Resident Evil FAQ/Walkthrough by Kodos86, copyright 2002. All rights reserved. Version 1.0 (12/07/02) Platform: Gamecube IMPORTANT: This guide contains PLOT SPOILERS. ============================================================================= 0. T A B L E O F C O N T E N T S ============================================================================= 0. Table of Contents 1. Version History 2. Basics - Controls - Survival Tactics - Differences Between Jill & Chris - Difficulties 3. Jill Walkthrough 4. Chris Walkthrough 5. Speed Guide 6. One Dangerous Zombie 7. Invisible Enemy Mode 8. Monsters 9. Weapons 10. Items 11. Secrets & Codes 12. Files* 13. Characters 14. Storyline 15. Credits 16. Legal 17. Contacting Me * = Incomplete ============================================================================= 1. V E R S I O N H I S T O R Y ============================================================================= Version 1.0 (11/23/02): Initial update. Pretty much everything is complete, except for the File Transcripts. ============================================================================= 2. B A S I C S ============================================================================ ----------------------------------------------------------------------------- C O N T R O L S ----------------------------------------------------------------------------- Basic Controls --------------------------------- A: Check something, select items on Status screen, scroll text Y: Switch to Status screen. B: Hold while moving to run R: Hold to aim your weapon; press A while aiming to use the gun. Start: Bring up the Options L: Use a defense item (when they are set to manual) Movement ----------------------------------- Controlling your character can be incredibly confusing at first for newcomers to the Resident Evil series, though it doesn't take too long to get adjusted to. Instead of the normal 3-D controls (where up moves your character towards the top of the screen), up always moves you in the direction your character is facing; left and right make you move to the left and right of where your character is facing. Back moves you backwards (if you run while pressing back you will just turn around). Using the C-Stick makes you turn around. Shooting -------------------------------------- Pressing R will cause you to bring your weapon up to the ready; doing this also causes you to auto-aim on any on-screen enemies, and you can adjust the aim with the joystick while holding R. Press A while holding R to use your weapon. Defense Items ---------------------------------------- Throughout the game, you can pick up items that are used as Defense Weapons. These take up no space and are only used if a zombie grabs you. When that happens you will use a defense item on the zombie (if you set Defense Items to manual then you have to use the item yourself by pressing L) and avoid any damage. You cannot use the item if grabbed from behind. ---------------------------------------------------------------------------- S U R V I V A L T A C T I C S ---------------------------------------------------------------------------- - Don't feel the need to kill every single Zombie; part of the point of this game is to conserve your ammo, and most of the zombies can be dodged - remember that you will only take damage from them if you touch their arms. If you have a wide space you can easily dodge them. Otherwise you can try faking them out by running to the opposite direction at the last second. In most cases where you can't just run past a zombie, you can usually just shoot until it falls down and not bother to kill it entirely. - Zombies aren't neccesarily dead. If a zombie is dead (for the time being) a pool of blood will come out of it. Also, try to turning around and aiming; if you're auto-aim goes to the body, then it isn't dead yet. Dead Zombies will eventually turn into Crimson Heads, which are far more dangerous and faster. To avoid this you can completely kill by the Zombie by blowing off its head, blowing off its kneecap, or burning it. Or you could just not kill them in the first place. - When using the Shotgun, let the enemies get close before using the weapon. If you let an enemy get relatively close to you, and then aim up with the Shotgun, you can usually blow off its head. - Listen for enemies. Each enemy has a distinctive sound it will emit that lets you know if an enemy is in the area. Additionally, listen for footsteps of enemies moving around. - Zombies can use doors. If you hear a door rattling, that means that a zombie is trying to get through the door. Once the Zombie comes in there will be a change in music telling you that the Zombie is in the room. Fortunately, the Zombies don't come after you too much. And even when they do attempt to come through the door, they seem to have trouble understanding how to use a frickin doorknob and take forever trying to open the damn thing. - Don't waste ink ribbons. At least in the beginning, try to spread out your saves until later as you find more of them. ---------------------------------------------------------------------------- H E R B S ---------------------------------------------------------------------------- Green Herb + Green Herb = 50% heal Green Herb + Green Herb + Green Herb = 100% heal Green Herb + Red Herb = 100% heal Blue Herb = Poison Heal Blue Herb + Green Heal = Poison and 25% heal In general you should always try to combine red and green herbs (as opposed to 3 green herbs), since a Red Herb is worthless by itself. ---------------------------------------------------------------------------- D I F F E R N C E S B E T W E E N C H R I S & J I L L ---------------------------------------------------------------------------- Chris Redfield ------------------------------------ - Must use Old Keys on some doors. - No Grenade Launcher, though he gets the Flamethrower for all of 5 minutes. - Chris gets the Shotgun and Assault Shotgun later in the game. - Chris runs much faster and can take much more damage then Jill. - Chris has a higher chance of getting headshots with the Pistol. - You start off with the Lighter, which doesn't take up an item space. - Rebecca appears in your game, and Wesker appears more often. - Chris can't kill Plant 42 with the V-Jolt. - Only six item slots, so you don't have the space for healing items. - Flash Grenades as a defense item. - No need to fight the first Giant Snake. Jill Valentine ---------------------------------------- - Gets a lockpick and doesn't need Old Keys. - Has to find the Lighter. - Slower and weaker then Chris. - Eight item slots. - Jill gets both Shotguns earlier. - Jill gets the Grenade Launcher, and (if you kill Barry) the .44 Magnum. - Jill almost never scores headshots with the handgun. - Barry appears in your game. - Battery Packs as a defense item. In general, the only real advantages to Jill are that she has the Grenade Launcher and more item space, which makes her game ideal when trying to get the Samurai Edge or Rocket Launcher. ---------------------------------------------------------------------------- D I F F I C U L T I E S ---------------------------------------------------------------------------- Easy Mode (Hiking on the survey) ------------------------------------ Easy Mode is the toned down version of the game. You get unnecesary amounts of ammo and ink ribbons, and the enemies are pathetic. Normal Mode (Climbing on the survey) ------------------------------------- A little bit harder then Easy (but not by much), the enemies are stronger and you get less ammo. There are also slightly more zombies. Hard Mode ------------------------------------- The enemies are much stronger, and some of them are better hidden. Additionally, you get much less ammo, healing items, and ink ribbons. One Dangerous Zombie ------------------------------------- This isn't actually a seperate mode; it replaces Once Again after you unlock it. In this mode a special zombie with a bomb strapped to it will appear in certain rooms. If you attack the zombie (even with a knife) you die, as the bomb explodes. Real Survival Mode ------------------------------------- The Item Boxes are no longer linked, and the auto-aim is disabled. There is also less ammo available. Invisible Enemy Mode ------------------------------------- As the name suggests, the enemies are invisible. ============================================================================= 3. J I L L W A L K T H R O U G H ============================================================================= ----------------------------------------------------------------------------- S P E N C E R M A N S I O N ----------------------------------------------------------------------------- Following the cutscene of Jill and co. running into the mansion, Chris appears to be missing. Wesker sends you and Barry to investigate the gunshot that went off. DINING ROOM Grab the Ink Ribbon off of the table, and take the time to adjust to the controls. Walk to the other end, where Barry has found some blood. Go through the door by the fireplace while Barry stays behind to stare at the bloodspot. KENNETH HALL Turn to the left and head down the hall and into the room section. In there you find a Zombie munching on your comrade Kenneth. Turn around and run back to the Dining Room. DINING ROOM As you enter, Barry shoots the Zombie as it comes in. Head through the double doors to the Foyer. As you leave, you hear the zombie get up and leave. (Wait a minute - it takes Barry 3 shots to knock down this thing without killing it, while the Tyrant takes 1 shot from Barry's Magnum. What the hell is this, Super Zombie?) ***************************************************************************** ALTERNATE PATH Enter the Dining Room from the beginning, and exit back to the Foyer, causing Wesker to send you back. Try to leave again, and Barry will ask if you're already get worried. Walk over to the door to the Kenneth Hall, and the Zombie bursts through, causing Barry to kill it in the cutscene. Continue from there as normal. ***************************************************************************** FOYER Oh great, Wesker decided to wander off. Walk upstairs, go backstairs, and Barry will decide to split up. Yeah, split up in a mansion filled with walking corpses, thats real brilliant. Go back through the door to the DINING ROOM, and through the door to the Kenneth Hall. KENNETH HALL The Zombie is now all the way to right, so you don't need to worry about him for now. Head to the left towards where Kenneth's body is lying. If you want, check his body to get the videotape of his last moments. Go through the door nearby. BIRD ROOM Grab the herbs, go up the stairs, and through the door. ARROW ROOM Grab the herbs by the "dead" zombie and go through the passage by the mirror. Dodge the fat zombie staring at the mirror and run down the path. Check the shining thing to get an Arrow. Grab the Handgun Magazine if you want to, though you risk being grabbed by the zombie walking towards you. Dodge him, run past the fat zombie, and exit the room. FOYER Go upstairs, and through the double doors. UPPER DINING ROOM Theres a Zombie in here, but you can easily dodge him so don't waste your ammo. Grab the dagger from the shelf and push the statue through the gap in the railing. Go to the DINING ROOM, check the pieces and grab the Blue Gem. Return to the Foyer. FOYER Go through up the stairs and through the picture door. CEMETERY (On Easy Mode, this place is devoid of enemies) Run past the zombie and head towards the back. Hopefully the other zombie won't start heading towards you. Head down the path to the big angel statue. On the pause screen, examine the Arrow to pull out the Arrow Head; use the Arrow Head and go down the long set of stairs. CRYPT Head to the back of the room and check the shining thing to get the Book of Curse. Examine it and flip it over to get the Sword Key. Go back up the stairs. CEMETERY Dodge or kill the Zombie(s) and return to the Foyer. FOYER Go through the door across from the Dining Room door. STATUE ROOM Climb over the chest and push it to the statue. Climb onto it and check the statue to get the 1F Map. (There is a Dagger in the hall, but getting it releases a Zombie that you're likely to waste the dagger on, so don't bother with it). Use the Key on the door. DOG HALL Push back the dresser for a Dagger, and another one for a clip. The window breaks, but thats just there to scare you. If you come through here the other way, two Cerebus will break through. MANSION HALL Go through the grayish door near you. COURTYARD Run down the path and grab the Chemical (there are also herbs and a Kerosene container here). Run back through the door before a dog hops the fence. MANSION HALL Go through the next door. BATHROOM Drain the bathtub and a Zombie will pop up from the tub. Laugh as Jill pukes into the toilet after smashing the Zombies face. Grab the Dagger from the bathtub and return to the hall. MANSION HALL Go down the hall and through the next room. SQUARE ROOM Go through the next door. SHOTGUN ROOM Grab the Ink Ribbon, Dagger, and the Shotgun from the wall. EXit. SQUARE ROOM THe ceiling begins collapsing. Try the door to the hall, which does not open. Wait a few seconds and try the other door (which shouldn't open). Luckily, Barry comes, shoots open the door and saves you from becoming a pancake. MANSION HALL Continue down the hall and through the double doors. MANSION HALL 2 Go through the door to the left. RIGHT STAIRS ROOM Run onto the stairs, aim, and kill the Zombie on the ground floor. Then kill the zombie on the upper left (not there on easy) and the one on the upper right. Enter the door at the bottom. RIGHT STAIRS SAVE ROOM Grab the Canteen and fill it with Kerosene. Deposit your Ink Ribbon and Survival Knife into the Save box, and remove the magazine. Exit, go up the stairs, and through the room on the right. U-HALL Theres a Zombie on your left and to your right (except on easy). Kill the one to the left if you want to, and run through the door to the right. BEDROOM Grab the Dog Whistle and Magazine from the chesstable, as well as the Lighter from the table. Be sure to burn any Zombies you killed in the Right Stairs Room and U-Hall (burning rotten flesh - that must smell good). If you want to, grab the Wooden Board from the U-Hall, and go through the door to the upper left side of the Right Stairs Room. Use the lighter to light the fireplace and use the the Wooden Board to get the 2F Map. Return to the U-Hall. U-HALL Run to the end of the U-Hall (run past the zombie) and unlock the door to the Foyer. FOYER Barry gives you some Acid Shells (unless you have no item space). Go to the Upper Dining Room. UPPER DINING ROOM Unlock the door with the Sword Key. LEFT STAIRS ROOM Unlock the gray door. DOG BALCONY Get up the Shotgun and use the Dog Whistle. Kill the two Cerebus that come by and grab the Dog Collar. Examine the Dog Collar to press a switch, which reveals a coin. Flip the coin over and check it to turn it into the Imitation Key. Unlock the other door to the Foyer. Make your way to the Arrow Room. ARROW ROOM Run to the door and ignore the Crimson Head which wakes up from its nap. KNIGHT ROOM Run up the stairs past some knights and to the Armor Key. Grab it, which springs a trap causing a knight to start heading towards you. Replace the Armor Key with the Imitation Key, foiling poor Spencer's $1 million dollar trap. Go back through the door. ARROW ROOM For some reason, the Crimson Head won't bother you unless you head by the mirror. Just go through the door and head to the Foyer. FOYER Go upstairs and unlock the remaining door. FOREST COURTYARD Head down the path (grab the Magazine off the table) and head to where Forest Speyer's body is. Grab the Grenade Launcher and herbs. DO NOT go to the dead end, as this will reanimate Forest as a Zombie. Return to the Foyer. FOYER Go to the Dog Courtyard. DOG COURTYARD Theres now a zombie in here; wait for him in the lower section of the courtyard, then run into the upper section once he comes down, which should easily allow you to race past him and through the next door. LEFT STAIRS ROOM The Zombie that you dodged is now pounding on the door. Run down the hall, killing (or dodging) the zombie in your path, and head down the stairs (the zombie will burst through the door at about now). There should be zombie on the stairs; run past him as he uses his pathetic acid attack. Go down the hall (grab the Blue Gem and Chemical from the save room if you don't have it with you) and go through the door on the left. BROKEN SHOTGUN ROOM Grab the Battery Pack. DO NOT take the Broken Shotgun. Leave, and go through the door. LEFT MANSION HALL Just ignore the tapping on the window, it couldn't possibly be a bunch of hungry zombies trying to break in and eat you, right? Go down the fork in the hall, and you should come by two doors, plus a third one leading to the Kenneth Hall. First go through the one on the left. TIGER ROOM Check the Tiger and use the Blue Gem, which reveals Shotgun Shells. Exit to the hall and go through the other door. KEEPER'S BEDROOM Grab the clip from the bed. DO NOT go anywhere near the closet (doing so releases a zombie and wakes up the one by the door). Return to the Hall. LEFT MANSION HALL Go back to where the hall forked and head straight down the hall, and through the door. HERB ROOM Use the Chemical on the thing in the corner, and turn the red switch to kill the Tentacle things sprouting from the center. Grab the Death Mask and whatever herbs you can carry. Exit. LEFT MANSION HALL Run past the window as two Zombies crash through the glass (and probably scaring the crap out of you the first time around). Go to the fork, and through the door to the Kenneth Hall. KENNETH HALL Go to the Dining Room. DINING ROOM Go to the Foyer. FOYER Go up the stairs and through the door to the U-Hall. U HALL Go down the hall and to the Right Stairs room. RIGHT STAIRS ROOM Stop in the save room, grab the Lighter, and deposit the Death Mask, Sword Key, and any other uneccesary items. Then go to the left and through the locked door. DEER ROOM Go through the unlocked door. RESEARCHER'S BEDROOM Grab the First Aid Kit and the Ink Ribbon from the desk; leave. DEER ROOM Go through the locked door. RESEARCHER'S ROOM Grab the fishing hook, bee lure, and bee specimin. Combine the bee lure and fishing hook, and put it on the lure display. Put the bee specimin on the insect display and press the button. Ignore the now revived bee, grab the Wind Crest, and leave. DEER ROOM Leave. RIGHT STAIRS ROOM Go to the U-Hall. U HALL Go through the big gray door. KNIGHT ROOM 2 Push back the knight in the upper right corner. Then push back the knight in the left corner. Finally push the knight in the right corner (if you did it right, the knights should all be pushed back). Activate the switch and grab the Jewlrey Box. Examine it, and press the 2 switches shaped like heart pieces to reveal a death mask. Exit. U HALL Continue down the hall and go through the other locked door. RICHARD ROOM Run down the room, and Richard will come in poisoned. Head back to the DRug Room and grab the Serum from the shelf. Come back to the Richard Room, and Jill will give Richard the serum. Go through the next door. RICHARD HALL Run across the room and up the stairs. Wait for the zombie to come by, and then dodge him once he gets to the stairs. Go through the door he had been by. MUSIC SCORE ROOM Use the Lighter on the candlestick, causing the zombie to come through the door. Kill him your Handgun and grab the ammo from the shelf. Push back the other shelf and pop into the crevice it revealed. Dodge the zombie (or use a defense item on him), and grab the Musical SCore from the shelf. Exit. Make your way to the Dining Room. DINING ROOM Grab the Emblem (shield) by the fire place and go to the Kenneth Hall. KENNETH HALL Head to the right. Kill the zombie there, since its pretty hard to dodge him in the cramped space. Go through the locked door nearby him. PIANO ROOM Go to the area past the piano. Push back the shelf and grab the Musical Score. Combine both scores to get Beethoven's Moonlight Sonata; use it on the piano, causing part of the wall to open. Go through there and grab the Gold Emblem. Replace it with the Emblem and exit. KENNETH HALL Ignore the pounding on the door. Go into the Dining Room. DINING ROOM Put the Gold Emblem where the other emblem had been. Check the clock and change it to 6:00 by moving the large gear twice to the right. Grab the Helmet Key which is now revealed. Make your way to the Richard Hall (be sure you have the GRenade Launcher and Acid Shells with you). RICHARD HALL Unlock the door and head through. SNAKE ROOM Go to the back and a giant snake will pop out and Richard will come in to help you. Grab the Death Mask from the back and shoot the snake twice with Acid Shells. The snake will eat Richard. Grab Richard's Assault Shotgun and leave. (If you got poisoned, you'll have to get another Serum from the DRug Room). Head to the Right Stairs Room RIGHT STAIRS ROOM Grab the Death Masks from the Item box. Go through the rotted door. MANSION HALL 2 Go through the gray locked door in the other end (ignore the zombie). PICTURE GALLERY Press the switch on the first painting. Go down the room to the other side of the area and press the switches on the lady and sage's pictures. Activate the switch on the big white picture to reveal a door (if you screwed up, the crows will attack you). Go through the passage, grab the Death Mask, and go through the gate. CEMETERY The Zombies in here are usually gone by now for some reason. Go into the Crypt. CRYPT Place all four Death Masks in their respective positionsm, causing a coffin to drop to the ground. Check it, and a Crimson Head on steroids will pop out (it also looks like its alcoholic, thanks to its little black beard). Shoot a fewb times with the Assault Shotgun to kill it. Check the coffin to get the Stone & Metal Object and reopen the exit. Make your way to the Mansion Hall 2. MANSION HALL 2 Kill the Zombie and go through the door he was by. COURTYARD 2 Run down the path (ignore the dog), and go up to the marble thing. Use the Stone & Metal Object on it, and go through the big door. ----------------------------------------------------------------------------- C O U R T Y A R D / R E S I D E N C E ----------------------------------------------------------------------------- SHED Head down the stairs, grabbing the Battery Pack and First Aid Spray. Go through the door down the stairs. WEATHERVANE COURTYARD Set both of the spinning weather vanes to the right corner direction, unlocking the gate. Head through it. GRAVEYARD 2 Ignore the crows and head down the path to the right. Use the Wind Crest on the right gravestone and grab the three Crests it reveals. On the item screen, examine each one, flipping them over and activating the switches on them. Place each one on the left gravestone and grab the Magnum. Go through the next gate. CABIN PATH Go down the path and enter the cabin. CABIN Head along the path in here. Put the Magnum in the item box and grab the Square Crank in the back (theres also a Courtyard Map). As you go to leave, someone will enter the cabin. Head past the typewriter and a cinema will start. Following the cutscene, you will be facing Lisa Trevor, the nastiest bitch you'll ever meet. Shoot her about twice to stun her, and run out of the Cabin. CABIN PATH Theres now a Zombie in here, but he has his back to you and is easy to dodge. Head back to the Shed. SHED Grab the Shotgun shells and go through the other door. DOG ROOM Run past the dogs and go through the gate. POOL ROOM Use the Square CRank on the thing to the left in order to drain the pool. Go across and use the elevator. WATERFALL ROOM Run across to the next elevator, ignoring the crows. PATH Head down the path and into the Residence. RESIDENCE ENTRANCE Head through the room and go through the door on the right. RESIDENCE SAVE ROOM Grab the Ink Ribbon and Battery Pack. Also put the Square Crank in the Item Box. Exit. RESIDENCE ENTRANCE Push the crate nearby so it lines up with the path to the right, and then push it against the other crates so you can climb across them (if you just walk across, one of Plant 42's roots will grab you). Go through the door. RESIDENCE HALL Go all the way down the hall and through the door at the end of the hall. ROOM 002 Go through the door nearby you. 002 BATHROOM Grab the Residence key near the sink. About now you should hear a door open. Exit. ROOM 002 Theres now a zombie in here, but hes in the very back. Leave. Head back to the Residence Entrance. RESIDENCE ENTRANCE Go through the locked door and discard the key when prompted. ROOM 001 If you want to, you can grab the Self Defense Gun in the back of this room, but you really don't need it. Go through the nearby door. 001 BATHROOM Check the bathtub and drain it. Grab the Control Room Key from the tub and leave as the guy on the floor gets up. ROOM 001 The guy on the noose fell down and is now a zombie, but you don't need to worry about him. Exit. RESIDENCE ENTRANCE Go through the double doors. SPIDER ROOM Go down the stairs (the spider is almost harmless) and grab the Red Book. Theres also a First Aid Kit and Shotgun Shells. ***************************************************************************** OPTIONAL If you plan on using the V-Jolt, light three lamps with your Lighter in this room. Upon lighting them, each one should show an eye symbol. Remember which symbol each color lamp showed. ***************************************************************************** Exit. Make sure you have the Grenade Launcher and Incediary Shells and Head to Room 002. ROOM 002 Let the Zombie get relatively close to the door you just came through, and kill it with the Shotgun. Go to the back of the room, push back to the left shelf, and push aside the right shelf. Climb down the ladder. AQUA RING HALL Push all three crates into the water (why the hell didn't Umbrella build a bridge over that thing?) to form a bridge. Walk across them and go through the door. SHARK TANK Run along the edge of the shark tank to the double doors. Do not shoot the sharks, as that will cause Neptune to appear sooner and try to swallow you whole (faster paced music will start to play when Neptune arrives). Go through the doors and discard the key. CONTROL ROOM Climb down the ladder. Grab the Aqua Ring Map and check the sign by the table to find out what oil valve to use. Activate the panel off to the upper right, causing a shark to smash part of the window. Avtivate the one across from it, and then press the one behind the ladder. Activate the oil valve in the hall nearby (its part of the control room) and reactivate the one to the lower right. Activate the one behind the ladder, and then the one in front of the partially broken window to drain the tank. Go through the door. AQUA RING ROOM Go through the door on the right (NOT the one that leads to a ladder). LOWER SHARK RING Go along here and run through the water past Neptune's "dead" body. Climb onto the platform and try to grab the box with the shining thing on it; Neptune will wake up and knock it into the water. (If you go into the water you will get a cool cinema of Neptune eating you.) You could waste your ammo on killing Neptune, or you could push the box into the water and activate the generator; frying Neptune. With Neptune dead, climb down, grab the key, and exit. AQUA RING ROOM Go through the other double doors. AQUA RING ROOM 2 Grab the Magnum rounds, climb the ladder, and go through the door. AQUA RING HALL Go up the ladder. ROOM 002 Exit. RESIDENCE HALL Go through the other door. GALLERY Grab the clip from the table and run down the sidepath, ignoring the bees. Grab the Insecticide from the Corpse and leave. RESIDENCE HALL Go to the very end of the hall. Grab the Residence map, and use the Insecticide on the whole in the wall in order to kill the bee hive. Go back to the Gallery. GALLERY Go to the end of the side path and grab the Residsence Key. Use it to go through the double doors. ROOM 003 Go to the bookshelf and grab the white book; replace it with the Red Book, which forms a puzzle. Rearrange the books so that the bindings form the picture of a nude woman, which reveals a secret door. Go through the door. PLANT 42 ROOM Run upstairs and shoot three INcediary Shells into Plant 42 to kill it. Grab the Mansion Key from the fireplace. ***************************************************************************** ALTERNATE PATH From the Gallery, go over to the locked door and use the keypad. The symbols on the keypad correspond to the symbols you saw on the lamps in the Spider Room. The colors corespond to the numbers 3 (red), 5 (orange), and 6 (green). Enter in the code and go through. (If you didn't bother with lighting the lamps, just guess, as theres only 9 possible codes) BOTTLE ROOM Grab three of the empty bottles. Fill one bottle with water and another with UMB #3. Mix them for NP-004. Fill a bottle with Yellow 6 and mix it with the NP-004 to make UMB #7. Fill a second bottle with UMB #10 and mix it with the UMB #10 to make VP-017. Fill a jar with UMB #3 and mix it with the VP-017 to make V-Jolt. Leave and go to the Shark Tank. From there, go through the small door. PLANT 42 ROOT ROOM Go over to the roots sticking out (they can't hurt you) and use the V-Jolt. Discard the bottles and return to the Gallery. Go into the Plant 42 room. PLANT 42 ROOM Barry will finish off Plant 42 and give you shotgun shells. Grab the key. ***************************************************************************** Head back through the Residence and into the Shed. SHED Grab the First Aid Spray, Dagger, and Grenade Shells. Theres also a note from Barry saying that he fixed to the broken door. Go through the door to the Courtyard 2. ----------------------------------------------------------------------------- S P E N C E R M A N S I O N II ----------------------------------------------------------------------------- The second part of the Spencer Mansion is incredibly easy, and only takes about 15-20 minutes to complete. COURTYARD 2 The dog that had beeb here is gone. Go into the mansion. MANSION HALL 2 As you come in, a Hunter will come through the door. Kill it and go into the right stairs room. RIGHT STAIRS ROOM Kill the Hunter by the stairs and then kill the one that comes charging down the stairs. (You might want to save here) Make sure you have the Grenade Launcher with you, and at least three open spaces. Go upstairs and to the left. Go through the door at the far left. ROOM Go through the locked door. STATUE ROOM 2 Push the statue through the opening in the partition, and down the middle of the room. The walls will start closing in, but the statue stops them from crushing you. Then go down the part to right and press the switch. Run out as the walls start to move against you (they will crush you here if you're too slow). Go back to where the statue is, and push to the yellow tile on the left and reveal a passage before the walls come back in. Go through the passage. Grab the Dagger, and then drop down the hole. TREVOR ROOM Grab the Last Book Vol I from the floor, check the gravestone, and press the switch. Go down the ladder. BASEMENT HALL 1 Run past the spiders and go through the left path, and through another door. BASEMENT HALL 2 Go around the corner and head straight, either dodging or killing the two zombies. Activate the power switch, and head down the hall through the other door. KITCHEN Theres a zombie walking around the table as well as another one in the back. Grab the Dagger off the table and dodge the zombie, heading towards the back. Use a defense item on the zombie there (or dodge him if possible) and use the elevator in the back. CANDLE HALL Go to the left. Dodge the zombie and run into the room through the door. BATTERY PACK ROOM Grab the Battery Pack (an item, not the Defense Item battery pack), Shotgun Shells, Acid Shells, and Defense Item. Exit. CANDLE HALL Unlock the nearby door and head through. ARROW ROOM Head down the hall and kill any Crimson Heads in here. Go through the door to the Knight Room. KNIGHT ROOM Go through the locked door. LIBRARY Walk down the hall, and the Giant Snake will burst in. Climb down the ladder and start shooting him in the head with Acid Shells. As long as you dodge his attacks (he'll usually raise his head up before striking) this is incredibly easy. Once he dies he will knock out part of the shelves. Grab them Last Book Vol II that falls out. Make your way to the Left Stairs Room (Note that there are two Hunters in both the Dog Courtyard and the Upper Dining Room) LEFT STAIRS ROOM Go through the locked door (NOT the one that leads to the Arrow Room). TROPHY ROOM Grab the Dagger and Grenade shells by the trophys and push both crates against the wall underneath each trophy. Turn off the lights and you'll see that there are gems in both the trophys. Walk over to the one with the Yellow Gem so that both hawks are facing it. Walk along the wall underneath the hawks so that they don't see you, climb onto the crate and grab the REd Gem before the hawks turn around. If you want to save Chris, get the Yellow Gem by doing to same thing. Leave. ***************************************************************************** OPTIONAL - If you don't want to save Chris, skip this part. LEFT STAIRS ROOM Go downstairs and along the hall. Two Hunters will jump through the windows as you go by. Go through the door ahead of you. LEFT MANSION HALL Go down the fork in the hall and into the Tiger Room. TIGER ROOM Put the Yellow Gem in the Tiger's eye and grab the MO Disc 1. Leave. [END OPTIONAL] ***************************************************************************** Make your way to the Foyer. FOYER Go through the locked (next to the door to the Art Room). ART ROOM 2 Theres an Ink Ribbon in here if you want it (you shouldn't need it though). Go through the door. BACK ROOM Dodge the zombie (you can see his reflection in the mirror). Grab the Jewlry Box from the shelf, and the Dagger on the floor. Combine the REd Gem with the Jewlry Box, and complete the puzzle to get a Broach. Examine it to turn it into a key. Leave. Head to the Mansion Hall 2 MANSION HALL 2 Go through the locked door and discard the key. SPENCER'S STUDY Turn on the lamp. Grab the Shotgun shells out of the desk and grab the Stone Object from the shelf nearby. Leave. Go to the Right Stairs Save Room RIGHT STAIRS SAVE ROOM Deposit the Stone Object and MO Disc (if you have it). Take out the Square Crank, a Blue Herb (if you have it), and leave. Head to the Shed. SHED Go through the big doors. DOG ROOM You may want to kill the dogs now if yoy have the extra ammo. Go through the gate. POOL ROOM Go down the ladder, past the snakes, and use the elevator. WATERFALL ROOM Kill the two dogs and go over to the other elevator. Put the Battery pack in its place and use the elevator. DOG ROOM Go through the gate. POOL ROOM Use the Square Crank to refill the pool; leave. DOG ROOM Use the elevator. WATERFALL ROOM Go down the path where the waterfall had been. Go down the ladder. ----------------------------------------------------------------------------- M I N E S ----------------------------------------------------------------------------- MINES ENTRANCE Go through the nearby door. MINE HALL Go through the next door. ELEVATOR ROOM Go through the next door. ENRICO HALL Head down the hall to Enrico, who says something about a traitor before being shot. Check his body to get the Hexagon CRank. As you leave, a HUnter will burst in, but you can easily run past him and go through the door. ELEVATOR ROOM Go through the next door. MINE HALL Kill the two Hunters and go through the door. MINES ENTRANCE Go down the room. Grab the Ink Ribbon from the Typewriter. Save if you want to, and deposit the Ink Ribbon and Square Crank. Go over to the pit and use the Hexagon CRank on the left side of the wall. Go across the path and through the door. BOULDER HALL Check the boulder and run back to the door as the boulder will start rolling and crush you if you're too slow. BY where the boulder was are some Shotgun shells (Handgun clip on harder difficulties). Go by where the boulder made a new path and go through the door. GIANT SPIDER ROOM Blow away the Giant Spider with a few Grenade Shells (its not like you'll use them for much else), and kill the little spider that shows up. Grab the Survival Knife and cut away the webs from the next door. Head through. BOULDER HALL 2 Head to the left path and use the Crank three times. Run towards the door to the left to avoid the rolling boulder, and run through. CHAPEL Push the statue to the wall part of wall across from the little circle on the wall. Go over to the circle on the wall and use the crank, causing part of the wall to stick out and push the statue. Push the statue on the circle in the middle twice to spin the statue around to the right position, and push it into the opening in the wall. Grab the Cylinder and leave. Head to the Elevator Room. ELEVATOR ROOM Go to the left and open the power source. REmove the core, combine it with the Cylinder, and put it back in. Press the switches in the order: 4, 2, 3, 1. Use the elevator and Barry will show up. LOWER ELEVATOR ROOM Go through the door. LISA HALL Lisa TRevor's come back for more. Use the map to get to the unlocked door. Generally try to avoid LIsa, though you may want to shoot her out of the way at times. CRATE ROOM Grab the Magnum Rounds, Battery Pack, and Clip from the pile or crates. Push the big crate into the elevator type thing and activate the switch. Leave. LISA HALL Go through the door to the Lower Elevator Room. LOWER ELEVATOR ROOM Barry chickens out and leaves. Go to the ladder, climb down, and push the crate out of the elevator type thing and underneath the trash compacter. Activate the compacter and grab the Broken Flamethrower and go back to Lisa Hall. LISA HALL Go to middle section and activate the switch. Use the map to find the locked door. Put the Broken Flamethrower on the metal hooks and go through the door. DOLL ROOM Walk across the room through the water (theres two snakes, but they can never catch up to you). In the other half, grab the Jewlrey Box, and examine it to get the Metal Ring. Climb up the ladder, and use the next ladder. CABIN Take the Metal Object out of the Item Box and combine it with the Metal Ring to form a Stone & Metal Object. Leave. CABIN PATH The zombie is still there with his back to you and is just as easy to dodge. Head through the gate. CEMETERY 2 Dodge the zombie with his back to you (theres also one by where you got the magnum). Head through the next gate. Head to the Dog Courtyard 2. DOG COURTYARD 2 Grab the Stone & metal Object. Leave. Head to the Foyer. FOYER Go to the locked door behind the stairs. Place both Stone & Metal Objects on it, and head through. STAIRS ROOM Take the Last Book Vol I and Vol II out of the Item Box. Save if you wish, and go down the stairs. Go through the door. ALTAR Climb down the ladder. Following the cinema, Lisa will come in, and you are given the choice to give Barry his gun. If you don't, Barry will die, you get his Magnum, and you don't fight the Tyrant II. If you do, you get a slightly better ending and fight the Tyrant II. Following the cinema, its time to relocate Lisa Trevor from the Altar to the pit some several stories below. There are two ways to do this: shoot Lisa off the edge (stupid) or push off all four stones, causing LIsa to find her mothers skull and commit suicide by jumping off herself. (If you shoot her off, you still have to push off the stones anyway to open the portcullis). Go through the portcullis and down the elevator. LAB COURTYARD Examine the binding of each Last Book to reveal a Wolf Medal and an Eagle Medal. Along the pool nearby is an eagle statue and a wolf statue. Place each medal in the appropriate statue to drain the water. Go down the stairs and use the elevator. *SWITCH TO DISC 2* ----------------------------------------------------------------------------- L A B O R O T O R Y ----------------------------------------------------------------------------- LAB ENTRANCE Go down the ladder. LAB SAVEROOM Take the Ink Ribbon and deposit it. Go through the door. STAIRS HALL Head down the hall (theres a kerosene container nearby, but you shouldn't need it). Theres a zombie here which you can either dodge or kill. Continue down the hall and dodge the Zombie (who for some reason, is usually looking in the completely wrong direction). If you want to save Chris, theres the MO Disk 2 off to the far left. Go down the stairs past the zombie, and through the door. LAB HALL Go down the path to Jill's right. Its somewhat cramped, so you may want to just kill the zombie there. Go through the door on the other end. COMPUTER ROOM Activate the computer and enter in the username 'JOHN' and password 'ADA' (there are some rooms you would go to to find the password but theres no need to give directions to get the password when you can just find it here and enter it in). Unlock both of the doors available (you need to enter in the password 'CELL' when prompted for one of them). Go by the row of body bags to get a Battery Pack. Exit. HALL Go back to the stairs. STAIRS HALL Go up the stairs, through the part where you got the second MO Disk, and go through the door. VIDEO ROOM Grab the MO Disk 3 and First Aid Spray. Theres a slide with pictures of several monsters, as well as a photo of the research staff, which includes someone looking like Wesker. Use the keypad near the door and enter in '8462' to open a secret door. Go through the door and grab the Lab Key. You can also use the VCR in here to view Kenneth's untimely end. Exit, go down the stairs, and to the Lab Hall. LAB HALL Go to the two locked doors (use the map for help), unlock both of them, and discard the key. First go through the big double doors. STORAGE ROOM Push back the shelf and grab the Shotgun Shells. If you don't want to save Chris, exit the room and continue reading where the guide returns to the LAB HALL. Otherwise go through the vent. MEDICAL ROOM Ignore the Chimera and run through the other vent. STORAGE ROOM Use the MO Disc on the Gamecube and exit the room. LAB HALL Go through the other door you unlocked. LAB HALL 2 Run straight down the hall and through the door dead ahead. LAB SAVE ROOM 2 Grab the Incendiary Shells, First Aid Spray, and Ink Ribbon. Save if you wish, and exit. LAB HALL 2 Run to the left and past the Nude Zombies and through the door. CHIMERA HALL 1 Go to the right, past the furnance and down the path. Kill the Chimera and grab the Fuel Container. Exit and head back to the Lab Hall. LAB HALL Head towards where the door leads to the stairs, and go through the other door. LAB HALL 3 Go through the door on the end (by the way, this is where you go to save Chris later on). OFFICE Kill the Nude Zombie, and head towards the end of the room. Use the MO Disc on the Gamecube located on the desk and check the big door there to refill the Fuel Container. The Fuel is explosive, and running makes the fuel explode, SO DON'T RUN. Return to the Chimera Hall. CHIMERA HALL Replace the Fuel Container, and use the map to head through the other door. CHIMERA HALL 2 Kill the Chimera that pops out of the vent. Use the final MO Disc on the Gamecube, and run through the hall to the next door. POWER ROOM Activate the switch and run out of the room past the Chimeras. Make your way to the LAB HALL 2. LAB HALL 2 Go into the save room and grab your Magnum (or if you let Barry die, take out Barry's Magnum). Head down the hall to the elevator. Activate the elevator (Barry shows up now if hes still alive). BIOHAZARD HALL Go down the hall and through the Biohazard door. That can't be good, can it? BIOHAZARD ROOM As you step in, Jill finds Wesker at some kind of computer. Wesker then turns around and reveals himself as a traitor; he had been working for Umbrella long before he joined STARS. Wesker then releases the Tyrant, which knocks him aside and turns to you. If you have Barry's Magnum, just shoot the Tyrant once and its all over. Otherwise, use the strategy of dodging the slow moving Tyrant by running around the room. Shoot him whenever you get the chance, and keep in mind that three hits from it will kill you. The Tyrant should fall after about seven hits. IF BARRY DIED Grab the Master Key from Wesker's body. Head past Weker's body towards a computer (not the one his body is slumped against) and use it to unlock the door; exit the room. BIOHAZARD HALL Go through the elevator. LAB HALL 2 Go through the door to Lab Hall 1. LAB HALL 1 Any Zombies or Crimson Heads that had been here are now gone. Runs towards the door that leads to the stairs. Some Chimeras jump through the vents, but you can easily run past them. ***************************************************************************** OPTIONAL Go through the door to the left of the exit. LAB HALL 3 Go down the hall to the big electronic door. Activate all three switches (this won't work if you haven't used all three MO Discs) to unlock the door; head through. STAIRS Go down the stairs and open Chris's jail cell with the Master Key. Exit. LAB HALL 3 Go to the second Lab Hall. ***************************************************************************** Go through the door to the Lab Stairs. STAIRS HALL Feel free to blow away any zombies remaining here with any remaining Magnum ammo, since you won't need it for anything else. Head through the next door. LAB SAVE ROOM Go up the ladder. LAB ENTRANCE Open the big security door with the Master Key; head through. EMERGENCY HALL Head down the path, grab the Battery and put it in the open spot by the elevator. Use the elevator. ROOFTOP Grab the Signal Rockets and use them. IF BARRY LIVED Go past Wesker and the computer to find another terminal; activate it to unlock the door. Check Barry to revive him, and exit. THe following cutscene takes you down the elevator. THe self destruct is started, but it you don't have any time limit for a while. LAB HALL 2 Exit. LAB HALL Any Zombies or Crimson Heads that had been here are now gone. Runs towards the door that leads to the stairs. Some Chimeras jump through the vents, but you can easily run past them. ***************************************************************************** OPTIONAL Go through the door to the left of the exit. LAB HALL 3 Go down the hall to the big electronic door. Activate all three switches (this won't work if you haven't used all three MO Discs) to unlock the door; head through. STAIRS Go down the stairs and open Chris's jail cell. Exit. LAB HALL 3 Go to the second Lab Hall. ***************************************************************************** Go through the door to the Lab Stairs. STAIRS HALL Feel free to blow away any zombies remaining here with any remaining Magnum ammo, since you won't need it for anything else. Head through the next door. LAB SAVE ROOM Go up the ladder. LAB ENTRANCE The big security door is now open; go through it. EMERGENCY HALL Grab the First Aid KIts and Shotgun shells as needed. Head down the path, grab the Battery and put it in the open spot by the elevator. Use the elevator. During the cutscene your three minute time limit kicks in. ROOFTOP Grab the Signal Rockets and use them. As Brad starts to land, the Tyrant bursts through the roof and starts walking towards Barry. Let the Tyrant get preoccupied with Barry, and then take the oppurtunity to load Magnum rounds into him (if you wait to long the Tyrant will impale Barry on its claw). If the Tyrant starts running towards you really fast, run around like hell; if the Tyrant reaches you he will perform a massive bitch slap that brings you down the Danger. After enough hits, Brad will hand you a Missile Launcher (what, is Brad to lazy to shoot the damn thing himself?) Shoot the Tyrant to kill it; it may deflect a rocket, but the thing is only delaying its impending doom. The game will end with the Tyrant's death. ============================================================================= 4. C H R I S W A L K T H R O U G H ============================================================================= ----------------------------------------------------------------------------- S P E N C E R M A N S I O N ----------------------------------------------------------------------------- DINING ROOM You only have a knife right now, but you'll get a Handgun soon enough. Don't grab the Ink Ribbon just yet. Go through the next door. KENNETH HALL Turn to the left and head down the hall and into the room section. In there you find a Zombie munching on your comrade Kenneth. Turn around and run back to the Dining Room. DINING ROOM Head to the Foyer. FOYER Wesker and Jill have strangely dissapeared. Grab the Handgun from the floor and head back to the Dining Room and into the Kenneth Hall. KENNETH HALL The Zombie is now all the way to right, so you don't need to worry about him for now. Head to the left towards where Kenneth's body is lying. If you want, check his body to get the videotape of his last moments. Go through the door nearby. BIRD ROOM Grab the herbs, go up the stairs, and through the door. ARROW ROOM Grab the herbs by the "dead" zombie and go through the passage by the mirror. Dodge the fat zombie staring at the mirror and run down the path. Check the shining thing to get an Arrow. Don't grab the Handgun Magazine, as doing will usually cause you to be grabbed by the nearby zombie. Dodge him, run past the fat zombie, and exit the room. FOYER Go upstairs, and through the double doors. UPPER DINING ROOM Theres a Zombie in here, but you can easily dodge him so don't waste your ammo. Grab the dagger from the shelf and push the statue through the gap in the railing. You get the Blue Gem from the pieces in the Dining Room later. FOYER Go through up the stairs and through the picture door. CEMETERY (On Easy Mode, this place is devoid of enemies) Run past the zombie and head towards the back. Hopefully the other zombie won't start heading towards you. Head down the path to the big angel statue. On the pause screen, examine the Arrow to pull out the Arrow Head; use the Arrow Head and go down the long set of stairs. CRYPT Head to the back of the room and check the shining thing to get the Book of Curse. Examine it and flip it over to get the Sword Key. Go back up the stairs. CEMETERY Dodge or kill the Zombie(s) and return to the Foyer. FOYER Go through the door across from the Dining Room door. STATUE ROOM Climb over the chest and push it to the statue. Climb onto it and check the statue to get the 1F Map. (There is a Dagger in the hall, but getting it releases a Zombie that you're likely to waste the dagger on, so don't bother with it). Use the Key on the door. DOG HALL Push back the dresser for a Dagger, and another one for a clip. The window breaks, but thats just there to scare you. If you come through here the other way, two Cerebus will break through. Go through the door. MANSION HALL Go through the closest unlocked door. BATHROOM Drain the tub, causing a zombie to pop out. Kill him (if you have ammo to spare) so that you don't have to deal with him bursting through the door later. Grab the Old Key and leave. MANSION HALL Continue down the hall, ignoring any other doors, until you get to the double doors, which you should go through. MANSION HALL 2 Theres a zombie in the back, but you have no need to deal with him yet. Go through the nearby door. RIGHT STAIRS ROOM Run across the room, and onto the stairs. Wheel around and kill the nearby zombie. Then go up the stairs and kill the other two zombies (if you're on hard, only one zombie will come towards you from upstairs). Go through the door on the right. U HALL Dodge the zombie nearby you, and go through the door near him. BEDROOM Grab the Dog Whistle and Handgun Magazine from the table. Go through the next room. RIGHT STAIRS ROOM Go down the stairs, and through the door by the stairs. RIGHT STAIRS SAVE ROOM Take the Old Key from the table. Also grab the Canteen and fill it with Kerosene. Deposit the Dagger into the save box. Burn any non-decapitated zombies in the Right Stairs room, and go back to the item box. Deposit the Canteen. You should have the following in your possesion: Handgun, Old Key (2), Sword Key, Handgun Clip. Go to the U-Hall. U HALL Ignore the nearby zombie, and go down the hall to your left. Dodge the other zombie and go through the door to the Foyer. FOYER Go to the Upper Dining Room. UPPER DINING ROOM Unlock the door with the Sword Key. LEFT STAIRS ROOM Unlock the gray door with an OLd Key. DOG BALCONY Get up the Shotgun and use the Dog Whistle. Kill the two Cerebus that come by and grab the Dog Collar. Examine the Dog Collar to press a switch, which reveals a coin. Flip the coin over and check it to turn it into the Imitation Key. Unlock the other door to the Foyer. Make your way to the Arrow Room. ARROW ROOM Run to the door and ignore the Crimson Head which wakes up from its nap. KNIGHT ROOM Run up the stairs past some knights and to the Armor Key. Grab it, which springs a trap causing a knight to start heading towards you. Replace the Armor Key with the Imitation Key, foiling poor Spencer's $1 million dollar trap. Go back through the door. ARROW ROOM For some reason, the Crimson Head won't bother you unless you head by the mirror. Just go through the door and head to the Foyer. FOYER Go upstairs and unlock the remaining door. FOREST COURTYARD Head down the path (grab the Magazine off the table) and head to where Forest Speyer's body is. Grab the Dagger from the bench near Forest. DO NOT go to the dead end, as this will reanimate Forest as a Zombie. Return to the Foyer. FOYER Go down the stairs and into the Dog Hall. DOG HALL Go through the next door. MANSION HALL Unlock the grey door with your remaining Old key. COURTYARD Run along the area and grab the Chemical. Go back through the door. MANSION HALL Run down the rest of the hall and through the double doors (if you didn't kill him like I told you to, the zombie will burst out of the bathroom). MANSION HALL 2 Go into the Right Stairs Room. RIGHT STAIRS ROOM Dump the Sword Key in the save room and go up the stairs and through the locked door. DEER ROOM Go through the unlocked door. RESEARCHER'S BEDROOM Grab the Old Key, and make your way to the U Hall. U HALL Run down the hall and kill the zombie (you may want to grab the Canteen from the save room and burn him) by the big double doors. Go through them. KNIGHT ROOM 2 Push back the knight in the upper right corner. Then push back the knight in the left corner. Finally push the knight in the right corner (if you did it right, the knights should all be pushed back). Activate the switch and grab the Jewlrey Box. Examine it, and press the 2 switches shaped like heart pieces to reveal a death mask. Exit. U HALL Continue down the hall and go through the other locked door. RICHARD ROOM Run down the room, and Richard will come in poisoned. Exit and head through the door to the Foyer. FOYER Go into the Upper Dining Room. UPPER DINING ROOM Dodge the zombie and go through the door to the Left Stairs. LEFT STAIRS There is a zombie pounding on the door, but just ignore him. Run along and go down the stairs, dodging the zombie. Run into the nearby door. DRUG ROOM Grab the Serum from the shelf and deposit some items in the box. You should have in your posession: Old Key, Chemical, Armor Key, Serum, Canteen (filled). Leave. LEFT STAIRS Continue down the hall and go through the door on the right, using an Old Key. BROKEN SHOTGUN ROOM Grab the Broken Shotgun and the Grenade. Theres a Kerosene container if you need to use it. Leave. LEFT STAIRS Go through the other door. LEFT MANSION HALL Grab the Grenade off the table and go down the hall. Go through the door. HERB ROOM Use the Chemical on the thing in the corner, pump it, and turn the red dial, killing the mutated plant. Grab the Death Mask and leave. LEFT MANSION HALL Run past the window as two Zombies crash through the glass (and probably scaring the crap out of you the first time around). Go to the fork, and through the unlocked door. KEEPER'S ROOM Burn the zombie lying on the ground and go over to the closet, causing a zombie to pop out. You'll probably have to use a Dagger on him (unless you somehow manage to blow out his knee). Grab the Old Key in the closet and leave. LEFT STAIRS HALL Dodge the zombie (he has his back to you) and go through the locked door to the Kenneth Hall. KENNETH HALL Run into the Dining Room DINING ROOM Go to the Foyer FOYER Go up the stairs and make your way to the U-hall. U HALL Run along the hall and into the Richard hall. RICHARD ROOM Unless you took too long (in which Richard is dead), a cinema will start showing Rebecca give the Serum to Richard. You are then taken (along with Richard and Rebecca) to the Drug Room (unles of course, if Richard is dead, in which case you would remain in the Richard Room). DRUG ROOM Deposit some items in the box. You may also want to save. If you talk to Rebecca, she will heal your wounds. You should have the following in your possesion: Broken Shotgun, Old Key, Armor Key, Handgun, and at least one open space. Leave the Drug Room and make your way back to the Foyer. FOYER Go through the right door to the Statue Room. STATUE ROOM Go through the next door. DOG HALL Go down the hall and through the door. MANSION HALL Go down the hall past the first two doors. Run by the window (three zombies may burst through; I don't remember if that happens yet) and into the next door. SQUARE ROOM Go through the next door. SHOTGUN ROOM Take the Dagger and the Shotgun. Put the Broken Shotgun on the rack where the Shotgun was, and leave. SQUARE ROOM Go to the hall. MANSION HALL Go through the double doors. MANSION HALL 2 Go through the doors to the Right Stairs Room. RIGHT STAIRS ROOM Stop in the save room to use the item box. You should have the Armor Key, Handgun, Skeleton Key, Handgun Clip and at least two empty spaces. Go to the U Hall. U HALL Go to the Richard Hall. RICHARD ROOM There is now a zombie in here. Run down to the left (by the herbs) and through the door to dodge him. RICHARD HALL Run across the room and up the stairs. Wait for the zombie to come by, and then dodge him once he gets to the stairs. Go through the door he had been by. MUSIC SCORE ROOM Use the Lighter on the candlestick, causing the zombie to come through the door. Kill him with your Handgun and grab the ammo from the shelf. Push back the other shelf and pop into the crevice it revealed. Dodge the zombie (or use a defense item on him), and grab the Musical SCore from the shelf. Exit to the Richard Hall, and go from there to the Richard Room. RICHARD ROOM Kill the zombie, or he will follow you into the U Hall. Exit. Make your way to the Kenneth Hall. KENNETH HALL Ignore the rattling on the door. Kill the zombie to the right (you almost always seem to blow off his head for some reason) and go through the locked room. PIANO ROOM Go by the part behind the piano and push back the shelf. Grab the Music Score. Combine both Scores to get Moonlight Sonato. Use it on the piano and Chris will do a crappy job of trying to play it. Then Rebecca comes in and plays it, but can't get it right and stays to practice on the friggin piano during a crisis like this. She usually takes about 8-10 minutes. Leave. KENNETH HALL Continue down to the right and go through the locked door; discard the Skeleton key. KITCHEN Grab the Old Key and the Defense Item. Leave, and a zombie will head in through the door, and another one will get up by the back. Dodge them using the table, or just use a defense item on the one by the door. Head to the Right stairs room. RIGHT STAIRS ROOM Go through the door to the upper left. DEER ROOM Go through the locked door. RESEARCHER'S ROOM Grab the Fishing Hook and combine it with the Bee Lure. Grab the Bee specimin. Put the Bee lure/hook combo on the lure display, and put the specimin on the bug specimin display. Press the button on the display. Ignore the now revived bee, and grab the Windcrest. Return to the Right Stairs Room. RIGHT STAIRS ROOM Go to the save room and deposit the Wind Crest. Take out the Old Key and as many death masks that will fit in your inventory. Go through the rotten door. MANSION HALL 2 Ignore the zombie; go through the grey locked door and discard the Armor Key. PICTURE GALLERY Press the switch on the first painting. Go down the room to the other side of the area and press the switches on the lady and sage's pictures. Activate the switch on the big white picture to reveal a door (if you screwed up, the crows will attack you). Go through the passage, grab the Death Mask, and go through the gate with the Old Key. CEMETERY Go into the Crypt. CRYPT Place all your Death Masks in their respective positions and leave. Head to the Dining Room. DINING ROOM Grab the Emblem (Shield) from the fireplace. Go to the Kenneth Hall, and into the Piano Room. PIANO ROOM Rebecca should be done with the piano, and a wall will slide open, revealing a secret part of the room. Go through there and grab the Gold Emblem. Replace it with the Emblem and exit. KENNETH HALL Ignore the pounding on the door. Go into the Dining Room. DINING ROOM Put the Gold Emblem where the other emblem had been. Check the clock and change it to 6:00 by moving the large gear twice to the right. Grab the Helmet Key which is now revealed. Make your way to the Richard Room. RICHARD ROOM The zombie you killed may be a Crimson Head now. If so, try running past him and go through the door. RICHARD HALL Go through the locked door. SNAKE ROOM Grab the Shotgun shells from the nearby shelf and forwards to the end of the room. A Giant Snake will pop out; run past him, grab the Death Mask, and leave. RICHARD HALL If you got poisoned, you'll have to take over as Rebecca, go to the Drug Room, and bring Chris a Serum. Head to the Right Stairs Save room. RIGHT STAIRS SAVE ROOM Take the Shotgun and Wind Crest out of the Item Box. Make your way to the Cemetery. CEMETERY The zombies are now gone for some reason. Go into the Crypt. CRYPT Place the remaining Death Mask(s) on the respective location(s), causing a coffin to fall from the ceiling. Go over to it and a Super Crimson Head will pop out. Load your Shotgun shells into the thing, and run across the room to dodge it. If you run out of Shotgun shells, follow the pattern of shooting it a bunch of times with your Handgun, run arround to dodge it, and repeat. Once the thing is dead, check the coffin to unlock the door and grab the Stone & Metal Object. Also grab the ammo near the coffin. Leave. Make your way to the Mansion Hall 2. MANSION HALL 2 Ahead of you is a zombie. Blow its head off with the Shotgun (if you have any ammo) or use a Dagger on it. Go through the door he was by. COURTYARD 2 Run down the path (ignore the dog), and go up to the marble thing. Use the Stone & Metal Object on it, and go through the big door. ----------------------------------------------------------------------------- C O U R T Y A R D / R E S I D E N C E ----------------------------------------------------------------------------- SHED Head down the stairs, grabbing the Shotgun Shells, Flash Grenade, and First Aid Spray. Go through the door down the stairs. WEATHERVANE COURTYARD Set both of the spinning weather vanes to the right corner direction, unlocking the gate. Head through it. GRAVEYARD 2 Ignore the crows and head down the path to the right. Use the Wind Crest on the right gravestone and grab the three Crests it reveals. On the item screen, examine each one, flipping them over and activating the switches on them. Place each one on the left gravestone and grab the Magnum. Go through the next gate. CABIN PATH Go down the path and enter the cabin. CABIN Head along the path in here. Put the Magnum in the item box and grab the Square Crank in the back (theres also a Courtyard Map). As you go to leave, someone will enter the cabin. Head past the typewriter and a cinema will start. Following the cutscene, you will be facing Lisa Trevor, the nastiest bitch you'll ever meet. Shoot her about twice to stun her, and run out of the Cabin. CABIN PATH Theres now a Zombie in here, but he has his back to you and is easy to dodge. Head back to the Shed. SHED Grab the Shotgun shells and go through the other door. DOG ROOM Run past the dogs and go through the gate. POOL ROOM Use the Square CRank on the thing to the left in order to drain the pool. Go across and use the elevator. WATERFALL ROOM Run across to the next elevator, ignoring the crows. PATH Head down the path and into the Residence. RESIDENCE ENTRANCE Head through the room and go through the door on the right. RESIDENCE SAVE ROOM Grab the Ink Ribbon and Flash Grenade. Also put the Square Crank in the Item Box. Exit. RESIDENCE ENTRANCE Push the crate nearby so it lines up with the path to the right, and then push it against the other crates so you can climb across them (if you just walk across, one of Plant 42's roots will grab you). Go through the door. RESIDENCE HALL Go all the way down the hall and through the door at the end of the hall. ROOM 002 Go through the door nearby you. 002 BATHROOM Grab the Residence key near the sink. About now you should hear a door open. Exit. ROOM 002 Theres now a zombie in here, but hes in the very back. Leave. Head back to the Residence Entrance. RESIDENCE ENTRANCE Go through the locked door and discard the key when prompted. ROOM 001 If you want to, you can grab the Self Defense Gun in the back of this room, but you really don't need it. Go through the nearby door. 001 BATHROOM Check the bathtub and drain it. Grab the Control Room Key from the tub and leave as the guy on the floor gets up. ROOM 001 Exit. RESIDENCE ENTRANCE Go through the double doors. SPIDER ROOM Go down the stairs (the spider is almost harmless) and grab the Red Book. Theres also a First Aid Kit and Shotgun Shells. Exit. Make sure you have at least two spaces open. ROOM 002 Let the Zombie get relatively close to the door you just came through, and kill it with the Shotgun. Go to the back of the room, push back to the left shelf, and push aside the right shelf. Climb down the ladder. AQUA RING HALL Push all three crates into the water (why the hell didn't Umbrella build a bridge over that thing?) to form a bridge. Walk across them and go through the door. SHARK TANK Hey, it's Richard - too bad hes about to become shark bait. Run along the edge of the shark tank to the double doors. Do not shoot the sharks, as that will cause Neptune to appear sooner and try to swallow you whole (faster paced music will start to play when Neptune arrives). Go through the doors and discard the key. CONTROL ROOM Climb down the ladder. Grab the Aqua Ring Map and check the sign by the table to find out what oil valve to use. Activate the panel off to the upper right, causing a shark to smash part of the window. Avtivate the one across from it, and then press the one behind the ladder. Activate the oil valve in the hall nearby (its part of the control room) and reactivate the one to the lower right. Activate the one behind the ladder, and then the one in front of the partially broken window to drain the tank. Go through the door. AQUA RING ROOM Go through the door on the right (NOT the one that leads to a ladder). LOWER SHARK RING Go along here and grab the Assault Shotgun near the shark flopping around. Run through the water past Neptune's "dead" body. Climb onto the platform and try to grab the box with the shining thing on it; Neptune will wake up and knock it into the water. (If you go into the water you will get a cool cinema of Neptune eating you.) You could waste your ammo on killing Neptune, or you could push the box into the water and activate the generator, frying Neptune. With Neptune dead, climb down, grab the key, and exit. AQUA RING ROOM Go through the other double doors. AQUA RING ROOM 2 Grab the Magnum rounds, climb the ladder, and go through the door. AQUA RING HALL Go up the ladder. ROOM 002 Exit. RESIDENCE HALL Go through the other door. GALLERY Run down the sidepath, ignoring the bees. Grab the Insecticide from the Corpse and leave. RESIDENCE HALL Go to the very end of the hall. Grab the Residence map, and use the Insecticide on the whole in the wall in order to kill the bee hive. Go back to the Gallery. GALLERY Go to the end of the side path and grab the Residsence Key. Use it to go through the double doors. ROOM 003 Go to the bookshelf and grab the white book; replace it with the Red Book, which forms a puzzle. Rearrange the books so that the bindings form the picture of a nude woman, which reveals a secret door. Go through the door. PLANT 42 ROOM Run upstairs and try to dodge Plant 42's tentacles as best you can. Shoot your Assault Shotgun into it when the thing on it's center opens up. After something like 10 shots the Plant will die. Grab the Mansion Key from the fireplace and leave. GALLERY Rebecca shows up and leads you to the Bottle Room. BOTTLE ROOM If you talk to Rebecca she'll heal your wounds. Leave and make your way back to the Shed. SHED Grab the First Aid Spray, Shotgun Shells, and Flash Grenade. Theres also a note from Wesker saying that he fixed the rotten door. Head to the Courtyard 2. ----------------------------------------------------------------------------- S P E N C E R M A N S I O N II ----------------------------------------------------------------------------- The second part of the Spencer Mansion is incredibly easy, and only takes about 15-20 minutes to complete. COURTYARD 2 The dog that had been here is gone. Go into the mansion. MANSION HALL 2 As you come in, a Hunter will come through the door. Kill it and go into the right stairs room. RIGHT STAIRS ROOM Kill the Hunter by the stairs and then kill the one that comes charging down the stairs. (You might want to save here) Make sure you have at least three open spaces. And by the way, you don't need the Handgun anymore until the Laboratory. Go upstairs and to the left. Go through the door at the far left. ROOM Go through the locked door. STATUE ROOM 2 Push the statue through the opening in the partition, and down the middle of the room. The walls will start closing in, but the statue stops them from crushing you. Then go down the part to right and press the switch. Run out as the walls start to move against you (they will crush you here if you're too slow). Go back to where the statue is, and push to the yellow tile on the left and reveal a passage before the walls come back in. Go through the passage. Grab the Dagger, and then drop down the hole. TREVOR ROOM Grab the Last Book Vol I from the floor, check the gravestone, and press the switch. Go down the ladder. BASEMENT HALL 1 Run past the spiders and go through the left path, and through another door. BASEMENT HALL 2 Go around the corner, grab the Blue Herb, and head straight, either dodging or killing the two zombies. Activate the power switch, and head down the hall through the other door. KITCHEN Theres a zombie walking around the table as well as another one in the back. Dodge the zombie and head towards the back. Use a defense item on the zombie there (or dodge him if possible) and use the elevator in the back. CANDLE HALL Go to the left. Dodge the zombie and run into the room through the door. BATTERY PACK ROOM Grab the Battery Pack, Shotgun Shells, and Defense Item. Exit. CANDLE HALL Unlock the nearby door and head through. ARROW ROOM Head down the hall and kill any Crimson Heads in here. Go through the door to the Knight Room. KNIGHT ROOM Go through the locked door. LIBRARY Walk down the hall, and the Giant Snake will burst in. Climb down the ladder and start shooting him in the head with your Shotgun. Part of the key to dodging his attacks if to keep moving, and never stand where his head is pointing at. Once he dies he will knock out part of the shelves. Grab them Last Book Vol II that falls out. Make your way to the Left Stairs Room (Note that there are two Hunters in both the Dog Courtyard and the Upper Dining Room, though the ones in the Upper Dining Room are pretty easy to dodge) LEFT STAIRS ROOM Go through the locked door (NOT the one that leads to the Arrow Room). TROPHY ROOM Grab the Dagger and Grenade shells by the trophys and push both crates against the wall underneath each trophy. Turn off the lights and you'll see that there are gems in both the trophys. Walk over to the one with the Yellow Gem so that both hawks are facing it. Walk along the wall underneath the hawks so that they don't see you, climb onto the crate and grab the REd Gem before the hawks turn around. If you want to save Chris, get the Yellow Gem by doing to same thing. Leave. ***************************************************************************** OPTIONAL - If you don't want to save Jill, skip this part. LEFT STAIRS ROOM Go downstairs and along the hall. Two Hunters will jump through the windows as you go by. Go through the door ahead of you. LEFT MANSION HALL Go down the fork in the hall and into the Tiger Room. TIGER ROOM Put the Yellow Gem in the Tiger's eye and grab the MO Disc 1 (be sure to put it in an item box when you get the chance). Leave. [END OPTIONAL] ***************************************************************************** Make your way to the Foyer. FOYER Go through the locked (next to the door to the Art Room). ART ROOM 2 Theres an Ink Ribbon in here if you want it (you shouldn't need it though). Go through the door. BACK ROOM Dodge the zombie (you can see his reflection in the mirror). Grab the Jewlry Box from the shelf, and the Dagger on the floor. Combine the REd Gem with the Jewlry Box, and fit the pieces into the box lid to get a Broach. Examine it to turn it into a key. Leave. Head to the Mansion Hall 2 MANSION HALL 2 Go through the locked door and discard the key. SPENCER'S STUDY As you enter here, you'll hear REbecca scream. Quickly turn on the lamp, grab the Shotgun shells out of the desk and grab the Stone Object from the shelf nearby. Leave and race to the U Hall, and into the Bedroom (unless you don't want to save Rebecca). BEDROOM Rebecca is about to be attacked by a Hunter. Kill it before it kills her, and then leave. Go to the Right Stairs Save Room RIGHT STAIRS SAVE ROOM Deposit the Stone Object and MO Disc (if you have it). Take out the Square Crank, a Blue Herb (if you have it), and leave. Head to the Shed. SHED Go through the big doors. DOG ROOM You may want to kill the dogs now if you have the extra ammo. Go through the gate. POOL ROOM Go down the ladder, past the snakes, and use the elevator. WATERFALL ROOM Kill the two dogs and go over to the other elevator. Put the Battery pack in its place and use the elevator. DOG ROOM Go through the gate. POOL ROOM Use the Square Crank to refill the pool; leave. DOG ROOM Use the elevator. WATERFALL ROOM Go down the path where the waterfall had been. Go down the ladder. ----------------------------------------------------------------------------- M I N E S ----------------------------------------------------------------------------- MINES ENTRANCE Go through the nearby door. MINE HALL Go through the next door. ELEVATOR ROOM Go through the next door. ENRICO HALL Head down the hall to Enrico, who points his gun at you, thinking that you're a traior, but is shot before he can do anything. Check his body to get the Hexagon CRank. As you leave, a HUnter will burst in, but you can easily run past him and go through the door. ELEVATOR ROOM Go through the next door. MINE HALL Kill the three Hunters and go through the door. MINES ENTRANCE Go down the room. Grab the Ink Ribbon from the Typewriter. Save if you want to, and deposit the Ink Ribbon and Square Crank. Go over to the pit and use the Hexagon CRank on the left side of the wall. Go across the path and through the door. BOULDER HALL Check the boulder and run back to the door as the boulder will start rolling and crush you if you're too slow. BY where the boulder was are some Shotgun shells (Handgun clip on hard difficulty). Go by where the boulder made a new path, grab the Flamethrower, and go through the door. GIANT SPIDER ROOM The Giant Spider is a complete joke. Dodge his acid and charging attacks and torch him with the Flamethrower. Also kill the regular spider that shows up. Grab the Survival Knife, hack the webbing away from the door, and go through. BOULDER HALL 2 Head to the left path and use the Crank three times. Run towards the door to the left to avoid the rolling boulder (there is now a First Aid Spray where the boulder was). Put the Flamethrower on the metal hooks and go through the door. CHAPEL Push the statue to the wall part of wall across from the little circle on the wall. Go over to the circle on the wall and use the crank, causing part of the wall to stick out and push the statue. Push the statue on the circle in the middle twice to spin the statue around to the right position, and push it into the opening in the wall. Grab the Cylinder and leave. Head to the Elevator Room. ELEVATOR ROOM Go to the left and open the power source. REmove the core, combine it with the Cylinder, and put it back in. Press the switches in the order: 4, 2, 3, 1. Use the elevator. LOWER ELEVATOR ROOM The elevator has broken down, so you can't go through it. Go through the door. LISA HALL Lisa Trevor's come back for more. Use the map to get to the unlocked door. Generally try to avoid LIsa, though you may want to shoot her out of the way at times. CRATE ROOM Grab the Magnum Rounds and Flash Grenade from the pile of crates. Push the big crate into the elevator type thing and activate the switch. Leave. LISA HALL Go through the door to the Lower Elevator Room. LOWER ELEVATOR ROOM Go to the ladder, climb down, and push the crate out of the elevator type thing and underneath the trash compacter. Activate the compacter and grab the Broken Flamethrower and go back to Lisa Hall. LISA HALL Go to middle section and activate the switch. Use the map to find the locked door. Put the Broken Flamethrower on the metal hooks and go through the door. DOLL ROOM Walk across the room through the water (theres two snakes, but they can never catch up to you). In the other half, grab the Jewlrey Box, and examine it to get the Metal Ring. Climb up the ladder, and use the next ladder. CABIN Take the Metal Object out of the Item Box and combine it with the Metal Ring to form a Stone & Metal Object. Deposit the CRank in the box and leave. CABIN PATH The zombie is still there with his back to you and is just as easy to dodge. Head through the gate. CEMETERY 2 Dodge the zombie with his back to you (theres also one by where you got the magnum). Head through the next gate. Head to the Dog Courtyard 2. DOG COURTYARD 2 Grab the Stone & metal Object. Leave. Head to the Foyer. FOYER Go to the locked door behind the stairs. Place both Stone & Metal Objects on it, and head through. STAIRS ROOM Take the Last Book Vol I and Vol II out of the Item Box. Save if you wish, and go down the stairs. Go through the door. ALTAR Climb down the ladder. Wesker is here, along with Lisa Trevor. Wesker will shoot at Lisa, but doesn't really do much more then occupy her, since all he has is a Beretta. Push all four stones off the edge (Wesker is usually knocked off by Lisa around the third one), revealing Jessica Trevor's grave. Lisa will grab the skull and commit suicide by jumping off the edge. LAB COURTYARD Examine the binding of each Last Book to reveal a Wolf Medal and an Eagle Medal. Along the pool nearby is an eagle statue and a wolf statue. Place each medal in the appropriate statue to drain the water. Go down the stairs and use the elevator. *SWITCH TO DISC 2* ----------------------------------------------------------------------------- L A B O R O T O R Y ----------------------------------------------------------------------------- LAB ENTRANCE Go down the ladder. LAB SAVEROOM Take the Ink Ribbon and deposit it. Go through the door. STAIRS HALL Head down the hall (theres a kerosene container nearby, but you shouldn't need it). Theres a zombie here which you can either dodge or kill. Continue down the hall and dodge the Zombie (who for some reason, is usually looking in the completely wrong direction). Go down the stairs past the zombie, and through the door. LAB HALL Use two Flash Grenades to kill the zombies in here. Go to Chris's right (from the entrance to here) and through the room. COMPUTER ROOM Activate the computer and enter in the username 'JOHN' and password 'ADA' (there are some rooms you would go to to find the password but theres no need to give directions to get the password when you can just find it here and enter it in). Unlock both of the doors available (you need to enter in the password 'CELL' when prompted for one of them). Go by the row of body bags to get a Flash Grenade. Exit. HALL Go back to the stairs. STAIRS HALL Go up the stairs, grab the second MO Disc (if you want to save Jill), and go through the door. VIDEO ROOM Grab the MO Disk 3 and First Aid Spray. Theres a slide with pictures of several monsters, as well as a photo of the research staff, which includes someone looking like Wesker. Use the keypad near the door and enter in '8462' to open a secret door. Go through the door and grab the Lab Key. You can also use the VCR in here to view Kenneth's untimely end. Exit, go down the stairs, and to the Lab Hall. LAB HALL Go to the two locked doors (use the map for help), unlock both of them, and discard the key. First go through the big double doors. STORAGE ROOM Push back the shelf and grab the Shotgun Shells. If you don't want to save Jill, exit the room and continue reading where the guide returns to the LAB HALL. Otherwise go through the vent. MEDICAL ROOM Ignore the Chimera and run through the other vent. STORAGE ROOM Use the MO Disc on the Gamecube and exit the room. LAB HALL Go through the other door you unlocked. LAB HALL 2 Run straight down the hall and through the door dead ahead. LAB SAVE ROOM 2 Grab the Shotgun Shells, First Aid Spray, and Ink Ribbon. Save if you wish, and exit. LAB HALL 2 Run to the left and past the Nude Zombies and through the door. CHIMERA HALL 1 Go to the right, past the furnance and down the path. Kill the Chimera and grab the Fuel Container. Exit and head back to the Lab Hall. LAB HALL Head towards where the door leads to the stairs, and go through the other door. LAB HALL 3 Go through the door on the end (by the way, this is where you go to save Jill later on). OFFICE Kill the Nude Zombie, and head towards the end of the room. Use the MO Disc on the Gamecube located on the desk and check the big door there to refill the Fuel Container. The Fuel is explosive, and running makes the fuel explode, SO DON'T RUN. Return to the Chimera Hall. CHIMERA HALL Replace the Fuel Container, and use the map to head through the other door. CHIMERA HALL 2 Kill the Chimera that pops out of the vent. Use the final MO Disc on the Gamecube, and run through the hall to the next door. POWER ROOM Activate the switch and run out of the room past the Chimeras. Make your way to the LAB HALL 2. LAB HALL 2 Go into the save room and grab your Magnum, Magnum ammo, and some healing items. Head down the hall to the elevator. Activate the elevator (Barry shows up now if hes still alive). BIOHAZARD HALL Go down the hall and through the Biohazard door. That can't be good, can it? BIOHAZARD ROOM As you step in, Chris finds Wesker at some kind of computer. Wesker then turns around and reveals himself as a traitor; he had been working for Umbrella long before he joined STARS. Wesker then releases the Tyrant, which impales Wesker on it's gigantic claw and turns to you. Use the strategy of dodging the slow moving Tyrant by running around the room. Shoot him with the Magnum whenever you get the chance. The Tyrant should fall after about seven hits. IF REBECCA DIED Grab the Master Key from Wesker's body. Head past Weker's body towards a computer (not the one his body is slumped against) and use it to unlock the door; exit the room. BIOHAZARD HALL Go through the elevator. LAB HALL 2 Go through the door to Lab Hall 1. LAB HALL 1 Any Zombies or Crimson Heads that had been here are now gone. Runs towards the door that leads to the stairs. Some Chimeras jump through the vents, but you can easily run past them. ***************************************************************************** OPTIONAL Go through the door to the left of the exit. LAB HALL 3 Go down the hall to the big electronic door. Activate all three switches (this won't work if you haven't used all three MO Discs) to unlock the door; head through. STAIRS Go down the stairs and open Jill's jail cell with the Master Key. Exit. LAB HALL 3 Go to the second Lab Hall. ***************************************************************************** Go through the door to the Lab Stairs. STAIRS HALL Feel free to blow away any zombies remaining here with any remaining Magnum ammo, since you won't need it for anything else. Head through the next door. LAB SAVE ROOM Go up the ladder. LAB ENTRANCE Open the big security door with the Master Key; head through. EMERGENCY HALL Head down the path, grab the Battery and put it in the open spot by the elevator. Use the elevator. ROOFTOP Grab the Signal Rockets and use them. IF REBECCA LIVED Go past Wesker and the computer to find another terminal; activate it to unlock the door. Check Rebecca to revive her, and exit. As you leave, Rebecca gets the bright idea to blow up the mansion and destroy any evidence that this thing ever happened. Head to the Lab Hall. LAB HALL Any Zombies or Crimson Heads that had been here are now gone. Runs towards the door that leads to the stairs. Some Chimeras jump through the vents, but you can easily run past them. ***************************************************************************** OPTIONAL Go through the door to the left of the exit. LAB HALL 3 Go down the hall to the big electronic door. Activate all three switches (this won't work if you haven't used all three MO Discs) to unlock the door; head through. STAIRS Go down the stairs and open Jill's jail cell. Exit. LAB HALL 3 Go to the second Lab Hall. ***************************************************************************** Go through the door to the Lab Stairs. STAIRS HALL Feel free to blow away any zombies remaining here with any remaining Magnum ammo, since you won't need it for anything else. Head through the next door. LAB SAVE ROOM Go up the ladder. LAB ENTRANCE The big security door is now open; go through it. EMERGENCY HALL Grab the First Aid KIts and Shotgun shells as needed. Head down the path, grab the Battery and put it in the open spot by the elevator. Use the elevator. During the cutscene your three minute time limit kicks in. ROOFTOP Grab the Signal Rockets and use them. As Brad starts to land, the Tyrant bursts through the roof and starts walking towards Rebecca. Let the Tyrant get preoccupied with Rebecca, and then take the oppurtunity to load Magnum rounds into him (if you wait to long the Tyrant will impale Rebecca on its claw in an evem nastier looking way then what happened to Wesker). If the Tyrant starts running towards you really fast, run around like hell; if the Tyrant reaches you he will perform a massive bitch slap that brings you down the Danger. After enough hits, Brad will hand you a Missile Launcher (what, is Brad to lazy to shoot the damn thing himself?) Shoot the Tyrant to kill it; it may deflect a rocket, but the thing is only delaying its impending doom. The game will end with the Tyrant's death. ============================================================================= 5. S P E E D G U I D E ============================================================================= This Speed Guide is intended to provide a relatively easy way to earn the Rocket Launcher and Samurai Edge. Obviously, one can complete the game faster then in here (this guide should give a time of about 2.5 hours). - You must be playing as Jill Valentine, as her game allows you to complete the game faster. - You must be playing on NOrmal difficulty. - You have to let Chris & Barry die. - You should have a good knowledge of how to complete the game, and preferably have played through it at least once on Normal. - This guide assumes you do not have the Samurai Edge and that you are not using the Grenade Launcher glitch. - The timer counts all time spent playing, including cutscenes (you must skip all of these) and while on the pause screen. NOTE: This guide does not give complete directions as to where everything is; for better directions, see the Jill Walkthrough section. Despite what you may think, it doesn't matter if you try this after unlocking One Dangerous Zombie. I actually find the speed guide to be easier if you have One Dangerous Zombie activated, since it eliminates some zombies. ----------------------------------------------------------------------------- S P E N C E R M A N S I O N ----------------------------------------------------------------------------- - Go to the zombie by the Kenneth Hall and return to the Foyer. - Go upstairs, back downstairs, and through the Kenneth Hall to the Arrow Hall. - DO NOT kill the zombies there. Dodge the first one and grab the Arrow. Ignore the Clip and run back (you'll have to shoot him to knock him down). - Head back to the Foyer. - If you want, go in the Upper Dining Room to get the Dagger and push over the statue. - Go into the cemetery, dodge the Zombies, and go to the angel stone. Examine the Arrow Head and use the Arrow on the stone. - Go into the Crypt and get the Sword Key. - Make your way into the Mansion Hall (through the Art Room). - Go into the Courtyard and get the Chemical. Return to the Hall and go into the Shotgun room. Grab the Shotgun and leave. Check both doors as the wall starts to lower to cue Barry to rescue you. - Head to the Mansion Hall 2 and into the Right Stairs. Kill the Zombies if you wish, but you'll have to be sure to burn them. Grab the Cantine from the save room and fill it with Kerosene. Also dump your Ink Ribbon and Knife in the box. - Go upstairs and grab the Lighter, Clip, and Dog Whistle. Go through the U Hall into the Foyer (I recommend dodging the zombies in here). - Get the Acid Shells and go through the Upper Dining Room to the Left Stairs. - Go through the door into the Dog Courtyard and use the whistle. Kill the dogs with the Shotgun and take the whistle. - Head to the Arrow Room (on the way, grab the Blue Gem if you pushed the statue into the Dining Room). If you have the extra shotgun ammo, kill the Crimson Head when he gets up. - Into the Knight Room, take the Armor Key. Examine the Dog Collar, getting the Coin, and examining it to get the Imitation Key, which replaces the Mansion key to stop the trap. - Return to the U-Hall and go through the big locked door. Solve the puzzle and get the Death Mask. Go through the other locked door in the hall to Richard's room. After seeing him, head through the Upper Dining Room to the Left Stairs. - Ignoring the Zombies, run down the hall and down the stairs. Dump the Sword Key and Death Mask in the Item Box, take the Lighter and Chemical, and grab the Serum. I recommend saving in here. Go through the locked door into the Left Mansion Hall. - Into the Herb Room, use the Chemical and grab the Death mask. Exit to the hall and run past the zombies. Go into the Tiger Room and use the Blue Gem to get the Shells. EXit, and go through the locked door to the Kenneth Hall. - Run to the U-Hall and into the Richard Room. If you managed to save Richardm then great. If not, then its not a big deal. - Go into the Music SCore Room. Light the Candle, kill the Zombie, and grab the clip. Push back the shelf, use a defense item on the zombie (if you can't dodge him) and grab the Music Score. - Go down to the Dining Room. Grab the Emblem and enter the Kenneth Hall. Dodge or use a defense Item on the zombie, and go into the Piano Room. - Get the other Music Score and mix the two. Use it on the Piano. Switch the Gold Emblem with the Emblem and exit. - Use the Gold Emblem in the Dining Room, set the clock to 6:00, and grab the key. - Into the Foyer, go to the Forest Courtyard. Grab the Clip and the Grenade Launcher. Exit and make your way to the Giant Snake Room. - Grab the Death mask, and shoot the Giant Snake twice with Acid Shells so you can get Richard's Assault Shotgun. Exit and make your way to the Right Stairs Save Room. - Save, deposit the Armor Key, and take the DEath Mask and Jewlry Box out of the Item Box. Also get the Incediary Shells from the room and deposit them. Go through the rotten door into the Mansion Hall 2, and go into the Picture Room. - Solve the puzzle and get the Death mask. Unlock the gate, go into the Cemetery, and to the CRypt. Get the Death Mask out of the Jewelry Box, an place the Death Masks on the appropriate statues. Kill the Super Crimson Head and get the Stone & Metal Object from the coffin. - Head into the Dog Courtyard 2 and unlock the door with the Stone & Metal Object. ----------------------------------------------------------------------------- R E S I D E N C E ----------------------------------------------------------------------------- - Get the items from the Shed and make your way to Lisa's cabin. Grab the Square Crank and leave. - Go back to the Shed, and go through the big doors. Run past the dogs and into the Pool Room. Use the Square Crank to drain the water. Run across to the elevator, and make your way to the Residence. - MOve the crate so you cross to the door without getting grabbed by Plant 42. Head to Room 002 and get the key from the bathroom. - Back to the Residence Entrance, go into Room 001 and get the key from the bathroom. Exit and go into the Spider Room, where you grab the Red Book and Shotgun Shells. - Stop in the Save Room and get the Ink Ribbon and Batterty Pack. SAve, and dump the Ink Ribbon, Handgun, Handgun Clip, and Square CRank into the box. Take out the Grenade Launcher and Incendiary Shells. Return to Room 002. - Kill the zombie and push the crates to reveal the ladder. Go down it. - Push the crates to form a bridge across the water and go into the Shark Tank. - Run around the shark tank and into the Control Room. Drain the tank and go into the LOwer Shark Tank. Kill Neptune, get the Residence Key, and make your way back to Room 002. Exit to the hall and enter Room 003. - Grab the Insecticide from the corpse and exit to the hall. Use the insecticide in the hole in the very back. Return to the Room 003, grab the key, and go through the locked door. - Solve the Red Book puzzle and go to the PLant 42 room. Kill PLant 42 with three Incendiary Shells and grab the Mansion Key. - Return to Mansion Hall 2 (be sure to grab the Blue Herb in the Residence Entrance). ----------------------------------------------------------------------------- S P E N C E R M A N S I O N II ----------------------------------------------------------------------------- - Kill the Hunter and go to the Right Stairs. Kill both Hunters. Save if you wish. Note that you should have at least four open spaces. - Go to the left of the stairs and into the room with moving walls. Solve the puzzle, grab the Dagger, and drop into the hole. - Grab the Last Book Vol I, reveal the ladder behind Trevor's gravestone, and climb down. - Run past the spiders and go into the Basement Hall 2. Grab the Blue Herb and (dodging the zombies) reactivate the power and make your way to the Kitchen. - Dodge the zombies and use the elevator. - Go left, dodge the zombie, and go into the room. Grab the Battery Pack (non-defense item), Defense Item, Acid Shells, and Shotgun shells. Exit and go through the door to the Arrow Hall. - Kill the Crimson Head and the other zombies. Into the Knight Room, go through the locked door to the Library. - Head down the hall to fight the Giant Snake. Kill him and grab the Last Book Vol II. - Make your way to the Left Stairs. Deposit the Last Book Vol I & II in the nearby save box and remove the Square Crank. Go into the Trophy Room and get the Red Gem. - Make your way to the Foyer. - Go through the locked door and into the Backroom. Get the Jewlery box and combine it with the Red Gem. Solve the puzzle, and examine the Broach to get a key. - Head to the mansion Hall 2. Go through the locked door. Grab the Shotgun shells and Stone Object. ----------------------------------------------------------------------------- M I N E S ----------------------------------------------------------------------------- - Make your way to the Waterfall Room. - Use the Battery Pack and use the elevator. - Head to the Pool Room and use the Square Crank to refill the pool. - Go back through the elevator to the Waterfall room, and into the MIne Entrance. - Go through the nearby door and make your way to Enrico. Grab the Hexagon Crank and dodge the HUnter that comes in. Head back to the Mines Entrance. - Deposit the Square Crank, save, and use the Hexagon Crank to get across the path and through the door. - Check the boulder, run back to the door in order to dodge it, and go down the path the boulder carved for you. In the next room, kill the Giant Spider and hack away the webs with the nearby Survival KNife. Go through the door. - Use the crank three times and go into the room on the left. Solve the puzzle (see the main walkthrough for details) and get the Core. Go back to the Elevator Room, combine the core with the shaft, restart the elevator, and use it. - Go into the Lisa Hall, and through the unlocked door. Push the crate into the elevator thing, and return to the Lower Elevator Room. Go down the ladder and push the crate into the trash compacter. Use the compacter and get the Broken Flamethrower. - Go back to the Lisa Hall and activate the switch in the middle. Go over to the locked door, put the Flamethrower on the hooks, and head through. - Get the Jewlery Box and examine it for the Metal Ring. Go through the room and up the ladders into the Cabin. Take the the Stone Object out of the box and combine it with the Metal Ring. Also deposit the Crank. - Make your way out of the Courtyard Area. Grab the other Stone & Metal Object, and go to the Foyer. - Unlock the gate with the Stone & Metal Objects. Save in the next room and stop at the item box. You should have the following with you: Last Book Vol I, Last Book Vol. II, Assault Shotgun, Shotgun Shells (if you have any), and at least one open space. - Make your way down the stairs to Lisa. Do not give Barry his gun when given the choice; Lisa will kill him. Grab Barry's Magnum and push off the stones to kill Lisa. Head to the Lab Courtyard. - Examine both books and put the Medals in the corresponding statues. Go down the stairs and into the elevator. - Switch to Disc 2. ----------------------------------------------------------------------------- L A B O R A T O R Y ----------------------------------------------------------------------------- - Make your way to Lab Hall; don't bother killing the zombies before there. If you have extra Incediary shells with you, kill the two zombies in the hall with them. Go into the Computer Room. - Enter the username and password (John, ADA) and unlock the the doors (the second password is CELL). Go to the Lab Stairs and into the now unlocke doors. Enter 8462 into the keypad and grab the Key. - Back to the Lab Hall, unlock both doors so you can dispose of the key. Go into Lab Hall 2, and left to the Chimera Hall. - Kill the Chimera and grab the Fuel Tank. Go back to the Lab Hall, through the next to the door to the stairs, and into the office. Blow away the Nude Zombie and refuel the Tank. Go back to the Chimera Hall and replace the Tank. - Make your way through the next few halls and reactivate the power. Return to Lab Hall 2 and use the elevator. Go into the room with the Tyrant. Kill the Tyrant (one shot from Barry's Magnum will do), grab the Master Key from Wesker's body, and release the electronic lock. - Head to the Lab Entrance (feel free to kill the zombies in the Lab Stairs; its not like you need the ammo for anything else). Unlock the big door and head into the Escape Hall. REplace the battery and use the elevator. - Use the Signal Rockets to end the game. ============================================================================= 6. O N E D A N G E R O U S Z O M B I E ============================================================================= In One Dangerous Zombie, Forest Speyer's zombie will appear in various locations (he is also no longer in the room with the Grenade Launcher). Forest has grenades on him, and if you attack him in any way (the game won't let you use defense items on him though) he will blow up and kill you. Forest moves about as fast as your character. He also makes a lighter pitched moaning; you can also hear his grenades clinking as he moves. Its incredibly easy to dodge him, as he will always raise his arms up and them dive at you (instead of just trying to grab you). One Dangerous Zombie really isn't all that hard; the only real extra difficulty is that you have to override your instinct to shoot at him. Forest only appears in the first part of the mansion, and dissapears after the Hunters are activated. Forest's locations: AFTER GETTING THE SWORD KEY - Upper Dining Room AFTER GETTING THE ARMOR KEY - In the Kenneth Room, by Kenneth's body. Forest has his back to you when you come down here, so you can easily run past him. If you run in here from the Dining Room, Forest will not even come after you unless you make some kind of commotion (like shooting at another zombie). THis is the only place in which Forest doesn't replace a zombie. - In the Dog Courtyard (where you use the Dog Whistle). When you by the stairs to the DRug Room, Forest will come through the Courtyard door. Forest will no longer appear in Upper Dining Room after this. - In the room with the music score (the one by Yawn's room, NOT the Piano room). Push back the shelf and he'll be in the space behind it (how the hell did he get there?). - In the Mansion Hall 2. Hes right by the door to the Courtyard. (In Jill's game he appears here after getting the Sword Key). ============================================================================= 7. I N V I S I B L E E N E M Y M O D E ============================================================================= As the name implies, all the monsters become invisible in this mode. The auto-aim is also disabled, as otherwise their being invisible would have no real effect. Monsters remain invisible after you kill them. They do become visible during cutscenes and while grabbing you. General Tips -------------------------------- - Despite what you might have thought, footsteps and moans really do very little to tell you where a monster is (except that it is in the same room as you). The one exception is if while moving, it walks to a section of floor that makes a somewhat different sound. - Although the monsters are invisible, they still cast reflections in mirrors. Additionally, if the room is not too dark, you can see the things shadow (this is most noticable in the Dog Hallway if the dogs burst through the window. - You can still see blood coming out of a monster as you shoot it, as well as the blood stain it leaves on the ground. - You should be even more careful about disposing of bodies, as you really do not want to deal with an invisible Crimson Head. - Always carry herbs or First Aid Kits with you, as you will get bit pretty often. - The monsters are still in their original starting places. - If you use a Dagger or Grenade defense item on a zombie, you will see it sticking into where the monster's head is. - If a monster appears in a cutscene before attacking, it will be visible for a few seconds. Specific Tips -------------------------------------- - After using the dog whistle, you can still see the shining of the Dog Collar on its neck. - When fighting the Giant Snake, it will kick out dust clouds wherever it currently is, making it relatively easy to see. - While fighting the Super Crimson Head, you can still tell where it is because of its breath coming out. Also, this happens with some (but apparently not all regular Crimson Heads). - The only parts of Plant 42 that become invisible are its tentacles; the part you have to shoot at to kill is still visible. - Upon returning to the Mansion, the Hunters can be a real pain. I recommend killing the ones in the Right Stairs Room with the Magnum (if you don't have it, you should try running past them). You can also run past the ones in the Upper Dining Room with minimal ease. - As with the first time, the Giant Snake kicks up big dust clouds wherever it moves, making it very easy to see. - Its up to you if you want to save Rebecca as Chris, though don't even bother if you didn't kill the Hunters in the Right Stairs room. - The Giant Spider doesn't really give any good indicator to where it is. I recommend just running around and shooting where you think it may be. It does occasionally give itself away by shooting out acid. - When you meet up with Lisa the second time, try to remember where she usually was, or occasionally fire a blast off near where you are going so that you don't run into her. - For the fight with Lisa Trevor, just let Barry/Wesker occupy LIsa while you push off the stones (Wesker is usually knocked off as you're about to push off the third stone). - For the Tyrant, you may want to get a little distance away from it (but still across from it) and pump as many Magnum rounds into it as possible. - For the Tyrant II, let the thing head towards you partner, and then pump lots of Magnum rounds into it while the thing is busy. ============================================================================= 8. M O N S T E R S ============================================================================= Zombies ---------------------------------- A standard corpse that has been reanimated curtosy of the T-Virus. Zombies are slow and stupid, though they can take a lot of damage. You're usually better off just avoiding them, since "dead" zombies turn into Crimson Heads unless you burn them, blow out their kneecaps or blow off their heads. If you do kill zombies, pump them full of handgun rounds at long range, or use the Shotgun on their head at close range. Nude Zombies ------------------------------------ The same as regular Zombies, except that they don't turn into Crimson Heads. Crimson Heads (V-ACT) ------------------------------------- After being killed, Zombies undergo a metamorphosis into a Crimson Head. THe Crimson Heads have red skin, claws, and make a roaring sound. They are much faster then you, so don't bother running from them. Use the Shotgun or Grenade Launcher on them, since they are very strong. Cerebus --------------------------------------- Zombie dogs, these are somewhat slower then you'd expect, and you're best bet is to run from them. If you do attack them, they take about two Shotgun shells. Spiders ------------------------------------- Gigantic, poison spitting spiders, these are nigh harmless, thanks to some really screwy AI. Sharks ------------------------------------- Run past these as you head through their enclosure. They do some damage, but attacking them will attack Neptune, who can swollow you whole. The sharks die after you drain the shark tank. Hunters ------------------------------------ Reptilian creatures, these will slash you or leap at you in an attempt to behead your character. They take about three Shotgun shells. Snakes & CRows ------------------------------------- These are both little more then annoying pests, though the snakes can poison you. Chimeras -------------------------------------- The Chimeras look like skinned, multiarmed humanoid things, and make an insect-like chittering. They do about as much damage as Hunters, but are very easy to dodge. ============================================================================= 9. W E A P O N S ============================================================================= Survival Knife Location: Start with; Giant Spider Room The Survival Knife is a complete piece of crap and is almost useless as a weapon. So unless you do something stupid like waste all your ammo, the knife really isn't worth shit as a weapon. You find another one much later in the game which is used to cut a web away from a door. Handgun Ammunition: Handgun Magazines Clip Size: 15 Location: Start with (Jill); Foyer (Chris) You're starting weapon, the Handgun isn't too strong. It uses about half the clip to kill a Zombie, and is OK at long range. Don't try using on stronger enemies though. Shotgun Ammunition: Shotgun Shells Capacity: 6 Location: Shotgun Room The Shotgun is much stronger then the Handgun and kills a Zombie with a few shots (it also has a much better chance off blowing an enemie's head off). Since the shells scatter a bit, you can damage multiple enemies with one shot. Assault Shotgun Ammunition: Shotgun Shells Capacity: 10 Location: Giant Snake Room (Jill); Lower Shark Tank (Chris) There isn't much difference between this and the regular Shotgun, except for more damage done and a bigger ammo capacity. Grenade Launcher Ammuntion: Grenade Shells, Incendiary Shells, Acid Shells Capacity: 12 Found: Forest Hall (Jill) The Grenade Launcher is incredibly strong, and uses a few kinds of ammo. Grenade Shells are the weakest kind, but are good against Zombies and Crimson Heads as well as other enemies. Incediary shells will burn zombies, preventing them from becoming Crimsons (they also work wonders on Plant 42). Acid Shells are the strongest, and are best used against bosses, Hunters, etc. Flamethrower Found: Mines (Chris) The Flamethrower is kind of disapointing. It starts at 100%, and once you get down to 0%, its used up forever. It does an OK amount of damage, but the only enemies you can use it on are the giant spider and a hunter. All in all, you get it for about three to five minutes. Self-Defense Gun Capacity: 2 Found: Room 001 The Self-Defense Gun only has one bullet in it, and you never get any ammo for it. Its stronger then the Handgun, but I rarely bother with getting it, since you don't use it for much of anything. Magnum Ammuntion: Magnum Rounds Capacity: 6 Found: Cemetery 2 The Magnum is incredibly powerful, and can kill Hunters and Chimeras in one shot. Because of its limited ammo, you're best off saving it for the battle with the Tyrant. Barry's Magnum Capacity: 6 Found: Altar (Jill) One of the most powerful weapons in the game, this will kill the Tyrant in one shot. You get it if you don't it back to Barry, allowing Lisa to kill him. Missile Launcher Capacity: 4 Found: Rooftop Used at the very end of the Tyrant II battle, this kills him instantly (unless he deflects a shot). Samurai Edge Capacity: Unlimited Found: Cheat The Samurai Edge is about as strong as the Handgun, but has been converted to fire three round bursts. Rocket Launcher Capacity: Unlimited Found: Cheat The Rocket Launcher is insanely powerful, and kills any enemy with one hit (it has the same effect as the MIssile Launcher on the Tyrant II), though it is not capable of beheading zombies. Defense Items Dagger: The Dagger stuns an enemy temporarily, and can be reused if you blow off the zombie's head after using the Dagger. Battery Pack: This will usually kill an enemy it is used on. Flash Grenade: The ultimate defense weapon, this will blow up a few seconds after being used or if you shoot the enemy after using it (it will damage you if you're too close to the explosion). The Grenade guarentees a beheading. ============================================================================= 10. I T E M S ============================================================================= Heres how this is set up: Name of Item Location: [Mansion, Residence, Mansion II, Mines, or Lab] Room Use for item Items are listed in alphabetical order. Armor Key Location: [Mansion] Knight Room Use: Unlock doors with armor symbol on them. Arrow Location: [Mansion] Arrow Room Use: Examine to get arrowhead. Arrowhead LOcation: (Examine Arrow) Use: Place on angel gravestone to open Crypt. Battery Pack Location: [Mansion II] Battery Pack Room; [Lab] Emergency Hall Use: Restore power to courtyard and lab elevators. Bee Lure Location: [Mansion] Researcher's Room Use: Combine with Hook and place on lure display. Bee Specimen Location: [Mansion] Researcher's Room Use: Place on specimen display to get Wind Crest. Blue Gem Location: [Mansion] Dining Room (after pushing the statue off the gap in the Upper Dining Room). Use: In the Tiger Room, place in tiger's eye to get Shotgun Shells. Blue Herb Location: Various rooms Use: Heal poison Book of Curse Location: Crypt Use: Examine the back of it to get the Sword Key. Broach Location: (Examine Jewlrey Box 2) Use: Examine to get the Spencer Key. Broken Flamethrower Location: [Mines] Lower Elevator Room (after sending crate from Crate room to there) Use: Take to the Lisa Hall and place on the hooks to unlock the door. Canteen Location: [Mansion] Right Stairs SAve Room Use: Use with the Canteen to burn zombies' bodies. Chemical - See FERTILIZER Coin Location: (Examine Dog Collar) Use: Examine back side to get Imitation Key Control Room Key Location: [Residence] Room 001 Bathroom Use: Unlock Control Room Cylinder Location: [Mines] Chapel Use: Combine with Shaft and use to restart elevator. Death Masks LOcations: [Mansion] Herb Room, Knight Room 2, Giant Snake Room, Picture Gallery Use: PLace on statues in Crypt to release Super Crimson Head. Dog Collar Location: [Mansion] Dog Courtyard Use: Examine to get Coin. Dog Whistle Location: [Mansion] Bedroom Use: In Dog Courtyard, use to attract Dog with the Dog Collar. Eagle Medal Location: (Examine Last Book) Use: Use with Wolf Medal to drain the Lab entrance. Emblem Location: [Mansion] Dining Room Use: Replace the Gold Emblem with it. Fertilizer Location: Courtyard Use: Use it to kill the plant in the Herb Room. First Aid Box Location: Various rooms Use: Examine the top to get a First Aid Spray or Green Herb First Aid Spray Location: Various rooms Use: Completely heals health Fishing Hook Location: [Mansion] Researcher's Room Use: Combine with the Lure and put on the Lure Display Fuel Container Location: [Lab] Chimera Hall 1 Use: REfill in the Office and replace it to restore power. Gallery Key Location: [Residence] Lower Shark Tank Use: Unlock the Gallery Room Gold Emblem LOcation: [Mansion] Piano Room Use: Place in Dining Room to open clock gears so you can get a key. Green Herb Location: Various Rooms Use: 25% Heal Helmet Key Location: [Residence] Plant 42 Room Use: Unlock doors in mansion that have a helmet symbol on them. Hexagon Crank Location: [Mines] Enrico Hall Use: Crank spots to open two paths. Also used to push out part of the wall in the Chapel. Imitation Key LOcation: (Examine Coin) Use: Swap with Armor Key to stop the trap. Ink Ribbon Location: Save Rooms, [Mansion] Dining Room, Shotgun Room, Broken Shotgun Room, [Residence] Room 003, [Mansion II] Art Room 2 Insecticide Location: [Residence] Gallery Room Use: Use in the hole at the end of the hall to kill the beehive. Jewelry Box (1) Location: Knight Room Use: While examining, press both heart shaped switches to get a Death Mask. Jewelry Box (2) LOcation: [Mansion II] Back Room Use: Combine with Red Gem and complete the puzzle to get a Broach. Jewelry Box (3) Location: [mines] Candle Room Use: Examine to get the Metal Ring. Lab Key Location: [Lab] Video Room Use: Unlock Lab Hall 2 & the Storage Room. Last Book Vol. I Location: [Mansion II] Trevor Room Use: Examine to get the Eagle Medal. Last Book Vol. II Location: [Mansion II] Library Use: EXamine to get the Wolf Medal. Lighter Location: [Mansion] Bedroom (Start with it in Chris's game) Use: Use with Canteen to burn zombies' bodies. Lockpick Location: [Mansion - Jill only] Given to you by Barry in the Foyer Use: Unlock doors that have old fashioned locks. Mansion Key - See SWORD KEY, ARMOR KEY, SHIELD KEY, or HELMET KEY Master Key Location: [Lab} Biohazard Room Use: Unlock Chris/Jill's cell and the door to the emergency hall. Metal Ring Location: (Examine Jewlry Box 3) Use: Combine with Stone Object to make a Stone & Metal Object MO Disc 1 Location: [Mansion II] Tiger Room (you have to use the Yellow Gem to get it) Use: Unlock the door to the jail cell by putting it in one of the Gamecube things. MO Disc 2 Location: [Lab] Lab Stairs Use: Unlock the door to the jail cell by putting it in one of the Gamecube things. MO Disc 3 Location: [Lab] Storage Room 2 Use: Unlock the door to the jail cell by putting it in one of the Gamecube things. Moon Crest Location: [Residence] Cemetery 2 Use: Use to get Magnum. Moonlight Sonata Location: (combine both Music SCores) Use: Use on piano to unlock the section with the Gold Emblem. Music Score (1) Location: [Mansion] Music Score Room Use: Combine with Music SCore (2). Music Score (2) LOcation: [Mansion] Piano Room Use: Combine with Music SCore (1). Old Key Location: [Mansion - Chris only] Bathroom, Right stairs Save Room, Keeper's Room, Researcher's Bedroom, Kitchen Use: Unlock doors that have old fashioned locks. Red Book Location: [Residence] Spider Room Use: In Room 003, put in the bookshelf and solve the puzzle to unlock the door. Red Gem LOcation: [Mansion II] Trophy Room Use: Combine with the Jewlry Box (2). Red Herb Location: Various rooms Use: Combine with Green Herb Room 001 Key Location: [Residence] Room 002 Bathroom Use: Unlock Room 001 Room 003 Key Location: [Residence] Gallery Room Use: Unlock Room 001 Serum Location: Drug Room Use: Use to heal Richard's snake bite. Shaft Location: [Mines] Elevator Room Combine with Core and replace to restart elevator. Shield Key Location: [Mansion] Dining Room Use: Unlock door to Giant Snake Room Slide Filter Location: [Lab] Office Use: Put on slide to find keypad password. Spencer Key Location: (Examine Broach) Use: Unlock Spencer's Study. Square Crank Location: Cabin Use: Drain and refill the Pool in the Residence. Star Crest Location: [Residence] Cemetery 2 Use: Use to get Magnum. Stone & metal Object Location: [Mansion] The Super Crimson Head's coffin in the Crypt; combine Stone Object & Metal Ring Uses: Unlock door to Shed; Unlock door to Stairs and Altar. Stone Object Location: Spencer's Study Use: Combine with Metal Ring to form a Stone & Metal Object. Sun Crest Location: [Residence] Cemetery 2 Use: Use to get Magnum. Sword Key Location: (Examine back of Book of Curse) Use: Unlock doors that have a sword symbol on them. Wind Crest Location: [Mansion] Researcher's Room Use: Put on Tombstone in Cemetery 2 to get the Star, Moon, and Sun Crests. Wolf Medal Location: (Examine Last Book) Use: Use with Eagle Medal to drain Lab entrance. Wood Board Location: U Hall Use: Put above fireplace in room to left of right stairs, and light the fire to get the Mansion 2F Map. X-Rays Location: [Lab] X-Ray Room Use: Arrange in alphabetical order of the afflicted area to get the password for the computer. Yellow Gem Location: [Mansion II] Trophy Room Use: In the Tiger Room, put it in the tiger to get the MO Disc 1. ============================================================================= 11. S E C R E T S & C O D E S ============================================================================= Game MOdes ------------------------------------ - To Unlock One Dangerous Zombie Mode, beat both Chris & Jill in normal or hard. - TO unlock Real Survival Mode, beat the game on Hard. - To unlock Invisible Enemy Mode, beat one character on Normal and the other on Hard. - To unlock the Samurai Edge, beat the game on Normal or Hard in under 5 hours. (the Samurai Edge is not available on Invisible Enemy or Real Survival) - To unlock the Rocket Launcher, beat the game on Normal or Hard in under 3 hours. (the Rocket Launcher is not available on Invisible Enemy or Real Survival) Costumes -------------------------------------- Beating a character's game once will give you the Closet Key, which appears in the first Item Box. The Closet Key unlocks a room behind the Mansion Picture in the Art Room, where your character can change costumes. - Beat Jill once to get Jill as Sarah Connor from Terminator 2. - Beat Jill twice to get her RE3 costume (casual clothes). - Beat Chris once to get a pair of street clothes. - Beat Chris twice to get his RE:CVX costume (SWAT type uniform). - When you have Chris put on a diffrent costume, Rebecca will change to wearing a cow girl costume. ============================================================================= 12. F I L E S ============================================================================= KENNETH FILM Its the film that belonged to Kenneth. I need a video player to see whats recorded on it. [The Video shows Kenneth back up, shoot at the zombie, and try to run. He trips and is bitten in the neck by the zombie.] BOOK OF CURSE The four masks, a mask that speaks no evil, a mask that smells no evil, a mask that speaks no evil, and a mask that cannot speak, see, or smell evil. When all four fall into place, evil will awaken. TREVOR'S DIARY Nov. 24, 1967 Eleven days have passed since arriving at this estate. How did I end up like this? A guy in a labcoat came with a plate of skimpy meal and said to me, "Sorry to put you through this, but its for security reasons." Thats when it hit me, it all makes sense now. There are only two people that know the secret of the mansion. Sir Spencer and myself. If they kill me, Sir Spencer will be the only person that knows the secret. But for what purpose? It doesn't matter now. Its too dangeroys here. My family- I hop their allright. I've decided to escape- Jessica, Lisa, I pray you are safe. Nov. 26, 1967 How could I be so careless? I lost my favorite lighter- the one Jessica gave me for my birthday. Now its going to be that much harder to get out of this dark place. November 13th, the date when my fate was sealed. My aunt was hospitalised, just three days before that. Jessica and Lisa said they were going to visit her. I wish I could be there with them. But wait, even as I'm writing my memory is coming back to me more vividly. Just before I passed out, I remember the men in labcoats said something like, "Most likely your family is already-". I pray for their safety. Nov. 27, 1967 Somehow I managed to get out of that room. But getting out of this mansion won't be as easy. I have to get past all the booby traps. Tiger eyes, Gold Emblem- I have to try and remember for my own sake. Nov. 29, 1967 I can't get out. I have tried every possible way but only to be faced with the with the reality that I'm trapped. I've been everywhere. THe lab with the large glass tubes filled with formaldehyde and those dark, wet and eerie caves- what can I do? At first I didn't want to believe my eyes, but that familiar high heeled shoe in the corridor - it was like reflex. One name came to my mind, Jessica! I don't want to believe they share the same fate as me. No! I can't give up hope. I have to believe they're alive. Nov. 30, 1967 I haven't had anything to eat or drink for the past few days. I feel like I'm going crazy. Why is this happening to me? Why do I have to die like this? I was too obsessed with designing this ghastly mansion. I should have known better. Nov. 31, 1967 It was a dark and damp underground tunnel. And another dead end. But even in the darkness something caught my eye. Carefully I lit the last match I had to see what it was. A grave! But deeply engraved in the stone was my name. "George Trevor" At that instant it all became clear. Those bastards knew from the beginning that I'd die here, and I fell right into their trap. But its too late now. I'm loosing it, everything is becoming so far away. Jessica - Lisa - Forgive me. Because of my ego, I got both of you involved in this whole damn conspiracy. Forgive me. May God justify my death in exchange fir your safety. George Trevor Theres something handwritten. It's not dated. Nothing's changed. I never thought the room I designed as an experiment would pay off like this. I can hide here safely for a while because nobody knows about the secret behind this painting. Not even Sir Spencer. Painting of a mansion. In the back of the art room. ============================================================================= 13. C H A R A C T E R S ============================================================================= Chris Redfield A former member of the Air Force, Chris recieved dishonorable discharges. He was later recruited to STARS by Barry Burton. Jill Valentine Barry Burton Barry was a veteran SWAT Team member before joing STARS. Barry has been helping Wesker, who has Barry's teammates held hostage. Albert Wesker The commander of STARS, Albert Wesker is actually part of Umbrella's research team and was behind Bravo Team's helicopter crash. Wesker then used the Alpha and Bravo Team members as test subjects for the monsters. Wesker is killed by his own Tyrant. Joesph Frost Recently promoted from Bravo Team, Joseph was in charge of supplying vehicles for STARS. He is killed by a pack of dogs. Brad The Alpha Team pilot, his cowardice has given him the name chickenheart. He takes off without the Aplha Team, though he eventually rescues them. Brad is killed in RE3 by Nemesis, and again (as a zombie) in RE2. Enrico Marini The captain of Bravo Team, Enrico was afraid that he might be replaced by Barry or Chris. Enrico uncovered some of Wesker's conspiracy and was murdered by him. Kevin The pilot for Bravo Team, he stayed at the helicopter and was ripped apart by zombie dogs. Kenneth Sullivan A field scout, he was recruited by Albert Wesker. Kenneth dies at the hands of a zombie as Alpha Team reaches the Spencer Mansion. Richard Aiken Richard serves as the radioman for both Bravo and Alpha Team. Richard is devoured by a Giant Snake or a shark, depending on your game. Forest Speyer A Bravo Team sniper, Forest is also a good friend of Chris. Forest is killed by an unknown monster that left large wounds on his body. Forest later mutates into a zombie. Rebecca Chambers At 18, the youngest (and newest member) of STARS, Rebecca is worried about messing up in front of the other members. Despite going through hell in RE0, she is still somewhat incompetent at combat. Rebecca is the only Bravo Team member to survive. Lisa Trevor The daughter of George and Jessica, Lisa was used as a test subject by Umbrella, who also killed her parents. Lisa became the test subject for practically every virus Umbrella designed. She survived exposure to ebola, the Progenitor Virus, T-Virus, Nemesis parasite, and G-Virus, though it resulted in her turning into a mockery of a human with little remaining intelligence. Lisa kills herself after finding her mother's skull. ============================================================================= 14. S T O R Y L I N E ============================================================================= Following the dissapearence of Bravo Team, which was investigating a string of cannabilistic murders in the Arklay Forest, Alpha Team was dispatched to find them. The helicopter of Bravo Team was found in the forest, along with the mangled body of Kevin. Joseph Frost was then attacked and killed by a pack of Zombie dogs, forcing the remaining STARS to flee to a supposedly abandoned mansion (formerly the home of Umbrella president, Sir Spencer) after Brad got scared and took off without them. Inside the team heard a gunshot, which turned out to be from Kenneth Sullivan. His body was found being eaten by a zombie. As the team split up and searched throughout the mansion, more half rotting creatures were found to be inhabiting the mansion. Judging from diarys found throughout the place, some kind of virus had been released, which had caused the mutations among the inhabitants. Also found was the 1967 diary of George Trevor, who was apparntly left to die in the mazelike mansion while his wife, Jessica and daughter, Lisa were experimented on. In an upper courtyard, the body of Bravo Team member Forest Speyer was found dead, and eventually turned into a zombie. Richard Aiken (who was later devoured by a giant monster) and Rebecca Chambers were also found in the mansion. Also in the area was a Residence, which included a tank filled with gigantic sharks and a gigantic plant. Also in the area was a shambling mockery of what had once been a human. The creature seemed impervious to damage, and walked around in chains. Further inside was an underground series of Mines. Inside was Enrico, who was mudered by an unseen assassin. The creature from the courtyard, now identified as George Trevor's daughter Lisa, was encountered again in the Mines and later in a strange Altar. After opening Jessica's tomb, Lisa killed herself by jumping off the edge of the room into the pit below. Continuing onward, the player discovered a Laboratory in which the T-Virus had been manufactured. Inside one of the Laboratory rooms was Albert Wesker, who revealed himself to be working for Umbrella. After the virus contaminated the area, Wesker brought in his STARS members as test subjects for Umbrella's monsters. Wesker also murdered Enrico and threatened Barry's family in order to blackmail Barry into helping him. Wesker released the Tyrant, which then apparently killed him. The player supposedly finished off the Tyrant and left the area. However, Wesker wasn't all that dead, and managed to set the self destruct. The remaining members managed to reach the rooftop and signal Brad, after which the Tyrant burst through the roof. After destroying the Tyrant, the surviving STARS escaped in the helicopter as the mansion exploded. ============================================================================= 15. C R E D I T S ============================================================================= Nintendo, Capcom: For making the Gamecube and Resident Evil. CJayC: For posting this on GameFAQs. CVXFreak: I used his guide for help a few times when I got stuck. I also found the V-Jolt solution in his guide. ============================================================================= 16. L E G A L ============================================================================= This guide is copyright, 2002, of Kodos86 (that would be me), all rights reserved. This guide may not be reproduced in any means, except for personal use. This guide may not be bought, sold, or given away as a bonus with another purchase. The only way this guide may be edited is the removal of profanities. Any other editing is prohibited. You can e-mail me asking permission to use this guide, but chances are that I won't give permission. If I do give permission, you must give me full credit, keep the guide updated, and do not alter it. The only sites allowed to carry this guide are: www.gamefaqs.com www.neoseeker.com If any of you see this guide at any site other then the above, PLEASE notify me immediately. I am not employeed by, affiliated with, or sponsored by Nintendo, Capcom, or any other video game company. Resident Evil and all related characters are the property of Capcom. ============================================================================= 17. C O N T A C T I N F O ============================================================================= Feel free to contact me at kodos86@adelphia.net. Below is my policy for I will and will not accept. ----------------------------------------------------------------------------- What I will accept: ----------------------------------------------------------------------------- Submissions: These are always welcome. If you find something I don't have in my guide, please let me know about it. Questions: Feel free to ask me questions, but READ THROUGH THE GUIDE FIRST. If I have already answered the question in the guide, I will ignore you. Also, remember that I am not an employee of Nintendo or any other game company. Comments: Believe me, it's nice to know that someone used one of guides or found it helpful. Although I may not reply to them, they are appreciated. Complaints: Feel free to send these, if there is a valid reason to your complaint. If you think my guides sucks or doesn't have enough information, feel free to tell me, provided you back it up with some reasons. If you just send me something like "hey, your guide ****ing sucks", you will be ignored. Information about my guides being ripped off: If you ever see one of my guides being used illegally, please contact me immediately. ----------------------------------------------------------------------------- What I won't accept: ----------------------------------------------------------------------------- Flames: If you flame me, I will post it on GameFAQs where we can all laugh at your stupidity. I will also delete the message (and maybe flame you back). Attachments: Do not send attachments in any of your e-mails. They will not be opened; I will simply delete the message. Stupid messages: E-mails with no point to them will be deleted, though you may also be flamed. Crappy Grammar: If I need to try to understand what you said (ie: excessive 1337 speech, writing with every other letter capitalized, etc) I will delete it, and possibly flame you. Chain Letters: No, I don't believe that I will recieve large amounts of money if I forwards a stupid e-mail to several people. Neither do I believe that not sending an e-mail will give me bad luck or cause me to have unsuccesful relationships, or that I will mysteriously die because of it. Honestly, chain letters are cute for about 20 seconds, after which they become plain STUPID. Yes, I will delete them. I will also block your e-mail. Spam Letters: Not only is it illegal, but I have spam blocking software; don't waste your time. I reserve the right to reprint any e-mails I recieve, though your e-mail address will remain confidential. ~ End of Document ~