__________ .__ . __ __
\______ \ ____ _____|__| __| _/____ _____/ |_
| | _// __ \ / ___/ |/ __ |/ __ \ / \ __\
| | \ ___/ \___ \| / /_/ \ ___/| | \ |
|____|_ /\___ >____ >__\____ |\___ >___| /__|
\/ \/ \/ \/ \/ \/
___________ .__.__
\_ _____/__ _|__| | /\
| __)_\ \/ / | | \/
| \\ /| | |__ /\
/_______ / \_/ |__|____/ \/
________ .__
/ _____/ ____ ____ ____ _____|__| ______
/ \ ____/ __ \ / \_/ __ \ / ___/ |/ ___/
\ \_\ \ ___/| | \ ___/ \___ \| |\___ \
\______ /\___ >___| /\___ >____ >__/____ >
\/ \/ \/ \/ \/ \/
ASCII Art credited to RT102 (Steve Bodner)
Resident Evil: Genesis game guide is credited to TVthePunisher, aka Corbin S.
Dague of GameFAQs.com. Only GameFAQs is authorized to host this walkthrough,
anyone else who tries to isn't really subject to FBI investigation or stuff
like that. It just isn't very nice =/ I put up the effort for this and
wouldn't like to see my guide changed around by someone who has nothing better
to do. I wrote this guide from square one and have spent a while on it, so if
you wrote something and then I tried to pass of YOUR thing as my own, would
you feel ok? Yeah, we understand each other...
Also I'm a fast typer, my average WPM is 90 and my top is 130. I was the best
of the best in computer classes in my middle and highschool years.
Update History - Started Guide 6/29/08
Main Walkthrough Finished - 7/1/08
All other Portions of Guide finished - 7/1/08
Completion - 7/1/08
Table of Contents!
I. The Beginning..An Introduction from TVthePunisher.
II. The How To's and Basic Info about the Game
III. Walkthrough
Chapter Uno (one) - Enter the Mansion - Majority of First Floor
Chapter Two - Tentacles and Pool Tables - Second Floor
Chapter Three - Search continues, FIND THOSE BATTERIES! -Second Floor and
Attic
Chapter Four - Gemstones and Passcodes - Rest of Second Floor and First
Floor
Chapter Five - Monkies don't like Smoked Shark but Jill does - Basement
and Shark Tank
Chapter Six - The End is Nay...yay? - Caverns and Laboratory
IV. Extra Stuff from TV's Observation
V. Weapons
VI. Item Guide
VII. Files
VIII Enemy Guide
I. Enemy Dossier
II. Boss Dossier
IX Puzzle Solutions
X. Ending Notes and Questions
XI Contact Information
XII Legal Stuff
_-_-_-_-_-_-_- X_X >_> O_o o_O I. THE BEGINNING O_o o_O <_< X_X -_-_-_-_-
_-_-_
e_e_@_@_o_o_^_^ <_< An Introduction from TVthePunisher >_> ^_^_o_o_@_@_e_e
First off, I'd like to introduce myself. I'm TVthePunisher and believe it or
not...this is my first FAQ/Walkthrough/Guide/Informational Instructions to
help you beat the game! I've been a member of this site for 6 years (through
different accounts) and never have I written one of these, mainly because
there were already WAY too many guides up to even bother putting one up (for
any of the boards I frequented at least). But one day on Yahoo Answers a
question about this game came up and...I went as I usually do, to check on
information for this game. I wanted to help this person see...but when I
looked at it, there was nothing! Just Data submitted by a user but no guides,
no cheats, and the board was only about 14 topics large...all of them but one
locked/archived. Ah...but people need help and I just love helping people.
So to anyone in the future who wants to know how to play and beat this game, I
will help you.
For informational purposes, this game was published by CAPCOM for the console
simply known as "Mobile". Okay, that's just a fancy way of saying you can
play this on your phone. Exciting, cellphone games...yay. Hey it passes the
time and I'm a huge RE fan, so why not download it? So for those of you not
quite sure how to find this game, go into the Menu option on your phone
(usually you can just press the middle button on today's new phones and it
will bring you there), head to Shop & Games or whatever your phone says.
Select, obviously, shop games...let your thing load. We will now be at the
MEdia Mall, isn't that catchy? Scroll down the menu until you find a search
bar, select it (usually with a button that says "edit" at the bottom of your
screen)...and simply type in "Resident Evil" (to save yours and my time).
Press Ok or move the curser, then select Search...and let the amazing Media
Mall browse for your selection. Next step, results...scroll down until you
see Resident Evil: Genesis (you may also see Resident Evil: The Missions but I
didn't). Obviously...you click it, so click the name and you'll get some
information:
"By CAPCOM Interactive, Inc. Game, $6.99* " and maybe you'll see some crap
about Credit Price: 14. Ah well...I go on a different plan, not prepaid. The
" * " means taxes may apply, thus making your game about $7.50+...not too
much, I guess I'm writing this for those interested in it too. Anyays, they
descripe the game like this:
"As an elite S.T.A.R.S officer, you have one goal...survive the terror of the
Umbrella Corporation!"...huh, originally it was just survive the mansion...but
they're broad to tell you who the enemy is right off the bat! What if I I'm
new to RE and have no clue what "Umbrella" is...an evil Umbrella-selling
agency trying to prevent you from getting wet in the rain!? Yeah there's not
a whole lot of info, doesn't tell you to survive zombies..or a mansion...nah.
Ah well, download it now...total it shouldn't take you a minute to get it
running. And I guess that's it for the Introduction, let's do the basics
now...the entirely optional, easy to skip...basics.
In this guide you will notice things like "<< >>" and my little notes,
whenever I do << >>...it's usually me commenting on some awkard things done in
the game. So yeah, bare with those...I'm writing this and I want to have fun.
I also wrote each item in capital letters, referring it by it's game name (not
the description name, like the keycard being RFID). If you wish to find
something in particular, hit the Ctrl key and hold it, then hit the F key.
Type in what you're looking for to reach it.
!_!_!_!_!_!_!_?_?_?_~_~ ^_~ >.< II. The How To's... >.< ~_^
~_~_?_?_?_!_!_!_!_!_!_!
...and Basic Info About the Game
When you start up the game you get the normal "CAPCOM" logo plus something
that will tell you what version it is (for this guide, it's V.1.0.1, should be
for you too)...and then the stuff telling you when this game came out, which
in this case...says 2007.
After this you'll get to the main screen, which has "RESIDENT EVIL: GENESIS"
and mysteriously a zombie poking its head out from the top of the words
Resident Evil. I like the music that plays here, if any of you are familiar
with the original game or the remake...you most likely would have heard this
song before. In REmake, the song is first heard on the second floor room with
the aquarium (and bug collection). It is later heard throughout the Residence
(or guardhouse) located out back of the mansion. The song has been dumbed
down to more of a midi file but it still plays nicely and feels good.
Okay, enough of that...you're provided with several options on the main menu.
And, here they are...with descriptions! (THE SAVING SYSTEM SUCKS, YOU CAN
ONLY SAVE ONE GAME, AND IT WILL OVERWRITE ANY SAVE DATA YOU MADE BEFORE...)
New Game - Basically...this means you click it and you start a new game. Easy
as that, it's there...you use it and you play. Yay.
Load Game - Hm, well if New Game starts a ...New Game, then Load Game must
start...an...LOaD game. Rearrange the letters...OLD GAME! Or basically a
game that you saved previously (from starting a new game) and now you can load
it! Wow, amazing ;>_>
Options - Clicking this will bring you to the game's 2 options, which have to
do with sound. One of these 2 options, labeld "Sound" turns the sound...OFF
or...ON. So that means, no music and sound effects...or all music and sound
effects. The second option, called Volume, lets you select the volume. Okay
in order to do either of these two options, press right or left using the
directional pad on your phone...or the numbers 4 (left) and 6 (right). To
select between the two, basically going up and down in the menu, use either
the directional pad or the number 2 (to go up) and the number 5...to go down.
Note: The number 8 is unused. Okay finally, the volume goes up from 0 (which
is basically the same as turning sound OFF) to 5, which is pretty loud. Also
note that if your phone is on silent, chances are this game will also be on
silent...so yeah, no need to alter the volume then (because even if you set
the volume to 5 and have sound on, you won't hear anything).
Help - Ah yes, the fun one...this does everything that I don't have to think
up on my own. I'll copy it word for word here, then add my own words of
wisdom to accompany it.
Game Keys - See each help section for an explanation on different game modes
and their control schemes. The directional pad and OK key are the primary
game controls. Since these controls may be unvavailable or inconvenient, the
number keys are available as alternate controls:
OK - 1/3 (either press 1 or 3, this is TV's edit...cause they're not specific)
Up - 2
Down - 5
Left - 4
Right - 6
The clear key can pause the game at any time. A back or delete key will also
function as clear. If you do not have any of these keys then your right
hotkey will act as clear. Otherwise both hotkeys will act as ok. <<
Basically..this is all saying how to move...you'll get used to it eventually
and feel comfertable running/walking to places.>>
One extra thing from TV to add, click the OK button once you go down to the
bottom of any type of text screen (dialouge/file/menu) to exit back to the
previous screen or go to another screen (for character talking). To exit the
inventory, just press the 0 key again. To select an item, click the OK
button.
Menu Keys (Controls) << For some Reason it's called Keys on the outside, but
controls once you click it...but Game Keys doesn't do that>>
Up - Scroll up
Down - Scroll down
Left - Toggle option
Right - Toggle option
OK - Select menu item
Clear - Exit menu
7 - Page Up
9 - Page Down
Page up and page down will only work for the text fields. <<Basically text
fields are dialouge boxes for characters or the stuff in files>>
Search Mode
Controls
Up - Move forward
Left - Turn left
Right - Turn right
Down - Turn around
OK - Action key
0 - Inventory
Clear- Pause <<or close your phone, if it's a flip/slide>>
In search mode the objective is to interact with your environment in order to
progress. To interact withs omething, simply walk up to it and press the
action key. The subsequent interactionw ill be the result of using your
currently active item on whatever object you are examing. Your active item is
displayed near the bottom-right corner of the game screen and is also
highlighted on your inventory screen. If you do not have a currently active
item then your interact will default to search. Searching is important
because it is the only way you will acquire items to store in your Inventory!
To switch your active item or to return to search mode, just access your
inventory and select what you want. <<Okay, to dumb that down...if you're in
the inventory and press OK on an item, then try to examine stuff..it will have
some message saying you can't use it for that or something weird. Just go
back to the Inventory and switch over to Search to examine things. Also, to
use an item on something (you can only use guns during fights, so there's no
point in selecting them otherwise) select it and use the OK button on what you
want to use it on, in the game. Huh, this explaination was almost as long as
the game's one>>
Combat Mode
Controls
Up - Move forward
Left - Turn left
Right - Turn Right
Down - Turn around
OK - Action Key
0 - Inventory
Clear - Pause << or close your phone, if it's a flip/slide>>
When encountering enemies your character will automatically enter combat mode.
You will return to search mode once the room has been cleared of all enemies.
In combat mode you can only use weapons and medkits. Your action key will use
your currently equipped weapon/medkit. Some weapons will require you to
target the enemy. If you must target the enemy then the action key will bring
up your crosshair. See Target Mode for more info. <<Actually almost all the
weapons require you to target, just not the flamethrower >>
Target Mode
Controls
Up - Move crosshair up-right
Left - Move crosshair up-left
Right - Move crosshair down-right
Down - Move crosshair down-left
OK - Action Key
Clear - Pause
To target an enemy you must place your crosshair directly over their location.
The action key will select your target. If your crosshair is not focused on
the enemy then your weapon will fire and miss. After selecting a target, some
weapons may require you to aim. See Aim mode for more info. << I explain all
this in the main walkthrough >>
Aim Mode/Controls
OK - Action Key
Clear - Pause
To aim your weapon you must use the aiming gauge. The aiming gauge has three
sections: Headshot, bodyshot, and miss. The moment you begin to aim the
gauge will start to rise. Use the action key to stop the gauge and fire your
weapon. The accuracy of your shot will depend on which section of the gauge
you hit. Miss is the very bottom section of the gauge, which has no color.
Sections colored black are body-shots. Sections colored red are head-shots.
Body-shots will inflict regular damage. However, as a skilled operative. You
are expected to aim for the head. Head-shots do extra damage to the enemy,
but are much harder to hit. If you let the aiming gauge rise all the way to
the top then your shot will miss! After pressing the action key, the aiming
gage will briefly flash a color to indicate your accuracy. White is a head-
shot, blue is a body-shot, and red is a miss. <<Ignore most of that, you're
going for Head-shots and they're not that hard to score. I call em Red Shots,
and just hit within side the red, meaning the bar would have to still be on
the horizontal side of the red...to get the headshot. If you use this guide,
you will be doing all red shots. That's how I ended up with the ammo I
have.>>
Inventory Controls
Up - Scroll up
Down - Scroll down
Left - Scroll to the top
OK - Select Item
0 - Exit
Clear - Exit
7 - Page Up
9 - Page Down
Your inventory shows all the items you are currently holding. To switch
active items just browse your inventory and select which item you want. Some
items can not be equipped as your active item, in which case selcting the item
will reveal further details.
<<Okay, that's all of the Help section, aside from BACK which brings
you...back to the main menu>>
About - This thing will tell you all about the game...yay (well here it is,
what's inside):
Resident Evil (R): Genesis
v1.0.1
(C) 2007 Capcom
capcommobile.com
905-637-6885 for supportt
Credits
Code/Design
Dave Herzog
Jesse Attard
Art
Dave Daniels
Eric Vedder
Music
Shinnyo Interactive Audio
Deployment
Jill Angeles
Comilation
Toan Nguyen
Dennis Scott
Lucas Green
Technical Designer
Robyn Bremner
Lead QA
Luis Bermundez
Paul Nunes
QA
Ryon Allen
Alex Bermundez
Lorenzo Contreras
Adam Dionne
Fanon Flowers
Kenny Hile
Dean Klupngam
Pat Klupngam
Jackie LaPlante
Eric Langlois
Ken Leung
Steven Luong
Jaime Monzon
Mike Powers
Howard Rodelo
<<And That's, That...now to the Walkthrough>>
X_>_<___<( ^_^ )> III. WALKTHROUGH <( ^_^ )>___>_<_X
<<<<<<<<<<< MAJOR MAJOR MAJOR TIP! Save after getting all items in ANY room,
that way if you die because of a zombie or something, you can just load from
that room with all your stuff! Do it ALL THE TIME BASICALLY, no typewriters
in this game. In order to save, you must pause the game...with flip phones
all you have to do is close it (or lower it to the point where the light goes
out) then flip it back open, it will be paused...it can pause during talk
scenes too. Another way is to press the cancel call button (which will bring
you to an option to exit application, choose no) and then you'll be at the
pause menu. One more thing is to use the button on the right, which usually
above the cancel button...used to select stuff from time to time. I'm not a
master at these phone things, so press that. So yeah, save. You can only
save in situations where you're not talking to someone and you're basically
out in the open...remember this. >>>>>>>>>>>>
<<<< SECOND MAJOR TIP, if you save before heading into a new room and get
damaged by an enemy...you can always load the last save and try to work around
not getting damaged at all. This will save you not only health, but AMMO just
in case you miss a few shots in a bad fight...>>>>
<<<Finally, since the save system only saves over what you previously saved,
BE VERY CAREFUL when you decide to save...don't accidentally start a new game
and save....cause it will save over EVERYTHING. >>
Chapter Uno (one) - Enter The Mansion!
Game Introduction (a bunch of text, joy)
Bizarre murder cases have been recently reported in Raccoon City and the
surrounding area. These reports claim that innocent families are being
attacked by a small group of psychopathic killers.
Victims were apparently eaten.
Stars dispatched the Bravo Team to Investigate but quickly lost contact.
The STARS Alpha team was sent to recover the Bravo team, and encountered the
ruins of their helicopter outside an old mansion. While inspecting the
helicopter, a pack of mutated dogs attacked the team.
While many members were killed (originally it was just Joseph, this is TV's
edit btw ;>_>), the lingering survivors were forced to take shelter in the
nearby mansion." So...what about Chris?
After this boring, one page text explaination of what we see happen in
Resident Evil: Director's Cut and Resident Evil for the gamecube, our game
opens up where each character calmly walks into the mansion, taking position
in front of a ...fountain? Wait, where did that come from...ah well...Wesker
stands in front of it with his arms crossed and Barry just kind of stares at
him (is it me or do the graphics remind any of you of Tony Hawk Pro Skater 3
for the GBA...huh..). Jill's the first one to talk, so let's list the
dialouge (btw, ...what about Chris?):
TV's Notes: Observe the poorly cut out images of characters put next to the
text boxes...lol, did they do this in Paint?
Jill: What...what was wrong with those dogs?! They looked mutilated to the
point of death, but they chased us relentlessly.
Barry: I can't believe we got away. What is this place? Where's the rest of
our squad?! << Chris? >>
<< For some reason, which seems to have no point WHATSOEVER...Wesker decides
to start walking to the end of the black square surrounding the fountain, then
comes back...I'm GUESSING this is some form of looking around, but it just
seemed out of nowhere to me).>>
Wesker: Keep your cool. Let's establish a perimeter. I'll secure the lobby.
You two scout the neighboring rooms.
Jill: Yes sir!
Barry: Jill, remember to search everything you can. We don't know what we are
looking for yet, but anything could be a clue. To interact with something on
the map, simply walk up to it and press the action key. Make sure you are
facing the right direction too! The subsequent interaction will be the result
of using your currently active item on whatever object you are examining.
Your active item is displayed near the bottom-right corner of the game screen
and is also highlighted on your inventory screen. If you do not have a
currently active item then your interaction will default to search. Searching
is important because it is the only way you will aquire items to store in your
inventory! To switch your active item or to return to search mode, just
access your inventory and select what you want. Good luck!
<< WHOA WHOA WHOA, HOLD ON...STOP THE GAME, CLOSE YOUR PHONE, BLINK YOUR EYES
A FEW TIMES AND JUST...BREATHE. Is it me or did Barry just...say something
helpful for once? Now I love Barry, in a non-man love kind of way...he's had
the worst voice actor (but the best at the same time) and he's usually said
some things to hint on what to help you with...but in his own way. Never,
NEVER have I seen Barry or ANY Resident Evil character be so...informative.
It is not normal for a Resident Evil character to explain how to use a button
or map or anything like that. Here Barry, of ALL PEOPLE, is saying complex
words to explain how to use active items and inventory screens! Barry...omg,
you're...smart. I'm surprised...this is really different for CAPCOM...but ah
well...by the way, did you notice the lack in mention about Chris?>>
Mansion: Lobby
Enemies: 0
Items:
20x Handgun Bullets
Key Items:
Diamond
Onyx
Silver Keycard
Lighter
Locked doors: 2
Alright, at last...the actual guide. So unlike any other incarnations of
Resident Evil, you don't move directly from the lobby with Barry into the
dining room. Nope, instead you take control of Jill right then and there and
can start moving. I suggest you use this time to learn the controls of the
game, get used to how to move about. Explore around, in fact check out the
interesting new divided screen! If you're familiar with the other games, you
know that the main hall has a front door...well I was shocked when I first
tried this to find that you can move out into a different screen, that
seperates the door from the rest of the mansion. Yep...if you click on the
door you get a message from Jill saying she won't go out there without backup.
Wise...head back.
You can talk to Barry again if you want but he tells you the same thing as
before, but Wesker's is funny. I even have to quote it.
Wesker: Don't just stand there being useless.
I think I like this game's Wesker ;>_>...after this, walk up and talk to the
statue - er...examine it I mean. REmakians will be familiar with this...
Object Description 1: First Time Ever Existing Fountain in Resident Evil 1
Incarnation!
"1967. George Trevor, Architect. Commisioned by Lord Ozwell E. Spencer"
Now there was a purpose for this you know...and this is that purpose: Jill
notices something glistening in the fountain...and guess what, you just found
the DIAMOND (I'll caps it so it catches your attention). Head to the left
directly from the fountain until you see a doorway and a potted plant to the
left. Go to that and examine to obtain 20 HANDGUN BULLETS for your Beretta
92FS. Hell to the Yeah, that's ammo baby...you betta love it. While you're
at it, make your way right from this doorway (we're examining the main
hall/lobby first) until you reach another potted plant, don't pay attention to
it though...nothing there. Instead you want to head right now (or
southeast...if you want to get technical) passing by the fountain and a silver
door <<never seen that before ;>_> where's the stairs?>>...as you'll notice,
there's another one of those potted plants again. Remember the difference
between this one and the one between the last one that held an item. It's
these types that will normally have stuff in them. Anyways, investigate the
pot to find a SILVER KEYCARD.
Go ahead down to the Piano at the right end of this large room, if you examine
the bench you recieve the ONYX (another key item, mhm). Make your way over to
the white couch (man that thing looks so good right now ._. ) and examine yet
again, to find...the LIGHTER? << Ironic aint it? I always find lighters in
couches at other people's places...but I don't smoke or drink so don't point
fingers! >>. That's it for items in this place, so finally we can exit. Head
to the door on the far left from the entrance...and get ready for interesting
combat. Oh but first, press the 0 key to open up a menu, then scroll down
till you find the keycard (that's right, in this game you have to select an
item to use it...even a key...so use the silver keycard from earlier). Enter
a now open door..
Mansion: Barry Room 1 (Room that isn't the Dining Room...partial
library/reading room?)
Enemies: 1 zombie
Items/Files obtained:
Newspaper 1
Letter 2
Poker
Key Items:
Fire Opal
Locked doors: 1 (requires a silver keycard)
Okay the basics, you'll automatically switch to your gun here so get a good
luck in front of you for the zombie heading your direction. You have to click
the action key (for me, I use the center of the directional pad) to first
bring up a crosshair on the floor...then you have to wait for the zombie to
appear within side the crosshair (or move it ahead to wherever the zombie is
or is going to be). Click the action button once more . After which time
will inevitabely freeze, allowing you time to select the best time to shoot.
Aim for the red, can get them in one hit...(if you get damaged...they only hit
you it seems, and it doesn't take too much of your...Heart down. This seems
more like Zelda..,). If for some reason you die, well...gameover, you have to
collect everything again and then you come back here...and try again (or if
you saved after you got all items like I told you, you will just pick up from
there)...or you could just get the SILVER KEYCARD then fight the zombie...save
you time.
After defeating the zombie, Barry again walks calmly passed you, clears half
the room before he decides to turn around and say:
Barry: What was that thing?! Just looking at it gives me the creeps.
Jill: I don't know, we should report this to Wesker.
Barry: Good idea. I'm going to stay and examine the body. <<Thought the
thing gave you the creeps, Barry..>>
<<Okay, yet another difference to note...the zombie attacks Jill directly as
she enters, Barry doesn't come in until after you beat it...and the dialouge
is worse than in the original! Anyone else notice that he says "Good Idea" to
something that involves "We" and he decides to stay behind? Hm...>>
So after this, you can pretty much head directly back into the lobby, turn
around real quick then come back in the door...that counts as "not being able
to find Wesker". So do that if you like, then Jill will automatically walk to
Barry and this will start:
Jill: I couldn't find Wesker in the lobby.
Barry: That's unusual...well I suppose we should continue to investigate this
mansion. I'll stay here in case you need anything.
Jill: Alright.
<<Talk to Barry one more time after this and he'll say he doesn't like it
here...THEN WHY NOT GO WITH JILL YOU PANSY!>>
So yeah, time to Investigate. You can check all the stuff to the right of the
entrance you used to come in, but you'll only get Jill's commentary. One's
interesting though, she sees a coffee table but comments how there's no
coffee...I didn't know zombies drank coffee ;>_> I mean she's expecting
coffee, she knows more than she's letting everyone else think. There's
nothing to the right of Barry so instead, go left from the entrance to the
coffee table with the NEWSPAPER 1 on it. Pick it up and examine it if you
want...I'll just put what's in it here:
Newspaper 1: A newspaper article about the construction of the mansion
"Ground was broken today at the remote site of Lord Ozwell Spencer's Mansion.
The mansion is located in an isolated part of the forest, just outside Raccoon
City. Dr. Ozwell Spencer is one of the founders of the Umbrella Corporation,
along with Dr. James Marcus and Sir Edward Ashford. The company develops
cosmetics and consumer products, and employs many researchers. The company's
presence in Raccoon City will hopefully spur some economic growth in the area.
Prominent New York architect George Trevor was on hand to tell us a little
about the mansion (article continues on page 5)"
Interesting, move on to the fireplace...GASP, another file (LETTER 2)! Pick
it up, it's kinda burned though =/..also notice that you'll get the FIRE OPAL
along with this.
Letter 2: A half-burned letter I found in the fireplace
"..manged to crack the safe I wrote...a gun and some papers in there now,
but...changes the passcode regularly, so...Ashford's portrait in invisible
ink. I'm sure you'll know how to reveal it. Please destroy this letter
after..."
Well somebody obviously read this and pretty much sucks at destroying evidence
(you gotta tear it up THEN throw it in the fire, dur)...but now Jill has it.
Oh my, dangerous information. See the golden thing to your right that is used
to hold pokers? Search that for a ...POKER. Yeah...a poker in a poker
holder, who'd thunk it? So what do we do now, but investigate the next room
in here of course.
Mansion: Dining Room 1 (or something of the sorts).
Enemies: 2 zombies
Items: None for now
Locked doors: 1
Not exactly what we saw in Resident Evil, but it still qualifies I guess...4
tables with 4 chairs is better than 1! So what's special about this
room...well there's 4 tables, 4 chairs per table...that's...16 chairs...ah
there's a window or two...a cabinet with some golden necklace in
it...and........oh right, there are 2 freakin zombies roaming about! Yeah,
here's when you want to take advantage of the running system (which only seems
to kick in during combat situations). Get yourself enough ground away from
both enemies and take them one at a time, DO NOT try to take them when they're
trying to gang up on you. I tried this earlier in another room and it
kinda...doesn't work that well unless you're REALLY fast with your thumb.
Remember, wait for it to get to the read to score a headshot. Anything below
that is either a bodyshot or leg shot.
After both enemies have fallen, this is your time to shine...or explore some
more. Either works, I suggest going to the most interesting thing...and
that's the cabinet up in the top of the room to the left. As you can see,
it's glass...and there's a golden necklace in it. For some reason you have to
break it open with something..(omg, interactivity in RE...wow, no puzzles to
open it...okay RE4 did this too but whatever) and it just so happens that in
your inventory, you picked up the POKER earlier. So realistically selecting
the poker in your inventory then pressing the action button would break the
glass and you could get the necklace. Easy as that...but uh, since Jill's
clumbsy...she kind of knocks the GOLDEN NECKLACE down into a WOODEN HOLE (note
an item, just pointing out her stupidity...how could that be an item
anyways?). So uh...what do we do? We need something to pull that necklace
back out...and you don't have it right at the moment, so just leave it for
now. Switch back to search mode (btw I hope you remembered to do this, I
found out the hard way that you dont' automatically get to search things...I
figured this out when I kept hearing "I can't shoot this" or "I can't cut
this"...crap like that...I was like, huh? Okay those aren't the exact words
but you get the idea...you actually have to go press 0 and select "Search"
again.
Well the next most interesting thing would be the picture of Sir Edward
Ashford, an old guy some of the RE vets know. Just walk over to the thing to
examine it...now what to do? Well a file earlier told you there's invisible
ink written on this thing, but sadly you've got nothing to see it. Ah
well...head back to the room where Barry is (notice that if you come back to
this room, the zombies are still there...uh oh...).
Mansion: Barry Room 1 (as I will now call it, he stands there doing nothing)
Nothing's changed in this room, Barry still doesn't like it here but he still
stands in the same place in the very room he doesn't like. Ah well, ignore
him and head back to the Lobby/Main Hall
Mansion: Lobby
Okay, remember that Poker you got earlier? It's not done with uses yet, I
swear it's probably one of the more useful items in all of the Resident Evil
series. It breaks things, prys open things...it's pretty nice. So where are
we going to use it...well, remember where the Piano was at? Head there and go
down the door at the south wall (I'm going to start saying south/west is
actually south, north/west is going to be West, North/East is going to be
North and South/East is going to be East. The game isn't fasioned like Zelda,
it's made like Tony Hawk's Proskater 3 for the GBA...it's a Diamond
perspective. So these are the new directions)...anyways, pull out your poker
and use it to pry open the door. Head inside.
Mansion: Storage Room 1/Crimson Head File Room?
Enemy: 1 Crimson Head
Items/Files:
Report 1
Report 3
Key Items:
Microship
Caramel
Okay, as you noticed in the enemy information...there is a CRIMSON HEAD in
here. It's also known as a V-act, but this thing is basically a faster zombie
(but can still be killed in one shot using the "Hit On Red" method, that you
used with zombies). The problem is he moves so fast you must be quick in
order to even get him in your crosshairs...and the room isn't big enough to
run around in to get yourself room to fire. So just go right from the door
into aiming and catch him as he goes into the crosshairs. I really hope you
don't die here, and I hope you saved! >=/ if you're low on health, run out of
the room...and head into another one. The worst you'll run into is
zombies....
After the thing is dead, start investigating. You'll notice a slip of paper
on the desk, go to it and you'll pick up REPORT 1.
Report 1: A report about oversized plant << an? A? Nope, just "report about
oversized plant"...no plants either...~_~ >>
"Plant at point 42 is growing at an amazing rate. The effects of the T-Virus
are the strongest we have observed. The plant's anatomy and size have
drastically mutated. Due to its accelerated growth, the plant requires
additional nutrients that are supplied through two hydroponic tanks. The
head/bloosom of the plant requires specialized nutrients, and is suspectible
to strong sedatives. We have employed the practice of sedating the plant
before examining it, as it can expel deadly poisons when agitated. The entire
root system of the plant is connected to the second tank. Despite the
observable strength of the roots, they require careful maintenance and remain
susceptible to all forms of herbicide."
Well, that's a mouthful...we'll get to that later. Go around searching the
table to the right to find CARAMEL, which is capable of making things quite
sticky. << Don't get it on Barry's beard!! It's funny to select this and try
using it on stuff, Jill doesn't want to get it sticky...XD get it?...okay >>
Another item is in the cabinet directly to the left of this table, it holds
a...ya know, MICROCHIP? With stuff recorded on it? Nice...move alittle more
over to another cabinet and you'll find REPORT 3
Report 3: A report explaining origins of Crimson Heads (strange, it was next
to a Crimson!)
"Speciman: V-ACT
(Crimson Head Zombie)
Status: There is now evidence that when the host loses consciousness, the
body goes into a dormant state. During this time the virus becomes active and
reconstructs the basic composition of the body to become more agile and
aggressive.
Action: Specimen too dangerous to keep in standard laboratory cage. Since
further research required freeze specimen in stasis unit 1b." <<Freeze em and
serve em on a stick, yum yum! No? Dang...let's continue >>
With everything done in this room, make your way back into the lobby.
Mansion: Lobby
First thing you're going to want to do is save, yep...I don't know if you read
the major tip earlier but saving is good...and saving now is REALLY good.
Don't want to lose all these items and repeat...about 5 minutes of your life
;>_> lol. Who knows, might make you better at the game =P but save
anyways...and move on up to the two doors . Go to the one on the right first.
Mansion: Dining Room 2 (a second one?! ah well, it looks more like a dining
room now..)
Enemies: 4 zombies
Items: None
Puzzles: 1
Yep, I kinda freaked when I went in here too. I've mastered how to fight
these things though and will inform you how to fight multiple zombies in large
rooms. RUN, run a lot...get them in a light and pull out your gun, wait till
they walk into the crosshair, press the action button and wait till the thing
is up to red...boom, one hit kill...run immediately, it's too risky afterwards
to try another headshot...again, same strategy...until all 4 are dead. After
this you'll notice one large table in the center, a number of chairs around
them...and empty sockets. Oh boy, a stumbling puzzle that's confused quite a
few people...they don't know where to put the gemstones they got earlier!
(yeah, you got a number of them but not all of them yet...we can come back to
this later).
Since we're done here for now, move to the double doors on the west wall and
go into the kitchen.
Mansion: Kitchen (rotten meat? I like this kitchen, this one is pretty
clean...except for the zombie)
Enemies: 1 zombie
Items:
Medkit
Mallet
BBQ TONGS
Severed Thumb
Key Items:
Ruby
Doors Locked: 1
Easy enough to kill zombies by now, just get distance and let it walk into
your crosshairs...boom. I don't think I have to explain how to kill these
suckers anymore, so I'll just mention the number of enemies when it comes to
them...if it's a large number that might give you trouble, I'll offer advice
as well. But let's continue to examining stuff. Head to the visible side of
the counter (southern end) and go to the burner, examine it for a RUBY. Spin
around the counter from the eastern side and go to the northern most
counter...keep examining along it and you'll find something sweet...A MEDKIT!
Yep, first healing item...that's surprisngly from every other game ASIDE from
Resident Evil...you got First Aid Kits that turned into herbal medicine or
first aid sprays in RE, but...never a medkit. It acts just like a First Aid
Spray, heals you completely. So yeah, hang on to it until you ABSOLUTELY need
it, I mean a slither of health...you can still run when damaged to the point
of death...so wait until you really need it. Anyways, continue till the end
of this counter and you'll find the MALLET at the end. Move to the counter
against the wall and the second cupboard from the right has BBQ TONGS in it.
So far we've found some cool things, something to hit people in the head with,
something to get your food and move it onto your plate with. I guess these
are really zombie tools, just used differently (Cracking skulls and moving
insides with tongs anybody?)...but this next item is a little...strange. So
yeah, you see a fridge right? Examine it...you find...a SEVERED THUMB. It's
funny...really, because if you select it and have Jill try to use it on
anything...she says : I'm not sure what a thumb will do here"...I wish I could
use items on characters then it'd be funnier...BUT ANYWAYS, you have a severed
thumb...good for you. Head to the room directly at the corner from the
fridge.
Mansion: Storage Room 2 (apparently a lot of things are useless here,
according to Jill)
Enemies: 0
Items/Files:
Letter 4
Weed Killer
Well it's a small room, that's good..that means not much to do. That's ALWAYS
good. Head to the closest shelf and grab something, namely..LETTER 4.
Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door. Black faces off from the
oposite shore. The two are surrounded, on both of their sides, by that which
is seen, after the sky cries."
Hints, hints, hints...obviously has to do with those gemstones you've been
picking up all the time. You have in your inventory at the moment 4
gemstones...still got more to go my friend. Make your way past the "useless
item" shelves until you find the WEED KILLER, cause it...kills weeds? Exit
the room.
Mansion: Kitchen (I know I'm hungry but where's the food? I don't want to eat
a severed thumb!)
Enemies: 0 (cause you killed the zombie, right?)
Items/Files: 0 (you got them all, right?)
Doors locked: 1
So since you have everything in here, move to the next closest door..and see
that it's locked...oh right, guess we can't go there x.x...head out of here
for now, to the last door on this wall at the very end (not the doubledoors,
the single one).
Mansion: Mini-Room and Hallway (with a portrait that...flatters Jill? It's a
picture of a man, IS SHE ADMITTING SHE'S A MAN?!?!)
Enemies: 0
Key Items:
Emerald
So nothing here but a weird comment about the picture...and a plant. That
plant...there's got to be something there. Examine to get the EMERALD. Yay,
5 gemstones. Keep going.
Mansion: Lobby (yay, so quiet...)
Just go to Barry Room, you know...all the way on the left, through the double
doors.
Mansion: Barry Room (time to see what he's good for)
So you have some interesting items, take out the chip for example and talk to
Barry using it...he'll tell you what it says. It says "Vortex
security"...interesting. But you know what's really cool? He gives
you...HINTS, again hints...if you show him items, so if you show him the BBQ
TONGS for example...he'll tell you that you can "reach a lot farther with
those". Oh if only the old voice actor was saying this, it'd be awesome...
Now here's the kicker, if you're an old RE fan...imagine Barry's 1996 voice
actor...and imagine him saying this line. Show him the CARAMEL and he'll say
"Wow, this stuff is sticky." I can imagine it like "WOOOOW, THIS STUFF IS,
STICKY!!!!"...okay okay, more items...no no, show him the MALLET and he'll
go..."You could crack some heads with that!"...I guess that mallet is REALLY
POWERFUL! ;>__>....and if you show him your Berreta, he'll tell you the gun's
name is...well it's a...44 Magnum..Anaconda. Okay, if you get ALL the
jokes...then that just closes it.
So yeah, that was fun...kind of pointless, well make your way to the Dining
Room here.
Mansion: Dining Room 1 (oh yay, time to get that necklace...I probably could
have just broken the stupid case apart to get to it, but let's just...use the
tongs)
Key Items:
Cross Necklace
So Jill's going to use her thon- er...TONGS...to get that necklace. Head to
it and grab the item using the tongs, it is now called the CROSS NECKLACE.
Hey, they changed the name...not me. Wise choice, REALLY wise choice to save
right now...because after the next room, you'll see why...
Mansion: Barry's Room (but he looks so lonely...=/ )
Enemy: 1, Lisa Trevor
Hey Barry, bye Barry! Wait just a minute, he's addressing you this time!
Barry: Hey Jill come here. <<Jill will casually stroll towards Barry...people
need to move FASTER>>
Jill: What is it?
Barry: I've been messing around with this radio transmitted I found on the
corpse <<QUE?! >> It's a walkie-talkie of some kind, but I should be able to
re-program it to contact our helicopter. It needs batteries though. If you
come across any please let me know. <<Not only is he intelligent now, he can
reprogram walkie-talkies...SO THAT'S WHAT HE'S BEEN DOING ALL THESE YEARS!
Getting smarter!>>
Jill: What's a zombie going to do with a radio transmitter? <<Jill, what's a
zombie going to do with BBQ Tongs, a lighter, coffee and other various crap
you found? >>
Barry: I guess it means that these monsters used to be human...<<NO DUH! So I
guess the theory these guys had about all these items being used by the
zombies is down the drain, apparently...THEY USED TO BE HUMAN! >>
Jill: That's an unpleasant thought..You know I've searched most of this main
floor, Wesker isn't anywhere to be found. Maybe something happened to him?
<<Well he called you useless earlier, so maybe he's doing something useful? I
don't know..>>
Barry: I hope he's okay...without Wesker...my family..
Jill: What? Your family? Barry I don't und-- << WESKER! HOW COULD
YOU...IT..CAN'T...BEEEEEEE!! Wesker's Barry's....father? >>
Barry: I'm going to check out the lobby again.
So Barry walks off..rather slowly, takes 10 seconds to leave x.x Jill kind of
just goes "..."...um, be ready..soon as you click past that...Lisa rushes in!
YIKES! she uuuuugly. So UH, here's Jill's text...
Jill: What on earth is that! I should run and find backup before that thing
catches me! <<lol it's funny that the entire time she says this, Lisa could
have easily caught her...but instead she kind of just...stays at the door...>>
Um...here comes a fun part. I actually say it's fun, okay I'll admit I
actually like this game. Here's where you get the option to run but you can't
save or go to your inventory screen. You're stuck on search and you must RUN
from the invincible Lisa Trevor. She's fast, I mean seriously about as fast
as a Crimson...so right off the bat I hope you know the controls well enough
by now to quickly turn around, run, get distance...then angle yourself out of
the Barry room. One last thing...if she hits you...you die. Full health or
not, you will die. So yeah...that's why we saved in the last room.
Mansion: Lobby (WHERE'S BARRY?!)
Enemy: Lisa Trevor (still in persuit!)
Thankfully this place is big enough for you to move around a little, so take
advantage and weeve in and out around things to try and shake her for alittle
bit...but she is fast and will catch up quick. You need to go all the way
back to the kitchen, which means going to those 2 doors up near the piano that
lead either to a hallway or Dining Room 2. Eitherway works, it doesn't matter
which you choose. Just head to the Kitchen (I'll skip those 2 rooms and go
straight to the Kitchen part now).
Mansion: Kitchen (Barry, you better not be eating left over severed thumbs!!)
Enemy: Lisa Trevor
Still no sign of "backup", Barry said he'd be in the Lobby! Make your way all
the way to the end of the long kitchen until you get to the last door, that's
already opened since you went in there. Storage Room 2...and where Barry's
at.
Mansion: Storage Room 2 (Barry, what are you doing here?)
Jill: Barry! There you are! <<Jill runs beside Barry and pulls out her gun,
nice...Barry just kind of stands there stupidly>>
Jill: Quick, draw your firearm and hold this position!
Barry: Jill?! You're freaking me out! What's coming for us??
Jill: Just get ready to unload! <<duuude, teamwork...HERE SHE COMES>>
Wait a second...who's that...get ready.......Wesker? And look at him, arms
crossed with guns pointed at him (pst for RE fans, woulda saved time don't you
think? ;>_> You know what I'm talking about...)
Jill: Wesker! Sir!..
Wesker: You were expecting the Boogeyman perhaps? <<Hah...wait...dude he's
cocky in this game, that's awesome...I love it>>
Jill: Where have you been? We were looking for you.
Wesker: The lobby was relatively inactive, so I scouted the exterior. <<He
went outside?! But the dogs--->>
Barry: But those dogs...? <<HEY, THAT'S MY LINE!!>>
Wesker: They were gone when I left. I've encoutered more hostiles outdoors.
How is everyone doing for ammo?
Jill: I could use some clips...
Wesker: Here take these. (he'll give you 20 BULLETS FOR THE HANDGUN/Beretta)
Listen I want you two to continue exploring, there may be members of Bravo
inside this mansion. See if you can find a way to the upper floor.
Jill: Yes sir.
Wesker: Barry, how goes the mission?
Barry: The mission? <<Ah, now he starts returning to good old...forgetful
Barry>>
Wesker: We've been over this.
Barry: Oh! Yes well the mission, is...progressing...
Wesker: Right. Keep it together Barry, we are trained to work well under
stress. (I think it's "Right" but I don't know if it's just my game, but I
have a stupid "G" up in the top corner covering the letter....grr..). There
are others depending on you.
Barry: Understood.
Jill: What mission?
Wesker: It doesn't conern you. (OOOH, YOU GOT TOLD) I'm going to resume
searching outside and the forest. You stay in the mansion.
Jill: Yes sir.
After Mr. Nightshade (Wesker) leaves, you can talk to Barry if you want but he
doesn't really offer you much. No this isn't the next Barry room, as you'll
see why here in a moment. Regardless of any of this, head back into the
Kitchen.
Mansion: Kitchen
Wesker will be standing in front of the door that had been locked with his
arms crossed again, then will open it and walk inside.
Jill: That's strange...how did he open that door? <<I wonder...HM! Mighta
had a..key, something you can't seem to find anywhere Jill! >>
Now you have a few choices here to get back to the lobby, either go through
the door Wesker just went through to be...GASP, in Dining Room 1 (the two
doors connect, isn't that interesting...okay not really), then through Barry
Room 1. Or go all the way to either the dining room or the hallway entrance,
then make your way back to the lobby. Doesn't matter which.
Mansion: Lobby
Enemies: None
Items/Files:
Blue Keycard
Letter 1
Passcode Door: 1 (Code: SPENCER)
Finally, save now if you wish (or save after you do this next little bit) and
don't worry about Lisa Trevor...she's nowhere to be found. Now if you came
from either the hallway or Dining Room 2, just head down until you get to the
small golden picture and a statuette ontop of a display. If you came from
Barry Room 1, head all the way past the silver door and turn at the plant to
reach the statue. Choose your CROSS NECKLACE and use it on the statue,
causing the golden picture to open and reveal...the BLUE KEYCARD and LETTER 1.
Letter 1: A letter I found in the bust on the main floor.
"As per our arrangement, I have provided a keycard to the second floor. The
passcode, as I'm sure you have guessed, is our illustrious Lord's last name.
Please deposit the remainder of my payment in the bust, and return the
necklace to the dining room cabinet." <<AH HAH! SO NOW WE CAN GET INTO THAT
SILVER DOOR! Cough, um...let's move on>>
After getting these items, select the Blue Keycard and use it on the Silver
Door. You will then see a message prompting you to enter a passcode. The
way you select letters is this...using whatever button you use for moving your
character or moving "up", to do the letters "backwards". So from A, you'll go
to 9...then 8, all the way to 0 then Z. Then use whatever button you use to
go down (say the down thing on the directional pad or 5) to move
normally..like A, B, C....but the important thing, what's the password? Well
throughout this guide and the game you would have noticed the name a couple
times...his name is Lord Ozwell E. Spencer. SPENCER is the code, so enter
that and boom...the door is open. Head inside for an interesting scene...
Chapter Two: Tentacles and Pool Tables
Mansion, 2nd Floor: Hallway 1 (the tentacles!! WATCH OUT JILL!)
Enemies: 0
Items: None
Problem: Tentacles/Vines
As soon as you enter you'll get shocked by Barry pointing his gun at you. I
guess he is returning to him old self ;>_>
Barry: Stop right there Jill.
Jill: Barry! What are you doing?! <<Apparently he's pointing a gun at
you...X_X >>
Barry: Don't make a move.
Jill: Barry? Please...don't shoot...<< DOOO IT, DOOO IT, DOO IIT->>
Barry fires off three rounds in Jill's direction, OH NO! but
apparently...they miss and Jill stands up straight.
Barry: Don't worry. I wasn't aiming at you...turn around!
So Jill turns around and here comes one of the funniest, inuedo lines yet in
the game!
Jill: Oh man! I almost walked right into those tentacles! (sure Jill, you
almost did...you just walked into the door, you're at least 5 feet away from
them...I bet it's just what you were hoping to do)
Barry: Sorry about the gunshots...I thought it may have tried to attack you.
<<Deja vu? What "comics" have you been reading Barry ;>__> >> I guess they
don't seem to be actively hostile. Good thing too...the bullets didn't even
scratch them! <<Here comes another line...>>
Jill: I'd rather you shoot at me than be mauled by some mutant
tentacle...<<XD XD OH GOD...you really have to be a member of the REmake board
or fan of RE jokes to find this funny>>
Barry: Haha, right. <<oh god...>> Well even though they aren't attacking us,
they make me uneasy <<I don't think they're interested in you Barry...>>.
I'll be in this bedroom here.
And so Barry walks into the bedroom, might as well follow him...we'll be back
here in a sec.
Mansion, 2nd Floor: Barry Room 2 (Barry's Bedroom, creeeppy)
Enemies: 0
Files:
Memo 1
Key Items:
Amethyst
Upon entering, go to the dresser beside the bed to pick up MEMO 1.
Memo 1: A memo regarding biohazard suit policy
"New procedure to be enacted immediately. Due to a recent accident in the
lab, all members of this facility are required to wear biohazard suits, which
will be provided. Please advise the medical staff without delay if you are
experiencing any skin irritation." << I'm experiencing skin irritation,
what's the staff's #? IT DOESN'T SAY, NOOO!!! >>
Talk to Barry if you want for a little chuckle about Tentacles, then continue
searching the rest of the room. Start with the dresser on the other side of
the bed to find the AMETHYST (another gemstone, NICE! ). Well that's all for
Barry Room 2, so make your way back into the hallway.
Mansion, 2nd Floor: Hallway 1 (aside from the tentacles, it's kinda nice)
Since your way is blocked by...tentacles, you might as well go the other way.
Both doors at the end lead to enemies, the smaller one leads to a crimson and
the other to a Zombie. Save outside the doors and head into the smallest one
first (be ready to take out the crimson immediately).
Mansion, 2nd Floor: Hallway 2 (more tentacles, but a crimson too!)
Enemies: 1 Crimson Head
Items: None
Upon entering he'll run right at you, you have pretty much under 2 seconds to
ready your weapon and get him in the crosshairs. He runs straight at you so
just wait for the moment and shoot him in the red, trust me you need to kill
these guys in one shot.
After he's downed, head to the first door you see next to the plant.
Mansion, 2nd Floor: Bedroom 1 (2 zombies sleeping together? Gnarley..)
Enemies: 2 Zombies
Items/Files:
20x Handgun Bullets
Letter 7
Key Items:
Topaz
Now if you're good, you can kill both of these right after the other...not too
difficult to achieve but otherwise try to shoot one from a long distance then
run to avoid the other. I suggest just taking them both out in this narrow
line.
Check the blue vase for 20 HANDGUN BULLETS and then head over to the zombie-
pal's bed for LETTER 7
Letter 7: A letter about the attic door
"The man in the sunglasses won't even let me make a phone call. I don't have
the luxury of time to explain everything that's happened. there has been an
accident in the lab and my colleagues have become infected, with a terrible
virus. This virus robs its victims of their humanity, forcming them to walk
the corridors of this wretched mansion as mindless zombies. I can hear them,
pressing against my door like demonic, hungry animals. Sadly, I too am
infected. I feel hot and itchy all over, and I am slowly losing my mind.
I know that there is no hope for me, but I have left help for others who may
come to this place. My access is limited to the experimental subject in the
attic. If someone can get in there, I'm certain there is enough evidence to
shut down Umbrella for good. I have disabled the biometric thumb scanner on
the door by removing a microchip. It took all my courage, but I severed my
thumb and placed it in the freezer.
I hope this will help anyone who reads this note. If so, it will be my last
saving grace as a human." <<Aww...that was touching, I feel for this
guy...really. So that's where that thumb and chip came from! Now all we need
is the thumb reader...and we're set>>
Make your way over to the lamp for yet another gemstone, the TOPAZ. That's 7,
so now that you have 7...there's only one more so we can do the puzzle back in
Dining Room 2. Make your way out of this room.
Mansion, 2nd Floor: Hallway 2 (ah, short trip..)
Easy said, easy done...move across, turn left then face the door.
Enter...yay.
Mansion, 2nd Floor: Bathroom (keep your minds clean, pervs...she's even less
pixeled now!)
Enemies: 0
Items:
4 Ball
Medkit
Tranquilizer
Key Items:
Sapphire
So you can examine the bathtub for an interesting thought or the toilet for a
disturbing one (well, examine it a 2nd time for that.), plus the first time
you examine it you'll get the 4 BALL...but what really counts here is examing
the two sinks. The one on the left holds the final gemstone, the SAPPHIRE and
the sink next to it has a MEDKIT. Go to the last edge (closest to the wall
and towel wrack) of this counter to find the TRANQUILIZER (which will have its
use soon). Now exit.
Mansion, 2nd Floor: Hallway 2 (that crimson's body's still there..ew...)
Just go all the way back to hallway 1 for now, and to skip me typing more, go
into the doubledoors once you're in Hallway 1 to be in another room (SAVE
BEFORE ENTERING)
Mansion, 2nd Floor: Plant Room (it's kinda green...OH DOGGY!)
Enemies: 1, Cerberus/Zombie Dog
Items:
Liquid Nitrogen
Puzzle: 1
First new enemy in awhile, nothing to worry about...just like any
other...sometimes he'll charge directly at you or go to the other side and try
to attack you from the side. I suggest moving to the far left and he'll most
likely charge straight at you. Wait for it to charge directly at you and
shoot it like the rest, the only problem is the Bar is MUCH smaller now and
you have half a second to hit the red to get the shot off. I can do it, but
you should too...I have faith. One other problem is that it kills in one hit,
so yeah...be careful, remember saving was a good idea. After it's dead, you're
going to want to get rid of Plant 42. Remember back in the file how it
mentioned "sedating" the plant for examination? Well that's what you're going
to do, with that TRANQUILIZER. Select it and move over to the tank beside the
plant to drug the plant up into a sleepy by state. Now if you didn't do this
and tried to move in front of the plant, it will spray poison on your head and
kill you automatically...=/
After it's knocked out, move in front of the plant until you can't move any
more, move down, then right again, then angle around until you reach the
second tank (keep examining until you're sure you're at the tank)...then use
the WEED KILLER (at last) to finish this thing off and get rid of the
tentacles <<Now Jill's safe from Japanese twisted stories...>>. Upon killing
the vines, both Barry AND Wesker walk in (I thought he was supposed to go
outside, hm...)...the three of you meet up and talking occurs.
Barry: Jill! Wesker and I were talking and we saw the tentacles in the
hallway retract into the ground.. Did you kill the plant? <<Interesting
backstory coming up..>>
Jill: I've never been a very good gardener...every plant I've tended to seems
to die. I guess this one is no exception! <<So she tended to plants with
tranquilizers and weed killer? I want her in my greenhouse! >>
Barry: Oh really. Just the usual tender love and care? <<Oh how I wish
original Barry's voice actor could say that line>>
Jill: And about a kilo of weed killer. << Whoooa, can't pass the border with
that stuff!>>
Barry: Haha! Good thinking. Now we can explore the rest of this floor..
Wesker: Great work Jill. As I was telling Barry, from the exterior I have
been examining the foundation of the house, and it looks as though there is a
full basement. It's probably concealed for a reason. Make it your top
priority to find a way down there.
Jill: No problem, sir.
Wesker: Barry, once you get batteries for the transmitter, contact the
helicopter and inform the pilot which STARS members did not make it and
schedule a pickup for the survivors. Understand? <<Again...Chris??? >>
Barry: (sigh)..Yes sir. <<Jeez, not that hard of a job Barry...>>
Jill: What's the matter Barry? And where does he keep going?
Barry: Oh...nothing. I'm fine. He mentioned he was going back outdoors.
Jill: Again? Why does he keep going out there?
Barry: Beats me. Look, I'll stay in this conservatory and examine the
plants. Let me know if you come across some batteries!
<<Why isn't this plant in the Residence/Guardhouse? Wow...this is weird...>>
So after that long long conversation, talk to Barry again if you want...only
to hear the stuff he told you at the very beginning of the game (I don't see
why...you already know it). Anyways, head all the way to the left near 2
lockers and the farthest left one will hold LIQUID NITROGEN. You're done
here, leave Barry alone to head back into Hallway 1.
Mansion, 2nd Floor: Hallway 1 (ah, the tentacles...how ye not be missed).
We're going directly left this time, to explore those areas blocked off
earlier by tentacles...go into the door to be in...
Mansion, 2nd Floor: Hallway 2 (yay, again...no more tentacles)
Make your way down the hallway past the 2 doors that were open from before and
then the one that isn't open, obviously...head inside.
Mansion, 2nd Floor: Bedroom 2 (beds, beds, beeeeeds)
Enemies: 1 zombie
Items:
Okay, you know how to deal with it. It is coming straight for you so just
take it out. After its death, check the dresser to find NEWSPAPER 2
Newspaper 2: A newspaper article about STARS
"Residents of Raccoon City will now be able to sleep a little more soundly.
Mayor Michael Warren has announced an addition to the Raccoon Police
Department, the STARS (Special Tactics and Rescue Service) team. This part of
his campaign 'A Bright 21st Century for Raccoon' has been founded by the
Umbrella Corporation."
That was interesting, a little history about STARS but nothing about Chris
Redfield. Ah well, move your way further into the room until you see a desk
with a deck of PLAYING CARDS on it. Head back into Hallway 2.
Mansion, 2nd Floor: Hallway 2 (bullets and coffee tables!)
Finally some more ammo, go all the way to the longue area and go to the plant
sitting next to the couch. Examine for another box of 20 HANDGUN BULLETS.
From here go to the door next to the plant, at last...something makes sense.
Mansion, 2nd Floor: Pooltable Room (Barry doesn't like to play pool but we
won't tell him we went in here..)
Enemies: 0
Items/Files:
Picture 1
Skeleton Key
Weapons:
Flamethrower (M9A1-7)
Puzzle: 1
At last a pool table for all those balls you got...but first make your way to
the rack holding poolsticks. You'll get PICTURE 1 from doing so.
Picture 1: A picture about color forumlas
"It is a picture of a pool table with the following formula written on the
back.
Red + Blue Purple
Blue + Yellow Green
Red + Yellow Orange"
Some kind of clue don't you think? Why not head to the pool table and examine
it. If you go to the visible side near the door, examine the two corner
pockets. There is a yellow 1-ball stuck in the left corner pocket and a blue
2-ball in the right corner pocket. So look at the file..."Blue and
Yellow..."...where do you see that combination? RIGHT, THE CENTER! So pull
out your Green 6-ball and stick it in the center pocket between those two. So
therefore, all the colors match up. Now head over to the other side. On the
left you'll see an empty slot and on the right you'll see an empty slot,
there's a Red ball in the center. Now if you count the left corner pocket
like you did the center pocket (where the green currently is), then that means
it's Red + Yellow...so that's? Yes, the orange 5 ball goes in the left corner
pocket. I believe the next one is self exclamatory, but to understand the
puzzle I'll include it anyways. The center ball on this side is red and the
corner ball on the other side is blue. Red + Blue is...yep, use the purple 4-
ball. After doing this, the mechanism below the pool table will move
and...the picture will open up on the wall adjacent to the purple and blue
corner pockets. Head over there now, quick! You'll get the SKELETON KEY and
the..M9A1-7..A PORTABLE FLAME-THROWER!! Nice, hang on to this and dont' use
it just yet. Make your way out of the poolroom, then into the
doubledoors...(SAVE FIRST)
Chapter Three: Search Continues, FIND THOSE BATTERIES!
Mansion, 2nd Floor: Library (ZOMBIES LOVE READING)
Enemies: 1 Crimson, 3 Zombies
Files:
Book 1
Book 2
Puzzle: 1
Well, this is a tough encounter. First and foremost the Crimson is halfway
across the room, but is the first one to reach you. Staying at the door is
dangerous, so run to the 2 tables and stand in between them (far enough back
though) to force the crimson to go a one way, thus taking him with a headshot.
The other three fall easy after that, but if you have trouble with multiple
zombies at a time, run around a bit...and you'll be safe. You should have a
lot of ammo if you have been getting red shots up until now, the shots in the
red obviously.
After downing all the enemies, head down into the library portion and go to
the first center bookcase, you'll find BOOK 2 there.
Book 2: Fundamentals of Science
"Chapter 3: Light
..rainbows are the result of the Sun's light being refracted through droplets
of water in the atmosphere, usually occuring after a rainfall or in sprays of
water, such as fountains or waterfalls. The colors of the rainbow are
generally accepted to be: red, orange, yellow, green, blue, indigo (dark
blue), and violet (purple).
Chapter 7: Materials
...Liquid Nitrogen is a unique substance that causes rapid or even instant
cooling of elements it comes in certain contact with. Certain elements such
as metals become brittle due to the application of Liquid Nitrogen, and may
shatter easily. Among other things it can be used for cryogenic preservation,
as a general purpose refrigerant, or for cracking and breaking certain metals"
All that stuff and what does it tell ya? Puzzle solutions obviously...why
else would they make it a file? On the next row down of bookshelves, follow
them all the way to the right and the left side of the last bookshelf with
have the BOOK 1 on it.
Book 1: Currency and Counterfeit
"Chapter 7: Ink and its uses
...by the use of watermarks or other special inks, you can create additional
security on the monetary bill. To the naked eye these effects are invisible,
and may elude the potential counterfeiter. Unfortunately, there are many
common solutions one may use to reveal ink of this kind. Some inks react to
heat, fluorescent inks react to ultraviolet rays, and others become visible
after a chemical reaction with elements such as ammonia fumes, red cabbage
water or iodine."
Well, I remember seeing a file earlier, don't you? It explained using
invisible ink on Sir Edward Ashford's picture...but we don't have any of the
stuff mentioned there, at least not yet. Let's continue on...if you keep
examining bookcases, especially the last ones on the wall where you found Book
1, you'll notice something strange (same with Jill's examination after
..examining it). If I'm not mistaken, there's a door behind one of those!
Sadly you'll have to come back here later, so go back to Hallway 1...then
Hallway 2...
Mansion, 2nd Floor, Hallway 2 (weeeee, tentacles are gone)
So you have a choice of three doors, the one of the left leads to Hallway
3...the one at the top leads to a room with a crimson and zombie and the one
on the right has a zombie. We'll go to the one with the zombie first.
Mansion, 2nd Floor: Bedroom 3 (these beds are making me want to rest..)
Enemies: 1 zombie
Items:
10x Shotgun Shells
You know the deal with zombies, this one walks right into your sights...so
take him out. With him dead, go to the desk and examine for 10 CARTRIDGES OF
SHELLS for the Remington M870 (a gun you don't have but want). I will say
shotgun shells from now on, anyways...that's..it. This room sucks, leave it
alone forever. Go into the Top Room after you exit into the Hallway
Mansion, 2nd Floor: Bedroom 4 (crimson and zombie, old couple indeed..)
Enemies: 1 Crimson Head, 1 Zombie
Items:
String
5 Ball
The strategy here is...kill the Crimson first, it will be the first to
appear...if you gun it right away and run directly forward you will most
likely dodge any attacks from the zombie. Just turn around and take it out as
normal then. If you do get hit don't worry, doesn't do much damage. Now that
the problems have been wiped out, time to examine. If you check the bed with
the white string on it...you will get...a STRING. Yeah, creative...and again,
THIS ROOM SUCKS! Well, does it really? Go to the other door in this room to
reach the bathroom. It won't get it's own description, waste of time...so go
all the way to the toilet to find the 5 BALL. All these pool-table balls in
toilets? Ew...All this for a string and a pool ball...well, whatever...leave
this place too. Now to go to Hallway 3, from Hallway 1 it's the last door you
haven't gone into.
Mansion, 2nd Floor: Hallway 3 (it's...a hallway, it has doors...and it's VERY
LONG...ugh)
Enemies: 0 (YES)
Items: None
Well, there are a lot of doors in this hallway...but the first one is what you
go to, so go on in.
Mansion, 2nd Floor: Official Bathroom 2 (cause the last one was apart of a
room)
Items:
20x Handgun Bullets
6 Ball
Turn directly to the counter and examine for 20 HANDGUN BULLETS and guess
what, there's a toilet here too. I guess there's something related to playing
pool here...huh...maybe...examine...for a 6 BALL. So now we got balls, 3
balls...yay...8 gemstones, yay. We'll get to those here soon btw...but now
we're done with this bathroom, so move on. Go down Hallway 3 until you reach
the next door, then go inside (SAVE BEFORE ENTERING ANY ROOM, I'LL KEEP
REMINDING)
Mansion: 2nd Floor, Bedroom 5 (zombies and a window...NOTE, okay...these rooms
are all the same >_< )
Enemies: 1 zombie
Items/Files:
Letter 6
Easy zombie, but you might want to head to the right in front of the bed to
get good sighting on the zombie. Kill it at your leisure. Now that you're at
this bed, examine it for...LETTER 6! (cue Zelda Item Catch music! But not
really..)
Letter 6: Jessica's anniversary card
"November 8th, 1967
George,
Happy 18th anniversary. Lisa and I have been missing you at the Mansion.
It's exquisite George, a masterpiece. Once you arrive, we'll celebrate our 18
years and this great achievement.
Love Always,
Jessica"
<<Awww...well here's some backstory for RE vets of Jessica Trevor>>
You know, these rooms have less and less...there's nothing else here so move
on out =/ down the Hallway we go. Well well well, if it isn't the thumb
scanner we've been searching for! Now the mystery of the microchip and thumb
make sense! So pull out the MICROCHIP, insert it, then use the SEVERED THUMB
to open the door. (YOU DON'T HAVE TO GO IN HERE YET IF YOU'RE NOT READY!! I
really recommend saving, but make sure you're brave enough...won't take very
long to beat the thing inside. I'm going in, so if you want to come, make
sure you got medkits ready...one will do..).
Mansion: Attic (and for some reason, I'm afraid of MY spiders in the
attic...hah)
Enemies: 1, Giant Spider/Black Tiger
Items/Files:
Skeleton Key
Jade Figurine
Medkit
Report 4
10x Shotgun Shells
Gunpowder
6x Magnum Bullets
So what do you notice when you first walk in here, aside from some very odd
looking purple goop flying your direction. You can dodge it easy enough if
you got the controls down (you should by now, especially being able to dodge
all those crimsons and zombies), but keep going...keep going...OH NO! OH MAN!
Arachnaphobes, I hope you're A-okay here...because there's one GIANT spider in
front of you. Ah he's a pushover, pull out that flamethrower and let it
loose. Takes about 5-7 seconds of full flaming to kill it. May get hit once
or twice with purple goop, I got hit once. After it's dead, well...yay, you
killed a boss. Yep, that was a boss. Easy huh...
Now you want to get items, so go immediately to the chest on your left. Pull
out your SKELETON KEY, open the chest and recieve the JADE FIGURINE (monkey
statue!!) and a MEDKIT. Yay, head over to the nearest bookcase on the right
to find REPORT 4
Report 4: A report about G-Virus
"The newest version of the prototype parasite administered to the sample
specimen. Initially, no results were apparent.
Recently, we have determined that our original findings were inaccurate. The
virus has spent many years incubating in the sample specimen, and now has
experienced significant anatomic mutations.
The information has greatly fueled my research into our latest experimental
endeavor, the G-Virus, which surpassed the performance of the T.
Once the virus has stabilized, I will formally announce my findings.
William Birkin"
Birkin, you sneaky little- Well anyways, keep checking around for more stuff.
For example, the table next to the bookcase where you found REPORT 4 will have
a box next to it, holding 10 SHOTGUN SHELLS. Move all the way back to the
entrance to find a shelf with GUNPOWDER on it. Make your way now to the left
side to find a bunch of boxes bunched together, there are a total of 5...2 on
the right, 2 on the back and one on the left. Go to the center of all these
boxes and look for the 6 COLT ANACONDA BULLETS. Yes, MAGNUM ROUNDS AT LAST!
That's that for the attic, might as well go...let the dead spider rot.
Mansion, 2nd Floor, Hallway 3 (Weeeee...okay I don't know, LONG HALLWAYS GRR))
You can head down to the other doubledoors...but the doorknobs SUCK! So what
do we do...I mean, do we go in...but how? Think back to that library
file...something to make these knobs...brittle? There ya go, use the LIQUID
NITROGEN...and then pull out the MALLET and smash the doorknobs, you're in.
Mansion, 2nd Floor: Master Bedroom/Bedroom 6 (well it's the biggest bed, might
as well be the Master Bedroom!)
Enemies: 2 Crimson Heads
Items/Files:
False Book
Report 2
Iodine
Battery Pack
Oh jeez, 2 Crimsons at once! Well one will run at you and you got to kill it,
then take the other...it's basically fighting faster zombies. Not TOO hard to
do. I did it but they were both in the process of swinging at me when they
died. Anyways, that's why you saved...so after killing them, go to the
bookcases on the right and investigate the left side of the right bookcase to
find the FALSE BOOK. Since you are in another bedroom, obviously...there's a
bed somewhere. So go further into the room until you see the King Sized
wonder. Grab REPORT 2.
Report 2: A report summarizing virus experimentation.
"Subject Status
Nov 10, 1967:
Progenitor virus administered
Jessica: Virus Type-A
Virus Fusion:
Negative
Action: Disposed
Lisa: Virus Type-B
Virus Fusion: Positive but delayed fusion.
Body Modification: observed constant results
Status: Continue protective observation.
George
Action: Terminated"
<<There's the Trevor fate...and Lisa is the product of a lot of
experimentation>>
After reading that little tidbit of history, make your way down to the closed
door. You'll see yourself a bathroom, enter it and well...look around.
Counter immediately to your right has IODINE and the BATTERY PACK. Jill will
remind herself to get it to Barry, for the transmitter. We'll do that here in
a second..wait nevermind, she runs on her own! So much for investigating the
rest of the bathroom (there's nothing there anyways). There she goes, like the
wind...to Barry! Once you reach him, she doesn't seem to need to catch her
breathe...but tells him stuff anyways.
Jill: Hey Barry, take a look at this battery...it's probably a little bigger
than what you were after, but will it work? <<If it's bigger, I imagine
not!>>
Barry: Wow, this looks quite powerful <<AH, THEY DID USE IT, BUT DIFFERENTLY!
Anyways..>> The electrodes are exposed, so if this is fully charged and it got
wet, prepare for some fireworks.
Jill: The radio transmitter? Will it work? <<she ain't fooling, she wants to
know NOW!>>
Barry: Oh, right. No, it's far too powerful and would damage the
transmitter. Fortunately, I already found some batteries and the transmitter
seems to work. <<WAIT JUST A SECOND, so we've been searching for batteries
and HE found them already? What the...something fishy going on here>>
Jill: Well what are you waiting for?
Barry: (sigh)...I was waiting for you. I can't believe I'm doing this.
Barry pulls out his gun and radios in to Brad (at least we assume it's Brad).
Barry: Barry to STARS recovery team. Alpha team has sustained heavy
casualities. Only Captain Wesker and myself have survived. Schedule for
pickup in front of the mansion in less than one hour. Over and out.
Jill: Barry?! No...please... <<OH SNAP, THIS IS MORE DRAMATIC THAN IN THE
GAME!>>
Barry: Sorry Jill, but my hands are tied. Umbrella is threatening my family,
and I would do anything to keep them safe. Forgive me...I don't want to be
doing this, but I have to protect them.
Lisa barges in and Barry turns to aim at her.
Jill: Barry!!
OH CRAP! Lisa just jumped on Barry and for some reason Barry's down and out,
Lisa's doing something to him...is he...dead? You have no choice but to
leave, you can't examine or nothing...just walk around. Leave the area, come
back...and Lisa will be gone, as well as Barry... Oh Barry...
Chapter Four: Gemstones and Passcodes
It's time to head back to the library, you gained some items earlier didn't
you? Say, a False Book? Remember that strange bookcase from before...well
head to that location..
Mansion, 2nd Floor: Library (all those books and you're reading this??)
Make your way to the bookcase and pull out the false book, placing it in the
shelf will cause it to move! Go inside the door..
Mansion, 2nd Floor: Hidden Room (because zombies like having them)
Items/Files:
Letter 5
10x Shotgun shells
Green Keycard
Very small room, which means just examine everything. First and most obvious,
the letter on the desk. Pick up LETTER 5.
Letter 5: A letter I found in the room behind the library
"My dear daughter,
I apologize for taking so long to write back. Work has been hectic, but I
know that is no excuse. As usual, I have prepared another anagram for you:
RUM LABEL
I had to change the security passcode to the laboratory today, and it's been
on my mind so I made an anagram out of the word.
Stay out of the rain.
Love,
Dad"
Aww, how touching...go to the desk with the candles on it to find 10 SHOTGUN
SHELLS in the left side and a GREEN KEYCARD in the other. Exit from the
library and through Hallway 2, then Hallway 1. It's time at last, we're going
back down to Floor 1.
Mansion: Lobby (still so calm, goody ^_^)
As much as this calmness feels nice, you're going to go to Dining Room 2
first. It's time to use these gemstones...you should know where it is by now.
Mansion, 1st Floor, Dining Room 2 (Dining Room Tables and Gemstones)
Items/Files:
Red Keycard
Remington Shotgun
At last, it's time for the showdown. The showdown with all those items to at
last, be put into use. So what are we using it for you wonder? Pull out each
gem and observe these two files (brought back to help you figure it out on
your own).
First file, the Poem:
Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door. Black faces off from the
oposite shore. The two are surrounded, on both of their sides, by that which
is seen, after the sky cries."
And from the second file, Book 2
Book 2: Fundamentals of Science
"Chapter 3: Light
..rainbows are the result of the Sun's light being refracted through droplets
of water in the atmosphere, usually occuring after a rainfall or in sprays of
water, such as fountains or waterfalls. The colors of the rainbow are
generally accepted to be: red, orange, yellow, green, blue, indigo (dark
blue), and violet (purple)."
What does this all mean?
SOLUTION AHEAD! But I'll let you try to figure it out on your own...and the
solution will be spaced a little more out (I also walk through the solution).
----
---
-----
---
----
Solution Ahead!
-
----
------
----
-
Okay here it is:
So far we have White (Diamond) on the left, and Black (Onyx) on the right. So
set those two into place where they need to be. The poem mentions something
interesting...
"both are surrounded, on both of their sides, by that which is seen, after the
sky cries."
So what does that mean, after the sky cries...but of course! A metaphor! The
sky crying is actually RAIN and what happens after rain that has to do with
multiple other colors (namely 6)...rainbows! So you link up the other file,
that talks about rainbows...and you get the color formation you need. Red
(Ruby), Fire Opal (orange) and Topaz (yellow). These will go on the top three
chairs, facing the painting. But what order does the other three go? Diamond
is the beginning...but Oynx isn't the end, and everything works in a cycle.
It's a giant circle you see, going from white, red, orange, yellow, black,
green, blue, purple. So what's mean...that's right, from left to right on the
bottom set of chairs, it will be Purple (Amethyst), Blue (Sapphire) and Green
(Emerald).
It's the cycle, cycle of rain, cycle of sunlight...it's apart of the
Fundamentals of Science. The Water Cycle interacting with sunlight. And your
answer is, a constantly rotating circle. Since there was no Indigo, you don't
need to worry about that color...just use the other color, PURPLE! Here's a
map too so you got it.
-----------------Ruby (red)----Fire Opal (orange)----Topaz (yellow)-----------
--
Diamond (white) -----------------------------------------------Oynx (black)
--------------Amethyst (purple) --Sapphire (blue) --Emerald (green)-----------
Phew, now people can finally understand the puzzle...cause TV put thought into
it ;>_> Anyways, you'll hear a click and this means...examine the picture to
find!!!- The RED KEYCARD and the REMINGTON SHOTGUN. About f'n time, if I say
so. Now you have that Iodine right? Time to go use it on that picture of
Edward Ashford. If you can't remember where it is, go back to Dining Room 1.
Use the shortcut, head through the doubledoors in Dining Room 2 to the
kitchen. Then all the way to that door Wesker unlocked, this will lead you to
Dining Room 1. After entering, head right to find the picture...pull out your
IODINE and use it.
Passcode: 072082
With code in hand, it's nice that all these rooms link so nicely...so head
back into Barry Room 1 (or if you're just reading now what to do without
reading the rest of the guide, it's the room you can reach by going through
the door at the bottom of Dining Room 1).
Since you're back here, you remember that locked door? Use your GREEN KEYCARD
on it and go on inside.
Mansion: Spencer's Office? (I'm guessing, big deal >_<)
Items:
Letter 3
Cult Anaconda (Magnum)
Sheet Music
There you will find LETTER 3.
Letter 3: A letter about the grand piano in the lobby
"Installation of the modified piano is complete. The song that was previously
discussed, Beethoven's "Moonlight Sonata", has been provided and the piano
will function as specified when the song is played. An invoice will be sent
via fax. Thank you for your business!"
Very interesting, so the Piano has a purpose with RE's most famous piano song!
Move yourself over to the picture, open it up to reveal a safe. Enter the
combination (I have not tested if this code is random, if so just check the
picture and Jill will tell you regardless...write it down somewhere.), which
is easier this time since it's all numbers...and vula, you get it open. You
will recieve the CULT ANACONDA (YAY, MAGNUM, YEAH BABY!) as well as the SHEET
MUSIC, for Moonlight Sonata. I guess you can figure what we do next...that's
right, we're going to the Lobby again.
Mansion: Lobby (Play it out, on the Piano baby, yeaaa..)
You know what to do, go to the Piano and use the Sheet Music. Next thing you
know, a door's opened in the wall next to the couch...you best SAVE now,
because another new enemy is right behind that door...and change weapons to
either the shotgun or the magnum, we're going for the big baddy first.
Chapter Five: Monkies dont' like Smoked Shark but Jill Does
Mansion: Basement, Pool Room 2 (another pool room, but no worries...this isn't
another puzzle..)
Enemies: 1 Hunter, 2 zombies
Item/Files:
Diary 2
Okay, time to introduce one of the newer enemies...a Hunter. These things are
fast, and very very viscious. They are the fastest of the enemies you've
faced up until now, to the point of moving exactly the same speed as Jill
running (which means, no outrunning them). It's really hard to fight these
things, and don't even THINK about using the handgun (talk about getting
mauled to death). So what you want to do is upon entering, run directly right
to the wall, then scale it until you get to the door. Hopefully the Hunter
will decide to attack you from the side, meaning wait with your shotgun and
get it in the red (this thing has 5 target slots)...one shot with the shotgun
though isn't enough, you need two to fall it. Which means you will almost
definately take damage. I know, it sucks...but you could always use the
magnum for a one shot kill (you might want to save that ammo though...). Just
to let you know it's really difficult to get away from this fight without
taking damage...the Hunter moves at it's own will and won't do what you
want...
As for the zombies, they're no more than nuisances. You really shouldn't
worry about them too much, but they can damage you if you're paying attention
to the Hunter (plus you might accidentally waste a Magnum/Shotgun shell on
them instead of the Hunter, because it moves so fast). After you finally
succeed with your life and ammo (try as many times as you like to avoid the
least amount of damage and ammo...I used the Magnum and killed the Hunter in
one shot, then back to the handgun for one shot kill each for the zombies).
Now if you killed the Hunter next to the door, go to the shelf next to that
door to find DIARY 2.
Diary 2: Lisa's Diary
"Nov 14, 1967
I feel dizzy after that shot they gave me. I don't see Mom. Where did they
take her? She promised that we would escape together. Did she escape alone
and leave me behind?
Nov 15, 1967
I found Mom. We ate together. I was very happy. But she was a fake. Not my
real Mom. Same face but different inside.
Have to find Mom.
Nov 17, 19 7
from inside box,
scent of mommy.
maybe true mother there.
stone box hard. It hurt.
19
iNside reD and sLimy whiTe and haRd not true moM wheRe
why? jst want to b with her <<now she sounds like most teenagers nowadays
~__~ the spelling is terrible >>
4
mom
where?
I mis yu"
Though it's disturbing, it still is very sad. Poor Lisa...=/ poor
Barry......
Moving on, there's nothing much else here to do right at the moment (there's a
strange device near a fireplace, but we'll get to that in a moment). Instead,
head out that door we ran to next to the shelf and through the small
passageway...to the next area.
Mansion, Basement: Shark Tank (because Jaws has to be here..)
Enemies: 1 Crimson, 1 Cerberus
Extra, Dangerous Enemy: Neptune (shark)
Items:
6x Magnum Bullets
Yikes, 2 of the more dangerous enemies (but not as dangerous as the Hunter,
well...the Cerberus has a one hit kill...but it's easier to take down). As
soon as you exit, run...run directly left until you get to the wall, turn
around and shoot the crimson in the red. The cerberus will be right behind
him, take it out too...you have one shot to do this, take it...you may get
hurt by the Crimson as you run by but don't worry about it. Now that was fun,
but they weren't the problem...the shark is. How do you deal with a big nasty
creep like that anyways? Well, if you try to run along the edges it will bite
a chunk out of you (and effectively, something like that kills you...;>_> duh
). Well, remember Barry? He gave us a hint before he went loco...the
battery and water. Yes...put the BATTERY in the water and BOOM, Smoked Shark,
Jill's favorite. (litterly, she says it after it's dead...).
Time to get items, go all the way across the pool and to the row of
shelves...the second one from the left has 6 MAGNUM BULLETS. And...it's time
to be all super-cool like. That's right, we're combining use of different
items. See that locked door, head over to it. Place your CARAMEL on it to
sticky up the center of the door. Now, apply the GUNPOWDER, which will be
along the Caramel, running from top to bottom. Since we basically have a
bomb, we need some sort of fuse so that we can have enough time to get away
from the door. You have that something...pull out the STRING and use it, then
pull out your LIGHTER and Jill will do the rest, watch as a huge hole is blown
in the door. Go inside..
Mansion, Basement: George Trevor's cell (So it's finally explained where his
remains were...)
Items/Files:
Black Keycard
Diary 1
Medkit
Milkor MGL (grenade launcher)
You'll probably notice as soon as you enter that there's a skeleton laying on
the ground. Head over to it and examine, aquiring the BLACK KEYCARD. This
skeleton belongs to George Trevor, the guy you've heard about in files...the
father of Lisa Trevor and the husband of Jessica Trevor. In REmake you didn't
see his body ever and for the longest while people would assume that the
Crimson Elder was George Trevor but...this is unknown, as CAPCOM doesn't care
enough about it to state anything of the story. I still believe REmake's
Crimson Elder may still be that game's George Trevor, but if this was made to
fill in gaps about the Trevor storyline...then I guess this is the final
resting place of George. Nevertheless, make your way to one of the boxes with
the green file on it to pick up DIARY 1.
Diary 1: George Trevor's diary
"Nov 24, 1967
They have transferred me to the basement of the mansion. Now a guard brings
me my food and I'm confined to these few rooms. At least that's what the
guard thinks. Every time he's on a break, I have been exploring. I found on
entranceway to a series of catacombs behind the fireplace. Maybe in there I
can find a way out...
Nov 26, 1967
My god. Words cannot describe the horrors I have seen in those dark
passageways. Ghastly, mutated creatures...mindless and aggressive. The
strangest part being that each one is tagged like a lab rat. As though they
aren't just monsters...they are experiments. I can't bear to think of going
back in there, but it's my only hope...
Nov 27, 1967
Some mild success. In the caverns I encountered a man in a lab coat and
attacked him. I cracked his head in with a rock and stole a keycard of some
kind. I still don't know what it's used for. To think, me attacking an
innocent man...what have I become?
Nov 29, 1967
I think they have caught wind of my little adventures in these caves and
installed an extra security feature on the fireplace. There is now a small
keypad where you can enter a password. Fortunately, I overheard how to
program the unit. As a passcode I entered our anniversary, MMDDYY. Time to
resume exploring...
Nov 30, 1967
Yesterday they added more security to the fireplace. You now need some object
to enable the keypad. I'm trapped. Why have I been so careless? Today a man
in a lab coat approached me and said that tommorow I would visit the doctor.
Something tells me they have something else in mind. I won't become one of
their experiments.
Nov 31, 1967
Here's where everything ends. Forgive me Jessica, I didn't want it to come to
this. I'll die before I let them turn me into one of those...things. With my
last breathe, I will pray that you and Lisa are safe. Farewell...
George Trevor"
Now that is one of the best files I have EVER read in RE History. Much better
than the REmake diary, which confused me...but this actually explains what
happens to him. He must have sealed himself into the room so they couldn't
use his body for experimentation like they did with Jessica and Lisa. From
there he used something to kill himself, I doubt he starved himself to death.
So 31 years later in 1998, as Jill walks into this room...it's apparent that
the skeleton is George Trevor. Considering the layout of this facility,
doubtful that bugs would come in to rot away his bones. Or perhaps they
could, but to make it seem cooler they defied physics (like they have done in
this game before), so there he is. The man who built the mansion and died in
his own design. May you rest in Peace, George Trevor...and family.
Regarding the machine mentioned in the file, I'll elaborate more on that when
we get to it. So after reading the file, head to shelf right next to it to
find a MEDKIT and then the last shelf against the wall to find the MILKOR
MGL...yes, at last...a grenade launcher. You're done in this room for now, so
let his bones rest now...make your way to the Shark Tank and back into Pool
Room 2.
Mansion: Basement, Pool Room 2 (all these dead bodies, ew)
Puzzles: 1
Make your way to the far end of the room, past the coffee table and couch to
the machine. Place the JADE FIGURINE in it...but now it's time to figure out
a passcode. It's just another puzzle, that's it. It involves yet again two
files, so I'll paste them here for you (this puzzle has to deal with files
from Jessica and George Trevor):
Letter 6: Jessica's anniversary card
"November 8th, 1967
George,
Happy 18th anniversary. Lisa and I have been missing you at the Mansion.
It's exquisite George, a masterpiece. Once you arrive, we'll celebrate our 18
years and this great achievement.
Love Always,
Jessica"
and here's the other one.
Diary 1: George Trevor's diary
"Nov 24, 1967
They have transferred me to the basement of the mansion. Now a guard brings
me my food and I'm confined to these few rooms. At least that's what the
guard thinks. Every time he's on a break, I have been exploring. I found on
entranceway to a series of catacombs behind the fireplace. Maybe in there I
can find a way out...
Nov 26, 1967
My god. Words cannot describe the horrors I have seen in those dark
passageways. Ghastly, mutated creatures...mindless and aggressive. The
strangest part being that each one is tagged like a lab rat. As though they
aren't just monsters...they are experiments. I can't bear to think of going
back in there, but it's my only hope...
Nov 27, 1967
Some mild success. In the caverns I encountered a man in a lab coat and
attacked him. I cracked his head in with a rock and stole a keycard of some
kind. I still don't know what it's used for. To think, me attacking an
innocent man...what have I become?
Nov 29, 1967
I think they have caught wind of my little adventures in these caves and
installed an extra security feature on the fireplace. There is now a small
keypad where you can enter a password. Fortunately, I overheard how to
program the unit. As a passcode I entered our anniversary, MMDDYY. Time to
resume exploring...
Nov 30, 1967
Yesterday they added more security to the fireplace. You now need some object
to enable the keypad. I'm trapped. Why have I been so careless? Today a man
in a lab coat approached me and said that tommorow I would visit the doctor.
Something tells me they have something else in mind. I won't become one of
their experiments.
Nov 31, 1967
Here's where everything ends. Forgive me Jessica, I didn't want it to come to
this. I'll die before I let them turn me into one of those...things. With my
last breathe, I will pray that you and Lisa are safe. Farewell...
George Trevor"
Now I'll let you try to figure out the passcode on your own, then I'll walk
through with the solution...
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Solution Ahead
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Okay here it is:
It's not a hard puzzle really, you just have to know which files to look at.
But the trick is really in the numbers, it's a 6 digit passcode and the
George's diary says everything is terme din MM/DD/YY (Month/Days/Years). An
example would be, a famous day such as...Christmas. You would say 12/25/08
(or whatever year you want). If the day or month is the 1st through 9th, you
put a 0 before it. So another example is my birthday, 06/05/89. Yes I'm 19
years old, but I've seen twenty year olds (and college students) who can't
spell for the life of them, are you going to not trust this FAQ now that I'm
19? That would be silly, considering many gamers on here are under the age of
20 and some of the most famous guides are written by people under
20...possibly as old as 15 (there is no measure on knowledge compacity via
age, if I'm smart at 15, I'll be smarter at 19...if I'm dumb at 15, I'll be
below or about average when I'm 19...unless I work really hard to learn). But
I just got carried away...I must apologize for going completely off track. I
solved the other puzzles and have handled SH puzzles before as well, and I can
elaborate them to the bone until there's no need to question it anymore.
So with that crap out of the way, you want to know the passcode. Now if you
go back to the Anniversy Card, you think wait a second..."11/08/67?" So you
might put that in...but for some reason you will get "Incorrect Passcode".
This is where it gets tricky, I know...you'll be confused for a second...but
subtract 18 years and you'll get the right number. That's it! When someone
uses their anniversy for ANYTHING they don't use a current date, they use the
date it happened. So subtract 18 years and you know that they've been married
since November 8th, 1949. It's been done many times, you can see it in
screenames, emails, anything. You could in fact count the shark AND blowing
open the door as part of this puzzle, because if you went straight to this
machine you'd think that Lisa's Diary (which is found in the same room) is
what will help you with this puzzle. But it's not, it's to show you that
their 17-18 year old daughter was going through so much as she mutated slowly
due to the virus incubating in her body. You HAVE to go to the room where
George Trevor was to find the diary and then inform you of what to do.
Indeed, the passcode is: 110849
Enter it and you'll find a secret entrance...be ready, you're in for some
hardship.
Chapter 6: The End is Nay...Yay?
Caverns: 1st Area (I don't like this place, all it is is rocks...no items, it
sucks...)
Enemies: None
Items: None
Locked Doors: 1
Once you enter you'll notice, this place is preeeeeeeetty rocky. But be
thankful, that's all it is. The only problem is that it takes at least a
minute to go from one end to the other having to navigate through them all and
that's about it. You'll want to go to a door that's located on the
north/western wall (I'll say it like this to help you out further)...just keep
following the path and you'll eventually see it. When you spot it, head to
it, open it, SAVE SAVE SAVE...and be ready for 2 Hunters, a Crimson and a
pointless zombie. HAVE MAGNUM READY. If you forgot, the Magnum equals Colt
Anaconda.
Caverns: 2nd Area (GREEN UGLY THINGS SCARE ME!)
Enemies: 2 Hunters, 1 Crimson Head, 2 Zombies (I list the most dangerous ones
first)
Items:
20x Handgun Bullets
10x Shotgun Shells
6x Magnum Bullets
4x Grenade Rounds
This is one of my least favorite rooms, because the 2 hunters charge in almost
automatically and you can't really move ANYWHERE for safety. What you want to
do is automatically go to the left square and pull out your target thing. Aim
for where the first hunter is coming and wait. Make sure you get the red and
kill it. The second one will come from your right so hurry to target it, then
finish it with one shot too. Switch quickly to your handgun and run to your
left until you can't move any further, then turn around quickly to take out
the Crimson. Wait for the zombie, take him out, then you can either wait for
the next one (and then the very slow one behind him) or move to get a better
place to stand. Your choice. Repeat over and over, if you did what I did and
have collected everything I have...this is what you should have after this
fight.
15 Magnum Shots
87 Handgun Shots
Optional: No Damage (I kept doing it until I didn't get hit by a single enemy
in this room).
I'm including this now instead of earlier because you need to store these
magnum shots, don't waste them on ANYTHING but Hunters. The shotgun is only a
last resort for bosses, you can do EVERYTHING using just the handgun and then
the magnum for hunters. Anyways, after all are dead...
Go for something good here, make your way to the left area and when you come
to a bend that leads to a lamp post, go to the rock formation at the bend.
You'll see a large grey rock, a small brown rock, and another grey rock. Go
to the left of the brown rock, then turn to move another direction and you'll
have slipped through the rocks. Now if you slip through the rocks and go to
the left top corner, you'll find 20 HANDGUN BULLETS, 10 SHOTGUN SHELLS, 6
MAGNUM BULLETS and 4 GRENADE ROUNDS ontop of a large Grey Rock (you will
notice it being white). I guess this room WAS worth it huh. All that ammo,
now you have 21 magnum shots, over 99 handgun bullets and plenty of shotgun
and 8 grenade rounds. There's nothing much else here, just like the last
room...you can head through the doorway on the top right wall (just walk
around till you find it) to head to the next room.
Caverns: Enrico's Cave (No jokes ;>_> I might get yelled at)
Enemies: None
Items/Files:
Fax 1
6x Magnum Bullets
Once you enter a conversation starts, IT'S ENRICO!
Jill: Who's there?
Enrico: Jill..(cough)...is that you? <<Jill then calmly strolls around to him,
wow..>>
Jill: Enrico! You're Alive!
Enrico: I...I've been shot...I'm so dizzy... there's a... traitor... <<Yes
there is, but Barry's gooone T_T btw they finally explain that Enrico was
shot, not wounded by some monster>>
Jill: A traitor?! Enrico stay with me! Who is it? <<I think you already know
Jill!>>
Enrico: The STARS are...(Cough)....finished. Umbrella set us...up... <<Okay
that's nice and all Enrico, BUT TELL US WHO IT IS, JEEZ. Avoiding the subject
as always..>>...
As soon as that line happens, Enrico collapses and Jill says this:
Jill: Enrico! No! <<NOOO!>> ...he's gone <<No he isn't, he's laying right
there in front of you! Oh wait...you meant he's dead, neevermind.>>
After his death, you can examine his body for the FAX 1 and 6 MAGNUM BULLETS
(THANKS ENRICO!!)
Fax 1: A fax found on Enrico's body
"Attn: Chief of Security
Execute the following procedures within one week.
1. Lure STARS to the estate, and obtain BOWs raw combat data against STARS.
2. Collect one sample from each experimental specimen. Dispose of the Tyrant
3. Ensure complete disposal of the Arklay Laboratory including all personnel
and test animals. Disguise their deaths as an accident, then report to HQ.
Contact A. Wesker for details regarding STARS and the Tyrant model.
Good Luck,
Umbrella HQ"
Wait a second...contact...WESKER?! Could it be...? But this fax confuses me
because it makes me wonder...well, I'll explain it after you beat the game
(check after the game for my explaination).
There's not much else to do here, so let Enrico rest in peace and head out,
back into Area 2 then Area 1 of the Caverns.
Caverns: Area 1 (still so empty, ugh)
Passcode Door: 1
Passcode is UMBRELLA
After coming into this area, go right and follow the path. It will lead you
directly to another silver door. Pull out both your RED KEYCARD and BLACK
KEYCARD, but now you're stuck with yet ANOTHER passcode reader. This one
requires you to go back to a file you found in the library.
Letter 5: A letter I found in the room behind the library
"My dear daughter,
I apologize for taking so long to write back. Work has been hectic, but I
know that is no excuse. As usual, I have prepared another anagram for you:
RUM LABEL
I had to change the security passcode to the laboratory today, and it's been
on my mind so I made an anagram out of the word.
Stay out of the rain.
Love,
Dad"
Anagrams, anagrams...what to do with Anagrams. Want to try and figure this
out on your own?
Go for it, solution is below.
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Solution ahead!
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Okay here it is:
An Anagram is just like rearranging one word to another. It can even be 2
words, combined together to make 1. So we have RUM LABEL...not a whole lot of
clue there. But at the bottom it says "stay out of the rain", there's the
clue. How do you stay out of the rain...and something that he would be
thinking about since he made this anagram. Well the answer is...UMBRELLLA!
It's really that easy, you use an Umbrella to cover yourself from the rain and
Umbrella is the name of the Resident Evil universe's big bad corporation.
It's somewhat of a metaphor in itself, but enough about that...just enter the
code and get ready...this is it, the fight.
Laboratory: Tyrant's Room
Enemies: 1, The Tyrant
Items: None
Well well, finally...we get to the climax. Get ready, here's some talking
Jill: Wesker!
Wesker: Jill... still alive I see? Clearly I misjudged you. <<NOT SO USELESS
NOW, HUH WESKY?, btw notice that Jill finally runs to talk to a character
instead of strolling towards them.>>
Jill: Clearly. I don't know why you brought us here, but this madness dies,
with you.
Wesker: Haha, oh jill you really have no idea. You can kill me, but it won't
stop what I've started.
Jill: Let's test that theory. <<whoa, talk about an overall change in
strength...>>
Wesker: Please Jill, a moment longer. I have the only radio transmitter to
contact the helicopter and if you try to kill me I will destroy it. Besides,
I want to show you something. <<So wait a second, how can he destroy it if I
just shoot him in the head? Oye...he's not THAT fast...>>
Jill: Not if I'm faster than you. You can't threaten me like you did Barry's
family. I'm not scared of Umbrella <<see, she is faster...but
well...Baaaaarrry T__T>>
Wesker" Well... actually using Barry was all my doing. Since you're still
alive, he evidently proved to be less than useful. You really think Umbrella
is behind all of this? They are merely a piece in the puzzle. My plans
extend far beyond Umbrella's punny objectives. <<Grrr...you meanie-head!>>
Jill: Barry was a good man, and you used him like a puppet. You're pathetic.
I'm through talking.
Wesker: Right. Well if we're done here then I best be going. The mansion's
self-destruct mechanism will lay ruin to this entire region in a matter of
minutes. Until then you can have fun with my latest creation...<<Well well,
isn't he cocky...you know while his back is turned Jill could have just shot
him...nevertheless, he walks to a door and a really ugly looking fella runs in
and stops in front of him. >> Beautiful isn't it? <<I just said it was
UGLY>> I call it the Tyrant. You can't even begin to imagine the power that I
now possess...<<Apparently not a whole lot...watch...the Tyrant impales him
with it's clawed hand>> What! No! It should...should be..heeding my
commands...agghh! <<well, there he goes...notice how the music finally fits?
This entire time you heard the music for every room with enemies in it, but in
the original game this song was used as the Tyrant fight song, at least the
first fight...well, anyways..>>
Jill: Whoa!! I need to get out of here before this place is
destroyed...but...I can't allow that abomination to escape with me...<<Okay
now the music changes to something else...oh right, the Lisa song...>>
Okay, so now you're up against the final boss. He's ugly, he's fast and he's
strong. But against your magnum, he'll fall pretty quick with 4 red shots.
You have more than enough ammo. The method for fighting this thing is
easy...just run around the counter, wait until he stops moving, aim your gun
at least 2 or 3 spaces ahead of you and wait until he appears in the
crosshairs. Take him, then run fast (you might get swiped, but don't worry).
Just keep doing this, spread out if you want...he never charges you from the
left or right...he goes straight at you. Easy to do, keep repeating until it
dies.
And well...that's it, the thing falls and things start exploding...then you
get a text based ending:
Ending to Resident Evil: Genesis
"After exiting the mansion, Jill is picked up by the helicopter and flown
away. She finally begins to relax, and watches the mansion during their
ascent. Moments later, the mansion explodes in a giant ball of flame.
In the smoldering remains of the mansion, something stirs. A creature with
cat-like eyes slowly emerges from the wreckage..."
...that's the end. The game got me really interested, but it just kind of has
one of the worst endings in RE. NOTHING ABOUT CHRIS REDFIELD or
Rebecca...Barry is missing (probably dead), no continuation with Lisa
Trevor...a lot and I mean a LOT of loose ends. All we know is Jill survived
and...that Wesker survived too (the cat-like eyes, play Resident Evil: Code
Veronica X to learn about this...great game, MUCH BETTER ENDING..).
So yes, that's that...that's the end. Good job, but here's a little extra
something to do for fun. You can go to the room where the Tyrant came out of,
but it's a square room...empty. Nothing funny there, but you can actually run
out of the laboratory and it will follow you relentlessly (I wish you could do
this in the real game, I'd love to have it chase me into the mansion).
There's a glitch though, if you try to go back to the lobby for some reason
you um gest stuck in this black area with a door you can't enter but you can
go back to the Pool Room 2. Weird...but the Tyrant chases you ALL the way
back here, so if you want to have more fun with the fight, there's how you do
it.
ON A CLOSING NOTE (like I talked about earlier with Fax 1)
Regarding the Fax 1 earlier found on Enrico's body, it doesn't make sense if
the person recieving this fax was to contact A. Wesker....UNLESS this was to
William Birkin.
@_@_@X_X_X>__<+| IV. Extra Stuff from TV's Observation |+>__<X_X_X@_@_@
Well, this is my fun section. If you liked my guide or my humor, you might
like this. And yes, I spell humor like that. I spell color without the U.
It's a Brittish thing I hear to use the U...so...ya know, >=P. Anyways, I'm
just pointing out a LOT of the differences between this game and the 2 other
versions.
For those of you not familiar with the other 2 versions, let's list em.
Resident Evil - 1996, Resident Evil: Director's Cut: 1997 (and it's Dualshock
version later). No difference in story, just extra modes and costumes...and
other stuff.
Resident Evil - 2002, Gamecube game that was the remake of the first game.
Storyline remains generally the same, with several alterations (and
additions). New rooms, new enemies, so on and so forth.
Resident Evil: Genesis - 2007, remake of REmake (RE for the
gamecube)...includes Crimsons but loses a whole lot of stuff.
So, where to begin. I think the very first thing we should examine is,
character selection.
Whenever I explain something, I'll include all three games and discuss the
differences.
Resident Evil - 1996
You see two IDs, one with Chris Redfield and one with Jill Valentine. You
select between the two and start the game.
Resident Evil - 2002
You see two IDs plus a CGI body-figure of each character behind that ID, you
choose between Chris Redfield and Jill Valentine.
Resident Evil - Genesis
You select New Game and don't have a choice...you play as Jill Valentine (no
mention of Chris Redfield)
Now, the differences...obviously the 2002 one is cooler, but...the first two
options have CHOICES, you get one character and one character only here...Jill
Valentine. Wow...could they not budget Chris Redfield into this thing?
Resident Evil - 1996:
This game's intro was done in two styles, color and in black and white. The
color version is completely uncut and found on the original game. In Resident
Evil: Deadly Silence (which I'm not listing because it is essentially the
original game with a whole lot of extra stuff involved, it still plays a lot
like the original and if you saw the two together, you'd think it was the same
game..), the color opening is in black and white but is still uncut. Now back
to the original, it starts off with some low quality animation that looks like
it's from an SNES or Sega Genesis game, with several transitions between
pictures of real people. You have Chris Redfield narrating the scene,
sounding terrible with his voice actor chosen (but it's still funny). The
scene moves to REAL LIFE ACTORS moving in a forest (though, it looks more like
a field than a FOREST) towards a "helicopter". You see each of the STARS
members, again...you see CHRIS and you hear CHRIS, plus you see Joseph.
Everyone splits up and starts searching the area...Joseph finds something and
motions for the others to come near. In the original, he lifts up a gun with
a hand attached to it...showing the bottom of it. In the black and white
version for Director's Cut, you only see portions of the hand before it cuts
over to him giving a stupid scream.
You then see this weird horror movie cliche of only seeing the monster's face
(but in this case, a dog) while something is apparently happening to the
character, in this case...Joseph. In the color opening, you see some blood
and it's a bit graphic...gunshots are fired and everyone hears him. Jill
screams "JOSEEAAA" (but doesn't complete with the "ph" noise) and then the
screen pans up to show his dead body. In the black and white version, it
doesn't show that much and then it goes to Jill yelling....and straight to the
running. They run a little bit and the helicopter flies off, bad animation
again...and Chris is like. NOOO, DON'T GOOOOOOO...so yeah, everyone then runs
to the mansion. That's the opening.
Resident Evil - 2002:
In a much better opening, the game starts out showinga classic "type-in"
location, like movies tend to do...telling you the date and where they are.
Chris starts talking and asks Brad something, then the scene switches over to
a News Reporter talking...then bloody pictures of families. The entire thing
is done in CGI, very well done CGI for that matter. As Chris continues
talking, Jill spots Bravo Team's helicopter and they land. We see from
Joseph's perspective, as in the camera on his shoulder, that the helicopter is
a wreck. And they discover the body of Kevin (a new character added for
Remake, originally they found Edward Dewey's hand). This spooks him and he
runs out. Now we see each team member searching the forest (except for
Barry). Chris finished narrating and we see Joseph scared out of his
wits...in a very quiet setting with eerie music. He turns when he hears
something but then everything goes silent...he couldn't spot a thing. He
relaxes and feels like he's just on nerve's end...but from out of the woods
comes a beast, a Cerberus and it jumps on him. After various gunshots we see
each team member startled and from Joseph's camera we see him being torn
apart...a trail of blood running down the screen. Jill's the one shooting
with her handgun, having no effect on the dogs (or she just plain misses,
oye...)..until she runs out of ammo, watching as Joseph is devoured (kinda
nasty, especially when the dog turns towards her chewing his intestines). She
moves back a bit and the dog charges her, she trips and Chris shoots the dog
in mid-air as it leaps towards her.
Chris and Jill run for their lives, seeing Brad travel overhead...theyr'e
shocked and keep running until Chris turns around to look at a dog leaping
right at him once more. He brings his arm out to protect himself but Wesker
shoots the dog before it chomps. "CHRIS, THISAWAY!"...there ya go, they
run...and you see Barry twice...then Jill running towards the mansion
entrance.
Resident Evil: Genesis
Nothing, no scene, no characters...you get a 2 paragraph text description of
what happens. Apparently you hear about the zombie attacks (or cannibal
attacks), then investigate. The text then tells you that the team was
attacked and many were killed (possibly including Chris, Brad, and
Joseph...because later in the game they come up with a recovery helicopter,
when originally it was just Brad who picks them up) and only Jill, Barry, and
Wesker survive.
That's it, the first one is corny, the second one is awesome, and the third
one sucks to beyond oblivion. Why give Chris the boot?
Here we go again, the opening conversation (summed up):
Resident Evil - 1996
If playing as Chris, you, Jill and Wesker enter the mansion. Chris wonders
where Barry is, as does Jill..Wesker thinks maybe he got killed. A gunshot
occurs thinking it's Barry, then they then talk and decide that Chris should
continue on, Jill giving Chris a good luck word...Chris moving on into the
dining room AUTOMATICALLY.
If playing as Jill, you, Barry and Wesker enter the mansion. Jill wonders
where Chris is and Wesker thinks he may have been killed. A gunshot is heard,
they think it's Chris, then they talk and both Jill and Barry continue to the
Dining Room as Wesker stays back in the lobby.
Resident Evil - 2002
Same exact thing as in original.
Resident Evil: Genesis
Jill, Barry, and Wesker enter. They talk about the dogs and Barry mentions
the death of the other members. Nothing about Chris. They both decide that
Jill should investigate and move further on. Barry does not come with you.
Also, after you finish talking to both of them...you gain control of Jill and
can move around the lobby freely, before heading to the room on the left
(besides, you have to...to find the Silver Keycard).
The only real difference between the original and the 2002 remake is the
graphics, and maybe a few lines. The big difference comes in Genesis.
Next thing, the Dining Room scene. (I'll stop including Chris's game for
awhile, because it doesn't compare in any way to Genesis).
Resident Evil - 1996
Jill and Barry enter the Dining Room, Barry heads directly to the fireplace.
After awhile of you moving, he'll call you to come over to check out something
he found. There's blood on the floor, you can proceed moving around the
dining room and even head back to the lobby (in which case Wesker will tell
you to go back inside the dining room, if you try to head back out Barry will
ask if you have cold feet. If you then proceed along the left side of the
table near the clock, a zombie will break through the door to attack you.
Barry will lay out several shots on him then blow his head off (three shots to
do so). In the original this makes headshots easier to obtain...the two of
you then decide to go back to the dining room. An alternate thing to do is
after Barry talks to you about the blood, you can head to the door on the
right, then go left to find Kenneth, being eaten by a zombie. If you had the
color opening, you'll see Kenneth's head rolling on the ground. Otherwise,
you'll just get the zombie scene and it will stand up to attack. Don't fight
it, wasting ammo and all...run back in and Barry will take care of the Zombie.
Resident Evil - 2002
Basically the same thing with different lines, except the head does NOT get
blown off and the zombie will return back to its hallway.
Resident Evil: Genesis
It's not even a dining room, it's some sort of reading/study room. And the
zombie is already there, he's coming right for you! Barry's not there so you
have to kill it yourself, after you do kill it he will come inside and talk to
you. You have to search for Wesker yourself, come back inside to tell Barry
that he's not out there...and Barry will stay here for some time.
Alright, the next few things are minor...so I'll just list them, they're all
about Genesis:
- The layout of the mansion is ENTIRELY DIFFERENT than the other games. The
lobby is much larger and includes a piano, but does not include a stairwell
leading to the second floor. There are also doors leading to other places
that haven't existed before.
- The dining room isn't a dining room here, it's a study. There are 2 dining
rooms, but one of them is attached to the study and the other can be reached
from the lobby or kitchen.
- Lisa Trevor appears very early in the game and chases you, she didn't exist
in the original and in REmake she first appears after you completed a large
portion of the mansion and you're already outside int he forest. She knocks
you out and you must run out of the cabin, but she doesn't give chase. She's
not in the cabin either if you go back inside. Also Lisa does not attack
Barry inside the mansion, but rather underneath in the area leading to the
laboratory (in REmake). She knocks him into a pit if you're careless when
fighting Lisa or if you dont' give him his gun back after Jill takes it.
There is NO closure with Lisa Trevor in this game and she does not dissapear
into a hole or anything, she attacks Barry and vanishes...that's the last we
see her. In REmake, you "fight" her at least 3 times and she kills herself
(or you blow her off the ledge).
- Barry Burton pulls his gun on you in the Plant 42 room, he does not do this
in REmake or the original. In the original and REmake, under certain
conditions he will help you fight Plant 42. He also helps you out several
times, in this game he is practically useless...even his attempts to save you
from tentacles are in vain as the bullets don't harm them. He doesn't pull
his gun out until you see him in the area underneath the mansion at the tomb.
And here you give his gun back or don't (and he'll die). If you give his gun
back and defeat Lisa, he'll still be alive. He'll later pull his gun on you
again in the laboratory, then head to the surface (as per Wesker's orders, or
so Wesker thinks...) and then he'll save you from Wesker. He survives in the
other games based on your decisions, you have NO choice here...he gets killed
by Lisa Trevor and violated by her tentacles. Poor Barry...
- The game is based entirely in the mansion, there are no outside
portions...no residence, no underground water shark tank...but there is a pool
with a Neptune in it.
- The laboratory is condenced to one room (and a closet) with the Tyrant in it
and several testubes with stuff in it. The laboratory is much larger in the
other games.
- Black Tiger is located in the attic, while in the other games the spider is
located in the caves located outside the mansion. Black Tiger also doesn't
move in this game, just spits at you...the thing would move around and also
have several other giant spiders around with it.
- Plant 42 is located inside the mansion, while in the other games it's
outside in the residence. It also doesn't attack you aside from moving in
front of it if you don't tranq it. You can't tranq it in the other games, you
can destroy its roots and weaken it...but you still have to fight it a bit.
Well in one case you don't, when fighting as Jill and Barry will help to
flamethrow it, burning it alive.
- Giant Neptune is located in the basement of the mansion. In the other
games, it was located in the aquaring underneath the residence...it wasn't
that big of a shark in the original, but was massive in REmake. There were
also other tiny sharks...in the original you have to drain the water and it
will just sort of flop around, kill it then. In REmake, you drain the
water...then have to electricute it. In Genesis, all you do is use the
battery in the water and it's dead.
- Crimson Heads are already active. In REmake (they didn't exist in the
original), there were only 2 that were already crimsons...but both must be
awoken (one is in the mirror and sword hallway before the one puzzle involving
getting the Armor Key..., and the other is the Crimson Elder, which awakens
after placing all 4 Death Masks on the faces). In this game zombies do not
come back as Crimsons, in REmake if you dont' blow off their heads or
legs...zombies WILL come back as Crimsons if you don't burn their bodies
(there is a set time when they will awaken as Crimsons).
- Zombies and Crimsons don't bite in this game, they just slash you. In any
other RE game, zombies will bite you and love to bite you. These just slash
at you.
- Cerberus can kill you in one hit. Zombie dogs and Cerberus are not capable
of this in other games, they can do damage and good damage...but not enough to
kill you in one hit at full health.
- The Tyrant can be taken down with 4 wellplaced magnum shots. It's 6 to 8
shots in the original or remake, and you fight it a second time on the roof.
However, if you use Barry's 44 Magnum in REmake, you don't fight it again on
the roof. Also under certain circumstances, you won't fight the Tyrant a
second time. This game you only fight him once...and that's that.
- George Trevor is found as a skeleton in the basement. His body is not
confirmed in REmake and he doesn't really have anything to do with the
original. This game gives more backstory to his character than what REmake
did...and it's good to see him at last.
- Guns hold all ammo in it and have a limit. In the other games, ammo is kept
seperate from the guns and there is a compacity limit for the guns.
- There are only 5 guns in this game. There are a few more in the original
and remake. Plus Jill can use the flamethrower now, she couldn't in either
the original or remake. Only Chris could.
There are a few more differences but as I'm writing this, I'm finishing up the
guide. I can't recall them at the moment, if you'd like to point them out,
send me an email and I'll post them here (with credit to the user, also give
your gamefaqs name if you have one).
X__$$$)%%%%)###< V. Weapons Guide >###(%%%%($$$__X
Well this game is about shooting things when they come at you. So why not
have some weapons to attack with? Here's some basics...
1.) Combat Knife - Lol, don't use it...<seriously, that's it...I'm not even
going to bother> Ok, ok...if you WANT to use it, do so. It does the same
damage as the handgun and will kill instantly like a headshot (if it's in the
red). So...I don't know, I guess it isn't THAT bad...use it if you like to do
knife runs (which really, this game is easy to do with the knife...haven't
tested the knife with Hunters yet...I'll tell you why. I beat the game, and
as you know, the save system sucks. So I'd have to do EVERYTHING again just
to get to the basement. Because I killed everything ;>_> ...yeaaah...).
2.) Handgun (Beretta 92FS) - Your MAIN MAIN Weapon, this is for ALL enemies
aside from the Hunters and the 2 bosses you physically fight. One Red Shot
with this kills a Zombie, Crimson and Cerberus. The thing holds up to 99
bullets and there's always ammo to find, so never worry about running out. If
you save before each room filled with enemies and kill things in one shot,
then you'll NEVER worry about ammo.
3.) Shotgun (Remington M870) - A good alternate, but not really recommended.
It has a strong bodyshot kill on zombies and crimsons, but otherwise it's not
really worth the trouble. Your handgun is what you stick to for the headshots
and it takes 2 Shotgun shots to kill a Hunter (with headshots). Only use this
if you are low on Magnum Ammo or skipped any that I mentioned in this guide.
4.) Flamethrower (M9A1-7) - Only use it once and then just let it sit. It's
used against Black Tiger, the large spider in the attic. Fire the thing at it
for about...7 or so seconds and it'll die. Then you can use it later if you
want to challenge yourself, but I wouldn't recommend it. Also note that there
is no crosshair for it...it just fires forward, that's that...change direction
and it'll go about 2 to 3 spaces ahead of you by the way.
5.) Grenade Launcher (Milkor MGL) - Strong weapon, worth it for a backup for
the magnum but even though there's a crosshair, there isn't a target bar. So
time won't freeze, you just have to guess if you're hitting something strong
with it. Use it against the Hunters if you want, but I didn't use it
myself...I just stuck to the next weapon. BTW be careful if you use it
against the Tyrant, you might not know if you hit it or not and thus you'll
spend time trying to shoot it (only to be attacked constantly by his slashes).
6.) Magnum (Colt Anaconda) - Best weapon, next to the handgun it's a must for
Hunters. One red shot will kill a Hunter and 4 red shots will kill the
Tyrant. This is when it's best used, if you have ammo to spare I guess you
could kill normal enemies with it...bodyshot or headshot, boom...you killed
em. Save this beauty for Hunters though, there are 3 total and the
Tyrant...that's a total of...7 shots if you time everything with a redshot.
&_#***#@@@__XX><O -- VI. Item Guide -- O><XX__@@@#***#_&
Here's the list of all the items and how to get them, oh man...this will take
awhile (if you really care about this, read it..). Once you see the location,
use CTRL F to find it in the guide so you can have a more accurate idea of
where it is. Only enter the Room name, nothing after that (example, enter
"Mansion: Lobby", not just "Lobby" or "Mansion" or..."Vase")...you can also
enter the item name..
I'll seperate it into Ammo first, and all the rooms you can find it. Medkits
are included after Grenade Rounds
Ammo Always comes in the same quanity*
Name # found Location
Handgun Bullets (handgun clip) | 20 | Mansion: Lobby - Plant pot
|
Mansion: Storage
Room 2 - From Wesker |
Mansion: 2nd
Floor Bedroom 1 - Blue Vase |
Mansion, 2nd
Floor: Hallway 2 - Plant next to couch|
Mansion, 2nd
Floor: Official Bathroom 2 - Counter |
Caverns: 2nd
Area - Grey Rock |
Shotgun Shells (shotgun shells) | 10 | Mansion, 2nd Floor: Bedroom 3 -
Desk |
Mansion: Attic -
Box |
Mansion, 2nd
Floor: Hidden Room - Desk |
Caverns: 2nd
area - Grey rock |
Magnum Bullets | 6 | Mansion: Attic - Boxes
|
Mansion,
Basement: Shark Tank - On Shelf |
Caverns: 2nd
Area - Grey Rock |
Grenade Rounds | 4 | Caverns: 2nd Area - Grey
Rock |
Medkit | Mansion: Kitchen -
Counter |
Mansion, 2nd
Floor: Bathroom - Sink |
Mansion: Attic -
Chest |
Mansion,
Basement: George Trevor's Cell - Shelf |
For the items, this will include everything, even Key Items (you know, I
noticed that I only listed gemstones as key items...but whatever, it was all
apart of a big puzzle that's why).
I'm going to write this part differently, cause there's just so many
items...so I'll just list the name and room location. They're easy enough to
find if you CTRL F them and the guide will tell you their exact location in
the room
Diamond Mansion: Lobby
Onyx Mansion: Lobby
Silver Keycard Mansion: Lobby
Lighter Mansion: Lobby
Newspaper 1 Mansion: Barry Room 1
Letter 2 Mansion: Barry Room 1
Poker Mansion: Barry Room 1
Fire Opal Mansion: Barry Room 1
Report 1 Mansion: Storage Room 1
Report 3 Mansion: Stroage Room 1
Microchip Mansion: Storage Room 1
Caramel Mansion: Storage Room 1
Mallet Mansion: Kitchen
BBQ Tongs Mansion: Kitchen
Severed Thumb Mansion: Kitchen
Ruby Mansion: Kitchen
Letter 4 Mansion: Storage Room 2
Weed Killer Mansion: Storage Room 2
Emerald Mansion: Mini-Room and Hallway
Cross Necklace Mansion: Dining Room 1
Blue Keycard Mansion: Lobby
Letter 1 Mansion: Lobby
Memo 1 Mansion, 2nd Floor: Barry Room 2
Amethyst Mansion, 2nd Floor: Barry Room 2
Letter 7 Mansion, 2nd Floor: Letter 7
Topaz Mansion, 2nd Floor: Bedroom 1
4 Ball Mansion, 2nd Floor: Bathroom
Tranquilizer Mansion, 2nd Floor: Bathroom
Sapphire Mansion, 2nd Floor: Bathroom
Liquid Nitrogen Mansion, 2nd Floor: Plant Room
Picture 1 Mansion, 2nd Floor: Pooltable Room
Skeleton Key Mansion, 2nd Floor: Pooltable Room
Flamethrower (M9A1-7) Mansion, 2nd Floor: Pooltable Room
Book 1 Mansion, 2nd Floor: Library
Book 2 Mansion, 2nd Floor: Library
String Mansion, 2nd Floor: Bedroom 4
5 Ball Mansion, 2nd Floor: Bedroom 4
6 Ball Mansion, 2nd Floor: Official Bathroom
2
Skeleton Key Mansion: Attic
Jade Figurine Mansion: Attic
Report 4 Mansion: Attic
Gunpowder Mansion: Attic
False Book Mansion, 2nd Floor: Master Bedroom
Report 2 Mansion, 2nd Floor: Master Bedroom
Iodine Mansion, 2nd Floor: Master Bedroom
(bathroom)
Battery Pack Mansion, 2nd Floor: Master Bedroom
(bathroom)
Letter 5 Mansion, 2nd Floor: Hidden Room
Green Keycard Mansion, 2nd Floor: Hidden Room
Red Keycard Mansion: Dining Room 2
Remington Shotgun Mansion: Dining Room 2
Letter 3 Mansion: Spencer's Office
Cult Anaconda (Magnum) Mansion: Spencer's Office
Sheet Music Mansion: Spencer's Office
Diary 2 Mansion: Basement, Pool Room 2
Black Keycard Mansion, Basement: George Trevor's cell
Diary 1 Mansion, Basement: George Trevor's cell
Milkor MGL (grenade launcher) Mansion, Basement: George Trevor's cell
Fax 1 Caverns: Enrico's Cave
Now to be elaborate with those Gemstones, well to a sense...here's where
you'll find each.
Diamond - Mansion: Lobby
Onyx - Mansion: Lobby
Fire Opal - Mansion: Barry Room 1
Ruby - Mansion: Kitchen
Emerald - Mansion: Mini-room and Hallway
Amethyst - Mansion, 2nd Floor: Barry Room 2
Topaz - Mansion, 2nd Floor: Bedroom 1
Sapphire - Mansion, 2nd Floor: Bathroom
@___HOOOO MAH KWAAAD!! VII. Files !! DAAAWK HAM OOOOH___@
Ok first off, XD OMG...so that's what Ho Mah Kwad is backwards...DAWK HAM
OOOOOOOH! Cough...uh, yeah...if you don't get it, it's what Barry says in the
first Resident Evil.
Anyways, here's the files...listed in each group they belong to.
Newspaper 1: A newspaper article about the construction of the mansion
"Ground was broken today at the remote site of Lord Ozwell Spencer's Mansion.
The mansion is located in an isolated part of the forest, just outside Raccoon
City. Dr. Ozwell Spencer is one of the founders of the Umbrella Corporation,
along with Dr. James Marcus and Sir Edward Ashford. The company develops
cosmetics and consumer products, and employs many researchers. The company's
presence in Raccoon City will hopefully spur some economic growth in the area.
Prominent New York architect George Trevor was on hand to tell us a little
about the mansion (article continues on page 5)"
Newspaper 2: A newspaper article about STARS
"Residents of Raccoon City will now be able to sleep a little more soundly.
Mayor Michael Warren has announced an addition to the Raccoon Police
Department, the STARS (Special Tactics and Rescue Service) team. This part of
his campaign 'A Bright 21st Century for Raccoon' has been founded by the
Umbrella Corporation."
Letter 1: A letter I found in the bust on the main floor.
"As per our arrangement, I have provided a keycard to the second floor. The
passcode, as I'm sure you have guessed, is our illustrious Lord's last name.
Please deposit the remainder of my payment in the bust, and return the
necklace to the dining room cabinet."
Letter 2: A half-burned letter I found in the fireplace
"..manged to crack the safe I wrote...a gun and some papers in there now,
but...changes the passcode regularly, so...Ashford's portrait in invisible
ink. I'm sure you'll know how to reveal it. Please destroy this letter
after..."
Letter 3: A letter about the grand piano in the lobby
"Installation of the modified piano is complete. The song that was previously
discussed, Beethoven's "Moonlight Sonata", has been provided and the piano
will function as specified when the song is played. An invoice will be sent
via fax. Thank you for your business!"
Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door. Black faces off from the
oposite shore. The two are surrounded, on both of their sides, by that which
is seen, after the sky cries."
Letter 5: A letter I found in the room behind the library
"My dear daughter,
I apologize for taking so long to write back. Work has been hectic, but I
know that is no excuse. As usual, I have prepared another anagram for you:
RUM LABEL
I had to change the security passcode to the laboratory today, and it's been
on my mind so I made an anagram out of the word.
Stay out of the rain.
Love,
Dad"
Letter 6: Jessica's anniversary card
"November 8th, 1967
George,
Happy 18th anniversary. Lisa and I have been missing you at the Mansion.
It's exquisite George, a masterpiece. Once you arrive, we'll celebrate our 18
years and this great achievement.
Love Always,
Jessica"
Letter 7: A letter about the attic door
"The man in the sunglasses won't even let me make a phone call. I don't have
the luxury of time to explain everything that's happened. there has been an
accident in the lab and my colleagues have become infected, with a terrible
virus. This virus robs its victims of their humanity, forcming them to walk
the corridors of this wretched mansion as mindless zombies. I can hear them,
pressing against my door like demonic, hungry animals. Sadly, I too am
infected. I feel hot and itchy all over, and I am slowly losing my mind.
I know that there is no hope for me, but I have left help for others who may
come to this place. My access is limited to the experimental subject in the
attic. If someone can get in there, I'm certain there is enough evidence to
shut down Umbrella for good. I have disabled the biometric thumb scanner on
the door by removing a microchip. It took all my courage, but I severed my
thumb and placed it in the freezer.
I hope this will help anyone who reads this note. If so, it will be my last
saving grace as a human."
Report 1: A report about oversized plant < That's how it's spelled, I
know...Capcom's typos and all.
"Plant at point 42 is growing at an amazing rate. The effects of the T-Virus
are the strongest we have observed. The plant's anatomy and size have
drastically mutated. Due to its accelerated growth, the plant requires
additional nutrients that are supplied through two hydroponic tanks. The
head/bloosom of the plant requires specialized nutrients, and is suspectible
to strong sedatives. We have employed the practice of sedating the plant
before examining it, as it can expel deadly poisons when agitated. The entire
root system of the plant is connected to the second tank. Despite the
observable strength of the roots, they require careful maintenance and remain
susceptible to all forms of herbicide."
Report 2: A report summarizing virus experimentation.
"Subject Status
Nov 10, 1967:
Progenitor virus administered
Jessica: Virus Type-A
Virus Fusion:
Negative
Action: Disposed
Lisa: Virus Type-B
Virus Fusion: Positive but delayed fusion.
Body Modification: observed constant results
Status: Continue protective observation.
George
Action: Terminated"
Report 3: A report explaining origins of Crimson Heads
"Speciman: V-ACT
(Crimson Head Zombie)
Status: There is now evidence that when the host loses consciousness, the
body goes into a dormant state. During this time the virus becomes active and
reconstructs the basic composition of the body to become more agile and
aggressive.
Action: Specimen too dangerous to keep in standard laboratory cage. Since
further research required freeze specimen in stasis unit 1b."
Report 4: A report about G-Virus
"The newest version of the prototype parasite administered to the sample
specimen. Initially, no results were apparent.
Recently, we have determined that our original findings were inaccurate. The
virus has spent many years incubating in the sample specimen, and now has
experienced significant anatomic mutations.
The information has greatly fueled my research into our latest experimental
endeavor, the G-Virus, which surpassed the performance of the T.
Once the virus has stabilized, I will formally announce my findings.
William Birkin"
Memo 1: A memo regarding biohazard suit policy
"New procedure to be enacted immediately. Due to a recent accident in the
lab, all members of this facility are required to wear biohazard suits, which
will be provided. Please advise the medical staff without delay if you are
experiencing any skin irritation."
Diary 1: George Trevor's diary
"Nov 24, 1967
They have transferred me to the basement of the mansion. Now a guard brings
me my food and I'm confined to these few rooms. At least that's what the
guard thinks. Every time he's on a break, I have been exploring. I found on
entranceway to a series of catacombs behind the fireplace. Maybe in there I
can find a way out...
Nov 26, 1967
My god. Words cannot describe the horrors I have seen in those dark
passageways. Ghastly, mutated creatures...mindless and aggressive. The
strangest part being that each one is tagged like a lab rat. As though they
aren't just monsters...they are experiments. I can't bear to think of going
back in there, but it's my only hope...
Nov 27, 1967
Some mild success. In the caverns I encountered a man in a lab coat and
attacked him. I cracked his head in with a rock and stole a keycard of some
kind. I still don't know what it's used for. To think, me attacking an
innocent man...what have I become?
Nov 29, 1967
I think they have caught wind of my little adventures in these caves and
installed an extra security feature on the fireplace. There is now a small
keypad where you can enter a password. Fortunately, I overheard how to
program the unit. As a passcode I entered our anniversary, MMDDYY. Time to
resume exploring...
Nov 30, 1967
Yesterday they added more security to the fireplace. You now need some object
to enable the keypad. I'm trapped. Why have I been so careless? Today a man
in a lab coat approached me and said that tommorow I would visit the doctor.
Something tells me they have something else in mind. I won't become one of
their experiments.
Nov 31, 1967
Here's where everything ends. Forgive me Jessica, I didn't want it to come to
this. I'll die before I let them turn me into one of those...things. With my
last breathe, I will pray that you and Lisa are safe. Farewell...
George Trevor"
Diary 2: Lisa's Diary
"Nov 14, 1967
I feel dizzy after that shot they gave me. I don't see Mom. Where did they
take her? She promised that we would escape together. Did she escape alone
and leave me behind?
Nov 15, 1967
I found Mom. We ate together. I was very happy. But she was a fake. Not my
real Mom. Same face but different inside.
Have to find Mom.
Nov 17, 19 7
from inside box,
scent of mommy.
maybe true mother there.
stone box hard. It hurt.
19
iNside reD and sLimy whiTe and haRd not true moM wheRe
why? jst want to b with her <<now she sounds like most teenagers nowadays
~__~ the spelling is terrible >>
4
mom
where?
I mis yu"
Fax 1: A fax found on Enrico's body
"Attn: Chief of Security
Execute the following procedures within one week.
1. Lure STARS to the estate, and obtain BOWs raw combat data against STARS.
2. Collect one sample from each experimental specimen. Dispose of the Tyrant
3. Ensure complete disposal of the Arklay Laboratory including all personnel
and test animals. Disguise their deaths as an accident, then report to HQ.
Contact A. Wesker for details regarding STARS and the Tyrant model.
Good Luck,
Umbrella HQ"
(__@_~_~X_X_X \m/>_<\m/ VIII. Enemy Guide \m/>_<\m/ X_X_X~_~_@__)
I. Enemy Dossier
Quick Description: In this game you'll run into various normal enemies,
that appear in a lot of the rooms or corridors you come across. Most of these
can be killed in one "Red Shot" with the handgun, which isnt' hard to pull off
if you are quick. Each enemy will come with a description, what they do to
attack, their method of movement and how large the target bar is. Now I'm
guessing that it's leg, then 2 body shots then a head...it could just be a
critical hit, but all I know is that it kills them in one hit (not like
there's a whole lot of info otherwise).
#1. Zombie - Most Common Enemy, these green, ugly, useless lobs of flesh
shamble about the mansion trying to take a bite at you. They're pretty slow
you can run past large groups easily if you think about your movements.
They're stupid creatures though and usually head straight for you, instead of
trying to angle around you.
Target Bar - 4 bars, one for the legs, 2 body and head. Head is in the Red
Zone, hit that and they're dead.
Method of Attack: Swiping at you, they only hit once, then backaway to come
back for another. They don't do much damage with one swipe, so you can shrug
off about 8 or so hits.
Best Weapon to Eliminate: Handgun
#2. Crimson Head aka V-Act - Another common but DANGEROUS enemy, they are red
in color and though they still crave flesh, they're more aggressive towards
getting it. A Crimson Head will regularly come straight at you, but there are
times when they will come around at your side and attack, and trying to aim at
them can be hard. They do a little more damage than a zombie, so don't take
too many hits from them.
Target Bar - 4, one for the legs, one for the lower body, one for the upper
body then the head, which is Red. One shot, that's the shot to take...
Method of Attack: Swiping at you, very fast and then running slightly to
attack again, they don't spare you time to try and sae yourself. Damage seems
alittle higher than a zombies, maybe twice as strong.
Best Weapon to Eliminate: Handgun (if you're fast, if not...), Shotgun (this
is the weapon for you).
#3. Cerberus aka Zombie Dog - Really fast dangerous creatures, even worse
than a Crimson Head. These things move pretty quick and love to come at
different angles than charge directly. They still can if you move to another
space before they turn a corner to get to you. The margin in attacking them
is riskier though, because they leap at the last square before you. This
attack WILL KILL you at full health, so you have to get these things in one
shot.
Target Bar- 2, yeah it's pretty small...one for the body and the other for the
head. You best get that head, because the bar raises pretty quick.
Method of Attack: Leaping and killing you, run if you you're not ready and
run fast. Really need to make sure you're lined up to take em.
Best Weapon to Eliminate: Handgun (again, if you're really fast), Shotgun.
#4. Hunter - The most powerful of enemies you have faced thus far. These
things are larger than humans and are probably at least 6'2+ feet tall.
They're large, green reptilian creatures with claws and can run just as fast
as Jill can. So outrunning them doesn't do you any good, cause you can't. In
terms of damage, they deal about as much as a Crimson...but at a much more
frequent rate. That's right, one slash, then another almost directly
after...followed by another and another. What's worse is that they don't head
straight at you, they always come around your side. So getting them in target
range is tough. And because they're so fast it's sometimes hard to get them
in the crosshairs and be able to shoot at them (you might miss a few times).
ALWAYS WISE TO SAVE BEFORE FIGHTING THESE THINGS, TO SAVE HEALTH AND AMMO.
Target Bar - 5, since it's so tall I assume 2 is for the legs, 2 is for the
body and the last one is for the head.
Method of Attack: Running really fast at you and attacking, chopping good
amounts of health at you in mere seconds.
Best Weapon to Eliminate: Magnum (1 shot kill if you get in the red) or
Shotgun (2 shots required to kill if both are in the Red).
II. Boss Dossier
Quick Description, okay...these include large creatures too that you might
not fight, such as Plant 42. These things are stronger than the normal
creatures and obviously are only 1 of a kind.
# 1 Lisa Trevor - Really really ugly thing that keeps appearing throughout the
mansion, it's a woman with tentacles coming out of her. The first time you
see it, you have to run for your life because it ALSO has a one hit kill
ability. So run run run, this thing can't be killed (you don't even bet the
option to pull out a gun either)...the goal is to run from the Reading
Room/Barry Room 1 to the Lobby, then swing all the way around the top wall
until you get to where the Piano is. Now there are 2 doors in the corner on
the left, one leading to a hallway and the other to Dining Room 2 (where you
need to put all the gemstones). Make the choice which way to go, and get into
the Kitchen from either choice...run all the way to the back and into the last
room to find Barry...then let everything else commence. The next encounter
really isn't a boss fight, because it simply comes forward and attacks
Barry...knocking him down and it appears as if she's doing something to him
with her tentacles...you can leave the room, that's your only option...then
you come back and both are gone. THERE'S NO EXPLAINATION WHERE LISA GOES
AFTER THIS, NOR WHERE BARRY IS!
# 2 Plant 42 - Though technically not a boss, it's still a large creature.
The method for defeating it is always the same, you must sedate it using the
TRANQUILIZER in one tank, then swing around to the other side and use the WEED
KILLER in the other tank. This will kill the plant and the tentacles it
created.
#3 Giant Spider/Black Tiger - Huge huge creature in the attic, I hate
spiders! The thing will spit purple spit balls or something at you and you
can dodge them quite well, but getting in close is the key here to killing it.
What you must have is the Flamethrower (found in the Pool Table room, refer to
Walkthrough or Puzzles Section for information on how to obtain it). If you
have it, dodge purple slime, run up to it and start flaming. Ignore any
damage it causes you, it doesn't cause much for such a big creature...just
flame it for 7 or so seconds until its legs dissapear and it's dead.
# 4 Giant Neptune/Shark - JAWS!! Okay maybe not, again not really a boss...so
far these "bosses" were more of just stationary problems for you to take care
of. Though the Spider is the only one that officially would attack actively,
if you go in front of either Plant 42's territory or the Shark's
territory...you'll meet an untimely death. The Shark of course takes a big
chunk out of you and that kills you in one hit. Like with Plant 42, there's
only one way to kill this thing. Bring out your BATTERY and place it in the
water...fried fish, mmmm. And that's that.
#5 The Tyrant - Big, fast, dangerous. Takes about 5 seconds of his constant
slashing to kill you though. For some reason if you run a bit, he'll stop for
a second, then come back after you...then stop, then come back after you. If
you get TOO far away he'll just keep running. To fight him is pretty easy,
stay around the counter and circle it (or use the room to your advantage).
When you see him stop, go a little bit, turn around and aim your crosshairs
about 2 or 3 squares ahead of you. Ready your magnum to shoot him, and run
directly after (you may get swiped, don't worry...if you've followed this
guide and haven't used medkits or at least 1 or 2...you should still have
about 3 left). It will take 4 Red Shots to kill him with the Magnum, more
shots with the shotgun or grenade launcher. After that, boom...you won the
game.
)___=3MeeBeeeBAM! - IX. Puzzle Solutions -!MABeeeBeeM3=___(
Ah yes, Puzzle Solutions...some are just simple use one item, then another and
you get something. Others are actual puzzles...so here we go.
First Puzzle: Breaking and Entering
Location: Dining Room 1
Reward: Cross Necklace
It's pretty simple, you need two items. The POKER and the BBQ TONGS...go to
the cabinet next to the door leading to the kitchen (or if it's early on, this
door is locked) and break open the glass using the poker. Now use the tongs
to bring out the CROSS NECKLACE.
mini-puzzle: Breaking and Entering 2
Location: Lobby
Reward: Entry to a new room
You'll notice that in the Lobby, under the Piano there's a jammed door. Bring
your POKER here and use it on the door to open it. Head inside,
beware...there's a Crimson Head. There are also items and files in here.
Second Puzzle: Opening Pictures!
Location: Lobby
Reward: Blue Keycard, Letter 5
Head to the lobby and next to the Silver Door that leads upstairs. You'll see
a plant and a statue head on top of a column. Use the CROSS NECKLACE on this
statue to open up a picture. Go inside to get the Blue Keycard and Letter 1
Third Puzzle: Opening Doors!
Location: Lobby
Reward: Entry to the 2nd Floor
Use your blue keycard on that silver door and you'll be asked to enter a
password. First, you need to read this file.
Letter 1: A letter I found in the bust on the main floor.
"As per our arrangement, I have provided a keycard to the second floor. The
passcode, as I'm sure you have guessed, is our illustrious Lord's last name.
Please deposit the remainder of my payment in the bust, and return the
necklace to the dining room cabinet." <<AH HAH! SO NOW WE CAN GET INTO THAT
SILVER DOOR! Cough, um...let's move on>>
Several locations throughout the game will mention his name, the fountain in
particular near this door...if you read the engraving you'll see his name.
It's Lord Ozwell E. Spencer. So you need to enter the code, SPENCER to the
door...
The way you select letters is this...using whatever button you use for
moving your character or moving "up", to do the letters "backwards". So from
A, you'll go to 9...then 8, all the way to 0 then Z. Then use whatever button
you use to go down (say the down thing on the directional pad or 5) to move
normally..like A, B, C...so now enter SPENCER and the door will open.
Fourth Puzzle: Killing Plants
Location: Plant 42 Room (far left down Hallway 1)
Reward: It's Dead and the Tentacles blocking your way are gone
Read this file for information first:
Report 1: A report about oversized plant << an? A? Nope, just "report about
oversized plant"...no plants either...~_~ >>
"Plant at point 42 is growing at an amazing rate. The effects of the T-Virus
are the strongest we have observed. The plant's anatomy and size have
drastically mutated. Due to its accelerated growth, the plant requires
additional nutrients that are supplied through two hydroponic tanks. The
head/bloosom of the plant requires specialized nutrients, and is suspectible
to strong sedatives. We have employed the practice of sedating the plant
before examining it, as it can expel deadly poisons when agitated. The entire
root system of the plant is connected to the second tank. Despite the
observable strength of the roots, they require careful maintenance and remain
susceptible to all forms of herbicide."
Once you reach the second floor you'll notice a common problem (well Barry
points it out....with his gun...aiming your direction...that then shoots
them...): Tentacles. They block your path, not only to the north end of this
hall, but in another hall as well. So you need to take care of this. In your
journies you'll obtain the TRANQUILIZER and WEED KILLER, absolutely required
items to solve this puzzle. Once you have both, go to Plant 42's Room and use
the Tranquilizer in the left tank, beside the plant's head. The thing will
fall asleep, allowing you to pass in front of it and go to the other tank
(move around a bit until you're there, you may get stuck...that happens, but
you will find your way there)...then use the weed killer, thus ending the
Plant's life...and it will kill ALL the tentacles.
Fifth Puzzle: Clogging Holes
Location: Pool Table Room 1
Reward: Skeleton Key, Flamethrower
Before you start this puzzle, you need the following:
4 Ball - Mansion, 2nd Floor: Bathroom - Toilet
5 Ball - Mansion, 2nd Floor: Bedroom 4 - Toilet
6 Ball - Mansion, 2nd Floor: Official Bathroom 2 - Toilet
I do NOT know why each of these are in toilets but ah well...You must also
find Picture 1, which is here in Pool Room 1. Go to the pool table cue rack
in the corner to find it.
Picture 1: A picture about color forumlas
"It is a picture of a pool table with the following formula written on the
back.
Red + Blue Purple
Blue + Yellow Green
Red + Yellow Orange"
Some kind of clue don't you think? Why not head to the pool table and examine
it. If you go to the visible side near the door, examine the two corner
pockets. There is a yellow 1-ball stuck in the left corner pocket and a blue
2-ball in the right corner pocket. So look at the file..."Blue and
Yellow..."...where do you see that combination? RIGHT, THE CENTER! So pull
out your Green 6-ball and stick it in the center pocket between those two. So
therefore, all the colors match up. Now head over to the other side. On the
left you'll see an empty slot and on the right you'll see an empty slot,
there's a Red ball in the center. Now if you count the left corner pocket
like you did the center pocket (where the green currently is), then that means
it's Red + Yellow...so that's? Yes, the orange 5 ball goes in the left corner
pocket. I believe the next one is self exclamatory, but to understand the
puzzle I'll include it anyways. The center ball on this side is red and the
corner ball on the other side is blue. Red + Blue is...yep, use the purple 4-
ball. After doing this, the mechanism below the pool table will move
and...the picture will open up on the wall adjacent to the purple and blue
corner pockets.
Sixth Puzzle: Don't lose your thumb over it
Location: Hallway 3 (2nd Floor)
Reward: Entry to Attic
The solution involves sing this file:
Letter 7: A letter about the attic door
"The man in the sunglasses won't even let me make a phone call. I don't have
the luxury of time to explain everything that's happened. there has been an
accident in the lab and my colleagues have become infected, with a terrible
virus. This virus robs its victims of their humanity, forcming them to walk
the corridors of this wretched mansion as mindless zombies. I can hear them,
pressing against my door like demonic, hungry animals. Sadly, I too am
infected. I feel hot and itchy all over, and I am slowly losing my mind.
I know that there is no hope for me, but I have left help for others who may
come to this place. My access is limited to the experimental subject in the
attic. If someone can get in there, I'm certain there is enough evidence to
shut down Umbrella for good. I have disabled the biometric thumb scanner on
the door by removing a microchip. It took all my courage, but I severed my
thumb and placed it in the freezer.
I hope this will help anyone who reads this note. If so, it will be my last
saving grace as a human."
Now, that basically answered it...you should have the MICROCHIP and SEVERED
THUMB (refer to these locations if you don't).
Microchip - Mansion: Storage Room 1
Kitchen - Mansion: Kitchen - Fridge
So all you have to do really is use the Microchip inside of the reader and
then the severed thumb to open the door...be ready for a boss fight when you
enter (refer to Boss Section or Guide for information).
Seventh Puzzle: Breaking and Entering 3
Location: Hallway 3 (2nd Floor)
Reward: Entry to Library
An easy puzzle, the door is at the end of the hallway.
Use the following file to know what to do:
From Book 2: Fundamentals of Science
"Chapter 7: Materials
...Liquid Nitrogen is a unique substance that causes rapid or even instant
cooling of elements it comes in certain contact with. Certain elements such
as metals become brittle due to the application of Liquid Nitrogen, and may
shatter easily. Among other things it can be used for cryogenic preservation,
as a general purpose refrigerant, or for cracking and breaking certain metals"
Just pull out your LIQUID NITROGEN and then smash the doorknobs with a MALLET
to gain entry.
Eighth Puzzle: Falsity, it opens bookcases
Location: Library
Reward: Entrance to the Hidden Room
It's not a difficult puzzle to master, all you need to do is get the FALSE
BOOK from the Master Bedroom and come back here, placing it in the strange
bookshelf (examine closely behind it, there's a door).
Ninth Puzzle: The Game's Major Puzzle, Gemstones.
Location: Dining Room 2
Reward: Remington Shotgun, Red Keycard
At last, it's time for the showdown. Here's a list of all the Gemstones and
their locations (refer to Walkthrough for exact locations)
Diamond - Mansion: Lobby
Onyx - Mansion: Lobby
Fire Opal - Mansion: Barry Room 1
Ruby - Mansion: Kitchen
Emerald - Mansion: Mini-room and Hallway
Amethyst - Mansion, 2nd Floor: Barry Room 2
Topaz - Mansion, 2nd Floor: Bedroom 1
Sapphire - Mansion, 2nd Floor: Bathroom
The showdown with all those items to at last, be put into use. So what are we
using it for you wonder? Pull out each gem and observe these two files
(brought back to help you figure it out on your own).
First file, the Poem:
Letter 4: A Poem entitled "The Gemstones"
"White is the beginning, its back to the door. Black faces off from the
oposite shore. The two are surrounded, on both of their sides, by that which
is seen, after the sky cries."
And from the second file, Book 2
Book 2: Fundamentals of Science
"Chapter 3: Light
..rainbows are the result of the Sun's light being refracted through droplets
of water in the atmosphere, usually occuring after a rainfall or in sprays of
water, such as fountains or waterfalls. The colors of the rainbow are
generally accepted to be: red, orange, yellow, green, blue, indigo (dark
blue), and violet (purple)."
What does this all mean?
SOLUTION AHEAD! But I'll let you try to figure it out on your own...and the
solution will be spaced a little more out (I also walk through the solution).
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Solution Ahead!
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Okay here it is:
So far we have White (Diamond) on the left, and Black (Onyx) on the right. So
set those two into place where they need to be. The poem mentions something
interesting...
"both are surrounded, on both of their sides, by that which is seen, after the
sky cries."
So what does that mean, after the sky cries...but of course! A metaphor! The
sky crying is actually RAIN and what happens after rain that has to do with
multiple other colors (namely 6)...rainbows! So you link up the other file,
that talks about rainbows...and you get the color formation you need. Red
(Ruby), Fire Opal (orange) and Topaz (yellow). These will go on the top three
chairs, facing the painting. But what order does the other three go? Diamond
is the beginning...but Oynx isn't the end, and everything works in a cycle.
It's a giant circle you see, going from white, red, orange, yellow, black,
green, blue, purple. So what's mean...that's right, from left to right on the
bottom set of chairs, it will be Purple (Amethyst), Blue (Sapphire) and Green
(Emerald).
It's the cycle, cycle of rain, cycle of sunlight...it's apart of the
Fundamentals of Science. The Water Cycle interacting with sunlight. And your
answer is, a constantly rotating circle. Since there was no Indigo, you don't
need to worry about that color...just use the other color, PURPLE! Here's a
map too so you got it.
-----------------Ruby (red)----Fire Opal (orange)----Topaz (yellow)-----------
--
Diamond (white) -----------------------------------------------Oynx (black)
--------------Amethyst (purple) --Sapphire (blue) --Emerald (green)-----------
Tenth Puzzle: Invisible Ink and stuff.
Location: Dining Room 1, Spencer's Office
Reward: Colt Anaconda, Sheet Music
Refer to these two files.
Letter 2: A half-burned letter I found in the fireplace
"..manged to crack the safe I wrote...a gun and some papers in there now,
but...changes the passcode regularly, so...Ashford's portrait in invisible
ink. I'm sure you'll know how to reveal it. Please destroy this letter
after..."
Book 1: Currency and Counterfeit
"Chapter 7: Ink and its uses
...by the use of watermarks or other special inks, you can create additional
security on the monetary bill. To the naked eye these effects are invisible,
and may elude the potential counterfeiter. Unfortunately, there are many
common solutions one may use to reveal ink of this kind. Some inks react to
heat, fluorescent inks react to ultraviolet rays, and others become visible
after a chemical reaction with elements such as ammonia fumes, red cabbage
water or iodine."
Notice the last word, "Iodine", you just happen to have this item now (from
the Master Bedroom, in the bathroom on the counter). So finding that picture
is not difficult, it's in Dining Room 1. Right next to the door that leads to
the kitchen, when you get to it use the IODINE and you'll see a code. The
code is 072082.
Make your way now to Spencer's Office, which is located at Barry Room 1...it's
the first room you enter where Barry comes in after you kill the zombie.
There was a locked door there, use your GREEN KEYCARD on it. Walk in, collect
stuff and go to the picture. Open it to reveal a safe and enter this
combination. 072082
There you go.
Eleventh Puzzle: Playing Piano!!
Location: Lobby
Reward: Secret Passage to Basement
Not a tough puzzle, you just need to find the picture of Sir Edward Ashford.
Refer to this file...
Letter 3: A letter about the grand piano in the lobby
"Installation of the modified piano is complete. The song that was previously
discussed, Beethoven's "Moonlight Sonata", has been provided and the piano
will function as specified when the song is played. An invoice will be sent
via fax. Thank you for your business!"
From Spencer's office you recieved the SHEET MUSIC, so simply take it to the
Piano and play. Passageway opens on the wall to the right of the Piano.
Twelfth Puzzle: Smoking the Shark
Location: Shark Tank
Reward: Dead Shark and access to George's Room
Well, this is another easy one...kill the Crimson Head and Cerberus, then
bring your Battery Pack and set it in the water...that's that, Smoked Shark.
Thirteenth Puzzle: Bing...Badda...BOOM!
Location: Shark Tank
Reward: Entry to George Trevor's Room
It's not hard to do, it's just you need several items for this...
Caramel - Mansion: Storage Room 1 (on table)
String - Mansion, 2nd Floor: Bedroom 4 ( on bed)
Gunpowder - Mansion: Attic (shelf next to entrance)
Lighter - Mansion: Lobby (in couch near Piano)
And it has to be done in a specific order, so put the CARAMEL on to make it
all sticky, then the GUNPOWDER to make it all...explosivey...and the STRING
for some stringy fuuun. Oh but let's not forget, if we're making a
firework...the number one important thing. A source of fire, thus...USE THE
LIGHTER! ^_^ Big...badda...boom, door's open.
Fourteenth Puzzle: Jade Monkies and Anniversy Security Systems
Location: Mansion: Basement
Reward: Entrance to the Caverns
Make your way to the far end of the room, past the coffee table and couch to
the machine. Place the JADE FIGURINE in it...but now it's time to figure out
a passcode. It's just another puzzle, that's it. It involves yet again two
files, so I'll paste them here for you (this puzzle has to deal with files
from Jessica and George Trevor):
Letter 6: Jessica's anniversary card
"November 8th, 1967
George,
Happy 18th anniversary. Lisa and I have been missing you at the Mansion.
It's exquisite George, a masterpiece. Once you arrive, we'll celebrate our 18
years and this great achievement.
Love Always,
Jessica"
and here's the other one.
Diary 1: George Trevor's diary
"Nov 24, 1967
They have transferred me to the basement of the mansion. Now a guard brings
me my food and I'm confined to these few rooms. At least that's what the
guard thinks. Every time he's on a break, I have been exploring. I found on
entranceway to a series of catacombs behind the fireplace. Maybe in there I
can find a way out...
Nov 26, 1967
My god. Words cannot describe the horrors I have seen in those dark
passageways. Ghastly, mutated creatures...mindless and aggressive. The
strangest part being that each one is tagged like a lab rat. As though they
aren't just monsters...they are experiments. I can't bear to think of going
back in there, but it's my only hope...
Nov 27, 1967
Some mild success. In the caverns I encountered a man in a lab coat and
attacked him. I cracked his head in with a rock and stole a keycard of some
kind. I still don't know what it's used for. To think, me attacking an
innocent man...what have I become?
Nov 29, 1967
I think they have caught wind of my little adventures in these caves and
installed an extra security feature on the fireplace. There is now a small
keypad where you can enter a password. Fortunately, I overheard how to
program the unit. As a passcode I entered our anniversary, MMDDYY. Time to
resume exploring...
Nov 30, 1967
Yesterday they added more security to the fireplace. You now need some object
to enable the keypad. I'm trapped. Why have I been so careless? Today a man
in a lab coat approached me and said that tommorow I would visit the doctor.
Something tells me they have something else in mind. I won't become one of
their experiments.
Nov 31, 1967
Here's where everything ends. Forgive me Jessica, I didn't want it to come to
this. I'll die before I let them turn me into one of those...things. With my
last breathe, I will pray that you and Lisa are safe. Farewell...
George Trevor"
Now I'll let you try to figure out the passcode on your own, then I'll walk
through with the solution...
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Solution Ahead
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Okay here it is:
It's not a hard puzzle really, you just have to know which files to look at.
But the trick is really in the numbers, it's a 6 digit passcode and the
George's diary says everything is terme din MM/DD/YY (Month/Days/Years). An
example would be, a famous day such as...Christmas. You would say 12/25/08
(or whatever year you want). If the day or month is the 1st through 9th, you
put a 0 before it. So another example is my birthday, 06/05/89. Yes I'm 19
years old, but I've seen twenty year olds (and college students) who can't
spell for the life of them, are you going to not trust this FAQ now that I'm
19? That would be silly, considering many gamers on here are under the age of
20 and some of the most famous guides are written by people under
20...possibly as old as 15 (there is no measure on knowledge compacity via
age, if I'm smart at 15, I'll be smarter at 19...if I'm dumb at 15, I'll be
below or about average when I'm 19...unless I work really hard to learn). But
I just got carried away...I must apologize for going completely off track. I
solved the other puzzles and have handled SH puzzles before as well, and I can
elaborate them to the bone until there's no need to question it anymore.
So with that crap out of the way, you want to know the passcode. Now if you
go back to the Anniversy Card, you think wait a second..."11/08/67?" So you
might put that in...but for some reason you will get "Incorrect Passcode".
This is where it gets tricky, I know...you'll be confused for a second...but
subtract 18 years and you'll get the right number. That's it! When someone
uses their anniversy for ANYTHING they don't use a current date, they use the
date it happened. So subtract 18 years and you know that they've been married
since November 8th, 1949. It's been done many times, you can see it in
screenames, emails, anything. You could in fact count the shark AND blowing
open the door as part of this puzzle, because if you went straight to this
machine you'd think that Lisa's Diary (which is found in the same room) is
what will help you with this puzzle. But it's not, it's to show you that
their 17-18 year old daughter was going through so much as she mutated slowly
due to the virus incubating in her body. You HAVE to go to the room where
George Trevor was to find the diary and then inform you of what to do.
Indeed, the passcode is: 110849
Enter it and you'll find a secret entrance...
Fifteenth and Final Puzzle: Black and Red, Anagrams...grrr(Black and Red
Keycard Door)
Location: Caverns: Area 1
Reward: Entrance to the Laboratory.
After coming into this area, go right and follow the path. It will lead you
directly to another silver door. Pull out both your RED KEYCARD and BLACK
KEYCARD, but now you're stuck with yet ANOTHER passcode reader. This one
requires you to go back to a file you found in the library.
Letter 5: A letter I found in the room behind the library
"My dear daughter,
I apologize for taking so long to write back. Work has been hectic, but I
know that is no excuse. As usual, I have prepared another anagram for you:
RUM LABEL
I had to change the security passcode to the laboratory today, and it's been
on my mind so I made an anagram out of the word.
Stay out of the rain.
Love,
Dad"
Anagrams, anagrams...what to do with Anagrams. Want to try and figure this
out on your own?
Go for it, solution is below.
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Solution ahead!
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Okay here it is:
An Anagram is just like rearranging one word to another. It can even be 2
words, combined together to make 1. So we have RUM LABEL...not a whole lot of
clue there. But at the bottom it says "stay out of the rain", there's the
clue. How do you stay out of the rain...and something that he would be
thinking about since he made this anagram. Well the answer is...UMBRELLLA!
It's really that easy, you use an Umbrella to cover yourself from the rain and
Umbrella is the name of the Resident Evil universe's big bad corporation.
It's somewhat of a metaphor in itself, but enough about that...just enter the
code.
@@_@_@_@_@_@_@_@_X. Ending Notes and Questions _@_@_@_@_@_@_@_@@
Well, what can I say. The game is fun to mess around with when you're at
work, but I just don't like the save system. It's also too short and leaves a
lot of loose ends...but it's RE and I still have some liking for it. Will I
ever replay it? I'm not sure...do I recommend it? For 7 bucks, it doesn't
cost you THAT much. It's worth a shot if you're an RE fan...
I'll answer any questions you have here, thus meaning I'll update this FAQ.
One last thing, if you want me to add anything that I may have missed, contact
me in the "Contacting TV" section. Ok? Okay...finished this in two days,
yay.
X_X_X_X_X^_^_^_^_^_^_^_^>_ XI. Contacting TV _<^_^_^_^_^_^_^_^X_X_X_X_X_X
Ah yes, talking to me. I made the guide but that doesn't mean I don't like to
answer questions that you may have in person. I'll answer whatever you want,
just send me an email at scarfacegoneberserk(at)yahoo(dot)com (I only did the
"at" and "dot" thing because I saw it before in another FAQ and thought it
looked cool...go figure). If you would like to contact me through aim, my AIM
name is GameMasterCorey (old name, had it longer than I can remember). I have
other contact methods but get to know me through those two ^_~ or come to
REmake board, you'll see me around there all the time. Just look up Resident
Evil and go to the Gamecube version, there's my board.
One last thing, if a site would like to use my guide, they may first contact
me through the same email and I will most definately allow it, if they ask
first.
XI. Legal Stuff
I don't claim ownership to the Resident Evil series or Resident Evil: Genesis
in particular, all rights for these games belong to Shinji Mikami (up until
the porting of RE4) and its creators following his departure, as well as
CAPCOM Inc. I dont' claim ownership go GameFAQs.com either, only this
walkthrough. Any of my contributions in other areas are also under my
ownership but I didn't put as much time into it as this.
All names of rooms are my creation, not the official name. I do not lay claim
to these rooms, nor do I care to. People name rooms all the time in their
guides, it was just to make it easier to identify. All characters and
storylines are affiliated to CAPCOM.
This product, as in the Walkthrough and it's information, belong to
TVthePunisher (Corbin S. Dague). It is not to be sold or distrubited in a
manner that is seemed unjustly. Just read the guide and enjoy.