Resident Evil Director's Cut Walkthrough (Advanced) Intro: Hi all and welcome to my walkthrough of this game. Its an oldie but a goodie and I still love playing it today nearly 20 years on from when it first came out! This is dedicated to all those people out there who appreciate this game still and also to other walkthroughs I have learned from. I see this as merely another walkthrough to help people, with my own take on it. Disclaimer: I take NO credit whatsoever for this game or in anything to do with its contents. I have merely written this as a hobby to help fellow gamers who like these retro games. It is indeed my FIRST walkthrough, but may not be my last. Overview: This game takes place in a mansion done really over 5 parts. The focus on this guide isn't just to clock the game, but to also do it in a short timeframe to unlock the awesome Rocket Launcher! So it's a speedguide in a sense. The cutscenes in this game aren't significantly long but should still be skipped (where possible) so as to help with your time. It's also necessary to run, rather than walk. With this guide you should be able to finish this around the 2 and a half hour mark with just a couple of saves. Bear in mind that although I have tried and tested this walkthrough numerous times, I like all people, am not perfect and there may be a bit of room for error. Please politely notify me at domsize@hotmail.com if you find such in my walkthrough and I will endeavour to correct it at once. I do like things to be right if possible! The difficulty will be the hardest level (Advanced) and just to make it that much easier, we'll activate the double ammo and ink ribbon cheat. Spoiler alert: Do NOT continue reading this if you are yet to play the game, what happens is revealed in this! Whilst this is a walkthrough, it's also a speed guide, so I'm approaching it from a point of view that this has been played by you already, possibly having trouble first time round. Controls: ? to go forward, with the square button to run (it'll be necessary to run most of this game). This will also 'push' certain things in the game - such as statues. ?? to swivel your body's axes ? to walk backwards START to go into your inventory menu and out again X button to open doors, pick up objects or CHECK R1 to aim weapon, and R1 and X together to fire weapon L1 to change your aim, when aiming your weapon Characters: Alpha team - Chris Redfield (playable) - A gifted S.T.A.R.S operative and brilliant marksman at just 25 years of age, he is very switched on and has a very good head on his shoulders. Also a real team player. Jill Valentine (Playable) - A smart woman who is very savvy and resilient. Can be a little naive from time to time but always strives to do the right thing. Her strengths lie in problem solving. Albert Wesker - Alpha's leader and S.T.A.R.S overall founder. An incredibly smart individual who whilst has the role of captain, he is ultimately a traitor and actually works for Umbrella, a bio-hazard experiments company with a pharmaceutical front. Very deceitful and cunning, he will stop at nothing to get what he wants. Barry Burton - A battle veteran with a heart of gold. A huge amount of experience behind him, he is a trusty team member. Unfortunately he is secretly under Wesker's and umbrella's control and does end up betraying S.T.A.R.S at the end. Brad Vickers - The Pilot of the group. He is quite an observant man but is commonly referred to as 'chickenheart', given his lack of courage in many situations. He is at least persistent in the hunt for the rest of the team throughout the game. Joseph Frost - Killed at the beginning by the mutated tyrant- virused, unknown animal. He is a field operative. He had been progressing amazingly well, beyond his experience, so was sad to have him cut down so quickly. Bravo team - Rebecca Chambers (playable in parts) - Rebecca is by far the youngest and the greenest out of all the characters. She is a new rookie who specialises in medical matters. Given her age, she is full of energy and is extremely dedicated. She is also very competent. Richard Aiken - Bravo team's comms person. Richard is a very brave individual who meets a horrible fate by getting killed by the Giant Snake, despite the other member's best efforts to save him. Enrico Marini - Bravo's leader. A very onto-it person. Right from the get-go, and despite even getting promoted up to the position of leader by Wesker himself, Enrico never really trusts Wesker and can tell there is something not quite right about him, thus feels threatened. He does his job however to the best of his abilities. Forest Speyer - The vehicle specialist of the group. He is found upstairs pecked to death by the crows which were infected by the T-virus, leaving behind his bazooka and one of the mansion keys. Kenneth J Sullivan - killed and decapitated by the first Zombie of the game. The cut scene shows the zombie feasting on him. He was another operative. Weapons: Knife - A pretty useless weapon that should be discarded as soon as the Beretta has been acquired. Does work against Zombies but you have to be pretty skilful to pull it off properly. It's also useful for Jill in the underground caves when slicing away that web on the door after the Giant Spider boss. Beretta - The weapon to use at the beginning. Obviously to be used on the likes of Zombies and Cerebus'. It should be discarded once you have the Shotgun with sufficient ammo. It takes clips. Shotgun - The weapon you will use for the majority of the rest of the game. It's powerful and an upward shot at close range on Zombies will see them decapitated. Kills Cerebus' quicker too. Pretty good on Spiders if you have to kill them. If you are in the shit for Colt Python ammo, is sufficient on Hunters too, although not recommended. Takes Shells. Colt Python - A really powerful weapon! It's pretty much a one-hit kill from here on in once you have this on any monster, bar the bosses of course. It takes Magnum bullets. Definitely the weapon to use when you can! Bazooka - A weapon for Jill's mission. This takes 3 sorts of ammo: Explosive, Acid and Flame rounds. This is also a really powerful weapon and in particular, great against the Giant Snake and Plant 42 bosses. Ammo is quite scarce on this weapon throughout the game however so don't rely on it too much. Flamethrower - Not really a weapon to be used much at all. Found in the caves, this is only found in Chris' mission and is mainly to actually be used as a weight to unlock a door further ahead in the caves, or destroying the web after killing the Giant Spider Boss. You can however use it against the Hunters and the Giant Spider boss. The ammo get used up extremely quick for this weapon though so be careful. Rocket Launcher - The most powerful weapon in the game. Mainly an unlockable weapon, however in the first mission before it gets unlocked, Brad will toss one down to you to finish off the Tyrant Boss (in certain scenarios) which is loaded with 4 rockets. This will kill anything except most of the bosses in just one hit. The only time this weapon sucks is against the T-virused Chimeras found in the power rooms in the lab at the end, as they jump up and down too much. Hunters have the ability to jump over this and other types of bullets too, so be careful. Monsters: Zombies - The penultimate enemy in the game. T-virused-infected people. They stagger around like drunkards when they detect you. Some shuffle quicker than others towards you. Otherwise they kind of swagger on the spot at all other times. Difficulty: Easy Strength: Moderate Speed: Slow to moderately fast Damage inflicts: Moderate amount Attack type: Usually a grab followed by a mauling of your neck/shoulder area or an acidic vomit on your chest. Best Weapon to deal with: Anything from a Beretta up. It takes about 4 or 5 shots at worst with Beretta to down them. Although they can get up sometimes whereupon it takes a few more hits again. Sometimes you can decapitate them in one hit if you are lucky. A shotgun should be used on them at point-blank range aimed up at their head so as to instantly decapitate them. Either wait for their approach or run up to them and do it. Any other weapons above these should kill them in one hit instantly! Other tips: Keep your distance from them when shooting them, especially in instances where there is more than 1 nearby the one you are shooting. Nothing worse than shaking off 1 Zombie who has gotten you, only to be had by another! (See below about the part just before the first Snake boss fight) Cerebus: These are T-virus-infected dogs. These things have about an equal strength to Zombies but move much quicker obviously, thus making them hard to hit sometimes, despite having auto-aim on! They walk round slowly when alone but that turns into a gallop once they detect or see you. It's annoying when they run because they don't run in a straight line when they run, making them hard targets. Difficulty: Moderate Strength: Moderate Speed: Fast Damage inflicts: Moderate amount Attack type: Usually they just jump up at you like a normal everyday type of dog would do, but occasionally they lock on to your arm and tug (ouch!) until you can shake them off. Best weapon to deal with: Beretta or shotgun. Bear in mind that each time you get them, it throws them away from you, and so you have the annoying task of running up to their current downed position and shooting from there until they are dead, or you can if you prefer, wait until they run at you again to shoot. Other tips: As with the Zombies, beware of multiple Cerberus! Always make sure you are aiming at the closest one first (do this by toggling L1) or you can get caught in a vicious cycle of dog attacks, which are very hard to get out of! Tree snakes: Small snakes that simply drop down from the trees when you are in the courtyard on your way to or from the guardhouse. These things aren't worth worrying about as you can easily outrun them. Nevertheless: Difficulty: Very easy Strength: Very weak Speed: Slow Damage inflicts: Hardly anything Attack type: They jump up and bite at your ankles hissing as they do it. Best weapon to deal with: Whatever you have on you will smoke them straight away with a single hit, but really, I wouldn't waste my ammo on them. They are insignificant. Spiders - These things are a breed of T-virused large spiders and are pretty easy to get round but they can be dangerous if you are careless. They usually hang from the ceiling and jump down on your arrival to them. They are actually pretty damn fast at running if they are floored so watch out. Difficulty: Moderate Strength: Moderate Damage inflicts: Small to moderate amounts Speed: Fast Attack type: They will usually try to spit poisonous acid at you. This has the ability to poison you so make sure some blue herbs are nearby (they usually are anyway). Another thing they like to do is sort of give you a running poke-ram. This does a bit of harm but they don't do it very often. Best weapon to deal with: Anything from a shotgun up. The key is to kill these things as quick as you can or they can be trouble. Or I just simply outrun them and save the hassle. Bees: There is a single hive of T- virused bees in the game, in the guardhouse. Like the tree-snakes they really aren't worth thinking about but if you are bored: Difficulty: Very easy Strength: Very weak Speed: Moderate Damage inflicts: Hardly anything Attack type: If you actually do let them catch up to you, naturally they'll try to sting you. But it would take about ten thousand stings to actually kill you! Haha Best weapon to deal with: Any, but seriously don't bother, just outrun them. Baby spiders: Spawned from dead Spiders after you kill them (except when spiders killed from acid rounds. The acid eats away to the spider's core killing all babies instantly! Consider this if you are Jill). They basically run around after you. The best thing to do is just exit the room. If you feel the need to waste some ammo though: Difficulty: Very easy Strength: Weak Speed: Fast Damage inflicts: Small amount Attack type: They just nip at you if they catch you Best weapon to deal with: Like the bees and snakes, anything. But really I'd just leave and reset the room. If you have to go back in there again, they'll be gone. Neptune: The shark who has escaped and broken out of its tank with two baby sharks at its side. There is a cool cut scene introducing it if you are Jill. Just get the hell away from it by escaping into the control room. To my knowledge you can't kill it whilst it's in water but I can't confirm this. Difficulty: Very easy, once you drain the aqua-ring of water Strength: Strong in water Speed: Fast Damage inflicts: Lots! Attack type: If it catches you, god help you! It tugs away at your flesh trying to drag you under water. If it gets you again, without herbal aid, you'll probably get killed! Best weapon to deal with: Seriously don't even try anything other than running to the control room, unlocking it and slamming that door in its face! I think it may be invincible in water, I can't prove that but if anyone has defeated it in the normal way, let me know! The best thing to do is drain the water from the control room, go out and put one between its eyes with any weapon. The same thing applies to its young. Hunters - The dreaded hunters. These would have to be the toughest non- boss enemies in the game. They are fucken difficult and can do all sorts of things! Don't even think about taking these things on with anything less than a shotgun and even that is risky. Hunters are a more complex make than simply just infecting something with T-virus. They are actually a whole new cross breed of reptiles and human! An ovum of each is combined then infected with the T- virus. What results is amazingly scary. They are extremely vicious, slightly intelligent and fast as hell. Kill them quick for god's sake! They just stand still when undisturbed and begin to walk slowly when they detect another presence. Difficulty: Hard Strength: Strong Speed: Fast Damage inflicts: Potentially a lot! Can also kill instantly! Attack type: Where to start?! It depends on their distance from you. If they are quite close, they will chase you and try to rake you round the legs when they get close enough. Another thing they'll commonly do is, if you point a weapon at them when they are facing you, and they are far away, they'll actually leap at you, thus potentially dodging a fired bullet at them, if they are far away but close enough to reach you on the leap, they will give you an incredibly vicious downward slash when they land and then follow it up with a leg swipe. It's a powerful combo! Finally, and mind this now, they can actually decapitate you, by their trademark head-swipe! That is what makes them so scary! Best weapon to deal with: Colt Python wherever possible! It kills them in one hit and they DEFINITELY don't need to be alive for more than that! If they leap when you aim at them, DON'T fire. Wait until they land (hopefully far away enough from you) and shoot then. Other tips: If you have only a shotgun as your best weapon and there are 2 or more Hunters - simple: Get the hell away from them and simply run past them and don't stop! The worst that will happen is a leg-rake as you run past, although run round on the left and you can avoid this at times. They aren't faster than you; they match your speed so you can outrun them actually. They may also leap towards you but again, you should beat them. Chimera - Another mutated being this time crossing DNA from a fly and into a human ovum then infecting with T- virus. These things are bloody annoying. They are quick, can do a range of stuff and cause a fair bit of damage too. They either hover on the ceiling towards you or simply run up to you by taking big strides. Like a lot of these enemies, a quick kill can save you grief. Difficulty: Hard Strength: Strong Speed: Fast Damage inflicts: A moderate amount. Not as much as hunters but still a fair bit Attack type: A few things. Firstly the most common is to hover over towards you and then attempt at raking your face with its claws, from the ceiling. This hurts! Another method is running up to you and giving an uppercut slash with its claw. Finally, another more rare attack is to jump onto your back and tackle you to the ground from above. This doesn't cause tremendous damage but it does make you prone to being attacked again as you take a while to get up from that Best weapon to deal with: Colt Python if possible. That instant kill will save lots of stress! Other tips: Again, like with the Hunters, just run away from them if you don't have at least a Colt to deal with them. They take too long to kill with lower weapons and this spells death to you if there are more than 1 you are dealing with at a time! Crows - These are only present in a couple of parts of the game and even then can be avoided. These are T- virused birds making them slightly larger and more aggressive than regular birds. Best just to run away as opposed to trying to deal with them. Difficulty: Easy Strength: Weak Speed: Fast Damage inflicts: Usually small amounts Attack type: They peck Weapon to deal with: Anything really, but not worth wasting more than Beretta clips on. Even then I personally just run away Bosses: Fountain tentacles - Not really a boss but have included it here as it does obstruct you. It's in the room with the fountain down the end of corridor down west wing downstairs in the mansion. Difficulty: Easy Strength: Weak Speed: NA as it doesn't move Damage inflicted: Not much Attack type: It just lashes at you when you try to run past the tentacles Best Weapon to deal with: Only the herbicide will kill it instantly. You just insert it into the water pump at the back of the room. Nothing else will hurt it Giant Snake - Quite possibly the hardest boss in game. Appears twice during game by crawling out of spaces. It is extremely hard not to take any damage from this using any weapon other than the Rocket Launcher. Difficulty: Very hard Strength: Very strong Speed: Moderately fast Damage inflicts: A lot Attack type: It pretty much just lunges at you trying to bite you but it does a fair whack of damage, so you need to overcome it quickly. It is easier to hit when it has reared its head, than when it does a normal slither towards you Best weapon to deal with: Either Colt Python with Chris or Acid rounds from Jill. Don't use Shotgun unless you absolutely have to. It won't kill it quick enough before it has inflicted serious damage to you. Going in without health remedies in both instances is suicidal. Oh by the way, did I mention it can also poison you? Lol Other tips: Extremely hard not to get bitten at least once, especially first time around. With Jill, use Acid Rounds. These are magic against it! Also in both Jill and Chris' case, it's all about timing - make sure you shoot when you think it's just about to strike. If done properly, the Snake recoils and you can shoot again and again while it's recovering. That's about all I can offer here... Plant 42 - The ginormous Plant monster in the guardhouse. Not a dangerous boss but takes a while to kill. Difficulty: Moderate Strength: Very strong Speed: NA as it doesn't move, bar the tentacles Damage inflicted - Hardly anything to a moderate amount Attack type: Two things. Firstly and most commonly, it likes to try dropping acid on you from the ceiling, and secondly if you get close enough, Plant 42 has been known to either lash you hard off your feet or pick you up and then violently drop you hard to the ground (be a bit careful of this) Best Weapon to deal with: This boss isn't much of a threat really. Depending on the scenario you can do a number of things. One way is to make V-jolt 16 with Rebecca or Jill, and destroy the roots downstairs or simply shoot it to death. I just use the shotgun where possible with Chris or alternatively, you can cut it down quick with the Bazooka with Jill. Other tips: Just dance around it running around, not staying in 1 spot too much, so as to avoid the drips it tries to get you with. Also don't get too close to it if you can help it. Giant Spider - The weakest boss by far in the game, it is found towards the end of the Cave section. It is just like the normal spiders but bigger. Doesn't take much more to kill it either! Lol Difficulty: Easy Strength: Moderate Speed: Moderate Damage inflicted: Small to moderate amount Attack type: It's favourite method is to spit not one but 3 jets of poison acid at you (that and the size of the thing is pretty much the only difference) It will mandible-poke you too if you get too close. That causes slightly more damage Best weapon to deal with: At this point, the Colt Python. You'll down it in like 3 shots. It's an easy creature to evade. In some ways its huge size is its weakness, as the room isn't really big enough for it to pursue you without it having to awkwardly turn all the time. If Jill, the weapon to use is the acid rounds from the Bazooka as it will slaughter it's babies too so you don't have to reset the room. Other tips: Like Plant 42, just keep running around it and don't stay still. Tyrant - The final and one of the hardest bosses which you have to fight potentially twice. It is basically created the same way the Hunter and Chimera were created but using superior cells, making it rarer and harder to create and also made from different embryos. Difficulty: First time - Easy. Second time - Hard Strength: Strong (ultimately) Speed: Slow, however watch out as his strides are huge and he covers a lot of ground when walking after you Damage inflicted: Moderate to lots depending on what he does Attack type: Couple of things mainly. Firstly he does a kind of uppercut swipe, similar to the Chimera (he only does this first time round). If you encounter him in the final showdown, he also does a charge at you and runs really quickly towards you and slashes you so hard you go flying back; he then quickly follows up by giving you his uppercut slash. It's very dangerous if you get caught in this as it's a very quick and easy way to die and hard to get out of once caught. Be fucking careful! The best way to avoid this latter attack is not to be too far away from him, yet far enough to avoid his swipes Best weapon to deal with: Rocket Launcher. After floundering about trying your current best weapon on him and getting nowhere (although with Colt it's about 5 hits max), Brad finally throws down an RL for you to blast the thing to smithereens before picking you up to safety. An unlocked launcher means instant death to him too, obviously. Items: Mansion keys - To unlock the various locked armoury-symbol locks on the doors of the mansion (sword, shield, armour and helmet). In Jill's mission, the sword key is replaced by her auto lockpick which is given to her by Barry at the start. Healing - First Aid Sprays (FAS), Green, Blue and Red herbs, all of which heal in various ways including the blending of herbs. Broken shotgun - To replace on hook after taking real one. Music Notes - Chris is to USE it on the piano to activate the cutscene with Rebecca in the bar room. Jill will just play the piece straight off. Lighter - lighting up the Astronomy room near snake room, also to light the fireplace to get map of 2nd floor of mansion. This is also next to another snake room. My word, they both are! Lol Crests - Wind, Star, Sun and Moon crests unlock that door that leads to the courtyard. Wooden and Gold Emblems - to work a puzzle out. Red and Blue Gems - to put in the tiger statue on west wing first floor. Herbicide - To kill the plant with Tentacles in the room with all the plants in the mansion. Ink Ribbon - Saves game at a typewriter. Square Crank - Used to open and shut flood gate when on the way down to guardhouse. Red blank book - Used in the guardhouse to open the secret door to Plant 42. Small desk keys - Chris doesn't have a lockpick so these are all throughout the game for him. 002 & 003 keys - Open the respective doors in the Guardhouse. Vials and chemicals - For killing plant 42. Jill and Rebecca can both do this. Serum - For Richard in Mansion medical room or you if you get poisoned by the Giant Snake first time. Control room key - Key to control room in aqua ring area. MO disks - To use at the end, to rescue the alternate characters from the cell in the lab. Batteries - One for the lift in the courtyard and one at the end for elevator up to heliport. Hex. Crank - To use throughout the Caves by turning the floor section in a couple of instances to be able to then walk past the section. Also is used for a puzzle in a revealed room at the end of the caves. Eagle and Wolf books (medals) - Opens up to reveal hidden medals for the secret opening to the lab. Power Room key - Opens the door to the power rooms in the lab. Slides - On the projector shows all the pics of the monsters and the incriminating one of the Umbrella crew including Wesker. Master key - In some of the missions, this falls out of Wesker's pocket and unlocks the Cell and Exit from the lab. Flare - To signal Brad for him to touch down and rescue you. Chris' mission: This is definitely the hardest of the missions as Chris can't carry as much stuff as Jill and doesn't have a lockpick like she does. Also he doesn't get the option of a bazooka, so you have to be cunning with him. He does however have a stronger constitution and takes more damage to kill than Jill does. Just to make it easier on ourselves, we are going to choose to go down the path of the shittest ending - Chris alone. All the game cares about to unlock the RL is Time to complete the game and number of Saves, so this is the easiest path. Also doing it this way means that you will be skipping stupid sub missions which just eat your time, and also saves you from doing a few unnecessary things such as grabbing the MO Disks to rescue Jill, therefore not having to go to as many places in the 5th section, the Laboratory. First we activate the cheat: go down to ADVANCED and hold down the right arrow on controller. After a couple of seconds it goes green. You will now have double ammo and ink ribbons when procured! Part 1: The Mansion First skip the real-life intro. After listening to the gaff (god it's cheesy!), run to the room where the first Zombie you encounter is and activate the cutscene. Don't kill it yet. Instead, turn back and leave. We only did this so we could activate the scene back in the Main foyer coming up. Now you go back to the main hall where everyone has gone and all that remains is Jill's Beretta.... It is fully loaded when you pick it up. The first place to hit is upstairs at the far right where you will go out to a door leading to a passageway to a balcony. This is where you find Forest. As you get into the thin hallway however, there is a Small Key to take, right behind you. Grab it. Now go through the door with the blood surrounding it. There is one lot of clips and the Armour key here. Upon trying to get the key, Forest springs into life! Take a few steps back and then just test your new gun by shooting him, and if you are very lucky you may decapitate him in just a shot or two. After he is dead, go pick that key up and leave. After going back to the main hall, go back to the landing and this time go to the upstairs west wing door. Once through you are now on a large circular landing with 3 Zombies you can kill at a distance plus a statue holding a crest. Once the Zombies are dead go push the statue to the broken railing section just ahead and down into the banquet hall. You'll hear it break. Now go round to the door at the far side. Go through. You have to be quick here because a Zombie is RIGHT beside you! Kill him quick as you can then go round a bit and kill the far away Zombie. Next there is an acid-spitting Zombie which is very close. Try to keep your distance from it and kill him before he can vomit on you. Go round and downstairs after. Be alert down here because after just a few steps a Cerberus bursts through the window and attacks you. You may be low on ammo now so just make a beeline for the medical room and enter a really cheesy cutscene with Rebecca. Before you leave when she offers to join you, say NO. Drop the FAS and the Knife in the item box, replacing them with the two lots of clips you find in there. Combine them, then leave. You have now: Beretta and Clips (lots now), the Small (Desk) Key and the Armour key (4 items). There simply isn't enough space for Chris to be able to carry around healing. You'll just have to get healing as you need it when passing it... Kill the Cerberus to Chris' IMMEDIATE right once out of the room. Be quick! It is waiting for you and jumps at you the moment you get out of the medical room. Now go down the hallway a bit further activating the 2nd one. Give it the same treatment, then the third one round the corner, which jumps in the window. After they are all dispatched, unlock the first of the Armour Key doors and go in. All you do here is grab the Clips on the shelf next to you and unlock the desk but do NOT grab the shells just yet. Instead, leave for now and then leave the hallway through the door ahead. Be fast here - There are two Zombies. One of them will stagger at you at a quick pace while the other one is pretty normal. Run to Chris' right- hand side so the Zombie doesn't catch you, and then kill them asap from a distance. Continue down that way and unlock the door at the end and go through. Now, remember the 1st Zombie? Polish him off. He is now standing down the hall a bit. Go to where Kenneth is and grab 60 clips. You should now have plenty of them! Leave and run past the banquet hall and now go all the way back the east wing upstairs. Go through the first of those doors to the right (next to the one you found Forest). Now kill 3 Zombies in this U-shaped hall, on the way also unlocking the first brown door you see and the turquoise double doors but not going in. Run to the end of the passage and go through that door, through the library study room and out into a long passage. There are 2 Zombies to take care of here. Now go to the room/hall in the area of the fishtank to the door to Chris' right. Kill an off-screen Zombie lurking in that passage. Go and grab yourself the lighter only, in the room behind where that Zombie was and go to the passage where Richard is. I have sequenced everything in this order so that Richard will already be dead, allowing you to avoid a pointless mission back to the medical Room to get the Serum. All that happens is a short cutscene where Chris realises Richard is dead and shakes his head (if you CHECK him that is). Collect the clips from him then go through to the next room. This bit is a little scary because you have two Zombies who are RIGHT THERE as you walk in. You have to be bloody fast here. Just start shooting the Zombie facing you. Press L1 IMMEDIATELY, checking to make sure your gun is loaded first. With some luck, you'll decapitate one or both Zombies; otherwise you have a relatively high chance of being mauled by them. This bit is nasty because you can essentially fall into a trap where you shrug one off only to be had by the next. I've died here because of that before. Moral of the story - just get on with it and shoot them! Once you have killed them, breathe a big sigh of relief then go down the skinny passage to the astronomy room (called so because of the planets on one of the walls). Use the lighter on the candle and light the room so you can see. Go to the cupboard in corner for some clips, and then move the shelf to reveal a small alcove. This is where the Sword key is. Grab it and leave. You should have 5 items now. Now backtrack to the main entrance foyer downstairs and this time go through the blue doors. First however, unlock but don't enter the brown door beside it. Go and unlock the door with the Sword Key and go through. This is an L- shaped passageway, although slightly wide. Going through, you'll encompass 2 Cerberus'. Just do as you did on the other wing and kill them. There are some secret clips here in this hall to grab if you wish. They are located in the 2nd part of the hallway. The middle shelves are false and Chris can in fact move them to reveal 30 clips. Now exit the hallway. You now stand in a zigzag passageway. Unlock your final door with Armour key and discard the key. Through here is an outdoor bit. There is a Cerebus closest to the camera. Just stay where you are and shoot it until its dead, allowing for it to get up before shooting it again. This requires patience. After that, run up and round the corner to be greeted by another Dog. You can kill this one a little quicker. Grab the Herbicide. Item check: Beretta, Clips, Sword Key, Herbicide and lighter. Now run back and leave the area, ignoring the 3rd Cerebus when it jumps over the fence (you won't be returning here). Go into the random room off to the side of passage. There is a Zombie in the mirror. Just turn around and waste it. Get those clips. Also get the Desk key in the bath (items full). Leave and run to the next room. Go into that recreational room to kill the 3 Zombies there. This shouldn't prove too hard. Now leave, without the shotgun. Go back to the passage and to the final door. Go through. There are 3 Zombies here. Kill them all and unlock the turquoise door. Go through. Kill the 2 Zombies down here guarding the save room. This will be the last time you use the Beretta. Now go into the save room and dump the Beretta and Clips and lighter and that's it for that weapon in the game, you will no longer collect clips from here. You will no longer need the lighter again either. Pick up the broken shotgun there and go back to the rec. room. Item check: Small Key, Sword Key, Broken Shotgun, Herbicide (4). Now grab the Shotgun and put the fucked one on the hook. Leave. Now go upstairs back and go back to the room that had the lighter. Run over to the far bed on other side and grab some hidden shells. Leave and go through the U- hall and into the Main hallway. Now go to the brown door downstairs in the main hall and go through. There are three Zombies in here. Kill all the Zombies by approaching them and shooting up with your shotgun or letting them come to you. Go to the left and there is a Zombie round the corner. Finish him and then come back towards the camera. There is a desk here which you will unlock with one of the small keys you have and grab some shells. Leave and go back to Kenneth's hallway where you encountered the first Zombie, run down to the red door at the end. Unlock and go through. Once in run round the other side of room to the bookcase and push it towards the wall to reveal the music notes. Go and USE those notes to activate a hard-to- listen-to scene with Becks. Say NO for her to practice the piano. (She does anyhow). Go through the nearest door, up the passage to the door to Chris' right. Unlock and enter a bedroom and go over to the desk. This will also get rid of the Sword key CHECK the desk and a Zombie bursts out of a wardrobe. Kill it the shotgun way. Grab the shells in there. You are now going to leave and run all the way down the passage and kill a Zombie down the end. Go through the blue door to a greenhouse-type room. Go to where the pump is at the back just there and put your herbicide in it destroying those tentacles in the fountain. It can only be killed in that way. Now go and grab the Crest on the other side, also while you are here, before you grab the Crest make up a green/red herb mixture. Item check: Shotgun and Shells, Crest, Herb mixture (4). Now go to the L hallway where you encountered the first Cerebus' and go through the brown door. Go over to the desk for the shells. You should now be relatively secure for ammo for the Shotgun. Now turn to the bookshelf and get that Colt Python! Items check: Shotgun, Shells, Colt Python, Mixture and Crest, however go back to the medical room and dump the crest to leave you with (4) items. Go now, to the other side of the house and upstairs to the turquoise double doors in the U-hall. In here is an easy puzzle. You need to simply cover the holes with the statues then press the button in the centre of the room then collect the Emblem out of the cabinet at the end of the room. Now go back to Rebecca and the piano and by now she has sussed moonlight sonata. Go through the secret door and exchange the Emblems. Now go and place the Gold one in the hollow in the banquet hall. Collect the Blue jewel. Now back to the bedroom-hallway and duck off to your right to a small area with another door. Go through. Exchange the Jewel for the Shield key at the Tiger and leave. Now you must go and face the Snake boss! First go and pick up the Crest that's on the floor from when you pushed the statue down here before. This will cause you now to be items full. Now go back to that really skinny hallway beyond where Richard was and unlock the as of yet, unexplored door. When you reach the room, you'll use up the Shield key. Inside here is the hardest boss of the game, the giant Snake. Newer versions of this game refer to it as Yawn. Once you've taken a few steps in, you activate the Snake. It is really difficult to defeat it the first time without getting hurt. In fact it's harder here because of the fact the room is a bit smaller here than later on when you meet it again in the Relaxing room. I usually run to the back of the room and begin shooting at it. What you are wanting is to stun it so that it recoils slightly throwing it off guard. I still haven't mastered this, as it is very much a timing thing and shooting at the right time. Another thing you can do is just try to manoeuvre round it to the half Crest in the space where the Snake came out of without killing it. You'll probably take a few hits doing that though and maybe even become trapped anyway, so be vigilant of this. I don't recommend this option. Hopefully, you'll be able to beat it just using your Colt Python. You have plenty of Shotgun ammo if you run out of ammo from the Magnum, although it isn't as powerful. Healing here is essential as this Snake has the ability to kill you rather quickly. You only have that mixture with you to do so. When you do beat it, it doesn't die. Rather it gets scared off and retreats back into that hole where it came from leaving you free to grab the shells in that room plus the other part of a Crest. Leave the room. Now hopefully you managed to beat the giant Snake without injury, though this is unlikely. If you did get bitten, you faint from the poison, whereupon Rebecca drags Chris back to the Medical Room, getting the Serum and giving him a shot. An awful cutscene entails. In any case you need to get the crest out of the box once you are on your feet again. If by some miracle you didn't need healing drop both it and the Colt in either item box depending on where you are as you will need all available spaces in your inventory. Now you need to go to the lighter- room hallway upstairs on East wing, and then go through to the other door. You will solve the fishtank puzzle here by first turning on the switch to drain water from the tank. Then push it out of the way so you can push the bookshelf down and grab the half crest. Now combine it with the half-crest you got from the Snake. Before you leave however, grab the Ink Ribbon you can't see just behind that alcove on the back wall. Go downstairs and grab the 3rd crest from the save room whilst dropping the Colt Python and Ribbon for now. With one item space to go you need to go to the far left-hand room in the dark hall downstairs near the exit. Go through into a sort of large gallery room with Crows perched on a rail way up. DO NOT SHOOT THEM. They will just sit there and eye you if you do everything right. This is an age puzzle where you have to, in order; press the switches of the portraits. Go: Baby, Infant, Boy, Young Man, Middle-aged man then Old man. Now go to the last portrait at the end of the room and press that switch to grab the 4th Crest. You'll now have 4 total - Star, Sun, Wind and Crescent Moon. The only other items you should have is the Shotgun and Shells as you'll have no more room for anything else (sucks aye). Now go out of the room, ignoring the birds, and this time to the right hand door at the end right. Go through that door. Out here are two Cerberus' which need taking care of. Be patient and keep your distance. Go to the end and insert the Crests, unlocking the next door. Go through. Part 2: The Guardhouse This is the room where you get the first of the cranks, the square crank. Pretty easy - just push the steps 3 movements, and then push it to the wall under the shelves. Climb up and get the crank. Now wait! Don't leave the room yet, check the left barrel and get a small key. (4) items. Now leave. You have 3 lovely Cerberus' waiting for you out here. Give your Shotgun a good go here and kill them patiently. To activate the 3rd one, you must leave that camera angle and come up a bit more, although not in all cases. Now make a full mixture (Red, Green and Blue herbs) from the herbs out here. Go forward to the area where you have to use your crank. A cutscene of the water draining from that area and running down the other side happens which you can skip. Climb down the ladder and across and up again, and make your way down the new path, ignoring the Tree Snakes on the way. Down the lift and take on 3 more Cerebus' at the bottom. Once done, head to the next area only to say hi to 3 more bastard dogs when you are there. Geez! Now you need to go to the door to the Guardhouse. In here you have to do an annoying puzzle of pushing the statue down the passage and round the corner to cover that hole, although that tentacle comes out of the hole near the double doors too. What makes this extra annoying is the fact that if you don't cover the hole properly, the puzzle resets if you leave the hall! Go back to the first door near the entrance and go into another Medical Save room. Put away your crank and also pick up and put away that FAS. (4) Items. Now leave and go to the next closest door. In here go up to the desk and aim your shotgun up. If timed right, you can actually blast both the Zombie's that are in here heads off in one hit, since they are so close together! Use that desk key you found earlier to get more shells. About time! Now go over to the cup next to the wardrobe and get another Desk key. Leave the room (ignoring the side bathroom). Now you are to go to the double doors down the end and go through (you may or may not get grabbed by that tentacle to and from those doors but it does fuck all damage). Be careful in here because you have to deal with your first two Spiders! Here, simply avoid the spider ahead. You need to get that red book that is sitting on the table near it so just dodge the Spider if you can. Grab the book and don't dally! Dodge the spider by using the round table the book was on, to evade it and get the hell out of there! There was a Blue herb at the beginning of hallway if you did get spayed and poisoned which you can take if you need. (Don't waste that full mixture on it). Now explore the guardhouse more by going into the other section. Go into the nearest door and run diagonal towards where the beehive is. Grab the 002 key and leave quickly. Those bees are all but harmless but you still don't need to bother about them. They'll pursue you back to the door back to the hallway but won't catch you. You are quick enough. Now, down the other end of the corridor is the next door you have to unlock and go through. However, that statue right there is concealing a couple of green herbs you may be interested in taking there and then if need be. Through here, go up to the desk (this room is exactly the same as that first one you were in before) and unlock it. There is no Zombie in this area. Grab the Shells within the desk in here and then this time do go into the bathroom as you will find the 003 key there. Oh however, just to make up for disappointing you for having no monsters in the main part of the dorm, there are 2 Zombies here instead. Do your thing and deal to them then get the 003 key they were guarding and then leave the dorm. Back to the bee area and unlock that door. Kill a surprise Zombie which appears seemingly out of nowhere once inside the room properly by reacting by pointing your shotgun in an upward trajectory. Now in here you grab the odd white book replacing it with the red one. The white book is all about how to Kill Plant 42, the Guardhouse boss you are about to meet. The swapping of books has revealed a secret door. (3) Items. Go through the door and get ready for the terrible fate that possibly awaits you... Because we have chosen not to have that stupid bitch Rebecca following us, you get to skip the whole Sub- mission you would have otherwise had to do with her with the V-Jolt and all that crap! You do however; still have to fight Plant 42. You have to fight it and finish it off with your Shotgun. This thing is bloody tough but not good at attacking, so you definitely have the advantage on speed. DON'T get too close however because the plant can not only lash you but also pick you up and slam you into the ground if you do. Stay round the outskirts of the room. All it can do to you from there is drip acid onto you. This causes hardly any damage but still try to avoid it. Just grind it out and shoot it until its dead, constantly moving around when you see acid start to drop. Once you kill it, explore the fireplace and get the Control room key for downstairs. Item check: Shotgun, Shells (could be getting a bit low now), and finally your new found key and also if not used - the full mixture (4) Items we'll say. Get out of there and head back to Dorm 002. In here are two dressers which you push away to reveal a secret entrance ladder to the basement of the Guardhouse. Head down there. Down here is the longest and most painful puzzle in the game. You must push all the boxes into the gap to make a bridge for yourself. Start with the ones nearest the gap before the long painful push of the third one (do not push it too close to the walls or you have to reset the puzzle!) Now go round and through the doors, noticing the area is flooded. When you get to the ring, run to your right and keep going round. Go into the control room as fast as you can before Neptune gets you! It's the left one. Unlock it, discard the key and go in! Go over to the big lever and drain the water out (sorry Neptune hahaha). Now go and push the button on the other wall. Leave. Go to the next-door room and be greeted by some much need shells! And also what you really came down for - The Helmet Key. (4) Items. Now come back out to the flopping- helplessly sharks. I always feel the need to put them out of their misery and shoot them. It only takes one hit per shark. Now, go back upstairs and listen to a bit of bullshit from Wesker. You are now going back to the Save room. Save the game for the first time! Dump the ribbon. You should now have, Shotgun, some Shells, Helmet key, Colt Python (grab it). Leave the Guardhouse and go trapse back up to the Mansion. Part 3: Back to the Mansion On the way back up, the first outdoor bit nearest the Mansion, 2 more Cerberus' have re-spawned. Kill them. When you get to the Crest area, you find a radio which Chris picks up automatically (doesn't take any space up). Once you are in the next hall and have taken a few steps, there is a cutscene for the first Hunter of the game. Skip it just to save those few seconds. You have to kill it with the shotgun if you don't have the Colt Python which I doubt you would. (Takes about 3 shots). Make sure you DON'T shoot again, until it gets back up again (your next shot will miss otherwise). Great. It's dead. Now, you are to unlock your first door with the helmet key - the unexplored room next to you. In here go over to the desk and switch the light on. Grab the Magnum bullets next to you. Now back into the passage near the save room. 2 hunters are here to kill now, using the Colt. (Wait for the 2nd one to approach, rather than approach it). After that, go to the save room pick up to two lots of Shells Wesker has left you (how thoughtful), and pick up and keep (when there is room enough) the FAS. So now you have: 1 healing (Mixture), Colt Python, a few Magnum rounds, Helmet Key. Put away either the Shotgun or Shells (it doesn't matter as you'll pick them up again soon, but you'll be item full is all until you've used the Helmet Key once more.) Once outside the room, make your way upstairs, stopping halfway up, aim up and shoot the Hunter up there. You do get him. Now we are going to skip the entire west wing and just go straight for the Giant Snake. This saves about 15 minutes at least! But the catch of course is that you forgo some serious ammo which you do notice! You are now going to go down the far end of the hall you haven't been yet. Open the blue door. Now unlock the door beyond that with the Helmet key. Now back to the Save Room and swap the Key for whatever you put away to juggle it before. Now back to the room you just unlocked again (sorry I know that's annoying as) and through. This is the Relaxing room with just a fireplace, which the Snake comes out of, a corner table and a couple of chairs, and a piano which you are to investigate. Go over and CHECK the piano, thus activating the Snake. After narrowly dodging the Snake's first lunge, start shooting it. Your first shot will stun it. Pretty much from here; shoot it again and again standing your ground, trying to shoot the snake when it is in a hind position. You may take a hit or two but you have enough healing to cope. Know how much your Magnum has and reload in the menu screen if necessary. By the time you have killed it, my assumption is that you will have been hit at least once or twice, needing the mixture as you will now be poisoned if you didn't get hurt the first time you encountered it. All your Magnum ammo will almost certainly be used up too. This will take you down to 3 items if I'm correct. Magnum, Shotgun, Shells. I'm hoping you had maybe a couple of rounds left in the Magnum; otherwise you have a slightly hard road just ahead with the Shotgun. Now go down the hole the snake created when attacking you. Once down, press the button on the tombstone, now go down the ladder. This bit is a bit tough. Use the Shotgun here. You are blind to the 3 Hunters down here due to the camera angle. Go forward enough for the 2nd cam angle but then STOP. Point the weapon but don't shoot straight away as the Hunter will see this and leap. As soon as you hear him land, then shoot. Basically you have to just simply keep shooting until they are all dead, COUNTING your shots and above all using your ears!! Menu- reload your gun only here. If you do it normally, that'll be easily enough time for those Hunters to kick your arse! One other thing I cottoned on to was to just kill the first Hunter if you still have a Colt Bullet or two then make a run for it, past the other Hunter to the door. You may get a leg swipe but that is it. Quickly go through the door here and simply ignore the 2 Zombies feasting on the one on the ground. Before you reach them, there is a herb to eat there and then if you need to and also a blue one, but don't take it with you. Just run past the Zombies. Unlock and enter the Kitchen. Go to the other side of the bench opposite you and grab a small desk key. You need to CHECK for it. You'll now have 4 items, or at least you should. Go over to the right where the elevator is and shoot once or twice to kill the Zombie on the ground, with the Shotgun. If you have still a couple of rounds in the Magnum, now load that weapon and go up the lift. Once out, kill the Hunter nearest you then run towards it, then turn and kill the other one AFTER it has jumped. Do this by pointing and waiting, rather than shooting. If you have only the shotgun, this is hard, so just make a bolt for the doors to Chris' right. You should be able to get through before the Hunter can get you. The first thing you do is go to Chris' right and unlock a desk to get some prized Magnum Rounds!! Thank god! (4) Items. Now kill a hidden Zombie straight ahead of Chris making sure you are Shotgun equipped rather than Magnum. Now kill the other 2 round that bend with the Shotgun. Now go to where that first Zombie was in here, and push the bookshelf to reveal a door. Go in and pick up a Battery for the Gardens downstairs. DON'T CHECK the window, unless you feel like a pecking from Crows. Just leave and now explore the other part of the library. Now through to the back room of the library with more books and solve this pretty easy puzzle by pushing the statue over to the corner of the room, past the light switch (turn it on if you need to see the exact spot), whereupon a secret door opens for you to go in and grab the Eagle book/medal. Items - full. Leave the library and go back out to the Elevator hall. Kill the Hunters if you didn't before with the Magnum. Now back down to the Kitchen and over to the door you haven't been through yet. After the pretty cool cutscene which I'll get you to skip, kill the 'tough' Zombie with the Shotgun. It actually takes a few shots! Just shoot it normally until it's dead. Now go through, upstairs and enter a familiar area, after unlocking the double doors. Ah back here again. Don't even bother with the Spiders. Just run past them. If you get poisoned, we'll deal with it later. Run past and leave the room. To the banquet hall. From here, go back to the save room on East wing. You can either go back upstairs and down that way having to deal with 4 Hunters on the way, but to save precious ammo, I'd simply go the downstairs route, past and ignoring spiders in the L- hall and through to the zigzag one. There is just 1 Hunter here, run up to the point where you entered the room with the Zombie in the mirror earlier. A Hunter appears and it sprints up to your position, time it right and shoot it with the Shotgun and continue doing so patiently until it is dead. Head to that save room nearby. Once in the Save room, do the following: drop the Eagle Book/Medal make sure you leave with: Magnum, Rounds, the Square Crank, Shotgun, Shells and the Battery (full). Go back to the Crest area and dispatch a single Hunter. It'll leap so be careful not to waste any ammo here. You will now go down to the bottom of the courtyard and insert the Battery then go up the lift next to it. You will use the Crank one last time to shut the floodgate. Now back down the newly-accessible battery-powered lift and head towards where that waterfall was and go down the ladder behind it (running towards the camera). Part 4: The Caves Now go through the immediate door there. Run down to the door off to the right and go through there. After running down one more passage, run down the end and a cutscene entails with Enrico. After Wesker shoots him, CHECK him for a crank. Check this one in the menu to find it's a hex-shaped one. Now leave, and be confronted by a Hunter which you should shoot. Now run down and round the corner to face another one. Shoot this one after it has jumped. I don't think it reaches you, so just wait until it has landed. Just simply run back the way you came after this to the beginning of the caves, ignoring the next room's Hunters. The room before the beginning of the Caves are another 2, I think to take care of and be careful! The first one can reach you in a leap so I'd actually run a bit towards it, then shoot (you may suffer a rake here). Kill whatever you need to kill, however I want you to save 3 magnum rounds, reverting to the Shotgun if it reaches that point. There is a good reason for this which you'll find out below. Now go to that first room then round to the first crank hole. Turn it to move the bit of floor so you can cross to the door on the other side. Once through, you'll see a Flamethrower which you will take but not equip. Item check: Shotgun, Shells, Both Cranks, Flamlauncher, Colt Python. Now the bit that makes me nervous every time, even though I know I'll make it - the boulder! Run up the passage until you reach the boulder (new camera angle). Now run back. The boulder chases you but it is pretty slow and you can easily outrun it. Run back into the recess where the door is and duck while the boulder passes you to bash a hole in the wall to reveal where you have to go next. Now, run back up to where the boulder was before and activate a Hunter which has now walked into the hall so shoot him before he gets close enough to see you and leap. Another one is not far behind him. Shoot him quick too. Now reload. Unless you have more than 3 shots in the Magnum left, use the Shotgun please. Go now down the unexplored part of the tunnel and leave to face the Giant Spider boss! Through here is by far the easiest boss in the game, it does involve patience. All you have to be careful of is its spit which comes out in 3 jets. Run around it until it shoots at you, then shoot. Repeat that until its dead. It should take 3 Magnum shots exactly (remember I told you to save those rounds?) Wait until you see the baby spiders appear then reset the room by going out and coming back in again through the door which you entered by. Now equip your Flamethrower and kill the webs on the other door through here. Go through once done. Now go and put down the launcher where the holder is for it, but don't go through the door that now unlocks, yet. Instead run down the opposite end and enter a save room. Pick up and drop a FAS or USE it if you have to. Now you are going to do your 2nd and final save. Pick up the Ink Ribbon and save. Now drop the Ribbon and Square crank and FAS (just for now) and pick up the Eagle medal (btw to get the medal, you must first open the book by checking it in the menu - turning it so the pages face you and press X to open the book. It took me ages to figure out that small thing - duh aye!) You should now have Magnum, Hex Crank, and Eagle Medal, (3 items). Heal if you need to here but as usual, don't take any healing with you. Leave and go through door at the other end of the tunnel. Turn up first and now go and 3 times use the crank to turn the floor just like before. Now activate another boulder, and just run into the new opening you created to the left. This is even easier than before. Keep running into and through the door. In here is the last time you use the Crank. This puzzle involves pushing that statue on to the plate so the hatch stays open. Easy. Move the statue just a bit past the Crank hole. Now use the crank twice to push out the wall into the statue and then once again to pull it back. You can now push the statue on to the plate and get the Power room key for the lab ahead of you. Leave and then go back and check behind where the boulder was to get the Wolf Medal/Book. Open it the same way as before. Ignore the map (real useful giving you the map to the Caves when you just about to leave them huh!) Now run up the other direction from the door, jump on a lift down the end and leave. Part 5: The Laboratory You arrive up outside where the decoy fountain that you insert the medals is. Insert the medal to its corresponding symbol. Now go down and enter that elevator after the cutscene revealing it (skippable). When you get down, go to where the ladder is and climb down. You come across a save room. You want to leave with: Magnum, Shotgun, Shells, and Power Room Key. You shouldn't have anything else, so drop any unwanted stuff such as that Crank. Now go through to a large passageway with 3 Zombie and execute them with your Shotgun. Go downstairs. Also with the Shotgun, behead the naked Zombie you see then the next couple round the corner. Keep going around till you get to the double doors where you USE up the P Room Key to free up an item space and enter. Now go and kill the 3 Zombies instantly then go straight ahead to the final save room of the game. In here are more Magnum rounds. This should now be enough to see you through the rest of the game (approx. 26 rounds left now). Drop now, the Shotgun and any remaining Shells. It's here however that it'd be smart to pick up healing so grab an FAS and now leave. You should now have: Magnum, Rounds and 2 Healings (4). Now we are going to go towards the camera and through the power rooms encountering for the first time the Chimeras. Fuck I hate these things! You need to straight away run to the right and down the right hand isle of the room. A Chimera lurks. It'll hover to you. Wait until its close, aim up with the Colt Python (only use this to kill them) and shoot it. Now go to the control panel behind where it was and activate the power to the blacked out areas (the elevator outside). Now leave the room by running back round and down the other side. You'll almost definitely encounter another Chimera that you'll have to destroy. The next room is enemy free. All you have to do here is run around the room to the other side. Now leave through the big doors which are hard to see. In here is a square-shaped room with 3 Chimeras. Start by running round to the switch to activate the elevator. This is towards the Camera. Where you come to the computer-looking control part, push the switch. However in the meantime, you'll soon encounter Chimeras. Kill them the normal way you did with the other Chimeras. Keep running round, killing if necessary until you get to the battery on the ground, which you should take. Item check: Magnum, Rounds, 1 to 2 healings and Battery so (5) Items. Leave the room and go back to the save room hall. Now, to go down the end where the Elevator is and confront Wesker below after hopping into it. Listen to Wesker's crap about why he has betrayed you then he'll take you in to face the Tyrant (ignore CGI cutscene). Once it fucks up Wesker, causing a key to fall out of his pocket, you have to fight it. Really easy. Just run away from it and shoot it from a distance. After about 3 or 4 or so shots you knock it down. Unlock the room with the computer in there, grab Wesker's key and leave. Once outside, go back upstairs and then back to the Lab Entrance above, ignoring the Chimeras but killing the Zombies with whatever bullets you have left, but don't go back up that lift. Instead use the Lab Key to open the doors on the other side of the room, near the ladder and then simply make your way down the long zigzag tunnel and to the end where you have to put the battery in to power the lift. Now get in and go to the top. Grab and USE the flare next to you at the top. Brad will come over and pick you up. You can skip both the Cutscene and the credits and this will save a further few minutes although I guess it doesn't hurt to watch the little cutscene with Chris in the Helicopter, looking all shattered. I guess you have earned it and it only takes a minute or so. The game is now complete and you should have got that done around the 2 and a half hour mark, maybe tad less if you followed this to a tee and better than me, as I stuttered a bit completing it this way and still managed to post a time of 02:29:01 with 2 saves. Or maybe you even made it just over that time, but well under the required maximum of 3 hours. With this time and 2 saves, you will undoubtedly get the infinite Rocket Launcher! Well done :) enjoy the next mission.... Jill's mission: The easier one. Jill has a lot of assistance from veteran Barry in this, Uses a lockpick throughout the game instead of having to find the Sword Key and Desk keys. She also gets to enjoy the additional weapon - the Bazooka. On top of that she 8 gets item spaces instead of 6. She is a little weaker than Chris however, so one of those spaces should always include a form of healing. Like Chris' mission, the aim here is to get the Launcher, so we'll do this as a 'Jill alone' scenario to save time with the other crap that comes with saving both Barry and Chris. Part 1: The Mansion Skip the intro. The acting in this scenario is just as god-awful as Chris' one. Go with Barry to the banquet hall and then, just as in Chris' mission, activate the first Zombie and kill it since you have a loaded gun to start with. Then collect those 60 clips after checking Kenneth. Now go back to the banquet hall. The Zombie follows you through the door and Barry dispatches it with his Magnum. Now back through to the Main foyer. When you 'look' for Wesker, just simply walk behind the stairs and out again straight away to speed it up. After the cutscene, you receive a lockpick from Barry, and then separate from him. Unlike Chris' mission, you'll this time go through the blue double doors and then through the door there since you can already unlock this door. In the L- shaped hall with the Cerberus' now. Kill the dogs, and then get Clips. Now you are in that zigzag hall. First go to the door that leads to the bathroom. That's between the door to the outdoor part and the Poker room with the Shotgun. After shooting the Zombie in the mirror and getting those Clips, run all the way down to the area with the Shotgun. Once in the room of it, dispatch the Zombies, kill them, and grab the Shotgun and leave. When you leave the room, the ceiling starts closing in on Jill. She can't leave the area, and she can't go back into the poker room either! But don't worry, Barry will come and save you by kicking in the door and getting you out. You now no longer have to swap the two Shotguns like Chris had to. This is one of the funniest scenes in the game with the dialogue, hahaha oh my god! Now continue through to the next hall and kill the Zombies there. After unlocking the doors, you now want to go to the nearby save room. Despatch the two Zombies, then go through to the save room and dump your Knife. Also get even more Clips, already in the box - 120 to be exact. Item check: Shotgun, FAS, Beretta and Clips. (4) items. Leave. Now go upstairs and dispatch the two nearby Zombies. Now go unlock the door up and near you, and go to the U-hall. Kill the Zombie near you, possibly having to give a little space since he is right near you and could easily potentially grab you. Now the one behind you. Or if it's easier, kill the one behind you first before the one in front catches up. It's a bit tight! Lol! Now run up a bit and kill the 3rd one. Now leave the U-hall and go to Forest's area. Here, there is the Bazooka and Armour key. Grab them both after killing Forest (still using your Beretta). When you leave back to the upstairs part of main foyer, Barry is there and gives you some acid rounds after a cheesy script. (7) Items. Now go back to U- hall and through to Richard's hallway and see him suffering. Jill HAS to do this mission, but it doesn't matter cos we can be cunning and as evil as it sounds, take our sweet time till he dies, which he does if you take too long, as unlike the original version, the game doesn't stop you going wherever you want while on this mission. This is precisely what we'll do. After his moaning, leave. Now, we head downstairs. Go and unlock the door next to the double doors but don't enter here yet. Instead go back through those blue double doors and do the downstairs circuit again, starting with the outdoor area where you get the Herbicide (which you do get). Using your Beretta still, shoot the first two dogs, and after grabbing your chemical, just make a run for the door and don't hang around for the 3rd dog. Leave there. Your Items are full now. Now go to the end of that hall and go through to that corridor, towards the Save Room. Now go to the Save Room. Drop the Beretta and Clips and also the Acid Rounds for the time being. (5) Items. Equip your Bazooka. You're going to use up those 6 Explosive rounds, already loaded in there, up, on the next 6 enemies you see, as you will after that, need to equip the gun with the Acid Rounds for the Snake. Now leave and head upstairs and go unlock, but don't enter the door to Jill's immediate left. Now go unlock the Double doors in the U-hall and enter. This is the Statue puzzle for the Emblem. Just push the statues over the holes then push the centre switch, just as in Chris' mission. Now head over to the other wing and through the door with the upstairs balcony. Kill the nearby Zombies with the Explosive Rounds, although don't bother with the one nearest the camera on your left (not Chris'). Not worth it yet. Now run up to the statue and push it off the floor. Now run round the landing and go through the door. Now go through the door. Kill the Zombie right as you enter. Now get the acid spitting one. Now go round and deal to the 3rd one. Go downstairs. Go straight to the Medical Room. Leave with: Bazooka, Acid Rounds, Shotgun, Shells, FAS, Emblem, Herbicide and Armour Key (8) Items. Kill the first Cerberus outside. This will use up your remaining Exp. Rounds so you can now Load the Bazooka with the Acid ones! Equip your Shotgun. Now activate and kill the other 2 dogs. Go into the brown door to the side, unlocking it solely to grab the Colt Python and Shells and use up the Key once and for all. Ignore the clips. We will no longer be collecting them. Now leave and go to the medical room back at the base of the stairs. In here, you will now drop Colt Python and pick up the Herbicide. Leave with: Shotgun, FAS and Bazooka, Herbicide, Serum (from the shelf) and Shells and Acid Rounds (7 items). But before you leave, there is an Ink Ribbon on the bed. Pick it up and dump it in the chest, then Leave. Now go through to the long L-hall ahead. Wait for the Zombies to approach and aim up, hopefully killing them both with the one shot. Once they are both dead, go down to the end of the hall, past where they were to the Tentacle room and use the Herbicide to kill them, and then grab the first of the Crests past them. You need to have 1 item space free. Then leave and go to the bedroom down the other end of the hallway and grab the Shells, once killing the Wardrobe-Zombie. Now go unlock the door at the end and go through. Go and grab the Notes and play the Moonlight Sonata in the bar room, swap the emblems, then go do the swap of Emblem, Jewel, Shield Key. Now run back to the upstairs East Wing's U-hall and head for the room with the lighter in it in the next passageway and go get the lighter. A Zombie follows you in to the mini passageway. Deal to it. Go and grab the lighter then run back to Richard to find that he is already dead and you were too slow...Oh well. Now leave and go and use the Lighter in the Astronomy room, killing those two Zombies with more ease than Chris can, get the acid rounds (you now have quite a lot) and Now go and face off with the Snake. Load your Bazooka and unlock the Shield door. Like the other mission, run to the back of the room, waiting for the Snake to approach slightly then just shoot away, more than likely getting hit and have to use one of your healings. If you play your cards right, you should simply be able to stop it in 4 rounds. Get both the Crest half and Shells and leave. Assuming you were poisoned, you conveniently have the Serum which was meant for Richard, but you get to use it now instead! Handy huh! I'll assume here you had to use the FAS, if you didn't, you are a legend! Now go to the fish tank room and get the other half of the Crest after the puzzle. Now go the save room, dropping your Bazooka and Acid Rounds and then leave and go to the dark hall ahead, this time killing the Zombies if you didn't before. Go and solve the age puzzle for the final Crest and then go to the Crest area outside killing the 2 Cerebus'. Use up the Crests and go through the door. Item check: Shotgun, Shells, FAS (maybe). Part 2: The Guardhouse Grab the Crank on top of the Shelf by pushing the stairs towards it, and then leave. Outside, kill the Cerebus' and make up a FULL mixture. All three herb types are out here - you'll find them. Now leave and go through to the Crank-turning area. Once you've turned the crank, go down to the bottom, avoiding the Tree snakes and then kill the 3 dogs down there, then the next 3 through the next area. Now go into the Guardhouse. Do the shitty statue puzzle by moving the statue round the corner, just as in Chris' mission. Now go into the Save room first up. You want to now put away your Crank, but retain a form of healing, also pick up in the room, and drop the FAS and the Explosive rounds. Good, so you are leaving with: Shotgun, Shells, healing (pref. the full mixture), Bazooka and Acid rounds (pick them up too). (5) Items. Leave. Now go to the next door along to get the Shells, blowing the heads off 2 Zombies before doing so. Leave. You now want to equip temporarily the Bazooka with Acid Rounds before going through the end doors to face the Spiders. Once in, rush over and grab the Red book and then, very quickly shoot the spider with the Bazooka. No babies will come out, as you have singed the Spider through. Just dodge the 2nd one and leave. The tentacle outside will possibly grab you (doesn't do much damage though). Now leave and progress further into the Guardhouse. Next job for you is the room with the bees to get the 002 key. Go grab it from that plinth then leave promptly. Go and unlock the door down the end of corridor and go through. Now, go and grab more Shells from the Desk. Load your Shotgun again. Now turn to the side Bathroom and go in there to grab the 003 key, killing both Zombies in there. Now back to the Bee area and unlock 003 door. Back into the dorm and swap the books over on the shelf REMEMBERING a Zombie round the corner - I sometimes forget this one! Now go through to Plant 42. Equip your Bazooka and use the same method to kill it that Chris did - run round it shooting and avoiding acid drops AND tentacle swipes. Halfway through, Barry comes along and finishes it off when Jill is in a tight spot! Man she has it a lot sweeter than Chris huh! More absolute cheese then grab the C room key then leave. Now go down to the aqua ring area, pushing those fake bookcases aside then going down the ladder. Do the long bridge-with-boxes puzzle down there then go and make your way towards the Control room. There is a chilling cutscene here for Neptune (only in Jill's mission). You can just skip this. Get into the Control room before it gets you! Go and drain the water, then unlock the next door room. Now go next door and ammo up with Shells and grab the Helmet key then leave. Equip Shotgun. On the way out of there, you have permission from me to execute Neptune if you want. Now make your way back up and to the Save room, encountering Wesker on the way. Go to your item box and before doing your first save, make sure you have: Bazooka, Acid rounds, Explosive Rounds, Colt Python, Helmet key and healing. Now save, then dump the ribbon then leave the Guardhouse. Part 3: Back to the Mansion On the way back to the Mansion, you encounter another 2 Cerebus'. After sorting them out, go on. When you get back to the dark corridor inside the Mansion, the first of the Hunters will come at you (skip that cutscene). Try to always kill these things with the Colt Python first and foremost. In fact, I'll get you to use your Colt almost exclusively on Hunters and Chimeras (later). Now go and unlock the first of the Helmet doors, right there. Inside, switch on the light. Grab those Colt Rounds then Leave. Now go to the nearby save room through the blue door. Kill the 2 Hunters through here and then go through to the save room. Now pick up the acid rounds and spray after dropping your Shotgun and Shells. That's right, you now have sufficient other weaponry to see you through the rest of the game without needing that weapon anymore! Leave with: Helmet key, Colt Python and Rounds, Bazooka, Acid Rounds, you have also a form of healing (6) Items. Now leave and head upstairs. Halfway up, aim up and shoot with the Magnum, the Hunter up there, before reaching the top. Now go to the 2nd Snake area down the end, via the blue door and then through the next one. Now, go over to the piano, activating the Snake. Out it comes. The best thing to do here is to simply stand your ground with a fully acid-loaded Bazooka and fire away at it. The Snake won't like this and will recoil (excuse the pun hehehe). It takes about 5 hits at the most and its history! After you've killed it, Barry comes in and suggests you go down the hole the snake created earlier. After clumsily dropping the rope, Barry goes to grab a backup one. Stay put. Barry comes back about 30 seconds later (that was quick) and tosses down another rope which you climb up. After Barry feebly apologises, he leaves, leaving you alone. Now to save time, don't go down to the west wing. Instead go back down the hole and then down the hidden ladder, under the tombstone. Load your Magnum quickly; also making sure it is fully loaded. Once down there, aim and WAIT then shoot the off-screen Hunter upon his landing. Now bolt! A 2nd Hunter which was round the corner will pursue you up the passage a bit then attempt to swipe you, but misses. As soon as he has done that, turn and auto-aim shooting him if you want, though this is not entirely necessary. Good, now go through to the next passage and run past the Zombies and through to the kitchen. Run over to the downed Zombie and sort it out with a single downward Magnum shot. Now, up the elevator. Here shoot the Hunter to the right, then run to where it was and then manually aim the 2nd one (she won't automatically do it like usual this time) but do not shoot, again waiting for its landing. Now kill it. Through to the library now, through the Blue double doors. Go over and unlock the Desk, collecting more precious Magnum rounds. Now go and kill the 3 Zombies in here, being careful of the first of them which just pops out from the shelf. Now go and get the Battery behind that shelf and through the door to your right. After that, go to the back-library part. Solve the puzzle for the Eagle medal. Now leave. Now go back down to the kitchen and, unlike Chris' mission, I want you to go back the way you came, back to the 2nd Snake area. You are able to do this because of the rope, still hanging there when you get there. By doing this, I have helped you avoid at least a couple of Hunters and a few Spiders. Also it's a bit quicker. Now back down to the Save room and make sure you leave with: Crank, Healing, Colt Python and Rounds, Bazooka and Acid Rounds and the Battery. (7) Items. Anything else goes into the chest for now. Leave. Go to the Crest area and kill the lone Hunter then go to the Garden Courtyard. Now go down and insert the Battery to activate the other lift. Go up it. Now go and use the Crank the final time to stop the waterfall, which is blocking the Caves. Now go through the nearby door, once down. Through here is Barry. Because of our chosen game method, we WON'T go with him and WON'T wait for him, when asked. He then runs ahead and gets slaughtered which you find out shortly, but for now, head towards Enrico. After he gets assassinated by a hidden Wesker, get his Hex Crank and leave that area. Now head back to the Cave entrance and then to the first of the hex-crank areas, killing a couple of Hunters on the way. Turn the wall with the crank then exit the area through the far door ahead. The next section sees you in the first boulder area where you have to activate the boulder by running up to it, then run away and have it chase you. Hide in the recess area until it bashes a hole in the wall to reveal the next area. Run up to the far end of tunnel behind where the boulder was (thus activating a Hunter). After killing it, shoot again and you'll hit the one behind it too. Ignore the Flame rounds. Nothing against them, but you don't need them. Now run to the new area and go through and face the Giant Spider boss. To kill it, use any remaining Magnum rounds. I'm hoping you had at least 3 left as that is all it takes, otherwise, oh well, a few extra shots of Acid Rounds will suffice instead, and if you use them, you won't have to exit the room to get rid of the baby spiders. This is the easiest boss in the game so don't fret too much. Once you've killed it, reset the room if you have to, then go grab the knife in the corner of the room (you should have an item space free to get it). Swipe away the webs on the far door and leave once that is done. Now head to the save room, up the corridor. In here, do the following: Put away your square crank. Pick up and drop the FAS, or take it if you used the other healing earlier. In any case, leave with: Hex. Crank, 1 Healing, Magnum, Eagle Medal, Bazooka and 1 round type. Keep 2 items free, ok. Now go through the far door down the other side of passage (no Flamelauncher required for this door on Jill's mission). Now for the final part of the Caves. Run UP the passageway to the 2nd and final part of the Crank turning. Turn the wall about 3 times until you can access a room of to the left of that hall. Now run to the boulder and back (just like before) into the new left- hand area and through a door. This is that Statue-Lab Key puzzle. You know what to do here - manoeuvre the Statue on to the weight plate and get the key. Now head out and go to the bit behind where the boulder was. Get the Wolf Book and then check it to a Medal like the Eagle one. Now go back to where you entered that area, instead going to the DOWN area now and leave up that lift. You are now out of the Caves. Part 5: The Laboratory Ok, so put the medals in place then go down to the Lab, skipping that cutscene. At the Item box, just put away the Crank. Pick up the Explosive Rounds. (6) Items now. Go through the door. Kill the 3 Zombies here with the Exp. Round-loaded Bazooka. Head downstairs. This area is a square room with a middle room within it. You need to go to the Lab-Key door. To do this, kill the Zombie you see before you. Run around, killing a couple more then up to the door and use up the Key. Go into that Save Room and Save for the 2nd and final time. Now head for the engineering rooms, killing a couple more Zombies on the way. Once through, equip what's left of your Magnum and proceed to the Power switch for the blacked out areas and activate it. In here are those shitty Chimeras. They are a bit hard to hit but do your best. If they are up on the ceiling, wait until they are nearly up to you then aim up and shoot. You will get them. Now head to the 3rd of those rooms. In here are 3 more Chimeras which you can either deal with or avoid. You want to get the Battery in here, plus switch on the power for the Elevator. Now get out of that area and head back to the Elevator hallway near that save room where you saved. If you need a form of healing, grab it before you go down to see Wesker. Go down and sort out that 3rd Zombie. Your final adversary is just downstairs waiting for you. If you are out of Magnum bullets now, no biggie as you still have your trusty Bazooka with more than enough ammo. Press the switch next to the elevator and head down. Head for Wesker. After he confronts you, shows you Tyrant and gets wasted by it, a key drops, which you will pick up later. Sort out the Tyrant, keeping your distance. It's not hard at all. Grab that key; unlock the door at the monitor then leave. Now to get out of there. Head back upstairs all the way to where you came down that lift, from the Garden but don't go up it. Instead, you will unlock that door and go through. After getting interrupted from a transmission from Brad, go and insert the Battery, head up the lift and grab and light the Flare. There is no final Tyrant battle and you have now finished the game! My posted time was 02:17:55 which you should BEAT if you followed this guide religiously, as I stuttered a little bit in doing this. In any case, well done! You should definitely have the launcher now for you to redo that mission (if you want) and do a different ending :) :) :) Thanks for following!