FAQ / WALKTHROUGH ON RESIDENT EVIL (BIOHAZARD, outside the US) for the Nintendo GameCube. Written by: Muchitsujo, v 1.00 ========================================= = 00: TABLE OF CONTENTS / LEGAL SPEAK = ========================================= :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: : # | CONTENTS | UPDATED : : 00 | TABLE OF CONTENTS / LEGAL SPEAK | 11/09/06 : : 01 | VERSION INFO | 11/09/06 : : 02 | INTRODUCTION | 09/17/04 : : 03 | TACTICS | 09/17/04 : : 04 | ENEMIES | 09/24/04 : : 05 | WEAPONS | 10/02/04 : : 06 | JILL VALENTINE WALKTHROUGH | 11/09/06 : : 07 | CHRIS REDFIELD WALKTHROUGH | 10/03/04 : : 08 | ENDINGS | 10/03/04 : : 09 | REWARDS | 09/15/04 : : 10 | FILE TRANSCRIPTS | 10/01/04 : : 11 | PUZZLE SOLUTIONS | 09/24/04 : : 12 | BOSS STRATEGIES | 11/09/06 : : 13 | ITEM LIST | 10/02/04 : : 14 | UNANSWERED QUESTIONS / PARTING SHOTS | 09/29/04 : : 15 | FREQUENTLY ASKED QUESTIONS | 09/29/04 : : 16 | FUTURE UPDATES | 10/03/04 : : 17 | CONTACT INFO | 11/09/06 : : 18 | FINAL NOTES | 11/09/06 : :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: TO WHOM IT MAY CONCERN: At this point in time, gamefaqs.com, neoseeker.com, faqs.ign.com, 1up.com, and supercheats.com are permitted to host this FAQ. All others must first seek, then be granted, permission to use this FAQ in any way, be it hosting or merely taking out excerpts. Any other usage is oh so illegal and proper steps will be taken. All direct references and characters in the game are property of Capcom, but this FAQ and the effort put into either writing or transcribing is mine and mine alone. (In other words, copyright, by me, Muchitsujo). Pop culture references are the property of whomever, and while the references may be original, the object in question is not. or, as GameFaqs puts it... This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. DISCLAIMER: THIS FAQ/WALKTHROUGH CONTAINS SPOILERS. NONE OF THEM ARE MARKED, YOU CANNOT SKIP THROUGH THEM. BE FOREWARNED!!! ALSO, THIS IS NOT, I REPEAT, NOT A SPEED FAQ. THIS FAQ FOCUSES ON DETAIL AND EFFICIENY WHENEVER POSSIBLE, BUT YOU CAN MEET THE SPEED REQUIREMENTS FOR THE REWARDS USING THE METHODS THAT FOLLOW. By my own admission, I try to write my Walkthroughs in a no BS format. This means that I'm not going to take time leading you in the wrong direction or repeat myself just to lengthen the guide. If it's not part of the game, it's not in here either. NOTE: This is written for normal mode. First-aid sprays are acknowledged, but it is going to be assumed that you DO NOT PICK THEM UP OR USE THEM. ====================== = 01: VERSION INFO = ====================== v 0.9 Not a public release. It was completed 9/23/04, Jill aspects of walkthrough, item lists, boss fights, etc are complete. I've also introduced a new format for transcribing the files that is more in line with how the game does it. It's a little more space and work, but if you guys are for it, I'll keep it that way and fix the other guides. I've also decreased inadvertant spoilers by a large margin. v 1.0 First public release. It was complete 10/03/04, Chris aspects of the guide are now complete, and all the pieces now match up with one another. Endings has been completed, unanswered questions, FAQ, etc are complete to this point. 346k. v 1.01 Second public release. It was complete as of 11/09/06. If it's not minor, I don't know what would be, but old guides need lovin' too. Re-wrote parts of Jill's guide to highlight Muchitsujo's Astounding Corpse-Stacking Theory, and changed the guide to her first fight with the Yawn to conserve some ammo. Minor changes to the standard fare elsewhere, to make certain things clearer where they may have not been before. 349k. ====================== = 02: INTRODUCTION = ====================== "Alpha Team is flying around the forest zone, situated in 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 ten people. Victims, were apparently, eaten." "The Bravo Team was sent in to investigate, but we lost contact." "Bravo Team's helicopter was a derelict. Save for the remaining body of Kevin..." ............................................................................... In 1996, Capcom released Resident Evil on an unsuspecting gaming world, seeking to revolutionize how we regarded fear and intensity from a console game. Unfortunately, due to time and budget concerns, some aspect of the story and gameplay suffered from significant cutbacks to be disclosed later. The game, though widely considered to be one of the greatest in its time, was released as an incomplete. Now, six years later, the complete story can finally be told on a new generation of consoles. The horror is very much alive and well. ............................................................................... "We continued our search for the other members, and it turned into... a nightmare..." ================= = 03: TACTICS = ================= In all RE games, your ultimate goal is survival, but there are certain things that will make your survival a lot easier. ---------------------- |CHOOSE YOUR DIFFICULTY| ---------------------- It's not as simple as easy, normal, and hard in this one, so when you're looking at the question to open up a new game, Mountain Climbing is Normal Mode and Hiking is Easy Mode. Those who are new to the series or what have you might prefer to make a run through easy mode first, just keep in mind that you can't get anything but the Closet Key as your reward if you do. If you complete the game in Normal Mode, you CAN select another difficulty by reloading your completed game, but such is not a choice in Easy. Furthermore, most gamers seem to believe that Jill is an easier choice than Chris because she has a number of advantages early on in the game. I believe that their games are about equal, but the choice is yours. ----------------- |KNOW THE CONTROLS| ----------------- As a default, the controls in RE are: CONTROL STICK: Character movement, aim (with weapon readied) C-STICK: Press down to do a quick turn. A: Action. Open doors, pick up items, examine things on screen, climb objects, get down from objects, select (in item screen), fire (with weapon ready) B: Run (when used with control stick) Y: Item menu toggle Z: Map Start: Bring up options menu L: Change target / realign shot (with weapon readied), use defense item (MANUAL MODE ONLY) R: Ready weapon ------------- |CONSERVE AMMO| ------------- This game does have pretty good supply of ammo, and if you play your cards right, you can have more than enough, but there isn't the wide variety of weapons that are seen in other REs and most of the weapons you to get will be found pretty quickly, unless you're Chris, in which case you should probably be more concerned. No matter what character you choose or what path you take, keep track of the ammo you're expending to make sure you're never caught in a bad situation. If you aren't coming back to an area later on, don't kill the enemies wandering about and if you know a specific route is going to be clear, use it to your advantage as much as possible. If you can run from an enemy like a Chimera without getting hurt too much, you won't have to worry about how much ammo you have left for the Tyrant fights. Another detail of "ammo" concerns defense items. By going into the menus, you can change whether or not you want to use your defense items automatically or manually by hitting L the second you are grabbed. Again, I think this is a matter of preference because it doesn't appear that one or the other will give a clear advantage. As an added note of fun, if you use a DAGGER on a ZOMBIE and then blow its head off, you can take the DAGGER back. Fun! ---------------- |HEAL RESPONSIBLY| ---------------- The health spectrum for REmake is generally as follows: GREEN: 100-76% health Everything is fine and dandy. YELLOW: 75-51% health Some damage taken, but otherwise fine. ORANGE: 50-26% health Starting to show signs of fatigue. RED: 25-1% health Danger area. Could die from any attack. POISON: Varies Slow, but noticable decrease in health. Remove quickly. Unlike in previous RE games, your movements are not significantly hindered until you reach ORANGE. Thus you can put off healing, while still being able to get around your enemies. RED is also not quite the same as in other RE, you do not clutch your side and limp from place to place, but your movement is much like it is in ORANGE. Keep in mind that your quick turn movement is also slowed once you take enough damage. HEALING CHART: GREEN = 25% restore GREEN + GREEN = 50% restore GREEN + BLUE = 25% restore and antidote GREEN + RED = Full restore GREEN + GREEN + GREEN = Full restore GREEN + GREEN + BLUE = 50% restore and antidote GREEN + RED + BLUE = Full restore and antidote BLUE = Antidote RED = Useless, on its own FIRST-AID SPRAY = Full Restore Poison status should not occur often, though the snakes are quite pesky and if you're ever poisoned by a small and stupid mistake, they'll be the ones to do it. ------------ |AIM PROPERLY| ------------ All creatures in this game move on a field, not in linear tracks. Therefore, you should realign your shot by hitting L when your weapon is up (using R). This helps not only when zombies are wandering about, but it's all but crucial in boss fights like the yawn and the black tiger. It not only guarentees that your shot will hit, but it also realigns with the enemies weak or central area, making your shot hit harder. Don't ignore your ability to aim up or down either. While you will hit a lower enemy when shooting straight ahead in this game, it is far more efficient to shoot down at them. Same applies to higher enemies, or enemies with higher weak points. By shooting up with your shotgun at a close zombie, you can decapitate him instead of firing more shots into its gut. Also, anything shot out of the air will always have more damage done to it. Use that wisely. --------- |USE RANGE| --------- Some weapons are designed to fire certain distances, and others have the same power from any distance. For that reason, avoid putting yourself in danger. If you're using a handgun, don't wait for them to get too close, but if you have a shotgun (which also has the potential for knockback), maximize the power by waiting a little. With the grenade launcher and the flamethrower, be certain you'll be able to hit your target with the range you've alloted. Be wary of obstacles as well. Remember that to shoot faster, continue tapping the A button instead of holding it down. Also, enemies seem to be absolutely confounded by the staircases, or at least put at a severe disadvantage by them, so feel free to take a few pot shots from there. -------------------------- |KNOW THYSELF / THY PARTNER| -------------------------- Stamina and speed can vary from character to character, so while Chris may be able to take that one extra hit from the hunter, Jill probably won't. Keep this in mind as you progress through the game and it becomes more of an issue. There isn't a great deal of mobility or speed lost in the drop from CAUTION to DANGER, but if you're not careful it can easily be the difference between running away from a hunter and being decapitated by one. As for your partner, who is of periodic use, Barry will provide tips and spare ammo for Jill, while Rebecca will back Chris up with her knowledge of treating wounds and mixing chemicals. Just know that both have their own weaknesses you may have to compensate for later. ---------------- |KNOW THINE ENEMY| ---------------- Whether you're running from an enemy or fighting it, be aware of its attack patterns. Certain enemies (zombies, particularly) can be faked out and tricked into lunging at where you were while you run away or prepare to stun them out of their attack. As a bit of added fun, if you pick up an item as an enemy is about to attack you, they will miss more often than not and stand there confused until you make your escape. If you can think faster than your enemy, you won't always have to attack faster. Also, because of the Crimson Heads, it's generally a good idea to avoid plugging zombies at random, as all of them are capable of coming back later. Kill only what you have to, burn whatever bodies you can (see below), and remember that naked zombies CANNOT come back as Crimson Heads. ------------- |STACK CORPSES| ------------- This is, I'll admit, a rather ridiculous and tedious method for reducing usage of Kerosine, but it DOES work. If you kill a group of zombies and they land on the same general spot on the floor, when you use your FUEL CANTEEN and LIGHTER combo on them, all corpses on that spot will incinerate for the price of one usage of the FUEL CANTEEN. Every little bit helps. ----------------------- |WATCH FOR CRIMSON HEADS| ----------------------- Crimsons don't care who they tear apart in trying to get to you. This means that if you're being chased by a Crimson, say in the YELLOW HALLWAY, if you dodge a zombie, the Crimson will probably rip it apart. Depending on what else you're doing at the time, this can be good or bad. If you kill the Crimson, and can burn the bodies, you're saving ammo. If you're running around, or can't burn the bodies, there will only be more Crimsons later on. ---------- |PLAN AHEAD| ---------- Jill may have eight item spaces, but Chris isn't so lucky when he has six to work with, for unexplained reasons (perhaps Jill is the master of packing, in addition to unlocking). Since you can't seem to automatically use or combine herbs, you'll have to be smart with your item spaces and make sure you have enough. Luckily, there aren't any weapons in the game that take up multiple slots in the inventory. ----- |GOALS| ----- With any ranked game, you're obviously going to aim for a high rank most of the time. The higher and faster, the better. If you want to know what times will grant you which rewards, consult section 09 REWARDS to figure out what you're getting yourself into. Time yourself, if need be. Keep track of how long it takes to do certain things, and don't forget to save. If you save and it takes longer than you wanted to in one part, you can reload and take another run through it. Beats playing through the whole game again. ================= = 04: ENEMIES = ================= ZOMBIES The REmake has seen a return to a more traditional zombie, at least in terms of their models. No more hats, no more surprises attached (at least the first time through), and their heads pop just as they should when you magnum or shotgun them. Their primary mode of attack has become the grab and bite, crawling and biting is not as much of a threat as it used to be and you shouldn't find many zombies feigning death during the course of the game, just make sure you can tell between that and ones that you have actually killed. If you do find yourself caught on the stairs with one of them, they'll vomit on you, no matter what, so don't run in close proximity to them ever. Despite some obvious dangers (one bite from these will put Jill down to CAUTION in Normal Mode), they are surprisingly easy to fake out and dodge. If you're going to put one of these down, use the handgun if you have a fuel canteen with something in it and a lighter or aim up with the shotgun to decapitate them. Also remember that, quite the opposite of RE0, if you shoot a zombie as it's trying to stand up, the attack is surprisingly ineffective, so don't shoot until it's standing. If you know you won't be returning to an area, don't worry about any of that and cap them as always. Also note that naked zombies in the lab area CANNOT come back later, so you're free to kill them as well. ******************************************************************************* CERBERUS Mansion guard dogs, dobermans, specifically, bred for violence and without any discretion or inhibition due to the T-Virus. Their primary mode of attack is to either to do the jump, bite, run combo on you or grab your arm and pull on it as hard as they can until you button mash enough to throw them off. As a third attack, they may pounce on you, knocking you over, and try to tear at your neck. It's more likely that you'll be knocked down if you're already injured, and you're probably going to have your throat torn of if you aren't careful in that instance. The best weapon against them is the handgun or one of the shotguns, but if you knock them out of the air, you'll do a lot more damage to them. Pointing down and plugging bullets into them is the best method for dealing with them, but since they often come in packs and work well as such, you'll be attacked if you aren't careful. It's better to take them as they come, using the shotgun for the packs. ******************************************************************************* CRIMSON HEADS This is the reason why you burn corpses and decapitate them. Leave a zombie dead on the floor for long enough, and this is what happens. Your first encounter with one will probably come in the yellow hallway, but even if you're fast enough to avoid this encounter, you can't avoid fighting at least one of these. Imagine your standard zombie, except it can run as fast or faster than you, has long blade-like claws, and a lot more intelligence than most enemies in the game. To make matters more interesting, if one is chasing you through a hall that has other zombies in it, they will tear those to shreds on their way to you. Fortunately, you practically have to step on top of one before it will activate, so stuffing a corpse into a corner will leave you relatively safe (for the most part). Keep this in mind if you're one of those strategic types. As for the actual slaying of these cusses, I recommend nothing less than a shotgun as close as you can get without being mauled. ******************************************************************************* CROWS Your standard crow, only it's more taken with being a predator than just a scavenger. These only appear in a few rooms in the mansion and one area in the courtyard, and the general rule is that if you don't mess with them, they won't attack you. The exception here is the courtyard area, where you'll have to kill them all if you want something good there. In this case, the handgun has its advantages in that you can take them down in one shot, but some may prefer the superior spray radius that can be achieved with the shotgun. ******************************************************************************* SNAKES Smaller than their more notable cousin, these will drop from the trees in the courtyard areas and will occasionally lie in wait on the ground, waiting to bite and inflict the poison status. Since they're otherwise small, weak, and not worthy of being killed, this makes them one of the most annoying enemies in the game. ******************************************************************************* SPIDERS Not your garden-variety spider, these things are bigger than dogs and have a nasty habit of ruining your day with their poison. Fortunately, there are only five to eight of them in the entire game. Mostly they hang around walls and ceilings, spraying poison at you, but on the ground they can either do that or grab you and try to bite you. They're not terribly intelligent and will stay on the wall for the most part unless you alert them to your presence. To kill a spider, you can either use a shotgun or higher and risk having a bunch of baby spiders crawling out of the corpse after it dies, or you can use the acid rounds, in which case the baby spiders are gone, but the spider's body will continue to gush out poison after it dies. On rare occasions, this can hurt you. If you can at all avoid these things, do it. ******************************************************************************* NEPTUNE Zombie sharks, a classic enemy from RE1. These have absolutely nothing to do with the cartoon shark equivalent of Curly Joe nor the band he was in, or the later hip-hop producing group of the same name. There are two baby sharks and mommy that will trail them in the Aqua Ring. When you first encounter them, run like the devil is on your trail because the babies hurt, either taking a piece off or pulling on your leg like the cerberi, but the mommy bites to kill. The second time you can either kill them with your weapon of choice or do something clever to get around that. ******************************************************************************* BEES Wesker's favorite enemy to practice his shooting on, who knows why. There's a whole hive of these buggers in the residence, but luckily you'll only see one of them outside of there. Ignore them, if at all possible, and by ignore I mean run away from. ******************************************************************************* HUNTER According to Wesker's Report II, these are actually humans that have been altered using the T-Virus and lizard DNA, and they're programmed to kill those immune to the T-Virus. Or those wearing body armor. Or generally anything that moves. As opposed to their stand, slash, stand pattern of previous range, they will now strike you with one claw and then the other in rapid succession to inflict maximum damage and throw you off balance. They also have the added bonus of being able to pounce on you like the cerberi, which makes defense items ever so much fun. Otherwise, they still have their classic jump, screech, and slash attack which will either take a large chunk off of your life or kill you, and I've had it kill from FINE condition. They're among the fastest and most intelligent enemies in the game, so they rely on you being stupid and running away. Stand your ground either with the assault shotgun, the grenade launcher, or the magnum, though I don't recommend using the last if you can at all avoid it. ******************************************************************************* CHIMERA It's hard to describe exactly what this is, but if you're familiar with the drain deimos in RE3, it's like a combination of that and a monkey. For those unfamiliar, this is probably what the keeper refers to in his diary. Medium- sized monkey creatures with large claw-like appendages protruding from their backs and hooks for hands and feet (eyes... made of wood... er, nevermind). Their favorite hangouts are wandering around in the power room and climbing the grates or chasing you through air ducts. If they aren't slashing at you, they might be grabbing you from the ceiling and trying to slit your throat, and they might succeed if you're low enough on life and don't have any defensive items. To kill these, I recommend the grenade launcher or the magnum, but all things considered, you shouldn't have to kill them if you can avoid them... oh, and they melt into goo when they die... ================= = 05: WEAPONS = ================= DAGGER (DEFENSE ITEM) The primary defensive item. If a zombie tries to lean over and bite you, you can jab this into the side of their head, which will inflict some damage, but is not an auto-kill by any means nor will it prevent them from becoming Crimson Heads later (decapitation was the key word). One of the interesting little bits of fun later on is that if you decapitate them afterwards, you can find the same dagger lying on the floor. ******************************************************************************* STUN GUN (JILL'S DEFENSE ITEM) You don't pick up the stun gun specifically, but you can find battery packs scattered throughout and they'll be referred to in the walkthrough. When Jill pulls this thing out, she'll charge it and send it into the gut of the zombie grabbing her, causing them to convulse under an electrical current and fall to the floor in a heap. The damage on this is pretty substantial, moreso than the dagger, but it doesn't prevent Crimsons from popping up wherever. ******************************************************************************* FLASH GRENADE (CHRIS' DEFENSE ITEM) The best defense item in the game by a considerable margin, but don't ask why there are so many of them just lying around. If Chris is attacked by a zombie, he'll jam one of these in their mouth. From there, you can either be a classic action hero and blow it up in their mouth using a gun, or you can wander off, leaving a confused zombie with a ticking grenade in their mouth just standing around mindlessly. Either method is excellent, as these will kill zombies whether you're on screen and in the room or not. ******************************************************************************* SURVIVAL KNIFE Not neccessarily a bad weapon, but not a good one either. Useful for slashing zombie legs to drop them, as always, but not useful for much else due to its limitted range and power. A good last resort if ammo is scarce, but not a weapon that should be relied on beyond the mansion and the residence at the latest. ******************************************************************************* HANDGUN Standard handgun with a fifteen bullet capacity. Your basic weapon through the majority of the game, cannot be upgraded or otherwise enchanced. It has plus range and the most ammo of any weaopn in the game, so odds are you'll still be using it on into the second disk. One nice little bonus of this game's handgun is that it does headshot fairly frequently, whether you're Chris or Jill. ******************************************************************************* SHOTGUN Unlike the shotguns of other games, this particular model only seems to hold six shells. That flaw aside, it is the best weapon for dealing with multiple enemies, airborn or ground-based, is deadly in close range, and remains quite effective against larger enemies and bosses if you have no better options. Still useful for popping zombie heads, though it's noticably more difficult. ******************************************************************************* ASSAULT SHOTGUN The second and more reliable shotgun you'll find. Though it's not a guaranteed item just lying around, you should be able to pick it up rather easily, barring any disaster that would delay you for a long period of time. This particular model holds ten shells against the standard six, and is better all around in terms of recovery rate, reload time, power, range, and recoil. ******************************************************************************* GRENADE LAUNCHER (JILL ONLY) The most versatile weapon in the history of the game returns (debuts?) again. The difference between the rounds is also as significant as it was in previous games; grenades are best used in close range, crimson heads (and zombies) are weak against incendiary grenades, and spiders won't spray out their young if you kill them with an acid round. Use this when you're in need of something more powerful than a shotgun, but it isn't bad enough to pull out the magnum. ******************************************************************************* MAGNUM Big freakin' gun. Capable of destroying most enemies in a single hit. Ammo isn't scarce for this, but generally speaking, you'll want to save this gun for bosses only as there isn't necessarily enough ammo to go around otherwise. It suffers from significant recoil, as all magnums should, so fire from a distance if you can. ******************************************************************************* SELF DEFENSE GUN Someone's idea of a bad joke. One bullet, cannot be reloaded, won't be automatically discarded after use. Either don't pick it up at all or use it to kill the first enemy you see and put it back in the item box. ******************************************************************************* FLAMETHROWER (CHRIS ONLY) Self-explanatory. You only get to use this for a few minutes, as it doubles as door unlocking mechanism (explained in walkthrough). Shoots a concentrated and damaging stream of flame, but runs on a 100% that drains rather quickly and it cannot be reloaded. Save it for the boss fight immediately following its discovery, not like you have a choice. ******************************************************************************* HANDGUN (SPECIAL) If you liked the Samurai Edge S.T.A.R.S. handgun from RE3, this is an attempt to copy that. Fires three bullets in succession, a little more powerful than the standard handgun, and best of all, it has infinite bullets. ******************************************************************************* ROCKET LAUNCHER (SPECIAL) Some recoil is the only price you'll pay for having a weapon that can basically kill anything in one hit, including all of the bosses. There are a few minor issues with it though, for one, it only kills, it does not destroy (so you'll still see Crimson Heads lying around), and for another it doesn't do anything special in terms of appearance. Not to mention it kills all the suspense. ******************************************************************************* ==================================== = 06: JILL VALENTINE WALKTHROUGH = ==================================== Note: This walkthrough will avoid circumstantial assumptions, like getting a lucky headshot on a zombie, as they don't work well with contingencies... ******************************************************************************* Part One: MANSION ******************************************************************************* **MANSION MAIN HALL** Ah, so many memories... but now's not the time to get nostalgic. After some dialogue between Jill, Barry, and Wesker, you'll be headed into... **DINING ROOM** There's some INK RIBBONS on the table, to go with the typewriter in here, but for the record, this is the worst place to save in the game. Run to the opposite end and you'll get the classic blood scene. Turn around and take the door to your right. **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE (not yet) Take a left down the hallway with the convenient camera angle and you'll meet Mr. Teeth and Cataracts, your first ZOMBIE. Killing him at this stage in the game is a waste, so turn right around and go back into... **DINING ROOM** Barry will down the ZOMBIE using his magnum and they'll suggest a change of location. Head back for the double doors and the main hall. As you approach the door, the supposedly dead zombie will get up and go back to the hallway. **MANSION MAIN HALL** Wesker's gone and Barry wants you to help look for him. Head behind the stairs and down the little path (remember that gate). Once the camera angle changes there, backtrack and go out to where Barry is standing. Barry and Jill will talk a bit and Jill will get the LOCK PICK as her personal item. Barry will leave after this. Despite Jill's initial idea of checking out the east side of the mansion, she can't yet, so take a left back into... **DINING ROOM** Barry's gone, but no worries, just head through the opposite door to... **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE Same ZOMBIE, except he's wandering around to the right this time. Turn left, examine Kenneth for a FILE (your second one, S.T.A.R.S. Manual is default), and go further on to exit the room. Don't worry about Kenny either, he can't come back. **WEST STAIRCASE (EXT.)** Make your way through to the birdcage, where you can pick up a HANDGUN MAGAZINE. Near the edge of the staircase you can find two GREEN HERBS, though neither are worth picking up just yet. Oh, and that corpse in the corner? It disappears later, but there's no corresponding enemy that I've seen. Freaky. Make your way up the stairs and open the door. **YELLOW HALLWAY** ENEMIES: TWO ZOMBIES There's a GREEN HERB and a dead ZOMBIE ahead of you. There's a very distinct difference between a dead human and a dead ZOMBIE and you'll learn this one of the next times you enter. Meanwhile, hang a right, then a left, then another right (dodging the ZOMBIE admiring himself in the mirror). Further along, you'll see the GOLDEN ARROW sparkling. Pick it up, and you'll get a reminder from your manual. Hold off a bit on that one. Next to the mirror ahead is a HANDGUN MAGAZINE. Grab it while the ZOMBIE to the left is approaching and you'll fake him out. Use the lag in his movements to make a run for it and take the door on the right, which you'll unlock automatically. **UPPER DINING HALL** ENEMIES: ONE ZOMBIE Here's the first ZOMBIE we'll have any fun with, since we're unlikely to ever get close enough to him again to have him mutate. Turn left and grab the sparkly to get your first DAGGER and some info on defense items. May want to equip your SURVIVAL KNIFE as well. Once you reach the double doors at the end, you have a decision to make. If you want six SHOTGUN SHELLS later, then go around the other side and begin pushing the statue west. If you're lucky, the ZOMBIE will get in the statue's path and you can knife around it to kill him. If not, he'll probably grab you and you'll lose the DAGGER, and if you're not quick enough, he'll get a bite in and you'll drop down to caution. When you've otherwise disposed of him (and as far away from any door as possible), push the statue off the edge where the opening is and it will crash to the floor below. All's well in here, so head out the double doors. **MANSION MAIN HALL** Go down the short flight of stairs and through the door in the center part of the landing. **GRAVEYARD** ENEMIES: TWO ZOMBIES Head down both sets of stairs and you'll see one of the ZOMBIES and he'll recognize you as prey. Blarg. Hang a left down the central pathway and you'll find a gravestone at the end. Open up ye olde inventory and examine the GOLDEN ARROW to get the ARROWHEAD, then use the ARROWHEAD on the stone. It will slide back opening a path for you to head down. Once you get to the bottom, take a right and grab the BOOK OF CURSE and flip it over to examine the back. You'll get the MANSION KEY, henceforth referred to as SWORD KEY, and a FILE. Head back out and odds are that the first ZOMBIE is hanging around while the other is a ways to the right, behind the gate. Dodge it and run right out of here. **MANSION MAIN HALL** Head down the stairs and through the double doors you haven't been through yet (east side of mansion, or to the left while going down the stairs)... **STATUE ROOM** ENEMIES: ONE ZOMBIE (not yet) Here we see a large statue holding a MAP OF THE 1ST FLOOR and a dresser in the corner. If you climb over the dresser and go back to the shelf you can pick up another DAGGER, but a ZOMBIE will follow you in and more likely than not you'll waste time, bullets, and the dagger on him. Otherwise, you could push the dresser to the back of the statue and climb up to grab the MAP, but it's not a necessary item, so I don't recommend it. Instead, unlock the nearby door with the SWORD KEY and enter. **CORNER HALLWAY** ENEMIES: ? First (and only) time through here, there's nothing that can get you. Push the second dresser out of the way to grab a DAGGER, then push the second dresser after the corner backward to pick up a HANDGUN MAGAZINE. Exit through the door at the opposite end. **NORTHEAST CORRIDOR** No enemies here either, yet. Head to the first door you come across and unlock it with the LOCK PICK, then enter. **EAST GARDEN** Make your way around the corner to pick up the CHEMICAL (HERBICIDE). If you need them, there are two GREEN HERBS and a RED HERB further on as well. Might want to mix up some healing items for later. There's also a tank of KEROSINE here, but you can't do anything with it yet because you don't have the proper items (and the dogs will get you if you try to come back), so just leave. **NORTHEAST CORRIDOR** Keep heading forward and you'll see a door on the right. That's the MANSION BATHROOM, and there's DAGGER in there if you drain the tub, but it's just a waste of time to get it, so don't bother. Further along there's a single door which you should enter now. **ORNATE ROOM** Odd camera angle here... Hmm... take the other door. **FIREPLACE LOUNGE** On one side of the table here is a DAGGER, on the other side, useless INK RIBBONS. The real treasure here is on the wall, in the form of the SHOTGUN. Grab it, and don't worry just yet. **ORNATE ROOM** You may now worry. Check the door behind you and the door in front of you immediately, then move around a bit and Barry will come to the rescue. **NORTHEAST CORRIDOR** After a little dialogue (and a classic line), Barry will be headed off again and you'll be left alone. Just take the double doors in front of you. **GREEN HALLWAY** ENEMIES: ONE ZOMBIE The ZOMBIE is way ahead and around the corner, while all the doors but the one on the immediate right are locked. Only one way through... **EAST STAIRCASE** ENEMIES: THREE ZOMBIES The first ZOMBIE is lurking just around the corner. Kill it then go through the nearby door. **EAST MANSION SAVE ROOM** Grab the FILE between the item box and the lantern, then pick up the FUEL CANTEEN on the floor, which you should refill with the KEROSINE near the typewriter. Ditch the CHEMICAL, the SHOTGUN, any healing items, and the SURVIVAL KNIFE in the item box. **EAST STAIRCASE** ENEMIES: TWO ZOMBIES If you killed the first ZOMBIE, the other two are upstairs with their positions and awareness reset. The first is to the left and the second is around the corner to the right, which is where you're heading, so you can kill this one if you want. To save yourself some time later, I recommend luring the other zombie over and killing him so that his corpse overlaps the one already on the floor. You can burn two corpses at once this way and save yourself the trouble. Go to the door at the end of the right hand side, as the first one is busted. **RED HALLWAY** ENEMIES: TWO ZOMBIES The first ZOMBIE is to your right, where you'll need to be going. It might be wise to kill it as you'll be using this hallway a lot. To your left you might see the WOODEN MOUNT, useful if you want the MAP OF THE 2ND FLOOR after you get the LIGHTER, but that's unnecessary, so just go through the door on the right end of the hallway. If you can manage to lure the other ZOMBIE over to where you can stack it on the other one once it falls, that's one less usage of kerosine later, but he seems to be one of them that headshots rather easily. **TREVOR'S STUDY** On the table to your right, you'll find a DOG WHISTLE, and with it, a FILE on what to do with it. Don't forget the HANDGUN MAGAZINE on the corner of the same table either. On the curved table in the other half of the room, you can find another FILE on the left side of the table and the all-important LIGHTER on the other side. With those items in tow, head out the nearby door. **EAST STAIRCASE** ENEMIES: ONE ZOMBIE Find the corpse on the upper level and burn it by using the FUEL CANTEEN. Run away fast as the flames can still hurt you. Repeat the process with the corpse downstairs, then reenter... **EAST MANSION SAVE ROOM** Refill the FUEL CANTEEN with the KEROSINE near the door. Each of these KEROSINE tanks has four uses total in it, so this one is now spent. Exit. **EAST STAIRCASE** ENEMIES: ONE ZOMBIE If you took the WOODEN MOUNT and absolutely have to get the MAP OF THE 2ND FLOOR kill the ZOMBIE on the left side of the hall and go to the end, where you'll find the DISUSED STUDY and a strange picture on the fireplace mantle. Use the WOODEN MOUNT on it and then the LIGHTER and you'll get the MAP. It's a total waste of time, so I'll assume you headed right and went through the same door as before. **RED HALLWAY** ENEMIES: ONE ZOMBIE Torch both the ZOMBIES, as you're going to be coming through here fairly often. The other doors along the way here you can't unlock yet, so just run to the far end of the hallway and you'll unlock the door with the SWORD KEY. **MANSION MAIN HALL** Good ol' Barry will meet up with you here, provided you did the SHOTGUN encounter earlier, and he'll give you a six pack of ACID GRENADES, provided you have the item space (and you should). All the other doors on this level are locked at the moment, so head across and back through the double doors into... **UPPER DINING ROOM** Run down the right side and unlock the second door you come across with the SWORD KEY. Enter. **WEST STAIRCASE (INT.)** ENEMIES: TWO ZOMBIES Take a left and unlock the door you find with your LOCK PICK. **WEST TERRACE** ENEMIES: TWO CERBERI This will be your first encounter with the beasts... Move away from the door a little and towards the glass panel, then use the DOG WHISTLE. Both CERBERI will come running, so plug them with your gun and hope for little damage. Grab the COLLAR one of them drops to get the COIN, then check the back of that to turn it into the IMITATION OF A KEY. You're probably damaged right now, so check out the nearby GREEN HERB PLANTER and heal your wounds. Go back out the door after that... discarding the DOG WHISTLE... **WEST STAIRCASE (INT.)** ENEMIES: TWO ZOMBIES Walk around the staircase and to the little path on the north side. You'll find a ZOMBIE there, so plug him or do what you will. If you want to, there's another ZOMBIE at the bottom of the stairs that you can lure up for stacking purposes. I recommend it. Go through the door at the end that he was guarding, unlocking it. The door on the left is locked for now. **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Head out and through the little opening and hang a right. Notice the corpse lying around to the right. You can try to burn it, but it probably won't do you any good as this is now a CRIMSON HEAD who will rise up and slash at you. Run fast and toward the door on the right. **NARROW HALLWAY** You'll notice a couple of statues as you go up the stairs. Around the corner is an indentation in the floor that holds the MANSION KEY (ARMOR KEY), grab it and quickly replace it with the IMITATION OF A KEY. Nothing else to do here yet, so head back out. **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Waaah! Crimson! He usually waits around the corner by the door, so duck around quickly and go through the same door, though now might be a good time to grab the GREEN HERB if you've been hit. **WEST STAIRCASE (INT.)** ENEMIES: ONE ZOMBIE As you move forward, a ZOMBIE will bust out of the door leading to the WEST TERRACE and the startling music will start to play. With a little effort, you can get him to stack on the other two you've already laid out, but like the earlier zombie in the red hallway, he seems to headshot fairly easily. Once you've dealt with him, the room should be clear save for the three corpses upstairs and the one downstairs in the corner behind the stairs. Start torching them, and when you run out of fuel, head down the stairs, continuing down the hallway until you see one door straight ahead one one on the right that you can use the LOCK PICK on. Take that one. **FURNITURE ROOM** There's a BATTERY PACK on the nearby cupboard that you'll want to grab. Next to it is a case with a BROKEN SHOTGUN, but it's of no use to Jill, so ignore it. Further on in the room is a tank of KEROSINE and some INK RIBBONS in the desk. May be a good time to refuel the FUEL CANTEEN. **WEST STAIRCASE (INT.)** Assuming you've cleaned house around here, this place is going to be safe for a while, but there are a few things we'll need to pick up before we can really progress in the next area, so head back to the stairs and go through the door by them to access the magic box. **WEST MANSION SAVE ROOM** There's no items in here, but there is a typewriter if you have to save and an item box to drop your junk in. I recommend getting rid of the ACID GRENADES and the GREEN HERB, if you still have it. Ditch the SWORD KEY as well, since it's all but useless for now. Grab the CHEMICAL (HERBICIDE) too. **WEST STAIRCASE (INT.)** Refuel in the FURNITURE ROOM if you're so inclined, then go out the door next to it, unlocking it with the ARMOR KEY. **WINDOW HALLWAY** Pick up the BATTERY PACK next to you on the table. There's some things to be done straight down the hallway, but first, take a right and enter the door you'll find there on the right. **KEEPER'S ROOM** ENEMIES: TWO ZOMBIES (not yet) Grab the HANDGUN MAGAZINE on the bed, then go around to get an ominous FILE on the table. Both ZOMBIES should make their appearance now, one from behind you. Plug both of them as much as you need to to exit, but be sure to grab the BATTERY PACK in the closet before you do. **WINDOW HALLWAY** Take a left and go around the corner at the end, down the straight path and around the corner to the door. **GREENHOUSE** ENEMIES: VINES Here's an interesting little problem; you need to grab an item but these blasted vines are guarding it. No sweat, drop the HERBICIDE into the nearby water pump and pump it to the red side. Pumping it to the green side solves nothing and kills the five GREEN HERBS here (what treasure!), but the real goal is the DEATH MASK (MASK W/OUT EYES) behind the vines. Grab that and head out. **WINDOW HALLWAY** ENEMIES: TWO ZOMBIES (not yet) Why did I name the window hallway as such? Run out of here to find out. They will chase you, but they can't catch up. Take the door at the end of the left corner, unlocking it, and return to... **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE There's that old ZOMBIE to your left, but you don't need to worry about him just yet, so take a right and reenter... **DINING ROOM** If you wanted those SHOTGUN SHELLS I mentioned earlier, grab the BLUE GEMSTONE off the south side of the table and go back to the WINDOW HALLWAY. As you go, take the first door on the right, avoiding both ZOMBIES, and enter the TIGER ROOM, where you'll use the BLUE GEMSTONE to get the SHOTGUN SHELLS. Others who feel they don't need it can just keep on heading left and out the double doors. Myself, I don't recommend getting these just yet, but later I'll remind you. **MANSION MAIN HALL** Head back up the stairs and take the right little staircase at the landing. The door you can plainly see is the one leading to the RED HALLWAY, but first, we should be heading to the right of that and through a door we can now unlock with the ARMOR KEY. **EAST TERRACE** ENEMIES: ONE ZOMBIE (not yet) Follow the twisting corridor around until you get a cut scene and meet up with an old friend. He's harmless in this run, so don't worry. Pick up the DAGGER on the bench near you, but know if you continue on to grab the two GREEN HERBS at the end, that old friend will come back after you, and he's so bad, you can't even use defense items on him. For that reason alone, you might as well just grab the nearby GRENADE LAUNCHER and just leave anyway. **MANSION MAIN HALL** Now just take a left and go through the nearest door to... **RED HALLWAY** Unlock both of the doors you pass using the ARMOR KEY, and enter the second one, assuming you have one item space open. **KNIGHT ROOM** What's that? Our first puzzle?... +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [KNIGHT PUZZLE] + + + + As soon as you enter the room, four statues will + + move forward: a knight with a shield, a knight with + + an axe, a knight with a halberd, and a knight with + + a sword. + + + + Ignore the paintings on the back wall, as they're + + irrelevant to the puzzle, unfortunately. If you + + play around with the statues, you'll notice that + + the shield statue also moves in the sword statue, + + but moving the halberd statue will send the sword + + one back out again. + + + + Push the halberd statue in first, then the one with + + the axe, then push in the shield statue. The sword + + one should move in automatically, allowing you to + + flip the center switch without fear of danger. + + ----------- + + | - T - | 1 = HALBERD 4 = SWORD + + | |4| |1|>| 2 = AXE S = SWITCH + + | - - - | 3 = SHIELD T = JEWELRY BOX + + | |S| | + + | - - - | < = PUSH LEFT > = PUSH RIGHT + + |<|2| |3|>| + + | - - | + + ----------- + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ You'll now have the JEWELRY BOX on your hands. Examine the front and back of it to get the DEATH MASK (MASK W/OUT ALL). **RED HALLWAY** Head left and out through the first door you come to. **EAST STAIRCASE** You shouldn't have any item spaces left, so head down the stairs to drop off some items in... **EAST MANSION SAVE ROOM** Barry's stashed some goodies in here for you in the form of some INCENDIARY GRENADES and a FIRST-AID SPRAY. At least put the former into the box for future use. Now it a good time to ditch everything else though, so when you're done in here your inventory should look like this... JILL'S INVENTORY: HANDGUN HANDGUN MAGAZINE LIGHTER ARMOR KEY (open) (open) (open) (open) **EAST STAIRCASE** Head up the stairs again and go towards the door on the left (east) end of the hallway and open it with the ARMOR KEY. **DEER ROOM** Riiiight. Take the RED HERB, then use your LOCK PICK on the left door. **RESEARCHER'S ROOM** ENEMIES: ONE BEE (not yet) Barry again! He'll give you an incomplete FILE, then leave. Examine the frame to your left to get the FISHHOOK. After that, turn around and examine the one on the right (north) side of the room. Take the LURE OF A BEE, and ignore the message you get, selecting no. Combine the FISHHOOK with the LURE OF A BEE in your inventory, then examine the frame near the door to get a BEE SPECIMEN. Use the LURE OF A BEE on this collection after getting it, then use the BEE SPECIMEN on the frame to the right to complete that collection. Now you may select "Yes". This will activate the BEE and send it after you, but instead of messing with it, grab the WIND CREST and head right out the door. **DEER ROOM** Across this room is another door leading to the RESEARCHER'S LODGINGS, where you'll find a GREEN HERB on one side of the bed and a FIRST-AID BOX on the other, which will contain a FIRST-AID SPRAY. Also on the dresser is some INK RIBBONS, but blah to that. When you're done, head out the door again. **EAST STAIRCASE** Head down the stairs and go out the door here on the lower level, and don't worry about the message, it won't be an issue. **GREEN HALLWAY** ENEMIES: ONE ZOMBIE Take a left and enter the first door on the left, unlocking it with the ARMOR KEY, then getting rid of it. The ZOMBIE might approach, but this isn't an issue yet, just head inside. **STAINED GLASS ROOM** ENEMIES: FOUR CROWS (not yet) Hmm, an undetermined number of CROWS are in here, but don't shoot at them or screw up and they won't mess with you. In the meantime, we've got a puzzle on our hands... +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [STAINED GLASS PUZZLE] + + + + On the other side of the room is a portrait with a + + caption reading: "Lisa, protected by the three + + spirits". The portrait has a green crown, a purple + + necklace, and an orange bracelet. + + + + _____ L = LISA GLASS N = NECKLACE GLASS + + |L| | | B = BRACELET GLASS C = CROWN GLASS + + | |B| |D D = DOOR TO GREEN HALLWAY + + |B| |R| + + |L|N|E| The object here is to match up the glass + + |U| |D| items with the right color. Bracelet and + + |E|C| | crown both appear as yellow, while the + + | - | necklace is red. To alter the colors, + + |_____| use the switch on either the blue or red + + sides to tint it that color. + + + + Since the bracelet is orange, use the switch on the + + red side to switch the glass to that color. Since + + the necklace is purple and the crown is green, use + + the switches on the blue side to make them the + + correct color. When you're finished, just revisit + + Lisa's portrait and press the button. + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Now that the portrait is sliding up, grab the DEATH MASK (MASK W/OUT MOUTH) that you'll find on the floor. To your right is a gate leading to the GRAVEYARD, which you can unlock with the LOCK PICK. Since this is the best route out of here, I recommend taking it. **GRAVEYARD** ENEMIES: TWO ZOMBIES Whoa now, dodge the ZOMBIE and run to the left, climb up the stairs, and go back inside. **MANSION MAIN HALL** Take a left again up the stairs and into the nearby door. **RED HALLWAY** It's time to go into that door you haven't been through yet (frist on right). **RICHARD HALLWAY** Run forward a little bit and Richard will come barreling out. After a scene, you're back in... **RED HALLWAY** Ah, the famous SERUM run. Take a left and exit that way. **MANSION MAIN HALL** Run straight through the double doors. **UPPER DINING ROOM** Run down the right side and take the second door. **WEST STAIRCASE (INT.)** Head around and down the stairs into the room next to them. **WEST MANSION SAVE ROOM** Grab the SERUM off the shelf with all the bottles on it. There's going to be a fight soon, so you might want to grab the SHOTGUN, I recommend a straight swap for the HANDGUN, for now. BE SURE TO LEAVE TWO ITEM SPACES OPEN, preferably THREE. **WEST STAIRCASE (INT.)** Climb back up again and head out through the same door on the other end. **UPPER DINING ROOM** Hang a left and run through the double doors... **MANSION MAIN HALL** To the opposite end again and to... **RED HALLWAY** First door on the right... **RICHARD HALLWAY** If you got here in time, Richard's still alive, albeit a little dramatic, and Jill will give him a shot of SERUM. He'll give you the radio if you got there in time, but if you just screwed around for twenty minutes he's probably dead. I'll assume he's alive as this isn't hard or anything. Nearby, you'll find two GREEN HERBS for healing your bleeding self, so use 'em if you need 'em, just keep in mind you'll still need two or three open item slots. Check out the door to the left side now... **DISUSED HALLWAY** ENEMIES: ONE ZOMBIE Little dusty in here. The ZOMBIE is to the left at the junction, so take him out and then go through the door at the end there. **SMALL DINING ROOM** ENEMIES: ONE ZOMBIE (not yet) That's a HANDGUN MAGAZINE sitting there glimmering, so grab it as you probably do need it right now. Head around the table and use the LIGHTER on the candle to get a better idea of what's going on around here. It'll also give you access to another HANDGUN MAGAZINE in the china cabinet. Push the nearby cupboard out of the way to reveal a hole. That's where your ZOMBIE is, but he's a little weaker than the others (been stashed there too long) so it doesn't take much to down him. After that's accomplished, examine the nearby cabinet to get MUSICAL SCORE (MUSIC, MID-PAGES). That's all you're here for, so take it and leave. **DISUSED HALLWAY** Hang a right and out to... **RICHARD HALLWAY** Around the corner to... **MANSION MAIN HALL** Here, we're really going to want to go downstairs again, so head down there and turn right and open the double doors. **DINING ROOM** If you have that third item slot, you'll want to put it to good use by grabbing the EMBLEM off the fireplace mantel. If you have four item slots, then you may still be interested in the BLUE GEMSTONE, in which case you should follow the instructions from last time we were in here. This is the best time to get them if you think you need them. Either way, we're going in the same basic direction. **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE Take a right, watch out (kill) the ZOMBIE you find nearby, and then enter the last door on the left. **PIANO BAR** Head around the piano to the shelf and push it out of the way to get to the MUSICAL SCORE (MISSING MUSIC). Combine the MISSING MUSIC with the MUSIC, MID- PAGES to get the MUSICAL SCORE (MOONLIGHT SONATA). Now if you have the EMBLEM with you, just use the MOONLIGHT SONATA on the piano. If not, go get it from the DINING ROOM. After you play the melody, a panel will slide up. Enter and you'll find a FILE on the floor, plus a GOLD EMBLEM. Grab the GOLD EMBLEM and replace it with the EMBLEM after the scene. This room is spent, so exit. **KENNETH HALLWAY** Turn right and take the usual door on the left further along... **DINING ROOM** Use the GOLD EMBLEM above the fireplace and the clock will open up. You should check it out. +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [CLOCK PUZZLE] + + + + Check the painting next to the clock and you'll get + + a message that says "A picture of two knights + + striking each other. The short sword has been + + thrust into the breast of one knight, while the + + long sword has pierced the head of the other." + + + + Check the clock and it'll look like a normal clock, + + but the 3 is replaced by a shield, the 6 is armor, + + the 9 is a sword, and 12 is a helmet. + + + + "When the two have run each other through, the path + + to your destiny will open." + + + + Use the painting as your reference and move things + + from there. The small gear operates the long hand, + + while the large gear moves the small hand. Both + + hands currently point to midnight. + + + + Move the large gear twice to the right to make it + + point to armor, then quit turning. + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Your reward will be the MANSION KEY (SHIELD KEY), which will open up the ATTIC near where Richard is. For that reason, we should head for the double doors. **MANSION MAIN HALL** Go up the stairs, right at the landing, and through the door on the east side. **RED HALLWAY** Through the first door on the right... **RICHARD HALLWAY** Richard's still in here, all right, but unwilling to do much of anything. Grab the GREEN HERBS, if there are any left, and head out the door on the other side. **DISUSED HALLWAY** Head up the stairs and unlock the door with the SHIELD KEY, then discard it. **ATTIC** ENEMIES: wait for it... Walk forward a bit and you'll have an encounter. Luckily, if you saved him, Richard will want to help out with his ASSAULT SHOTGUN. ------------------------------------------------------------------------------- |+[BOSS FIGHT #1A: YAWN]+ | |+[DIFFICULTY: VERY EASY]+ | |There are a few solutions to the issue of The Yawn. For one, you could run | |around him to the far side of the room to grab what you need and run, but | |we'll assume you stand him down. As should already be evident from earlier, | |The Yawn will bite and poison you, so you'll just have to deal. Now the Yawn| |will circle around both you and Richard, and his constant movement will make | |him hard to hit, and when it's easy, he'll just bite you anyway. Keep aiming| |with the L-button and you'll get the best shot in. You can fire on your own,| |but alternatively, you can also have Richard do the lion's share of the work | |and save the shells you're carrying around for later. After a set number of | |direct shots, there will be a scene, and Richard will be gone, leaving behind| |a fully loaded ASSAULT SHOTGUN (rather nice of him). One or two shots later | |the music will stop and the Yawn will slither off into the night. | ------------------------------------------------------------------------------- Follow The Yawn into his hole and you'll find the last DEATH MASK (MASK W/OUT NOSE). Take it and leave. **DISUSED HALLWAY** Odds are, you've been hit by The Yawn once. If this is the case, you're poisoned and need the SERUM, and will collapse trying to get it. If not, then your path should be... DISUSED HALLWAY -> RICHARD HALLWAY -> RED HALLWAY -> EAST STAIRCASE -> EAST MANSION SAVE ROOM (pick up other three MASKs and the GRENADE LAUNCHER) -> EAST STAIRCASE -> GREEN HALLWAY -> STAINED GLASS HALLWAY -> GRAVEYARD But assuming you are poisoned, you'll either collapse instead (no big deal) or be forced to take a SERUM run, in which case your path is... DISUSED HALLWAY -> RICHARD HALLWAY -> RED HALLWAY -> MANSION MAIN HALL -> UPPER DINING ROOM -> WEST STAIRCASE (INT.) -> WEST MANSION SAVE ROOM Be careful, as there's a new ZOMBIE afoot in the RICHARD HALLWAY. **WEST MANSION SAVE ROOM** You'll wake up here, fully healed if you passed out from the poison. If you were conscious, grab the SERUM and use it again, then heal yourself in whatever way you prefer. Pull the GRENADE LAUNCHER out, along with the other three MASKS and whatever healing items you want. JILL'S INVENTORY: HANDGUN HANDGUN MAGAZINE GRENADE LAUNCHER MASK W/OUT NOSE MASK W/OUT EYES MASK W/OUT MOUTH MASK W/OUT ALL (open for herbs) **WEST STAIRCASE (INT.)** Head up the stairs, around them, and out the door at the end. **UPPER DINING ROOM** Right towards the double doors... **MANSION MAIN HALL** Up the stairs and through the door at the landing. **GRAVEYARD** For unexplained reasons, picking up the last MASK makes this place quiet. In other words, regardless of whether or not you killed them, the ZOMBIES and/or their corpses are no longer in this area. Freaky. At the bottom of the stairs take the left path down to near where you used the ARROWHEAD, and go down the stairs. You may notice the faces on the wall to your left again. Use the corresponding MASKs in your inventory with the faces on the wall. From left to right it's: EYES, ALL, NOSE, MOUTH. When all are in place, that thing'll fall from the ceiling. Check it out and... well... ------------------------------------------------------------------------------- |+[BOSS FIGHT #2A: CRIMSON ELDER]+ | |+[DIFFICULTY: INFANTILE]+ | |With Jill, there is no easier boss. Equip the GRENADE LAUNCHER and begin | |firing at him. After three shots, he's down permenantly. Boring. | ------------------------------------------------------------------------------- On the floor to the right of the coffin are some SHOTGUN SHELLS. Inside the coffin itself is a switch to open the gate again and the all-important STONE & METAL OBJECT. Now equip your HANDGUN again and go up the stairs. Take the gate entrance back into... **STAINED GLASS ROOM** ENEMIES: CROWS (won't attack) The crows still aren't interested in you if you don't fire at them, so just run around... **GREEN HALLWAY** ENEMIES: ONE ZOMBIE Ah, we're face to face with the ZOMBIE from before. Now, he dies. As an alternative, you can merely stun him long enough to get through, but his presence from here on out is irrelevent. Check out the door he was guarding... **STONE CORRIDOR** ENEMIES: ONE CERBERUS As you make your way to the right, you'll hear a rustling noise and the CERBERUS will jump out from behind you. Kill it, as it's a nuiscance. At the end of the room you'll see a door, along with a panel next to it that has an octagon-shaped hole. Use the STONE & METAL OBJECT on that to unlock the door. Factoring in The Yawn and any troubles from that, it can take forty-five minutes to an hour to get through the Mansion. ******************************************************************************* Part Two: COURTYARD ******************************************************************************* **COURTYARD STORAGE** Technically, this is still the Mansion, but it makes more sense to break it off here. On the floor to your left are more SHOTGUN SHELLS for the taking and to the right, another BATTERY PACK and a FIRST-AID SPRAY. We're headed to the right, so go down the stairs there and through the door. **WINDING PATH** As you head down the path, you'll get a radio message right around the red wind charm. Once it's finished, don't go any further because it's puzzle time. +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [CERBERUS PUZZLE] + + + + The gate ahead reads that it will open when the two + + dogs' desires are fulfilled. The left dog has blue + + eyes and reads "The Last Gasps of Destruction", + + while the dog on the right has red eyes and reads + + "The War Cry of Revenge". + + + + Back up the pathway is a sign the reads as follows: + + + + North: Valley of Destruction + + South: Cave of Hatred + + East: Summit of Madness + + West: Path of Revenge + + + + The object is to wind charms color to correspond + + with the dog's direction. Press the switch when + + the red charm faces west and when the blue charm + + faces north. The gate will unlock after that. + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Head through the gate... **COURTYARD GRAVESITE** ENEMIES: uhh... CROWS There's something you should be doing here, but you don't have the item for it just yet. Instead, you need to run across here to the opposite gate and be very careful not to piss off the CROWS. **MOUNTAIN PATH** Yeah... that noise... anyway, keep on walking. There's a point at which the path divides to circle around a tree, but both of them lead to the same place, so don't worry about which one you pick. Enter the house you find at the end of the path... **CABIN** ENEMIES: Wait for it... Around a couple of corners there's a fireplace and a short set of stairs leading to the MAP OF COURTYARD 1F. Beyond that is a typewriter with a FILE next to it, and further along, an item box. Rearrange your items here... JILL'S INVENTORY: HANDGUN HANDGUN MAGAZINE ASSAULT SHOTGUN (assuming the standard has 2> left in it) SHOTGUN SHELLS WIND CREST (open) (open) (open) Turn to the other side of this narrow area and around the corner until you find a stack of boards and the CRANK (SQUARE CRANK). Start to head back around and you'll hear something near the typewriter. Keep going and... When you come to, Lisa Trevor, in all her freaky glory will be standing in front of her. Run right past her to the door. If she hits you three times, two and a half really, you're meat. **MOUNTAIN PATH** ENEMIES: ONE ZOMBIE Make your way down to the bottom. After the junction, there's a ZOMBIE waiting near the end, but you can dodge around his back and avoid him entirely. **COURTYARD GRAVESITE** ENEMIES: SIX CROWS Now, I will verse you in the ways of the ASSAULT SHOTGUN. Equip it and walk forward until the angle changes, then aim. Use the L-button to realign your shot until it's pointing at the first crow on the far side of the middle path. Fire. Three CROWS should be dead immediately. Now start running left down through the path and when you reach the middle just before the two graves, aim and fire up again. The last three CROWS should drop, but if there's still one or two left, use the HANDGUN on them. Now for the little matter of the graves... it's not quite a puzzle, but use the WIND CREST on the right stone. The MOON CREST, STAR CREST, and SUN CREST will be revealed. Take them all and move over to the left stone, where you should start examining the backs of them. When you do, you'll be asked if you want to press a button. Select yes and the indentations will pop out. Once you've done that with all three, use them on the stone and you'll reveal the MAGNUM REVOLVER, which you should grab. Now take the left gate again up to... **WINDING PATH** Follow this back up... **COURTYARD STORAGE** Head up the stairs and then take a right around to the double doors. An equipped ASSAULT SHOTGUN may be a good idea. **GAZEBO** ENEMIES: THREE CERBERI Walk forward a little bit and there's another radio message, if you have it. Further ahead are three CERBERI, in various places. If you're lucky, one of your shots will kill two of them, but it's generally recommended that you kill all of them. After that, it's back to the HANDGUN for a while. But first, before running off to the gate on the opposite side, there's a GREEN HERB and a BLUE HERB nearby that may interest you. **WATERWAY** Take a left at the end and around to the panel. Use the SQUARE CRANK there. Once that scene is over, go down the ladder and to the opposite side. Keep running here, and take the elevator down. **FOUNTAIN COURT** ENEMIES: CROWS Run out, around and straight across, avoiding the crows at all costs. **IVY PATH** ENEMIES: SNAKES! There's a RED HERB next to the door, good for combining with the other stuff you just got. Now turn right and keep running down the pathway. SNAKES will drop from above, but you just keep on running right to the door. It should take ten to fifteen minutes to make the run through this area. ******************************************************************************* Part Three: RESIDENCE and AQUA RING ******************************************************************************* **RESIDENCE ENTRYWAY** Ahead of you are a set of three BLUE HERBS, but you won't be needing any of them yet. Instead, turn right and take the first door there. **RESIDENCE SAVE ROOM** There's a BATTERY PACK on the shelf along with some INK RIBBONS near the typewriter. Further on, there's an item box and a tank of KEROSINE. You're never really in the residence long enough to let Crimson Heads spawn, so I wouldn't worry about it. Now you have two choices: you can either take the easy way out with the next boss, which will take longer, or you can take the normal way out, which is much faster. Deposit everything in the item box except the HANDGUN and HANDGUN MAGAZINE. Fans of the easy way out will take the LIGHTER as well. **RESIDENCE ENTRYWAY** See that set of double doors up there? That's where we're headed. **RECREATION ROOM** ENEMIES: TWO SPIDERS There's a SPIDER right above you so run to the right where there's a GREEN HERB and a RED lamp. Light it if you're going the EASY WAY out and it'll cast a silhouette that looks a bit like this: \_|_/ <_( )_> | Remember that. By now you should be running around avoiding the SPIDER, so run to the other side, past the GREEN HERB, and go down the nearby stairs where you can pick up the RED BOOK (you need this), a FIRST-AID BOX (BLUE/GREEN MIXED HERB), and a box o' SHOTGUN SHELLS. On the table without SHOTGUN SHELLS, there will be a GREEN lamp, which you'll light and see this symbol: _____ -<_(|)_>- Go back up the stairs and, for you EASY WAYS again, go up the next set of stairs where you'll find a third lamp in ORANGE with this symbol... \___/ <_(o)_> Now check the billiard balls on the table... 2 blue, 3 RED, 4 purple, 5 ORANGE, 6 GREEN. Remember that... or don't... After you're done in here doing whatever, exit and try not to get sprayed with poison along the way. **RESIDENCE ENTRYWAY** Now, about that box... push it forward and once it rounds the corner, push it over so it touches the other box. Use these to climb in around the danger. If you don't, some vines will strangle you, which is not cool. Go through the door on the other side of the boxes. But if you're an EASY WAY, drop the LIGHTER off first. **RESIDENCE HALLWAY** Make your way through here... The first door is locked, but the second door is something you can open, in a minute... **002 ROOM** After the scene you can pick up a FILE concerning the upcoming boss. Head into the door nearby that you haven't been in... **002 BATHROOM** ENEMIES: ONE ZOMBIE (not yet) There's a shiny object on the shelf, pick it up to get the RESIDENCE KEY (KEY FOR ROOM 001). The ZOMBIE will bust in now. Oddly enough, he can't be hurt until the door closes, so keep your distance. Kill it and leave. It's only messier later if you don't. **002 ROOM** Take the door to the right again. **RESIDENCE HALLWAY** Run all the way through this thing again to the door at the far end. **RESIDENCE ENTRYWAY** Climb over the set of boxes. When you get back down, check out the door on the other side. Unlock it with your KEY FOR ROOM 001, discard, and enter. **001 ROOM** Hmm, feet... On the table in the main part of the room is a valuable HANDGUN MAGAZINE, along with the SELF DEFENSE GUN and a FILE that comes with it. This walkthrough assumes that you do not under any circumstances pick up the SELF DEFENSE GUN as it is a waste of space. Now enter the door next to the entrance to this room... **001 BATHROOM** ENEMIES: ONE ZOMBIE (not yet) There will be a clunk in the other room. Feet, again. Go to the bathtub and drain it to pick up the CONTROL ROOM KEY. Now get out of here before the ZOMBIE wakes up. **001 ROOM** ENEMIES: ONE ZOMBIE Don't be stupid, just take the door next to you. **RESIDENCE ENTRYWAY** No worries now. Climb the boxes again to get to... **RESIDENCE HALLWAY** We still don't have a key for the first room so go to the second... **002 ROOM** Head forward and over to near where the bed is. You'll see two bookcases. Push the one on the left back against the wall, and the one on the right further to the right. This will reveal a ladder, which you should descend. **AQUA RING ENTRANCE** Run around to the boxes, ignoring the first two and the door that's locked from the other side. Push the third box into the water. Now push the box that was behind it into the water. Push the last box into the wall the first two were lined up against, then it goes into the water too. Makeshift bridge. Cross it, check out the GREEN HERB if you need it, but otherwise head for the doors. **UPPER AQUA RING** ENEMIES: NEPTUNES! Start running to the left and a scene will occur. Keep running, no matter what happens, just keep running. Open the door at the end with the CONTROL ROOM KEY. **CONTROL ROOM** Climb down the ladder. When you get down to the bottom, turn right. There's a MAP OF THE AQUA RING and next to it on the table is something you should check. It'll give a message reading... "Caution! In case of a drop in oil pressure control, open valve ##" The second # is a random number which changes every time. Now I'm going to use a couple of terms here now... right refers to the right side of the room if you were FACING the ladder, top is similar and bottom-right is the same. Now operate the panel on the right side of the room and bad things will start happening. Check the bottom-right panel to release the safety, then check the top panel to drop the pressure shelter. It will lose oil pressure, so go to the hallway near the ladder and there will be an oil gauge on the left which you should use corresponding with the # you got before. Now release the safety again on the bottom-right panel and use the top to activate the pressure shelter successfully. Now just go to the right side and leisurely drain the water out. Now go back to near the ladder and grab the FIRST-AID BOX (2 GREEN HERBS MIXED) if you were bit a couple of times. Head down into... **DRAINAGE ROOM** Take a right into the main part of the room, where there are some SHOTGUN SHELLS on the right again. Grab those and take the opposite door too... **LOWER AQUA RING** ENEMIES: TWO NEPTUNES... Head forward and one of the NEPTUNES starts flapping. Keep your distance and he's no trouble. Further along in a small pool of water is mommy NEPTUNE. Ignore her for now and climb up the platform, where you'll see a shiny new key to be grabbed. Unfortunately, more bad stuff. You can be a loser and waste your ammo, or you can push the green box into the water and flip the nearby lever to resolve this issue. Climb back down and grab the RESIDENCE KEY (GALLERY KEY). Now exit. **DRAINAGE ROOM** Turn right and head for the double gate... **AQUA RING EXIT** Sparkling on the box ahead are some MAGNUM ROUNDS. After that, head around and take the ladder up, unlocking the door at the end. **AQUA RING ENTRANCE** Simple as that. Climb up the ladder again. **002 ROOM** Now turn right around the corner and exit. **RESIDENCE HALLWAY** Go back to the door you couldn't open before and unlock it with the GALLERY KEY, then enter. **GALLERY** ENEMIES: BEES! Ignore the items around you, instead run forward, past the table, left before the door, and examine the corpse you find at the end. Take the INSECTICIDE SPRAY and leave as fast as you possibly can. **RESIDENCE HALLWAY** Turn right and go past the 002 door. You'll find the MAP OF THE RESIDENCE and a hole. Use the INSECTICIDE SPRAY there. No more bees. The path diverges now for this guide. EASY WAY types, you can read on, NORMAL WAYs should skip down until they see the marker for them to start. -------- |EASY WAY| -------- Head back through the hallway to the first door... **GALLERY** Now you may be interested in the HANDGUN MAGAZINE on the table. Take it and check out the area where the hive used to be to pick up the RESIDENCE KEY (KEY FOR ROOM 003). Use it to enter the room of the same name. **003 ROOM** There's nothing in the room to the left, so ignore it. Ahead is a typewriter, but don't worry about it. Instead, examine the bookshelf nearby and take the white book for an important FILE. Now use the RED BOOK in it's place. Assuming the books are numbered from left to right with 1, 2, 3, etc, swap 1 and 4, 2 and 7, and 3 and 8. This will unlock the door. Don't go through the door. Instead, go out the same door you used to get in. **GALLERY** Run straight across and you'll see a door with an odd lock mechanism. Operate it. Remember the symbols from before? The first one matched up with 3, so highlight that and the number 3. Go to the next symbol over, select it, and 5 on the number panel. For the final symbol, select it, then the number 6. Head through the now unlocked door. **CHEMISTRY LAB** It's puzzle time again! +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [V-JOLT PUZZLE] + + + + The goal here is to make the V-JOLT, but keep in + + mind that if you mix the wrong chemicals, toxic + + gas will be created and you'll be poisoned. + + + + You're provided with four EMPTY BOTTLES to do this + + trick with and they're all placed at the opposite + + end of the room. I'll assume you don't have a lot + + of space, so I'll show you how to do it in three. + + + + First, fill one of the bottles with WATER and put + + UMB NO. 3 in another. Mix those two to get NP-004. + + + + Next, fill one with YELLOW-6 and immediately mix + + that with the NP-004 to create UMB NO. 10. + + + + Put some more WATER in a bottle and more YELLOW-6, + + then mix those two to get UMB NO. 7. + + + + Combine the UMB NO. 7 and the UMB NO. 10 to get + + VP-017. + + + + From here, all you need to do is combine the VP-017 + + with a bottle of UMB NO.3 and V-JOLT is complete. + + + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Unfortunately, you can't ditch the EMPTY BOTTLES yet. Turn right and go around the corner back into... **RESIDENCE HALLWAY** Head right back to... **002 ROOM** Down the ladder... **AQUA RING ENTRANCE** Since the water was drained, you no longer can access the makeshift bridge. Take the door instead. **AQUA RING EXIT** Go down the ladder and around to the door. **DRAINAGE ROOM** Take the single door on the right. **CONTROL ROOM** Climb up the ladder and exit through the door. **UPPER AQUA RING** ENEMIES: ONE NEPTUNE Take the short set of stairs to the left, ignoring the NEPTUNE flopping about, and enter the door on that side. **GUARD ROOM** You'll see a mass of writhing roots in front if you. Approach them, but don't get too close, then use the V-JOLT. You'll discard the rest of the bottles as well. Now head out. **UPPER AQUA RING** ENEMIES: ONE NEPTUNE Back up the stairs to... **CONTROL ROOM** Down the ladder, to the door... **DRAINAGE ROOM** Through the gates... **AQUA RING EXIT** Up the ladder, out the door... **AQUA RING ENTRANCE** Up the ladder... **002 ROOM** Use the door... **RESIDENCE HALLWAY** Go back to through the first door you come across... **GALLERY** Run across to... **003 ROOM** And out the secret door... **PLANT 42 ROOM** ENEMIES: PLANT 42! After a scene, Barry will come in and save your ass (so that's where the FLAMETHROWER went in Jill's game!). Run across to get the MANSION KEY (HELMET KEY). If you talk to Barry, he'll suggest he's sticking around here, but you should check out the mansion. Exit through the double doors. ---------- |NORMAL WAY| ---------- Ignore the door to the GALLERY, keep running to the end... **RESIDENCE ENTRYWAY** Climb over the boxes and take a left after crossing them. Enter the room on the left after that. **RESIDENCE SAVE ROOM** Ditch a few of your items, save if you have to, and grab whatever healing items you need, but the key here is to get the GRENADE LAUNCHER and load it with INCENDIARY GRENADES. Ditch the regular GRENADES too. **RESIDENCE ENTRYWAY** Back over the boxes to... **RESIDENCE HALLWAY** Take the first door to... **GALLERY** You can now grab the HANDGUN MAGAZINE without fear. Head over to where the hive used to be and pick up the RESIDENCE KEY (KEY FOR ROOM 003), and use it on the corresponding door. **003 ROOM** Ignore the door to your left and the typewriter ahead. Instead, examine the bookcase and take the FILE, then use your RED BOOK in the open space. Swap books 1 and 4, 2 and 7, and 3 and 8. A shelf should slide out, revealing a door. Enter with your GRENADE LAUNCHER equipped. **PLANT 42 ROOM** ENEMIES: Oh, gee, I wonder... ------------------------------------------------------------------------------- |+[BOSS FIGHT #3A: PLANT 42]+ | |+[DIFFICULTY: VERY EASY]+ | |There's a set of stairs to your left as you enter, so run up those and cross | |the little platform until you're staring into the mouth of the beast. When | |it opens up, start firing. It may rain some damaging pollen on you or whip | |you with the vines, but you should continue to fire when you have a clear | |shot, unless of course then vines knock you off the edge. Two shots with the| |INCENDIARY GRENADES and it'll start falling apart. One or two more and the | |whole thing's dead. | ------------------------------------------------------------------------------- Head down the stairs again and check out the fireplace to get the MANSION KEY (HELMET KEY). Now exit via the double doors. ---------- |END "WAYS"| ---------- **GALLERY** There's a RED HERB next to you, provided you're interested. After that, just head out for the door. **RESIDENCE HALLWAY** Head left and you'll find Wesker cappin' some bees. After the scene, turn aroudn and head out the door. **RESIDENCE ENTRYWAY** Cross the holes now, as it's safe. Speaking of safe you might want to head left into... **RESIDENCE SAVE ROOM** Ditch the MAGNUM ROUNDS here, the HERBs, and pull out the ASSAULT SHOTGUN, with whatever SHOTGUN SHELLS you have in the box. Equip it and exit after that... **RESIDENCE ENTRYWAY** Hang a left and to the door leading out. You may want to grab a BLUE HERB as there's an area ahead where it's pretty easy to get poisoned. **IVY PATH** Head out and around. Halfway through you'll get another radio message. Make your way to the door again. **FOUNTAIN COURT** ENEMIES: TWO CERBERI Let sleeping dogs lie. Run across and quickly to the elevator. **WATERWAY** ENEMIES: SNAKES! This is where the poisoning happens. To avoid it, cling to the outside border of the path to avoid the coiled SNAKE near the corner, and go down the ladder when you get there. Head back up the other side and out to... **GAZEBO** Go to the left and around that way. Straight ahead is the door to... **COURTYARD STORAGE** New note from Barry, he's fixed the door and is giving you a BATTERY PACK, a FIRST-AID SPRAY, and some GRENADES. How nice. Go through the door straight across. This will take twenty-five to thiry minutes for you followers of the normal way. Easy ways can tack five to ten minutes on either end. Cheaters never prosper. ******************************************************************************* Part Four: MANSION (II) ******************************************************************************* **STONE CORRIDOR** Just head across to the door... **GREEN HALLWAY** ENEMIES: wait for it... Walking forward a bit will trigger a scene and your first HUNTER will come bustin' in. Blast him with the ASSAULT SHOTGUN a couple of times and he's toast. Now go back through the door next to the double doors (the one that used to have a busted doorknob...) **EAST STAIRCASE** ENEMIES: THREE HUNTERS! The first one is at the bottom of the stairs. Pump him full of shells and head into the nearby door... **EAST MANSION SAVE ROOM** This is partially to reset the hunters in the other room, but ditch the GRENADES as long as you're here. Ditch the HANDGUN too, you'll be needing the space for better goodies. **EAST STAIRCASE** ENEMIES: TWO HUNTERS Run up the stairs and immediately turn left (there's a HUNTER in the alcove on the right). Run towards the HUNTER and if you're lucky, it'll throw him off guard and send him readying for the jump-slash while you run past. If not, run through him anyway, but avoid killing if you can. **SMALL STUDY** GREEN HERB in front of you. Turn right and unlock the door with the HELMET KEY. **TRAPPED ROOM** Uh, hmm, well... Get behind the statue and begin pushing it forward into the main part of the room. Don't worry about the walls, just focus on pushing the statue to the end. Now turn around and run back out. Head around the left corner and run to the opposite wall, flipping the switch. Run out as fast as you can and into where the statue is, then begin pushing it to the left. If you do this in time, you'll solve the puzzle and keep the walls from moving. In the newly opened alcove, there's a DAGGER and a hole. Go down the hole. **TREVOR'S GRAVE** Ahead of you will be LAST BOOK VOL. 1. Open it to get the MEDAL OF EAGLE. Now examine the grave to get a FILE, then press the button on the tombstone. Climb down the ladder. **EAST BASEMENT TUNNEL** ENEMIES: THREE SPIDERS You'll encounter all three SPIDERS as you go. Turn right at the first corner, left at the second, and right again to get to the exit door. There's a MAP OF THE BASEMENT in here, but seriously, you don't want it. **WEST BASEMENT TUNNEL** ENEMIES: TWO ZOMBIES Run forward and you'll find a RED HERB and a BLUE HERB, good for combining with stuff. Turn right and you'll see a ZOMBIE approaching, while the other will come from the nearby corner. Kill both of them, then pick up the DAGGER at the junction. Keep on running forward and flip the breaker beyond there. Return to the junction, head right this time, pick up the HANDGUN MAGAZINE near the door, and unlock said door. **KITCHEN** ENEMIES: ONE ZOMBIE Grab the DAGGER on the table, then cap the ZOMBIE that approaches. Maybe just enough to knock him down, you won't be coming back here. Now go around the corner where he was, ignore the corpse that does nothing, and use the elevator. **ORANGE HALLWAY** ENEMIES: TWO ZOMBIES The colors!... Ahem, to your left is a ZOMBIE guarding two GREEN HERBS and a RED HERB, but odds are you don't have the inventory for it. To the right is a door you need to enter and a ZOMBIE nearby, which you could kill. **MANSION STORAGE** SHOTGUN SHELLS and ACID GRENADES. Just like Christmas. Further ahead, a BATTERY PACK and a BATTERY, which you have dire need of. Grab 'em all and leave. **ORANGE HALLWAY** ENEMIES: ONE ZOMBIE Take a left and go around the corner, then unlock the door. The only other door in this area is busted. **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Do the smart thing and go into the door on the immediate left. **UPPER DINING ROOM** ENEMIES: ONE HUNTER HUNTER to your left, run for the right and go through the nearby door. **WEST STAIRCASE (INT.)** Run around and down the stairs. The corpse in front of the save room is gone, so just enter there as usual. **WEST MANSION SAVE ROOM** Manually reload the ASSAULT SHOTGUN, ditch the ACID GRENADES, the BATTERY, the HANDGUN MAGAZINES, and the MEDAL OF EAGLE. **WEST STAIRCASE (INT.)** Climb up the stairs again and take the door down the hall on the left, unlocking it with the HELMET KEY. **TAXIDERMY LOUNGE** Turn right and push the dresser to the left, then forward until it's beneath the buffalo head. Take the DAGGER from next to it and the FILE on the table. Notice how the eagle follows you and locks at a certain point. Now grab the GRENADES on the other side of the room. The eagle will continue to follow. Push the nearby dresser underneath the deer head. Now go back to the door and flip the switch off. Notice how there's a red glow in the deer's head, a yellow glow in the buffalo's, and a purple in the eagle's. Run to the corner near the dear until the eagle locks on. Then run under its line of sight to the other side, climb the dresser, and get the YELLOW GEMSTONE. Once the eagle is locked on to that side, run under to the deer side and pick out the RED GEMSTONE. Now you can leave. **WEST STAIRCASE (INT.)** Now head left through the door at the end and get ready to run... **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Run forward through the hole, then hang a right and head through the door... **NARROW HALLWAY** Head all the way through this area and to the end, where you can now unlock the door with the HELMET KEY. **LIBRARY** ENEMIES: Just you wait... Right near the window are two GREEN HERBS. A good deal, if you ask me. Keep heading around the corners until you get the scene... ------------------------------------------------------------------------------- |+[BOSS FIGHT #4A: YAWN (II)]+ | |+[DIFFICULTY: VERY EASY]+ | |Don't fire at him yet, he can't be hurt until you climb down the ladder and | |he joins you in the lower part of the library. Now turn on him, ASSAULT | |SHOTGUN armed, and begin firing at his head. His main attack this time is | |similar before, he'll rear up, pause, then strike at you. He's rather easy | |to dodge in that, but after six to ten shots, he'll be down for the count. | ------------------------------------------------------------------------------- What, no steaming puddle of purple goo? Head around the corpse to get the item he knocked down. It's the LAST BOOK VOL. 2. Open it to get the MEDAL OF WOLF. The door on this level is completely busted, so climb up the ladder again. Walk around the upper level and out the door again. **NARROW HALLWAY** Head right out of here... **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Last time we run through this hellhole. Use the same door as earlier. **WEST STAIRCASE (INT.)** ENEMIES: TWO HUNTERS (not yet) This is the last time we'll be coming through here too. Go down the stairs, and turn right down the hallway as you normally would. Keep running and the HUNTERS will crash through the windows, but just ignore them and go for the door. **WINDOW HALLWAY** ENEMIES: TWO ZOMBIES If you left the ZOMBIES standing, they're still going to be here. Do what you will with them but your goal is a quick right turn and a left when there's and opening. **TIGER ROOM** ENEMIES: ? Put the YELLOW GEMSTONE into the tiger statue. This will reveal an MO DISK, which you should take. If you put the RED GEMSTONE in instead, well, you'll just find out for yourself. **WINDOW HALLWAY** ENEMIES: TWO ZOMBIES Take a left out into the hallway, dealing with the ZOMBIEs as you will. Go through the door at the end. **KENNETH HALLWAY** Turn right and take the first door you see. **DINING ROOM** Turn left and head on out through the double doors. **MANSION MAIN HALL** Run across the hall and use the HELMET KEY to unlock the single door, then discard it. **DECORATIVE LAB** Pick up the FILE on the right. Go around the corner and through the door. It's just a pack of INK RIBBONS in the desk behind you. **MIRROR ROOM** ENEMIES: ONE ZOMBIE You should see one ZOMBIE approaching, but he's a total waste of time so don't bother. Run around him, use the BLUE HERB PLANTER if you need to (why is it here?), grab the DAGGER, the GREEN HERB, or both, then check out the JEWELRY BOX in the armoire. Now combine the RED GEMSTONE with it in your inventory... +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [JEWELRY BOX PUZZLE] + + + + Putting the gemstone into the box will cause five + + small pieces to drop out of the sides. The object + + here is to fit them together into the octagon hole. + + + + Of course, the trick here is to make sure the piece + + is fit against the border of the octagon, that way, + + there won't be any overlap in the middle areas. + + ________ + + / || \ Ah, the wonders of ASCIII.. + + / || \ The end result should look + + / ___||_____\ something like the monstrosity + + / || \\ \ to the left, minus a little + + | || \\ | space for overlap. When you + + | || \\ | fine tune, try to jam pieces + + | || \\ | as far into the edge as you + + \ \\____/|| / possibly can. You can be + + \ // || / punished for overlap, but a + + \// || / bit of open space is perfectly + + \______||/ fine. + + + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Good deal, now you have the BROACH. Examine it to get the EMBLEM KEY, and exit. **DECORATIVE LAB** Head for the door... **MANSION MAIN HALL** Go up the stairs and through the door at the landing... **GRAVEYARD** Run down the stairs and across the field to the gate door... **STAINED GLASS ROOM** ENEMIES: CROWS... As previously stated, don't mess with the CROWS, they don't mess with you. Just head for the door. **GREEN HALLWAY** You know that nearby door with the weird knocker? Open it with the EMBLEM KEY. **SPENCER'S STUDY** Go in and turn on the light on the desk. In the left-hand drawer is a box of SHOTGUN SHELLS. Behind you is the METAL OBJECT, which you need, along with the BATTERY PACK nearby. Exit. **GREEN HALLWAY** Turn left and go through the single door. **EAST STAIRCASE** ENEMIES: TWO HUNTERS The HUNTERs are upstairs, distracted, so just go for the door nearby... **EAST MANSION SAVE ROOM** Ditch the MEDAL OF WOLF, the MO DISK, and the METAL OBJECT. Take out the BATTERY and the SQUARE CRANK. **EAST STAIRCASE** ENEMIES: TWO HUNTERS Turn left around the corner and out the door again. **GREEN HALLWAY** Right down the hall and around the corner... **STONE CORRIDOR** Freedom at last, head for the door... It should take twenty to twenty-five minutes to complete this area. ******************************************************************************* Part Five: COURTYARD (II), MANSION (III), ALTAR ******************************************************************************* **COURTYARD STORAGE** Nothing to do here. Just head across and out. **GAZEBO** Run across to the double gates. **WATERWAY** ENEMIES: SNAKES! Climb down the ladder, cross the bridge, and run across the other side, hugging the outside corner to avoid getting poisoned. **FOUNTAIN COURT** ENEMIES: TWO CERBERI There's one CERBERUS near the gate to the residence and one by the fountain. Kill both and go over near the fountain, using the BATTERY in the open slot. Ride the elevator to the top. **GAZEBO** Run out the hallway, then left, up the stairs to the gates. **WATERWAY** Head left to the panel from before and use your SQUARE CRANK, then exit the same way you came in. **GAZEBO** Head down the left stairs again and to the elevator... **FOUNTAIN COURT** In the main pathway, the waterfall is gone now, so go through that area and down the ladder... **UNDERGROUND ENTRANCE** Take the door on your right. **EAST TUNNEL** Nothing to do to the right, so head left and down the stairs to the door. **ELEVATOR TUNNEL** Run around the edge and open up the power control box on the other end to get the curiously named SHAFT. When heading back, turn left down the hall and open the door, where there's a HANDGUN MAGAZINE nearby. **ENRICO ROOM** ENEMIES: ONE HUNTER (not yet) Run forward until there's a scene, still an awkward one if you ask me. When it's done, examine Enrico to get the CRANK (HEXAGON CRANK). As you head back out, a HUNTER will bust in. Make him pay for ruining the moment. **ELEVATOR TUNNEL** Run around the left edge this time and you'll be able to see and pick up a HANDGUN MAGAZINE. Head for the door. **EAST TUNNEL** ENEMIES: TWO HUNTERS As you head up the stairs, you'll see the HUNTERS. Shoot from below as soon as your aim is cleared, then fire again until you dispatch both. Go through the door. **UNDERGROUND ENTRANCE** Turn right and follow the tunnel to the item box and typewriter, the latter of which has INK RIBBONS. Open the item box up and add the HANGUN MAGAZINE to your stock, then deposit it again, along with the SQUARE CRANK, which is now useless. Now head to the other side and use the HEXAGON CRANK on the panel. Head through the door, taking the GREEN HERB if you want it. **WEST TUNNEL** Turn right and run up to the boulder. Check it and as you run back, it will start moving, so dive into the alcove. Back where the boulder was, you can find some SHOTGUN SHELLS. Head for the demolished wall and enter the big door you find there... **SPIDER ROOM** ENEMIES: Sonofa... ------------------------------------------------------------------------------- |+[BOSS FIGHT #5A: BLACK TIGER]+ | |+[DIFFICULTY: VERY EASY]+ | |This thing behaves no differently from your average spider, except that its | |charge can knock you into the wall. Speaking of your average spiders, they | |will be dropping down from above through this entire fight and seem to | |materialize out of nowhere. Run around the big one, since it has severe | |issues with turning, and continue to pump it full of shot as you run and gun.| |Four or five shots will do it in. | ------------------------------------------------------------------------------- Clean out whatever SPIDERS remain so they don't distract you. More will come, but eh. Avoid the black tiger's spitting corpse too, as it can poison you. Take the SURVIVAL KNIFE on the right side of the room and cut off the webs that were on the door. Enter. **AUXILARY TUNNEL** To the left are two BLUE HERBS and a MAP OF COURTYARD B1. To the right, another door. **SOUTH TUNNEL** Go left and use the HEXAGON CRANK on the panel three times, then exit the inventory. The boulder will start moving. You coward types can turn around and run, but real adventurers charge the boulder and run into the left alcove with the door. **GODDESS ROOM** Hmm, sounds like puzzle in here... +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [GODDESS PUZZLE] + + + + If you step on that circular panel in the center, + + it will rotate ninety degrees. Hmmm..... + + + + Go behind the second statue and push it north (away + + from the other statue) until it's resting in front + + of the darker panel. Move over to the little hole + + near the door and use the HEXAGONAL CRANK to move + + that panel out, then use it again to move the panel + + out of the way. + + + + From there, push the statue east, then south and + + onto the circle. It will rotate couter-clockwise + + ninety degrees. Push the statue west and off the + + circle again, then go behind it and push it back + + on. Get around and push it east again and, once it + + clears the circle, keep pushing directly south + + until it fits into the hole. + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ Your reward will be the CYLINDER, which you should combine with the SHAFT. The Roman numerals on it spell out 4, 2, 3, 1, so don't bother turning. Exit. **SOUTH TUNNEL** On the end where the boulder started, you can find a FIRST-AID BOX with a FIRST-AID SPRAY inside. Worthless. Head to the door instead. **AUXILARY TUNNEL** Take the center door... **SPIDER ROOM** Straight across... **WEST TUNNEL** Out the door... **UNDERGROUND ENTRANCE** Ditch the HEXAGON CRANK and SURVIVAL KNIFE in the box. Make your way to the door near the ladder. **EAST TUNNEL** Down to the other door... **ELEVATOR TUNNEL** Go to the control console again and put the newly formed CYLINDER SHAFT in the box. Enter 4, 2, 3, 1, just like before. Try to start the elevator and Barry will hook up with you for a bit. **DISPOSAL TUNNEL** After another scene, you'll be off. Go into the nearby door. **LISA TUNNEL** ENEMIES: LISA TREVOR! This place is dangerous, so bear with me. Run forward and you'll come to a junction, eventually. Take a right and you'll see LISA TREVOR, who actually just appears in the first side you go down. Turn around and run to the left- side path and go up the stairs you find, grabbing the GREEN HERB and the RED HERB along the way. At the top you'll find a door on the left. Quickly head inside. **STORAGE TUNNEL** When you reach the boxes, climb on top of them to get some MAGNUM ROUNDS, a HANDGUN MAGAZINE, and a BATTERY PACK. Now climb down, push the box a little bit to the left, then forward until it's on the lift. Use the button to send it on its way, then head out again. **LISA TUNNEL** ENEMIES: LISA TREVOR! This again... go down one of the tunnels, then when you meet up with LISA, turn around and run through the opposite tunnel to the door you used to get in. **DISPOSAL TUNNEL** Barry leaves, without explanation. Turn left, running down into the area with the planks. Use the item box to ditch the MAGNUM ROUNDs and the HANDGUN MAGAZINE, pull out the METAL OBJECT. Now climb down the ladder and push the box into the compactor. Flip the switch to break it, then climb down and get a BROKEN FLAMETHROWER. Make your way back to the door. **LISA TUNNEL** ENEMIES: LISA TREVOR! Follow what I say and follow well. Go to the left side of the tunnel, when you see LISA TREVOR, turn around and begin moving, but don't run so far away that she doesn't follow you. Head down the right end of the tunnel. You should see a switch on the wall up here. Just about when LISA reaches you, flip the switch, run away from her, around to the left tunnel, down the stairs, and keep going until you see the hooks on the wall, where you should use the BROKEN FLAMETHROWER. This will unlock the door and you should enter RIGHT NOW. **LISA'S ROOM** ENEMIES: SNAKES! Navigate your way through here. Lisa doesn't seem to follow you in, but I'm pretty quick here normally, despite the fact that this room is huge. Get through the water as fast as possible as this is where the SNAKES are. You'll find a JEWELRY BOX near some candles when you reach dry land. Open it and you'll get a FILE and the STONE RING. Combine the STONE RING with the METAL OBJECT to get another STONE & METAL OBJECT. Now climb up the ladder. To the right to get a BLUE HERB and a GREEN HERB. Head for the left side now and climb up the ladder. **CABIN** Explains a bit. Use the item box to get the MEDAL OF WOLF and MEDAL OF EAGLE, just BE SURE TO HAVE ONE ITEM SPACE OPEN. Do whatever else you need to and head out. **MOUNTAIN PATH** ENEMIES: ONE ZOMBIE Head down the mountain, avoiding Mr. ZOMBIE along the way. **COURTYARD GRAVESITE** ENEMIES: TWO ZOMBIES One's ahead, one's near the stones, avoid both and use the door. **WINDING PATH** Head on up... **COURTYARD STORAGE** Use the single door... **STONE CORRIDOR** Here's why you needed that item space. Grab the STONE & METAL OBJECT off the panel and exit through the other way. **GREEN HALLWAY** Straight across to... **STAINED GLASS ROOM** ENEMIES: CROWS... Ignoring the CROWS and opening the gate... **GRAVEYARD** Up the nearby stairs... **MANSION MAIN HALL** Head down the stairs and around to the little blue tunnel you went in at the very beginning of the game. Use both STONE & METAL OBJECTS on the door to open it. **ALTAR SAVE ROOM** There's a typewriter next to you and an item box further down. Keep following the tunnel down, deeper and deeper, until you get to the door. **ALTAR** ENEMIES: Wait... Head to the ladder and go down. Jill and Barry will have an encounter, then... ------------------------------------------------------------------------------- |+[BOSS FIGHT #6A: LISA TREVOR]+ | |+[DIFFICULTY: MEDIUM]+ | |You can either give Barry his gun back or don't. If you don't, you'll keep | |the gun and get a FILE, but Barry won't help you. For the sake of this guide| |I'll assume you gave Barry his gun back because it's the right thing to do. | |Now you're facing Lisa Trevor. There are two ways to beat her. One's the | |wasteful way, i.e., pump bullets into her and hope she falls off the edge, | |and the other's the dramatic way which is to use the hint from and earlier | |FILE and push all four stones off the edge while Barry provides cover. Be | |quick about it and only shoot when you have to, but remember that Lisa is a | |medium-level boss because if she hits you three times, you're dead, and even | |if you do give Barry his gun back, he can still get hurt too. | ------------------------------------------------------------------------------- If you do it the stones way, you'll get a special scene and can access the FILE in the coffin. Barry's still going to stand guard, so head out through the pathway near the statues and take the elevator up. **COURTYARD POOL** Ignore the door. Walk aroudn the pool and examine the statues, using the MEDAL OF EAGLE and MEDAL OF WOLF where applicable. This will open up the path to the elevator, which you should take down to the lower level. This area should take twenty-five minutes to half an hour to complete. ******************************************************************************* Disk Two Part Six: LABORATORY ******************************************************************************* **MACHINERY ROOM** There's nothing much to do here aside from run around the machinery and head for the ladder. **LAB ENTRANCE SAVE ROOM** There's some INK RIBBONS on the floor, between the typewriter and the item box. Save if you want, then exit through the door. **UPPER LAB HALL** ENEMIES: THREE ZOMBIES There's KEROSINE near the door, but realistically, you won't need it. As you head forward, one ZOMBIE will approach, dodge him. If you're going to kill the ZOMBIES here, decapitate them with the ASSAULT SHOTGUN. There are two GREEN HERBs, one near the rail and one near the wall. Notice another ZOMBIE climbing up the stairs. When you get to the end, turn left, dodge the ZOMBIE there, and grab the MO DISK. Now head down the stairs. **LOWER LAB HALL** ENEMIES: TWO ZOMBIES Take the door on the right. **MEDICAL HALLWAY** Take the door on the left... **ROENTGEN ROOM** Well, what have we here... Pick up the X-RAY (X-RAY OF CLARK) on the box ahead and then grab the other X-RAY (X-RAY OF GAIL) off the white board. Now check the computer nearby to have this bit explained to you... puzzle time! +++++++++++++++++++++++++++++++++++++++++++++++++++++++ + [X-RAY PUZZLE] + + + + You have two X-RAYs in your possession now, one for + + Clark David and one for Gail Holland. Check out + + the x-ray projection panel and you'll see two other + + names up there, Alex Bechet and Ed Fisher. + + + + The note on the board should remind you that it's + + just as easy as remembering your ABCs, so put the + + X-RAY OF CLARK between Alex and Ed, then put the + + X-RAY OF GAIL on the end, to the right of Ed. Now + + head back and flip the switch in the back of the + + room. + + + + Notice how certain organs are now standing out more + + than others? Consult the board again to cross- + + reference them; "colon", "esophagus", "liver", and + + "lungs". Take the first letter from each and your + + password is "CELL". + +++++++++++++++++++++++++++++++++++++++++++++++++++++++ For reference, it's possible to skip this puzzle if you know the answer. Now that you have the password, you can head on out... **MEDICAL HALLWAY** If you're curious about that FIRST-AID BOX at your feet, it's a mix of two GREEN HERBS. Head through the door next to you. All other doors in this area are locked right now. **LOWER LAB HALL** ENEMIES: TWO ZOMBIES From here on out, you'll be running around in this area a lot, so kill the ZOMBIE in front of you and run through his hallway, going through the double doors near the end. **OPERATING ROOM** Straight ahead are some carefully disguised MAGNUM ROUNDs. Now head into the left side of the room and grab the FILE on the table. Use the computer with "JOHN" as the username and "ADA" as the password, via the file, then use "CELL" to unlock the other floors, then exit. Check the little hall behind you to pick up a FIRST-AID BOX if you want one GREEN HERB. Further along, you can find a BATTERY PACK, but that's all there is in here, so leave after that. **LOWER LAB HALL** ENEMIES: ONE ZOMBIE Turn right and run across to the door you just came through (the one straight ahead, not that one on the right). **MEDICAL HALLWAY** Go forward and take the first door on the right, now unlocked. **NITRO ROOM** ENEMIES: ONE ZOMBIE Naked ZOMBIES can't become Crimson Heads, so just plug this guy until he drops. Pick up the INCENDIARY GRENADES nearby, if you intend on using them, then the SLIDE FILTER on the desk, which is necessary for a mini-puzzle. Further into the room you can find a FILE on a shelf. Use your MO DISK on the GameCube lookin' thing and you'll unlock the first of three levers to the door back in the MEDICAL HALLWAY. Now exit. **MEDICAL HALLWAY** Turn left and go out the door at the end. **LOWER LAB HALL** ENEMIES: ONE ZOMBIE Go left through the gate. **UPPER LAB HALL** ENEMIES: THREE ZOMBIES Climb up the stairs, avoiding the ZOMBIES, and take a left down the path, avoiding the second ZOMBIE, and go through the door near where the MO DISK was. **VISUAL DATA ROOM** There's a FIRST-AID SPRAY on the table in front of you. The shiny to the left is another vital MO DISK. Now go to the projector in front and use the SLIDE FILTER on it. At the end you'll get a code, "8462" in normal mode. Enter that in the passcode terminal on the wall. Now you can check that room out, but along the way you can pick up the MAP OF THE LABORATORY from the shelf near the door and a FILE from the one next to the secret room. There's also some SHOTGUN SHELLS in the lower shelf next to it. Pick up the LABORATORY KEY (KEY FOR THE POWER AREA) in that room, then you can use the imaging equipment to look at Kenneth's tape, if you want to see what a mess that was. The whole SLIDE FILTER process can also be skipped for those of you concerned with time at this point. Just enter the "8462". **UPPER LAB HALL** ENEMIES: THREE ZOMBIES Dodge the ZOMBIE, head down the stairs... **LOWER LAB HALL** ENEMIES: ONE ZOMBIE Go left through the tunnel, then turn right at the end. When you get to the corner, unlock the single door and the double door with the KEY FOR THE POWER AREA. Go through the latter. **MORGUE** ENEMIES: CHIMERAS! Here's some fun... turn left and push the shelf all the way to the end. Grab the SHOTGUN SHELLS to your left, then climb up the ledge to the right and go through the duct. **AUTOPSY ROOM** ENEMIES: CHIMERAS! Turn left and go around the corner into the next duct. **MORGUE** ENEMIES: CHIMERAS! Quickly get down, pick up the BATTERY PACK near the computer terminal, then use the most recent MO DISK to unlock another lever. Now you can either do things the safe way and jump through the ducts again, eventually making your way back to the door, or you can turn around and push the shelf forward, avoiding the onslaught of CHIMERAS, and climb out that way. **LOWER LAB HALL** ENEMIES: ONE ZOMBIE Take a left into the single door. **DAMP HALLWAY** ENEMIES: TWO ZOMBIES Door to your left is the AUTOPSY ROOM, but the door is rusted shut, which is why we didn't use it. Further ahead is a junction, with a ZOMBIE on either side. For now, go through the door opposite you. **OFFICE SAVE ROOM** Something bad happened here, but now the music's all peaceful. Typewriter and INK RIBBONs on the table, along with a FIRST-AID SPRAY. GRENADES are on the floor near that. Do whatever you have to, then pull out the MAGNUM REVOLVER and the MAGNUM ROUNDS. This will be our last official "stop" in a save room, so take some healing items and the MO DISK as well. JILL'S INVENTORY: ASSAULT SHOTGUN SHOTGUN SHELLS MAGNUM REVOLVER MAGNUM ROUNDS MO DISK (open, for herbs) (open, for herbs) (open) **DAMP HALLWAY** ENEMIES: TWO ZOMBIES Turn left, frag the ZOMBIE, go down the stairs and enter... **FUELING ROOM** ENEMIES: THREE CHIMERA There's only one CHIMERA in the entire game that you have to kill, and that's in here. Turn right then left down the next path with the arrow (by the furnace), turn, shoot the CHIMERA with the MAGNUM. Now check out the panel it was guarding to take out the FUEL SUPPLY CAPSULE. Now exit the same way you came in (don't worry, you can run for now). **DAMP HALLWAY** Turn left ahead into... **LOWER LAB HALL** ENEMIES: ONE ZOMBIE Take either path to the opposite corner of the room. Going straight ahead will lead you to a ZOMBIE, a DAGGER, and a HANDGUN MAGAZINE, so there isn't much point. **MEDICAL HALLWAY** Take the door on the right... **NITRO ROOM** If you haven't done the MO DISK thing in here, do it now. We're going to use the mystery box with the FUEL SUPPLY CAPSULE to refuel it. Thus begins the nitro quest. ----------- |NITRO QUEST| ----------- You're warned against running with nitro and this is generally true. But let it be known that you aren't guarenteed to die the second you start running, so TECHNICALLY, you can run with it, particularly on the lower difficulty levels. I don't recommend you do, but it's still possible in short bursts. You are going to have to avoid all enemies during this time because if you get hit and shaken significantly, you're going to blow up. If you fire off a weapon to defend yourself, you're going to blow up. Sneeze? Kaboom. Got it? Good. I don't even think you can quick turn. **MEDICAL HALLWAY** Turn left and WALK to the end of the hallway... **LOWER LAB HALL** ENEMIES: ONE ZOMBIE Go through the tunnel, right, and open the single door. **DAMP HALLWAY** ENEMIES: ONE ZOMBIE Right at the junction, down the stairs. **REFUELING ROOM** ENEMIES: TWO CHIMERAS (not yet) Turn right, go left down the second path, replace the FUEL SUPPLY CAPSULE. --------------- |END NITRO QUEST| --------------- Go back out, turn the corner, run to the end of the hall, then turn right and go straight for the door, avoiding the CHIMERAS. **VENTILATION ROOM** ENEMIES: TWO CHIMERAS Run straight ahead and use the final MO DISK on the GameCube. A CHIMERA will jump out of the vent, but provided you still have the ammo, you can blast it twice with the ASSAULT SHOTGUN. Now go down the other path, keep avoiding CHIMERAS, and head for the door. You might not have time to get the BATTERY PACK along the way. **POWER ROOM** ENEMIES: TWO CHIMERAS Head around either side. When you get to the computer panel, turn power on for the elevator, then run around the other side and out the door. **VENTILATION ROOM** ENEMIES: TWO CHIMERAS Just keep on running... **FUELING ROOM** ENEMIES: TWO CHIMERAS Right out of here... **DAMP HALLWAY** Zombies are gone. Run for the elevator at the opposite end. Turn it on and you'll meet up with Barry. **LAB CORRIDOR** You can pick up some SHOTGUN SHELLS just to your left. Head through the door at the end. **TYRANT STORAGE** ENEMIES: Wait... Well, at least it makes sense this time, sorta. Make sure you have that MAGNUM REVOLVER equipped... ------------------------------------------------------------------------------- |+[BOSS FIGHT #7A: TYRANT]+ | |+[DIFFICULTY: INFANTILE]+ | |Here's your anti-climax. Run around the corner about halfway through the | |camera angle change, then start firing at it. Five to six shots should down | |it just before it reaches you, but if you're uncomfortable with it, you can | |always run back a little further. Don't get me wrong, it'll still do some | |massive damage if you do get hit, but that's the thing, you shouldn't. It | |doesn't even have a charge attack. | ------------------------------------------------------------------------------- Run back around and check Wesker's body to get a FILE that a lot of people overlook. Further along that path is an electronic lock, which you should release now. Now check on Barry and you'll exchange a scene. Go for the door. **LAB CORRIDOR** Self-destruct times! **DAMP HALLWAY** Head left around the corner, then right to the door. **LOWER LAB HALL** ENEMIES: CHIMERAS! Take whatever route you want to the opposite corner. CHIMERAS will drop down either way, but you should ignore them. Go through the non-gate doors. **MEDICAL HALLWAY** Go to the end and pull down the three levers to open the door. Go through... **PRISON HALLWAY** Head down the stairs and to the door. **PRISON CELL** Why, it's Chris! Exit. **PRISON HALLWAY** You can either go back into the PRISON CELL and get some SHOTGUN SHELLS or you can go back up the stairs. **MEDICAL HALLWAY** Run to the end... **LOWER LAB HALL** ENEMIES: CHIMERAS! Take a left through the gate doors. **UPPER LAB HALL** ENEMIES: ? It depends what you did here earlier. If you decapitated the ZOMBIEs, there won't be anything. If you ignored them, they're just ZOMBIES. If you killed them without burning or decapitating them, then you have a mess of CRIMSON HEADS in here. Do with them as you will (ASSAULT SHOTGUN?), but your goal is the door upstairs. **LAB ENTRANCE SAVE ROOM** This is our last save room, so do what you will in here and pick up some healing items if you were careless enough to get hit in the last battle. MAKE SURE YOU LEAVE ONE ITEM SLOT OPEN. Climb up the ladder. **MACHINERY ROOM** Now we can go through the door... **EXIT HALLWAY** There's a box of SHOTGUN SHELLS to your left and to the right, a FIRST-AID BOX with a GREEN HERB inside. Weak. MAKE SURE YOU LEAVE ONE ITEM SLOT OPEN. Keep running and you'll get a scene, further along you need to grab the FUSE UNIT for use on the panel at the end. The boys will decide to make their stand, so head for the elevator. Three minutes... **HELIPAD** Grab the SIGNAL ROCKETS, for immediate usage. After a few scenes, the Tyrant will bust out of the ground to meet you. Oh snap! ------------------------------------------------------------------------------- |+[BOSS FIGHT #8A: TYRANT]+ | |+[DIFFICULTY: MEDIUM]+ | |The nasty thing about this is that the Tyrant can still kill Barry after all | |this time, so provide enough cover fire with your MAGNUM REVOLVER to distract| |it. If it begins to turn or walk slowly towards you, this means that it's | |getting ready to charge and slap you with the claw, which will immediately | |send you to DANGER. Run sideways to avoid this. Another method of screwing | |with the Tyrant is to stand directly behind it. More often than not, it | |won't be able to figure out what you're doing and will just stand there. | |Better still, its turn and charge attack will be off line and misses you. | |When Brad drops the ROCKET LAUNCHER, equip it and fire. If it bats away one | |of the rockets with its claw, don't worry, the second shot will hit. | ------------------------------------------------------------------------------- Bare minimum, you can get through here in just under twenty minutes. More realistically, it would take twenty-five to thirty minutes. Your overall time will be between 2:25 and 3:20, probably closer to the latter if you did the V-JOLT quest earlier. Either you've gotten all the items or just missed getting the Rocket Launcher. My personal time was 2:32:07 while writing this. ==================================== = 07: CHRIS REDFIELD WALKTHROUGH = ==================================== Note: This walkthrough ignores all "lucky" circumstances, so if you're getting those headshots or stacking those corpses, stupendous, I'll still write it as if you aren't. I don't factor in you getting attacked either, so it all evens out. Also, Chris' walkthrough will be less detailed with the directions. I regard Jill's game as a sort of preparation for Chris', despite them being near equal in difficulty. ******************************************************************************* Part One: MANSION ******************************************************************************* **MANSION MAIN HALL** After some discussion between Chris, Jill, and Wesker, you'll be headed into... **DINING ROOM** There are some INK RIBBONs on the table, but you shouldn't ever have any need for them (or the typewriter in this room), so just ignore them and run along the right side of the room to the door in the opposite corner. **KENNETH HALLWAY** ENEMIES: Wait... Turn left and you'll meet the first ZOMBIE of the game. Since you're going it alone, you might think that it'd work to dodge/kill him and go out the nearby door, but no, you have to report to Wesker... **DINING ROOM** Left to the doble doors... **MANSION MAIN HALL** Pick up the HANDGUN here and go charging back into the fray... **DINING ROOM** Head for the door... **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE Now he's to your right, but it doesn't matter now. Grab the FILE on Kenneth if you want then go through the door near him. **WEST STAIRCASE (EXT.)** There's a HANDGUN MAGAZINE by the birdcage and two GREEN HERBS next to the stairs. Head up the stairs... **YELLOW HALLWAY** ENEMIES: TWO ZOMBIES Watch out for that corpse in the future, and ignore the GREEN HERB near it for now. Turn right into the hole, dodge behind the ZOMBIE, then pick up the GOLDEN ARROW near the end. After that, take the HANDGUN MAGAZINE sitting by the mirror, just try not to get bitten in the process. Now go to the right door behind the second ZOMBIE. **UPPER DINING ROOM** ENEMIES: ONE ZOMBIE There's a DAGGER to the right, and the double doors you need to go through further on. You can backtrack around the other side and push the statue forward and off so you can get a box of SHOTG