Resident Evil: Director's Cut FAQ/Walkthrough For the Playstation System. Written by peach freak for [email protected] Copyright 2004-2007 Tim Brastow. All Rights Reserved. Version 2.40 Welcome! This is a Walkthrough for Resident Evil: Director's Cut (Advanced) for both Jill and Chris. If you have any questions, comments, or if you make a mistake, email me at [email protected]. Once questions are asked, I'll make an Asked Questions section. Also, this FAQ is protected by copyright. You cannot sell this, put this on your site without my permission, or any other violation of copyright law. You can, however, save this to your computer and print it out for LEGAL use. Table of Contents 1. Version History 2. Asked Questions 3. Characters 4. Controls 5. Weapons 6. Ammo 7. Enemies 8. Health 9. Jill's Advanced Walkthrough 10. Chris's Advanced Walkthrough 11. Resident Evil/Director's Cut Changes 12. Files 13. Unlockables 14. Endings 15. Credits ==================== 1. Version History ==================== Version 1.00, August 30, 2004: Submitted the first version of this FAQ, Jill and Chris's Walkthroughs are both done. Version 1.02, December 24, 2004: Fixed a lot of the spelling mistakes in this FAQ. Version 1.40, May 13, 2005: Since the first good question was asked to me, I made an Asked Questions section for this guide. I also added my older brother to the credits section. Version 1.75, September 16, 2005: After finally feeling like to do it, I finally added the Files section to this guide. It covers all of the files in the game, their locations, and the exact information found in each files. Version 2.00, August 3, 2007: Well, after reviewing this guide the past few days, I have started to re-write the guide. Right now, I have given Jill's walkthrough a new format and have re-written the first part of the mansion for Jill's guide. These should be much better and clear over my original guide for this game. Version 2.05, August 7, 2007: Re-wrote the courtyard section for Jill's walkthrough. Version 2.25, August 16, 2007: Re-wrote the guardhouse and the second courtyard sections for Jill's walkthrough. Version 2.40, August 20, 2007: Re-wrote the Mansion: Part II and the next Courtyard part for Jill's walkthrough and also added more detail to some of my weapon/character/enemy sections. =================== 2. Asked Questions =================== Question: In Resident Evil: Director's Cut, I am having trouble getting the Wind Crest. I hit all of the pictures but instead the picture doesn't drop and all of the crows attack me. How do I get past this? Answer: Well, in the picture gallery room, you have to hit the pictures in a certain order. You don't start with the first picture in the room and then activate all other pictures from that one. First, read the descriptions and once you know where all picture names are, hit the pictures in this order. Newborn Baby Infant Lively Boy Young Man Tired Middle Aged Man Old Man The End of Life After that, the picture should fall, revealing the Wind Crest if you're on Advanced Mode, or it will be the Star Crest if you're playing on Standard Mode. ------------------------------------------------------------------------------- ============== 3. Characters ============== ALPHA TEAM: Jill Valentine: One of the two characters you can select in the game. Her mission's way easier than Chris's mission, but she can take less damage than Chris. Her partner is Barry Burton throughout the game, and Barry saves her in dangerous situations. She can hold 8 items at once. If you are a beginner, select Jill. Chris Redfield: The other character you can select. Select Chris is for people who know their way around the game and for those who are skilled. Playing Chris on standard mode is no fun by any means. He only gets 6 slots, starts the game with a knife, gets no Bazooka or lockpick, but he can take more damage than Jill. Rebecca Chambers helps him throughout the game. Barry Burton: The partner of Jill Valentine, the ALPHA TEAM weapon specialist. He has a really bad/funny voice acting, and he will save Jill all the time. It should also be noted Barry has the cheesiest voice acting you'll ever hear in a video game. As the game goes on, his acts start to become suspicious, and it'll be up to you and Jill if you can trust him or not, which, ultimately, decides if he'll live or die when you beat the game. Joseph Frost: Gets mauled by dogs while searching the Raccoon Forest after picking up a detached hand that's holding onto a gun. Brad Vickers: ALPHA TEAM pilot. He leaves Wesker, Jill, Chris and Barry after Joseph dies in the beginning of the game. He has good computer skills but he has no courage, and is nicknamed "chickenheart" for many different reasons, which is the most likely reason why he ditched his ALPHA TEAM fellows at the beginning of the game. Albert Wesker: Leader of the ALPHA TEAM. He has shades and a snappy haircut, viewed by many as a "cool guy". He is troublesome, and appears 4 of 5 times in the game. He works for Umbrella and is a traitor towards the S.T.A.R.S members. BRAVO TEAM: Rebecca Chambers: A rookie to the BRAVO TEAM and the youngest member of them (she's 18). She's the medical specialist, and helps Chris with things he can't do throughout the game. However, being a rookie, she must be protected well. Kenneth Sullivan: A scout for the BRAVO TEAM. He's been eaten by a zombie and you find him dead and headless at the beginning of the game. Forest Speyer: Found on a balcony in the mansion, pecked to death by crows. But you can take his Bazooka if you're Jill, and he leaves a Clip for good old Chris. -_- In Advanced Mode, Forest is a zombie and will attack you when you try to get the Armor Key, but he won't attack you on standard mode, whereas you'll find Crows on the balcony. Richard Aiken: Communications specialist on the BRAVO TEAM. He has a huge wound from being bitten from a huge snake, and will die whether you attempt to save him or not. Enrico Marini: A great leader of the BRAVO TEAM. You find him alive in the underground, and gets shot when he tells you the whole plan. Edward Dewey: Pilot for the BRAVO TEAM. Joseph finds his ripped-off arm in the beginning. He's been killed by the dogs. ============ 4. Controls ============ D-Pad: Move around Circle: Nothing: X: Open doors, activate switches, go up stairs, fire weapon (while RI is held), go down elevators when standing on them Triangle: When paused, cancels current action Square: Run (you move around while square is held to run) R1: Aim Weapon, press X to fire R2: Nothing L1: While holding R1, press this to aim at another nearby enemy. L2: Nothing Start: Pauses/Unpauses game When the game is paused: Use X to select an item, and you will have 3 choices: Use, Equip (weapons), Check, or Combine. Use it to use items to put them in slots in the game, and check is to examine the item. When you check something (let's say Mansion Key), you can use the d-pad to turn the item so you can see different parts of it. If you turn a Mansion Key so you see the other side and press X, it would describe the item (it would say "A carving of a shield") and the name would change to "Shield Key". To combine ammo, select the ammo, and select Combine: Now, go to the weapon the ammo is used for and select the ammo. It will reload your gun. =========== 5. Weapons =========== Knife: The weakest weapon in the game. Both Chris and Jill start out with it, and it's very weak. You have to get up close to attack the enemies, and you can lose a lot of health doing this. Only use this when you want to spare ammo. Best used on dogs when they are on the floor. Put this in the first item box you get to. Beretta: Much better than the Knife. Jill gets one when she starts the game, and Chris finds Jill's Beretta on the floor in his game. In Resident Evil: Director's Cut, the Beretta is a lot stronger. If you're lucky, you can blow away a zombie's head in one hit. This saves a lot of ammo. Uses 15 rounds per clip. This becomes useless after you get back to the mansion. Shotgun: This is a pretty strong weapon. It can take down most weak enemies with 1-3 hits, but it takes down Hunters with around 5 hits. When you leave the mansion, it's pretty much a good idea to replace the Beretta with this weapon, unless you have ammo issues. Good for taking down groups of zombies and dogs, and often one Hunter at a time. At least both characters get this weapon. Colt Python: My favorite weapon in the game, and also a popular weapon to all the Resident Evil fans. It holds 6 rounds per clip, and is great for mowing down non-boss enemies of all kind. Dogs and Zombies always go down in one hit, but it can take 1-3 hits for Hunters, depending on your luck. Save this gun for the later part of the game, as the ammo doesn't appear until you return to the mansion anyway. Bazooka: A good weapon for almost any enemy in the game. Jill gets it and Chris doesn't. It uses 3 types of ammo: Grenade Rounds, Acid Rounds, and Flame Rounds. Grenade Rounds are pretty good and can take down non-boss enemies quickly. Acid Rounds are good against bosses early in the game. Flame Rounds are good on almost any non-boss enemy. It uses 6 rounds at maximum, but the bad thing is if you want to switch to a different type of ammo, you have to empty your Bazooka first. Found really early in the game. Flamethrower: A weapon in the underground that Chris gets and Jill doesn't. This is not a great alternative, and picking it up locks the door right next to it, so keep it where it is. It has 240% fuel, and that means it will run out of fuel if you fire for 9 straight seconds. There's no ammo you can get for it, so it's quite useless. Rocket Launcher: You can unlock this weapon at the end of the game, but it has only 1 use. It comes with 4 rockets and you use it to get rid of the Tyrant in the final fight. It can destroy any enemy in one hit (except for Plant 42), but it's fun to play with. Both Chris and Jill obviously get this weapon. ======== 6. Ammo ======== Clip: Ammo for the Beretta. Each one you get comes with 15 bullets, and these are scattered everywhere around the game. If you're playing as Chris, use these sparingly. Shotgun Shells: Ammo for the Shotgun: Each one you get comes with 7 shells, and wherever Jill finds Bazooka rounds, Chris is likely to find Shotgun Shells instead (or a Clip). These are limited in the early parts of the game, so save these for when you enter the guardhouse. Magnum Rounds: Ammo for the Colt Python. Each one you get comes with 6 rounds, and these are rare. Save these up for the Hunters and Chimeras, because you'll run out of ammo pretty fast. If you're Jill and run out of ammo, use Acid Rounds or Flame Rounds to get rid of the Hunters. If you're Chris, try to outrun them and use these when you need to. Grenade Rounds: Ammo for the Bazooka. These have a gray lid to tell what they look like. These should be used on non-boss enemies to save ammo. Uses 6 rounds each pack. Acid Rounds: My 2nd favorite of the Bazooka Rounds. These are very good on boss enemies and it can make short work of any enemy. Uses 6 rounds a pack. Barry says these are "really powerful, especially against living things". Barry gives you two packs of these in the game, but you can find more. Flame Rounds: My favorite type of Bazooka Rounds: These are nice on Hunters (they burn up going from green to black), and can get rid of the Plant 42 Boss in 5 seconds. Good against Spiders too. Uses 6 rounds a pack. =========== 7. Enemies =========== Zombie: The first enemy found in the game. You'll find some of them eating people/other zombies, but these can take a lot of health out of you. Use any type of weapon on these, and after a few shots they fall to the ground. But watch out, if a pool of blood appears around them, it means they're dead. If there isn't a pool of blood, they'll get up again, so kill them. If they are laying down and there's blood, aim down and kill them (if you get to close they're bite your leg). Common in the early game. Dog: Also known as Cerbreus. Some like to leap in the room out of nearby windows, and they jump and bite you for attacking. A knife can take these down without a problem, and a Beretta can take these down with at least 3 hits. Use any weapon on these except for a Bazooka. When you shoot them, they fall to the ground, then shoot at them when they growl at you. Hunter: One of the most annoying enemies in the game. These are green monsters and they walk on two legs. They make a "ticking" sound when they walk. They come up close and slash you to attack. If you are low on health, they'll leap at you and cut your head off. Colt Python rounds will kill them in 1 hit, but sometimes they'll take 2 hits. Flame Rounds will burn them completely and turn them from green to black, and Acid Rounds get the job done as well. Spiders: These can walk on the ceiling. Use Flame Rounds or a Magnum to take these down in 1 hit. If they're on the ceiling, they'll spit drool on you, and they may poison you. If they're up close, they'll bite you. If you kill them with a Shotgun, little spiders will come out of the spider. First found in the guardhouse. Chimeras: Found in the laboratory: These walk on the ceiling and try to slash at you. If you're playing as Jill, any hit will usually bring your health down one level. Use a Magnum to take these down in one hit, and aim high if they're on the ceiling. If you're low on health, they'll cut your throat open. Snakes: Found in the courtyard dropping from the trees. Just run away from these and don't waste ammo on them, because if they bite you you'll be poisoned. You only have to deal with these about 3 times in the game, so don't worry. Crows: Run away from these as well. They peck at you for attacking and they are a waste of ammo. They only appear about twice in the game so don't worry. Neptune: The big shark that you meat in the guardhouse basement. You only need to avoid it once, but it biting you can really hurt. They cannot attack you once you drain the water. ========== 8. Health ========== When you pause the game, you'll notice an ECG, which shows your current condition: Fine (green), Fine (yellow), Caution (orange), Danger (red), or poison (purple). If you are Fine (green), you have plenty of health. Fine (yellow) means you've taken a small amount of damage. Caution means that you have taken a lot of damage and you can still be killed in 1 hit. Danger means you have very little health left and you can die from almost anything. If you're poisoned, your health will start going down and your health depends on the color of your health (if it's red, you can get killed shortly). To heal yourself, use Herbs or First Aid Sprays (which heals all your health except for poison). Also, you can combine different herbs for better healing effects. Green Herb: Restores 25% health. Red Herb: Has no effect on health. Blue Herb: Cures Poison. *Combined Herbs* Green + Green: Restores 50% health. Green + Green + Green: Restores all of your health. Green + Red: Restores all of your health. Green + Blue: Restores 25% health and cures poison. Green + Green + Blue: Restores 50% health and cures poison. Green + Blue + Red: Restores all of your health and cures poison. In order to get this type of mixed herb, you first combine a Blue Herb and a Green Herb. Then you combine the Red Herb with the mixed Herb of Blue and Green. =============================== 9. Jill's Advanced Walkthrough =============================== Story: On the Arklay Mountains, the ALPHA TEAM is searching for the lost helicopter of BRAVO TEAM. In the air, Jill notices smoke, so Brad flies down to it. They found BRAVO TEAM's helicopter. No one was in it, and the helicopter was empty. Joseph was searching the grass and he found something. He lifted up a pistol and he noticed a ripped arm was holding on to it (this is likely Edward Dewey's arm). He then screamed, and dogs came and attacked him. Joseph Frost was killed. The dogs now chase Jill, Barry, Chris, and Wesker, and they run back to the helicopter. When they got back to the helicopter, they noticed Brad flew away and forgot them. With the dogs still chasing them, they were still running for cover, shooting the dogs. Then, Chris spotted a house and they all ran into it, where they thought it was safe. ------------------------------------------------------------------------------- -------------------- THE MANSION: PART 1 -------------------- The game will start out with Jill, Barry, and Wesker entering the Main Hall 1F. Jill notices Chris is missing and wants to go outside and search for him. Wesker does not let Jill open the door and then we hear a gunshot. Barry and Jill decide to investigate while Wesker will remain in the hallway. Jill will automatically open the double doors. Barry will tell us this is a "Dining Room". Gee, we never would've figured that out! Thanks man! Also, isn't that ticking from the clock kind of annoying after a while too? Pause the game and equip your Beretta. Follow Barry to the other side of the room and he'll examine a pool of blood. Jill wonders what he's examining. Now open the door to the right of the fireplace. In this hallway, go left and walk onto the rug. We'll see an FMV of a zombie munching on a dead person and he'll turn around and spot you. Get to the longer part of the hallway and fire away at the zombie (they look like clowns in this game don't they). Go examine the dead person's body and we'll find the zombie killed Kenny! Nah, not the South Park Kenny, but Kenneth Sullivan from the BRAVO team, so examine him two more times for two more clips after you examine him once. Open the door and go back to the Dining Room. Barry looks puzzled and then another zombie somehow enters the room. Barry fires three Colt Python rounds to blow its head off (where did it come from if all of the other doors in that hallway are locked)? Anyhow, open the double doors to get back to the Main Hall 1F. Wesker is gone too. We're going to look for him, but Barry won't let us leave the hallway. Just walk around and behind the staircase and get back to Barry. After the chat, he'll give us a Lockpick because Jill's the "Master of Unlocking". He also says we should start on the first floor and then he takes off to the Dining Room. Well guess what? We're going to partially contradict that statement. Go up the staircase to get on the Main Hall 2F. Up here, go up the stairs on the right. Now run straight and you'll get to a door. Don't open this door, but open the door to the right of it. There's nothing to do in this tiny hallway. Just open the other door to get onto the balcony. On here, go to the other side and we'll find Forest Speyer, another dead Bravo team member. Examine him once for a Bazooka and equip it. Now examine him one more time and he'll come to life and attack you as a Zombie. One Bazooka shot will kill him. Now go to the shiny object near where Forest was. Examine it and you'll find the Mansion Key (if you check it and turn it to see a label, it's the Armor Key). Now leave this room and go back to the Main Hall 2F. Look, Barry's being a little hypocrite too. What's he doing on the 2F? He says this hallway is dangerous, yet no monster will EVER fight you in this hallway. After a chat, he'll give you some Acid Rounds. He'll run off to the Dining Room 2F (wow, he really loves Dining Rooms). Don't follow him. Instead, go back down the stairs to the Main Hall 1F. Down here, there's two doors on your right. Unlock the solo door with your Armor Key and then open it. You'll immediately be attacked by two Zombies. If they're too close for your comfort, kill one or both with your Bazooka. Now pick up the Clip in front of the mirror and go to the alcove. In here, kill the Zombie and then open the door across from us. There's a big mirror in this room, and thanks to the reflection, we see a zombie coming for us. Kill the zombie and then open the door on the other side of the room. In here, you can change your outfit (on Standard, you needed a special key to get here). With Jill, you can switch to her original RPD uniform or a dress. Either way, even if you change clothes or not, go back to the Main Hall 1F. This time, open up the blue double doors. If you want a map of the Mansion's first floor, push the ladder to the statue and then climb it. Get the map from the statue's bowl on the top. There's another opening in this room. Don't bother to go in, because there are two zombies pretending to play dead and an Ink Ribbon. Instead, unlock the other door with the Lockpick and open it. In this hallway, go straight and a dog will leap out of the window and possibly scare the crap out of you. Kill this dog and then follow the hallway to a door. On your way to the door, another dog will leap out of a window to attack you (this time before you cross the window), but you can out-run it and get to the door and open it. Wow! That's a nice close-up of Jill. Go forward and unlock the first door you see with the Armor Key and then open it. Out here, kill the dog across from you. Now follow this path to a boiler. Pick up the Chemical near the boiler and watch out for the dog that leaps over the rail. Ignore it if you can and then get back to the previous hallway. Also watch out for the other dog that leaps from the rails. Back in this hallway, just follow it until you get to a set of double doors and then open them. In this hallway, kill the two zombies in front of you and then open the lock on the blue door next to you and open it. You'll be at a stairwell. Kill the two zombies here and then open the door below the stairs to get to a storage room. In here, open the item chest. You should have these items on you: Beretta Clip First Aid Spray Knife Bazooka Acid Rounds Armor Key Chemical Deposit these items into the item box: Knife Bazooka Acid Rounds Chemical First Aid Spray (if you feel confident about health) Take out the two Clips from the item box and combine them with your current clip to save some space. Also, pick up the Broken Shotgun next to the item chest and go back to the stairwell. From here, open the door back into the previous hallway. The door next to you is locked, so follow the hallway to another door and then open it. Here's our first puzzle of the game. All of those crows hanging on the bar will attack you if you shoot anything or mess up the puzzle. You must press the switches on the painting in a certain order. Here's the order: Newborn Baby Infant Lively Boy Young Man Tired Middle Aged Man Old Man The End of Life If you press them in this order, a picture will fall off and reveal the Wind Crest, so pick it up (wouldn't it just be logical to remove the picture from the wall)? From here, leave the hallway back into the previous hallway. Kill the Zombie across from you and go into the alcove he came out of. Open the door and we'll be in a passage. Kill the two dogs here and follow the passage to a door. It's locked, and there's a panel on the left. We need four crests, but let's save some space and put the Wind Crest into one of the slots. Now go back to the previous hallway and open the double doors again. Back in the twisted hallway, open the door across from you. There's nothing much in here, just open the door to your right. Kill the three zombies in this room and use the tables for protection if needed. After they're all dead, go get the Shotgun from the wall. Now, examine the hooks and it'll ask you to put down the Shotgun. Say NO, and then put the Broken Shotgun in its place. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! What does this do? Well, without that Broken Shotgun, the ceiling in the previous room will crush Jill, and the door to the previous hallway is blocked off. If you want the Shotgun without using the Broken Shotgun, just go directly to this room without going on the second floor and seeing Barry. Barry will break the door down and rescue Jill, with a funny cut-scene of a "Jill Sandwich". It wastes time, so be a good person and give them a Broken Shotgun. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After this, go back to the stairwell. Use the staircase to get up to the second floor. Go up the next set of stairs and equip the Shotgun. Up here, blow away the two zombies surrounding you. There's a third zombie here, but we never have to go over to that spot in this hallway. Run up north and unlock the door to the right with your Armor Key and then open it. In this room, open the door to your right. In here, read the Researcher's Will on the desk. There's an Ink Ribbon in the coat on the wall if you want it. Examine the broken picture for a switch and hit it. It will drain the water from the tank. Now get to the left of the tank and push it to the right. Now, go to the left of the cupboard and push it on the right to reveal a cabinet. Open it to get the first half of the Moon Crest. Now leave this room and go back to the hallway where we unlocked the door we used to get here. From here, go south and follow the hallway to another door. You'll see another door on the right, but it's jammed from this side. Now unlock the other door and open it. In this hallway, blow away one zombie in front of you with the Shotgun and kill the other one with your Beretta. Now go south and follow this hallway until you see a set of blue double doors. Kill the zombie nearby and unlock the blue doors with your Armor Key and then open it. In this statue room, push both statues onto both vent holes and cover them. Once you know they're completely covered, push the button on the floor and it will lower a glass, revealing an Emblem, so pick it up. If you don't cover those holes and push the switch, poisonous gas will leak out of the room and harm/kill you. Now go back to the previous hallway. Follow it until you see another door. Unlock it with your Armor Key, but don't enter it. Instead, open the next door and we'll be on the Main Hall 2F. There's nothing much to do here. Just run straight and open the double doors on the other side of the hallway. We'll be on the Dining Room 2F. You have plenty of room to kill the three zombies, so dispose of them one by one. Now follow the passage and get to a statue. Push the statue to the right until it's in front of an opening on the railing. Now push it over the ledge and it'll fall to the first floor of the Dining Room. Too bad Barry won't be there to examine the broken statue. Now open the door on the other side of the room. Equip your Shotgun and blow the first zombie to smithereens. Now kill the next zombie in this hallway with your Shotgun and kill the last one with your Beretta. Now go down the staircase. Down here, follow the hallway until you get to two doors. Watch out for the three dogs that leap out of the window, so kill them while you're on your way to the doors. When you get to the doors, unlock the one on the right with the Armor Key and then toss the key. Now open the door. In here, get the Clip on the shelf and also grab the *GASP* Colt Python! Wow! We get this much earlier than we used to in the Standard Resident Evil! Also, open the desk with your Lockpick for some Shotgun Shells. Now leave this room and go back to the staircase. Open the door under the staircase and we'll be in a Medical Save Room. Open the item box. You should have these items on you: Beretta Clip Shotgun Shotgun Shells Colt Python Emblem First Aid Spray Moon Crest (1st half) Deposit these items in the box: Colt Python Moon Crest (1st half) Also, take out the Chemical while you're at it and then leave the room. Back in this hallway, follow the hall back to the two doors. Equip your Shotgun and then open the other door. In here, two zombies will charge right at you. Blow them both away and go through the opening the two zombies were in front of. Use your Beretta to kill the zombie here and open the door at the end of this path. In the greenhouse, go to the machine in the back. Dump the chemical into the liquid to kill off the plants in the middle of the map. Now go to the other side of the room and grab the Sun Crest off the hollow. If you need to heal, use the Green and Red Herbs on the side. Now leave the room and go back to the previous hallway. Back in here, go to the door that took you to the stairwell, but don't open it. From here, run left and you'll get to two doors. There's also an opening to the left, but ignore it for now. When you get to the two doors, open the lock on the one in front of you (we don't need to open the door on the right) and then open the door. We're back in the hallway where we met out first zombie. Run up to the north and we'll get to a set of double doors. They are locked, but unlock the door on the left with your Lockpick and then open it. We'll be in a bar. Run around the piano and you'll see a cupboard in front of a shelf. Push the cupboard off to the right and get the Music Notes from the shelf. Go to the piano and use the Music Notes. Jill will play "Moonlight Sonata" without even practicing! Wow! After the music is completed, a secret door opens up so enter it. Grab the Golden Emblem off its hollow and the secret door will close. To re-open it, all you need to do is put the regular Emblem in its place. Now leave the bar and go back to the Dining Room. In here, put the Golden Emblem in the hollow above the fireplace and it will cause the clock to ding three times, stop, and slide over to the left, revealing a Blue Jewel. Pick it up. Also, before leaving, go to where the statue crashed and search the remains of the statue for the Star Crest. Now go back to the hallway where you saw your first zombie and open the door leading back to the green hallway. Back in here, go through that tiny opening and open the door. In this even smaller room, put the Blue Jewel in the tiger statue and it will slide over, revealing the Shield Key, so pick it up. Now go back to the Medical Save Room. Open the item box. You should have these items on you: Beretta Clip Shotgun Shotgun Shells Star Crest Sun Crest Shield Key Put away everything but the Shield Key. Take out any healing items you have and bring our your Bazooka AND Acid Rounds. Now, leave this save room. Go back upstairs and work your way to the Main Hall 2F. Open the solo door at the end. Remember the door I told you to unlock but not open it? Open it now and go around the bend. We'll find an injured Richard Aiken who has been bitten by a poisonous snake and we need Serum to cure him. Go back to the Medial Save Room and get Serum off the shelf (to get there, go through Main Hall 2F, Dining Room 2F, stairwell 2F, hall outside Medical Room). When you bring the Serum back, Richard will lend us a radio and he'll die. If you want, search him for a Clip. Now open the door next to him. In this hallway, blow away the Zombies with your Bazooka. If you still have regular Bazooka ammo loaded, empty out your Bazooka and load it with Acid Rounds. Now head up the stairs, unlock the Shield Key and then discard it. Now open the door and we'll be in the Attic. Run to the middle of the room and we'll have our first boss fight: !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS FIGHT: Yawn Difficulty: Easy-Medium Yawn is a giant snake who shows no hesitation of attacking you. This boss is easy for some, not as easy for others. He can bite you and it will poison you. Each time you get bitten, check your health. If you are in poison and the health is red, the next time he attacks you, he'll swallow you whole. Watch out for the pole when attacking, it usually gets in the way. Three Acid Rounds will make the snake slither back to the hole it came out of. Of course, if you want to save time, you can run from the snake and go to the hole it came out of, get the 2nd half of the Moon Crest, and run. Also, if you have Acid Rounds, try to run around to the hole he came out of. Use everything in front of you for protection and fire away at the snake with Acid Rounds and he shouldn't touch you. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the fight, providing you didn't run from it, go to the hole it came out of and grab the 2nd half of the Moon Crest. Now, grab the Shotgun Shells from the barrel and leave the room. Go down the stairs. If you were bitten by the snake, Jill will pass out and Barry will come in. You'll awaken in the Medical Save Room healed to full out. If you weren't bitten, don't worry, you can just go on. No matter where you end up, get to the storeroom on the first floor near the stairwell. Deposit these items: Bazooka Acid Rounds While you're at it, withdraw these items: Star Crest Sun Crest Moon Crest (1st half) Shotgun Shotgun Shells Combine both Moon Crest halves to make a full Moon Crest. Now leave the storage room and go to the stairwell. Open the door to go into the hallway in this room. In here, follow the hallway and open the door back to another passage. Remember this room? Go to the end and put the Sun, Star, and Moon Crests into the slot. Doing so will open the lock, so open the door now. In here, push the ladder to the left. Now get in front of it and push the ladder forward to the shelf. Climb the ladder and grab the Square Crank from the shelf. Now open the double doors and we'll be outside and have finished the first half of the mansion. -------------- THE COURTYARD -------------- Upon stepping outside, walk forward and aim. You should auto-aim at a dog, so shoot it and wait for the other dogs to come charging at you. Kill all three of them and then you'll hear beeping if you got the radio from Richard. Brad is trying to contact you but his receiving end is broken. Also, there are plenty of Green, Red, and Blue Herbs out here if you want to heal or mix up any herbs. Once your done, go to the other side of the room, walk around the bushes, and then open the gate. In this area, follow the path until you get to a slot. Insert the Crank in the slot and then the water level in the pool will drain. Go back to where the gate was and you'll see a ladder. Climb down the ladder and cross the ledge to climb up another ladder. For this part, just run and follow the path until you get to an elevator. Just ignore the snakes dropping down from the trees. Unless you stall or try to fight them, there's a low chance you'll be bitten by them. Just go down the elevator when you get to it. In this area, aim and blow away the dogs with your Shotgun. Once they are all dead, go to the bigger area and run to the other side of the room. Open the gates here. In here, go around the bend and kill both dogs once they come to you. Use the Blue and Green Herbs if you need to heal, and then follow the path until you get to a door. Open it and you'll be in the guardhouse. --------------- THE GUARDHOUSE --------------- If you somehow got bit by those snakes in the Courtyard, use the Blue Herb in this room. Run straight and you'll come to an area with 3 doors and an opening. Don't bother to open the door with 001 written above it, we don't need to go there. Instead, open the set of double doors. In this bar, run to the right and grab the Red Book from the table. There's also an Ink Ribbon on the same table, and you might pick it up before getting the Red Book. Dodge the Spiders in this room and then go back to the previous hallway. Now, open the solo door on our right. Save your game if you want to and then grab the Explosive Rounds and First Aid Spray from the shelf. Now go to the item box. You should have these items on you: Shotgun Shells Red Book Ink Ribbon (possible) First Aid Spray Any healing items you have Deposit a few healing items and bring out your Bazooka. If you have plenty of ammo, deposit the Explosive Rounds. When you're done, go back to the previous hallway. Now go through the opening next to you until you get to a door. Also, watch out for the vine that will grab you from the hole, as it does a good amount of damage. Open the door and you'll be in another hallway. Follow it until you get to a door. Open the door and you'll be in a big room. In here, run into the alcove to the right and you'll see a huge wasp nest and a desk. Grab the 002 Key off the desk. Now the wasps will come swarming after you. Run back to the door you used to enter this room and open it. Back in this hall, continue to follow it and you'll find another door. To the left is a statue. Push the statue into the alcove and get the Green Herbs if you need to heal. Now unlock the door with the 002 Key and then toss the key and open the door. There are no zombies in here. Go to the bed across from you and read the Plant 42 Report. Unlock the desk with your Lockpick for Shotgun Shells. Now open the door next to the door leading back in the hallway to get to the bathroom. In here, kill the two zombies and then get the 003 key from the sink. From here, go back to the room with the wasp nest. In here, go to the other side of the room and unlock the solo door to the left of the double doors with your 003 key. Toss the key and open the door. In here, open the door to your left to get to the bathroom. Kill the zombies with your Bazooka and grab the Flame Rounds off the floor. Go back to the 003 room and head into the bigger area. Kill the zombie here. Also, if you have any Acid Rounds left, unload them and put in your Flame Rounds. If you want an Ink Ribbon, unlock the desk with your lockpick. Now go to the bookshelf and grab the White Book, which is the V-Jolt Report. Now, since there's a book missing, put in the Red Book and a bookcase will slide over, revealing a door. Keep your Bazooka equipped and open the door for a "boss" fight. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS BATTLE: Plant 42 Difficulty: The easiest boss in the whole world of video games With Flame Rounds, you'll win in a finger snap. Just press R1 to aim at the plant, and tap X three times to shrink the plant. If you can't do this, toss away your RE:DC disc and never play Resident Evil again. If you want a challenge, Plant 42 can whip you with one of its many vines if you get to close and if you stay in one spot long enough, white acid will drop from the ceiling and hit you. After the plant shrinks, it will grow and grab Jill with one of its tentacles. All of a sudden, Barry comes in with a Flamethrower and burns the plant until it dies. Jill is rescued by Barry once again. Thanks for making life easy Barry! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Before leaving, go to the fireplace and search it for the Control Room Key. Now leave this room using the double doors and you'll be back in the wasp nest room. From here, go back in the hallway and get to the 002 room. Back in here, go to the bigger area and you'll find two cupboards. Push the one on the left forward and push the other one to the right to reveal a ladder. Climb down the ladder. Down here, go around the bend and you'll come across a puzzle where you need to create a bridge over the water using the 3 crates. Keep following the hallway until you find two crates. Push them both into the water. Now, go back to the third crate. Put your back to the ladder and push it forward (not down the longer part of the hall). The third crate should now be on the wall across from the ladder. Now push the crate south until it hits another wall. From here, push it to the left until it sinks in the water. Now, cross the three crates and continue following this hall until you get to a set of doors. Open them. In this room, go to Jill's right and follow this path until an FMV pops up. We'll see sharks creeping up to Jill's legs. Somebody's ready for lunch. Quickly run forward and unlock the door on the left with the Control Room Key. Toss the key and then open the door. In here, go to where the flashing lights are and move the lever. This will magically drain all of the water that has flooded the guardhouse basement (problem is, where does it all drain?). Before leaving the room, press the button next to the door. This opens up the other door next to this room, so leave this room and go inside the unlocked door. Grab the two boxes of Shotgun Shells and examine the shining object here. It is the Helmet Key, so pick it up. Now what's a Mansion Key doing all the way over in the guardhouse? There are two Clips, but I highly doubt you need your Beretta, so leave them be. Now, leave this room. The three sharks that were swimming around are now flopping around when the lack of water. They pose absolutely no threat to you, but one shot will kill them if you want to be mean. From here, just backtrack to the 002 room. From here, leave the room and go back out in the hall. We'll hear gunshots and then Jill will rush over to Wesker, who has just killed a Spider. He says there are a lot of rooms still locked him in the mansion (yet we unlocked the majority of them). After the cut-scene, he'll disappear into the Wasp Nest room. Now open the door leading to the main guardhouse hallway. With the death of Plant 42, the vines no longer come out of the holes to attack you, so you don't need to worry about them. Just go into the save room. Go to your item box. You should have these items on you: Shotgun Shells Bazooka Flame Rounds (unless you used more) Explosive Rounds (if you needed them) Any healing items Helmet Key Deposit the Shotgun, the Shells, and take out these items: Acid Rounds (if you have any) Colt Python A healing item or two It's also highly recommended you save your game, because we're about to go into the hardest part of the game. Leave this room. Back out here, run south and open the door to go outside. Now we've completed the guardhouse! -------------- THE COURTYARD -------------- Once we're outside, walk forward and we'll hear Beeping. Brad is trying to contact us again, but once again, his radio is broken and we can't hear him. After the chat, just follow this pathway to a door and then open it. Out in this area, just go to the other side of the area and use the lift to go upward. Up here, follow the pathway until you get to a ladder. Avoid all of the snakes that drop out from the trees. Now hop down the ladder and run straight to the other ladder and climb up it. Open the door across from you. In here, run straight and lure the dogs over to you. Get in front of the gate and kill them. Now, the dogs are stupid here. They won't leap over the bushes, instead they'll go around them, so use that to your advantage. Now, go to the other side of the area and open the door to get back in the mansion. Equip either your Bazooka with Flame/Acid Rounds or your Colt Python. --------------------- THE MANSION: PART II --------------------- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! NOTE: Because the second part of the mansion can be so frustrating, I'm going to give you the best possible way to deal with the majority of the Hunters around here, which is also the same strategy I use. If you follow my instructions, you shouldn't have to worry about ammo shortages. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Well, we're back in the mansion, and depending on your path, it can be the most difficult and annoying part of the whole game. Starting where you are, open the door to the next passage where you used the four crests. Now get back to the previous dark hallway. From here, run out of the alcove and an FMV will happen. Someone's out there. He jumps up a dead elevator. He runs around the corner, he can run fast, and it's got the brains to open doors! Uh oh...a Hunter will come into the room. Fire a Colt Python round into it and it'll either die or get back up. Wait no longer than 2 seconds and fire again. After it is dead, unlock the only door we haven't opened in this hall with the Helmet Key and then open it. We can't see a thing in here, so hit the switch on the desk to lighten up the place. Grab the ever-so-sweet Magnum Rounds from the desk. Turn around and face the door. Now turn right and get the MO Disk from the shelf. Leave the room. Back in this hallway, open the door leading to the stairwell. There are two hunters here. Walk forward to switch camera angles. Shoot the Hunter once and the other one will come at you. Knock both of them out and open the door leading to the Storage Room. Thanks for leaving these goodies here Barry! He's left us some Shotgun Shells, a First Aid Spray, and some Acid Rounds. Grab all of them and go to your item box. You should have these items on you: Colt Python Magnum Rounds Acid Rounds Helmet Key MO Disk Any healing items Shotgun Shells Drop in these items: MO Disk Also, take out your Bazooka and all ammo for it possible, especially with an ammo shortage like that. Take out your Shotgun too so you have these items: Colt Python, Magnum Rounds, Shotgun, Shotgun Shells, Helmet Key, Bazooka, Acid Rounds, Healing Item. Now leave the storeroom. Back on the stairwell, go up the stairs. Now, do not go up the second staircase yet. There is a Hunter up there waiting for you. Equip your Bazooka (should have 1-3 Flame Rounds left in it), hold R1, and aim up at it. It probably won't die, and it will try to go down the stairs and get you (in which case it can't). Re-aim your weapon and pump 1 more Flame Rounds into him and he'll turn completely black and roast. Now, empty out your Bazooka and load up your fresh Acid Rounds. Go up the stairs. There is a Hunter around the corner where the two doors are, but we won't need to visit there. Follow the other path to a blue door and open it. In here, use the Green Herb and heal if needed near the fireplace, and then unlock the other door here with your Helmet Key and open in. In this quiet room, go to the piano and examine in. Another cut-scene happens, and a boss fight will tag along. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BOSS: YAWN Difficulty: Easy Wow, this snake is even easier than the first time we saw it. Before the fight starts, it will try to bite you, but will cause a hole in the floor after he missed (kind of looks like an oil spill from our view). This time, its bites will not poison you. As soon as you take over, fire your Acid Rounds at it like mad. All it takes is 5 Acid Rounds to kill the snake for good. If you're fast, you likely won't be bit, but you may take a hit, but don't worry. You shouldn't need to move around or anything, and if it moves all over the place, just keep aiming and hit L1 to keep good aim. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After the snake is dead, examine the hole and Barry will come in. After a chat, Barry will drop a rope and let you go down. Once you land in this spot, the rope falls. Barry says he'll go find another rope. Now go to the Tombstone to press the button. It will move, revealing a ladder, but DO NOT DESCENT IT. If so, Barry dies at the end of the game and you'll be lost in this walkthrough. After you press the button on the tombstone, go back to where the rope dropped and wait a few seconds. Barry will come in with a rope and haul you back up to safety. After another chat, Barry will give you a Pass Number, which can be used to unlock the door on the other side of the mansion. Many people usually don't use this pass number, but hey, I do. Besides, if we go there, we can get some extra goodies on the way. Leave this room and backtrack to the Stairwell outside the Storage Room. If you want another healing item, go to your item chest and grab one. Back here, reload your Bazooka and open the door to the dark hallway. Back in here, open the set of double doors. There is a Hunter on the way other side of this twisted hallway, but it can't hear you and you won't hear it. Follow this hallway until the Hunter charges at you, and then kill it. Open the door to the previous hallway. The two dogs in this hallway have been replaced by two Spiders, but just run, they shouldn't touch you. Get back to the Main Hall 1F. From here, get to the dining room and then to the room where we found our first zombie. Spiders have taken over the room, but ignore them and open the door leading to the green hallway. Equip your Shotgun. Now, there are three Hunters here, two which can be killed at once. Turn to either left or right and keep aiming your Shotgun. Soon enough it'll automatically aim at both Hunters. They're at a different camera angle, but shoot. You'll likely hit both of them. Wait 1-2 seconds after each shot and shoot again. After 3-5 shots, both of them die, with terrible double screeching. Equip your Python and run forward. The third Hunter will run out of the Tiger Statue alcove, so blast it to bits. Now run forward and open the door leading to the Stairwell outside the medical room. There are two Hunters here. Run forward and switch camera angles once. You'll see the first Hunter in front of the pole, and he just stays there. You'll kill it without a problem. The second Hunter is located under the stairs, but it will never see or attack you, unless for some reason you need to go to the Medical Room. Go up the stairs. Up here, there are two hunters behind the staircase, but don't waste your time attacking them. Run towards the other alcove where there are two locked doors. Unlock the one on the left with your Helmet Key and toss it. Now open it. In here, pick up the Orders from the table. Also grab the Magnum Rounds from the shelf. If you have more than one item space open, get the Shotgun Shells. Now, see that ladder? Push it so it's in front of the fireplace and right beneath the deer's head. Go to the door and push the switch to the left of the door to turn off the lights. Now climb up the ladder in the dark, face the deer, and get the Red Jewel from it. Leave the room. Now, without fighting any Hunters, quickly run back to the green hallway outside the Tiger Statue room. Open the door leading to the room. Put in the Red Jewel and the tiger will move over, revealing *GASP* THREE SETS OF MAGNUM ROUNDS. That's 18 bullets for you right there, and it's more than enough to finish off this mansion. Now go back upstairs where you unlocked the Red Jewel room with the Helmet Key. Use the pass number to unlock the other door and then open it. In this blue hallway, there is a zombie right next to you. Use the Shotgun to blow it away. Now follow this hallway until you get to a door. There are two Green Herbs and a Blue Herb. Also there is a zombie eating another zombie, which, unusually, isn't dead. Kill them both and then open the next door, equipping your Colt Python. You'll hear the ticking of the first Hunter. Wait for it to come to you and then blast it into oblivion when it does. Now go around the corner and you'll see a door. Standing in front of the door, wait for the next Hunter to come around the bend and then kill it. Now, follow this hallway to a set of blue double doors and then open them. We're in the big library. Turn to Jill's right and run forward. Unlock the desk with your Lockpick for some more Magnum Rounds. Now, turn left and walk forward. A zombie should come out, but use your Shotgun to kill it. Go to the alcove where it came out of. To the right is an empty shelf. Push it to the left to reveal a small door and then open it. Walk around this room clockwise and pick up the Battery in the corner. Don't get in front of the windows or else a few Crows will come in. Now go back to the library. Go forward and kill the two zombies around here. Also, get the Scrapbook from the table and open the door on the other side of this place. We'll be in another library. Run forward and we'll come across a statue. Push it a little to the right and walk around it. If you don't know how to solve this puzzle, hit the switch and a light will shine above a corner of this room. Push the statue to that corner and a bookcase will slide over, revealing a hidden Alcove. Inside is the Doom Book 1. Pick it up. Now check it and turn to the pages. Hit X and it'll open, revealing an Eagle Medal. Well, there's nothing else to do here. Backtrack to the hallway where we used the pass number to unlock the door. Once you get back there, go downstairs. The second Hunter should still be there, but we'll say goodbye to it forever and not fight it. Just work your way to the Main Hall 1F. Now open the double blue doors again. In this room, just open the door across from you. Like earlier, just outrun the Spiders. Before you open the next door, make sure your Colt Python is equipped. Open the door. As soon as you enter the twisted Hallway, immediately aim and fire your weapon to hit/kill the other Hunter that seemed to get here. From here, work your way to the Stairwell and get to the Storage Room. By using this path, we avoided nearly all the second floor Hunters (two in the Dining Room, the two above stairwell, and three in the u-shaped hallway). In the storage room, you should have these items on you: Colt Python Magnum Rounds Shotgun Shotgun Shells Bazooka Healing Item Eagle Medal Battery Store the Shotgun and any ammo you have for it. Be sure to bring one healing item with you. Also, put away your Eagle Medal and take out the Crank. Keep your Bazooka, but DO NOT TAKE ANY ADDITIONAL AMMO FOR IT. Now, saving your game is highly recommended too, as we're going through one last nagging part of the game. Leave this room to the Stairwell. Back out here, go to the dark hallway and then get to the hallway where we used the four crests. With your Colt Python equipped, you'll hear the sound of a Hunter Leaping. As soon as it lands, aim and fire. Now open the door across from you, and then open the set of double doors, and congrats, we never have to see this mansion again! -------------- THE COURTYARD -------------- Out here, there's nothing much to do. Just open the double gates across from you. In the Crank Area, just use the ladders and get to the elevator, avoiding the snakes dropping down from the trees. Go down the elevator and we'll be outside the Guardhouse Passageway. There is another elevator here with a slot next to it. Put the Battery in the slot and the elevator will now work again. The elevator will take you back out to the main courtyard area again, but we need to do one last thing. Go back to the Crank pool and use the Crank to raise the water level in this pool. So, what do we do if we can't cross? Go back to the elevator and use it to get around it. What that did was eliminate a waterfall in this area that was guarding a ladder. Whenever the pool was drained, the waterfall would be active. Go to the side of the room and use the ladder to get down to the Underground. ---------------- THE UNDERGROUND ---------------- Starting the underground, you should have these items with you: Colt Python Magnum Rounds Square Crank Bazooka Any healing item if you needed one Now, open the door next to you. Barry is here. Go with him and have him go first. He'll walk away into another room, and you'll hear gunshots. Go to where he went, and open the door (he went to the door on the left). When you enter the room, a hunter leaps at Barry and he shoots it in mid-air, then kills it. Now, Barry covers you, so go through the opening across from you. In here, open the door. In here, follow this hall to an opening and you'll find Enrico. He tells you the whole plot of what happened and someone shoots him. When he's dead, check his body for the Hexagonal Crank (now that you have two cranks, remember which is which), and leave this room. Back in here, head left, ignore the Hunter, and open the door. In here, switch camera angles to see both Hunters, and kill them. Go through the opening to the right, and open the door. In here, go right, and follow this hall to a gap. Now, put the Hexagonal Crank on the slot to the left to rotate the floor. Now, the floor replaces the gap and now you can access the door. Open it. In here, go right and you'll get to a boulder. Touch it, and turn around. Now, the boulder starts rolling towards you so *RUN* back to the opening you came out of. When the boulder crashes, go to where it uses to be. See that case on the wall? Check it for some Flame Rounds, and two Hunters will enter the room. Kill them both (switch camera angles if you need too), and congratulations, there are no more Hunters in the game! Now, go to where the boulder is. It created a new opening, so go through it. Before entering the double doors, empty your Bazooka (if it has any Acid Rounds), and load in your new Flame Rounds. Equip your Bazooka, and enter the room. ******************************************************************************* Boss Fight: Black Tiger Spider Difficulty: Easier than Plant 42 Ok, I lied. This boss is the easiest boss in the game. Kill it with 1 Flame Round. At the end of the fight watch out for the mini spiders that appear out of the boss. They can bite you (but do little damage) and are a bit annoying. You can get rid of these by stepping on them. ******************************************************************************* Now, go to the other set of double doors in this room. You'll notice it's blocked by spider webs, so get rid of the webs with your Flame Rounds. Now you can open the double doors, so do so. No one's in here. Go left until you get to a door. Once you get to it, open it. Ah, a save room and an item chest in the Underground. Deposit the Bazooka, the Square Crank, and take out the Eagle Medal. Also, use the First Aid Spray if you need to heal, and there is a Blue Herb in here if you got poisoned by the spider. Grab the Ink Ribbon and save your game (then put it in the item box), and leave this room. Back in here, go all the way right until you get to a door. Once you get to a door, open it. In here, go through the opening to the right. Now, go all the way right until you get to a crank plate on the left. Use the crank until you turn the hole so that it's facing the left side (this makes an opening). Now, go up to the boulder and touch it. Now, the boulder will start rolling towards you, so *RUN* back to the opening to the left where the crank slot is. Once the boulder crashes, go to where it uses to be. See that opening? Go in it and get the Doom Book 2 (press X in the opening). Now, check it, turn so you can see its pages and open it to get the Wolf Medal. There is an Underground Map on the wall (which is pretty useless by now). Now, go to the opening to the left in this hallway, and open the door. See that crank slot? Put your crank in it and a wall will slide out. Use it again and it will go back in. So, push the statue to where the wall slides out and use the crank. The wall will slide out, pushing the statue a bit farther. Use the crank again to have the wall go back in. Now, push the statue to the right until it's on a pressure plate. This will open up a nook in this room, revealing a Lab Key. Take it, and leave this room. In here, go right until you get to an opening to the right, and go through it. In here, go through the opening in front of you, and take the lift. You're out of the Underground now. Back in the Courtyard, there are Green Herbs if you need them. Go to the fountain. See those hollows on them? Put the Eagle Medal in one and the Wolf Medal on the other hollow. Now, the water in the fountain will drain, and another hollow will open up. Go through it, and head down the stairs, into the elevator. ---------------------- UMBRELLA'S SECRET LAB ---------------------- You're now at the final building of the game. Climb down the ladder. Down here is a room with an item box. Put away the Bazooka and Hexagonal Crank. Take out the Shotgun, any Shotgun Shells, and the MO Disk, and open the door in this room. There are 3 Zombies in here. Take them out with your Shotgun, use the Green Herbs if you need to, then head down the stairs. Down here, go right until you run into a wall, killing any naked Zombies in front of you. Once you run into a wall, open the door next to you. In here, search the back of the room for a MO Disk. Turn on the computer (realistic one). Enter John as the name and Ada as the password). Now, unlock the doors on B3, then do B2, but you'll need a password. It's Mole, so type it in, and log off. Now, leave this room. Back in here, go all the way back to the staircase, and open the door next to it. In here, go to the other end of the room. The double doors are locked, so enter the door next to it. There are 5 naked Zombies in here. Blow them away with the Shotgun, and read the FAX on the wall. Now, go to the other side of the room. See that machine on the table? Put a MO Disk in it to get a pass code. Leave this room. Back in here, check the 3 buttons next to the double doors. You'll enter in your pass code, but you'll need two more. Turn around, and leave this room. Back in here, head up the stairs next to you. Up here, go into the opening and get the Slides on the table. Open the door next to you. In here, go to the overhead projector on the table, and put the Slides in it. You'll see pictures of humans that are monsters (Dogs, Hunters, the shark Neptune, and Tyrant). After the slides are done you'll see a picture of Umbrella's team. One has sunglasses and blonde hair. You wonder who that is. After the slides are done, you'll notice a shutter to the left of the screen. Open it, and press the switch. A column in this room will slide over, revealing a bookcase. Grab the MO Disk off it, and leave this room. Back in here, head down the stairs. Back down here, go right until you hit a wall. Now, go right until you hit another wall. Over here, unlock the door next to you with the Lab Key, discard it, and open it. In here, open the door to the right. In here are two boxes and a ladder. See those ventilation holes? Push the ladder to the right (make sure it doesn't hit the wall), and push the crate on the right to cover the right hole. Now, take the left, and push it right. Now, push it up, then push it until you can get it to the left hole. Now, push the ladder to the switch in between the holes, and climb it. Now, go through the ventilation shaft in front of you. In this room, kill those two Zombies lying on the ground. Also there is a machine in this room. Put the MO Disk in it and get another Pass Code. Now, unlock the door in here and open it. Back in here, go to the door you unlocked with the Lab Key, and open it. Back in here, go straight until you get to a door, killing any Zombies. Once you get to a door. Open it. You'll be in a save room. Use the Ink Ribbon and save your game, then put the Shotgun and Shotgun Shells in the item chest. Heal if you need to, then leave this room. Back in here, head left until you get to a set of double doors. Once you get to them, open them. You'll be in the lab's first power room. Equip your Colt Python. Kill any Chimeras on the ceiling, then search for a control panel in this room. Once you find it, use it to turn on the power. Now, head left to get to a door in this room. Open it. In the second power room, use the third and final MO Disk on the machine across from you to get a pass code, then head down the other passage and follow it to a door. Once you get to it, open it. There is a big computer and a small computer in the third power room. Go to the small one and use it to turn on the elevator power. Near the big computer there is a Battery. Take it, then leave this room (kill the Chimeras if they annoy you). Back in the second power room, head back to the first room, then leave the first power room. Back in here, follow this hall to an elevator. The power for is off, so press the switch next to it to turn it on. Barry enters the room saying he got lost. Now, go in the elevator. Down here, Barry and Jill find Wesker. Wesker tells Jill the whole story and Barry aims his gun at Jill's head. Looks like Wekser works for Umbrella and Barry has to do everything he says, threatening his family as well and taking them as hostages. Then Wesker tells Barry to go up on the floor and wait there. Wesker is taking Jill to the Tyrant lab, but then Barry knocks him unconscious by hitting him in the head with his gun. So Barry and Jill go through the double doors. In a tube you'll see the Tyrant, the world's "Ultimate Biological Weapon". Barry wants to kill it and lets it loose. Tyrant breaks free and knocks out Barry, then turns his attention to Jill. ******************************************************************************* Boss Fight: Tyrant Difficulty: Medium If you're new to Resident Evil, Tyrant may be a problem. But he is slow so run around the room and shoot randomly. It takes 3 Magnum Rounds to take him down. So Jill was right about saying "Tyrant is not completely developed". ******************************************************************************* After the fight is over, go check Barry. Seems he's still alive, and he admits he was embarrassed. Now, leave this room. The triggering system will now go off. Jill and Barry head up the elevator. Up here, go into the save room and save your game (make sure you have one free slot though), and have the Battery with you too, and also take all the Magnum rounds you have. Now leave this room. Back in here, go through the opening in front of you, and open the door. In here, go to where the staircase is, and open the door next to it. In here, go to the double doors and face the buttons to the right. Enter in the last two passwords and the double doors will open, so go through. In here, open the jail door in this room. You'll find Chris in here, and Chris thanks you for saving him. Now, leave the prison and leave the room outside of it. Out here, Chris will say "Let's go", and leave, so follow him. Back in here, head up the stairs. In here, follow this hallway to a door, and open it (kill the Zombies if you need to). You'll find Chris in here. Head up the ladder and Chris will follow. Barry is up here, and open the door in this room. In here, follow this hallway until you get a call from Brad. He is still flying around the area and he is running out of fuel, and he says this is our last chance to escape. Also, follow this hall to an elevator. The place will detonate in 3 minutes, and at the elevator, put the Battery in the slot next to it. Chris and Barry will take care of the monsters coming towards you. You'll be on the heliport. Pick up the flare on the box and use it anywhere. Brad will come in and try to land, but Tyrant will break through the ground before Brad picks you up. ******************************************************************************* Boss Fight: Tyrant Difficulty: Hard Your final boss is quite hard. Tyrant will make his claw bigger and run and scratch at you. Every two hits, check your health. If it's in Caution, heal. Now, fire 5 Magnum Rounds at him (or wait until there's 30 seconds at him), and Brad will drop a Rocket Launcher. Get to it and equip it. Now, fire it at Tyrant and it will destroy him (you have 4 rockets). ******************************************************************************* After the fight is over, Brad will land and pick up you, Barry, and Chris. Watch the ending, and have once the credits roll by, you'll see a picture of Jill, the time it took to beat the game, and the number of saves. For unlockables, go to the unlockables section. =================================== 10. Chris's Walkthrough (Advanced) =================================== NOTE: Playing as Chris, I assume you've played as Jill, and that you know your way around here better. Walkthrough: Barry is gone. A gun is fired and Chris is ordered to look at it, so he goes to the Dining room. No cut scene for Chris here. Just open the door at the other end of the room. In here, go left and meet your first Zombie. Don't be a fool and kill it with your knife, just go back to the Main Hall 1F. Wesker and Jill are gone. You'll notice Jill's Beretta is on the floor, so pick it up. Now go back to where the Zombie was. The Zombie is now to your right. Kill it and go to Kenneth's body. Search it 3 times for 2 clips. Go back to the Main Hall 1F, and head up the stairs. Up here, head up the stairs to your right, and open the door to the right. In this small room, see that vase next to you? Next to it is a Small Key. Pick it up. Open the door in here and you'll be on the mansion's balcony. No Bazooka for Chris! Instead, they replaced it with a Clip, so pick it up. Also try and get the Armor Key and Forest will attack you, so kill him. Now get the Armor Key, and go back to the Main Hall 2F. Back in here, open the door to the left of the one you came out of. In here, kill the Zombie in front of you, unlock the door next to you, and open it. In here, walk around the corner to find Richard. Rebecca Chambers is here telling you that he needs Serum. So, leave this place. Back in here, open the door next to you. Back in the Main Hall 2F, open the double doors at the other side of the room. In the Dining Room 2F, kill all 4 Zombies in here and push the statue to the right until you see a broken part in the rail. Now, push the statue over the rail and it will fall to the first floor, breaking. Now, open the door at the other end of the room. In here, kill the Zombie next to you, and kill the remaining two around the corner. Now, head down the stairs in here. Down here, open the door under the stairs. You should have these items with you: Beretta Clip Knife First Aid Spray Small Key Armor Key Put the Knife in the chest and leave this room. Leave this room. Back in here, follow this hall to a door, killing the Dogs that leap out of the window. When you get to a door, unlock the one to the right, and open it. In here, use the Small Key to unlock the desk and get some Shotgun Shells. Also, get the Clip and Colt Python off the shelf, and leave this room. Back in here, open the door under the stairs. In here, open the item chest and put away the Shotgun Shells and Colt Python. Now, get the Serum off the shelf and go back to the room where Richard is. Rebecca will give him a shot and Richard will lend you a radio and die. Leave this room now. Back in here, follow this hall until you see the blue double doors. Unlock them and open it. In the armor room, cover both ventilation holes with the statue, and press the switch in the middle. The glass will lower, revealing an Emblem. Grab it, and leave this room. Back in here, follow the hall to a door, killing the last 2 Zombies in here. Once you get to a door, open it. In here, read the Botany Book in the middle of the room, unlock the door in here, and open it. In here, kill the Zombies in front of you, head down the stairs to the left, then head down the stairs next to you. Down here, kill the Zombies and enter the storeroom. In here, you should have these items: Beretta Clip First Aid Spray Armor Key Emblem Get the Broken Shotgun, and put it away in the item chest, along with the First Aid Spray and Emblem. Now leave this room. Back out here, head up the stairs. At the top, head up the staircase to your right. Up here, go left until you see a door to your right. Once you see it, unlock it, and open it. In here, kill the two Zombies and open the door next to you. In here, press the switch to the left and the tank will drain. So, get to the left of it and push it to the right. Now, go to the Cupboard and push it to the right and it will reveal a hidden cabinet. Check it for the first half of the Moon Crest, and leave this room. Back in here, open the door across from you. In here, pick up the Lighter on the shelf, and leave this room. Out here, open the door next to you. In here, turn left, and head down the stairs to the first floor. Down here, go into the storeroom and put the Moon Crest in the item chest, and head back upstairs. Up here, go right this hall to a door. Once you get to it, unlock it, and open it. In this hall, follow it to the door that leads to Richard's room. Open it. In here, open the door in this room. In here, kill the Zombies in front of you, and go through the opening next to you, and open the door at the end. You'll be in a small dining room. See those candles on the table? Light them up with the Lighter, and it will brighten up in here. See that cupboard? Push it to the left and you'll find an opening. Go through it. In here, get the Sword Key off the shelf, and leave this room. Back in here, go into the hallway and open the door that leads to Main Hall 2F. In here open the double doors that go to the Dining Room 2F. In here, open the door at the other end of the room. In here, head down the stairs in this room. Down here, open the door under the staircase. In here, you should have these items: Beretta Clip Sword Key Armor Key Lighter Put away the Lighter and leave this room. Out here, follow this hall to a door, and open it. In here, kill the two Zombies in front of you, then go through the opening next to you. In here, unlock the door to the right with the Sword Key, and open it. In here, pick up the Clip on the bed, and go to the table at the other side of the room. Try to pick up the file on it, and a Zombie will come out of the closet. Kill it, and get the Shotgun Shells in the closet. Read the Keeper's Diary on the table, and leave this room. Back in here, unlock the door to your right, and open it. You'll be back in the room where you saw your first Zombie. Go all the way right to the double doors, and use the Sword Key to unlock the door to the left of it. In the piano bar, go to the shelf. Push it to the right and grab the music notes off the other shelf, and go to the piano. Try to use the music notes, but it seems Chris can't read music. Rebecca comes in to try and play Moonlight Sonata, and screws up at the end of the song. Let her practice, and leave the room. Out here, open the door that leads to the Dining Room. In here, leave the Star Crest where it is for now and go to the Main Hall 1F. In here, go to the other end of the room. Unlock the brown door with the Armor Key, but then go through the blue double doors. In here, use the Sword Key to unlock the door, and discard it. Now open it. In here, follow this hall to a door, and kill the two dogs. Once you get to the door, open it. In here, unlock the first door you see with the Armor Key, and then discard it. In here, kill the dogs and get the Chemical near the boiler, and leave this room. Back in here, follow this hall to the next door in this room. Once you get to it, open it. You'll be in a bathroom. Kill the Zombie and get the Clip next to the mirror, and search the tub for a Small Key. Now leave this room. Back in here, follow this hall to a set of double doors. Once you get to them, open it. In here, kill the 2 Zombies in front of you. Now, unlock the door next to you, but head left and open the door to your left. You'll be in the picture gallery. Press the switches beneath the pictures in this order: Newborn Baby Infant Lively Boy Young Man Tired Middle Aged Man Old Man The End of Life Now, the picture in front of you will fall, revealing the Wind Crest. Grab it, and leave this room. In here, kill the Zombie in front of you, and go into the opening it came out of. In here, open the door. In here, kill the 2 Dogs, and go to the locked door. Put the Wind Crest in the slot to the left of it, and leave this room. Back in here, open the door next to the double doors. You'll be back at the stairwell. Open the door that leads to the storeroom. Right now you should have these items: Beretta Clip Chemical Shotgun Shells Small Key Put away the Shotgun Shells, take out the Broken Shotgun, and leave this room. Back in here, open the door. In here, open the set of double doors next to you. In here, open the door to your right. In here, kill the 3 Zombies and take the Shotgun off the wall. Now, put the Broken Shotgun on the wall, and backtrack back to the Main Hall 1F. In here, open the door next to the blue double doors. In here, kill the 2 Zombies and get the Clip next to the mirror. Go through the opening and kill the Zombie next to you. Now, go to the desk and unlock it with the Small Key, and get the Shotgun Shells. Now, open the door behind you. In here, kill the Zombie and open the door. Change outfits if you want to, and get back to the Main Hall 1F. Back in here, go into the Dining Room and in the hall where the first Zombie was. In here, open the door in front of you. In this hall, follow it to a door, killing the Zombie in front of it. Once you get to a door, open it. In the greenhouse, dump the Chemical in the machine and the vines will die. Now, get to the other side of the room and get the Sun Crest off the wall, and leave this room. Back in here, get out of the passage you're in, and open the door in front of you. In here, open the door under the stairs. Put the Shotgun, Shotgun Shells, and Sun Crest in the item chest, and take out the Emblem. Now, leave this room, and go into the piano bar room. Looks like Rebecca is done practicing. Once the song is done a secret passage will open it, so go in it. In here, take the Gold Emblem and put the Emblem in its place. Now go back to the Dining Room. In here, put the Gold Emblem in the hollow above the fireplace. The clock will stop ticking and slide over, revealing the Blue Jewel. Grab it, and get the Star Crest near the broken statue as well. Remember where the Tiger Statue room is? Go to it (it's in the green hall that leads to the greenhouse and bedroom). In here, put the Blue Jewel in the tiger's eye and it will slide over, showing the Shield Key. Grab it, leave this room. Back in here, open the door to the right. In here, open the door under the staircase. In here, put the Star Crest, Beretta, and Clip in the item chest, and take out the Shotgun, and all Shotgun Shells you have. Combine all the Shotgun Shells for more space. Remember where Richard's room is? Head upstairs and go to it. In here, get the Green Herb and open the door. In here, unlock the door in front of you with the Shield Key and open it. In the attic, equip your Shotgun, and walk to the center of the room. ******************************************************************************* Boss Fight: Yawn (the snake) Difficulty: Medium Since Chris gets no Bazooka, he has to take Yawn out with the Shotgun. Now, run around the place and try not to get hit, and fire your Shotgun at him now and then. If he gets close, run around the poles and try to get him stuck. After about 7 shells, Yawn will leave this place. For more protection against this snake, don't stay where you are. Run around to a different spot in the room if he comes close. ******************************************************************************* Now, go to where the hole is and grab the second half of the Moon Crest. Now get the Shotgun Shells on the barrel, and leave this place. Out here, head down the stairs. If you weren't hit by Yawn, congratulations (I've never managed to get past him without getting poisoned). If you were hit, Rebecca will come in, and you get to play as her to get the Serum. Go to where the Serum room is (the room under the staircase), and grab the Serum on the shelf. Now, go back to where Chris is, and give him the Serum. Chris will no longer be poisoned, but you're health isn't completely healed, so use the Green Herb. Now, leave this room, leave Richard's room, and back in here, get back to the stairwell and into the storeroom. In here, take out the Sun Crest, Star Crest, and the first half of the Moon Crest, and combine the two halves. Now, go to the hall where the locked door and the 4 crests slots are. Put the remaining 3 crests in and the door will unlock, so open it. In here, push the ladder so it's in front of the shelf. Now, climb the ladder and get the Square Crank off the shelf. Now, see that barrel next to the door? There is a Small Key on it, so grab it. Now, open the door in this room. ************** THE COURTYARD ************** In here, wait for all 3 dogs to come at you, and kill them all. Now, you'll get a call from Brad, but we won't be able to hear you. Heal if you need to with the Green, Red, and Blue Herbs, and open the gate. In here, follow the pathway to a plate. Put the crank in it, and all the water will drain. Now, go to the ladder and jump down it. Down here climb up the ladder in front of you. Up here, get to the lift, and ignore the snakes falling from the trees. Once you get to the lift, activate it, and ride it down. Down here, kill all 3 Dogs (shoot and wait for them to come at you), and enter the gate at the other side of this area. Open it. In here, use the Blue and Green Herbs next to you if you need to, and kill the two Dogs here. Now, follow this path to a door. Open it, and you're in the Guardhouse. *************** THE GUARDHOUSE *************** Use the Blue Herb in here if you need to. Open the door across from the 001 door. In here, drop the Shotgun and Shotgun Shells and take out the Beretta and Clip. Also, put a away the crank, save your game with the Ink Ribbon in here, put the Ink Ribbon in the chest, and leave this room. Back in here, open the door that says "001" above it. Kill the zombies in here. On the desk in the corner, search the cup for a key (not the desk that's locked). Use the Small Key to unlock the desk and to get some Shotgun Shells. Now leave this room. Back in here, open the double doors. In here, head right and get the Red Book off the table, and leave this room, ignoring the spiders. Back in here, go through the opening in front of you, and in this hall, open the door. In here, open the first door you find. In here, go through the opening to your right. Now, get the 002 Key off the table and run back to the door you came from, ignoring the bees. Leave. Back in here, follow this hall to a door labeled "002" above it. Unlock it with the 002 key, and open it. In here, go to the bathroom opening the door next to you. In here, kill the Zombies and get the 003 key out of the sink. Now leave this room. Back in here, unlock the desk with the Small Key, and get the Shotgun Shells out of it. Also, see those two cupboards? Push one forward towards the wall and the other one to the right, and it will reveal a ladder, but instead, head back to the room with the bee's nest. In here, unlock the door that's labeled 003, and open it. In here, open the door next to you and you'll be in the bathroom. Kill the Zombies and take the Clip off the floor, and leave this bathroom. Back in here, kill the Zombies and go to the bookshelf. Take out the white book and put in the Red Book. A bookcase will slide over, revealing a door. Open it. You'll be in the room with Plant 42. Chris wants to look at it, so he walks up close and the plant grabs him. Screaming, Rebecca hears him from the other room and barges in. Chris throws her the book how to make the V-Jolt, and now you can play as Rebecca. Back in the bee's nest room, get in front of the only door we haven't opened in here. See the panel next to it? Check it and press these numbers in it in this order: 1, 2, 5. The door will open, so open it. You're in the chemical room. Here's a step walkthrough on how to make the V- Jolt: 1. Grab all 4 empty bottles in this room (they are the flashing objects). 2. Go to the sink and put water in one. 3. Go to the shelf behind you and get some UMB. NO 2. Put some in an empty bottle. 4. Combine the water and the UMB. NO 2. to get UMB NO. 3 5. Go to the empty shelf and get some UMB NO. 4 off of it. Put it in an empty bottle. 6. Combine the UMB No. 4 and UMB NO 3 to make UMB No. 7 7. Get UMB NO. 4 from the shelf and UMB NO. 2 from the other shelf. Combine the two and get UMB NO. 6 8. Combine UMB NO. 6 and UMB NO 7 to make UMB NO 13 9. Get some water from the sink and UMB NO. 2 from the shelf. Combine the two to make UMB NO 3 10. Combine UMB NO 3 and UMB NO 13 to make the V-Jolt Once you got the V-Jolt, go to the 002 room, and head down the ladder (if you didn't push the cupboards to reveal the ladder, push them over now). Head down the ladder. Down here, follow this hall to two crates. Push them both into the water. Now, go to the other crate and push it towards the opening that leads to the ladder. Now, with your back facing the ladder, push the crate forward to the wall across from you. Now, get behind the crate and push it until it hits a wall. Once it does, get to the right of the crate and push it left to a water. The three crates will make a bridge, so cross it and follow the hall to double doors (basement's flooded it seems). Open them. In here, head right until the camera angle changes. See that door? Open it. In here, go to the other side of the room. See those huge roots hanging from the ceiling? Use the V-Jolt on them and they will shrink. Leave this room. You will now gain control of Chris: ******************************************************************************* Boss Fight: Plant 42 Difficulty: Fairly Easy If you have a Beretta and enough ammo, this should be easy. Every now and then, fire 2-4 shots at the plant, and run around the room so you don't get hit by the acid falling from the ceiling. Keep shooting at the plant until it's dead, and run when you see acid falling from the ceiling. This plant can be killed easily. ******************************************************************************* Once the plant is dead, get the Control Room Key from the fireplace, and leave this room. Rebecca is in this room. Chris thanks her and Rebecca goes to the room where she made the V-Jolt. If you got hurt there, go into the room she's in, talk to her, and have her heal you. Now, go to the 002 room, and head down the ladder. Down here, follow this hall to a set of double doors, and open them. In here, head left, and follow this hall to two doors. The sharks are waiting in front of the doors, but ignore them and unlock the door to the left, and open it. In here, use the lever on the machine to drain all the water in this basement. You'll see a flashing button next to the door. Press it, and leave this room. Now, open the door next to you. In here, get the two Clips and two Shotgun Shells, and get the Helmet Key too. Now, return to the hall outside the 002 room. You'll find that Wesker has killed a Spider. It "seems" that he and Jill were attacked by something and lost Jill (yeah right). After the conversation, go back to the save room in the Guardhouse. Back in here, put away the Beretta, Clip, and take out the Shotgun, Shotgun Shells, and Colt Python. Combine the Shotgun Shells for more space, and leave this room. Back in here, open the door next to the statue, and leave the Guardhouse. ******** GARDEN ******** Head forward and you'll get a call from Brad, but he won't be able to hear you. So, follow this passage to a gate, and open it. In here, head up the lift at the other side of this area. Up here, follow this passage to a ladder, and ignore the snakes falling from the trees. Once you get to the ladder, drop down it, and climb the ladder across from you. Now, open the gate in front of you. In here, kill the Dogs with the Shotgun, and open the door that leads back to the mansion across from you. ********************* THE MANSION: PART II ********************* In the shed, open the door in front of you. In this hall, follow it to a door, and open it. In here, equip your Colt Python, and come out of the opening you're in. Watch the FMV and a Hunter will come in. Kill it, and unlock the only locked door in here with the Helmet Key, and open it. In here, press the switch on the desk, and the room will brighten up. Get the Magnum Rounds off the desk, and get the Mo Disk off the shelf, and leave this room. Back in here, open the door next to you. In the stairwell, there are two Hunters here. Kill them both, and open the door that leads to the storeroom. Looks like Wesker has left some goodies for you. Get the Shotgun Shells and the First Aid Spray, and leave the Clip. Put the Shotgun and all Shotgun Shells in the item chest, and take the First Aid spray if you need to. Use an Ink Ribbon to save the game if you need to, and leave this room. Back in here, head up the staircase. WAIT! Before you head up the stairs next to you, aim high at that Hunter, fire your Magnum and it should kill it. Now, turn right, and follow this hall to a door. Kill the Hunter in front of it, and open it. Once you enter, aim at the Hunter next to you and kill it. Now, wait until the two other two Hunters come, and kill them both. Now, follow this hallway to the door that goes to the Main Hall 2F, and open it. In here, head down the stairs to the Main Hall 1F. Down here, open the double doors and go into the Dining Room. In here, open the door at the other end of the room. In here, ignore the Spiders and open the door in front of you. In this hall, wait for the two Hunters to come and kill them both. Now head straight. A Hunter will come out of the alcove but it will scream before it attacks. Kill it, and open the door in the corner of this room (not the one leading to the Greenhouse or the bedroom). In here, kill the two Hunters, and head up the stairs at the end of the hall. Up here, kill the two Hunters and unlock the door here with the Helmet Key, and open it. In here, read the Orders on the table, get the Magnum Rounds and Shotgun Shells off the shelf, and then see that ladder? Push it to the moose on the wall above the fireplace. Now, hit the switch in here and the light will turn off. Now, go up the ladder, turn right, and face the moose. Take the Red Jewel out of its eye, and leave. Now, head downstairs. Down here, follow this hall to a door, and open it. In here, remember the alcove where the Hunter came out of? Go in it, and open the door. In the Tiger Statue room, put the Red Jewel in the tiger's other eye. It will slide over, revealing 3 sets of Magnum Rounds. Grab all 3, then head back to the storeroom on the other side of the mansion by using the 2nd floor (more safe). Once you get to the Storeroom, save your game, leave this room, and head up the stairs. Up here, turn left, and follow this hall to a door. Once you get to it, open it. In here get a Green Herb, unlock the door with the Helmet Key, and discard it. In here, check the piano, and a cut-scene happens. ******************************************************************************* Boss Fight: Yawn Difficulty: Medium He'll come slithering out of the fireplace. Now he'll try and bite you, but he misses and creates a hole in the floor instead. Equip your Shotgun and keep firing at him until he dies. Use L1 to follow his movements, and once you get hit, heal. This time, his bites don't poison you, and he's a bit easier. So, reload when you need to and he should die in no time. ******************************************************************************* Once he's dead, check the hole, and jump down it. Down here, press the switch on the tombstone and it will move, revealing a ladder. Climb down it. Down here, equip the Colt Python, kill the first two Hunters (the third will take a while to get to you), then run to the other end of the room, and open the door. In here, follow this hall to a door, and ignore the 2 Zombies eating the other one (they won't see you in time). Once you get to a door, open it. You'll be in the Kitchen (why on earth is it in the basement?). Get the small key on the counter, and head right. See that Zombie on the floor? Shoot it and it will die. Now, go into the opening, and head into the elevator. Up here, kill the Hunter next to you, and open the door it was facing. In this closet, get the two Boxes of Shotgun Shells off the shelf. Now, leave. Back in here, kill the other Hunter, and follow this hall to a set of double doors. Open them. In here, unlock the desk in the small corner with the Small key, and open it. Get the Magnum Rounds, and Equip the Shotgun. Now, kill all 3 Zombies in here, and read the scrapbook on the table. Now, get in front of the lone bookshelf here, and push it. It will reveal a door, so open it. In here, get the Battery on the other side of the room, and leave this place. Out here, open the other door in this room. You'll be in the mansion's messed up Library. In here is a statue and a switch. Push the switch and a light will shine in the corner of the room, showing where to push the statue. Push it there, and a bookcase will slide over, revealing a secret room. Go into it, and in here, get the Doom Book 1. Check it and turn it so you can see its pages. Now, open the book with X and get the Eagle Medal out of it. Remember where the elevator was? Go back to it, and go in it. Back down in the Kitchen, go in the opening at the other end of the room, and a scene will happen. A Zombie will open the door, so kill it (it takes a few hits, so watch out). Now, open the door it came out of. In here, head up the stairs in front of you. At the top, follow this hall to a set of double doors, unlock them, and open them. You'll be back in the hall where you met your first Zombie. Ignore the Spiders here, and go back all the way to the storeroom. In the storeroom you should have these items: Colt Python Magnum Rounds Shotgun Shotgun Shells Eagle Medal Battery Put away the Shotgun, Shotgun Shells, and Eagle Medal, and take out the Square Crank, and leave this room. Out here, open the door in this room. In here, turn right, and follow this hall to a door. Open it. In here, kill the Hunter and open the door at the other end of the hall. You'll be back in the mansion's shed, and open the door in front of you. ******* GARDEN ******* In here, open the gate at the other end of the room. In here, drop down the ladder in front of you, and climb up the one across from you. Now, follow this passage to a lift, and ignore the snakes. Once you get to the lift, ride it down. Down here, go to the other lift in this area, and put the Battery in the slot next to it. Now, go up the lift, and you'll be back in the first area of the Garden. In here, open the gate. In here, use the Square Crank in the plate, and the water will raise. Now, leave this place, and go back to the elevator. Ride it down. Down here, go to where the water was falling. It has stopped, revealing a ladder. Climb down it. **************** THE UNDERGROUND **************** Starting the underground, open the door next to you. In here, turn right, and follow this hall to a door. Once you get to it, open it. In here, open the door on the wall to the right. In here, follow this hall to Enrico. Enrico thinks you are Wesker, and will try to shoot Chris. Chris covers his eyes, and someone else shoots him. Once Enrico is dead, check him for the Hexagonal Crank. Now leave this room, and kill the two Hunters. Now, backtrack to the Underground's starting point, and kill any Hunters you see. Back in here, follow this hall to a hole. See that slot on the left? Put the Hexagonal crank in it, and the wall will rotate, and the hole will not be on the floor, so open the door. In here, get the Flamethrower next to you. Now head right and touch the boulder. Now, *RUN* back to the opening and the boulder will start rolling, so go back to the opening you came out of. The boulder will crash, but go where it was. Over here, open the case on the wall for some Magnum Bullets, and a Hunter will enter the room. Kill it, and kill the other one as well. Now, go to where the boulder crashed. In here, open the set of double doors. ******************************************************************************* Boss Fight: Black Tiger Spider Difficulty: Very Easy Even on Chris, the Spider is still the easiest boss in the game. Just fire three straight Magnum rounds into it and it will die. After the fight watch out for the mini spiders that come out of this boss, they can bite you (but do little damage to you) and they are a bit annoying. You can easily get rid of them by stepping on these little spiders. ******************************************************************************* Now, equip your Flamethrower, and go to the door blocked off by webs. Use the flamethrower to burn off all the webs, and now open the door. In here, head right. The door it locked, but turn right. Put the Flamethrower on the board and it will unlock, but turn around and go to the other end of the room. Over here, open the door to the left. In here, put away the Square Crank and take out the Eagle Medal. Heal if you need to, and leave this room. Back in here, open the door you just unlocked. In here, go through the opening to your right. In here, go all the way left until you get to a hole. Once you get to it, put the crank in the slot to the left, and keep using it until the hole is facing the left side. Now, go to the boulder and touch it. Now, it will start rolling, so *RUN* into the opening to the left. Once the boulder is by, go to where it was. Over here, get the Doom Book 2 from the opening. Check Doom Book 2 and turn so that you can see its pages. Now open it to get the Eagle Medal. Go back into the opening to the left and open the door. See that crank slot? Put the Hexagonal crank in it and the wall will push out. Now, use it and it will go back in. See that statue against the wall? Push it to where the wall pushes out and then use the crank in the slot. The wall will push the statue off the wall, so use the crank again, and the wall will go back in. See that plate on the floor? Push the statue on to it and a case in the wall will open, revealing the Lab Key, grab it, and leave this room. Back in here, head right until you get to an opening. Once you get to it, go through it. In here, go through the opening and front of you, and take the elevator. ******* GARDEN ******* Up here, head right. See the fountain? There are 3 hollows in it. Put the Wolf Medal in the front one and the Eagle Medal in the back one. The water will drain out and the other hollow will open, so go in the fountain. In here, head down the stairs and take the elevator to Umbrella's Secret Lab. ********************** UMBRELLA'S SECRET LAB ********************** In here, head down the ladder. Down here, open the chest next to you. Put away the Colt Python, Magnum Rounds, and Hexagonal Crank, and take out the Shotgun (equip it), Shotgun Shells, and the MO Disk. Now open the door in here. In here, kill all 3 Zombies and head down the stairs at the other end of the room. Down here, head right until you bump into a wall, killing any naked Zombies in front of you. Once you bump into a wall, open the door next to you. In here, search the back of the room for a MO Disk, and log onto the computer. Put John as the username and Ada as the password. Now, unlock the doors on B3. Now, unlock the doors on B2 but you'll need a password, so type in "Mole". Once you got the doors unlocked, log off the computer, and leave this room. Back in here, open the door next to the staircase. In here, go to the other end of the room. Over here are a set of double doors, but they're locked. So open the door to your right. In here, kill the 5 naked Zombies, and go to the other side of the room. Over here, use a MO disk on the machine to get Pass Code 01. Now read the FAX on the wall, and leave this room. Out here, see those 3 buttons to the right of the double doors? Check them and insert the pass code you got. Now turn around, and leave this room. Back in here, head up the stairs next to you. At the top, go into the opening to the left. In here, grab the Slides off the table, and open the double doors. See that projector on the table? Put the Slides in it, and you'll see a Slide Show (use X to go through it), showing the monsters, and Umbrella's Team. You'll notice someone with sunglasses and blonde hair. I wonder who that is... After the slides are done, you'll notice a shutter next to the screen. Open it and it will reveal a button. Push it and a column in this room will slide over, revealing a shelf. Grab the MO Disk off of it, and leave this room. Back in here, head down the stairs. Down here, head right until you bump into a wall, killing any naked Zombies in front of you. Now, head right until you hit another wall, killing more naked Zombies. Over here, unlock the door with the Lab Key, discard it, and open it. In here, open the door next to you. In this room are two ventilation holes, a switch, a ladder, and two boxes. Push the box on the right to the right, then get in front of it and push it to cover the hole on the right. Also, move the ladder out of the way (but make sure it doesn't touch the wall), and now push the left box to the right, then get in front of it and push it to the left ventilation hole. Now, with both holes covered up, push the ladder onto the switch. Climb it, and go through the ventilation shaft. In here, kill the naked Zombies on the floor, and grab the Magnum Rounds off the shelf. Use the MO Disk on the machine on the desk to get Pass Code 02. Unlock the door in here, and leave. Back in this hall, go to the door you unlocked with the Lab Key, and open it. In here, kill the Zombie in front of you, and go all the way straight until you get to a door. Once you get to a door, open it. This is the final save room of the game. Put the Shotgun and Shotgun Shells in the item box, and take out the Colt Python and Magnum Rounds out of the box. Save your game, heal if you need to, and leave this room. Back out here, head left until you get to a set of double doors. Open them. You'll be in the Lab's first power room. Kill the Chimeras on the ceiling and go to the machine in the corner of this room. Use it to turn on the power in the lab, and open the door at the other side of this room. You'll be in the Lab's second power room. Use the MO Disk on the machine across from you to get the final Pass Code. Now, head down the other passage to the right, and at the end of it, open the door. In here, kill all 3 Chimeras on the ceiling. There is a big computer and a small computer in this room. Use the small one to turn on the elevator power, and next to the big one is a Battery. Pick it up, and leave this room. Back in the second power room, leave and go back to the first. Back in this power room, leave this room as well. Back in here, follow this hall to an elevator. Hit the switch next to it and it will turn on the power for it. Rebecca will come in the room, and you two head down the elevator. Down here, you'll find Wesker. Chris found out Wesker worked with Umbrella and you learn the whole story. Then, Chris asks if he killed Enrico and Wesker says "Yeah, like this", and shoots Rebecca in the chest. Now, Wesker wants to show you something, and you go in the set of double doors. In here you'll find the Tyrant. Chris will start laughing and call it a failure. Wesker releases Tyrant to kill Chris but instead Tyrant kills Wesker, and turns his attention to Chris. ******************************************************************************* Boss Fight: Tyrant Difficulty: Easy Tyrant is pretty easy. He is slow, and run around the room shooting at him. It takes 3 hits to knock him down. ******************************************************************************* Once he is dead, go to the computer Wesker uses to free Tyrant. Use it to unlock the door in here, and leave. Out here, you'll find Rebecca is alive, and that she was wearing a bulletproof jacket. You both go into the elevator. Rebecca will go and set off the triggering system, and now you go to the opening to the left and open the door. In this hall, open the door next to the staircase. In here, go to the other end of the room, and turn right. Enter in the final two pass codes and the double doors will unlock, so open it. In here, open the door in this room. You'll find Jill in this jail. Leave the jail. Back in here, leave this room. In here, Jill takes off and goes to the other end of the room, and leaves. Open the door she went through. In here, head up the stairs next to you. At the top, get the Green Herbs and open the door in here. In here, open the item chest and take out all healing items you have, and make sure you have the Battery, and climb up the ladder. Up here, open the set of double doors. In here, follow this hall until you get a call from Brad. He is still flying around, and it's his last chance for us to get out of here. So get to the elevator in here. Put the Battery in the slot next to it and there will be 3 minutes left until explosion. Rebecca and Jill will take down the monsters, while you go in the elevator. You'll be in the heliport. Pick up the flare on the box and use it anywhere. Brad will come but then Tyrant will burst out of the ground. ******************************************************************************* Boss Fight: Tyrant Difficulty: Hard This boss is quite hard. He's fast and more powerful, but just run around the heliport and shoot him. Every time you get hit twice, heal. After about 5 Magnum shots (or when the timer reaches 30 seconds), Brad will drop a Rocket Launcher. Pick it up, equip it, and destroy the Tyrant, and you've beaten the game. Now watch the ending. ******************************************************************************* =========================================== 11. Resident Evil: Director's Cut Changes =========================================== In Resident Evil: Director's Cut, you have 3 difficulties: Standard, Training, and Advanced. Standard and Training are the original Resident Evil, while Advanced is the same thing, with better camera angles, the items have been re- arranged, etc. In the original mode of Resident Evil, you got a Special Key for saving Chris and Barry as Jill (or Rebecca and Jill as Chris), which lets you access the room that lets you change your outfit. In the Advanced mode, the door is unlocked already (I don't like Jill's Advanced outfit, so I use her blue police one). Both Chris and Jill start out with new outfits. Jill has blue jeans and a Sleeve-less white police shirt, while Chris has a white shirt and army jeans. Also in Standard, the Moon Crest was a piece, while it was split into two pieces on Advanced. Here are all the randomized items in the game: ------------------------------------------------------------------------------- ARMOR KEY: Standard: In the greenhouse room where you use the Chemical Advanced: On the balcony with Forest SWORD KEY: (Chris only) Standard: In the room where you get the Serum Advanced: In the closet where the small dining room is near the Attic SHIELD KEY: Standard: Behind the grandfather clock in the Dining Room Advanced: Behind the Tiger Statue HELMET KEY: Standard: In the fireplace where Plant 42 is Advanced: In the basement closet in the guardhouse EMBLEM: Standard: In the slot above the fireplace in the Dining Room Advanced: Behind the glass in the knight statue room BLUE JEWEL: Standard: In the statue on the Dining Room 2F Advanced: Behind the Grandfather clock in the Dining Room WIND CREST: Standard: Behind the Tiger Statue Advanced: Behind the painting in the picture gallery (where you do the picture puzzle) STAR CREST: Standard: Behind the last picture in the picture gallery Advanced: In the statue on the Dining Room 2F SUN CREST: Standard: Behind the glass in the knight statue room Advanced: In the greenhouse MOON CREST: Standard: In the hole where you beat the snake in the attic Advanced (broken into two halves): 1st half: In the Researcher's room behind the cupboard 2nd half: In the whole where you beat the snake in the attic COLT PYTHON: Standard: Behind the Tiger Statue after using the Red Jewel Advanced: In the vacant room on the first floor BROKEN SHOTGUN: Standard: In the vacant room on the first floor Advanced: In the storeroom on the first floor CHEMICAL: Standard: In the storeroom on the first floor Advanced: In the boiler room outside 003 KEY: Standard: In the basement closet Advanced: In the 002 room bathroom sink C. ROOM KEY: Standard: Found after draining the tub on the 001 bathroom Advanced: Found in the fireplace where PLANT 42 is RED BOOK: Standard: Found on the bed in the 001 room Advanced: Found on a table in the bar BATTERY: Standard: Found in the closet in the hall leading to the Library Advanced: In the secret room in the Library HEXAGONAL CRANK: Standard: Found in the hall where Enrico is Advnaced: Found in Enrico's hands DOOM BOOK 1: Standard: In the Study room near where the first Hunter is Advanced: In the messed up Library DOOM BOOK 2: Standard: In the Underground room where you push the statue on the pressure plate Advanced: In the alcove behind the second boulder MO DISK 1: Standard: In the mess up Library Advanced: In the study near where the first Hunter is MO DISK 2: Standard: In the alcove behind the second boulder Advanced: In the back of the computer room in the lab MO DISK 3: Standard: On the table next to the double doors on B2 Floor Advanced: Found on the book shelf in the projector room SLIDES: Standard: On the floor in the computer room in the lab Advanced: On the table next to the double doors on B2 Floor LAB KEY: Standard: Found on the bookshelf in the projector room Advanced: Found in the underground room where you push the statue on the pressure plate BATTERY: Standard: Found right next to the elevator Advanced: Found in the third power room ========== 12. Files ========== Well, this section is finally here. It covers all files in the game, their exact information, and the location you can find them in. ------------ Botany Book ------------ About Medical Herbs As you may know, there are many plants that have medicinal effects. Since ancient times, humans have been healing wounds and diseases using various plants. In this book, we're going to sample three herbs that grow around the Raccoon Mountains and give their outlines as examples of those plants with medicinal properties. Each herb has different colors and different effects as medical plants: the green one recovers physical strength, the blue one neutralizes natural toxins, while the red herb does not have any affect by itself. The red herb is only effective when it is mixed with other herbs For example, if you mix this herb with the herb that recovers physical strength, the recovery effect will be tripled. By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines. But I'll leave the details in your hands, because that is the best way to acquire true knowledge. LOCATION: In the small library on the second floor of the mansion. It is on the little table in the middle of the room. --------------- Keeper's Diary --------------- May 9, 1998 At night, we played Poker with Scott the guard, Alias and Steve the Researcher. Steve was really lucky, but I think he was cheating. What a scumbag. May 10, 1998 Today, a high ranking researcher asked me to take care of a new monster. It looks like a gorilla without any skin. They told me to feed them live food. When I threw in a pig, they were playing with it... tearing off the pig's leg and pulling out the guts before they actually ate it. May 11, 1998 Around 5 o'clock this morning, Scott came in and woke me up suddenly. He was wearing a protection suit that looks like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. It's no wonder, those researchers never rest, even at night. May 12, 1998 I've been wearing this annoying space suit since yesterday. My skin grows musty and feels very itchy. By way of revenge, I didn't feed those dogs today. Now I feel better. May 13, 1998 I went to the medical room because my back is all swollen and feels itchy. They put a big bandage on my back and the doctor told me I did not need to wear the space suit any more. I guess I can sleep well tonight. May 14, 1998 When I woke up this morning, I found another blister on my foot. It was annoying and I ended up dragging my foot as I went to the dog's pen. They have been quiet since morning, which is very unusual. I found that some of them escaped. I'll be in real trouble if some of the higher-ups find out. May 15, 1998 Even though I didn't feel well, I decided to go see Nancy. It's my first day off in a long time. But I was stopped by the guard on the way out. They say the company has ordered that no one leaves the ground. I can't even make a phone call. What kind of joke is this? May 16, 1998 I heard a researcher who tried to escape from this mansion was shot last night. My entire body feels burning and itchy at night. When I was scratching the swelling on my arm, a lump of rotten flesh dropped off. What the hell is happening to me? May 19, 1998 Fever gone but itchy. Hungry and eat doggy food. Itchy itchy Scott came. Ugly face so killed him. Tasty. Itchy. Tasty. LOCATION: In the bedroom of the first floor in the mansion. It is on the table next to the closet, and when you try to pick it up a Zombie will come out of the closet. ------------------ Researcher's Will ------------------ My dear Alma, The fact that you have received this letter is both a joy and a sadness for me. I could not even talk to you because of that guy in the sunglasses. Alma, be calm and read this. I think I've told you that I moved to a pharmaceutical company's lab. They headhunted me. Last month, there was an accident in the lab and the virus we were studying escaped. All my colleagues who were infected by the virus are dead. To be accurate, they've become the living dead. They still wander around. Some of them are knocking on my room door desperately right now. But there's no sign of intelligence in their eyes. That cursed virus takes away all humanity from the human brain. Love, joy, sorrow, fear, humor... eternally. And Alma, even the memories of the days I spent with you... Yes, I'm infected. I did everything I could, but I could only delay the progress by a few days. The most frightening thing is, that I forget more about you by the day. So I chose a peaceful death, rather than become the living dead. Within an hour, I will have entered my eternal sleep. I do hope you'll understand my decision... Goodbye and Forever Yours, Martin Crackhorn LOCATION: In the small room with the tank and it is on the table. If you used the trick to make the game easier or if you are playing as Chris, parts of the file will be torn up. You'll only get to read from "Yes, I'm infected" to the rest of the file. ---------------- Plant 42 Report ---------------- 4 days have passed since the accident and the plant at point 42 is growing amazingly fast. It has been affected by the T-Virus differently than the other plants have been and shows unique shape in addition to its size. Looking at the way it behaves, it is now difficult to determine what kind of plant it was originally. There are two ways in which Plant 42 gathers nutrition. The first is through its root that reaches into the basement. Immediately after the accident, scientist went mad and broke the water tank in the basement. Now the basement is filled with water. It is easily imaginable that some chemical elements were blended in the water and promotes the incredibly fast growth of Plant 42. Another part of Plant 42 from the basement grows through the duct and hangs down like so many bulbs from the ceiling of the first floor. Many vines come out of those bulbs and they are the second resource for its nutrition. Once sensing movement, Plant 42 shoots its vines around the prey and holds it. Then it starts sucking up blood, using the suckers located at the back of its vine. It also has some intelligence. It blocks the door by twining its vines around it especially when it captures prey or is sleeping. Several staff members have already fallen victim to this. May 21, 1998 Henry Sarton LOCATION: It is in the guardhouse, found on the bed in the 002 room. ---------------- "V-Jolt" Report ---------------- As I stated in the last report, there are some common features found in the cells of the plant infected by the Tyrant virus. We also have found another interesting fact through some experiments. We found an element that destroys these plant cells rapidly in "UMB No.16", one of the series of UMB chemicals that we used for that experiment. We named this "UMB No.16" as "V-JOLT". In our calculation it will take less than 5 seconds to destroy Plant 42 if we put the "V-JOLT" directly on the root. You need to mix some of the UMB series chemicals in a specific order to create a "V-JOLT". But the UMB series chemicals may generate a poisonous gas which is harmful to the human body. Extreme caution should be taken when handling these chemicals. Following are the types of UMB series chemicals and their brief characteristics. UMB No.2 Red NP-003 Purple UMB No.4 Green Yellow-6 Yellow UMB No.7 White UMB No.13 Blue (stimulating smell) V-JOLT (UMB No.16) Brown LOCATION: When putting in the red book on the shelf in the 003 room, you'll see a white book. You'll need to take this out to put in the red book. That white book is the V-Jolt Report. ------------ Pass Number ------------ Pass No. 8108310 LOCATION: If you let Barry rescue you with the rope and you climb up it, he will give you this pass number to unlock the pass coded door in the mansion. ------- Orders ------- TOP SECRET July 22, 1998 2:13 To the Head of the Security Department "X-Day" is approaching. Complete the following orders within the week. 1. Lure members of S.T.A.R.S. into the lab and have them fight with the B.O.W. in order to obtain data of actual battles. 2. Collect two embryos per B.O.W. type making sure to include all species except for Tyrant. 3. Destroy the Arklay lab including all researchers and lab animals in a manner which will seem accidental. White Umbrella LOCATION: In the room that has the deer's face with the Red Jewel in it in the mansion, it will be found on one of the tables. ---------- Scrapbook ---------- RACCOON TIMES MAY 27, 1998 May 20. At around 10pm a 20-year old young woman's body was found by a passer- by on the left bank of Marble River in the Older District of Raccoon City. Raccoon police assume it to be a grizzly or other animal's doing because there are teeth marks along her mutilated arms and left foot that show considerable power. Since she was wearing a hiking boot on her remaining foot, it has been determined that she was attacked in the Arklay Mountains and fell into the river. They are hurrying to identify this woman. RACCOON WEEKLY JUNE 16, 1998 MONSTERS IN ARKLAY MOUNTAINS? Some people claim they've seen monsters in the Arklay Mountains. The monsters are supposedly about the same size as large dogs and usually run in a pack as wolves do. This may sound like a group of ordinary wild dogs, but these monsters are surprisingly fierce and hard to hurt. They say these dogs won't bother unless you wake them, so you smart readers should stay out of the Arklay Mountains for the time being. But if you're looking for adventure, check it out! You wanna try? RACOON TIMES MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED Due to excessive disasters in the Arklay Mountains, the city authorities have decided to block the road leading to the foothills. At the same time, Raccoon police intend to begin the search for lost people with the help of S.T.A.R.S. team members. They expect great difficulty because of the vast size of the Arklay Mountains and the primeval forest that covers most of the area. Also people are still reporting sightings of grotesque monsters in the mountains. LOCATION: It is in the big library in the second floor of the mansion. It is a blue book on a small table. -------------------- Researcher's Letter -------------------- June 8, 1998 Dear Ada, Ada, by the time you read this, I'll be something... different. Today's test turned out to be positive, just as I expected. I feel like going crazy when I think about becoming one of them. Ada, you're not infected and I hope you will never be. In case you're the last one left, take the material in the Visual Data Room and go to the Power Room to operate the Triggering System before you escape. And make all this public through the media. If everything is in order, all the locks can be opened by the security system. You can access the system if you log in with my name from the terminal in the small lab and enter the password. The password is your name. To unlock the door at B2 where the Visual Data Room is located, you'll need to access with our names first and then enter another password. I've written the code below. I'm sure you'll understand it easily. And this is my last hope - if you find me completely changed, please kill me yourself. PASSWORD: |\/| /\ |\ |\/| |/\| \/ | | | | | /\ | | | Yours, John LOCATION: In the Umbrella's Secret Lab where John's Room is (the dark room where you need to turn on the switch). The symbols there represent the letter "Mole" so you don't have to solve a big puzzle to find it out. ---- Fax ---- To: General Manager of Sanitation Division From: Special Committee on Disasters Raccoon Special Research Dept. This memorandum is strictly confidential and must be destroyed as soon as it is understood. Regarding the "T-Virus" outbreak which occurred recently, this Committee conducted a field survey. According to the results, estimates on the amount of damage caused by the accident are considerably greater than reported earlier. First, although it is very difficult to obtain accurate data in terms of actual numbers, it is thought that more than half of the researchers died after exposure to the "T-Virus". The body count will almost likely increase since nearly all of the survivors show symptoms peculiar to the "T-Virus". Second, our security system is still in operation. However, our special security guard squad has been nearly destroyed. Because of that, research information considered by our company to be top secret has been made available to outsiders. Counter-measures should be taken as soon as possible. Finally, many of the "subjects" from the experiments have escaped and are out of control. We believe that some of the researchers were killed by these "subjects" and their bodies were mutilated. By a curious coincidence, these events are proof of the success of our research. However, there is also a very high risk that this news may be leaked to the press if we don't act immediately. The condition is very serious. Our operation to cover-up the situation is difficult to attain, however we hope the problem will be solved quickly. We are especially concerned that the State Police and S.T.A.R.S. are intervening too quickly. We need to act on this situation as well. LOCATION: In Umbrella's Secret Lab. It is in the room with the 5 naked zombies and where you use a mo disk to get pass code 01. ------------- Pass Code 01 ------------- "I swear by myself", declares the Lord, "that because you have done this and have not withheld your son, your only son, (Genesis 22:16) LOCATION: This pass code can be obtained by using a mo disk in the output machine in the room with the 5 naked zombies in Umbrella's Secret Lab (the room with the poster of a woman on the wall). ------------- Pass Code 02 ------------- I will surely bless you and make your descendants as numerous as the stars in the sky, and as the sand on the seashore. Your descendants will take possession of the cities of their enemies, (Genesis 22:17) LOCATION: This pass code can be obtained in Umbrella's Secret Lab. To get to this room, solve the puzzle with the two crates and the ladder (without hitting the toxin switch) and then going through the vent. You'll be in the room with the dead zombies on the floor. Put a Mo Disk in the output machine in this room to get this pass code. ------------- Pass Code 03 -------------- and through your offspring all nations on earth will be blessed, because you have obeyed me." (Genesis 22:18) LOCATION: This pass code can be obtained in Umbrella's Secret Lab. The output machine for this pass code is in the small and narrow power room. Put a Mo Disk in the output machine to get this pass code. ---------------- Security System ---------------- BASEMENT LEVEL 1 HELICOPTER PORT Executives and Government Officials only on helicopter port. This restriction may not apply in case of an accident. PASSAGE TO THE HELICOPTER No one is allowed to enter unless they are attended by a Research Consultant or Security Director. All others will be shot on sight. ELEVATOR The elevator stops during all emergencies. BASEMENT LEVEL 2 VISUAL DATA ROOM Visual Data Room is within the control of Special Research Division. Keith ArVing, the Room Manager, is designated to have jurisdiction over room usage. BASEMENT LEVEL 3 PRISON Sanitation Division controls the usage of the prison. Consultant Researchers (E. Smith, S. Ross, A. Wesker) must be present if virus is used. TRIPLE LOCK DOOR No one is allowed to enter unless he presents all pass code documents. Pass code documents must be created on the specialized output machine by the Chief Researcher of each block. POWER ROOM Only Headquarters Supervisors may enter. This restriction may not apply if the Consultant Researcher has received special instructions. PASS-CODE OUTPUT MACHINE No one is allowed to use the pass code output machine but the Chief Researchers. BASEMENT LEVEL 4 TOP SECRET Regarding the progress of "Tyrant" after the use of t-virus... (Remaining document is unreadable) LOCATION: In Umbrella's Secret Lab. The room it is in is on B2, where the projector is. It is located behind the pillar when it is moved. ------- Slides ------- 1. "Umbrella Bio-Organic Weapon Official Report" 2. "MA-39 Cerberus" 3. "Fi-3 Neptune" 4. "Ma-121 Hunter" 5. "T-002 Tyrant" 6. (missing) 7. "Bio-Weapon Research Institute. R and D staff" LOCATION: In Umbrella's Secret Lab, you will need to insert the Slides into the projector in the data room. You can see the monsters of the game using this slide show and then view it as many times as you want. ---------------- Barry's Picture ---------------- Something is written on the back of the picture. "My dearest Moira and Poly. I hope you will grow up to be a strong and beautiful woman and help to cheer up mother. Your father will watching you all from heaven. Dad" LOCATION: You can only get this file if you play as Jill and let Barry die. You will get it from his dead body in the underground or he will give you it in Umbrella's Secret Lab before he dies. ================= 13. Unlockables ================= Unlimited Colt Python: Beat the game on Advanced as Jill or Chris with a Good+ ending (see the endings section). Unlimited Rocket Launcher: Beat the game on either difficulty and either character under 3 hours. No certain ending required. Special Key: Beat the game on standard with either character with a Good+ ending. They key lets you get into the room where you change your clothes. Double Ammo: This isn't an unlockable, but I'll say it here. Go to new game, and highlight Advanced. Hold right until the word Advanced turns green. On Advanced (either character), all ammo and ink ribbons will be doubled. ============ 14. Endings ============ Jill's Endings: Good+: Barry and Chris alive, mansion destroyed How to obtain: Listen to Barry, rescue Chris Good: Barry alive, Chris dead, mansion destroyed How to obtain: Listen to Barry, don't rescue Chris Bad+: Barry dead, Chris alive, mansion and Tyrant not destroyed How to obtain: Never listen to Barry, rescue Chris Bad: Barry dead, Chris (?), mansion and Tyrant not destroyed How to obtain: Don't listen to Barry and don't rescue Chris (I wonder what happens to him since the mansion doesn't blow up) Chris's Endings: Good+: Rebecca and Jill alive, mansion destroyed How to obtain: Keep Rebecca from danger and rescue Jill Good: Rebecca alive, Jill dead, mansion destroyed How to obtain: Keep Rebecca from danger and don't rescue Jill Bad+: Rebecca Dead, Jill alive, mansion and Tyrant not destroyed How to obtain: Let the Hunters kill Rebecca, rescue Jill Bad: Rebecca dead, Jill (?), mansion and Tyrant not destroyed How to obtain: Let the Hunters kill Rebecca and don't rescue Jill ------------------------------------------------------------------------------- Jill's Adventure: How to kill Barry There are two areas where you kill Barry. After you defeat the second snake, Barry will use a rope to have you get down the hole. Instead of waiting for him to drop a rope, head down the ladder under the tombstone and you will find him dying at the end of the game. 1. The underground has a lot to do with Barry. First, go with him and have him go first. Instead, don't open the door he went and open the opposite door. Continue through the game and you'll find him dead at the end of the game. 2. In the underground, do not go with Barry and do not agree to stay where you are. Barry will leave, unless you follow his gunshots, and open the opposite door, you'll find him dead at the Underground's entrance. 3. In the underground, do not go with Barry and decide to stay where you are. Barry will leave, and unless you follow his gunshots and open the opposite door, you'll find him dead at the end of the game. Notes: If Barry is dead he will not knock out Wesker in the Tyrant Lab. Instead the Tyrant will kill Wesker and he'll drop his Master Key you'll need to open the jail cell and rescue Chris. The triggering system will not be activated. ------------------------------------------------------------------------------- Chris's Adventure: How to kill Rebecca: 1. If you decide to go to the Serum room and find Rebecca, she will ask if you want to go with her. Say "No" (but she will be there to play the piano and if you get hit by Yawn), and continue the game until you get to the guardhouse. Do NOT read Plant 42's Report on the 002 bed and do not look at its roots in the basement. When you go to Plant 42, instead it will take you and throw you to the ground, and you have to kill it yourself. When you get back to the mansion, kill the first Hunter and Chris will say "What are they? Monsters? Rebecca? She's still in the house!" If you head to the hallway outside the Serum Room, you'll find a Hunter attacking Rebecca under the staircase. Killing the Hunter saves Rebecca. If you leave and return, you'll find her head cut off. 2. If you decide to meet Rebecca in Richard's room, she will send you to get the Serum. Instead, do other stuff to waste some time, and check Richard's room every now and then. If Rebecca is still there, do some more stuff. When she's not in that room anymore, continue through the game until you get to the guardhouse. Now, do NOT read Plant 42's report on the 002 bed or look at its roots in the basement. Now, fight Plant 42 and it will grab you and throw you to the ground, and you'll have to kill it yourself. Once you get back to the mansion, kill the first Hunter and you'll her Rebecca scream. She is in the small Library where the Botany Book is on the second floor. Rebecca is cornered by a Hunter. If you want to save her, kill the Hunter. If you want to kill her, leave and come back, and you'll find her head cut off. Notes: If Rebecaa is dead, Wesker will drop a Master Key when the Tyrant kills him. This is to unlock the jail to rescue Jill. Since Rebecca is dead, no one will activate the triggering system. ------------------------------------------------------------------------------- ============= 15. Credits ============= Me = I wrote this FAQ. You = You read this FAQ, and liked it (hopefully). CJayC = The administrator of the best site in the world (GameFAQs) posted this Site. Sony = They made the Playstation. Capcom = For making Resident Evil. My older brother = For helping me solve many of the puzzles.