She is the easier of the two to play this game with, as she begins the game
with a HANDGUN, she can pick locks, hold two more items than Chris, doesn'thave to rely on the partner character to do everything, finds the BAZOOKA,and a bunch of other things.
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I don't like playing as her, due to the fact her quest is so easy andboring. The only reason to play as her, unless you are a beginner, is forspeed games.
Her only disadvantage is that she can take lesser damage thanChris can before biting it. People who are rookies should try her gamefirst.
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-> CHRIS REDFIELD
This guy's scenario is a lot harder than Jill's. He has to go looking forextra keys, must complete puzzles that Jill could normally skip over, needsother characters to do everything for him, gets a FLAMETHROWER(and eventhen, only for one small part), holds a measly six items, and begins thegame with only the COMBAT KNIFE.
His only edge is the fact that he can suffer more damage than Jill, so youshouldn't spend inventory space hauling around healing items. Play with himif you want a real challenge.
1.2 - SUPPORTING CAST
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-> ALBERT WESKER
He is the mission's commander, calling all the shots. Oddly, he doesn'tseem very concerned about what's going on, as if his mind is in anotherplace.
-> BARRY BURTON
Jill's partner character. He has questionable detective skills, likestaring at unimportant bloodspots for hours on end and forgetting tohandcuff suspects. Has the worst voice acting in the history of videogames. "Chris is our ol' partner ya know."
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It's almost like Mr. Ed did his voice! He also supplies weapons for allteam members, which would explain why Chris is armed at the beginning of thegame only with a highly...lethal...KNIFE! Expect to hear lots of Barrybashing from me throughout Jill's walkthrough.
-> REBECCA CHAMBERS
She is the partner character of Chris. She is the newest member of thiselite police unit at age 18(!) and often nervous around other members forfear of making a mistake.
Like Barry, she has some of the worst acting Ihave ever seen, because she sounds like someone who auditioned for a Barbiecommercial.
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Also has questionable detective skills, but doesn't bungle to as great anextent as Barry. She's a newbie so she has an excuse. What's yours Barry?You've been a policeman for over 15 years. :)
1.3 - COMBAT TACTICS
-> AUTO AIM
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This feature is only available in the Directors Cut version of this game.If you've got the original edition, then you get no auto-aim! Anyway, ifyou do have auto-aim, it will assist you greatly.
It'll be really handy intargeting fast enemies like zombie dogs or crows. Also auto-aim will beuseful when going around blind corners.
If you are unsure if an enemy ishiding around a corner and the camera won't let you see back there, thenmove around the corner and hold R1.
If your character auto-aims something,you know there are enemies around the corner.
-> WHEN TO SHOOT
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You cannot shoot enemies at a distance when they are flat on the ground.You must stand next to them and shoot down. If a zombie is rising orfalling from the floor, don't shoot because your bullets will magically passthrough them,
-> IS IT DEAD?
Okay, so you shot a zombie five times and it's on the ground. It's dead,right? Not so fast there. It may just be waiting for you to walk past soit can chomp on your knee.
The easiest way to tell if an enemy is dead isif a blood pool spreads around it. Also if there is threatening music, itwill end when all enemies in the area are dead.
One last thing, if you havethe Directors Cut version, then you can turn away from an enemy. Hold R1.If the enemy's not dead, your character will auto-aim it.
More Biohazard Tips:
-> ONE HIT SHOTGUN KILLS
If you wait for a zombie to get roughly arms-length away, you can point yourshotgun up and blow their head off in one shot! It can also work with dogs,but you'll need real good timing.
-> DIRECTIONS
This game is played in with preset camera angles at fixed locations, like ina movie. Due to this, it can be easy to get confused over directions.Whenever I say left or right, I mean it from the character's perspective.
Whenever I use directions like north, south, east, and west, check the mapto see what direction it is.
1.4 - ITEMS AND FILES
-> FILES AND MAPS
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You will find many documents during your investigation of the SpencerEstate. These papers will provide clues as to what the heck is going onaround here, as well as give hints as to solving puzzles.
For the sake ofbeginners, I'm telling you to pick them up. I'll also give a briefdescription of what's in each of them.
-> INVENTORY
The game will only allow you to carry around eight items as Jill, and sixitems as Chris.
I will tell you good inventory setups for both characters,but you still may have to backtrack a few times if you pick up unnecessaryitems, especially as Chris.
-> KEYS
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Keys are items you need to unlock doors. There are typically only a fewdoors you can use a key on. When you use a key on the last door it can beused to unlock, you will be asked if you wish to throw it away. Do so,because there are no more doors that will need it.
-> HEALING ITEMS
These are extremely vital to survival. If you don't have your health youdon't have anything. The majority of the game, a healing item should be inyour inventory at all times, but every now and then, I will not allow you totake a healing item with you.
This is usually because I am trying to makeroom for a place where you will take another healing item, so you won't beunprotected for long.More Biohazard Tips:
If you're a newcomer to the Biohazard universe, you're probably a littleconfused about how to use the RED HERBS, BLUE HERBS, and GREEN HERBS youfind about the estate.
The GREEN HERB will heal you 1/3 of your health, theBLUE HERB will cure POISON status, and the RED HERB must be mixed with aGREEN HERB to have an effect.
RED HERBS cause GREEN HERBS to have triplethe healing power, which will totally fill up your life meter.
This is a chart on what kind of mixes you can do and what their effects willbe. By the way, you must mix the ingredients in order from left to rightfor some of these to work:
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GREEN = 1/3 health
GREEN + GREEN = 2/3 health
GREEN + GREEN + GREEN = full health
BLUE = cure poison
GREEN + BLUE = 1/3 health and cure poison
GREEN + GREEN + BLUE = 2/3 health and cure poison
RED = nothing
RED + GREEN = full health
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RED + GREEN + BLUE = full health and cure poison
-> INK RIBBONS
You need these to save at TYPEWRITERS, but I will usually not tell you wherethey are because you get so many more than you could ever need for evenseveral games.
They are typically found around TYPEWRITERS, so you usuallywon't need to look far. Be careful, as the game progresses, there will bedecreasing numbers of these around TYPEWRITERS, so early in the game you maywant to grab a few in save rooms and keep them in your chest in case ofemergencies.
I'll only tell you to save when there's a really dangerous situation aroundthe corner, but feel free to save as often as you like.
-> GUNS N' AMMO
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These are VERY important for escaping this deathtrap alive. At the start ofthe game you will have virtually no ammo and weak weapons so you may want torun from enemies at first.
Later, as you progress, you will have so muchammo and powerful guns you'll be swimming in them. You'll then be able tokill almost anything.
For the majority of the game, we will be packing the SHOTGUN and the BAZOOKAfor Jill's game and the SHOTGUN and the MAGNUM for Chris. The HANDGUN willbe used some at the start, but we will ditch it early in Part One.
The COMBAT KNIFE will hardly be used at all.
2) JILL WALKTHROUGH
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2.1 - PART 1 - THE MANSION
In the late afternoon of July 25, 1998, a helicopter flies over the RaccoonForest district of Raccoon City.
Seven people are inside. Their names areJill Valentine, Chris Redfield, Barry Burton, Rebecca Chambers, JosephFrost, Brad Vickers, and Albert Wesker.
They make up the Alpha Team of theS.T.A.R.S. unit of the Raccoon City Police Department.
Their mission is to rescue the Bravo Team who disappeared here, andinvestigate the strange murders that have been occurring in the woods. Thelatter was the Bravo Team's original objective.
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Jill sees smoke rising from the trees. Brad lands the helicopter close tothe smoke as the sun slowly fades behind the Arklay Mountains. A mistenvelops the area.
As they move closer to the black cloud, they discoverthe Bravo Team's helicopter. No one is around, but for a strange reason alot of their gear is still there.
Alpha Team begins searching the area for their missing teammates. After afew moments, Joseph shouts "Hey! Come here!" He pulls something out of thegrass. It's a S.T.A.R.S. Beretta...with a hand still attached!
Joseph screams and drops the gun as a dark shape swoops over him and pinshim to the ground. The other Alpha members look in terror as more darkshapes arrive and proceed to tear Joseph apart.
It's a pack of wild dogs,but these dogs have flesh decaying from them! The rest of the Alpha Teamopens fire and kills the animals, but not before Joseph is killed.
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Brad gets scared and lifts off without the rest of his team. Chris yells"No! Don't go!" but his cry is futile as the helicopter flies out of sight. Suddenly, more dogs appear.
The Alpha Team flees through the forest whilefiring shots to keep the dogs at bay. Chris spots a mansion in the fog andtells Jill to run to it. Jill, Wesker, and Barry manage to get inside, butChris is missing...
They may think they have made it to safety, but in fact this nightmare isfar from over. You now determine the fate of this mission. Good luck!
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-> MAIN HALL
Now that the team is temporarily safe, they examine their surroundings.Jill tries to go back outside to look for Chris, but Wesker stops her withthe cry of "STOP IT!
Don't open THAT door!" Just then, a gunshot is heardin the distance. Wesker orders Barry and Jill to investigate, while he"handles this." What is there to handle in this room anyway?
-> DINING ROOM
After entering the room, Barry says, "A dining room." Bright boy. Now,equip your HANDGUN and run along the table after Barry.
Then, all of asudden, a smudge on the floor grabs Barry's attention. "WHAT! What ISthis?" Barry declares. Jill then says, "What is IT?" Barry shouts,"BLOOD!"
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He then asks you to look for more clues while he "examines" the blood on thefloor, as if expecting it to move or something. Go out the door near whereBarry is crouching.
-> EAST WHITE HALL
Don't bother trying any of the other doors you see here, because every oneof them is locked. Instead, go to the small alcove at the end of thecorridor.
You will see someone who looks like he's...chewing...on a body!He turns around to look at you and he has a rotten face. It's like he'sa...ZOMBIE! Shoot the zombie and examine the body.
When you check the body, you discover it's Kenneth Sullivan's body! He wasone of the members of the Bravo Team, but now he's dead. If you check thebody two more times, you will get two CLIPS. Go back to the DINING ROOM.
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-> DINING ROOM
Jill runs back into the room, but before she can tell him what happened, thezombie comes back to life and lurches through the door. Barry blasts itwith his gun, and Jill says "Kenneth was killed too, maybe by thiscreature!"
Are you blind Jill? It was chewing on his neck! She says thatthey should go back and report this to Wesker, and Barry nods in agreement.
Take the EMBLEM from over the fireplace, then leave through the double doorson the other end of the room.
-> MAIN HALL
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Hey! Where did Wesker go? When Barry tells you to help find him, lookunderneath the staircase, or go upstairs then come back down. Barry saysthey should split up and hunt for Wesker and the others, starting on thefirst floor.
He says he will check the DINING ROOM again, and Jill says she will try thedoors on the other side of the hall. Before leaving, he gives you aLOCKPICK, as you're the Master of Unlocking.
This LOCKPICK will be a verygood friend of yours during Part 1 of the game. You are now alone. Leavethrough the blue doors as Jill said she would.
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If you want to, you can get INK RIBBONS at the TYPEWRITER next to thestairs. Also, if you'd like a nasty surprise, try to go out the front door.
-> BLUE ROOM
There are many nice paintings in this room, and a statue of a woman and avase in the center of the place. If you examine this statue closer, youwill see a rolled-up paper inside the bowl it's holding.
Push thestepladder over to the statue, and you will be able to get the 1ST FLOORMAP. When you have finished exploring, unlock the door near the curtaineddoor with the LOCKPICK.
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You can push the display case away from the door with the curtain and find ahidden area. There is a zombie on the floor that will bite your knee if youwalk over him before killing him.
If you don't want to waste ammo, you canslide around on the right side. On the shelf, you will find INK RIBBONS.
-> L-SHAPED HALL
Look at the "creepy stuff" in the display cases on the inner wall if youwant to, then turn down the hall and run. Why? Because dogs leap throughthe windows.
Now get to the other door at the end of this hall beforeyou're torn to shreds like poor Joseph.
You can get a CLIP hidden under a moveable case, but you'll be pretty muchforced to kill the dogs because the case-moving process is so slow. I don'tthink it's really worth the effort.
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-> WEST WHITE HALL
Ignore the rusted iron door you see, because you don't have the right keyfor it yet. Instead, pick up the GREEN HERB on the floor and go down thehall a little.
You will see another door and it leads to the MANSION BATHROOM. You cansearch around in there if you want to, but you won't find anything excepttoiletries.
-> WEST WHITE HALL
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Continue down the hall, and at the very end you will be between a set ofdouble doors, and a single door. Take the single door.
-> CONNECTING CHAMBER
There is nothing here to see, so why don't we go to the next room?
-> LIVING ROOM
On the wall, you can see a SHOTGUN on a gun rack. Since all you have rightnow is a peashooter, why not take it? Note how the hooks rise up after youremove it from the rack. Oh it's probably nothing... Why don't you justleave the room and look for something to try out your new gun on?
-> CONNECTING CHAMBERMore Biohazard Tips:
Oh crap! The ceiling is falling and the door out of here is locked! Staycalm though, help is on the way. After a moment or two, Barry will arriveand kick the door open. He shouts for Jill to get out of there. Jill leapsout the door just before the ceiling fills up the room.
-> WEST WHITE HALL
Barry remarks "That was too close! You were almost a jibble sandwich!"Jill thanks Barry for saving her life. Then she gets irritated with himbecause he wasn't searching the other side of the house like he was supposedto.
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Real smart, Jill. He saves you, then you get angry at him because he wasn'tsupposed to keep you from becoming a jibble sandwich, he was supposed to bestaring at a bloodspot on the floor. Jill thanks her one last time, then hestarts back to the east wing. Take the double doors nearby.
If you don't want to see this sequence, then you can get the BROKEN SHOTGUNfrom the other side of the house and use it to keep the wall hooks downwhile you escape with the good SHOTGUN.
It's not really worth it if you'replaying as Jill. However, if you don't come to this room first thing, thenBarry won't save you from the ceiling trap and you WILL need the BROKENSHOTGUN to get the good SHOTGUN.
-> DARK CORRIDOR
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Shoot the two zombies you see, then take the door on the south side of thehall.
-> ART GALLERY
You find yourself in a hall of portraits, with ugly crows on the tracklighting. Don't concern yourself with them, because as long as you don'tshoot, they won't attack you.
Note that each painting shows a stage of a person's life, and that there isa switch beneath each painting, except for the first one that is entitled"From Cradle to Grave."
Hmm...cradle to grave...I know! You should presseach switch under the painting in order from birth until death. If youcan't figure out what order to go in, here is the solution:
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1. Newborn baby
2. Infant
3. Lively boy
4. Young man
5. Tired middle-aged man
6. Bold-looking old man
7. The painting entitled, "The End of Life"
If you pressed the buttons in the correct order, the "End of Life" paintingwill crash to the floor and you will find the STAR CREST behind it. You cannow leave the room.
If you got the order wrong, the crows will attack. Leave the room and whenyou return they will be docile again. The puzzle will reset so you canstart over.
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-> DARK CORRIDOR
If you are wondering what you are supposed to do with that STAR CREST youfound, then take the door in the alcove on the north side of the hall.
-> COVERED PATH
Go down the stone walk and you will see a dog. Kill him with your HANDGUN,because dogs take about the same amount of the more powerful SHOTGUN SHELLSto kill anyway.
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When the dog is dead, examine the door at the end of the corridor. It'slocked, but there is a panel to the left of the door. On the panel youread:
"When the sun sets in the westAnd the moon rises in the east,Stars will begin to appear in the skyAnd wind will blow towards the ground.Then the gate of new life will open."
Also note that there are four holes in the panel, shaped like that STARCREST you have.
The poem gives out the names of each of the crests you needto find to unlock the door: Sun, Moon, Star, and Wind. You already haveone, so there are still three more to find inside the mansion somewhere.Place the STAR CREST in the diagram, then leave.
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-> DARK CORRIDOR
Unlock the black door near the double doors.
-> WEST STAIRS HALL
Shoot the zombie at the bottom of the stairs, then take the GREEN HERBnearby. Go through the little door under the stairs.
-> STORAGE ROOM
Welcome to your first save room. Take the white bag of the incredibleCHEMICAL and organize your inventory at the CHEST nearby:
-> HANDGUN, CLIP , EMBLEM, CHEMICAL
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Go back out.
-> WEST STAIRS HALL
Go upstairs.
-> EAST STAIRS LANDING
Two zombies approach from either side when you arrive at the landing. Pelteach of them until dead. Don't worry about killing the zombie lurking atthe east end of the hall if he is there.
He is guarding an area you won'tneed to go to until much later in the game, and by then he'll be long gone.Take the door that is in the offshoot to the right of the staircase.
-> RED PASSAGEWAY
More Biohazard Tips:More Biohazard Tips:
A zombie approaches from a few steps away. Kill him and go the way heWASN'T in front of, to the left. Skip over the OPTIONAL section if youdon't want to get an extra file.
If you want to, you can go to the RED ROOM which is right at the end of thehall. On the table in there, you will find the BOTANY BOOK. This book willprovide hints on how to mix the RED HERBS, GREEN HERBS, and BLUE HERBS youwill find around the Spencer estate.
According to the book, the GREEN HERB is used to heal wounds, the BLUE HERBis used to cure poisons, and the RED HERB is used to triple the effects ofGREEN HERBS. Keep these tips in mind for the rest of the game. Leave outthe same door you used to get in.
-> RED PASSAGEWAY
Go around the corner past the locked blue doors, and you will see anotherzombie. Kill him and take the door at the west end of the hall because thedoor on the south side of the hall is locked also.
-> UPPER MAIN HALL
You run into Barry-boy again up here. After some small talk, he says he has"a weapon, it's really powerful...especially against living things!" WOW!He then hands over some ACID ROUNDS, which is a type of ammunition for theBAZOOKA.
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Hey, Barry, that's not a weapon! It's ammo you dummy! He then runs offback to the DINING ROOM, to look at his pet bloodspot, I suppose. The nextdoor we are going to is the other door on the west side of this balcony. Gothrough it.
-> BLOODY CORRIDOR
There's not much to see here except for some bloodstains on the floor andthe wall. If you examine them Jill will hope to herself that this bloodisn't from her teammates. Leave out the other door besides the one you usedto enter.
-> OUTDOOR BALCONY
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Out here, you get a nice view of the woods, and you also find another deadbody of one of your Bravo teammates, Forest Speyer.
He got pecked to deathby crows, but at least he still has his BAZOOKA with him. Take the gun, butbe careful not to accidentally check the body or Hitchcock's little friendswill attack. Leave out the door you used to get in.
-> BLOODY CORRIDOR
Go out the other door.
-> UPPER MAIN HALL
Run across the balcony to the double doors on the western side of the hall.
-> DINING ROOM BALCONYMore Biohazard Tips:
Arrghh, it's that awful ticking again. Kill off the deadheads here. Don'tbe afraid to use your BAZOOKA if you run out of ammo for your HANDGUN.
Go to the statue up here and push it through the hole in the balconyrailing. I don't know why we are doing it, there's no logical reason.Anyway, you'll hear a crash below as the statue hits the floor. Take thedoor on the far side of the room.
-> WEST STAIRS LANDING
Kill the two zombies lurking around, then go down the stairs. The two doorsyou see up here are locked. One needs a HELMET KEY and the other needs apass code. You won't get either of these until around Part 3, so ignore thedoors for now.
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-> WEST STAIRS HALL
Immediately go into the space beneath the stairs and you will see a door.Go through it. If you get to it fast enough the zombie milling around closeby won't even see you.
-> MEDICAL ROOM
Don't you just love the music that plays in save rooms? Anyway, you'reprobably running low on CLIPS at this point, so we'll dump the HANDGUN forawhile and go with the SHOTGUN. Heal yourself if necessary, then organizeyour inventory like this:
-> SHOTGUN, EMBLEM , CHEMICAL
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Leave this room.
-> WEST STAIRS HALL
I recommend you dodge the zombies hanging around here, the corridor is wideenough to pull it off. The first one's easy, he is hiding under the stairsand should pose no threat.
Go past the right side of the column to passnumber two, then move back to the left side of the hall to get past numberthree. Take the brown door at the end of the hall.
-> GREEN CORRIDOR
Zip past the zombie you see immediately and go down the hall he wasguarding. You will come to a little black door at the end.
-> WATER GARDEN
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Don't try to walk past the fountain, lest killer vines attack you. Instead,go to the little pump by the windows and pour the CHEMICAL into it. Thevines will die, giving you access to the most important item in this part ofthe game, the ARMOR KEY.
Take it from the ornament on the window. Grab all the RED HERBS and GREENHERBS you can from this room, then combine them so that you are left withtwo RED-GREEN MIXTURES, and a GREEN-GREEN MIXTURE. Leave the room.
-> GREEN CORRIDOR
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Blow down the corridor and past the zombie again, but this time turn right.Kill the zombie at the intersection of the hall, then use your LOCKPICK tounlock the door on the right side of the corridor.
-> KEEPER'S BEDROOM
Take the CLIP off of the bed, then examine the desk. When you do so, azombie will pop out of the closet. Blow his stupid face off then get backto your examination of the desk.
You will find the KEEPER'S DIARY on the desk. The keeper says he had totake care of a "new creature," given to him by a "researcher."
A day later,there was an accident in a lab somewhere on the estate, which kind ofexplains the previous entry. The guy says he has to wear a space suit now,and he's annoyed with it.
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He feels itchy now, and asks the doctor about it. He gives him a bigbandage and tells him he doesn't need the space suit anymore. The keeper isglad, though now rotten chunks of flesh are falling off of his body.
Therest of the diary, you may notice the words are getting simpler and simpler,and then the diary concludes with the words "Itchy. Tasty." It's prettyobvious what's happened to him I believe.
I guess this somewhat explains why the heck there are zombies and monstersaround, because of some lab that's on the grounds. Leave the room.
More Biohazard Tips:
-> GREEN CORRIDOR
Turn left and take the door near the zombie you left alive.
-> WEST STAIRS HALL
Unlock the nearby black door with the ARMOR KEY.
-> ARMORY
There isn't much firepower left for you to take I'm afraid. At least youcan get a CLIP off of the shelf and SHOTGUN SHELLS after you unlock thedrawer in the desk.
You can also get the BROKEN SHOTGUN here to use on the rack to get the goodSHOTGUN. However, if you already got past the ceiling trap with Barry'shelp, then there is absolutely no reason to take this item. Leave.More Biohazard Tips:
If you don't have the CLOSET KEY, it's because you haven't completed thegame with the extra good ending yet. Don't sweat it if you don't have it.Leave.
-> WEST STAIRS HALL
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Enter the GREEN CORRIDOR once again.
-> GREEN CORRIDOR
Turn right and run to the door at the very end of the corridor.
-> WEST WHITE HALL
This place is familiar, but instead of looking at Kenneth's dead body,unlock the door next to the double doors at the east end of the hall.
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-> PIANO BAR
There is seemingly nothing to do here. There don't seem to be any itemsaround. Anyway, walk around the piano and in the back alcove you will findtwo bookcases.
Push away the one in front of the other one, and take theMUSIC NOTES hidden on the shelf.
Use the MUSIC NOTES on the piano, and Jill will do a superb recital of the"Moonlight Sonata." Jill is so good at playing the piano she can even do itwhile holding a SHOTGUN in her hands! This triggers the opening of a secretpassage in the wall.
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Go inside and you will see a statue with a GOLD EMBLEM on it. Note that itlooks a lot like the EMBLEM you have with you. Maybe you should try placingthe GOLD EMBLEM above the fireplace in the DINING ROOM.
But after you takethe GOLD EMBLEM, the wall seals up again. Place the wooden EMBLEM in itsplace and that will fix the problem right up. Exit this room.
-> WEST WHITE HALL
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You remember where the DINING ROOM is? It's behind the only door on thesouth side of the hall.
-> DINING ROOM
Plant the GOLD EMBLEM over the fireplace and that annoying ticking willfinally cease. The grandfather clock will chime three times, then moveaside to reveal a secret compartment. Take the SHIELD KEY here.
Next, search behind the table to find the remains of the statue you smashedfor no logical reason. In it's remains, you'll find a beautiful BLUE JEWEL.Leave out the double doors.
-> MAIN HALL
Use the ARMOR KEY on the little door near the double blue doors on the eastside of the MAIN HALL. Enter into it.
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-> GLOBE ROOM
Walk past the sculpture this room was named for, and take the CLIP off theshelf. Then walk past the other shelves on your left. A zombie willapproach from the left. After removing his head from his body, unlock thedesk he was guarding. A box of SHOTGUN SHELLS is what you'll get. Now,take the door on the east end of this little hall.
-> PLAYROOM
There are no threats here but a crawler zombie. Kill him and then heal upwith the two GREEN HERBS on the floor. Right now, you should have twoinventory slots left.
You should take only ONE GREEN HERB. You will needthe space for something important a little later. Exit the room.
More Biohazard Tips:
If you don't mind having to run to a save room to reorganize your inventory,then take all the GREEN HERBS.
Also, you may note the other door in here.You can only open that door if you have the CLOSET KEY, which you receive bygetting the extra good ending on your last game. Inside the CLOSET, you'llbe able to change into Jill's alternate costumes if you want to.
-> GLOBE ROOM
Go back to the MAIN HALL.
-> MAIN HALL
Mount the stairs.
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-> UPPER MAIN HALL
Go to the eastern side of the hall to the door to the RED PASSAGEWAY.
-> RED PASSAGEWAY
Go past the first door and use the ARMOR KEY on the double blue doors.
-> KNIGHT ROOM
Hmm, two grates, two statues, one red button, crap, what are we supposed todo here? I know! Push the statues over the grates, then press the redbutton and see what happens!
Make sure both grates are covered just right,then press the shiny red button on the floor. The cabinet in the back ofthe room will open. Take the SUN CREST from the cabinet, then leave theroom.
More Biohazard Tips:
If you mess up covering the grates, or push them away from the holes afterpressing the button, then poison gas will leak into the room! Quickly exitbefore you are poisoned or die! When you walk back inside again, everythingwill be as it was before, as if nothing had happened.
-> RED PASSAGEWAY
Unlock the brown door with the ARMOR KEY, the one you passed on the way tothe KNIGHT ROOM.
More Biohazard Tips:
-> RICHARD'S HALL
You will see two GREEN HERBS on the floor, but leave them there for now. Asyou round the bend, you see poor Richard on the floor with a nasty bitewound.
He tells you he was bitten by a giant, poisonous snake. He thensends you out of the room looking for the SERUM, while raving about terribledemons.
You will not be able to go past this room until you get the SERUM forRichard. He will die approximately 15 minutes after you find him.
Not thatit matters, there's no real benefit to saving him in time, except it willspare you a few small inventory difficulties. Anyway, back to thewalkthrough.
More Biohazard Tips:
-> RED PASSAGEWAY
As you exit the room, your map automatically lights up. A red dot will showyou the room where the SERUM is. In this case, its the MEDICAL ROOM. Let'sbe on our way there. Go into the UPPER MAIN HALL.
-> UPPER MAIN HALL
Run across the balcony to the DINING ROOM BALCONY.
-> DINING ROOM BALCONY
Go to the next room.
More Biohazard Tips:
-> WEST STAIRS LANDING
Go down the stairs.
-> WEST STAIRS HALL
Go into the MEDICAL ROOM.
-> MEDICAL ROOM
Take the SERUM from the shelf and organize your inventory like this:
-> WEST STAIRS HALL
More Biohazard Tips:
Go back up the stairs.
-> WEST STAIRS LANDING
Go back to the DINING ROOM BALCONY.
-> DINING ROOM BALCONY
Take the double doors.
-> UPPER MAIN HALL
Go to the door across from the doors you used to enter.
-> RED PASSAGEWAY
Take the first door you see.
More Biohazard Tips:
-> RICHARD'S HALL
If you have the inventory space, take the two GREEN HERBS. Now go toRichard and let him have the SERUM, if he's still alive. If you took toolong to get back he'll be dead.
A groan and a moan later, he'll give up hisCOM. RADIO and then he dies. Search him twice for a CLIP, then enter thenext room.
-> ATTIC CORRIDOR
More Biohazard Tips:
A zombie approaches out of sight from the hall to the left. Kill him andthen go up the short stairs to the door there. Unlock the door with theSHIELD KEY then discard the key.
-> ATTIC
Gather up your courage and walk towards the columns in the middle of theroom. YIKES! It's that giant snake Richard told you about!
2.1.1 - BOSS FIGHT 1 - THE GIANT SNAKE
If you want to avoid the snake, read the EVASION strategy. If you want tofight, use the FIGHTING strategy.
More Biohazard Tips:
-> EVASION STRATEGY
For those who wish to avoid the snake with as little squabble as possible,follow these directions. When you regain control, you can see some smallshelves in the back corner of the room.
Run towards them and you will missa lunge from the snake. After he lunges, curve towards the pillar with theboxes. Run past the pillar and turn right. Swipe the SHOTGUN SHELLS offthe barrels if you have time.
Now, run around the wall and into the walled-in place where the snakeappeared from. Take the MOON CREST from its hidey-hole and try to run backout.
By now the snake has probably caught up and is blocking the passage.You will likely get bitten here, but it's okay if you have healing items.Now, run back out of the attic.
More Biohazard Tips:
-> FIGHTING STRATEGY
Now, for those who want to hang tough and tangle with the snake, read here.Take some distance from the snake and let loose with your BAZOOKA. ACIDROUNDS are especially effective.
Be careful about your aim. The head isthe only vulnerable spot, and since the snake often slithers along theground, it is a difficult target to hit.
More Biohazard Tips:
Don't get it too close to the snake either, or it will encircle you andprevent you from moving. Monitor your health status, because if it gets toolow, the snake will try to swallow you, killing you in one attack!
Afterabout 3-6 hits, the snake will give up and run away. You can now take theMOON CREST and leave.
If you still have it do NOT use the SERUM AT ALL until you get out of herewith the MOON CREST. Otherwise, you may get bitten again by the snake.
NoBLUE HERB in the entire game can cure the snake's venom, and since there areno other SERUMS to find, you will be stuck in permanent POISON status forthe rest of the game.
More Biohazard Tips:
-> ATTIC CORRIDOR
Just after going down the steps, Jill passes out from the poison (if youwere bitten during the battle). Barry will arrive and take you to theMEDICAL ROOM if you gave the SERUM to Richard. If you were not bittenduring the fight at all, then no cutscene will occur and you will stay inthe ATTIC CORRIDOR.
More Biohazard Tips:
Also, if you still have the SERUM with you and were bitten, then Jill willask to take it. Do as she says, and you will stay right where you are.
Ifyou are still in the ATTIC CORRIDOR, go to the MEDICAL ROOM. I'm sure youcan find it again, as we've already been there and back a few times.
-> MEDICAL ROOM
Jill wakes up on the cot in this room if you were bitten during the fightwith the snake and didn't have the SERUM. Organize your inventory:
-> WEST STAIRS HALL
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Dodge the zombies and go to the GREEN CORRIDOR.
-> GREEN CORRIDOR
Remember that little door in the offshoot I told you not to go to? Well gothere now.
-> TIGER ROOM
Put the BLUE JEWEL in one of the tiger's eyes. The statue will then rotateto reveal the fourth and final crest, the WIND CREST! Now you can finallyopen up the back door at get out of here! Leave.
-> GREEN CORRIDOR
Enter the black door at the end of the hall.
More Biohazard Tips:
-> WEST WHITE HALL
Enter the door to the DINING ROOM.
-> DINING ROOM
Go to the MAIN HALL.
-> MAIN HALL
Go up the stairs.
-> UPPER MAIN HALL
Turn right and enter the RED PASSAGEWAY.
-> RED PASSAGEWAY
More Biohazard Tips:
Enter the door right after the blue doors.
-> EAST STAIRS LANDING
Go down the stairs. Are you getting tired of these one-sentence roomdirections? Don't worry, we're almost to where we need to go.
-> EAST STAIRS HALL
Bypass the save room and go to the door at the end of the hall.
-> DARK CORRIDOR
Go into the door that is by itself in the dark offshoot.
-> COVERED WALK
More Biohazard Tips:
Plug the SUN CREST, the MOON CREST, and the WIND CREST in the plate. Afterall the crests are secure in the diagram, you will hear the door unlock.Enter.
-> TOOL SHED
Welcome to the courtyard area of the Spencer estate. Push the stepladderforward some so you can stand on the side where you get on it. Push it tothe shelf and take the SQUARE CRANK. Leave out the double doors.
-> UPPER COURTYARD
More Biohazard Tips:
YES! Two RED HERBS, three GREEN HERBS, and just around the corner, threeBLUE HERBS. Take the two RED HERBS and the three GREEN HERBS. Ignore theBLUE HERBS for now, or dogs will pounce upon you. You'll face two dogs at atime in most of the areas out here.
After you take the RED HERBS and the GREEN HERBS, mix them to make twoRED-GREEN MIXTURES. Now, fire off one shot from your gun to "wake up" thedogs.
They'll come charging into your little corner. Stay where you areand fire off a bullet at a dog when it gets close. When the dog stands upagain, fire another bullet to put it back down. Repeat until both dogs aredead.More Biohazard Tips:
Your COM. RADIO will beep after you kill the dogs. That's Brad in thehelicopter trying to hail you.
Press the RADIO button in the inventoryscreen and Jill will try to contact him. Unfortunately, the COM. RADIOdoesn't seem to be working.
Grab the BLUE HERBS and mix them with your RED-GREEN MIXTURES to make BROWNMIXTURES. Go down the western path. At the end you'll find a brokenelevator you can't use right now, and on the wall nearby the GARDEN MAP isposted.
Take the map, then go through the rusted iron gates at the northernend of this place.
More Biohazard Tips:
-> WATER RESERVOIR
Follow the stone path to a post with a square hole in it. Use the SQUARECRANK to drain the water from the reservoir.
Go to the little ladder andjump down onto the new path. Run across the pool and climb up the otherladder.
As soon as you're on the other side, start running hard. The reason isbecause little snakes are falling from the trees on the sides of the path,and they are infinite.
Eventually you will come to a small platformelevator. Board it and go down.
More Biohazard Tips:
-> LOWER COURTYARD
Just like in the UPPER COURTYARD, fire one shot to "wake up" the dogs, thenstand near the elevator and fire shots at the dogs that get close. Whenthey get up shoot them again.
Repeat until they are dead. Go throughanother squeaky iron gate to the next area of the courtyard.
If you want toget by without fighting, scrape along the water near the waterfall to avoidcontact with the dogs.
More Biohazard Tips:
-> COURTYARD PATH
I'd recommend you flee from the dogs this time, because the next time youcome this way the dogs will be gone. Run in a zigzag pattern to evade themand get to the door at the end.
If you must kill them, repeat the method above with your back to the "lower"wall in the first camera angle.
Take the door at the very end of the path.If you've got the item space, take the two GREEN HERBS and two BLUE HERBSnear the entrance gate.
More Biohazard Tips:
-> THE LIGHTER SUBQUEST
There is a LIGHTER you can find in a bedroom on the second floor near theEAST STAIRS LANDING. This LIGHTER is used for the small task of lighting acandle in a room for extra ammo, and getting the 2ND FLOOR MAP.
If you wantto do this little subquest, read below. We will start at the EAST STAIRSLANDING.
-> EAST STAIRS LANDING
Unlock the door just to the left of the stairs with the ARMOR KEY. Enter.
More Biohazard Tips:
-> STAG ROOM
Take the door to the left.
-> UPSTAIRS OFFICE
Press the switch hidden in the bug display case to empty an aquarium. Pushthe aquarium away from the back corner of the room, then push the bookcaseinto its place to reveal a cabinet.
The cabinet contains a bag of EXPLOSIVEROUNDS. Also, you can find INK RIBBONS in the pocket of the lab coathanging on the rack. Leave.
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If you want to, you can read the RESEARCHER'S WILL on the desk. He says avirus he and his fellow scientists were experimenting with here infectedhim.
He says his fellow workers are even now mindlessly clawing at his dooras he writes. He ends saying that by the time she reads this, he'll be oneof those zombies.
If you wait until you complete Part 2 to get this letter, the top half willbe torn off and missing... I wonder why?
-> STAG ROOM
More Biohazard Tips:
Take the door across from you. Be careful, because a zombie might come inthrough the door from the hall.
-> TWIN BEDROOM
Take the RED HERB, the CLIP hidden behind the right bed, and the LIGHTER offthe shelf. Leave.
-> STAG ROOM
If there's a zombie or two in here, then evade it and get out into the hall.
-> EAST STAIRS LANDING
More Biohazard Tips:
Run east down the hall, and kill the zombie hiding around the corner ifthere is one there. Go through the door at the end.
-> FIREPLACE ROOM
There's not much to see in here, apart from a fireplace with a white paperover it. Use the LIGHTER to start a fire, and the white paper will becomethe 2ND FLOOR MAP.
Take the GREEN HERB you find in here if you need it, andleave the room through the blue door. The other door in here needs a keyyou won't find till much later.
-> EAST STAIRS LANDING
More Biohazard Tips:
Enter the RED PASSAGEWAY.
-> RED PASSAGEWAY
Go into the door after the blue doors.
-> RICHARD'S HALL
Go to the next door.
-> ATTIC CORRIDOR
More Biohazard Tips:
Turn left at the fork and take the door at the end of the hall.
-> PRIVATE DINING ROOM
Get the INK RIBBONS from the table, then search the cabinet on the left fora CLIP. Light the candles on the table with the LIGHTER. Now push away theleft bookcase to reveal a secret room.
Grab the ACID ROUNDS in the cabinethidden back here. If you try to get them without lighting the candlesfirst, it'll be too dark to pick them up.
2.2 - PART 2 - THE GUARDHOUSE
More Biohazard Tips:
-> ENTRY CORRIDOR
Directly in front of you are some BLUE HERBS next to a stand with otherplants on it. You can also see the statue next to them there istexture-mapped. This is used to cover the hole in front of a door down thehall.
If you don't cover it, a plant vine will shoot out and grab you by the neck,robbing you of a little health. Push the statue east down the hall, thensouth down the hall the hole is in.
Cover the hole and you'll never have toworry about the vine again, unless of course you're stupid enough to movethe statue away again. Take the door across the hall from the door marked001.
More Biohazard Tips:
Beyond the red doors is the GAME ROOM, where you'll get your first encounterwith the giant spiders. You can find INK RIBBONS on one of the tables, anda CLIP on top of a barrel in here.
You can just ignore the spiders, becausethey don't cause much damage. The most dangerous thing about them is thatthey can poison you, but this is easily fixed by using a BLUE HERB.
-> GUARDPOST
Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the bookshelf. Next,heal yourself to FINE status and organize your inventory at the save box:
More Biohazard Tips:
-> ENTRY CORRIDOR
Go to the door across the hall with a sign above it that says "001."
-> 001 BEDROOM
Blow both zombies' heads off, then unlock the desk to find some SHOTGUNSHELLS. Next, go to the bed and take the RED BOOK off the bed. If youcheck it, you will notice that it is empty.
Why take an empty book, youask? Well, don't worry. Even the strangest objects in a RE game alwayseventually serve some purpose. Take the little door by the entrance.
More Biohazard Tips:
-> 001 BATHROOM
Walk to the bathtub and drain the water. On the bottom is the C. ROOM KEY.Take the key and leave.
More Biohazard Tips:
-> 001 BEDROOM
Enter back into the hall.
-> ENTRY CORRIDOR
Walk past the hole you covered up with the statue and take the door backthere.
-> IVY HALL
Don't worry at all about any of that ivy covering the walls. None of it isdangerous. Take the first door you come to.
-> WASP ROOM
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As soon as you enter run diagonally across the room to the dark cornerthere. Charge into it and take the 002 DORMITORY KEY off the desk. Thenturn tail and run quickly out to the same door you used to enter. Thereason?
There are three billion wasps zipping out of that hive to get you,and if you don't move fast, you'll be covered with them and stung over andover till you die.
If you'd take the time to notice between the wasp attacks, you woulddiscover that the double doors in here are being "obstructed by something onthe other side."
Wonder what could be blocking those doors? Also note thedoor with the keypad. Unless you're going to go on the V-JOLT subquestdetailed at the end of the walkthrough for Part 2, there's no reason tobother unlocking this door.
More Biohazard Tips:
-> IVY HALL
Run further down to the end of the hall. Unlock the door with the 002DORMITORY KEY then discard it.
Before you go charging in, push aside thestatue on the left. Take all three GREEN HERBS you find hidden behind it,and make a GRAY HERB MIXTURE. Now enter the door.
-> 002 BEDROOM
Run to the little desk and take the SHOTGUN SHELLS inside it. You can alsoget the DORMITORY MAP on the wall. On the bed you'll find the PLANT 42REPORT, which discusses more on this accident that's happened here.
It alsotells you the name of the virus which is making all these zombies andmonsters. It's called the T-Virus.
More Biohazard Tips:
It says there's this giant plant in the guardhouse that mutated after beinginfected with the T-Virus, and that it looks for nutrition by getting itfrom the flooded basement, and by sucking blood from people caught in itsvines.
It also says that it blocks a door, which is probably explains thatdoor in the WASP ROOM that won't open
Hey look, two texture-mapped bookcases. Shove them aside to reveal aladder. Go down it, into the "secret" passage.
In the 002 BATHROOM, you'll find a CLIP, but you'll have to waste a shell ona zombie. It's not really worth it as the HANDGUN'S not terribly usefulanymore.
More Biohazard Tips:
-> BASEMENT CORRIDOR
Here we get to have fun with boxes! Or not. Further ahead, a pool of waterblocks the hall. You have to push the three boxes into the water to form amakeshift bridge to get across.
Run around the corner and shove the box around the corner. Now push the boxforward to the wall across the hall, then shove it along way down the hall near the corner.
Don't go toofar, or you'll have to start all over! Next, push the box closest to thewater pool into it.
Then go to the second box that was behind it and pushthat box into the pool. And lastly, shove the box you pushed all the waydown the hall to the wall and then into the pool. You now have a box bridgeto cross the pool of water.
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Umbrella really needs to hire some better architects. What idiot puts agiant pool in the middle of the hall, but no bridge to cross it? Come tothink of it, why put a pool in the middle of the hall at all?
Anyway, godown the hall some more and you will see the rest of the hall is submergedin water... Go into the water and open the double doors. Leave the GREENHERBS where they are for now.
-> NEPTUNE DEVELOPMENT LAB
More Biohazard Tips:
You now find yourself in a GIANT room, with it totally flooded by water.Immediately begin running around the right side of the giant water tanks inthe middle of the room.
Don't bother looking at the first door you pass.Eventually, you will come to two doors together.
Move a little closer, and you will see an POV shot of something followingyou underwater. As it turns out, it is a shark code-named Neptune and hertwo babies.
But unfortunately for them, you are already at the doors thatwill allow you to escape. Unlock the left door with the C. ROOM KEY, theone on the right doesn't even have a keyhole! Discard the key and enter.
-> DRAINAGE CONTROL ROOM
More Biohazard Tips:
Walk over to the panel with the flashing light and pull the lever. All thewater will drain out of the basement. On your way out, press the flashingbutton to unlock the room next door.
-> NEPTUNE DEVELOPMENT LAB
You can hear a flapping noise, but ignore it for now. Enter the doornearby.
-> BASEMENT ARMORY
Yes! Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves! Andalso, you can see a little sparkle on the shelf to the right. Take the 003DORMITORY KEY and leave.
-> NEPTUNE DEVELOPMENT LAB
More Biohazard Tips:
Run back to the exit and you will see the source of that flapping sound.Hahaha, it looks like Jaws and its babies are now struggling for theirlives.
Leave. Don't bother shooting them, because you won't need to comeback to this room again unless you wanted to do the V-JOLT subquest.
-> BASEMENT CORRIDOR
Run back to the ladder at the end of the hall. Take the GREEN HERBS if youneed them.
-> 002 BEDROOM
Go back into the hall.
-> IVY HALL
More Biohazard Tips:
Run back down the hall to the next door.
-> WASP ROOM
Run across the room to the door marked "003." Unlock that door and discardthe 003 DORMITORY KEY.
-> 003 BEDROOM
Immediately enter the door to the left.
-> 003 BATHROOM
Blow the zombie's face off then take the FLAME ROUNDS off the floor. Leave.
-> 003 BEDROOM
More Biohazard Tips:
If you unlock the desk in this room, you'll get INK RIBBONS. Notice thebookshelf. One row has nothing in it but red books, except for one whitebook. Take the white book and read the "V-JOLT" REPORT.
In it, it will tell you about UMB No.16, also known as V-JOLT. This is achemical that can destroy Plant 42's roots in a matter of seconds, if pouredon the root in the basement.
You don't have to do this, but it will makethe upcoming fight with Plant 42 a little easier. If you want to go on thissubquest, read the V-JOLT subquest section at the end of Part 2.
Now, put the RED BOOK in the place of the white book to open up yet anothersecret passage. Equip your BAZOOKA and enter the secret door.
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2.2.1 - BOSS FIGHT 2 - PLANT 42
Whoa! That's one really big plant! Don't worry though, this fight will bemuch easier than the one with the snake back in the mansion.
In this fight, Plant 42 will use three attacks. The first one is droppingplaster from the ceiling with its vines.
This is easy to evade as long asyou stay on the move. You can tell when and where it's going to fall when alot of white dust trickles down from the ceiling. This will be its primaryattack during the fight.
Its second attack is vine whipping. This is no problem as long as you don'tget too close to Plant 42. It's last and most deadly attack is the bloodsucker.
If you get caught in one of its vines, it will suck a lot of bloodfrom you. This damages you a lot, but it won't be a problem as long as youdon't get too close to Plant 42. This fight's not too hard though.
It onlytakes 3-5 rounds of any flavor of rounds from the BAZOOKA to kill it.
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After you defeat it, the plant shrivels up. Jill decides to go closer toget a better look. Big mistake. It grows back to full size again, and oneof the vines grabs her.
But then, it's Barry to the rescue! He destroysthe plant with a FLAMETHROWER, and it degenerates into a blob of purple mushin the middle of the floor.
If you don't want Barry to help you destroy Plant 42, then do the V-JOLTsubquest. Plant 42 will be a little weaker during the battle, and it willdie after you cause it to shrivel up the first time.
Jill then thanks him for saving her life again. He responds with aenthusiastic "Yeeeeeehhhhhh." After talking to him, go to the fireplace tofind the HELMET KEY. Leave through the double doors.
More Biohazard Tips:
-> WASP ROOM
Run across the room to the door on the far left.
-> IVY ROOM
Jill hears gunshots close by, and sees it's Wesker shooting some wasps.After he finishes up his target practice, he says that you should go back tothe mansion to look for more clues.
He then runs off again rather hastily,while saying he's "counting on you." Run over the wasps Wesker shot down ifyou want to, then enter the door beyond them.
-> ENTRY CORRIDOR
More Biohazard Tips:
Go to the GUARDPOST.
-> GUARDPOST
You should stock up on heavy artillery here and save, because things aregoing to get tougher very soon. Here is what you should put in yourinventory:
-> ENTRY CORRIDOR
Run to the front door to the west and exit.
-> COURTYARD PATH
More Biohazard Tips:
You can hear your radio beeping as you exit. Turn on the COM. RADIO if youwant to, but you still won't be able to contact Brad, as the RADIO hasn'tfixed itself since you contacted him last. Run for the gate at the otherend of this passageway.
-> LOWER COURTYARD
Run past the dogs if you didn't kill them and go back to the littleelevator.
-> WATER RESERVOIR
You're going to have to make another run through the snakes to get back tothe other gate that leads to the exit. Run like crazy past thesnake-spawning trees, go through the pool, and then leave out the gate.
More Biohazard Tips:
-> UPPER COURTYARD
Dodge the dogs and go back to the TOOL SHED.
-> TOOL SHED
Go to the next door.
-> COVERED WALK
Run down the path to the back door of the mansion. Make sure you have yourBAZOOKA at the ready when you walk in.
-> THE V-JOLT SUBQUEST
More Biohazard Tips:
In this subquest, you will make a chemical called the V-JOLT to help destroyPlant 42.
This is totally optional for Jill and quite unnecessary as Plant42 doesn't take a lot less damage from the BAZOOKA. If you must, this ishow you do it. Start in the ENTRY CORRIDOR.
-> ENTRY CORRIDOR
Go to the double red doors.
-> GAME ROOM
Turn left and run to the pool table in the back corner. Check the side ofthe table facing away from the dart board. You'll get a code that says"345". Remember this number. Leave the room and don't bother to mess withthe spiders.
-> ENTRY CORRIDOR
More Biohazard Tips:
Go down the corridor guarded by the vine. Go into the door behind it.
-> IVY HALL
Enter the next door you come to.
-> WASP ROOM
Turn left and go to the other door you can see in the camera angle. Checkthe keypad next to it. Input 345 into the keypad to unlock the door.Enter.
I guess next time you'll memorize the code so you don't have to doall that extra crap, huh?
-> CHEMICALS LAB
More Biohazard Tips:
This is where you will make the V-JOLT. You can solve this puzzle yourselfif you want to by reading the notes on the wall, or you can try mydirections.
There are many chemicals in here that can be lethal if handledimproperly, so do exactly as I say or you may make a substance that createsa poison gas!:
1 - Gather up three EMPTY BOTTLES.
2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTYBOTTLE with UMB NO. 2. Mix the UMB NO.2 with the WATER to make NP-003.
3 - Fill an EMPTY BOTTLE with UMB NO.4. Mix the UMB NO.4 with NP-003 tomake UMB NO.7.
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4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMBNO.4. Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.
6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.
7 - Repeat STEP 2.
8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!
Leave the lab.
-> WASP ROOM
Leave out the door to the right.
More Biohazard Tips:
-> IVY HALL
Turn right and go down the hall to the door marked "002".
-> 002 BEDROOM
Go to the "secret" ladder.
-> BASEMENT CORRIDOR
Run down the passageway to the double doors.
-> NEPTUNE DEVELOPMENT LAB
Turn right and enter the first door you see.
More Biohazard Tips:
-> MESS HALL
Go to the other side of the room where the plant's root is. Pour the V-JOLTon it to make the root wither and die.
2.3 - PART 3 - THE MANSION REVISITED
-> DARK CORRIDOR
Upon entry, you'll get a warm welcome from a creature that will become thebane of your existence for the rest of the game, the hunter. They're fasterthan you, they're more resilient than you, and they can cut your head off ifyou are in CAUTION or worse.
More Biohazard Tips:
But, in your hands, you hold the most powerful anti-hunter weapon in theseries, the BAZOOKA. Let him have a grenade in the face then unlock thedoor on the northern wall that needs the HELMET KEY.
This place will now be crawling with Hunters wherever you go. In a way,they have replaced all the zombies you killed earlier! Stick to thiswalkthrough or you will get your head cut off, I promise you that.
Also, inthis part you'll start making decisions that will influence what ending youget at the end of the game.
-> STUDY
Walk over to the desk and turn on the lamp. On the desk are MAGNUM ROUNDS,but you should only bother to pick them up if you want to go on the MAGNUMsubquest, which is in the OPTIONAL AREAS section at the end of Part 3.
Jilldoesn't really need the MAGNUM as the BAZOOKA is adequate protection. Takethe DOOM BOOK I from the shelf, then leave the room.
More Biohazard Tips:
-> DARK CORRIDOR
Take the other door here on the northern wall.
-> EAST STAIRS HALL
Stay right where you are and get your BAZOOKA at the ready. You'll hear a"tic, tic" noise. This is the noise hunters make when they are walkingaround.
You will soon learn to loathe it. Anyway, when you see the huntercome around the corner, blast him.
More Biohazard Tips:
Notice the little paper hanging on the wall. Barry wrote it, and it tellsyou he left some bullets in the back room in case of trouble. Go into thelittle door beneath the stairs.
-> STORAGE ROOM
When you enter, you will see many items on the floor that Barry left foryou, including ACID ROUNDS, a FIRST AID SPRAY, and some SHOTGUN SHELLS.
Forbeing so stupid, Barry sure knows how to pick the right presents! Takeeverything and then organize your inventory at the CHEST:
This will likely be the last time we use the HANDGUN anymore in the game, soafter we put it back in the CHEST again, it will stay there for good.
Alsopretend from now on that all the CLIPS you see are things of yourimagination. Go into the hall.
More Biohazard Tips:
-> EAST STAIRS HALL
Equip your HANDGUN and go up the stairs.
-> EAST STAIRS LANDING
Walk up the stairs. You can see a hunter down the hall has its back to you.You now want revenge for that scare that was pulled on you when you cameback here.
Shoot him in the back with the HANDGUN then run down the shortstairs again. Wait here for the hunter to slowly walk down the hall.
When he sees you at the bottom of the short stairs, he'll be in a frenzy toreach you, but due to the limits in the enemy AI, he can't walk down thestairs to get you. More Biohazard Tips:
From the safety of this place, you can pelt him with theHANDGUN till he dies pathetically. Walk back up the stairs. Now this time,walk to the right.
When the camera changes to show a hunter hiding around the corner, slowlywalk backwards into its view.
When it sees you and comes running, rush backto the stairs and you can take him out as easily from there as the last one.Now this time go back down to the first floor.
-> EAST STAIRS HALL
Run to the black door at the south end of the hall.
-> DARK CORRIDOR
Get that BAZOOKA ready and open the double doors.
-> EAST WHITE HALL
More Biohazard Tips:
Run down the hall. As you turn the corner near the bathroom, a hunter popsup from around the next corner. While he shrieks angrily, give him angrenade to the head to quiet him down. Equip your HANDGUN again and unlockthe metal door nearby with the ARMOR KEY.
-> BACK PORCH
Shoot up all the zombies with the HANDGUN then collect the SIX (!) GREENHERBS they were guarding. Make two GRAY MIXTURES and leave.
-> EAST WHITE HALL
Enter the double doors at the other end of the hall.
More Biohazard Tips:
-> DARK CORRIDOR
Enter the door just to your right.
-> EAST STAIRS HALL
Run to the STORAGE ROOM.
-> STORAGE ROOM
Set up your inventory like this:
SHOTGUN, SHOTGUN SHELLSHELMET KEY, ONE OR MORE HEALING ITEMS (two should be enough)
You could also bring the BAZOOKA, due to its good stopping power, but it'sdifficult to handle in the coming battle. I HIGHLY recommend you save, asthe fight with the second-toughest boss in the game is near. Leave.
More Biohazard Tips:
-> EAST STAIRS HALL
Go up the stairs.
-> EAST STAIRS LANDING
Turn left and go all the way down the hall to the last door.
-> FIREPLACE ROOM
Go take the GREEN HERB near the fireplace if you want it, then unlock theother door in this small room with the HELMET KEY.
-> BALLROOM
Go over and check the piano, because maybe you're supposed to play anothertune here to solve a puzzle. Whoops, I guess not...
More Biohazard Tips:
2.3.1 - BOSS FIGHT 3 - THE GIANT SNAKE: THE REMATCH
Looks like an old friend has returned to greet you, only this time, youdon't have to worry about poison since you have already taken the SERUM.While the snake tries to pound you, he makes a large hole in the floor, thenyou take over control.
Shoot the snake a few times from where you are standing, then run to theother side of the room and shoot from there.
NEVER lose your cool and getinto a war of attrition with the snake or it will kill you for sure. Youmust be mobile if you want to stay alive.
Also be sure to carefully monitoryour health so it doesn't drop too low, otherwise the snake will swallow youwhole!
More Biohazard Tips:
If you have the BAZOOKA, you could try to use it too. It's difficult to aimit well though because of the arc of the shots. The fast moving targetdoesn't help either.
After the battle, check the hole near the piano, and who should walk in butol' Barry. He walks over to you, right through the snake melting in themiddle of the floor and casually says, "Jill, have you found anythingINTERESTING?"
Oh nothing much, just killed a giant mutated snake, how 'boutyou? He asks if you would like to go down the hole using his rope. Jillsays yes and she goes down.
-> SECRET TOMB
Being the clumsy fool he is, Barry drops the rope by accident and says he'llgo look for another one.
Meanwhile, you are stranded in this secret room,with nothing to occupy your interest except for a tombstone. If you checkit, you will discover a secret switch. Press the switch and another secretpassage will open up.
More Biohazard Tips:
You can either stay here and wait like a good girl for Barry to come back,or you can run off without him and go down the ladder.
If you run offwithout him, you'll get one of the bad endings at game completion. If youstay and wait, there will be still a chance at getting all the endings.
Waiting for him has far more benefits anyway. You can read them in the roomdescription below. Skip the next BALLROOM description if you decide toleave Barry behind.
-> BALLROOM
More Biohazard Tips:
Barry says he's sorry to which Jill responds "I didn't know *that* was goingto happen." He then gives you a PASS NUMBER, which will be beneficial toyou should you decide to do the MAGNUM subquest.
It'll open up the doorwith the pass code pad at the WEST STAIRS LANDING. Barry'll then run offagain rather hastily, leaving you alone. Climb down the rope again.
-> SECRET TOMB
Take the secret passage you opened up before.
-> BASEMENT CORRIDOR 1
More Biohazard Tips:
A zombie comes from the other end of the hall. Blow his head off, theninvestigate the right fork in the hall.
You will find another zombie and abox of SHOTGUN SHELLS. Blow off his head too, then take the SHOTGUN SHELLSand leave through the only door here.
-> BASEMENT CORRIDOR 2
Run around the corner and another corner and you can see two zombiessnacking on another fellow deadhead. I recommend you leave them alone. Ifyou kill all of them, all you will get as a reward is two GREEN HERBS. Goto the next door.
-> KITCHEN
More Biohazard Tips:
Don't bother looking around for supplies, because there is nothing here butbloodstains and other crap.
It's no big deal, but if you try to take thedoor across from the one you used to enter, you will be attacked by asmarty-pants zombie that knows how to open doors and walk down stairs.
Go to the other side of the room and blast the sleeping zombie on the floor.Take the elevator to the second floor of the mansion.
-> 2F ELEVATOR LANDING
A zombie is immediately coming for you when you enter. Blow his head off.If you look to your immediate left, you will see another zombie.
There isanother corridor beyond him, but there is little there but more zombies anda handful of herbs. You will only need to venture down the MARBLE CORRIDORback there if you decide to go after the MAGNUM.
More Biohazard Tips:
See why I never get the MAGNUM as Jill? You have to do so much extra stuffget it, you don't even find much ammo for it, and you don't really need it.
If you really care about obtaining the MAGNUM that much, I'll say again tolook at the OPTIONAL AREAS section at the end of Part 3.
Anyway, take the door you saw past the first zombie.
-> SMALL CLOSET
Take both bags of EXPLOSIVE ROUNDS off the shelves and take the BATTERY offthe chair. Jill suggests using it on the elevator in the courtyard thatwasn't operational before.
More Biohazard Tips:
Now that you have the BATTERY, you can leave the mansion and move on to Part4. If you want the extra good ending though, I recommend you explore alittle more and get the MO DISK before leaving.
This item is necessary forachieving the best ending in the game.
If you want to just move on and getthis part over with, then skip everything between the row of stars below,and start reading again at the next line of stars. I'll meet you there in amoment.
-> 2F ELEVATOR LANDING
Run past the elevator and take the GREEN HERB if you want it from thealcove.
Continue running and you will see a pair of blue doors with azombie standing guard. Ignore him for he is far too slow to get you beforeyou can get to the doors.
-> LIBRARY 1
More Biohazard Tips:
A zombie homes in on you from the right. Blast him in the head. If you'regoing to go get the MAGNUM, then unlock the desk near where the first zombiewas to receive MAGNUM ROUNDS. There's another zombie standing around behindthe bookcase.
Kill him and take the SCRAPBOOK if you want it. It hasnewspaper articles detailing the murders that are being caused in the ArklayMountains which is where you are.
It's a little funny that in one article the writer encourages readers to goout and look for the fierce wild dogs that have been spotted in themountains.
If you run back to the place where they came from, you can see atexture-mapped bookcase. Push it away to reveal a secret door. Enter ifyou wish, but after you are done looking around in the SECRET STUDY, takethe other non-secret door in the room.
More Biohazard Tips:
You don't have to go in there, because there is nothing to obtain except INKRIBBONS and a CLIP on the shelf.
But, if you look out the window, you cansee a heliport all lit up like a heavenly gate out of this place. Thepicture you see of the heliport looks pretty cool.
I like to look at it somuch that I often come here despite the fact there is nothing important toobtain.
-> LIBRARY 2
Run around in here until you collide with a texture-mapped statue and one inthe wall that has a button.
Press the button to shine a light on a spot onthe floor. Shove the moveable statue to that spot to make a bookshelf rollaside, revealing a desk. Take the MO DISK off the desk and leave.
More Biohazard Tips:
-> LIBRARY 1
Exit through the blue double doors.
-> 2F ELEVATOR LANDING
Go back to the elevator and take it down.
-> KITCHEN
Run to the door by the lockers if you waited for Barry. If you didn't waitfor Barry back in the BALLROOM, you'll have to make a dangerous detourthrough the first floor.
On a positive note though, it is a good way tosnag the MAGNUM on the way out should you decide to get it now.
More Biohazard Tips:
There won't be any rope for you to climb out on in the SECRET TOMB if youdidn't wait on him. I'll detail the way you go if you waited for Barryfirst, then the alternate way out if you decided to be a meanie and leaveBarry behind.
-> BASEMENT CORRIDOR 2
Run to the door at the other end of the hall.
-> BASEMENT CORRIDOR 1
Run back to the ladder.
-> SECRET TOMB
Climb the rope.
-> BALLROOM
Exit via the door.
More Biohazard Tips:
-> FIREPLACE ROOM
Leave through the blue door.
-> EAST STAIRS LANDING
Run down the hall and take the stairs.
-> EAST STAIRS HALL
Enter the STORAGE ROOM.
-> 1F ELEVATOR LANDING
Walk past the elevator and leave out the double doors.
-> WEST WHITE HALL
More Biohazard Tips:
Zip past the hunter you're standing behind, then tag the door on the leftside of the hall to quickly escape the second hunter. Unless you have somehard-hitting artillery like the BAZOOKA, you're going to get killed tryingto kill them.
-> DINING ROOM
Head for those double doors you walked through with Barry so long ago at thestart of the game.
-> MAIN HALL
Run across the hall to the blue doors.
More Biohazard Tips:
-> BLUE ROOM
Take the southeast door.
-> L-SHAPED CORRIDOR
Run underneath the giant spiders on the ceiling, and take the door at theend of the hall.
-> EAST WHITE HALL
Take the double doors at the end of the winding hallway.
-> DARK CORRIDOR
Take the black door to your right.
-> WEST STAIRWELL
More Biohazard Tips:
Enter the STORAGE ROOM.
-> STORAGE ROOM
Set up your inventory like this:
-> EAST STAIRS HALL
Run to the black door.
-> DARK CORRIDOR
Enter the door in the dark offshoot.
-> COVERED PATH
Either kill the hunter or zig left, then zag right to evade it. Enter theTOOL SHED.
More Biohazard Tips:
-> TOOL SHED
Run to the double doors.
-> UPPER COURTYARD
Take the rusty gate again.
-> WATER RESERVOIR
Run across the pool and evade the snakes again. Take the lift down.
-> LOWER COURTYARD
Instead of going to the guardhouse, this time we are going to go investigatethe area where the other elevator is. Put the BATTERY in the slot to getthe lift working again, then take it up.
-> UPPER COURTYARD
Go to the rusty gate yet again.
More Biohazard Tips:
-> WATER RESERVOIR
Go back to the post where the square hole is and use the SQUARE CRANK toraise the water level again. Go back out the gate.
-> UPPER COURTYARD
Take the elevator in the back alleyway down.
-> LOWER COURTYARD
Run to the little walkway between the pools and climb down the ladder. Downbelow, you'll be in a whole different world!
-> THE MAGNUM SUBQUEST
More Biohazard Tips:
In this quest you will get the MAGNUM, a very powerful handgun that candestroy hunters with only one bullet. Jill does not have to do this,because she has the BAZOOKA, which you find a lot of ammo for.
While Chrisgets a relatively small amount of ammo for the MAGNUM, Jill will find evenless!
Plus the hunters will cause more damage to Jill. If you want to goon this dangerous subquest for Jill, read the mini-walkthrough below. We'llstart in the KITCHEN.
-> KITCHEN
Try to take the door to the stairs then blast the smarty-pants zombie whoknows how to go down stairs and open doors. Now take the door to thestairs.
More Biohazard Tips:
-> 1F ELEVATOR LANDING
Leave out the double doors.
-> WEST WHITE HALL
Hey, we're back here again, only now there are hunters! Fortunately, theone in front of you is facing away from you. Run full speed and brush pasthis right shoulder.
Then escape into the door to the right before thehunter down the hall and the one you touched can sandwich you and chop youup.
More Biohazard Tips:
-> GREEN CORRIDOR
Walk a little until you hear a "tic, tic", then stop where you are and pointyour BAZOOKA down the hall. When you hear the screech of the hunter standstill.
When he gets close, hit him with a grenade. Now, slowly walk downthe hall. Another hunter will pop out of the alcove that has the door tothe TIGER ROOM.
Blast him as well. After he is dead, charge down the halland enter the WEST STAIRS HALL.
More Biohazard Tips:
-> WEST STAIRS HALL
Run from the Hunters around here, they are easily evaded thanks to the widehall. Enter the MEDICAL ROOM.
-> MEDICAL ROOM
Heal yourself fully and organize your inventory:
More Biohazard Tips:
-> WEST STAIRS HALL
Quickly get up the stairs before the hunters have a chance to attack.
-> WEST STAIRS LANDING
More Biohazard Tips:
Take one step forward then turn and aim your SHOTGUN to the left manually.Blast the hunter hiding offscreen till he dies. Walk forward and unlock thedoor to the left with the HELMET KEY. Discard the key and enter.
-> TAXIDERMY ROOM
Sorry, but you can't take the hunting rifles from the display. However, youcan take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf. You canalso get the ORDERS from the table near the rocking chair.
More Biohazard Tips:
It seems that somebody around here is supposed to have all of you S.T.A.R.S.dead, as well as destroying this whole place so nobody will know all of themonsters were here.
This person also needs to obtain combat data on themonsters, as well as embryos. I wonder who's the guy who received this.
Push the stepladder under the deer head over the fireplace. Next go over tothe door and turn off the light switch. Strange how this whole mansion onlyhas two light switches in it, dontcha think?
More Biohazard Tips:
Walk over to the taxidermy again, but this time you can see one of thedeer's eyes glowing...climb up the stepladder to get the RED JEWEL from thedeer's eye socket. Now go down again and leave the room.
-> WEST STAIRS LANDING
You can hear a hunter's footsteps, but he's way on the other side of therailing, so you can easily get away down the stairs without a fight. Becareful though, he can stick his claws through the railing if you get tooclose.
More Biohazard Tips:
-> WEST STAIRS HALL
Run down the hall evading the hunters. Enter the GREEN CORRIDOR.
-> GREEN CORRIDOR
Go to the door in the little alcove.
-> TIGER ROOM
More Biohazard Tips:
Put the RED JEWEL in the tiger statue and at long last you'll get your handson the MAGNUM!
2.4 - THE UNDERGROUND CAVES
-> ENTRANCE TUNNEL
More Biohazard Tips:
Cool place huh? Green limestone surfaces, water dripping from cracks in thewalls, monsters lurking around every dimly lit corner...yeah, the perfectplace. Take the door near the ladder.
-> BARRY'S CORRIDOR
If you waited for Barry back in the BALLROOM, he'll just kind of pop up outof nowhere and greet you heartily. He asks if you would like to help lookfor the owner of the "voice coming from this hole."
More Biohazard Tips:
If you want one of the good endings, say yes to the first question and agreeto go with him, then say no to the next question and opt to go first.
Youcan also say no to going with him, then no again to staying where you are.
On the other hand, if you left Barry behind at the BALLROOM in Part 3, thenhe won't be here.
You don't have any chance of getting the good endingsnow. Whatever happens, take a door. It doesn't matter which one as theylead to the same room.
More Biohazard Tips:
-> GENERATOR ROOM
In this place is a large chamber, the largest one in this area. There is alarge pit in the center of the room, surrounded by safety ropes. And nextto that, is a room with a broken generator. Why is all of this here Iwonder?
More Biohazard Tips:
Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the shelf in front ofthe generator, then run to the door in the northeast corner of this area.
-> ENRICO'S ROOM
Run around the corners and witness Enrico's supernatural power ofidentifying people by *only* the sound of their footsteps! Enrico then saysthat there is a traitor in their midst, but before he can reveal him, he isshot by someone hiding offscreen.
IF Barry's with you, he'll quickly runover to Enrico because he wants to see Enrico's new bloodspot. Idiot.
It looks like you will have to chase the assassin alone. If you want aCLIP, you can search Enrico twice for it.
I say you should leave it behind,because now the HANDGUN is almost worthless against the new powerfulenemies.
Run back down the hall and you will see the shooter droppedsomething. Take the HEX CRANK and leave.
-> GENERATOR ROOM
More Biohazard Tips:
Run down the hall to the right. A hunter'll ambush you, but I recommend yourun from it since you will never have to come back to this room again.
-> BARRY'S CORRIDOR
A hunter confronts you here. You should also dodge him because you'll nevervisit this room again either.
-> ENTRANCE TUNNEL
Go down the corridor and you will bump into a pit blocking the corridor.Use the HEX CRANK on the little hole near the pit to rotate it around to thetop of the corridor, like it's on a giant wheel.
Jill is a lot strongerthan she looks, a LOT stronger. Run to the door on the other side of wherethe pit once was.
More Biohazard Tips:
-> BOULDER DASH 1
This corridor appears to be a dead end at first. Well, since you're here,why don't you go and examine that big rock at the end of the corridor.
Itappears to be texture-mapped, so you know something good's about to happen!Go back down the corridor and the boulder somehow shakes loose.
Run, run, run for that door alcove or you'll be a Jill sandwich! After youmanage to evade it, the boulder crushes through a wall, opening up anotherpassageway.
Before you go there though, run back to where the boulder wasto find some FLAME ROUNDS. Before you can reach them however, a hunterwalks in through the door.
More Biohazard Tips:
Get the FLAME ROUNDS then step back into the corridor. Aim your BAZOOKA andget ready. When the hunter sees you, it will let out a scream. Press thefire button and hit him with a grenade.
After he is dead, go to the holethe boulder made in the wall. Get your BAZOOKA fully loaded then stepthrough the door. People with arachnaphobia, beware!
2.4.1 - BOSS FIGHT 4 - THE BLACK WIDOW
This is the easiest boss in the game. It's only attack really is a morepowerful version of the acid spray that the smaller spiders use. Pause infront of the spider, then move out of the way of the acid spray.
You cannow get a free shot because the spider has to momentarily stop after usingan acid spray.
More Biohazard Tips:
Blast it several times with the BAZOOKA. It won't even last through a fullmagazine! Now exit the room briefly to make all the baby spiders vanish.
Make sure the music completely stops before you leave, otherwise the spiderwill totally recover when you come back in!
-> BOULDER DASH 1
Turn around and run back in again.
-> BLACK WIDOW'S LAIR
Take the COMBAT KNIFE glittering in the background, and use it to hack awaythe spider web from the exit door. Leave after the web completelydisappears.
More Biohazard Tips:
-> SNAKE TUNNEL
Enter the door to the left.
-> CAVES OFFICE
Take the FIRST AID SPRAY off the table and organize your inventory:
-> SNAKE TUNNEL
Ahhh! The tunnel's crawling with snakes! Get to the door at the otherextreme end of the hall.
-> BOULDER DASH 2
More Biohazard Tips:
Run through the doorway to the right into another long tunnel which housesanother boulder, but before you decide to shake it from it's resting place,notice the texture-mapped floor and the hexagonal hole to the left.
Use theHEX CRANK on the hole three times to move the part of the corridor without awall to the left side of the hall. This will reveal a hidden door.
This time you don't have to trigger the boulder rolling at you if you don'twant to. If you want a chance at the extra good ending though, then you'llhave to do the boulder dash again to get the second MO DISK.
If you skippedover the first MO DISK though, then there's no point in getting this one.That is unless you don't mind running all the way back to the library in themansion from here. Anyway, read below for getting the second MO DISK:
More Biohazard Tips:
Run up to the boulder then run away to make it move, then duck into the newalcove you revealed. It'll be much easier than the last boulder.
In fact,you'll be practically to safety when it starts rolling! Go back to wherethe boulder was to find the second MO DISK, and also the UNDERGROUND MAPposted on the wall.
Go to the door in the secret alcove.
-> STATUE ROOM
Let's see what we have to work with here... A hexagonal hole, a differentlycolored floor tile, a locked cabinet, and a statue. The solution is easy tofigure out.
Simply push the statue on the lighter-colored tile to open thecabinet. But unfortunately, the statue is against the wall, so we can'tpush it over there.
More Biohazard Tips:
Instead, push the statue along the wall until the statue and the light tileare perpendicular to the wall, then use the HEX CRANK on the hole twice tomake a wall pop out, then retract again.
This will push the statue awayfrom the wall so you can move it to the tile. Do that at this time and takethe DOOM BOOK II from the cabinet when it opens. Leave.
-> BOULDER DASH 2
More Biohazard Tips:
Run back down the long hall to the room with the other door. Take the forkyou haven't explored yet and you will find an elevator. Take the lift outof this dark and dreary place.
-> HIDDEN FOUNTAIN
As you get off the lift, you may note the steel doors nearby. They arewelded shut so you can't open them. It's okay though. Don't worry aboutthem.
Walk to the right and you'll find a small fountain. If you examinethe indentations on the pool, you'll see there's one of an eagle, and one ofa wolf.
More Biohazard Tips:
Now, check those two DOOM BOOKS you have. Rotate them so you are facingwhere they open, and press X. The books will open up.
The DOOM BOOK I willgive you the EAGLE MEDAL, and the DOOM BOOK II will give you the WOLF MEDAL. Place these medals in their corresponding holes on the indentations on thefountain.
The water will drain out and yet another secret passage will be revealed,but don't go in there yet.
Instead, take as many GREEN HERBS and BLUE HERBSas you can carry first, then go down the steps of the fountain to anelevator. Take the elevator down.
-> OPTIONAL SUBQUESTS
More Biohazard Tips:
There are none for Jill or Chris. You will explore every room in the cavesand see pretty much everything before you are allowed to leave here, even ifyou don't stick to the walkthrough.
2.5 - PART 5 - THE SECRET LABORATORY
-> ENTRANCE ROOM
More Biohazard Tips:
Wow, first a beautiful mansion, then the simple design of the guardhouse,next dark and dreary caves, now finally a military complex. Don't botherchecking the door with the flashing light, because it will only open under a"first class emergency." Well, that's what the sign next to it says anyway.Take the ladder down.
-> EMPTY ROOM
Well, it's almost completely empty except for a chest. Go over to it andorganize your inventory:
-> B2 STAIRS LANDING
Blast both zombies' heads off, then check the desk near the "VISUAL DATAROOM" for the third and final MO DISK. Take the stairs down.
More Biohazard Tips:
If you have collected all three MO DISKS during the game, now is the time toput them to good use. There are three pass code machines around thelaboratory.
You have to use each of these machines with the MO DISKS to getpass codes to unlock the prison on B3, so you can rescue Chris and have achance at the extra good ending.
If you want to skip over this task, then that's okay. I'll mark off theareas you can skip with rows of stars, so you'll know what and what not todo.
-> LABORATORY MAIN CORRIDOR
More Biohazard Tips:
Whoa, this is the best music on the whole CD! You can see a zombie deadahead, but instead of engaging him, turn right and enter those doors. Tryto avoid zombies in this hall as they regenerate every time you pass throughthis area.
-> BACK HALLWAY
This is the corridor that contains the door for your pass codes. You don'thave any yet, so just ignore that door for now. Take the door you see toyour immediate left.
More Biohazard Tips:
-> SCIENTIST'S QUARTERS
Turn on the lights, then take the RESEARCHER'S LETTER off the desk. Read itand it will tell you someone's log-in name and password for the securitysystem: JOHN is the log-in name and ADA is the password.
It also says thepassword to unlock the VISUAL DATA ROOM we passed upstairs, butunfortunately it is in code.
What you must do now is shove the texture-mapped bookcase aside to reveal ahidden switch. Push the switch and now the room will be lit with blacklights, or that's what I think they are.
Run to the picture in the cornerand you will see letters next to their item: TREE, APPLE, MAN, and WOMAN.
More Biohazard Tips:
If you turn off the blacklights, the item's name will be in code again.Turn the blacklights on and off until you match the letters of the alphabetwith the code.
In the end, you should get the password, which is MOLE. Besure to memorize the password on your next run through the game, so youdon't have to come into this room and do all this mess again. Leave.
-> BACK HALLWAY
Leave out the double doors you used to enter.
-> LABORATORY MAIN CORRIDOR
Run straight ahead down the hall, and enter the first set of doors you see.
More Biohazard Tips:
-> SMALL LAB
Start up the computer you see in the corner. After watching Umbrella's logoappear, enter your log-in name as JOHN and your password as ADA. Thecomputer will then load a menu giving you access to the door locks in partsof the complex.
Press B2 first. The computer will then ask for the password you decipheredfrom the letter. Type in MOLE. After unlocking that door, press B3. Thecomputer will unlock the door there.
This will also give you the maps oflevels B2 and B3 of the laboratory. After doing that, press Cancel and logout. Leave.
If you want to, you can take the SLIDES on the floor, and then view themlater in the VISUAL DATA ROOM.
More Biohazard Tips:
-> LABORATORY MAIN CORRIDOR
Turn right and go up the stairs.
-> B2 STAIRS LANDING
Enter the double doors just ahead.
-> VISUAL DATA ROOM
More Biohazard Tips:
Walk over to a metallic panel on the left wall. Open the panel and pressthe bright red button underneath.
A column on the opposite wall will slideaside to reveal a secret bookcase, and, more importantly, the LAB KEY. Takeit and leave.
If you got the SLIDES from the SMALL LAB, then you can use them on the slideprojector on the table to view Umbrella's lineup of all the monsters you'vebeen battling thoughout the game.
The last one shows a humanoid creatureyou haven't seen yet, called Tyrant. Looks big and bad doesn't it? Morenoteworthy however, is the picture of the R & D Staff at the end.Hey...isn't that Wesker on the far right?
More Biohazard Tips:
Also, you can get the SECURITY SYSTEM FILE from the other bookshelf in thecorner.
You'll read about various features of the lab. Note the "A.Wesker" in the Prison section. Is this all really a coincidence? Or doesWesker actually work for Umbrella?
-> B2 STAIRS LANDING
Take the stairs down.
-> LABORATORY MAIN CORRIDOR
Enter the double doors to the right.
-> BACK HALLWAY
More Biohazard Tips:
Enter the door on the right wall.
-> RECREATIONAL ROOM
Blast the approximately three billion zombies in here, then use the MO DISKon the pass code output machine to get PASS CODE 01. Also, you might wantto check out the FAX in the depression in the wall.
It appears to be to thesame guy who had the ORDERS in the TAXIDERMY ROOM back in the mansion.
Thedocument persuades the receiver to quickly gather up the research data andblow up the complex. Still wondering who this operative is? Leave.
-> BACK HALLWAY
More Biohazard Tips:
Leave out the double doors that you used to enter.
-> LABORATORY MAIN CORRIDOR
Run down the hall ahead of you yet again, but this time bypass the first setof doors.
Instead, blast the zombie in your way. Then take the second setof double doors (the one with the blue light) and unlock it with a loud"KA-CLUNK!" and the LAB KEY. Discard it afterwards.
-> B3 ELEVATOR LANDING
Take the first set of doors you see.
-> AUTOPSY ROOM
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Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably themost difficult puzzle in the game. The goal is to get the stepladder underthe ventilation hole in the wall.
Unfortunately, there is a switch in frontof the hole that will trigger poison gas if anything is put on top of it,including you.
You must first cover the holes in the floor with the boxeswhile still leaving enough room for the ladder. I'll try my best to helpyou here. Listen CAREFULLY:
1 - Push the ladder against the operating equipment in front of the door.
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2 - Push the box that is not completely blocked by the operating table awayfrom it, towards the holes.
When you have enough room, push it towards thebroken vent cover on the floor. Next, shove it over the hole on the rightwhen the box has enough clearance from the button.
3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the oppositewall from the door.
Then push it to the right side of the operating table.Be sure to leave enough room on either side of the ladder for you to passby.
4 - Push the remaining box alongside the operating table until you haveenough clearance to push it towards the holes. Then push it over the lefthole.
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5 - Lastly, push the ladder over the button. You will hear it activate, butthe boxes are blocking the gas. Climb through the little tunnel.
-> MORGUE
Go to the pass code output machine ahead of you and use an MO DISK to getPASS CODE 02.
Ignore the MAGNUM ROUNDS on the shelf unless you were hungryenough for firepower to go on the subquest for the MAGNUM in Part 3. Unlockthe door and exit.
-> LABORATORY MAIN CORRIDOR
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Take the other set of double doors to your left.
-> B3 ELEVATOR LANDING
Kill the zombies and go to the double doors on the far right side of thehall.
-> POWER ROOM 1
That's a lotta noise! You are now in Chimera territory. Run from thesesuckers, because they are really hard to hit and fighting will only cost youmore health.
At the moment, you are at a junction. Turn right and gostraight down this path until you get to a dead end with a operatingterminal.
Turn on the panel, then backtrack to the junction again. Thistime go left. Run along the outer wall of the room and you will collidewith a door. Enter it.
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-> POWER ROOM 2
Go straight down this hall and you will bump into a pass code outputmachine. Use your last MO DISK to get PASS CODE 03. Yippee! We got allthe pass codes!
Turn left at the fork and the hall will lead you to double doors. Enterthem.
-> POWER ROOM 3
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In here, the noise of machinery escalates to an almost deafening level. Runaround the left side of the big machine in the middle of the room, and youwill find a terminal.
Activate the terminal to switch on the elevator.Leave. There's nothing more to do here.
-> POWER ROOM 2
Whoa, that last room was so loud it almost makes this one seem quiet! Rundown the hall and turn left at the fork, then leave out the door.
-> POWER ROOM 1
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Run straight along the outer wall and you will bump into the doors that willtake you out of Chimera territory. Of course you should take them.
-> B3 ELEVATOR LANDING
Run ahead and take the door on the right wall.
-> LAB GUARDPOST
Take the GREEN HERB and the FLAME ROUNDS. Prepare your inventory:
-> B3 ELEVATOR LANDING
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Turn right and go down the hall to the elevator. Press the flashing buttonto start up the elevator. Barry will then again appear from nowhere. Youand him will both board the elevator and go down.
-> B4 ELEVATOR LANDING
Everything in this room is automatically done for you. ALBERT WESKER IS THETRAITOR!!! And Barry is also helping him by holding you at gunpoint.
It
turns out Albert has blackmailed Barry into helping him by holding hisfamily as hostages. Wesker orders Barry to leave. He obeys, then Weskerreveals he really doesn't have anything planned if Barry refuses to help.
If you didn't leave behind Barry in the BALLROOM and answered his questionscorrectly in the caves, he'll come back and conk Wesker on the head with hisMAGNUM.
Jill forgives him for his actions, then he asks if they could gosee Tyrant. Jill agrees, as Barry has saved her life too many times tocount tonight.
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If you didn't meet the correct conditions, Barry won't come and Wesker willescort you into the lab. Either way, you'll have to go into the Tyrant'sroom.
The walkthrough will split here depending upon who accompanies youinto the lab. If Barry goes with you, read the WITH BARRY path.
If Weskeris the one escorting you in, read the WITH WESKER path below the WITH BARRYpath. Type in Ctrl + F and type WITH WESKER if you want to get there andavoid spoilers.
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-> TYRANT DEVELOPMENT LAB
Barry and Jill stride into the lab and gaze at the most hideous creature inthis game, the Tyrant.
Jill asks Barry to try to kill it, but instead hejust happens to press the button on the Star Wars-like control panels thatreleases the Tyrant instead.
And what does Barry do? He just kind ofstands there and lets himself get slashed. Now it's up to you to defeatTyrant.
2.5.1 - BOSS FIGHT 5 - THE TYRANT
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Tyrant's not so tough, despite how vicious it looks. Basically all you haveto do to defeat Tyrant is stay out of its reach and fire from a distance.
Watch out though, if you do get in its grasp, Tyrant'll hit you up good withits various combo slashes.
Start by running away from Tyrant to one corner of the room. Fire off agrenade from there when Tyrant gets in range, then run to the next cornerand fire off another grenade from there.
Repeat until dead. Like thespider, it won't even last through a whole magazine of any flavor. Lookslike the ultimate bioweapon is really the ultimate failure.
Check on Barry after the fight. He will get up and say he "was reallycareless."
That doesn't begin to describe what he's been doing throughoutthis game!!! After the quick dialogue, leave the room.More Biohazard Tips:
If you were brought in by Wesker, take the MASTER KEY he dropped, then pressthe door lock button on the computer next to the Tyrant tube. The door willunlock, and then you can leave.
-> B4 ELEVATOR LANDING
Wesker is gone...and now the alarm is going off! This place could nowexplode at any time! Barry and Jill automatically board the elevator.
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-> B3 ELEVATOR LANDING
Head for the door leading to the LABORATORY MAIN CORRIDOR.
-> LABORATORY MAIN CORRIDOR
Chimeras have now replaced the zombies. If you got all the PASS CODES, it'stime to save Chris! If you didn't get the codes, then just skip overeverything after this row of stars and star reading again at the next row.
Turn right and run down the hall until you bump into the stairs again. Takethe double doors next to them.
-> BACK HALLWAY
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Finally, you can go in and see what's behind these solidly locked doors.Run to the other set of double doors at the end of the hall and input allthree pass codes to unlock the door. Enter.
-> PRISON HALL
Run to the end of the hall and open the door.
-> PRISON CELL
In here, you'll meet Chris. Wesker locked him up in here while you werehaving your adventure. Chris thanks you for freeing him, then you two takeoff.
-> PRISON HALL
Run back to the other door.
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-> BACK HALLWAY
Chris runs off on his own, why does everyone in Biohazard always insiston "splitting up to cover more ground?" Anyway, run for the double doors atthe other end of the hall.
-> LABORATORY MAIN CORRIDOR
Run up the nearby stairs.
-> B2 STAIRS LANDING
Blow away all the zombies with the BAZOOKA. Hey, the game's almost over, sothere's no need to be conserving ammo anymore! Go to the door they wereguarding.
-> EMPTY ROOM
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Organize your inventory for the last time, and this one's really simple toset up:
AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)
I know I didn't put any weapons down, but you won't need them, trust me. :)Go up the ladder.
-> ENTRANCE ROOM
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Go open the door with the flashing light, a self-destruct sequencedefinitely qualifies as a first class emergency!
-> EMERGENCY EXIT
Run down the corridor, on the way, you'll get one last radio message fromBrad, then you will come to an elevator with the battery pulled out.
Putthe BATTERY on the floor into the slot and the elevator will activate.Also, the tape announces there are three minutes until the barbecue, soyou'd better hurry up and go in the elevator!
-> HELIPORT
Immediately after exiting, go to the little red box on the right. Take aFLARE, then stand in the middle of the helipad where the H is and use theFLARE.
After a long moment, Brad comes with the helicopter. It doesn'treally matter where you use the FLARE though, because Brad will come anyway.Looks like it's all over....CRASH!!! Uh oh, Tyrant is back, and badderthan ever.
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BOSS FIGHT 6 - THE TYRANT: THE REMATCH
Don't even bother shooting at him if you ignored my command not to bringweapons, because Tyrant is now almost invincible. Instead, run along thewhite line making a square around the helipad and never stop moving.
Whenever you get too far away, Tyrant will run after you with a chargingswipe, but as long as you keep running, it will almost always miss.
Watchout if you see Tyrant extent his claw, because that special attack is almostunavoidable.
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Check your health often and heal when in orange CAUTION or in DANGER. Whenabout 30 seconds are left on the clock, Brad will drop a ROCKET LAUNCHER toJill.
Quick! Run over and grab it! After you pick it up, quickly equipit. You've only got four ROCKETS, so don't miss. After evading Tyrant'snext attack, aim and fire at him.
If you manage to fire off that lucky shot, the Tyrant will then be blowninto a pile of smoking bone and flesh.
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After you kill the Tyrant, Brad will fly down and pick you up, plus whoeveryou rescued during the game. You'll then lift off from the helipad and flyoff into the morning sunset.
The mansion will then be blasted by thetriggering system. Congratulations! You've defeated Jill's game! Now, ifyou want a bigger challenge, I suggest you try Chris's game.
-> TYRANT DEVELOPMENT LAB
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Wesker pushes you over to Tyrant's glass tube, and Jill will gaze at it.Wesker brags about the creature's awesome power, while Jill is very sad thathe actually performed experiments on humans to create this horrible beast.
Wesker then punches commands into the computer next to the Tyrant andreleases him.
The Tyrant walks towards Jill, but suddenly it turns upon Wesker instead andimpales him. By the way, note the key that falls out of Wesker's pocketwhile Tyrant's holding him... Anyway, you'll now have to defeat Tyrant toescape.
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If you want to know how to beat Tyrant, then read the WITH BARRY path andlook at the TYRANT DEVELOPMENT LAB part.
After you beat Tyrant, take theMASTER KEY Wesker dropped, then press the door lock button on the computernext to the Tyrant tube. The door will unlock, and then you can leave.
-> B4 ELEVATOR LANDING
Board the elevator.
-> B3 ELEVATOR LANDING
Head for the door leading to the LABORATORY MAIN CORRIDOR.
-> LABORATORY MAIN CORRIDOR
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If you have all the PASS CODES, you can go save Chris now. Read the WITHBARRY path and look at the between the rows of stars for how to save him.If you didn't get the codes though, just ignore it because you can't saveChris now. Run up the nearby stairs.
-> B2 STAIRS LANDING
Blow away all the zombies with the BAZOOKA. Hey, the game's almost over, sothere's no need to be conserving ammo anymore! Go to the door they wereguarding.
-> EMPTY ROOM
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You'll find Barry badly wounded and nearly dead in this room. Jill tellshim that Wesker is dead, and he is glad of that.
He gives you a photo andasks you to give it to his family, as his last wish. He then slumps to thefloor and dies. On the back of BARRY'S PICTURE you'll read:
"My dearest Moria and Poly
I hope you will grow up to be strong and beautiful women and help to cheerup your mother. Your father will be watching you all from heaven.
Dad"
Make sure you have the MASTER KEY with you when you go up the ladder, andalso be sure to have at least one item slot open. Go up the ladder.
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-> ENTRANCE ROOM
Use the MASTER KEY to unlock the door with the flashing light.
-> EMERGENCY EXIT
On the way down the hall, you'll get one last radio message from Brad,urging you to hurry. Run to the end of the corridor, and place the batteryin the slot next to the elevator. Take the elevator up.
-> HELIPORT
Take the FLARE from the small box nearby and use it anywhere in the heliportto signal Brad to rescue you. Tyrant won't appear a second time here if youdidn't save Barry. You and (maybe) Chris will climb into the helicopter andleave the mansion behind.
While you're flying away though, the Tyrantappears from the mansion. He'll stare up at your helicopter and growl asyou're making your escape.
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-> OPTIONAL SUBQUESTS
Well, rescuing Chris is kind of a subquest, if you don't care about gettinga good ending. You can skip over the AUTOPSY ROOM puzzle, the MORGUE, theRECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a lessthan perfect ending.
3) CHRIS WALKTHROUGH
3.1 - PART 1 - THE MANSION
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In the late afternoon of July 25, 1998, a helicopter flies over the RaccoonForest district of Raccoon City.
Seven people are inside. Their names areJill Valentine, Chris Redfield, Barry Burton, Rebecca Chambers, JosephFrost, Brad Vickers, and Albert Wesker.
They make up the Alpha Team of theS.T.A.R.S. unit of the Raccoon City Police Department.
Their mission is to rescue the Bravo Team who disappeared here, andinvestigate the strange murders that have been occurring in the woods. Thelatter was the Bravo Team's original objective.
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Jill sees smoke rising from the trees. Brad lands the helicopter close tothe smoke as the sun slowly fades behind the Arklay Mountains. A mistenvelopes the area.
As they move closer to the black cloud, they discoverthe Bravo Team's helicopter. No one is around, but for a strange reason alot of their gear is still there.
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Alpha Team begins searching the area for their missing teammates. After afew moments, Joseph shouts "Hey! Come here!" He pulls something out of thegrass. It's a S.T.A.R.S. Beretta...with a hand still attached!
Joseph screams and drops the gun as a dark shape swoops over him and pinshim to the ground. The other Alpha members look in terror as more darkshapes arrive and proceed to tear Joseph apart.
It's a pack of wild dogs,but these dogs have flesh decaying from them! The rest of the Alpha Teamopens fire and kills the animals, but not before Joseph is killed.
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Brad gets scared and lifts off without the rest of his team. Chris yells"No! Don't go!" but his cry is futile as the helicopter flies out of sight. Suddenly, more dogs appear.
The Alpha Team flees through the forest whilefiring shots to keep the dogs at bay. Chris spots a mansion in the fog andtells Jill to run to it. Jill, Wesker, and Barry manage to get inside, butChris is missing...
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They may think they have made it to safety, but in fact this nightmare isfar from over. You now determine the fate of this mission. Good luck!
-> MAIN HALL
Now that the team is temporarily safe, they examine their surroundings.Jill mutters "I don't know what happened..." Then Chris mutters in an evenstupider voice "Baaaarry, whaaaare's Baaaarry?"
Wesker suggests he'sprobably dead. Just then, a gunshot is heard in the distance. Chris offersto go and check, as he's the best armed member of the team...with his trustyCOMBAT KNIFE!
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-> DINING ROOM
There doesn't seem to be anything noteworthy in this room, so why don't youtake the next door?
-> EAST WHITE HALL
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Don't bother trying any of the other doors you see here, because every oneof them is locked. Instead, go to the small alcove at the end of thecorridor.
You will see someone who looks like he's...chewing...on a body!He turns around to look at you and he has a rotten face. It's like he'sa...ZOMBIE!
Since all you are armed with is a COMBAT KNIFE, I'd recommend you lure thezombie away from the corpse instead of fighting him. Expect to take a hitor two if you decide to fight the zombie.
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When you check the body, you discover it's Kenneth Sullivan's body! He wasone of the members of the Bravo Team, but now he's dead. If you check thebody two more times, you will get two CLIPS. Go back to the DINING ROOM.
-> DINING ROOM
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You're scared to death now, so you should run back to your teammates likethe coward you are. Take the EMBLEM and leave through the double doors onthe other end of the room.
-> MAIN HALL
Hey! Where did Wesker and Jill go? Chris looks around the hall for a bit,then sees something black on the floor. It turns out to be Jill's gun.Take her HANDGUN, then go upstairs.
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-> UPPER MAIN HALL
Enter the double doors to the west.
-> DINING ROOM BALCONY
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Equip the HANDGUN, and shoot the zombie that approaches from the right sideof the balcony. After you kill him, equip your good ol' COMBAT KNIFE, andrun down the left side of the balcony. You'll see a zombie behind a statue.You can save some ammo here by sticking the blade through the statue tohit the stuck zombie on the other side.
After you kill the zombie, shove the statue through the hole in the railing.You'll hear a loud crash below as the statue breaks. Go through the doorin the northwestern corner of the area.
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-> WEST STAIRS LANDING
Kill all the zombies around here with the HANDGUN. If you want to save alittle ammo, stab them with the COMBAT KNIFE when they're down. Godownstairs after you defeat all the enemies. Both doors up here are locked.
-> WEST STAIRS HALL
Go into the area next to the stairs. Enter the door here. If you do itfast enough the zombie in the corner won't even register you're there.
-> MEDICAL ROOM
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As you enter the room, somebody attacks you with a can of bug spray. Chrisyells "WHOA! What is it?" "What? OH! OH NO!" responds the assailant.It's Rebecca Chambers, the newest member on the S.T.A.R.S. team.
Rebecca apologizes for macing you, and Chris introduces himself. She thenponders why the helicopter crashed, because she serviced it recently. Ithink Rebecca just answered her own question there.
Anyway, now that you'refree to move, take the sparkling SWORD KEY from the bed. Go to the CHESTand organize your inventory:
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This question will affect the outcome of the game. Unlike Jill, you'lldetermine the ending you'll get very early at this time.
If you want a goodending at the end of the game, say "Yes" to her question. She'll then saythat she has to stay here and prepare something.
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If you say no, Rebecca will stay here and won't wander about the mansion.If you come back to this room during Part One, she'll be able to treat yourstatus to full health up to three times.
The bad part of this is thatthere's a chance you'll end up with a bad ending.
After making your choice, Chris will leave the room.
-> WEST STAIRS HALL
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I recommend you dodge the zombies in this hall every time you come throughhere, because the hallway is wide enough to pull it off.
The first zombie'sno problem, because he's out of the way under the stairs. The second zombieis at the pillar.
Run past on the right side to get past him. To pass thethird zombie, go past on the side he's not looking at. Finally, get to thedoor at the other end of the hall. It's near the black door.
-> GREEN CORRIDOR
Turn right and run down that hall, ignoring the first zombie. Run past thesecond zombie at the intersection, then shoot him.
This way you won't getsandwiched between this zombie and the ones coming from behind. Unlock thedoor on the right with the SWORD KEY. Enter.
-> KEEPER'S BEDROOM
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Take the CLIP off of the bed, then examine the desk. When you do so, azombie will pop out of the closet.
Run around the bed where you're out ofhis grasp and shoot him from there. After he is dead, search the closet forSHOTGUN SHELLS.
On the desk, you will find the KEEPER'S DIARY. The keeper says he had totake care of a "new creature," given to him by a "researcher."
A day later,there was an accident in a lab somewhere on the estate, which kind ofexplains the previous entry. The guy says he has to wear a space suit now,and he's annoyed with it.
He feels itchy now, and asks the doctor about it. He gives him a bigbandage and tells him he doesn't need the space suit anymore. The keeper isglad, though now rotten chunks of flesh are falling off of his body.
Therest of the diary, you may notice the words are getting simpler and simpler,and then the diary concludes with the words "Itchy. Tasty." It's prettyobvious what's happened to him I believe.
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I guess this somewhat explains why the heck there are zombies and monstersaround, because of some lab that's on the grounds. Leave the room.
-> GREEN CORRIDOR
Go to the black door at the south end of the corridor.
-> WEST WHITE HALL
Look familiar? Instead of looking at Kenneth's corpse again, run for thedoor at the end of the hall near the double doors. Unlock it with the SWORDKEY and enter.
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-> PIANO BAR
Run around the piano to find two bookcases, one of them texture-mapped.Push away the texture-mapped bookcase to reveal the MUSIC NOTES. Take theMUSIC NOTES to the piano and use them there. Unfortunately, Chris knowsnothing about music.
Rebecca then catches up to Chris. "It's me Chris,"says Rebecca. About two minutes later, Chris says "Is that you Rebecca?"No of course it's not Rebecca, Chris, it's the evil demon Samael disguisedas Rebecca!
I don't know why, because there isn't any logical reason to be playing apiano in a time of crisis like this. Anyway, Rebecca tries to play"Moonlight Sonata," but she can't get it right.
She then asks you if shecould stay here and practice. It doesn't matter what you say, because shewill stay right here until she gets the song right. She'll be ready for youin about 8 minutes. Leave.
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-> WEST WHITE HALL
Enter the only door on the left side of the hall.
-> DINING ROOM
Look at the rubble of the statue on the other side of the table and take theBLUE JEWEL. Go back the way you came.
-> WEST WHITE HALL
Go down the hall, and enter the door on the north side of the hall.
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-> GREEN CORRIDOR
Take the door in the alcove just ahead of you.
-> TIGER ROOM
Put the BLUE JEWEL in the tiger, and it will swivel to give you the WINDCREST! Take it and leave.
-> GREEN CORRIDOR
Go back out the black door to the south.
-> WEST WHITE HALL
Enter the DINING ROOM.
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-> DINING ROOM
Leave out the double doors.
-> MAIN HALL
Go to the blue double doors on the eastern side of the hall.
-> BLUE ROOM
There are many nice paintings in this room, and a statue of a woman and avase in the center of the place. If you examine this statue closer, youwill see a rolled-up paper inside the bowl it's holding.
Push thestepladder over to the statue, and you will be able to get the 1ST FLOORMAP. When you have finished exploring, unlock the door near the curtaineddoor with the SWORD KEY. Discard the key when asked.
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You can push the display case away from the door with the curtain and find ahidden area. There is a zombie on the floor that will bite your knee if youwalk over him before killing him.
If you don't want to waste ammo, you canslide around on the right side. On the shelf, you will find INK RIBBONS.
-> L-SHAPED HALL
Look at the "creepy stuff" in the display cases on the inner wall if youwant to, then turn down the hall and run. Why?
Because dogs leap throughthe windows. Now get to the other door at the end of this hall beforeyou're torn to shreds like poor Joseph.
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You can get a CLIP hidden under a moveable case, but you'll be pretty muchforced to kill the dogs because the case-moving process is so slow. I don'tthink it's really worth the effort.
-> WEST WHITE HALL
Ignore the rusted iron door you see, because you don't have the right keyfor it yet. Heal up with the GREEN HERB nearby if you need to, then go downthe hall. Take the first door you come to.
-> MANSION BATHROOM
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Unlike Jill, Chris will actually find something of value here. Drain thetub of the dirty water, and you'll find a SMALL KEY. Take the SMALL KEYfrom the tub and leave the room.
-> WEST WHITE HALL
Continue down the hall, and at the very end you will be between a set ofdouble doors, and a single door. Take the double doors nearby.
Don't try to go into the LIVING ROOM to get the SHOTGUN as Chris, becausenobody will come to save him if you do.
Apparently Rebecca is afraid ofbreaking her nails while kicking open doors. Chris has to have the BROKENSHOTGUN before he can get the good SHOTGUN.
-> DARK CORRIDOR
Shoot the two zombies you see, then take the door on the south side of thehall.
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-> ART GALLERY
You find yourself in a hall of portraits, with ugly crows on the tracklighting. Don't concern yourself with them, because as long as you don'tshoot, they won't attack you.
Note that each painting shows a stage of a person's life, and that there isa switch beneath each painting, except for the first one that is entitled"From Cradle to Grave." Hmm...cradle to grave...I know!
You should presseach switch under the painting in order from birth until death. If youcan't figure out what order to go in, here is the solution:
1. Newborn baby
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2. Infant
3. Lively boy
4. Young man
5. Tired middle-aged man
6. Bold-looking old man
7. The painting entitled, "The End of Life"
If you pressed the buttons in the correct order, the "End of Life" paintingwill crash to the floor and you will find the STAR CREST behind it. You cannow leave the room.
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If you got the order wrong, the crows will attack. Leave the room and whenyou return they will be docile again. The puzzle will reset so you canstart over.
-> DARK CORRIDOR
If you are wondering what you are supposed to do with the STAR CREST andWIND CREST you found, then take the door in the alcove on the north side ofthe hall.
-> COVERED PATH
Go down the stone walk and you will see a dog. Kill him with your HANDGUN.When the dog is dead, examine the door at the end of the corridor. It'slocked, but there is a panel to the left of the door. On the panel youread:
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"When the sun sets in the westAnd the moon rises in the east,Stars will begin to appear in the skyAnd wind will blow towards the ground.Then the gate of new life will open."
Also note that there are four holes in the panel, shaped like that STARCREST you have. The poem gives out the names of each of the crests you needto find to unlock the door: Sun, Moon, Star, and Wind.
You already haveone, so there are still three more to find inside the mansion somewhere.Place the STAR CREST in the diagram, then leave.
-> DARK CORRIDOR
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Unlock the black door near the double doors.
-> WEST STAIRS HALL
Shoot the zombie at the bottom of the stairs, then take the GREEN HERBnearby. Go through the little door under the stairs.
-> STORAGE ROOM
Welcome to your first save room. Take the white bag of the incredibleCHEMICAL and organize your inventory at the CHEST nearby:
-> EAST STAIRS HALL
Go back out the black door to the south.
-> DARK CORRIDOR
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Go out the double doors to the east.
-> EAST WHITE HALL
Run all the way back down the hall. Take the door you used to get in herethe first time.
-> L-SHAPED CORRIDOR
Run past the dogs to the other door.
-> BLUE ROOM
Go out the blue double doors.
-> MAIN HALL
Go to the double doors across the hall from you.
-> DINING ROOM
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Leave out the door to the northwest.
-> WEST WHITE HALL
Let's go see if Rebecca's gotten any better at playing the piano. Go intothe PIANO BAR.
-> PIANO BAR
If Rebecca has improved her playing, she'll call you over to the piano andask you to listen to her song. After she's completed the song perfectly, asecret door will open in the wall.
Go inside and take the GOLD EMBLEM fromthe statue. This causes the wall to go down again and seal you inside. Usethe regular EMBLEM to keep the door open so you can get out of here. Don'tmind Rebecca, because she's temporarily become a statue.
-> WEST WHITE HALL
Run back to the DINING ROOM.
More Biohazard Tips:
-> DINING ROOM
Put the GOLD EMBLEM where the regular EMBLEM used to be. The grandfatherclock will then chime three times, and slide aside to reveal a secretcompartment.
Take the SHIELD KEY from the hidden shelf, then go back intothe WEST WHITE HALL.
-> WEST WHITE HALL
Run to the first door on the left.
-> GREEN CORRIDOR
Run straight down the hall until you get to the open area with the zombie.Kill both zombies and run down the corridor they were protecting.
Enter thedoor at the end of the passageway. You are likely very low on ammo at thispoint, but don't worry, help will be on the way very soon!
More Biohazard Tips:
-> WATER GARDEN
Don't try to walk past the fountain, or you will be attacked by killervines. Pour the CHEMICAL into the pump at the back of the room and theplants in the fountain will die, giving you access to one of the mostimportant keys in the game, the ARMOR KEY.
Take the ARMOR KEY. Ignore theHERBS on the floor for now, we'll come back a little later to pick them up.
-> GREEN CORRIDOR
Run down the hall and enter the first door you see.
-> WEST STAIRS HALL
Enter the black door near you with the ARMOR KEY.
More Biohazard Tips:
-> ARMORY
Take the BROKEN SHOTGUN off the shelf. Finally, we can go deactivate thetrap protecting the real SHOTGUN! Also, get the CLIP from the shelf, thengo over to the desk and use the SMALL KEY there for a box of SHOTGUN SHELLS.Leave.
-> WEST STAIRS HALL
Dodge the zombies and go to the MEDICAL ROOM.
-> MEDICAL ROOM
Organize your inventory:
-> HANDGUN, HANDGUN BULLETS
More Biohazard Tips:
Leave.
-> WEST STAIRS HALL
Enter the door close by the black door again.
-> GREEN CORRIDOR
Go back to the WATER GARDEN.
-> WATER GARDEN
Take two RED HERBS and two GREEN HERBS to make two RED-GREEN HERB MIXTURES.Then take the last two GREEN HERBS and leave.
-> GREEN CORRIDOR
Run down the hall and enter the first door you see.
-> WEST STAIRS HALL
More Biohazard Tips:
Run down the hall and enter the MEDICAL ROOM. Dump the HERBS and organizeyour inventory:
In case you are wondering what the CLOSET KEY is, you earn it fromcompleting a previous game with the extra good ending. Don't sweat it ifyou don't have the key. Leave.
-> WEST STAIRS HALL
Go upstairs.
-> WEST STAIRS LANDING
Run around the railing and enter the door back there.
-> DINING ROOM BALCONY
Run out the double doors.
-> UPPER MAIN HALL
More Biohazard Tips:
The next door we are going to is the far right door on the west wall.
-> BLOODY CORRIDOR
There's not much to see here except for some bloodstains on the floor andthe wall. Take the SMALL KEY near the first door. Take the door at theeastern end of the hall.
-> OUTDOOR BALCONY
Out here, you get a nice view of the woods, and you also find another deadbody of one of your Bravo teammates, Forest Speyer. He got pecked to deathby crows, but at least he still has a CLIP with him.
Take the gun, but becareful not to accidentally check the body or Hitchcock's little friendswill attack. Leave out the door you used to get in.
-> BLOODY CORRIDOR
More Biohazard Tips:
Go out the other door.
-> UPPER MAIN HALL
Go downstairs.
-> MAIN HALL
Unlock the little door near the blue doors with the ARMOR KEY.
-> GLOBE ROOM
Walk past the sculpture this room was named for, and take the CLIP on theshelf. Then walk past the other shelves on your left. A zombie willapproach from the left. After shooting him, trade the SMALL KEY for theSHOTGUN SHELLS at the desk. Leave if you want to back into the hall.
More Biohazard Tips:
If you want to, you can to the playroom through the door in the easternalcove. There are no threats there but a crawler zombie.
You can get twoGREEN HERBS here if you don't mind having to run to a save room toreorganize your inventory, then take all the GREEN HERBS.
Also, you may note the other door in here. You can only open that door ifyou have the CLOSET KEY, which you receive by getting the extra good endingon your last game.
Inside the CLOSET, you'll be able to change into Chris'salternate costumes if you want to.
-> MAIN HALL
Take the blue doors on the eastern wall.
-> BLUE ROOM
Run to the door across from you.
-> L-SHAPED CORRIDOR
More Biohazard Tips:
Run down the hall to the opposite door.
-> EAST WHITE HALL
Remember that one door you skipped over near the double doors? Go to thatone.
-> CONNECTING CHAMBER
There is nothing here, so why don't you go to the next room?
-> LIVING ROOM
Take the SHOTGUN off the wall, then put the BROKEN SHOTGUN in its place tokeep the hooks down and disable the trap. At long last we finally got thestinkin' SHOTGUN!
-> CONNECTING CHAMBER
More Biohazard Tips:
Since the hooks are still down under the weight of the BROKEN SHOTGUN, theceiling will not crush you and you can safely exit.
-> EAST WHITE HALL
Enter the double doors nearby.
-> DARK CORRIDOR
Enter the door in the same camera angle.
-> EAST STAIRS HALL
Enter the door under the stairs.
-> STORAGE ROOM
Organize your inventory:
-> EAST STAIRS HALL
Go upstairs.
More Biohazard Tips:
-> EAST STAIRS LANDING
Go left and blow off that zombie's face, then turn right and kill the zombieover there. You can ignore the zombie at the west end of the hall, becausehe's guarding an area you don't need to go to until Part Three. By thenhe'll be long gone.
Go into the alcove and unlock the door there. Gothrough it.
-> RED PASSAGEWAY
Kill the zombie to your left.
If you want to, you can go to the RED ROOM to the right. On the table inthere, you will find the BOTANY BOOK.
This book will provide hints on howto mix the RED HERBS, GREEN HERBS, and BLUE HERBS you will find around theSpencer estate.
More Biohazard Tips:
According to the book, the GREEN HERB is used to heal wounds, the BLUE HERBis used to cure poisons, and the RED HERB is used to triple the effects ofGREEN HERBS. Keep these tips in mind for the rest of the game. Leave outthe other door in here.
-> RED PASSAGEWAY
Go left and unlock the blue doors you come to.
-> KNIGHT ROOM
More Biohazard Tips:
Hmm, two grates, two statues, one red button, crap, what are we supposed todo here? I know! Push the statues over the grates, then press the redbutton and see what happens!
Make sure both grates are covered just right,then press the shiny red button on the floor. Eureka, the cabinet in theback of the room opened. Take the SUN CREST from the cabinet, then leavethe room.
-> RED PASSAGEWAY
Continue right down the hall. Kill the zombie you find around the corner,then unlock the door on the south wall.
-> RICHARD'S HALL
You will see two GREEN HERBS on the floor at the corner. Use them if youneed to heal up to FINE condition. Continue on and you will see Richard'sdead body.
If you examine his corpse twice, you will get a CLIP, but youwon't need to use the HANDGUN much anymore. Open the door past his body.
More Biohazard Tips:
-> ATTIC CORRIDOR
Kill the zombie in the hall to the left, then go up the short stairs andunlock the door at the top with the SHIELD KEY. Discard the key afterwards.
-> ATTIC
Gather up your courage and walk towards the columns in the middle of theroom. YIKES! It's that giant snake Richard told you about!
3.1.1 - BOSS FIGHT 1 - THE GIANT SNAKE
More Biohazard Tips:
If you want to avoid the snake, read the EVASION strategy. If you want tofight, use the FIGHTING strategy.
-> EVASION STRATEGY
For those who wish to avoid the snake with as little squabble as possible,follow these directions. When you regain control, you can see some smallshelves in the back corner of the room.
Run towards them and you will missa lunge from the snake. After he lunges, curve towards the pillar with theboxes. Run past the pillar and turn right. Swipe the SHOTGUN SHELLS offthe barrels if you have time.
Now, run around the wall and into the walled-in place where the snakeappeared from. Take the MOON CREST from its hidey-hole and try to run backout.
By now the snake has probably caught up and is blocking the passage.You will likely get bitten here, but it's okay if you have healing items.Now, run back out of the attic.
More Biohazard Tips:
-> FIGHTING STRATEGY
Now, for those who want to hang tough and tangle with the snake, read here.Take some distance from the snake and let loose with your BAZOOKA. ACIDROUNDS are especially effective.
Be careful about your aim. The head isthe only vulnerable spot, and since the snake often slithers along theground, it is a difficult target to hit.
Don't get it too close to the snake either, or it will encircle you andprevent you from moving. Monitor your health status, because if it gets toolow, the snake will try to swallow you, killing you in one attack!
Afterabout 3-6 hits, the snake will give up and run away. You can now take theMOON CREST and leave.
-> ATTIC CORRIDOR
More Biohazard Tips:
As you exit the room, Chris is overtaken by the poison. If you said Rebeccacould wander the mansion, she will then enter and say that she will go lookfor the SERUM.
You will now get to play as Rebecca for a few minutes. Shehas only 15 bullets for her HANDGUN. Fortunately we have already clearedout a lot of the rooms as Chris, so this won't be a major problem.
On the other hand, if you said no, Rebecca will lug your huge butt back tothe MEDICAL ROOM and you'll be in FINE status again.
Read past this nextsection until you get to the section that applies if you said no.
One last thing, if you weren't poisoned at all during the battle, you'llsimply remain in the ATTIC CORRIDOR. Go to the STORAGE ROOM. I'll be withyou there past the ROUTES JOIN TOGETHER HERE heading.
-> RICHARD'S HALL
As you exit the room, your map automatically lights up. A red dot will showyou the room where the SERUM is. In this case, its the MEDICAL ROOM. Let'sbe on our way there. Go into the RED PASSAGEWAY.
-> RED PASSAGEWAY
More Biohazard Tips:
Go to the door to your left.
-> UPPER MAIN HALL
Run across the balcony to the DINING ROOM BALCONY.
-> DINING ROOM BALCONY
Go to the next room.
-> WEST STAIRS LANDING
Go down the stairs.
-> WEST STAIRS HALL
Go into the MEDICAL ROOM.
-> MEDICAL ROOM
More Biohazard Tips:
Take the SERUM from the shelf and leave.
-> WEST STAIRS HALL
Go back up the stairs.
-> WEST STAIRS LANDING
Go back to the DINING ROOM BALCONY.
-> DINING ROOM BALCONY
Take the double doors.
-> UPPER MAIN HALL
Go to the door across from the doors you used to enter.
-> RED PASSAGEWAY
More Biohazard Tips:
Take the first door you see.
-> RICHARD'S HALL
Enter the next door.
-> ATTIC CORRIDOR
Rebecca gives Chris the SERUM. When he revives, he will be in whateverstate he was in when the battle with the snake ended. Your time to play asRebecca is now over and you'll be playing as Chris again. Leave.
-> RICHARD'S HALL
Go to the next door.
-> MEDICAL ROOM
Exit the room.
-> WEST STAIRS HALL
Head upstairs.
-> WEST STAIRS LANDING
Go around the railing to the door at the southern end of the room.
More Biohazard Tips:
-> DINING ROOM BALCONY
Run across to the double doors.
-> UPPER MAIN HALL
Go across the balcony to the RED PASSAGEWAY door.
-> RED PASSAGEWAY
Enter the first door past the blue doors.
-> EAST STAIRS LANDING
Go down the stairs.
-> EAST STAIRS HALL
Enter the save room.
-> STORAGE ROOM
More Biohazard Tips:
Organize your inventory:
-> HANDGUN, CLIP
-> MOON CREST, SUN CREST
Leave.
-> DARK CORRIDOR
Go into the door that is by itself in the dark offshoot.
-> COVERED WALK
Plug the remaining CRESTS into the diagram, then the door next to you willunlock. Finally you can get out of the mansion! Go through the door.
-> TOOL SHED
More Biohazard Tips:
Welcome to the courtyard area of the Spencer estate. Push the step ladderforward some so you can stand on the side where you get on it. Push it tothe shelf and take the SQUARE CRANK. Leave out the double doors.
-> UPPER COURTYARD
YES! Two RED HERBS, three GREEN HERBS, and just around the corner, threeBLUE HERBS.
Take the two RED HERBS and two GREEN HERBS. Ignore the BLUEHERBS for now, or you be pounced upon by dogs. While Jill faced two dogs inevery part of the courtyard area, Chris will have to take on three at atime.
After you take the RED HERBS and the GREEN HERBS, mix them to make twoRED-GREEN MIXTURES. Now, fire off one shot from your gun to "wake up" thedogs.
They'll come charging into your little corner. Stay where you areand fire off a bullet at a dog when it gets close. When the dog stands upagain, fire another bullet to put it back down. Repeat until both dogs aredead.
More Biohazard Tips:
Grab the BLUE HERBS and mix them with your RED-GREEN MIXTURES to make BROWNMIXTURES. Go down the western path.
At the end you'll find a brokenelevator you can't use right now, and on the wall nearby the GARDEN MAP isposted. Take the map, then go through the rusted iron gates at the northernend of this place.
-> WATER RESERVOIR
Follow the stone path to a post with a square hole in it. Use the SQUARECRANK to drain the water from the reservoir.
Go to the little ladder andjump down onto the new path. Run across the pool and climb up the otherladder.
As soon as you're on the other side, start running hard. The reason isbecause little snakes are falling from the trees on the sides of the path,and they are infinite.
Eventually you will come to a small platformelevator. Board it and go down.
More Biohazard Tips:
-> LOWER COURTYARD
Just like in the UPPER COURTYARD, fire one shot to "wake up" the dogs, thenstand near the elevator and fire shots at the dogs that get close. Whenthey get up shoot them again. Repeat until they are dead.
Go throughanother squeaky iron gate to the next area of the courtyard. If you want toget by without fighting, scrape along the water near the waterfall to avoidcontact with the dogs.
-> COURTYARD PATH
More Biohazard Tips:
I'd recommend you flee from the dogs this time, because the next time youcome this way the dogs will be gone. Run in a zigzag pattern to evade themand get to the door at the end.
If you must kill them, repeat the method above with your back to the "lower"wall in the first camera angle.
Take the door at the very end of the path.If you've got the item space, take the two GREEN HERBS and two BLUE HERBSnear the entrance gate.
-> THE LIGHTER SUBQUEST
There is a LIGHTER you can find in a bedroom on the second floor near theEAST STAIRS LANDING.
This LIGHTER is used for the small task of lighting acandle in a room for extra ammo, and getting the 2ND FLOOR MAP. If you wantto do this little subquest, read below. We will start at the EAST STAIRSLANDING.
More Biohazard Tips:
-> EAST STAIRS LANDING
Unlock the door just to the left of the stairs with the ARMOR KEY. Enter.
-> STAG ROOM
Kill the zombie in here, then take the door to the left.
-> UPSTAIRS OFFICE
Press the switch hidden in the bug display case to empty an aquarium. Pushthe aquarium away from the back corner of the room, then push the bookcaseinto its place to reveal a cabinet.
The cabinet contains a box of SHOTGUNSHELLS. Also, you can find INK RIBBONS in the pocket of the lab coathanging on the rack. Leave.
More Biohazard Tips:
If you want to, you can read the RESEARCHER'S WILL on the desk. He sayshe's infected by a virus he and his fellow scientists were experimentingwith here.
He says his fellow workers are now mindlessly clawing at hisdoor as he writes. He ends saying that by the time she reads this, he'll beone of them.
If you wait until you complete Part 2 to get this letter, the top half willbe torn off and missing... I wonder why?
-> STAG ROOM
Take the door across from you. Be careful, because a zombie might come inthrough the door from the hall.
-> TWIN BEDROOM
More Biohazard Tips:
Take the RED HERB, the SHOTGUN SHELLS hidden behind the right bed, and theLIGHTER off the shelf. Leave.
-> STAG ROOM
If there's a zombie or two in here, then evade it and get out into the hall.
-> EAST STAIRS LANDING
Run east down the hall, and kill the zombie hiding around the corner ifthere is one there. Go through the door at the end.
-> FIREPLACE ROOM
More Biohazard Tips:
There's not much to see in here, apart from a fireplace with a white paperover it. Use the LIGHTER to start a fire, and the white paper will becomethe 2ND FLOOR MAP.
Take the GREEN HERB you find in here if you need it, andleave the room through the blue door. The other door in here needs a keyyou won't find till much later.
-> EAST STAIRS LANDING
Enter the RED PASSAGEWAY.
-> RED PASSAGEWAY
Go into the door after the blue doors.
-> RICHARD'S HALL
Go to the next door.
More Biohazard Tips:
-*> ATTIC CORRIDOR
Turn left at the fork and take the door at the end of the hall.
-> PRIVATE DINING ROOM
Search the cabinet on the left wall for a CLIP. Light the candles on thetable with the LIGHTER.
Now push away the left bookcase to reveal a secretroom. Grab the SHOTGUN SHELLS in the cabinet hidden back here. If you tryto get them without lighting the candles first, it'll be too dark to pickthem up.
3.2 - THE GUARDHOUSE
-> ENTRY CORRIDOR
More Biohazard Tips:
Directly in front of you are some BLUE HERBS next to a stand with otherplants on it. You can also see the statue next to them there istexture-mapped. This is used to cover the hole in front of a door down thehall.
If you don't cover it, a plant vine will shoot out and grab you by the neck,robbing you of a little health. Push the statue east down the hall, thensouth down the hall the hole is in.
Cover the hole and you'll never have toworry about the vine again, unless of course you're stupid enough to movethe statue away again. Take the door across the hall from the door marked001.
More Biohazard Tips:
Beyond the red doors is the GAME ROOM, where you'll get your first encounterwith the giant spiders. You can find INK RIBBONS on one of the tables, anda CLIP on top of a barrel in here.
You can just ignore the spiders, becausethey don't cause much damage. The most dangerous thing about them is thatthey can poison you, but this is easily fixed by using a BLUE HERB.
-> GUARDPOST
Take the FIRST AID SPRAY and the CLIP off the bookshelf. Next, healyourself to FINE status and organize your inventory at the save box:
-> SHOTGUN, SHOTGUN SHELLS
Leave.
-> ENTRY CORRIDOR
More Biohazard Tips:
Go to the door across the hall with a sign above it that says "001."
-> 001 BEDROOM
Blow both zombies' heads off, then walk to the stand near the closet.You'll find a SMALL KEY hidden inside the cup there. Use the SMALL KEY onthe desk nearby to get SHOTGUN SHELLS. Go into the small door near theentrance door.
-> 001 BATHROOM
Walk to the bathtub and drain the water. On the bottom is the C. ROOM KEY.Take the key and leave.
-> 001 BEDROOM
Enter back into the hall.
-> ENTRY CORRIDORMore Biohazard Tips:
Walk past the hole you covered up with the statue and take the door backthere.
-> IVY HALL
Don't worry at all about any of that ivy covering the walls. None of it isdangerous. Take the first door you come to.
-> WASP ROOM
As soon as you enter run diagonally across the room to the dark cornerthere. Charge into it and take the 002 DORMITORY KEY off the desk. Thenturn tail and run quickly out to the same door you used to enter.
Thereason? There are three billion wasps zipping out of that hive to get you,and if you don't move fast, you'll be covered with them and stung over andover till you die.
More Biohazard Tips:
If you'd take the time to notice between the wasp attacks, you woulddiscover that the double doors in here are being "obstructed by something onthe other side."
Wonder what could be blocking those doors? Also note thedoor with the keypad. If you told Rebecca to stay at the mansion, thenthere's no reason to bother unlocking this door.
-> IVY HALL
Run further down to the end of the hall. Unlock the door with the 002DORMITORY KEY then discard it. Shove aside the statue nearby to discoverthree GREEN HERBS. USE them to make a GRAY HERB MIXTURE. Now enter thedoor.
-> 002 BEDROOM
More Biohazard Tips:
Because you don't have a SMALL KEY, you can't get the SHOTGUN SHELLS in thelocked desk. You can however get the DORMITORY MAP on the wall. On the bedyou'll find the PLANT 42 REPORT, which discusses more on this accidentthat's happened here.
It also tells you the name of the virus which ismaking all these zombies and monsters. It's called the T-Virus.
It says there's this giant plant in the guardhouse that mutated after beinginfected with the T-Virus, and that it looks for nutrition by getting itfrom the flooded basement, and by sucking blood from people caught in itsvines.
It also says that it blocks a door, which probably explains thatdoor in the WASP ROOM that won't open.
Hey look, two texture-mapped bookcases. Shove them aside to reveal aladder. Go down it, into the "secret" passage.
In the 002 BATHROOM, you'll find a CLIP, but you'll have to waste a shell ona zombie. It's not really worth it as the HANDGUN'S not terribly usefulanymore.
More Biohazard Tips:
-> BASEMENT CORRIDOR
Here we get to have fun with boxes! Or not. Further ahead, a pool of waterblocks the hall.
You have to push the three boxes into the water to form amakeshift bridge to get across.
Run around the corner and shove the box around the corner. Now push the boxforward to the wall across the hall, then shove it along way down the hall near the corner. Don't go toofar, or you'll have to start all over!
Next, push the box closest to thewater pool into it. Then go to the second box that was behind it and pushthat box into the pool.
And lastly, shove the box you pushed all the waydown the hall to the wall and then into the pool. You now have a box bridgeto cross the pool of water.
More Biohazard Tips:
Umbrella really needs to hire some better architects. What idiot puts agiant pool in the middle of the hall, but no bridge to cross it? Come tothink of it, why put a pool in the middle of the hall at all?
Anyway, godown the hall some more and you will see the rest of the hall is submergedin water...
Go into the water and open the double doors. Leave the GREENHERBS where they are for now.
-> NEPTUNE DEVELOPMENT LAB
You now find yourself in a GIANT room, with it totally flooded by water.Immediately begin running around the right side of the giant water tanks inthe middle of the room.
Don't bother looking at the first door you pass.Eventually, you will come to two doors together.
Move a little closer, and you will see an POV shot of something followingyou underwater. As it turns out, it is a shark code-named Neptune and hertwo babies.
But unfortunately for them, you are already at the doors thatwill allow you to escape. Unlock the left door with the C. ROOM KEY, theone on the right doesn't even have a keyhole! Discard the key and enter.
More Biohazard Tips:
-> DRAINAGE CONTROL ROOM
Walk over to the panel with the flashing light and pull the lever. All thewater will drain out of the basement. On your way out, press the flashingbutton to unlock the room next door.
-> NEPTUNE DEVELOPMENT LAB
You can hear a flapping noise, but ignore it for now. Enter the doornearby.
-> BASEMENT ARMORY
Yes! Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves! Andalso, you can see a little sparkle on the shelf to the right. Take the 003DORMITORY KEY and leave.
-> NEPTUNE DEVELOPMENT LAB
More Biohazard Tips:
Run back to the exit and you will see the source of that flapping sound.Hahaha, it looks like Jaws and its babies are now struggling for theirlives.
Don't bother shooting them, because they can't move fast enough toget you. Go to the single door on the eastern wall.
-> MESS HALL
In here, you can see a huge plant root, which is the one mentioned in thePLANT 42 REPORT upstairs. You can also see a sparkle on the box next to theroot. Take the SMALL KEY here and leave.
-> BASEMENT CORRIDOR
Run back to the ladder at the end of the hall. Use the GREEN HERBS if youneed to heal up.
-> 002 BEDROOM
More Biohazard Tips:
You can now use the SMALL KEY you got in the basement to unlock the desk forsome SHOTGUN SHELLS. Go back into the hall.
-> IVY HALL
Run back down the hall to the next door.
-> WASP ROOM
Run across the room to the door marked "003." Unlock that door and discardthe 003 DORMITORY KEY.
-> 003 BEDROOM
If you unlock the desk in this room, you'll get INK RIBBONS, so it's notreally worth looking for the SMALL KEY for this one.
Notice the bookshelf.One row has nothing in it but red books, except for one white book. Takethe white book and read the "V-JOLT" REPORT.
In it, it will tell you aboutUMB No.16, also known as V-JOLT.
This is a chemical that can destroy Plant42's roots in a matter of seconds, if poured on the root in the basement.If you told Rebecca to stay at the mansion, then there's no reason to dealwith this task.
More Biohazard Tips:
Now, put the RED BOOK in the place of the white book to open up yet anothersecret passage. Equip your SHOTGUN and enter the secret door.
-> CONFERENCE ROOM
Whoa! That's one really big plant! If you told Rebecca she could wanderthe mansion, Plant 42 will nab Chris and he'll yell. Rebecca will be in theWASP ROOM and she'll hear Chris's cries for help.
She'll run in. Chriswill throw the V-JOLT report, telling her to use it to make the chemical todestroy the root. Read the route marked below for how to make the V-JOLTand use it.
On the other hand, if you told Rebecca to stay in the MEDICAL ROOM back inthe mansion, you'll simply kill Plant 42 by yourself. You can skip straightto the boss strategy if you told her no.
More Biohazard Tips:
-> WASP ROOM
A map lights up and another flashing red dot shows you where to go when youhave the chemical ready. It's the MESS HALL in the basement. Run acrossthe room to the door on the far left.
-> IVY ROOM
Turn left and enter the door you run into there.
-> ENTRY CORRIDOR
Go to the double red doors.
-> GAME ROOM
Turn left and run to the pool table in the back corner. Check the side ofthe table facing away from the dart board. You'll get a code that says"1245". Remember this number. Leave the room and don't bother to mess withthe spiders.
More Biohazard Tips:
-> ENTRY CORRIDOR
Go down the corridor guarded by the vine.
-> IVY HALL
Enter the next door you come to.
-> WASP ROOM
Turn left and go to the other door you can see in the camera angle. Checkthe keypad next to it.
Input 1245 into the keypad to unlock the door.Enter. I guess next time you'll memorize the code so you don't have to doall that extra crap, huh?
-> CHEMICALS LAB
More Biohazard Tips:
This is where you will make the V-JOLT. If you tried to do this puzzle asChris, you wouldn't have been able to because he doesn't know how to handlechemicals.
You can solve this puzzle yourself if you want to by reading thenotes on the wall, or you can try my directions.
There are many chemicalsin here that can be lethal if handled improperly, so do exactly as I say oryou may make a substance that creates a poison gas!:
1 - Gather up three EMPTY BOTTLES.
2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTYBOTTLE with UMB NO. 2. Mix the UMB NO.2 with the WATER to make NP-003.
3 - Fill an EMPTY BOTTLE with UMB NO.4. Mix the UMB NO.4 with NP-003 tomake UMB NO.7.
4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMBNO.4. Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.
6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.
More Biohazard Tips:
7 - Repeat STEP 2.
8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!
Leave the lab.
-> WASP ROOM
Leave out the door to the right.
-> IVY HALL
Turn right and go down the hall to the door marked "002".
-> 002 BEDROOM
Go to the "secret" ladder.
-> BASEMENT CORRIDOR
Run down the passageway to the double doors.
More Biohazard Tips:
-> NEPTUNE DEVELOPMENT LAB
Turn right and enter the first door you see.
-> MESS HALL
Go to the other side of the room where the plant's root is. Pour the V-JOLTon it to make the root wither and die. The game now moves back to whereChris is.
-> CONFERENCE ROOM
The plant drops Chris as it withers up...or does it? The plant bounces backand now you must kill it for good.
The plant simply picks Chris up, then throws him to the floor again. Younow have to kill it.
3.1.2 - BOSS FIGHT 2 - PLANT 42
More Biohazard Tips:
Don't worry, this fight will be much easier than the one with the snake backin the mansion. In this battle, Plant 42 will use three attacks.
The firstone is dropping plaster from the ceiling with its vines. This is easy toevade as long as you stay on the move.
You can tell when and where it'sgoing to fall when a lot of white dust trickles down from the ceiling. Thiswill be its primary attack during the fight.
Its second attack is vine whipping. This is no problem as long as you don'tget too close to Plant 42.
It's last and most deadly attack is the bloodsucker. If you get caught in one of its vines, it will suck a lot of bloodfrom you.
This damages you a lot, but it won't be a problem as long as youdon't get too close to Plant 42.
This fight's not too hard though. It onlytakes 8-10 SHOTGUN SHELLS to defeat it if its roots have been killed. Ifthey weren't, Plant 42 will take several more shots.More Biohazard Tips:
If you said no to Rebecca back in the mansion, Plant 42 will shrivel up partof the way through the battle.
This does not mean it's dead! It will growback again shortly. This is the cue that you only need a couple more shotsto kill it.
After you defeat it, Plant 42 finally degenerates into a ball of mush.
Search the fireplace in the room to get the HELMET KEY, then exit out thedouble doors.
-> WASP ROOM
More Biohazard Tips:
If Rebecca helped you defeat Plant 42, you'll meet her here. The firstthing Chris says is "We got...to the ROOT...of the problem!"Hahaha...you'll really impress the ladies with that one. Rebecca will giveyou a COM.
RADIO, and then she'll go into the CHEMICAL LAB. If you want to,you can go into the CHEMICAL LAB where Rebecca went to, and she can treatyour wounds from the battle with Plant 42.
On the other hand, if Rebecca's still hanging around the mansion, you won'tget to hear any bad dialogue or get the radio I'm afraid. When you are donearound here, run to the door that leads to the IVY HALL.
-> IVY HALL
More Biohazard Tips:
Chris runs into Wesker finishing up some target practice. After he's doneshooting the wasps, Chris asks if he knows where Jill is.
He says they wereattacked by a strange creature, and they got separated. Wesker orders Christo go back to the mansion to hunt for more clues, then walks off.
Let's dowhat he says, because you've just about searched this whole building.
-> ENTRY CORRIDOR
Go past the hole in the floor. As we have killed the plant attached to thevine, the vine will not attack, even after the statue is moved again. Enterthe GUARDPOST.
-> GUARDPOST
Organize your inventory:
-> SHOTGUN, SHOTGUN SHELLS , HELMET KEY
More Biohazard Tips:
Before you go, I recommend you save your game. The game is going to up theante in a short while. When you are all set, leave.
-> ENTRY CORRIDOR
Turn left and leave out the front door.
-> COURTYARD PATH
If you have it, you'll hear your radio beeping as you exit. That's Bradtrying to hail you.
You don't have to answer him, as the radio is brokenand you can't respond to his messages anyway. Run for thewonderfully-squeaking gate at the end of the pathway.
-> LOWER COURTYARD
More Biohazard Tips:
Go to the little elevator near the waterfall.
-> WATER RESERVOIR
You're going to have to make another run through the snakes. Run like crazypast the trees, then go through the pool and out the gate.
-> UPPER COURTYARD
Go back to the TOOL SHED.
-> TOOL SHED
Go to the next door.
-> COVERED WALK
More Biohazard Tips:
If you didn't get the COM. RADIO from Rebecca at the guardhouse, then Chriswill find one lying on the ground here.
Run down the path to the back doorof the mansion. Make sure you have your SHOTGUN fully loaded and at theready when you walk in.
-> OPTIONAL SUBQUESTS
There are none in Part Two for Chris, because you either have to do theV-JOLT quest, or you can't do it. It depends upon what you say to Rebeccaback in the mansion.
3.3 - THE MANSION REVISITED
More Biohazard Tips:
-> DARK CORRIDOR
Upon entry you get a warm welcome from a creature that has become the baneof every RE player's existence, the hunter. They're faster than you,they're more resilient than you, and they can cut your head off if you arein CAUTION or worse. Let him have a few SHOTGUN SHELLS in the face.
If you told Rebecca to stay in the MEDICAL ROOM back in Part 1, Chris willsay that he has to go find her.
If you want a good ending, you'll have togo to the WEST STAIRS HALL and rescue her. Enter the left door on the northside of the hall. This one needs the HELMET KEY.
More Biohazard Tips:
This place will be crawling with Hunters wherever you go. In a way, theyhave replaced all the zombies you killed earlier! Stick to this walkthroughor you will get your head cut off, I promise you that.
-> STUDY
Walk over to the desk and turn on the lamp. On the desk are MAGNUM ROUNDS.Take them because it is vital that Chris gets the MAGNUM, unlike Jill. Turnaround and take the DOOM BOOK I from the bookshelf, then leave.
-> DARK CORRIDOR
More Biohazard Tips:
Take the door in the same camera angle as the double doors.
-> EAST STAIRS HALL
Stay right where you are and get your SHOTGUN ready. You'll hear a "tic,tic" noise. This is the noise hunters make when they are around. You willsoon learn to loathe it.
Anyway, when you see the hunter come around thecorner, blast him over and over till he dies. Notice the little paperhanging on the wall. It was written by Wesker, telling you that he leftsome supplies for you in the STORAGE ROOM. Go into the little door beneaththe stairs.
-> STORAGE ROOM
More Biohazard Tips:
When you enter, you will see many items on the floor that Wesker left foryou, including a CLIP, a FIRST AID SPRAY, and some SHOTGUN SHELLS. Wesker'sreally nice. Take everything and put it in the chest. Organize yourinventory:
-> HANDGUN, CLIP
This will likely be the last time we use the HANDGUN anymore in the game, soafter we put it back in the chest again, it will stay there for good. Alsopretend from now on that all the CLIPS you see are things of yourimagination. Go into the hall.
-> EAST STAIRS HALL
Equip your HANDGUN and go up the stairs.
More Biohazard Tips:
-> EAST STAIRS LANDING
Walk up the stairs and go left. You can see a hunter down the hall has itsback to you. You now want some pay back for that rude surprise you got uponcoming back to the mansion. Shoot him in the back with the HANDGUN then rundown the stairs again, but don't go ALL the way down them.
Wait here for the hunter to slowly walk down the hall. When he sees you atthe bottom of the stairs, he'll be in a frenzy to reach you, but they forgotto teach him in bioweapon school how to walk down stairs.
From the safetyof the stairs, you can pelt him with the HANDGUN till he dies pathetically.Walk back up the stairs.
More Biohazard Tips:
Now this time, walk to the right. When the camera changes to show a hunterhiding around the corner, slowly walk backwards into its view.
When it seesyou, start running back to the stairs and you can take him out as easily asthe last one. Now this time go back down the stairs all the way.
-> EAST STAIRS HALL
Go into the save room.
-> STORAGE ROOM
Organize your inventory:
More Biohazard Tips:
-> DARK CORRIDOR
Get that SHOTGUN ready and open the double doors.
-> EAST WHITE HALL
Run down the hall. As you turn the corner near the bathroom, a hunter popsup from around the next corner. While he shrieks angrily, give him severalSHOTGUN SHELLS to the head to quiet him down. Unlock the metal door nearbywith the ARMOR KEY.
More Biohazard Tips:
-> BACK PORCH
Blow the heads off all the zombies back here, then collect the six (!) GREENHERBS they were protecting. Use them to make two GRAY HERB MIXTURES. Goback inside again.
-> EAST WHITE HALL
More Biohazard Tips:
Enter the double doors at the other end of the hall.
-> DARK CORRIDOR
Enter the door close by on the right.
-> EAST STAIRS HALL
More Biohazard Tips:
Run to the STORAGE ROOM.
-> STORAGE ROOM
Set up your inventory like this:
-> EAST STAIRS HALL
Go up the stairs.
-> EAST STAIRS LANDING
More Biohazard Tips:
Turn left and go all the way down the hall to the last door.
-> FIREPLACE ROOM
Go take the GREEN HERB near the fireplace if it's there and you need it,then unlock the other door in this small room with the HELMET KEY.
-> BALLROOM
More Biohazard Tips:
Go over and check the piano, because maybe you're supposed to play anothertune here to solve a puzzle. Whoops, I guess not...
3.3.1 - BOSS FIGHT 3 - THE GIANT SNAKE: THE REMATCH
Looks like an old friend has returned to greet you, only this time, youdon't have to worry about poison since you have already taken the SERUM.
While the snake tries to pound you, he makes a large hole in the floor, thenyou take over control.
More Biohazard Tips:
Shoot the snake a few times from where you are standing, then run to theother side of the room and shoot from there.
NEVER lose your cool and getinto a war of attrition with the snake or it will kill you for sure. Youmust be mobile if you want to stay alive.
Also be sure to carefully monitoryour health so it doesn't drop too low, otherwise the snake will swallow youwhole!
If you have the BAZOOKA, you could try to use it too. It's difficult to aimit well though because of the arc of the shots. The fast moving targetdoesn't help either.
More Biohazard Tips:
After the battle, check the hole near the piano. The game asks if you wantto jump down the hole. Be prepared, once you go down there, there's noturning back!
-> SECRET TOMB
You are now stranded in this secret room, with nothing to occupy yourinterest except for a tombstone. If you check it, you will discover asecret switch. Press the switch and another secret passage will open up.Take the ladder down.
-> BASEMENT CORRIDOR 1
More Biohazard Tips:
A zombie comes from the other end of the hall. Blow his head off, theninvestigate the right fork in the hall.
You will find another zombie and abox of SHOTGUN SHELLS. Blow off the zombie's face, take the SHOTGUN SHELLSand take the only door down here.
-> BASEMENT CORRIDOR 2
More Biohazard Tips:
Run around the corner and another corner and you can see two zombiessnacking on another fellow deadhead.
Since they seem to be content withtheir meal, why don't we leave them alone? Run to the next door. Even ifyou kill all of them, all you will get as a reward is two GREEN HERBS.
-> KITCHEN
Don't bother looking around for ammunition, because there is nothing herebut bloodstains and other crap.
Take the SMALL KEY off the counter, andnext go to the other side of the room and blast the zombie on the floor.Then take the ancient elevator to the second floor of the mansion.
More Biohazard Tips:
-> 2F ELEVATOR LANDING
A zombie is immediately coming for you when you enter. Blow his head offand enter the door immediately behind them.
To the right of this door, you'll encounter another zombie. Beyond thiszombie is another door that leads to the MARBLE CORRIDOR.
Little residesthere other than more zombies and a handful of HERBS. You should onlybother to go back there if you're in need of healing items.
Chris can'teven unlock the door at the end of the hall to get to the WEST STAIRSLANDING. It would have been a cool shortcut if he could have.
-> CLOSETMore Biohazard Tips:
Take both boxes of SHOTGUN SHELLS off the shelves and take the BATTERY offthe chair. Chris will suggest using it to move the broken elevator in thecourtyard.
Now that you have the BATTERY, you can leave the mansion and move on to Part4. If you want the extra good ending though, I recommend you explore alittle more and get the MO DISK before leaving.
This item is necessary forachieving the best ending in the game.
If you want to just move on and getthis part over with, then skip everything between the row of stars below,and start reading again at the next line of stars. I'll meet you there in amoment.
-> 2F ELEVATOR LANDING
More Biohazard Tips:
Run past the elevator and take the GREEN HERB if you want it from thealcove.
Continue running and you will see a pair of blue doors with azombie standing guard. Ignore him for he is far too slow to get you beforeyou can get to the doors.
-> LIBRARY 1
A zombie homes in on you from the right. Blast him in the head. Use theSMALL KEY to unlock the desk near where the first zombie was to receiveMAGNUM ROUNDS.
There's another zombie standing around behind the bookcase.Kill him and take the SCRAPBOOK if you want it.
It has newspaper articlesdetailing the murders that are being caused in the Arklay Mountains which iswhere you are.
More Biohazard Tips:
It's a little funny that in one article the writer encourages readers to goout and look for the fierce wild dogs that have been spotted in themountains.
If you run back to the place where they came from, you can see atexture-mapped bookcase. Push it away to reveal a secret door. Enter ifyou wish, but after you are done looking around in the SECRET STUDY, takethe other non-secret door in the room.
More Biohazard Tips:
You don't have to go in there, because there is nothing to obtain except INKRIBBONS and a CLIP on the shelf. But, if you look out the window, you cansee a heliport all lit up like a heavenly gate out of this place.
Thepicture you see of the heliport looks pretty cool. I like to look at it somuch that I often come here despite the fact there is nothing important toobtain.
*> LIBRARY 2
Run around in here until you collide with a texture-mapped statue and one inthe wall that has a button.
Press the button to shine a light on a spot onthe floor. Shove the moveable statue to that spot to make a bookshelf rollaside, revealing a desk. Take the MO DISK off the desk and leave.
More Biohazard Tips:
-> LIBRARY 1
Exit through the blue double doors.
-> 2F ELEVATOR LANDING
We are now going to go get the MAGNUM. Take the elevator down.
-> KITCHEN
Try to take the door to the stairs then blast the smarty-pants zombie whoknows how to go down stairs and open doors. Now take the door to thestairs.
-> 1F ELEVATOR LANDING
More Biohazard Tips:
Leave out the double doors.
-> WEST WHITE HALL
Hey, we're back here again, only now there are hunters! Fortunately, theone in front of you is facing away from you. Run full speed and brush pasthis right shoulder.
Then escape into the door to the right before thehunter down the hall and the one you touched can sandwich you and chop youup.
-> GREEN CORRIDOR
More Biohazard Tips:
Walk a little until you hear a "tic, tic", then stop where you are and pointyour SHOTGUN down the hall. When you hear the screech of the hunter waitstill.
When he gets close, blast him over and over till he dies. Now,continue to slowly move down the hall. Another hunter will pop out of thealcove that has the door to the TIGER ROOM.
Blast him as well. After he isdead, charge down the hall and enter the WEST STAIRS HALL.
-> WEST STAIRS HALL
If you said yes to Rebecca to wander the mansion at the start of the game,run from the Hunters around here, because they are easily evaded thanks tothe wide hall. Enter the MEDICAL ROOM.
More Biohazard Tips:
On the other hand, if you told Rebecca to stay in the MEDICAL ROOM at thestart of the game, she'll be cornered under the stairs by a hunter. Sheprobably came out to find the bathroom.
If you want a good ending, kill thehunter and rescue her. Chris will tell her they have to find the others,and says he'll go first to look for them.
If you want a bad ending, then go into the MEDICAL ROOM and come back outagain. You'll hear Rebecca scream.
Chris will call out a heartfelt"Rebeccaaaaaaa!" then he'll sink sadly to the floor in regret.
Whatever the scenario, go into the MEDICAL ROOM.
-> MEDICAL ROOM
Heal yourself fully and organize your inventory:
More Biohazard Tips:
-> WEST STAIRS HALL
Quickly get up the stairs before the hunters have a chance to attack.
-> WEST STAIRS LANDING
Take one step forward then turn and aim your SHOTGUN to the left. Blast thehunter hiding offscreen till he dies. Walk forward and unlock the door tothe left with the HELMET KEY. Discard the key and enter. In case you'rewondering, Chris cannot open that door with the pass code pad.
-> TAXIDERMY ROOM
Sorry, but you can't take the hunting rifles from the display. However, youcan take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf. You canalso get the ORDERS from the table near the rocking chair.
More Biohazard Tips:
It seems that somebody around here is supposed to have all of you S.T.A.R.S.dead, as well as destroying this whole place so nobody will know all of themonsters were here.
This person also needs to obtain combat data on themonsters, as well as embryos. I wonder who's the guy who received this.
Push the stepladder under the deer head over the fireplace. Next go over tothe door and turn off the light switch. Strange how this whole mansion onlyhas two light switches in it, dontcha think?
Walk over to the taxidermy again, but this time you can see one of thedeer's eyes glowing...climb up the stepladder to get the RED JEWEL from thedeer's eye socket. Now go down again and leave the room.
-> WEST STAIRS LANDING
You can hear a hunter's footsteps, but he's way on the other side of therailing, so you can easily get away down the stairs without a fight. Becareful though, he can stick his claws through the railing if you get tooclose.
More Biohazard Tips:
-> WEST STAIRS HALL
Run down the hall evading the hunters. Enter the GREEN CORRIDOR.
-> GREEN CORRIDOR
Go to the door in the little alcove.
-> TIGER ROOM
Put the RED JEWEL in the tiger statue and at long last you get your greedyhands on the MAGNUM! Leave.
-> GREEN CORRIDOR
Leave through the black door to the south.
More Biohazard Tips:
-> WEST WHITE HALL
QUICKLY get to the door to the left to avoid becoming a hunter sandwich.
-> DINING ROOM
This room is clear of hunters thankfully. Leave out the double doors.
-> MAIN HALL
There are also no hunters around here to ruin your day. Leave out the bluedouble doors.
-> BLUE ROOM
Three rooms in a row and still no hunters in sight...where are those guys?Did they run and hide like sissies when they found out we got to the MAGNUM?Anyway, leave out the right door.
-> L-SHAPED CORRIDOR
The dogs are gone, replaced by two spiders. Just keep running and they'llnever catch you.
-> EAST WHITE HALL
Boldly run down this hall to the double doors as you killed off this room'sonly hunter already.
-> DARK CORRIDOR
Go to the EAST STAIRS HALL.
-> EAST STAIRS HALL
Enter the STORAGE ROOM.
-> STORAGE ROOM
Set up your inventory like this:
-> EAST STAIRS HALL
Run to the black door.
-> DARK CORRIDOR
Enter the door in the dark offshoot.
-> COVERED PATH
Either kill the hunter, or zig left, then zag right to evade it. Enter theTOOL SHED.
-> TOOL SHED
Run to the double doors.
-> UPPER COURTYARD
Be careful, the dogs will be relentless in this part if they're still alive.Get to the gate.
-> WATER RESERVOIR
Run across the pool and evade the snakes again. Take the lift down.
-> LOWER COURTYARD
Instead of going to the guardhouse, this time we are going to go investigatethe area where the other elevator is. Put the BATTERY in the slot to getthe lift working again, then take it up.
-> UPPER COURTYARD
Go to the squeaky gate again.
-> WATER RESERVOIR
Go back to the post where the square hole is and use the SQUARE CRANK toraise the water level again. Go back out the gate.
-> UPPER COURTYARD
Take the elevator back down.
-> LOWER COURTYARD
Run to the little walkway between the pools and climb down the ladder. Downbelow, you'll be in a whole different world!
-> OPTIONAL SUBQUESTS
None for Chris, unless you are suicidal enough to try to collect all theitems you missed during your first run through the mansion.
3.4 - Part 4 - THE UNDERGROUND CAVES
-> ENTRANCE TUNNEL
Cool place huh? Green limestone surfaces, water dripping from cracks in thewalls, monsters lurking around every dimly lit corner...yeah, the perfectplace. Take the door near the ladder.
-> GENERATOR ROOM
In this place is a large chamber, the largest one in this area. There is alarge pit in the center of the room, surrounded by safety ropes. And nextto that, is a room with a broken generator. Why is all of this here Iwonder?
-> BARRY'S CORRIDOR
When you enter now, the corridor will be empty, but you can bet that's goingto change by the time you leave! Anyway, take the FLAMETHROWER off the walland take the door to the right. It's time to go find those hunters and makesome frog legs for dinner!
-> GENERATOR ROOM
In this place is a large chamber, the largest one in this area. There is alarge pit in the center of the room, surrounded by safety ropes. And nextto that, is a room with a broken generator. Why is all of this here Iwonder?
Take the either the FIRST AID SPRAY or the SHOTGUN SHELLS off the shelf infront of the generator, then run back to the door you passed on the wayhere.
You don't have the inventory space for both. You could dump theFLAMETHROWER a little later and come back, but it will be much too dangerousto come back here in a little bit.
I say leave behind the SHOTGUN SHELLS ashealth is a much bigger concern right now.
-> ENRICO'S ROOM
Run around the corners and talk to Enrico. He then says that you are adouble-crosser, but before he can shoot you, he is shot himself by someonehiding offscreen.
Chris yells if somebody's back there, like they'd showthemselves if he asked! He hears footsteps running away, then ponders whatEnrico meant by double-crosser.
If you want a CLIP, you can search Enrico twice for it, but now the HANDGUNis almost worthless against the new powerful enemies, so I say you shouldleave it behind.
Run back down the hall and you will be ambushed byhunters. Barbecue them with the FLAMETHROWER. They'll try to run aroundyour flame shield, so be sure you keep turning towards them.
On the wayout, you'll see the shooter dropped something. Take the HEX CRANK andleave.
-> GENERATOR ROOM
Run down the hall to the right. You'll get ambushed by a hunter, but Irecommend you run from it since you will never have to come back to thisroom again.
-> BARRY'S CORRIDOR
A hunter pops out of the alcove with the exit door. Kill him because you'llprobably get slashed to death while trying to put the FLAMETHROWER back onits rack to unlock the door.
You won't be able to take the FLAMETHOWER outof here, so you might as well use up the ammo.
-> ENTRANCE TUNNEL
Go down the corridor and you will bump into a pit blocking the corridor.Use the HEX CRANK on the little hole near the pit to rotate it around to thetop of the corridor, like it's on a giant wheel. Run to the door on theother side of where the pit once was.
-> BOULDER DASH 1
This corridor appears to be a dead end at first. Well, since you're here,why don't you take the FLAMETHROWER and go examine that big rock at the endof the corridor?
It appears to be texture-mapped, so you know somethinggood's about to happen! Go back down the corridor and the boulder somehowshakes loose.
Run, run, run for that door alcove or you'll be killed! After you manage toevade it, the boulder crushes through a wall, opening up another passageway.
Before you go there though, run back to where the boulder was to find someMAGNUM ROUNDS. Before you can reach them however, a hunter walks in throughthe door.
Get the MAGNUM ROUNDS then step back into the corridor. Hide in the cornerat the hidden shelf, aim your FLAMETHROWER, and get ready. When the huntergets close enough, barbecue him!
After he is dead, go to the hole theboulder made in the wall. Get your MAGNUM fully loaded then step throughthe door. People with arachnaphobia, beware!
3.4.1 - BOSS FIGHT 4 - THE BLACK WIDOW
This is the easiest boss in the game. Its only attack really is a morepowerful version of the acid spray that the smaller spiders use. Pause infront of the spider, then move out of the way of the acid spray.
You cannow get a free shot because the spider has to momentarily stop after usingan acid spray.
Blast it a couple times with the MAGNUM. It won't even last through a fullmagazine! Now exit the room briefly to make all the baby spiders vanish.
Make sure the music completely stops before you leave, otherwise the spiderwill totally recover when you come back in!
-> BOULDER DASH 1
Turn around and run back in again.
-> BLACK WIDOW'S LAIR
Use your FLAMETHOWER to burn away the web from the exit door. You'll needat least 105 fuel.
If you don't have enough fuel, take the COMBAT KNIFEglittering in the background. Use it to hack away the spider web. Leaveafter the web completely disappears.
-> SNAKE TUNNEL
Enter the door to the left.
-> CAVES OFFICE
Take the FIRST AID SPRAY off the table and organize your inventory:
-> SNAKE TUNNEL
Ahhh! The tunnel's crawling with snakes! Get to the door at the otherextreme end of the hall. Put the FLAMETHROWER on the rack next to the doorto unlock it, then leave.
-> BOULDER DASH 2
Run through the doorway to the right into another long tunnel which housesanother boulder, but before you decide to shake it from it's resting place,notice the texture-mapped floor and the hexagonal hole to the left.
Use theHEX CRANK on the hole three times to move the part of the corridor without awall to the left side of the hall. This will reveal a hidden door.
This time you don't have to trigger the boulder rolling at you if you don'twant to. If you want a chance at the extra good ending though, then you'llhave to do the boulder dash again to get the second MO DISK.
If you skippedover the first MO DISK though, then there's no point in getting this one.That is unless you don't mind running all the way back to the library in themansion from here. Anyway, read below for getting the second MO DISK:
Run up to the boulder then run away to make it move, then duck into the newalcove you revealed. It'll be much easier than the last boulder.
In fact,you'll be practically to safety when it starts rolling! Go back to wherethe boulder was to find the second MO DISK, and also the UNDERGROUND MAPposted on the wall.
Go to the door in the secret alcove.
-> STATUE ROOM
Let's see what we have to work with here... A hexagonal hole, a differentlycolored floor tile, a locked cabinet, and a statue. The solution is easy tofigure out.
Simply push the statue on the lighter-colored tile to open thecabinet. But unfortunately, the statue is against the wall, so we can'tpush it over there.
Instead, push the statue along the wall until the statue and the light tileare perpendicular to the wall, then use the HEX CRANK on the hole twice tomake a wall pop out, then retract again.
This will push the statue awayfrom the wall so you can move it to the tile. Do that at this time and takethe DOOM BOOK II from the cabinet when it opens. Leave.
-> BOULDER DASH 2
Run back down the long hall to the room with the other door. Take the forkyou haven't explored yet and you will find an elevator. Take the lift outof this dark and dreary place.
-> HIDDEN FOUNTAIN
As you get off the lift, you may note the steel doors nearby. They arewelded shut so you can't open them.
It's okay though. Don't worry aboutthem. Walk to the right and you'll find a small fountain. If you examinethe indentations on the pool, you'll see there's one of an eagle, and one ofa wolf.
Now, check those two DOOM BOOKS you have. Rotate them so you are facingwhere they open, and press X.
The books will open up. The DOOM BOOK I willgive you the EAGLE MEDAL, and the DOOM BOOK II will give you the WOLF MEDAL.Place these medals in their corresponding holes on the indentations on thefountain.
The water will drain out and yet another secret passage will be revealed,but don't go in there yet.
Instead, take as many GREEN HERBS and BLUE HERBSas you can carry first, then go down the steps of the fountain to anelevator. Take the elevator down.
-> OPTIONAL SUBQUESTS
There are none for Jill or Chris. You will explore every room in the cavesand see pretty much everything before you are allowed to leave here, even ifyou don't stick to the walkthrough.
3.5 - THE SECRET LABORATORY
-> ENTRANCE ROOM
Wow, first a beautiful mansion, then the simple design of the guardhouse,next dark and dreary caves, now finally a military complex.
Don't botherchecking the door with the flashing light, because it will only open under a"first class emergency." Well, that's what the sign next to it says anyway.Take the ladder down.
-> EMPTY ROOM
Well, it's almost completely empty except for a chest. Go over to it andorganize your inventory:
-> B2 STAIRS LANDING
Blast both zombies' heads off, then check the desk near the "VISUAL DATAROOM" for the third and final MO DISK. Take the stairs down.
If you have collected all three MO DISKS during the game, now is the time toput them to good use.
There are three pass code machines around thelaboratory. You have to use each of these machines with the MO DISKS to getpass codes to unlock the prison on B3, so you can rescue Chris and have achance at the extra good ending.
If you want to skip over this task, then that's okay. I'll mark off theareas you can skip with rows of stars, so you'll know what and what not todo.
-> LABORATORY MAIN CORRIDOR
Whoa, this is the best music on the whole CD! You can see a zombie deadahead, but instead of engaging him, turn right and enter those doors. Tryto avoid zombies in this hall as they regenerate every time you pass throughthis area.
-> BACK HALLWAY
This is the corridor that contains the door for your pass codes. You don'thave any yet, so just ignore that door for now. Take the door you see toyour immediate left.
-> SCIENTIST'S QUARTERS
Turn on the lights, then take the RESEARCHER'S LETTER off the desk. Read itand it will tell you someone's log-in name and password for the securitysystem: JOHN is the log-in name and ADA is the password.
It also says thepassword to unlock the VISUAL DATA ROOM we passed upstairs, butunfortunately it is in code.
What you must do now is shove the texture-mapped bookcase aside to reveal ahidden switch.
Push the switch and now the room will be lit with blacklights, or that's what I think they are. Run to the picture in the cornerand you will see letters next to their item: TREE, APPLE, MAN, and WOMAN.
If you turn off the blacklights, the item's name will be in code again.Turn the blacklights on and off until you match the letters of the alphabetwith the code.
In the end, you should get the password, which is MOLE. Besure to memorize the password on your next run through the game, so youdon't have to come into this room and do all this mess again. Leave.
-> BACK HALLWAY
Leave out the double doors you used to enter.
-> LABORATORY MAIN CORRIDOR
Run straight ahead down the hall, and enter the first set of doors you see.
-> SMALL LAB
Start up the computer you see in the corner. After watching Umbrella's logoappear, enter your log-in name as JOHN and your password as ADA. Thecomputer will then load a menu giving you access to the door locks in partsof the complex.
Press B2 first. The computer will then ask for the password you decipheredfrom the letter. Type in MOLE.
After unlocking that door, press B3. Thecomputer will unlock the door there. This will also give you the maps oflevels B2 and B3 of the laboratory.
After doing that, press Cancel and logout. Leave.
If you want to, you can take the SLIDES on the floor, and then view themlater in the VISUAL DATA ROOM.
-> LABORATORY MAIN CORRIDOR
Turn right and go up the stairs.
-> B2 STAIRS LANDING
Enter the double doors just ahead.
-> VISUAL DATA ROOM
Walk over to a metallic panel on the left wall. Open the panel and pressthe bright red button underneath. A column on the opposite wall will slideaside to reveal a secret bookcase, and, more importantly, the LAB KEY. Takeit and leave.
If you got the SLIDES from the SMALL LAB, then you can use them on the slideprojector on the table to view Umbrella's lineup of all the monsters you'vebeen battling thoughout the game.
The last one shows a humanoid creatureyou haven't seen yet, called Tyrant. Looks big and bad doesn't it? Morenoteworthy however, is the picture of the R & D Staff at the end.Hey...isn't that Wesker on the far right?
Also, you can get the SECURITY SYSTEM FILE from the other bookshelf in thecorner. You'll read about various features of the lab. Note the "A.Wesker" in the Prison section. Is this all really a coincidence? Or doesWesker actually work for Umbrella?
-> B2 STAIRS LANDING
Take the stairs down.
-> LABORATORY MAIN CORRIDOR
Enter the double doors to the right.
-> BACK HALLWAY
Enter the door on the right wall.
-> RECREATIONAL ROOM
Blast the approximately three billion zombies in here, then use the MO DISKon the pass code output machine to get PASS CODE 01. Also, you might wantto check out the FAX in the depression in the wall.
It appears to be to thesame guy who had the ORDERS in the TAXIDERMY ROOM back in the mansion.
Thedocument persuades the receiver to quickly gather up the research data andblow up the complex. Still wondering who this operative is? Leave.
-> BACK HALLWAY
Leave out the double doors that you used to enter.
-> LABORATORY MAIN CORRIDOR
Run down the hall ahead of you yet again, but this time bypass the first setof doors. Instead, blast the zombie in your way.
Then take the second setof double doors (the one with the blue light) and unlock it with a loud"KA-CLUNK!" using the LAB KEY. Discard it afterwards.
-> B3 ELEVATOR LANDING
Take the first set of doors you see.
-> AUTOPSY ROOM
Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably themost difficult puzzle in the game. The goal is to get the stepladder underthe ventilation hole in the wall.
Unfortunately, there is a switch in frontof the hole that will trigger poison gas if anything is put on top of it,including you.
You must first cover the holes in the floor with the boxeswhile still leaving enough room for the ladder. I'll try my best to helpyou here. Listen CAREFULLY:
1 - Push the ladder against the operating equipment in front of the door.
2 - Push the box that is not completely blocked by the operating table awayfrom it, towards the holes.
When you have enough room, push it to towardsthe broken vent cover on the floor.
Next, shove it over the hole on theright when the box has enough clearance from the button.
3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the oppositewall from the door.
Then push it to the right side of the operating table.Be sure to leave enough room on either side of the ladder for you to passby.
4 - Push the remaining box alongside the operating table until you haveenough clearance to push it towards the holes. Then push it over the lefthole.
5 - Lastly, push the ladder over the button. You will hear it activate, butthe boxes are blocking the gas. Climb through the little tunnel.
-> MORGUE
Go to the pass code output machine ahead of you and use an MO DISK to getPASS CODE 02. Ignore the MAGNUM ROUNDS on the shelf unless you were hungryenough for firepower to go on the subquest for the MAGNUM in Part 3. Unlockthe door and exit.
-> LABORATORY MAIN CORRIDOR
Take the other set of double doors to your left.
-> B3 ELEVATOR LANDING
Kill the zombies and go to the double doors on the far right side of thehall.
-> POWER ROOM 1
That's a lotta noise! You are now in Chimera territory. Run from thesesuckers, because they are really hard to hit and fighting will only cost youmore health.
At the moment, you are at a junction. Turn right and gostraight down this path until you get to a dead end with a operatingterminal.
Turn on the panel, then backtrack to the junction again. Thistime go left. Run along the outer wall of the room and you will collidewith a door. Enter it.
-> POWER ROOM 2
Go straight down this hall and you will bump into a pass code outputmachine. Use your last MO DISK to get PASS CODE 03. Yippee! We got allthe pass codes!
Turn left at the fork and the hall will lead you to double doors. Enterthem.
-> POWER ROOM 3
In here, the noise of machinery escalates to an almost deafening level. Runaround the left side of the big machine in the middle of the room, and youwill find a terminal.
Activate the terminal to switch on the elevator.Leave. There's nothing more to do here.
-> POWER ROOM 2
Whoa, that last room was so loud it almost makes this one seem quiet! Rundown the hall and turn left at the fork, then leave out the door.
-> POWER ROOM 1
Run straight along the outer wall and you will bump into the doors that willtake you out of Chimera territory. Of course you should take them.
-> B3 ELEVATOR LANDING
Run ahead and take the door on the right wall.
-> LAB GUARDPOST
Take the GREEN HERB and the MAGNUM ROUNDS. Prepare your inventory:
-> MAGNUM, MAGNUM ROUND THREE HEALING ITEMS
Make sure you are fully healed up and have a fully loaded MAGNUM. You mightwanna save too, because a battle's approaching. Leave.
-> B3 ELEVATOR LANDING
Turn right and go down the hall to the elevator. Press the flashing buttonto start up the elevator.
If you saved Rebecca back in the mansion, shewill appear from nowhere and join you at the elevator. She says she finallycaught up with you after seeing you in the courtyard. They take theelevator down.
-> B4 ELEVATOR LANDING
Everything in this room is automatically done for you. ALBERT WESKER IS THETRAITOR!!! He's planning on double-crossing not only you, but Umbrella aswell, and he says he's got everything he needs so that he's untouchable.
He's planning to kill you, and blow up this entire laboratory, so nobodywill find out about this accident.
If Rebecca's with you, Chris yells at Wesker that he's been murdering histeammates, then asks if he killed Enrico too. Wesker says "Yeah, likethis," then shoots Rebecca. NOOOOOOOOO!!! NOT BARBIE-GIRL!!!
In either scenario, you'll end up being escorted into the lab by Wesker.The walkthrough will now split between whether or not Rebecca was with youwhen you got here.
If Rebecca's with you, then read the strategy below. IfRebecca's not with you, then skip past that and start reading when you seethe next section. Press Ctrl + F and type in WITHOUT REBECCA to get to thatsection and avoid spoilers.
-> TYRANT DEVELOPMENT LAB
Wesker pushes Chris into the lab and shows him the most hideous creature inthis game, the Tyrant. Chris laughs at it, amused that this failure is hissavior. Wesker gets ticked off and releases the creature.
But instead ofdestroying Chris like it's supposed to, it turns on Wesker and impales himon its claw. It's up to you to defeat Tyrant now.
3.5.1 - BOSS FIGHT 5 - THE TYRANT
Tyrant's not so tough, despite how vicious it looks. Basically all you haveto do to defeat Tyrant is stay out of its reach and fire from a distance.Watch out though, if you do get caught in its grasp, Tyrant'll hit you upgood with his various combo slashes.
Start by running away from Tyrant to one corner of the room. Fire off agrenade from there when Tyrant gets in range, then run to the next cornerand fire off another grenade from there.
Repeat until dead. Like thespider, it won't even last through a whole magazine of the MAGNUM. Lookslike Chris was right about the ultimate bioweapon being the ultimatefailure.
Afterwards, examine the computer near Wesker's corpse to unlock the door tothe room so you can get out of here.
-> B4 ELEVATOR LANDING
Chris will walk out and see Rebecca alive and well, thanks to a bullet-proofvest.
It would have to be paper-thin to fit under *that* tiny shirt.Anyway, Chris sarcastically says Wesker is now sleeping with the ultimatefailure, and they board the elevator and leave.
-> B3 ELEVATOR LANDING
Rebecca stops Chris and says they should blow this place to smithereens.WHY???
That would destroy all the evidence that could be used to shutUmbrella down! But, Chris returns to his stupid streak again and says thatit's probably the only way out of here.
It is not, all Chris would have had to have done is check Wesker for hiskeys. What an idiot.
Oh well, there had to be a sequel, so Capcom did haveto make it so this place blows up. After the conversation, enter theLABORATORY MAIN CORRIDOR.
-> LABORATORY MAIN CORRIDOR
The zombies have now been replaced by Chimeras. If you got all the PASSCODES, it's time to save Jill!
If you didn't get the codes, then just skipover everything after this row of stars and star reading again at the nextrow.
Turn right and run down the hall until you bump into the stairs again. Takethe double doors next to them.
-> BACK HALLWAY
Finally, you can go in and see what's behind these solidly locked doors.Run to the other set of double doors at the end of the hall and input allthree pass codes to unlock the door. Enter.
-> PRISON HALL
Run to the end of the hall and open the door.
-> PRISON CELL
In here, you'll meet Jill. Wesker locked her up in here while you werehaving your adventure. Jill thanks you for freeing her, then you two lovebirds take off.
-> PRISON HALL
Run back to the other door.
-> BACK HALLWAY
Jill runs off on her own, some gratitude. Why does everyone in ResidentEvil always insist on "splitting up to cover more ground?" Anyway, run forthe double doors at the other end of the hall.
-> LABORATORY MAIN CORRIDOR
Run up the nearby stairs.
-> B2 STAIRS LANDING
Blow away all the zombies with the MAGNUM. Hey, the game's almost over, sothere's no need to be conserving ammo anymore! Go to the door they wereguarding.
-> EMPTY ROOM
If you freed Jill, she'll tell you to hurry up. Before you do that,organize your inventory for the last time, and this one's really simple toset up:
AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)
I know I didn't put any weapons down, but you won't need them, trust me. :)Go up the ladder.
-> ENTRANCE ROOM
Go open the door with the flashing light, a self-destruct sequencedefinitely qualifies as a first class emergency!
-> EMERGENCY EXIT
Run down the corridor, on the way, you'll get one last radio message fromBrad, then you will come to an elevator with the battery pulled out. Putthe BATTERY on the floor into the slot and the elevator will activate.
Also, the tape announces there are three minutes until the barbecue, soyou'd better hurry up and go in the elevator!
-> HELIPORT
Immediately after exiting, go to the little red box on the right. Take aFLARE, then stand in the middle of the helipad where the H is and use theFLARE.
After a long moment, Brad comes with the helicopter. Looks likeit's all over....CRASH!!! Uh oh, Tyrant is back, and badder than ever.
3.5.2 - BOSS FIGHT 6 - THE TYRANT: THE REMATCH
Don't even bother shooting at it if you ignored my command not to bringweapons, because Tyrant is now almost invincible. Instead, run along thewhite line making a square around the helipad and never stop moving.
Whenever you get too far away, Tyrant will run after you with a chargingswipe, but as long as you keep running, it will almost always miss. Watchout if you see Tyrant extent his claw, because that special attack is almostunavoidable.
Check your health often and heal when in orange CAUTION or in DANGER. Whenabout 30 seconds are left on the clock, Brad will drop a ROCKET LAUNCHER toChris.
Quick! Run over and grab it! After you pick it up, quickly equipit. You've only got four ROCKETS, so don't miss. After evading Tyrant'snext attack, aim and fire at him.
If you manage to fire off that lucky shot, the Tyrant will then be blowninto a pile of smoking bone and flesh.
After you kill the Tyrant, Brad will fly down and pick you up, plus whoeveryou rescued during the game.
You'll then lift off from the helipad and flyoff into the morning sunset. The mansion will then be blasted by thetriggering system. Congratulations! You've defeated Chris's game!
Wesker pushes Chris into the lab and shows him the most hideous creature inthis game, the Tyrant.
Chris laughs at it, amused that this failure is hissavior. Wesker gets ticked off and releases the creature. But instead ofdestroying Chris like it's supposed to, it turns on Wesker and impales himon its claw.
By the way, notice the key that falls out of Wesker's pocketwhile Tyrant is holding him...
It's up to you to defeat Tyrant now. If you want to know how to beatTyrant, then read the WITH REBECCA path and look at the TYRANT DEVELOPMENTLAB part.
After the battle, take the MASTER KEY Wesker dropped, then pressthe door lock button on the computer next to the Tyrant tube. The door willunlock, and then you can leave.
-> B4 ELEVATOR LANDING
Board the elevator.
-> B3 ELEVATOR LANDING
Head for the door leading to the LABORATORY MAIN CORRIDOR.
-> LABORATORY MAIN CORRIDOR
If you have all the PASS CODES, you can go save Chris now. Read the WITHREBECCA path and look at the between the rows of stars for how to save him.
If you didn't get the codes though, just ignore it because you can't saveChris now. Run up the nearby stairs.
-> B2 STAIRS LANDING
Blow away all the zombies with the BAZOOKA. Hey, the game's almost over, sothere's no need to be conserving ammo anymore! Go to the door they wereguarding.
-> EMPTY ROOM
It doesn't really matter what's in your inventory as long as you have oneempty slot and the MASTER KEY. Go up the ladder.
-> ENTRANCE ROOM
Use the MASTER KEY to unlock the door with the flashing light.
-> EMERGENCY EXIT
On the way down the hall, you'll get one last radio message from Brad,urging you to hurry. Run to the end of the corridor, and place the batteryin the slot next to the elevator. Take the elevator up.
-> HELIPORT
Take the FLARE from the small box nearby and use it anywhere in the heliportto signal Brad to rescue you. Tyrant won't appear a second time here if youdidn't save Barry.
You and (maybe) Jill will climb into the helicopter andleave the mansion behind. While you're flying away though, the Tyrantappears from the mansion.
He'll stare up at your helicopter and growl asyou're making your escape.
-> OPTIONAL SUBQUESTS
Rescuing Chris is kind of a subquest, if you don't care about getting a goodending.
You can skip over the AUTOPSY ROOM puzzle, the MORGUE, theRECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a lessthan perfect ending.
4) WEAPONS
4.1 - COMBAT KNIFE
LOCATION - in inventory at start of game
FIRE RATE - slow
POWER - very weak
It's almost worthless, until you have mastered it.
Even then it's not thatgood. It has a VERY short range and causes little damage. About tenslashes will kill just ONE zombie.
The only good reason to use it is tohack away the web from the exit door of the BLACK WIDOW'S LAIR in theunderground caves. At least you don't need any kind of ammo for it.
4.2 - HANDGUN
LOCATION -
Jill - In inventory at start of game
Chris - MAIN HALL, Mansion 1F
FIRE RATE - quick
POWER - weak
This little popgun is the only real weapon you have at the start of thegame. You also will have little ammo for it at the beginning, so be carefulnot to waste bullets on it.
Thankfully, most of the enemies at the start ofthe game are zombies. The HANDGUN is perfect for zombies because they'revery slow.
Two advantages of the HANDGUN is that it's accurate over long distances, andyou'll find a lot of ammo for it later in the game. Unfortunately, it'sdifficult to use later in the game because all the enemies get real tough.
4.3 - SHOTGUN
LOCATION - LIVING ROOM, Mansion 1F
FIRE RATE - medium
POWER - above average
I think this is the best overall weapon in the whole game. Its ammo isfairly common, it's got a wide spread so it's easy to aim, and it can killzombies in one hit.
Aim the gun up at their heads when they're close toblast their heads off, killing them instantly.
4.4 - BAZOOKA (Jill only)
LOCATION - OUTDOOR BALCONY, Mansion 2F
FIRE RATE - slow
POWER - strong
Only Jill gets this fine weapon. You'll find a lot of ammo for it, and theammo also comes in three flavors: Explosive, Fire, and Acid, in order ofpower.
There are exceptions though, because some elements are better oncertain enemies than others. It's difficult to aim though, because theshots travel in an slow arc.
You'll have to be at about medium distance forthe shots to connect. Anyway, it's a fairly good weapon to use againstbosses or hunters.
4.5 - MAGNUM
LOCATION - TIGER ROOM, Mansion 1F
FIRE RATE - quick
POWER - strong
Do not be fooled by this weapon's size, because this is the most powerfulweapon behind the ROCKET LAUNCHER. It'll take down hunters in one or twoshots, and make mincemeat out of bosses.
It fires almost as fast as theHANDGUN, and its bullets are also just as accurate as the ones the HANDGUNuses.
A big problem is that you'll only find 36 MAGNUM ROUNDS during theentire game, counting the ones the gun is already loaded with when you getit. So, use it exclusively on hard enemies and bosses, and DON'T wasteshots.
This is probably the most entertaining of the weapons in the game. You'llbe able to fry those hunters with ease with this, because it hurts themwhile putting up a flame shield in front of you.
Be sure to rotate so thehunters can't get around your cover. Also, be careful not to waste ammo onit, because you only have nine seconds of fuel for each gun and no refills.
Chris will find this weapon twice in the caves, on racks next to doors.This gun also doubles as a key.
You have to put it on the rack next to acouple of doors to unlock them, so you can't take it out of the caves withyou.
You might as well use up what little ammo it has before you have todump it. It can also be used to burn away the spider web on the exit doorin the BLACK WIDOW'S LAIR.
4.7 - ROCKET LAUNCHER
LOCATIONS - HELIPORT, Laboratory 1F/in inventory at start of game
FIRE RATE - very slow
POWER - very strong
You get this at the end of the game when Tyrant is after you. Brad willthrow it to you when 30 seconds are left on the clock. You only get fourrockets for it when Brad throws it to you, so don't miss Tyrant.
You canalso earn an infinite ammo version of this weapon by defeating the game inunder three hours. That's the only requirement to get it.
You can't aim it up or down, so you won't be able to hit enemies on thefloor or on the ceiling overhead.
It also takes a moment to heft thelauncher because of its heavy weight, and it fires...very...slowly. This isall made up for by the fact it is EXTREMELY powerful.
It'll kill anynon-boss enemy in one hit, though it's difficult to use on fast movingenemies like dogs or crows. Tyrant will be blown to pieces with one rocket,literally.
5) ENEMIES
5.1 - ZOMBIES
They are the good ol' warhorses of Biohazard. They appear almosteverywhere, but that's okay because they're easy to kill. They have twoattacks. If you get caught by them, they'll bite you several times beforethey let you go.
This causes quite a bit of damage, but as long as youdon't get grabbed by them you'll be okay. Their second attack is the acidvomit.
It only causes minor damage, plus using this attack stuns themmomentarily so you can better your position.
To kill them well, just stay out of their reach and fire at a distance. Ifyou knock them down, then you'll have to stand over them and shoot down tohit them.
While they are getting up from the floor or falling down youcan't hit them, so don't try.
5.2 - ZOMBIE DOGS
Poor Joseph got killed by these guys in the opening. They are VERY fast andhard to hit. If they tag you, they'll bite you once and then loop aroundagain for another bite.
If you're at low health, sometimes they'll jump onyou and then tear your throat open, killing you instantly.
One weakness isthat when you first enter a room, they'll just be walking around and won'tattack unless you get near or fire a weapon.
To kill them easily, first make sure they are all on one side of you,because they frequently travel in packs. Keep your back to a wall so theycan't get behind you.
Fire off one shot to "wake up" the dogs if youhaven't alerted them yet. They'll all come at you. Fire when they getclose to knock them down.
When they sit up and growl, fire another shot toput them down again. You can effectively kill a pack of dogs with a HANDGUNusing this method.
If a dog's all alone, you can kill it easily by shooting once to knock itdown. Then, stand over it and repeatedly fire down at it. If you're rightnext to the dog, you won't have to wait for it to stand up again and growl.
5.3 - CROWS
Yeah, Hitchcock's little friends made it into this game too. You'll onlyface them in two rooms though. They'll only attack you if you do a certainthing in the room.
In the ART GALLERY, they'll attack if you get the puzzlewrong or fire a weapon, and in the OUTDOOR BALCONY they'll attack if youcheck Forest's body.
They're not a big deal. One shot from anything will kill them. They'rehard to hit though because of the way they zoom about. Plus they alwaystravel in packs.
If a crow gets next to you, it'll peck you several timesbefore your character can swat it away. It only causes minor damage.
Ifyou cause the crows to attack, I recommend you just run away because they'remore of an annoyance than a threat.
5.4 - SMALL SNAKES
These fall into the same category as the crows. They're more of anannoyance than a serious threat. One shot from anything will kill them.However, when you encounter them, they'll spawn infinitely and you'll neverbe able to kill them all.
Their bite is also poisonous, so you'll probablyneed to use a BLUE HERB if you fight them. I recommend you just run awayfrom the snakes.
5.5 - WASPS
Again another enemy that's more annoying than deadly. You'll meet themwhile you're getting the 002 DORMITORY KEY in the guardhouse. If you takethe key or stand still to long in the room, they'll come out of their hiveand start attacking you.
Be careful that you don't get surrounded by themor you'll have a hard time escaping. If you shoot them they'll fall to thefloor. Run over them on the floor with your boots or they'll get up andstart flying again. Also, they are infinite, so you can't kill them all.
5.6 - GIANT SPIDERS
These big things are usually crawling around on the ceiling when you firstenter the room. If you run under them they'll flop down. They can poisonyou with their spit, or they can bite you and take off some health.
Ifyou've got the SHOTGUN or something more powerful, then they're easy tokill. The spiders are more creepy than deadly. However, after you killthem, over a dozen little spiders will be released!
5.7 - LITTLE SPIDERS
These guys appear after you kill their mother. They are another annoyingenemy. Sometimes they'll leap at you and take off a tiny bit of health.They are easily killed with any gun, or by simply stepping on them with yourfoot.
5.8 - NEPTUNE AND ITS BABIES
You'll only encounter these zombie sharks in the basement of the guardhouse.When you first enter the area, it'll be flooded with water. The sharkscan easily keep up with you because you move much slower through water thanon land.
If they touch you, you'll get bitten and have some health removed.While the water is filling the basement, you can't kill them.
However, after you drain away the water in the CONTROL ROOM, they'll behelplessly floping around on the floor, unable to attack you. You can killthem if you want to, but it's a waste of ammo because they can't hurt youanyway.
5.9 - HUNTERS
You will run into these mean green fighting machines after you return to themansion from the guardhouse.
They are probably the most dangerous enemies,and unfortunately they are quite common in the second half of the game.
More Biohazard Tips:
They are very dangerous because they can outrun you. Their favorite way toattack is to run at you quickly.
When they reach you, they'll slash youover and over rapidly, with barely enough time between hits to fire a shot.
Beware the double slash death combo where two slash you one after the otherso you can't shoot at all.
They also jump as they are moving towards you,making them tough targets. If you've got low health, they can even cut offyour head, killing you in one attack.
More Biohazard Tips:
So, how do you deal with these cheap shots? First, you should let them cometo you rather than you going to them. If you enter a room and start to hearthat "tic, tic" noise, then stand still and let the hunter find you.
Whenit screeches to announce that it sees you, start shooting away. The BAZOOKAor the MAGNUM is best because they can kill hunters in one or two shots. Itcan be done with a SHOTGUN, but it'll take four shells to kill them.
More Biohazard Tips:
Second, take them on one at a time. Only let yourself be attacked by onehunter at a time so you won't get caught in their infamous double slashdeath combo.
It's really hard to stay unhurt while two are coming after youat the same time. This is easy to do if you follow the first tip of lettingthem come to you.
5.10 - CHIMERAS
More Biohazard Tips:
You'll first meet them in the power rooms in the secret laboratory. Theyrun around on the ceiling, like monkeys. They'll slash down at you withtheir claws.
They can also come down to the floor and attack you there.They'll also jump on your back and slash at your neck. If you've got lowhealth, they'll even slit your throat and kill you in one attack.
More Biohazard Tips:
I would just run away from these guys, because they're a huge pain to kill.If you must kill them, use the BAZOOKA or MAGNUM. Aim up to hit them ifthey're on the ceiling.
If you can, kill them on the floor. They lose alot of their advantage while they're walking around on the ground. You'llknow they're dead when those little white things on their backs fall off.
The picture quality and storyline is quite bad compare to Bio Hazard 2. Of course, Bio Hazard 2 shall better than this 1st version.. But I will ...
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