Resident Evil Walkthrough :
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Walkthrough - Strategy Guide--------------------------------------------- Resident Evil Strategy Guide by Alasdair Lo System: Nintendo Gamecube Date: 24 May, 2003 Version 1.15 --------------------------------------------- Contents 1. Introduction 2. Updates 3. Story 4. Characters 5. Basics 6. Jill's Scenario 7. Chris's Scenario 8. Tips and Tricks 9. Secrets 10. Conclusion --------------- 1. Introduction --------------- Resident Evil, since released in 1996 has defined a new genre of video games known as survival horror. Seeing the great potential of the series, Capcom then launched a large series of Resident Evil Games including Resident Evil 2, Resident Evil 3: Nemesis and Resident Evil : Code Veronica X, for many consoles including Sony Playstation and Sega Dreamcast. In 2002, Nintendo somehow made a deal with Capcom that many of the Resident Evil games released in the future would become Gamecube exclusives, including this REmake, Resident Evil Zero and the long awaited Resident Evil 4, which is rather great, as this can attract more people to go buy a Gamecube. This REmake has much better graphics, voice acting and all cut-scenes are now FMVs, compared to the original Resident Evil. In this guide, enemies, files and weapons will be introduced to you as you pick them up. Now, let us begin. --------------- 2. Updates --------------- Version 1.15 Allowed Neoseeker to host this guide. Version 1.1 Fixed some spelling and grammatical mistakes. Changed the format of Characters, Basics and Secrets section to alternate lines for easier reading. Added a tips and tricks section. --------------- 3. Story --------------- It was July 1998, there were many bizarre murder incidents occurring in the outskirts of Raccoon City, a mid-western town in America. Victims were apparently eaten. Due to the heightened emotions of the citizens, the Raccoon Police Department has sent it special task force, the Special Tactics and Rescue Service to investigate the affair. The weaker and less experienced Bravo Team was sent first, but contact was soon lost. Hence, the Alpha Team, led by Captain Albert Wesker was sent in. But as they landed, they discovered the abandoned helicopter of the Bravo Team, as well as the remains of the body of Kevin, the pilot. A few moments later, the STARS Alpha Team was ambushed by a group of vicious zombie dogs and Joseph Frost, the cameraman was killed. The rest of the Alpha Team, excluding the coward Brad Vickers, who flew away, ran for a nearby old mansion to shelter from the dogs. That was when the trouble began. --------------- 4. Characters --------------- Jill Valentine: Jill Valentine is one of the 3 playable characters in the game. She is quite intelligent, and keeps her cool even when danger arrives. Her scenario is easier than that of Chris's, as she has 8 item spaces, and is given a Lockpick from Barry to pick simple locks. For some strange reason, people refer to her as the "Master of Lockpicking", I just don't understand, if she did not own a Lockpick before Resident Evil 1, how could she be an experienced Lockpicker? Chris Redfield: This is the Star Character of this Resident Evil game. He used to be in the air force. Apart from this, he is the harder character in this game, as he only has 6 item slots, does not have the Grenade Launcher, and has to find Old Keys to open doors. However, he is the cooler character of the bunch, as his personal vendetta with Albert Wesker originated from this game. Barry Burton: He is Jill's partner. With a 44 Magnum in his hand, he is certainly the ammunitions expert of the STARS Alpha team. He is also a "family man" as he would do anything to keep his family safe, including betraying his best friends? Rebecca Chambers: She is a survivor of the STARS Bravo Team. Obviously a child prodigy, as she graduated from university at the age of 18. She is the medic for the Bravo Team, and can heal Chris's wounds for free in his scenario, which balances things a bit. However, she is rather emotionally weak. Enrico Marini: He is the captain of the STARS Bravo team. Apparently he discovered something about a traitor in STARS, and was promptly shot by a mystery man, either Barry or Albert Wesker. He is jealous of Chris, and is afraid he will replace him as No. 2 to Wesker, hence he thinks Chris is the double crosser. Albert Wesker: He is the leader of the STARS Alpha Team. With is trademark sunglasses, he really is a shady character. He has a dark side, and is working for Umbrella, even before he joined STARS. He has been using the STARS as test subjects in Umbrella's Bio Organic Weapon (BOW) research. Unfortunately, he has plans of his own? --------------- 5. Basics --------------- Button Configuration Type A: A: Open doors, examine surroundings, shoot while in Attack Stance B: Hold while pushing the control stick or Directional Pad forward to run, Cancel Selection C: 180 degree quick turn (Down + B also works) X: Unused Y: Status Screen Z: Show Map Control Stick or Directional Pad: Press up to move in the direction the character is facing, press down to backtrack, press left and right to rotate character R: Attack Stance L: Use Defense Item Ammo usage: As in many survival horror games, there are fewer handgun bullets relative to the enemies that are found in the game, so you must conserve ammo, and use the knife! However, I found out that ammo is only an issue in the earlier parts of the game, as stronger weapons like the shotgun become available, you can act as the exterminator, and kill anything that gets in your way. Body Disposal: A new feature of this Resident Evil remake are the Crimson Heads, revived Zombies that you took down earlier. Sometime after you killed a Zombie, it would get up, get very red, and run towards you, swiping you with its claws. This is a Crimson Head. To prevent them from coming back to life, always burn the Zombies' bodies with Kerosene from the fuel canteen and the lighter, or try to blow their heads off in a big SPLAT! Files: Files contain many clues to how to solve many puzzles in the mansion, so always pick them up if you are a beginner. However, if you are trying to complete the game in less than 3 hours, skip all files, and try to memorize the solutions to the puzzles. Health System: You may notice that the character's health seemed to drop from Fine to Yellow Caution very quickly in this game. This is because Capcom has changed the health ranges for the status. They are now as follows: Green Fine: 75% - 100% Health Yellow Caution: 50% - 75% Health Orange Caution: 25% - 50% Health Red Danger: 0% - 25% Health Poison: Health slowly drops So don't worry even if you drop to caution, as there is still a lot of HP left in your player. The Poison condition is more specific, as the color of the electrocardiogram is shown. So you will know when to heal yourself. Map System: Green rooms denote rooms that you have visited, and have taken all items from. Red rooms indicate rooms you have visited, but did not take all the items from. This item can be a map, a file, ammo, a weapon or a key item. If you are stuck and missing an item, you should always search the red rooms again. -------------------- 6. Jill's Scenario -------------------- *****MANSION***** After running from the zombie dogs, Jill, Barry and Albert Wesker would arrive at the foyer of the mansion. After hearing a gunshot, Jill and Barry would go and investigate. Their first room is... The Dining Room. -------------------- Mansion Dining Room -------------------- Ignore the Ink Ribbon for now, and run to the other end of the dining room. Jill will be shown something disturbing by Barry, a pool of blood. Then go through the door to Barry's right. -------------------- Kenneth Hallway -------------------- Turn to Jill's left, run into the alcove. Someone is busy eating something, it's STARS Bravo Team member Kenneth Sullivan! The Zombie notices you. The Zombie looks at you as if trying to say, "What are you looking at, pinhead" Then he will march towards you! New Enemy! Zombie Strength: Handgun: 4-10 shots, decapitation may occur. Shotgun: 1-2 shots, decapitation may occur if you aim upwards. This is the most common enemy of Resident Evil, they march towards you slowly, and grab and bite you! You must be really careful in this game, as one bite can take as much as 33% off your health! I suggest you use the Handgun against them. Or, if there is plenty of room, feel free to stab it with your knife, retreating a few steps between each stab. When you are on stairs, they can only spit goo at you, this is another time to use your knife. Run away from this zombie and reenter the dining room. -------------------- Mansion Dining Room -------------------- Jill bursts in through the door, and tells Barry that there is a monster. What a wimp! Anyway, Barry would shoot this zombie down with 3 shots of his 44 magnum. What kind of Zombie is this? Anyway, go back to the Mansion Foyer to report to Wesker. -------------------- Mansion Foyer -------------------- Wesker is gone. Help Barry investigate, to investigate, simply run up the stairs to the 2nd floor and back down. After this, Jill and Barry would separate to search for Wesker, and Jill will receive a Lockpick. Once you have control of Jill, head through the other double door in the 1st floor foyer. -------------------- Mansion Anteroom -------------------- There is a statue of a Woman Drawing Water, and something is shining in the jug. To reach it, simply go to the other end of the room, and push the dresser a little bit to the right, then enter the gap and push the dresser outwards until it touches the statue, then you can get on the dresser and examine the statue for the item. It's the Map of the Mansion 1F. If you want a Defense Item, then enter the gap, into the far end There is a dagger on the table. New Defense Item! Dagger The dagger is the common defense item of the game, using it will cause Jill to stab the enemy in the head, causing him to let go. Note that you cannot use a defense item when grabbed from behind. Sometimes, if you manage to decapitate a zombie, the dagger will fall to the ground and can be reused. If you grab the Dagger, a Zombie will confront you when you exit, just stab him with the dagger and leave the room. Go all the way back to the Kenneth Hallway. -------------------- Kenneth Hallway -------------------- Head to where you first saw the zombie, examine Kenneth's body for a file, it is his video tape. New File! Kenneth's Film It's the film that belonged to Kenneth. I need a video player to see what's recorded on it. Head through the door. -------------------- Birdcage Hallway -------------------- Take the Handgun magazine from the birdcage, and the Green Herbs if you want. Then head up the stairs. -------------------- Mirror Hallway -------------------- Turn to Jill's right, and you will see a zombie staring at himself in a mirror. Shoot him down or stab him if you want to save ammo. Then turn right, through the hall, and pick up the Golden Arrow, examine it, the important part is the arrowhead. If you are playing on Normal Mode, there is another zombie around the corner, lure him back to the other zombie's body and try to shoot him down in a way so he will fall onto the other zombie's body. Then pick up the Handgun Magazine by the 2nd mirror, and head through the door to Jill's right. -------------------------- Above Mansion Dining Room -------------------------- There is a Zombie on the other side, ignore him, then turn to Jill's left, and before going through the double doors, grab the dagger, and go to the side of the balcony where the zombie once was. There is a statue, push it down to the dining room via the gap. Then go through the double doors. -------------------- Mansion Foyer -------------------- With your arrowhead, go through the door with the beautiful picture. -------------------- Mansion Graveyard -------------------- Head down the steps, using your knife to stab the zombie to death while on the stairs. Then lure the other half naked zombie to the steps and stab him too. There are some Shotgun shells in the grassy area where the half-naked zombie was standing. Then go between the two fences, and use your arrowhead on the inscription. The tomb opens, and you can walk down. In the tomb, there are 4 faces, one with the eyes removed, one with the nose removed, one with the mouth removed, and one without eyes, nose or mouth. Go to the altar, there is a book. It is the book of curse. Take it. Examine the underside of it for a key, the Mansion Key, which is actually a Sword Key. Then you can read the book. New File! Book of Curse The four masks, A mask that speaks no evil, A mask that smells no evil, A mask that sees no evil, A mask that cannot speak, smell, or see evil? When all four fall into place, Evil will awaken. Explanation: This tells you that you will have to find 4 masks to place onto the four faces I mentioned earlier. Head back to the Mansion Anteroom. -------------------- Mansion Anteroom -------------------- Unlock the previously locked emblem of a sword door. Go through. -------------------- Dresser Hallway -------------------- 2 of the dressers can be pushed to reveal a Handgun Magazine and a dagger, as Jill goes through the hall, a window is smashed. Scared you, didn't it? Go through the door at the other end. -------------------- Twisted Hall -------------------- Unlock the first door you see with Jill's Lockpick, and go through. Note: If you choose to go back to the dresser hallway, 2 Cerberus dogs will burst through the windows, and you will have to kill them, if you continue to the foyer at that point, Barry will give you 6 Acid Shells in the Foyer. -------------------- Mansion Garden -------------------- Go to the other end, and get the Chemical, which is actually a herbicide. Some Cerberus dogs will bark at you outside the fence, but they won't be able to come at you unless you return. Get the herbs if you have space, and exit. -------------------- Twisted Hall -------------------- Enter the next door you see. -------------------- Bathroom -------------------- This is the one and only bathroom in the mansion. Empty the bathtub, and a zombie pops up with an expression as if trying to say, "Oh! Why didn't you stop for me" He tries to lunge at Jill, but Jill steps on his head with a big SPLAT! This time even Jill could not take it and throws up in the toilet! After this funny scene, exit. -------------------- Twisted Hall -------------------- Go through the other set of double doors and ignore the other door. However, you could always try your luck and go through, and enter the tea room, take the shotgun, and hope that Barry could save you from the lowering ceiling. -------------------- Emblem Hallway -------------------- Go through the first door you see. -------------------- Mansion East Stairs -------------------- Run up the stairs, stabbing the first zombie down, and try to stab the other 2 zombies so that they fall on top of the first zombie you down. Then enter the door on the 1st floor to the save room. ------------------------------- Mansion East Stairs Save Room ------------------------------- Take the Oil canteen and fill it with kerosene. There is a file on the floor teaching you how to dispose dead bodies of zombies. New File! Body Disposal Special instructions when disposing dead bodies We have new information regarding those beings. They may appear to be dead but in fact they are able to come back to life. (1) However, there are ways to prevent them from becoming active again. Currently there are two known methods (2) to cease their resurrection. 1. INCINERATION 2. DESTRUCTION OF THE HEAD If further methods are discovered they will be notified immediately. (3) Meanwhile to those of you who still have the will to live, oil has been placed on the first floor of the mansion. Take as much as you need. You'll need something to light it with, which you'll need to find by yourself.(4) Explanations: (1)Zombies in this game appear to be dead, but they will come back as Crimson Heads unless their bodies are disposed of. (2)You can burn zombies or decapitate them to eliminate them permanently. (3) A third way to permanently eliminate zombies is to shoot their legs or knee caps off. (4)Tanks of kerosene are found on the 1st floor of the mansion, and Jill needs to find a lighter to light up the kerosene. Deposit any unwanted items, then leave the room, taking the canteen with you. -------------------- Mansion East Stairs -------------------- Head up the stairs, to the door in the alcove, next to the door without a knob. -------------------- Wooden Mount Hallway -------------------- Again, try to kill the zombies in a way that they fall on top of each other, then take the Wooden Mount off the table, and enter the door to Jill's right. -------------------- 2nd floor Study -------------------- There is a Handgun Magazine on the table with the chess set, as well as a Dog Whistle, take it. There is a crumpled memo with it. New File! A Crumpled Memo Today, Sir Spencer told me to hide something where no one could find it. Well, I had this idea. I figured if I could somehow have it protected by a dangerous animal like the vicious canine that lives here, no one would be able to get near it! As far as I can tell, the mutt is always hanging around the second floor balcony on the west side of the terrace, and he ought to come running at the sound of a dog whistle. This is where you come in. The thing is, I reckon you're the only person that can get near that damn dog without risking a serious mauling. Which means only you can put this collar on him. The object that Sir Spencer wants hidden is concealed inside. You're the only one I can trust with this. Of course, you'll get something out of it as well. Remember that certain item that you've always wanted to get hold of? Well, in exchange for your services, I just might be able to get it for you. This could work out well for both of us. Jon Toleman Explanation: The dog whistle is to be used on the 2nd floor balcony to attract a certain dog who has a hidden item. There is a lighter on the other desk, as well as the Botany Book. New File! Botany Book BOTANY ---Uses of Medicinal Herbs--- It is a well-known fact that there exist many plants that are credited with medicinal healing powers. Since ancient times, mankind has been healing wounds and diseases using various plants. In this book, we will sample three herbs that are a native of the Arklay Mountains and briefly outline each of their medicinal qualities. Each herb has a distinct color and a distinct medicinal quality. The green herb recovers physical strength. (1) The blue herb neutralizes natural toxins. However, the red herb has no real effect by itself. We have found that mixing green and red herbs results in a magnified effect.(2) We will outline the effects of red herbs with other herbs when we have more data. Meanwhile, feel free to experiment on your own, for true knowledge is best acquired through own experience. (3) Explanations: (1) To be precise, Green Herbs restore about a quarter of your health. (2) A Green Herb and Red Herb mixture can restore full health. (3) There are many other herb mixtures, each with different effects. Head through the other door. -------------------- Mansion East Stairs -------------------- With both the lighter and the Fuel Canteen, you can burn Zombie bodies to prevent their resurrection. If the zombies are lying in a close pile, then all 3 can be burnt using one unit of Kerosene. Head through the unlocked door in the darker area of the 2nd floor. -------------------- Fireplace Room -------------------- Get the Green Herb if you wish, then use the lighter on the fireplace. Some carvings on the metal board above will go red hot. Place the wooden mount on that plate, and the Mansion 2F Map will be branded onto the wood. Then you can have the 2nd floor map. Now go back to the Wooden Mount Hallway. -------------------- Wooden Mount Hallway -------------------- Go to the other unlocked door at the other end of the hall and unlock it. Go through, and you will be back in the foyer. -------------------- Mansion Foyer -------------------- Head through the double doors on the 2nd floor. -------------------------- Above Mansion Dining Room -------------------------- Avoid the zombie; go through the previously locked Sword Key door. -------------------- Drug Room Area -------------------- Unlock the first door you see with the Lockpick and go through. -------------------- Westside Balcony -------------------- This is where you have to blow your dog whistle. Brace yourself, as 2 Cerberus dogs are coming for you! New Enemy! MA-39 Cerberus Strength: Handgun: 4-8 Shots, decapitation may occur. Shotgun: 1-2 Shots These hellhounds are one of the Bio Organic Weapons of Umbrella Inc. They try to bite onto your hand, or will pounce on you, trying to bite your neck off. I suggest you face these dogs in a narrow hallway, so they cannot surround you. After you kill the 2 dogs, pick up the sparkling item, it's a collar, examine it to reveal a coin, then examine the underside of the coin to turn it into an Imitation of a Key. Use the Green Herbs if you get hurt. Then head back through the door you came in. -------------------- Drug Room Area -------------------- There are stairs here, so try to stab the 2 zombies to death on top of each other. Burn them. Then head down the stairs to find a body, burn that too. Then head into the room next to the body. -------------------- Mansion Drug Room -------------------- This is another save room. Deposit any unwanted items and the Sword Key, and head out. -------------------- Drug Room Area -------------------- Walk along the 1st floor hallway, and go through the other door which can be unlocked by the lockpick. -------------------- Broken Shotgun Room -------------------- In this room, you can get a Battery Pack, an Ink Ribbon in the drawer, as well as a broken shotgun. Refill your fuel canteen if you wish. New Defensive Item! Stun Gun The Stun Gun is the more powerful defensive weapon for Jill. It sends a large jolt of electricity through the enemy that grabs Jill. Simple as that. With the Broken Shotgun, you can get the real thing in the tea room anytime you wish. TO do this, go back to the Twisted Hall, ignoring the zombies that may pop in through the windows, and enter the door that I told you to ignore earlier. Go through the square room to the tea room. Take the Shotgun off the hooks, and place the broken shotgun on it. Then the ceiling will not crush Jill, rendering her a Jill sandwich! New Weapon! Shotgun Ammo: Shotgun shells in units of 6 The all time Resident Evil weapon is finally in your hands. It fires 12 gauge shells. Whenever zombies come out, you should aim upwards, and shoot when they are close enough to you, then you may be able to decapitate them. Note that the programmers of this game know that you will be trying to use this technique a lot to save time from burning the Zombies, so it is now harder to decapitate zombies by this method. -------------------- Drug Room Area -------------------- Go up the stairs, to the other door that can be unlocked from this side. -------------------- Mirror Hallway -------------------- With your Fuel Canteen and Lighter, burn the 2 zombies you killed earlier, then run past the other body on the floor. The zombie wakes up, and he seems to be in a bad mood, and hence begins the adventures of, Super Zombie! New Enemy! Crimson Head Strength: Handgun: 6-10 shots Shotgun: 1-2 shots Crimson Heads are zombies that you have taken down earlier. If you fail to burn them, then they will wake up with claws and a much faster speed. They swipe at you, and bite you while you are confused. So take your shotgun out and get ready to decapitate them. If you want to use the handgun, you must give these guys plenty of room. Head through the door behind the Crimson Head after you have killed him. ---------------------------- Obsessive Death Knight Room ---------------------------- This room got its name because the knights in this room have inscriptions that treasure death. Anyway, head up the stairs, taking the imitation of a key with you, and remove the Mansion Key, which is an Armor Key off the pedestal. The pedestal will go down, the walls become slightly narrower, and a spiky knight will come towards you! Now, you must quickly replace the imitation of a key onto the pedestal, or you will become Jill sandwich again! After this is down, the trap will be reset, and you can return to the Drug Room Area, however, this time, go there via the Sword Key door in the Dining Room balcony, you will soon find out why. -------------------- Drug Room Area -------------------- You will hear someone trying to break through the door to Jill's right. Open it, there is a zombie on the west balcony, kill it now and head back in. Go down to the stairs to the drug room. Save if you wish, and take the Herbicide with you. Go through the Armor Key door. -------------------- Tiger Eye Hall -------------------- There is a battery pack in front of Jill. Go forward to the end of the hall way and enter the door. -------------------- Greenhouse -------------------- Place the Herbicide into the sprinkler, and turn the knob to the red side to kill the weird plant. Do not turn the knob to the green side, or the Green herbs will be killed! When the plant is dead, go beyond it to get the death mask without eyes. Take the Green Herbs if you wish and exit. -------------------- Tiger Eye Hall -------------------- As you pass the windows, 2 zombies jump through! Ignore them, and run to the door to came through, and turn left, there are 2 rooms here, the one on the right is the keeper's room, and the one on the left is the Tiger Eye room. The door in the middle leads back to the Kenneth hallway. -------------------- Keeper's Room -------------------- There is a handgun magazine on the bed; on the table is the keeper's diary. New File! Keeper's Diary May 9, 1998 Played poker tonight with Scott and Alias from Security, and Steve from Research. Steve was the big winner, but I think he was cheating. Scumbag. May 10, 1998 (1) One of the higher ups assigned me to take care of a new creature. It looks like a skinned gorilla. Feeding instructions were to give it live animals. When I threw in a pig, the creature seemed to play with it? tearing off the pig's legs and pulling out the guts before it actually started eating. May 11, 1998 (2) At around 5AM, Scott woke me up. Scared the shit out me, too. He was wearing a protective suit. He handed me another one and told me to put it on. Said there'd been an accident in the basement lab. I just knew something like this would happen. Those bastards in Research never sleep, even on holiday. May 12, 1998 I've been wearing the damn space suit since yesterday. My skin's getting grimy and feels itchy all over. The goddamn dogs have been looking at me funny, so I decided not to feed them today. Screw 'em. May 13, 1998 Went to the infirmary because my back is all swollen and feels itchy. They put a big bandage on it and told me I didn't need to wear the suit anymore. All I wanna do is sleep. May 14, 1998 Found another big blister on my foot this morning. I ended up dragging my foot all the way to the dog's pen. They were quiet all day, which is weird. Then I realized some of them have escaped. Maybe this is their way of getting back at me for not feeding them the last three days. If anybody finds out, I'll have my head handed to me. May 16, 1998 Rumors going around that a researcher who tried to escape last night was shot. My entire body feels hot and itchy and I'm sweating all the time now. I scratched the swelling on my arm and a piece of rotten flesh just dropped off. (3) What the hell's happening to me? May 19, 1998 Fever gone but itchy. Today hungry and eat doggie food.(3) May 21, 1998 Itchy itchy Scott came ugly face so killed him. Tasty.(4) 4//itchy Tasty. Explanations: (1)This proves that this mansion is not researching something normal. (2)The accident that scattered the T-virus in the mansion happened on 11 May, 1998. (3) When a person is infected by T-Virus, his skin feels itchy, he may have a fever, and his flesh will begin to rot. Then their mind deteriorates. (4)Apparently, the rationale for zombies to kill people is that they are hungry, and humans have ugly faces! Ha ha! After you have read the diary, attempt to leave, and the keeper will burst out of the closet! Maybe he thinks Jill has an ugly face! Ha ha! Anyway, kill him and his friend, and get the dagger in the closet, and then leave. Go through the middle door to the Kenneth hallway, and go all the way back to the Emblem Hallway via the Twisted Hallway, and get the Shotgun if you haven't done so. -------------------- Emblem Hallway -------------------- Go forward, and enter the Armor Key door to Jill's left. -------------------- Stained glass gallery -------------------- Go to the other end of the gallery, and you will see a picture of Lisa, protected by the three spirits, and Lisa will be wearing a green crown, a purple necklace and an orange bracelet. It's... Puzzle Time! Stained Glass switches To solve the puzzle, the stained glass with the bracelet must be orange, the stained glass with the necklace must be purple, and the glass with the crown must be green, to do this, press the switch of the bracelet picture on the side you came in, and press the switches of the necklace and crown pictures on the other side, then press the switch on Lisa's picture to open the wall. If you get it wrong, the crows will come and get you! New Enemy! Crow Strength: Handgun 1 shot Shotgun: 1 shot and group kill Crows are just crows, and the T-virus has caused them to attack humans. But however, if you do not give them a sign that you are a threat, they'll just leave you alone. On the other side of the wall, there is a death mask without mouth. Take it and go through the metal gate. -------------------- Mansion Graveyard -------------------- Go down into the tomb and place the 2 death masks into their respective positions. 2 of the chains holding the coffin will break lose! Scary Scary Scary! Anyway, go back to the Foyer. -------------------- Mansion Foyer -------------------- Head through the Armor Key door on the 2nd floor -------------------- Eastside Balcony -------------------- Walk along the balcony to see another disturbing sight. It is Forest Speyer of STARS Bravo Team. He has been severely mauled. Barry may be here, if he is, then he will give Jill the Grenade Launcher. If not, just get it yourself next to him. Take the dagger on the bench as well. New Weapon! Grenade Launcher Ammo: Grenade Shells, Acid Shells and Incendiary Shells in units of 6 The Grenade launcher is another old-time Resident Evil favorite. It holds 3 types of shells, Grenade Shells, which are filled with high explosives, the weakest type, to be used against common heavily armored enemies and bosses, the Acid Shells, which are the 2nd most powerful, and are particularly effective against Hunters and other Reptilian enemies. The Incendiary Shells, which are the most powerful, as they can kill and burn zombies to crisp in one shot, and can be used against the Tyrant. If Barry's not here, don't go beyond Forest to get the Green Herbs or he'll wake up and attack Jill. Return to the Foyer and proceed to the Wooden Mount Hallway. -------------------- Wooden Mount Hallway -------------------- With your Armor Key, you can unlock the previously locked doors in this hall. But enter the double doors first. -------------------- Knight Statue Room -------------------- 4 Knights will slide out. To open the grating in the other end, Jill must push all 4 knights into their places in the correct order. Puzzle Time! Knight Statue Push and Jewelry Box Puzzle The correct order of pushing is as follows: 1. Upper Right Hand Knight 2. Lower Left Hand Knight 3. Lower Right Hand Knight After this, the last knight will slide back in place by himself. Then you can push the switch in the centre and the grating will be released, giving you the jewelry box. If you press the switch too early, then poisonous gas will fill the room! After getting the jewelry box, examine it. The inscription on the top says "Sunshine will awaken me", so you will have to get the heart on the sun to light up. To do this, press the 2 switches on the wider rectangular sides of the box. Then the Death Mask without All will be yours. Then go back to the Mansion East Stairs. -------------------- Mansion East Stairs -------------------- There is an Armor Key door for you to unlock. Enter. -------------------- Researcher's Quarters -------------------- The door to Jill's right is the researcher's bedroom. Inside, there is an ink ribbon, a first aid box and a green herb behind the bed. The door to Jill's left is the Researcher's study. There you may find Barry, trying to make out a damaged document. He will let you have a look. If not, examine the yellow folder in the room. New File! Researcher's Will There is a letter. June 3, 1998 My dearest Alma, Let me apologize for no being able to call you. A man wearing sunglasses (1) didn't permit any phone calls. Sorry Alma. I sit here trying to think of where to begin, of how to explain in a few simple words all that's happened in my life since we last spoke, and already I fail. I hope this letter finds you well, and that you'll forgive the tangents of my pen; this isn't easy for me. Even as I write, I can feel the simplest of concepts slipping away, lost to feelings of despair and confusion---but I have to tell you what's in my heart before I can rest. Alma, please believe that what I'm telling you is the truth. The entire story would take hours for me to tell you, and time is short, so accept these things as fact: last month there was an accident in the lab and the virus we were studying leaked. All my colleagues who were infected are dead or dying, and the nature of the disease is such that those still living have lost their senses. This virus robs its victims of their humanity, forcing them in their sickness to seek out and destroy life. (2) Even as I write these words, I can hear them, pressing against my door like mindless, hungry animals.(3) Alma, I have survived only to see you again. But my efforts only delayed the inevitable; I am infected, and there is no cure for what will follow---except to end my life before I lose the only thing that separates me from them.(4) My love for you. In an hour I'll have entered my eternal sleep where there is peace. Please understand. Please know that I'm sorry. Martin Crackhorn Explanations: (1) Who is this man wearing sunglasses? Could it be... (2) This explains the details of the accident that occurred in the mansion, and the reason for the zombies' behavior. (3) If Barry were here, the contents before this mark would be torn out by someone, could be either Wesker or Barry himself. (4) There is no cure for T-virus infection, anyone infected becomes a zombie. After reading the will, Barry would have left you alone, now, go to the frame hanging on the wall next to the fish tank, and take the fish hook, then go to the frame with the insect specimens, take the lure of a bee, and combine it with the fish hook. Then go to the frame with the fishing lures, and take the bee specimen. Place the Lure onto the frame, and the specimen by the other insect specimens. Then press the switch. A Wind Crest will be revealed. As Jill attempts to take it, the bee specimen comes to life and attacks her! New Enemy! Bee Strength Handgun: 2 shots Shotgun: 1 shot with group kill Bees are just bees. When you see them, just ignore them, but if you kill them, you can have the pleasure of stomping them with a lovely SPLAT! Take the Wind Crest, and deposit it into the Save Room. ------------------------------ Mansion East Stair Save Room ------------------------------ By the time you have returned, Barry should have left some Flame Rounds and a First Aid Spray with you, what a nice guy? Now head back to the Wooden Mount Hallway. -------------------- Wooden Mount Hallway -------------------- Enter the other Armor Key door in the hall. -------------------- Richard Room -------------------- Enter, go forward a bit to find Richard poisoned by what he says is a giant snake. Your quest is to bring him serum. There is serum on the shelf of the Mansion drug room. So go all the way back there to take the serum for him, otherwise he will die, and you will miss getting one of the weapons later. After you inject him with the serum or let him die, go through the other door in the room. ---------------------------- Dimly Lit Wooden floor room ---------------------------- There is a zombie here, so run up the stairs and dodge the zombie as he walks up to you. Go through the other unlocked door in the room. -------------------- Candlestick Room -------------------- Light up the candles, and the zombie outside will burst in. Kill him, and then take the Handgun Magazines off the table and the shelved cupboard, there is another cupboard you can push aside, and when you enter the alcove, another zombie will surprise you inside. Dodge the zombie and take the musical score, or the Music-mid pages from the cupboard inside. Afterwards, head all the way back to the Mansion Dining Room. -------------------- Mansion Dining Room -------------------- In the Dining Room, you will notice a broken statue on the floor, remember? Take the blue gemstone. This can be put into the Tiger statue in the Tiger Eye room for 6 extra shotgun shells. Also take the Emblem off the top of the fireplace. Then head through the other door to the Kenneth Hallway. -------------------- Kenneth Hallway -------------------- There is a zombie in the way, shoot him down, and go past his body. Enter the only armor key door in this hallway. -------------------- Entertainment Room -------------------- There is a piano, but ignore it for the moment. Instead, head to a corner with a cupboard; push it to the left a bit to reveal another Musical Score. Combine the 2 musical scores to create the Moonlight Sonata. Then use the score on the piano to play it. A wall will open. Inside, there is a gold emblem. Take it, and the wall will close down. Now, place the other emblem into the slot and the wall will reopen. On the ground is an extract of Trevor's Diary. New File! Trevor's Diary Nov 24, 1967 Eleven days have past since arriving on this estate. How did I end up like this? A guy in a lab coat came with a plate of skimpy meal and said to me, "Sorry to put you through this, but it's for security reasons." That's when it hit me. It all makes sense now. There are only two people that know the secret of this mansion, Sir Spencer and myself. If they kill me, Sir Spencer will be the only person that knows the secret. But for what purpose? It doesn't matter now. It's too dangerous here. My family... I hope they are right. I've decided to escape... Jessica, Lisa, I pray you are safe. Nov 26, 1967 How could I be so careless? I lost my favorite lighter-the one Jessica gave me for my birthday. Now it's going to be that much harder to get out this dark place. Nov. 13th the date when my fate was sealed. My aunt was hospitalized just three days before that. Jessica and Lisa said that they were going to visit her. I wish I could be there with them. But wait, even as I'm writing my memory is coming back to bme more vividly. Just before I passed out, I remember the men tin the lab coats said something like "Most likely your family is already..." I pray for their safety. Nov 27, 1967 Somehow I managed to get out that room. But getting out of this mansion won't be as easy. I have to get past all the booby-traps... Tiger Eyes, Gold Emblem... I have to try to remember for my own sake... Explanation: George Trevor was the architect that designed this ghastly mansion in 1967. He was invited by Lord Spencer to visit his finished mansion. But by Nov 24, George Trevor was imprisoned in the mansion to keep the Umbrella Company's secrets. As to what happened to Jessica and Lisa, play on to find out. With your Gold Emblem, head back to the dining room. -------------------- Mansion Dining Room -------------------- Place the Golden Emblem in the slot, and the grandfather clock will spring open. You can turn the gears inside the clock. It's another puzzle. Puzzle Time! Clock Puzzle Before you attempt the puzzle, take note of the painting to the left of the clock, A knight is using his short sword to stick into the chest of a second knight, who is sticking his long sword into the first knight's head. There is a clue, when the 2 have ran each other through, the path to your destiny will open. This means that the minute hand of the clock must point towards the helmet and the hour hand of the clock must point into the armor. So you should turn the Large Gear to the right or left twice, creating a 6 o'clock position. Then the clock will move aside, revealing the Mansion Key, which is a Shield Key. With the Shield Key, head back to the Dimly Lit Wooden Floor room and use the shield key to unlock the door. -------------------- Attic -------------------- Move into the screen, and a giant snake will appear. It's time for our first... Boss Battle! Yawn 1 Fortunately, Richard will come with his Assault Shotgun to help you. While he is distracting Yawn, grab the Death Mask without nose in a corner. Return fire with your Shotgun for a while, and Yawn will appear to be dead. But he is not, and Richard pushes Jill out of the way, himself getting swallowed. But the snake looks at you in a way as if trying to say, "You little squirt, I think I'll have you for dessert!" Now, take his Assault Shotgun and go out of the room before you become Jill Pudding! If you were bitten by Yawn, you must get poisoned, and you will have to go all the way back to the drug room for serum. With the last Death Mask in hand, head back to the Mansion Graveyard, taking your shotgun or Grenade Launcher with you. New Weapon! Assault Shotgun Ammo: Shotgun Shells in units of 6 Assault Shotgun is like the Shotgun, but it holds 10 shells. So each box of Shotgun shells you pick up cannot even fill up the entire gun. -------------------- Mansion Graveyard -------------------- Go down to the tomb, and insert the other 2 death masks, and the coffin will drop down. Walk close to it, and the body will awaken. He looks rather steamed up, and oh, Grandma, what bad breath you have! It's time for another... Boss Battle! Crimson Head Prototype Strength: Shotgun: 3-4 Shots Grenade Launcher with Grenade Rounds: 3-4 Rounds This boss is rather slow for a Crimson Head in the beginning, but he will speed up when he gets close, open fire on him, and he should fall within one to two shots Then you can kill him while he is on the ground. When he is dead, walk by his coffin, pick up the Shotgun Shells and the Stone and Metal Object from the coffin. Press the switch and the gratings will come up. Head back to the East Stairs Save Room and take the Wind Crest with you because we are moving. Head back to the Emblem hallway. -------------------- Emblem Hallway -------------------- Avoid the Zombie and head out the door behind him. -------------------- Courtyard Access -------------------- Run along the walkway, ignoring the Cerberus dog, and place your Stone and Metal Object onto the slot that says, to the defiler of the accursed coffin. The metal door next to it should unlock. Enter. -------------------- Tool shed -------------------- Grab the Shotgun Shells, First Aid Spray and Battery Pack if you have room. Then head down the steps to the door. You are now in the... *****COURTYARD***** -------------------- Cerberus Statue Path -------------------- In the end of this path is a door locked. It says, "The gate will open when the guard dog's desires are fulfilled. It seems that we have a new puzzle on our hands. Puzzle Time! The 2 Demanding Cerberuses Examining the red eyed statue will tell you that this is the War Cry of Revenge. The Blue eyed statue gives the Last Gasp of Destruction. So, we will have to make the red and blue weather vanes to point at the right direction. Examining the sign in the beginning of the path tells you that the Valley of Destruction is to the North, so set the blue vane to N. You can start and stop the vane's movement by pressing the switch. The Path of Revenge is to the West, so the Red vane should point to the West. After the puzzle is completed, the gate will open. By the way, Barry will call you on the radio about some monster... chains...gun unaffected. I wonder what's wrong. -------------------- Courtyard Graveyard -------------------- There are crows here, but they will not attack you if you just walk. Walk to Jill's right at the junction and you will see 2 gravestones, place the Wind Crest onto the slot on the right tombstone, and A Moon, Star and Sun Crests will be revealed. Examine each crest's underside to protrude some shapes out. Then place the 3 crests onto the slots in the left tombstone, and a Magnum Revolver will be magically revealed! New Weapon! Magnum Revolver Ammo: Magnum Bullets This is the most powerful weapon in the game. It can kill anything in one shot. But ammo is scarce, so save it for bosses, particularly the tyrant. Walk to the other gate after you have done. -------------------- Path outside Cabin -------------------- You will hear some disturbing sounds, and you are left to play as Jill again. Just walk along the path and enter the Cabin. -------------------- Cabin -------------------- There is a Map of the Courtyard in here. There is also some family picture and notes and a typewriter for you to save. New File! Family Picture and Notes A family picture There's a journal left by someone. 19 dadddy attached first momm attached scond iNside reD and sLimy white and hard not true moM where dunno dadd found mum again whne atachd mommy she move no more she screaming why? Jst want to b with her 4 mom where? I mis you Explanation: It seems that someone sadistic is obsessed with ripping off people's faces and attaching them to other people's faces. Who could this be? Anyway, continue to explore this cabin and you will find an Item Box, there is also a Square Crank on top of a wooden cover in the dead end that follows. Now, attempt to leave with the crank, and someone will enter and hit Jill on the head hard, knocking her out. When Jill wakes up, she is confronted by a hideous mutated woman, by the name of Lisa Trevor. Don't even bother to fight her. She is invincible, just run pst her, hoping you won't get hit, out of the shed, and all the way back to the Tool Shed, avoiding the zombie on the way. -------------------- Tool Shed -------------------- Go through the double doors -------------------- Cerberus yard -------------------- Go forward, and Jill will hear a transmission from Brad over the radio, unfortunately the radio is damaged so that Jill can only receive signals, but not transmit any. There are 3 Cerberus dogs in this yard. Run back to the double doors and kill them from afar. Then pick up the herbs and go through the gates -------------------- Giant Pool -------------------- The water level is too high, so use the Square Crank on the hole to Jill's left to lower the water level, then she can cross, go along the pathway to the elevator on the other side. -------------------- Waterfall Area -------------------- Ignore the crows and head through the gates. -------------------- Path to Residence -------------------- Get the Red Herb, and run along the path, dodging any snakes that get in your way. You will come to a door. Enter it and you will be in the Residence, more like the Staff Quarters. New Enemy! Snake Strength: Handgun: 1 shot Snakes are just the poisonous snakes we see every day. Most can be avoided, but you will have to kill one in this game later. If Jill gets bitten, she may get poisoned, otherwise very little damage will be done. *****RESIDENCE***** -------------------- Residence Entryway -------------------- The Residence is the staff quarter of the Arklay Mountain Lab personnel. Now, explore this entryway and get the 3 blue herbs, you most likely will need it. There is also a lone crate, push it so that it covers the hole in the floor. Then enter the first single door from Jill's right. ------------------------------ Residence Storage Save Room ------------------------------ This is the only save room of the Residence. Take the Battery pack and the ink |
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