PREPARE TO ENTER THE WORLD OF SURVIVAL HORROR
...AGAIN...
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============= The Final Guide to: Resident Evil ==============
=== By New-Blood.com & RESitez.com Webmaster Rob McGregor ===
==============================================================
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== == == == == = =
== == == == == = Resident Evil (PS) =
====== == == == == = RE: Directors Cut (PS) =
====== == == == == = RE: DC Dual Shock Ver. (PS) =
== == == == == = Resident Evil (DOS/Windows) =
== = = == == = Resident Evil (Sega Saturn) =
###### #### ## ###### = =
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= =
= Last Updated = 07:12AM (NZST) 26/04/2002 =
= Current Version = 1.0 =
= E-Mail = mcgregorr@xtra.co.nz =
= Websites = RE Fan: A New Blood - www.residentevilfan.com =
= RESitez - http://www.resitez.com =
= =
==============================================================
-----------
LEGAL NOTES
-----------
No portion of this walkthrough may be reproduced without
written or e-mail permission from me. You may contact me at
mcgregorr@xtra.co.nz for any authorizations, comments, or
corrections or additions.
If you wish to put this walkthrough on a web site, e-mail
notification is needed. If you do wish to use this on a page
in HTML please DO make sure you tell me before doing so with
information on how and where it will be used. This document
may not be sold or used for profit in anyway, shape or form
PERIOD!
This walkthrough is not authorized by, endorsed, or associated
in any way with Capcom Entertainment Ltd. or any associated or
affiliated company. This walkthrough should not be confused
with any publication that is distributed by Capcom
Entertainment Ltd. or any associated or affiliated company.
Resident Evil (Biohazard), all characters locations etc. (c) &
TM Capcom Entertainment Ltd. (c) & published by Capcom
Entertainment Ltd., Virgin Interactive Inc. and Eidos
Interactive Ltd. 1996-1998, 2002.
May I add, to people making Resident Evil webpages this is a
note to you: I FORBID any webpage to use this walkthrough
without my PERMISSION. I see many web pages using other
Resident Evil/Biohazard walkthroughs on their webpages without
the right to use them, or having them chopped up. If I find
this used in any form on any pages other than the ONES I
SPECIFY I will peruse action. If you wish to use this guide,
please contact me at mcgregorr@xtra.co.nz telling me how and
where it will be used and I will notify you with permission.
All original text copyright 1998-1999, 2002, to me (Rob
McGregor).
==============================================================
-------------------------
1.0 - Table Of Contents
-------------------------
1.0 - Table Of Contents
1.1 - Updates
1.2 - Introduction
1.3 - Notes
2.0 - The World Of Survival Horror
2.1 - Basic Info
2.2 - Story Blurb
2.3 - Characters
2.3.1 - Barry Burton
2.3.2 - Joseph Frost
2.3.3 - Chris Redfield
2.3.4 - Jill Valentine
2.3.5 - Brad Vickers
2.3.6 - Albert Wesker
2.3.7 - Richard Aiken
2.3.8 - Rebecca Chambers
2.3.9 - Enrico Marini
2.3.10 - Forest Speyer
2.3.11 - Kenneth J. Sullivan
2.3.12 - Edward Dewey
2.4 - Enemies
2.4.1 - Zombies
2.4.2 - Cerberus (Dogs)
2.4.3 - Hunters
2.4.4 - Bees
2.4.5 - Crows
2.4.6 - Spiders
2.4.7 - Chimera
2.4.8 - Yawn (Large Snake)
2.4.9 - Neptune (Large Shark)
2.4.10 - Black Tiger (Large Spider)
2.4.11 - Plant 42
2.4.12 - Tyrant-002
2.5 - Weapons
2.6 - Playing Tips And Hints
2.6.1 - Deciding On Playing As...
2.6.2 - Herbal Mixing
2.6.3 - Rebecca Helps
2.6.4 - Listen For The Sounds Of The Undead
2.6.5 - Take Note Of Attack Patterns
2.6.6 - Aiming
2.6.7 - Pool Of Blood
2.6.8 - Shotgun Kills
2.6.9 - Item Ordinance
2.6.10 - Enemies
2.6.11 - RUN! RUN! RUN!
2.6.12 - Being Attacked
2.6.13 - Trap/Puzzle Notes
2.6.14 - Directors Choice
2.6.15 - Sega Saturn Changes
2.6.16 - The Overlooked Inventory Use
3.0 - Resident Evil Original & Advanced Guide
3.1 - Chris Redfield
3.1.1 - Welcome To Your Death
3.1.2 - A Spray In the Face
3.1.3 - And then came the dogs...
3.1.4 - ...and then the Snake...
3.1.5 - Wind + Moon + Sun + Stars = New Death?
3.1.6 - Oh, and don't forget the weed, man!
3.1.7 - Crap! The hunters, always with...
3.1.8 - Great, I just stood in some intestines!
3.1.9 - Gee, no, not a lab. What will...
3.1.10 - Wesker's Savior
3.1.11 - The Ultimate Bio-Faliure
3.1.12 - Ending Conditions
3.1.13 - How To Kill Rebecca
3.2 - Jill Valentine
3.2.1 - The Mansion Surprise
3.2.2 - The Evil has Arrived... Somewhat
3.2.3 - The Second Floor Is Above
3.2.4 - Research and the Virus
3.2.5 - The Crests of Death
3.2.6 - A Beast of Enormous Size
3.2.7 - The Gate of New Life
3.2.8 - Little GuardHouse of Horrors
3.2.9 - The Guards of Destruction
3.2.10 - Traitors, Boulders, Spiders, what next?
3.2.11 - The Rise and Fall of the T-Virus
3.2.12 - The Tyrant Unleashed
3.2.13 - The Tyrant's Resurrection
3.2.14 - Other Endings
3.2.15 - How To Kill Barry
3.3 - Changes/Comparisons/Scenes
3.3.1 - Costumes
3.3.2 - Bonus Items/Secrets Changes
3.3.3 - Item Location Changes QL
3.3.4 - Scene Changes
3.3.5 - Scene Changes Caused by Advanced Mode
4.0 - Sega Saturn Battle Mode
5.0 - (Full) Item List/Location Guide
6.0 - Files
6.1 - Botany Book
6.2 - Keeper's Diary
6.3 - Researchers Will
6.4 - Orders
6.5 - Pass Number
6.6 - Plant 42 Report
6.7 - Fax
6.8 - Scrapbook
6.9 - Security System
6.10 - Researchers Letter
6.11 - "V-Jolt" Report
6.12 - Pass-Code 01
6.13 - Pass-Code 02
6.14 - Pass-Code 03
6.15 - Barry's Picture
7.0 - Secrets (and Codes)
8.0 - F.A.Q.
9.0 - Review
10.0 - Credits & Misc.
==============================================================
--------------
1.1 - Updates
--------------
1.0 - Guide completed to the best of my ability. Everything I
could think of covering is in here. If this guide is
added to GameFAQ's and doesn't have a dot beside it
saying it's a full guide I'll be surprised.
Anything I've messed up, are missing, or whatever I'll
be glad to know about. I could only manage the time to
replay the game once through with both Chris and Jill
most of this relied upon old notes and my memory. I'm
confident I have 99% of everything correct.
0.5 - Guide begun in the middle of 2001. With the announcement
of the Biohazard remake, the guide project was stopped.
On the near release of the remake I felt nostalgic and
decided to finish up the guide.
0.0 - Background Placed together from both notes and original
guides by myself.
1999-2002 - Various content from New-Blood.com
Early 1999 - Original PlayStation Guide written,
later published on EvilGaming.net
Jan 1998 - Personal Sega Saturn Battle Mode Notes
December 1997 - Personal Directors Cut Guide/Notes
November 1996 - Personal Resident Evil notes.
------------------------
Current Permissions List
------------------------
Sites who can carry this guide are as follows:
gamefaqs.com - GameFAQ's
anewblood.com/new-blood.com - New Blood (my site)
biohazardextreme.com - BHX Network
==============================================================
-------------------
1.2 - Introduction
-------------------
Resident Evil.
These words most PlayStation owners have heard. Probably most
Dreamcast, Nintendo, PC, and various other gamers also. :-D It
doesn't mean all of them like the game but most people I know
have played it and liked it. Okay, well yes I need more
friends who don't. I do enjoy other games beside it, but
Resident Evil is my favorite game. Of course that wasn't the
case when I first saw it in 1996.
I was one of the people who didn't think it was a great game.
I saw it at a local electronics store, and thought it was
stupid. I watched as the nervous looking store clerk exclaimed
how the game was doing so well in the USA. I watched as a
balding old man, probably in his mid-to-late forties control
Chris across the 2nd floor of the dining room, yelling that he
had no idea what to do while saying it was one of the best
games he had seen. To me it looked like another 3rd Person
adventure game I didn't want to touch. I decided to continue
on, and left the store to do something else with my dollar.
While I was there I never saw a single zombie, or any of the
FMV, and so only assumed the game sucked. Boy was I wrong.
About a week later, I was around at my friends house. Both my
friend and my friend's brother were raving about this game.
Seeing as this was the first time I had heard the title,
Resident Evil, I had no idea that it was the same game I had
seen at the store. He brought it in and showed it to me.
Looking at the back cover I realized it was the same game, but
after hearing stuff about it I decided to give it a shot.
After seeing what lead up to where I had seen the old man
playing, I had decided I liked it. And that's where the
Resident Evil Legacy started for me.
And so here I am, over six years later, writing a FAQ devoted
to Resident Evil, the game that started it all, in all it's
various incarnations on other systems, and it's remake on
Gamecube. This is my favorite game, both in the series and
ever, and I feel ashamed that I've never attempted anything to
show this (okay so maybe I have my website... but it's there
to cover everything).
So... Yes. I'm writing another Resident Evil guide to add to
the pile of guides already available on the net. Why? Well
basically it's my attempt at trying a guide on a well known
game. Besides the fact that I'm going to cover every format of
the game available at this time.
So why did I begin this project? Well it has it's origins in
a couple of things. Besides the fact RE1 is still my fav,
sometime in the early part of 1999 I wrote a couple of guides
for both Jill's and Chris' scenarios in Resident Evil. It's
was very rough being my first ever guide writing. The basis
of this guide is on that original guide, edited and added too
though. *whew!*
The other day, while being nostalgic with my old files, I came
across these guides and with the remake in mind decided that I
wanted to make a major guide to all versions which I could
share with Resident Evil fans. And with this I believe I could
show something worthwhile.
Okay, so what should you expect from this guide that others
don't? Well I will strive to give this guide completeness for
all versions, something which other guides don't have, it will
also be my version of it, so it's always good to have
something new to look at. Should you hate this guide and then
want something else (speed guides or think there is a guide
just plain better than this one) then I suggest you go ahead
and use it instead, but as most people say, don't knock it
until you try it. :-P
I'll leave this as is, and just add more notes when they
spring to mind, other than that I hope this guide can be of
help to those who are just entering the world of Survival
Horror, or those who are returning for another go.
Good Luck,
- Rob
==============================================================
------------
1.3 - Notes
------------
These are the various notes you should know before using this
guide.
Firstly, this guide is mainly split into various actual guides
covering various versions and editions. This is what each
covers.
Original:
- Resident Evil PlayStation - The one and only original, so
this fits perfectly.
- Resident Evil DOS/Windows - The PS version on your computer.
Also fit for this section.
Additional notes on changes are
included.
- Resident Evil Sega Saturn - Released as nearly the same way
as the original PS version.
Changes in the game will be
noted here also and given their
own section(s).
- Resident Evil Directors - All versions of the original PS
Cut, and REDC Dual Shock version. Training has 2X items
Ver. PlayStation - and ammo such as ink ribbons and
Training & Original Modes bullets. Still the same old game
besides though.
Advanced:
- Resident Evil Directors - The alternate version of
Cut, and REDC Dual Shock Resident Evil. Items and enemies
Ver. PlayStation - in different locations, and a
Advanced/Arrange Mode harder difficulty level.
Battle:
- Resident Evil Sega Saturn - A full guide to the Battle Mode.
What you should expect to find
and what you'll need.
Remake:
- Resident Evil Gamecube - The remake of Resident Evil.
Content will not be covered in
this guide. See CVXFREAK's
guide at GameFAQ's instead for
Remake coverage.
On top of that this guide will have other sections on cheats,
the weapons and items, and all of the other basic info you
should know, all in one package to be the largest collected
source of info on the original Resident Evil.
Name Abbreviations (if I remember to use them):
RE = Resident Evil
REDC = Resident Evil Directors Cut
REDS = Resident Evil Directors Cut Dual Shock Version
RESS = Resident Evil Sega Saturn
REPC = Resident Evil for DOS/Windows
REGC = Resident Evil Gamecube
==============================================================
-----------------------------------
2.0 - The World Of Survival Horror
-----------------------------------
"They escaped into the mansion where they thought it was safe.
Yet..."
What Resident Evil guide wouldn't be complete with all the sub
sections to give you details on part of the game. In this case
this section covers all the info for the versions that is the
same, or is of note. Read on.
==============================================================
-----------------
2.1 - Basic Info
-----------------
Resident Evil
Developer: Capcom Co. Ltd. Japan
Published by: Capcom/Virgin Interactive
Format - PlayStation, PC-CD Rom, Sega Saturn
Number of Players: 1 Player Only
Original PlayStation Release Dates:
JPN - 22/3/96
US - 30/3/96
EU - 8/96
Resident Evil: Directors Cut
Developer: Capcom Co. Ltd. Japan
Published by: Capcom/Virgin Interactive
Format - PlayStation
Number of Players: 1 Player Only
PlayStation Release Dates:
JPN - 25/9/97
US - 30/9/97
EU - 11/97
Extra - Released with playable demo disk of RE2.
- Re-released with Dual Shock in 1998.
Resident Evil Remake
Developer: Capcom Co. Ltd. Japan
Published by: Capcom
Format - Gamecube
Number of Players: 1 Player Only
Release Dates
JPN - 22/3/02
US - 30/4/02
EU - ?
// Game History
Rumors had been circulating. Capcom was having losses in the
industry due to poor reception of more sequel's. Sure Street
Fighter was good, but the series was starting to loose it
shine. Capcom needed a hit and they needed it quickly. The
latest next generation console, the PlayStation, being made
by newcomers to the console scene, Sony, who were only known
at the time for other general electrical goods seemed to be
the best choice as they had lined up various other games for
the console. It was one that wouldn't be regretted by Capcom.
Biohazard (Resident Evil) was originally envisioned as a
First Person shooter then later a two player game. Due to
restrictions of the console, that idea was put off for both
of these ideas. The origins of the game come down to a few
things. Mostly the various Zombie movies made through the
years, and an old game on the Nintendo Entertainment System
called Sweet Home. This game was based in a mansion full of
monsters, where there was also booby traps and surprise
scares all around. Although it wasn't related to Biohazard
in anyway, the game did give inspirations to the creators
(Connections are also made between Resident Evil and the
original Alone In The Dark. Although there are questions as
to if this really had anything to do with the planning of
the title).
Planning and development went forward. Many who saw the game
early said it was a sure fire hit. The game was continually
making headlines even before it was finished. Biohazard
(Resident Evil) was released in 1996, and the success it
gained was unimaginable. The game breathed a new lot of
atmosphere, coined a new genre' (Survival Horror) and was so
good that it was voted PlayStation game of the year for 1996
by the US public. Even with all this good stuff going on,
there was a lot of rage from fans who found out the opening
video had been cut from it's original version.
During the next year, people screamed for a sequel. Along
with that, due to public demand Capcom released a version for
the Sega Saturn, and with Virgin Interactive's help, a PC
version also. Resident Evil was also re-released twice on
PlayStation, as a not-so Directors Cut, and Dual Shock
Versions. On the cards until early in 2000 was a Game Boy
version, but this was scrapped due to the game not living up
the standards of what Capcom wanted out of it.
With 2002 Capcom has released a remake of the original, a
"remake" that isn't really just a remake but has enough new
material to be considered a new game.
// Game Versions
Resident Evil
-------------
Released for: PlayStation, PC, Sega Saturn
Released: 1996, 1997
The original Resident Evil, released for PlayStation in March
of 1996. On top of the originals, both PC and Sega Saturn
versions (released in 1997) had some special details to them.
The PC version contained two extra weapons which can be earnt
or hacked out of the files, it also contained an uncut opening
sequence. The Sega Saturn version, which was released in 1997,
had its on mini-game. Also some versions on the Saturn are
known to have the opening video uncut.
Resident Evil Directors Cut
---------------------------
Released for: PlayStation
Released: 1997
Resident Evil: Directors Cut was a re-release of the original
Resident Evil. Inside it contained both the original
Resident Evil, a training mode, and an Advanced mode which
had costumes changed and unlocked from the start, new enemy
and item placements, and various other goodies.
On top of that the game came with a demo of the long awaited
Resident Evil 2 game due out early in 1998.
Resident Evil Directors Cut Dual Shock
--------------------------------------
Released for: PlayStation
Released: 1998
Re-re-released of Directors Cut. Advanced became Arrange.
Featured a remixed soundtrack (app. sounds like midi music
:-P) and Dual Shock additions.
Resident Evil Gameboy
---------------------
Released for: Game Boy Color
Released: Never
Production Canceled. Originally being developed by HotGen for
release in early 2000. According to gaming sites, Capcom
decided that the game wasn't living up to the standards it
should have.
Resident Evil (aka. RE Rebirth)
-------------------------------
Released for: Gamecube
Released: 2002
2002. With it brings the Resident Evil series to the Nintendo
GameCube and the first of the title is an entire overhaul of
the original title. New scenes, actors, graphics, videos,
additional weapons, locations, characters, and enemies. More
bonus modes and so on.
This version is not covered by this guide because of it's vast
changes. Check out the guides for the title at GameFAQs.com
for coverage. Or my part time Remake website Biohazard Cubed @
http://cubed.biohazardextreme.com
==============================================================
------------------
2.2 - Story Blurb
------------------
A missing team and helicopter. Mysterious cannibal murders. A
mansion located in the middle of a forest. Strange creatures.
A hidden mysterious secret. What is the Resident Evil?
A series of gory attacks in the area surrounding a remote
biotech lab brings in S.T.A.R.S. (Special Tactics and Rescue
Squad) to investigate. On arrival, Bravo Team communications
are abruptly cut off. Now it's up to your team.
You arrive at the isolated mansion under-powered and on the
run. Arm yourself with anything you can find: knives, pistols,
shotguns, and flame-throwers - search for hidden rounds to
stay alive!
There are puzzles to solve, traps to disarm, and mysteries to
uncover while trying to avoid a blood bath with the freaks of
nature that populate the mansion. Each lurking horror you
survive brings you closer to the source of the "Resident Evil"
==============================================================
-----------------
2.3 - Characters
-----------------
// Alpha Team
2.3.1 | Barry Burton
----- | Age: 38
| Height: 6 ft (186 cm)
| Weight: 197 lbs. (89.3 kg)
| Blood Type: A
| Assignment: Weapons Specialist
Chris Redfield's old friend and partner. Former SWAT team
member, Barry maintains and supplies weapons for all
S.T.A.R.S. members. He had over 16 years of experience, and
has lead many projects to success. Barry is a trusted ally,
but has had some trouble with his wife and 2 daughters
recently. He may look or sound depressed at times.
Barry acts very strange for the good reason that you shall
find out while playing Resident Evil. Of course the first
thing you seem to notice about him is that he's quite clumsy
and does many very stupid things during the game. I think the
idea was that he was like this because of the stress he's
under, but instead it comes across as it being the way he is
and you can't help but laugh at the things he does or says
(master of lockpicking comes to mind right now).
Of course you also can't help but feel that Barry is a great
help in certain situations, especially when Jill is in a lot
of trouble. You'll find he comes to her rescue very often
while exclaiming "What IS this?" and perhaps killing anything
that might be a threat to Jill or himself. It's actually
something you'll notice often with Barry, his overstatements
on things or the repeat usage of 'what is this'. Yet again
something I laugh at often during the game.
Being a member of the N.R.A. he cares deeply about his gun and
the use of guns, but that care is overshadowed even more for
love of his wife & children which comes first, and the
welfare of his fellow teammates secondly. It seems Barry is
very much a person to help out his team mates, but as I
mentioned earlier it might not be of as much help as it should
be.
During the first part of Jill's game (the only scenario he
appears in) he'll turn up quite often as you search the
mansion for clues. He may even give you a weapon or ammo in
order to help you around the mansion. As the game goes on
Barry will turn up in vital moments and help you on the quest
to finding the answers to what is going on through clues he
and items that he finds around the mansion.
You'll never get to play as Barry, which is a real shame, but
during the game he'll be using a Magnum ("I HAVE this!") and
Flame-thrower as weapons.
On a side note, Ash Jhonen runs an interesting little website
devoted to Barry Burton called "A Bevy of Barry" at
http://badassbarry.evilgaming.net. It's worth your time to
check out.
Appearances in other RE Games:
- Resident Evil 3: Nemesis
Barry appears in a small cameo role as the pilot of
the rescue helicopter in one of the two endings. He
also appears as one of the epilogue file characters
which explains why he appears in the game.
==============================================================
2.3.2 | Joseph Frost
----- | Age: 27
| Height: 5 ft 10 in (179 cm)
| Weight: 159 lbs. (72.3 kg)
| Blood Type: B
| Assignment: Vehicle Specialist
Previous member of S.T.A.R.S. Bravo Team, and already
stationed in Raccoon City, Joseph was recently promoted to
serve as vehicle specialist for Alpha Team. Many members of
Bravo Team are jealous of his promotion, but he was moved up
by Wesker himself, Joseph is young, enthusiastic and very
curious.
Well, what can I really say about Joseph Frost. Well honestly,
there is nothing much really. He dies at the start, by being
pounced upon by the cerberus in the open area near the
mansion. At least Joseph gave the rest of the team a warning
about the approaching dogs and, if you can see the uncut
version of the opening, then you get to see his shotgun skills
and gory death... Perhaps with RE Zero we might learn some
more about him. Perhaps not.
==============================================================
2.3.3 | Chris Redfield
----- | Age: 25
| Height: 5 ft 11 in (181 cm)
| Weight: 177 lbs. (80.5 kg)
| Blood Type: O
| Assignment: Marksman
After being kicked out of the Air Force, Chris became a
drifter until he met Barry Burton. Barry recruited him for the
newly formed S.T.A.R.S. Now Chris has been reassigned to a
smaller unit at Raccoon City headquarters to prove himself
quickly. Chris is a tough guy who possesses both a strong
mentality and great vitality.
Chris is the main male character in Resident Evil and also the
harder option of the two main characters in the game.
Personality wise, he does seem to come across as being quite
dense at various times during the game, like he wouldn't know
what was happening, but I'd have to say that he is quite the
opposite, much smarter that he looks. Chris has a very
protective role over people, especially females, such as Jill
and his sister Claire, though there isn't much of a given
chance to show this in Resident Evil. Chris is also a smoker,
but due to censorship the opening video scenes were removed
from the US and European PlayStation versions. You can find
the uncensored opening online if you look around and it is
included in some PC versions.
Because Resident Evil has a lot less character development
than a lot of titles out there, finding a real focus on
characters can be a problem, for example we never find out why
Chris was kicked out of the Air Force for, and can only
speculate from other reports. Chances are, from the details of
Jill's Diary in Resident Evil 3, Chris has a anger problem and
this could have resulted in him leaving the air force.
Chris has a general assortment of weapons during Resident
Evil, from a combat knife, you can also get a Beretta Handgun,
Shotgun, Magnum, Flame Thrower and Rocket Launcher. Details on
each of the weapons can be found in the weapons section.
Chris holds less items than Jill (6 instead of Jill's 8) and
this makes the game harder with him. He also has to pick up
one more key instead of using a Lockpick. Chris also has a
partner with Rebecca, if that's good or bad is your call, but
she is useful for giving you healing items when you need them.
At one or two stages you may be required to play as Rebecca to
do various tasks (getting serum or mixing chemicals).
Appearances in other RE Games:
- Resident Evil 2 Dual Shock
Chris appears in the Extreme Battle Mode as a bonus
character which you need to unlock.
- Resident Evil Code Veronica
Chris is the male lead you play as later in the
game.
==============================================================
2.3.4 | Jill Valentine
----- | Age: 23
| Height: 5 ft 5 in (166 cm)
| Weight: 111 lbs. (50.4 kg)
| Blood Type: B
| Assignment: Machine Expert
An intelligent soldier that has saved many S.T.A.R.S. members
from danger in the past, Jill has been reassigned to Raccoon
City just like Chris. She is excellent with special
mechanical devices such as lock picks. Jill has strong moral
convictions and fights for what she believes in. While she has
a great capacity for holding items, her small vitality puts
her at a disadvantage.
Jill is probably most people's first choice as their character
in Resident Evil. Her easier mission, larger item carrying
ability and more powerful weapon selections make the game very
good for Resident Evil beginners. Jill seems to be a little
unaware to things going on around her at times during Resident
Evil, even though she is supposed to be intelligent, well
according to the info from Capcom anyway.
Arguments are caused about her past. From her return in
Resident Evil 3, we learn she is ex-delta force (something
which makes no sense by her age-yet again this is Capcom's
info for you), but according to the book, for which some
people cling to too much like a holy Resident Evil bible or
something, it seems Jill used to be a thief because of her
father, the job that made her "the master of lock picking."
How Jill ended up as a STARS member is still unknown. If we
were to go and follow the SD Perry novels path, it would seem
her jailbird father told he to get out of the family business
and join the other side of the law. Either way, and yet again
against Capcom's info where she has quit in RE3 due the
problems of being a STARS member, it seems she is proud of her
accomplishments and being part of the STARS unit regardless of
the problems happening within Resident Evil.
Jill's weapon assortment is powerful. Bazooka (with 3 types of
ammo), Shotgun, Magnum, Beretta, and of course the standard
combat knife. Details on each of the weapons that Jill uses
can be found in the Resident Evil weapons section here.
Jill holds more items than Chris (8 instead of Chris' 6) and
this makes the game easier as you'll have to do less item
juggling and combining. She also has a lockpick which gives
you access to doors and draws that Chris will have to use keys
with. Barry will also give you the occasional piece of ammo,
but unlike Chris with Rebecca, you will never get the chance
to play as him.
Appearances in other RE Games:
- Resident Evil 3: Nemesis
Jill takes the main role in Resident Evil 3.
==============================================================
2.3.5 | Brad Vickers
----- | Age: 35
| Height: 5 ft 9 in (174 cm)
| Weight: 134 lbs. (60.8 kg)
| Blood Type: O
| Assignment: Pilot
Brad is a computer expert and excels in information gathering.
Unfortunately, his fear of dying draws much heat from his
fellow soldiers. His lack of enthusiasm for rushing into
danger has earned him the nickname "Chickenheart." While Chris
is a qualified pilot, Brad has become the helicopter pilot for
Alpha Team.
You never see actually Brad in the game, you only ever hear
him a few times. Of course everyone believes he is worthy of
dying seeing as he is the cause of why the Alpha Team is stuck
where they are.
Flying off in the teams helicopter, having no luck finding the
mansion close by, then finding them and waiting until the
mansion's about to blow up before chucking the Rocket
Launcher. Others believe he's the most realistic character in
the series, fleeing in the face of danger.
Brad has later returned in both Resident Evil 2 and Resident
Evil 3, making him the character to appear in the most number
of games. Well perhaps that is if you count him for this game.
Appearances in other RE Games:
- Resident Evil 2
Brad is a Hidden Zombie who holds the special
locker key. To see him you need to make it to the
Police Station without picking up any items then
go under the stair area. He's tough, taking up to
30 bullets.
- Resident Evil 3: Nemesis
Brad has a minor staring role until Nemesis puts an
end to is.
==============================================================
2.3.6 | Albert Wesker
----- | Age: 38
| Height: 6 ft (183 cm)
| Weight: 186 lbs. (84.5 kg)
| Blood Type: O
| Assignment: Mission Leader
Wesker has risen quickly inside the S.T.A.R.S. organization
and currently leads the Alpha Team. Viewed by many as a "cool
guy," from his snappy haircut to his perpetual shades, Wesker
was recruited by a headhunter for his sharp insight and
eventually founded the S.T.A.R.S. unit in Raccoon City.
What can I say about Wesker? Well not much or else I'll be
talking about the depth of the game again (a problem I have if
you've read any of the other characters bios I've written up
:-D). Regardless, Wesker is certainly a favorite character of
all the Resident Evil games to a lot of people, so much that
it's lead me to believe it's the reason why Capcom decided to
bring him back for Code Veronica. Though you really need to
play both Resident Evil and Code Veronica to really see why
that is confusing so many people right now. Wesker is the
quiet captain of the Raccoon City S.T.A.R.S. and the leader of
the Alpha Team. You won't see him often, but when you do you
will be sent on another mission to figure out what is going on
in the mansion.
While that might not sound correct for a team leader, it's
what he does. Wesker just pops up when the moment is right, at
various points through the game. He takes on his role as the
leader of the S.T.A.R.S. by telling you what your mission
objectives are. It seems odd though that while he tells you to
do some things he doesn't follow it himself. One such example
of this problem is him telling you to save ammo and supplies
while he's sitting there shooting BEES for no real reason.
Though this was changed in the Directors Cut version to
spiders, which makes a bit more sense.
Wesker, as I mentioned before, shows up in Code Veronica. With
the release of Code Veronica complete to Dreamcast and
PlayStation 2, they are hoping to add more info on his return
and his background while adding more action to the game.
Wesker has also been shown and/or mentioned in just about
every Resident Evil game to date, and I doubt that's a thing
which will change anytime soon.
Appearances in other RE Games:
- Resident Evil Code Veronica
Wesker returns in a main staring role.
==============================================================
// Bravo Team
2.3.7 | Richard Aiken
----- | Age: 23
| Height: 5 ft 8 in (172 cm)
| Weight: 138 lbs. (62.5 kg)
| Blood Type: AB
| Assignment: Communications
A very important member of S.T.A.R.S. serving as Bravo's
communications expert. The only link back to headquarters for
teams out in the field, Richard actually has to pull double
duty as radioman for both units since Alpha Team really has no
trained operator, except for Jill (who has a knack for
technology). A very positive person, Richard greets new
members warmly.
Richard comes across as being very helpful, but this doesn't
help due to the fact that he is suffering from wounds from
being bitten by a "large...snake...also...poisonous..." Yes,
he's just lying there on the floor, spluttering out words of
monsters in his terrible death acting. You might have to be
prepared to try and get him some serum too. In the end though
he does give you some ammo, and perhaps a Com. Radio, so it
can't all be so bad then.
==============================================================
2.3.8 | Rebecca Chambers
----- | Age: 18
| Height: 5 ft 3 in (161 cm)
| Weight: 93 lbs. (42.1 kg)
| Blood Type: AB
| Assignment: Medical Personnel
The youngest member of the group, Rebecca has been recruited
for her knowledge of field medicine and First Aid. She is
nervous around other members, both because of her age and due
to her lack of experience. Rebecca is eager to please and
will take on any task assigned to her without hesitation.
What can I write about Rebecca Chambers. Well lets start at
her loud attitude. Now if I were to go with the Capcom info
(above) then I would assume the loud attitude is her
enthusiasm for her work, the "eager to please" part of the
info up above. I do have to say that Rebecca does come in
handy during Chris game very often, actually probably too many
times, is what I really tell you. Of course, yes as most would
say, she's really annoying at times and so that's the down
point of having her there so often during the game. A good
example of all this would be the piano part, but without going
into details, you need to see the scene, if you tell her not
to it becomes this little fight between her and Chris.
Overall most people enact their revenge on Rebecca's attitude
by letting a hunter kill her off when they get the chance (and
there are a few ways of doing this too). Of course by doing
that you can't go and get the best ending possible in Chris'
game of Resident Evil, you need Rebecca alive to do that.
During the game Rebecca will heal Chris, help him solve
puzzles, make chemical mixes, get him items, and perhaps even
save his life a couple of times. You will play as Rebecca in
perhaps one or even a couple of situations throughout Chris'
game (though it's nothing too hard for the sake of making
Rebecca look... well I'm not sure). During this time you will
see she is only armed with a Beretta with a measly 15 bullets
and a first aid spray. It's obvious she's not made for
fighting.
Rebecca also turns up during Chris' game, like Barry does in
Jill's game, to help along the story a bit. I'm not sure if
that's exactly right to say if it is more story over help, as
you may have noticed from the list above she does end up
helping Chris a lot. However against what a lot of people say,
I think Rebecca isn't one of the worse characters in the
series, nor one of the best mind you. I will say for certain
had Chris had no supporting character like Rebecca his game
may have been a heck of a lot tougher to play.
Rebecca has been mentioned a couple of times during Resident
Evil 2. She also has a file in the Nintendo 64 version of the
game and her photo turns up in just about every version of
Resident Evil 2 also. She is also set to be the main character
of Resident Evil Zero, a game set before Resident Evil. How
this is to be pulled off is still yet to be revealed, but I
have my theories. :)
Appearances in other RE Games:
- Resident Evil Zero
Rebecca has the staring role in the yet to be
released, Resident Evil Zero.
==============================================================
2.3.9 | Enrico Marini
----- | Age: 41
| Height: 6 ft 3 in (190 cm)
| Weight: 183 lbs. (83 kg)
| Blood Type: O
| Assignment: Mission Leader
Bravo Team's leader, and Wesker's second in command for the
S.T.A.R.S. unit. Enrico feels threatened by the arrival of the
Alpha Team, thinking that Chris or Barry may end up replacing
him as #2 to Wesker. Nonetheless, Enrico is a dedicated
S.T.A.R.S. operative and is always proud to lead the unit when
Wesker lets him.
Enrico is the second in command an seems to know a lot, there
is even a chance he was in on the background story of the
game, though perhaps we shall never find out about that.
Enrico seems cool enough but he doesn't sound like he trusts
Chris. I would believe it may have something to do with
Chris' high chances of replacing Enrico as 2nd in command.
Oddly enough he doesn't act like this towards Barry who you
would think would actually be the next in line to be 2nd in
command. Weird.
==============================================================
2.3.10 | Forest Speyer
------ | Age: 29
| Height: 6 ft (183 cm)
| Weight: 157 lbs. (71.1 kg)
| Blood Type: A
| Assignment: Vehicle Specialist
Forest is a great sniper in addition to his duties as Bravo's
vehicle specialist. He is a consummate professional, and his
work earns him great respect from the other members. He
instantly clicks with Chris, and it seems they'll end up good
teammates.
Forest was a likable fellow until he was attacked by one of
RE's many creatures and went to hide on an outside porch, in
which he was attacked again by crows and killed. In Resident
Evil: Directors Cut he comes back to life as a zombie and we
have to put him down again with whatever weapons we have.
Forest suffers a terrible fate either way. Poor old Forest. It
was really too bad no one was around to yell "Run Forest!
Run!" when the crows attacked. I'm really sorry, I just had to
use that horrid joke somehow.
==============================================================
2.3.11 | Kenneth J. Sullivan
------ | Age: 45
| Height: 6 ft 2 in (188 cm)
| Weight: 213 lbs. (96.5kg)
| Blood Type: O
| Assignment: Field Scout
A quiet but very talented field scouting officer. Also is an
expert in chemistry. He wonders why his chemical experience
would be necessary in Raccoon City but quickly discounts his
hesitancy since Wesker himself sought him to enlist in
S.T.A.R.S.
In Resident Evil, all we see of Kenneth is his legs have he's
been killed. Nothing more than that. But in Biohazard (or any
other version of the game with uncut movies) we get to see his
face, though half eaten. From a standpoint on the plot behind
the game, I can only assume that Kenneth's great skills in
chemistry probably would have been of good use if he had not
died.
==============================================================
2.3.12 | Edward Dewey
------ | Age: 26
| Height: 6 ft 3 in (193 cm)
| Weight: 247 lb (112.1kg)
| Blood Type: A
| Assignment: Pilot
Nothing. The Instructions had nothing but his name mentioned
in the TOP SECRET mission briefing.
As for me, I dunno, I get asked by people all the time who he
is. You supposedly only see his hand in the opening of the
game, if that is his hand, and that's that.
Thanks to Satine for providing Dewey's stats from her
Official Biohazard guidebook. :)
==============================================================
---------------
2.4 - Monsters
---------------
Here's a guide to all the beasties of Resident Evil.
2.4.1. | Zombies
// Weapon Hit Guide
| Knife: 7-9 strikes
| Handgun: 3-10 bullets (Except for REDC Headshot)
| Shotgun: 1-3 shells
| Bazooka w/Grenade: 1 round
| Bazooka w/Acid: 1 round
| Bazooka w/Flame: 1 round
| Magnum: 1 bullet
| Rocket Launcher: 1 rocket
Your typical zombie comes in an all familiar fashion if your
used to "Romero Zombies" as these guys are based upon. Rotting
members of the location your in; covered in tattered clothing,
blood smeared, and perhaps missing body parts. They relive to
eat your live warm flesh and other bodily parts. Simply put,
Resident Evil wouldn't be Resident Evil without these un-dead
foes.
The zombies in Resident Evil are the various workers of the
mansion and grounds, from maintenance staff to various
researchers and technicians. Out of the whole series the
Resident Evil zombies are probably the toughest versions out
there, even though their attacks are limited and speed is very
slow. The Directors Cut editions of the zombie family
especially are tough, causing large amounts of damage,
sometimes just with only a single bite.
// Attacks
Bites
-----
Your normal zombie attack are bites to your characters neck.
Getting too close to a zombie will allow them to latch on and
start nibbling away. If a zombie does do this then your best
chance to get rid of them is to bash the action and
directional buttons.
Leg Bites
---------
Coming close to a downed zombie will usually result in them
grabbing onto your leg and taking a bite. To get rid of them,
you should bash the buttons in a normal fashion till your
character takes steps to killing the zombie, either by
crushing or kicking its head.
Vomit
-----
On those rare occasions when Zombies feel the need to chunder
instead of feed you may feel the results. Basically when ever
a zombie decides to throw it's acidic bile over you, try to
step back to avoid it from hitting you.
// Fighting Tactics
Distant
-------
For distant shots against zombies you don't need anything more
than your handgun for which you can pick off zombies as they
slowly walk towards you. Their speed will allow you to do this
with ease. Just make sure to target the closest zombie if
there is many and to try and get more space if they are
getting too close to you.
Close Range
-----------
If you have the shotgun equipped then zombies will give you no
problems at close range. By holding the shotgun up high until
the zombie comes into range and the firing it, you will take
their head clean off their shoulders. A nice one hit kill
skill that every Resident Evil player must learn.
Other
-----
If the zombie is on the floor then a shot or two with any
weapon should kill them. For any zombie the handgun and
shotgun should be all you need to take them out. Using other
weapons on the zombies is only a waste of ammo.
==============================================================
2.4.2. | Cerberus (Dogs)
// Weapon Hit Guide
| Knife: 9-10 strikes
| Handgun: 3-10 bullets
| Shotgun: 1-5 shells
| Bazooka w/Grenade: 1-2 rounds
| Bazooka w/Acid: 1-2 rounds
| Bazooka w/Flame: 1-2 rounds
| Magnum: 1-3 bullets
| Rocket Launcher: 1 rocket
When the T-Virus attacks the mansion's security dogs, this is
the result you will get. A rotting zombie dog which wants more
than the postman's leg, I can tell you that well from
experience. The hell hounds themselves pose little threat
compared to most enemies, but they usually appear in small
packs of 2 to 3 whenever you encounter them.
Their attacks are very limited and their very predictable to
take down, especially with the handgun. The shotgun being used
as a normal weapon seems to take more shots to take them out
and so if you use it then you'll probably be wasting ammo
doing so. Most of the time in Resident Evil you will find them
walking around pointlessly in outdoor areas, though they are
known to be able to pull out the shock effect during the game
and then turn up in places you don't expect them to be found
in.
// Attacks
Jumping Bite
------------
The main things the dogs do is run up towards you and do a
jumping bite. While these are predictable because they are the
only attack they do and can be seen coming a mile away, if
their about to jump there is little you can do to avoid it. If
your about dead and a dog jumps to bite you they'll knock your
character down and lock their jaws around your neck.
Confusion
---------
While this isn't really an attack, I thought I better add this
info for Resident Evil players. The Cerberus have a tendency
to run in circles either before or after making an attack,
making it very hard to lock on to them (except for Directors
Cut which has Auto Aim). Simply I can't give any hints to this
as all you need to do is re-aim quick enough, and only you can
do that. :)
// Tactics
Distance
--------
For distant shots against the Cerberus you don't need anything
more than your handgun. As they run towards them fire a shot
to knock them back. Continue to repeat this until you hear
them yelp and die.
Close Range
-----------
Using the handgun again can be great at close range. By coming
close to a downed dog and shooting downwards at it each time
it tries to stand back up you will be able to kill it with no
problems. This works even better if you can corner it like
shown in the picture to the left. This however is difficult if
there is more than one dog around to kill as you'll probably
be attacked from behind also. If this happens you should use a
distant stance and pick them off as mentioned above.
Close Range w/Shotgun
---------------------
Using the shotgun while the dogs are in the air will knock
them down and should kill them in one shot. The problem with
this tactic is that there can be some trouble with the timing
and the games collision detection. Still its a good thing to
know if your low on ammo.
==============================================================
2.4.3. | Hunters
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: 6-24 bullets
| Shotgun: 3-5 shells
| Bazooka w/Grenade: 1-3 rounds
| Bazooka w/Acid: 1-3 rounds
| Bazooka w/Flame: 1-3 rounds
| Magnum: 1-4 bullets
| Rocket Launcher: 1 rocket
Large green monsters with claws... could they be frog, lizard
or anything else? I'm not so sure myself, but I will say this,
they are a bunch of tough buggers to beat. Watch out for their
head swipe is the first thing I say to any RE newbie. They are
a tough bunch to beat by any standards. Truly, while later
editions could give you little to no problems, the Hunters of
Resident Evil have to be one of the most difficult general
enemies of the entire Resident Evil series thus far.
From what it seems these Bio Organic Weapons were supposedly
created by some accident (at least what the Survivor files
lead us to believe) but used, enhanced, and later perfected
(perhaps) by Umbrella Inc. for the use of maximum security in
the mansion and mansion grounds (if this is correct where they
were kept is never shown in the game).
// Attacks
Claw
----
The hunters main attack is using their sharp claws to slice at
your character. Most of the time this can't be avoided too
well, but usually can be prevented by taking down the hunter
quick enough.
Jumping Slash
-------------
If there is something that will annoy you about the hunters
more than anything it's their jumping attacks. Right when your
setting up a shot the will jump and run into to slash at you.
Hopefully there is enough space between you and where they
land to get off a shot and drop them. On occasions they will
jump over you. You should use this to your advantage.
Head Swipe
----------
If your low on health this attack may happen. This shot was
very hard to get too mind you :) If this happens to you, then
your dead. That's all there is to it.
// Tactics
Distant
-------
As long as their back isn't turned (hitting them in the back
does little to no damage) the shooting them at a distance is
recommended for battling the Hunters. If you don't have the
Colt Python yet the best weapon to use is the Shotgun which
will take out the hunters in 4-8 shots or with the bazooka
which will take a small number of hits depending on what type
of rounds your using, Acid Rounds are usually best.
Close Range
-----------
In close range you should be using the same weapons and trying
to knock the Hunters back so they can't swipe at you often if
at all. The simple tactic is to take them out as quickly as
you possibly can.
==============================================================
2.4.4. | Bees
// Weapon Hit Guide
| Knife: 1 strike
| Handgun: 1-3 bullets
| Shotgun: 1 shell
| Bazooka w/Grenade: 1 round
| Bazooka w/Acid: 1 round
| Bazooka w/Flame: 1 round
| Magnum: 1-2 bullets
| Rocket Launcher: 1 rocket
*pop* - *pop*. What's that sound? It's me wasting ammo on
these bees is what it is. Oversized because of the outbreak
in the mansion, these bees come at your in an infinite
number, making your run fast or waste some ammo.
Seriously though, besides the fact that they can poison you,
you shouldn't waste your time bothering about these guys and
you should just leave the one area they are found in.
// Attacks
Sting
-----
The bees will come close to you and sting you. Occasionally
also they will latch on to your character until they throw
them onto the ground. As mentioned above, on occasions their
sting can poison you.
// Tactics
Pre-Tactics
-----------
This is simply, as mentioned above, the action where your
character grabs the bee and throws it to the ground.
Shooting
--------
If you want some target practice and have some ammo to spare,
sure have a go. Though I think your wasting your time.
Running
-------
This is what I advise you to do when you see them coming. It's
not worth standing around shooting or allowing yourself to be
stung.
==============================================================
2.4.5. | Crows
// Weapon Hit Guide
| Knife: 1-2 strikes
| Handgun: 1-2 bullets
| Shotgun: 1 shell
| Bazooka w/Grenade: 1 round
| Bazooka w/Acid: 1 round
| Bazooka w/Flame: 1 round
| Magnum: 1 bullets
| Rocket Launcher: 1 rocket
Beady eyes, sharp claws, sharp beaks, and very much crazy.
Heck that shrill cry should send a tingle up anyone's spine. I
still remember the first time I heard the crows while I
stumbled around the mansion... something I can't forget even
now.
Always found in a small flock, these birds can cause a lot of
damage in a little amount of time. Most of the time that you
will find them in the game however it takes something to spook
them before they attack so be careful with what you do when
you hear or see them around. You might just trigger an attack.
// Attacks
Clawing and Pecking
-------------------
The standard attacks of the crows are just as this, clawing
and pecking at you. You should button bash to get out of the
lock then run. It's the best way to escape getting trapped in
the same position again. Their other attack is what I call the
dive-bomb. It is where the crows sit on the ground and the
come swooping in to make a flying pass but don't actually
attack. You can use this to your advantage in someway because
it allows you to shoot them out of the air if you see it
coming. However seeing as a dive-bomb sometimes becomes an
attack the best way to avoid it is just to run out of the way.
They will miss if you move at the right time.
// Tactics
Shooting
--------
Shooting them with just about any weapon works well, but I'd
say using anything above the Handgun is wasting ammo. You can
knife them easily also when they do their "dive bomb" attack,
so this could also be another option if you do have your
knife.
Running
-------
When in doubt sprint for the exit. Most of the time this is
the best thing to do if you have a large group of crows
chasing after you. It saves you health and ammo.
==============================================================
2.4.6. | Spiders
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: 5-18 bullets
| Shotgun: 2-7 shells
| Bazooka w/Grenade: 1-3 round
| Bazooka w/Acid: 1-4 round
| Bazooka w/Flame: 1-3 round
| Magnum: 1-3 bullets
| Rocket Launcher: 1 rocket
Spiders (sometimes referred to as "Web Spinners") never really
caused much problems as far as I remembered approaching the
game for the 100th time or so... still their poison did a tad
bit of damage to me, and then there was the black tiger.
Whooboy.
While some people I know hate spiders and basically will
either kill everyone in the game they meet or run away, I tend
to go for the latter and just run through any areas that they
populate.
There are 3 types of spiders in the game, one large boss
(which has it's own section), your standard ingame ones, and
smaller spiders which run around doing nothing but jumping up
and biting you or allowing you to stand all over them, killing
them. All are rather easy to kill and for the most part can
also be avoided too if you wish them to be.
// Attacks
Acid
----
The easy to avoid acid spit is the Spiders main attack. Once
you see it coming (the spiders sit still to do it) you can
avoid it easily by moving out of range. If you wish to fight
them this time where they sit still can also be used as an
advantage to fire off a shot or two, as long as you do have
some distance between yourself and the spider so as you don't
get hit by the acid in the process.
Body Blow
---------
If you get in the path of a moving spider occasionally they'll
smack into you with their bodies, causing your character to
make a sound and be hit back a little. If this does any damage
I'm not sure, it probably does but regardless it can leave
you open to be hit by Acid or another spider if your not that
lucky.
Jumping Bite
------------
The small spiders, which do basically no damage anyway,
perform this attack where they will jump up at your legs and
take a bite. More of an annoyance than a problem.
// Tactics
Shooting
--------
Spiders are quite easy to take out at a distance. Just about
any weapon is good against them as they can be affected by
standard bullets, along with the affects of the 3 types of
Bazooka rounds. The problems you can face is the spiders
walking on the roof, though usually when you get close to them
or fire off a shot they will drop from the roof anyway.
Running
-------
This is what I choose to do in most cases, basically avoiding
the enemy. Spiders are slow and easy to avoid, so running
through areas they are located in is very easy to do,
especially if they are on the roof. Especially for killing any
spiders, running and leaving the room will get rid of any
small spiders scrambling about when you come back in.
==============================================================
2.4.7. | Chimera
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: 5-30 bullets
| Shotgun: 2-7 shells
| Bazooka w/Grenade: 1-6 round
| Bazooka w/Acid: 1-6 round
| Bazooka w/Flame: 1-6 round
| Magnum: 1-4 bullets
| Rocket Launcher: 1 rocket
These guys puzzled me. I sat there thinking about what kind of
creatures they really seemed to be. I wish I hadn't because
before long I had one clinging to Jill's back and slashing at
her throat. Still now I have no clue what exactly these things
originally were, but it's probably better that I don't think
about it while playing the game like last time or else I might
end up being killed again.
Found in the lab sections nearer the end of the game, these
odd roof scuttling creatures love to do no more than slice at
you with their sickle clawed arm. Their easy to avoid if you
keep running through sections you find them in, they are
basically hard to take out with just about everything except
for the Colt Python, and they are a real pest if you can't
handle them correctly even with it.
// Attacks
Hanging Swipes
--------------
An attack where the Chimera's hang upside down to the ceiling
and drop their arms down to attack. The attack also has a wide
range. This is easy to avoid if you see it coming, though if
their right above you then chances are you won't be able to do
much about it. After it happens move quickly.
Uppercut
--------
If you get caught in this I advise you to check your health
because it does a serious amount of damage. This one is a
little harder to see coming because they can sometimes fake
you out. The uppercut starts when they run up to you but on
occasions they just jump to the roof and do a hanging swipe.
I'm not sure of any real evasive tactics, just watch out and
try to run to avoid.
Throat Slash
------------
Another high damage move. This time the chimera will jump on
your back stopping you from moving and will slash your throat
with it's claw. This doesn't happen so often, but when it does
there is really nothing you can do for stopping it.
// Tactics
Shooting
--------
My choice is not to fight these guys as much as I can, however
if you have to use anything to take them out it should be the
Colt Python. It will stop you from having to waste your time
while killing them. You have to keep in mind it may take at
least 2 shots if not more to take them out while they jump
around and all.
Running
-------
Simple. Run. Run fast. Move quickly and know the layout well.
Do what you need and do it quickly. :)
==============================================================
2.4.8. | Yawn (Large Snake)
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: ??? bullets
| Shotgun: 8-10 shells
| Bazooka w/Grenade: 3-8 round
| Bazooka w/Acid: 3-8 round
| Bazooka w/Flame: 3-8 round
| Magnum: 5-12 bullets
| Rocket Launcher: 1 rocket
If there was ever a creature to scare me, it would be snakes.
I don't think I ever want to touch one, let alone come close
to one, and meeting the "Yawn" in Resident Evil made me ever
so much sure of that point.
Okay, well I better be honest here actually... I'm not
actually afraid of snakes, I just needed to write a good intro
like this. :)
You will meet this snake twice during the game, the first time
it will block you from a goal and the second time it will open
a path way for you. During the first battle you can be
poisoned from it's bite(s) in which you may get help or have
to get serum for yourself. You cal also take various tactics
with the monster. The second battle is "to the death" so to
speak. You'll just have to make sure that you have enough fire
power to stop it. In both encounters I advise you have saved
before fighting it.
// Attacks
Bite
----
The "Yawn's" only real attack. Attacks from the oversized
snake are single bites to the legs of your character as it
passes by you. You should also know that if it stands up to
attack that you should quickly check your health, as it only
does this when your on danger.
// Tactics
First Encounter - Shooting
--------------------------
Acid Rounds. Simply if your going to fight as Jill you need to
be using these. Capcom were nice enough to leave some in a
room near to where the large snake is, but you need the
lighter to see where they are.
For Chris you have no choice but to use the Shotgun. There are
some extra shells in the attic room you will battle the snake
with also if you need some more ammo.
First Encounter - Running
-------------------------
What you need to do, is try to trick the large snake in to
coming around things away from you. You can first do this as
soon as you have control of your character again. Just stand
there until the snake moves around the back of the pole. You
have to be quick. Usually you will end up getting bitten once
or twice (even worse if you get trapped), but it is
occasionally possible to make it without being hit at all.
Second Encounter - Shooting all the Way
---------------------------------------
Again, Acid Rounds and Shotgun Shells are the method here. If
you've taken all the time to get the Colt Python first by all
means feel free to use it. Having a First Aid Spray or some
mixed herbs on you won't hurt either seeing as your going to
need to make your way through many enemies on the section open
to you after the battle.
==============================================================
2.4.9. | Neptune (Large Shark)
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: ??? bullets
| Shotgun: ??? shells
| Bazooka w/Grenade: ??? rounds
| Bazooka w/Acid: ??? rounds
| Bazooka w/Flame: ??? rounds
| Magnum: ??? bullets
| Rocket Launcher: ??? rockets
Don't you just love instant deaths? What, you don't? Heck you
better watch out when the Neptune comes swimming your way. It
can swim fast, it can leap distances, it can fly high... well,
not really the last one so as much. But I did see it leap out
of the water and latch it's jaws around my characters head. I
wonder if there was anyone out there stupid enough to try path
and get that scene more than once. If there is I pity them for
it.
There are some simply solutions to getting around the
Neptune(s). When you get into a large watery area pick the
path on the characters right, and when you get the FMV of the
Neptune around make sure you run as fast as you can through
the water. Later on you will get a type of revenge by leaving
the Neptune's high and dry. You can even shoot them if you
have the ammo to waste, though it's not really needed.
// Attacks
Bite
----
Taking a bite at your legs and pulling you around a bit is
basically the Neptune's only attack. If your low on health
though you will suffer a fate worse than a small nibble to the
legs. To avoid this you'll need to run.
Swallow
-------
If you pick the wrong direction when confronting the area they
are found, or your low on health when near to the Neptune's,
you will be instantly killed by the largest Neptune. It jumps
out of the water and takes you down.
// Tactics
Running
-------
When picking the right direction to take you will have to run
to the correct door (shown here) and use the key. You'll be a
little slowed down by the water but should be able to make it
inside before the Neptune gets too close to you.
==============================================================
2.4.10. | Black Tiger (Large Spider)
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: 10-20 bullets
| Shotgun: 7=12 shells
| Bazooka w/Grenade: 5-10 rounds
| Bazooka w/Acid: 5-10 rounds
| Bazooka w/Flame: 5-10 rounds
| Magnum: 5-7 bullets
| Rocket Launcher: 1 rocket
In the underground is the king of all spiders, three times as
large, three times as powerful, requiring three times the ammo
to kill. This large spider, refereed to in most official
guides as the "Black Tiger" isn't as hard to kill as you'd
think, as long as you have a powerful weapon (which at this
point in the game-you will have).
It's attacks are very limited meaning you have easy chances to
kill it, but don't get too cocky as if you're hit by it a few
times you'll be set to become part of the webbing on the
walls.
// Attacks
Acid
----
The only real attack the Tiger does is an acid spit, which is
just like the normal spiders except there is three times the
amount. Occasionally it will also do the body blow if it gets
close, but if your shooting it, it usually just moves left and
right, not closer to you.
// Tactics
Shooting
--------
The best way to take this guy out is to move around it
shooting it at it's side as best you can with the bazooka or
magnum. Considering it also likes to move to a better position
before attacking you should be able to take it out with no, or
little damage this way.
==============================================================
2.4.11. | Plant 42
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: 25+ bullets
| Shotgun: 10-18 shells
| Bazooka w/Grenade: 5-10 rounds
| Bazooka w/Acid: 5-10 rounds
| Bazooka w/Flame: 5-10 rounds
| Magnum: 8-15 bullets
| Rocket Launcher: ???
I remember first reading the files about Plant-42 in the game,
swearing the hopes to never to have to battle this thing, that
somehow it was going to be missed out on. Too bad Capcom
didn't feel like giving me a break for once. I remember
finding the first couple of times playing RE that Plant 42 was
very tough. This was mostly caused because of the fact you
would need to move every once and a while and then reset your
aim on the plant.
The Directors Cut edition made this problem go away with the
auto aiming. Simply running to a new location and pressing R1
would let you reset your aim on the plant, making it much more
simple. Of course there is another way around the plant, that
is if you want to be making your way into a chemical store
room to mix up a little bit of the V-Jolt and get rid of the
plant easier with this chemical mixture.
// Attacks
Vine Whip
---------
Coming too close to the plant will let it hit you with it's
vines. You'll be knocked forward and your character will fall
to the ground. This can occasionally leave you open for
another hit also. To avoid being hit by the plants vines all
you need to do is stick close to the walls.
Acidic Roof Drop
----------------
I had no idea what else to call this. Simply, as you stand
targeting the plant, bits of the roof will fall down. Your
indication is little drops falling before a large chunk will
drop, and if your character is underneath it, it will cause
damage to them. To avoid this keep an eye on the drops of bits
of the roof. Before the large bit drops run forward a few
steps to avoid being hit.
// Tactics
Shooting
--------
Jill - Bazooka. Flame rounds are good. So are acid.
Chris - Trusty old shotgun will do the trick.
Run around the walls taking potshots at the plant until you
get a cut scene. Be careful of it's attacks and you'll be
fine. A green herb or two might be needed if you think you'll
get hit. As mentioned above this is easier to do in the
Directors Cut edition, where the auto aim will allow you to
target the plant easily.
V-Jolt Mixture
--------------
Making the V-Jolt will allow you to kill the root in the
basement, but it might not be enough and so you'll have to
fight a weaker version of the plant also. The guide will tell
you how to make the V-Jolt.
==============================================================
2.4.12. | Tyrant-002
// Weapon Hit Guide
| Knife: ?? strikes
| Handgun: 10-25 bullets (1st Enc.)
| Shotgun: 8-12 shells (1st Enc.)
| Bazooka w/Grenade: 5-8 rounds (1st Enc.)
| Bazooka w/Acid: 5-8 rounds (1st Enc.)
| Bazooka w/Flame: 5-8 rounds (1st Enc.)
| Magnum: 3-10 bullets (1st Enc.)
| Rocket Launcher: 1 rocket (Both Enc.)
In the red corner, wearing no trunks, and a pulsating heart,
the undisputed "Ultimate Biological Weapon", Tyrant Model 002.
Well I'm not sure about the Ultimate Biological Weapon thing
but that's what... ooh, I can't say that. It gives away a big
point which some people may not know about. Regardless even
with later models being much better, the Tyrant type is still
known as the "Ultimate Biological Weapon."
Anyway, in both times that it is possible to fight the Tyrant
are fairly easy. The first requires little more than a few
shots from the Colt Python and the second time you encounter
the Tyrant is only really requiring some good controlling of
your character to get around without being attacked. This
second time encounter is dependent on what ending you are
going to get as if it is a lower grade ending you won't face
the Tyrant a second time in the game.
// Attacks
Claw
----
A simple attack the Tyrant does as it is walking around. A
single claw strike against your character. Does a small amount
of damage depending on which version of the Tyrant your
facing.
Slash
-----
During the second battle the Tyrant will make a running slash
at you. As shown in the screen this is easy to dodge by
running away from the direction he is heading towards.
Claw Smash
----------
During the second battle with the Tyrant, should he pull out
his larger claw and come running for you he can sometimes use
it as a backhanded attack and smack you across an area of the
heliport. This can be disorientating if you slide backwards
over a couple of screen changes.
Stab
----
Again with the second battle, although it does happen a
sometimes in the first, should you have enough health and the
Tyrant is close instead of using the claw to hit you he will
stab at you with it. It does a fair bit of damage though, so
check your health and heal if you need it.
Skewer
------
If your on the end of this I can say your dead. In both
battles should you be on danger and the Tyrant attacks, you
will be impaled upon his claw. Not the greatest thing to
happen.
// Tactics
1st Encounter
-------------
Colt Python, Colt Python, Colt Python. Before battling the
first form of the Tyrant you need to have the Colt with about
a full round (6 shots) of ammo. While he usually only takes 3
shots, depending on the version and how the game feels it may
take more than this. You should also have a back up weapon
just in case. All you need to do is run and wait on one side
of the room and shoot at him as he comes close. Repeat until
he is dropped.
Final Battle
------------
Fill all but one slot with herbs. While you probably wont need
more than one, if any at all, be prepared. You'll need the
other single slot for items. All you need to do here on the
heliport once you've lit the flare is run in circles avoiding
the Tyrant, until the clock gets around or just under 30
seconds. At this time Brad will drop the rocket launcher. Run
in, grab it, line up your shot and fire. If you targeted well
enough one shot will be all you need.
==============================================================
--------------
2.5 - Weapons
--------------
Here is a list of weapons you'll get in Resident Evil. To
equip a weapon, go into the inventory and click on a weapon.
Simply click "Equip" and you'll have that weapon to use. To
use the weapon hold the aim button and use the action button
to fire. To target use the direction pad/keys to aim.
==============================================================
Weapon: Knife
Description: "This doesn't seem to be enough for this
mission."
Who gets it: Chris, Jill
Ammo is: N/A
Holds: N/A
Best on: Crows attacking but nothing else.
Known as the lowest form of self defense, the Combat Knife is
usually something people chuck into the chest at the first
chance they get. During Resident Evil though they do make use
of the Knife through being used on some spider webs. Of course
you find a second knife in the location it is needed for
anyway, because you know, you won't be carrying this thing in
your inventory at the time.
If your good enough at Resident Evil and want a challenge I
advise you to take on the knife challenge. It's sure to make
that next game of Resident Evil all that much more exciting.
Found: Jill : Check your inventory.
Chris: Check your inventory.
==============================================================
Weapon: Handgun - Beretta M92F
Description: "Beretta M92FS Automatic loaded with 9mm
bullets."
Who gets it: Chris, Jill
Ammo is: Handgun Bullets
Holds: 15 bullets
Best on: Zombies, Dogs.
S.T.A.R.S. standard issue handgun. The Beretta will be your
trusty weapon for most of the first part of Resident Evil. Of
course for Chris you wont get it until about 5 minutes into
the game. The handgun is at is best for long range combat,
especially with slow enemies, such as zombies. Taking on
Hunters with this weapon would be a foolish idea indeed.
For the DC Version you can get a Custom Edition of the
Beretta. It has a certain percentage where shooting zombies
you maybe able to take off their heads like with the Colt
Python. This gun is much needed for the Advanced/Arranged
version of the game.
The Beretta take Clips of 15 bullets. These are very common
and can be found just about anywhere, usually sitting on
objects around the mansion. You can carry a maximum of 250
bullets in one slot, along with 15 in the gun.
Found: Jill : Not much of a problem here, Jill will find her
: gun in her starting inventory. Equip and start
: firing.
Chris: After returning to the main hall, Chris will
: find it empty except for a weapon on the floor.
: Jill's Beretta. You'll be able to take it to
: use.
==============================================================
Weapon: Shotgun - Remington M870
Description: "Remington M870. A pump-action shotgun."
Who gets it: Chris, Jill
Ammo is: Shotgun Shells
Holds: 7 Shells
Best on: Dogs, Hunters (sometimes)
Upon searching the mansion you should come across this
excellent Zombie killing weapon. The Remington is an even
better weapon when used aiming high at the zombies heads. It
also has good use when dogs jumping at you, shooting them
while they are in the air, you should be able to take them out
with one shot also.
The shotgun is not as good for use with Hunters as they
usually take a few shots to go down, and within those few
shots they get a good chance to swipe you a few times.
To earn the shotgun, you may also need the broken shotgun, the
location of this will be found in the items section as well as
noted in the guide itself.
The Shotgun takes seven shells found in crates. These are
located at a few locations around the mansion, sometimes found
in pairs. You can carry a maximum of 250 shells in one slot,
along with 7 in the shotgun.
Found: Jill &: The shotgun is hanging on a holder in the
Chris : middle of the east wing of the mansions 1st
: floor. However while Jill can take it right
: away, Chris can't. This is because there is a
: trap after you take it. Jill will be saved by
: Barry if she takes it early, but otherwise
: you'll need to take the broken shotgun and put
: it on the holder after you take the shotgun to
: disarm the trap. While Chris and Jill can find
: the broken shotgun and use it. For Chris it is
: the only way.
==============================================================
Weapon: Colt Python
Description: "Powerful gun can be loaded with .357 magnum
rounds."
Who gets it: Chris, Jill
Ammo is: Magnum Rounds
Holds: 6 Rounds
Best on: Everything really.
The Colt Python has gotta be one of the better weapons of the
game. With it you can feel confident to take on most opponents
with ease. The Colt can take the head off a zombie, kill a
hunter in a shot or two, and even knock around a Tyrant with
little problem. It's awesome firepower makes it a good weapon
in your collection, but it's lack of ammo can hinder your use
of it.
Originally concepts have shown that it was planned that some
of the ammo in the game would have been Dum Dum rounds but
these were removed before the game went out.
The Colt Python holds one full round of six bullets. Ammo is
very rare until nearer the end of the game, so I suggest only
using it when you really need it. With the Directors Cut
edition, beating the advanced/arrange game in under 3 hours
will give you the Colt Python with unlimited ammo.
Found: Jill &: To get the Colt Python you'll need the Red
Chris : Jewel. Once gained you can take it and use it
Original: on the Tiger Statue in the the statue room on
: the 1st floor of the mansion. Doing so will
: gain you the Python.
Jill &: In the Directors Cut edition you will find the
Chris DC: magnum on the shelf where the Broken Shotgun
Advanced: usually is found. The small room off the
: Mansion west wings bottom stairwell. You will
: need a key to enter the room.
==============================================================
Weapon: Bazooka
Description: "A launcher (that) can be loaded with various
rounds."
Who gets it: Jill
Ammo is: Bazooka Rounds (Acid, Flame, and Explosive)
Holds: 6 Rounds
Best on: Snake, Hunters (Acid), Plant 42, Zombies, Dog
(Flame), Everything and anything else :) (Explosive)
The Bazooka is just as good as the Colt Python when you look
at it, but only Jill can use this weapon in the game. The
Bazooka uses 3 types of ammo which are color coded for ease.
The three rounds are Explosive Rounds (in the grey container),
Flame Rounds (in the red container), and Acid Rounds (in the
yellow container).
The Bazooka can be used against just about any enemy, and with
the various ammo is very effective. The only let down with the
Bazooka when compared to the Grenade Launchers of the later
evils is that you have to use all 6 shots of the ammo before
you can load a new lot of the same or another type.
The Bazooka holds one full case (six shots) of one type of
round. Ammo is common, though there are less of some types
than others.
Found: Jill : Jill's strongest weapon is found out on the 2nd
: Floor terrace with Forest. However caution is
: required regardless of the edition your playing.
: Either Crows will attack if you look at the dead
: Forest, or if your playing the Directors Cut,
: he'll get up and attack you. Depending on your
: choices or weapons (i.e. if you got the Shotgun
: by Barry saving your ass), instead of finding
: only Forest out here you will find Barry and he
: will hand you the Bazooka.
==============================================================
Weapon: Flame-thrower
Description: "Can throw flame for 9 sec. with max. fuel."
Who gets it: Chris
Ammo is: Flame-thrower Fuel
Holds: 250% Fuel
Best on: Large Spider (Only Just)
I really think the in-game description says it all. The
Flamethrower really sucks and is mainly a waste of item space
for Chris, and so it's only useful as part of a puzzle. You
can find two of them, but you can only use them for a while as
afterwards you need them to unlock doors to move farther on.
Of course it's not much of a problem putting them down, seeing
as they aren't that much of a good weapon anyway. The flame is
mostly good for organic creatures such as spiders, and their
webs. *hint-hint*
The Flamethrower holds a small amount of fuel, which as
mentioned, goes down quickly. There is supposed to be a refill
(supposedly also some copies had a fuel refill in an area in
the underground). The fuel item exists on all versions, though
you may need to hack it out with a Gameshark or Save Game
editor.
Found: Chris: Found easily by an entry door you need to grab
: this to make it past another door later on. The
: lever it sits on locks that door and so you need
: it to open that door with another one of these
: panels.
==============================================================
Weapon: Rocket Launcher
Description: "One shot can destroy any target."
Who gets it: Jill, Chris
Ammo is: Rockets
Holds: 4 (Or Unlimited as secret)
Best on: Everything Slow (Anything but Hunters and the Snake)
The king of weapons in Resident Evil. The Rocket Launcher is
used in-game to rid yourself of the Tyrant in certain
situations. You will have 4 shots to take the Tyrant out,
though all you will need is one shot.
If you finish the game in under 3 hours you can earn it for
use in the game with Unlimited Ammo. This makes the game all
that much more fun as you run through the game taking revenge
by shooting everything in a shot or two.
As I mentioned, this shows just how destructive the Rocket
Launcher is, but the let down for this is that the Launcher
can be slow to use due to the characters having to lift it to
shoulder height before being able to fire. For this reason you
shouldn't try to use it on anything which appears close to you
or moves too fast to target well.
Found: Jill &: If you've gotten yourself to the helicopter pad
Chris : and you are being attacked by the Tyrant again
: then you just need to avoid him and wait.
: Depending on how quick you were to begin with
: Brad will drop the Rocket Launcher in the
: middle of the pad sometime when there is less
: than 40 seconds left. You need to run in, grab
: it, and kill the Tyrant. You can also get the
: Rocket Launcher if you finish the game in under
: 3 hours (PlayStation & Saturn editions only).
: To know if you've got it, at the end of the
: credits a rocket will go across the screen.
==============================================================
Bonus Weapons
-------------
For the PC version 2 additional bonus weapons can be gained.
The Ingram MAC-10 and the Minimi. Both of these are earned
through completing the game in under 3 hours with Jill or
Chris. Both use 9mm Ammo but are unlimited and fire rapidly,
taking anything out with ease.
==============================================================
-----------------------------
2.6 - Playing Tips And Hints
-----------------------------
2.6.1 - Deciding On Playing As Chris Or Jill First
--------------------------------------------------
The first choice you have when you start the game is who you
will play as first. It is for this reason that I have decided
to help with this part by showing you info about the
characters.
Chris Redfield
--------------
Firstly, Chris has a lot more health, so this is the first
thing for him that you should think about. Unfortunately, it's
the only good thing about his mission. He has it tough indeed.
Chris' stronger weapons are also low on ammo. He has a deal of
shotgun shells, but there will be points where you will run
low. Magnum bullets are in even less supply as you'd expect.
Of a small point, you have to face the first zombie with no
gun (I can only assume Chris' dropped his gun from between the
time you see him shooting in the video and when they get in
the hall) but you can run from that. Chris can also only carry
six items at a time, which means you have to be good at
juggling items around or be happy with making a lot of box
stops.
To open some locks will require a small key. There are many of
these found in his game, and they usually open drawers to find
ammo. You can get help from Rebecca at times, but this is very
dependent of the situation. All of this adds up to make
Chris' game an interesting, and challenging experience indeed.
Jill Valentine
--------------
Jill's mission is somewhat easier than Chris' one. Firstly she
has the Bazooka on top of the Shotgun and Magnum, thus adding
more range to her actions, on top of that there is also a lot
more ammo for her weapons.
She has two more slots than Chris for carrying items, 8 slots
makes item organization a lot easier than 6, even though it is
only 2 slots difference.
Instead of not having a gun at the start like Chris, she does
and it can be used to kill the first enemy. Her game is also
quicker as she gets help in places (Barry and the shotgun
scene for example) quite a lot. Instead of the small keys
Chris has, she gets a lockpick (also from Barry) which will
open the things Chris' small keys will.
The downside to using Jill is her health, it's very low. A few
good attacks from zombies or other enemies can mean lights
out. It is for this reason, that you should make sure you
carry or have a good amount of health in storage.
(For the PC version Jill has the added ease of being able to
save unlimitedly with no ink ribbons - if you're playing the
PC version think of this as an additional item slot saving
ability)
As for the conclusion of this, I would say for the first time
you play you should use Jill to learn the ropes until you
think you can take on Chris' mission, but the final choice is
up to you if you pick Chris' or Jill's mission.
2.6.2 - Herbal Mixing
---------------------
Each herb has a different effect, but when mixed together the
powers they possess are boosted in different results.
The herb power-ups can be mixed using the "combine" command
for varying, but very beneficial results. This will also save
storage space for holding puzzle items. Here is a listing of
some herbal combinations and the outcomes:
1 green + 1 green = 80% health recovery
1 green + 1 blue = 20% health recovery + antidote
1 green + 1 red = Full health recovery
1 green + 1 red + 1 blue = Cure (in that order)
3 green combined = Full health.
2.6.3 - Rebecca Helps
---------------------
When playing as Chris, anytime after you first meet Rebecca
and before when you save her from the Hunter, return to the
save room and she will heal you for nothing.
2.6.4 - Listen For The Sounds Of The Undead
-------------------------------------------
Some enemies make noises, so it's important to listen out for
them. You'll be able to hear most enemies long before you can
see them. Also certain attacks have certain noises which may
help you tell what is coming outside of your current screen.
2.6.5 - Take Note Of Attack Patterns
------------------------------------
Dogs require to be up on all four legs before you can shoot
them, zombies can attack your legs etc. Make sure you stay
away of what enemies can do, especially if you can't see them
on your screen. Again here noise can help.
2.6.6 - Aiming
--------------
Besides Resident Evil Directors Cut, aiming in the various
versions of Resident Evil requires you to aim for your enemy.
This is very difficult for some faster enemies (Hunters
especially).
Actually most of these notes on aiming your weapons to avoid
being hit and wasting ammo.
In Directors Cut, when you press R1, you will lock on to the
closest enemy. But pressing L1 will allow you to lock onto
other targets.
For the original you need to take a general guess at an aimed
shot and if you aren't careful can end up wasting ammo
instead. The larger the target the easier job you'll have
landing a shot, however try and make sure you are happy with
your aim before you try.
2.6.7 - Pool Of Blood
---------------------
Enemies are dead (again) when a pool of blood spreads around a
downed enemy. Also some enemies will make noises when killed,
again these noises are also worth taking note of.
2.6.8 - Shotgun Kills
---------------------
Waiting for a zombie to come close make sure you have the
shotgun drawn and pointing up, when it is about to grab you
fire your gun and you should be able to blow the head of the
zombie right off.
You can do this easily in the Directors Cut version. Even with
hunters when they jump. Just make sure your ready to shoot at
the right time. This same jump technique also works with the
cerberus.
2.6.9 - Item Ordinance
----------------------
Make sure you arrange your items wisely. You should only carry
what you think you need. This also means you shouldn't pick up
everything you find. There are many rooms with items you don't
need, and should only pick up when you need them (herbs for
health etc.). Just take note of where things are and return
for them when you're in need.
2.6.10 - Enemies
----------------
You don't have to kill everything in your way. Basically you
should only kill things in your way, or in locations where you
will continue to move through frequently.
They don't call this SURVIVAL horror for nothing.
2.6.11 - RUN! RUN! RUN!
-----------------------
Basically anytime you aren't solving a puzzle or picking up an
item you should have your finger firmly planted on the run
button. Not only will this speed your time up, but it will
also help you evade enemies and travel distances quicker.
2.6.12 - Being Attacked
-----------------------
Should you be attacked by anything that will freeze your
movement quickly tap control buttons to get out of the attack.
This is important in certain situations, especially with large
groups of the same enemy. Getting 2 hunters on you is
extremely bad as they may start playing games of tennis with
you, taking turns at swipes until you're dead.
2.6.13 - Trap/Puzzle Notes
--------------------------
Should you spring a trap or screw up a puzzle, run for the
exit of the room. Most chances this will finish the trap, or
reset the puzzle it allowing you to get past it again. The
only trap where this is not possible is the shotgun trap.
2.6.14 - Directors Choice
-------------------------
With the Directors Cut versions you have the choice of
Training, Original, and Advanced/Arranged.
Original is the first version of Resident Evil and has a good
mix of ammo, enemies, and difficulty.
Training is the same as Original only giving you 2 times the
ammo and taking the damage down to lower levels making it far
easier.
Advanced (Or Arrange if you're playing REDS) is the super
difficulty level. Items have changed locations, enemies are in
different places, and damage is high. Hunters can even head
swipe you on near full health. Not for the newcomer of the
series.
You might want to choose wisely which mode you wish to take
first.
2.6.15 - Sega Saturn Changes
----------------------------
While the Sega Saturn version is roughly similar there are a
few changes made to the main game. These include:
- New enemies
In the underground are new skinned version of the Hunter.
These bug-like Hunters are called "Tics" but remain unchanged
strategy and attack wise from normal Hunters.
- Second Tyrant
In Chris' game or any of Jill's where Barry does not come into
the Tyrant's B4 lab, there will be a second Tyrant to fight
before you leave the lab. Let's hope you have enough ammo.
- New costumes
Both Chris and Jill have new Saturn only bonus costumes.
2.6.16 - The Overlooked Inventory Use
-------------------------------------
- Weapon
To equip a weapon, go into the inventory and click on a
weapon. Simply click "Equip" and you'll have that weapon to
use. To use the weapon hold the aim button and use the action
button to fire. To target use the direction pad/keys to aim.
- Item
To use a item, stand in front of what you wish to use it for,
go into the inventory and click on the item. Simply click
"Use" and you'll have that item used. After using a key for
all it is needed for, you will probably be asked if you wish
to drop the key. Do so, as you won't need it for anything
else. You can reload your gun by selecting it and combining
the ammo at anytime, which will also help you not get hit
while reloading your weapon.
==============================================================
-------------------------------------
3.0 - Original & Advanced Walkthrough
-------------------------------------
Finally, we're here. This section covers an entire guide for
both Chris and Jill in the original release of Resident Evil as
well as "Original", "Training", and "Advanced"/"Arranged"
modes of the Directors Cut edition.
This will also get you through the Sega Saturn mode, keeping
in mind the aforementioned changes (section 2.6.15 above).
==============================================================
------------------------
3.1 - Chris' Walkthrough
------------------------
Here is Chris' Walkthrough. This guide is to get the Good and
Good+ Endings. To get the other two follow the instructions at
end of the walkthrough.
This is not a speed walkthrough; it's just so people can get
the best out of Resident Evil. There are many rooms, which are
not mentioned in this Walkthrough, these contain extra ammo,
healing items, and files. Feel free to search these rooms at
your choice and collect other items when required.
Also there will be times where you will have to go to save
rooms to put items away. When you do this is also up to you.
Other than this, everything for the game is explained, so I'd
advise use of this guide only if you are stuck on a certain
area, wish to get through the game quickly, and don't care if
puzzle answers are given to you exactly.
Excuse my sometimes sarcastic titles for each section. I have
no idea what I was thinking when I wrote them, but I liked
most of them enough to keep them. :)
If there is any thing important such as a movie of variation
it will be marked like this:
What it is:
-----------
Info Info Info Info
Info Info Info Info
Advanced/Arrange alterations will be included in boxes like
so:
// TITLE \\__________________________________________
| \
| INFO |
| INFO |
|_____________________________________________________|
Well here is the walkthrough.
-----------------------------
3.1.1 - Welcome To Your Death
-----------------------------
Items In This Area:
-------------------
Clips (x2)
Ink Ribbon
FMV Video:
----------
Once you have selected Chris, you'll be shown a FMV of what
happened to get the S.T.A.R.S. in this situation.
Scene:
------
After the movie style character intro, there will be a short
intro. You'll hear a gun shot and Captain Wesker will send you
to go find out what it is.
Once you're in the dining room run down to the other end of
the table. Go in the other door and go to Chris' left and
around the corner.
CGI Video:
----------
You hear a ripping of flesh and a pool of blood comes across
the floor as a person looks over their shoulder, blood down
it's front and in it's teeth. It's a zombie.
Now you can stay and dodge the zombie and get the Clips (x2)
or run. I think it is best to dodge it, grab the clips and
run. Go to the Main Hall.
Scene:
------
When you arrive in the Hall you will find that Wesker and Jill
are not there.
Go pick up the gun on the floor. It's Jill's Beretta. Now go
to the back of the table with the typewriter on it and take
the Ink Ribbon. Now go across the hall and enter through the
blue double doors.
---------------------------
3.1.2 - A Spray In the Face
---------------------------
Items In This Area:
-------------------
1st Floor Map
Ink Ribbon
Clip (x2)
Sword Key
Shells
Wooden Crest (Emblem)
Blue Jewel
Wind Crest
Music Notes
You will find yourself in a gallery with a large statue in the
middle. You can get the 1st floor map out of it by pushing the
steps up to it and then climbing the steps.
You can also push the chest out of they way and follow the
hall down. There is a zombie on the floor, which you can kill
or run past (Chris' left side) and search the shelves for an
ink ribbon.
Go back to the gallery and out to the main hall.
Go up the stairs, to the second floor, and head to Chris'
right staircase. Now go down the wall of the side of the 2nd
floor hall that your on and enter the other door. Take the
small key on the shelf. Follow the hall down to the other
door.
You will be on a terrace, follow it until you find Forest
Speyer. He's been pecked to death by crows. Take his clip and
run from the crows like mad back to the main hall.
// ARMOR KEY \\______________________________________
| \
| In the Advanced game, here with Forest you'll find |
| the Armor Key. Getting this key earlier than you |
| would normally means major changes will happen to |
| the games advancement through the mansion. You will |
| do some similar and different events, however they |
| will eventually lead to the same conclusions. |
| |
| With this key you can be lead to Richard early and |
| also open doors you normally couldn't until after |
| you'd been to the medical room where Rebecca is in |
| the normal version of the game. |
|_____________________________________________________|
Enter through the double doors on the other side of the hall.
You will be on the second floor of the dining room. Kill the
zombies then push the statue off the edge of the 2nd floor
through the gap. Now exit through the other single door in
this hall. Go kill the three zombies here and go down the
stairs. Kill the next two zombies and go into the closest door
to the stairs.
Scene:
------
You will be sprayed by something. It turns out to be Rebecca
Chambers the newest member of S.T.A.R.S. Bravo Team. You will
talk for a bit.
Put away anything you won't need, like the combat knife. Go
over to the bed and pick up the Sword Key. Now leave the room.
// SWORD KEY \\______________________________________
| \
| In the Advanced game, the Sword Key won't be in the |
| medical room with Rebecca, instead you'll find it |
| in the small dining room near the attic. Before you |
| can get to it, you'll need to move a cupboard and |
| also light the candle's with the lighter to see. |
| |
| The lighter is in it's usual place (one of the |
| researchers bedrooms on the 2nd floor), accessible |
| with the Armor Key, just like the areas leading to |
| the room with the key in it. |
|_____________________________________________________|
Video:
------
Rebecca will talk then you will be asked: "Will you take
Rebecca with you? Yes/No" Pick yes. Rebecca will talk a while,
and then you will leave.
Note: Anytime you go back there, Rebecca will heal you for
nothing if you want.
Kill the other zombie in the hall as you make your way around.
You can't go through the door on the right wall because it is
locked, so you will have to go through the other door beside
it.
Once through, kill the two zombies here and head down the
right hallway. You can go into the room in the little bit with
the zombie in it off the hall. Inside is a tiger statue, but
you can't do anything here right now. The door on the opposite
wall has a clip, a file paper, and a zombie hiding in the
closet with some shells. Unlock and go out the door at the end
of the hall.
You will find yourself in a familiar looking hall. Go back the
zombie hall, down to the door leading to the dining room. Once
inside grab the wooden crest off the back wall and the remains
of the statue you destroyed, down the side of the dining table
for the Blue Jewel.
Go back to the Tiger statue room and use the Blue Jewel on the
statue to get the Wind Crest.
// WIND CREST \\_____________________________________
| \
| For the Advanced mode of Resident Evil you'll find |
| the Wind Crest moved to the Art Gallery, replacing |
| the Star Crest's location. Solve the painting |
| puzzle and you'll be give this crest. |
|_____________________________________________________|
// BLUE JEWEL \\_____________________________________
| \
| In the ruins of the statue you pushed over earlier |
| will be the Sun Crest instead of the Blue Jewel in |
| the Advanced mode. |
| |
| The Blue Jewel is found behind the Clock in the |
| Dining Room instead, and to access that you have to |
| go Emblem swapping. More on that below. |
|_____________________________________________________|
// EMBLEM \\_________________________________________
| \
| A little bit of a change in the advanced game. |
| Instead the Emblem (Wooden Crest) is located on the |
| 2nd floor in the armor room where the Sun Crest is |
| in the original game. You should already have the |
| Armor Key as noted earlier, so unlocking the room |
| is no problem. Once you have it you can return to |
| the dining room and continue with the puzzle. |
|_____________________________________________________|
Go back to the Zombie hall, and go the far upper end. There
will be a wooden double door and a single red door. Use the
sword key on the red door. You will now be in a Bar. Go around
the corner and push the shelf that's in the way of another.
Search the back shelf to find the music notes. Take them to
the piano and use them on it. "Chris unfortunately can't read
music"
Scene:
Chris tries to play the piano. Rebecca comes in and tries. You
will be asked if you will let her. Say yes. Now leave to let
her practice.
Now lets go over to the other side of the mansion. Go back to
the main hall and back through the blue double doors. Go to
the single door at the back of the gallery and unlock it with
the sword key, and discard it.
---------------------------------
3.1.3 - And then came the dogs...
---------------------------------
Items In This Area:
-------------------
Clip (x2)
Green Herb (x6)
Small Key
Chemical
Golden Crest
Shield Key
Armor Key
Red Herb (x2)
Shells
Broken Shotgun
Run down the hall until the Dog bursts through the window,
kill it then go round the corner and kill the other one that
breaks through the window. When they are dead push the chest
in the middle of the second part of the hall to find a clip.
Exit into the next room. There is a locked door to Chris' left
and a green herb to his right. Follow the hall down, and go
the first wooden door, in it is a bathroom. Empty the bath to
get a small key. Now go back out and down the hall 'till you
get to two other doors. One double, one single. Go into the
double one. Kill the two zombies here. There should be three
doors. Go in the one closest to the double doors. This should
unlock it.
Kill the zombie in the hall, grab the green herb, and go into
the room under the stairs. Pick up the chemical, and open the
item box. Put away the items you don't need and the chemical.
You can also save if you want. Go out and up the stairs.
// BROKEN SHOTGUN \\_________________________________
| \
| If you arrive in the storeroom in the Advanced Game |
| you've probably found the Colt, but can't see the |
| Broken Shotgun. This is because it's been moved |
| into the save room under the stairs at the |
| northeast wing of the mansion, right near the good |
| shotgun. Makes getting it a tiny bit easier I |
| guess, and you really need it in the advanced game. |
|_____________________________________________________|
// CHEMICAL \\_______________________________________
| \
| Because the shotgun is now where the Chemical was, |
| you need to go outside to find the chemical. Near |
| the bathroom in this wing is a metal door leading |
| outside to a boiler. Sitting right in front of it, |
| is the chemical you're looking for. |
|_____________________________________________________|
Once at the top kill the zombies, and follow the corridor to
the right side of the top of the stairs. There will be two
doors. One won't open so go through the other door. You will
unlock the door and you will find yourself in a "U-Shaped"
hallway. Kill the zombie then go to Chris' right and past the
double green doors, past the brown door, kill the next zombie
then go to the door at the end of the hall. Go through it. Now
go back to where Rebecca was playing the piano. She will be
finished by now.
When she has finished playing the "Moonlight Sonata," a secret
door will open. Go inside and grab the golden crest, the door
will close, replace the place where the golden crest was with
the wooden crest to exit out of the room.
Go back to the dining room and put the golden crest where the
wooden one was, the clock will chime and then move away
showing a secret compartment behind it. Go over there and grab
the Shield Key. Yay, no more annoying tick, tick, tick, from
the clock.
// SHIELD KEY \\_____________________________________
| \
| The puzzle remains the same, the pieces are just |
| elsewhere and in a different order. First you need |
| to swap the Wooden Emblem for the Gold one from the |
| Bar's secret room. Then put the Gold one in the |
| dining hall to get the Blue Jewel from behind the |
| clock, and take the Jewel to the Tiger Statue to |
| get the Shield Key from it. |
|_____________________________________________________|
Now go back to the save room where you met Rebecca. Take the
chemical with you. Now go to where the two zombies were in the
hall, where the Tiger Statue is. Follow the path in that
direction and enter the door round the corner at the end.
You will find yourself in a greenhouse, with a water pump on.
Use the chemical in the water pump to kill the plant. Behind
the plant are an armor key and six herbs, two red herbs, and
four green herbs. Take what you can, and don't forget to
combine.
// STAR CREST \\_____________________________________
| \
| Instead of the Armor Key, which you would already |
| have, in the Advanced game you'll find the Star |
| Crest sitting in it's place. |
|_____________________________________________________|
Go back out to the hall and go back to the save room, put away
the herbs and take only your weapon & ammo and the Armor key,
and the small key.
Go to the other door in the hall that is locked and use the
Armor key on it. Go inside. Grab the clip, get the shells out
of the draw by using the small key. Pick up the broken
shotgun, so that we can go get the shotgun now. You use it to
swap it over for the shotgun to stop the ceiling from falling
on you. Leave and head back to the hall past where the dogs
came in through the windows.
// COLT PYTHON \\____________________________________
| \
| In the small storeroom, you'll find the Colt Python |
| instead of the Broken Shotgun. These six shots will |
| help you with a few tricky zombies or other enemy |
| setups between now and when you return to the |
| mansion (when you can get more ammo). So try to |
| make them count. |
| |
| Later on, when you use the Red Jewel on the Tiger |
| statue, like how you would get the Colt in the |
| original game, you'll find three lots of Colt ammo |
| instead. Still well worth sticking your neck out |
| for. |
|_____________________________________________________|
--------------------------------
3.1.4 - ...and then the Snake...
--------------------------------
Items In This Area:
-------------------
Shotgun
Sun Crest
Lighter
Clip (x2)
Red Herb
Ink Ribbon
Shells (x4)
Green Herb (x3)
2nd Floor Map
Moon Crest
Go to the single door across from the double doors that lead
to the save room. Walk through the room your in and into the
other door. Once in the next room grab the shotgun on the wall
and put the broken one in its place and return back to the
save room under the stairs. Go up the stairs to the second
floor. Go to the right of the main hall and into the U-Shaped
hall. Go past the wooden door and unlock it with the Armor
key, but don't go in. Now go around to the double green doors
and enter them.
Once inside the trick here is to cover up the vents with the
large statues and then flick the switch, when that is done the
case at the end will drop allowing you to get the Sun Crest.
Now follow the hall around and go back to the area by the
stairs above the save room where you got the chemical. Go past
the stairs and unlock the first door on the right-hand wall.
Once inside kill the zombie and go to Chris' right, and enter
the door there. You will find the lighter on the top of the
bookshelf, a shells beside the right bed and right wall, and a
red herb between the left bed and the left wall.
Go back out and into the other room. In here check the jacket
by the door for an ink ribbon, and the table for some notes.
Go to the panel on the wall where it's broken and check it.
The tank will empty and allow you to push it away from the
wardrobe. Now you can push the wardrobe where the tank was and
find the secret stash of shells.
Go back out to the corridor with the stairs, but keep heading
the direction you got to the previous rooms, and enter the
blue door at the end. Inside will be a locked single red door,
a green herb, and a fireplace. Check the fire and it will say:
"Wood is put in the stove, A paper is on the wall." Use your
lighter on the fire to get the 2nd floor map.
Go back to the save room where you got the chemical, and put
away everything except the lighter, shield key, and the
shotgun with shells (if you feel like it). It would also be
an excellent time to save, trust me.
Now go back to the U-shaped hall and go into the single wooden
door you unlocked earlier. Grab the two green herbs once
inside, then go around the corner. You will find Richard
Aiken, from Bravo Team, but he is dead. Examine him for a
clip.
Go into the door behind Richard. Move forward and kill the
zombie, and follow the hall down behind where he was and enter
the door where he was. You should be in a room with a table
and two closets. The table has some candles on it, use the
lighter on these to light up the room. There is a clip in the
back closet by the pictures of planets and the clock. You can
push the other closet away to reveal a passage with another
closet at the end. Search this for some shells.
Go back to the area where you killed that last zombie, and go
up the steps and use the shield key on the door then discard
it. Go into the attic.
Run forward once inside and you will be confronted by one huge
Snake. You have two options, get rid of it if you have the
shotgun with shells on you, or avoid it. No 1. Is easy to
explain, hard to do. No 2. Is hard to explain, even harder to
do. ":|
No 1. Stand your ground and shoot it with shells until it runs
off.
No 2. Wait until it is halfway round the other side of the
post from you and run.
You're going for the hole where it came out from, to get the
moon crest. On your way out, grab the shells sitting on some
barrels in the middle of the left wall (the side with the exit
door). Once you exit and get down the steps something may
happen.
// MOON CREST \\_____________________________________
| \
| When you grab the Moon Crest in the advanced game, |
| you'll be in for a bit of a surprise. It's only |
| half of the crest. Instead you'll need to track |
| down the remaining half of the crest in the mansion.|
| |
| The other half is hidden in one of the researchers |
| bedrooms on the 2nd floor of the mansion. To get it |
| you'll need to empty a fish tank, and move it and a |
| wardrobe to access a hidden cupboard with the other |
| half of the crest inside. |
|_____________________________________________________|
Variations:
-----------
If you didn't get bitten once, nothing will happen. Go to the
save room where you got the chemical, And read the guide from
the star (*) onwards.
If you got bitten you will faint, and Rebecca will turn up,
and you will have to get the serum in the save room.
Take Rebecca to the save room where you met her and go get the
serum off the shelf beside the Item Box. Now go back to where
Chris is. Once you have been cured go to the other save room
where you got the chemical.
-------------------------------------------------
3.1.5 - Wind + Moon + Sun + Stars = New... Death?
-------------------------------------------------
Items In This Area:
-------------------
Star Crest
Square Crank
Red Herb (x2)
Green Herb (x5)
Blue Herb (x4)
Leave the save room and head out the door at the end of the
hall.
Now go to the end of this hall, where the second zombie was
and enter the door (You can't enter the other single door in
the hall because it's locked).
Once inside, you will hear crows. They wont attack unless you:
- Get a switch wrong in here
- Fire a shot.
Now read the first painting.
The title is "Give Me Peaceful Sleep."
Now the paintings are in this order:
1. A picture of a tired middle-aged man
2. A picture of a newborn baby
3. A picture of a young man
4. A picture of a infant
5. A picture of a lively boy
6. A picture of a bold-looking old man.
You have to put these in the correct order. That is:
2, 4, 5, 3, 1, 6,
After pressing the last one, go to the last painting which
says:
"Give me the peace of death, and I'll give you the joy of
life."
Press the switch and the painting will fall giving you the
Star Crest. Now go out of the gallery, and go straight ahead
of the door, till you reach a metal door. Go out it.
Shoot the dog in the passageway, and go to the end. There is a
metal panel, which says: "When the sun sets in the west and
the moon rises in the east, stars will begin to appear in the
sky and wind will blow towards the ground. Then the gate of
new life will open." Meaning you have got to put the four
crests in the plate to open the door.
Inside the next room are some steps that you push towards the
camera a bit, then push towards the high shelf on the back
wall. Climb up the steps and grab the square crank. Climb back
down and go out the other door.
You will find yourself outside, shoot the three dogs and get
the herbs. There are two red herbs, three green herbs, and two
blue herbs. If you hear a beeping sound that is your radio. Go
into the status screen and select radio to use it and hear a
message from Brad. Go down the left path to find the map of
GARDEN, then go down the right path, and through the large
rusted metal gate. Follow the path round the water and use the
square crank on the box you find this will empty out the
water. Go down the path that was in the water and up the other
side. Run along the path, dodging the small snakes and hop on
the lift down.
When you get to the bottom kill the three dogs here. You will
find a dead lift, with a hole in the wall for a battery. A
waterfall, and another gate, Go through this other gate.
There are two blue herbs and two green herbs but you can't
pick them up until you have got rid of the dogs here. Once you
have killed the three dogs and picked up the herbs follow the
twisting passage until you come to a door.
-------------------------------------------
3.1.6 - Oh, and don't forget the weed, man!
-------------------------------------------
Items In This Area:
-------------------
Blue Herb (x3)
First Aid Spray
Clip (x6)
Small Key
Shells (x4)
Red Book
C. Room Key
Ink Ribbon (x2)
002 Dormitory Key
Green Herb (x5)
Map of Guardhouse
003 Dormitory Key
V-Jolt
Helmet Key
Move around the statue and grab the three blue herbs. Now move
the statue down the hall until the next hall that leads off
it. Push it up that one and cover the hole. Now that that is
done, go into the single wooden door on the right side (the
one without a metal panel above the door).
Inside you will find an item box and typewriter, along with a
First Aid Spray and a clip. Leave when you are ready and go
across the hall to the other single wooden door.
When inside forget about the door to Chris' left (for now),
and kill the two zombies. Go search the cup over at the far
side of the room to get a small key. Open the draw with the
small key to get some shells, pick up the red book on the bed.
Now go into the other door. Unfill the bath by examining it.
You will get the C. Room Key.
// RED BOOK \\_______________________________________
| \
| The advanced game moves the Red Book from the bed |
| here to a table in the Bar/RecRoom at the end of |
| hallway outside. Not a major change. |
|_____________________________________________________|
Now go back out to the main hall. You can go in the double
doors at the end. Inside is a bar, with a clip and an Ink
ribbon, oh and um, two spiders. Go up the hall where you put
the statue and go through the door. Go up the new hall to the
door.
Go in the door, run across to the other side of the room (all
the doors in here are locked) and beside the bees nest is a
table with the 002 Dormitory Key on it. Take the key then
sprint away from the bees. Go back out to the hall and down to
the door at the end that you haven't been to. There is a
statue you can push and behind it are three green herbs. Now
go to the door.
This is the 002 door so use the key. There is a door to
Chris' left. All that's in there is a zombie and a clip. In
the main room, check the draw for some shells, and get the map
of the GUARDHOUSE off the wall. Now push the closets aside to
find a ladder to the basement.
// DORM KEY 003 \\___________________________________
| \
| In the Advanced game, in the small bathroom with |
| the zombie and a clip, the clip is replaced with |
| the 003 Dorm Room Key. This greatly alters the game |
| as it means you're heading there first. The |
| remaining item changes are as follows. |
|_____________________________________________________|
// CONTROL ROOM KEY \\_______________________________
| \
| Now that you can get into Room 003 and have the Red |
| Book, you can also access the hall where Plant 42 |
| is. When you defeat it you will find the Control |
| Room key in the place where you usually find the |
| Helmet Key, and you can now head downstairs. |
|____________