Resident Evil Walkthrough :
This walkthrough for Resident Evil [Game Cube] has been posted at 29 Aug 2010 by Man in Black and is called "Invisible Mode FAQ.Walkthrough". If walkthrough is usable don't forgot thumbs up Man in Black and share this with your freinds. And most important we have 31 other walkthroughs for Resident Evil, read them all!
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Walkthrough - Invisible Mode FAQ.Walkthrough_____ _____ ____ ____ ___ ____ _ _ _______ | _ \ | ___| / __/ |_ _| | \ | __| | \ | | |__ __| | |_| / | |___ \__ \ || | |\ | | |__ | \ | | | | | __ \ | ___| \ \ || | || | | __| | |\\| | | | | | \ \ | |___ __/ / _||_ | |/ | | |__ | | \ | | | |_| \_\|_____| |___/ |____| |___/ |____| |_| \_| |_| _____ ___ ___ _____ _ | ___| \ \ / / |_ _| | | | |___ \ \/ / | | | | -INVISIBLE ENEMY FAQ/WALKTHROUGH- | ___| \ / | | | | | |___ \ / _| |_ | |____ |_____| \/ |_____| |______| RESIDENT EVIL: INVISIBLE ENEMY FAQ NINTENDO GAMECUBE WRITTEN BY: CVXFREAK COPYRIGHT 2002 BY CVXFREAK VERSION 1.15 AUGUST 18, 2002 This FAQ covers the Invisible Enemy Mode for Resident Evil for the Nintendo GameCube. It covers the US version, and the Japanese version (BioHazard). This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is maintained by CVXFREAK, thus e-mail should always be directed to him. BioHazard is copyright 2002 by Capcom Entertainment. This is an unofficial FAQ, and should not be confused between actual publications associated with Capcom (such as Prima/BradyGames strategy guides). ======================================================================== ***I N T R O D U C T I O N*** ======================================================================== "Back when we released the original RE, the zombie was new, at least for gamers. But now, [having] zombies in RE is too obvious. It's not as scary as it used to be. Well, with the graphical update, they are scary again, but Mikami also came up with the idea of invisible enemies in the main game." -Hiroyuki Kobayashi, courtesy of EGM July 2002 INVISIBLE ENEMY MODE is not like any other mode in any Resident Evil game. It is probably the hardest hidden game ever. This FAQ/Walkthrough will tip you through invisible mode. But the walkthrough will be more or less similar to what the main game offers (since the game is exactly the same save for the enemies being invisible. There are ways to overcome INVISIBLE ENEMY MODE. And this FAQ and Walkthrough for that mode will aid you through it. Good luck. This FAQ may be found at: www.gamefaqs.com www.neoseeker.com www.gamespot.com cubed.biohazardextreme.com www.cheats.de I feel that those 5 sites are extremely responsible enough to host my sites. Updates usually go to www.gamefaqs.com first, but NeoSeeker.com posts them on the same day. BioHazard Extreme and GameSpot need to be notified… which I will start doing. I'm not sure about cheats.de, but they are Germany's biggest site. If you find this anywhere else, please let me know. If I let you use the FAQ and forgot to mention you (there are at least 2 or 3), then email me again to add you to this list. ======================================================================== ***T A B L E O F C O N T E N T S*** ======================================================================== 1. VERSION INFORMATION 2. GAME BASICS A. CONTROLS B. FIGHTING TACTICS C. DIFFICULTY LEVEL D. HEALTH E. MOVEMENT F. DIFFERENCES BETWEEN CHRIS AND JILL G. ITEM SCREEN H. INVISIBLE ENEMY BASICS 3. INVISIBLE ENEMY MODE A. UNLOCK INVISIBLE ENEMY MODE B. INVISIBLE MODE INFORMATION 4. CHARACTERS 5. WALKTHROUGH- JILL VALENTINE A. MANSION AREA B. GUARDHOUSE AREA C. RETURN TO MANSION D. TUNNELS AREA E. LABORATORY AREA 6. WALKTHROUGH- CHRIS REDFIELD A. MANSION AREA B. GUARDHOUSE AREA C. RETURN TO MANSION D. TUNNELS AREA F. LABORATORY AREA 7. PUZZLES 8. CREDITS AND CONCLUSION ======================================================================== 1. V E R S I O N I N F O R M A T I O N ======================================================================== AUGUST 18, 2002 UPDATE: Changed my e-mail thanks to Klez. Damn them to hell. JUNE 12, 2002 UPDATE: After playing through INVISIBLE ENEMY MODE, I made modifications to the walkthrough (there are barely any, since the only real difference are, invisible monsters). But strategies for INVISIBLE ENEMY MODE are included, and the original walkthrough has been put in for convenience. ======================================================================== 2. G A M E B A S I C S ======================================================================== A. CONTROLS ----------- TYPE A CONTROLS A: Action/Climb B: Run (When moving D-Pad/Analog Stick) Y: Access Item Screen X: Access Item Screen R: Ready Weapon L: Change targets C-Stick: Move it just once to do a 180* turn Start Button: Access Options Z Button: Access map -------------------------------------------- TYPE B CONTROLS A: Walk forward B: Walk backward/Cancel Y: Action/Climb R: Ready Weapon L: Change Targets C-Stick: Move it just once to do a 180* turn Start Button: Access Item Screen Z Button: Access Options Screen -------------------------------------------- TYPE C CONTROLS A: Action/Climb B: Cancel Y: Access Map X: Access Item Screen R: Run L: Ready weapon C-Stick: Move it just once to do a 180** turn Z Button: Change targets -------------------------------------------- B. FIGHTING TACTICS ------------------- EVADE ZOMBIES! Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill them. And no, the Knife isn't as powerful as it was in CODE: Veronica X. CONSERVE AMMO! Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant, and Hunters require a lot of ammo. To conserve ammo throughout the game, strictly use your Handgun and use the Knife. FIRE FROM A DISTANCE IF YOU CAN TELL WHERE THEY'RE COMING FROM! Hunters and Chimeras are extremely versatile when close up to Chris and Jill. You will want to get to a distance and fire guns like the Shotgun, Grenade Launcher and Handgun. When it comes to zombies, try to shoot them at close range. TRY TO DECAPITATE ZOMBIES! When playing, the SHOTGUN and sometimes the HANDGUN can blow a zombie's head off. As Chris, he'll blow a zombie head off with the HANDGUN more often than Jill can. For a SHOTGUN SHELL to decapitate a zombie, get close and aim it up, and then fire. KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU! Sometimes you can drop health because some monsters are stronger than others. Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can cover small damage, while the First Aid Spray can cover sudden health drops from Hunters or Chimeras. MAKE MULTIPLE SAVES! Make at least 3 saves. Make one for the mansion, and progress on the game, but save onto another spot (preferably the post-Plant 42 fight). Those are definite save areas. If you keep multiple saves, you can then start from and older save if you mess up (EX: Use up too much ammo). USE THE BATTERY PACKS, FLASH GRENADES AND DAGGER KNIFES WISELY! If you have one of these on board (takes no item space), a zombie will get distracted enough for you to start shooting it. In some cases, especially when BATTERY PACKS are used, they kill the monsters instantly. When using a FLASH GRENADE, don't shoot the monster until you're far enough from it, or you will get hurt. You can hold as many as you want, and you can also change which ones you want to use in the item screen. LISA CANNOT DIE! No, she can't, so stop trying to kill her. The only time you can battle her is in the altar section (and she's invisible, too). USE THE FUEL CANTEEN! Yes, to kill a zombie completely, you must burn it or blow its head off, if you can find them, that is. C. DIFFICULTY LEVEL ------------------- EASY NORMAL HARD Easy, is well, easy. The zombies fall easily, the characters have great stamina and there are more items everywhere. Normal difficulty is basically a harder version of Easy Mode. This is a good start for players of the previous (or should I say future) games. Hard Mode is HARD. The zombies bring your health down considerably, and when they're invisible… well. Items have also vanished, so be very, very careful in the game. ------------------------------------------------------- After clearing one game on any difficulty with any character, you can access a new title screen, with modified difficulty modes. To access this screen after turning the GameCube off, load a CLEAR SAVE. You can overide a save and keep the CLEAR settings (such as the CLOSET KEY you can earn) once you beat the game again. INVISIBLE ENEMY MODE Monsters are invisible in this mode, so you'll have to use hearing to guide you. You can't auto-aim any enemies, either. Listen for the footsteps of a zombie. You can play this in EASY, NORMAL, or HARD. Other modes the walkthroughs cover: HARD MODE This mode is much harder than Normal Mode. The zombies are extremely difficult to kill, and Hunters have a higher decapitation rate. Guns are also weaker in this game, and characters have less stamina. You have to be extremely careful in this mode. Try to use the FUEL CANTEEN on nearly every zombie you see, which means frequent trips to locations with oil. This is a challenge for those who managed to beat the RE2 TOFU mini game, the RE3 Nicholai survivor mode, and the RECVX Wesker battle game. NORMAL MODE Zombies are very hard to kill, but not as extremely difficult as Hard Mode. You'll want to do a lot of dodging as you play this game. Try to save ammo, as it will be valuable in the tunnels and lab area. Try using the FUEL CANTEEN only when absolutely needed, though. This is good for veteren players of the Resident Evil series. EASY MODE Zombies are fairly easy to kill in this game, and they don't damage you too much. Ammo is a lot more powerful, and zombies are also sometimes a lot dumber. Crimson Heads are still really difficult, so don't take them lightly. This is the mode good for those who haven't played any of the other 3 Resident Evil games. REAL-SURVIVOR MODE The only difference is that item box items don't transfer to other item boxes. So if you leave something in one box, you will have to go back to that same item box you claim it again. You can view items in the boxes from the map. ONE TOUGH ZOMBIE Forest Speyer, the zombie, will follow you throughout the game. He is strapped onto explosives, so if you shoot him, you'll get blown up, ending the game. Try to avoid shooting him. D. HEALTH --------- Throughout the game are healing items that will help you recover from injuries induced by the monsters and object in the game. They are limited, and the different medicines have different effects. Use them wisely. Along with weapons, these are your best friends. **************** HEALTH STANDARDS **************** FINE (GREEN) = 100% HEALTH Little to no damage suffered. CAUTION (YELLOW) = 75% HEALTH Some damage suffered. CAUTION (ORANGE) = 50% HEALTH A lot of damage suffered. DANGER (RED) = 25% HEALTH Extreme amount of damage suffered. Near death. POISON (PURPLE) = 100%-25% HEALTH Poisoned by a monster, gradually loses health. ------------------------------ |1. RED + GREEN = FULL HEALTH| +--------------------------------------------------------------------+ | This herb looks like a small red and green dot on a piece of paper.| +--------------------------------------------------------------------+ ---------------------------------------- |2. GREEN + GREEN + GREEN = FULL HEALTH| +-----------------------------------------------------------+ |This herb looks like one big green dot on a piece of paper.| +-----------------------------------------------------------+ ------------------------------- |3. GREEN + GREEN = 50% HEALTH| +------------------------------------------------------------+ |This herb looks like 2 small green dots on a piece of paper.| +------------------------------------------------------------+ ---------------------------------------------- |4. GREEN + BLUE = 25% HEALTH AND POISON HEAL| +--------------------------------------------------------------------+ |This herb looks like a small blue and green dot on a piece of paper.| +--------------------------------------------------------------------+ ----------------------- |5. BLUE = POISON HEAL| +------------------------------+ |This is a blue leaf-like herb.| +------------------------------+ ----------------------- |6. GREEN = 25% HEALTH| +-------------------------------+ |This is a green leaf-like herb.| +-------------------------------+ ------------------------------------------------------ |7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL| +----------------------------------------------------------------------+ |This looks like 2 small green dots and a blue dot on a piece of paper.| +----------------------------------------------------------------------+ ----------------------------------------------------- |8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL| +-----------------------------------------------------------+ |This herb looks like one big brown dot on a piece of paper.| +-----------------------------------------------------------+ ----------------------------------- |10. FIRST AID SPRAY = FULL HEALTH| +-----------------------------------------------+ |This is a silver can with a spray nozzle on it.| +-----------------------------------------------+ E. MOVEMENT ----------- Jill and Chris both run and walk extremely sluggishly. It takes a bit of work to move them, but you should manage. Move them in a straight path, or else a zombie can kill them (and do it rather easily). F. DIFFERENCES BETWEEN CHRIS AND JILL ------------------------------------- Their adventures both change in certain areas, and Chris has no lockpick. He only has 6 slots, as opposed to Jill's 8. Jill hangs out with Barry Burton, while Chris hangs out with Rebecca Chambers. Chris Redfield also has the Lighter from the start, and the Flame Thrower, while Jill has the Lockpick, and Grenade Launcher. Chris must use Old Keys. For the walkthrough purposes, Chris will be using the FUEL CANTEEN more often than Jill because Chris can't afford to carry health items with his limited spots. G. ITEM SCREEN -------------- Believe it or not, I have gotten mail on how the item screen is used. So… here it is! JILL VALENTINE'S ITEM SCREEN _________ __ __ __ | ______ / \---------/ \---------/ \--------- | | | | EXIT | | FILE | | MAP | | \__/---------\__/---------\__/ |______| ---------------------------------------------------------------- | | ----------------- | | | | /\ /\ | | DEFENSE ITEMS | | | | | /\/ \___/ \| ----------------- | | | | /\/ | | _|_ | | | | |/ | || || | | | |-----------------| ----------||___|| |----------|----------| | | FINE | EQUIP |_____| | | | | ---------- | | | | | | | | | | | | |----------|----------| | | | | | | | | | | | | | | | | | | | | | |----------|----------| | | | | | | | | | | | | | | | | | | | | ---------------------------------------------------------------- | | | | | ----------------- | | | WEAPON | | | ----------------- | | | | | | | | | ---------------------------------------------------------------- CHRIS REDFIELD'S ITEM SCREEN _________ __ __ __ | ______ / \---------/ \---------/ \--------- | | | | EXIT | | FILE | | MAP | | \__/---------\__/---------\__/ |______| ---------------------------------------------------------------- | | ----------------- | | | | /\ /\ | | DEFENSE ITEMS | | | | | /\/ \___/ \| ----------------- | | | | /\/ | | _|_ | | | | |/ | || || | | | |-----------------| ----------||___|| |----------|----------| | | FINE | EQUIP |_____| | | | | ---------- | | | | | | | | | | | | |----------|----------| | | | | | | | | | | | | | | | | | | | | | |----------|----------| | | ITEM LIST | | | | ---------------------------------------------------------------- | | | | | ----------------- | | | WEAPON | | | ----------------- | | | | | | | | | ---------------------------------------------------------------- DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6 slots, while Jill has 8 slots and no "ITEM LIST" header underneath those 8 slots. H. INVISIBLE ENEMY TACTICS -------------------------- Well, here is an essay about how you can overcome this mode in addition to the strategies above. 1: LOOK "CLOSELY" If you notice, zombies aren't "invisible." They're really just clear, transparent polygon models running around. And with every polygon model comes a "jaggy." Yes, the jaggies that the PlayStation 2 loves so much makes GREAT use in Resident Evil: Rebirth. When they run, look for something "moving" in the air. This should be obvious. The jaggies in the clear polygon models show up , and you should be able to see passed a zombie. 2: REMEMBER WHERE THEY WERE IN THE MAIN GAME! They are in the same place as the main game. And since you need to beat the game a few times before you get this mode (unless you imported/borrowed/bought/stole a save from your friend), you should remember where all the respective zombies are. 3: FOOTSTEPS AREN'T THAT USEFUL I thought this would be the deciding factor, but it isn't. The footsteps of the zombies sound the same regardless of location, so they aren't helpful at all. 4: MIRRORS! Yes, the zombies are invisible, but they have reflections, too. (HINT, HINT). 5: TAKE YOUR TIME! Time isn't money here (unless you wanna Vincent Merken your way through the game). Take your sweet ass time studying where a zombie could be. 6: TAKE EVERY WEAPON/HEALING ITEM YOU SEE! Since you will more than likely get bitten/slashed/eaten, healing items are a must. And so is weaponry. ======================================================================== 3. I N V I S I B L E E N E M Y M O D E ======================================================================== A. UNLOCK INVISIBLE ENEMY MODE ------------------------------ I'm not sure of a concrete way to do it, but this guarantees it. Beat the game once with Jill or Chris, and then beat it again with the character you didn't use first, on HARD MODE (NORMAL MODE might work, too). Beat HARD MODE with both characters again. Then you'll unlock this mode. B. INVISIBLE MODE INFORMATION ----------------------------- The zombies are invisible, and that is basically it. Oh yeah, you lose the automatic enemy aim feature (duh!). Other than that, it is exactly the same as the other mode. ======================================================================== 4. C H A R A C T E R S ======================================================================== CHRIS REDFIELD AGE: 25 Chris Redfield is a tough guy. He has a sister named Claire, whom you see in Resident Evil 2: Dual Shock/Value Plus/Platinum (in Extreme Battle Mode), and Resident Evil CODE: Veronica X. He is very protective, and is willing to go out of his way to save others he cares about. He also used to be in the Air Force, and can pilot any sort of air craft. STARTING ITEMS: SURVIVAL KNIFE LIGHTER EXCLUSIVE ITEMS: OLD KEY FLASH GRENADE FLAME THROWER PARTNER: Rebecca Chambers, Albert Wesker JILL "JIRU" VALENTINE AGE: 23 Jill is the smart type in the STARS Alpha Team. She is very good with the piano and knows how to mix chemicals. She's not as tough as Chris, in terms of stamina, but a lot smarter. She works pretty well with guns and knives, but not as good as Chris though. She also runs a lot slower. Jill can be arrogant at times, as evidence by her attitude in Resident Evil 3: Nemesis. So where'd "Jiru" come from? That's her name in Japanese… Those Katakana lessons sure come in handy! STARTING ITEMS: HANDGUN SURVIVAL KNIFE EXCLUSIVE ITEMS: GRENADE LAUNCHER ACID ROUNDS INCENDIARY SHELLS GRENADE SHELLS LOCKPICK PARTNER: Barry Burton BARRY BURTON AGE: 38 Barry loves his family so much. He'll do ANYTHING to keep his family safe. During the game, he becomes very helpful to Jill. But he seems to be hiding a secret and Jill eventually finds out. Will he make it? You control that... REBECCA CHAMBERS AGE: 18 Rebecca is the young medic of STARS Bravo Team. She is well trained and pretty smart for her age. She is a rookie at her work, but she can be well trusted. Her gun ability is amazingly good for her age. But she can get hurt a lot easier than Chris and Jill. Besides Chris and Jill, she's the only other character you control. Apparently, Rebecca Chambers went through hell before this game even started, in BioHazard Zero. Apparently, she doesn't like to show it. STARTING ITEMS: HANDGUN FIRST AID SPRAY LIGHTER EXCLUSIVE ITEMS: None PARTNER: Chris Redfield ALBERT WESKER AGE: 38 Wesker is the cool type guy. He wears shades and never seems to take them off. When he gets to the mansion, he gets a little... shady. He vanishes every now and then and refuses to talk in detail to Chris and Jill. Is there something up his sleeve? RICHARD AIKEN AGE: 23 Richard Aiken is found near a corridor where a giant snake has bitten him. After you cure him with serum, he might be of some help. He is a really annoying guy, personally. His voice acting is mediocre, and he can be stupid at times, especially in Chris' game. BRAD VICKERS AGE: 35 Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by the introduction FMV, he is a wimp, and runs away after the other team members are attacked by zombie dogs. A decent shooter at best, Brad Vickers faces an unhappy death 3 months later, by an evil Tyrant, called "Nemesis." After that, he was murdered again by Leon Kennedy, only Leon shot him as a zombie. After the Raccoon City nuke, he is no more. ENRICO MARINI Age: 41 Enrico Marini is the leader of Bravo Team. He is a great leader, and is unfortunately murdered after discovering a secret about the entire affair of the game. He lead Bravo Team greatly. ======================================================================== 5. W A L K T H R O U G H - J I L L V A L E N T I N E ======================================================================== [NOTE: Using the walkthrough is basically the exact same as the other one. Because you've played the game before, you should have NO problem remembering the locations of the zombies (you might, but that's why I provided detection tips). Now it's up to you to succeed in the game.] A. MANSION AREA --------------- ******** SECTIONS ******** ENTER THE MANSION ================= ITEMS: SHIELD DAGGER KNIFE INK RIBBON BLUE GEMSTONE BOOK OF CURSE MANSION MAP OIL CANTEEN LOOKING AROUND ============== ITEMS: SWORD KEY SHOTGUN ACID ROUNDS HANDGUN MAGAZINE DOG COLLAR DOG WHISTLE FAKE KEY ARMOR KEY LIGHTER ACID ROUNDS MASK W/OUT ALL BATTERY PACKS DEATH MASK HUNT =============== ITEMS: DEATH MASK I SHOTGUN II SHEILD KEY DEATH MASK II DEATH MASK III WIND CREST HERBICIDE LURE OF A BEE GOLD BEE SPECIMAN JEWELRY BOX WOODEN EMBLEM GETTING OUT =========== ITEMS: MUSICAL SCORE MUSICAL SCORE (2) MOONLIGHT SONATA GOLD EMBLEM ARMOR KEY STONE AND METAL OBJECT ************************************************************************ ENTER THE MANSION ************************************************************************ DINING ROOM Learn the controls, and grab the INK RIBBON on the table. Then go to where Barry is. After the cut-scene, head through the nearby door. KENNETH ROOM Turn to Jill's left and then you'll see the very first zombie. Run back to the DINING ROOM. DINING ROOM After the cut-scene, head back to the MAIN HALL. MAIN HALL Search behind the staircase, and upstairs. Then go back and talk to Barry. After he leaves, go to the door to the right, opposite the door leading to the DINING ROOM. STATUE ROOM There is an opening to the left covered by a dresser, which you should push to the right. Head into the opening. On the shelf, grab the shining item. It is the DAGGER KNIFE, and it comes in handy. On your way back, a zombie will attack you, but if you almost get bitten, Jill will automatically use the DAGGER KNIFE so you can evade the zombie. EVADE THE THING, or KILL IT. You can kill it by pushing the dresser in front of the opening, trapping it. Then use the KNIFE and KNIFE away at it. To get the MANSION MAP, push the dresser back in front of the opening. Using A, climb on top of the dresser, and jump down on the opposite side. Then push the dresser towards the statue, until it stops. Climb on it, and then head to the shining item on the statue. Grab it, and its the MANSION MAP. Return to the MAIN HALL. MAIN HALL Head up the stairs, and to the door directly on top of the staircase. GRAVEYARD Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows. Wander the graveyard until you see a casket. Inspect it, and there's an indentation of an arrowhead. Inspect a gate you see, and its locked. There is an item behind it. Return to the MAIN HALL. MAIN HALL Take the stairs to JILL'S left. Take the double doors into the UPPER DINING ROOM. UPPER DINING ROOM You might want to kill that zombie on the left. The KNIFE is somewhat effective. The CODE: Veronica X method of slashing at the legs is really difficult, so just try to dodge. See the statue? Push it forward and then push it over the gap in the railing. It'll fall down. Circle the UPPER DINING ROOM and grab the DAGGER KNIFE. Do not waste it. Head back to the MAIN HALL. MAIN HALL Return to the DINING ROOM. DINING ROOM Head to where the statue fell? Run there and pick up the BLUE GEMSTONE Return to the KENNETH ROOM. KENNETH ROOM Head left and watch for the zombie on the other side of the hall. Head to the door left of where Kenneth was killed. Search him for an item called "KENNETH'S TAPE." FAR LEFT STAIRS Circle the hall, until you reach the stairs. Near the birdcage is a HANDGUN MAGAZINE. Grab the 2 GREEN HERBS. Head yourself if you must. Up the stairs is a door you should go through. Z HALL If you check the map, the place looks like a Z. Head down the hall, and kill any zombies you may see. Down the hall, you should see a shiny item. Grab the GOLDEN ARROW. Examine it so it becomes an ARROWHEAD." Under the big mirror near where you found the SPEAR are HANDGUN MAGAZINES. Go to the door on the map that leads to the UPPER DINING HALL. UPPER DINING HALL Head back to the MAIN HALL. MAIN HALL Return to the graveyard. GRAVEYARD Head to where you saw the Spear indentation. Use the ARROWHEAD on the casket. Stairs will be revealed. Go down them. MACHINERY ROOM Wander through this room until you see a BOOK OF CURSE. Grab it. Examine the BOOK in your item list. You'll notice by the entrance 4 faces above 4 tombs. Remember that for later. Return to the GRAVEYARD. GRAVEYARD Return to the MAIN HALL. MAIN HALL Head to the STATUE ROOM. STATUE ROOM Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and read the book. Take the SWORD KEY and use it on the door. L HALL Head through, and you'll hear a window crack. Run through, and push the far cabinet back to get HANDGUN MAGAZINE. Head to the M HALL. M HALL Run to the nearest door and use your SWORD KEY. Enter. DOG AREA Run down and grab the GREEN HERBS. Grab the HERBICIDE from the wheelbarrow, too. Return to the M Hall. M HALL Use the SWORD KEY on the next door. Enter the BATHROOM. BATHROOM Look around, and drain the tub. Grab the DAGGER KNIFE from the tub. Return to the M HALL. M HALL Run toward the next door. Enter the CEILING ROOM. CEILING ROOM Run across to the other door leading to the SHOTGUN RACK ROOM. SHOTGUN RACK ROOM Take the INK RIBBON. The take the SHOTGUN. After you take it, leave. CEILING ROOM The ceiling begins to drop. M HALL You are back in the M HALL. Head through the double doors nearest you. DOOR HALL Head to the door to Jill's right. RIGHT STAIRS Kill the zombie, and enter the LEFT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Grab the OIL CANTEEN you find, along with some GRENADE. Deposit both into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill your OIL CANTEEN with OIL so you can burn any zombies you kill. Save the game, and head out. ************************************************************************ LOOKING AROUND ************************************************************************ RIGHT STAIRS Climb the stairs. Kill the zombies, or dodge them, and head right. Turn left at the corner, and enter into the U HALL. U HALL Dodge all the zombies, and turn right into the door. This is the STUDY. STUDY Grab the DOG WHISTLE and the LIGHTER. Exit the way you came. U HALL Run all the way to the end, passing all doors until you get to the very last one. Dodge all zombies, and head into the MAIN HALL. MAIN HALL Barry will give you ACID ROUNDS. Run across the room into the UPPER DINING ROOM. UPPER DINING ROOM Run to the right of Jill, to the second door on the end. She is in the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Head to the nearest door, without entering the stair area. STAIN GLASS BALCONY In front of that Stain Glass, equip the SHOTGUN and use the Dog Whistle. Dogs will attack you, so kill them quickly. Grab the shining item on the floor. It is a DOG COLLAR. Inspect it, and you pull out some sort of JEWEL. Inspect the JEWEL in all areas and you get an IMITATION KEY. Return to the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Return to the UPPER DINING ROOM. UPPER DINING ROOM Head to the Z HALL. Z HALL Run to the door you first entered this room from, and turn right. Enter the door you see. It is the BLADE ROOM. BLADE ROOM Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle occurs. --------------------------------------------------------------------- | !!! BLADE PUZZLE !!! | | | |Take the FAKE KEY and USE it in the opening where you took the | |ARMOR KEY. The blade that's going after you should stop. | --------------------------------------------------------------------- Take the ARMOR KEY. Leave for the Z HALL. Z HALL Run toward the UPPER DINING HALL. UPPER DINING HALL Take the door next to the one you just came through, into the LEFT STAIRS. LEFT STAIRS Head down the stairs you see after dispatching the zombies. A super- zombie might go after you, so be very careful. At the bottom, head into the door nearest you. LEFT STAIRS SAVE ROOM Prepare any of your items if necessary. Then leave. LEFT STAIRS HALLWAY Run across the hallway, and head back up the staircase. Return to the UPPER DINING HALL. UPPER DINING HALL Head over to the MAIN HALL. MAIN HALL Head down the stairs, and to the DINING HALL. DINING HALL Head to the KENNETH ROOM. KENNETH ROOM From this hall, head all the way right, and turn left at the corner. Head down the stairs, and unlock the door. Head back up the staircase, and to the door you just passed. Unlock it with the ARMOR KEY. But do not go through yet. Head to the DINING ROOM. DINING ROOM From here, head to the MAIN HALL. MAIN HALL Head upstairs to the UPPER DINING HALL. UPPER DINING HALL From here, go to the LEFT STAIRS. LEFT STAIRS From here, take the stairs down, and run down passed the LEFT STAIRS SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options YES and NO come up, select YES so you can discard the SWORD KEY. Head inside. STORAGE ROOM Do not grab the BROKEN SHOTGUN. Just grab the BATTERY PACK. Leave. LEFT STAIRS HALLWAY Head to the door to the right of Jill, unlocking it with the ARMOR KEY. F HALL Notice on the map that this hall looks like an F? OK, run down a bit and grab the BATTERY PACK. Then head further down, turn the corner and enter the VINE ROOM. VINE ROOM Run over to the machine pumping the water and use the HERBICIDE. Once it is submerged into the water, examine the machine again and select YES. Then select the first option you see. The vines will then die from the HERBICIDE. Grab the MASK W/OUT ALL you see on the wall. ************************************************************************ DEATH MASK HUNT ************************************************************************ NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of this game, it is suggested you only take them when you run out of healing supplies. They will still be here when you return from the GUARDHOUSE, and by then, this place will be a Hunter festival. Pick these GREEN HERBS up when you return from the GUARDHOUSE, or when you really, really need them. Head back to the F HALL. F HALL Run back to the door you used to get to this hall for the first time, and turn left. Run down, and zombies will bust in from the windows! IGNORE THEM and run. Turn the next left you see, and head through the nearest door. Grab the DAGGER KNIFE, and head to the TIGER STATUE ROOM nearby. TIGER STATUE ROOM Head to the TIGER STATUE and use the BLUE GEMSTONE. You will get SHOTGUN SHELLS. Head back to the F HALL. F HALL The zombies that popped through the window are on the left. Let them bite you, and use DAGGER KNIFE or BATTERY PACK against one of them to save ammo. Head into the door nearby. BEDROOM Head to the desk across the room, passed the bed. On the bed is a HANDGUN MAGAZINE. On the desk is a diary. After reading it, a zombie attacks you. Kill it (you will probably need a DAGGER KNIFE). Exit. F HALL Head to the door to the right, and kill the zombies you haven't killed. Head through the door on the right. It leads to the KENNETH ROOM. KENNETH ROOM Head to the DINING HALL. DINING HALL Head to the MAIN HALL. MAIN HALL Head upstairs. Head to the door to the right of the one leading to the U HALL. Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL. U HALL Unlock the single door nearby using the ARMOR KEY. Before entering it, unlock the double doors you see nearby with the ARMOR KEY. Head to the RIGHT STAIRS. RIGHT STAIRS Here, go to the door passed the staircase leading down and unlock it with the door. Do not enter it yet. Head down into the DOOR HALL. DOOR HALL Unlock the door down the hall, near the open space, using the ARMOR KEY. When the YES or NO option comes up, select YES so you can discard the ARMOR KEY. Do not go through, yet. Return to the RIGHT STAIRS. RIGHT STAIRS Return to the U HALL. U HALL Return to the single door you unlocked a few minutes ago. RICHARD ROOM You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head into the door you just unlocked. It leads to the FOREST BALCONY. FOREST BALCONY Run across. Grab the HANDGUN MAGAZINE you see. Run down and you'll see a familiar person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in the SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE LAUNCHER from him if you didn't see Barry here, and run down. Grab the GREEN HERBS. Forest will then attack you, so use the SHOTGUN or the GRENADE LAUNCHER to kill this tough zombie. Exit back into the MAIN HALL. MAIN HALL Head into the first floor, and into the DINING ROOM. DINING ROOM Head into the KENNETH ROOM. KENNETH ROOM Head into the F HALL. F HALL Head into the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Head into the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Grab the SERUM from the shelf and rearrange your items. Make sure you have the HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK and the ARMOR KEY. Return to the LEFT STAIRS HALLWAY. LEFT STAIRS HALLWAY Return to the F HALL. F HALL Head to the KENNETH ROOM. KENNETH ROOM Return to the DINING ROOM. DINING ROOM Return to the MAIN HALL. MAIN HALL Return to the U HALL. U HALL Head into the RICHARD ROOM. RICHARD ROOM Heal Richard. After you heal him (he doesn't die from poison this time, like in the original version), head to the door to the left of Richard. Grab the 2 GREEN HERBS, too. SMALL L HALL This is a smaller L HALL. Kill the zombie you see, and run to the door passed it (to the left of the door you used to enter this hall). SMALL DINING ROOM This is a SMALL DINING ROOM. Grab the HANDGUN MAGAZINE on the table. Then go to the candles you see on the table and light them with the LIGHTER (I told you to go get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf? Push it to the right to reveal a secret annex room. There is a zombie, so kill it! Examine the display shelf in this annex for a MUSICAL SCORE. Return to the SMALL L HALL. SMALL L HALL Return to the RICHARD ROOM. RICHARD ROOM Return to the U HALL. U HALL Head into the double doors into the KNIGHT ROOM. KNIGHT ROOM The knight statues move, but do not worry. Nothing in this room can kill you. --------------------------------------------------------------------- | !!! KNIGHT PUZZLE !!! | | Your objective is to push all the statues back into their normal | | position. | | | | -Have Jill push the FAR LEFT first. | | -Have Jill push the CLOSER RIGHT STATUE next. | | -Have Jill push the FAR RIGHT STATUE next. | | -Have Jill push the FAR LEFT STATUE again. | | -Have Jill push the CLOSER LEFT STATUE. | | -Have Jill push the FAR RIGHT statue again. | | -Have Jill push the CLOSER RIGHT STATUE next. | | -Have Jill push the CLOSER LEFT STATUE again. | | -Have Jill push the CLOSER RIGHT STATUE next. | | | | Voila! Examine the center podium, and press the button. | | A painting slides. | | | | Grab it, and it is a JEWELLRY BOX. | | | --------------------------------------------------------------------| We will solve it later. For now, insert it in the ITEM BOX. To do that, head to the RIGHT STAIRS SAVE ROOM. U HALL Head to the RIGHT STAIRS. RIGHT STAIRS Return to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Save, and deposit the GRENADE GUN and JEWELRY BOX. Barry has also left some items here for you, like FIRST AID SPRAY, HANDGUN MAGAZINE and INCENDIARY SHELLS. Deposit them. Head back out. RIGHT STAIRS Apparently, we can't get back into the DOOR HALL anymore, so head up the stairs, and to the you had unlocked earlier. DEER HEAD ROOM Head to the door to the right first. Grab the RED HERB and GREEN HERB. BEDROOM 2 Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to find FIRST AID SPRAY. Return to the DEER HEAD ROOM. DEER HEAD ROOM Take the door to the right. WASP ROOM Grab the file on the desk, and read it (if you can). Near the desk is a display of bugs. Grab the FISHHOOK. Run to the display to the right of the door and grab the LURE OF A BEE. Combine it with the FISHHOOK you found. Head to the display to the left of the door and grab the BEE SPECIMAN. After grabbing it, use the GOLD BEE SPECIMAN and attach it to the bug display. Head back to the bug display on the right of the door and use the BEE SPECIMAN. Then press the button. ..suddenly, the BEE SPECIMAN comes to life! Kill it! Grab the WIND CREST you see. Return to the RIGHT STAIRS. RIGHT STAIRS Head to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head to the GRAVEYARD. GRAVEYARD Head down the stairs to the MACHINERY ROOM. MACHINERY ROOM Remember the 4 tombstones I told you to remember? Well, use the MASK W/OUT ALL from the VINE ROOM on the first tombstone. You'll see a really, really disturbing cut-scene. Afterwards, return to the GRAVEYARD. GRAVEYARD Head to the MAIN HALL. MAIN HALL Head into the DINING ROOM. DINING ROOM Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces available in your inventory, then grab it (make sure one of your 6 or less items is the MUSICAL SCORE). Head into the KENNETH ROOM. ************************************************************************ GETTING OUT ************************************************************************ KENNETH ROOM Head into the single door you unlocked (NOT the one you unlocked at the Bottom of the stairs). PIANO ROOM Head to the area passed the piano. There is a shelf. Push it to the left to reveal MUSICAL SCORE (2). Combine that with the MUSICAL SCORE to make MOONLIGHT SONATA. Use the MOONLIGHT SONATA on the piano. After a wall rises, head into the annex and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it. Return to the KENNETH HALL. KENNETH HALL Head to the DINING ROOM. DINING ROOM Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used to be. --------------------------------------------------------------------- | !!! CLOCK PUZZLE !!! | | The clock's internal parts will be revealed. Head to them. When | | examining the clock, opt to move the HOUR HAND twice. When the | | clock is at 6:00, press B and you will get a SHIELD KEY. | --------------------------------------------------------------------- Return to the MAIN HALL. MAIN HALL Head to the STATUE ROOM. STATUE ROOM Head to the DOG HALL. DOG HALL Head to the M HALL. M HALL Head to the DOOR HALL. DOOR HALL Head to the single door you unlocked. It is the CROW HALL. CROW HALL There is a puzzle abound. --------------------------------------------------------------------- | !!! PICTURE PUZZLE !!! | | The painting with the sword must be colored orange/red on both | | sides (because the paintings appear on both sides). The middle | | painting must be colored purple. The last painting must be colored| | GREEN. Adjust the painting from both sides to make the above | | colors correspond. Then press the woman painting. | --------------------------------------------------------------------- The wall rises, leading to the area behind the locked gate in the GRAVEYARD. Grab the DEATH MASK I. Unlock the door leading to the GRAVEYARD. GRAVEYARD Head down the stairs into the MACHINERY ROOM. MACHINERY ROOM Attach DEATH MASK I into the 4th tomb. Again, another disturbing cut- scene. Head back to the CROW HALL. CROW HALL Head to the DOOR HALL. DOOR HALL Head to the RIGHT STAIRS. RIGHT STAIRS Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Make sure you have the GRENADE LAUNCHER. Leave. RIGHT STAIRS Head upstairs into the U HALL. U HALL Head into the RICHARD ROOM. RICHARD ROOM Head into the SMALL L HALL. SMALL L HALL Climb the small stairs and use the SHIELD KEY to unlock the door. Dispose of the SHIELD KEY. ATTIC A boss awaits... ======================================== BOSS # 1: YAWN DIFFICULTY: HARD Use the Acid Rounds you got from Barry, and start shooting it with the GRENADE LAUNCHER. Half way through the battle, Richard will interfere. Shoot the Snake some more, and Richard will leave the battle. When you run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting it. Eventually, the YAWN should run away. During the fight, the Yawn attacks with its mouth, so keep moving. If you get hit by the Yawn, you will get POISONED. ALTERNATE STRATEGY: To avoid having to battle Yawn, run over to the back of the room where the DEATH MASK II is. Grab it, and get the hell out as fast as you can. ======================================== [NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies around the mansion. They are resurrected zombies of ones you've killed. Watch out, and keep the Shotgun equipped. They are as fast as Hunters, and even slash you like Hunters.] Do not forget to grab the DEATH MASK II in the small hole in the corner. RICHARD ROOM Head over to the RIGHT STAIRS. RIGHT STAIRS Head to the RIGHT STAIRS SAVE ROOM. RIGHT STAIRS SAVE ROOM Withdraw the JEWELRY BOX. Go to the item screen and the CHECK option. --------------------------------------------------------------------- | !!! JEWELRY BOX PUZZLE !!! | | | | Press both buttons which resemble half of a heart shape. The box | | will open. Inside is the DEATH MASK III. | --------------------------------------------------------------------- With MASK IV, our next destination is that MACHINERY ROOM. Head to the RIGHT STAIRS. RIGHT STAIRS Head to the U HALL. U HALL Head to the MAIN HALL. MAIN HALL Head to the GRAVEYARD. GRAVEYARD Head to the MACHINERY ROOM. MACHINERY ROOM Insert DEATH MASK II into tomb 3 and DEATH MASK III into tomb 2. The big casket above will fall, and a SUPER CRIMSON HEAD will fight you. Use the GRENADE LAUNCHER to quickly kill it, because |
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Another Resident Evil Walkthrough :
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