Document best viewed in courier new, size 10, screen size 1024x768 Users of windows XP save this to text and use lucidia console font Welcome to the horror, survival horror that is..... __ __ __ __ __ __ __ ' __ (___ (__( |__) (___ (__) | ) ) __) | ¤m#¤¤mm¿ p¤**¤¤q _qmmmm¿¬¿p mm¤mmm¿_ p¤**¤¤œ=q_ p=¸pœœpœœp Ñ# 3ÑØ¸ØÅ 3ÑL_ ؆ Ñ ¯Ñ# ¸ÑF [Ñþ_ Å 3 3Ñ L ÑÅ__qÑÑ`åÑM™™™™™ª ¯™Ñ#p_ ؆ Ñ Ø ØÑ™™™™™™¹ [ ™Ñ¿ Å 3Ñ Ñ# ‘Ñþ åÑþ ¯™Ñ#‚؆ ÑL qÑ ¶ÑL [ Ñ#_Å 3Ñ _Ñ# ™Å_ ÑÑþ____„~ ___цņ ÑL __ØF ÑÑþ____„ [ ¯ÑÅ qÑ ¯¯¯¯ Ñp ¯¯¯¯ ˆ¯¯¯ ¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯ ˆ ` ¯¯¯ ¾_ ______ _د¯¯¯¯™™ Ñþ Ø´ˆ¶Øˆ ¯åÑ qÑ______ Ñ¿ Ø [Ñ ¶Ñ ØÑ¯¯¯¯¯¯ ‘Ñ_ /` [Ñ ¶Ñ ‘Ñþ åÅqÅ [Ñ ¶Ñ ¸ ˆÑÑþ¿¿m™ \Å ,åÅ, ¸åÅ„„„„q# The mansion incident.. The beginning of the nightmare.. " victims.. were apparently... eaten...bravo team was sent in to investigate... but we lost contact ... " - Chris Welcome to my walkthrough of Resident Evil for the Nintendo GameCube console. This walkthrough will only cover the new Resident Evil so any owners of the original Resident Evil wont be able to use this walkthrough to their advantage. This walkthrough is brought to you by Adnan Javed, better known as ChandooG on the GameFAQ's message boards and as A-J among his friends and many many forums. So far this is for the Nintendo version of the game only, and if the game is ever ported to any other console i shall add information about them as required. This walkthrough by all means is complete and i have made sure not to leave anything behind, your game will be easier but you will also be spoiled so I advise you to use this only at your own risk. Sit back, grab a cold one, turn your gamecube on, start resident evil.. ENJOY ! Overview : Resident Evil / Biohazard FAQ / Walkthrough By Adnan Javed Alias AJ ChandooG on gamefaqs.com message boards Returnofthemaniac@hotmail.com AJ@rebiohazard.com Updated on 01/17/04 Original ver 01/17/04 www.planetdreamcast.com/residentevil www.rebiohazard.com *under repairs* ___ _ | __ |__ | ___ __ _|_ | (__( |__) |_, (__/_ (__) | __ __ __ _|_ ___ __ _|_ __ (___ (__) | ) |_, (__/_ | ) |_, __) * QUICK NAVIGATION ---------------- The code feature is something which i've seen in any final fantasy guide I've ever seen, and since this walkthrough of mine has a lot of topics and is generally too large, so to avoid scrolling and jump to a topic at once press ctrl+F to open the search column and enter the code and search to reach the area at once. _______________________________________________ | | | | |No | Description |Code | |___|____________________________________|_____ | | | | | |1. | Version History | vhis | | | | | |2. | Information | infx | | | | | |3. | Introduction | ino9 | | | | | |4. | Story | st00 | | | | | |5. | Game Controls | crl0 | | | | | |6. | Characters | ci99 | | | - Main cast | | | | - Supporting cast | | | | | | |7. | Monsters | mns1 | | | | | |8. | Weapons | wnps | | | | | |9. | Beginners Tis | bstp | | | - Tips | | | | - Health chart | | | | | | | | | | |10.| Complete Walkthrough | wtrs | | | - Jill Valentine | wtrj | | | - Chris Redfield | wtrc | | | | | |11.| Speed Guide | spd0 | | | | | |12.| Endings | dfed | | | | | |13.| Item's listings | gils | | | | | |14.| Memo listings | gifs | | | | | |15.| Cheats | tc&c | | | - Unlockable's | | | | - Tips | | | | - Action Replay | | | | | | |16.| Misc Information | msc9 | | | - Ink Ribbon chart * | | | | - Differences b/w hero's | | | | - Message from Directors | | | | - REmake differences | | | | | | |17.| Story Info | | | | - Official Timeline | tmlo | | | - Wesker's Report 1 | wrp1 | | | - Wesker's Report 2 | wrp2 | | | | | |18.| Boss Strategies | dbds | | | | | |19.| My review | mrv0 | | | | | |20.| Legal and Contacting information | lgll | | | - Site's hosting this | | | | - Contacting information | | | | - Ending words | | |___|____________________________________|______| * = since I didn't put them in the walkthrough a lot, therefore hehe To ask me any question about this walkthrough or the game, just send me a mail at the following addresses aj@rebiohazard.com returnofthemaniac@hotmail.com and AOL users always ALWAYS use this email AJ@rebiohazard.com 1. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ _ _ __ _____ _ _ __(_)___ _ _ | |_ (_)__| |_ ___ _ _ _ _ \ V / -_) '_(_-< / _ \ ' \ | ' \| (_-< _/ _ \ '_| || | \_/\___|_| /__/_\___/_||_| |_||_|_/__/\__\___/_| \_, | |__/ !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* vhis JAN 6, 2004 ------------ Started my work on the walkthrough and finished most of Chris's walkthrough on the first day. Damn do I type fast. JAN 8, 2004 ------------ After being lazy for two days I finished up Chris's section of the game and started work on the Jill part. JAN 13, 2004 ------------ Finally after being more lazy I finished the Jill part, only the walkthrough area is over 200 kb. Now time for the other sections. JAN 15, 2004 ------------ During the last 2 days I finished the rest of the sections up and now im ready to submit this thing.. but I'll do that tomorrow. 3 hours later I decided to add the code words because there was alot of text in the walkthrough and that would make it easier for the viewers to scroll through to topics. End section. 2. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ __ _ _ (_)_ _ / _|___ _ _ _ __ __ _| |_(_)___ _ _ | | ' \| _/ _ \ '_| ' \/ _` | _| / _ \ ' \ |_|_||_|_| \___/_| |_|_|_\__,_|\__|_\___/_||_| !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* infx Title : Resident Evil Platform : Nintendo Gamecube Release date : January 5, 2002 Genre : Survival Horror Rating : M, 18+ Characters : 12 Playable characters : 3 Game scenario's : 2 Total game endings : 12 Boss fights : 7 Most annoying enemies : Hunters --- Author name : Adnan Javed Alias : A-J , ChandooG Author age : 17 Author blood group : O+ Comments : This game rules.. get it.. NOW ! End section 3. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ _ _ _ (_)_ _| |_ _ _ ___ __| |_ _ __| |_(_)___ _ _ | | ' \ _| '_/ _ \/ _` | || / _| _| / _ \ ' \ |_|_||_\__|_| \___/\__,_|\_,_\__|\__|_\___/_||_| !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* ino9 The year was 1996 and the Sony PlayStation game console was still young on its feet, there weren't many games which would justify this console, then an very well known games company Capcom inc came up with an idea which will change the way we look at games forever. They launched a game called Biohazard in Japan, the game featured Static pre-rendered and it was one of the first games ever to use the power of the PlayStation with full voice acting casts and FMV cut scenes, soon this game became a phenomenon and it was famous world over, it was ported over to the European and American region with the title Resident Evil because of some legal issues. After winning several awards and receiving praise for this amazing game capcom set out to make several sequels for the game which were better both visually and in terms of gameplay but there still is a spot in everyone's heart for the original classic which paved the way for the new generation of survival horror games. 2 years after resident evil, came out resident evil 2 which is probably the most grossing resident evil game of all time, because it was just like its predecessor in several ways but yet even more better. After that the series creator Shinji Mikami left the resident evil series for the time being and handed the production and direction of the games over to his colleagues, after resident evil 2 came resident evil 3 and resident evil code veronica, both of them were excellent but they still lacked the same pinache which the original resident evil and its sequel had, probably because the original creator wasn't responsible for these games, sure they were great looking and fun to play but they lacked that scary feeling which the other one's had. After some issues with Sony Shinji Mikami decided to take all the story based resident evil games over to Nintendo's 128 bit machine, the gamecube. Sony fans still got more resident evil games but the new series games were exclusive to the owners of the gamecube machine. Since the Nintendo public was fairly new to the game capcom decided to port over all the previous games to this new console.. but the original resident evil was far too old to be ported.. so capcom decided something better. Why not remake the game with the power of the next-gen console to make one hell of a scary game, and that's how this concept came along. In terms of story the REmake (( as some fanatics have started to call it )) is as same as the original resident evil so its a bit of a soar spot to those who have already played the original that they know what's gonna happen in the end, but other then that capcom have utilized the power of the gamecube very well and they have come up with what could possibly be the most beautiful looking game ever, and it was also the first game to take 2 gamecube disks. Game wise this game is similar to any other resident evil games but the scare-factor of this game is what drives it over the seat. The mansion has been re-rendered and everything looks as real as it can get, plus the monsters and zombies make life even more tougher for the player. However capcom have included several new features so the game doesn't become like the original , one of these is the ability to use self-defense weapons, you will find about these weapons later. All the dialogue for the game was also redone with new voice actors and new dialogues, and the real actors movies from the original have also been replaced with rendered FMV's which look no less then real from any angel, complete with all the characters and monster, some new additions.. this game is probably the best resident evil game so far. Any diehard fan will surely have a go at it but any newbie should also try it , because its that good of a game. FROM CAPCOM : *********** Turn out the lights. Lock the doors....Live the Nightmare. The award-winning survival horror series debuts on Nintendo GameCubeTM system! Raccoon City. A secluded mountain community, plagued by a storm of vicious attacks, is completely overrun. Mutant beasts, blood-thirsty zombies infest the landscape. You are S.T.A.R.S - Special Tactics and Rescue Squad. Your mission: investigate the ominous mansion at the core of the horrific disaster. Uncover secrets behind a radical, genetic research facility. With unspeakable horrors lurking around every corner, the ultimate test may be just to make it out alive! Game Features: • The most terrifying, realistic video game ever created • An entirely new gameplay experience spanning 2 discs! • Solve hair-raising mysteries and uncover spine-chilling new secrets. • Play as S.T.A.R.S. operative Jill Valentine or Chris Redfield. • Face sheer terror as you encounter faster enemies and master devastating weapons. • Tread unexplored areas: new estate rooms, secret lairs, graveyards, guest houses and more. FROM THE SURVIVOR's GUIDE NET : ***************************** Recent murders have taken place in the forest on the outskirts of Raccoon City. Victims are horribly mutilated and looked like the had been eaten. Special Tactics and Rescue Squad (S.T.A.R.S) was sent out to investigate the suspected head- quarters of the murders. End Section 4. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ __| |_ ___ _ _ _ _ (_-< _/ _ \ '_| || | /__/\__\___/_| \_, | |__/ !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* st00 Prelude ... " Alpha Team is flying around the forest zone, situated in northwest Raccoon City, where we are searching for the helicopter of our compatriots, Bravo Team, who disappeared during the middle of their mission. Bizarre murder cases have recently occurred in Raccoon City. There are outlandish reports of families being attacked by a group of about 10 people. Victims were apparently eaten. Bravo Team was sent in to investigate, but we lost contact. " ------------ 1998 RACCOON CITY : Bizarre murder cases have recently started in raccoon and the people of the good city are terrified to get out of their homes now, families who mostly lived on the outskirts of the town were attacked by a group of about 10 people, victims were eaten, thats the best way to describe it. JULY : Raccoon city police department chief Brian Irons who has been trying to avoid this topic was forced to answer to the press when the murder cases increased suddenly and it was decided that the STARS would be sent in to the rumored hide out of these murderers and they would go and investigate. The BRAVO team is sent in to investigate led by captain Enrico Marini but contact with them is lost soon after they reach the forest area. Now its up to alpha team to find the BRAVO team and solve this mystery. Captain Albert Wesker assembles his team and they're all set to go. JULY 24: Alpha team starts their search for the BRAVO team on their helicopter but its no luck for them to find out where the team went all of a sudden, chris and Jill look through either side of the chopper for any signs of the BRAVO team or even their helicopter, suddenly Jill spots a fallen chopper and the lights are turned on it. The ALPHA team sets down their chopper and the team gears up to check out the chopper, the pilot of the ALPHA team, brad Vickers decides to stay in the chopper, checking out the chopper , team member Joseph Frost, who was just recently promoted to the ALPHA squad, finds the body of the BRAVO's pilot Kevin Dooley in the pilot seat of the badly damaged chopper, his body was mauled very badly and it looked like the work of a wild animal. Joseph barely controls himself and investigates further. Checking the premises wesker Chris and Jill all wander off into different directions and Joseph sets off in a different direction. Suddenly he hears something, he readies his gun with quickness of a cat but there's nothing there, still not taking his eyes off the place he slowly lowers his gun but doesn't spot the animal closing in behind him quickly. Joseph turns around and is attacked at once by what appears like a decomposing dog, the dog starts to maul Joseph and he tries to shoot it away with his shotgun but is unable to do so, more dogs of the same kind join in and soon Joseph goes cold and the camera lens on his shoulder gets red from his own blood. From a distance Jill valentine spots the dogs eating Joseph and she tries to shoot them but they don't take any notice, suddenly one of the dogs looks at Jill and starts charging towards her, Jill hesitates and falls down, and as the dog leaps in air to take a bite out of her, suddenly a shot to the head sends it flying away, its Chris and he's right in time, he takes jilts hand and they both start to run in a random direction. But the humans cant keep up with the animals and another dog almost catches up to Chris, Chris tries to block his face with his arm but the dog is blown away even before he can reach Chris, its Wesker, he tells Chris to head this way. Seeing all the commotion in the ground, brad Vickers lifts the chopper in the air and abandons his comrades, Chris yells "where the hell is he going " and brad escapes with the chopper. Suddenly Chris spots some lights further and he see's a huge mansion in front of them, this must be the old abandoned arkley mansion, he yells at Jill to run in the house. They make a break for it and wesker Barry and Chris shoot the dogs while running backwards. Pretty soon they reach the house and shut off the doors from the inside, its not safe outside... but soon they'll find out that its not safe inside too. --------- Long story short this is how it all began, this is the first game in the resident evil saga and everything here is new, the story will be new and the characters are new, and we will learn about what umbrella is and what they do behind closed doors, plot twists and traitors will lead you to the mansion's secret slowly, and when you find the secret out , its time to get rid of it.. one way or the other.. End Section 5. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ __ ___ _ _| |_ _ _ ___| |___ / _/ _ \ ' \ _| '_/ _ \ (_-< \__\___/_||_\__|_| \___/_/__/ !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* crl0 TYPE A : ------ Up : Move character forward Down : Move character backwards Left : Turn character towards left Right : Turn character towards right Button A : Action key, use things, take things, climb ledges Button B : Run while holding the forward direction key, cancel Button Y : Open up inventory screen, check health inside Button X : Open up inventory screen, check health inside Button Z : Open up map of the area where we are Button L : Change target when aiming with weapon Button R : Ready weapon, put character in combat stance START : Open up options menu C stick : 180* turn TYPE B : ------ Up : Move character forward Down : Move character backwards Left : Turn character towards left Right : Turn character towards right Button A : Move character forward Button B : Move character backwards, cancel Button Y : Action key, use things, take things, climb ledges Button X : Open up inventory screen, check health inside Button Z : Open up map of the area where we are Button L : Change target when aiming with weapon Button R : Ready weapon, put character in combat stance START : Open up options menu C stick : 180* turn TYPE C : ------ Up : Move character forward Down : Move character backwards Left : Turn character towards left Right : Turn character towards right Button A : Action key, use things, take things, climb ledges Button B : Cancel Button Y : Open up map of the area where we are Button X : Open up inventory screen, check health inside Button Z : Change target when aiming with weapon Button L : Ready weapon, put character in combat stance Button R : Run while holding the forward direction key START : Open up options menu C stick : 180* turn End Section 6. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ __| |_ __ _ _ _ __ _ __| |_ ___ _ _ ___ / _| ' \/ _` | '_/ _` / _| _/ -_) '_(_-< \__|_||_\__,_|_| \__,_\__|\__\___|_| /__/ !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* ci99 MAIN CAST --------- CHRIS REDFIELD : ************** Age : 25 Height : 5ft 11in Weight : 177 lbs Blood type : O Team : STARS Alpha This is Chris redfield, who is no doubt the hero of the game , and the strong man type person, still a young lad Chris was kicked out of the airforce because of his rude behavior towards his senior officers and his friendship over his orders. Shortly after Chris was kicked out his old friend Barry Burton asked him to join the newly formed STARS branch in raccoon city, a well developed city in the mid western part of the US. Chris didn't want to let go of such a good offer and so he became a member of STARS , here Chris made several friends and became an active cop and a member of STARS who are called upon for dangerous missions and for search and rescue operations. Chris is a rash man who has a rowdy attitude and sometimes he can go out of his limits to do what he wants to do, that is why he was kicked from the airforce, but Chris cares for his sister more then anyone on the planet, guess it runs in the redfield genes. Chris is not only a young man but he's also in top physical shape of his life and he's also a smart man so he can improvise on many things when it comes down to that , Chris has used his strength and intelligence to solve many previous cases, but recently a new case has been around and Chris cant wait to get his hands on this one. Chris cares for his team mates just like his brothers and sisters and he would be willing to sacrifice his life for each and everyone of them. This is why Chris has a quiet kind of respect among everyone. Chris performance with the STARS has been very good until now and he's always under the observant eyes of the captain of the STARS , Albert Wesker, some say that after wesker retires Chris will become the captain with ease. Not only physically but Chris is a good marksman too and he has won several awards from the Raccoon police department form his marksman ship, he knows how to handle guns and he's quick as a cat in firing and evading. Soon after the STARS were formed strange occurrences started to happen around raccoon and the STARS were sent to investigate the stronghold of these disturbances. capcom's description ###A member of the S.T.A.R.S. Alpha team. After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for S.T.A.R.S and then got him reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. After he escaped the mansion with Jill, Rebecca and Barry in Resident Evil, he rescued his sister Claire from Antarctica in Resident Evil Code: Veronica ### JILL VALENTINE : ************** Age : 23 Height : 5ft 5in Weight : 111 lbs Blood : B Team : STARS Alpha The so called "intelligent one" of the STARS members Jill stands quiet up to her name, not only is she smart but she's a very attractive young woman combining beauty and brains at the same time, at her young age Jill has already done more then what many people are unable to do in their entire lifetimes, just like Chris Jill also cares for his team more then anything else and she has saved her comrades life more then once in the field of battle along side Chris Redfield, Jill has this unusual ability to be good with any kind of machinery that is why she is also part- mechanic for the STARS alpha team, she can handle anything on her own, whether it be a fully functioning APC carrier or even a simple lockpick, or even if its a piano, she can do it all. What many people find hard to believe is that Jill is an ex member of the delta force at the age of 23, and its because she was with those guys that she has acquired extensive combat training and a strong will to fight for whats right, Jill can handle a gun almost as good , if not better then Chris can, but being a woman she has less resilience to damage naturally, but her brain works double time and her smartness and common sense make up for that, she can do things much easier compared to the grunts . Jill is one of those people who tend to stay cool when under pressure and her sense of judgement has saved her own life more then once which is why she has been decorated by the police force on several occasions. Jill is a character who is loved by all and she should be because she is shown a good person by nature and she would do anything to save her friends, but some people may complain that Jill is a little too young to be ex delta force, I mean she's only 23. But what the hay :) . Capcom's deccription ## Jill is a member of S.T.A.R.S., a special task force in the Raccoon City Police Department. She is a specialist in disarming explosive traps. With her experience training in the U.S. Delta Force, she is one of the survivors of the original incident that occurred in the Arklay Mountains. Cheerful and independent, Jill has a strong sense of justice. Though she has a healthy emotional side, she is a talented woman with a strong will and excellent judgement. ## ALBERT WESKER : ************* Age : 38 Height : 6ft Weight : 186 lbs Blood : O Team : STARS Alpha Captain wesker is what can be described as the perfect role model for the new recruits who join the force, named as the *cool guy* of the squad wesker is always cool calm and collected and he never looses his focus, neither his sun glasses, wesker always has his glasses on whether in the middle of a mission , or inside the RPD sitting in the STARS office, maybe thats why he is termed as the cool guy. Wesker was called to the Raccoon City police department because of his extensive combat knowledge and his smart battle field abilities. Wesker has saved more lives then he's killed in combat all because of his skills and his ability to remain cool during a heated encounter. Albert wesker quickly rose in the ranks when he joined the RPD and pretty soon he opened his own STARS division inside the Raccoon police department and was rightfully chosen as the commander of this new unit. Now he heads the ALPHA and the BRAVO teams into dangerous missions. He is a good captain as good as his skills, and almost everybody listens to what he's saying. Although wesker seems to be only leading the STARS at this time there is something else going on with him, and when the rumors about the murders start wesker starts to get tense. But when the attacks become ever more frequent and cause a bigger threat to the people in the city wesker tries to dispel it, but after orders from the chief of police wesker is asked to send in one of his two squads into the forest to find the hide out of the attackers, wesker sends in the BRAVO squad which is led by his friend and second in command Enrico Marini first, but contact with them is lost when they've reached the forest area. Rather then going in with the other squad right at that time to find the team wesker halts the investigation for a day much to the dismay of the ALPHA members. The next day wesker finally decides to send in the ALPHA squad for a search and rescue mission and decides to go along with them for first hand experience. What is the secret behind wesker and what is he hiding, this will all unfold during the course of the events. Capcom's description ## Wesker excelled inside the S.T.A.R.S. organization and led the Alpha Team in Resident Evil. Viewed by many as a "cool guy,", Wesker was recruited by a headhunter for his sharp insight. Although he founded the S.T.A.R.S. unit in Raccoon City, he was really spying on Umbrella. He was nearly killed by Tyrant and injected himself with the T-virus which made him all-powerful. In Resident Evil Code: Veronica X, he escaped the destruction and now remains at large. ## BARRY BURTON : ************ Age : 38 Height : 6ft Weight : 196 lbs Blood : A Team : STARS Alpha Barry Burton is perhaps the most senior member of the STARS when it comes to combat experience, he has been a member of the SWAT team for 16 years and he has bucket full of military experience. It is because of this experience that he was one of the top names in the list when the STARS was newly formed and they were looking for recruits, after doing some part time work in both SWAT and the STARS Barry quit the SWAT force and became a full time member at the Raccoon Police Department. He is one of those weapons experts who can talk about guns and their ammo for hours, and that is why he is the weapons supplier for the team, its his job to prep up the teams before the missions and provide them with the suitable weapon. If thetas not enough he's got a collection of guns in the office aswell and he repairs broken weapons while sitting in his desk at the STARS office in the RPD. But Barry has another side to him aswell, its his family side, Barry is one of the truth and justice kind, he has a real soft spot in his heart for his family and will be willing to do anything to anyone if provoked on that matter, other then that Barry also has a good spot for all his team mates and acts like the father figure of the team, even though he isn't that old himself. He was also responsible for recruiting Chris Redfield in the STARS after he was kicked out of the airforce. Other then that Barry has also recruited several members, most of them who are still rookies, into the police department so they can too become members of STARS one day in the future, Barry has had recent marital issues and he's not been able to fix his mind on his missions or his family, and he's mostly away from his home, its as if something has been bothering him for a long time and he doesn't want to talk about it with anyone. Barry also doesn't have too many friends in the police department either, his close friend Kendo runs the major gun shop in the city which provides the guns to the police department and the ammo with it, other then that Barry and Jill have always been good friends of each other, possibly because of both of them having a strong military background. Capcom's description ## Barry is a former SWAT team member with more than 16 years of experience. Regarded as one of S.T.A.R.S. most exceptional members, he is a highly skilled weapons expert and supplies and maintains weapons for the underground organization. Barry is very much a family man with strong values. Past experiences have made him wary of others.## REBECCA CHAMBERS: **************** Age : 18 Height : 5ft 2in Weight : 93 lbs. Blood type : AB Team : STARS Bravo Rebecca chambers is the record setting youngest member in the history of the STARS division anywhere, she is only 18 now and she's a full time member of the STARS BRAVO team, but she wasn't recruited for her combat skills, infact she is in the team because of her extraordinary skills as a medic, she can use almost any kind of chemicals to their full healing extent, also an expert with herbs and other stuff like that Rebecca is the perfect person to have around when in a tough battle, she can heal any member if she has the right equipment and she can even take care of herself if it calls for it. Not as strong as the other members of the team but she tends to stay away from action for the most part for herself. A little quiet and nervous around the other members because she knows herself that she's a rookie but Rebecca is always looking for chances to make herself up to the others and show them that she means business that is why she agreed to head out with the BRAVO team when called for, her gun controlling is amazingly well for her age and one can guess that she will be as good as Chris or Jill when she reaches their age. This is Rebecca's first full-time op so she is a bit worried about it but as long as her team is with her she has nothing to worry about. It hasn't been long since she her career started and she's already taken in the team for a serious operation. The BRAVO team respects Rebecca because she is an equal member of their team and they dot treat her like a little child because they know that this girl is a whole dynamite in the package. Capcom's description ## The youngest member of the group, Rebecca has been recruited for her knowledge of field medicine and First Aid. She is nervous around other members, both because of her age and due to her lack of experience. Rebecca is eager to please and will take on any task assigned to her without hesitation. ## ENRICO MARINI : ************* Age : 41 Height : 6ft 3in Weight : 186 lbs Blood type : O Team : STARS Bravo Enrico Marini is the proud captain of the BRAVO's, he is a true leader and has a leading quality which not alot of people have. Enrico treats his team like they are his own family and in return the BRAVO team also respects him alot. When the BRAVO team was asked to head into the forests Enrico led his team bravely into the forests. But he didn't knew that this mission would be the final one of his life. He was a proud soul and his memory shall live on forever. Enrico was second in command to wesker when it came to seniority to wesker but seeing as how he was getting old he would retire in a few years and he always thought that either Barry or Chris would make suitable captains after he's gone. He is somewhat threatened by this thought and is always trying to stay in top shape at his place. 1 day after the launch Enrico manages to make it to the Spencer estate and somehow reach the catacombs area below the mansion, there he tells Chris or Jill that this all was a trap, but before he could reveal the name of that traitor he is shot, thus ending the soldier's life in a sad way. Killed by one of his own comrades. That is no way for a solider to go. Capcom's description ##Bravo Team's leader and Wesker's second in command for the S.T.A.R.S. unit. Enrico feels threatened by the arrival of the Alpha Team, thinking that Chris or Barry may end up replacing him as #2 to Wesker. Nonetheless, Enrico is a dedicated S.T.A.R.S. operative and is always proud to lead the unit when Wesker lets him. ## SUPPORTING CAST --------------- JOSEPH FROST : ************ Joseph Frost was recently promoted to the STARS Alpha squad by Albert wesker himself, this is the reason why most of the senior members of the BRAVO group are jealous of this young fellow, once a navy seal, Joseph joined in on the STARS as a vehicle specialist and a mechanic. Not so good with a gun in hand Joseph is more of a tools guy then a combat guy. No one knows what wesker saw in him but atleast he's happy with himself. Capcom's description ## Previous member of S.T.A.R.S. Bravo Team, and already stationed in Raccoon City, Joseph was recently promoted to serve as vehicle specialist for Alpha Tem. Many members of Bravo Team are jealous of his promotion, but he was moved up by Wesker himself. Joseph is young, enthusiastic and very curious. ## RICHARD AIKEN : ************* Richard aiken is one of the most important for the STARS unit, both squads because he is the only radio man in the entire team so far, while the team is searching for another radio man, Richard has to do double duties for each of the team, whichever team is going for a mission, Richard is their radio-man, that is why he's probably the grimmest person of the two squads, he is the only man who carries a radio with him therefore making him the only way to call in for backup from HQ. Capcom's description ## A very important member of S.T.A.R.S. serving as Bravo's communications expert. The only link back to headquarters for teams out in the field, Richard actually has to pull double duty, as radioman for both units since Alpha Team really has no trained operator, except for Jill.## BRAD VICKERS : ************ Brad Vickers is the full time pilot for the STARS Alpha team, but its actually strange how he got this far because he has about zero enthusiasm of heading into the combat field head on, whenever the team go for an opp brad always sticks in the chopper because he has a terrible fear of dying, the whole team is aware of his habits and thus have given him the nickname chicken heart. Brad is known to abandon the team at times of danger and he's been scolded more then once for this. Even though Chris has been known to be a good pilot and he can take over for brad anytime but he's also good in combat so the STARS need this guy to be a full pilot for the ALPHA team. Capcom's description ## Brad is a computer expert and excels in information gathering. Unfortunately, his fear of dying draws much heat from his fellow s soldiers. His lack of enthusiasm for rushing into danger has earned him the nickname "Chickenheart." While Chris is a qualified pilot, Brad has become the helicopter pilot for Alpha Team. ## KENNETH J SULLIVAN : ****************** Kenneth is one of the only few people who was recruited in the STARS division by wesker himself, though the oldest member of the squad his skills as a scout and his chemicals expertise make up for his old age, but his aim with the gun is crooked so he is likely to be in the very back of the line if the team is in head on combat, and most of the time he stays away from the battlefield, with almost nil combat experience he was quiet hesitant to go for this mission but had to go as the only chemical expert in the BRAVO team. Capcom's description ##A quiet but very talented field scouting officer. Also an expert in chemistry. He wonders why his chemical experience would be necessary in Raccoon City but quickly discounts his hesitancy since Wesker himself sought him to enlist in S.T.A.R.S. ## FOREST SPAYER : ************* Forest spayer is one of Chris redfields good friends, and they're always talking about missions and stuff like that together, other then that forest is the only sniper in the BRAVO team and besides that he is also good when it comes to machinery, he has the same role for the BRAVO team as Jill valentine has for the ALPHA team. He is the only person in BRAVOs trained to use grenade launchers. Longing to go to the ALPHA team for some major action, forest is always trying to make himself better. Capcom's description ##Forest is a great sniper in addition to his duties as Bravo's vehicle specialist. He is a consummate professional and his work earns him great respect from the other members. He instantly clicks with Chris, and it seems they'll end up good team-mate s. ## KEVIN DOOLEY : ************ Not much is known about Kevin other then that he is the new pilot for the BRAVO team, and this may be his first combat experience. He has this slight thing with dogs . According to some sources Kevin was a stunt pilot before he was recruited into the STARS, he was called in because of his flying skills and the fact that he can land the chopper in the harshest environments, where no one else would even dare to walk on foot. End Section 7. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ __ ___ _ _ __| |_ ___ _ _ ___ | ' \/ _ \ ' \(_-< _/ -_) '_(_-< |_|_|_\___/_||_/__/\__\___|_| /__/ !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* mns1 Here is a list of the monsters you may find during the course of the game, unlike my previous guides , I have put the boss descriptions and battle strategies in a separate section after the walkthrough part because of possible spoilers more then the other games. 1. ZOMBIES ******* These are the regular enemies you find in any RE game, in this case these are the researchers of the mansion who have turned into zombies due to the T virus, zombies basically bite you from front or behind, if a zombie falls down they sometimes grab you're legs and have a bite out of them. Pretty easy to kill but its just best to avoid zombies if they are less and the area is wide enough to escape. Along the game you will find various kinds of zombies, there are zombies later who can only spit acid at you and can't bite, and later you'll even find the famous naked zombies. Unlike the other resident evil games zombies are very tough and they will take about 6 to 8 shots from a handgun before going down, but its not over yet, unless you burned the zombie after killing it with the provided lighter and the kerosene oil, or blew its head up with the shotgun it will revive about 20 or so minutes later to become a more dangerous-er crimson head. 2. CRIMSON HEADs ************* Believe it or not these things emerge out of the slow as hell zombies, really hard to swallow I know, these crimson heads are also called V-acts, they can run as fast as the characters and unlike the other zombies they come with razor sharp claws which they use to their fullest extent, and these claws can take off health from the hero's pretty damn quickly, the only real precaution against crimson's is to make sure that you dont leave any zombie dead and burn it or take its head off with the shotgun, other then that if you do happen to come face to face with one then the best thing to use is the shotgun, they will most definitely take more then one shotgun shells to die most of the time, but a good strategy against them will be to aim the shotgun and let them run towards you, while they get close at the right distance shoot at them and the shotgun should take the head off, any stronger weapon would take just 1 shot to get rid of them, second most annoying enemy in the game. 3. WILD BEE ******** Even though they dont take too much ammo to kill , but its still not right to waste your ammo on such a stupid things, these bee's are about as big as a large sized watermelon, they wont do too much damage to the characters upon a sting, but the annoying thing is that they can poison you, each single sting can, and the even more annoying thing is that they always come out in pairs of 5 or greater, if you ever feel like taking aiming lessons then take out the barrette and aim for them, other then that I would really ask you to run away from them if they're around, fortunately you will only run into them in one part of the game alone. 4. CEREBRUS ******** I've read more then 4 ways to spell this word so dont complain :o This is proof that the T virus also affects animals, these are the dogs which have turned vicious due to the virus, their flesh is hanging over their bodies, they move pretty quick but their attacks wont do a lot of damage, easily killable by the knife if there are only 1 or 2 around, otherwise use you're gun. Once you shoot a dog he falls down for a few seconds and gets up after a while, that is the time to keep on shooting it while its still down and they'll soon die. Or if you fancy yourself to be a good player of the game then you can easily take them out with the knife too, just wait for them to jump then slash them down, and keep slashing to keep them down. Easy to kill , but scary on sight. 5. CROWS ***** Crows are mostly found in the outdoor area's of the game , and in that one art room where they will attack you if you do the puzzle wrong, other then that they wont appear anywhere else, just like the hornets its just a waste of time to even fire a single shot at them, because they're pathetic, but they sure move fast, a nice trick against them is that if you are in an area with crows and they're all sitting calmly then you can just walk past them but dont get too close or they might still attack , caution though as this trick will not work always, if you do want to take out a few crows for snack then waste nothing more then the barrette, or if they are large in numbers use the shotgun so the spread shots take out alot at once. 6. SNAKES ****** Snakes are most definitely put in the game just to annoy the player, and just like the crows and the bee's they join the list of the enemies which should be avoided at all cost, the thing with the snakes is that they're really hard to shoot at so that makes it even more of a thing to run away from them, if they attack you they will poison you definitely and that makes them as annoying as the crimson heads, luckily you wont come across these alot but whenever you do just ignore them and run over them, or if your feeling like shooting aim down with the shotgun and blast. 7. GIANT SPIDERS ************* These are probably the most shallowest enemy in the game, they are just large spiders who you will come across in several rooms in the game, their primary attack is spitting poison at you which can be easily avoided by just moving left or right, if you want to take them out then take out the shotgun and about 2 blasts should do the trick , once they die many small spiders will come out of the dead one, to avoid these just exit out of the room and enter again and you will find that the little one's have disappeared, these things can be a little annoying if they are on a over-head wall, but if they are on a side-wall and in front of you then the shotgun can take them out easily, overall not so tough to face down. 8. HUNTERs ******* The hunters have the record of being in every resident evil game so far and they are no exception, infact this should be their first appearance as far as timeline is considered, the hunters in appearance look like gorilla's but mutated all over and completely green in color, and they are complete with razor sharp claws which are unavoidable, the hunter can do different type of attacks, either they will run right up to the character and slash to the body area, this can cause heavy damage and you should check your health after each attack, the second attack it does is jump towards you from a distance and slash you in mid air, this is the most powerful attack which any normal enemy can make, if your health is low, even sometimes at yellow-caution, then this move will decapitate the hero for an instant death attack. The only real weakness against the hunter is that sometimes when they spot you they will stop and do a shriek, shoot them with a shotgun or grenade launcher at this time, 2 or 3 shotgun shells will do , and with Jill use grenade launchers with acid rounds, overall the most annoying enemy in the game for me. 9. CHIMERA ******* These enemies look more like huge flat insects then a bio-monster, anyone who has seen the movie mimic will understand what I mean, the chimera's will sometimes move from room to room after the hero and that can be annoying, attack vise they have an attack almost as powerful as the hunters, and if you turn your back on them they will often climb up on the characters back and slash the throat, this can be lethal most of the times, so always take on them head on and shoot at them with the shotgun. The most annoying thing about them is that they can climb up and jump off from the walls and ceilings. 10. SHARKS ****** Besides the large shark called Neptune you will come across three little sharks, each of them wont be much a threat to you the only thing we can do in the aqua ring area is run because if you stop to fight the sharks then the big shark will eat you indefinitely, so the only time to get to shoot them is after you've drained the aqua ring and they're flapping around about to die anyway, just shoot them in the head to Finnish the job. End Section 8. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* __ __ _____ __ _ _ __ ___ _ _ ___ \ V V / -_) _` | '_ \/ _ \ ' \(_-< \_/\_/\___\__,_| .__/\___/_||_/__/ |_| !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* wnps 1. STARS 9mm Barrette Fully Loaded: 15 rounds Ammo: 9mm ammo clips This is the basic weapon given to every STARS member for a standard op, Jill will have this gun from the start of the game but Chris would have lost his, but he will find Jill's gun in the main hall and start using it. This gun is ideal for taking out a single or two zombies in the area but dont rely on it too much, the smaller enemies like the crows and bees are the perfect target for this gun, later on when the zombies disappear and the bigger enemies appear you will find this gun to be completely useless so throw it in the item box for good when that time comes. 2. Survival Knife Fully Loaded: N/A Ammo: N/A The weapon which should only be used upon deathwish, the knife is the most useless weapon in the game and it should be put inside the item box as soon as you can, the only thing this knife is good enough to kill is a lone zombie but even then the zombie might get a few bites on you before you can kill it, any other reason why anyone would wanna use it is just to show off. Simply sucks. 3. 8 Inch Bowie Knife Fully Loaded: N/A Ammo: N/A This is the rambo-knife Chris starts off with, only comes with a little longer then the other knife, but every bit as sucky as the above, ignore it. Item box is where it actually belongs. 4. Shotgun Fully Loaded: 7 rounds Ammo: Shotgun Shells One of the most useful weapons in the game, it can take out any normal zombie with one shot or two at the most, if there is a group of zombies coming at you then just aim straight and fire off two or three shells and the spread shot ability of the shotgun will take down almost all the zombies in a wide radius quickly, this shotgun becomes useless when you later on find the upgraded combat shotgun but while its time lasts, this is one of the best guns in the game, either character can find it in the room beyond the crushing roof room. Chris will need an extra broken shotgun to get it but Jill can get it anyhow. 5. Grenade Launcher Fully Loaded: 240 rounds Ammo: Explosive, Fire or Acid grenades This is perhaps the most sophisticated weapon for Jill in the game because it has more then one kind of ammo and each type fits a different enemy correctly, the normal grenade kind can take out the zombies efficiently, while the more deadlier flame rounds will not only take the enemies out but they will also burn them, the most powerful of the three are however the acid rounds, these are the hardest to come by and they can kill almost every normal enemy with a single shot, even hunters too. Only Jill can use this amazing weapon and it can be found on 2F of the mansion in the balcony room besides forest's dead body. 6. Richard's Combat Shotgun Fully Loaded: 10 shells Ammo: Shot Gun Shells This is my pick of the weapons in the game because I have this thing with shotguns, well either character can only obtain this weapon if they save Richard by giving him the serum right in time, then Chris can find it after Richard gets eaten by the shark, and Jill finds it after he gets eaten by the snake. This weapon carries over all the traits of the original shotgun but comes with an added ammo capacity and a faster firing rate, the spread of this gun is a little less then the original one so it has almost the same affect even from a distance. I love this gun. 7. .22 Derringer ( AKA suicide pistol ) Fully Loaded: 1 round Ammo: N/A This is the strangest weapon in video game history, at looks this weapon looks like a teeny weenie bug killer and it will have only one shot in it, but actually the one bullet fired from this gun can cause the same amount of damage 5 magnum rounds can, so you should save this weapon for the final stages. This gun has 2 chambers but 1 bullet has already been used, by that scientist I guess , who wished to kill himself, therefore giving it the name suicide gun, either character can find it in the room 001 in the residence area. 8. .357 Magnum Fully Loaded: 6 rounds Ammo: .357 rounds This is probably the second most powerful gun in the game, second only to the rocket launcher, this gun can take off zombies heads thus not allowing them to mutate and it can kill all other normal enemies with one shot, its THAT powerful. In real life magnums are known to go completely through a car's running engine and in the game this power can be devastating, the obvious weapon to use for any boss fight but unfortunately the rounds for this gun are hard to find and you will be forgiven if you dont use this gun until the final boss fight. 9. .44 Magnum Fully Loaded: 6 rounds Ammo: cannot be reloaded This is the gun you will get if you dont give Barry his gun back during the Lisa Trevor final fight, in power this gun is nothing more then your average magnum but the thing is that you cannot reload it, so your stuck with it, you should have given it back to Barry. 10. Flame Thrower Fully Loaded: 100% Ammo: none Only Chris can find this weapon in the area with the running boulders, Jill also finds it but she cant use it, the only good thing about this gun is that its fun to use, other then that you only get it for a matter of 3 rooms and the only thing you fight in-between is the large spider, the fuel for the fire will burn out quiet quickly so its almost useless to use this weapon. 11. Mark 1 Rocket Launcher Fully Loaded: 4 rockets Ammo: None This is the ultimate show stopping weapon, and I mean that literally because this is the only way you will be able to finish the game, you can either win this at the end, check secrets for that, other then that brad will drop this from the helicopter only during the final fight. Aim and shoot to finish the game up. SELF DEFENCE WEAPONS -------------------- 1. Flash Bang Grenade Only used by Chris this is one of the coolest things in the entire game, when a zombie attacks you, Chris will shove it in the zombies mouth, now walk back and wait for it, or just get some distance and fire a shot to set the grenade off, it will blow up and the zombie's head will explode with it. 2. Dagger This is almost as cool as the above but not as useful and can be used by either character, as soon as the zombie will attack the character will shove this into the zombies head and it will let go of you, now you can run away or shoot it down, to get your shoved dagger back be sure to take the zombies head off when you kill it by the shotgun or magnum, and you will see that the dagger falls of on the floor. 3. Stun Gun The most useless of the three, I think this weapon sucks , and only Jill can use it, all this weapon will do is stun the enemy in front of you for a small period of time allowing you to run away to safety. Thats all .. pfft End Section 9. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ _ _ | |__ ___ __ _(_)_ _ _ _ ___ _ _ ___ | |_(_)_ __ ___ | '_ \/ -_) _` | | ' \| ' \/ -_) '_(_-< | _| | '_ (_-< |_.__/\___\__, |_|_||_|_||_\___|_| /__/ \__|_| .__/__/ |___/ |_| !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* bstp TIPS ---- * Save your ammo : As always when you get the better weapons the ammo for that weapon will also be scarce as hell, so this is a issue most of you should be familiar with, so whenever you can use the weaker weapons which have tons of ammo to save ammo for the stronger weapon for the ending fights of the game, when were really gonna need the ammo. * Save your ribbons : Well this is something which has been passed on from one resi game to another, always have a spear ink ribbon in the item box and be sure to save as many as you can, not just to save your game more often, but also because less saving is the sign of a good player. * Distance does matter Whenever you have a gun like the handgun or magnum in your hand then be sure to use them from as far as you can, because these are single projectile guns and they will do the same damage from any distance you take them, the shotgun on the other hand is a different matter, the closer you use the shotgun from, the more damage that gun will do , the same cant be said for the g-launcher however. * Head shots make life easy When your playing with a shotgun in hand and you want to waste a zombie quicker then just wait for him to get close to you,and then raise your gun and just one shot and the zombie will flap like a headless chicken before if falls down. * Health issues : This game has alot of nasty monsters who can take down alot of health in a matter of seconds so its best to always keep a spare full herb combo or a first aid spray with you just in case, on the same note only use herbs and other stuff whenever you need them the most, save them if you can because your gonna need alot of them in the later stages of the game. * Self defense Everyone should learn the art of self defense and that is no exception when it comes to this game, during the game you will find several self defense items like flash bang grenades and daggers, be sure to take all of them because they will prevent the zombies from biting you most of the time and even damage them for you, or stun them to provide time for you to regroup. * Quiet a collection There will be several rooms in this game where you will find a LOT of herbs, even more then you can carry in your inventory at that time, when you reach rooms like these be sure to pick up all of the herbs and take them to the nearest item box and put them inside, even if it takes you more then one trip. This tip will surely save your life at the end. * Burn baby BURN This is the first resident evil where you will have to burn a zombie to get rid of it completely, just like the novels, and for that you are provided a canteen to store kerosene in and several barrels of kerosene through out the game, Chris will have his own lighter but Jill will have to find one, after you've shot down a zombie put some kerosene on him then use the lighter to crisp him up. This will stop any further mutation. HEALTH CHART ------------ # Health Chart # The health meter in this game is very similar to any other Resident evil game, you'll see the similar green line thingy which I dont know the exact word for, but the rest of it is pretty obvious, here are the health status's. GREEN FINE : This means that your character is in top shape and they have their health between 75% and 100%, its best to always keep your character in green fine status, cause they run the fastest, they dodge the quickest and they can turn around much quicker, otherwise shooting is not affected. YELLOW CAUTION : This means that your character is suffering a little bit and that their health is between 50 % and 75 %. Now in caution mode your character's running speed is effected a little bit and your character will hold their side and run with a limp as a sign of them being hurt. If your health is in status then its best to use just a green herb as most. Turning around gets alot slower in this mode. ORANGE CAUTION : This means that your character is not in a bad way and that their heath is between 25% and 50 %. The character stance and running action in this mode will remain same as the yellow caution but if your in this mode then its best to use a double herb healing item immediately. Hunters are able to do head removing shots from this level on. RED DANGER : This is the death row, when your character is between 0 % and 25 % they go from bad to worse, they start limping like hell and their running speed is even slower then a zombies speed. If in this mode immediately find something to heal and use it, no need to be the hero now. Hunters will definitely kill you if you wander into them . # Herb Mixing Chart # Here are the herb mixing charts and the basic explanation of the result you'll get. 1 green + 1 green = 2 greener This will restore medium health at once 1 green + 1 green + 1 green = 3 greener This combo will restore full heath without question 1 green + 1 red = full healer This combo will restore full health without question 1 green + 1 red + 1 blue = Super healer This combo will not only restore your health but also poison cured and makes you temporarily invulnerable. 1 green + 1 blue = Small poison curer This combo will restore small amount of health aswell as the poison. 1 green + 1 green + 1 blue = medium poison curer This combo will restore half of your health and poison cured aswell. 1 green quarter of your health is restored 1 blue poison is restored 1 red unable to act itself, this boosts the other herbs powers first aid spray instant full health but no cure for poison First aid box may contain first aid sprays or herbs End of Section 10. !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* _ _ _ _ _ __ __ ____ _| | |_| |_| |_ _ _ ___ _ _ __ _| |_ \ V V / _` | | / / _| ' \| '_/ _ \ || / _` | ' \ \_/\_/\__,_|_|_\_\\__|_||_|_| \___/\_,_\__, |_||_| |___/ !*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!* wtrs This is the heart of this entire mass of text you see around you, the main walkthrough area... lets hope its as simple to understand as I made it to be.. c'ya all down there (( i mean after walkthrough )) **************************************************************** ---------------------------------------------------------------- | o | | \ | __ | ___ __ _|_ o __ ___ (__, | |_, |_, \__| (__( |_, (__/_ | ) |_, | | ) (__/_ wtrj **************************************************************** ---------------------------------------------------------------- PART I ############################# # # # WELCOME TO THE MANSION # # # ############################# As the game begins you will be treated to one of the best FMV's ever in a video game which will involve all sorts of mayhem and plenty of gore .. and dead bodies too.. also some undead action dont forget about Jill falling down on her butt :p. When the FMV is over and your finally in the mansion, you will see a scene in which the only three people who made it inside will be Barry, wesker and of course Jill.. Jill is very tired from all that running but wesker and Barry didn't have any affect at all, Jill suddenly realizes that Chris is not with them and she tries to go out, but wesker asks Barry and Jill to search through the mansion when a mysterious gunshot is heard, the sound was from a standard issue barrette, means that someone from STARS is nearby. Wesker remains in the main hall to take care of some business while Barry and Jill make their way to the large double doors. Barry and Jill will bust into the next room police style but its completely empty, upon surveying the room it is revealed to be a huge dining room, Barry will walk forward and the game will give Jill's controls over to the player, now you can walk around as Jill and feel out the controls, Jill starts off with the handgun unlike Chris and her game is relatively easier compared to Chris, now when your done feeling out the controls head down the dining room either side of the table and another scene starts, Barry has just found some human blood in front of the fire place. Barry will remain in the dining room to examine the blood now as Jill head over to the door on the north wall, go through it, now in this new area, head west of the screen and you will come to a sitting area, another scene begins Jill will spot a ... zombie.. eating her old STARS bravo partner Kenneth J Sullivan, but the zombie will spot Jill and seeing as how live bait is tastier then dead one it will start to come after you, back as Jill quickly exit back to the dining room where Barry was, we dont have to fight the zombie yet. Back in the dining room another scene will start in which Barry will show off his gun skills and kill the zombie, surprisingly it took 3 shots from a magnum revolver. Now time to head back to the main hall to report this to wesker but he's nowhere to be seen, time to search the area, first run under the stairs, you'll notice a door here, we'll return to this later on in the game, after that climb up the staircase and check that area too, now go back down and Barry will give you a lockpick, and he'll go back into the dining room to check on the blood.. now back as Jill head over to the door on the east wall and enter it into a small studio. You will find a hutch blocking off a small corridor here, push it all the way to the backside of the statue and climb it , you will be able to take the map off the statue, after taking the map . After taking the map head into the small corridor we were just talking about. At the end of the corridor you will find a dagger on a shelf, this is something new to the game that you can use stuff like this to prevent a zombie from attacking you, after that head back but you'll be attacked by a zombie along the way, if you can move Jill quick enough you can avoid the zombie and save the dagger too, now when this is done head over to the main hall and enter the dining room again, now head over to the sitting area where we saw the zombie eating Kenneth, now it should have moved positions, if its still there then shoot it till its down then quickly search Kenneth's body to find a video tape. Now shed a few tears over the dead body of Kenneth and when your done just exit out of the door on the west into a dark hallway. Here just head through the dark path and you will find a lit room at the end, head into it and you will find a huge birdcage in this room, search on the cage and you will find a clip for Jill's handgun, take that now but leave the green herbs present in this room for later, we could use them for safe-keeping later. When done in this room just head up the stairs and exit through the door. You will come out in a tight hallway, you will find a zombie laying on the floor in front of you and some herbs nearby it, ignore all that for now and head left into the joining hallway. Now here you will find a zombie coming towards you, no avoiding now just shoot the zombie till it falls down and blood starts coming out, now continue down the hallway and you will pass some spears, after them there will a small statue of a cupid, check on the cupid's statue and Jill will take out the arrow from the statue. Also take the handgun ammo from under the mirror then continue your way to the end of the hallway, now check on the door on the north wall and you will come out in the balcony above the dining room, funny we cant see Barry here.. anyway.. take the dagger from the east side then turn west and run forward till you see the zombie rounding the corner after Jill.. now head around all the way to the statue and push it until its adjacent to the hole in the railing, then push it through and it will fall down into the dining room, we will check what's there later on, for now go to the double doors on the east side and you will come out on the second floor on the main hall of the mansion. Head down the smaller stairs till your at the middle of the grand staircase, then exit through the door here, now Jill will come out in a cemetery, continue the path and head north and you will come to a tombstone, check on it then check on the arrow we got in our inventory, Jill will take out the head of the arrow, now use the arrow head against the tombstone and a secret passage will open up, head down these stairs and you will end up in a furnace room. Remember how to get to this place because we will be coming here much later on in the game, for now head east to the metal coffin which is hanging, you will find a small pedestal with a book on it, take the book and examine its back cover to find the first mansion key, this one is the sword key to be more precise, with the key in hand time for some backtracking. Now head all the way to the small studio area where we found the map on the statue, open the door to the right of the small passage with the key we just picked up, now you'll be in a small L shaped hallway, continue down the hallway and push the 2 cabinets to find a dagger and another clip of handgun ammo, take both of them and then exit out of the door at the end of the hallway. Now this is the most detailed shot in the entire game, look how pretty Jill looks in the brilliant remake, move her slowly left and right to see .. ahem.. bouncing.. and then when your done with whatever you were doing.. hehe.. continue down the hallway, and exit through the metal door on the left side wall, here you will come out in an open balcony area, run down the hallway while taking note that there are a few zombie dogs outside the balcony, but dont worry about them, for now just take the herbicide and ignore the herbs, if you take even one of them then the dogs will attack and this is a really tough spot to get out of, anyway back to the previous hallway. Here just continue down the hallway and enter the next door which comes in line, now you'll come out in a bathroom , the only bathroom in the entire danged mansion I might add, but you dont even need to enter this room right now, while as Chris you may have found a key in here, with Jill you'll only find a dagger inside and a mean zombie, if you do decide to enter it . oh well. Now that your inside head over to the tub in front of you and drain the tub, now stare at Jill from this amazing camera angel and after that another zombie will emerge out of the tub, now Jill will take care of this one herself, after that is done check the tub and you will find another dagger here, pretty useless trait if you ask me. Now back to the previous hallway head further and you will come across two doors, first enter the single door and you will find another door right in front, head inside it and you will come out in a room, here take the dagger off the table, and check the far wall for a nice surprise, a shotgun.. this is the first good useful weapon in the game, while as Chris you would have to get something else to get the shotgun, with Jill just take the shotgun out of the holder and head back to the previous room. When you enter here another scene will start and the entire room ceiling will start to come down slowly towards Jill, and the worst thing is that all the doors are locked, looks like its sudden death now, but wait, when the ceiling comes that close Barry suddenly makes an appearance and after shooting the door knob open he pulls Jill out right in time before she gets squished, cant wait to play as Jill in her mini-skirt, ** what I was thinking in the next camera angle**. After Barry saves Jill they will have a chat and at the end Barry will walk away in the other direction and Jill will be left alone, now that were back in control head over to the double doors we didn't check before and head through them. Now in this new hallway without further exploring just head through the door you will see on the left side wall, in this new hallway quickly run forward and climb up the stairs a little and be quick, because there is a zombie closeby, now shoot a few rounds off from a bit up and if the zombie gets closer climb up a little bit more, kill the zombie this way and then head down the stairs again, check on the area behind the staircase and enter through the door here. Wazza we just found the first item box in the game. Now dump all the things we dont need right now like the combat knife and the herbicide, dump any healing items you picked up along the way too.. before exiting be sure to take the fuel canteen and fill it up with kerosene, also take the handgun rounds, save if you feel like it and exit out of the door we came in from, outside just head up the stairs one again and kill the zombie you will find, after killing it head north to the door upside where the zombie was standing and head through it. Once through the door take the wooden mount off the table besides the lamp. Now head for the final door at the end of the hall on the far west and enter it. You will come out in a small library , there are a few items here to take so get on with it, first off take the lighter from the small desk which is one of the most important items from now no, then search the room for the dog whistle and another handgun magazine, and a file if you wish to read it, when your done here exit out of the door on the north wall, your back in a familiar hallway now, instead of going to the door on the north, head to the very end of the hall ignoring any door in the middle and enter the door at the very end, now in this new area you will see a fireplace near , use the lighter here and Jill will light up a fire, now use the wooden mount we just found on them empty frame and you will end up with the map of the second floor. Take it if you wish and also the herbs in this room, now exit back to the previous hallway. Now make your way back through to the hallway where we found the wooden mount which will now be dubbed as the reddish hallway, once here head to the opposite end of the hallway, again ignoring any door in the middle for now, and exit through the door at the very far wall, you will come out in the main hall of the mansion again, on the second floor, and woah !! Barry's kinda jumpy .. aint he ?! during the scene Barry will hand some acid rounds over to Jill, these rounds are to be used with the grenade launcher only and we are gonna pick up that weapon a bit later on, but the important thing is that these rounds are the real deal and were gonna save them until the first boss fight in the game, ok so when Barry is done talking and he's left run over to the door on the far side of the second floor balcony , back into the dining room balcony area. Once were back here head over to the far door in the corner and enter it, head forward a bit and you will find a simple locked door, Jill can pick the lock with her lockpick so make use of that, once the lock has been picked head through the door and you will come out in another outdoor balcony, be advised as a tough spot is coming so you might wanna heal Jill up if your in caution status, there are some herbs in this very room so use them to your advantage, once your done with that ready the shotgun and use the dog whistle we picked up in the library, 2 of the zombie dogs will start running towards Jill, blast them with the shotgun before they can reach Jill but you'll have to be quick and have a good aim for this. Once the dogs are dead search there dead corpses and Jill will find the dog collar. Take the dog collar and search it , Jill will find a small item, you can extend this item and when that is done it will become the imitation key, now heal Jill again if she god injured in the previous battle then exit out of the door we just came in from. Now back in this place you should see a staircase a little ahead, head around the railing and then down the staircase, in this new hallway you should see a zombie, quickly take its head off with the shotgun by taking the aim up, after killing the zombie enter the door which was near the base of the stairs. You will now arrive at the second itembox room, this room from now on is dubbed as the medical save room, and it will have some value later on in the game, so I'll only ask you once to remember this room and its location because we'll need to come here in a real hurry a bit later in the game. Dump the shotgun, the lighter and the fuel canteen in the item box for now and take out the herbicide we put in a bit earlier, now exit the room. Now head over to the end of the hallway and you will find 2 doors at the end, enter the door on the right side wall first, this is the storage room and you will find a battery for Jill's tazer gun here (( self defense item, just like the dagger )) . Take it if you wish, you may also find a broken shotgun here but since we have the real working shotgun and the trap has already been demolished we dont need this item anymore, Chris on the other hand would have required this item in his game to get the shotgun because no one will come to rescue him. Once your done here exit back to the hallway. The final door in this hallway is locked for now so we have to make a back trip now, head back over up the stairs and make your way to the main hall of the mansion, once here enter the dining room again and check on the rubble of the statue we just pushed a little while ago, you will find the blue gem here, take it and head for the room where we found the cupid's arrow in the first place, the door to that is through the Kenneth corpse hallway if you forgot where it was. Once were here remember the *dead* zombie, now head past it while ignoring it and enter the door at the end, there are herbs here and if you want them then take out the zombie and take them, anyway head through the door behind the zombie. You will come out in the armor trap room , quickly run up the stairs you see right in front of you and take the second mansion key, the armor key to be more precise, from the pedestal.. as soon as that is done a trap will be released so quickly put in the imitation key we found off the dog collar here and the trap will go back to its original state. Now that we have the armor key make your way back to the hallway with the medical save room in it, now open the door at the end of the hall with the new key and head through it, you'll come out in a dark hallway, head left from where we entered this room and you will find a few doors and a small path going left , head to the path and enter the door at the end, inside here you will find a tiger statue, use the blue jewel we found a bit earlier with this statue and you will end up with a box of shotgun shells, take them and exit, now head back in the direction of the entrance of this hallway but head east in the screen, to the upper side, and you will find a door at the end of an empty hallway. Enter it and you will come out in some sorts of small greenhouse complete with deadly veins which wont let you pass forward, so what shall we do, use the herbicide we found earlier on the pump and then press the red switch, now after the chemicals have had their effect the veins will be disposed off and you can go forward without the fear of being smacked. Head forward past the dead veins and here you will find the first DEATH MASK ((oo scary)) in the game, there are also plenty of herbs here, now if you want to be safe later on in the game I will advice you to pick up the herbs, make 2 herb combo's and deliver them all to the item box in the medical save room, may sound tedious right now but this very well could be useful later on in the game. Once your done with this room head back to the previous hallway and back in the direction of the tiger statue room, but this time head to the end of the hallway instead and enter the door to the right, you will find yourself in a single room, which is the keepers room, check the bed first and you will find another clip for the handgun, now head on over to the table and you will find a file here, check on the file for some gruesome reading material which is pretty cool, but as soon as you pick up the file you will be attacked by a zombie or two, this is a really sticky situation and the best thing to do here is quickly head for the exit. Once back in the hallway head through the door on the end, and you will come out in the same hallway where Kenneth's body is from a different door, now if the zombie is blocking your path take it out, and head to the dining room, then go through it to the main hallway of the mansion and climb the grand staircase up to the second floor. Now its a bit of a trip to find the remaining members of the BRAVO team, so head on over to the right side and the door on the bottom area of the balcony, enter it and it will lead you to another outside balcony. At the patio at the end of the balcony Jill will find the body of her former BRAVO team mate forest spear, but unfortunately he has already been pecked to death by crows and you cant do anything for his poor soul right now, there is a dagger on the bench nearby which was probably forest's personal dagger, now you can take the weapon besides forests body and WAZZAAHH you have found the grenade launcher, the most useful weapon for Jill in this game, once you get the launcher exit out to the main hallway, dont bother taking the herbs behind forest because that will cause forest to raise up as a dead zombie which is not good. Once back at the main hall enter the door at the east side which leads into the reddish hallway, now head forward and enter the first door at the right side you see, head forward in the new hallway and Jill will find another one of her BRAVO team mates, but he's still alive, its Richard and he's badly bruised, according to him he just went through a fight with a huge snake and now he is poisoned, we need to find serum for his wounds or he may die soon enough. As soon as you regain control of Jill its time to head over to the medical save room I told you about earlier, the best method of reaching there is this... from the reddish hallway head over the main hall and still staying on the second floor head over to the double doors on the west side which lead to the balcony over the dining room, head over to the far door here and head down the stairs, you'll be right in front of the save room, take the serum off the shelf here and its time to head back to Richard. you need to be quick during all of this because Richard can be saved unlike the original resident evil where he dies no matter what. If your quick enough with the serum Richard will live. For the rest of the walkthrough we will assume that Richard did survive this time because we are aiming for the best ending at the end of the game, for now Richard will be exhausted from his wounds and he will stay there to rest, he wont be of any use for us now. Before heading forward time for a little backtracking. Head back to the reddish hallway and make your way towards the first item box room in the game, you should know the path to it right now, when you reach the area under the stairs you will find a note there by Barry that he's left some supplies inside the room for Jill .. now isn't that so nice of him. Head inside the room and you will find a couple of items here left by Barry, pick them all up and place them in the item box, each and everything, now from the item box, take out the lighter and keep the handgun, all of its ammo, and any keys you have with you. With this done save if you want to right now and head back over to the room where Richard was. Once you've reached the room head to the door behind Richard and enter it, here head forward and Jill will be attacked by a zombie from the right. Kill it quickly and head into the door in the hall he was guarding. Ignore the door up the small stairs for now. The room we just entered is very dark and we need to shed some light in here to head over to the candles on the table and use the lighter from your inventory, now that the room is lit find the cabinet in a corner which can be moved, now push it aside and you will find a hidden area behind it, there is a zombie here too so be on your guard, kill the zombie and search the cabinet here to find the music notes, we'll use them later on. Now head over to the reddish hallway which should be 2 doors back from here, then head along the hallway and you will find a double doors along the middle of the hallway, open the doors here and enter it, you will be in a room with suits of armor and its a puzzle here, before we push the switch in the center of the room we need to put the suits in the right order so the poison is not released. So push the suit on the lower right corner of the room first. Next after that push the upper left statue. Finally push the statue on the upper right corner. Now the puzzle is complete so push the switch in the middle of the room which will open up the compartment , check there and you will find a jewelry box, check on the box and you will see that you have to solve another ((dang)) puzzle to open the box, you will see that the box has 2 pushable corners, push the left side first and then the right side and the box should open up. Inside you will find the second death mask. This room is useless for us now so exit out of the door we entered from, now head over to the hallway with the stairs which lead to the first item box room, that should be just 1 door away, now follow the path to the left of the hallway as we were going to the room where we got the map for 2F. But there is a door in the middle, enter the door, in this room with a moose head hanging , you will see two doors on either side, enter the door on the top first. Here you will run into Barry once again, he's reading something and judging by the way he just put his hand on his head looks like he's not reading something nice, after Barry has left the room check on the collection items on the east wall and you will find the bee lure. Now check on the collection right next to the door and you'll find the bee specimen, and finally check out the collection which rests on the south and you will find the fishing hook. Now combine the hook we just picked with the bee lure and put this new combination on the collection which is by the entrance door, after that place the bee specimen on the east wall collection. Now press the switch and the compartment will open revealing the wind crest behind it , take it and ignore the attacking bee, now head back to the previous room. Back in the room with the moose head try the door exactly opposite of the one we just came out of, inside this somewhat helpful room you will find a first aid box, a first aid spray and a green herb, take all these items and make a side trip to the save room under the stairs here nearby, put down all these inside the item box, now make your way to the dining room, choose any way you suit and once your there head over to the fireplace, take the emblem off the top here and make your way into the Kenneth hallway, once your here head forward in the hall and enter the door to the left leading to the piano bar. Once here head forward and look at the nice piano, the umbrella people sure were creative, now head around the piano and you will see a smaller shelf blocking an even larger shelf behind it, push the smaller one to the side and check the bigger shelf behind it and you will find some music notes, combine these new notes with the one we picked up a bit earlier in the game and now its complete. Head over to the piano and check it, Jill will play Beethoven's moonlight sonata, and she's damn well good at it. After the theme is finished a secret passage will open up, head inside the passage and at the end you will find a gold emblem similar to the one we picked up just now, take this one and quickly replace it with the rusty one we picked off the dining room. Now with the gold emblem in hand make your way to the dining room again, you guessed it, put this emblem in place of the old one and then check on the old grandfather, now adjust the clock hands so the time is 6:00 , VI in roman numbers as in on the clock. Now stop turning the clock hands and it will move to a side revealing a compartment behind it, you will find the third mansion key, the shield key to be more precise, now we can check on the door which was above the small stairs in the Richard area, which leads to the first boss fight in the game I might add. Now head over to the room where Richard is resting ((if he's alive that is )) . PLEASE for the love of god I hope that you saved Richard when asked for, Richard is still resting in the room so head forward and enter the door, now head forward and up the small set of stairs, use the key on the door here and discard it. But before you enter it there is a little thing called side-tracking we must do. Head for the nearest save room with item box, in this case it will be the one where Barry dropped off the supplies. Here take out a healing item or two, now put the handgun inside the box with its ammo, and take out the grenade launcher and the acid rounds which Barry gave you, now combine the grenade launcher with the acid rounds, the grenade rounds originally inside it will be separated. Now head over to the door we just unlocked and enter it, now were in the attic of the mansion. Make sure that the grenade launcher is equipped and full with the acid rounds, now before going forward take the shotgun shells off the shelf on the right, now head forward a little in the attic and you will have another scene, Jill will suddenly come face to face with.. YAWN !!!.. its the mother of all snakes, and its even larger then the king cobra *if anyone's seen the movie . BOSS I : YAWN ------------- But lucky for Jill Richard will suddenly come barging into the room because he needs some payback from the snake that bit him, this will only happen if you did remember to save Richard, you did ? didn't you ? Well in one way or the other the boss fight will start and Richard will be shooting side by side with Jill in this fight, the best thing against this boss is no doubt the acid rounds but were pretty short on them, start pumping the rounds into the snake one by one and if you run out of the acid rounds then quickly equip the normal grenade rounds into the grenade launcher, the best time to fire a shot at the snake is when it raises his head up a little bit, aim high and fire a shot at its head, you will know if the damage you did was maximum because the snake will scream out, try to stay away from the front of the snake's head for the fight because that is the only place he will attack from, and dont worry about Richard. He will do his part in the fight very well. After some shots the snake will fall down, but its not dead yet and it will suddenly spring up and rush for Jill, Richard spots the snake coming and quickly pushed Jill aside and gets in the way, the snake swallows Richard, Richard is gone !! but he dropped off his combat shotgun before dying, a very nice parting gift I might add, ass soon as you regain control of Jill restart the shooting all over again, you should have the grenade launcher with the grenade rounds by now, those should be enough to end the fight but if its still not enough then pick up Richards combat shotgun from the ground and start pumping, as soon as you spot the snake heading to the hole in the corner of the attic stop shooting cause the fight is over. The snake ran away this time but we'll have our revenge with him later on in the game, for now head to the corner where the snake escaped from and you will find another death mask lying around here. Take it and time to head back outside, if you didn't already then pick up Richards combat shotgun before exiting the room, outside head down the small set of stairs and a small scene MAY occur. If you were bitten in the previous boss fight then Jill will suddenly feel weak and realize that she's been poisoned, now you need to head over to the same medical room as quick as possible with Jill and get the serum for yourself because the poison will start draining Jill's health slowly but surely, it shouldn't be too hard to make it there though, when you do , take the serum from the shelf and use it . Its all better now. If you were not bitten during the fight then nothing will happen and you will just continue the game as it is, now one way or the other make your way to the first item box room, the one where Barry left the supplies for us, once your there check the item box and put the grenade launcher inside, take out any shotgun shells may have put in there and keep the combat shotgun, take out all the death masks you have collected so far too and also keep the armor key with you. Now from this save room, exit out of the door, not the stairs, in this hallway head south of the screen and you will spot 2 doors, one on the left wall farther down the screen and one on the right wall close by, and a passage heading off into the right corner, ignore the passage and the closer door for now because it is locked, head for the door on the farther left side and you will be in the art room. There are some crows inside here so dot think about shooting anything, this is a puzzle actually and if you do it wrong then the crows will attack , ok so head forward in the art room and check on the painting at the very end of the hallway, it is a painting of Lisa Trevor, daughter of the guy who engineered this mansion. We need to push the switches under some of the art here to solve the puzzle. Take a look at Lisa's portrait for some clues, notice the purple necklace, green crown and the orange bracelet, those are our colors. First head over to the picture with the crown on it and press the switch under it and it will change the color to green, now check the picture left to this one which is showing a necklace and press the switch to turn it purple, now head on to the other side of the wall to the picture which is showing the bracelet, press the switch under it to turn it orange, with all this done head over to the final picture, the Lisa's picture and this time press the switch by it, if you did all this correctly then the wall will move aside and a secret passage will be revealed. Here you will see the final death mask lying right in front of you, pick it up and head past the gate and you will come out in the same cemetery area where we came earlier on, now head on to the area with the suspended coffin, here on the walls you will find 4 places to put in the death masks, put the masks in their right places and the coffin will fall down. After that a really really messed up zombie , otherwise known as a crimson head will come out of it with a rage, these guys are much more dangerous then the normal zombies, they can run as fast as the characters and have really sharp claws. As soon as this one comes out quickly use the shotgun to get rid of it, once its dead check the wall behind the coffin to find some more shells for the shotgun, now check on the shotgun and you'll find our way out of the mansion inside it, the stone and the metal objects. Now that we have these things, head back through the cemetery to the art room and from there to the hallway, now head for the passage in the corner of the hall and you'll see a gate at the end of it, head through it and you'll be in another open area head forward here and you will be attacked by a cerebrus from the behind, kill it quickly and head to the end of the room, here you will find slots to put in the stone and the metal object, do that and you will unlock the nearby door, head into it and now were going to.. PART II ############################# # # # THE COURTYARD # # # ############################# Once your inside the shed, there should be a can of first aid spray and a battery pack for jilts tazer if you want those items, once done here head through the single door on the right, now we will be outside the mansion in open air, on a small hill behind the mansion grounds. Make your way forward along this path until you come across the first weather vane. Now with this vane we need to adjust it in such a way so that when it stops moving it will point west, not a hard task this, so when you've adjusted it right you will see a small statue move further down the path, now continue down the path yourself and you will have another scene, remember the radio that Richard gave us, Jill will pick up a static transmission from Barry and is he talking to someone else on the radio unaware that Jill is listening, most of it is not understandable but Jill is able to make out the words that weapons dont work against it and to stay away from the forest behind the mansion. Well seeing as were already here lets just check out what that thing is, maybe weapons wont work , but who dares strike the mighty Jill. Now continue down the path and you will come across the second weather vane, adjust it the same way you did with the first one, but make sure that it faces north, if done correctly you will see a gate at the bottom of the hill open, now head down the path and you will come across a gate, if you did the above puzzle correctly then this gate should already be unlocked. Head through it and you will find yourself in another cemetery with some crows, dont bother with them and head forward until you see two tombstones lined together, examine the right stone first and use the wind crest we found earlier on it, now it will open and three more crests will be revealed for you, take all three and start examining them, you will find switches behind each crest that can be raised a little , raise all three crests and put them back in the tombstone. Say WAZAAH once more because you just found the best weapon in the game, a magnum revolver, very similar to the one Barry is using. Once you've got the magnum in hand, head over to the gate on the east side of the cemetery and go through it, now you'll be in a winding path, head through the path and at the end you will come across a scary looking cabin. Nothing else to do so enter the cabin , and inside you will find that the cabin has been recently used because there is fresh wood in the fireplace and wet bandages have been hung up to dry out. Now who could live in a scary place like this and where is this *who* anyway. Inside the cabin head up the steps and you will find a bedroom, inside the bedroom check on the typewriter once and you can view a classic family photo, there is a map available on the wall too if you want to take it, the item box should also be through here somewhere, use it to your disposal and put the magnum we just picked up inside, and any herbs or sprays we picked up recently, once done head to the west side of the bedroom and you will find a small drop in a dirt floor in a corner, head there and you will find a trap door but its been shut, but there is something else, a square crank is lying there, take it and its time to get out of here. Head for the exit of the cabin, once were near the exit after some commotion Jill will come face to face with the thing Barry was warning about over the radio, its the invincible Lisa Trevor, and damn she's scary looking, the thing about Lisa is that no weapon can damage her to staying there and trying to fight will only cause Jill to loose alot of precious ammo and her life maybe, so the best thing to do is dodge her as soon as possible and make a break for the exit of the cabin, if your hit during the way check your health ASAP because Lisa can do some mean damage. Since we already have the item we came here for, (the crank), make a break for the door to exit the cabin, once outside quickly make your way back through the cemetery and the hilltop area to the shed which leads inside the mansion. But still inside the shed head for the double doors on the east side and you will now be entering the garden, which in turn will lead us to ... PART III ############################# # # # THE RESIDENCE # # # ############################# Now as soon as you enter the courtyard area you will have another scene in which Jill will receive another radio transmission, but this time its not Barry, its chickenheart brad Vickers, who looks like didn't leave after all, but unfortunately Jill cant respond with the radio and brad needs some sort of signal before he will come down to search for the team. After that scene is over we should look at the place we are at, this is the first area in the courtyard and its guarded by three of those zombie dogs, if you have plenty of shells with the shotgun and you dont feel like dodging then just blast away at the dogs and when they're dead use the herbs given in this room to heal Jill is she was injured. After that exit out of the door to the east. Now in this next room Jill will find a pool, but rather then swimming through it we need to do something else, head over to the top of the room where that standing stone is , now that we have a crank in our inventory, use it here, and after a scene the pool would have drained and the water is now flowing down there somewhere. Once we have cleared a path for Jill head over to the ladder and use the platform to get to the other side of the pool now climb out of the other ladder and head forward to the end of this passage. Along the way you will be attacked by some very small poisonous snakes, but its best just to run away from them , once you reach the end of the path use the small elevator here and head down. You will find a plant of blue herbs here, use them if you wish, if Jill was poisoned , now head forward and you will see a waterfall, this is where all the water of the pool is falling and there is something behind it but we cant check it until the water stops , remember this place as we will be coming here later in the game, now head to the gates on the west side and go through them. Here you will find some herbs right next to the door so use them or take them with you if you wish and head forward, you will find a door at the end of the path, enter the door and now were in the main residence building. Very dramatic camera angle this is, there will be some blue herbs right in front of the door we came from just now, take them or leave them and head forward, now enter the first door you see to the right and were in a save room, here first pick up the battery pack for Jill's tazer, and then use the item box, put in everything inside the box and only keep the combat shotgun all of its shells, the lighter and one healing item, now head back through the door we just entered from, and head to the end of the hall , enter the double doors here. Once here you will be attacked by a large spider, turn around and fill it with shotgun shells, make sure its dead before moving on any further, now in a corner near the entrance you will find a red lamp , check on it and use the lighter to light it, take note of the symbol which casts under the lamp and its time to move on. Once done head past the entrance again and this time head down the stairs to the bar below, there is a spider but its too high so dont worry about it, check on one of the tables in the bar and you will find another lamp like the one above, only its green. Use the lighter on this one too and take note of the symbol which it casts, before heading back up take the book and also the first aid box nearby. Once taken head back up, then head more up via the stairs, on the top here you will find a cool looking pool table but before examining it light the final lamp which is in the upper corner of the room. Take note of the final orange symbol too and its time to check the table, on the table you will find three balls of the color orange green and red, which are the same color as the lamps we lit, now take notice of the numbers on these balls, the green ball is number 6, the orange ball is number 5 and the red ball is number 3, remember these numbers and exit out of the double doors back into the opening hallway of the residence. Once back here push that moveable crate into the hallway which is heading south so that it covers the hole which is with the crates. Now climb up this box and make your way to the other end by going over the boxes, dont I repeat dont go near the holes because its dangerous for the health, once you've reached the door at the south, enter it. Now you will emerge in another hallway, head forward in the hall avoiding anything in between until you reach the final door in the hallway, try to open the door and another scene will begin, Jill will hear Barry's voice from the inside of the room, and he's talking to someone, but Jill doesn't have the faintest idea who he might be talking to in here. After the scene is over dont go into the room yet, but check the wall near the door for another map, take the map and you'll notice a hole behind it, dont.. DONT check on the hole yet. We'll be back on this later. Now enter the room and you will have another scene, Barry is alone in the room !!!?? . Who was he talking too, Barry tries to dodge the topic by saying things like old age is catching up to him and that he was just talking to himself and then he heads out of the room, after he's left make all kinds of guesses what the hell's going on. When your done check on the desk near where Barry was and you'll find another file . After checking the important file, head back to the entrance of this room but take the door on the right first, this is the bathroom, and there's a key here, take the key , and before exiting a zombie may or may not attack you, random stuff. Now exit back to the room then back to the main hallway of the residence area. Now with the key in hand unlock the door on the left wall and enter it, inside a sad site and you will find a man hanging all by himself. check the desk in this room for a very valuable weapon, the tiny self defense pistol, by looks you'll think that this wont even take out a bug, but when the time comes this weapon is a life saver. For now we wont use it. Take the file too and check the bathroom of this room too. Inside here pull the plug of the tub to drain all the dirty water and at the end you will find the control room key, now what the hell was that doing here, upon taking the key head all the way back to the room where we just met Barry, which is the room 002. Remember the name, once back here, head over to the bookshelves in the back of the room and push them aside, you will find a ladder leading down into the basement hidden here. Nice place for hiding something umbrella boys. What is a place like this doing under the residence, and what the hell is it used for anyway, .. head forward in the hallway and you will come across a chasm which is filled with water, but Jill wont like her clothes to get wet with all the children so we have to find an alternate method to cross the bridge. There are a few boxes at the place where we are, so its time for a tedious task, push all the boxes in the chasm thus creating a makeshift bridge, once your bridge is created cross it , follow the path to the end, and by the looks of the water near the door it looks like the next room is flooded or something, Jill's clothes are gonna get wet after all, put the kiddies to sleep :p In the next room you will find yourself in a HUGEEE aqua ring area, but thats not all, the tanks which were *supposed* to keep the sharks in them are already busted thats why the water level is so high, and the sharks will be swimming around freely, the little one is no problem but there is this big one which will eat Jill in a single sweep if you stand in a place for a little while. So keeping all those things in mind start running south on this underwater catwalk, at the end you will find the door leading into the control room, use the control room key we picked up to open the door, if you dont have the key then your in big trouble. Well anyway once inside the control room descend down the ladder and you will come out in the main control room area, here you will see a huge window looking at the water and sharks, but is it really safe in here ?!. Check on the control panel besides the window, which is on the south side and one of the sharks will come in and slam against the window, this will cause the water pressure to increase at once and all exits out of the room will be sealed, we need to cool the pressure down quickly or the water might burst through. To start this process quickly head over to the computer console on the west wall and check it, now quickly head over to the south wall again and check the console again, but something isnt right, we haven't seen the valves yet, head over to the valves, which should be in the backside of the room, release the pressure on the shield by using the valves and head over to the west controls again, this time they will work fine and the shield will be lowered. But were still not done yet and need to drain the water from the aqua ring. Now quickly head on over to the console on the south wall again and use it for the final time to drain the water outside. The sharks are probably feeling the worst of that already. Lets go check on them, head for the door in the north of this room and enter it. Here just head south in the wet hallway and check the crates at the end, most of it is ruined because of the water but there should be some ammo worth using. After picking it up head through the double doors, we will now be in the bottom of the floor, well guess what.. all the water's gone and the sharks are flapping at their helplessness and slow deaths mwhahaha. Stay away from the shark thats still flapping cause it can still hurt Jill if you go near its mouth, shoot one round into its head and it will stop for good. Now continue down the path. BOSS II : NEPTUNE ----------------- You will come across the big moma shark but its lying motionless in a small pool of water, is it dead ? we'll soon know, head into the pool and go past the shark, climb the platform on the other side of the pool and you'll see a hanging key here. Try and reach for the key and suddenly the shark will come to life and will knock the key into the pool where the shark itself is. Now you can do three things, either be the brave fool and dive into the water after it, chances are the shark will eat you before you hit the water, or you can shoot the shark to death then grab the key besides its bloody corpse and smile at what you did, ORR you can just push the control box INTO the water and use the control panel on the left to give the shark a once-in-a-life shock then laugh like a maniac. Personally I'd take number 3, well after you've got the key head back to the door we took to get in here in the first place, and this time head for the gate at the very end of the hallway, in this place take all the ammo you can find, then head around the corner and you will find a ladder up there, take the ladder up and you will find yourself in a familiar area, heading for the residence area shouldn't be a problem now. Now return to the hall which is outside the room no 002, the one where we met Barry earlier on , with the new key in hand head over to the door leading to the gallery and open it, you will come out in another small hallway, but there are some killer bee's here so we need to be quick, head forward to the door which is the one to room 003, but take a left from the door into the thin cramped up hallway, head forward into this place until you find the body of the beekeeper who ironically has been stung to death. Check the body of the poor man and you will find some insecticide spray, this could be useful eh ?! , but we cant just use it to get rid of the bee's, instead head out to the previous hallway, and head for the hole, remember it ?! .. now use the spray with the hole and head back inside the gallery room, take the same cramped hallway and this time head to the end and you will find a bee hive , which we just exterminated I might add. Check the desk near the hive and you will find the key leading to the room 003, take that key and head for the door, open it with this key and head inside. This is the last dorm room in this area, head forward and check on the bookshelf, there is one odd book among the red books, take the odd book out and put in the red book we found earlier in its rightful place, but its still not good enough, see the patterns on the back of each book, you need to place them in order to make the picture of a naked lady. IM not kidding, but this feat should be easily manageable, other wise here's the solution.. 3rd book from left to right, place it in the rightmost corner 2nd book from the left side, place it on second from right 1st book from the left side, place it on fourth from right 1st book from the right side, place it on third from left 2nd book from the right side, place it on second from left book in the mid, place it on first from left a pictorial view should be easier to understand.. _ _ _ _ _ _ _ _ _ _ _ _ _ _ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |1|2|3|4|5|6|7| |4|6|7|1|5|2|3| | | | | | | | | | | | | | | | | |_|_|_|_|_|_|_| |_|_|_|_|_|_|_| BEFORE AFTER The books should originally be as shown as in BEFORE You need to arrange them as shown in AFTER to complete it. If you did the puzzle correctly then a secret hidden door will be revealed which will lead you into the room with the PLANT 42 we've been reading about in files, but the thing is that it will be the second boss fight too. We need to do some things before we get in here so head back to the main gallery room again. Here head for the door which has the keypad on its right side, check on the keypad and you will have to input three different codes corresponding to the symbols, first select the symbol and then input its code, now if you did pay attention to the symbols which were made under the colored lamps when we lit them in the bar and pool table area then you shouldn't have any problem with the puzzle .. here are the numbers to the corresponding colors. The green lamps symbol's number is 6, the orange lamps symbol's number is 5 and the red lamps symbol's number is 3. Once your done with this the door should be unlocked and you can head in. Jill will find herself in a room full of chemicals, here we can make the V-jolt, a very effective chemical against the Plant 42 which will kill its roots almost instantly. Take all the empty bottles you find in here. Now you have to mix the chemicals provided in this room in the right order to make the V jolt, and here's how to do it, first fill one bottle with water from the sink then add some UMB #3 to the water and it turns into NP-004, now mix this with yellow 6 and you will make UMB#10. Now take some more water in another bottle and combine it with yellow 6 to make UMB#7. Now Combine this UMB#7 with UMB#10 we made earlier, and you get UMB#17 (( WHAT IS THIS!! MATHS !! )) . With the UMB#17 in hand mix some UMB#3 in it and you get UMB#20 otherwise known as V-JoLT. Now make a little trip back downstairs to the aqua ring area via the ladder, once your down there head for the guard room and open its door, head inside the room and you will find the huge roots of the plant here, use the V jolt we just made on the roots and make your way back all the way to room 003. Once here head inside the bathroom to the right and take the ink ribbons from the tub here ((Damn im not putting in ribbon locations in the walkthrough that much.. )) BOSS III : PLANT # 42 --------------------- Now head for the door leading to the plant 42 room and enter. But luckily you followed my advice and made the chemical and already dumped it onto the roots of the plant, if you did that then the plant will die all of a sudden and it will pull itself upwards. But not for long, suddenly it gets alive again and grabs Jill with one of its tentacles, but luckily for Jill again Barry will suddenly barge into the room with, A FLAMETHROWER ! in his hand, now where the hell did he get that from. After cooking up the plant Jill will be rescued and be safe for the time being, but if you did NOT make the V jolt or use it on the plant roots then you will have to fight the plant before Barry will come into the room, that my friend is a totally different thing. Now its our turn to kick its ass. As soon as you are back in control of Jill quickly head up the stairs and start pumping led into the plant's body , it will swing its veins so be careful to dodge them, and when you've hit it enough it will start throwing acid at you, when that starts dont remain in one place for a long time or you'll get hurt badly, you can usually get off about 2 shots every time before he lets go of some more acid, pretty soon you would have hit the plant enough times and it will shrivel and die. Then the plant will grab Jill again and Barry will come inside. Now after the boss fight is over go and check out the fireplace in the corner and you will find the final mansion key, now talk to Barry and he will decide to stay here to make sure that the plant doesn't get alive again, but what for ?! we already got the key didn't we, oh well. Exit out of the double doors which lead directly to the gallery area. Once back here its time for us to head back to the mansion. But on the way in the hallway outside Jill will run into someone shooting . When she rounds the corner, it turns out to be wesker shooting at some bee's. Wesker is still ok, and he's kinda surprised that nothing has happened to Jill so far, still no sign of Chris I guess, but wesker will ask you to go back to the mansion and check out any locked doors that we missed before, after he's done talking head to the save room near the exit of the residence area, only keep the shotgun and all of its shells, the final mansion key and one healing item with you right now and exit out of the residence. Along the path to the gate another scene will start and Jill will receive another static transmission from brad and he's still there, but he's still not willing to put the chopper on the mansion grounds until he gets a sign from someone that there are survivors down here, well we wont be able to do that until the very end of the game so dont fret with it. Now make your way through the courtyard, up the elevator, through the pool passage and to the shed which connects to the mansion. Once you enter the shed you will see new ammo which was left here, take the grenades and the battery pack for Jill's tazer gun and head into the mansion .. PART IV ############################# # # # THE RETURN TO THE MANSION # # # ############################# This is probably the most annoying part in the game because not only will there be a good boss fight, but also the most dangerous enemy in the game is about to be introduced, now from the open area head back into the mansion via the art room hallway, walk a little forward and you will see an FMV of something following you very quickly. It turns out to be a gorilla like creature also referred to as a hunter. These hunters are the most annoying enemies in the game, and if you thought the crimson head was something, your in for it here. The hunters can do instant head taking off death moves so its always a bad idea to face a hunter even with a yellow caution status, as for this time as soon as the controls are back to Jill aim and start blasting with the shotgun until you hear its dying shriek. Dont let them close to you or they can do max damage. After killing the hunter head into the hall with the door leading to the Barry-supplies save room. Once in here quickly run forward and you'll see a hunter jump at you from around the corner, if you were quick enough then he would have missed his jump attack, quickly aim and blast the hunter on his back if possible because that almost certainly kills a hunter in less shots, after killing the hunter head up the stairs, remember the room where we got the second floor map. The room at the far corner of this very place were at right now. Well head over there. Once there head for the far door we didn't check before and use the new key to open the door, there's a trap in this room, But here's what you should do, push that moveable statue right into the connecting room with the one your at and you will see that the walls start to come together, but thanks to this statue you wont get crushed, breath a sigh of relief and push the statue to the very end of the room, now run back and then around the right side wall, now here you will find a switch which will restart the trap, now that we've gotten the statue there, reset the trap and quickly run across to the other connecting room and push the statue into safety quickly before getting crushed by the wall with the statue now . Now that were safe push the statue some more, into the left side of the opening on the visible plate, once done the trap will reset and furthermore a secret opening will open up which leads down further, in this secret passage head forward and you will find a tombstone at the end, strange place for that, check the top of it to find a book , now examine the book and you will recover the eagle medal from it. Now press the switch on the tombstone and you will open yet another secret passage. Now you will climb down into the cellar of the mansion, but beware as poisonous giant spiders live here, the best thing to do against them is to just avoid them because they are almost pathetic, head over to the door at the end of the passage and enter it, now in this new area some zombies are lurking so be on your guard, if you want to kill them remember to aim up to take their heads off , it will save shells and also be helpful in other ways, now head over to the corner and you will find a switch which controls the power to the elevator of the mansion, turn it on now exit through the door at the end of the hallway. You will come out in the kitchen of the mansion. mmm. food. But the sad thing is that there isnt any food here, oh well, Jill was on a diet already.. well once were in the kitchen you can find a self defense dagger and another clip for the almost useless-now handgun, if you fancy it, take the items, you may or may not randomly encounter a zombie coming down the stairs, if that happens take care of the zombie quickly, now head over to the right side of the kitchen and you will find a zombie lying on the floor and the elevator , for which we just turned the power on, behind him. If you have the fuel canteen and the lighter with you then dont hesitate in burning the zombie where it is, but chances are that you dont have either of the things mentioned above with you, well just run past it by going from the side of the wall and enter the elevator, from where the elevator stops you can find some herbs in the small area near the elevator, there should be some zombies here too so take care of them the old heads up way. To the east of the hall you will find a double doors which lead to the main library but they're sealed shut and we need to find another way to enter it, so head around the other side of the room around the elevator and you will find a small door along the way, enter it to find a small storage room, here you will find a battery which will be required later so pick it up, and some acid rounds which you definitely dont wanna miss. After taking the battery and the rounds, exit the storage room and head forward to the final door at the end, exiting through it you should find yourself in a familiar room, but before doing anything else quickly make a trip to the closest save room in the mansion, whichever it may be, once your at the save room drop off the useless items for now, like the eagle medal and any extra herbs we picked up along the way, keep the shotgun and shells with you and also take out the grenade launcher, it should probably be empty by my guess, load it with the acid rounds we just picked and put it in your inventory. Now for another trip, head all the way to the room where we found the armor key, the room where we used the imitation key on the trap and picked up the real key instead, remember, well this time when you reach that hallway head to the very end and you will find a door which you previously may or may not have checked, use your new mansion key and open the door, because it was locked before :o. BOSS IV : YAWN ii ----------------- Head forward in this huge but rather dark library and take the herbs along the way, suddenly the giant snake will attack again and its time for us to take revenge for our lost comrade Richard. As soon as the fight starts, dont shoot at the snake, instead turn Jill in the opposite direction and start running, use the ladder given here to climb down to a much open space, the reason for that is cause fighting with the snake toe to toe will only result in death, in the open area you have a huge advantage , plus the snake also acts stupid once down here. Take out the grenade launcher filled with acid rounds and start shootin em in the direction of the snake, during the fight the snake will often run around the bookshelves, DONT follow his league and do that, because you can get trapped behind there easily and become easy pray for the snake, so try and stay in the main open area of the room for this battle, if the snake runs into a corner of behind shelves, then wait there for him and he will eventually come after Jill again. The easiest thing about this boss fight is that the snake wont be poisonous anymore so fear of gett