A Resident Evil Speed FAQ for the Nintendo GameCube. by Dave Riley, transcribed and produced by Amdy S. Myart. twitter: @fastkarate tumblr: fastkarate.tumblr.com website: daveandjoel.com ------- Version ------- 2/1/15 - Version 2.JBLL - Wowwww, has it really been 13 years? Since then I've built a career, done nearly a decade of podcasting, written two novels, gotten married, and thought about owning a dog! Please enjoy mind and Andore's guide in the finest HD resolutions on your PS4 or whatever! (big ups to norondor, without whom I think there would be no JBLL) (big ups to Gerardo, who sent relevant info to fix an omission) (big ups to people who tweet thanks at me after all this time!) 6/25/02 - Version 2.0 - Thanks to Michael Durkin-Willman for pointing out that we're IDIOTS and basically told you to discard the cylinder right before you used it by not putting it in our item lists. 6/06/02 - Version 2.0 - Just wanted to beat it below two hours and check what matters to the clock. Don't expect another revision without something earth shattering (like a five minute drop). Best time. 1:56:08 6/05/02 - Version 2.0 - It's about as updated as it's gonna get. Best time is 2:01:36 6/03/02 - Version 1.5 - Some pretty heavy updates. Cut a good half hour off the time. The best time we've gotten so far is 2:25:28 but that's with a few screw ups. Plan one more revision. 5/20/02 - Version 1.1 - Changed the format to make things more readable. Fixed some spelling errors. Thanks to the openback for pointing them out. 5/8/02 - Version 1.0 - Trying to see if there's anything else possible to trim off. ------------ Introduction ------------ You'll get a time of less than 2:30 if you use this guide and are fairly familiar with the game. If you ignore everything listed as optional you should be able to beat the game in under two hours with just a little work. There STILL wasn't a SpeedFAQ up for this game yet. So we took it upon ourselves to write one. This is written for Jill assuming you're starting from a completely fresh game. That means no Samurai Edge and no "Grenade Glitch" either (if you're playing the HD REmaster, there's no more grenade glitch anymore anyway, suckers!) You'll be playing this totally fair. And frankly, it'll be a lot more rewarding when you get all those nice prizes without taking the easy way out, now won't it? :D This is not meant to let you play the game. If you want to get a good time you have to skip the cutscenes, let basically everyone die, and leave a good deal of items behind. This walkthrough is not meant to guide you through your first playthrough. Since we've been getting so many emails about it, YES everything you do in the game counts as time spent. Inventory screen, paused, reading files, whatever. ------------------------------ Legal things I know nothing of ------------------------------ Don't steal this. If you steal it, or plagiarize anything from it, it'd bum me out. :/ --------- Breakdown --------- This is not to get you a spot in the limelight. This is not to get you the super awesome best time ever. In making this FAQ, we wanted to make something to help the average person get a reasonably good time, and we think we did a good job at that! So if you’d like to be an A+ pro, best of the best, there are better FAQs that tell you how to get better times on harder difficulties with fewer weapons. This FAQ isn’t designed to get you on Awesome Games Done Quick. More like, it'll secure your spot on Awesome Games Done Marginally Faster Than What's Strictly Necessary To Qualify As A Speed Run (AGDMFTWSNTQAASR) :D So sit back, enjoy, and have a relaxing time! This FAQ is designed to get you your rocket launcher with minimal mussing and fussing. To get a good time you will be agreeing to certain things. 1. You must be playing in normal mode. This walkthrough is written for it, and you can't get special weapons on easy. 2. You're going to play as Jill [Jbll?]. Chris has his charms, but Jbll has an easier time of things (provided you don't get bit too much). 3. You're willing to let your supporting characters die. All of them. 4. You'll leave a crapload of stuff behind, you won't even visit some rooms. ----- Notes ----- Note 1 : Get the -FLAME ROUNDS- Barry leaves for you in the SAVE ROOM. You absolutely need these later. We're emphasizing it here because you're not gonna do well without them. Do NOT forget. Note 2 : The names we give the halls can be important in reading the walkthrough. Make sure you have an idea of what each one is. Note 3 : Saving will not be covered in this except in two key points. If you take the ribbons found next to save boxes you will have more than enough to save. Good places to save are at the Item Box in the beginning of the Caves, and the Typewriter after going through the gate until the stairs of the Main Hall of the mansion. Note 4 : Using a defense item is a good way to get past a zombie without using bullets or getting hit. Note 5 : If you come upon -HERBS- I haven't mentioned or have told you to ignore, and you have use for them at the time, feel free to take them. Otherwise leave them behind as inventory space is often critical. Especially in the beginning. Note 6 : Shooting a zombie in the knees tends to knock it down pretty fast. If you heard a *POP* when you shoot it in the leg, that zombie's down for good. It won't be coming back at all. Think of it like a headshot with a better chance of success. Don't worry about it much. The zombies you kill either won't be coming back as crimsons, or it won't matter if they do. ------------------------------------ VERY IMPORTANT TO READ : DO NOT SKIP ------------------------------------ Anything you see between the "<<" and ">>" are purely optional items. If you've been playing well you won't need these items in anyway. However, if you're the cautious type then go ahead. Avoiding all the optional items in this walkthrough will have you ending up with about five magnum rounds, six or seven explosive rounds, and a first aid spray or two extra. Note that picking up ALL the optional items may screw up your carrying capacity and cause problems in the walkthrough. Take at your own risk. We may update this later with a fleshed out optional path. Keep this in mind if you want the best time possible. There are NO green herbs. There are NO red herbs. You are able to beat this game with the use of four or less first aid sprays and maybe one blue herb. This will get you a time of less than two hours. ---------------------------------------- Dave tells you what matters to the clock ---------------------------------------- *Paused - YES. *Inventory Screen - YES. *Box Menu - YES. *Cutscenes - This one I'm not exactly sure about. Yes, it does at to your time, but it doesn't seem to add the full length of the cutscene to your time. So to sum things up, yes everything you do in the game counts in some way towards time. The only thing I didn't check was the disk swap. I don't particularly feel like doing it either. Don't challenge me on this, I've checked them all myself. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Walkthrough Part 1 - The Mansion ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ -------------- MAIN HALL - 1F -------------- You're in the MAIN HALL but not for long. Immediately you'll go west to the DINING ROOM. ---------------- DINING ROOM - 1F ---------------- Enter the door at the end of the DINING ROOM to get to the LONG HALLWAY. ----------------- LONG HALLWAY - 1F ----------------- Go to the left to see Kenneth being eaten then run back to the DINING ROOM ---------------- DINING ROOM - 1F ---------------- Barry will kill the zombie. Now go back to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Go up the stairs to the second floor, then immediately back down to trigger the cutscene. After this, head back through the west door to the DINING ROOM. ---------------- DINING ROOM - 1F ---------------- Go to the back of the room and through the door to the LONG HALLWAY. ----------------- LONG HALLWAY - 1F ----------------- Head back to the left and past Kenneth. Through the door at the end to the BIRD HALLWAY. ----------------- BIRD HALLWAY - 1F ----------------- Get the -HANDGUN MAGAZINE- from the table. Go upstairs and through the door to the ARROW HALLWAY. <> ------------------ ARROW HALLWAY - 2F ------------------ <> Dodge the zombie around the corner don't waste bullets killing him. Get the -ARROW- from the statue. <> Again dodge or knock down the zombie near you. Knocking down is preferred, as you won't get hit. Go through the door on the right at the end of the hall, unlocking it from the inside. ------------ BALCONY - 2F ------------ Take a left and get the -DAGGER- on your left and continue that way to the double doors. Take these to go to the MAIN HALL. -------------- MAIN HALL - 2F -------------- Go through the painted door on the landing between the first and second floors to get to the GRAVEYARD. --------- GRAVEYARD --------- Avoid the zombie nearest you. Now go to the statue and examine your -ARROW- to get the -ARROWHEAD- then use that on the statue. Go down the stairs and to the end to get the -BOOK OF CURSE- examine the book of curse's back to get the -SWORD KEY-. Go back up stairs and back into the MAIN HALL. The zombie you evaded earlier will probably be waiting for you at the top of the stairs. Feel free to stick that shiny defensive weapon of yours into his skull when he grabs you. If you manage to dodge him or he's decided to hang around on top of the stairs, consider yourself lucky. -------------- MAIN HALL - 1F -------------- Go up the stairs, take a left and through the closest door (unlocking it with your -SWORD KEY-) to the U SHAPED HALL. ------------------ U SHAPED HALL - 2F ------------------ Go all the way to the other side, killing the first zombie in this hall and avoiding/dropping the second. Go through this door into the LIBRARY. ------------ LIBRARY - 2F ------------ <> Take the nearby -WHISTLE- and the -LIGHTER- from the other table. Now leave through the other door to get to the SAVE ROOM HALL. ------------------- SAVE ROOM HALL - 2F ------------------- Here, dodge the two zombies upstairs and knock down/kill the one downstairs.Enter the closer door that's under the stairs to get to the SAVE ROOM. -------------- SAVE ROOM - 1F -------------- Deposit your -KNIFE-, and -HANDGUN-. You should be out of -HANDGUN MAGAZINE- now, if not...deposit that too. <> When you leave you'll be holding this. 1. Sword Key 5. Nothing 2. Whistle 6. Nothing 3. Lighter 7. Nothing 4. Nothing 8. Nothing When you're done go back to the SAVE ROOM HALL. ------------------- SAVE ROOM HALL - 1F ------------------- Go through the door with the broken handle (the only other door on the first floor other than the one to the save room). At the end at the bottom of the hall. This takes you to the DARK CORRIDOR. ------------------ DARK CORRIDOR - 1F ------------------ Go through the door on your left to the SQUIGGLY CORRIDOR. ---------------------- SQUIGGLY CORRIDOR - 1F ---------------------- Go through the door right in front of you, and through the door in the next room to the SHOTGUN ROOM. ----------------- SHOTGUN ROOM - 1F ----------------- Grab the -DAGGER- off the table and the -SHOTGUN- from the wall. Now leave. As the ceiling is falling on you search both doors and Barry will come to save you. You are now back in the SQUIGGLY CORRIDOR. ---------------------- SQUIGGLY CORRIDOR - 1F ---------------------- Further down the hall is another door. This goes to the BATHROOM. ------------------------ BATHROOM (optional) - 1F ------------------------ <> ---------------------- SQUIGGLY CORRIDOR - 1F ---------------------- Now go to the door to your right when facing the door to the BATHROOM. This will take you OUTSIDE. ------------ OUTSIDE - 1F ------------ Take the -CHEMICAL- from the wheelbarrow and go right back to the SQUIGGLY CORRIDOR. Taking the herbs here will screw up your item space. Don't do it unless you're really nervous and be prepared to make an unscheduled trip to the box unless you use 'em. ---------------------- SQUIGGLY CORRIDOR - 1F ---------------------- No go through the door to your left to find yourself in the DOG HALLWAY. ---------------- DOG HALLWAY - 1F ---------------- Run to the end, watching out for the dogs that burst through to harass you. Don't worry they won't be able to hit you. ------------- ART ROOM - 1F ------------- Go through the double doors and back to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Here you will meet Barry, take the -ACID ROUNDS- from him. Go upstairs and across the hall to the BALCONY. ------------ BALCONY - 2F ------------ Here use the -SWORD KEY- on the NorthWest door to get to the CURVY HALL. ----------------- CURVY HALL - 2F ----------------- Lockpick the door right in front of you to get to the DOG TERRACE. ---------------- DOG TERRACE - 2F ---------------- Now blow the -DOG WHISTLE- and kill the dog that comes out. You're probably only going to want to kill the dog with the collar as shells can get a bit tight at this point and you'll need the spare ammo. Take and search his -COLLAR- for the -COIN- examine the back of the coin and it will turn into the -IMITATION KEY-. If you need to, use the herb patch that is the furthest away from the door. This is good for three uses total if you need it. Go back through the door you came from. --------------- CURVY HALL - 2F --------------- Go around the stairs and run by the zombie who hopefully has his back to you. If not, the old dagger in the eye or shotgun to the knees will take him down. Through this door and to the ARROW HALL. ----------------- ARROW HALL - 2F ----------------- Run straight ahead and to your right. Across from the door to the BIRD HALL at the end of the room is the door to the THIRD FLOOR. Go there. Watch out as the crimson head will wake up. ---------------- THIRD FLOOR - 3F ---------------- Go down the hall until you see the platform with the -ARMOR KEY-. Take it and place the -IMITATION KEY- on the stand. Go back to the ARROW HALL. --------------- ARROW HALL - 2F --------------- Go straight across to the BIRD HALL. Don't delay as crimson heads are rather fast. ----------------- BIRD HALL - 2F ----------------- Go down the stairs and run to the door to the LONG HALL. -------------- LONG HALL - 1F -------------- Go back to the MAIN HALL, ignore the zombie. ---------------- DINING ROOM - 1F ---------------- Just straight on through to the main hall. -------------- MAIN HALL - 1F -------------- Go upstairs and through the door at the SouthEast corner. ------------ TERRACE - 2F ------------ Get the -GRENADE LAUNCHER- from Forrest's corpse. Do NOT get the -GREEN HERBS- from behind him. Pick up the DAGGER- on the nearby bench and leave immediately. -------------- MAIN HALL - 2F -------------- Leave and enter the U SHAPED HALL. ------------------ U SHAPED HALL - 2F ------------------ Go to the first door on your right to the RICHARD HALL. ----------------- RICHARD HALL - 2F ----------------- Talk to Richard. You now have to get him the -SERUM-. ------------------ U SHAPED HALL - 2F ------------------ Go back to the MAIN HALL. -------------- MAIN HALL - 2F -------------- Go across to the BALCONY. ------------ BALCONY - 2F ------------ Through the NorthWest door to the CURVY HALL. --------------- CURVY HALL - 2F --------------- Run downstairs, ignore all the zombies. The only one that might give you trouble is the one that may've burst through the door to the DOG TERRACE. Go down the stairs and enter the nearby door this is the DRUG ROOM. -------------- DRUG ROOM - 1F -------------- Get the -SERUM- from the shelf. <> Leave carrying this. 1. Lighter 5. Serum 2. Shotgun 6. Nothing 3. Chemical 7. Nothing 4. Armor Key 8. Nothing Go through the door at the end of the hall, watch out for the zombie, unlocking it with the -ARMOR KEY-. This is the F SHAPED HALL. ------------------ F SHAPED HALL - 1F ------------------ You are now in the F SHAPED HALL. Grab the -BATTERY PACK- on the desk. Go through the NorthWest door to the PLANT ROOM. -------------- PLANT ROOM - 1F -------------- Use the -CHEMICAL-, turning the pump to red. Take the -DEATH MASK- <> ------------------ F SHAPED HALL - 1F ------------------ Run past the zombies that burst through the windows on your way out. Take a left at the end of the hall and go through the door (unlocking it in the process) to end up back at the LONG HALLWAY. ----------------- LONG HALLWAY - 1F ----------------- Go to the door directly to your right to get to the DINING ROOM. ---------------- DINING ROOM - 1F ---------------- Go through the double doors to get to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Go right up the stairs and into the U SHAPED HALL on the east side. ------------------ U SHAPED HALL - 2F ------------------ From here go straight ahead and enter the door on the right to get to the RICHARD HALL. ----------------- RICHARD HALL - 2F ----------------- Talk to Richard and go through the other door to the ATTIC ROOM. It's pretty important that you use the -SERUM- on Richard, you need the space. --------------- ATTIC ROOM - 2F --------------- Kill the zombie in your way to the door to your left to the VERY DARK ROOM. ------------------- VERY DARK ROOM - 2F ------------------- In here use the -LIGHTER- on the candlestick. Get the -DAGGER- on the desk if you feel you need it. Then push the dresser aside. Behind the dresser is a zombie. Lure the zombie out and lead him around to the other side of the table, and then go back in to search the shelf for the -MUSIC NOTES-. Leave the room back to the ATTIC ROOM. <> --------------- ATTIC ROOM - 2F --------------- Head out to RICHARD HALL. ----------------- RICHARD HALL - 2F ----------------- Go out the door to the U SHAPED HALL. ------------------ U SHAPED HALL - 2F ------------------ Go to your left and out into the MAIN HALL. -------------- MAIN HALL - 2F -------------- Go downstairs and to the DINING ROOM. ---------------- DINING ROOM - 1F ---------------- Take the -CREST- above the fireplace. Go through the door at the NorthWest side to the LONG CORRIDOR. ------------------ LONG HALLWAY - 1F ------------------ From here head to your right, killing the zombie on the way to the PIANO ROOM that will be on your left. Your -SHOTGUN- may or may not be empty now. If it is, don't worry. --------------- PIANO ROOM - 1F --------------- In the back of the PIANO ROOM there is a bookshelf you can move to get the -MUSIC-. Combine it with your -MUSIC NOTES- and use it on the piano. Now go into the secret door it opened and take the -GOLD CREST- replacing it with the -CREST-. Leave this room. ------------------ LONG HALLWAY - 1F ------------------ Head back to the DINING ROOM. ------------------ DINING ROOM - 1F ------------------ In the DINING ROOM and place the -GOLD CREST- above the fire. Go to the clock and set it to 6:00 by turning the large gear twice to the right. Get the -SHIELD KEY-. Go to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Go upstairs and to the U SHAPED HALL. ------------------ U SHAPED HALL - 2F ------------------ Go forward and into the door on the right to the RICHARD HALL. ----------------- RICHARD HALL - 2F ----------------- Go around the bend and into the ATTIC ROOM. --------------- ATTIC ROOM - 2F --------------- Head up the short set of stairs. Use the -SHIELD KEY- on the door and go through. This is the SNAKE ROOM. --------------- SNAKE ROOM - 2F --------------- Now run past the giant snake and take the -DEATH MASK-. Try not to get hit otherwise you will have to get -SERUM- from the DRUG ROOM if you already used the -SERUM- on Richard. If you have no use for the -SERUM- deposit it whenever you reach a box. Leave the room to the ATTIC ROOM. <> ------------- IF POISONED : ------------- Consider restarting. Getting poisoned without having the -SERUM- on you is going to add significantly to your time. Though probably not enough to ruin a <3 hour run, it'll hurt your <2 hr chances. However, if you don't care about those few minutes read the directions below: <> --------------- ATTIC ROOM - 2F --------------- Down the stairs and out to the RICHARD HALL. ----------------- RICHARD HALL - 2F ----------------- Exit to the U SHAPED CORRIDOR. ---------------------- U SHAPED CORRIDOR - 2F ---------------------- Go to your right and take the green double doors around the bend to the ARMORY. ----------- ARMORY - 2F ----------- Push in the far right statue, then the close left statue, then the close right statue. Push the switch and take the -MUSIC BOX-. Now examine it and press the two teardrop shaped buttons. This will get you another -DEATH MASK-. ---------------------- U SHAPED CORRIDOR - 2F ---------------------- Go to your left and around the bend to the SAVE ROOM HALL. ------------------- SAVE ROOM HALL - 2F ------------------- Now go downstairs and into the SAVE ROOM. -------------- SAVE ROOM - 1F -------------- Deposit your -LIGHTER-. Get the -FLAME ROUNDS- and -FIRST AID SPRAY- from the ground and deposit these too. ------------------- SAVE ROOM HALL - 1F ------------------- Now go through the broken door to the DARK CORRIDOR. ------------------ DARK CORRIDOR - 1F ------------------ Take a right and enter the last door on your the left. Go through it into the STAINED GLASS ROOM. ----------------------- STAINED GLASS ROOM - 1F ----------------------- You are now in the STAINED GLASS ROOM. Press the first red switch and the first two blue switches. Then hit the switch under the portrait of the women.This will open a secret door and let you get the last -DEATH MASK-. Through the gate here is the GRAVEYARD. --------- GRAVEYARD --------- Get the -SHOTGUN SHELLS- from behind the tombstone in the small side area near the long stairway down. You'll need these to kill the boss downstairs. Go back down the stairs to get to the place where you got the -SWORD KEY-. Place the masks on the wall by examining them and then using them on the right face. This will cause the coffin to fall. Examine it and kill the crimson head. Take the -STONE AND METAL OBJECT- and the -SHOTGUN SHELLS-. Go back to the STAINED GLASS ROOM. ----------------------- STAINED GLASS ROOM - 1F ----------------------- Go back to the DARK CORRIDOR. ------------------ DARK CORRIDOR - 1F ------------------ Shoot down the zombie right in front of you (killing him isn't necessary) and go through the gate you'll find behind him. This takes you to the OUTSIDE HALL. ------------ OUTSIDE HALL ------------ At the end of the OUTSIDE HALL use the -STONE AND METAL OBJECT- on the stand near the door and go through to the GUARD HOUSE. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Walkthrough Part 2 - The Residence ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ----------- GUARD HOUSE ----------- Get the -SHELLS- on the floor and the -FIRST AID SPRAY- and -BATTERY PACK- on the shelf. Then go down the short steps to the FOREST. It's very possible you'll need to use the spray you've just picked up here. If so, go ahead. ------ FOREST ------ Go down the path, turning the Red Weathervane to West and the Blue Weathervane to North. The gate will open. Go through this to the CEMETERY. -------- CEMETERY -------- Run directly forward and go through the the next gate to the HILLS. ----- HILLS ----- Go up the hill and enter the CABIN. ----- CABIN ----- You still have that pesky -ARMOR KEY- don't you? Get rid of that. Now go to the far back and pick up the -CRANK-. As you try to leave Lisa will clock you over the head. Run by her right side as she's preparing to swing and she'll miss every time. Leave the CABIN carrying this. 1. Shotgun 5. Nothing 2. Crank 6. Nothing 3. Nothing 7. Nothing 4. Nothing 8. Nothing ----- HILLS ----- Go back down the hill, avoiding the zombie and through the gates. -------- CEMETARY -------- Run forward and through the gate here back to the FOREST. ------ FOREST ------ Now up this hill and through the door back to the GUARD HOUSE. You're done with the FOREST (for now). ----------- GUARD HOUSE ----------- Go through the other door in the GUARD HOUSE to the COURTYARD. -------------- COURTYARD - 2F -------------- Notice that -BLUE HERB-, if you get poisoned it's going to be around here. Avoid the dogs and go up the small set of stairs to the gate. <> -------- RESERVOIR -------- Use the -CRANK- on the hole here to lower the water and cross over the reservoir. On the other side take the elevator to the bottom of the COURTYARD. -------------- COURTYARD - 1F -------------- Go through the door on the west side of the COURTYARD. ---- PATH ---- Follow the path to the door at the end. Enter the RESIDENCE. <> -------------- RESIDENCE HALL -------------- Go through the double doors to the BREAK ROOM. ---------- BREAK ROOM ---------- Go through the down the stairs and get the -RED BOOK- and -SHOTGUN SHELLS-. Now leave this room. <> -------------- RESIDENCE HALL -------------- Go through the unlocked door further down the hall on your left. This will take you to the SAFE ROOM. This is not the closer door in the small alcove to the left past the crates. However, now IS a good time to push that crate over the pesky hole in the floor. The closer hole to the wall on Jill's left, not the further one on the right. --------- SAFE ROOM --------- <> Leave with this. 1. Shotgun 5. Nothing 2. Grenade Launcher (Flame Rounds) 6. Nothing 3. Red Book 7. Nothing 4. Nothing 8. Nothing <> -------------- RESIDENCE HALL -------------- If you pushed that crate right you will be able to climb over the boxes without getting hit. Enter the door to the HALLWAY. ------- HALLWAY ------- Go down the hall and enter the door marked "002". -------- DORM 002 -------- Go into the door on your immediate left and get the key from the rack. Leave and head back into the HALLWAY. ------- HALLWAY ------- Go back to the RESIDENCE HALL. -------------- RESIDENCE HALL -------------- Use the key on the locked door opposite the SAFE ROOM to enter DORM 001. -------- DORM 001 -------- Enter the bathroom. Drain the tub and pick up the -CONTROL ROOM KEY-. Leave the bathroom immediately after. Leave DORM 001. --------- RESIDENCE --------- Enter the door to the HALLWAY. ------- HALLWAY ------- Go back to DORM 002. -------- DORM 002 -------- Dodge or kill the zombie. Move the bookcases in the back of the room around until you are able to go down the ladder. ----------- UNDERGROUND ----------- At the bottom push the three boxes into the water and walk across them. Now go through the door to the AQUA RING. -------------- AQUA RING - 2F -------------- Go to the left and use the key to get into the CONTROL ROOM. Go down the ladder and use the controls for the drainage system. Now turn around and hit the button to your left to turn off the safety. Then turn around from there and hit the button on the other side to close the shutters. Out of this room and to your left is the Oil Pressure guage. Hit all the buttons until the shutters retract then go and hit the shutter safety again followed by the switch to close the shutters. Finally, push the button to drain the water again. Go through the door at the bottom of the short stairs to enter the BASEMENT. -------- BASEMENT -------- <>. Go through the rusted double doors (Not the gate). You're now in the first floor of the AQUA RING. -------------- AQUA RING - 1F -------------- Run to the end of the room. Climb onto the platform and try to get the key. When you're denied it by the shark push the panel into the water and flip the switch on to electrocute the shark. Now jump into the water and get the -RESIDENCE KEY-. Go back to the BASEMENT. -------- BASEMENT -------- Head back to the BASEMENT and go through the gate. Climb up the ladder, go through the door. ----------- UNDERGROUND ----------- Then take a left...go to the end of the corridor and climb back up the ladder to DORM 002. -------- DORM 002 -------- Now go back into the HALLWAY. ------- HALLWAY ------- Use the -RESIDENCE KEY- on the first door you enter. Enter the WASP HALL. --------- WASP HALL --------- Go down the hallway to the left. Grab the -INSECTICIDE- from the body. Go back to the HALLWAY. ------- HALLWAY ------- Take the map on the wall at the end of the corridor past the door to DORM 002 and use the -INSECTICIDE- the hole you've uncovered. Do NOT look through the hole. --------- WASP HALL --------- Go past where you got the -INSECTICIDE- and search the nest to get the -DORM 003 KEY-. Enter DORM 003. -------- DORM 003 -------- In the middle of the room and take the -WHITE BOOK- from the bookcase. Now use the -RED BOOK-. When prompted with the puzzle switch the first and fifth book, the second and sixth, and the third and seventh. Now go through the door you've just opened up. ---------- PLANT ROOM ---------- You are now in the PLANT ROOM. Run upstairs and shoot the plant with your -FLAME ROUNDS- when the petals are open. It should take around four shots in total. Two or so on each form. When he dies, take the -HELMET KEY- from the fireplace and head back. --------- WASP HALL --------- Run straight ahead and go through the door. <> ------- HALLWAY ------- Go back to the RESIDENCE HALL. -------------- RESIDENCE HALL -------------- Go to the SAFE ROOM. --------- SAFE ROOM --------- Here's what you need. 1. Shotgun 5. Nothing 2. Shells 6. Nothing 3. Grenade Launcher (Grenade Rounds) 7. Nothing 4. Helmet Key 8. Nothing -------------- RESIDENCE HALL -------------- Exit the RESIDENCE. -------------- COURTYARD - 1F -------------- Run across to the elevator and take it up to the RESERVOIR. -------- RESERVOIR -------- Cross the drained reservoir and enter the gate to the upper level of the COURTYARD. -------------- COURTYARD - 2F -------------- Run past the dogs and into the GUARD HOUSE. ----------- GUARD HOUSE ----------- <> If you feel you're short of -FIRST AID SPRAYS- take the one on the ground. If you have two or more, you should be good for the rest of the game. Now go through the door to the OUTSIDE HALL ------------ OUTSIDE HALL ------------ Run back and through the gate to the DARK HALLWAY. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Walkthrough Part 3 - The Mansion 2 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ----------------- DARK HALLWAY - 1F ----------------- Kill the hunter that follows you and go through the door to the STAINED GLASS ROOM. Here's one note I'll make about hunters, don't shoot a hunter while it's on the ground unless it's going to be the killing blow (generally the third shotgun round). If you do, you'll find that it will get up before you can fire the final shot. Give it time to get to its feet so it can find itself on its back again without the chance to attack. ----------------------- STAINED GLASS ROOM - 1F ----------------------- Run through the gate to the GRAVEYARD. --------- GRAVEYARD --------- Go up the stairs and back to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Down the stairs. Unlock the door to the left of the ART ROOM to enter the ART GALLERY. ---------------- ART GALLERY - 1F ---------------- In here run through to the next door and the MIRROR ROOM. ---------------- MIRROR ROOM - 1F ---------------- Deal with the zombie and get the -JEWELRY BOX-. <> Leave. ---------------- ART GALLERY - 1F ---------------- Go back to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Go upstairs and to the BALCONY. ------------ BALCONY - 2F ------------ Take the right side and kill/down the hunter there. Whichever you prefer. He'll be easy to dodge later so no worries. Go through the door to the CURVY HALL. --------------- CURVY HALL - 2F --------------- What a relief, nobody's here. Go through the locked helmet door. ----- STUDY ----- Turn off the light and push the dressers around to get the -RED GEM-. Don't get the -YELLOW GEM- though. Make sure to get the -GRENADE ROUNDS- and combine them with your -GRENADE LAUNCHER-. Use the -RED GEM- on the -JEWELRY BOX- and solve the puzzle. Refer to the .GIF on GameFAQs if you need a solution for it. Examine the -BROACH- you get for the -EMBLEM KEY-. <> --------------- CURVY HALL - 2F --------------- Go to your left and through the door to the -ARROW HALLWAY- ------------------ ARROW HALLWAY - 2F ------------------ Straight ahead and to your right to the THIRD FLOOR. Dodge the crimson head easily and leave him in your dust. ---------------- THIRD FLOOR - 3F ---------------- Go to the end and unlock the helmet door. Go through to the LIBRARY. ------- LIBRARY ------- Go down the hall and encounter the snake again. Take him down with no problem using your -GRENADE LAUNCHER-. Use -GRENADE ROUNDS-. It will take about 6 of them. Get the -BLUE BOOK-. Examine this book and take the -HAWK MEDAL-. <> ---------------- THIRD FLOOR - 3F ---------------- Go back downstairs. ------------------ ARROW HALLWAY - 2F ------------------ Straight ahead to the door opposite you, heading to the BIRD HALLWAY. ----------------- BIRD HALLWAY - 2F ----------------- Downstairs and to the LONG HALLWAY. ----------------- LONG HALLWAY - 1F ----------------- Run through the first door on your right to the DINING ROOM. ---------------- DINING ROOM - 1F ---------------- Go back to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Up the stairs and through the painted door to the GRAVEYARD. --------- GRAVEYARD --------- Go through the gate back to the STAINED GLASS HALL. ----------------------- STAINED GLASS ROOM - 1F ----------------------- Right on back to the DARK HALLWAY. ----------------- DARK HALLWAY - 1F ----------------- Run and enter the first door you'll see using the -SPENCER KEY-. ------------------- SPENCER OFFICE - 1F ------------------- Turn on the light and get the -METAL OBJECT- from the dresser behind you. Leave. <> ----------------- DARK HALLWAY - 1F ----------------- Enter the door to your left to get into the SAVE ROOM HALLWAY. ---------------------- SAVE ROOM HALLWAY - 1F ---------------------- Kill the hunter here and immediately enter the save room. Don't delay, otherwise you'll get some unwanted company. --------- SAVE ROOM --------- Here's what you need. 1. Grenade Launcher (Acid Rounds) 5. Nothing 2. Crank 6. Nothing 3. Flame Rounds 7. Nothing 4. Helmet Key 8. Nothing <> ---------------------- SAVE ROOM HALLWAY - 1F ---------------------- Go upstairs. Take a left at the top of the stairs. In your way is a hunter, shoot it down and run by; no need to kill it. Enter the door at the back of the hallway. ---------------------------------- SOME ROOM WITH A FIREPLACE I GUESS ---------------------------------- Thanks to Gerardo, who told us we skipped this room, which made things seem weird and out of sequence! Sorry! D: Walk past the fireplace (and its silly map puzzle no one ever uses). Go through the only other door in this very tiny, stupid room using the helmet key. ---------------- STATUE ROOM - 2F ---------------- Push the statue into the room and all the way to the end. Run back and into where the wall has pulled away. Hit the switch near the other statue, run back and push the statue towards the hole in the wall. After four pushes it will be pulled in and the door will open. <> Jump down the hole. Now get the -RED BOOK- and examine it to get the -MEDAL-. Search the tombstone here and climb down the ladder. -------- BASEMENT -------- <> Now take the other path at the fork and go through the door. ---------- BASEMENT 2 ---------- <> Deal with the zombies however you need to and hit the switch to turn on the elevator's electricity before going back to the other fork and arriving back in the KITCHEN. Take the previously out of service elevator up to the LOCKED HALL. ----------- LOCKED HALL ----------- Take a right, avoiding the zombies and ignoring the herbs. Enter the door. ------------ BATTERY ROOM ------------ Take the -BATTERY-, -ACID ROUNDS-. Go through the other door and end up in the ARROW HALLWAY. <> ------------- ARROW HALLWAY ------------- Take the door to your left onto the BALCONY. ------------ BALCONY - 2F ------------ If you didn't kill the hunter here have an easy time dodging his feeble attack as you make your way back to the MAIN HALL. -------------- MAIN HALL - 2F -------------- Take the stairs down and enter the painted door to the GRAVEYARD. --------- GRAVEYARD --------- Go through the gate and back to the STAINED GLASS ROOM. ----------------------- STAINED GLASS ROOM - 1F ----------------------- Around the bend and through the door. ----------------- DARK HALLWAY - 1F ----------------- Take a right and go through the gate to the OUTSIDE HALL. ------------ OUTSIDE HALL ------------ Run to the end and enter the COURTYARD. -------------- COURTYARD - 2F -------------- Avoid the dogs and go up the stairs and through the gate to the RESERVOIR. -------- RESERVOIR -------- Same as ever. Go through the dry reservoir and down the elevator to the bottom COURTYARD. -------------- COURTYARD - 1F -------------- Run to the SouthEast side and put the -BATTERY- in the slot. Now ride this elevator up to the top COURTYARD. -------------- COURTYARD - 2F -------------- Go back to the reservoir. -------- RESERVOIR -------- Use the crank on the stand again to fill the reservoir. Head back to the COURTYARD. -------------- COURTYARD - 2F -------------- Take the elevator down to the bottom COURTYARD. -------------- COURTYARD - 1F -------------- Go past the recently stopped waterfall and into the CAVES. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Walkthrough Part 4 - The Caves ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ --------- SAVE ROOM --------- Go down the ladder and enter the SAVE ROOM. Take the door immediately to your right. --------- FORK ROOM --------- In the next room, take the left fork and go through the door.This is the ELEVATOR ROOM. ------------- ELEVATOR ROOM ------------- Ignore the -HANDGUN MAGAZINES- and go through the other door in the room. ----------- ENRICO ROOM ----------- Talk to Enrico and take the -HEX CRANK- from him when he dies. Leave, shoot the hunter once to knock it down but don't waste the ammo killing it. ------------- ELEVATOR ROOM ------------- Head back to the FORK ROOM. --------- FORK ROOM --------- Kill the hunters and take the right back to the SAVE ROOM. --------- SAVE ROOM --------- 1. Grenade Launcher (Flame Rounds 5. Knife 2. Crank 6. Nothing 3. Acid Rounds 7. Nothing 4. Hex Crank 8. Nothing If you're hesitant about dodging the boulders, this is a good place to save, so your heart (and your controller) doesn't break when you get squished. Use the -HEX CRANK- on the wall around the corner from the typewriter. Run forward and through the door to the first BOULDER ROOM. ------------ BOULDER ROOM ------------ Go up to the boulder as if to examine it, then turn around and run away, moving to the side and out of the boulder's path. Equip your -GRENADE LAUNCHER- and go through the double doors to the spider boss. ----------- SPIDER ROOM ----------- Shoot it until it's dead, don't miss as two shots is just enough to do the job. Try to avoid the smaller spiders in the room, they're not worth the ammo. After this, cut the webbing off of the opposite door with your -SURVIVAL KNIFE- and go through. ---------- SMALL ROOM ---------- Take a right and go through the door. If you're poisoned, there's -BLUE HERB- on the left. -------------- BOULDER ROOM 2 -------------- Use the -HEX CRANK- on the wall three times and when the boulder starts running at you run forward into the newly opened crevice. In here, go through the door and into the PUZZLE ROOM. ----------- PUZZLE ROOM ----------- The trick here is to push the statue in front of the tall metal portion of the wall. Then use the -HEX CRANK- on the opposite wall. Now push the statue onto the plate into the middle twice to rotate the statue twice. Push the statue into the hole in the wall and grab the -CYLINDER-. Leave. My god is that puzzle ever annoying! Like any good RE fans, we hate the caves but we hate that puzzle more than most of it. But, unlike Lisa's upcoming Idiotic Broken Flamethrow Spectacular, this one's pointlessness is counterbalanced by Jbll's carefree pivot on the puzzle rotation thing; aka: the most capricious and fun animation Resident Evil has ever known, and will ever know. -------------- BOULDER ROOM 2 -------------- Go back to the small room. ---------- SMALL ROOM ---------- Head on into the SPIDER ROOM. ----------- SPIDER ROOM ----------- Straight through to the first BOULDER ROOM. -------------- BOULDER ROOM 1 -------------- Go back to the SAVE ROOM. --------- SAVE ROOM --------- Leave carrying only those things, deposit everything else. 1. Grenade Launcher (Acid Rounds) 5. Wolf Medal (Blue Book) 2. Explosive Rounds 6. Cylinder 3. Metal Object 7. Ink Ribbon 4. Eagle Medal (Red Book) 8. Nothing --------- FORK ROOM --------- Go left, into the ELEVATOR ROOM. ------------- ELEVATOR ROOM ------------- Go to the metal panel and take the -SHAFT- combine it with the -CYLINDER- and use it on the stand again. The code for the buttons is "4231". Take the elevator down to the LOWER ELEVATOR ROOM. ------------------- LOWER ELEVATOR ROOM ------------------- Go straight ahead through the only door in the room. --------- LISA ROOM --------- You are in the LISA ROOM. Avoid Lisa. <> Fun thing about avoiding Lisa is she always shows up on the fork you first go down. So for your most efficient dodges, head down the direction you DON'T want to go, then circle back around. Go through the door at the Northeast. -------- BOX ROOM -------- Here, push the box into the transport (and never get it right your first time no matter how many times you've played this game), then push the button to send it off. --------- LISA ROOM --------- Hi Lisa (Needs Braces)! Get back to the LOWER ELEVATOR ROOM. ------------------- LOWER ELEVATOR ROOM ------------------- Climb down the ladder. Push the box into the compactor and turn it on, get the -BROKEN FLAMETHROWER-. Go back to the LISA ROOM. --------- LISA ROOM --------- Hi Lisa (~dental Plan~)! Pull the lever on the wall and quickly rush to the door on the North side. Put the -BROKEN FLAMETHROWER- on the hinges near the door and go through. ----------- FREAKY ROOM ----------- Run through this room, into the water (avoiding snakes) and get the -JEWELRY BOX- on the other side. Combine the -STONE OBJECT- you get from the box with the -METAL OBJECT-. Go up the ladder to find yourself back in the CABIN from earlier. ----- CABIN ----- Leave the CABIN. ----- HILLS ----- Go back down the hill, avoiding the two zombies and through the gates. -------- CEMETARY -------- Run forward and through the gate here back to the FOREST. Be careful of the zombies, but they're too goofy and slow to mess with you, ya old pro. ------ FOREST ------ Now up this hill and through the door back to the GUARD HOUSE. ----------- GUARD HOUSE ----------- Go to the OUTSIDE HALL. ------------ OUTSIDE HALL ------------ Take the -STONE AND MEDAL OBJECT- from the pedestal near the door. Enter the DARK HALLWAY. ----------------- DARK HALLWAY - 1F ----------------- Go through the door to the STAINED GLASS ROOM. ----------------------- STAINED GLASS ROOM - 1F ----------------------- Run through the gate to the GRAVEYARD. --------- GRAVEYARD --------- Go up the stairs and back to the MAIN HALL. -------------- MAIN HALL - 1F -------------- Go downstairs and use the two -STONE AND METAL OBJECTS- on the gate. Open it and enter the ALTAR. ----- ALTAR ----- If you're in a saving mood, this is a good place for it, since Lisa can kill you in one shot. Go down the stairs, down the ladder, and keep going until your find Barry. When prompted, hit Barry with the old Time Paradox (i.e. don't give his gun back). He'll then die, poor Barry. I know, I know, it's really sad! D: Poor guy, we hardly knew you. Who's going to tell your two beautiful daughters and wonderful wife that their father is dead? Who's going to fly the helicopter out of RE3. Who's going to save you from the nuclear bomb, JBLL, WHO??? MY BOUTIFUL DAUGHTERS ;_: JBBLL, TELL MY DAUGHTERS OF THEIR FATHER'S GLORY; MOIRA AND THE OTHER ONE WHOSE NAME I CAN'T RECALL. REMEMBER ME, MOIRA AND THE OTHER ONE! Now you just have to deal with Lisa. You can kill her if you want, you should have enough ammo, but it's just as easy to push all four rocks off and have her jump to her death. Grab -BARRY's MAGNUM-. MAYBE THIS COOL NEW GUN I PICKED UP WILL SAVE ME FROM RACCOON CITY'S IMPENDING NUCLEAR EXPLOSION. :3 :3 :3 :3 :3 JBLL, what did I tell you? That happens in Nemesis, which is like four whole months away in the RE timeline! We don't cotton to that sort of omniscient psychic prognostication in STARS. That might've been fine when you were a wet-behind-the-ears 23 year old expert cat burglar and Delta Force veteran, but not here! This is a small town! We have morals! Good god, we still go to church on Sunday and eat Chief Iron's apple pie at the town hall meetings. Young lady, you wait until Resident Evil 3 before you start wondering how Barry came back to the dead, and when you do you make sure to appreciate how little a grudge he held considering you sent him hurtling into a black and foggy abyss with only Lisa Trevor and her mom's skull to keep him company. (Bye Barry!) (Bye Lisa!) (~dental plan~) Go outside and to the fountain. -------- FOUNTAIN -------- Use the -MEDALS- on either side of the fountain and go down the elevator at the bottom of the drained fountain to get to the LAB. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Walkthrough Part 5 - The Lab ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ For this part use the -GRENADE LAUNCHER- on all the zombies and chimeras you'd like. In the unlikely event you run out, switch over to -BARRY'S MAGNUM- but make sure to leave one round left. It kills the Tyrant in one hit and you're not gonna have the ammo otherwise. ----------- ESCAPE ROOM ----------- Go through the door here to the UPSTAIRS HALLWAY. ---------------- UPSTAIRS HALLWAY ---------------- Kill the three zombies in this area then go down the stairs. This is the SQUARE HALL. ----------- SQUARE HALL ----------- Take a left and head down the hall, killing the zombie there too. You'll come upon some double doors go through them to the COMPUTER ROOM. ------------- COMPUTER ROOM ------------- In here, go straight to the computer on the desk and log on using Username: JOHN Password: ADA. Unlock the two doors. The password for the 2-F door is "CELL". Leave. ----------- SQUARE HALL ----------- Head back the way you came and upstairs. ---------------- UPSTAIRS HALLWAY ---------------- Enter the door you've unlocked to the PRESENTATION ROOM. It's to your left. ----------------- PRESENTATION ROOM ----------------- Use the keypad, the code is 8462. Get the -LABORATORY KEY- off the desk behind the wall you just opened. ---------------- UPSTAIRS HALLWAY ---------------- Back downstairs. ----------- SQUARE HALL ----------- Take a left and then a right and go through the door on your left into the POWER ROOM HALLWAY. ------------------ POWER ROOM HALLWAY ------------------ Kill the one zombies on your way down the right path. Go down the stairs and into the FIRST POWER ROOM. ---------------- FIRST POWER ROOM ---------------- Here, take a right from the door (killing any chimeras) and get the -FUEL CAPSULE-. ------------------ POWER ROOM HALLWAY ------------------ Back to the SQUARE HALL. ----------- SQUARE HALL ----------- Go through the double doors adjacent to the gate that goes back upstairs. ------------ ANOTHER HALL ------------ Go through the second door on your right. --------- FUEL ROOM --------- THIS IS VERY DANGEROUS. I'VE STILL BLOWN UP DOING IT. MAYBE JUST TAKE ONE STEP. OR MAYBE JUST DON'T DO IT BECAUSE IT ONLY SAVES YOU LIKE A MINUTE AND YOU'RE REALLY CLOSE TO THE END ALREADY. Kill the zombie here, and get the -FUEL- from the machine in the back of the room. If you feel like being VERY risky for a bit more time you can running like this. Hold the button down and run, count "One missipi, two missipi" let go of the button, but keep walking. Repeat. Do it like this unless you want your game to end prematurely. This seems to have a low chance of explosion. However, the safest way to do things is to just walk it. ------------ ANOTHER HALL ------------ Back the way you came. ----------- SQUARE HALL ----------- Go back to the POWER ROOM HALLWAY. ------------------ POWER ROOM HALLWAY ------------------ Take the right into the FIRST POWER ROOM. ---------------- FIRST POWER ROOM ---------------- Place the -FUEL CAPSULE- where you found it. Go through the SouthEast door in this area, ----------------- SECOND POWER ROOM ----------------- Now through the door in the next room. ---------------- FINAL POWER ROOM ---------------- Find the blue terminal and use it to turn the power for the elevator back on. Should there be a zombie in your way, have fun wasting it. Might be your last one. ----------------- SECOND POWER ROOM ----------------- Once again, back the way you came. ---------------- FIRST POWER ROOM ---------------- Go back to the POWER ROOM HALLWAY. ------------------ POWER ROOM HALLWAY ------------------ The door in the middle of the hall is the SAVE ROOM. You won't need it. <> ------------------ POWER ROOM HALLWAY ------------------ Continue down the POWER ROOM HALLWAY to the elevator. Hit the switch to the right and then enter it. ------------- ELEVATOR HALL ------------- Go through the door to the TYRANT ROOM. ----------- TYRANT ROOM ------------ Wesker will unleash the Tyrant and you'll have no problem taking it down by shooting it with ONE (yes one :D :D) shot of Barry's .44. Unlock the door you came in from using the terminal on the other side of the room, then get the -MASTER KEY- near Wesker's corpse. Make sure you have a spot free in your inventory. ------------- ELEVATOR HALL ------------- Go back upstairs. ------------------ POWER ROOM HALLWAY ------------------ Just go to the SQUARE HALL. ----------- SQUARE HALL ----------- Back upstairs. ---------------- UPSTAIRS HALLWAY ---------------- Go to the ESCAPE ROOM. ----------- ESCAPE ROOM ----------- Go through the locked door using the -MASTER KEY-. -------------- HELIPAD TUNNEL -------------- Get the -FUSE UNIT- near the end of the path and use it on the wall near the elevator. Ride this up. ------- HELIPAD ------- Get and use the -SINGAL ROCKETS- and congratulations. You've beaten the game in less than three hours. Good job! Congrats! REMEMBER ME MOIRA ;_: REMEMBER ME JBBLLLL.