Welcome to my guide. It's now much easier to read. ^_^
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b i o h a z a r d | B I O H A Z A R D
G A M E C U B E
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************************************************************************
Resident Evil (BioHazard)
Exclusively for the Nintendo GameCube
A FAQ/Walkthrough by CVXFREAK
Copyright 2002 by CVXFREAK
Version 3.0
May 28, 2003
************************************************************************
(Best viewed on Internet Explorer, "Smaller" text size.)
This FAQ covers Resident Evil for the Nintendo GameCube. It covers the
US version, and the Japanese version (BioHazard). In the future, it will
cover the European version, which is due out on the Friday the 13th,
September 2002.
This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is
maintained by CVXFREAK, thus e-mail should always be directed to him.
BioHazard is copyright 2002 by Capcom Entertainment. This is an
unofficial FAQ, and should not be confused between actual publications
associated with Capcom (such as Prima/BradyGames strategy guides).
========================================================================
------------------------------------------------------------------------
***I N T R O D U C T I O N***
------------------------------------------------------------------------
========================================================================
"From now on, games aren't limited to graphics only -- a balance must be
reached between fun gameplay and graphic enjoyment," he continued. "I
feel if it isn't like this, the media itself will be endangered. Among
game systems focused on graphics, we're aiming to show Nintendo's
philosophy of 'fun games.'" - Shinji Mikami (Courtesy of IGNCube.com)
Resident Evil was created back in 1996 for the Sony PlayStation. That
game virtually created the genre of survival horror, and put it
mainstream. In 1996, everyone knew about BioHazard, or Resident Evil in
the west (America, Europe). Future installments continued the innovation
that was Resident Evil, as well as the foundation for what a survival
horror game should be like.
Resident Evil 2, Resident Evil 3: Nemesis and Resident Evil CODE:
Veronica X were all sequels to the original, and improved upon the
formula. Now, in 2002, Shinji Mikami plans to remake the first Resident
Evil with new storyline additions, a MUCH better graphical engine and to
feed the nostalgic Resident Evil fans.
This FAQ was designed to be the best FAQ style for any Resident Evil
game. It will feature room-by-room walkthroughs to ensure the easiest
and best way to play the game. Each room will feature its own
walkthrough, with item lists, and important information for beating
Resident Evil. Also included are walkthroughs for the various modes
throughout the game, including Hard Mode and Invisible Mode. However, if
you just want specific guides for those modes, go to a separate document
found wherever this guide can be found.
This FAQ may be found at:
------------------------------------------------------------------------
www.biohazardexe.com <--- Especially this site. ALWAYS visit
BioHazardEXE for the latest versions of my guides. Also, visit
BioHazardEXE for various Resident Evil information! It's run by John and
I, so you can count on quick and accurate news about RE!
------------------------------------------------------------------------
www.gamefaqs.com
faqs.ign.com
www.neoseeker.com
www.gamespot.com
cubed.biohazardextreme.com
www.cheats.de
www.residentevilfan.com
www.meristation.com
I feel that those 6 sites are extremely responsible enough to host my
sites. Updates usually go to www.gamefaqs.com first, but NeoSeeker.com
posts them on the same day. BioHazard Extreme and GameSpot need to be
notified… which I will start doing. If you find this anywhere else,
please let me know. If I let you use the FAQ and forgot to mention you
(there are at least 2 or 3), then email me again to add you to this
list. And please, don't ask to host this FAQ anymore. Unless you want to
translate it, no more sites can host this document. End of story.
Get ready. Get set. RESIDENT EVIL!
[DISCLAIMER: Please read.]
[I would like to address that this walkthrough covers ONLY the GameCube
version of Resident Evil. It does not cover the PlayStation, PC or
Saturn version of Resident Evil at all. Contrary to what most XBOX or
PS2 fan boys would believe, the games are really different, and the only
remainders are the basic flow of the game and the storyline. If you want
help, go to these links:
http://www.gamefaqs.com/console/psx/game/20291.html
(Original PlayStation version)
http://www.gamefaqs.com/console/psx/game/20290.html
(Director's Cut PlayStation version)
http://www.gamefaqs.com/console/psx/game/23472.html
(Director's Cut Dual Shock PlayStation version)
http://www.gamefaqs.com/console/saturn/game/21908.html
(Saturn version)
http://www.gamefaqs.com/computer/doswin/game/11819.html
(PC version)
I have FAQS for each of those games mentioned above, and they are all
separate from this PC version. So stop e-mailing me asking about a PSX
feature in the GameCube version, because they aren't there! And for
note, Resident Evil 2, Resident Evil 3: Nemesis and Resident Evil CODE:
Veronica X are direct ports! RE2 is ported over from the PSX Dual Shock
Version, and RE3 is ported from PSX, and CVX is ported over from DC.
OK?! Stop e-mailing me about them!]
========================================================================
------------------------------------------------------------------------
***T A B L E O F C O N T E N T S***
------------------------------------------------------------------------
========================================================================
1. VERSION INFORMATION-------------------------------COMPLETED 1/25/03
2. GAME BASICS---------------------------------------COMPLETED 1/25/03
A. CONTROLS---------------------------------------COMPLETED 1/25/03
B. FIGHTING TACTICS-------------------------------COMPLETED 1/25/03
C. DIFFICULTY LEVEL-------------------------------COMPLETED 1/25/03
D. HEALTH_ ---------------------------------------COMPLETED 1/25/03
E. MOVEMENT---------------------------------------COMPLETED 1/25/03
F. DIFFERENCES BETWEEN CHRIS AND JILL-------------COMPLETED 1/25/03
G. ITEM SCREEN------------------------------------COMPLETED 1/25/03
3. CHARACTERS----------------------------------------COMPLETED 1/25/03
4. WALKTHROUGH- JILL VALENTINE-----------------------COMPLETED 1/25/03
A. MANSION AREA-----------------------------------COMPLETED 1/25/03
B. GUARDHOUSE AREA--------------------------------COMPLETED 1/25/03
C. RETURN TO MANSION------------------------------COMPLETED 1/25/03
D. TUNNELS AREA-----------------------------------COMPLETED 1/25/03
E. LABORATORY AREA--------------------------------COMPLETED 1/25/03
F. JILL VALENTINE SPEED GUIDE (BY ORCA782)--------COMPLETED 1/25/03
G. JILL VALENTINE HARD MODE WALKTHROUGH-----------COMPLETED 1/25/03
5. WALKTHROUGH- CHRIS REDFIELD-----------------------COMPLETED 1/25/03
A. MANSION AREA-----------------------------------COMPLETED 1/25/03
B. GUARDHOUSE AREA--------------------------------COMPLETED 1/25/03
C. RETURN TO MANSION------------------------------COMPLETED 1/25/03
D. TUNNELS AREA-----------------------------------COMPLETED 1/25/03
F. LABORATORY AREA--------------------------------COMPLETED 1/25/03
5.1 INVISIBLE MODE WALKTHROUGHS-----------------------COMPLETED 1/25/03
A. JILL VALENTINE---------------------------------COMPLETED 1/25/03
B. CHRIS REDFIELD---------------------------------COMPLETED 1/25/03
6. WESKER'S REPORT-----------------------------------COMPLETED 1/25/03
7. WESKER'S REPORT II--------------------------------COMPLETED 1/25/03
8. RESIDENT EVIL STORY SYNOPSIS----------------------COMPLETED 1/25/03
9. PUZZLES-------------------------------------------COMPLETED 1/25/03
10. CODES---------------------------------------------COMPLETED 1/25/03
11. MONSTERS AND BOSSES-------------------------------COMPLETED 1/25/03
12. FILES---------------------------------------------COMPLETED 1/25/03
13. PATHWAYS THROUGHOUT THE GAME----------------------COMPLETED 1/25/03
14. CRITERIA FOR ENDINGS------------------------------COMPLETED 1/25/03
15. RESIDENT EVIL/BIOHAZARD GAMES---------------------COMPLETED 1/25/03
16. MY REVIEW-----------------------------------------COMPLETED 1/25/03
17. VOICE ACTORS--------------------------------------COMPLETED 1/25/03
18. CREDITS AND CONCLUSION----------------------------COMPLETED 1/25/03
Search codes:
-------------
Because of the overwhelming size of this guide, I makde these Search
Codes. Enter them in CTRL F to get to a desired section (just the codes
themselves).
VERSION INFORMATION: imnabc
GAME BASICS: pshgf
CHARACTERS: 7hrja
WALKTHROUGH- JILL VALENTINE: pswij
WALKTHROUGH- CHRIS REDFIELD: 564nf
INVISIBLE MODE WALKTHROUGHS: 7777s
WESKER'S REPORT: wrcvx
WESKER'S REPORT II: wr2re0
RESIDENT EVIL STORY SYNOPSIS: bhspa
PUZZLES:909ht
CODES: newbl
MONSTERS AND BOSSES: m$nyu
FILES: #$#$5
PATHWAYS THROUGHOUT THE GAME: smhkc
CRITERIA FOR ENDINGS: capc5
RESIDENT EVIL/BIOHAZARD GAMES: **65^
MY REVIEW: rervi
VOICE ACTORS: rm.exe
CREDITS AND CONCLUSION: c&csec
========================================================================
------------------------------------------------------------------------
1. V E R S I O N I N F O R M A T I O N
------------------------------------------------------------------------
========================================================================
imnabc
------------------------------------------------------------------------
JANUARY 25, 2003
------------------------------------------------------------------------
UPDATE: A lot of work was done on this walkthrrough over the last couple
of months, and the size grew to something very big. It's filler vs.
content. Hopefully this guide is the completest source for content on
the GameCube Resident Evil at the moment. I also added a nifty trick
called "Search Codes." They're numbers the appear in the beginning of a
section that you should use in the CTRL+F feature to get to that section
quickly.
------------------------------------------------------------------------
DECEMBER 4, 2002
------------------------------------------------------------------------
UPDATE: Over the last several days, I fixed up the format to make the
guide look much cleaner and organized. I added a lot more information
where it needs to be done. I won't be quite done for awhile, but I hope
the guide improves over time.
------------------------------------------------------------------------
NOVEMBER 30, 2002
------------------------------------------------------------------------
UPDATE: I am beginning to redo many parts of this guide. I feel they
aren't up to the level of my Resident Evil Zero guide, and I feel that
the guide should look better and have more information in areas it lacks
in. I won't detail them, but everything in the guide will be much deeper
and more specific, and I'm organizing everything to be cleaner and more
covered. A synopsis of Resident Evil Zero is also in the guide now.
NOTE: Update not included within copyright update.
------------------------------------------------------------------------
SEPTEMBER 22, 2002
------------------------------------------------------------------------
UPDATE: I forgot to add New Blood to the places hosting this document.
Thanks to the Alter Reader Larcen Tyler for letting me know that I
forgot to include them.
------------------------------------------------------------------------
AUGUST 18, 2002
------------------------------------------------------------------------
UPDATE: I just had a change of e-mail. It is now
FireEmblemPride[at]hotmail.com.
------------------------------------------------------------------------
AUGUST 5, 2002
------------------------------------------------------------------------
UPDATE: I added an item list, and added some more to the walkthrough to
make things a little more detailed. I'm trying to pull more out of the
system, folks, to better you. ^_^ Enjoy the update.
------------------------------------------------------------------------
JUNE 28, 2002
------------------------------------------------------------------------
UPDATE: Made some minor updates throughout the entire FAQ.
------------------------------------------------------------------------
JUNE 19, 2002
------------------------------------------------------------------------
UPDATE: I added a "COMPLETED" area to the TABLE OF CONTENTS. It benefits
you because you know when things are done. The dates are there for my
personal record purposes, making my life much easier. Overall, the FAQ
is complete and very little needs to be added. This MAY be the final
update, but I do realize that there are still sections to be cleaned up
a little bit, but other than that, the walkthrough is complete
------------------------------------------------------------------------
JUNE 18, 2002
------------------------------------------------------------------------
UPDATE: Courtesy of my good friend, Nathan Norris (Minesweeper), I have
now gotten a transcript of all files up. I have also given the Story
section a good trimming down, but I've added elements that I failed to
add the first time around.
And for the record, please, please, please, PLEASE use a VIRUS SCANNER
to get that asshole virus Klez out of my inbox, pronto! I've been forced
to block several people because people's email accounts have been either
hacked or they're part of the plan! PLEASE, PLEASE!
------------------------------------------------------------------------
MAY 23, 2002
------------------------------------------------------------------------
UPDATE: Thanks to ORCA782, a Jill Speed FAQ has been added. I added a
Jill Hard Mode FAQ, too.
------------------------------------------------------------------------
MAY 19, 2002
------------------------------------------------------------------------
UPDATE: Finally completed Chris' walkthrough, and added many things to
Chris' sections throughout the walkthrough, like bosses, weapons, etc.
The only thing left to do is to transcript all the files in the game.
Work on that begins soon.
------------------------------------------------------------------------
MAY 16, 2002
------------------------------------------------------------------------
UPDATE: Fixed up the walkthrough to make it much more readable. Now you
will be able to find where you have left off in the FAQ, thanks to mini
sections. Thanks to Adrenaline SL for the suggestion.
------------------------------------------------------------------------
MAY 15, 2002
------------------------------------------------------------------------
UPDATE: Added codes to the game.
------------------------------------------------------------------------
MAY 13, 2002
------------------------------------------------------------------------
UPDATE: Added many items for Chris' game. I also added an e-mail
disclaimer, below. You should also notice a change in the name of
SECTION 18.
------------------------------------------------------------------------
MAY 12, 2002
------------------------------------------------------------------------
UPDATE: Worked on Chris' walkthrough some more. I also added the puzzles
for Chris' game, and fixed many errors in line breaks, especially in the
stories sections.
------------------------------------------------------------------------
MAY 8, 2002
------------------------------------------------------------------------
UPDATE: Finally started working on Chris' guide. Sorry for the delay.
------------------------------------------------------------------------
MAY 4, 2002
------------------------------------------------------------------------
UPDATE: BIG update! The format of the FAQ is now much better. I also
added the missing part in Jill's walkthrough, and begun Chris'
walkthrough. I also added a strategy for Plant 42, and a strategy for
Neptune.
------------------------------------------------------------------------
APRIL 29, 2002
------------------------------------------------------------------------
UPDATE: Change of email.
------------------------------------------------------------------------
APRIL 24, 2002
------------------------------------------------------------------------
UPDATE: Added another strategy in the Lisa section of Jill's guide.
------------------------------------------------------------------------
APRIL 22, 2002
------------------------------------------------------------------------
UPDATE: I worked some more on the bosses of the game, to make it
a lot easier. I also made some tweaks to the walkthrough, but
Jill's return mission to the mansion is still incomplete. I also
added the other 2 control schemes. Many modifications were made to
the FAQ as well, but there are way too many to mention.
------------------------------------------------------------------------
APRIL 15, 2002
------------------------------------------------------------------------
UPDATE: 95% done with Jill's walkthrough. Unfortunately I forgot
to write the walkthrough for Jill's return to the mansion, thus
that area is not finished, but the rest of her walkthrough is.
------------------------------------------------------------------------
APRIL 4, 2002
------------------------------------------------------------------------
UPDATE: I added more to the FAQ in Jill's Walkthrough.
------------------------------------------------------------------------
MARCH 30, 2002
------------------------------------------------------------------------
UPDATE: After getting off my lazy behind, I updated the walkthrough.
------------------------------------------------------------------------
MARCH 26, 2002
------------------------------------------------------------------------
UPDATE: Added more walkthrough for Jill. Added more Wesker's Report II.
------------------------------------------------------------------------
MARCH 22, 2002
------------------------------------------------------------------------
UPDATE: I added more to the walkthrough of Jill.
------------------------------------------------------------------------
MARCH 21, 2002
------------------------------------------------------------------------
UPDATE: I finally got the game, and wrote a portion of the first
walkthrough. I added controls, item screen, and even begun some of the
other stuff.
------------------------------------------------------------------------
MARCH 18, 2002
------------------------------------------------------------------------
UPDATE: Added Wesker's Report I, Resident Evil Story Synopsis, and
other stuff. Game officially released.
------------------------------------------------------------------------
MARCH 17, 2002
------------------------------------------------------------------------
UPDATE: Added Wesker's Report II.
------------------------------------------------------------------------
MARCH 1, 2001
------------------------------------------------------------------------
UPDATE: FAQ begun.
========================================================================
------------------------------------------------------------------------
2. G A M E B A S I C S
------------------------------------------------------------------------
========================================================================
pshgf
------------------------------------------------------------------------
A. CONTROLS
------------------------------------------------------------------------
TYPE A CONTROLS
A: Action/Climb
B: Run (When moving D-Pad/Analog Stick)
Y: Access Item Screen
X: Access Item Screen
R: Ready Weapon
L: Change targets
C-Stick: Move it just once to do a 180* turn
Start Button: Access Options
Z Button: Access map
--------------------------------------------
TYPE B CONTROLS
A: Walk forward
B: Walk backward/Cancel
Y: Action/Climb
R: Ready Weapon
L: Change Targets
C-Stick: Move it just once to do a 180* turn
Start Button: Access Item Screen
Z Button: Access Options Screen
--------------------------------------------
TYPE C CONTROLS
A: Action/Climb
B: Cancel
Y: Access Map
X: Access Item Screen
R: Run
L: Ready weapon
C-Stick: Move it just once to do a 180** turn
Z Button: Change targets
--------------------------------------------
------------------------------------------------------------------------
B. FIGHTING TACTICS
------------------------------------------------------------------------
EVADE ZOMBIES!
**************
Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill
them. And no, the Knife isn't as powerful as it was in CODE: Veronica X.
You can evade by using the ingeniously placed auto-turn using the C-
Stick. The zombies have a great sense of direction. Wherever you go,
they'll definitely be fast to go after you (especially the Crimson
Heads). The REmake's animation is a little on the soft side, so try
being as quiet as possible around zombies who are in a little daydream.
If you can get around them frequently through the games, then you can
conserve ammo and avoid many trips to the item box. Unlike Resident Evil
Zero, items can only be swapped and accessed in the item box.
CONSERVE AMMO!
**************
Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant,
and Hunters require a lot of ammo. To conserve ammo throughout the game,
strictly use your Handgun and use the Knife (if you're experienced
enough, but I haven't seen many players who have used the Knife). Also,
try using the Fuel Canteen as Chris pretty often (Jill should use it,
too, but her items might be harmed by the Lighter). It'll save both of
them ammo since he gets less weapons than Jill (Chris' Flamethrower
doesn't really count since it's possessed for such a short period of
time).
FIRE FROM A DISTANCE!
*********************
Hunters and Chimeras are extremely versatile when close up to Chris and
Jill. You will want to get to a distance and fire guns like the Shotgun,
Grenade Launcher and Handgun. When it comes to zombies, try to shoot
them at close range because shooting them pretty close is pretty
effective.
TRY TO DECAPITATE ZOMBIES!
**************************
When playing, the SHOTGUN and sometimes the HANDGUN can blow a zombie's
head off. As Chris, he'll blow a zombie head off with the HANDGUN more
often than Jill can. For a SHOTGUN SHELL to decapitate a zombie, get
close and aim it up, and then fire. (If you do that, you can get a
Dagger Knife if you stabbed them with it before using the SHOTGUN).
KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU!
*************************************************
Sometimes you can drop health because some monsters are stronger than
others. Avoid this by carrying a Green Herb and First Aid Spray. The
Green Herb can cover small damage (such as falls to the Yellow Caution
level), while the First Aid Spray can cover sudden health drops from
Hunters or Chimeras. Hunters and Chimeras can easily drop the
character's health (especially Jill) from Fine to Orange Caution. Having
a First Aid Spray and/or a Mixed Herb that can fully heal is benefitial.
MAKE MULTIPLE SAVES!
********************
If this is your first time, I emphasize on this. Make at least 3 saves.
Make one for the mansion, and progress on the game, but save onto
another spot (preferably the post-Plant 42 fight). Those are definite
save areas. If you keep multiple saves, you can then start from and
older save if you mess up (EX: Use up too much ammo, get your partner
character killed). If you make multiple saves, you won't have to go
through the trouble of playing again to gget a slightly different
ending.
USE THE BATTERY PACKS, FLASH GRENADES AND DAGGER KNIFES WISELY!
***************************************************************
Defense Items are life-savers that should have been in Resident Evil 2.
If you have one of these on board (they take no item space), a zombie
will get distracted enough for you to start shooting it (sometimes, if
you've shot it before using a Defense Item, the enemy will die
automatically). In some cases, especially when BATTERY PACKS are used,
they kill the monsters almost instantly. When using a FLASH GRENADE,
don't shoot the monster until you're far enough from it, or you will get
hurt from the explosion that results from a bullet. You can hold as many
as you want, and you can also change which ones you want to use in the
item screen. It's preferred that you use Dagger Knives first, because
they're least powerful.
LISA CANNOT DIE!
****************
No, she can't die, so stop trying to kill her. The only time you can
battle her is in the altar section, in which you either push the 4
stones off the chasm or shoot her down the chasm. Even if you had the
Rocket Launcher extra weapon, she'll at most fall down and get up to
torture you even further. She cannot be killed until the final battle
with her. Avoiding her is the best possible solution ever. She can hit
Chris and Jill with such hard force and nearly kill them in just a few
hits, everytime you see her. Lisa is fairly intelligent, and she can
jump a lot like the Nemesis from Resident Evil 3: Nemesis.
USE THE FUEL CANTEEN!
*********************
Yes, to kill a zombie completely, you must burn it or blow its head off.
You can also burn zombies with Jill's Grenade Launcher inconjunction
with the Napalm Grenades.
------------------------------------------------------------------------
C. DIFFICULTY LEVEL
------------------------------------------------------------------------
Which best describes your opinion about games?
I. MOUNTAIN CLIMBING- beyond hardships lies accomplishment.
[This is "NORMAL MODE."]
This is very obvious that the game will not be very easy at all on this
mode. Zombies will be persistent, health will drop faster and ammo and
supplies will be scarce. If you've played another Resident Evil game,
this is definitely the mode for you. You'll accomplish a lot in this
mode, so take it if you dare.
II. HIKING- the destination can be reached quite comfortably.
[This is "EASY MODE."]
You'll be able to go through the game at a very, very easy pace. You
won't accomplish much in a true sense, but you'll have beaten the game,
achieved an ending and you'll have a good idea of how things will go the
second time around.
-------------------------------------------------------
After clearing one game on any difficulty with any character, you can
access a new title screen, with modified difficulty modes. To access
this screen after turning the GameCube off, load a CLEAR SAVE. You can
overide a save and keep the CLEAR settings (such as the CLOSET KEY you
can earn) once you beat the game again.
HARD MODE
*********
This mode is much harder than Normal Mode. The zombies are extremely
difficult to kill, and Hunters have a higher decapitation rate. Guns
are also weaker in this game, and characters have less stamina. You have
to be extremely careful in this mode. Try to use the FUEL CANTEEN on
nearly every zombie you see, which means frequent trips to locations
with oil. This is a challenge for those who managed to beat the RE2 TOFU
mini game, the RE3 Nicholai survivor mode, and the RECVX Wesker battle
game.
NORMAL MODE
***********
Zombies are very hard to kill, but not as extremely difficult as Hard
Mode. You'll want to do a lot of dodging as you play this game. Try to
save ammo, as it will be valuable in the tunnels and lab area. Try using
the FUEL CANTEEN only when absolutely needed, though. This is good for
veteren players of the Resident Evil series.
EASY MODE
*********
Zombies are fairly easy to kill in this game, and they don't damage you
too much. Ammo is a lot more powerful, and zombies are also sometimes a
lot dumber. Crimson Heads are still really difficult, so don't take them
lightly. This is the mode good for those who haven't played any of the
other 3 Resident Evil games.
INVISIBLE ENEMY MODE
********************
Monsters are invisible in this mode, so you'll have to use hearing
to guide you. You can't auto-aim any enemies, either. Listen for the
footsteps of a zombie, but that isn't very useful.
1: LOOK "CLOSELY"
-----------------
If you notice, zombies aren't "invisible." They're really just clear,
transparent polygon models running around. And with every polygon model
comes a "jaggy." Yes, the jaggies that the PlayStation 2 loves so much
makes GREAT use in Resident Evil: Rebirth. When they run, look for
something "moving" in the air. This should be obvious. The jaggies in
the clear polygon models show up , and you should be able to see passed
a zombie.
2: REMEMBER WHERE THEY WERE IN THE MAIN GAME!
----------------------------------------------
They are in the same place as the main game. And since you need to beat
the game a few times before you get this mode (unless you
imported/borrowed/bought/stole a save from your friend), you should
remember where all the respective zombies are.
3: FOOTSTEPS AREN'T THAT USEFUL
-------------------------------
I thought this would be the deciding factor, but it isn't. The footsteps
of the zombies sound the same regardless of location, so they aren't
helpful at all.
4: MIRRORS!
-----------
Yes, the zombies are invisible, but they have reflections, too. (HINT,
HINT).
5: TAKE YOUR TIME!
------------------
Time isn't money here (unless you wanna Vincent Merken your way through
the game). Take your sweet ass time studying where a zombie could be.
6: TAKE EVERY WEAPON/HEALING ITEM YOU SEE!
------------------------------------------
Since you will more than likely get bitten/slashed/eaten, healing items
are a must. And so is weaponry.
REAL-SURVIVAL MODE
******************
The only difference is that item box items don't transfer to other item
boxes. So if you leave something in one box, you will have to go back to
that same item box you claim it again. You can view items in the boxes
from the map. Only veteran Resident Evil players should take this mode
on, as it is very difficult, even for a vet like me.
ONE TOUGH ZOMBIE
****************
Forest Speyer, the zombie of one of the members of the Bravo Team, will
follow you throughout the game. He is strapped onto explosives, so if
you shoot him, you'll get blown up, ending the game. Try to avoid
shooting him.
------------------------------------------------------------------------
D. HEALTH
------------------------------------------------------------------------
Throughout the game are healing items that will help you recover from
injuries induced by the monsters and object in the game. They are
limited, and the different medicines have different effects. Use them
wisely. Along with weapons, these are your best friends.
****************
HEALTH STANDARDS
****************
FINE (GREEN) = 100% HEALTH
Little to no damage suffered.
CAUTION (YELLOW) = 75% HEALTH
Some damage suffered.
CAUTION (ORANGE) = 50% HEALTH
A lot of damage suffered.
DANGER (RED) = 25% HEALTH
Extreme amount of damage suffered. Near death.
POISON (RED/YELLOW/ORANGE/RED) = 100%-25% HEALTH
Poisoned by a monster, gradually loses health.
[NOTE: The color depends on what health you're on.]
------------------------------
|1. RED + GREEN = FULL HEALTH|
+--------------------------------------------------------------------+
| This herb looks like a small red and green dot on a piece of paper.|
+--------------------------------------------------------------------+
----------------------------------------
|2. GREEN + GREEN + GREEN = FULL HEALTH|
+-----------------------------------------------------------+
|This herb looks like one big green dot on a piece of paper.|
+-----------------------------------------------------------+
-------------------------------
|3. GREEN + GREEN = 50% HEALTH|
+------------------------------------------------------------+
|This herb looks like 2 small green dots on a piece of paper.|
+------------------------------------------------------------+
----------------------------------------------
|4. GREEN + BLUE = 25% HEALTH AND POISON HEAL|
+--------------------------------------------------------------------+
|This herb looks like a small blue and green dot on a piece of paper.|
+--------------------------------------------------------------------+
-----------------------
|5. BLUE = POISON HEAL|
+------------------------------+
|This is a blue leaf-like herb.|
+------------------------------+
-----------------------
|6. GREEN = 25% HEALTH|
+-------------------------------+
|This is a green leaf-like herb.|
+-------------------------------+
------------------------------------------------------
|7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL|
+----------------------------------------------------------------------+
|This looks like 2 small green dots and a blue dot on a piece of paper.|
+----------------------------------------------------------------------+
-----------------------------------------------------
|8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL|
+-----------------------------------------------------------+
|This herb looks like one big brown dot on a piece of paper.|
+-----------------------------------------------------------+
-----------------------------------
|10. FIRST AID SPRAY = FULL HEALTH|
+-----------------------------------------------+
|This is a silver can with a spray nozzle on it.|
+-----------------------------------------------+
------------------------------------------------------------------------
E. MOVEMENT
------------------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
**************
JILL VALENTINE
**************
Jill is a much slower runner than she is in Resident Evil 3: Nemesis,
and it shows. Gone are her uncanny abilities to dodge enemies. She also
runs a little slower than Chris. Avoiding enemies in this game actually
isn't very hard; you just have to learn how to use the Auto Turn
whenever a zombie has you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
**************
CHRIS REDFIELD
**************
He runs faster than Jill, but the same as her applies. Avoiding enemies
in this game actually isn't very hard; you just have to learn how to use
the Auto Turn whenever a zombie has you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------------------------------------------------
F. DIFFERENCES BETWEEN CHRIS AND JILL
------------------------------------------------------------------------
Their adventures both change in certain areas, and Chris has no
lockpick. He only has 6 slots, as opposed to Jill's 8. Jill hangs out
with Barry Burton, while Chris hangs out with Rebecca Chambers. Chris
Redfield also has the Lighter from the start, and the Flame Thrower,
while Jill has the Lockpick, and Grenade Launcher. Chris must use Old
Keys instead of the Lockpick, and Jill must find the Lighter herself.
For the walkthrough purposes, Chris will be using the FUEL CANTEEN more
often than Jill because Chris can't afford to carry health items with
his limited spots. Crimson Head zombies tend to do a lot of damage with
their Hunter-like slashes, and such, should be avoided like the plague.
It will be less of a problem with Jill with the Grenade Launcher (on the
easier modes), since her Incendiary Rounds can kill zombies and keep
them from becoming Crimson Heads.
------------------------------------------------------------------------
G. ITEM SCREEN
------------------------------------------------------------------------
Believe it or not, I have gotten mail on how the item screen is used.
This is primarily for Resident Evil newbies who can't use the item
screen. It's quite self-explanatory, actually. All you really need to do
is select what you want and go there by highlighting and then confirming
with the A Button.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
JILL VALENTINE'S ITEM SCREEN
_________
__ __ __ | ______
/ \---------/ \---------/ \--------- | |
| | EXIT | | FILE | | MAP | |
\__/---------\__/---------\__/ |______|
----------------------------------------------------------------
| | ----------------- | | |
| /\ /\ | | DEFENSE ITEMS | | | |
| /\/ \___/ \| ----------------- | | |
| /\/ | | _|_ | | | |
|/ | || || | | |
|-----------------| ----------||___|| |----------|----------|
| | FINE | EQUIP |_____| | | |
| ---------- | | |
| | | |
| | | |
| |----------|----------|
| | | |
| | | |
| | | |
| | | |
| | | |
| |----------|----------|
| | | |
| | | |
| | | |
| | | |
| | | |
----------------------------------------------------------------
| |
| |
| ----------------- |
| | WEAPON | |
| ----------------- |
| |
| |
| |
| |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CHRIS REDFIELD'S ITEM SCREEN
_________
__ __ __ | ______
/ \---------/ \---------/ \--------- | |
| | EXIT | | FILE | | MAP | |
\__/---------\__/---------\__/ |______|
----------------------------------------------------------------
| | ----------------- | | |
| /\ /\ | | DEFENSE ITEMS | | | |
| /\/ \___/ \| ----------------- | | |
| /\/ | | _|_ | | | |
|/ | || || | | |
|-----------------| ----------||___|| |----------|----------|
| | FINE | EQUIP |_____| | | |
| ---------- | | |
| | | |
| | | |
| |----------|----------|
| | | |
| | | |
| | | |
| | | |
| | | |
| |----------|----------|
| | ITEM LIST |
| | |
----------------------------------------------------------------
| |
| |
| ----------------- |
| | WEAPON | |
| ----------------- |
| |
| |
| |
| |
----------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6
slots, while Jill has 8 slots and no "ITEM LIST" header underneath those
8 slots.
========================================================================
3. C H A R A C T E R S
========================================================================
7hrja
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CHRIS REDFIELD
AGE: 25
Chris Redfield is a tough guy. He has a sister named Claire, whom
you see in Resident Evil 2: Dual Shock/Value Plus/Platinum (in Extreme
Battle Mode), and Resident Evil CODE: Veronica X. He is very protective,
and is willing to go out of his way to save others he cares about. He
also used to be in the Air Force, and can pilot any sort of air craft.
If you are a veteran of Resident Evil, I suggest you start with him. If
not, then you're better off starting with Jill.
STARTING ITEMS: SURVIVAL KNIFE
LIGHTER
EXCLUSIVE ITEMS: OLD KEY
FLASH GRENADE
FLAME THROWER
PARTNER: Rebecca Chambers, Albert Wesker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
JILL "JIRU" VALENTINE
AGE: 23
Jill is the smart type in the STARS Alpha Team. She is very good
with the piano and knows how to mix chemicals. She's not as
tough as Chris, in terms of stamina, but a lot smarter. She works
pretty well with guns and knives, but not as good as Chris though.
She also runs a lot slower. Jill can be arrogant at times, as
evidence by her attitude in Resident Evil 3: Nemesis. If you are not a
veteran of Resident Evil, I suggest you start with her. If not, then
you're better off starting with Chris.
USELESS FACT ABOUT JILL
***********************
So where'd "Jiru" come from? That's her name in Japanese… Those Katakana
lessons sure come in handy! Her name is Jiru because the Japanese
language doesn't use the "L" sound. And if you're wondering what Claire
is called… she is called "Kurea."
STARTING ITEMS: HANDGUN
SURVIVAL KNIFE
EXCLUSIVE ITEMS: GRENADE LAUNCHER
ACID ROUNDS
INCENDIARY SHELLS
GRENADE SHELLS
LOCKPICK
PARTNER: Barry Burton
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BARRY BURTON
AGE: 38
Barry loves his family so much. He'll do ANYTHING to keep his
family safe. During the game, he becomes very helpful to Jill. But he
seems to be hiding a secret and Jill eventually finds out. Will he make
it? You control that...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
REBECCA CHAMBERS
AGE: 18
Rebecca is the young medic of STARS Bravo Team. She is well trained and
pretty smart for her age. She is a rookie at her work, but she can be
well trusted. Her gun ability is amazingly good for her age. But she can
get hurt a lot easier than Chris and Jill. Besides Chris and Jill, she's
the only other character you control. Apparently, Rebecca Chambers went
through hell before this game even started, in BioHazard/Resident Evil
Zero. Apparently, she doesn't like to show it.
STARTING ITEMS: HANDGUN
FIRST AID SPRAY
LIGHTER
EXCLUSIVE ITEMS: None
PARTNER: Chris Redfield
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ALBERT WESKER
AGE: 38
Wesker is the cool type guy. He wears shades and never seems to take
them off. When he gets to the mansion, he gets a little... shady. He
vanishes every now and then and refuses to talk in detail to Chris and
Jill. Is there something up his sleeve?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RICHARD AIKEN
AGE: 23
Richard Aiken is found near a corridor where a giant snake has bitten
him. After you cure him with serum, he might be of some help. He is a
really annoying guy, personally. His voice acting is mediocre, and he
can be stupid at times, especially in Chris' game.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BRAD VICKERS
AGE: 35
Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by
the introduction FMV, he is a wimp, and runs away after the other team
members are attacked by zombie dogs. A decent shooter at best, Brad
Vickers faces an unhappy death 3 months later, by an evil Tyrant, called
"Nemesis." After that, he was murdered again by Leon Kennedy, only Leon
shot him as a zombie. After the Raccoon City nuke, he is no more.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENRICO MARINI
Age: 41
Enrico Marini is the leader of Bravo Team. He is a great leader, and
is unfortunately murdered after discovering a secret about the entire
affair of the game. He lead Bravo Team greatly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
========================================================================
------------------------------------------------------------------------
4. W A L K T H R O U G H - J I L L V A L E N T I N E
------------------------------------------------------------------------
========================================================================
pswij
------------------------------------------------------------------------
A. MANSION AREA
------------------------------------------------------------------------
********
SECTIONS
********
ENTER THE MANSION
=================
ITEMS: SHIELD
DAGGER KNIFE
INK RIBBON
BLUE GEMSTONE
BOOK OF CURSE
MANSION MAP
OIL CANTEEN
LOOKING AROUND
==============
ITEMS: SWORD KEY
SHOTGUN
ACID ROUNDS
HANDGUN MAGAZINE
DOG COLLAR
DOG WHISTLE
FAKE KEY
ARMOR KEY
LIGHTER
ACID ROUNDS
MASK W/OUT ALL
BATTERY PACKS
DEATH MASK HUNT
===============
ITEMS: DEATH MASK I
SHOTGUN II
SHEILD KEY
DEATH MASK II
DEATH MASK III
WIND CREST
HERBICIDE
LURE OF A BEE
GOLD
BEE SPECIMAN
JEWELRY BOX
WOODEN EMBLEM
GETTING OUT
===========
ITEMS: MUSICAL SCORE
MUSICAL SCORE (2)
MOONLIGHT SONATA
GOLD EMBLEM
ARMOR KEY
STONE AND METAL OBJECT
************************************************************************
ENTER THE MANSION
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
Learn the controls, and grab the INK RIBBON on the table. Then go to
where Barry is. After the cut-scene, head through the nearby door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
Turn to Jill's left and then you'll see the very first zombie. Run back
to the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
After the cut-scene, head back to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Search behind the staircase, and upstairs. Then go back and talk to
Barry. After he leaves, go to the door to the right, opposite the door
leading to the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STATUE ROOM
There is an opening to the left covered by a dresser, which you should
push to the right. Head into the opening. On the shelf, grab the
shining item. It is the DAGGER KNIFE, and it comes in handy. On your way
back, a zombie will attack you, but if you almost get bitten, Jill will
automatically use the DAGGER KNIFE so you can evade the zombie. EVADE
THE THING, or KILL IT.
You can kill it by pushing the dresser in front of the opening, trapping
it. Then use the KNIFE and KNIFE away at it.
To get the MANSION MAP, push the dresser back in front of the opening.
Using A, climb on top of the dresser, and jump down on the opposite
side. Then push the dresser towards the statue, until it stops. Climb on
it, and then head to the shining item on the statue. Grab it, and its
the MANSION MAP.
Return to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head up the stairs, and to the door directly on top of the staircase.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows.
Wander the graveyard until you see a casket. Inspect it, and there's an
indentation of an arrowhead. Inspect a gate you see, and its locked.
There is an item behind it. Return to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Take the stairs to JILL'S left. Take the double doors into the UPPER
DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING ROOM
You might want to kill that zombie on the left. The KNIFE is somewhat
effective. The CODE: Veronica X method of slashing at the legs is
really difficult, so just try to dodge. See the statue? Push it
forward and then push it over the gap in the railing. It'll fall down.
Circle the UPPER DINING ROOM and grab the DAGGER KNIFE. Do not waste it.
Head back to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Return to the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
Head to where the statue fell? Run there and pick up the BLUE GEMSTONE
Return to the KENNETH ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
Head left and watch for the zombie on the other side of the hall. Head
to the door left of where Kenneth was killed. Search him for an item
called "KENNETH'S TAPE."
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
FAR LEFT STAIRS
Circle the hall, until you reach the stairs. Near the birdcage is a
HANDGUN MAGAZINE. Grab the 2 GREEN HERBS. Head yourself if you must. Up
the stairs is a door you should go through.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Z HALL
If you check the map, the place looks like a Z. Head down the hall, and
kill any zombies you may see. Down the hall, you should see a shiny
item. Grab the GOLDEN ARROW. Examine it so it becomes an ARROWHEAD."
Under the big mirror near where you found the SPEAR are HANDGUN
MAGAZINES. Go to the door on the map that leads to the UPPER DINING
HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING HALL
Head back to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Return to the graveyard.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head to where you saw the Spear indentation. Use the ARROWHEAD on the
casket. Stairs will be revealed. Go down them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MACHINERY ROOM
Wander through this room until you see a BOOK OF CURSE. Grab it. Examine
the BOOK in your item list. You'll notice by the entrance 4 faces above
4 tombs. Remember that for later. Return to the GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Return to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head to the STATUE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STATUE ROOM
Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it,
and read the book. Take the SWORD KEY and use it on the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
L HALL
Head through, and you'll hear a window crack. Run through, and push the
far cabinet back to get HANDGUN MAGAZINE. Head to the M HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
M HALL
Run to the nearest door and use your SWORD KEY. Enter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOG AREA
Run down and grab the GREEN HERBS. Grab the HERBICIDE from the
wheelbarrow, too. Return to the M Hall.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
M HALL
Use the SWORD KEY on the next door. Enter the BATHROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BATHROOM
Look around, and drain the tub. Grab the DAGGER KNIFE from the tub.
Return to the M HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
M HALL
Run toward the next door. Enter the CEILING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CEILING ROOM
Run across to the other door leading to the SHOTGUN RACK ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHOTGUN RACK ROOM
Take the INK RIBBON. The take the SHOTGUN. After you take it,
leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CEILING ROOM
The ceiling begins to drop.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
M HALL
You are back in the M HALL. Head through the double doors nearest you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head to the door to Jill's right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Kill the zombie, and enter the LEFT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS SAVE ROOM
Grab the OIL CANTEEN you find, along with some GRENADE. Deposit both
into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill your
OIL CANTEEN with OIL so you can burn any zombies you kill. Save the
game, and head out.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
************************************************************************
LOOKING AROUND
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Climb the stairs. Kill the zombies, or dodge them, and head right. Turn
left at the corner, and enter into the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Dodge all the zombies, and turn right into the door. This is the STUDY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STUDY
Grab the DOG WHISTLE and the LIGHTER. Exit the way you came.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Run all the way to the end, passing all doors until you get to the very
last one. Dodge all zombies, and head into the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Barry will give you ACID ROUNDS. Run across the room into the UPPER
DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING ROOM
Run to the right of Jill, to the second door on the end. She is in the
LEFT STAIRS HALLWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS HALLWAY
Head to the nearest door, without entering the stair area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STAIN GLASS BALCONY
In front of that Stain Glass, equip the SHOTGUN and use the Dog Whistle.
Dogs will attack you, so kill them quickly. Grab the shining item on the
floor. It is a DOG COLLAR. Inspect it, and you pull out some sort of
JEWEL. Inspect the JEWEL in all areas and you get an IMITATION KEY.
Return to the LEFT STAIRS HALLWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS HALLWAY
Return to the UPPER DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING ROOM
Head to the Z HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Z HALL
Run to the door you first entered this room from, and turn right. Enter
the door you see. It is the BLADE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BLADE ROOM
Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle
occurs.
---------------------------------------------------------------------
| !!! BLADE PUZZLE !!! |
| |
|Take the FAKE KEY and USE it in the opening where you took the |
|ARMOR KEY. The blade that's going after you should stop. |
---------------------------------------------------------------------
Take the ARMOR KEY. Leave for the Z HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Z HALL
Run toward the UPPER DINING HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING HALL
Take the door next to the one you just came through, into the LEFT
STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
Head down the stairs you see after dispatching the zombies. A super-
zombie might go after you, so be very careful. At the bottom, head into
the door nearest you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS SAVE ROOM
Prepare any of your items if necessary. Then leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS HALLWAY
Run across the hallway, and head back up the staircase. Return to the
UPPER DINING HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING HALL
Head over to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head down the stairs, and to the DINING HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING HALL
Head to the KENNETH ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
From this hall, head all the way right, and turn left at the corner.
Head down the stairs, and unlock the door. Head back up the staircase,
and to the door you just passed. Unlock it with the ARMOR KEY. But do
not go through yet. Head to the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
From here, head to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head upstairs to the UPPER DINING HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING HALL
From here, go to the LEFT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
From here, take the stairs down, and run down passed the LEFT STAIRS
SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the
options YES and NO come up, select YES so you can discard the SWORD KEY.
Head inside.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STORAGE ROOM
Do not grab the BROKEN SHOTGUN. Just grab the BATTERY PACK. Leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS HALLWAY
Head to the door to the right of Jill, unlocking it with the ARMOR KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F HALL
Notice on the map that this hall looks like an F? OK, run down a bit
and grab the BATTERY PACK. Then head further down, turn the corner and
enter the VINE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
VINE ROOM
Run over to the machine pumping the water and use the HERBICIDE. Once it
is submerged into the water, examine the machine again and select YES.
Then select the first option you see. The vines will then die from the
HERBICIDE. Grab the MASK W/OUT ALL you see on the wall.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
************************************************************************
DEATH MASK HUNT
************************************************************************
NOTE: There are many GREEN HERBS here. Due to the overwhelming
difficulty of this game, it is suggested you only take them when you run
out of healing supplies. They will still be here when you return from
the GUARDHOUSE, and by then, this place will be a Hunter festival. Pick
these GREEN HERBS up when you return from the GUARDHOUSE, or when you
really, really need them.
Head back to the F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F HALL
Run back to the door you used to get to this hall for the first time,
and turn left. Run down, and zombies will bust in from the windows!
IGNORE THEM and run. Turn the next left you see, and head through the
nearest door. Grab the DAGGER KNIFE, and head to the TIGER STATUE ROOM
nearby.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TIGER STATUE ROOM
Head to the TIGER STATUE and use the BLUE GEMSTONE. You will get SHOTGUN
SHELLS. Head back to the F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F HALL
The zombies that popped through the window are on the left. Let them
bite you, and use DAGGER KNIFE or BATTERY PACK against one of them to
save ammo. Head into the door nearby.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BEDROOM
Head to the desk across the room, passed the bed. On the bed is a
HANDGUN MAGAZINE. On the desk is a diary. After reading it, a zombie
attacks you. Kill it (you will probably need a DAGGER KNIFE). Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F HALL
Head to the door to the right, and kill the zombies you haven't killed.
Head through the door on the right. It leads to the KENNETH ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
Head to the DINING HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING HALL
Head to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head upstairs. Head to the door to the right of the one leading to the U
HALL. Unlock it with the ARMOR KEY, but do not go through yet. Head to
the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Unlock the single door nearby using the ARMOR KEY. Before entering it,
unlock the double doors you see nearby with the ARMOR KEY. Head to the
RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Here, go to the door passed the staircase leading down and unlock it
with the door. Do not enter it yet. Head down into the DOOR HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Unlock the door down the hall, near the open space, using the ARMOR KEY.
When the YES or NO option comes up, select YES so you can discard the
ARMOR KEY. Do not go through, yet. Return to the RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Return to the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Return to the single door you unlocked a few minutes ago.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RICHARD ROOM
You'll see Richard Aiken here. You'll have to get him SERUM. Head
outside to the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head into the door you just unlocked. It leads to the FOREST BALCONY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
FOREST BALCONY
Run across. Grab the HANDGUN MAGAZINE you see. Run down and you'll see a
familiar person: Forest Speyer. (Barry will be here if you used the
BROKEN SHOTGUN in the SHOTGUN RACK ROOM, and give you the GRENADE
LAUNCHER). Grab the GRENADE LAUNCHER from him if you didn't see Barry
here, and run down. Grab the GREEN HERBS. Forest will then attack you,
so use the SHOTGUN or the GRENADE LAUNCHER to kill this tough zombie.
Exit back into the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head into the first floor, and into the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
Head into the KENNETH ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
Head into the F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F HALL
Head into the LEFT STAIRS HALLWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS HALLWAY
Head into the LEFT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS SAVE ROOM
Grab the SERUM from the shelf and rearrange your items. Make sure you
have the HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM,
MASK and the ARMOR KEY. Return to the LEFT STAIRS HALLWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS HALLWAY
Return to the F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F HALL
Head to the KENNETH ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
Return to the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
Return to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Return to the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head into the RICHARD ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RICHARD ROOM
Heal Richard. After you heal him (he doesn't die from poison this time,
like in the original version), head to the door to the left of Richard.
Grab the 2 GREEN HERBS, too.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SMALL L HALL
This is a smaller L HALL. Kill the zombie you see, and run to the door
passed it (to the left of the door you used to enter this hall).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SMALL DINING ROOM
This is a SMALL DINING ROOM. Grab the HANDGUN MAGAZINE on the table.
Then go to the candles you see on the table and light them with the
LIGHTER (I told you to go get the LIGHTER back in the LEFT STAIRS SAVE
ROOM). See the display shelf? Push it to the right to reveal a secret
annex room. There is a zombie, so kill it! Examine the display shelf in
this annex for a MUSICAL SCORE. Return to the SMALL L HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SMALL L HALL
Return to the RICHARD ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RICHARD ROOM
Return to the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head into the double doors into the KNIGHT ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KNIGHT ROOM
The knight statues move, but do not worry. Nothing in this room can kill
you.
---------------------------------------------------------------------
| !!! KNIGHT PUZZLE !!! |
| Your objective is to push all the statues back into their normal |
| position. |
| |
| -Have Jill push the FAR LEFT first. |
| -Have Jill push the CLOSER RIGHT STATUE next. |
| -Have Jill push the FAR RIGHT STATUE next. |
| -Have Jill push the FAR LEFT STATUE again. |
| -Have Jill push the CLOSER LEFT STATUE. |
| -Have Jill push the FAR RIGHT statue again. |
| -Have Jill push the CLOSER RIGHT STATUE next. |
| -Have Jill push the CLOSER LEFT STATUE again. |
| -Have Jill push the CLOSER RIGHT STATUE next. |
| |
| Voila! Examine the center podium, and press the button. |
| A painting slides. |
| |
| Grab it, and it is a JEWELLRY BOX. |
| |
--------------------------------------------------------------------|
We will solve it later. For now, insert it in the ITEM BOX. To do that,
head to the RIGHT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head to the RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Return to the RIGHT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS SAVE ROOM
Save, and deposit the GRENADE GUN and JEWELRY BOX. Barry has also left
some items here for you, like FIRST AID SPRAY, HANDGUN MAGAZINE and
INCENDIARY SHELLS. Deposit them. Head back out.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Apparently, we can't get back into the DOOR HALL anymore, so head up the
stairs, and to the you had unlocked earlier.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DEER HEAD ROOM
Head to the door to the right first. Grab the RED HERB and GREEN HERB.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BEDROOM 2
Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to
find FIRST AID SPRAY. Return to the DEER HEAD ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DEER HEAD ROOM
Take the door to the right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
WASP ROOM
Grab the file on the desk, and read it (if you can). Near the desk is a
display of bugs. Grab the FISHHOOK. Run to the display to the right of
the door and grab the LURE OF A BEE. Combine it with the FISHHOOK you
found. Head to the display to the left of the door and grab the BEE
SPECIMAN. After grabbing it, use the GOLD BEE SPECIMAN and attach it to
the bug display. Head back to the bug display on the right of the door
and use the BEE SPECIMAN. Then press the button.
..suddenly, the BEE SPECIMAN comes to life! Kill it!
Grab the WIND CREST you see. Return to the RIGHT STAIRS.
NOTE: Barry might be here destroying part of a book.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Head to the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head to the GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head down the stairs to the MACHINERY ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MACHINERY ROOM
Remember the 4 tombstones I told you to remember? Well, use the MASK
W/OUT ALL from the VINE ROOM on the first tombstone. You'll see a
really, really disturbing cut-scene. Afterwards, return to the
GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head into the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces
available in your inventory, then grab it (make sure one of your 6 or
less items is the MUSICAL SCORE). Head into the KENNETH ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
************************************************************************
GETTING OUT
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH ROOM
Head into the single door you unlocked (NOT the one you unlocked at the
bottom of the stairs).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PIANO ROOM
Head to the area passed the piano. There is a shelf. Push it to the left
to reveal MUSICAL SCORE (2). Combine that with the MUSICAL SCORE to make
MOONLIGHT SONATA. Use the MOONLIGHT SONATA on the piano. After a wall
rises, head into the annex and grab the GOLD EMBLEM. Replace it with the
WOODEN EMBLEM. If you didn't get the WOODEN EMBLEM, replace the GOLD
EMBLEM and go get it. Return to the KENNETH HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH HALL
Head to the DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DINING ROOM
Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used
to be.
---------------------------------------------------------------------
| !!! CLOCK PUZZLE !!! |
| The clock's internal parts will be revealed. Head to them. When |
| examining the clock, opt to move the HOUR HAND twice. When the |
| clock is at 6:00, press B and you will get a SHIELD KEY. |
---------------------------------------------------------------------
Return to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head to the STATUE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STATUE ROOM
Head to the DOG HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOG HALL
Head to the M HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
M HALL
Head to the DOOR HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head to the single door you unlocked. It is the CROW HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CROW HALL
There is a puzzle abound.
---------------------------------------------------------------------
| !!! PICTURE PUZZLE !!! |
| The painting with the sword must be colored orange/red on both |
| sides (because the paintings appear on both sides). The middle |
| painting must be colored purple. The last painting must be colored|
| GREEN. Adjust the painting from both sides to make the above |
| colors correspond. Then press the woman painting. |
---------------------------------------------------------------------
The wall rises, leading to the area behind the locked gate in the
GRAVEYARD. Grab the DEATH MASK I. Unlock the door leading to the
GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head down the stairs into the MACHINERY ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MACHINERY ROOM
Attach DEATH MASK I into the 4th tomb. Again, another disturbing cut-
scene. Head back to the CROW HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CROW HALL
Head to the DOOR HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head to the RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS SAVE ROOM
Make sure you have the GRENADE LAUNCHER. Leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Head upstairs into the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head into the RICHARD ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RICHARD ROOM
Head into the SMALL L HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SMALL L HALL
Climb the small stairs and use the SHIELD KEY to unlock the door.
Dispose of the SHIELD KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ATTIC
A boss awaits...
========================================
BOSS # 1: YAWN
DIFFICULTY: HARD
Use the Acid Rounds you got from Barry, and start shooting it with the
GRENADE LAUNCHER. Half way through the battle, Richard will interfere.
Shoot the Snake some more, and Richard will leave the battle. When you
run out of ammo, grab the SHOTGUN that is on the floor, and keep
shooting it. Eventually, the YAWN should run away.
During the fight, the Yawn attacks with its mouth, so keep moving. If
you get hit by the Yawn, you will get POISONED.
ALTERNATE STRATEGY: To avoid having to battle Yawn, run over to the back
of the room where the DEATH MASK II is. Grab it, and get the hell out as
fast as you can.
========================================
[NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies
around the mansion. They are resurrected zombies of ones you've killed.
Watch out, and keep the Shotgun equipped. They are as fast as Hunters,
and even slash you like Hunters.]
Do not forget to grab the DEATH MASK II in the small hole in the corner.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RICHARD ROOM
Head over to the RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Head to the RIGHT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS SAVE ROOM
Withdraw the JEWELRY BOX. Go to the item screen and the CHECK option.
---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE !!! |
| |
| Press both buttons which resemble half of a heart shape. The box |
| will open. Inside is the DEATH MASK III. |
---------------------------------------------------------------------
With MASK IV, our next destination is that MACHINERY ROOM. Head to the
RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Head to the U HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
U HALL
Head to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head to the GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head to the MACHINERY ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MACHINERY ROOM
Insert DEATH MASK II into tomb 3 and DEATH MASK III into tomb 2. The big
casket above will fall, and a SUPER CRIMSON HEAD will fight
you. Use the GRENADE LAUNCHER to quickly kill it, because
this is a tough zombie. At least 6 INCENDIARY SHELLS are needed
to put this guy down.
Check the casket for a STONE AND METAL OBJECT. There are also
SHOTGUN SHELLS. Return to the GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head through the gate to the CROW HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CROW HALL
Head to the DOOR HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head to the small hall across from the door you are at. Head through the
door you see, into the EXIT HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
EXIT HALL
Run down this outside hallway until you see a door. A zombie
dog will also show up, so kill it. Near the door is an engraving.
Put the STONE AND METAL OBJECT in it. Head through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-----------------------------------
Well, we've finished PART 1 of Jill's mission in this evil mansion. The
guardhouse is coming up, with a vengeance, and it will definitely be
harder than the first part of the mission. Make sure you've gotten many
supplies from the Mansion before leaving, as immortals, sharks, plants
and green bastards are going to show up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------
B. GUARDHOUSE AREA
------------------------------------------------------------------------
LISA TREVOR
===========
ITEMS: BATTERY PACK
FIRST AID SPRAY
SUN CREST
STAR CREST
MOON CREST
MAGNUM
GUARDHOUSE
==========
ITEMS: KEY FOR ROOM 001
RED BOOK
CONTROL ROOM KEY
KEY FOR ROOM 003
INSECTICIDE SPRAY
SELF DEFENSE GUN
MAGNUM BULLETS
SHOTGUN SHELLS
GALLERY KEY
************************************************************************
LISA TREVOR
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHED
Head down to the shining items, and grab both the BATTERY PACK and the
FIRST AID SPRAY. You will need both. Head through the door down the
small stairs. It is the OUTSIDE PATHWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
OUTSIDE PATHWAY
Run down this pathway until you see spinning arrows. Brad or Barry will
contact you through the radio. On the red arrow, move it to the WEST
POSITION. When you get to the blue arrow, turn it NORTH. The gate will
unlock. Keep your weapons handy.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CROW GRAVEYARD
Another graveyard? And it has crows! Equip something like the HANDGUN or
SHOTGUN, and start shooting them all from your position. They'll attack
you... but it is worth it to kill them.
Once they are all dead, run down and turn right when there is a space
between the tombstones. You'll run into 2 large tombstones. Insert the
WIND CREST into the right tombstone. 3 new CRESTS are revealed. Grab
them. If you cannot grab all 3, grab as many as you can and take them to
the left tombstone.
Check the back of each crest before inserting them into the left
tombstone. Your reward is the MAGNUM! This is needed for PART 3.
Return to the main part of the graveyard and turn right through the
gate.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
OUTSIDE PATHWAY 2
Run down this pathway after a weird cut-scene. You'll see a COTTAGE. Go
through. Use the map to guide you if you cannot find the COTTAGE.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
COTTAGE
[WARNING: An unbeatable monster is about to arrive.]
Enter, and run up the stairs. Grab the COURTYARD MAP and run passed the
bed. There is an ITEM BOX nearby. SAVE at the
TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Grab the SQUARE
CRANK.
Now attempt to leave and you will see a cut-scene. After the cut-scene,
a boss fight hits.
========================================
BOSS # 2: LISA TREVOR
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!
..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CROW GRAVEYARD
Run back to the OUTSIDE PATHWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
OUTSIDE PATHWAY
Run back to the SHED.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHED
Head through the DOUBLE DOORS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GARDEN
Brad will try to contact you. Afterwards, kill all the zombie dogs you
see. Grab all the GREEN HERBS and head through the gate.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POND ROOM
Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK there.
The pond will drain. Head down the ladder, across the pond, and up to
the lift.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE GARDEN
There are crows here. Shoot them with your HANDGUN or SHOTGUN. You'll
notice that since you drained the pond, the water is flowing in front of
a secret passage. Looks like we have to find a way to get there without
having to drain the pond. (Why couldn't Jill just go swimming?) There is
a non-functioning lift that will take you back to the GARDEN, so our
goal for the rest of this and next mission is to find a battery which
will work that elevator. ~_~
Head into the gate.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
************************************************************************
GUARDHOUSE
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE ENTRANCE
Snakes will pour in on Jill, so watch out. Grab any HERBS you see.
Head through the door at the end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Eerie... Turn right and enter the first door to the right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE SAVE ROOM
Grab the INK RIBBON, battery pack and FIRST AID SPRAY. You will want to
rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/
AMMO, and a couple of HERBS. The HANDGUN might be useful, but it won't
provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill your OIL
CANTEEN, too. Now that we are set, head outside.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Head to the double doors to the very right of the hall.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SPIDER POOL ROOM
Ahhh! Spiders!!! Kill the thing with the INCENDIARY SHELLS before it is
too late. If they poison you, use one of the BLUE HERBS that can be
found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY. Head up
the stairs to the pool table and shoot down the next spider.
EXAMINE THE POOL! Remember the COLORS of the corresponding POOL
BALLS.
2: BLUE
3: RED
4: PURPLE
5: ORANGE
6: GREEN
If you remember that solution, then a door code will be insanely
easy to remember.
Head down the stairs to the table area and grab the RED BOOK, and other
misc. items such as a FIRST AID BOX. Inside the FIRST AID BOX is a BLUE-
GREEN HERB. There are also SHOTGUN SHELLS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Return to the GUARDHOUSE SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE SAVE ROOM
Deposit everything you found in the other room except for the RED BOOK.
Leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Push the crate near the higher crate. This will create a stairway that
can be used to avoid those evil vines in that hole. Once on the other
side of the tall barrel stack, head through the next door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY 2
Run down and head into the 002 ROOM. You should here a mysterious cut-
scene involving Barry.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
002 ROOM
After the Barry cut-scene, grab the file on the desk. Go to the
bookshelves you see and push the left one forward. Push the right
bookshelf to the right to reveal a ladder. Go down.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SECRET WATER TUNNEL
Run until you see all the crates. Push them into the small water storage
you see. When a bridge forms, head down and soak Jill's feet into the
water and go through the double doors.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHARK TANK
In here is a shark called NEPTUNE. Run back out through the way you
came.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SECRET WATER TUNNEL
Return to the 002 ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
002 ROOM
Head into the 002 BATHROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
002 BATHROOM
On the shelf is an KEY FOR ROOM 001. Grab it and leave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
002 ROOM
Head out into the GUARDHOUSE HALLWAY 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY 2
Head to the GUARDHOUSE HALLWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Head into the only door you haven't gone through yet. Unlock it with the
KEY FOR ROOM 001.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
001 ROOM
Inside here is some weird little DEFENSE GUN. There are also HANDGUN
MAGAZINES here. Head into the bathroom.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
001 BATHROOM
Drain the tub and grab the CONTROL ROOM KEY. Head out.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
001 ROOM
Head out.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Return to the GUARDHOUSE HALLWAY 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY 2
Return to the 002 ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
002 ROOM
Head down the ladder to the SECRET WATER TUNNEL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SECRET WATER TUNNEL
Head to the SHARK TANK.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHARK TANK
Run to the door that is red on the map of this room. Unlock it with the
CONTROL ROOM KEY. Head inside.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CONTROL ROOM
In here, there will be a difficult puzzle.
---------------------------------------------------------------------
| !!!CONTROL ROOM PUZZLE!!! |
| |
| Go down the ladder. Then go to the white board on the table and |
| find the number on it, either being 1, 2 or 3. Now go to the giant|
| window. Once the shark breaks it and the countdown starts. Press |
| the computer switch that is near the window. Then turn around |
| (using the C-Stick) and make a diagonal run ( \ this direction) |
| and press the computer switch there. From that console, you'll |
| then want to head directly left to where a lever is and hit that |
| one. Then head into the adjacent hallway and turn left so you see |
| some sort of a tank that has the colors red and green |
| (which are really lights). When it asks you to press either |
| BUTTONS 1, 2 or 3, press the number which was on the board. |
| Return to the second computer console you pressed and press it |
| again. Then return to the lever and then switch it again. Then go |
| back to where the shark is banging and press that switch. The |
| SHARK TANK will be drained. |
---------------------------------------------------------------------
Go back to the adjacent hallway and take the door directly to the right.
Then run to the previously water-blocked door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
WATER ROOM
Here, run through and head through the gate to the SHARK TANK.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHARK TANK
With the water drained, run over to the platform and then attempt
to grab the GALLERY KEY. But then the shark comes to life.
========================================
BOSS # 3: NEPTUNE SHARK
DIFFICULTY: Easy
Your goal: Shoot it until it dies. You should have enough ammo.
ALTERNATE STRATEGY: See that green box in front of Jill? Push it into
the Aqua Ring. See the lever to the left? Switch it and then the Neptune
shark gets electrocuted. Thanks to the billions of people who sent it
in.
========================================
Run over and grab where the GALLERY KEY fell to. Then run to the door
you previously went to.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
WATER ROOM
Run through here. Head for the next door you didn't go through.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
WATER HALLWAY 2
Grab the Magnum Rounds. Head for the door at the end up the ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SECRET WATER TUNNEL
We end up back here, thankfully. Run back up the ladder to the 002 ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
002 ROOM
Run to the GUARDHOUSE HALLWAY 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY 2
Head to the GALLERY through the next door, via the GALLERY KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GALLERY
AKA WASP ROOM. Head and turn the first corner you see to a door.
Luckily, Jill need not explore that (though Chris was not as lucky).
Turn the next left corner to the corpse, and grab the INSECTICIDE SPRAY.
Run back out to GUARDHOUSE HALLWAY 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY 2
Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole.
Use the INSECTICIDE SPRAY through the hole to kill those bastards.
Return to the GALLERY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GALLERY
Run to where the wasps where and grab the KEY FOR ROOM 003 from the
desk. Then head to the 003 in the same room and open it up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
003 ROOM
Inside, go to the bookshelf with the red books. Grab the UMB BOOK and
then place the RED BOOK inside.
---------------------------------------------------------------------
| !!!RED BOOK PUZZLE!!! |
| |
| The goal of this perverted puzzle is to align all the books for |
| form a nude woman. To do this, select a book and when you do, |
| select the book to swap places with it. Eventually you will form |
| a nude woman. |
---------------------------------------------------------------------
Once the puzzle is solved, head through the door to your next boss
fight.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PLANT 42 ROOM
You're next boss fight awaits...
========================================
BOSS # 4: PLANT 42
DIFFICULTY: Easy
Your goal: Head up the stairs and shoot the thing with INCENDIARY
SHELLS. Continuously shoot it until it shrivels up and dies. Hurrah!
It can poison you and constrict you in its vines... so be careful. Other
than that, this boss shouldn't pose much difficulty. 10-12 INCENDIARY
SHELLS should put the thing down.
ALTERNATE WAY: In Jill Valentine's game, to avoid having to fight Plant
42 at all, simply follow these steps.
1. Once you're ready to enter the mean green's domain, instead pickup
the lighter and clear up three item spaces.
2. Enter the Employee Lounge were the two spiders previously resided and
locate a red lamp in a corner to the left of the entrance. Light the
lamp and note the lamp's color and the symbol presented. Since the
symbols are random, it is impossible to dictate here exactly which one
it will be. Repeat this process with the green lamp on the left table by
the bar, and the orange lamp by the pool table. Study the pool balls and
note their colors and numbers. Red is 3, Orange is 5, and Green is 6.
3. Travel to the Gallery where the hive (hopefully) previously stalked.
Examine the key pad next to the first door on the left, it's on the same
side as the entrance. Punch in your code and enter.
4. Follow this closely because a misstep could produce a very toxic gas!
First, grab three of the empty bottles lying around and fill one with
water at the sink. Fill the second bottle with UMB No. 3, located in the
yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and
mix the two again for UMB No. 10. Now, collect more water and more
Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10
combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3
and mix for the coveted V-Jolt chemical.
5. Travel down the basement with the V-Jolt and make your way to the
control room where the shark tried to break into (remember, you don't
have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms
to get to the Control Room]. Up the ladder and out the door eliminate
the beach shark with one handgun shot if you wish, he'll pretty much
only bother you if you TRY to get him to eat you. Enter the Guard Room
by the shark and walk into the vile plant's roots. Don't worry about
being damaged, the roots won't hurt you. Now, give the not so Jolly
Green Giant a shot of the herbicide and discard the bottles.
6. Now, when you enter Plant 42's domain, Barry will show up and finish
off the plant without you having to pull a trigger. This detour saves
you even more ammo and health and despite how it may sound, it should
take only five to ten minutes. Good luck.
========================================
After that boss is dead, head down the stairs and grab the HELMET KEY
from the fire place. Return to the GALLERY via the double doors.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GALLERY
Run to the GUARDHOUSE HALLWAY 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY 2
Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he
leaves, return to the GUARDHOUSE HALLWAY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Here, run back to the GUARDHOUSE SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE SAVE ROOM
Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure
you have your HELMET KEY. Save, too.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE HALLWAY
Exit to the outside.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE ENTRANCE
Run back down to the GUARDHOUSE GARDEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE GARDEN
Run to the lift and ride it the POND ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POND ROOM
Run across the pond and dodge the snakes. Head back to the GARDEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GARDEN
Head to the SHED.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHED
There are many items here thanks to Barry. Grab them
all, especially the ACID ROUNDS, because a new monster is going to
show up. Head into the EXIT HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-----------------------------------
Well, with Lisa running around, Plants to kill, and sharks to feed, I'm
amazed we've made it so far! We are back in the mansion of hell and we
must explore the remainder of the mansion for more clues, perhaps clues
that can get us behind the waterfall in front of the GUARDHOUSE. The
return to the mansion isn't too long, and can range from 5 minutes to 15
minutes, depending on what ending you want to get.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------
C. RETURN TO MANSION
------------------------------------------------------------------------
RETURN TO MANSION
=================
ITEMS: RED GEMSTONE
YELLOW GEMSTONE
JEWELRY BOX
MO DISK
FIRST AID SPRAY
LAST BOOK, VOL. 1
LAST BOOK, VOL. 2
SEARCHING AROUND
================
ITEMS: MEDAL OF WOLF
MEDAL OF EAGLE
GREEN HERB
RED HERB
BLUE HERB
BATTERY
EMBLEM KEY
BROACH
************************************************************************
RETURN TO MANSION
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
EXIT HALL
Run down the hall and head into the DOOR ROOM. Note that if Richard
died, the RADIO will be found here.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR ROOM
There is a Hunter here. Kill it. Head into the RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
There is a Hunter here. Kill it. Head into the RIGHT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS SAVE ROOM
Recharge and save if you were hurt by the Hunters. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Run up the stairs and turn left. Run to the very end, into the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RESTING ROOM
Grab all the HERBS here and then unlock the door in this room using the
HELMET KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
WALL HALL
There is no snake here this time. There is a puzzle, though.
---------------------------------------------------------------------
| !!!WALL PUZZLE!!! |
| |
| OK. See the statue? Push it in through the opening into the main |
| part of the room. Push it all the way. When the walls stop moving,|
| head back to the door and head behind the right wall. Run all the |
| way and flip the switch. Run back the way you came and to where |
| you pushed the statue. Push it left before the walls consume you. |
| A secret passage will open. |
---------------------------------------------------------------------
Jump down the hole. To the left is a BATTERY PACK. To the right is a
LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVE
Head in, and you'll see a grave. Press the button. Grab the diaries
while you are at it. Head down.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UNDERGROUND HALLWAY
Run down this hallway to the door at the end. Watch out for the Spiders.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UNDERGROUND HALLWAY 2
Run through a gate down the hall until you run into a lever. Pull it.
Then take the only other door in this room.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KITCHEN
We are in a kitchen.
You have 2 options:
-Head to the door directly across from Jill. It leads to the KENNETH
ROOM.
-Head to the elevator.
This next optional part (though the RED GEMSTONE isn't optional) is
required for players who want to save Chris Redfield and get a better
ending. Skip the optional section if you want to get Chris Redfield
killed.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=============OPTIONAL==============
=============OPTIONAL==============
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH F HALL
Climb up the stairs to be back in the KENNETH ROOM. You'll discover that
there is a Sweeper here. Sweepers, as you'll remember from Resident Evil
CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid
Rounds, or your Magnum. The door to the F HALL will also be torn down,
so the room will now be called the KENNETH F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Head into the F HALL section of the KENNETH F HALL. Head to the LEFT
STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
Run to the LEFT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS SAVE ROOM
We have to unload here. You will also want to save the game. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
Climb the stairs. Unlock the door nearest to the left of the stairs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
YELLOW GEM ROOM
This room is tricky. And it has a puzzle. But first grab the GRENADE
SHELLS near the right deer head.
---------------------------------------------------------------------
| !!! YELLOW GEM PUZZLE !!! |
| |
| See those drawer cabinets near the center table? Push them toward |
| the deer heads nearby. Then turn the lights off with the switch |
| next to the door. Now attempt to pull the YELLOW GEMSTONE from |
| the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD |
| and grab the RED GEMSTONE. [If you run out of item space, return |
| to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- |
| -STONE AND GRAB IT! Puzzle solved! |
---------------------------------------------------------------------
With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT
STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
Run down to the LEFT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS SAVE ROOM
Unload if you have too many item spaces. Then exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
On your way, 2 Hunters will pop in and surprise you. Kill them with the
GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN.
The GRENADE SHELLS or MAGNUM are recommended, though. Run to the
KENNETH F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH F HALL
Run to the door that leads to the TIGER STATUE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TIGER STATUE ROOM
Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK.
Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH F HALL
Return to the LEFT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
Run to the LEFT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS SAVE ROOM
Deposit the MO DISK into the item box. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LEFT STAIRS
Head for the KENNETH F HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KENNETH F HALL
Return to the KENNETH ROOM part of the room, and down the stairs back to
the KITCHEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=============END-OPTIONAL==============
=============END-OPTIONAL==============
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
KITCHEN
Now that we are all back together, we can now explore the elevator. Ride
the elevator down.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TORCH LIT TUNNEL
Kill the zombie from the first branch of this room. There are 2 GREEN
HERBS here. Head back passed the elevator and kill the zombie nearby.
Down from where you killed the zombie, there is a door for you to head
through.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STORAGE ROOM
In here are ACID ROUNDS, BATTERY PACK and the BATTERY! You can now power
up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do
two more tasks. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TORCH LIT TUNNEL
Head to Jill's left, through a door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Z HALL
Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three
rights down the hall. There might be a CRIMSON HEAD here.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BLADE ROOM
Head up passed where you left the FAKE KEY. Passed it is a door. Unlock
it with the HELMET KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
LIBRARY
Run across the hall until another boss fight happens.
========================================
BOSS # 5: YAWN II
DIFFICULTY: Medium
This boss is much harder now that Richard is dead. Your goal: Shoot the
thing with GRENADE SHELLS. Watch out for its bite and poisonous attacks.
Once you run out of GRENADE SHELLS, shoot it with the HANDGUN or
SHOTGUN. Avoid its attacks, too, because it can bring you down to
CAUTION in one blow.
Eventually, Yawn will die for good.
========================================
Head behind the bookcase Yawn smashed into. Grab the purple book called
LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE
ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
************************************************************************
SEARCHING AROUND
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BLADE ROOM
Head to the Z HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Z HALL
Head for the UPPER DINING ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UPPER DINING ROOM
Head for the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head down the stairs and to the door left of the double doors. Unlock it
with your HELMET KEY. Discard the HELMET KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
REST ROOM
In here, grab the diary you see to your left and then head for the other
door in this room. Before going there, there is a desk with INK RIBBONS
inside.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MIRROR ROOM
Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on
the cabinet. Another puzzle awaits.
---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE 2 !!! |
| Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the |
| puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ. |
| |
| |
http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif
| |
| Thanks to Daniel Engel for the solution!! |
---------------------------------------------------------------------
Once you solve the puzzle, you will have a BROACH, which will turn into
the EMBLEM KEY. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
REST ROOM
Exit to the MAIN HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MAIN HALL
Head for the GRAVEYARD.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GRAVEYARD
Head to the gate leading to the CROW HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CROW HALL
Head for the other door in this hallway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head for the only door you haven't tried yet. Unlock it with the EMBLEM
KEY.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BEDROOM
See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see.
Grab the BATTERY PACK, too. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head for the EXIT HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
EXIT HALL
Head out to the SHED.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHED
Head to the GARDEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GARDEN
Head to the POND ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POND ROOM
Head across the pond and down the lift to the GUARDHOUSE GARDEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE GARDEN
Head over to the broken lift and attach the BATTERY to the slot nearby.
Then ride the lift up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GARDEN
We are in the GARDEN again. Head to the SHED.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHED
Head to the EXIT HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
EXIT HALL
Head to the DOOR HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head for the RIGHT STAIRS.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Head for the RIGHT STAIRS SAVE ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS SAVE ROOM
Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game,
too. Exit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
RIGHT STAIRS
Travel to the DOOR HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DOOR HALL
Head for the EXIT HALL.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
EXIT HALL
Head to the SHED.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
SHED
Head to the GARDEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GARDEN
Head for the POND ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POND ROOM
Run to where you used the SQUARE CRANK back in MISSION 2. The pond will
fill with water, effectively opening up that passageway behind the
waterfall. Return to the GARDEN.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GARDEN
Run to the lift in this room, and ride it down.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GUARDHOUSE GARDEN
Head for the not no-more waterfall. Head down the ladder, into the
tunnels…
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-----------------------------------
That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at
all. Those Hunters and Sweepers are also in the Tunnel areas now. The
mansion may seem like history now, but we'll be returning to the mansion
in a little while to check out the double doors in the main hall
underneath the stairs. But for now, we explore the tunnels beneath the
Guardhouse in hopes of finding a way out of here.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------
D. TUNNELS AREA
------------------------------------------------------------------------
ENTERING THE TUNNELS
====================
ITEMS: HEX CRANK
ACID ROUNDS
SHOTGUN SHELLS
SURVIVAL KNIFE
AVOIDING LISA
=============
ITEMS: CYLINDER
SHAFT
CYLINDER SHAFT
BROKEN FLAMETHROWER
JEWELRY BOX
MANSION ALTAR
=============
ITEMS: DAGGER KNIFE
STONE RING
STONE AND METAL OBJECT
STONE AND METAL OBJECT 2 (2)
************************************************************************
ENTERING THE TUNNELS
************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 1
Head to the first door on the right.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 2
Find the ACID ROUNDS on the floor of this tunnel. Head to the only door
in this tunnel.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PIT ROOM
Head for the door with a HANDGUN MAGAZINE by it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ENRICO ROOM
Run forward. You'll see a cut-scene with Enrico. Search Enrico's body
for the HEX CRANK. Run down the hallway to Enrico's left. Head for the
door at the end. A Hunter may come in, so run away from it. You may want
to equip something powerful right now.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PIT ROOM
We are back in the PIT ROOM. Head back to TUNNEL 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 2
There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 1
Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take
the opportunity to save if you life, but make sure you have plenty of
ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap.
Head through to the BOULDER ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOULDER ROOM
Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!!
After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through
the doors at the other side of the hall near the boulder. There is a
GREEN HERB to the right of the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GIANT SPIDER ROOM
Not another boss!!
========================================
BOSS # 6: BLACK WIDOW
DIFFICULTY: Easy
Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
This boss is so pathetically easy, it isn't even funny. Shoot it with 5
or 6 FLAME ROUNDS to permanently kill it. It has its baby in there too,
so dispose of that. You might get poisoned by its attacks... so
watch out.
========================================
There is a SURVIVAL KNIFE on the barrels like the one you started out
with. If you want to conserve FLAME ROUNDS, then grab it. If you don't
care to waste FLAME ROUNDS, do not grab it.
There should be a door covered in web. Launch some FLAME ROUNDS at it or
hack at it with the SURVIVAL KNIFE you just got. Head through.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 3
Turn right and head through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOULDER ROOM 2
Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder
will start rolling down. Head through the door nearest you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
STATUE ROOM
See the statue on the wall? Push it right until it hits the BRONZE part
of the wall. Run to the opposite wall and use the HEX CRANK. The statue
will be away from the wall. Now push it to the dial in the middle. It
will turn. Push it away from the dial and push it in the dial again to
turn it a second time. Now push it to the space right of the candles
(so it faces the player). You'll get this CYLINDER. Return to the
BOULDER ROOM 2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOULDER ROOM 2
Return to TUNNEL 3.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 3
Head into the GIANT SPIDER ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GIANT SPIDER ROOM
Head back to BOULDER ROOM.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOULDER ROOM
Head back to TUNNEL 1.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
TUNNEL 1
In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head
to TUNNEL 2. Save if you like.
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TUNNEL 2
Head for the PIT ROOM.
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AVOIDING LISA
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PIT ROOM
Here, head over to the control panel you see at the end. Examine it to
get some sort of SHAFT. Combine it with the CYLINDER. It makes the
CYLINDER SHAFT. Insert it and press the code 4231.
The pit in the middle of the room will activate- it's really a lift!
Ride it down!
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BOTTOM SHAFT
Run to the nearest door.
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LISA TUNNEL
That ***** from the cottage beside the mansion is back.
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BOSS # 7: LISA TREVOR II
DIFFICULTY: IMPOSSIBLE
Your goal: This is the same as last time. Get the hell out of there. 3
hits from this immortal boss will kill you, and it will not be good at
all. Head out, and be quick. Don't even try to shoot this thing, because
she just won't die!!!
..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
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To avoid her, double back and take the branching tunnel. At the
branching tunnel, head to the right one of Jill. You'll eventually see a
door. Use the map to get to it; remember that locked doors are in red on
the map and unlocked ones are in white. Head through the door.
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CRATE ROOM
Push the crate onto the lift. Then activate the lift at the controls.
Then leave the room through the way you came.
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LISA TUNNEL
Run back to where Barry is. Avoid Lisa Trevor at all costs.
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BOTTOM SHAFT
After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR
3 HEALING ITEMS. Then go down the nearby ladder. The crate you
sent away is here now. Go push it to the left and forward. Then
press the button so the crate is crushed. Jump down to where the
crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL.
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LISA TUNNEL
Keep avoiding her and head for the locked door. Take the tunnel
toward where you headed for the CRATE ROOM. Flip the switch.
Head to the locked door in the room using the map. See the little
board next to it? Attach the BROKEN FLAMETHROWER there. Head
through.
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CANDLE ROOM
Run passed this weird candle area to a pool tunnel. Run across it.
You'll be in a bedroom. You'll find another JEWELRY BOX, like the one
before you left the mansion. Also, there is a DAGGER KNIFE here.
Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it
with the METAL OBJECT from the mansion and you'll get another STONE AND
METAL OBJECT. Climb the bedroom ladder, and turn left when you are up.
Climb the ladder.
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MANSION ALTAR
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COTTAGE
Remember this area? This is where you first met Lisa. Our goal is
now to return to the mansion. Yes, go back there. Don't worry, as Lisa
isn't here anymore. Head to the OUTSIDE PATHWAY 2.
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OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.
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CROW GRAVEYARD
If you have not acquired the MAGNUM here yet, then do so NOW. The
solution is above. Run back to the OUTSIDE PATHWAY.
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OUTSIDE PATHWAY
Run back to the SHED.
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SHED
Head back to the EXIT HALL.
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EXIT HALL
Collect the STONE AND METAL OBJECT that is near the door. It is the one
you used in the beginning of the game to get to the Guardhouse. Head
back to the DOOR ROOM.
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DOOR ROOM
Aim for the CROW HALL.
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CROW HALL
Run down the entire hallway to the GRAVEYARD.
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GRAVEYARD
Head for the MAIN HALL.
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MAIN HALL
Head for the double doors underneath the grand stairs. Insert both
STONE AND METAL OBJECTS into the double doors. Head through.
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LONG TUNNEL
Run down the stairs and across the boards until you reach the door at
the end.
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SHORT TUNNEL
Run through this short tunnel until you ge