Contents:
Part I:.........The Mansion
Part II:........The Guardhouse
Part III:.......The Mansion Returns
Part IV:........Hunter Fest
Part V:.........The Underground Laboratory
*** Resident Evil Walkthrough ***
Ever wondered how people get those '1:45-or-less' record
times on Resident Evil? Finishing the game in under three hours is
already quite hard, so how do players meet those hellishly low times? Well, with
this walkthrough you're able to join the pros, as times as short as 1:35
can be achieved (with a bit of practice, of course)! Just don't expect
to see everything the game's got on offer, though, if you want to be
quick you're not in for sight-seeing now, are you? Okay, let's start!
Plug in your Playstation, enter you Resident Evil-CD, watch Virgin and
Capcom praise themselves once more until finally the title screen pops
up. Select Jill (for those playing Resident Evil: Director's Cut,
first select 'Standard', then Jill), as you don't want to lose time
messing around with Sword keys and dragging Rebecca along your tail.
Skip or watch the introductory movie (doesn't influence time anyway)
featuring the best script and acting this world has ever seen (Chris's
brilliant 'No! Don't go!' is movie history), after that, the game (and
the clock) starts.
Part I
*** The Mansion ***
Arrived at the admittedly huge Mansion Hall, Jill starts to moan about
Chris's bad physical condition, as he obviously couldn't keep up with
them. Wesker, who isn't really fond of loose bullets, puts you and Barry
on research after one was heard in the distance. You both proceed to
the Dining Room while Wesker 'takes care of this'.
After Barry moves on ahead and you finally gain control of the game, you
come to the sudden conclusion that you're actually a wimp. The
monotonous ticking of the grandfather clock scares you to death, so you decide to
go back to Wesker. But Wesker's scared too; he doesn't want bullets to
peirce his cool vest and matching shades, so he pushes you back to the Dining
Room. You're not prepared to give up being a wimp so easily, so you
want to return to the Mansion Hall, but this time Barry calls you to order
('Lost courage already? It's not like you.')
After such a strong argument, you run up to Barry to thank him for his
advice, but then a pool of red pixels attracts your attention. 'What
is it?', Jill says and Barry vows to the gods, 'Blood.', and he
instructs you to find more clues, as there's still a slim chance it's ketchup.
You're so overwhelmed by this discovery that you decide to take the
Emblem on the wall near Barry and head back to the Mansion Hall to tell Wesker.
But as you're halfway the Dining Room, the until now closed right door
opens and a gloomy green figure comes out. It immediately recognises
Jill as 'lunch' and sets full sails to get her. Barry decapitates him and
agrees to boast about it to Wesker in the Mansion Hall.
But what's this, the Wesk-man's gone, and Barry asks you to look for
him. Just run to the column passageway at the back of the Hall and
immediately turn back as the background changes. After an illuminating
conversation, you and Barry split up. Run to the stairs, then, as you're
on the first floor, take the stairs right and enter the first door you see.
Run down the Red Passageway, avoiding the two Zombies stationed there (the
Passageway's big enough to pull it off; just keep to one side until a
zombie locks into you, suddenly move to the other side to leave him
speech- and snackless) until you reach the final door (the other doors
won't open anyway).
Enter and avoid all objects in the room, just get to the door on the
left of your screen. Open it, only to be greeted by two zombies in a small
Storage Corridor. Ignore them both and head for the staircase on your
left. Go down the stairs to the Storage Hall. Again, no time to chat
with the single white zombie, just enter the Storage Room above him, where
there's a cool Savebox and a Chemical (Well, that big white bag of
pesticide, actually, but here, it's a Chemical). Ditch the Army knife
and the First-Aid Spray to the Savebox, pick up the Chemical and head back
to the Storage Hall. Move up the stairs, equip your gun (the Beretta) and
quickly shoot the zombie on the right (just hit him 3-4 times until he
drops down), unlock the door he was eagerly blocking and re-enter the
passageway. Avoid both zombies and head back to the Mansion Hall, first
floor, where you'll meet Barry.
After some casual chit-chat, Barry gives you some acid rounds. Not
exactly a present Jill always dreamt of, but it'll do nicely for what's to come.
After Barry bails out, head for the door on your right (other than the
one to the Red Passageway). Run through the bloodstained corridor and enter
the Crow room. Birds, anyone? To avoid getting hurt, just pick up the
Bazooka in front of Forest's dead body and head back to the first floor
Mansion Hall. Enter the third door on the left (the one Barry
previously entered)...
Aargh, there's that awful ticking again. Move to the left and start
pushing the cool female statue. The zombie in Jill's nearest vicinity
will lock in, safely behind the statue, giving you plenty of time to arm the
bazooka, aim and shoot him to smithereens. Your first kill! Start
pushing the statue again until you're in front of the opening in the balcony,
then push it down. The statue will fall down and break. Meanwhile, the zombie
on the other side has wandered enough to be very close to Jill. Blasthim
and head for the door on your left.
Arrived at the Green Passageway, there are again two zombies, but this
time there ain't no room to dodge their deadly grasp, so waste'em both.
Take the stairs down to what I call the Serum Hall and avoid the three
zombies posted throughout the (it's easily done, just keep to your
left at the first zombie, then move completely right for the second.
The third zombie's harmless, he stands near the Serum Room and is easily
ignored). Then you enter the Plant Passageway, where there's a zombie
directly in front of you. Ignore him and run straight down the corridor
he seems to guard. At the end of it you find a small door. Enter and
you'll hear the sound of a running motor. It's the Plant Room, where
some treacherous vines keep you away from obtaining the important Armor Key.
Well, since those vines seem hungry, it's more than logical that you
feed those poor things, innit? Just pour the Chemical in the pump installed
at the back of the room and watch how tasty the food is for those vines.
Content and no longer hungry, the vines drop to your feet and you can
get the Armor Key. Ignore the many health in this room; you don't need it.
Just run all the way back (with the Key) to the Red Passageway, and open
the first door you come across. Enter it to find poor Richard on the
floor, who got into a friendly cuddle with a snake, but forgot to bring
Serum with him. Jill decides to get the Serum and exits the room.
Instead of immediately searching the Serum, you decide to do some other
pressing matters first. Run to the next door in the Red Passageway and
open it with the Armor Key. Now let's see, what can we do here? Two
statues, two gratings in the floor and a red button... oh yes, push the
statues over the gratings and press the red button! In the back of the
room, a cabinet opens and unveils an important object, the Sun Crest.
Take it and run all the way down to the Serum Hall. Enter the Serum Room
(the room with the Savebox and cool guitar music) and pick up the
Serum. Now go further to the Plant Passageway (where you got the Armor
Key), but this time, go down the other corridor perpendicular to it
(there's another zombie stationed on the right side). Unlock the door
at the end of the corridor and enter. Move on up until you reach a red
door on your left. Once you're in, swirl around the piano until you hit
two bookshelves. Push one out of the way to obtain some Music Notes
(hmm, guess the translators never heard of 'Partition'...)
and use those Notes on the Piano.
After a superb rendition of Moonlight Sonata, Jill wants to bow to the
applause but the rumbling seems to come elsewhere, namely from a secret
passageway opening up. Go in and take the Gold Emblem; the passageway'll
close again. Now, what have you got in your inventory to solve this
problem of being locked up... aha, the rusty old Emblem you got at the
start of the game. Use it on the cavity in the statue and, thank god,
it works. Get out, exit the room and run down the passageway to open
the door on your right. Hey, it's the same door the first zombie opened,
trying to eat you! That means you're back in the Dining Room. Place
the Gold Emblem on the same spot where the old Emblem used to be and
blammo: the grandfather clock goes off, unveiling a small opening in the
wall where something's shimmering... it turns out to be the brown Shield
Key.
Now run around the huge dinner table towards the big vase. It's also
the place where you dropped the female statue, but wait... something's
shimmering here, too! It's a phenomenal Blue Jewel (you can spend ages
looking at it, the 3D rendering of it rules). Take it and head back out
to the Mansion Hall. Go up to the Red Passageway and see if Richard's still
alive (if you were fast enough, he should be). Jill gives him the Serum,
and in return Richard gratefully entrusts you with his Radio (which is
totally useless throughout the game). A death and a mourn later a new
Jill stands up, strengthened, ready to face everything, even to face...
another door. Open it and immediately rush up the stairs to evade the
suprise zombie. Use and discard the Shield Key, then enter the Attic.
Take a deep breath and rush forward, whilst shouting a hefty 'Banzai!',
because it's Snake-time! A huge poisonous snake emerges from the back
of the attic and with a few proud hisses it's ready for the attack.
You of course do what every strengthened warrior does: run away scared!
As the snake attacks, you start out at the left of the attic, near a
column with some crates. turn Jill to your right, then run towards
another column (no crates). The snake pounds down, but misses you (as long as
you keep your radius large enough, there shouldn't be a problem). Then
twist around the crateless column and run towards the place where the snake
emerged. Take the Moon Crest hidden in the opening and immediately run
back out. If you were fast enough, the snake won't be able to get you.
Head back to the door, but now pause for a second and let the snake bite
you. Yes, that's right, you *want* to be bitten. Get out and head down
the stairs. Poisoned Jill will drop down (where'd the zombie go?) and
it's Barry to the rescue. You wake up in the Serum Room, your health
fully replenished.
Re-arm the Bazooka and ditch the Armor Key to the Savebox. Exit the
Serum Room and head for the Plant Passageway. Head left (not the Plant Room)
and blast the single zombie guarding a small alcove. Enter the tiny door
in the alcove and have fun placing the Blue Jewel in the Tiger's eyes.
Tigey's so happy he'll grant you the Wind Crest. Take it and move on to
the Dining Room and, ultimately, the Mansion Hall. Enter the blue doors
on your right to find an art room, with a nice statue as centerpiece.
Open the next door with your lockpick and start running, those dogs are
merciless once they've got you! Run all the way through the corridor,
and open the door at the end of it. Oh my, what a scare, I wonder what
the next horr.. oh, another corridor. Well, this one winds a lot, pretty
exciting. Just ignore all the doors you come across, it's the last one
(black double doors) which you must enter. There at last we meet a
zombie again, but don't toast him, run around to get to the door on
your left.
Wow, an Art Gallery! Yech, more ugly crows! In order to get the Star
Crest without having to face a complete horde of crows, press the
buttons below the following paintings in the very same order:
*Newly-born baby
*Infant
*Boy
*Young Man
*Tired Middle-aged Man
*Boldly-Looking Old Man (Shouldn't that be baldly-looking?)
After that, press the button of the painting entitled 'The end of life'
to obtain the Star Crest.
Bravo, you now have all four Crests (Sun, Moon, Wind, Star)! Now exit
the Gallery and toast the zombie directly in front of Jill, as he
blocked the Mansion's back door. Go through the Metallic door and run down the
corridor. Ignore the dog and immediately start placing the Crests. Once
the fourth is in, the red metallic door opens. You should be able to
place the Crests and enter the door before doggy rushes in to play with your
legs.
In the small storage area move the stepladder until you can get to the
shelf on your left. You can then take the Square Crank. Proceed further
through the double doors, only to find lots of herbs (which you're not
taking unless really necessary) and two dogs. It's time for a long game
of 'Ignore'. Ignore both dogs and exit through the beautifully squeaking
gate. A giant pool blocks your way but luckily you can use the Crank in
the square hole on the left. Skip the computer-animated sequence
(believe it or not, that also takes up time) and pass the now-emptied pool.
Ignore the little snakes (tiny, but poisonous, so keep on running!) and head
for the elevator. Go down and ignore the dogs to enter yet another squeaking
gate. Ignore the dogs beyond it and open the door to the Guardhouse.
A new world unfolds...
Check your watch; you should now be at 35 minutes.
Part II
*** The Guardhouse ***
Forget sliding the little statuette over that hole out of which an ugly
vine tries to choke you, it costs too much time. Just enter the room on
your left (marked '001' on top). Finally you bring out the Bazooka
again, Just blast both zombies in the 001-room and get the Red Book. Run back
to the tiny door to the dormitory's bathroom and let the muddy water out of
the tub. Pick up the C Room Key. Get out of the dormitory and head
straight for the door on the opposite side. Pick up the First-Aid Spray
and ditch it to the Savebox, together with the Crank. Then, pick up the
explosive rounds, you're gonna need them. Get out and move to the room
which is being guarded by that aforementioned vine. Let him taste your
neck, that's good for Plant 42's appetite, to which the vine is
ultimately
connected.
Yippie, another corridor. Swiftly move through it and enter the first
door you see. Nothing beats my day more than a fair game of run-and-hide. Run
to your left, towards a dark opening. There, on a table, you'll find
dormitory key 002. Take it and move back to the door you entered as
fast as you can, before the giant wasps sting you to death. After that,
run further along the corridor until you bump into a door marked 002 on
top. Use and discard dormitory key 002. Enter the dormitory and have a
good laugh at the way these 'brilliant' scientists sealed the entrance
to their secret lab. Two texture-mapped bookcases, ha ha. Move the
bookcases and go down the ladder. Do you remember that 'fun' game,
boxes?
Well, apparently Capcom thought it would be fun to revive this ancient
classic. Well, um, not. This is boring. Here you are presented with
three boxes you need to push into a small pool so you can cross safely to get
to the lab. How do you do that? Well go to the first box and push it up
(from your point view). Then turn around it, and push against the
opposite wall. Then get Jill behind it and let her push the box all the way down
the corridor (ZZZzzzzz...) until you arrive at the ending but not too
far, as you don't want to block access to the other two boxes and start all
over again (!). Conveniently shove the boxes into the small pool and
pass. Bleh. Who said 'Classics are fun'?
Once you get Jill in the water up to her chest (oo-er!), swiftly move to
your left and swirl around the large water basin. Once you get to two
doors, it's time for Jaws. Skip the computer-animated sequence and watch
the master of the seven seas (well, the water basin actually) move
towards you... now, which door are you going to take? Door number one or door
number two? Door number one of course, number two hasn't even got a
keyhole! Use and discard the C Room Key. Don't forget to enter or it's
your turn to be fishmeat. Inside there's a lever. Pull it and watch how the
water flows away, then go to the other side of the room and push the flickering
button. Now you can enter door number two, in which you obtain dormitory key 003
(don't waste your time on the Beretta and Shotgun ammo). Huh, what's that
strange bashing sound you hear in the now dried-put basin? Haha, it's Jaws
struggling for life, guess he's the fishmeat now.
Run all the way back until you arrive to the room where you found the
002 key. You'll notice a room marked 003. Guess what's next... yep, open and
discard dormitory key 003. Enter the dormitory room, but this time take
the tiny door on the left first and fry the zombie to obtain the flame
rounds. These will turn out to be very important. Now go back to the
dormitory itself and examine the bookcase. Take the white book and
quickly skip all the V-Jolt-blahblah (you don't need it anyway). Now put the red
book you got in the bookcase and surprise - another secret passage
opens.
Enter it, only to gasp at Plant 42. He's huge! But thank god you've got
the explosive rounds. Put them into your bazooka and blast Plant 42 into
submission (three shots should be enough)! Once you've done that, Jill
homes in to have a closer look - big mistake. Plant 42 grabs her and
starts enjoying her fresh blood... until Barry decides to pay a visit,
that is. Never mind how he got through the very same double doors you
couldn't get into, he's there to show Plant 42 that smoking is bad for
your health. After that, Jill's gratitude towards Barry is endless,
which translates into a saying-all 'You saved me!', to which Barry replies
with what his wife has gotten to know as the Barry-mating-call: 'Yeeeeehhhh'.
Then both Jill and Barry return to their senses and suddenly Barry
realises just how important it is to know one's surroundings ('What the
hell is this place anyway?!'). You wisely decide not to go into the
discussion, but grab that shiny object in the fireplace instead, which
turns out to be the Helmet Key, the third and last Mansion Key.
After exiting and leaving Barry to meditate about the higher
philosophical impact of 'this place', you want to exit the guard house asap.
Unfortunately you stumble into Wesker, who just finished his gun
practice. A few words about ballistics later, he instructs you to examine the
Mansion one more time. Jill, of course, agrees, after which Wesker
leaves, with the words 'I'm counting on you.' ... '...to die.', he must've
whispered between his teeth.
As for you, you run all the way back to the Mansion (ignoring the lame
radio beeps), noticing that there are considerably less dogs all of a
sudden. As you enter the mansion again (in the Art Gallery corridor), a
(skippable) computer-animated sequence introduces you to...
Check your watch; you should now be at 50 minutes. |