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Chris' Walkthrough

Dining Hall


Grab the Ink Ribbons off the table and head through the door at the other end of the room.

Kenneth’s Hall


Head to Chris’ left. You’ll see a scene involving a zombie munching on your now dead pal Kenneth. Mmm, soylent green…. Return to the Dining Room.

Dining Hall


Head to the Main Hall through the door you first entered the Dining Hall with at the end of the opening cinemas.

Main Hall


After a scene you’ll find yourself in front of a handgun, pick it up. Gee…someone’s unarmed…if I didn’t know that all the characters with handguns survive the game I’d be worried…oops…spoiler. Anywho, head back to Kenneth’s Hall.

Kenneth’s Hall


Head past where you encountered the zombie, and be careful. As the face muncher will now be wandering around in the hall. Check Kenneth’s corpse for a video file and then head through the door past him.

Raven Hall


Head down the hall until you come out near some steps. There’s an ammo clip on the side of the birdcage facing where you left the hall. Grab it and the herbs if you wish, just keep in mind that Chris only has 6 item spaces to Jill’s 8. Head up the stairs and into the next area.

Mirror Hall


You’ll see a corpse on the floor and a mirror. Head down the hall near the mirror and kill the zombie. Head down the hall until you reach another mirror and a shiney. Check the shiney to get the Golden Arrow and examine the Golden Arrow to get the Arrow Head. On the floor next to the mirror is an ammo clip, grab it and head through the open door to be in the Upper Dining Hall

Upper Dining Hall


There’s a zombie floating around this area so kill him if you wish, you may want to wait on that as you don’t want a Crimson Head in this area. So nearby where you exit the Mirror Hall is a defense knife. And across the room is a statue, push it off the edge. Leave the room to be in the upper area of the Main Hall.

Main Hall


Head through the door between the flights of stairs to the Cemetery.

Cemetery


There are a couple zombies here so be careful. Head down a small path to a large stone object. Use the Arrow Head on it to reveal a flight of stairs.

Crimson Elder’s Lair


Head to the end of the lair to get a book sitting atop a pedestal. Examine the back of the book to reveal the Sword Key. Now return to the Main Hall.

Main Hall


Head through the door opposite the Dining Hall.

Art Room


Now, this room is a room of choices. If you’re suicidal and stupid in the brain hop over the desk and head to the back. There is a defense knife back here but a zombie will corner you back here after grabbing it. If you’re not suicidal or stupid in the brain push the desk up to the statue in the middle of the room to reach the map of the first floor atop the statue. Once that’s done open the door with the Sword Key.

Cerberus Hall


Run down this hall and a window will break slightly. That and what I’ve named this hall is a hint to what comes later. Turn the corner and push the cabinet closest to the door aside to reveal an ammo clip. Head to the next area.

Shotgun Hall


Head past the first door to the second door.

Decrepit Washroom


Empty the tub for a scene. Unlike the scene in this room with Jill, Chris is too much of a MANLY MAN to stomp on the zombie’s head before it attacks. So kill it then grab the Old Key out of the tub. Now return to the hall.

Shotgun Hall


Head back to the first door you passed. Unlock it with the Old Key.

Garden Path


Head to the end of the path for some Chemicals, which upon examination turns out to be a sack of Herbicide. There’re some Herbs here and for future reference a tank of kerosene. Return to the Shotgun Hall.

Shotgun Hall


Head past the washroom door and continue to the next door.

Squish Room


The name explains a trap that you’ll die from if you’re stupid enough to actually disobey my instructions in the next room.

Shotgun Room


There’s a Defense Knife and some Ink Ribbons on the table, grab ‘em and leave. DO NOT TOUCH THE SHOTGUN! We’ll come back for it later. Return to the Shotgun Hall.

Squish Room


If you were STUPID enough to disobey my instructions in the Shotgun Room and took the Shotgun this room will murder your miserable ass.

Shotgun Hall


Head to the end of the hall and out the door.

Emblem Hall


Head through the first door.

Eastern Stairs


Head forward and kill the zombie near the door beneath the stairs. Head through the door.

Eastern Save Room


Ok, your first Save Room. First off, deposit your extra junk, such as the Herbicide, into the Item Box. Grab the Ink Ribbons from within the Item Box so you have a good stock of them. Grab the ammo clip and Fuel Canteen off the floor. The Fuel Canteen is important, check the Crimson Head section for details. Grab the Old Key off the table in front of the typewriter and save. Leave the room.

Eastern Stairs


To be on the safe side you MUST fry all the zombies in this room as this is a common area for the first part of the game. Anywho, head up the stairs and take out the two zombies to your right and left. Head right of the stairs and through a door at the end of the hall.

Lighter Hall


Kill the zombie then head to the door to the right.

Lighter Room


In the corner of this room closest to the door is an ammo clip and a Dog Whistle. Grab them then exit.

Lighter Hall


Grab the Wooden Mount near the door you first entered the hall through and return to the Eastern Stairs.

Eastern Stairs


Head to the opposite side of the upper area and enter the door.

Fireplace Room


Use the Wooden Mount on the fireplace and then the Lighter. This will net you the map of the second floor. Now head back to the Lighter Hall.

Lighter Hall


Head down the hall until you reach the end of it, open the door to be in the upper are of the Main Hall..

Main Hall


Head for the Upper Dining Hall

Upper Dining Hall


Ensure that you fry the zombie in here then head to the second door. For the stupid that would be the one past the one that you entered this room from the Mirror Hall. (Man, my English fucking sucks >.<)

Outer Garden Hall


Ok, ignore the first door and run down the hall. A zombie will mosey on up the stairs you pass, kill it then head on down. Frying this one would be a good idea. Enter the door nearby for an important room.

Med/Save Room


It’s an important room, remember it. Save if you wish then head back.

Outer Garden Hall


Head down the hall until you reach two doors. Unlock the one on the wall with an Old Key for the moment.

Broken Shotgun Room


In this room is a Flash Grenade, Ink Ribbons and a Broken Shotgun on the wall. Grab it and return to the Shotgun Room

Shotgun Room


Take the Shotgun and replace it with the Broken Shotgun. Now return to the Outer Garden Hall.

Outer Garden Hall


Unlock the door you passed before with what should be the final Old Key in your inventory.

Outer Garden


Use the Dog Whistle and arm the Shotgun. Two Cerberus will come running, one carrying a shiney. Blow their collective asses to hell with a few Shotgun blasts then grab the Shiney. It’s a Collar, check it for a Coin and check the back of the Coin for an Imitation Key. Now go deposit the Shotgun so you’re not tempted to waste shots. Head to the Mirror Hall.

Mirror Hall


Head to the door opposite the door you first entered the room through. Oh, and beware the zombies in here. If you’re slow they’re likely to be Crimson Heads. I laugh at you if they are, for you suck ‘cause there’ll be three. HAH!

Key Trap Hall


Head on up the stairs and down the hall until you reach a key in the floor. Take it and stick the Imitation Key in place of it before you’re killed by the trap. You now are in possession of the Armor Key. Head back to the Outer Garden Hall and pick up the Herbicide on the way.

Outer Garden Hall


Head to the lower area and use the Armor Key on the locked door at the end of the hall.

Shadowy Hall


Grab the Flash Grenade off the table and head straight down the hall and through a door.

Inner Garden


Use the Herbicide on a small machine near the door and activate the red option. Some undead plants will be killed to ultimate death and allow you to reach the shiney they once guarded. Grab the shiney for a Death Mask. Now deposit it and head for the Lighter Hall.

Lighter Hall


Open the set of double the doors using the Armor Key. Oh, there’s a zombie floating around which you should just avoid due to lack of ammo.

Knight Room


The armor will pop out for a stupid puzzle. To solve it push the upper left one, bottom right, upper right, upper left, bottom left, upper right, bottom right, bottom left, bottom right. Then push the button on the podium and grab the Jewelry Box that’s revealed. Press the buttons on it matching the sun emblem for a Death Mask. Deposit it and head back to the Lighter Hall.

Lighter Hall


Unlock the last locked room in the hall.

Richard’s Hall


You’ll see a scene after which you must head to the Med/Save Room at top speed.

Med/Save Room


Grab the Tonic from the wall of bottles near the Item Box. Return to Richard’s Hall.

Richard’s Hall


After a scene you’ll be able to continue. So head on to the next room.

Attic Hall


Kill the zombie and head down the hall it was in for a door.

Attic Room


Light the candles on the table to see the items. Grab an ammo clip off the table and a Flash Grenade from the nearby cabinet. There’s a shelf on the wall, push it to reveal a secret room. Kill the zombie inside and grab the Musical Score off the shelf. Now head down to the Dining Hall.

Dining Hall


Grab the Blue Gem from the remains of the statue and head on to the Kenneth Hall.

Kenneth’s Hall


Beware our Kenneth munching undead buddy. Unlock the nearby door with the Armor Key and enter it for the Piano Room.

Piano Room


Head past the piano to a small hall. Push the shelf aside for the second Musical Score. Combine the scores then use them on the piano. A scene’ll occur involving Chris sucking ass at piano playing and Rebecca not being much better. She’ll practice, so head out of the room and to the Shadowy Hall.

Shadowy Hall


The zombies that ambushed you after getting the Death Mask may still be here if you didn’t murder them before. Anywho, head down the hall near the door and then down an even smaller hall for the Tiger Head Room.

Tiger Head Room


Stick the Blue Gem into the Tiger Head for some Shotgun Shells. Now return to the Shadowy Hall.

Shadowy Hall


Enter the only other door in the hall.

Messy Room


Burn the first corpse you see then grab an ammo clip off the bed. Head past the bed and notice the oddly shaking closet. Open it and kill the zombie, don’t burn it, and then grab the Old Key off the floor in the closet. There’s a rather humorous file on the desk. Now head to the Eastern Save Room.

Eastern Save Room


Wesker’ll have left you some goodies including some Shotgun Shells and F. Aid Spray. Now head to the Emblem Hall.

Emblem Hall


Beware the nearby zombie and enter the locked door, not the Emblem one, the other one you can unlock with the Armor Key.

Stained Glass Room


Ok, to solve the puzzle in here you have to first take note of your surroundings. The room is shaped like a U with two halls and a wall down the middle. First you must note the three stained glass windows on the center wall. There are switches on either side. For the first one flip the switch on the side of the room closest to the door. For the second and third flip the two back switches. For reference the windows should be red, purple and green. After that’s done head to the stained glass window at the end of the room and flip the switch. A door will open and reveal a Death Mask but also a shortcut to the Cemetery. It requires an Old Key, which we have. Head to the Dining Hall.

Dining Hall


Grab the Emblem from above the fireplace and then head to the Piano Room.

Piano Room


Rebecca’ll likely have finished practicing by now. After a scene head through the secret passage that is revealed. Grab the Golden Emblem and replace it with the Emblem from the Dining Hall. Now return to the Dining Hall.

Dining Hall


Place the Golden Emblem where you got the Emblem to open the clock. Set it to 6:00 and you’ll get the Shield Key. Now return to the Attic Hall.

Attic Hall


Unlock the door.

Attic


Boss Fight #1: The Yawn


Avoid combat. Just grab the last Death Mask from the corner of the attic and RUN.

If you’re poisoned Chris’ll collapse in the Attic Hall and you’ll gain control of Rebecca. Forcing you to run to the Med/Save Room for meds. Deposit your extra shit and head for the Lair of the Crimson Elder.

Lair of the Crimson Elder


Examine the Death Masks and the graves and place the masks on their corresponding graves. The Coffin’ll drop and a boss fight will occur once you walk up to it.

Boss Fight #2 The Crimson Elder


Man, for a guy who has shitty, shitty weaponry Chris gets a boatload of baddies. To save ammo allow the Elder to grab Chris, ensure that you’ve got Flash Grenades equipped. Chris will defend with a Flash Grenade and all you have to do is take two steps back and shoot. Killing the Elder with one shot.

Grab the shiney for some Shotgun Shells and check the coffin for a Stone and Metal Object. Now head for the Eastern Stairs.

Eastern Stairs


Unlock the final door in this area.

Deer Head Room


Ok, head to the small open door.

Bedroom


There’s a F. Aid Spray and an Old Key in here. Grab ‘em.

Deer Head Room


Unlock the door and head into the Specimen Room.

Specimen Room


On the wall opposite the door is a rack of Fishing Hook. Grab one. On the racks near the door are a Bee Specimen and a Lure of a Bee. Combine the Lure of a Bee with the Fishing Hook and place it where you got the Bee Specimen. Take the Bee Specimen and place it where you got the Lure of a Bee then flip the switch. A Wind Crest will be revealed. Now, head to the Emblem Hall.

Emblem Hall


Head down the thin hall the zombie was guarding and through the door.

Path to Shed


Head down the path and a Cerberus will attack. You may wish to run as not to waste ammo. Use the Stone and Metal Object on the indentation near the door to unlock said door.

Part Two


Tool Shed


There’s a Flash Grenade and a F. Aid Spray on a shelf near a small set of stairs. Go through the door down the stairs.

Wind Vane Path


Ok, head down the path until you see a wind vane. Examine it and it’ll spin. Flip the switch so it faces towards the W. Then continue down the path until you reach another wind vane. Flip the switch so it’s facing to the N, just so you know this vane is inverted so the N is in the same position as the W from before. Afterward a gate will open and you can continue.

Raven Cemetery


Just head down the path to the next area, ignoring the smaller path that you could turn down. We’ll be back.

Creepy Forest Path


Head down the path until you reach a cabin. Enter it.

Lisa’s Cabin


Head to the end of the room, up some stairs and continue into another room. Head through this one and down a hall until you run out of floor. Then hop down and grab a nearby shiney for a Crank. Now return to the main area of the cabin. You’ll hear a sound and then upon entering the main room you’ll be ambushed by an unkillable zombie known as Lisa Trevor. Shooting at her is a waste of ammo, so just FLY YOU FOOLS! FLY! Or in other words RUN THE FUCK OUT OF THE CABIN.

Creepy Forest Path


Head down the path and beware the zombie. You may wanna burn him as you’ll be passing through here again. That’s your own preference I never do. Head to the Raven Cemetery.

Raven Cemetery


Head down the second path we passed earlier. You’ll see two graves, on the left one use the Wind Crest. You’ll get three more emblems, check their backs for a button. Flip it and then put them into the other grave to get the Magnum. Return to the Tool Shed.

Tool Shed


Head through the second set of doors.

Cerberus Garden


Beware the Cerberus inhabiting this garden. I suggest you not waste the ammo on them. Head to the gate at the far end to reach a Pool

Pool


Go down the path beside the pool and use the Crank on the device there to lower the pool. Then cross it and head to the elevator at the end of the path.

Waterfall Garden


Head past the waterfall through the door.

Path to Residence


Head down the path until you reach a building. Enter it.

Residence Main Hall


Take note of the Blue Herbs nearby as they’re handy for the damned poisonous Tarantulas in this area. Don’t grab one, though, as you’ll need the extra space. Anyways, head down the nearby hall and into the first open door.

Residence Save Hall


It’s a save room. There’s some kerosene, Ink Ribbons, F. Aid Spray and an item box. Deposit all your useless junk so you’ve got a few extra spaces. I’d suggest packing the handgun with some ammo and the Shotgun with a full round of shells but without any extra ammo. A) the conserve the ammo and B) to conserve your item space. Anywho, make your choice then leave.

Residence Main Hall


Head through the door past the crate.

Residence Lounge


Blast the living crap out of the Tarantula that comes down behind you upon entering. Then head down the nearby stairs and grab some Shotgun Shells, and the Red Book. Head back to the Main Hall.

Residence Main Hall


Push the nearby crate up to the opening in the smaller hall so you can push it over the hole below the crate that is already in position. Climb up, over and through the door. (If you don’t do this a vine will attack you)

Residence Hall


Make your way to the 002 door and enter it.

002 Room


Enter the small bathroom near the door and grab the 001 Key from the shelf. Return to the Main Hall.

Residence Main Hall


Unlock the 001 door which is directly across from the save room.

001 Room


Head into the bathroom near the door and drain the tub for the Control Room Key. Now return to the main room and if you want there’s an ammo clip and a Self Defense Gun in the open part of the room. Head to the 002 Room after depositing the useless Self Dense Gun.

002 Room


Push the book shelfs in the back of the room to reveal a ladder. Head on down.

Aqua Ring Hall


Head down the hall until you reach a pool of water and three crates. Push them into the water and cross. Continue through the next door.

Aqua Ring


Beware the Neptune sharks and the giant shark. Use the Shotgun to take out the two smaller sharks then run to the far end of the room. Pass the bridge and continue until you reach a door. DO NOT STOP UNDER ANY CIRCUMSTANCES. Unlock the door with the Control Room key and enter.

Control Room


Ok, this puzzle sucks ass. Copious amounts of it. Anywho, head down the ladder and into the control room. Check the papers on the table to learn a valve number. The valves in question are next to the door way into the main control room. Ok, now, do EXACTLY as stated here. On the center console turn the drain system on. Something’ll go wrong and the goddamned shark will smash the window. This is where the bad shit starts to happen. You’ve got a limited time to fix the problem. Ok, head to the right console and examine it, deactivate the safeties then head to the opposite console and flip the switch to lower the shutters. It won’t work, so head to the valves and open the one that the papers told you to. Now, reactivate the safeties and then try the shutters again. Now drain the water and we’re good to go. Head past the ladder and through the door.

Aqua Ring Basement


Head in the opposite direction of the nearby door and through the double doors.

Shark Tank


The shiney nearby is the Assault Shotgun. A more powerful version of the Shotgun that can hold more shells. Anywho, head to the far end of the area until you see a platform and the Firaxan shark. Jump up on the platform and reach for the shiney in the control box. It’ll fall and you’ll have to fight…A BOSS!!!!! It’s not a boss…anyone who calls it a boss is retarded…seriously. It’s more of a puzzle than a boss, sure you could shoot it to death if you’ve got a few dozen extra bullets…but it’s better to just push the nearby console into the water then turn it on using the nearby controls. That’ll kill it and you can now grab the shiney. It’s the Gallery Key. Now return to the previous area.

Aqua Ring Basement


Head through the door I told you to avoid earlier.

Aqua Ring Emergency Exit


At the end of the hall are some Magnum Rounds on a box, and down another hall is a ladder. Head up it and through the door to be back in the Aqua Ring Hall.

Aqua Ring Hall


Head back to the Residence Hall.

Residence Hall


The locked door in this hall is the Gallery. Unlock it and head on in.

Gallery


Ignore everything that shines, for at this point it may kill you. Head to the end of the room and down a hall to the left of the entrance. You’ll see a corpse, grab the Insecticide it is holding and head back to the Residence Hall.

Residence Hall


At the end of this hall is the map of the Residence. Take it to reveal a hole, do NOT examine it. Just use the Insecticide on it. The Zombees in the Gallery will be dead.

Gallery


Grab the ammo clips off the table and then head down the hall where the corpse was and pass it. Grab the 003 Key and return to the main part of the Gallery. Unlock the 003 door.

003 Room


Save and then check the nearby bookshelf. After taking the file place the Red Book into the shelf. Then rearrange it so the pictures on the spines of the books form a naked woman. A door will be revealed, prep yourself for a boss.

Plant 42’s Hangout


Boss Fight #3: Plant 42


This boss is…well…it’s the hardest yet but it’s not much of a real challenge. Fire at it when the main plant opens up. Keep moving so it can’t spray you with acid and it’ll fall soon enough.

Alternately if you’ve got the Plant 42 Report file from the 001 room you’ll gain control of Rebecca, allowing you to poison Plant 42 in the same way Jill did.

After the battle grab the Helmet Key and then make your way back to the Mansion.

Shed


Wesker will ‘generously’ have left you some goodies in the Shed. Continue back to the Emblem Hall.

Part 3


Emblem Hall


You’ll be ambushed by a Hunter after a scene. Either fight or run, I suggest run since Chris’ weaponry blows and there’s a boss rematch coming up. Anywho, head for the Eastern Save Room. There’ll be more Hunters roaming the halls and any zombie corpses you didn’t burn will definitely be Crimson Heads by now.

Eastern Save Room


Drop off all your extra junk and grab a healing item, a blue herb if you have any and some Shotgun Shells. Save and head for the Fireplace Room. Beware the two Hunters in the Eastern Stairs area.

Fireplace Room


Unlock the door and enter it.

Statue Room


Ok, this is a rather annoying puzzle. Push the statue through the door to the very end of the room. The walls will start to close in, don’t worry the statue will keep them from making you into a tasty paste. Once the statue is against the wall turn around and run out to where you got the statue, there’s another door. Run through it, flip the switch to reverse the walls and run back to where you left the statue. Push it opposite the direction of the switch until it clicks into place. A secret door will open, head into it. Grab the battery pack at the closest end of the hall and the book off the floor. Examine it for the Eagle Emblem. Drop down the hole.

Hidden Cemetery


Check the grave for a file and a switch. Flip said switch and hop down the ladder revealed.

Basement Catacombs


Watch out for the STUPID Tarantulas that infest this shit hole. That’s what the Blue Herb was for. So head on to the next area.

Basement Catacombs 2


Head down the hall and at the fork kill the zombies. Don’t barbecue them as you’ll never be back…unless you’re exploring and or stupid. Head down the path that is a dead end. If you don’t know which it is…check the map, stupid. And flip the switch near the sparking wires. Head to the next area.

Kitchen


Beware the zombies in here and head to the corner of the room where there’s a door that doesn’t lead anywhere on the map. That’s past the table, just so you know. It’s the elevator, use it.

Hidden Hall


There’ll be a zombie or two floating around here so be careful. Head to the small room near the elevator.

Hidden Room


Grab the Battery, Flash Grenade and Shotgun Shells. Head back.

Hidden Hall


Leave the hall to come out in the Mirror Hall.

Mirror Hall


Head up to the Key Trap Hall. Oh, and beware the zombies in here will definitely be Crimmies by now. I hope you fried them.

Key Trap Hall


Pass the trap and unlock the door at the end of the hall.

Yawn’s Library


Yeah, it’s time for a rematch. Head forward until the Yawn breaks into the room. Then head down the ladder and arm your Auto Shotgun.

Boss Fight #4: The Yawn round 2!


The Yawn fight is very similar to the one in the attic. The Yawn is stronger but easier to dodge since there is far more space. Just pound it with Shotgun blasts and keep moving and it’ll die.

Grab the shiney The Yawn revealed upon death for a book. Check it for the Wolf Emblem. Now head for the Outer Garden Hall.

Outer Garden Hall


Open the locked door past the stairs, beware the zombies if you didn’t fry them.

Trophy Room


Stupid...eagle...puzzle...thing. There are some Shotgun Shells and some important items. Ok, on either side of the room is an animal trophy. A desk is below the trophy so push it beneath the trophy and against the wall on both sides. There’s also a moving eagle statue which is the puzzle. Ok, flip the light switch by the door and run up to one of the desks and get on. The eagle’ll follow you, once it’s locked on drop down and run up against the wall. It’ll still be following you. After that’s done, run underneath it and jump onto the desk. Grab the shiney out of the trophy’s eyes before the eagle is looking at you. Rinse and repeat for the Red and Yellow Gems. Head to the Main Hall.

Main Hall


Unlock the final Helmet Key door.

Globe Room


There’re some Ink Ribbons across from the door to the next room, grab ‘em and continue.

Mirror Room


Slag the zombie and grab the Jewelry Box. Solve the puzzle on it, which I’m not solving for you because it confuses me. Once you’ve got it open you’ll get a Broach. Which upon further examination will become the Emblem Key. Now head to the Emblem Hall.

Emblem Hall


Unlock the Emblem Door with the Emblem Key. You’ll hear Rebecca scream upon entry of the room, time to rescue her. Head for the Lighter Room, which in case you forgot is the room you picked up the Dog Whistle.

Lighter Room


Kill the Hunter, save Rebecca. Return to the Emblem Hall and into the Study.

Study


Turn on the lights. There’re some Shotgun Shells under the phone, a Flash Grenade and a Metal Object. Go deposit these items and take the Yellow Gem to the Tiger Head Statue.

Tiger Head Room


Place the Yellow Gem in the statue for an MO Disc. Now head back to an Item Box and grab the Battery and Crank. Now head for the Waterfall Garden.

Waterfall Garden


Across from the waterfall is an elevator with a sparking indentation near it. Place the Battery in the indentation then use the elevator.

Cerberus Garden


Head to the pool

Pool


Raise the pool using the Crank. Now return to the Waterfall Garden.

Waterfall Garden


With the pool full the waterfall will be gone. Head down the path that is now where the waterfall was and down the ladder to the mine.

Mine Entrance


There’s a save point with all the fixin’s and some Ink Ribbons nearby. So deposit the Crank and any extra shit you may still have. Now head through the door near the entrance ladder.

Hunter Tunnel


Some Hunters will appear in here on your way back to the Entrance. And at the dead end are some Shotgun Shells. So grab ‘em and head to the next area.

Elevator Room


There’s a console in here that we’ll deal with later and also a few ammo clips on the ground. So grab ‘em then head to the next area.

Enrico’s Tunnel


Head down the hall to the end for a rather revealing scene. Only the absolute stupid haven’t figured out what the hell is happening by now. So if you haven’t you’re either really, really slow in the brain or you’re an RPG character. After the scene check the body for a new Crank. Head back to be attacked by two Hunters before you leave the room. Kill ‘em and head back to the Mine Entrance, beware the Hunters now in the Hunter Tunnel.

Mine Entrance


Head past the save point and until you reach a pit. Use the new Crank on the nearby indentation to cross the pit. Head on to the next area.

Boulder Tunnel


Head down the tunnel and check the boulder. Return to the entrance of the room and the boulder will break free and roll at you. Duck into the hall near the door to dodge it. After you’ve dodged that nightmare, check where it was for some Shotgun Shells. Grab the Flamethrower near the door. Head on to the next area.

Tarantula Room


Boss Fight #5: Black Widow


This fight is a wee bit harder with Chris. Basically just keep away from the boss and the smaller Tarantulas and unload on the Widow with your A. Shotgun or Flame Thrower. After killing it grab the shiney for a knife and cut away the webbing blocking the door. If you don’t have an extra space go deposit the knife then continue.

Map Tunnel


Yeah, the map is in this tunnel…that’s about it. Grab the Blue Herb if the boss poisoned you then continue to the next area.

Boulder Tunnel 2


Another boulder tunnel. Head to the pit and use the Crank three times to reveal the path as well as set the boulder free. Duck into the newly revealed path to dodge it. Head to the next room.

Spinner Room


Take a look at the wall across from the door. You’ll see a darker patch on the wall. Near the patch is a statue and near the statue is a slot in the wall. Push the statue in front of the dark patch then use the crank on the indentation near the door. It’ll push out the statue so you can then push it onto the round platform in the middle of the room to spin it. Use the spinner twice then push the statue into the slot. You’ll get a Cylinder, now head back to the Elevator Room.

Elevator Room


Check that console for a Shaft. Combine it with the Cylinder then examine it to move the two pieces until the roman numerals match up. Then place it back into the console and hit the buttons in the order of 4, 2, 3, 1. The elevator now works so head on down.

Lower Elevator Room


Beyond the elevator is an Item Box and a ladder leading to a box crusher. Deposit the Crank then head to the nearby door.

Lisa’s Hellway


Yes, the invincible bitch is back. Stronger than a locomotive, slower than an unconscious sloth …uglier than Janet Reno…well…not that ugly. Anyways, head to the only open door in the hall, take note of the switch you pass on the way. And through the door.

Cargo Room


In this room is a giant pile of crates, a large crate and an elevator. Push the large crate onto the elevator and turn it on. Now climb the giant pile of crates for an ammo clip, a Flash Grenade and Magnum Rounds. Now return to the Lower Elevator Room.

Lower Elevator Room


Head down to the box crusher. Push the crate into it and then activate it. You’ll get the Broken Flamethrower. Now head for the hellway.

Lisa’s Hellway


Head to the switch you passed before. Flip it then run for the locked door, near the door is a set of clips not unlike the ones you switched the Shotgun and Broken Shotgun with. Place the Broken Flamethrower in it and the door will open. Head on through.

Lisa’s Refuge


Keep on trudging forward through the sewer until you reach a creepy voodooesque room. It’s Lisa’s ‘bedroom’. Apparrently even undead super zombies need bedrooms…interesting. Anyways, grab the nearby Jewelry Box and open it for a Stone Ring. Now head up the ladders to come out in Lisa’s Cabin.

Lisa’s Cabin


Grab the Metal Object from the Item Box and combine it with the Stone Ring for another Stone and Metal Object. Now return to the Mansion. Oh, beware of the zombie that was on the path before…it’ll be a crimmie if it didn’t get burnt. And there are new zombies infesting the Raven Cemetery.

Path to Shed


Grab the Stone and Metal Object from the indent and head to the Main Hall.

Main Hall


Near the stairs is a blue doorway, go through and you’ll find a gate with indentations. Use the Stone and Metal Objects on it and then open it.

Basement Steps


Use the nearby save point and then prepare for a boss fight. Which may or may not involve a lot of bullets if you’re lacking in brain power. Head on down the steps until you reach a ladder.

Underground Crypt


After a scene Lisa will smash her way into the room. How the hell does she get everywhere? It’s like she’s able to walk through walls or something. Anywho, BOSS!

Boss Fight #6: Lisa Trevor


Ok, there are two ways to fight Lisa. The way for idiots and the way for smart people. The way for idiots is to unleash your big guns on her until she falls off the ledge then shoot her before she can climb back up. The smart way is to let Wesker keep her occupied while you push the four chained stones off the edge of the platform. The fight will end after that and the door will open.

Check the coffin for a file with some storyline tidbits then head back to the Item Box and deposit your extra implements of death and grab the Wolf and Eagle medals. Now head back to the crypt and through the door and you’ll eventually come out at a fountain.

Secret Fountain


Place the medals in their corresponding indentations then go down the stairs revealed and down the elevator.

End of Disc 1 and Part 3


Part 4


Lab Entrance


Keep this room in the back of your mind. It’s the exit, so you’ll be returning here soon. Head down the ladder to the next area.

Lab Entrance Save Room


Grab the Ink Ribbons, save and get out your Fuel Canteen if you don’t already have it. Hopefully it’s full ‘cause the zombies down here mutate at incredible rates. Some as quickly as five minutes, so you’re gonna wanna be prepared. Grab the MO Disc from the item box and head through the door.

Decrepit Lab Hall


There’s a kerosene tank near the door and it’s the only one in the entire lab so be wary with what you use. Head down the hall and kill and roast the two zombies in this room. Near the stairs is a hall with a door. Head down it and check the medical stretcher for another MO disc. If you don’t have the space come back for it later, but I’m assuming you do. The door here is locked so head down the stairs and through the door.

Square Hallway


Kill the zombies in this area and fry them. Now head through the door near the one you entered this area through.

X-Ray Hall


Enter the closest door.

X-Ray Room


Grab the two X-Rays in the room then place them on the glowing board on the wall. Flip the switch in the back of the room and take a look at the X-Ray board. The first letter of each glowing organ spells CELL. Check the table for a file that does a poor job referencing RE2 and also the codes for the computer system. Now head back to the Square Hallway.

Square Hallway


Head to the only other unlocked door in the area.

Computer Room


Use the computers in this room and input the name “John” as the user name and “Ada” as the passcode. Now unlock the doors and use the word Cell as the passcode. Now head to the X-Ray Hall.

X-Ray Hall


The other door in here will now be unlocked. Enter it.

Fuel Room


Kill the zombie and then grab the Magnum rounds off the sink. Grab the Slides off the table and then use the MO disc on the Gamecube-like object on the table. Now head up to the Decrepit Lab Hall

Decrepit Lab Hall


Enter the door down the hall where you grabbed the MO disc.

Visual Arts Room


There’s an MO disc on the shelf near the door, a F. Aid Spray on the nearby table and a slide projector at the far end of the table. Use the slides on it to get the names of the monsters and also to see a picture of some scientists… You’ll also see a barcode with the letters 8462 as the only visible ones. Use that code on the nearby keypad and a secret door will open. Near the door are some Shotgun Shells and inside it is a Laboratory Key and the equipment to watch Kenneth’s tape. After you’re done with that head back down to the Square Hallway.

Square Hallway


Open the double doors at the far end of the hall.

Decrepit Lab


Push a shelf out of the way for some Shotgun Shells, then enter a vent. Beware the Chimera in here and enter another vent. Push a shelf out of the way for another MO disc operator. Use it and leave.

Square Hallway


Open the last remaining locked door.

Elevator Hall


There’s a pair of what I think are nekkid zombies, which I believe don’t require burning. They might…but some of the time they don’t…it’s weird. Anywho, when you reach the fork in the road enter the door.

Lab Save Room


Basic save stuff plus a F. Aid Spray and some Shotgun Shells. Leave the room.

Elevator Hall


Head down the nearby steps and through the door at the end of the hall.

Power Room


Murder all of the Chimera in this room then head down the hall opposite the door to the next area. Check the console for a Fuel Capsule. Now return to the Fuel Room.

Fuel Room


Examine the big glowing machine and place the Fuel Capsule in it to get it filled up. Now take the capsule and WALK. Don’t Run. Enough running will make you explode so don’t do it. Walk back to the Power Room.

Power Room


Place the Fuel Capsule into the console and turn it on. Now head to the next area.

Boiler Room


Walking straight from the door will lead you through a gate that has the final MO operator in it. Use it and then head to the next area.

Elevator Power Room


Activate the elevator then return to the X-Ray Hall.

X-Ray Hall


With all the MO discs active you can now open the door at the end of the hall using the glowing green panels.

Jail Hall


Head to the end of the hall and check the door to find a jailed Jill…which I find hard to believe considering how Jill is tougher then the rest of the cast combined…well…except for Wesker…but he has…extenuating circumstances…anyways after the scene head back to the Elevator Hall and grab your big guns from the save room and then head down the elevator.

Dark Hall


Head down the hall and into the Tyrant Lab.

Tyrant Lab


After a scene which completely invalidates Chris’ storyline as the main RE storyline you’ll fight a boss.

Boss Fight #7 The Tyrant


Ooh the Tyrant. He’s big…he’s bad…he hits harder than Lisa. If Lisa wasn’t completely unkillable the Tyrant would kick her ass in mere seconds since she’s obviously stupid and the Tyrant is obviously less stupid. Anywho, keep away from the giant bastard and pump as much Shotgun ammo as you’d like with a few Magnum shots to take him down rather easily.

After a scene check Wesker’s corpse for what may be a link to RE4. Then head down the hall until you reach a machine that opens the door. Use it and head on out.

Dark Hall


Head up the elevator.

Elevator Hall


Well, as it turns out Rebecca magically found a self-destruct unit even though Chris never saw anything like it and he’s been everywhere…she takes off to activate it and Chris takes off to secure the escape route. Pick up Jill from her now open jail cell and then head up to the Lab Entrance Save Room.

Lab Entrance Save Room


Ensure you have at least one item space open and are armed with the Assault Shotgun and the Magnum. Both with ample ammo and a full healing item. Now head on up the ladder.

Lab Entrance


Head through the door.

Helipad Hall


Head down the hall and grab the fuse unit. Place it in the socket near the elevator and then head on up.

Helipad


Use the nearby flares and after a scene it’ll be the final boss fight.

Final Battle: The Tyrant


Ok, the name of the game is unleash hell on the Tyrant. But ensure you can keep out of its way when it comes at you very, VERY quickly. Use the Magnum and this powerful gun will most definitely keep it away from Rebecca. You want this because her death will mean you get the shittier ending. Anyways, after enough bullets being lodged into the Tyrant one of two things will happen 1) you’ll be out of Magnum bullets and be forced to use the Shotgun or 2) Brad will drop you a Rocket Launcher, which you will use to destroy the Tyrant and end the game. On normal it takes two shots. Mmm zombie bits…

Congratulations, that’s all she wrote.





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