Resident Evil Walkthrough :
This walkthrough for Resident Evil [PC] has been posted at 29 Mar 2010 by unitz and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up unitz and share this with your freinds. And most important we have 2 other walkthroughs for Resident Evil, read them all!
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Walkthrough - FAQ/Walkthrough*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* FAQ POLICY: ----------- With 2003 in as of this writing, I have created a new policy for my FAQs. Please follow this policy. E-MAIL POLICY: I no longer answer e-mails about anything found in these guides. My FAQs comprehensively answer the questions, and any e-mail about content found IN the guides is not tolerated. Please read this and make sure what you're e-mailing is within bounds of answering. If I haven't answered a question of yours, then you overstepped the boundaries. HOSTING POLICY: These following websites can host all of my guides in one form of another. NO MORE WEBSITES MAY HOST MY GUIDES UNLESS THEY HAVE ANY FORM OF COMPENSATION. It's not very fair to have one website offer me something, and another one not offer me anything. It's not a greed factor, or anything personal, it's just that some websites do much better than others to refavor me for my own hard work, and rewarded they shall be. www.gamefaqs.com faqs.ign.com www.neoseeker.com www.new-blood.com cubed.biohazardextreme.com www.a2zcheats.com www.cheats.de www.psxcodez.com www.meristation.net (I might have missed one or two, but they likely have less visitors). COPYRIGHT POLICY: All my FAQs have copyrights starting 2002. Any copyrights before that are ineffective as of January 1, 2003. You probably don't care, so don't violate the copyright and you'll be fine. Sorry to waste your time reading this, but it has to be said in the form of the new year. ---CVXFREAK FireEmblemPride@hotmail.com *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* _____ _____ ____ ____ ___ ____ _ _ _______ | _ \ | ___| / __/ |_ _| | \ | __| | \ | | |__ __| | |_| / | |___ \__ \ || | |\ | | |__ | \ | | | | | __ \ | ___| \ \ || | || | | __| | |\\| | | | | | \ \ | |___ __/ / _||_ | |/ | | |__ | | \ | | | |_| \_\|_____| |___/ |____| |___/ |____| |_| \_| |_| _____ ___ ___ _____ _ | ___| \ \ / / |_ _| | | ~ BIOHAZARD: | |___ \ \/ / | | | | DASH ~ | ___| \ / | | | | | |___ \ / _| |_ | |____ - FAQ/WALKTHROUGH - |_____| \/ |_____| |______| RESIDENT EVIL FAQ/WALKTHROUGH SONY PLAYSTATION CREATED BY: CVXFREAK COPYRIGHT 2001/2002 BY: CVXFREAK VERSION 2.1 This FAQ may appear at: www.gamefaqs.com www.neoseeker.com ======================================================================== I N T R O D U C T I O N ======================================================================== Resident Evil for the Sega Saturn is a port of a PlayStation game. Released in 1997, Capcom ported the game to Saturn somewhat successfully in terms of content. But the audio and visual representation of the game was lost as the game looks worse, and loads worse on Saturn. It features an extra minigame for Saturn fans exclusively, as well as Saturn-only costumes for the characters. Resident Evil (BioHazard in Japan) is known by most Sony, Nintendo and Sega fans as a survival horror game. In 2002, 6 years after the original, the series has shifted from Sony to Sega and now is exclusive to Nintendo GameCube. The remake of the first Resident Evil is unparalleled in terms of graphics and survival horror gameplay. Resident Evil for the PlayStation, Sega Saturn and PC started the saga. The Director's Cut, which this FAQ is for, extends, in a very little way, what the original RE did. Since I've beaten Resident Evil for Nintendo GameCube countless times between the US and Japanese versions, I decided to go play the PlayStation version using my older FAQ for it. After seeing the difference in quality between the FAQ for the original Resident Evil and the remake, I decided to "remake" my FAQ for the Saturn version. The old walkthrough will basically be non-existent, and a new format will be used for this game. That format is basically the same as my GameCube Resident Evil FAQ. So enjoy the game that pioneered it all. Resident Evil. ======================================================================== 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 3. CHARACTERS 4. WALKTHROUGH: JILL VALENTINE A. MANSION B. GUARDHOUSE C. RETURN TO MANSION D. TUNNELS E. LABOARATORY 5. WALKTHROUGH: CHRIS REDFIELD A. MANSION B. GUARDHOUSE C. RETURN TO MANSION D. TUNNELS E. LABOARATORY 6. WESKER'S REPORT 7. PUZZLES 8. MONSTERS AND BOSSES 9. FILE TRANSCRIPTS 10. STORYLINE SYNOPSIS 11. CONCLUSION ======================================================================== 1. V E R S I O N I N F O R M A T I O N ======================================================================== =============== August 18, 2002 =============== UPDATE: Change of e-mail. ============= June 23, 2002 ============= UPDATE: Worked a little on Jill's walkthrough, will finish up the remodel of Chris' soon. ============ May 25, 2002 ============ UPDATE: Finished the remodeling of Jill's walkthrough, begun Chris'. ============ May 24, 2002 ============ UPDATE: Overhauled the entire FAQ to be much, much better. Deleted all the unneeded content, as well. =============== August 30, 2001 =============== UPDATE: Began and finished guide. ======================================================================== 2. G A M E B A S I C S ======================================================================== A. CONTROLS ----------- START BUTTON ************ Starts game, pauses game, and selects status screen. X, Y, Z, L *********** Not used DIRECTIONAL BUTTON ****************** Selects mode (title screen), moves character B BUTTON ******** Action button, opens doors and attack C BUTTON ********** Selects mode (title screen) R BUTTON ******** Draws weapon (during game play) A BUTTON ******** Cancels previous action (on status and option screen) L1, L2, R1, R2 ************** Used on status screen B. FIGHTING TACTICS ------------------- EVADE ZOMBIES! Yes, the zombies are somewhat hard. The Handgun takes 3-4 shots to kill them. And no, the Knife isn't as powerful as it was in CODE: Veronica X. CONSERVE AMMO! Resident Evil is fairly 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. FIRE FROM A DISTANCE! 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, BAZOOKA 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). C. DIFFICULTY LEVEL ------------------- Unlike the PlayStation Director's Cut and Director's Cut Dual Shock versions, there are no difficulty modes in the Sega Saturn version. 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 quickly and straightforward. It takes only a little bit of work to move them, but you should definitely 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 BAZOOKA. Chris must use Small Keys. ======================================================================== 3. 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: COMBAT KNIFE LIGHTER EXCLUSIVE ITEMS: SMALL KEY FLAME THROWER PARTNER: Rebecca Chambers, Albert Wesker JILL 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. STARTING ITEMS: BERETTA COMBAT KNIFE EXCLUSIVE ITEMS: BAZOOKA ACID ROUNDS FLAME ROUNDS EXPLOSIVE ROUNDS 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 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 dies. His role in the game is to provide your character with the RADIO. 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. ======================================================================== 4. W A L K T H R O U G H : J I L L V A L E N T I N E ======================================================================== A. MANSION ---------- ************************************************************************ STARTING ************************************************************************ ITEMS: LOCKPICK CLIP MUSIC NOTES INK RIBBONS GREEN HERB SHOTGUN STAR CREST Watch the starting cut-scene of the game (or skip it). Then witness the scene in the MAIN HALL of the mansion. The game will start in the dining room. Please note that when I say "left of Jill," I mean to the left in HER perspective. Her left is your right. And vice versa. DINING ROOM After you are able to control Jill, run down, passed the tables to the fire where Barry is (you should have the BERETTA armed). After another cut-scene, take the door to the right of where you are. KENNETH HALL From the door, turn a cautious left until you see a bigger area of the hall. Turn right, and you'll see a cut-scene featuring a zombie. After this, simply return to the door you just came from, back into the DINING ROOM. DINING ROOM Watch the cut-scene with Barry, and then return through the doubles doors across the hall. MAIN HALL After the cut-scene, run behind the grand staircase all the way to the other side, until you emerge back onto the main area. After yet another cut-scene with Barry, you'll finally get the crucial LOCKPICK. After Barry leaves, take the double doors back into the DINING ROOM. DINING ROOM Run down the room, and then through the single door at the end. KENNETH HALL Run down to Kenneth's corpse (the zombie's gone). Examine him several times to get 2 CLIPS for the BERETTA. Afterwards, head to the other end of the hallway and to the final door on Jill's left. Use the LOCKPICK to unlock it, and head through. PIANO ROOM Run to the piano and run to a small area passed it. There is a movable bookshelf in that small area. Move the shelf to the right and there will be MUSIC NOTES for you to grab. Take them, and then run to the piano. Use the MUSIC NOTES on the piano. After playing "Moonlight Sonata," a wall will rise. Once the wall rises, take your exit (for now). KENNETH HALL Run back to the DINING ROOM. DINING ROOM Run back to the MAIN HALL MAIN HALL If you want, grab the INK RIBBONS at the typewriter and save your game. Then take the blue double doors to the right of the room. STATUE ROOM In here is a statue. You can use the step ladder in the room to reach the map inside the pot of the statue, but it is a waste of time. If you push the cabinet away from the opening, you'll be in a long, red hallway. At the end are INK RIBBONS, but beware of the zombie. When you're ready, take to the only single door in this room and use the LOCKPICK to unlock it. Then go through. DOG HALL Run down the hallway, passed the windows. Zombie dogs will pop through the windows, so run down the hallway to the single door at the end. DOOR HALLWAY There is a GREEN HERB to Jill's left. After grabbing it, run passed the locked door. You'll see another door, but don't go through it; you don't need to. Once you see a single door to Jill's left, take that door. CEILING ROOM This is a big, square, empty room. There is another door across from where Jill's at. So head through it. SHOTGUN ROOM Run passed the coffee table and grab the SHOTGUN from the rack. You'll notice the little hinges rise. Ignore this and return to the CEILING ROOM. CEILING ROOM Now, you'll notice that the ceiling is slowly falling to the ground. Try opening all doors in this room, and keep doing it until you see another cut-scene with Barry Burton. After the cut-scene, you will be in the DOOR HALLWAY. DOOR HALLWAY After Barry leaves, go through the double doors across from Jill. DOOR HALLWAY 2 There are 2 zombies in here, so kill them with the BERETTA. Then take the unlocked door to the left of Jill. CROW HALL Run down the room, and you'll see several paintings. Here are crows on a rest line above, but they will not hurt you at all (unless you do something wrong in the next puzzle). There is the first puzzle of the game to solve here. [PAINTING PUZZLE] Here are the named of each painting: Newborn Child Infant Lively Boy Young Man Tired Middle Aged Man, Bold-Looking Old Man The End of Life Now press them in that exact order and the final painting you press will reveal the STAR CREST. [PAINTING PUZZLE] With the STAR CREST on hand, exit the CROW HALL. DOOR HALLWAY 2 From the door Jill's at, run straight across to a small branch of the hallway. At the very end is a door. Run through. EXIT HALL We are outside, so run down the hall. Near the end, you'll see a zombie dog, so kill it before it hurts you. Once the dog is dead, run down to the door at the end of this hall. It is locked. To the left of the door are 4 indentations that need to be filled to unlock the door. Insert the STAR CREST. Now return to the DOOR HALLWAY 2. ************************************************************************ CREST HUNTING ************************************************************************ ITEMS: GREEN HERB CHEMICAL BAZOOKA BLUE JEWEL ARMOR KEY GREEN HERB RED HERB CLIP SHOTGUN SHELLS WOODEN EMBLEM GOLD EMBLEM SHEILD KEY WIND CREST SERUM MOON CREST RADIO DOOR HALLWAY 2 Run back to the bigger portion of the room, and to the door to the right of the locked one. RIGHT STAIRS Run forward, and at the foot of the stairs is a zombie. Run back to the door, and shoot it from there, so you don't get hurt by it. After it's gone, turn right at the foot of the stairs. There should be a GREEN HERB right there. Grab it. Then take the door to the right of Jill. RIGHT STAIRS SAVE ROOM This is a save room. The item box in the corner (which should have INK RIBBONS and CLIPS) stores items you don't need. Store the COMBAT KNIFE in there. Withdraw all the CLIPS inside and combine them with your current amount of CLIPS. See the supplies to the right of the item box? Examine them for a CHEMICAL. Then go to the typewriter and save the game if you like. Deposit the INK RIBBONS and you should then be ready to go. Exit the room. RIGHT STAIRS Run to the stairs and climb them. UPPER RIGHT STAIRS There is a zombie to Jill's left which should be really easy to kill. At the turn to Jill's right, is a another zombie. Kill it. There is a door you cannot go through, but to the left is an unlocked door. Go through. U HALL All the doors in here are locked for now. So turn to Jill's left and follow the corridor until you reach a door at the end. Unlock it and go through. UPPER MAIN HALL We are on the second floor of the main hall. Barry will be here, and give you ACID ROUNDS. After he leaves, turn to Jill's left and there should be a single door there. Go through. BLOODY HALLWAY Run down this narrow hallway. At the end is a door. Go through it. FOREST BALCONY Run away from the door and you'll see the corpse of Bravo Team member Forest Speyer. On him is a BAZOOKA. Grab it, and then crows will attack you. Run away from them before they hit. BLOODY HALLWAY Return to the UPPER MAIN HALL. UPPER MAIN HALL Run across the hall to the only door on the left side. UPPER DINING ROOM From Jill's vantage point, dispatch all the zombies in the room. Once that's done, head over to the statue on the left side of the room. Push it forward, and then push it off the balcony onto the floor below. After that's done, take the door at the other end of the room. UPPER LEFT STAIRS Run to the stairs area, and kill all the zombies you see (if you still have BERETTA ammo left). Once that's done, head downstairs. LOWER LEFT STAIRS There are more zombies here to take out. Scan the entire hall and kill all the zombies. Then head to the door at the foot of the stairs. LEFT STAIRS SAVE ROOM Save and unload anything you want (keep as much ammo as you can, though). Then exit. LOWER LEFT STAIRS Run all the way down the hallway, passed the locked door. At the end, go through the door. J HALL Check the map- the room looks like a J. Run down from Jill's position and turn right at the end. Kill any zombies in here with the BAZOOKA. At the end is a doorway. Go through. VINE ROOM Turn to the area to the left of Jill. In the water pump, place the CHEMICAL in there, and the vines nearby will die. Go to the shield behind the dead vines and grab the ARMOR KEY (MANSION KEY at first, but check the key entirely to change the names. Do this to all keys). Once you have all that, feel free to grab all the HERBS in this room. You can leave them here and pick them up later if you want. Exit. J HALL Head back to the first door you entered this room from, and turn to Jill's left from there. There should be a door to her right, which you can unlock with the LOCKPICK. Go through. BEDROOM Grab the CLIP on the bed. Examine the desk and a zombie will attack you. Kill it by any means and then head to the closet where it was hiding. Grab the SHOTGUN SHELLS. After getting them, grab the file on the desk, and then exit. J HALL Straight across from the door Jill's at is another branch of the hallway. There is a door there, but don't go through it yet. To the right of the door leading to the bedroom should be unlocked. Then go through. KENNETH HALL We are back in the KENENTH HALL. Take the door to the DINING ROOM. DINING ROOM Run to where the statue fell and grab the BLUE JEWEL. Once you have it, run to the fireplace and grab the WOODEN EMBLEM right above it. Then return to the KENNETH HALL. KENNETH HALL Return to the PIANO ROOM across the hallway. PIANO ROOM Run to that new area that was unlocked when Jill played the piano. Inside the room is GOLD EMBLEM. Grab it. Once the wall lowers again, use the WOODEN EMBLEM and place it where the GOLD EMBLEM was. Once the wall rises again, exit the room. KENNETH HALL Return to the J HALL. J HALL Run to that door I told you not to go through earlier (across from the bedroom door). TIGER STATUE ROOM Insert the BLUE JEWEL into the tiger statue. You'll get another crest- the WIND CREST! Exit the room. J HALL Return to the KENNETH HALL. KENNETH HALL Run to the DINING ROOM. DINING ROOM Run to the fireplace and use the GOLD EMBLEM there. The grandfather clock in the room will stop ticking, revealing a new key. Grab the SHIELD KEY. Then head over to the MAIN HALL. MAIN HALL Head to the UPPER MAIN HALL. Save at the typewriter if you want. UPPER MAIN HALL Run through the double doors on the right side of the room to the U HALL. U HALL Run down the hall and to the first single door you see. Unlock it with the ARMOR KEY. Enter. RICHARD ROOM Run forward to trigger an annoying cut-scene with Richard Aiken. Then exit. U HALL You need to get Richard SERUM. But first, travel further down the hall to a double door. Unlock it with the ARMOR KEY. Then enter. KNIGHT ROOM See the vents on the floor? Cover them with the 2 red statues you can push. Then push the button in the middle of the room. The glass case should open, revealing the third crest- SUN CREST! Exit the room. U HALL Head to the UPPER RIGHT STAIRS. UPPER RIGHT STAIRS Run down to the RIGHT STAIRS. RIGHT STAIRS Run over to DOOR HALLWAY 2. DOOR HALLWAY 2 Run through the door that leads to the EXIT HALL. EXIT HALL Run to the door at the end and insert the WIND and SUN CRESTS into the indentations. You only need one more crest. Return to the DOOR HALLWAY 2. DOOR HALLWAY 2 Run to the RIGHT STAIRS. RIGHT STAIRS Run up to the UPPER RIGHT STAIRS. UPPER RIGHT STAIRS Run to the U HALL. U HALL Run to the UPPER MAIN HALL. UPPER MAIN HALL Run to the UPPER DINING ROOM. UPPER DINING ROOM Run over to the UPPER LEFT STAIRS. UPPER LEFT STAIRS Head down the stairs to the LOWER LEFT STAIRS. LEFT STAIRS Run to the LEFT STAIRS SAVE ROOM. LEFT STAIRS SAVE ROOM Go to the shelf over by the item box and grab the SERUM. Go ahead and grab the ACID ROUNDS and the BAZOOKA and a HERB or 2. Then exit the room. LOWER LEFT STAIRS Run up the stairs. UPPER LEFT STAIRS Run to the UPPER DINING HALL. UPPER DINING HALL Run to the UPPER MAIN HALL. UPPER MAIN HALL Run to the U HALL. U HALL Run to the RICHARD ROOM. RICHARD ROOM Give Richard the SERUM. He'll then give you a RADIO. Once that's done, grab the 2 GREEN HERBS nearby and run to the door at the end of this room. T HALL Kill the zombie nearby and then run up the stairs. At the end is a door. Use the SHIELD KEY and discard it. Go through. ATTIC Your first boss battle awaits. **********************************BOSS 1******************************** YAWN SNAKE DIFFICULTY: Easy This boss isn't too hard. Just pump 5 or 6 ACID ROUNDS into it before it dies. If the Yawn poisons you, heal with normal HERBS and then keep fighting. After Yawn Snake dies, look near the hole it climbed through. Grab the MOON CREST, the final crest! **********************************BOSS 1******************************** Exit the room. ************************************************************************ ESCAPING THE MANSION ************************************************************************ ITEMS: None T HALL Jill might be poisoned, in which case she'll be brought to the LEFT STAIRS SAVE ROOM. If not, aim for the EXIT HALL. By now you should know where to go. EXIT HALL Slip the MOON CREST into the final indentation to unlock the door. Go through! ------------------------------------- Whew! That mansion was evil, and we're out of it- for now! We'll be returning to the mansion after the GUARDHOUSE AREA to explore some of the still-locked doors in the mansion, but it'll be a small detour. For now, we explore the GARDEN and GUARDHOUSE in hopes of finding a way off this estate safely. B. GUARDHOUSE ------------- ************************************************************************ GARDEN AREA ************************************************************************ ITEMS: SQUARE CRANK GREEN HERB BLUE HERB RED HERB SHED You're in a SHED. See the ladder? Push it toward the shelf on the wall and climb the steps. Grab the SQUARE CRANK. Then head through the door at the other end of this room. GARDEN There are 2 RED HERBS and a couple of GREEN HERBS here. Turn the corner for some BLUE HERBS. If you have the RADIO, Brad Vickers will radio you. You can answer it (or ignore it). Answer it by selecting the RADIO option in your item screen. After that, dispatch all the zombie dogs in this room with the SHOTGUN or HANDGUN. Once they're dead, turn to the arm of the room to the right of the BLUE HERBS. At the end is a lift. Remember this lift for later. Returning to the main part of the area, turn to Jill's left and up a set of steps through a gate. POND ROOM Run over to the pond, and turn to Jill's left. Turn to her right at a turn and at the end should be a mechanism. Use the SQUARE CRANK to drain the water in the pond. After it drains, move to the pond and jump down. Run across and up the ladder at the other end. Once back up, follow the pathway to a lift. Watch out for the snakes in this area. Take the lift down. WATERFALL ROOM There are zombie dogs in here for you to kill. Once they're dead, look for another lift in this room. It is the same lift as the one in the GARDEN. It doesn't work, and you'll need a BATTERY for it to work. That is the goal for the next mission: to grab that BATTERY. Look at the waterfall in the room. There is a tunnel passed it. We need to stop the waterfall. But when you drained the pond, the water ended up flowing in front of the tunnel. How can we get passed it without draining the pond? Simple; we need to use the other lift to get here, which means finding the battery for it. After all the cross examining, take the gate in this room. ************************************************************************ GUARDHOUSE ************************************************************************ ITEMS: GREEN HERB BLUE HERB 002 KEY C. ROOM KEY 003 KEY HELMET KEY CLIP RED BOOK SHOTGUN SHELLS GUARDHOUSE ENTRANCE HALL There are GREEN HERBS and zombie dogs here, so kill them. Once they're dead, follow the long hallway down to a door. GUARDHOUSE DOOR ROOM This is called a DOOR ROOM because of all the doors in this room. Grab the BLUE HERBS in front of Jill, and then turn the corner to her left. To her left is the 001 door. Enter it. 001 ROOM There is a door to the immediate left. Go through it. 001 BATHROOM Drain the bathtub by examining it. Then grab the C. ROOM KEY. Return to the 001 ROOM. 001 ROOM Head to the bed inside (kill the zombies) and grab the RED BOOK. Use the LOCKPICK on the desk for more SHOTGUN SHELLS. Exit the room to the GUARDHOUSE DOOR ROOM. GUARDHOUSE DOOR ROOM Go back to the first door of the room. See the statue? Push it to this area of the room / \DOOR | |___ | Y__/DOOR DOOR| | | |_ | X _/DOOR |___| See where the X is? There is a hole there, so you should put the statue over it. Once that's done, head to the door across from the 001 DOOR. GUARDHOUSE SAVE ROOM A fresh haven! Save and bring some weapons and medicals with you. Then exit. GUARDHOUSE DOOR ROOM Head to the door to the right of the statue. GUARDHOUSE HALLWAY Run down this hallway, and take the first door to the right. WASP ROOM Run down to the bigger portion of the room, and run passed the locked 003 DOOR. It is a wasp nest. Grab the 002 KEY near it. Then exit the room the way you came. GUARDHOUSE HALLWAY Proceed down the hall to the 002 DOOR. Use the 002 KEY. Enter the room. 002 ROOM Run to the bed, grab the file and use the LOCKPICK on the desk for some SHOTGUN SHELLS. Then head to the 2 shelves. Push the left one forward, and the right shelf to the right. A new ladder is revealed. Jump down. SECRET TUNNEL In this tunnel is a small pool blocking you from getting further. Run down until you see 2 crates near each other. Push them both into the pool you see at the end. The first crate you saw while entering the room is a little trickier. Here is a map and instructions. ____LADDER | |
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