awaken me."
Note how the sun emblem has two red slices in it. What you have to do to
get the box to open is to replace the red raspberry filling with the yellow
lemon filling, heh. Pretend you're looking at the box from this angle, with
the moon on the left and the sun on the right.
__________
/\ \
BACK SIDE --- / \ MOON SUN \ --- TOP SIDE
/ \__________\
\ / /
\ / / --- FRONT SIDE
\/__________/
To solve this little puzzle, press the button on the FRONT SIDE first, then
press the button on the BACK SIDE of the box, opposite the front side. This
will replace the red with the yellow on the sun, giving you access to the
second DEATH MASK! Two down, two to go. Leave the room.
CURTAIN CORRIDOR
Turn right and go down the hall. Unlock the door you passed by before with
the ARMOR KEY.
=============================================================================
- RESCUING RICHARD
=============================================================================
RICHARD'S HALL
As you enter, you'll see Richard stumble down the hall with a nasty bite
wound in his shoulder. He says it was caused by a snake, and it must have
been poisonous. He says he saw some SERUM around, but he didn't bother to
bring it with him. You now have to go get it for him. You have about 15
minutes to get the SERUM and bring it back to Richard before he dies. Be
sure you don't let him die, because there are several benefits to keeping
him alive, unlike in the original game.
CURTAIN CORRIDOR
As you exit, your map will point you towards the DRUG ROOM in the west wing
of the house. Head for the door to your left.
MAIN HALL
Cross to the other side of the room and enter the DINING ROOM BALCONY.
DINING ROOM BALCONY
Run over to the northwestern door.
WEST STAIRS
Head downstairs and enter the DRUG ROOM.
DRUG ROOM
Get the SERUM from the shelf. If you had tried to pick it up earlier the
game wouldn't have let you. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
ARMOR KEY, SERUM
LIGHTER
WEST STAIRS
Head upstairs and take the southeastern door up there.
DINING ROOM BALCONY
Head for the double doors to the east.
MAIN HALL
Skip across the balcony back into the CURTAIN CORRIDOR
CURTAIN CORRIDOR
Go to RICHARD'S HALL.
RICHARD'S HALL
Hopefully, you haven't been lollydagging around like an idiot while getting
the SERUM and Richard is still alive. If he's still alive, Jill will give
him a shot to cure the poison, and Richard will give you his radio. He'll
be fine now. You can resume your exploration of the mansion. If you're too
late, he'll be lying on the floor dead, and you won't get anything from his
body. Go through the door beyond him.
=============================================================================
- GETTING THE SHIELD KEY
=============================================================================
ATTIC CORRIDOR
Dirty in here, isn't in? A zombie will appear from the hall to the left.
Blow his head off, then take the door behind him, near the flickering light.
UPSTAIRS DINING ROOM
Take a HANDGUN MAGAZINE from the table. Use your LIGHTER to light the
candle on the table so you can see. Get the HANDGUN MAGAZINE out of the
cabinet on the western wall, then shove aside the cabinet on the eastern
wall to reveal a secret passage. Watch out, because there's a zombie in
there, just waiting for you to boldly prance inside. Lure him out, then do
a lap around the table in the middle of the room to get him confused. Get
the MUSICAL SCORE from the cabinet hidden in the secret room. Leave the
room.
ATTIC CORRIDOR
Go back into RICHARD'S HALL, because you can't unlock the door with the
spider webs yet.
RICHARD'S HALL
If Richard is still alive, you can safely cross through this corridor.
However, if you let Richard die, then there will be a zombie for you to deal
with. Get to the other end of the hall.
CURTAINED CORRIDOR
Head left and go into the MAIN HALL again.
MAIN HALL
Go downstairs and enter the DINING ROOM on the bottom floor.
DINING ROOM
Take the EMBLEM over the fireplace, then take the one door close by.
KENNETH'S HALL
Turn right. The door before you get to the elevator is the one you need to
go to. Hopefully you unlocked it earlier with the SWORD KEY as I directed
you to.
PIANO BAR
Use the complete MUSICAL SCORE on the piano and Jill will do a brilliant
performance of the song. After Jill's played the song, a wall will slide up
revealing a secret room. Take the GOLD EMBLEM from the statue. Uh oh, the
wall went down again! Not to worry though, place the wooden EMBLEM in the
place of the GOLD EMBLEM to keep the wall up. You can get out of here now.
Before you go though, look at the sparkly. You'll find TREVOR'S DIARY.
He's the guy who built this crazy mansion. He says that he's been locked up
in here, and thinks the reason is because he's only one of two people who
know the secrets of this place. The other is Spencer, and if Trevor dies,
only Spencer will know. Trevor says he has to escape, but he never did
manage to get out.
KENNETH'S HALL
Go to the DINING ROOM.
DINING ROOM
Place the GOLD EMBLEM in the place of the old EMBLEM at the start of the
game. The grandfather clock will open up, revealing it's gears. You now
get to control the arms of the clock. But what's the solution to this
puzzle? Look at the painting near the clock. One knight has been impaled
on a short sword in the chest, while the other knight has been struck in the
head with a long sword.
Note the symbols on the clock too. They're a helmet, armor, a shield, and a
sword. This may be a little confusing, but the small option actually
controls the big arm, and the large option controls the small arm. What
protects a head? A helmet. And what protects a chest? Armor. Point the
long arm at the helmet, and the short arm at the armor. The time should
read 6 o' clock. The clock will chime and slide aside. Take the SHIELD KEY
hidden in the secret compartment, and leave through the double doors.
=============================================================================
- GETTING THE THIRD DEATH MASK
=============================================================================
MAIN HALL
Head upstairs and go into the CURTAIN CORRIDOR.
CURTAIN CORRIDOR
Head down the hall until you come to the door to the EAST STAIRS.
EAST STAIRS
Go downstairs to the STORAGE ROOM. Barry posted a note saying he left some
supplies for you in there in case you got in trouble. Head inside the room.
STORAGE ROOM
Get the FIRST AID SPRAY and the INCENDIARY SHELLS. Put these in the ITEM
BOX and organize your inventory:
GRENADE LAUNCHER (loaded with GRENADE SHELLS), INCENDIARY SHELLS
ARMOR KEY, SHIELD KEY
Leave.
EAST STAIRS
Go to the door at the midway point of the upstairs hall and unlock it with
your ARMOR KEY.
STAG ROOM
Pick up the RED HERB in here, and take the door to the left of the stag
head.
UPSTAIRS OFFICE
You might run into Barry in here, looking at the RESEARCHER'S WILL. He'll
then hand it to you. The top portion is torn off though. The person who
wrote it says he's infected with an illness that will turn him into a
zombie, and he'll kill himself soon. Barry suggests there was something in
the top half somebody didn't want anyone to see. He then runs off out the
door. If he's not here, then you can get the document on the desk by
yourself.
You need to get three items in this room now. The FISHHOOK from the
fishhook collection near the aquarium, the BEE SPECIMEN from the lure
collection near the desk, and the LURE OF A BEE from the insect collection
near the bookcase. Combine the LURE OF A BEE with the FISHHOOK and place it
in the lure collection, then place the BEE SPECIMEN in the collection of
insects. You'll need at least two item slots to do this. Afterwards, press
the button under the insect collection to find the WIND CREST.
But before you can pick it up, the BEE SPECIMEN comes to life! When I saw
this for the first time, I thought I was dreaming. Jill tries to swat it
away, but to no avail. Don't waste any ammo on the bee. Just get the WIND
CREST and get out of there.
STAG ROOM
Take the door near the broken picture frame.
UPSTAIRS BEDROOM
Look at the table near the desk to get a FIRST AID BOX. Look at the top lid
to open it and get a FIRST AID SPRAY. Next, go behind the bed to get a
GREEN HERB. Combine the GREEN HERB with the RED HERB to get a RED-GREEN
MIXTURE. If you want it, there's also an INK RIBBON on the dresser. Leave.
STAG ROOM
Go out the door that leads out of here.
EAST STAIRS
I suggest you go to the STORAGE ROOM and save, because there's a boss fight
coming up in a little bit. After you're done in there, go into the CURTAIN
CORRIDOR upstairs.
CURTAIN CORRIDOR
Take the door to RICHARD'S HALL.
RICHARD'S HALL
Go to the door at the other side. Heal with the GREEN HERBS here if you
need to.
ATTIC CORRIDOR
Head up the stairs and unlock the spider web door with the SHIELD KEY.
Discard it and enter the room.
ATTIC
For the moment, it seems you're alone. Take the SHOTGUN SHELLS from the
shelf around the corner from the door. Walk further into the room, and the
snake Richard told you about will appear! Man that thing is huge!
#######################################################################
BOSS FIGHT 1 - YAWN
Unlike the original game, the Yawn fight will be much, much easier. The
snake's only attack really is to bite you. If you get bitten, you'll be
infected with it's poison. Also, the attic is more wide open than in the
original game, which means it's easier to evade Yawn. Don't let your health
get too low though, or you'll get swallowed whole by Yawn!
If you saved Richard's hide earlier, he'll run into the room yelling
"Payback time!" He'll then fight alongside you. This will make the battle
a little easier. While Richard slows down the snake with his shots, you can
run into the back corner to grab the third DEATH MASK. After you get it,
run back near Richard. Yawn will ignore Richard and only focus on you.
Stand near him, because the snake has to line up straight to get you here
and it's difficult for Yawn to do that. Also, I suggest you let Richard do
the work by himself because he's got infinite ammo.
When you (or Richard) damages the snake enough, it will appear to be dead,
but then it'll wake up again. Richard will push Jill out of the way and he
will be swallowed. He'll drop his ASSAULT SHOTGUN for you to take though.
Take the gun and get out of there now, because even if you do kill the
snake, it'll just run off. DON'T leave the room before you've defeated the
snake the first time, or you'll be missing out on a great item. If you
leave the room then come back in, Richard will be swallowed whole by the
snake and you won't be able to get the ASSAULT SHOTGUN.
If you're alone, I suggest you just run over and grab the DEATH MASK in the
back corner, then get the heck out of there. If you must defeat it, use the
GRENADE SHELLS from the GRENADE LAUNCHER. That'll kill it in about 5-7
hits. Stand in the corner near the door, because it's safe there.
#######################################################################
If you were hit during the battle and got poisoned, Jill will now have to
run to the DRUG ROOM to get her own dose of SERUM to cure it. I'm sure you
can find it, as we've been there and back several times. I'll meet you back
in the CURTAIN CORRIDOR.
***NOTE***
From now on, whenever I say SHOTGUN, feel free to replace it with ASSAULT
SHOTGUN.
***NOTE***
=============================================================================
- GETTING THE FOURTH DEATH MASK
=============================================================================
CURTAIN CORRIDOR
Go to the EAST STAIRS area.
EAST STAIRS
Head downstairs and into the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
DEATH MASK, DEATH MASK
DEATH MASK, FULL HEALING ITEM
ARMOR KEY, WIND CREST
Leave.
EAST STAIRS
You've already gone through the door with the broken door handle once, which
means you can only go through one more time, so make your choice if you want
to save your last use. You also might want to save your game again, because
there's gonna be another boss fight in a bit. I'd rather just go through
the door now, because you're about to get out of here. Take the door with
the broken handle.
EXIT CORRIDOR
Take the door on the south wall in here. Use the ARMOR KEY to unlock it.
Discard the key when asked.
STAINED GLASS GALLERY
There are many nice stained glass windows in here, but for now head to the
end of the hall. Ignore the crows, because they won't attack as long as you
don't shoot. At the end of the hall you'll see a window of Lisa Spencer,
wearing a green crown, a purple necklace, and an orange bracelet. DON'T
press the button when asked, or you'll get attacked by crows.
Now, try pressing the buttons under the other glass windows and you'll
notice they change color. The buttons on the side with Lisa's picture shine
on blue light, while the buttons on the other side with the door shine on
red light. What you have to do is look at what the person in the picture is
wearing that's in Lisa's picture, and make it the same color as in her
picture. The simple solution to the puzzle is this:
1 - make the picture of the valiant orange by pressing the button under it
on the door's side of the room.
2 - make the picture of the sage purple by pressing the button under it on
Lisa's side of the room.
3 - make the picture of the saint green by pressing the button under it on
Lisa's side of the room.
After you have done this, press the button under Lisa's picture to make it
rise up into the ceiling. You'll be in the GRAVEYARD again, but this time
in the caged area with the sparkly. Take the fourth and final DEATH MASK,
then exit this little yard through the gate.
=============================================================================
- GETTING THE STONE AND METAL OBJECT
=============================================================================
GRAVEYARD
Head down into the tomb where you got the BOOK OF CURSES a long time ago.
It's now time to make good use those DEATH MASKS you've been collecting.
Check each mask to see what facial features it's missing, then place them on
the corresponding faces in the wall. The solution of the puzzle is:
1 - MASK W/OUT EYES in the leftmost face.
2 - MASK W/OUT ALL in the second left face.
3 - MASK W/OUT NOSE in the second right face.
4 - MASK W/OUT MOUTH in the rightmost face.
Note how each time you put in a mask, the casket in the room gets closer and
closer to falling down. After all of them have been put in, the coffin
finally falls to the floor. It's a real stupid idea, but do it anyway. Go
over to the coffin after it's fallen to the floor. A gate will fall to lock
you in the tomb, plus a real nasty-looking zombie will climb out of the
coffin.
#######################################################################
BOSS FIGHT 2 - THE CHAINED ZOMBIE
This guy's no big deal at all really. He's basically a crimson head on
steroids. He'll move slow at first, but when he gets close he'll start
running after you. It'll only take about 2-4 SHOTGUN SHELLS to kill him
though. He's just more scary looking than tough.
#######################################################################
After you have killed off the zombie, go to the sparkly and get the SHOTGUN
SHELLS. Next, search the Chained Zombie's coffin for a switch. Press it to
unlock the gate out of here. Lastly, take the STONE & METAL OBJECT from the
coffin. Take the stairs out of here and exit through the gate into the
STAINED GLASS GALLERY.
***NOTE***
I know you can use this item on the gate underneath the stairs in the MAIN
HALL, but just forget about doing that for now. You don't have both items
needed to unlock the gate anyway.
***NOTE***
=============================================================================
- EXITING THE MANSION
=============================================================================
STAINED GLASS GALLERY
Go to the door at the other end of the corridor.
EXIT CORRIDOR
Head for the gate in front of you.
COVERED WALK
Stroll down the path and you'll get ambushed by a dog. Just ignore it, and
plant the STONE & METAL OBJECT into the hole near the door at the end. At
long last the backdoor out of this mansion is unlocked! Go through it.
=============================================================================
- TRAVELING TO THE RESIDENCE
=============================================================================
TOOL SHED
Inside here, you'll find a box of SHOTGUN SHELLS on the floor, and a FIRST
AID SPRAY and a BATTERY PACK on a shelf. Take the small side door because
the double doors will lead to a dead end for now.
WIND VANE PATH
Walk down the path and read the sign post here. It says:
North: Valley of Destruction
South: Cave of Hatred
East: Summit of Madness
West: Path of Revenge
Oh yeah, all those just sound like lovely vacation spots, dontcha think?
Anyway, you may have noticed that red spinning thing in the distance. It
turns out to be a chicken wind vane. If you have a radio, you'll get a
radio message from Barry warning to stay out of the woods behind the
mansion, because there's some monster. It may be stupid, but we have to
ignore the order if we want to continue on.
Continue on down the path and you'll see a blue wind vane like the first
one. If you keep going down, you'll come to a gate bordered by two
multi-headed dog statues, one with blue eyes, and another with red eyes.
The red-eyed one reads "The War Cry of Revenge," and the blue-eyed one reads
"The Last Gasps of Destruction." Also note the gate reads "The gate will
open when the guard dog's desires are fulfilled." Are the puzzle pieces
starting to fall together in your head?
What you have to do now is make the corresponding weather vane face the
direction of the area that the guard dog corresponds to. The blue dog
represents destruction, so it should face north, towards the Path of
Destruction. The red dog represents revenge, so it should face west towards
the path of revenge. Click on a weather vane to make it stop. Make sure it
stops on the correct direction. If you mess up, click again to get the
chicken moving again.
When the red vane faces west and the blue vane faces north, the gate will
unlock and you'll be able to proceed onward.
CREST GRAVEYARD
In here, you'll see some crows hanging out on the gravestones. If you get
too close or shoot your gun, they'll start attacking, so don't do either
one. To the south there are two gravestones. The one on the right reads
"When the wind sweeps across the earth, stars will shine in the heavens,"
and the other one has two vertical lines, a cross, and three horizontal
lines.
Place the WIND CREST in the right tombstone to get the STAR CREST, the SUN
CREST, and the MOON CREST. You may notice the line patterns in the holes in
the other tombstone, but your CRESTS won't fit in them. Don't worry though.
Examine each crest's backside, and you'll see a pattern inset in it. Press
the button on each crest's other side, and the pattern will rise up. Press
USE and it will then be placed in the correct spot in the diagram. After
all have been fitted, you'll get the all mighty MAGNUM REVOLVER! This is
WAY cooler than simply opening up the backdoor of the mansion like they did
in the old game. Head for the next gate.
CABIN TRAIL
As you enter the area, you'll hear chains jingling and a yell. Ignore them
for now and walk along the trail. You won't encounter anything the whole
way, though you might scare yourself by thinking the statue on the way is
alive :) At the very end there's a wooden cabin. Go inside it.
CABIN
In this old wooden cabin, there's an excessive amount of dust, though the
fire in the fireplace is quite relaxing, don't you think? Go up the short
stairs. On the wall next to the doorway you can get the COURTYARD MAP. Go
inside the little room up here. You'll find a TYPEWRITER and a FAMILY
PICTURE with badly written words on it, some gibberish about a girl's mom
and dad.
Anyway, in the next hall you can find an ITEM BOX, and if you go past that
you can jump down a ledge and find the SQUARE CRANK on top of a bunch of
boards in the corner. Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
CRANK, FULL HEALING ITEM
After you go into the bedroom, you can hear somebody coming in through the
front door... Look out the window and you'll catch a glimpse
of...something...coming towards the stairs. As you try to go down the
stairs you'll get knocked out by that thing. Jill will wake up near the
fire in the room. The monster will then appear again. Run out of there
because you can't kill it. However, you might want to shoot it a few times
to knock it out so you can get past without getting hit. I don't know about
you, but this whole sequence felt kind of Silent Hill-ish to me.
CABIN TRAIL
Run down the path. Watch out for the new zombie that wandered onto the path
while you were at the CABIN.
CREST GRAVEYARD
Leave out the gate back to the WIND VANE PATH.
WIND VANE PATH
Go back up the trail to the TOOL SHED.
TOOL SHED
This time, go through the double doors.
UPPER COURTYARD
I'm VERY glad they updated the look of the courtyard area a lot. This place
actually looks great now, unlike the plain brick walls with plain bushes in
planters in the old game. If you have a radio, you'll get a radio message
from Brad in the helicopter. He's asking for somebody to respond so he can
rescue them. Jill tries to respond to him, but the radio's broken.
On your right as you enter the courtyard is a GREEN HERB and a BLUE HERB.
Take them with you and head for the gate to the north, because the elevator
at the end of the western passage isn't working right now. If you keep
running those dogs won't be able to get you.
WATER RESERVOIR
You can see a ladder going into the water, but Jill can't swim, so you'll
have to use the SQUARE CRANK on the post at the end of the stone path. This
will open up a waterway to drain off the water, which will reveal a path
crossing over the pool. Go across it and climb up the other side. Take the
elevator at the end of this next path to proceed to the next area.
LOWER COURTYARD
The first feature you'll probably notice of this area is the giant
waterfall. If you examine it, you'll see something behind it, but the
water's moving too fast to pass through the waterfall. Also, don't bother
searching the area to the south, because all you'll find is the broken
elevator you saw in the UPPER COURTYARD. However, you can also see why it's
broken. The reason is because there's no battery to power it. Anyway, take
the gate to the left of the waterfall when you're done looking around.
RESIDENCE PATH
Directly in front of you is a RED HERB. Take it and use it with your GREEN
HERB then your BLUE HERB to make a BROWN MIXTURE. Now that you've done
that, start running. Why? Because snakes are raining down from above! As
long as you keep running though, they won't be able to get you. Take the
door at the end of the winding trail.
-----------------------------------------------------------------------
______ _____ _____ _____ ____
| _ | | _ | | _ | |_ _| /__ \
| |_| | | |_| | | |_| | | | / /
| ___| | _ | | _ / | | / / - THE RESIDENCE
| | | | | | | | \ \ | | / /__
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
=============================================================================
- GETTING THE 001 KEY
=============================================================================
ENTRY CORRIDOR
The obvious first thing you should do now that you've reached a new area is
head for a save room, right? Well fortunately there's one close by. Take
the first door on the right in this hallway. Also, if you want them, there
are three BLUE HERBS just across from the entrance door in a nook.
UTILITIES ROOM
In here, you'll find a BATTERY PACK on the shelf near some INK RIBBONS and a
TYPEWRITER. In the other half of the room there is a KEROSENE CONTAINER and
a ITEM BOX. Gather these items then organize your inventory:
HANDGUN, HANDGUN BULLETS
LIGHTER
The reason we're going to use the HANDGUN in this part is because you'll
need to save your more powerful ammunition for later. Plus, in this part
it's not really necessary to blow zombie heads off. Most of the rooms
you'll visit here you'll only have to go to once, so it's kind of pointless
to dispose of the bodies in rooms you don't need to go back to anyway.
Leave.
ENTRY CORRIDOR
Do you see those red doors at the east end of the hall? Go to them.
GAME ROOM
This must be where all the employees working here hang out. Anyway, in here
you'll get your first glimpse of the giant spiders. They can spit poison at
you and tackle you, but they're not all that dangerous as long as you don't
stop running. You should just run from them and not waste your ammo.
Search the area to the south, and you'll find a GREEN HERB. Also, you may
see the red oil lamp on the stand in the corner. Light it and you'll see a
symbol appear in the light beneath it, that looks kind of like this:
___
-(_0_)-
Head to the northern part of the room, grab the other GREEN HERB and go
around the railing. Head downstairs into the bar area. On a table you can
get a box of SHOTGUN SHELLS. Also on the counter you can get the RED BOOK
and a FIRST AID BOX with a GREEN-BLUE MIXTURE inside. If you open the book,
you'll notice the pages are blank. What can you use it for? Don't worry,
because all items in this game will eventually serve some purpose. If you
light the green oil lamp on the table, you'll see a symbol kind of like
this:
\___/
(_0_)
Now, go out of the bar area and head upstairs to the pool table. There is
yet another oil lamp up here, and this one is orange. If you light it,
you'll find another symbol that looks like this:
\_|_/
(_0_)
|
Next, please check the pool table and note the colors and numbers of the
pool balls:
2 - blue
3 - red
4 - purple
5 - orange
6 - green
After you've filed all this information away, leave the room.
ENTRY CORRIDOR
Go back into the UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
HANDGUN, HANDGUN BULLETS
RED BOOK, FULL HEALING ITEM
Leave.
ENTRY CORRIDOR
Don't try to go down the hall past the crates, or a killer vine will pop out
of a hole in the floor and strangle you! What you must do is push the crate
near the red doors to get past without getting hurt. But...there's only one
crate, but two holes... You can't block both of them, so what are you going
to do? What you have to do is push the crate against the stack of the
crates in the hall to make a kind of bridge past the holes. Climb over the
stack of crates and take the door beyond.
BEE CORRIDOR
Run down the hall. You'll see the gallery door, but it's locked. Go onto
the next door. Before you go through, enter the nook nearby. Take the
RESIDENCE MAP here but DON'T check the hole hidden behind it when the game
tells you about it. There's a beehive through the hole. If you check it,
three bees will fly through the hole and attack you! However, if you kill
them, no more will come through.
Check the door marked 002, and you'll eavesdrop on a conversation between
Barry and somebody else on the other side of the door. They seem to be
talking about destroying the S.T.A.R.S.... Is there a traitor in your
midst? Anyway, after the conversation is over, go inside the room.
ROOM 002
In here, you'll meet Barry, but the other individual is gone. Jill asks him
about the conversation she heard, but Barry brushes it off as talking to
himself because he's stressed out. He says he'll go outside to get some
fresh air. After he leaves, check the desk near the bed, and you'll find
the PLANT 42 REPORT. It details a plant in this area of the estate that's
been drastically affected by the T-virus. After reading this crazy stuff,
go into the door near the entrance door.
BATHROOM 002
You may note the sparkly on the shelf. However, you'll also hear somebody
coming into the room behind you when you're about to get to it... Anyway,
grab the 001 KEY. As you're leaving, a zombie will come through the door.
Knock him down or evade him and then get out of there.
***NOTE***
You can avoid having the zombie coming in the bathroom by going out when you
hear the door slam outside, or by moving fast enough so that the zombie
can't get to the bathroom door in time. The zombie will be standing around
out here. However, I think it's better that he's in the bathroom, because
he'll be out of the way when you go through this room later.
***NOTE***
=============================================================================
- GETTING TO THE AQUA RING
=============================================================================
ROOM 002
Leave through the entrance door.
BEE CORRIDOR
Head down the hall again, past the gallery door and into the ENTRY CORRIDOR.
ENTRY CORRIDOR
Climb over your box bridge, and go to the door marked 001. Use the 001 KEY
to unlock the door. Discard it when asked.
ROOM 001
You may notice the hand moving in front of the camera. If you go over
closer, you'll see that this zombie has been hung on a noose. Walk past the
hanging body. On the desk, you'll find a HANDGUN MAGAZINE, and a cute lil'
gun called the SELF DEFENSE GUN. Do not be fooled by its size, because the
one bullet you get from this pop gun is more powerful as a shot from the
MAGNUM REVOLVER. After taking this gun, you'll find the SUICIDE NOTE.
It was written by a survivor of this accident who committed suicide. In
case you didn't know, that hanging zombie is the writer. The SELF DEFENSE
GUN is the gun he used to kill Robert. Anyway, go past the hanging zombie
again and enter the bathroom.
BATHROOM 001
On the floor is Robert, who was shot by the writer of the SUICIDE NOTE. As
you move about in the room, you'll hear the zombie break loose of the rope
in the other room. Drain the tub and get the CONTROL ROOM KEY, then leave
before Robert on the floor can attack you.
ROOM 001
Ignore the zombie that broke loose and get out of there.
ENTRY CORRIDOR
Climb over the box bridge again and go into the BEE CORRIDOR.
BEE CORRIDOR
Head for ROOM 002.
ROOM 002
Go into the back of the room, and you'll see two bookcases against the wall.
These bookcases are moveable. Push the one on the left up against the
wall, then push the one on the right to the right side of the room. A
hidden ladder will be revealed. Descend it.
AQUA RING HALL
Down here, you'll find this whole area is quite unlike the bunkhouse above.
The walls, floor and ceiling are all concrete, and it has a much more modern
look to it. Anyway, proceed down the cement hallway. Eventually you'll get
stopped by a pool blocking the passageway. The door nearby is locked from
the other side, so you'll have to find a way to cross the pool to proceed
onward.
Thankfully, there are some wooden crates nearby that you can push into the
pool that look like they would float on the water. The solution to this
puzzle is:
1 - Shove the box nearest the pool into it.
2 - Shove the box near the first box into the pool.
3 - Shove the last box around the corner, and then into the pool.
You'll now have a box bridge to cross over the water. Do so at this time.
Grab the GREEN HERB in the corner, then go around the corner. You'll
discover that the rest of the hall's been flooded, so this is probably where
the Aqua Ring is. Equip your SELF DEFENSE GUN and go through the gates.
=============================================================================
- GETTING THE GALLERY KEY
=============================================================================
UPPER AQUA RING
The PLANT 42 NOTE sure was right about this area being flooded. Anyway,
head southeast down the walkway. You'll then get an FMV
of...something...swimming through the water towards you... It turns out to
be a herd of zombie sharks! They're codenamed Neptunes and they wanna have
some dinner because they've been swimming around down here without a bite to
eat for a very long time.
Quickly shoot the Neptune closing in on you after the FMV is over, then run
like heck down the walkway. That one bullet from the SELF DEFENSE GUN will
kill it. Keep running down the path and don't stop, because one hit from a
shark can send you down from FINE to orange CAUTION! Also, I wouldn't
recommend shooting at the sharks again, because your ammo will do little
more than scare them away for a short time. Stay on the outer walkway. On
the way down the walkway, you'll come to a platform above the water with
double doors. Use the CONTROL ROOM KEY to unlock the door. Discard it when
asked.
AQUA RING CONTROL ROOM
Climb down the ladder nearby. In the hall behind the ladder, you'll find a
FIRST AID BOX with a GREEN-GREEN MIXTURE inside. Go into the control room
itself, and you'll be given some cool underwater views of the Neptunes
swimming around in the pool. Go over to the desk where the whiteboard is,
and be sure you read the note on it about which valve to open if there's an
oil pressure drop. Grab the AQUA RING MAP behind the desk.
Since this is a control room for the area, why don't you see if you can
drain the water so those sharks won't bother you so much? Go to the
southeastern panel of consoles and press the button to drain the water.
Unfortunately, when you do this a shark will crash into the glass, cracking
it. You'll now be on a time limit to solve a puzzle in this room before the
water pressure becomes too great and the shark crashes through the glass.
If that happens, it's GAME OVER! To solve the puzzle, follow these steps:
1 - Operate the panel on the southwestern wall to release the safety on the
pressure lock.
2 - Operate the panel on the eastern wall of the control room. This is a
pressure shelter, which will cover the glass with a protective shield.
Unfortunately, the shield's not working properly, thanks to some oil
pressure problem.
3 - Go into the hall past the ladder and operate the oil pressure valves
here. Open the valve that the message on the whiteboard says to open. The
other ones won't do anything. After you've done that, the shield will go up
again.
4 - Operate the panel on the southwestern wall to release the safety on the
pressure lock again.
5 - Operate the pressure shelter lever a second time. This time the shield
will descend all the way. You're now safe from the sharks, but the room is
still locked up.
6 - Operate the panel on the southeastern wall to drain the water and unlock
the doors in this area.
After you've done that, go to the hallway and open the heavy waterproof
hatch at the north end.
AQUA RING STORAGE AREA
Sadly for you, all of the explosives stored here are too wet to use.
However, you can at least get a box of SHOTGUN SHELLS if you search in the
boxes where the explosives area. Take the doors on the eastern wall, near
the boxes and supplies.
LOWER AQUA RING
As you stroll down the walkway, you'll come upon a shark floundering on
land. Don't bother wasting ammo shooting it though, because it can't hurt
you even if you stand right in front of its mouth. Continue walking around
down here, and you'll see a giant shark laying in a part of the room that
still has some water in it.
Walk past the shark and climb up onto the platform beyond it. If you look
at the sparkly, the big shark in the pool will wake up and attack you,
knocking the object into the water as well as damaging the platform. Don't
even THINK about jumping back into the water again, or you'll get killed
instantly by the shark.
So, if you can't just run, then how are you going to get out of here? Not
to worry, push the terminal nearest the water into the pool, then throw the
switch on the other terminal, which is the generator unit. The water will
be electrified thanks to that electric box you pushed into the pool. The
shark will get electrocuted and will die. Fried fish anyone? Walk past the
wiggling corpse of the shark, and get the GALLERY KEY that fell into the
water. Leave the room.
=============================================================================
- GETTING THE 003 KEY
=============================================================================
AQUA RING STORAGE AREA
Take the other door near the waterproof hatch.
V HALL
In this V-shaped corridor, look at the sparkly on the boxes and you'll find
some very valuable MAGNUM ROUNDS. Go to the other end of the hall and climb
up the ladder. Unlock the door up here and go through it.
AQUA RING HALL
Go back up the ladder at the end of the hall.
ROOM 002
Go out into the BEE CORRIDOR.
BEE CORRIDOR
Unlock the gallery door with the GALLERY KEY, then discard the key.
GALLERY
The first thing you'll note here is the sound of bees. This is the room
where the bees have built their hive, and they really don't like
trespassers. Get the HANDGUN MAGAZINE from the central table and the RED
HERB near the double doors, then run down the hallway to the north. All the
doors in this area are locked or blocked. You'll find a corpse in this
hall, holding a can of INSECTICIDE SPRAY. If you continue down the hall,
you'll see the bee nest, but unfortunately you can't get close because there
are too many bees around. Leave the room through the same door you used to
get in.
BEE CORRIDOR
Remember that hole behind the RESIDENCE MAP I told you NOT to check? Well
this time go there and you can kill all the bees with the INSECTICIDE SPRAY
from the safety of the hole. Go inside the GALLERY again.
GALLERY
Now that the bees have been eliminated, you can get the 003 KEY from the
desk underneath the hive. Go to the door marked 003 and use the key there.
Discard it when asked.
=============================================================================
- GETTING THE HELMET KEY
=============================================================================
ROOM 003
I wouldn't bother searching the bathroom this time, because you won't find
anything in there even if you drain the tub. Inside this room, you can find
a TYPEWRITER on the desk. Go examine the bookshelf, and you'll note there's
a row of red books with one white book in it. Take the ORGANIC CHEMISTRY
LAB REPORT.
In it, a scientist writes he has discovered a chemical that can be used to
kill Plant 42, called UMB No.20, or V-JOLT. It says that you can make this
chemical by mixing the UMB and VP chemicals, though you must be careful or a
toxic gas will be produced instead.
Now that you've read that paper, note there's now a red book missing from
the set of red books. Use the blank RED BOOK you have here. Unlike the
last game where that alone would solve the puzzle, you now have to get the
books in the proper order so that the pattern on the books is continuous.
If you number the books left to right (assuming you haven't messed with them
yet), then the solution to putting the books in the proper order is:
4 - 6 - 7 - 1 - 5 - 2 - 3
When you're done, it should make a picture of a woman lying down in the
ocean, with the feet on the leftmost book and the hands on the rightmost
book. Once the puzzle's been completed, a bookshelf will slide aside to
reveal a secret door.
Now that you've done the puzzle, you have two choices of how to deal with
Plant 42. You can either make the V-JOLT and use it to kill the roots in
the Aqua Ring, or you can charge into its room through the new door and kill
it by shooting it to death. I would recommend making the V-JOLT because
you'll conserve your ammo and health for the next part of the game, which is
quite difficult.
However, fighting with the plant is much faster though, so you should do
this if you just want to hurry up and get onto the next part. You'll have
to waste some of your health and ammo though. I will describe the V-JOLT
path first, as it will be much easier on those who are new at this game.
Skip past the V-JOLT route and down to the FIGHTING route if you just want
to fight Plant 42 and get it over with now.
*****************************************************************
V-JOLT ROUTE
*****************************************************************
For starters, go into the GALLERY.
GALLERY
You may want to go to the UTILITIES ROOM to clean out your inventory,
because the V-JOLT puzzle will require at least three item slots to do.
When you've got your inventory cleaned out, go to the door near the display
cases on the west side of the room. It's time to put to use all of the
clues you got in the GAME ROOM at the start of this part.
You have to figure out the passcode to unlock the door to this room. If you
notice, the buttons above the keypad have the same symbols as the ones you
saw under the oil lamps in the game room. Also, remember the colors of the
lamps and the numbers on the pool balls in there:
2 - blue
3 - red
4 - purple
5 - orange
6 - green
Since the lamps were red, green, and orange, that means the passcode has to
be some combination of the numbers 3, 6, and 5. To operate this device,
press the symbol on the top bar, then press the number to go under it on the
keypad. The numbers you need to input from left to right are:
First symbol - 5
Second symbol - 6
Third symbol - 3
After you do this, the door will be unlocked.
***NOTE***
I've discovered the combination to this puzzle can be random. However, it
will always be a combination of the numbers 3, 5, and 6. That means there
are only six possible combinations to try. Even if the above code doesn't
work, it shouldn't take long to try all the combinations.
***NOTE***
CHEMICALS LAB
This is where you must create the V-JOLT to be used on the plant roots. You
can either figure it out for yourself by looking at the notes on the wall
next to the door, or you can use my step-by-step instructions below:
1 - Gather three EMPTY BOTTLES.
2 - Fill one bottle with WATER, and another with UMB No. 3.
3 - Mix the WATER and UMB No. 3 to get NP-004.
4 - Fill one bottle with YELLOW-6.
5 - Mix the YELLOW-6 with NP-004 to get UMB No.10
6 - Fill one bottle with WATER, and another with YELLOW-6.
7 - Mix the WATER and YELLOW-6 to get UMB No.7.
8 - Mix the UMB No.7 and the UMB No.10 to get VP-017.
9 - Fill one bottle with UMB No.3.
10 - Mix the UMB No. 3 with the VP-017 to at last make the V-JOLT!
Remember to be careful not to mess up, or the bottles you're trying to mix
will be automatically emptied. Leave the lab after you're finished mixing
the chemicals.
GALLERY
Go into the BEE CORRIDOR.
BEE CORRIDOR
Go to ROOM 002.
ROOM 002
Climb down the ladder in the back of the room.
AQUA RING CORRIDOR
Go through the door before you get to the pool, because you can't go through
the pool anymore as the water's been drained.
V HALL
Climb down the ladder and go to the door at the other end of the hall.
AQUA RING STORAGE AREA
Take the waterproof hatch nearby.
AQUA RING CONTROL ROOM
Climb up the ladder and take the door there.
UPPER AQUA RING
Go onto the inner walkway and on the western side of the area, you'll find a
door.
VINE ROOM
Pour the V-JOLT on the vines here to kill Plant 42's roots. Even though
they look like they could strangle you, don't be afraid to get close because
those vines won't hurt. Watch the vines disappear into the ceiling. Any
bottles you have on you will be asked to discard. Do so, because they're
useless. Leave.
UPPER AQUA RING
Go into the AQUA RING CONTROL ROOM again.
AQUA RING CONTROL ROOM
Climb down the ladder and take the waterproof hatch.
AQUA RING STORAGE AREA
Take the double doors to the left.
V HALL
Go down the hall and climb the ladder. Take the door there.
AQUA RING HALL
Take the ladder up again.
ROOM 002
Go into the BEE CORRIDOR.
BEE CORRIDOR
Go to the GALLERY.
GALLERY
Go to ROOM 003.
ROOM 003
Take the door that was hidden behind the book case, until you solved the
book puzzle.
PLANT 42 ROOM
Since you've killed Plant 42's roots, you won't have to fight with it. Jill
strolls over as she watches Plant 42 disintegrate into nothingness.
Unfortunately, she doesn't see a vine sneaking up behind her and she's
snagged. At that time, Barry runs in with a flamethrower. However, he gets
caught in the vines too. Barry then responds by burning up the plant with
his flamethrower while it swings him close. The plant then burns away and
it drops Barry and Jill. They both brush themselves off, being grateful
they're still alive. Barry stands around pondering what's up with this
place.
After the cutscene is over, go to the fireplace in the corner and grab the
HELMET KEY you find hidden there. If you try to leave without it, then
you'll get a brief scene indicating the key. If you talk to Barry, he'll
suggest that you go back to the mansion while he explores this area. Go out
through the double doors. To find where the route continues again, go to
the heading ROUTES JOIN TOGETHER HERE.
*****************************************************************
FIGHTING ROUTE
*****************************************************************
Go back to the UTILITIES ROOM at this time.
UTILITIES ROOM
Organize your inventory:
GRENADE LAUNCHER (loaded with INCENDIARY SHELLS), GRENADE SHELLS
ACID SHELLS, FULL HEALING ITEM
FULL HEALING ITEM, FULL HEALING ITEM
You might want to make sure that the healing items you have can cure poison,
because Plant 42 will pour a lot of that stuff all over the place. Leave.
ENTRY CORRIDOR
Climb over the box bridge.
BEE CORRIDOR
Go down the hall to the GALLERY.
GALLERY
Go to ROOM 003.
ROOM 003
Go through the door that was previously hidden by the book case.
PLANT 42 ROOM
#######################################################################
BOSS FIGHT 3 - PLANT 42
Unlike the original game, Plant 42's a real pain in the butt this time
around. NEVER, EVER stand underneath the pod in the middle of the room,
because poison continually drips from it. The tentacles are a lot faster
and they can reach farther. They'll whip you hard. Also, they shoot poison
which is deadly accurate. You can also get knocked off the upper ledge by
them, which will really mess up your health. There's are also a few small
yellow pods scattered about the room that will spray toxic gas on you if you
stand next to them too long. Don't EVER stop moving when in this battle.
To defeat Plant 42, you should focus your firepower on the giant pod above
the middle of the room. Wait for it to open the petals covering it before
you shoot, because it'll cause more damage then. I think the easiest way to
kill it is to run around on the upper catwalk, shoot one INCENDIARY SHELL,
then quickly run off before the vines can catch up with you. It's like
Pokemon, where flame Pokemon are good against grass Pokemon. Err, okay,
that was a stupid comparison. Make sure you can see the giant pod before
you shoot. If you hit it when the petals are open, you can kill it with
about 3-5 INCENDIARY SHELLS.
#######################################################################
After the battle is over and the plant has rotted away, look in the
fireplace on the lower floor to find the HELMET KEY. Leave out the double
doors near the one you used to get in.
*****************************************************************
ROUTES JOIN TOGETHER HERE
*****************************************************************
=============================================================================
- RETURNING TO THE MANSION
=============================================================================
GALLERY
Run to the door leading into the BEE CORRIDOR.
BEE CORRIDOR
Jill walks in and hears gunshots. It turns out to be Wesker, having some
target practice with the bees. After he's finished eliminating the bees,
he'll talk to Jill. He's glad Jill's still alive, and its the same the
other way with Jill. He apologizes for running off earlier. He says he had
to protect himself from those monsters. He says Barry's been acting
strangely, and Jill also agrees. However, he also says it would be normal
under these types of circumstances.
He says they need to get out of here, and says that most of the other
mansion is still locked up. Jill says she'll go back to the first mansion,
and will let Wesker know about what she's found. He says he's counting on
you, then he walks away.
Run over the bees he shot down if you want to, then go into the ENTRY
CORRIDOR.
ENTRY CORRIDOR
As Plant 42's been killed off, you needn't worry about the vine in the holes
anymore. You don't have to use the box bridge this time. Go into the
UTILITIES ROOM.
UTILITIES ROOM
Organize your inventory:
MAGNUM REVOLVER, MAGNUM ROUNDS (or GRENADE LAUNCHER with any ammo type)
HELMET KEY, FULL HEALING ITEM
You may want to save, because things are really going to get tougher in a
little bit. Leave.
ENTRY CORRIDOR
Go outside into the courtyard area.
RESIDENCE PATH
Go down the path, and you'll be contacted by Brad again. Jill tries
everything she can do to contact him, including yelling loud ("Brad! Brad!
BRAD!") and changing the channels, but it's no use. Continue to the gate at
the end of the path.
LOWER COURTYARD
The crows have now been replaced by dogs. Go past the waterfall and take
the elevator in the northeastern corner.
WATER RESERVOIR
This path was once clear, but now it's infested by poisonous snakes. Zig
zag down the path, because those snakes are pretty accurate in their strikes
and they're hard to see as they slide along the ground. Jump down, run
across the pool, then get up on the other side where it's safe. Take the
gate there.
UPPER COURTYARD
Jump down the stairs and go into the TOOL SHED.
TOOL SHED
In here, Barry has left you another note. He says he left these supplies to
help you fight against that "bullet-proof thing in chains" you met in the
CABIN, and he also fixed that door with the broken knob near the eastern
stairs. He left you GRENADE SHELLS, a FIRST AID SPRAY, and a BATTERY PACK
for your stun gun. Go through the door towards the mansion.
COVERED WALK
Stroll down the path, and make sure you've got your guns ready before you
walk into the mansion again.
-----------------------------------------------------------------------
______ _____ _____ _____ _____
| _ | | _ | | _ | |_ _| |___ |
| |_| | | |_| | | |_| | | | ___| |
| ___| | _ | | _ / | | |___ | - THE MANSION REVISITED
| | | | | | | | \ \ | | ___| |
|_| |_| |_| |_| \_\ |_| |_____|
-----------------------------------------------------------------------
=============================================================================
- GETTING THE LAST BOOK VOL.1
=============================================================================
EXIT CORRIDOR
All's still and quiet when you step into the mansion at first, but don't be
fooled. As you proceed into the hall further, you'll get an FMV of
something jumping over tall walls in a single bound, and it can also open
doors too (uh oh). The POV shot ends with it standing next to the door you
just went through.
As the movie ends, the thing will charge around the corner and attack you.
It's a hunter, the bane of every RE player's existence. They can outrun
you, they can jump long distances, they can slice you up like bread, they
can cut your head off in one attack, and they look like giant mutated frogs.
Anyway, shoot it with your gun (MAGNUM ROUNDS and ACID SHELLS are
particularly effective), then take the door to the EAST STAIRS.
EAST STAIRS
Slowly walk down the hall. You may hear a kind of moan coming from around
the corner. That's the noise hunters make when they're around. Slowly walk
up to the corner and let the hunter come to you. Kill it when it pops
around the corner and makes that screeching noise. Watch out for the hunter
above on the balcony, because it can jump down to the lower floor. Kill him
as well. Go inside the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, FUL HEALING ITEM
Leave.
EAST STAIRS
Ascend the stairs, and go east down the hall to the door at the very end.
FIREPLACE ROOM
Use the HELMET KEY on the other door in this room.
COMPACTOR ROOM
This room has a rather nasty trap. If you step through the doorway onto the
main floor, the walls will slide along the floor and they will squash you
into a Jill sandwich. That statue there looks nice and solid, so maybe you
could use it to hold the walls open? Push it into the compactor area, and
if the statue's blocking the way of the walls, you won't get crushed.
However, it is possible to get trapped between the back wall and the statue
so that you can't get out without getting crushed, so watch out for that.
If this happens, you should just reset then because you won't be able to get
out without dying. Note that if you allow the walls to slide closed, you
can walk through a second doorway behind the sliding wall. Behind it
there's a switch and a statue like the one that you see when you first enter
the room.
The goal of this puzzle is to get the moveable statue into the other
opening. Push the statue into the crushing room, and the walls will slide
in. However, even after the walls close, you can still push the statue
along the walls. Get it at the opposite end of the room, then run through
the right doorway in the first part of the room.
Tag the switch, then quickly run out from behind the wall before it can
crush you back there. Run in between the crushing walls, then quickly push
the statue in front of the hole on the left side of the back wall. You just
have to move the statue in front of the hole. It will automatically slide
in after you push it onto the square there. After the statue is secure in
the left hole, a secret door will appear in the wall between the two
statues. In this room, you can get a DAGGER on a stand, and there's a hole
to jump down as well. Go down this hole.
TREVOR'S TOMB
Down here, you'll find the LAST BOOK VOL.1. Take it and then look at the
gravestone for George Trevor, who is the designer of this mansion. On it,
you'll find another section of TREVOR'S DIARY. He seems to be getting
pretty desperate in this installment, and that he's afraid his family may be
dead too. Anyway, after you're finished reading that, press the switch on
the gravestone and climb down the ladder that's revealed.
=============================================================================
- GETTING THE BATTERY
=============================================================================
BASEMENT CORRIDOR 1
Down here you'll run into spiders. They're kind of sluggish, so you should
try to evade them. If you go right at the fork, you can find the MANSION B1
MAP, as well as SHOTGUN SHELLS if you examine the right side of the pile of
boxes at the end of the hall. After you're done doing that, take the left
fork and go through the door there.
BASEMENT CORRIDOR 2
At the first corner, you can find a RED HERB and a BLUE HERB. Take them
both and coninue down the hall. At the fork, you'll find a DAGGER as well.
By now the zombies should be on you. It's okay if you don't blow their
heads off, because you won't be coming down here again anyway. Take the
northern branch of the hall, through the flooded corridor. At the end,
you'll find the fuse to turn on the elevator. Switch over the fuse, and
you'll be able to use the elevator in the KITCHEN. Take the door at the end
of the western branch after doing this.
KITCHEN
Now that the elevator is working again, why don't you take it up to the
second floor? Be careful, because it will take it a few seconds to arrive,
giving a zombie enough time to sneak in a bite. If you're careful to do a
lap around the table though, this won't be any trouble.
TORCH CORRIDOR
If you look in the nook to the left when you first step off the elevator,
you'll find a zombie, two GREEN HERBS, and a RED HERB. Kill off the zombie,
but only take the healing items if you need them immediately. You're going
to be picking up a very important item in a second. Ignore the door at the
north end of the hall, because the doorknob is missing and you can't open
it. Instead, go west. Kill the zombie blocking the way, then go into the
first door past the elevator.
SMALL CLOSET
In this room, you'll find SHOTGUN SHELLS, ACID SHELLS, a BATTERY PACK, and
most importantly, the BATTERY you need for the elevator in the courtyard.
Leave out of the room.
=============================================================================
- GETTING THE LAST BOOK VOL.2
=============================================================================
TORCH CORRIDOR
Unlock the door at the western end of the hall.
SPEAR CORRIDOR
Take the door to your immediate right. You won't have to battle with the
zombies if you go this way.
DINING ROOM BALCONY
Take the door right next to the door you just used. Do it quick and you
won't have to fight the hunter hiding offscreen.
WEST STAIRS
Head downstairs and go to the DRUG ROOM.
DRUG ROOM
Organize your inventory:
GRENADE LAUNCHER (loaded with ACID SHELLS), INCENDIARY SHELLS
GRENADE SHELLS, HELMET KEY
FULL HEALING ITEM
Leave.
WEST STAIRS
Head upstairs, and unlock the door near the one to the SPEAR CORRIDOR with
the HELMET KEY.
TROPHY ROOM
In here, note the stuffed bird who's eye follows you around. It may be
pretty creepy, but just ignore it for now. Get the GRENADE SHELLS from
under the deer head, and the DAGGER from near the bull head. Also, you can
get the MAIL FROM THE CHIEF OF SECURITY on the table in the middle of the
room. These orders from Umbrella seem to be directed at someone who's on
your team. Who could the traitor be I wonder?
Next, try turning off the lights with the light switch (what's up with this
house? Only one bathroom, two bedrooms, and one light switch?) Now you'll
see the eyes of the stuffed animals all glowing. Notice when the bird looks
at the deer or the bull, the eye stops glowing. If you push a cabinet in
front of one of these heads, then you'll be told they are jewels. However,
if the bird's looking at the head, you won't be able to get the jewel.
What you must do is stand at one side of the room, quickly run under the
bird to the opposite side of the room, then jump up on a stand and quickly
snatch the jewel before the bird can look at you again. By doing this,
you'll be able to get a RED GEMSTONE and a YELLOW GEMSTONE. Stupid bird, we
fooled you! Leave the room.
WEST STAIRS
You now have a choice of what ending you'd like in the game. There are
these three MO DISKS in the game that you need to get the extra good ending.
We're about to get the first one if you want to get it. If you don't want
to, then skip everything past this row of stars and start reading again at
the next row of stars.
***********************************************************************
Go down the first floor hall to the east end of it. Two hunters will jump
through the windows, but I say you should just keep running and hit the door
into the SHADOWY CORRIDOR.
SHADOWY CORRIDOR
Turn right and go into the little nook where the TIGER ROOM's door is.
Don't worry, because there are no hunters hanging around right now.
TIGER ROOM
What you're supposed to do is use the YELLOW GEMSTONE on the tiger statue,
and you'll be given the first MO DISK when the tiger rotates. Take it and
leave. Whatever you do, DON'T use the RED JEWEL on the tiger statue. If
you do that, the statue will go up into the ceiling, and then dozens of
snakes will fall from the ceiling and attack you. If you exit the room and
then come back in again, the jewel will be sitting on the floor and the
statue will be in its normal position again.
SHADOWY CORRIDOR
Go back to the WEST STAIRS.
WEST STAIRS
Watch out, because a third hunter will appear in the corridor, plus the two
that jumped through the windows.
***********************************************************************
Go to the DRUG ROOM.
DRUG ROOM
Organize your inventory:
GRENADE LAUNCHER (loaded with ACID SHELLS), INCENDIARY SHELLS
GRENADE SHELLS, HELMET KEY
FULL HEALING ITEM, FULL HEALING ITEM
You may want to save, because you're about to get into a boss battle.
Leave.
WEST STAIRS
Go upstairs and enter the SPEAR CORRIDOR.
SPEAR CORRIDOR
Quickly dash through the window doorway, then turn right and take the door
there.
DEATH KNIGHTS ROOM
Go all the way to the end of the hall, and unlock the door there with the
HELMET KEY.
LIBRARY
Grab the two GREEN HERBS nearby. When you get on the balcony over the
library, you'll suddenly be surprised from behind. An old friend has
returned to greet you...and this time, you can't run away.
#######################################################################
BOSS FIGHT 4 - YAWN: THE REMATCH
Also unlike the original game, the second Yawn fight will be much, much
easier. The snake's only attack really is to bite you. If you get bitten,
you won't be poisoned this time. Also, the library is more wide open than
the ball room in the original game, which means it's easier to evade Yawn.
Don't let your health get too low though, or you'll get swallowed whole by
Yawn!
To start the battle, shoot off one shot, then quickly climb down to the main
floor. This is the easiest spot to kill Yawn at. You could climb up again
and snipe from there, but it's pretty tough to see Yawn from up there to hit
her. Allow Yawn to encircle you, because she'll have a hard time trying to
turn enough to get you. You'll also have clear shots at the head like this.
One last way to win is to play Ring around the Mulberry Bush at the
bookshelf in the southern part of the room. Tempt the snake to follow you
around behind the bookshelf, then run loops around the shelf with the snake.
To attack, stand in the open area. When Yawn appears, fire one shot then
follow her tail around again. Repeat until dead. Use the ACID SHELLS from
the GRENADE LAUNCHER. That'll kill it in about 3-6 hits. If you fought
with and defeated Yawn the first time, then it'll take even less shots.
#######################################################################
After Yawn is defeated, she'll hit a bookcase, causing books to fall out on
the other side. A quick scene will then note a sparkly in the mess of books
on the floor. Take the LAST BOOK VOL.2 there, and then leave through the
upper floor. The double doors on the lower floor are broken and won't open.
=============================================================================
- GETTING THE METAL OBJECT
=============================================================================
DEATH KNIGHTS ROOM
Run to the door at the other end of the hall.
SPEAR CORRIDOR
Go through the mirror doorway again, and go into the WEST STAIRS area.
WEST STAIRS
Go into the DRUG ROOM.
DRUG ROOM
Organize your inventory:
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, FULL HEALING ITEM
RED GEMSTONE
Don't worry about weapons much, because you'll only have to run past one
hunter. Leave.
WEST STAIRS
Head upstairs and take the door to the DINING ROOM BALCONY.
DINING ROOM BALCONY
Turn left and run down the balcony on this side. Slip past the hunter. It
will turn around to face you, but it will be facing the wrong direction
after it completes the turn, because you'll already be past it. Take the
double doors.
MAIN HALL
Head downstairs. Go to the door in the northeastern corner of the room and
use the HELMET KEY to unlock it. Discard the key afterwards.
SCIENCE ROOM
I call the room this name because it has a lot of scientific equipment in
it, not to mention those gross internal organs on the shelf. Anyway, grab
the final installment of TREVOR'S DIARY near one of those tubes. He says
there's a secret room behind a painting of the mansion in the ART ROOM. If
you didn't get the CLOSET KEY from your last game, then don't bother
checking the painting in there. You need that key to open it. If you want
them, there are INK RIBBONS in the drawers behind the shelf. Take the door
at the east end of the hall.
FORTUNE TELLER'S CHAMBER
Another odd name I made up. This one kind of reminds me of a fortune
teller's tent, with heavy curtains everywhere and also and a big mirror.
Kill the zombie if you want to. In here, you'll find a BLUE HERB POT with
many BLUE HERBS, a DAGGER, a GREEN HERB, and a JEWELRY BOX.
If you use the RED GEMSTONE on the hole on the front of the JEWELRY BOX, the
pieces on the side of the box will fall off. You'll now have to solve a
little jigsaw puzzle. Shouldn't be too hard right? Anyway, you can do it
yourself, or look at the solution below:
#########
## #####
## ## ##
## #### ##
## # ## #
# ## # ## #
# ## # ######
# ### # #
## ## ## ##
## ## #### ##
## ##
#########
Please forgive this hideous ASCII drawing. You can at least tell the
general shapes of the pieces, can't you? After you've completed the puzzle,
take the BROACH inside. If you examine the BROACH more closely, it will
become the EMBLEM KEY. Leave.
SCIENCE ROOM
Go back into the MAIN HALL.
MAIN HALL
Head up the stairs, and go through the painting door into the GRAVEYARD. If
you take this path, the only enemies you'll run into will be crows.
GRAVEYARD
Go through that gate into the fenced-off area.
STAINED GLASS GALLERY
Run through the gallery, ignoring the crows like always, and leave through
the next door.
EXIT CORRIDOR
You know that door with the Spencer crest on it? Use the EMBLEM KEY there
to open that door, then discard the key.
FIRST FLOOR STUDY
Turn on the lamp on the desk. You'll now be able to see the items in this
room. You'll be able to get a BATTERY PACK on the shelf, SHOTGUN SHELLS in
the left drawer of the desk, and a METAL OBJECT. The METAL OBJECT looks a
lot like that STONE & METAL OBJECT you used to open up the courtyard area,
sans the stone ring around it. You may also remember that gate under the
stairs in the MAIN HALL that can use the STONE & METAL OBJECT. However, it
won't accept the METAL OBJECT, so you won't be able to open the gate right
now. Leave.
=============================================================================
- GETTING TO THE UNDERGROUND CAVES
=============================================================================
EXIT CORRIDOR
Take the door into the EAST STAIRS area.
EAST STAIRS
Go to the STORAGE ROOM.
STORAGE ROOM
Organize your inventory:
GRENADE LAUNCHER, ANY GRENADE AMMO
SQUARE CRANK, BATTERY
FULL HEALING ITEM
You might want to save your game, because you're about to enter an entirely
new part of the game. Leave.
EAST STAIRS
As Barry's repaired the door knob on that door, you can freely enter the
EXIT CORRIDOR.
EXIT CORRIDOR
Take the gate out of the mansion.
COVERED WALK
Go into the TOOL SHED.
TOOL SHED
Take the double doors on the other side of the courtyard.
UPPER COURTYARD
Take the gate on top of the stairs.
WATER RESERVOIR
Cross the path over the pool (you think the stones would have dried by now),
then evade the snakes as you get to the elevator at the end of the path over
there.
LOWER COURTYARD
Remember the elevator on the south end of this area? You can operate it now
that you have the BATTERY. Slip the BATTERY into the slot, and then take
the elevator up once it's operational.
UPPER COURTYARD
Go to the gates to the WATER RESERVOIR again.
WATER RESERVOIR
Close the dam again with the SQUARE CRANK, then go back into the UPPER
COURTYARD again.
UPPER COURTYARD
Take the elevator down to the LOWER COURTYARD.
LOWER COURTYARD
The waterfall you once