Resident Evil Walkthrough :
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Walkthrough - FAQ/WalkthroughFAQ / WALKTHROUGH ON RESIDENT EVIL (BIOHAZARD, outside the US) for the Nintendo GameCube. Written by: Muchitsujo, v 1.00 ========================================= = 00: TABLE OF CONTENTS / LEGAL SPEAK = ========================================= :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: : # | CONTENTS | UPDATED : : 00 | TABLE OF CONTENTS / LEGAL SPEAK | 11/09/06 : : 01 | VERSION INFO | 11/09/06 : : 02 | INTRODUCTION | 09/17/04 : : 03 | TACTICS | 09/17/04 : : 04 | ENEMIES | 09/24/04 : : 05 | WEAPONS | 10/02/04 : : 06 | JILL VALENTINE WALKTHROUGH | 11/09/06 : : 07 | CHRIS REDFIELD WALKTHROUGH | 11/09/06 : : 08 | ENDINGS | 10/03/04 : : 09 | REWARDS | 09/15/04 : : 10 | FILE TRANSCRIPTS | 10/01/04 : : 11 | PUZZLE SOLUTIONS | 11/09/06 : : 12 | BOSS STRATEGIES | 11/09/06 : : 13 | ITEM LIST | 10/02/04 : : 14 | UNANSWERED QUESTIONS / PARTING SHOTS | 09/29/04 : : 15 | FREQUENTLY ASKED QUESTIONS | 09/29/04 : : 16 | FUTURE UPDATES | 10/03/04 : : 17 | CONTACT INFO | 11/09/06 : : 18 | FINAL NOTES | 11/09/06 : :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: TO WHOM IT MAY CONCERN: At this point in time, gamefaqs.com, neoseeker.com, faqs.ign.com, 1up.com, and supercheats.com are permitted to host this FAQ. All others must first seek, then be granted, permission to use this FAQ in any way, be it hosting or merely taking out excerpts. Any other usage is oh so illegal and proper steps will be taken. All direct references and characters in the game are property of Capcom, but this FAQ and the effort put into either writing or transcribing is mine and mine alone. (In other words, copyright, by me, Muchitsujo). Pop culture references are the property of whomever, and while the references may be original, the object in question is not. or, as GameFaqs puts it... This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. DISCLAIMER: I'm just going to go at this one right now. I personally had the whole of the plot of RE4 ruined for me while watching what I thought was a fairly innocent preview/review, but ended up unwilling subject to ten kinds of spoilers flashing across the screen unexpectedly. So I'll make it clear right now: THIS FAQ DOES CONTAIN SPOILERS. IF YOU DON'T WANT TO DEAL WITH THEM, SKIP DOWN TO THE WALKTRHOUGH AND GO STRICTLY IN ORDER. I WON'T REVEAL SOMETHING UNTIL YOU ALREADY KNOW WHAT'S HAPPENING. Enemy listings, however, will appear as they do in every other RE FAQ I've done. Also, THIS IS NOT A SPEED GUIDE. I WRITE THESE BY FOCUSING ON DETAIL AND EFFICIENCY. The methods in this guide have gotten me the highest rankings regardless of how much junk I pick up along the way, and I've probably tested them a few times now. By my own admission, I try to write my Walkthroughs in a no BS format. This means that I'm not going to take time leading you in the wrong direction or repeat myself just to lengthen the guide. If it's not part of the game, it's not in here either. NOTE: This is written for normal mode. First-aid sprays are acknowledged, but it is going to be assumed that you DO NOT PICK THEM UP OR USE THEM. ====================== = 01: VERSION INFO = ====================== v 0.9 Not a public release. It was completed 9/23/04, Jill aspects of walkthrough, item lists, boss fights, etc are complete. I've also introduced a new format for transcribing the files that is more in line with how the game does it. It's a little more space and work, but if you guys are for it, I'll keep it that way and fix the other guides. I've also decreased inadvertant spoilers by a large margin. v 1.0 First public release. It was complete 10/03/04, Chris aspects of the guide are now complete, and all the pieces now match up with one another. Endings has been completed, unanswered questions, FAQ, etc are complete to this point. 346k. v 1.01 Second public release. It was complete as of 11/09/06. If it's not minor, I don't know what would be, but old guides need lovin' too. Re-wrote parts of Jill's guide to highlight Muchitsujo's Astounding Corpse-Stacking Theory, and changed the guide to her first fight with the Yawn to conserve some ammo. Some of the events in the game have been officially made into puzzles as well. Minor changes to the standard fare elsewhere, to make certain things clearer where they may have not been before. 358k. ====================== = 02: INTRODUCTION = ====================== "Alpha Team is flying around the forest zone, situated in in northwest Raccoon City, where we are searching for the helicopter of our compatriots, Bravo Team, who disappeared during the middle of their mission. "Bizarre murder cases have recently occurred in Raccoon City. There are outlandish reports of families being attacked by a group of about ten people. Victims, were apparently, eaten." "The Bravo Team was sent in to investigate, but we lost contact." "Bravo Team's helicopter was a derelict. Save for the remaining body of Kevin..." ............................................................................... In 1996, Capcom released Resident Evil on an unsuspecting gaming world, seeking to revolutionize how we regarded fear and intensity from a console game. Unfortunately, due to time and budget concerns, some aspect of the story and gameplay suffered from significant cutbacks to be disclosed later. The game, though widely considered to be one of the greatest in its time, was released as an incomplete. Now, six years later, the complete story can finally be told on a new generation of consoles. The horror is very much alive and well. ............................................................................... "We continued our search for the other members, and it turned into... a nightmare..." ================= = 03: TACTICS = ================= In all RE games, your ultimate goal is survival, but there are certain things that will make your survival a lot easier. ---------------------- |CHOOSE YOUR DIFFICULTY| ---------------------- It's not as simple as easy, normal, and hard in this one, so when you're looking at the question to open up a new game, Mountain Climbing is Normal Mode and Hiking is Easy Mode. Those who are new to the series or what have you might prefer to make a run through easy mode first, just keep in mind that you can't get anything but the Closet Key as your reward if you do. If you complete the game in Normal Mode, you CAN select another difficulty by reloading your completed game, but such is not a choice in Easy. Furthermore, most gamers seem to believe that Jill is an easier choice than Chris because she has a number of advantages early on in the game. I believe that their games are about equal, but the choice is yours. ----------------- |KNOW THE CONTROLS| ----------------- As a default, the controls in RE are: CONTROL STICK: Character movement, aim (with weapon readied) C-STICK: Press down to do a quick turn. A: Action. Open doors, pick up items, examine things on screen, climb objects, get down from objects, select (in item screen), fire (with weapon ready) B: Run (when used with control stick) Y: Item menu toggle Z: Map Start: Bring up options menu L: Change target / realign shot (with weapon readied), use defense item (MANUAL MODE ONLY) R: Ready weapon ------------- |CONSERVE AMMO| ------------- This game does have pretty good supply of ammo, and if you play your cards right, you can have more than enough, but there isn't the wide variety of weapons that are seen in other REs and most of the weapons you to get will be found pretty quickly, unless you're Chris, in which case you should probably be more concerned. No matter what character you choose or what path you take, keep track of the ammo you're expending to make sure you're never caught in a bad situation. If you aren't coming back to an area later on, don't kill the enemies wandering about and if you know a specific route is going to be clear, use it to your advantage as much as possible. If you can run from an enemy like a Chimera without getting hurt too much, you won't have to worry about how much ammo you have left for the Tyrant fights. Another detail of "ammo" concerns defense items. By going into the menus, you can change whether or not you want to use your defense items automatically or manually by hitting L the second you are grabbed. Again, I think this is a matter of preference because it doesn't appear that one or the other will give a clear advantage. As an added note of fun, if you use a DAGGER on a ZOMBIE and then blow its head off, you can take the DAGGER back. Fun! ---------------- |HEAL RESPONSIBLY| ---------------- The health spectrum for REmake is generally as follows: GREEN: 100-76% health Everything is fine and dandy. YELLOW: 75-51% health Some damage taken, but otherwise fine. ORANGE: 50-26% health Starting to show signs of fatigue. RED: 25-1% health Danger area. Could die from any attack. POISON: Varies Slow, but noticable decrease in health. Remove quickly. Unlike in previous RE games, your movements are not significantly hindered until you reach ORANGE. Thus you can put off healing, while still being able to get around your enemies. RED is also not quite the same as in other RE, you do not clutch your side and limp from place to place, but your movement is much like it is in ORANGE. Keep in mind that your quick turn movement is also slowed once you take enough damage. HEALING CHART: GREEN = 25% restore GREEN + GREEN = 50% restore GREEN + BLUE = 25% restore and antidote GREEN + RED = Full restore GREEN + GREEN + GREEN = Full restore GREEN + GREEN + BLUE = 50% restore and antidote GREEN + RED + BLUE = Full restore and antidote BLUE = Antidote RED = Useless, on its own FIRST-AID SPRAY = Full Restore Poison status should not occur often, though the snakes are quite pesky and if you're ever poisoned by a small and stupid mistake, they'll be the ones to do it. ------------ |AIM PROPERLY| ------------ All creatures in this game move on a field, not in linear tracks. Therefore, you should realign your shot by hitting L when your weapon is up (using R). This helps not only when zombies are wandering about, but it's all but crucial in boss fights like the yawn and the black tiger. It not only guarentees that your shot will hit, but it also realigns with the enemies weak or central area, making your shot hit harder. Don't ignore your ability to aim up or down either. While you will hit a lower enemy when shooting straight ahead in this game, it is far more efficient to shoot down at them. Same applies to higher enemies, or enemies with higher weak points. By shooting up with your shotgun at a close zombie, you can decapitate him instead of firing more shots into its gut. Also, anything shot out of the air will always have more damage done to it. Use that wisely. --------- |USE RANGE| --------- Some weapons are designed to fire certain distances, and others have the same power from any distance. For that reason, avoid putting yourself in danger. If you're using a handgun, don't wait for them to get too close, but if you have a shotgun (which also has the potential for knockback), maximize the power by waiting a little. With the grenade launcher and the flamethrower, be certain you'll be able to hit your target with the range you've alloted. Be wary of obstacles as well. Remember that to shoot faster, continue tapping the A button instead of holding it down. Also, enemies seem to be absolutely confounded by the staircases, or at least put at a severe disadvantage by them, so feel free to take a few pot shots from there. -------------------------- |KNOW THYSELF / THY PARTNER| -------------------------- Stamina and speed can vary from character to character, so while Chris may be able to take that one extra hit from the hunter, Jill probably won't. Keep this in mind as you progress through the game and it becomes more of an issue. There isn't a great deal of mobility or speed lost in the drop from CAUTION to DANGER, but if you're not careful it can easily be the difference between running away from a hunter and being decapitated by one. As for your partner, who is of periodic use, Barry will provide tips and spare ammo for Jill, while Rebecca will back Chris up with her knowledge of treating wounds and mixing chemicals. Just know that both have their own weaknesses you may have to compensate for later. ---------------- |KNOW THINE ENEMY| ---------------- Whether you're running from an enemy or fighting it, be aware of its attack patterns. Certain enemies (zombies, particularly) can be faked out and tricked into lunging at where you were while you run away or prepare to stun them out of their attack. As a bit of added fun, if you pick up an item as an enemy is about to attack you, they will miss more often than not and stand there confused until you make your escape. If you can think faster than your enemy, you won't always have to attack faster. Also, because of the Crimson Heads, it's generally a good idea to avoid plugging zombies at random, as all of them are capable of coming back later. Kill only what you have to, burn whatever bodies you can (see below), and remember that naked zombies CANNOT come back as Crimson Heads. ------------- |STACK CORPSES| ------------- This is, I'll admit, a rather ridiculous and tedious method for reducing usage of Kerosine, but it DOES work. If you kill a group of zombies and they land on the same general spot on the floor, when you use your FUEL CANTEEN and LIGHTER combo on them, all corpses on that spot will incinerate for the price of one usage of the FUEL CANTEEN. Every little bit helps. ----------------------- |WATCH FOR CRIMSON HEADS| ----------------------- Crimsons don't care who they tear apart in trying to get to you. This means that if you're being chased by a Crimson, say in the YELLOW HALLWAY, if you dodge a zombie, the Crimson will probably rip it apart. Depending on what else you're doing at the time, this can be good or bad. If you kill the Crimson, and can burn the bodies, you're saving ammo. If you're running around, or can't burn the bodies, there will only be more Crimsons later on. ---------- |PLAN AHEAD| ---------- Jill may have eight item spaces, but Chris isn't so lucky when he has six to work with, for unexplained reasons (perhaps Jill is the master of packing, in addition to unlocking). Since you can't seem to automatically use or combine herbs, you'll have to be smart with your item spaces and make sure you have enough. Luckily, there aren't any weapons in the game that take up multiple slots in the inventory. ----- |GOALS| ----- With any ranked game, you're obviously going to aim for a high rank most of the time. The higher and faster, the better. If you want to know what times will grant you which rewards, consult section 09 REWARDS to figure out what you're getting yourself into. Time yourself, if need be. Keep track of how long it takes to do certain things, and don't forget to save. If you save and it takes longer than you wanted to in one part, you can reload and take another run through it. Beats playing through the whole game again. ================= = 04: ENEMIES = ================= ZOMBIES The REmake has seen a return to a more traditional zombie, at least in terms of their models. No more hats, no more surprises attached (at least the first time through), and their heads pop just as they should when you magnum or shotgun them. Their primary mode of attack has become the grab and bite, crawling and biting is not as much of a threat as it used to be and you shouldn't find many zombies feigning death during the course of the game, just make sure you can tell between that and ones that you have actually killed. If you do find yourself caught on the stairs with one of them, they'll vomit on you, no matter what, so don't run in close proximity to them ever. Despite some obvious dangers (one bite from these will put Jill down to CAUTION in Normal Mode), they are surprisingly easy to fake out and dodge. If you're going to put one of these down, use the handgun if you have a fuel canteen with something in it and a lighter or aim up with the shotgun to decapitate them. Also remember that, quite the opposite of RE0, if you shoot a zombie as it's trying to stand up, the attack is surprisingly ineffective, so don't shoot until it's standing. If you know you won't be returning to an area, don't worry about any of that and cap them as always. Also note that naked zombies in the lab area CANNOT come back later, so you're free to kill them as well. ******************************************************************************* CERBERUS Mansion guard dogs, dobermans, specifically, bred for violence and without any discretion or inhibition due to the T-Virus. Their primary mode of attack is to either to do the jump, bite, run combo on you or grab your arm and pull on it as hard as they can until you button mash enough to throw them off. As a third attack, they may pounce on you, knocking you over, and try to tear at your neck. It's more likely that you'll be knocked down if you're already injured, and you're probably going to have your throat torn of if you aren't careful in that instance. The best weapon against them is the handgun or one of the shotguns, but if you knock them out of the air, you'll do a lot more damage to them. Pointing down and plugging bullets into them is the best method for dealing with them, but since they often come in packs and work well as such, you'll be attacked if you aren't careful. It's better to take them as they come, using the shotgun for the packs. ******************************************************************************* CRIMSON HEADS This is the reason why you burn corpses and decapitate them. Leave a zombie dead on the floor for long enough, and this is what happens. Your first encounter with one will probably come in the yellow hallway, but even if you're fast enough to avoid this encounter, you can't avoid fighting at least one of these. Imagine your standard zombie, except it can run as fast or faster than you, has long blade-like claws, and a lot more intelligence than most enemies in the game. To make matters more interesting, if one is chasing you through a hall that has other zombies in it, they will tear those to shreds on their way to you. Fortunately, you practically have to step on top of one before it will activate, so stuffing a corpse into a corner will leave you relatively safe (for the most part). Keep this in mind if you're one of those strategic types. As for the actual slaying of these cusses, I recommend nothing less than a shotgun as close as you can get without being mauled. ******************************************************************************* CROWS Your standard crow, only it's more taken with being a predator than just a scavenger. These only appear in a few rooms in the mansion and one area in the courtyard, and the general rule is that if you don't mess with them, they won't attack you. The exception here is the courtyard area, where you'll have to kill them all if you want something good there. In this case, the handgun has its advantages in that you can take them down in one shot, but some may prefer the superior spray radius that can be achieved with the shotgun. ******************************************************************************* SNAKES Smaller than their more notable cousin, these will drop from the trees in the courtyard areas and will occasionally lie in wait on the ground, waiting to bite and inflict the poison status. Since they're otherwise small, weak, and not worthy of being killed, this makes them one of the most annoying enemies in the game. ******************************************************************************* SPIDERS Not your garden-variety spider, these things are bigger than dogs and have a nasty habit of ruining your day with their poison. Fortunately, there are only five to eight of them in the entire game. Mostly they hang around walls and ceilings, spraying poison at you, but on the ground they can either do that or grab you and try to bite you. They're not terribly intelligent and will stay on the wall for the most part unless you alert them to your presence. To kill a spider, you can either use a shotgun or higher and risk having a bunch of baby spiders crawling out of the corpse after it dies, or you can use the acid rounds, in which case the baby spiders are gone, but the spider's body will continue to gush out poison after it dies. On rare occasions, this can hurt you. If you can at all avoid these things, do it. ******************************************************************************* NEPTUNE Zombie sharks, a classic enemy from RE1. These have absolutely nothing to do with the cartoon shark equivalent of Curly Joe nor the band he was in, or the later hip-hop producing group of the same name. There are two baby sharks and mommy that will trail them in the Aqua Ring. When you first encounter them, run like the devil is on your trail because the babies hurt, either taking a piece off or pulling on your leg like the cerberi, but the mommy bites to kill. The second time you can either kill them with your weapon of choice or do something clever to get around that. ******************************************************************************* BEES Wesker's favorite enemy to practice his shooting on, who knows why. There's a whole hive of these buggers in the residence, but luckily you'll only see one of them outside of there. Ignore them, if at all possible, and by ignore I mean run away from. ******************************************************************************* HUNTER According to Wesker's Report II, these are actually humans that have been altered using the T-Virus and lizard DNA, and they're programmed to kill those immune to the T-Virus. Or those wearing body armor. Or generally anything that moves. As opposed to their stand, slash, stand pattern of previous range, they will now strike you with one claw and then the other in rapid succession to inflict maximum damage and throw you off balance. They also have the added bonus of being able to pounce on you like the cerberi, which makes defense items ever so much fun. Otherwise, they still have their classic jump, screech, and slash attack which will either take a large chunk off of your life or kill you, and I've had it kill from FINE condition. They're among the fastest and most intelligent enemies in the game, so they rely on you being stupid and running away. Stand your ground either with the assault shotgun, the grenade launcher, or the magnum, though I don't recommend using the last if you can at all avoid it. ******************************************************************************* CHIMERA It's hard to describe exactly what this is, but if you're familiar with the drain deimos in RE3, it's like a combination of that and a monkey. For those unfamiliar, this is probably what the keeper refers to in his diary. Medium- sized monkey creatures with large claw-like appendages protruding from their backs and hooks for hands and feet (eyes... made of wood... er, nevermind). Their favorite hangouts are wandering around in the power room and climbing the grates or chasing you through air ducts. If they aren't slashing at you, they might be grabbing you from the ceiling and trying to slit your throat, and they might succeed if you're low enough on life and don't have any defensive items. To kill these, I recommend the grenade launcher or the magnum, but all things considered, you shouldn't have to kill them if you can avoid them... oh, and they melt into goo when they die... ================= = 05: WEAPONS = ================= DAGGER (DEFENSE ITEM) The primary defensive item. If a zombie tries to lean over and bite you, you can jab this into the side of their head, which will inflict some damage, but is not an auto-kill by any means nor will it prevent them from becoming Crimson Heads later (decapitation was the key word). One of the interesting little bits of fun later on is that if you decapitate them afterwards, you can find the same dagger lying on the floor. ******************************************************************************* STUN GUN (JILL'S DEFENSE ITEM) You don't pick up the stun gun specifically, but you can find battery packs scattered throughout and they'll be referred to in the walkthrough. When Jill pulls this thing out, she'll charge it and send it into the gut of the zombie grabbing her, causing them to convulse under an electrical current and fall to the floor in a heap. The damage on this is pretty substantial, moreso than the dagger, but it doesn't prevent Crimsons from popping up wherever. ******************************************************************************* FLASH GRENADE (CHRIS' DEFENSE ITEM) The best defense item in the game by a considerable margin, but don't ask why there are so many of them just lying around. If Chris is attacked by a zombie, he'll jam one of these in their mouth. From there, you can either be a classic action hero and blow it up in their mouth using a gun, or you can wander off, leaving a confused zombie with a ticking grenade in their mouth just standing around mindlessly. Either method is excellent, as these will kill zombies whether you're on screen and in the room or not. ******************************************************************************* SURVIVAL KNIFE Not neccessarily a bad weapon, but not a good one either. Useful for slashing zombie legs to drop them, as always, but not useful for much else due to its limitted range and power. A good last resort if ammo is scarce, but not a weapon that should be relied on beyond the mansion and the residence at the latest. ******************************************************************************* HANDGUN Standard handgun with a fifteen bullet capacity. Your basic weapon through the majority of the game, cannot be upgraded or otherwise enchanced. It has plus range and the most ammo of any weaopn in the game, so odds are you'll still be using it on into the second disk. One nice little bonus of this game's handgun is that it does headshot fairly frequently, whether you're Chris or Jill. ******************************************************************************* SHOTGUN Unlike the shotguns of other games, this particular model only seems to hold six shells. That flaw aside, it is the best weapon for dealing with multiple enemies, airborn or ground-based, is deadly in close range, and remains quite effective against larger enemies and bosses if you have no better options. Still useful for popping zombie heads, though it's noticably more difficult. ******************************************************************************* ASSAULT SHOTGUN The second and more reliable shotgun you'll find. Though it's not a guaranteed item just lying around, you should be able to pick it up rather easily, barring any disaster that would delay you for a long period of time. This particular model holds ten shells against the standard six, and is better all around in terms of recovery rate, reload time, power, range, and recoil. ******************************************************************************* GRENADE LAUNCHER (JILL ONLY) The most versatile weapon in the history of the game returns (debuts?) again. The difference between the rounds is also as significant as it was in previous games; grenades are best used in close range, crimson heads (and zombies) are weak against incendiary grenades, and spiders won't spray out their young if you kill them with an acid round. Use this when you're in need of something more powerful than a shotgun, but it isn't bad enough to pull out the magnum. ******************************************************************************* MAGNUM Big freakin' gun. Capable of destroying most enemies in a single hit. Ammo isn't scarce for this, but generally speaking, you'll want to save this gun for bosses only as there isn't necessarily enough ammo to go around otherwise. It suffers from significant recoil, as all magnums should, so fire from a distance if you can. ******************************************************************************* SELF DEFENSE GUN Someone's idea of a bad joke. One bullet, cannot be reloaded, won't be automatically discarded after use. Either don't pick it up at all or use it to kill the first enemy you see and put it back in the item box. ******************************************************************************* FLAMETHROWER (CHRIS ONLY) Self-explanatory. You only get to use this for a few minutes, as it doubles as door unlocking mechanism (explained in walkthrough). Shoots a concentrated and damaging stream of flame, but runs on a 100% that drains rather quickly and it cannot be reloaded. Save it for the boss fight immediately following its discovery, not like you have a choice. ******************************************************************************* HANDGUN (SPECIAL) If you liked the Samurai Edge S.T.A.R.S. handgun from RE3, this is an attempt to copy that. Fires three bullets in succession, a little more powerful than the standard handgun, and best of all, it has infinite bullets. ******************************************************************************* ROCKET LAUNCHER (SPECIAL) Some recoil is the only price you'll pay for having a weapon that can basically kill anything in one hit, including all of the bosses. There are a few minor issues with it though, for one, it only kills, it does not destroy (so you'll still see Crimson Heads lying around), and for another it doesn't do anything special in terms of appearance. Not to mention it kills all the suspense. ******************************************************************************* ==================================== = 06: JILL VALENTINE WALKTHROUGH = ==================================== Note: This walkthrough will avoid circumstantial assumptions, like getting a lucky headshot on a zombie, as they don't work well with contingencies... ******************************************************************************* Part One: MANSION ******************************************************************************* **MANSION MAIN HALL** Ah, so many memories... but now's not the time to get nostalgic. After some dialogue between Jill, Barry, and Wesker, you'll be headed into... **DINING ROOM** There's some INK RIBBONS on the table, to go with the typewriter in here, but for the record, this is the worst place to save in the game. Run to the opposite end and you'll get the classic blood scene. Turn around and take the door to your right. **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE (not yet) Take a left down the hallway with the convenient camera angle and you'll meet Mr. Teeth and Cataracts, your first ZOMBIE. Killing him at this stage in the game is a waste, so turn right around and go back into... **DINING ROOM** Barry will down the ZOMBIE using his magnum and they'll suggest a change of location. Head back for the double doors and the main hall. As you approach the door, the supposedly dead zombie will get up and go back to the hallway. **MANSION MAIN HALL** Wesker's gone and Barry wants you to help look for him. Head behind the stairs and down the little path (remember that gate). Once the camera angle changes there, backtrack and go out to where Barry is standing. Barry and Jill will talk a bit and Jill will get the LOCK PICK as her personal item. Barry will leave after this. Despite Jill's initial idea of checking out the east side of the mansion, she can't yet, so take a left back into... **DINING ROOM** Barry's gone, but no worries, just head through the opposite door to... **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE Same ZOMBIE, except he's wandering around to the right this time. Turn left, examine Kenneth for a FILE (your second one, S.T.A.R.S. Manual is default), and go further on to exit the room. Don't worry about Kenny either, he can't come back. **WEST STAIRCASE (EXT.)** Make your way through to the birdcage, where you can pick up a HANDGUN MAGAZINE. Near the edge of the staircase you can find two GREEN HERBS, though neither are worth picking up just yet. Oh, and that corpse in the corner? It disappears later, but there's no corresponding enemy that I've seen. Freaky. Make your way up the stairs and open the door. **YELLOW HALLWAY** ENEMIES: TWO ZOMBIES There's a GREEN HERB and a dead ZOMBIE ahead of you. There's a very distinct difference between a dead human and a dead ZOMBIE and you'll learn this one of the next times you enter. Meanwhile, hang a right, then a left, then another right (dodging the ZOMBIE admiring himself in the mirror). Further along, you'll see the GOLDEN ARROW sparkling. Pick it up, and you'll get a reminder from your manual. Hold off a bit on that one. Next to the mirror ahead is a HANDGUN MAGAZINE. Grab it while the ZOMBIE to the left is approaching and you'll fake him out. Use the lag in his movements to make a run for it and take the door on the right, which you'll unlock automatically. **UPPER DINING HALL** ENEMIES: ONE ZOMBIE Here's the first ZOMBIE we'll have any fun with, since we're unlikely to ever get close enough to him again to have him mutate. Turn left and grab the sparkly to get your first DAGGER and some info on defense items. May want to equip your SURVIVAL KNIFE as well. Once you reach the double doors at the end, you have a decision to make. If you want six SHOTGUN SHELLS later, then go around the other side and begin pushing the statue west. If you're lucky, the ZOMBIE will get in the statue's path and you can knife around it to kill him. If not, he'll probably grab you and you'll lose the DAGGER, and if you're not quick enough, he'll get a bite in and you'll drop down to caution. When you've otherwise disposed of him (and as far away from any door as possible), push the statue off the edge where the opening is and it will crash to the floor below. All's well in here, so head out the double doors. **MANSION MAIN HALL** Go down the short flight of stairs and through the door in the center part of the landing. **GRAVEYARD** ENEMIES: TWO ZOMBIES Head down both sets of stairs and you'll see one of the ZOMBIES and he'll recognize you as prey. Blarg. Hang a left down the central pathway and you'll find a gravestone at the end. Open up ye olde inventory and examine the GOLDEN ARROW to get the ARROWHEAD, then use the ARROWHEAD on the stone. It will slide back opening a path for you to head down. Once you get to the bottom, take a right and grab the BOOK OF CURSE and flip it over to examine the back. You'll get the MANSION KEY, henceforth referred to as SWORD KEY, and a FILE. Head back out and odds are that the first ZOMBIE is hanging around while the other is a ways to the right, behind the gate. Dodge it and run right out of here. **MANSION MAIN HALL** Head down the stairs and through the double doors you haven't been through yet (east side of mansion, or to the left while going down the stairs)... **STATUE ROOM** ENEMIES: ONE ZOMBIE (not yet) Here we see a large statue holding a MAP OF THE 1ST FLOOR and a dresser in the corner. If you climb over the dresser and go back to the shelf you can pick up another DAGGER, but a ZOMBIE will follow you in and more likely than not you'll waste time, bullets, and the dagger on him. Otherwise, you could push the dresser to the back of the statue and climb up to grab the MAP, but it's not a necessary item, so I don't recommend it. Instead, unlock the nearby door with the SWORD KEY and enter. **CORNER HALLWAY** ENEMIES: ? First (and only) time through here, there's nothing that can get you. Push the second dresser out of the way to grab a DAGGER, then push the second dresser after the corner backward to pick up a HANDGUN MAGAZINE. Exit through the door at the opposite end. **NORTHEAST CORRIDOR** No enemies here either, yet. Head to the first door you come across and unlock it with the LOCK PICK, then enter. **EAST GARDEN** Make your way around the corner to pick up the CHEMICAL (HERBICIDE). If you need them, there are two GREEN HERBS and a RED HERB further on as well. Might want to mix up some healing items for later. There's also a tank of KEROSINE here, but you can't do anything with it yet because you don't have the proper items (and the dogs will get you if you try to come back), so just leave. **NORTHEAST CORRIDOR** Keep heading forward and you'll see a door on the right. That's the MANSION BATHROOM, and there's DAGGER in there if you drain the tub, but it's just a waste of time to get it, so don't bother. Further along there's a single door which you should enter now. **ORNATE ROOM** Odd camera angle here... Hmm... take the other door. **FIREPLACE LOUNGE** On one side of the table here is a DAGGER, on the other side, useless INK RIBBONS. The real treasure here is on the wall, in the form of the SHOTGUN. Grab it, and don't worry just yet. **ORNATE ROOM** You may now worry. Check the door behind you and the door in front of you immediately, then move around a bit and Barry will come to the rescue. **NORTHEAST CORRIDOR** After a little dialogue (and a classic line), Barry will be headed off again and you'll be left alone. Just take the double doors in front of you. **GREEN HALLWAY** ENEMIES: ONE ZOMBIE The ZOMBIE is way ahead and around the corner, while all the doors but the one on the immediate right are locked. Only one way through... **EAST STAIRCASE** ENEMIES: THREE ZOMBIES The first ZOMBIE is lurking just around the corner. Kill it then go through the nearby door. **EAST MANSION SAVE ROOM** Grab the FILE between the item box and the lantern, then pick up the FUEL CANTEEN on the floor, which you should refill with the KEROSINE near the typewriter. Ditch the CHEMICAL, the SHOTGUN, any healing items, and the SURVIVAL KNIFE in the item box. **EAST STAIRCASE** ENEMIES: TWO ZOMBIES If you killed the first ZOMBIE, the other two are upstairs with their positions and awareness reset. The first is to the left and the second is around the corner to the right, which is where you're heading, so you can kill this one if you want. To save yourself some time later, I recommend luring the other zombie over and killing him so that his corpse overlaps the one already on the floor. You can burn two corpses at once this way and save yourself the trouble. Go to the door at the end of the right hand side, as the first one is busted. **RED HALLWAY** ENEMIES: TWO ZOMBIES The first ZOMBIE is to your right, where you'll need to be going. It might be wise to kill it as you'll be using this hallway a lot. To your left you might see the WOODEN MOUNT, useful if you want the MAP OF THE 2ND FLOOR after you get the LIGHTER, but that's unnecessary, so just go through the door on the right end of the hallway. If you can manage to lure the other ZOMBIE over to where you can stack it on the other one once it falls, that's one less usage of kerosine later, but he seems to be one of them that headshots rather easily. **TREVOR'S STUDY** On the table to your right, you'll find a DOG WHISTLE, and with it, a FILE on what to do with it. Don't forget the HANDGUN MAGAZINE on the corner of the same table either. On the curved table in the other half of the room, you can find another FILE on the left side of the table and the all-important LIGHTER on the other side. With those items in tow, head out the nearby door. **EAST STAIRCASE** ENEMIES: ONE ZOMBIE Find the corpse on the upper level and burn it by using the FUEL CANTEEN. Run away fast as the flames can still hurt you. Repeat the process with the corpse downstairs, then reenter... **EAST MANSION SAVE ROOM** Refill the FUEL CANTEEN with the KEROSINE near the door. Each of these KEROSINE tanks has four uses total in it, so this one is now spent. Exit. **EAST STAIRCASE** ENEMIES: ONE ZOMBIE If you took the WOODEN MOUNT and absolutely have to get the MAP OF THE 2ND FLOOR kill the ZOMBIE on the left side of the hall and go to the end, where you'll find the DISUSED STUDY and a strange picture on the fireplace mantle. Use the WOODEN MOUNT on it and then the LIGHTER and you'll get the MAP. It's a total waste of time, so I'll assume you headed right and went through the same door as before. **RED HALLWAY** ENEMIES: ONE ZOMBIE Torch both the ZOMBIES, as you're going to be coming through here fairly often. The other doors along the way here you can't unlock yet, so just run to the far end of the hallway and you'll unlock the door with the SWORD KEY. **MANSION MAIN HALL** Good ol' Barry will meet up with you here, provided you did the SHOTGUN encounter earlier, and he'll give you a six pack of ACID GRENADES, provided you have the item space (and you should). All the other doors on this level are locked at the moment, so head across and back through the double doors into... **UPPER DINING ROOM** Run down the right side and unlock the second door you come across with the SWORD KEY. Enter. **WEST STAIRCASE (INT.)** ENEMIES: TWO ZOMBIES Take a left and unlock the door you find with your LOCK PICK. **WEST TERRACE** ENEMIES: TWO CERBERI This will be your first encounter with the beasts... Move away from the door a little and towards the glass panel, then use the DOG WHISTLE. Both CERBERI will come running, so plug them with your gun and hope for little damage. Grab the COLLAR one of them drops to get the COIN, then check the back of that to turn it into the IMITATION OF A KEY. You're probably damaged right now, so check out the nearby GREEN HERB PLANTER and heal your wounds. Go back out the door after that... discarding the DOG WHISTLE... **WEST STAIRCASE (INT.)** ENEMIES: TWO ZOMBIES Walk around the staircase and to the little path on the north side. You'll find a ZOMBIE there, so plug him or do what you will. If you want to, there's another ZOMBIE at the bottom of the stairs that you can lure up for stacking purposes. I recommend it. Go through the door at the end that he was guarding, unlocking it. The door on the left is locked for now. **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Head out and through the little opening and hang a right. Notice the corpse lying around to the right. You can try to burn it, but it probably won't do you any good as this is now a CRIMSON HEAD who will rise up and slash at you. Run fast and toward the door on the right. **NARROW HALLWAY** You'll notice a couple of statues as you go up the stairs. Around the corner is an indentation in the floor that holds the MANSION KEY (ARMOR KEY), grab it and quickly replace it with the IMITATION OF A KEY. Nothing else to do here yet, so head back out. **YELLOW HALLWAY** ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES Waaah! Crimson! He usually waits around the corner by the door, so duck around quickly and go through the same door, though now might be a good time to grab the GREEN HERB if you've been hit. **WEST STAIRCASE (INT.)** ENEMIES: ONE ZOMBIE As you move forward, a ZOMBIE will bust out of the door leading to the WEST TERRACE and the startling music will start to play. With a little effort, you can get him to stack on the other two you've already laid out, but like the earlier zombie in the red hallway, he seems to headshot fairly easily. Once you've dealt with him, the room should be clear save for the three corpses upstairs and the one downstairs in the corner behind the stairs. Start torching them, and when you run out of fuel, head down the stairs, continuing down the hallway until you see one door straight ahead one one on the right that you can use the LOCK PICK on. Take that one. **FURNITURE ROOM** There's a BATTERY PACK on the nearby cupboard that you'll want to grab. Next to it is a case with a BROKEN SHOTGUN, but it's of no use to Jill, so ignore it. Further on in the room is a tank of KEROSINE and some INK RIBBONS in the desk. May be a good time to refuel the FUEL CANTEEN. **WEST STAIRCASE (INT.)** Assuming you've cleaned house around here, this place is going to be safe for a while, but there are a few things we'll need to pick up before we can really progress in the next area, so head back to the stairs and go through the door by them to access the magic box. **WEST MANSION SAVE ROOM** There's no items in here, but there is a typewriter if you have to save and an item box to drop your junk in. I recommend getting rid of the ACID GRENADES and the GREEN HERB, if you still have it. Ditch the SWORD KEY as well, since it's all but useless for now. Grab the CHEMICAL (HERBICIDE) too. **WEST STAIRCASE (INT.)** Refuel in the FURNITURE ROOM if you're so inclined, then go out the door next to it, unlocking it with the ARMOR KEY. **WINDOW HALLWAY** Pick up the BATTERY PACK next to you on the table. There's some things to be done straight down the hallway, but first, take a right and enter the door you'll find there on the right. **KEEPER'S ROOM** ENEMIES: TWO ZOMBIES (not yet) Grab the HANDGUN MAGAZINE on the bed, then go around to get an ominous FILE on the table. Both ZOMBIES should make their appearance now, one from behind you. Plug both of them as much as you need to to exit, but be sure to grab the BATTERY PACK in the closet before you do. **WINDOW HALLWAY** Take a left and go around the corner at the end, down the straight path and around the corner to the door. **GREENHOUSE** ENEMIES: VINES Here's an interesting little problem; you need to grab an item but these blasted vines are guarding it. No sweat, drop the HERBICIDE into the nearby water pump and pump it to the red side. Pumping it to the green side solves nothing and kills the five GREEN HERBS here (what treasure!), but the real goal is the DEATH MASK (MASK W/OUT EYES) behind the vines. Grab that and head out. **WINDOW HALLWAY** ENEMIES: TWO ZOMBIES (not yet) Why did I name the window hallway as such? Run out of here to find out. They will chase you, but they can't catch up. Take the door at the end of the left corner, unlocking it, and return to... **KENNETH HALLWAY** ENEMIES: ONE ZOMBIE There's that old ZOMBIE to your left, but you don't need to worry about him just yet, so take a right and reenter... **DINING ROOM** If you wanted those SHOTGUN SHELLS I mentioned earlier, grab the BLUE GEMSTONE off the south side of the table and go back to the WINDOW HALLWAY. As you go, take the first door on the right, avoiding both ZOMBIES, and enter the TIGER ROOM, where you'll use the BLUE GEMSTONE to get the SHOTGUN SHELLS. Others who feel they don't need it can just keep on heading left and out the double doors. Myself, I don't recommend getting these just yet, but later I'll remind you. **MANSION MAIN HALL** Head back up the stairs and take the right little staircase at the landing. The door you can plainly see is the one leading to the RED HALLWAY, but first, we should be heading to the right of that and through a door we can now unlock with the ARMOR KEY. **EAST TERRACE** ENEMIES: ONE ZOMBIE (not yet) Follow the twisting corridor around until you get a cut scene and meet up with an old friend. He's harmless in this run, so don't worry. Pick up the DAGGER on the bench near you, but know if you continue on to grab the two GREEN HERBS at the end, that old friend will come back after you, and he's so bad, you can't even use defense items on him. For that reason alone, you might as well just grab the nearby GRENADE LAUNCHER and just leave anyway. **MANSION MAIN HALL** Now just take a left and go through the nearest door to... **RED HALLWAY** Unlock both of the doors you pass using the ARMOR KEY, and enter the second one, assuming you have one item space open. **KNIGHT ROOM** |
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