Resident Evil – Chris and Jills Walkthrough

So here it is the guide to Chris and jills version of the story! Involves differences between difficulties and every info you need to beat the game on every difficulty.

Hope it helps and have fun!

PLEASE RATE FOLKS! MUCH LOVE!

Jill and Chris Differences
Jill
  • Has 8 item slots
  • Can avoid fighting the plant
  • Gets a grenade launcher
  • Has a lockpick
  • Is slower and rubbish with wepons in general
  • Has Barry as a partner
Chris
  • Has 6 item slots
  • Must have Rebecca get the V-jolt, then fight the plant manually
  • Has a flamethrower to help with the tarantula boss
  • Has a lighter on hand
  • Much better with weapons and can take more hits
  • Has Rebecca as a partner
Maps and Item locations
Go check out this guide for detailed maps and item locations
Mansion Pt. 1
You start off in the main hall of the mansion. After the cut-scene, Chris will head into the dining room. Head through the door and to the left. You find the first zombie munching on your friend, Kenneth Sullivan. Back off as the zombie comes after you, and go back to the dining room, then back into the main room. You’ll see that everyone’s gone. Go pick up the handgun. Chris only has 6 spaces in his inventory, so you’ll have to use the item boxes more than with Jill, and he also doesn’t get the Grenade Launcher.

Head back to where you found Ken. If you check him, you’ll get a tape you can watch later in the game. Keep going, and head through the door. Go to the birdcage and get the handgun clip (Easy mode), and then head by the stairs to find two green herbs. Climb the stairs and enter the door.

Have your weapon ready, but don’t worry about the zombie in front of you lying down, he won’t be back…yet. There will be a green herb by it (2 on Easy). Round the corner and keep going, being sure to watch out for the zombie by the second door. Dodge or kill him, and go down the hall of spears. Pick up the handgun clip in front of the mirror, and the Golden Arrow near it. Examine it and just get the Green Arrowhead. There will be another zombie around the corner (Normal/Hard modes), so watch out for it. Go through the only door you can, the one on the right, once you reach the end of the hall. You’ll end up on the dining room balcony, and a zombie will be on the other side.

Go to your right (Chris’s left) and grab the Dagger (Easy/Normal modes). Head back into the Main Hall and then go through the door in the middle of the room. Watch out for a zombie, and one that’s easy to dodge (it barely even comes out), if you’re playing on Normal/Hard modes. There are no zombies here on Easy. Go down the steps and turn left by the gate (which you can’t open yet). Head to the end and place the green arrowhead on the stone. Head down the long staircase and come toward the camera. Go under the coffin and pick up the Book of Curses. Examine it and on the back of it is the Sword Key (says Mansion Key until you examine it). Go back to the dining room balcony. The zombie has always been on the opposite side you need to go. Avoid the zombie and you need to go into the door farthest down. But first, go to the side opposite the two doors and there will be a statue. Push it down, and then it drops something on the ground on the first floor. Don’t worry about the item it carries yet. Head through the door locked by the Sword Key to your left.

There are two zombies in the room, one coming up from the stairs and the other around the corner past the stairs. Don’t go through the first door you see, although you can unlock it now. You’ll notice a zombie on the floor after heading down the stairs, and it’ll be back if you don’t dispose of it. For now, don’t worry about it. Enter the door next to the body and you’ll be in a Safe Room. Deposit whatever you don’t need, but be sure to keep your handgun and some ammo and the Sword Key. Come back out the Safe Room and go the way you haven’t gone yet. There are 2 doors, both locked. You’ll need an Old Key to open the door on the right, and the Armor Key to open the one at the end of the hall. Do yourself a favor and unlock the door at the end of the hall on the top of the stairs for a shorter path.

Go back to the mansion’s main room, and this time head through the double doors on the east side. There’s really no point of going into the space on the other side of cabinet, unless you have a closet key. Push the drawer next to the statue and climb up to get the 1st Floor Map. Push the drawer next to the hole in the wall and then go through it to get a dagger. A zombie will appear when you head back so avoid him and push the drawer to block the area out so he can’t get you. So just go through the other door and walk until the glass cracks a bit. Then push the shelf and pick up the Dagger. Continue down the hall around the other corner and move another cabinet to get a handgun clip (Easy/Normal modes). Go through the next door and Chris will be looking at you.

(Note: If you go back through the hallway, the dogs will jump in and attack you. They will only attack if you go back through the hallway while they won’t attack if you head through the hallway from the map statue room.)

Go back and head into the next door, which leads into a bathroom. Drain the tub, and a zombie will come after Chris. After the scene, kill it. Grab the Old Key from the bath and leave the room.

Now you can unlock the door by the one you entered by. Go all the way down, turn and find the chemical in a wheel barrel. To the right are a couple herbs. Then go back and go through the door on the far left of the room.

There will be a zombie all the way down and around the corner, so don’t worry about him yet. Instead, go through the first door you see, on the left. Run down until you start climbing up the stairs, because there is a zombie by them, and if you run you can dodge it. Get it to start climbing, and shoot it down. After you reach the very top of the stairs, there will be another zombie around the corner that you can’t see because of the camera angle. Also, there’s another one if you didn’t see it at the very end of the long hall (not on Easy). If you kill them, try to have them all die on top of each other for later. Now go back down the stairs after killing the zombies, and enter the Safe Room after picking up what’s next to the stairs (Easy).

Pick up the first aid spray and ink ribbons. There is also a handgun clip on the small table with the lantern on Easy mode. Pick up the other item in here, the Fuel Canteen. It’s empty so go up to the Gas Canister. Each Gas Canister has 4 units of fuel (Normal/Hard) and 6 on Easy. You can put away the knife if you haven’t already, and the Chemical. Take a health item if you wish, and take the Old Key from the typewriter. Make sure to have at least 3 inventory spaces free, and my advice would be to not carry any health because you’ll be coming up on some more, just make sure to be on Fine. Now go and burn the zombie corpses.

Head back up the stairs and come towards the camera. Go down the short hall and enter the door, preparing for a zombie attack (Normal/Hard). When you’re through, there will be a zombie in the way of where you need to go. Avoid it or kill it, just run to the other end of the hallway and past the other zombie and into the main hall. Go into the hallway where you saw the first zombie in the game and then go down the stairs and unlock the door and discard the Sword Key. Get the Old Key in the kitchen along with anything else. A zombie is on the floor and another will come from above when you try to leave so avoid them and run up the stairs. Head back through the dining room to the main hall and then go through the upper floor dining room and then into the stair room with the safe room at the bottom.

Unlock the door with the Old Key here. Remember the locked doors back near the Medical Supply Save Room? Go back there and head through the door at the end of the hall. Burn the corpse of the zombie on the ground near the safe room as well. Use the other Old Key to open the door and grab the Broken Shotgun, Flash Grenade, and pick up the ink ribbons in the desk drawer. Deposit whatever you don’t need into the item box while keeping the Broken Shotgun and a space open.

Head back across the main hall, through the double doors, through the hall with the cracked window, and into the next hall through another door. At the end of the hall go through the door into the small room. Go in the single door to the right and enter the other room. Grab the Dagger and replace the Shotgun with the broken Shotgun or else you’ll get crushed in the next room.

Mansion Pt.2
Go back into the stair room nearby and then deposit any unnecessary items in the item box to leave at least 2 spaces open. Go up and into the upper hallway. Grab the Wooden Mount on the lamp shelf and either avoid or kill the nearby zombie and get to the room nearby. Head to the chessboard and grab the handgun clip, and get the Dog Whistle near it. Go through the door you didn’t come in through.

After you’re finished making sure the zombies aren’t coming back, head back through the door at the end of the hall. Light the fire place with your lighter and then place the Wooden Mount on top of it and you’ll get the 2nd Floor Map. Also take any Herbs in the room. Head back through the upper hall and then run around to where the Safe Room is on the West Side and go through the door opened with the Old Key.

You’re outside now. Now position yourself so that you’re ready for a dog attack. The best place is right by the green herbs growing nearby. As I recommended, you should use your Shotgun here. Now go ahead and use the dog whistle. Wait for the dogs to come, and shoot them when they get close for maximum damage. There are only two dogs, one of which has what you need. Pick the collar and examine it. You will find something you need to flip or push. Then examine it again and you’ll get the imitation of a key (you’ll have to rotate it a bit). If you need to, use the green herbs to heal yourself.

Now, go back and down into the Safe Room. Go ahead and put the handgun away. You might want to take the time to burn any zombies you’ve killed near here. There is a container to refill your canteen in the room you got the broken Shotgun. Go up and through the door.

You’re now in the hallway where you got the green arrow. Head to the other side where the lying zombie was. Don’t worry about burning it, because he’s going to turn into a Crimson Head. Just run past it and when he gets up just shoot him up with your shotgun in the head. If you don’t, keep shooting him until he’s dead. Grab the green herb if you’re hurt if you didn’t already take it last time you were here. There are no enemies in here, so don’t get tense. Just a simple death trap. Keep walking until you find the Armor Key on the floor. Take and replace it with the fake Armor Key, and now head back to the dining room.

If you didn’t burn any zombie corpses yet, you’d better watch out because this is when they start to turn into Crimson Heads. Get the Blue Gem and then go back to the safe room hallway and open the door with the armor key.

Turn right and go into the first room on the left. Use the Blue Gem and you’ll get Shotgun ammo. Now head to the room to your right. There’s a zombie on the floor and another in the closet. See if you can burn the zombie on the ground first and then kill the closet zombie to get an Old Key and take anything else in the room. Unlock the door at the end of the Hall and go through the hallway to the dining room and to the Main Hall.

Go up to the door you haven’t gone through now. You get to it from the balcony, so just find the door you can go through. You’ll be outside. Grab the handgun clip from the glass table (Easy mode) and keep going until you see the cut-scene. Forest is dead. There’s also a Dagger there. Continue all the way down if you want a couple green herbs, but be careful because if you choose to do this, you’ll have to re-kill Forest. Now go back inside to the Main Hall.

Turn right after you get back. Enter the door on the same side as the one you just came in from. Be careful if you didn’t burn the zombie you took out a while ago, he might be a Crimson. If you don’t hear anything, continue forward and enter the first door to Chris’s right. Once you’re inside, there will be a cut-scene. The serum you need is in the Safe Room down the stairs by the broken Shotgun room. Go as fast as you can, to make sure he doesn’t die before you get back. When you’re in the Safe Room, grab the serum from teh supply cabinet. Return back to Richard. After Rebecca gives him the serum, you two will bring Richard back to the Safe Room with the serum. Rebecca will heal you 3 times if you come back to this room while she’s in it.

Now go back to where Richard was, and into the next room. There’ll be a zombie in the corridor where you have to turn. After putting him down, enter the room inside the dark hall. You’ll be in a small room. You need to light the candles on the table. Check around the room for some ammo. After you’ve lit the room, push the shelf down on the right side, toward the camera rather than away. Not the one where you found ammo. After you push it, go into it, or it could be safer to back up into it, because there will be a zombie when the angle changes. Run out and around the table and avoid the zombie. Go back into the little opening and grab the Musical Score. Now leave this room, and go back through the room with Richard. Go back into the corridor before Richard’s room, and go down until you see the green double doors: enter them.

In this room, push the knight statue in this order: upper right, lower left, lower right. Once all are pushed back, push the button on the table, and grab the jewelry box that has been revealed. Check the jewelry box. Just press the action button on the halved-heart sides for the first Death Mask. Run back to the Safe Room where you got the fuel canteen and you will see that you will get a bunch of new supplies. Deposit anything you don’t need into the item box including the death mask.

Since you’ve got the Armor Key now, you can open the middle door on the second floor. Go up the stairs. You have to use the Armor Key to open it, so make sure you’ve got it on you. You’ll find yourself in a room with a stuffed animal’s head. Go to Chris’s right first, and find the Old Key and another item if you need it. Now head to the left door.

Right now, there will be two bug cases next to the door. First, grab the fishhook from the case that is in the back of the room. Now, get the Lure of a Bee from right bug case (left from the door’s perspective). Combine the Bee Lure with the fishhook. Now go to the other case and grab the Bee Specimen. Place the combined Bee Lure into the other smaller bug collection near the door and get ready to face a big bee. Hit the switch, but don’t bother messing with the bee. Just grab the wind crest and return to the Safe Room where you got the serum. And pick up the herb(s) if you need them.

Put away any Death Masks you have along with the wind crest. Bring the Shotgun, any keys, and the chemical, along with the Music Sheet. Enter the door past where you found the broken Shotgun. There is a Flash Grenade on the table. Pick it up. Now run straight, past the windows, until you see a door in the end. Open it and go inside. Put the chemical in the water pump and turn the handle to red. The water will kill up the plant. Also, there are 5 green herbs. Grab them if you need any and combine them, but make sure you have space for the second Death Mask. The mask is in the back, past the herbs. Now run back out, and 2 zombies will crash through the window. Run away, because you don’t need to be back in this room for a while. Head towards the bottom part of the “F” shaped of the room. There are two doors–one on the wall and the other door at the end. You need to go into the first door.

You’re in the hall where Kenneth was killed around the corner. Now go into the dining room and grab the wooden emblem from above the fireplace. Go back to the hall. Take down the zombie and run all the way down until you reach a door on the left side.

Mansion Pt.3
Inside that room is a piano. Go around the piano and push the shelf so that you find the Moonlight Sonata Cover. Combine it with Musical Score you found by the attic and try to play it on the piano. Rebecca will come in, and she’ll need about 3 minutes of practice, so go out and wonder around the main room for a few minutes. After that time, come back and she’ll be better. The wall will move, and you have to go in the secret passage. Grab the gold emblem (there’s also part of Trevor’s Diary), replace it with the wooden emblem, run back to the dining room, put the gold emblem above the fireplace. Now go to the grandfather clock, and move the hour hand twice in either direction, so it will read six o’clock. You’ll get the Shield Key.

Remember the room past Richard (get the green herbs if you haven’t)? Go there, and watch out for a Crimson. Walk up the steps and unlock the door and discard the key. Walk a little toward the back and the big snake, Yawn, tries to eat ya. Now just keep avoiding the snake, and get the Death Mask on the other side of the room, and there’s some Shotgun ammo here as well (Easy mode), but all you really need to the third Death Mask. Get the stuff and get out.

If you were poisoned, Rebecca will come and will go get the serum for Chris. If you weren’t, head back to the first floor. Now you need to head through the double doors. Watch out for dogs and zombies that crash through the windows in the hallway that follows. Just go. Go through next the double doors, across from the Shotgun room. Now you’re back in an “L” shaped hallway. After coming through the double doors, keep on going down towards the camera. There should be a zombie around here. Kill him, and go into the door that you can unlock.

You will be in a “U” shaped hallway with pictures. There are crows in here, but don’t shoot at them because they weren’t hurt you as long as you do the puzzle right.

Change the light on the first painting so it turns orange. Now, run to the other side of the “U”. Flick the lights on the first two paintings. The one with the necklace should turn purple and the other green. Now, go all the way to the end and there will be a woman (Lisa Trevor) wearing 3 things, colored orange, purple, and green. Hit the switch. For Chris, you might want to go back around and place the first 3 Death Masks so he has enough spaces.

After you hit the switch under the woman, the wall will raise. Go outside, grab the last Death Mask, and unlock the gate. Now, if you don’t have them, go to the Safe Room outside of the crow room and get to the item box. You need a Shotgun, and all 4 of the Death Masks. And maybe a couple of health items, or just save it. If you want more item space, just bring the masks out 2 at a time. Now go back and through the wall the picture opened up to. I think you’ll know where this is. Anyway, head down to grave type place where you first saw the coffin. Once you’re down the stairs, put all the Masks on the wall (you have to match them up), and watch the cut-scene. Shoot the dude with your Shotgun. It should only take about 5 rounds. On hard mode, you only get 1 handgun clip for help down there. It’s possible to kill him by making every bullet count and stabbing him when he falls to the ground and he’ll die after he falls for the 3rd time. After he’s dead, go and grab the Stone and Metal Object and some Shotgun shells (Easy/Normal). Now head back to the hall outside the Crow Gallery. This time, keep going straight after you come out the door and open the put the Stone and Metal Object into the indentation to open the gate to the outside. You may put away the Shotgun, you won’t be needing it for a little while. Make sure to get the Wind Crest out of your item box.

Go all the way down and place the Stone and Metal Object in the rightful place. A dog will jump out and chase after ya, but it’s easy to avoid. When you have done that, go into the door. You’re going to be in a tool shed.

Forest to Trevor’s Shack
There are two doors here, and you need to go through the one down the small steps. By the steps, there’s a shelf that carries an F.A. Spray, and a flash grenade. Watch the movie sequence, then head down the path. Make the red weather vane point West. And the blue one further down should be pointing North. Then you can go through the gate.

Once you’re through, avoid killing the crows, and also try to avoid them getting you. The area with the birds has two graves. When you’re at the graveyard with the crows, put the wind crest on the right grave. Three more crests shall appear. Take all of them and examine all 3 and press the switches on their backs. Now put them all on the left grave, and you get the Magnum! After that, go through the gate opposite of the one you entered. It’ll take a minute, but keep going in the path until you reach the cabin.

Trevor’s Shack to Residance
Once you’re in Trevor’s Shack, there should be a typewriter and a box, and a Square Crank (explore the house to find these). Be sure you get the Square Crank, which is off a little edge by the item box. Keep it. Dump your extra stuff (Magnum) except your weapon, and the Square Crank. After you get knocked out by Lisa, Chris comes to. As soon as you have control of Chris, take off out of the cabin. Lisa will be blocking your exit. Just run past and try to avoid her. Once you’re outside Trevor’s Shack, and grab the green herb(s) next to the step (Easy mode) and go back all the way to the tool shed, though there’s a zombie you’ll need to avoid along the way.

Now go through that other door in the shed. There are 3 dogs out here. Take them out. There’s a blue and green herb here, so use it if you’re wounded. Go up the small stairs and go through the gate. Use the Square Crank to lower the water and go down the ladder, run across, and go up the other ladder. Keep going take the elevator down. Once you go down the elevator, you’ll be in another part of the garden with some crows. Just run from them. Go to the other side of the waterfall and through the gate. There will be a red herb nearby. Watch out for the snakes since they can poison you if you get bitten.

Residence Pt.1
Once you open the door, run straight forward and pick up all the blue herbs and heal yourself if you’re poisoned. Now turn back around, and head left. There will be a door on the right. Enter it since it’s a Safe Room with a Flash Grenade. Take it and drop off all the stuff you don’t need, including the crank. After you exit the Safe Room, turn right and head into the double doors. Watch out since a spider is above you. There’s another one in the room, but if you don’t bother it, it won’t bother you.

There are several things you need to take note of. Grab all the healing items in the room along with the red book (called Bondage With Blood). Exit, and put away the red book in your item box. Push the box by the double doors towards the camera, then into the small corridor, over the hole in the floor by the wall. Now you can climb onto it, onto another box, climb down, and climb down again. Plant 42’s tentacle can grab you if you don’t climb over the boxes. Enter through the double doors. Grab the Residence Map on the wall but DO NOT LOOK THROUGH THE HOLE!!! Keep going past the first door, and enter Room 002.

Once you’re in, there will be a door next to you the entrance. Go inside it to see a small bathroom. Grab the 001 room key from the shelf and leave. There will be a zombie outside of the room, so kill it and burn the corpse. Just go back towards the Safe Room, because there’s a door across from it. Enter it, and discard the room key. Go pass the hanged corpse and search around a little. You can get a self-defense gun, which only has one bullet and can’t be reloaded, but will take out an enemy with one shot. Pick up the item on the chair (Easy mode) and on the table. Now go back and enter the bathroom (by the door you entered by), and there’s a zombie on the floor.

Get the Control Room Key in the bathtub after you drain it. You won’t be coming back to this room so just leave the zombie on the floor alone. The hanged corpse doesn’t come back in Chris’s game. Head back to room 002. If you didn’t kill the zombie before, it’ll still be here. There are two shelves in the back of this room. Push the shelf on the left back all the way. Then, go push the right shelf to the right until you can see the ladder. Now go down it, and don’t worry because there are no enemies. Go down the corridors and push the boxes into the water. If you mess up, go up the ladder and come back down. Grab the green herb, and go into the flooded double doors.

Residence (Aqua Ring)
You’re now in the Aqua Ring. Follow the wall towards the camera until you see a cut-scene. If you saved Richard, he will save you and be eaten by the shark. After that, run like hell until you go up a few stairs. Use the Control Room Key to open the door and discard it. Climb down the ladder. Walk straight after Chris climbs down. Go to his left and grab the First Aid Kit. Now go back until the camera angle changes so you can see the ladder. Go to the left of the ladder, and check the whiteboard. It will say what valve you’ll need to push very shortly.

Now, go to the ladder’s right (panel in front of the glass) and try to un-flood Aqua Ring. There will be a short cut-scene. After it go to the right and keeping pressing “A” until you hit the switch. Now go behind the ladder and find that switch and press it. The shudder will get stuck. Go to the valves and turn the one it mentioned on the whiteboard. Now, go back and press the switch that you first pressed after the cut-scene. Now go back and hit the switch to make the shudders come down (the one behind the ladder). Finally, hit the very first switch you hit to drain the Ring. Now leave that specific area, and go down the right side of the hall. Down the stairs and through the door.

Climb down and into the room with the sharks Don’t worry about the sharks; they can’t do anything besides flop around so don’t waste ammo. Keep running until you get down by Neptune (this big ♥♥♥ shark). Climb up onto the platform. Try to grab the Gallery Key in the corner. It will drop into the water when Neptune wakes up. Don’t shoot him. There is a green control panel that you can push into the water, then pull the lever near where the key was, to electrocute the shark.

Grab the Gallery Key, then pick up the Assault Shotgun Richard dropped and go back to the room before this one and go through the other gate. After entering through the gate, there will be some Magnum rounds on a box so get those and anything else that might be there. Do not use any Magnum rounds yet. Climb up the ladder and go though the door. You’ll now be in the place where you had to push the boxes into water. Head back to the gallery door (door by room 002).

Residence Area
Grab the handgun clip on the table while dodging the damn bees. Follow where they’re coming from. Open the door with the key and discard it. Keep on going down the hallway and take the Insecticide Spray head to the outside hallway. Use the Insecticide Spray on the hole where you found the Residence map. The bees will be gone when you return to the room. But first, get to the Safe Room and make sure to have 3 inventory spaces open and bring the red book (Bondage With Blood). Run back into the room where you got the bug spray. Get the key for room 003, which is down the hall where the bees were. Take it, and unlock room 003.

Once you’re in room 003, there’s a bookshelf in the back. Grab the only book you can and Replace it with the red book. Now, you have to rearrange the book order. It’s pretty basic and easy, doesn’t take long at all, or it shouldn’t. After that, a shelf will slide over and reveal a secret door. Since Chris doesn’t know about chemicals, he cannot make the V-Jolt, so he must defeat Plant 42 on his own. Use your suicide gun on the plant and any remaining shotgun ammo if that fails. No need to aim up. After it’s dead, grab the Helmet Key from the fireplace.

Now, go back to the Safe Room. You’ll have a cut-scene with Wesker. Go save your game. Bring the Shotgun. Now, remember the place with the waterfall? There are two dogs near there that ate the birds or something, so kill them. Head back to the mansion now.

Mansion
Once you get back to the mansion, a cut-scene will play, and the hunters shall appear. One hunter comes after you when the scene’s over. Kill it and go back to the mansion’s main room by the way of the crow gallery to avoid fighting more Hunters. Enter the dining room. There should be a blue gem on the left side of the table, which is the opposite side the grandfather clock is on. Now head back upstairs, through the dining room balcony and head towards the Safe Room. There are 2 hunters up here on Normal/Hard.

Before you go down the stairs to the Safe Room, go slightly into the small corridor. Go into the one next to you. There’ll be an eagle statue on the wall that moves. Turn off the lights. Then, grab the ammo and a Dagger on the shelf by the yellow gem. Now, push the dressers so that they are underneath the animal heads that hold the gems you must get. Be sure to hear a “chink” type sound so that the eagle stops moving, and hug the wall to one of the dressers, climb up and get the gem. Repeat the process for the other gem. Once you have both red and yellow gems, go into the Safe Room. Keep all of the gems, and bring weapons and your key. Start heading towards the “F” shaped hall (by the broken Shotgun room), and a Hunter jumps through each window. Murder ’em.

Now there’s a door for you to enter. It’s on the shorter hall of the “F”. Once you’re in the room, place the blue and yellow gems into the tiger statue. You will get some Shotgun shells and the first MO disk. Now head back to the mansion’s main room and go and unlock the door you haven’t been to on the main floor.

Nothing in the first room except for ink ribbons in a drawer (Easy/Normal). Now find the other door. There will be a single zombie roaming around here, pretty easy to avoid if you want to conserve your ammo. After that, grab the green herb, Dagger and the jewelry box. There’s also a blue herb planter in here. Now combine your red gem with it to get it open. Now, there’s a slight puzzle. Kinda hard to explain without using pictures, but I can try anyway. There are 5 pieces. The third (meaning third down) piece should be put on the bottom right side. The top piece goes in the upper left corner (you’ll have to rotate if needed for any pieces). The fourth piece (at the beginning, make sure to remember what order they were in) goes in between the others. The last goes on the right side that’s open, and you can figure out the rest. Might take a minute though, sometimes it doesn’t quite fit, but that is the right way.

When you’re done, you’ll have a Brooch. Examine it, and it’ll turn into the Emblem Key, used only for one door. Now, head back through the crow gallery. Go into the door you can unlock with your new key, the Study. In the Study, you will hear a scream. Time to save Rebecca! Trust me, it’s for the best, don’t let her die. She’s upstairs in the small library where you got the Dog Whistle, being attacked by a hunter. Hurry. After you save her, go back down to the study. You must turn on the lamp on the desk, and pick up the Metal Object next to you.

Leave the Metal Object in an item box if you can (head into the East Safe Room). You’re going to fight the snake for the second time. Chris just has his Shotgun. Go back to the dining room balcony. Go through the first door this time. Now, go back to the room where you got the Armor Key. Go all of the way down, all the way, and you’ll come to a door. You’ll use the Helmet Key to unlock it. There will be a green herb (2 on Easy, but none on Hard). Now keep going and something will come to you.

It’s Yawn the snake. Keep running and climb down the ladder. Find the row of books that you can go behind. Yawn will follow you in one end, and you come out the other. Then, you just blast its tail until it dies. If you go up the ladder Yawn won’t be able to hit you. You’ll see the pattern you need to go in, and it’s actually pretty easy to hit its head a few times. When it’s dead, it’ll knock a book off of the bookshelf. Pick it up, examine it, and get the Wolf Medal.

Go to the Safe Room where you got the canteen. Put the medal away. Make sure to have spaces open! The more the better. There will be a Hunter near the Safe Room door. Blast it, and there is another upstairs if you’re playing on Normal/Hard. Then head up stairs, and turn left, and walk until you turn the corner. Keep going and enter the door. Pick up the herb(s) if ya need them, but keep in mind you’ll need spaces open, at least 2. Go through the next door. Push the statue you see in the opening to the left.

The walls will close in on you, but as long as the statue’s there you’ll be fine. Now go out to where the statue was. Keep going into the other passage. There will be a switch that you need to push at the end of the room to get the walls to come back. Push it, and run back to the other statue, and push it to the left (you’ll see the indentation where it needs to go). After that’s done, go in where it opened up. There’s a Flash Grenade (Easy, Dagger on Normal) on a cabinet. Go down. Pick up the book, examine it, and you’ll get the Eagle Medal. Now check out the grave and head down into it.

Mansion (Basement)
As soon as you’re down there, there will be three spiders (Normal/Hard, 2 on Easy). Just run. Grab the Shotgun shells from the boxes, and head through the door. Kill the zombies lurking around. There will also be a couple items here, so pick em up if ya want. Find the switch that you have to activate for the elevator. After that, you can get out of there. You’ll be in a kitchen when you head through the exit door. Grab the Dagger, and there will be a crawling zombie. Run towards the screen, and find the elevator. Call it up, and when it gets there head in and down.

When you come out, there will be two zombies; one on each side, come toward the camera first though, it’s easier. There’ll be herbs here as well. Now go to the other side of the elevator and go in the room. Inside is a battery, a Flash Grenade, and some ammo. Leave through the door by this room. If you ran out of spaces, head out and through the other door and find your way back to the Safe Room. Once you have everything, be sure to take the Square Crank with you, and deposit the medals and MO disk if you haven’t already.

Mansion to Tunnels
Now, you gotta travel all the way back to where the waterfall lies. Watch out for dogs. Once you’re there, head down and find the elevator, and place the battery in it and use it. You’ll come to a familiar area. Go and use the Square Crank to fill up the pool. Now go back and use the elevator to go down. Now the waterfall won’t be there, and you can head down into the passage and down the ladder.

Tunnels
When you go down the ladder, there’ll be a door next to you. Don’t go in yet. Keep going forward. Put away your Square Crank in the item box; you won’t need it again. Take your Shotgun.

Now go back to the door by the ladder. There will be something for you on Easy. Go into the door near the handgun clip. Just follow the passage. You’ll find Enrico Marini. Watch the cut-scene, then get the Hex Crank from his body. There will be a hunter when you head out. Run away or kill, you won’t be coming back into this room. Now after the elevator room, the next room will have another hunter (2 on Normal/Hard). Now go back to where the item box is. You’ll be fighting the biggest of the spiders soon. Now keep going and use the Hex Crank on the wall (you’ll see where it goes). Head through the door. By the door, is a Flamethrower. Chris can go ahead and take it, but can’t leave this area with it. It uses up ammo extremely quickly so don’t use it for now. Now back up towards the big boulder. Once you start coming forward again, it will start to roll, and now you have to run until you get to the doorway so the boulder will roll past you.

If you go where the boulder was, you’ll get some Shotgun shells. Now go through the doors where the boulder opened up in to. You must now fight and kill Black Tiger. Use the flamethrower. When it’s dead, smaller spiders will come out, just exit and come back in to get rid of them. Now find and pick up the knife, and you must equip it and use it on the door covered with spider web across the room. Put the flamethrower onto the hook on the wall to open the door to the next room and grab the blue herbs nearby if you were poisoned. Now there will a boulder again. You must use the crank 3 times on the wall this time. When the boulder starts toward you, run until you get to safety.

If you keep going to where the boulder was, you’ll find a first aid kit. Now go back and into the door you can get to. You must push the statue until it’s in front of the maroon colored part of the wall. After you do, use the Hex Crank on the wall. The statue will be pushed out. Now push it onto the round platform and it will turn 90 degrees. Now you have to push it off, then back on again to get it facing the proper way. Move it off, then push it into the indentation, by the other statue. You’ll get the Cylinder. Now, head all the way back to where the elevator is. Find the control panel, get the Shaft. Combine it with the Cylinder. Put the combined item back into the panel and press 4231. Now head over and start up the elevator, and watch the scene.

Use the item box to put away the Hex Crank and whatever big weapon you have. You won’t need it. Now find the only door, and enter it. Keep going and Lisa appears in the direction you head first, so when you have the choice of which way, start going left but then go right. When the camera changes, make sure to be able to see a switch set into the wall.

Right now, ignore it. Keep going until you see a door; go through it. Climb the pile of boxes in the corner for some ammo. Go back down, and find the box and push it onto the metal (if for some reason the platform won’t move, leave the room and come back in). Hit the switch and go back to the room with the item box, before Lisa. If you see Lisa coming, go the other way.

Watch the cut-scene. Get the Metal Object from the item box and go down the ladder. There’s also some ammo on Easy by the ladder. Now push the box into the crusher.

After you crush it, jump down and get the broken flamethrower. Go back to the place with Lisa, and now it’s time for you to pull the lever. Find the stairs and go down them, and find the door with the hooks by them quickly. Place the flamethrower there to unlock the door and leave. Go through the water quickly while avoiding snakes. After you come out of the water, pick up the jewelry box. Examine it to find the frame for the Metal Object. There is also a Dagger on the bed on Easy mode. Climb up the ladder and get the herbs if you got poisoned. Now combine the frame with the Metal Object. Remember the stone and Metal Object (you used it to get outside)? Time to get it back. Go all the way back to the mansion and take it. There will be more zombies out in the area where you got the Magnum so avoid them since you won’t be coming back here.

Altar
Now go to the main room, and there’s a set of double doors underneath the stairs. Place the Metal Object and stone and Metal Object in the indentations in the doors. Go in, and there will be an item box down a little ways. Be sure to bring a couple herbs as well as the wolf and Eagle Medals.

Go all the way, until you come to a ladder and go down it. Watch. You’ll meet up with Wesker. He’ll shoot Lisa to distract her, but he won’t last very long. She’s invincible, but all you need to do is push the 4 stone pillars off the edges to end this. After you’re done the metal mesh will open back up, and you’re going to go outside. Head to the fountain and place the Wolf and Eagle Medals on the sides of the pool, and head down. Once in the elevator, it’s time to head to the final area.

The Lab
Head down the elevator and into the Laboratory, the final area in the game. When you leave the elevator walk around and you’ll find a door that “won’t open unless in first class emergency.” But for now, continue past the door and head down the ladder and you’ll enter a small room with a typewriter and an item box. Pick up the ink ribbons and save your game if you wish. Once you’re done, equip yourself with you handgun for now; more zombies await your arrival. Get out your first MO disk.

Go through the door and enter the Laboratory. You’ll find two zombies, one walking around the corner and one walking up the stairs, kill them and head to the left. Pick up the second MO disk and now go down the stairs to Laboratory B3F. There will be a couple more zombies one to Chris’s left and one heading straight towards him. Kill both of zombies and make sure they’re either decapitated or incinerated, because you’ll be in a situation later on where you’ll be glad you won’t have crimson heads lurking in the Laboratory B3F. After you’ve taken care of the zombies enter the door to the right of the long flight of stairs. You’ll find a First Aid Kit lying on the ground with a double green herb. Head through the door on the immediate left and you’ll enter a room, tinted with blue light. The X-Ray of Clark is glittering on the boxes across from the entrance.

Move farther into the room, and Chris finds another film on the left side, the X-Ray of Gail. When you pick up this item, you’ll notice a diagram of the human organs, all named for your convenience. The Letter of a Researcher is on the desk to the right. The western wall is where the X-Rays go, and there are two open spaces on the light board.

Place the X-ray of Clark in the left space, and the Gail Holland in the right. If you get them backwards, you can easily switch them while they are on display. Return to the entrance and flip the switch on the wall. The red light reveals highlighted organs on the X-Rays. If you placed them correctly, you’ll see the organs highlighted in this order: the Colon, the Esophagus, the Liver, and then the Lungs. If you take the first letter of each word, you spell “CELL.” Keep this in mind as you continue.

Head back out into the central square and into the double doors on the upper-northeast corner of the square. In this room, you’ll find the V-ACT Researcher’s Note, a Flash Grenade, and a First Aid Kit. Access the computer and login as JOHN with the password ADA. Unlock the door on B3F, and then you’ll need another password in order to unlock the Visual Data Room, which we just found out was “CELL.” Once you’ve unlocked the doors, log off and head back to the central square area and back to the hallway with the X-Ray room.

Originally posted by author:

You’ll notice at the very end of the hallway there’s an electronically locked door that has three levers on the right side. In order to open the door you’ll need the three MO Disks and you’ll have to use them on the MO Disk readers scattered throughout the laboratory. The door leads to the jail cell where your friend Jill is waiting to be rescued. You don’t need to use the MO Disks in order to beat the game, but if you want the best possible ending, then you’ll need to save Jill.

Enter the room you’ve just unlocked on the right side of the hallway. You’ll encounter a naked zombie (Normal/Hard). Kill it and pick up the Slide Filter and the FAX file. There is also an ink ribbon in the sink on Easy. There is a MO Disk Reader in here where you can use one of the MO Disks. A refueling device for the nitro compound is also in here but that you’ll get to later. For now take the Slide Filter and head back up the stairs and to the Visual Data Room. A MO Disk lies on the desk at the end of the hallway past the Visual Data Room.

Enter the Visual Data Room, you’ll find a First Aid Spray on the table, and a MO Disk on the shelves on Chris’s left. Also on the left side you’ll find a key code panel that requires a 4-digit code, which you’ll now find out. Go to the slideshow projector and use the Slide Filter. View the slideshow, and on the last slide you’ll find the digits “8462.” Enter the code into the code panel and the door will open to the Editing Room where you can get the Laboratory Key and watch Kenneth’s film if you so desire. Now you have the Laboratory Key, head downstairs and unlock the two doors on the south-east end of the central square, and discard the key.

First, make sure you have a MO Disk (if you wish to save Jill) and your Shotgun before you enter the room on the left. You’ll encounter some Chimeras. Push the shelf forward, and enter the ventilation Shaft, then immediately head through the ventilation Shaft on the left before you get plastered by the Chimeras. You’ll end up in the morgue and you’ll find a MO Disk reader where you can use another MO Disk. You’ll more than likely encounter a couple Chimeras, unless you’re really fast.

Push the shelf forward and head back out into the central area, then head through the other door you unlocked with the Laboratory Key. In this T-shaped hallway, make sure you kill the naked zombies (Normal/Hard), especially the one on your right before you continue. On the north side of the hallway you’ll find a large elevator that doesn’t work because it needs to be powered up. On the south side of the corridor, you’ll see a large door that leads to the boiler room where you’ll surely find Chimeras everywhere. But for now head through the small door in the middle and enter the Safe Room. Grab the ink Ribbon, First Aid Spray, and Shotgun shells.

IT IS HIGHLY RECOMMENDED THAT YOU SAVE YOUR GAME AT THIS POINT; THE TASK YOU’RE ABOUT TO ATTEMPT IS VERY TRICKY AND CAN RESULT IN A SUDDEN AND EXPLOSIVE DEATH!

Make sure you’re equipped with the Shotgun and head into the boiler room. As soon as you enter, head immediately to your right and kill the Chimera to prevent it from interfering with your next task. Take the empty Fuel Supply Capsule and head back to the room with the refueling device on the northern side of the laboratory. Your task is to fuel the capsule with the Nitro compound and get it back to the boiler room so you can get power to the elevator without running or being stuck by a zombie or Chimera! Use the empty Fuel Supply Capsule on the refueling device and you now have a Fuel Supply Capsule filled with nitro compound, which could result in a fatal explosion if disturbed! Don’t go to your inventory screen to do this, just press the action button.

The Lab (CHANCES OF NITRO EXPLOSION)
-Firing a powerful weapon (Shotgun, Magnum, Rocket Launcher) carries a 25% chance of explosion
-Getting caught in the explosion of your own Flash Grenade has a 20% chance of explosion
-When a zombie grabs you, there is a 30% chance of explosion
-When a chimera grabs you, there is a 20% chance of explosion
-When you are running, the Nitro randomly explodes after 1 to 3 seconds in Hard mode, 2 to 4 seconds in Normal mode, and 4 to 6 seconds in Easy mode

Place the Capsule back into the machine in the boiler room and breathe a deep sigh of relief. Run around and evade the chimeras and enter the door on the south end. Make sure you have a MO Disk because you’ll find the third and final MO Disk Reader in the next room straight ahead from the door. Use your heavy weapon against the chimeras before you attempt to use the MO Disk Reader since you’ll encounter several of them. When you’re done keep heading south and you’ll find another door to enter. You’re now in the room with the Triggering System. Go over to the computer and activate the power to the elevator. You are now ready to face the final boss! Head back north until you get back to the T-shaped corridor, enter the Safe Room on the right. Save your progress and equip yourself with some health items and your best weapon (along with ammo Magnum, Shotgun). Head to the large elevator and activate the switch on the right. If you saved Rebecca, you’ll see a cut-scene and she will catch up and head down to the B4F Laboratory with you. If you didn’t, head down the elevator.

Head down the short hallway and enter through the door. You’ll enter a cut-scene where the mysterious traitor is waiting and he’ll show you the ultimate life form, Tyrant. The Tyrant will break free and head towards you. Keep at a safe distance from the Tyrant, if he gets close, you’re gonna get a beating. Just keep firing rounds and he should fall to the ground after a few magnum shots.

–If Rebecca is still with you, wake her up and unlock the door by observing the computer in the northeast corner of the lab. Then head back to the elevator, where you’ll find the self-destruct system to be activated. If you’ve used all three MO Disks, head to the hallway with the locked door and the three levers and head down the stairs to rescue Chris. Head on upstairs to the Laboratory B2F and through the door into the Safe Room. Save your progress and prepare yourself for the final battle!

–If Rebecca was killed by the hunter, unlock the door by observing the computer in the northeast corner of the lab. Search the mysterious traitor’s body for a Master Key (you’ll definitely need this). Then back out of the room and up the elevator. If you’ve used all three MO Disks, head to the hallway with the locked door and the three levers and head down the stairs to rescue Jill. Head on upstairs to the Laboratory B2F and through the door into the Safe Room.

MAKE SURE YOU HAVE AT LEAST ONE SPACE OPEN! Head on up the ladder and through the large door on the immediate left. You’ll find some First Aid Kits and ammunition if you needed. Keep running through the passageway and you’ll hear Brad Vickers on the radio asking for a sign if anyone’s still alive. Run to the end of the passageway and pick up the Fuse. Then place it in the open slot next to the elevator to activate it.

Helipad
–If Rebecca has died, you’ll head up the elevator, pick up the Signal Rockets, use them, and you’re done with the game! But unfortunately with a bad ending…

–If Rebecca is still alive, you’ll leave her to fight off some monsters so you can make your escape to contact Brad. There will be 3 minutes till the whole place detonates. Take the elevator to the helicopter landing area, pick up the Signal Rocket and use it. You’ll send the flare to the sky, then Rebecca (and Jill if you saved her) will come to join you and the final battle with Tyrant will begin. The Tyrant will be much faster and more deadlier than the first encounter. It’ll knock Jill over and head towards Rebecca. Just keep firing shots at the Tyrant but make sure you move out of the way quick when he comes running towards you. If you fire enough shots at it, Brad will toss you a Rocket Launcher. Pick up the Rocket Launcher and fire rockets at the Tyrant until you catch him off-guard. The rocket will destroy the Tyrant and the game is finally over. Well done!

Jill – The Mansion

Resident Evil begins with a series of cut scenes. When you gain control of Jill, walk toward the camera. Ignore the Ink Ribbon. Walk to Barry and initiate the cut scene. When it finishes, exit out the nearby door. Ignore the Emblem above the fire place for now.

After passing through the door, you’ll be in a hallway. Walk toward the camera and around the corner. You’ll see a cut scene. Don’t fire a shot. Instead, return through the door you entered by. A cut scene will play and Barry will kill the zombie.

Return to the main doors of the dining room. When you first try to open the door, you’ll hear the zombie move behind you. Ignore it and open the door.

When the cut scene plays out, walk up the short flight of stairs until the camera angle changes, then immediately walk back down. This will prompt another cut scene. Barry will give you the Lock Pick.

Golden Arrow

Return to the Dining Hall and head back in the direction where you faced the first zombie. Head into the hall and you’ll find Kenneth’s corpse. Search it and collect the video tape. Move past it and through the door. You’ll find yourself in a hall. The table with the bird cage has Handgun ammo. Also collect the two herbs.

Head upstairs and through the door. You’ll see a corpse immediately in front of you. Ignore it for now. Instead, head toward the mirror and stand right next to it, facing the camera. See the zombie in the mirror? He’s waiting to ambush you just off the frame. Raise your gun and shoot until he drops once. Then rush past and up the hall. Grab the Golden Arrow and the Handgun magazine. Be wary of a second zombie hiding just off frame to your left.

If you’re careful, you can lure him into a lunge then rush past his shoulder, dodging his second grab. This technique is a great ammo-saving method, and is recommended throughout your adventure.

Once past him, head to the right-hand door. You’ll be on a balcony. There’s a zombie at the far end of the balcony. You can safely evade him, but don’t forget he hangs around up here. Grab the dagger nearby. On the far end of the balcony is a statue holding a Blue Gem. Push it to the open rail and then off the balcony’s edge so it breaks on the floor below you. Don’t head downstairs to grab it just now. There’s plenty of time for that later.

Head through the double doors to the main lobby. On the landing between the two sets of staircases is a small door. Open it and you’ll find yourself in a graveyard. Dodge the zombie here and head toward the tomb with the archer statue. Examine your Golden Arrow and it will become an Arrowhead. Use the Arrowhead and you’ll gain access to the Crypt. Head into the Crypt and take the book off the stand. Flip it over and examine it and you’ll get the Sword Key.

Chemical, Shotgun, and Grenades

Return to the Main Hall, and take the double doors on the east side across from the dining room. You can push the dresser in this room next to the statue, climb up, and grab a 1st Floor Map. Don’t go far down the curtained passage to the left because a zombie will come out. Instead, unlock the right-hand door. Head into the hall and push the first dresser to find a Dagger. Move on and push the last dresser to reveal Handgun ammo. Continue on through the door.

Warning: Entering the previous hall from the opposite direction will result in a dog ambush. If at all possible, do not go back through the door you just entered.

Once you step into this hall take the metal door you see on the left. Outside, grab the Chemical and as many herbs as you can carry. Then return to the hall. Remember you can always eat or combine herbs to free up inventory if you need to.

Head into the next door you can open, which leads into a bathroom. Drain the tub, and there will be a cut-scene where Jill disposes of a zombie. Grab the Dagger from bath and leave the room.

Pass through the next door ahead you can enter. You’ll find yourself in a very small room with another exit. Head through the other door and you’ll be in a room with a typewriter ribbon, a Dagger, and the Shotgun. Grab them. Taking the Shotgun will trigger an obvious trap, but fear not.

As you step back through the only exit into the tiny room, the ceiling will begin to drop. Now, very quickly check the exit back into the hall. It will be locked. Immediately check the door back to the Shotgun room. It will also be locked.

If you have followed this Walkthrough exactly, checking both doors will trigger a cut scene in which Barry saves you. Free Shotgun Get!

Save Room, Lighter, Dog Whistle

Continue down the hall to the double doors. Once through these, you’ll see another door on the left side of the screen. Head through it. You’ll appear near the bottom of a staircase. There will be a door on the ground floor near the stairs, and a very annoying zombie outside that door. If you can manage it, dodge him and rush through the door. Gun him down with the handgun if you don’t trust your dodging skills.

Head into the Save Room. Save, then Item Box your Ribbons, Knife, spare healing items, and Chemical. Keep the Kerosene Flask. Fill the flask first with the tank in this room before dumping it in the Item Box.

Head back out with at least 3 empty item slots, dodging the stupid zombie again. Try and rush past the zombies up the stairs and into the hallway.

Once through that door, get the Wooden Mount on the lamp shelf and head right, dodging the zombie in the hall, and head through the door just past him.

You’ll find yourself in a small study. Search the room and find the Dog Whistle, a Magazine, and the Lighter.

If you killed any zombies in the stairway hall, you may want to burn them now to keep them from coming back as Crimsons. Use the canteen to burn them. If you do, make sure to top off your kerosene in the save room. Now go to the door at the back of the hall (there is likely another zombie around the corner) and go through it. Light the fireplace with the lighter and then place the Wooden Mount above the fireplace to get a 2nd Floor Map.

Backtrack to the dim hall where you just dodged the zombie. Dodge him again, then continue off camera. Another zombie waits past the curve of the hall, so be very careful. Run past him to the end of this dim hall and unlock the door. Make sure you have at least one open item slot before opening this door.

When you step back into the main hall, a cut scene plays. Barry will give you 6 Acid Rounds. You don’t have a Grenade Launcher yet, but you will soon enough, so these will be very handy shortly.

Jill – The Mansion Pt.2
Armor Key

Cross the balcony to the double doors on the second floor west side. You’ll find yourself back on the balcony above the Dining Room. Head to the door at the far end of the balcony.

You’ll be in a narrow hall. Ignore the metal door for a second and instead head into the hall. Kill the two zombies you’ll find in this area, and burn them both to prevent their return as Crimsons.

Head downstairs. The nearest door to the bottom of the stairs is the Medical Supply room. There’s an item box and typewriter in there.

Step past this room for a second. Head down the hall and enter the leftmost of the two doors you’ll see. Inside is a Battery Pack and a Ribbon. There’s also a now-useless Broken Shotgun (unless you didn’t follow the guide, in which case replace the Broken shotgun with the working Shotgun in the room in the East Wing). More importantly, there’s a kerosene tank. Top off your Flask. If at all possible, you want to keep the hall around the Medical Room clear of Crimsons. Use this fuel to help do so.

Shotgun in hand, head back upstairs to the metal door in the hall above. Head outside. Back up to the far corner hugging the wall near the door, face right, and blow the Dog Whistle. Immediately switch back to direct control, count to three, and then hit your auto-aim. Your gun should come up just as the first of two dogs appear. Blast away.

You’re after a Collar, which is the key to retrieving a valuable item. If you’re lucky, you’ll kill the first quickly enough to grab his Collar and run back out the door without wasting bullets on the second. There are herbs here if you need them.

Examine the Collar and a button will appear. Examine the button and a fake Armor Key will be added to your inventory. You’ll use this fake key later to get the real Armor Key.

Backtrack to the balcony above the Dining Room, then out to the second hall and downstairs. Enter the first floor dining room and head back through the side door past Kenneth’s body. Head through the next door and up the stairs near the ravens. Run past the dead body straight ahead of you and through the far door. You’ll be standing in a hall next to a suit of armor.

There are no enemies in here, so don’t get tense. Just a simple death trap. Keep walking until you find the Armor Key on the floor. Take and replace it with the fake Armor Key, and now head back to the mansion’s main room balcony.

Backtrack to the Main Hall. Head to the east side of the mansion, and open the door on the right side of the east second floor. Head through the outdoor area until you see a body. A Dagger is hidden on the bench on the left. Examine the body and a cutscene will play. Then take the Grenade Launcher.

Do not walk any further past the body than is necessary to get the launcher or you’ll face an unnecessary fight. Once you have the artillery, double back to the main hall and into the other second-floor doorway on the east side, back toward the room where you grabbed the Whistle and Lighter.

Richard

Continue forward in this hall and enter the first door to Jill’s right.Once you’re inside, there will be a cut-scene.

The serum you need is in the save room down the stairs by the Broken Shotgun room. Go as fast as you can, to make sure he doesn’t die before you get back. When you’re in the save room, be sure to grab the Lighter as well.

Return back to Richard. After you give him the serum, go through the next room.

There’ll be a zombie in the corridor where you have to turn.

After putting him down, enter the room inside the dark hall. You’ll be in a small room. You need to light the candles on the table. Check around the room for some ammo.

After you’ve lit the room, push the shelf down on the right side, toward the camera rather than away. Not the one where you found ammo. After you push it, go into it, or it could be safer to back up into it, because there will be a zombie when the angle changes. Run out and around the table and shoot the zombie until it’s dead. Go back into the little opening and grab the Musical Score.

Now leave this room, and go back through the room with Richard. Go back into the corridor before Richard’s room, and go down until you see the green double doors: enter them. In this room, push the knight statue in this order: upper right, lower left, lower right.

Once all are pushed back, push the button on the table, and grab the jewelry box that has been revealed. Check the jewelry box. Just press the action button on the halved-heart sides for firstDeath Mask. Run back to the save room where you got the fuel canteen and you will see that Barry left you some items. Pick up the stuff and deposit whatever you don’t need.

Jill – The Mansion Pt.3
Wind Crest and Shield Key

Since you’ve got the Armor Key now, you can open the middle door on the second floor above the staircase on the Mansion’s east side, near where you grabbed the Lighter. Go up the stairs. You have to use the Armor Key to open it, so make sure you’ve got it on you.

You’ll find yourself in a room with a deer head mounted on the wall. Go to Jill’s left and enter the door.

Right now, there will be two bug cases next to the door. First, grab the fishhook from the case that is in the back of the room. Now, get the Lure of a Bee from right bug case (left from the door’s perspective). Combine the Bee Lure with the fishhook. Now go to the other case and grab the Bee Specimen. Place the combined Bee Lure into the other smaller bug collection near the door and get ready to face a big bee. Hit the switch, but don’t bother messing with the bee. Just grab the wind crest and return to the save room where you got the serum. And pick up the herb(s) if you need them.

Put away the lighter and any Death Masks you have, bring the Shotgun, any keys, and the chemical. Enter the door past where you found the Broken Shotgun. There is a battery pack on the table. Pick it up. Now run straight, past the windows, until you see a door in the end. Open it and go inside. Put the chemical in the water pump and turn the handle to red.

The water will kill up the plant. Also, there are 5 green herbs. Grab them if you need any and combine them, but make sure you have space for second Death Mask. The mask is in the back, past the herbs. Now run back out, and 2 zombies will crash through the window. Run away, because you won’t be back in this room for a while. Head towards the bottom part of the “F” shaped of the room. There are two doors–one on the wall and the other door at the end. Don’t bother with the first door, as Jill doesn’t need anything in it.

You’re in the hall where Kenneth was killed around the corner. Now go into the dining room and grab the wooden emblem from above the fireplace. Go back to the hall. Unlock the door at the bottom of the stairs with the Sword Key and discard it, but don’t go through the door since there is nothing valuable down there and you’ll have to fight another zombie. Go back up and go through the first door on your left.

Inside that room is a piano. Go around the piano and push the shelf so that you find the Moonlight Sonata Cover.

Combine it with Musical Score you found by the attic and play it on the piano. The wall will move, and you have to go in the secret passage.

Grab the gold emblem (there’s also part of Trevor’s Diary), replace it with the wooden emblem, run back to the dining room, put the gold emblem above the fireplace.

Now go to the grandfather clock, and move the large hand twice in either direction, so it will read six o’clock. You’ll get the Shield Key.

Yawn

Remember the room past Richard (get the green herbs if you haven’t)? Go there, and watch out for a Crimson. Walk up the steps and unlock the door and discard the key. Walk a little toward the back and the big snake, Yawn, tries to eat ya.

Now just keep avoiding the snake, because Richard will come to the rescue and shoot at Yawn. There’s a Death Mask on the other side of the room, and there’s some Shotgun ammo here as well (Easy mode), but all you really need is the third Death Mask.

After not too long, Yawn will go down, but it’s not dead. It gets Richard, so just pick up his Assault Shotgun that he dropped and get outta there.

If you were poisoned, you have to return to the save room with the serum for Jill. If you weren’t, head back to the first floor. Now you need to head through the double doors. In the bathroom hallway, 4 zombies will come out through the windows so watch out. Go through the double doors, across from the Shotgun room. Now you’re back in an “L” shaped hallway. After coming through the double doors, keep on going down towards the camera. There should be a zombie around the corner (also zombies from the previous room may try to break in). Kill him, and go into the door to the left that you can unlock.

Last Death Mask

You will be in a “U” shaped hallway with pictures. There are crows in here, but don’t shoot at them because they weren’t hurt you as long as you do the puzzle right. Change the light on the first painting so it turns orange. Now, run to the other side of the “U”. Flick the lights on the first two paintings. One should turn purple and the other green. Now, go all the way to the end and there will be a woman (Lisa Trevor) wearing 3 things, colored orange, purple, and green. Hit the switch.

After you hit the switch under the woman, the wall will raise. Go outside, grab the last Death Mask, and unlock the gate. Now, if you don’t have them, go to the save room outside of the crow room and get to the item box. You need a Shotgun (I recommend the Assault Shotgun from now on), and all 4 of the Death Masks. And maybe a couple of health items, or just save it. Now go back and through the wall the picture opened up to. I think you’ll know where this is. Anyway, head down to grave type place where you first saw the coffin.

Once you’re down the stairs, put all the Masks on the wall (you have to match them up), and watch the cut-scene. Shoot the dude with your Shotgun. It should only take about 5 rounds. After he’s dead, go and grab the Stone and Metal Object and some Shotgun shells. Now head back to the hall outside the Crow Gallery. This time, keep going straight after you come out the door and open the metal to the outside. You may put away the Shotgun, you won’t be needing it for a little while.

Go all the way down and place the Stone and Metal Object in the rightful place. A dog will jump out and chase after ya, but it’s easy to avoid. When you have done that, go into the door.

Jill – Forest and Graveyard
You’re going to be in a tool shed. There are two doors here, and you need to go through the one down the small steps. By the steps, there’s a shelf that carries an F.A. Spray, and a battery pack.

Watch the movie sequence, then head down the path. Make the red weather vane point West. And the blue one further down should be pointing North. Then you can go through the gate. Once you’re through, avoid killing the crows, and also try to avoid them getting you. The area with the birds has two graves. When you’re at the graveyard with the crows, put the wind crest on the right grave. Three more crests shall appear. Take all of them and examine all 3. Turn so you see their backs. Once all three other crests have their backs inspected properly, they can be inserted into the gravestone. Now put them all on the left grave, and you get the Magnum! After that, go through the gate opposite of the one you entered. It’ll take a minute, but keep going in the path until you reach the cabin.

Jill – Trevor’s Shack to Residence
Once you’re in Trevor’s Shack, there should be a typewriter and a box, and a Square Crank (explore the house to find these). Be sure you get the Square Crank, which is off a little edge by the item box. Keep it. Dump your extra stuff (Magnum) except your weapon, and the Square Crank. After you get knocked out by this Lisa, Jill comes to. As soon as you have control of Jill, take off out of the cabin. Lisa will be blocking your exit. Don’t bother trying to kill her because she’s invincible. Just run past and try to avoid her. Once you’re outside Trevor’s Shack, and grab the green herb(s) next to the step (Easy mode) and go back all the way to the tool shed, though there’s a zombie you’ll need to avoid along the way.

Now go through that other door in the shed. There are 3 dogs out here so kill them all. There’s a blue and green herb here, so use it if you’re wounded. Go up the small stairs and go through the gate. Use the Square Crank to lower the water and go down the ladder, run across, and go up the other ladder. Keep going and take the elevator down. Once you go down the elevator, you’ll be in another part of the garden with some crows. Just run from them. Go to the other side of the waterfall and through the gate. There will be a red herb near. Watch out for the snakes, if they bite you, you could get poisoned.

Jill – Residence
Once you open the door, run straight forward and pick up all 4 blue herbs and heal yourself if you’re poisoned. Now turn back around, and head left. There will be a door on the right. Enter it. It’s a save room with a battery pack. Take it. Drop off all the stuff you don’t need, including the crank. But be sure to bring the lighter with ya.

After you exit the save room, turn right and head into the double doors. Watch out! A spider is above you. There’s another one in the room, but if you don’t bother it, it won’t bother you. You can exit the room and come back in to get rid of the body.

There are several things you need to take note of. There are two green herbs. Grab them, and there are three different colored lanterns (lantern-type) in the room. Pay attention to them.

The colors are green, red, and orange. When you light up the lantern, you should write down the color and the number of ticks on the eyeball. For example, orange could have zero ticks, green may have four ticks, and red might have two ticks.

After you light the red one by the door, the green is down the stairs, along with the red book (called Bondage With Blood) and a First Aid Kit. Now go up the pool table and examine the balls.

Match the number on the pool balls with the color you wrote down, like 5-orange has _ ticks, 6-green has _ ticks, 3-red has _ ticks (the ticks look like eyelashes). The number of ticks is random. Exit, and put away your lighter and the red book in your item box.

Push the box by the double doors towards the camera, then into the small corridor, over the hole in the floor by the wall. Now you can climb onto it, onto another box, climb down, and climb down again.

Plant 42’s tentacle can grab you if you don’t climb over the boxes. Enter through the double doors. Keep going past the first door, and start to enter it (room 002).

Jill will hear voices. Enter, and there will be another scene.

Once you’re in, there will be a door next to you, by the door you entered by. Open and get in. It’s a small bathroom. Grab the 001 Room Key from the shelf.

There will be a zombie outside of the room, but don’t worry about it yet. Just go back towards the save room, because there’s a door across from it. Enter it, and discard the room key. Go passed the hanged dude, and search around a little. You can get a self-defense gun, which only has one bullet and can’t be reloaded, but will take out an enemy with one shot. Pick up the item on the chair (Easy mode) and on the table. Now go back and enter the bathroom (by the door you entered by), and there’s a zombie on the floor.

Do what you want to it. Waste it. Get the Control Room Key in the bathtub after you drain it.

If you heard a loud crash while you’re in here, it means the guy who hanged himself fell and is now a zombie. Don’t bother with it, because it won’t be in your way, and head back to room 002. If you didn’t kill the zombie before, it’ll still be here.

There are two shelves in the back of this room. Push the shelf on the left back all the way. Then, go push the right shelf to the right until you can see the ladder. Now go down it, and don’t worry because there are no enemies. Go down the corridors and push the boxes into the water. If you mess up, go up the ladder and come back down. Grab the green herb, and go into the flooded double doors.

AQUA RING

You’re now in the Aqua Ring. Follow the wall towards the camera until you see a cut-scene. After that, run like hell. Keep running until you go up a few stairs

Use the Control Room Key to open the door and discard it. Climb down the ladder. Walk straight after Jill climbs down. Go to her left and grab the First Aid Kit. Now go back until the camera angle changes so you can see the ladder. Go to the left of the ladder, and check the whiteboard. It will say what valve you’ll need to push very shortly.

Now, go to the ladder’s right (panel in front of the glass) and try to un-flood Aqua Ring. There will be a short cut-scene. After it go to the right and keeping pressing “A” until you hit the switch. Now go behind the ladder and find that switch and press it. The shutter will get stuck. Go to the valves and turn the one it mentioned on the whiteboard. Now, go back and press the switch that you first pressed after the cut-scene. Now go back and hit the switch to make the shutters come down (the one behind the ladder). Finally, hit the very first switch you hit to drain the Ring. Now leave that specific area, and go down the right side of the hall. Down the stairs and through the door.

You’ll see a gate at the far side of the screen, but don’t go through that yet. Instead, head the other way. You’ll come upon another gate; that’s the one you need to go through. Don’t worry about the sharks; they can’t do anything besides flop around. Don’t waste your ammo, unless you just shoot one once to get some happiness. Keep running until you get down by Neptune (this big ♥♥♥ shark). Climb up onto the platform. Try to grab the Gallery Key in the corner. It will drop into the water when Neptune wakes up. Don’t shoot him. There is a green control panel that you can push into the water, then pull the lever near where the key was, to electrocute the shark.

Grab the Gallery Key, and go back to the room before this one and go through the other gate. After entering through the gate, there will be some Magnum rounds on a box and pick up anything else that might be there. Do not use any Magnum rounds yet. Climb up the ladder and go though the door. You’ll now be in the place where you had to push the boxes into water. Head back to the gallery door (door by room 002).

Jill – Residence Pt.2
Grab the handgun clip on the table while dodging the damn bees. Follow where they’re coming from. You’ll see a door. Go past room 003. Keep on going down the hallway. Take the Insecticide Spray, head to the outside hallway. To the right of room 002, there’s the Residence Map. After you take that there’s a hole; don’t look into it. Use the Insecticide Spray in it. The bees will be gone when you return to the room. But first, get to the save room and make sure to have three inventory spaces open and bring the red book (Bondage With Blood). Run back into the room where you got the bug spray.

Get the key for room 003, which is down the hall where the bees were. Take the Room 003 key, and unlock the room. Once you’re in room 003, there’s a bookshelf in the back. Grab the only book you can and Replace it with the red book. Now, you have to rearrange the book order. It’s pretty basic and easy, doesn’t take long at all, or it shouldn’t. The woman’s feet should be at the bottom (left), and her hands at top (right). After that, a shelf will slide over and reveal a secret door. Don’t go in quite yet.

First, check out the other door in the gallery room (not the doubles). Now you must match the tick marks with the colors you wrote down earlier, which should then have numbers on the colored pool balls. Select the first eye. Correspond to the correct number by your earlier notes. Do the same with the other two eyes. For example, if I had zero ticks and it was green, I would press the eye with zero ticks and then press number 6. You’ll get it. When you’re done, go in the door. In this room, there will four empty bottles, but you only need 3. Also in this room are chemicals UMB no.3 and Yellow-6 in containers. There is a sink as well. Now, you need to make V-Jolt.

Steps:

1. UMB no.3 + Water = NP-004.
2. NP-004 + Yellow 6 =UMB no.10.
3. Yellow 6 + Water = UMB no.7.
4. UMB no.7 + UMB no.10 = VP-017.
5. VP-017 + UMB no.3 = V-Jolt.

Now, if you don’t want to fight Plant 42 (the recommended choice), you must go back all the way back to the Aqua Ring, where you first met with the sharks. You’ll find it. Find the door by the doubles. You’ll see part of Plant 42. Go up to them and use the V-Jolt and the roots shall shrivel up. The bottles will leave your inventory on their own.

Now go all the way back to room 003 and through the secret door. The plant will grab you, but Barry will save you (if you’ve done everything I’ve said). Grab the Helmet Key from the fireplace when the plant dies. Now, go back to the save room. You’ll have a cut-scene with Wesker. Go save it. Bring the Shotgun. Now, remember the place with the waterfall? There are two dogs near there that ate the birds or something, so kill them. Head back to the mansion now.

Jill – Mansion 2
Once you get back to the mansion, a cut-scene will play, and the hunters shall appear. One hunter comes after you when the scene’s over. Kill it and go back to the mansion’s main room by the way of the crow gallery to avoid fighting more Hunters. Enter the dining room. There should be a blue gemon the left side of the table, which is the opposite side the grandfather clock is on. Now head back upstairs, through the dining room balcony and head towards the save room. There are two hunters up here on Normal/Hard.

Before you go down the stairs to the save room, go slightly into the small corridor. Go into the one next to you. There’ll be an eagle statue on the wall that moves. Turn off the lights. Then, grab the ammo and a Dagger on the shelf by the yellow gem. Now, push the dressers so that they are underneath the animal heads that hold the gems you must get. Be sure to hear a “chink” type sound so that the eagle stops moving, and hug the wall to one of the dressers, climb up and get the gem. Repeat the process for the other gem. Once you have both red and yellow gems, go into the save room. Keep all of the gems, and bring weapons and your key. Start heading towards the “F” shaped hall (by the broken Shotgun room), and a Hunter jumps through each window. Murder em. Now there’s a door for you to enter. It’s on the shorter hall of the “F”. Once you’re in the room, place the blue and yellow gems into the tiger statue. You will get some Shotgun shells and the first MO disk.

Now head back to the mansion’s main room and go and unlock the door you haven’t been to on the main floor. Nothing in the first room except for ink ribbons in a drawer (Easy/Normal).

Now find the other door. There will be a single zombie roaming around here, pretty easy to avoid if you want to conserve your ammo. After that, grab the green herb, Dagger and the jewelry box. There’s also a blue herb planter in here. Now combine your red gem with it to get it open. Now, there’s a slight puzzle. Kinda hard to explain without using pictures, but I can try anyway. There are five pieces. The third (meaning third down) piece should be put on the bottom right side. The top piece goes in the upper left corner (you’ll have to rotate if needed for any pieces). The fourth piece (at the beginning, make sure to remember what order they were in) goes in between the others. The last goes on the right side that’s open, and you can figure out the rest. Might take a minute though, sometimes it doesn’t quite fit, but that is the right way.

When you’re done, you’ll have a Brooch. Examine it, and it’ll turn into the Emblem Key, used only for one door. Now, head back through the crow gallery. Go into the door you can unlock with your new key, the Study. You must turn on the lamp on the desk, and pick up the Metal Object next to you. Leave the Metal Object in an item box if you can (head into the East save room). You’re going to fight the snake for the second time. The Grenade Launcher works very well, so that’s recommended. Go back to the dining room balcony. Go through the first door this time. Now, go back to the room where you got the Armor Key. Go all of the way down, all the way, and you’ll come to a door. You’ll use the Helmet Key to unlock it. There will be a green herb (2 on Easy, but none on Hard). Now keep going and something will come to you.

It’s Yawn the snake. Keep running and climb down the ladder. Find the row of books that you can go behind. Yawn will follow you in one end, and you come out the other. Then, you just blast its tail until it dies. If you go up the ladder Yawn won’t be able to hit you. You’ll see the pattern you need to go in, and it’s actually pretty easy to hit its head a few times. When it’s dead, it’ll knock a book off of the bookshelf. Pick it up, examine it, and get the Wolf Medal.

Go to the save room where you got the canteen. Put the medal away. Make sure to have spaces open! The more the better. There will be a Hunter near the save room door. Blast it, and there is another upstairs if you’re playing on Normal/Hard. Then head up stairs, and turn left, and walk until you turn the corner. Keep going and enter the door. Pick up the herb(s) if ya need them, but keep in mind you’ll need spaces open, at least 2. Go through the next door. Push the statue you see in the opening to the left. The walls will close in on you, but as long as the statue’s there you’ll be fine. Now go out to where the statue was. Keep going into the other passage. There will be a switch that you need to push at the end of the room to get the walls to come back. Push it, and run back to the other statue, and push it to the left (you’ll see the indentation where it needs to go). After that’s done, go in where it opened up. There’s a battery pack (Easy, Dagger on Normal) on a cabinet. Go down. Pick up the book, examine it, and you’ll get the Eagle Medal. Now check out the grave and head down into it.

BASEMENT

As soon as you’re down there, there will be three spiders (Normal/Hard, 2 on Easy). Just run. Grab the Shotgun shells from the boxes, and head through the door. Kill the zombies lurking around. There will also be a couple items here, so pick them up if ya want. Find the switch that you have to activate for the elevator. After that, you can get out of there. You’ll be in a kitchen when you head through the exit door. Grab the Dagger, and there will be a crawling zombie. Run towards the screen, and find the elevator. Call it up, and when it gets there head in and down.

When you come out, there will be two zombies; one on each side, come toward the camera first though, it’s easier. There’ll be herbs here as well. Now go to the other side of the elevator and go in the room. Inside is a battery, a battery pack, and some ammo. Leave through the door by this room.

MANSION TO TUNNELS

If you ran out of spaces, head out and through the other door and find your way back to the save room. Once you have everything, be sure to take the Square Crank with you, and deposit the medals and MO disk if you haven’t already.

Now, you gotta travel all the way back to where the waterfall lies. Watch out for dogs. Once you’re there, head down and find the elevator, and place the battery in it and use it. You’ll come to a familiar area. Go and use the Square Crank to fill up the pool. Now go back and use the elevator to go down. Now the waterfall won’t be there, and you can head down into the passage and down the ladder.

Jill – Tunnels
When you go down the ladder, there’ll be a door next to you. Don’t go in yet. Keep going forward. Put away your Square Crank in the item box; you won’t need it again. Take your Shotgun or Grenade Launcher.

Now go back to the door by the ladder. There will be something for you on Easy. Go into the door near the handgun clip. Just follow the passage. You’ll find Enrico Marini. Watch the cut-scene, then get the Hex Crank from his body. There will be a hunter when you head out. Run away or kill, you won’t be coming back into this room. Now after the elevator room, the next room will have another hunter (2 on Normal/Hard). Now go back to where the item box is. You’ll be fighting the biggest of the spiders soon, and Flame Rounds work best. Now keep going and use the Hex Crank on the wall (you’ll see where it goes). Head through the door. Now back up towards the big boulder. Once you start coming forward again, it will start to roll, and now you have to run until you get to the doorway so the boulder will roll past you.

If you go where the boulder was, you’ll get some Shotgun shells. Now go through the doors where the boulder opened up into. You must now fight and kill Black Tiger. When it’s dead, smaller spiders will come out, just exit and come back in to get rid of them. Now find and pick up the knife, and you must equip it and use it on the door covered with spider web across from the door you entered by. Now there will a boulder again. You must use the crank three times on the wall this time. When the boulder starts toward you, run until you get to safety.

If you keep going to where the boulder was, you’ll find a first aid kit. Now go back and into the door you can get to. You must push the statue until it’s in front of the maroon colored part of the wall. After you do, use the Hex Crank on the wall. The statue will be pushed out. Now push it onto the round platform and it will turn 90 degrees. Now you have to push it off, then back on again to get it facing the proper way. Move it off, then push it into the indentation, by the other statue. You’ll get theCylinder. Now, head all the way back to where the elevator is.

Find the control panel, get the Shaft. Combine it with the Cylinder. Put the combined item back into the panel and press 4231. Now head over and start up the elevator, and watch the scene. Use the item box to put away the Hex Crank and whatever big weapon you have (launcher, Shotgun, etc). You won’t need it. Now find the only door, and enter it. Keep going and Lisa appears in the direction you head first, so when you have the choice of which way, start going left but then go right. When the camera changes, make sure to be able to see a switch set into the wall.

Right now, ignore it. Keep going until you see a door; go through it. Climb the pile of boxes in the corner for some nice things. Go back down, and find the box and push it onto the metal. Hit the switch and go back to the room with the item box, before Lisa. If you see Lisa coming, go the other way. Watch the cut-scene. Get the Metal Object from the item box and go down the ladder. There’s also some ammo on Easy by the ladder. Now push the box into the crusher. After you crush it, jump down and get the broken flamethrower. Go back to the place with Lisa, and now it’s time for you to use the switch. Find the stairs and go down them, and find the door the hooks by them. Place the flamethrower there to unlock the door and leave.

Watch out for snakes. After you come out of the water, pick up the jewelry box. Examine it to find the frame for the Metal Object. There is also a Dagger on the bed on Easy mode. Climb up the ladder. Now combine the frame with the Metal Object. Remember the stone and Metal Object (you used it to get outside)? Time to get it back.

FOREST TO MANSION

Go all the way back to the mansion and take the Metal Object. Now go to the main room, and there’s a set of double doors underneath the stairs. Place the Metal Object and stone and Metal Object in the indentations in the doors. Go in, and there will be an item box down a little ways. Be sure to bring a couple herbs as well as the wolf and Eagle Medals.

ALTAR

Go all the way, until you come to a ladder and go down it. Watch. If you don’t give Barry’s gun back to him, he dies. He’ll shoot Lisa, helping you push off the four pillars. After you’re done, the metal mesh will open back up, and you’re going to go outside. Do what ya gotta do, and get to the pool. Place the Wolf and Eagle Medals on the sides of the pool, and head down. Once in the elevator, it’s time to switch to Disk 2.

Jill – Labs
Head down the elevator and into the Laboratory, the final area in the game. When you leave the elevator walk around and you’ll find a door that “won’t open unless in first class emergency.” But for now, continue past the door and head down the ladder and you’ll enter a small room with a typewriter and an item box. Pick up the ink ribbons and save your game if you wish. Once you’re done, equip yourself with you handgun for now; more zombies await your arrival. Get out your first MO disk.

Go through the door and enter the Laboratory. You’ll find two zombies, one walking around the corner and one walking up the stairs, kill them and head to the left. Pick up the second MO disk and now go down the stairs to Laboratory B3F. There will be a couple more zombies one to Jill’s left and one heading straight towards her. Kill both of zombies and make sure they’re either decapitated or incinerated, because you’ll be in a situation later on where you’ll be glad you won’t have crimson heads lurking in the Laboratory B3F. After you’ve taken care of the zombies enter the door to the right of the long flight of stairs.

You’ll find a First Aid Kit lying on the ground with a double green herb. Head to through the door on the immediate left and you’ll enter a room, tinted with blue light. The X-Ray of Clark is glittering on the boxes across from the entrance. Move farther into the room, and Jill finds another film on the left side, the X-Ray of Gail. When you pick up this item, you’ll notice a diagram of the human organs, all named for your convenience. The Letter of a Researcher is on the desk to the right. The western wall is where the X-Rays go, and there are two open spaces on the light board.

Place the X-ray of Clark in the left space, and the Gail Holland in the right. If you get them backwards, you can easily switch them while they are on display. Return to the entrance and flip the switch on the wall. The red light reveals highlighted organs on the X-Rays. If you placed them correctly, you’ll see the organs highlighted in this order: the Colon, the Esophagus, the Liver, and then the Lungs. If you take the first letter of each word, you spell “CELL.” Keep this in mind as you continue.

Head back out into the central square and into the double doors on the upper-northeast corner of the square. In this room, you’ll find the V-ACT Researcher’s Note, a battery pack, and a First Aid Kit. Access the computer and login as JOHN with the password ADA. Unlock the door on B3F, and then you’ll need another password in order to unlock the Visual Data Room, which we just wound out was “CELL.” Once you’ve unlocked the doors, log off and head back to the central square area and back to the hallway with the X-Ray room.

Originally posted by author:

You’ll notice at the very end of the hallway there’s an electronically locked door that has three levers on the right side. In order to open the door you’ll need the three MO Disks and you’ll have to use them on the MO Disk readers scattered throughout the laboratory. The door leads to the jail cell where your friend Chris is waiting to be rescued. You don’t need to use the MO Disks in order to beat the game, but if you want the best possible ending, then you’ll need to save Chris.

Enter the room you’ve just unlocked on the right side of the hallway. You’ll encounter a naked zombie (Normal/Hard). Kill it and pick up the Slide Filter and the FAX file. There is also an ink ribbon in the sink on Easy. There is a MO Disk Reader in here where you can use one of the MO Disks. A refueling device for the nitro compound is also in here but that you’ll get to later. For now take theSlide Filter and head back up the stairs and to the Visual Data Room. A MO Disk lies on the desk at the end of the hallway past the Visual Data Room.

Enter the Visual Data Room, you’ll find a First Aid Spray on the table, and a MO Disk on the shelves on Jill’s left. Also on the left side you’ll find a key code panel that requires a 4-digit code, which you’ll now find out. Go to the slideshow projector and use the Slide Filter. View the slideshow, and on the last slide you’ll find the digits “8462.” Enter the code into the code panel and the door will open to the Editing Room where you can get the Laboratory Key and watch Kenneth’s film if you so desire. Now you have the Laboratory Key, head downstairs and unlock the two doors on the south-east end of the central square, and discard the key.

First, make sure you have a MO Disk (if you wish to save Chris) and your Grenade Launcher or Shotgun with you before you enter the room on the left. You’ll encounter some chimeras. Push the shelf forward, and enter the ventilation Shaft, then immediately head through the ventilation Shaft on the left before you get plastered by the Chimeras. You’ll end up in the morgue and you’ll find a MO Disk reader where you can use another MO Disk. You’ll more than likely encounter a couple chimeras, unless you’re really fast.

Push the shelf forward and head back out into the central area, then head through the other door you unlocked with the Laboratory Key. In this T-shaped hallway, make sure you kill the naked zombies (Normal/Hard), especially the one on your right before you continue. On the north side of the hallway you’ll find a large elevator that doesn’t work because it needs to be powered up. On the south side of the corridor, you’ll see a large door that leads to the boiler room where you’ll surely find Chimeras everywhere. But for now head through the small door in the middle and enter the Safe Room. Grab the ink ribbon, First Aid Spray, and grenade rounds.

Jill – Labs Pt.2
IT IS HIGHLY RECOMMENDED THAT YOU SAVE YOUR GAME AT THIS POINT; THE TASK YOU’RE ABOUT TO ATTEMPT IS VERY TRICKY AND CAN RESULT IN A SUDDEN AND EXPLOSIVE DEATH!

Make sure you’re equipped with the Grenade Launcher/Shotgun and head into the boiler room. As soon as you enter, head immediately to your right and kill the Chimera to prevent it from interfering with your next task. Take the empty Fuel Supply Capsule and head back to the room with the refueling device on the northern side of the laboratory. Your task is to fuel the capsule with the Nitro compound and get it back to the boiler room so you can get power to the elevator without running or being stuck by a zombie or Chimera! Use the empty Fuel Supply Capsule on the refueling device and now you have a Fuel Supply Capsule filled with nitro compound, which could result in a fatal explosion if disturbed! Don’t go to your inventory screen to do this, just press the action button.

CHANCES OF NITRO EXPLOSION

-Firing a powerful weapon (Shotgun, Magnum, Grenade Launcher, Rocket Launcher) carries a 25% chance of explosion
-When a zombie grabs you, there is a 30% chance of explosion
-When a Chimera grabs you, there is a 20% chance of explosion
-When you are running, the Nitro randomly explodes after 1 to 3 seconds in Hard mode, 2 to 4 seconds in Normal mode, and 4 to 6 seconds in Easy mode

Place the Capsule back into the machine in the boiler room and breathe a deep sigh of relief. Run around and evade the Chimeras and enter the door on the south end. Make sure you have a MO Disk because you’ll find the third and final MO Disk Reader in the next room straight ahead from the door. Use the your heavy weapon against the Chimeras before you attempt to use the MO Disk Reader, you’ll encounter several. When you’re done keep heading south and you’ll find another door to enter. You’re now in the room with the Triggering System. Go over to the computer and activate the power to the elevator. You are now ready to face the final boss!

Head back north until you get back to the T-shaped corridor, enter the Safe Room on the right. Save your progress and equip yourself with some health items and your best weapon along with ammo (Magnum, Grenade Launcher). Head to the large elevator and activate the switch on the right. If you gave the gun to Barry when you fought Lisa, you’ll enter a cut-scene and Barry will catch up and head down to the B4F Laboratory with you. If you didn’t give the gun back to Barry, make sure you have Barry’s Magnum and head down the elevator.

Head down the short hallway and enter through the door. You’ll enter a cut-scene where the mysterious traitor is waiting and he’ll show you the ultimate life form, Tyrant. The Tyrant will break free and head towards you. If you have Barry’s gun, shoot the gun at the Tyrant and it should die in one hit. If you saved Barry from Lisa, then you’ll have to use your own weapons. Keep at a safe distance from the Tyrant, if he gets close, you’re gonna get a beating. Just keep firing rounds and he should fall to the ground after a few acid grenade blasts.

–If Barry is still with you, wake Barry up and unlock the door by observing the computer in the northeast corner of the lab. Then head back to the elevator, where you’ll find the self-destruct system to be activated. If you’ve used all three MO Disks, head to the hallway with the locked door and the three levers and head down the stairs to rescue Chris. Head on upstairs to the Laboratory B2F and through the door into the Safe Room. Save your progress and prepare yourself for the final battle!

–If Barry died in the fight with Lisa, unlock the door by observing the computer in the northeast corner of the lab. Search the mysterious traitor’s body for a Master Key (you’ll definitely need this). Then back out of the room and up the elevator. If you’ve used all three MO Disks, head to the hallway with the locked door and the three levers and head down the stairs to rescue Chris. Head on upstairs to the Laboratory B2F and through the door into the Safe Room.

MAKE SURE YOU HAVE AT LEAST ONE SPACE OPEN! Head on up the ladder and through the large door on the immediate left. You’ll find some First Aid Kits and ammunition if you needed. Keep running through the passageway and you’ll hear Brad Vickers on the radio asking for a sign if anyone’s still alive. Run to the end of the passageway and pick up the Fuse. Then place it in the open slot next to the elevator to activate it.

HELIPAD

–If Barry died at the Lisa encounter, you’ll head up the elevator, pick up the Signal Rockets, use them, and you’re done with the game! But unfortunately with a bad ending…

–If Barry is still alive and with you, you’ll leave him to fight off some monsters so you can make your escape to contact Brad. There will be three minutes till the whole place detonates. Take the elevator to the helicopter landing area, pick up the Signal Rockets and use it. You’ll send the flare to the sky, then Barry (and Chris if you saved him) will come to join you and the final battle with Tyrant will begin. The Tyrant will be much faster and more deadly than the first encounter. It’ll knock Chris over and head towards Barry. Just keep firing shots at the Tyrant but make sure you move out of the way quick when he comes running towards you. If you fire enough shots at it, Brad will toss you a Rocket Launcher. Pick up the Rocket Launcher and fire rockets at the Tyrant until you catch him off-guard. The rocket will destroy the Tyrant and the game is finally over. Well done!

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