Site Navigation

RPGClassics Main
Contact Maintainer

Subsite Navigation
Subsite Main
Remake Main
Basics
Characters
Crimson Heads
Monsters
Puzzles
Review
Secrets
Walkthrough
Weapons


Jill's Walkthrough

Dining Hall


After the opening scene you’ll find yourself in the Dining Hall. In front of you is a table, on the table are some Ink Ribbons. There’s a typewriter near them in case you wanna save your game. Anywho, head to the far end of the room for a scene and once it’s over head through the door nearby.

Kenneth’s Hall


Head to Jill’s left for a scene, then RUN your ass back to the Dining Hall. Don’t fight the zombie, RUN.

Dining Hall


After a scene head back to the Main Hall.

Main Hall


After another scene head up the stairs and wander around the upstairs area for a bit then head back down the stairs for another scene. (If you’re trying to speed through the game just walk up the first flight and head back down) Once the scene is done head to the eastern door, for those of us who don’t know west from east that’s the door opposite the Dining Hall.

Art Room


In the middle of this room is a statue. Atop the statue is a shiney object, push the desk in the top left corner to the statue and jump onto it to grab the First Floor Map. If you wish you can head to the back of the hall the desk was in front of to get a defense knife. I suggest against it since a zombie will ambush you. Now, since the door to the next area is locked return to the main hall.

Main Hall


Head up the stairs and enter the double doors.

Upper Dining Hall


Kill the zombie in here so it won’t bother you as you’ll be passing through here a fair amount. Ok, on the side of the room opposite the two doors is a statue. Push it off the ledge. Near the two doors is a defense knife. Now, head to the Dining Hall.

Dining Hall


On the floor where the statue fell is a blue gem. Grab it and head to Kenneth’s Hall.

Kenneth’s Hall


Head to the small room where Kenneth’s corpse was being munched upon by a zombie. Check Kenneth’s corpse for a video tape, don’t worry it’s a file so it doesn’t take up space. Afterwards, head through the door past the corpse.

Raven Stairway


Head down the hall until you reach a small room with a bird cage. Check the cage for an ammo clip for the handgun. Grab some of the herbs if you like then head up the stairs and through the door.

Mirror Hall


Next to a mirror is a smaller hall. Head into it and prepare for combat. Around the corner is a zombie, kill it and continue down the hall. At the end of the hall is a mirror. Beneath the mirror is an ammo clip and across from the mirror is a Golden Arrow. Grab both then murder the living hell out of the nearby zombie. Head past the now dead undead and unlock the door that you’re able to.

Upper Dining Hall


Head to the Main Hall.

Main Hall


Head through the door on the floor between the flights of stairs.

Cemetery


There are a couple of zombies here, so watch out. They’re not really all that dangerous so don’t waste the ammo. Head left past a zombie and down a path. Check the stone wall you reach and then examine the Golden Arrow to get the Arrow Head. Use it on the stone to reveal the Crimson Elder’s lair.

Crimson Elder’s Lair


Head down the stairs then to the far end of the room and grab the book off the pedestal. Check the back of it for the Sword Key. Now, return to the Art Room.

Art Room


Unlock the door with the Sword Key.

Cerberus Hall


Head down the hall and a window will break a bit. That’s a precursor to why I tell you to avoid this hall, since a wee bit later on two Cerberus will bounce through the windows and tear you an extra shit hole. Around the corner are two desks. Push the second to find an ammo clip. Head to the next area.

Shotgun Hall


Go into the nearest door upon entry.

Garden Path


Go to the end of the path for some kerosene and chemicals. Grab the chemicals then check ‘em to reveal that they’re Herbicide. Now, return to the Shotgun Hall.

Shotgun Hall


Continue to the next door.

Decrepit Bathroom


Drain the tub for a Defense Knife.

Shotgun Hall


Continue to the next door.

Squish Room


Head through the door.

Shotgun Room


In here is a Defense Knife and some Ink Ribbons on the table. On the wall past the table is a Shotgun. Ignore it for now. Return to the Shotgun Hall.

Shotgun Hall


Continue to the doors at the end of the hall.

Emblem Hall


Head through the nearest door.

Eastern Stairs


Kill the zombie near the stairs, then enter the nearby door.

Eastern Save Room


Welcome to the first bonafide save room. On the floor is a Fuel Canteen. Much important, check the Crimson Heads section for more details. In the corner of the room is an Item Box. Deposit your extra shit, such as the USELESS knife. In the box is a F. Aid Spray and some more Ink Ribbons. Near the door is a typewriter and next to the typewriter is a tank of kerosene. Leave.

Eastern Stairs


Head up the stairs and kill the two zombies on either side of you. Now, head down the hall to the right of the stairs. Go through the door to the next area.

Lighter Hall


Kill the zombie and head to the door nearby.

Study


In the corner near the door is an ammo clip and a Dog Whistle. Across from the door is a desk with a Lighter on it. Grab ‘em then head back to the Lighter Hall.

Lighter Hall


Beware the zombies in this area. Grab the wooden mount near the door where you first entered this hall. Now return to the Eastern Stairs.

Eastern Stairs


Now, head to the door opposite where you just came through, that’s left of the stairs, and enter.

Fireplace Room


Put the mount above the fireplace and use the lighter to get the Second Floor Map. Now, return to the Lighter Hall and head past all the doors to the door at the end of the hall. Go through it.

Upper Main Hall


Head to the Upper Dining Hall.

Upper Dining Hall


Past the door leading to the Mirror Hall is another door. Unlock it with the Sword Key.

Outer Garden Hall


Head to, and open, nearest door.

Outer Garden


Use the Dog Whistle. Two Cerberus will attack, once of which has a shiney on its neck. Kill them and take the shiney. It’s a Collar, which upon examination will reveal a coin, which upon examination will reveal an Imitation Key. If you need it, use the herbs nearby for healing and return to the Outer Garden Hall.

Outer Garden Hall


Continue past the door until you’re opposite some stairs. A zombie’ll come stomping up them. Kill him and continue, once you reach the stairs there’ll be another zombie which you can ignore for now in a hall next to the stairs. Head down the stairs and into the door near the foot of the stairs.

Med/Save Room


It’s a save room/medical supply room. Remember this room.

Lower Outer Garden Hall


Head down the hall to a set of doors. Open the one you can and enter the Broken Shotgun Room.

Broken Shotgun Room


In this room is an ammo clip, Battery Pack, a few Ink Ribbons, a kerosene tank and a Broken Shotgun. Grab the Shotgun and return to the Shotgun Room.

Shotgun Room


Take the Shotgun off the wall and replace it with the Broken Shotgun. Now, head to the Mirror Hall.

Mirror Hall


Be afraid. Be very, very afraid. Odds are the corpse that didn’t get up and attack you before is now a Crimson Head. If it’s not a Crimmie it’ll still get up and attack. Anywho, head through the door past the first mirror.

Key Trap Hall


Ok, head up the stairs and down the hall until you come to a key in the floor. Grab it and replace it with the Imitation Key. Examine it to reveal that it is the Armor Key. Now, head for the Lower Outer Garden Hall, grabbing the Herbicide along the way.

Lower Outer Garden Hall


Ok, now that you’ve got the Armor Key unlock the door next to the Broken Shotgun Room.

Shadowy Hallway


Grab the Battery Pack off the nearby table and run straight down the hall across from the door. Enter the door at the end of it.

Inner Garden


Near the door is a small machine. Use the Herbicide on it then activate the RED option. A scene will occur in which some evil weeds are killed. Now head to the shiney that you saw in the scene. Grab it for a Death Mask.

Shadowy Hallway


Next to the door that you first entered this room is another hall. Go down it and into the smaller hall for the Tiger Head room.

Tiger Head Room


Put the Blue Gem into the Tiger Head statue for some Shotgun Shells. Now head to the Lighter Hall.

Lighter Hall


Unlock the double doors for a puzzle.

Knight Room


In this room you must push knight statues until they’re all against the wall. But pushing one makes other pop out. To solve it push the upper left one, bottom right, upper right, upper left, bottom left, upper right, bottom right, bottom left, bottom right. Now hit the switch on the center podium and grab the Jewelry Box that is revealed. Examine the box and hit the two buttons that correspond with the sun design on the top of the box to reveal another Death Mask. Now head back out to the Lighter Hall.

Lighter Hall


Unlock the last unlocked door in this hall.

Richard’s Hall


Walk forward for a scene. After which you’ll have to head to the Med/Save Room.

Med/Save Room


Grab the Tonic from the shelf of bottles next to the Item Box. Return to Richard’s Hall.

Richard’s Hall


Give Richard the tonic then head to the next area.

Attic Hall


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

Attic Room


Light the candles on the table and grab the ammo clip from the table as well. There’s a battery pack on the cabinet near the table. Once you’ve got this stuff push the shelves near the table aside to reveal a secret room. Murder the zombie and grab the Musical Score from the cabinet in this room. Now, return to the Dining Hall.

Dining Hall


Grab the Emblem from above the fireplace. Head to Kenneth’s Hall

Kenneth’s Hall


If you’ve yet to murder the zombie in here do so now. Unlock the door that takes the Armor Key to unlock it.

Piano Room


Run past the piano to the wall and down the small hall. Push the shelf aside for another Musical Score. Combine it with the other one for the complete score. Now, use it the piano. Afterwards a hidden path will be revealed. Enter it and grab the Gold Emblem and replace it with the other Emblem. Return to the Dining Hall.

Dining Hall


Place the Gold Emblem above the fireplace. Set the clock to 6:00 and grab the Shield Key. Head to the upper level of the Main Hall.

Main Hall


Ok, there’s one last door up here that can be unlocked with the Armor Key. Open it.

Forrest’s Garden


Walk forward for a scene, after which you will get your grubby little hands on the Grenade Launcher. Return to the Main Hall.

Main Hall


Head to the Art Room.

Art Room


Head back to the Main Hall

Main Hall


Barry should be here to give you some Acid Rounds for the Launcher. He’ll also have left you some healing items and a pack of Incendiary Rounds at the Eastern Save Room. Head to the Attic Hall.

Attic Hall


Unlock the door with the Shield Key. Enter it prepared for a boss.

Attic


Boss #1: The Yawn


The Yawn is a pushover since Richard’ll rush in to save the day. Use the Acid Rounds with a little help from the Shotgun. Don’t waste the Incendiary Rounds as they’re good for roasting zombies.

After you kill it grab the Auto Shotgun then head to the other end of the Room and grab another Death Mask bringing your total to three. Head to the Emblem Hall.

Emblem Hall


Beware the zombie down the hall across from the Armor Key door. Unlock the door for the final Death Mask puzzle.

Stain Glassed 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 not only the final Death Mask but also a shortcut to the Cemetery. Go retrieve the other masks and arm up for a minor boss. Now head to the Lair of the Crimson Elder in the Cemetery.

Lair of the Crimson Elder


Examine the masks and graves on the wall and fit the masks to their corresponding graves. Now, head to the coffin that falls from the ceiling. A scene will occur and the Crimson Elder will arise from his coffin.

Boss#2 The Crimson Elder


The Elder is a pumped up Crimson Head. Treat him as such. Rip loose on him with a couple Acid Rounds if you have any left. If not use the Auto Shotgun. He’ll fall after a bit.

The shiney on the floor near the coffin is a pack of Shotgun Shells and check the coffin to unlock the area and to get the Stone and Metal Object. Now, head to the Eastern Stairs.

Eastern Stairs


Head to the top of the stairs and open the final Armor Key door.

Deer Head Room


The door with the herbs next to it leads to a puzzle and the other door leads to a F. Aid Spray. Get the Spray if you wish then head to the door near the herbs.

Specimen Room


You may see a scene with Barry depending on the difficulty level. Anywho, 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 hall where the zombie was and out the door.

Path to Shed


Head down the path and a Cerberus will attack at about halfway. Kill him and head to the end of the path. Use the Stone and Metal Object on the indentation near the door and the door will open. Head through to start Part Two.

Part Two




Tool Shed


Ok, there’s a Battery Pack and a F. Aid Spray on the shelf near a small set of stairs. Head down the stairs and out the door to the Wind Vane Path.

Wind Vane Path


Head down the path until you reach a Wind Vane. Examine it and flip the switches so it faces west. Once that’s done head to the next vane and make it face north but keep in mine that this vane is reversed so you’re actually making it face the same way as the last one. A gate will open so head on through it.

Raven Cemetery


Damn birds…anywho, continue through here. Noting the path that you pass by.

Creepy Forest Path


Continue down the path until you reach a small cabin. Enter it.

Lisa’s Cabin


Beware, you’re about to encounter an immortal superbitch. Anyways, head through the cabin, up the stairs, through a room and into a path until you reach a ledge. Hope down and run forward for a crank. Grab it and head back to the previous room. Before you go, ensure you have the Wind Crest and a few free spaces in your inventory. Make your way out of the Cabin and you’ll be ambushed by Lisa. She’s impervious to damage but you can knock her down. So if you want to pump a few shotgun blasts into her to knock her down then run like you’re being chased by an unkillable, incredibly strong, zombie. Because you are. Head back to the Raven Cemetery.

Raven Cemetery


Ok, head down that path you passed before. Place the Wind Crest in the right grave and you’ll get three new Crests. Pick them up, one at a time if you don’t have the space, and examine the backs for a button. Press them then put the in the grave to the left. After you place all three, you’ll get the Magnum. I told you to hold off on this so you didn’t foolishly waste Magnum ammo on Lisa. Return to the Tool Shed.

Tool Shed


Head through the other door.

Cerberus Garden


Ok, there are a few Cerberus in here. Kill or avoid, your choice. Head through the gates to reach a pool

Pool


Next to the pool is a path. Head down it to reach a box which requires the Crank. Use it to drain the pool, now head across the now dry pool and down the elevator at the end of the path on the other side.

Waterfall Garden


Head past the Waterfall through a door into the next area.

Path to Residence


Head along the end of the path and enter the building.

Main Residence Hall


Ok, there are some Blue Herbs in here. Take note of them as you may get poisoned in this godawful, mutant plant infested, shit hole. Anyways, head down the nearby hall and into the open door.

Residence Save Hall


There’s a Battery Pack, F. Aid Spray and some Ink Ribbons in here. As well as an Item Box and a Typewriter. If you need to fill up your fuel canteen ‘cause since you’re only here for a limited time the zombies mutate faster. Anywho, head back the Main Hall.

Main Residence Hall


Head to the door at the end of the hall past the crate.

Residence Lounge


Ok, upon entry there’ll be a Tarantula ready to attack you so take a few steps forward and fire some shotgun blasts right into its face. Once that’s done head to the corner of the room near the door and light the oil lamp. Then head back and past the door, down some stairs, up some more stairs and into a room with a pool table. Examine the pool table and remember the numbers on the red, orange and green balls. That’s 3, 5 and 6. Light the oil lamp then head back down the stairs and down the other flight you passed. There’s a Red Book here. Grab it, grab the Shotgun Shells then light the oil lamp and return to the Main Hall.

Residence Main Hall


Ok, now this is important. Push the crate so the edge you’re pushing is lined up with the wall of the smaller hall. Push it until you can’t anymore then climb it to reach the door. ‘Cause if you don’t climb over the hole a fucking tentacle’ll pop up and sap a third of your life.

Residence Hall


Head down the hall to the 002 room and enter it.

002 Room


After a scene head into the door nearby where you first entered this room. Beware the zombie that may be in here and grab the Residence Key off the shelf. It’s for the room across from the Save Room. So go unlock it.

001 Room


Head into the small room near the door like you did in 002 Room. Grab the Key from the tub. Beware the zombies. Oh, in the main room is a mini-magnum with one shot in it. A ‘Self Defense’ Gun, it’s one of those small guns you see in westerns that the villain hides up his sleeve. Now return to the 002 Room.

002 Room


Ok, there are book shelves at the back of the room. Push the small one forward and the bigger one to the side to reveal a ladder. Head on down.

Aqua Ring Hall


Head down the hall until you reach three crates. Push them into the nearby pit of water and cross. Head into the nearby door.

Aqua Ring


Well, there’re some problems. First there are two Neptune Sharks that can tear your feat off. Well…not literally but they can kill you right quick. And there’s a giant Firaxan Shark that can kill you in one chomp. Kill the two Neptune Sharks, just target and rip loose with the Auto Shotgun, then RUN! Don’t cross the bridge just keep fucking running. When the somewhat frantic music starts the Firaxan is nearby and may pop up to devour you. Just keep running until you reach a door, unlock it with the key you got in the 001 shitter.

Aqua Ring 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 away from the doors and out into an open area. Head through the double doors into the Shark Tank.

Shark Tank


I only call it the Shark Tank ‘cause the damned shark is still alive. Head to the end o the room and onto a platform near the shark. Try to grab the shiney and the shark’ll wake up. Effectively trapping you on the platform, now, some people consider this a boss…I don’t. Just push the green console into the pool and then activate it with the nearby controls. This’ll fry the fishy allowing you to grab the Gallery Key. Head back to the previous area and through the doors I told you to avoid earlier.

Aqua Ring Emergency Exit


There are some Magnum Rounds on a box at the far end of the first hall, after you’ve got ‘em head up the ladder and through the door.

Aqua Ring Hall


Head upstairs and into the hall outside room 002.

Residence Hall


Unlock the Gallery using the key you grabbed after killing the shark.

Gallery


I hate this room. I really do. Avoid everything for now and head to the end of the room and down a hall to the left. Grab the Insecticide from the corpse and head back out to the hall.

Residence Hall


Head to the very end of the hall and grab the map. Then use the Insecticide on the hole behind it. Don’t examine the hole or you’ll be ambushed by Zombees. Return to the Gallery.

Gallery


Ok, where the Zombees were hanging out before, past the corpse, is a key. Grab it. Return to the main part of the Gallery and grab the ammo clip off the table and examine the door near the table with the keypad near it. The code is 653. Enter it.

Chemical Room


Ok, grab three of the bottles strewn about the room. Fill one bottle with water and another with the UMB No. 3 compound. Mix them to form NP-004. Now grab the Yellow-6 and mix it with the NP-004 to form UMB No. 10. Now mix some water and Yellow-6 to get UMB No. 7. Mix the two and you’ll get VP 017. Now grab some more UMB No. 3 and mix it with the VP 017 to form V-Jolt. Now head down to the Aqua Ring, that’s the room where the sharks were. To reach it you’ll have to go around since the water is now drained.

Aqua Ring


Ok, cross the bridge I told you to avoid before and enter the room on the wall on part of the ring. Use the V-Jolt on the nearby vines then return to the Gallery.

Gallery


Use the key you grabbed from the Zombees and open the locked door in here.

003 Room


Examine the book shelf and then place the Red Book into the empty slot. Arrange the books so they form a naked woman and then enter the door that’s revealed.

Plant 42’s Hangout


Now…most people call this a boss. And if you were playing as that poor schmuck Chris, that’d be true. But thanks to the little bit of chemical warfare you inflicted upon the roots of the plant…all that’ll happen is a scene. Once it’s over head to the fireplace on the bottom floor and grab the Helmet Key. Now, return to the Residence Hall.

Residence Hall


A scene’ll occur, after which you should head back to the Mansion.

Part 3




Shed


Barry’ll have left you some goodies in this shed. Consisting of some healing items and ammo. Return to the Emblem Hall.

Emblem Hall


A Hunter will attack you after a scene. Kill it or run, your choice. Hunters now infest the entire mansion. They sometimes eat zombies so be glad that they may have devoured a couple Crimmies. Head to the Eastern Stairs.

Eastern Stairs


Beware the two Hunters in here and save and stock up if you must. Head to the Fire Place room.

Fire Place Room


Unlock the door.

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


Well, it’s a cemetery of one. Check the grave then flip a switch to reveal a ladder. Head on down.

Basement Catacombs


Beware the accursed Tarantulas in here and head on to the next area.

Basement Catacombs 2


Head to the first intersection, kill the zombies. Don’t fry as you’ll never be coming back. And head down the dead end path, turn on the power and head to the next area.

Kitchen


There’s a zombie or two in here. And hopefully you didn’t wander down here before and kill the zombies without burning the corpses. Anywho, head to the elevator past the table and use it.

Hidden Hall


Go past the elevator if you choose to grab the nearby herbs. Beware there’s a zombie that may be near them. Anywho, head into a room past the elevator.

Hidden Room


In this room is a Battery Pack, Battery and some Acid Rounds.

Hidden Hall


Leave the hall to find yourself in the Mirror Hall.


Mirror Hall


Beware the zombies that may be Crimmies if you were stupid enough not to burn them. Head to the Key Trap Hall.

Key Trap Hall


Head past the key trap and unlock the door.

Yawn’s Library


Guess who-oo…yeah, lame. I know. Anywho, head down the hall until the Yawn bursts in through a window. Then head down the steps and break out the big guns. It’s time for some sweet assed vengeance.

Boss #3 Yawn round 2


Same as before but without Richard to help. Just tear into the fucker with everything you’ve got. Acid Rounds are extremely effective, although you may want to save them for Hunters. Keep moving and unleashing acidic hell on the snake and it’ll fall.

After the Yawn is finally dead and Richard is avenged grab the shiney it knocked loose upon death. It’s a book, check it for the Wolf Emblem. Now, head to the Outer Garden Hall.

Outer Garden Hall


Open the locked door here with the Helmet Key for a puzzle.

Trophy Room


This room is stupid. There are some Grenade 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 Door. There’s a set of Ink Ribbons across from the door to the next area. After you’ve got ‘em head through the door.

Mirror Room


Kill the zombie then grab the Jewelry Box off the shelf. Use the Red Gem on it and solve the puzzle, you’ll get no help from me. It’s sodding confusing as hell. You’ll get a Broach from it, which upon further examination is the Emblem Key. Head to the Emblem Hall.

Emblem Hall


Unlock the Emblem Door.

Mysterious Study


Turn on the lamp. Check under the phone for some Shotgun Shells and grab the Shineys for a Metal Object and a Battery Pack. Head to the Outer Garden Hall.

Outer Garden Hall


Head down the stairs and through the door at the end of the hall to the Shadowy Hall.

Shadowy Hall


Head to the Tiger Head Room

Tiger Head Room


Put the Yellow Gem into the statue for an MO disc. Now head to the Eastern Save Room.

Eastern Save Room


Deposit all extra crap aside from the Crank and the Battery. Now, head out of the mansion to the Waterfall Garden.

Waterfall Garden


Ok, behind the waterfall is a path, to reach the path head across from the waterfall to an elevator. Stick the battery into the socket near the elevator and use the elevator to reach the Cerberus Garden.

Cerberus Garden


Head to the Pool.

Pool


Use the crank to refill the pool. Now, head back to the Waterfall Garden using the elevator.

Waterfall Garden


Now that the evil waterfall is gone head down the path that it was blocking before and down a ladder to the Mines.

Mine Entrance


There’s a save area ahead with an item box and some Ink Ribbons. Head there if you wish and deposit the Crank. Then head through the door near the entrance ladder.

Hunter Tunnel


The name says it all, just not yet. There are some Acid Rounds at a dead end, grab ‘em and head to the next area.

Elevator Room


There are two ammo clips in here as well as a console which we’ll deal with later. Head on to the next area.

Enrico’s Tunnel


At the end of the hall you’ll see a scene after which check the body for another crank. This one is for the various crank holes in the mine. Turn to leave and a Hunter will ambush you on the way out. Return to the Mine Entrance. Hunters will also attack you in the Hunter Tunnel so be prepared.

Mine Entrance


Head past the save area and down the path until you reach a pit. Use the Crank you picked up on the nearby hole in the wall. It will reveal a path, head down it to the next area.

Boulder Tunnel


Ok, this is a seemingly dead end hall. At the end of it is a boulder that’ll break loose after you walk up to it and turn back to head to the door. Run from it and duck into the hall near the door. The boulder will bust open the wall revealing a door. Before you go grab the Shotgun Shells from the area behind where the boulder used to be. Oh, and pack some Incendiary Rounds and the Knife. Head through the door and into a “boss fight”.

Tarantula Room


Boss #4 Black Widow


Holy crap! It’s a bigger version of the easily killed Tarantula enemies. Two Incendiary Rounds will put this bitch out of it’s misery.

Once that’s done avoid the other spiders and use the Knife to cut away the webbing blocking the door. Now go deposit the Knife so you have space.

Map Tunnel


This tunnel has the map in it…that’s about it. Head on to the next area.

Boulder Tunnel 2


Another boulder. This one will bust loose when you use the Crank three times on a pit. When it breaks free just dart down the path that the cranking revealed. Enter the door.

Spinner Room


An extremely stupid puzzle. Ok there’s a slot in the wall that requires a statue to be pushed into it. Now, to get the statue facing the right way, take a look at the wall opposite the door. You’ll see a dark patch on the wall. Push the statue there. Then use the Crank on the crank hole next to the door. The statue will be pushed out. Now, push it onto the spinner in the middle of the room until it is facing the opposite direction. Then push it into the slot in the wall for a Cylinder. Now, return to the Elevator Room.

Elevator Room


Check the console I noted before for a Shaft. Combine it with the Cylinder then examine it to line up the roman numerals. Then put the Cylinder Shaft back into the console. Press the buttons 4, 2, 3, 1 then activate it. The elevator works now. Use it and a scene will occur.

Lower Elevator Room


Past the elevator it a ladder and an item box and at the bottom of the ladder is a path leading to a crusher. Ignore that for now and head through the door.

Lisa’s Hellway


It’s the superbitch again. Lisa will appear after the first corner you turn so always go the opposite of where you wish to go. Anywho, head to the open door and take note of the switch along the way.

Cargo Room


Push the giant crate onto the elevator and activate it. Now climb the crates for an ammo clip, Battery Pack and Magnum Rounds. Head back to the Lower Elevator Room.

Lower Elevator Room


A scene’ll occur after which you won’t be able to return to the Mines. Head down the ladder and push the crate into the crusher. Activate it and you’ll be able to get the Broken Flamethrower from the remains of the crate. Now return to Lisa’s Hellway.

Lisa’s Hellway


Flip the switch you passed earlier then run to the locked door. Near it are some hooks. Place the Flamethrower into the hooks and the door’ll open. Head through the door.

Lisa’s Refuge


Run down this tunnel and into the sewers until you come out in a creepy, voodooish room. This is Lisa’s home…yes it’s weird. But how the hell would you design your room if you were an insane, immortal, invulnerable monster? Yeah, I thought so. Anywho, grab the Jewelry Box and open it for a Stone Ring. Head up the ladders to come out in Lisa’s Cabin.

Lisa’s Cabin


Head to the mansion before you go grab the Metal Object from the item box and combine it with the Stone Ring for a Stone and Metal Object.

Path to Shed


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

Main Hall


Behind the stairs is a gate with two indents. Use the Stone and Metal Objects on the gate and head on through. Yes, that was Lisa’s moan you heard upon initial examination of the gate.

Basement Steps


Save at the nearby save point and head down the stairs for an item box. Take out the big guns. The Magnum if you have enough ammo for it. Then continue until you reach a ladder.

Underground Crypt


After a scene you’ll be presented with an option. Opt to return the gun to Barry.

Boss Fight #4: Lisa Trevor


Yay! Now we get to fight the damn superbitch. She’s still invincible though. There are two ways to finish her off. The first is an ammo guzzler, you can shoot her until she falls off the platform and is holding onto the ledge and then continue shooting her until she falls. Or second you can push the four stones off the sides into the pit. You have to do it anways so you might as well do it now. Ensure that she stays away from Barry by hitting her a few times.

After she’s dead return to the item box and get out the Wolf and Eagle Medals. Then head through the door that the stones revealed and you’ll eventually come out at a fountain.

Secret Fountain


Use the medals on their corresponding indents and head down the steps revealed. Use the elevator to end disc 1!

Part 4




Lab Entrance


Keep this area in mind as it’s the way out. Head down the ladder.

Lab Entrance Save Room


There’s an item box, Ink Ribbons and a typewriter here. Take out all the Incendiary Rounds you’ve got. And ensure you have the Fuel Canteen if you’re low on Incendiary Rounds. The Zombies here mutate into Crimson Heads within five minutes. If you’re slow they’ll mutate upon leaving and entering a room. Also, get out the MO disc. Anywho, head to the next area.

Decrepit Lab Hall


There’s a kerosene tank. Head down the path and flame the zombies. Near the stairs is a path with a door. Go past the door and to the ruined surgical bed for another MO disc. Head down the stairs.

Square Hallway


Kill the zombies and flame them. Enter the door nearest the door you entered through.

X-ray Hallway


Enter the closest door.

X-ray Room


Grab the X-rays from around the room and place them on the X-ray wall. Flip the switch at the back of the room and check the X-rays. The brightened organs spell the word “Cell” There’s a file on a table which tells you the passcode and does a poor job referencing Resident Evil 2. Remember the names “John” and “Ada” >.< Return to the Square Hallway.

Square Hallway


Head to the only other unlocked door in the room.

Computer Room


Head to the computer and enter “John” as the username and “Ada” as the passcode. Unlock the doors and use “Cell” as the passcode. Now, head back to the X-ray Hall.

X-ray Hall


Enter the second door in the hall as it’s now open.

Fuel Room


Ok, kill the zombie and grab the Acid Rounds. There are some Slides on the table, grab them. And there’s also an MO disc activator on the desk. Use an MO disc on it and then head back to the Decrepit Lab Hallway.

Decrepit Lab Hallway


Enter the now unlocked door near where you got the MO disc.

Visual Arts Room


Grab the F. Aid Spray off the table and the MO disc from the corner of the room. Use the Slides on the projector at the far end of the table. You’ll see a slide show of the various baddies and some scientists…hmmm…doesn’t one of them look like a younger Wesker? It’s all falling into place now…isn’t it? Or are you just really, really stupid? You’ll see a barcode, take the number you see and use them on keypad. That’s 8462 and a door will open. Enter it for the Laboratory Key and the equipment to watch Kenneth’s tape. Head back to the Square Hallway.

Square Hallway


At the far end of the square is a set of double doors. Enter them

Decrepit Lab


Push a nearby shelf for some Shotgun Shells and then enter a vent. Kill the Chimera that comes out and then enter another vent. Push another shelf to reach an MO disc activator. Use it and leave the room.

Square Hallway


Unlock the door to the next area.

Elevator Hall


There are two nude zombies in here, luckily I don’t think they get up if you’re running low on kerosene. The first door at the crossroads is a save room.

Lab Save Room


There’s a typewriter, Ink Ribbons, Shotgun Shells, F. Aid Spray and an Item Box.

Elevator Hall


Head down the nearby stairs and through the door.

Power Room


Murder all the Chimera in the room and head to the area of the room opposite the door to the next room. Examine a console for a Fuel Capsule. Return to the Fuel Room

Fuel Room


Check the big, glowing machine to fill the Fuel Capsule. Now WALK back to the Power Room. Running will eventually make you explode.

Power Room


Place the Fuel Capsule into the console and it’ll power the place up. Head to the next area.

Boiler Room


Walk forward from the entrance to reach the final MO Disc activator. Use it and then head to the next area.

Elevator Power Room


Activate the Elevator power source then return to the X-ray Hall.

X-ray Hall


Head to the three green lights and flip the switches. Head through the door to the Jail Hall.

Jail Hall


Head to the end of the hall and check the door to see Chris. Head back to the Elevator Hall.

Elevator Hall


Head to the elevator and head on down it for a scene.

Dark Hall


Head down the hall and through the door to the Tyrant Lab.

Tyrant Lab


After a scene it’s boss time.

Boss #5 The Tyrant


Ooh! The ultimate T-Virus creation, the mighty Tyrant. This bastard is strong enough to rip Lisa to pieces. Physically strong, I mean, as Lisa is immortal. … Anyways, keep out of the Tyrant’s reach as two hits can kill you from this freak. Break out the Acid Shells and keep on pounding him until he falls

Check Wesker’s ‘corpse’ for a file of signifigance for later games and then talk to Barry. Head to the side for the room opposite the door and activate the console. Now leave the room and head back to the Jail Hall.

Jail Hall


Free Chris and head to the Lab Entrance

Lab Entrance


Head through the door, ensure you have your Magnum with you, some healing items and a free space.

Helipad Hall


Head down the path and grab the Fuse. Put it in the indent near the elevator and then use it.

Helipad


Grab the Flares and use them. After a scene it’s time for a boss.

Final Battle: The Tyrant


The Tyrant’s back. You know, while I’m on the subject I’m really, really glad that we’ve never seen a Tyrant evolve. ‘Cause if it can take this many shots I really, really don’t want to see what it can do after an evolution. Start firing at it with your Magnum, keeping it away from Barry. Don’t let it grab you since that could very well kill you in one hit if you’ve got less than full life. After a fair amount of bullets being slammed through his giant, bald ass Brad will finally stop being such a damned chicken and toss Jill a Rocket Launcher from the Chopper. Use it and depending on the difficulty the Tyrant may deflect the shot a couple of times. That shows how strong he is… anywho, after two shots on normal the Tyrant will be blown the juicy little zombie bits.

Congrats! You beat the game.




(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.