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    Speed Walkthrough by VMerken

    Updated: 09/16/02 | Search Guide | Bookmark Guide

    "This is my first one."
    
    ._______. ._______. ._________.___._______. ._________._______.   ._______.
    |   ._. !_|   ._. !_|   ._.   |   |   ._. !_|   ._.   |   ._. !_._! ._.   |
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    |   | |   |   !_!   |   !__\__|   |   | |   |   !_!   |   | |   |   | |   |
    |   | !___|   ._____!_____.   |   |   | |   |   ._____|   | |   |___! |   |
    |   | |\__|   !\_____\____!   |   |   !_!  _|   !_____|   | |   |__/| |   |
    !___! |   !_________________. |   |_______!_!   ._________! !___!   | !___!
     \___\|    \________|   ._. !_|   |\________|   |________/!/___/    !/___/
                        |   | |   |   | |   |___|   |
                        |   !_!   |   | |   |   |   | .___.
                        |   ._____|   !_!   |   |   |/|   |
                        |   !\____!_.     ._|   |   !_!   |
                        !_________!_!_____!_!___!_________!
                         \________! !_____! !___!________/
    
                              1:17 SPEED WALKTHROUGH
    
    by Vincent Merken[vip@padua.org]
    Started 980413
    Updated 020728
    
    	 ------------------------------------------------
            | Contents:                                        |
    	| ~~~~~~~~~  	                                   |
    	|	Part I:.........The Mansion                |
    	|	Part II:........The Guardhouse             |
    	|	Part III:.......The Mansion Returns        |
    	|	Part IV:........Hunter Fest                |
    	|	Part V:.........The Underground Laboratory |	
           ------------------------------------------------
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    		***** Resident Evil 1:17 Walkthrough *****
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Well, talk about going down memory lane.
    
    This is the FAQ that started it all. This is also the game that started it
    all. If it weren't for Resident Evil to merely exist, I would've never
    dived into the exciting world of video games.
    
    Four years ago, I showed you how to finish Resident Evil within 1:35.
    Today, I'm gonna share some new tricks that chalk off another 18 minutes
    or so. Let me tell you up front - it's not going to be easy. Expect quite
    a few retries before you get it right, because in order to get those 1:20s
    and better rolling, we're not going to use any health items.
    
    No First Aid Sprays. No Herbs. Nothing. When played right, our Jill is
    only going to be hit once during the entire run. Every action taken is
    minimalized so that no time is wasted. The clock has no mercy, so you
    better be ready to take risks in order to beat it.
    
    Anyway, let's get it on. One last thing: this is the walkthrough for the
    original Resident Evil on Playstation, PAL version (clock might run
    differently on NTSC versions - NTSC owners, please send feedback to the
    above e-mail address and you'll be properly credited). I'll repeat: PSX,
    PAL. Thus *not* the Gamecube. There might be similarities between the
    details written here and the Nintendo game, but there are many new puzzles
    as well...
    
    A'ight? Then let's go. Boot the Playstation CD and select a Jill game,
    because she has many advantages over Chris, speedwise (such as having a
    luxurious 8 eight item slots over Chris' meager 6, being generally faster,
    better weaponry, Barry helping out...).
    
    Press Start to quickly skip the FMV intro sequence - you can do this
    during any such FMV, by the way. Now, the mystery unravels...
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    	Part I:
    
    
                        *** T h e     M a n s i o n ***
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Arrived at the admittedly huge Mansion Hall, Jill starts to moan about
    Chris's bad physical condition, as he obviously couldn't keep up with
    them. Wesker, who isn't really fond of loose bullets, puts you and Barry
    on research after one was heard in the distance. You both proceed to
    the Dining Room while Wesker 'takes care of this'.
    
    Once you're in control of Jill, Follow Barry to the back of the Dining
    Room (run along the opposite side of the dinner table, it's faster). Soon
    enough, a pool of red pixels attracts your attention. 'What is it?', Jill
    says and Barry vows to the gods, 'Blood'. He instructs you to find more
    clues, as there's still a slim chance it's ketchup.
    
    Jill is so overwhelmed by this discovery that she decides to exit through
    the nearest door and circle left into a small alcove, where a zombie is
    feasting on a deceased member of the S.T.A.R.S.' Bravo Team. Return to
    tell Barry, but unfortunately the game decides to throw in a cutscene
    before you can do that.
    
    Head back to the Mansion Hall to tell Wesker, but what's this, Wesk-man's
    gone. Barry asks you to look for him - simply run to the column passageway
    at the back of the Hall and immediately turn back as the background changes.
    After an illuminating conversation, you and Barry split up. Do as Jill
    said and run to the blue door on the opposite side of the hall.
    
    Go in and head right to unlock the door you bump into using the Lockpick.
    There, run straight for the next exit, completely ignoring the two Zombie
    Dogs that come bursting through the antique windows. Spurt through the
    ensuing corridor, there's nothing of intrest there, just hit the exit so
    that you can unlock the door into the next room (don't mind the sleeping
    Zombie in front).
    
    In this 'Storage Hall', there's a Zombie in a white labcoat. Let him
    activate, then run behind him for a safe evade, rotating Jill clockwise
    straight into the Storage Room. Open the magical box and ditch the
    Combat Knife and First Aid Spray (from now on referred to as FAS) in
    favor of two Handgun Clips. Equip the Handgun, pick up the Chemical and
    head back to Storage Hall.
    
    Move up the stairs, equip your gun (the Beretta) and quickly shoot the
    zombie on the right (just hit him 3-4 times until he drops down), unlock
    the door he was eagerly blocking and re-enter the passageway. Avoid both
    zombies and head back to the Mansion Hall, first floor, where you'll
    meet Barry who, after some casual chit-chat, gives you some acid rounds.
    Not exactly a present Jill always dreamt of, but it'll do nicely for
    what's to come.
    
    Follow Barry to Dining Hall, 1st floor. There's that awful ticking again.
    Move to the left and start pushing the cool female statue. The zombie in
    Jill's nearest vicinity will lock in, safely behind the statue, giving you
    plenty of time to waste him with the Handgun. Your first kill! Start
    pushing the statue again until you're in front of the opening in the
    balcony, then push it down. The statue will fall down and break.
    
    Meanwhile, the zombie on the other side has wandered enough to be very
    close to Jill. Never mind him, just run along to the exit.
    
    Arrived at the Green Passageway, there are again two zombies, but this
    time there ain't no room to dodge their deadly grasp, so waste'em both.
    Take the stairs down to what I call the Serum Hall and avoid the three
    zombies posted throughout (easily done, just keep to your left at the
    first zombie, then move completely right for the second. The third
    zombie's harmless, he stands near the Serum Room and is easily ignored).
    
    Then you enter the Plant Passageway, where there's a zombie directly in
    front of you. Ignore him and run straight down the corridor he seems to
    guard. At the end of it you find a small door. Enter and you'll hear the
    sound of a running motor. It's the Plant Room, where some treacherous
    vines keep you away from obtaining the important Armor Key.
    
    Well, since those vines seem hungry, it's more than logical that you
    feed those poor things, innit? Just pour the Chemical in the pump installed
    at the back of the room and watch how tasty the food is for those vines.
    Content and no longer hungry, the vines drop to your feet and you can
    get the Armor Key. Ignore the many herbs in this room; you don't need it.
    
    Return to the Plant Passageway. Run past the zombie met earlier, then turn
    left. There's a second zombie blocking the way, dreaming about that cool
    zombie babe in Resident Evil 2 (he used to be a fortune teller). Kill him
    while his partner tries to catch up, then unlock/enter the exit in the
    back.
    
    Jump to the door on the right to get back to the Dining Room. Pick up the
    Emblem and the Blue Jewel once decorating a certain female statuette, then
    go up the stairs in the Mansion Hall to get to the Red Passageway on the
    1st floor. Unlock/enter the nearest door, then listen to poor Richard
    talking about Serum or something. Jill, good-hearted as she is, decides to
    go get some for him.
    
    Run all the way down to the Serum Hall. Enter the Serum Room (the room
    with the Savebox and cool guitar music) and open the magic box one last
    time. Ditch stuff until you've got left: Acid Rounds, Emblem, Blue Jewel.
    Now pick up the Serum and proceed to the Plant Passageway (where you got
    the Armor Key). Remember the alcove that one zombie was 'guarding'?
    There's a door in there, go through it and use the Blue Jewel on the tiger
    statue, thus obtaining the Wind Crest.
    
    Go to the corridor right in front of the Dining Room. Move on up until
    you reach a red door on your left and once you're in, swirl around the
    piano until you hit two bookshelves. Push the mobile one out of the way
    to obtain some Music Notes and use these on the Piano.
    
    After a superb rendition of Moonlight Sonata, Jill wants to bow to the
    applause but the rumbling seems to come elsewhere, namely from a secret
    passageway opening up. Go in and take the Gold Emblem; the passageway'll
    close again. Now, what have you got in your inventory to solve this
    problem of being locked up... aha, the rusty old Emblem you got a few
    minutes ago. Use it on the cavity in the statue and, thank god, it works.
    
    Get out, exit the room and run down the passageway to the Dining Room.
    Place the Gold Emblem on the same spot where the old Emblem used to be
    and blammo: the grandfather clock goes off, unveiling a small opening in
    the wall where something's shimmering... it turns out to be the brown
    Shield Key.
    
    Take it and head back out to the Mansion Hall. Go up the stairs and
    run to the one door you haven't entered yet, one hallway and a patio
    later, you're gaping at Forest's dead body. In front of him lies the
    Bazooka, so go and get it (don't walk too far, or Jill will examine
    Forest instead, triggering a flock of crows to come down).
    
    After that intermezzo, go and see if Richard's still alive (yes). Jill
    gives him the Serum, and in return Richard gratefully entrusts you with
    his Radio (which is totally useless throughout the game). A death and a
    mourn later a new Jill stands up, strengthened, ready to face everything,
    even to face... another door. Open it and immediately rush up the stairs
    to evade the suprise zombie. Use and discard the Shield Key, then enter
    the Attic.
    
    Take a deep breath and rush forward, whilst shouting a hefty 'Banzai!',
    because it's Snake-time! A huge poisonous snake emerges from the back
    of the attic and with a few proud hisses it's ready for the attack.
    You of course do what every strengthened warrior does: run away scared!
    
    As the snake attacks, you start out at the left of the attic, near a
    column with some crates. turn Jill to your right, then run towards
    another column (no crates). The snake pounds down, but misses you (as long as
    you keep your radius large enough, there shouldn't be a problem). Then
    twist around the crateless column and run towards the place where the snake
    emerged. Take the Moon Crest hidden in the opening and immediately run
    back out. If you were fast enough, the snake won't be able to get you.
    Head back to the door and proceed to the Red Passageway.
    
    Run to the next door in the Red Passageway and open it with the Armor Key.
    Now let's see, what can we do here? Two statues, two gratings in the floor
    and a red button... oh yes, push the statues over the gratings and press
    the red button! In the back of the room, a cabinet opens and unveils an
    important object, the Sun Crest. Continue onto the Storage Hall.
    
    There, exit into the dark corridor with the inert zombie in front. Take the
    next unlocked door into some kind of Art Gallery! Yech, more ugly crows!
    In order to get the Star Crest without having to face a complete horde of
    crows, press the buttons below the following paintings in the very same order:
    
          *Newly-born baby
          *Infant
          *Boy
          *Young Man
          *Tired Middle-aged Man
          *Bold-Looking Old Man
    
    After that, press the button of the painting entitled 'The end of life'
    to obtain the Star Crest.
    
    Bravo, you now have all four Crests (Sun, Moon, Wind, Star)! Now exit
    the Gallery, equip the Bazooka and toast the zombie directly in front of Jill,
    as he blocked the Mansion's back door. Go through the Metallic door and run
    down the corridor. Ignore the dog and immediately start placing the Crests.
    Once the fourth is in, the red metallic door opens. You should be able to
    place the Crests and enter the door before doggy rushes in to play with your
    legs.
    
    In the small storage area move the stepladder until you can get to the
    shelf on your left. You can then take the Square Crank. Proceed further
    through the double doors, only to find lots of herbs (which you're not
    taking) and two dogs. It's time for a long game of 'Ignore'. Ignore both dogs
    and exit through the beautifully squeaking gate. It's easy as the dogs are
    aligned to the right, so you can blast past them to the left.
    
    A giant pool blocks your way but luckily you can use the Crank in the square
    hole on the left. Skip the computer-animated sequence and pass the now-emptied
    pool. Ignore the little snakes (tiny, but poisonous, so keep on running!) and
    head for the elevator. Go down and ignore the dogs to enter yet another
    squeaking gate. Ignore the dogs beyond it and open the door to the Guardhouse.
    A new world unfolds...
    
    Check your watch; you should now be well within 30 minutes.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    	Part II:
    
    
                    *** T h e     G u a r d h o u s e ***
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Forget sliding the little statuette over that hole out of which an ugly
    vine tries to choke you, it costs too much time. Just enter the room on
    your left (marked '001' on top). Finally you bring out the Bazooka
    again, Just blast the first zombie in the 001-room and get the Red Book.
    Run back to the tiny door to the dormitory's bathroom and let the muddy
    water out of the tub. Pick up the C Room Key.
    
    Get out of the dormitory and head straight for the door on the opposite
    side. Pick up the explosive rounds, you're gonna need them. Get out and
    move to the room which is being guarded by aforementioned vine. Let him
    taste your neck, that's good for Plant 42's appetite, to which the vine
    is ultimately connected.
    
    Yippee, another corridor. Swiftly move through it and enter the first
    door you see. Nothing beats my day more than a fair game of run-and-hide.
    Run to your left, towards a dark opening. There, on a table, you'll find
    dormitory key 002.
    
    Take it and move back to the door you entered as fast as you can, before
    the giant wasps sting you to death. After that, run further along the
    corridor until you bump into a door marked 002 on top. Use and discard
    dormitory key 002. Enter the dormitory and have a good laugh at the way
    these 'brilliant' scientists sealed the entrance to their secret lab. Two
    texture-mapped bookcases, ha ha. Move the bookcases and go down the ladder.
    You don't have shove the cases all the way, simply pad the left case to the
    back, the right a tad to the right, and the ladder'll already be accessible.
    
    Now... do you remember that 'fun' game, boxes?
    
    Well, apparently Capcom thought it would be fun to revive this ancient
    classic. Well, um, not. This is boring. Here you are presented with
    three boxes you need to push into a small pool so you can cross safely to get
    to the lab. How do you do that? Well go to the first box and push it up
    (from your point view). Then turn around it, and push against the
    opposite wall. Then get Jill behind it and let her push the box all the way
    down
    the corridor (ZZZzzzzz...) until you arrive at the ending but not too
    far, as you don't want to block access to the other two boxes and start all
    over again (!). Conveniently shove the boxes into the small pool and
    pass. Bleh. Who said 'Classics are fun'?
    
    Once you get Jill in the water up to her chest (oo-er!), swiftly move to
    your left and swirl around the large water basin. Once you get to two
    doors, it's time for Jaws. Skip the computer-animated sequence and watch
    the master of the seven seas (well, the water basin actually) move
    towards you...
    Now, which door are you going to take? Door number one or door number two?
    Door number one of course, number two hasn't even got a keyhole! Use and
    discard the C Room Key. Don't forget to enter or it's your turn to be fishmeat.
    
    Inside there's a lever. Pull it and watch how the water flows away, then go to
    the other side of the room and push the flickering button. Now you can enter
    door number two, in which you obtain dormitory key 003 (don't waste your time
    on the Beretta and Shotgun ammo). Huh, what's that strange bashing sound you
    hear in the now dried-out basin? Hehehe, it's Jaws struggling for life.
    
    Run all the way back until you arrive to the room where you found the
    002 key. You'll notice a room marked 003. Guess what's next... yep, open and
    discard dormitory key 003. Enter the dormitory room, but this time take
    the tiny door on the left first and fry the zombie to obtain the flame
    rounds. These will turn out to be very important. Now go back to the
    dormitory itself and examine the bookcase. Take the white book and
    quickly skip all the V-Jolt-blahblah (you don't need it anyway). Now put
    the red book you got in the bookcase and surprise - another secret passage
    opens.
    
    Enter it, only to gasp at Plant 42. He's huge! But thank god you've got
    the explosive rounds. Put them into your bazooka and blast Plant 42 into
    submission (three shots should be enough)! Once you've done that, Jill
    homes in to have a closer look - big mistake. Plant 42 grabs her and
    starts enjoying her fresh blood... until Barry decides to pay a visit,
    that is.
    
    Never mind how he got through the very same double doors you couldn't get
    into, he's there to show Plant 42 that smoking is bad for your health. After
    that, Jill's gratitude towards Barry is endless, which translates into a
    saying-all 'You saved me!', to which Barry replies with what his wife has
    gotten to know as the Barry-mating-call: 'Yeeeeehhhh'.
    
    Then both Jill and Barry return to their senses and suddenly Barry
    realizes just how important it is to know one's surroundings ('What the
    hell is this place anyway?!'). You wisely decide not to go into the
    discussion, but grab that shiny object in the fireplace instead, which
    turns out to be the Helmet Key, the third and last Mansion Key.
    
    After exiting and leaving Barry to meditate about the higher philosophical
    impact of 'this place', you want to exit the guard house asap. Unfortunately
    you stumble into Wesker, who just finished his gun practice. A few words about
    ballistics later, he instructs you to examine the Mansion one more time. Jill,
    of course, agrees, after which Wesker leaves, with the words 'I'm counting on
    you.' ... '...to die.', he must've whispered between his teeth.
    
    As for you, you run all the way back to the Mansion (ignoring the lame
    radio beeps), noticing that there are considerably less dogs all of a
    sudden. As you enter the mansion again (in the Art Gallery corridor), a
    (skippable) computer-animated sequence introduces you to...
    
    Check your watch; you should now be at 42 minutes.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    	Part III:
    
    
                    *** T h e     M a n s i o n     R e t u r n s  ***
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Wow! A nasty green critter slams the door shut behind you.
    
    It's a Hunter. Hunters are bad news. They're faster than you, they're
    stronger than you and they're more resilient than you! There's only one
    decent reply to a Hunter's shrieking attack sound, and that's the blast
    of a smoking bazooka (Acid Rounds (the yellow ones) are particularly
    useful against these creatures)).
    
    So, let this one have it, then proceed to the first door you see, other
    than the Art Gallery door. This turns out to be a private study, but
    it's pretty dark to make out objects. Luckily there's a switch on the
    desk which turns on the light after a simple push. Pick up the Doom Book One,
    you don't need the Magnum Rounds. Exit and unlock the next door, which
    brings you to a familiar place, the Storage Hall, or at least it should
    be, but the music's different... aha, another Hunter!
    
    Blast him away and head for the storage room. Pick up the First Aid Spray
    and the Acid Rounds, then exit and move up the stairs. To your left, there's
    a Hunter, but he's hardly moving (he can't see Jill yet). Throw him a shot
    of the bazooka, carefully watching that he doesn't jump.
    
    Move on to the door at the end of the corridor the Hunter was protecting
    and enter. To your right, you'll see a red metallic door. Use the
    Helmet key to open it and march inside. Hmm, nothing special, just a
    huge hall with a fireplace, a tea table and... hey, a piano! Maybe Jill
    needs to play another tune to open a secret entrance... Run towards the
    piano and although a familiar music starts to play, it's not the one you
    expected!
    
    The Snake has returned and is mad for still not having his daily snack.
    With your Acid Rounded bazooka at the ready, you're more than willing to
    have some smalltalk with the big guy. 4-6 rounds should do the trick and,
    as soon as he drops to the floor, examine the big hole he
    created whilst pounding in at you.
    
    Barry, who just returned from his seance at the Guard House will enter
    the room, look pensatively at the huge Snake crumbling to dust, then
    observe the big hole in the ground, think for a while what deeper
    consequences this must have for the universe and then ask 'Have you
    found anything *interesting*?'.
    
    Jill says yes, but she can't see very well. Thankfully Barry found a rope
    to help her get down the hole, but as soon as she descended, the rope falls
    down. Somehow you'd expect this from a highly skilled soldier like Barry. He
    urges
    you to wait a minute until he finds another rope. Well, okay, you wait, but
    first
    you push the button you found under the grave you come across. The grave
    moves away, unveiling a ladder.
    
    Shortly after, Barry comes back and drops a new rope. Clumsiness seemed to be
    the problem, but after saving Jill's life three times, you're willing to give
    the old
    man some credit. With another gift (a Pass Code, totally useless in this
    walkthrough), Barry exits the room. After using the First Aid Spray to cover a
    few of Jill's wounds from the Snake fight, you drop her down the hole and make
    her descend the ladder.
    
    Hurrah, a new corridor. Run straight down, avoiding the oncoming zombie
    (keep to one side, then slash to the other to leave a stunned zombie) and enter
    the door at the end of it. Hmm, what's that strange crunching sound? Two
    zombies
    are having a lunchbreak and one of their equally undead colleagues is the main
    course. Well, as long as they're ignoring you, why disturb them? Just unlock
    the opposite door and enter the Kitchen.
    
    Turn Jill to her right and run down along the bloodstained table.
    You'll see a white zombie on the floor. Don't waste ammo on this guy, as
    you can't kill him that way. No, just run into him and let'em
    have a few bites at your legs. After that, gently decapitate and
    enter the elevator he was blocking. This is about the only time you'll get hit.
    
    This old, but sturdy elevator brings you to the highest floor of the
    mansion, which was previously inaccessible for you. Of course, an
    esteemed guest such as Jill requires a welcoming committee, and it's there in
    the
    form of a green zombie, homing in for a welcome bite. Do him in and run
    along the corridor he was protecting. Enter the first door you see;
    you'll be in a tiny storage area where there're more explosive rounds (take one
    or two packs, depending on your ammo status; one usually is enough) and
    a Battery.
    
    After taking the Battery, exit the mansion and proceed as if you wanted to go
    to the Guardhouse. Once you arrive at the Courtyard (i.e. before the second
    squeaking gate, with two rectangular pools and guarded by two dogs), ignore
    the pesky mutts and put the Battery in the cavity at the northern end of the
    place. Now the elevator, close to the cavity, is activated. Use it and run to
    the pool, which you previously emptied, whilst ignoring the dogs. Use the
    Square
    Crank to refill it and run back to the newly-activated elevator.
    
    Upon running down the Courtyard, you'll now have access to a ladder (near the
    rectangular pools) which used to be blocked by running water. Climb down before
    the dogs rip you to shreds.
    
    Check your watch; you should be within 1:00.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    	Part IV:
    
    
                    *** H u n t e r     F e s t  ***
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    Once down the ladder, you're in a completely new environment. Water
    leaks and drips from tubes everywhere. Take the door on your left, only to be
    greeted by Barry (now how did he get down here?), who heard  a 'voice
    coming from this hole'. He proposes to investigate together.
    
    Say 'No' to his request and also to his backup proposal on letting Jill wait
    while he goes solo. Now run forwards until you hear a gunshot from THIS,
    Barry's weapon of choice. Unfortunately for him, Jill ain't in the mood to
    help out.
    
    Proceed to your right and try to open the door you come across. Open the nearby
    door and run down the corridor, where wounded Enrico, leader of Bravo Team,
    shows
    us a glimpse of his superhuman abilities; by merely hearing footsteps, he can
    make
    out it's Jill, running towards him. After a nice talk about treachery, Enrico
    cops
    it. Now who shot the fatal bullet? Send Jill back down the corridor and fetch
    the Hexagonal Crank.
    
    The Hexagonal Crank will turn out to be vital in this part of the game,
    but first you have to get back to the room with the ladder at the start
    of Part Four. That's not easy, as there are several Hunters that block your
    path. Just give them a guided tour into the world of Ignore and there won't be
    a problem.
    
    Once you've arrived, you'll be greeted by a lethally wounded Barry, who's kinda
    embarassed about it. Hear the Man's last words, give him the Salute, then run
    down
    the corridor, ignoring the typewriter along the bend until you can't go any
    further. To your left, you see a tiny hexagonal hole. Use the Hexagonal Crank
    to
    bring part of the background into motion. Now you can safely pass through the
    shining red door of hope.
    
    Initially, the room beyond the door of hope seems a dead end. A big
    boulder at the one side, a wall at the other. But, boulders are good at
    rolling, so you run to the big rock to examine whether you can get it
    moving or not. First investigations are negative, so you head back to
    the door of hope. But what's that? The boulder gets into motion as you turn
    back!
    
    Quickly run to the door of hope or you'll get crushed. The big rock collapses
    into the wall, making way for a large gap. Run into the gap made by the
    boulder,
    you should uncover a set of two doors guarded by a Hunter. Evade him, open
    them,
    and get prepared for a...
    
    Giant Spider! Talk about big, mean and ugly! Luckily you've brought your
    Bazooka. Plug some Acid into the guy and observe how you do him in with three
    clean shots. While it's trying to cling onto life, move up and take the Army
    Knife, which was glittering in the background all this time.
    
    Equip Jill with it, and let her rip through the spider webs at the double doors
    on the other side of the room. Leave this horrid place of creepy-crawleys and
    take a left in the subsequent corridor.
    
    Hmh, where are we now? Let's move up on the screen... oh no, another big
    boulder! This time you're not in the mood for any boulderdash, so just
    focus on the hole to your left. It's hexagonal... dammit, what's the
    next step? I can't figure out wha.. of course, the Hexagonal Crank! Use it
    three times to move an opening and half the background, until that
    opening is at your left. Run to it, and voila; a new secret room unveils. Go
    inside and face yet another brainbender. Problem: statuette, lit tile on
    the floor, closed vault. .... Solution: statuette on lit tile, vault
    open.
    
    Wow, you're getting good at it! There's only one little detail, the
    statuette is placed against the wall so there's no way you can shift to
    the lit tile. But check again... on the side there's a hexagonal hole,
    on which you can use the Hexagonal Crank. This triggeres a piece of the
    wall to emerge from the rest. So, you move the statuette to that piece of
    wall while it's still unemerged, then use the Hexagonal Crank twice and
    finally push the statuette onto the lit tile. The vault'll open and grant you
    Doom Book Two.
    
    Exit and walk away from the boulder, along the corridor, until you get
    to an elevator. Go up, only to emerge at a small pool, where there's
    seemingly nothing to do. You'll notice two round hollows at the side of
    the pool. Now examine the two Doom Books by turning them on their side, then
    press
    X. You'll find an Eagle Medal and a Wolf Medal. Place them inside the
    respective hollows (indicated by what Jill sees while investigating
    them). Skip the ensuing animated computersequence and enter the newly-formed
    opening at the pool. Go inside the lift, which'll bring you down to...
    
    Check your watch; you ought to be at about 1:07.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    	Part V:
    
    
        *** T h e     U n d e r g r o u n d     L a b o r a t o r y ***
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Yeah, there's some pretty grizzly music down here, as usual, Capcom
    saved the best as last. It's in this part that Chris's emprisoned, but as
    you're playing for speed, we're not going to free him, but instead opt for a
    lone escape. It's a bit sad for Chris, as he'll be fried along with the rest,
    but 1:17's our goal, so...
    
    Anyway, no time to lose, so let's get on our way and complete this
    mission.
    
    For the moment, you're in the Emergency Exit Room, with a ladder to your
    right. Descend it until you get to an almost empty room, apart from that
    Savebox to your left. Exit through the door, entering the B2 corridor.
    Blast the second zombie that awaits you there, evading the first, then
    descend the stairs.
    
    In this B3 hallway, you'll see a naked zombie (how'd *you* call a zombie
    without clothing?) posted right in front of Jill. Well, you're not going that
    way. Turn to your right and run down the corridor, entering the first door
    you see. In this Small Laboratory, a computer is stationed to your left.
    Activate it and ogle at the mindbending (not) graphic sequence.
    
    On the keyboard, enter 'JOHN' and 'ADA' as it asks for a login and a password.
    Then select B2, as that's the floor where you want to unlock doors, but what's
    that? The computer denied access, and now you need to enter another password.
    Well,
    as this lab is mainly based around chemistry, why not try to enter a
    fundamental
    chemical unit, the 'MOLE'?
    
    Yes, it works, and triumphantly Jill shouts Glory Hallelujah. With your
    business finished, quickly log out and exit the Small Lab.
    
    Back in the B3 hallway, go back to the stairs and ascend to the B2
    corridor. Run to your left and open the previously electrically-locked
    doors. The conference room you've arrived in holds a little secret and
    as you're now trained in unveiling secrets, this should be a finch,
    right?
    
    Yes Luke, just proceed down the room until you find a grating; then
    use the Force to dicover a red button below it. Push it, Luke, and thou
    shall be granted a Lab Key from behind a pedestal. Take the key and head
    back for the B3 hallway. Follow the same route as you did to get to the
    Small Lab, but now proceed further. Blast any naked zombie that dares
    to get in your way, and enter the first door you come across (after the
    Small Lab doors). You'll have to use the Lab Key to open the door.
    Discard afterwards and enter.
    
    Do you remember that fun game we played, 'Ignore'? Well, we're gonna do
    it again. Run down this B3 corridor and take a turn left, ignoring any
    zombies, until you reach a door marked 'Power Room'. Enter it (wow,
    what a lot of noise!) and proceed to Jill's right, where's there's a
    small walkspace.
    
    Go to the back of this walkspace, and activate the computer posted there.
    Re-activate terminal power, whilst completely ignoring the fact that you've
    been surrounded by an entirely new batch of monsters: the Ceiling Hunters.
    
    Contrary to it's non-ceiling based cousins, these hunters like to cling on
    to the ehm ceiling from which they drop down on you, robbing you from a great
    deal of health. But they're not as powerful as regular Hunters, so you
    shouldn't
    have much problems avoiding them.
    
    Anyway, after reconnecting the power, run back to the place where you
    entered the power room and proceed further down. Take a 90 degrees turn right
    and run on until you bump into a door. Enter it, then walk and turn left
    into a small corridor. Follow the corridor till it's very end at a door,
    completely ignoring the three lurking Ceiling Hunters.
    
    Enter that door to make the already loud noise become unbearable; you reached
    the Mansion's power station, which generated all the electricity needed to
    start this nightmare... oh well, it's time to wake up, so run along the
    way to Jill's left, until you drop by a computer.
    
    Activate it, and you'll have the possibility to reconnect the elevator. Do it,
    then trace your steps back until you reach the B3 corridor again. Hey, where'd
    all the zombies go? Walk all the way up until you reach the elevator you've
    reconnected. Push the button at it's right and enter the elevator to start the
    longest non-skippable acting scene of the game.
    
    In short: you go down to Basement 4, where Wesker (El hombre obscuro)
    enlightens
    you of his diabolical plans, then forces Jill to enter the lab and bask in all
    the glory that is... Tyrant, the biggest, meanest fighting machine to grace
    this
    game.
    
    Jill can't believe this is what all the people have been dying for. Wesker
    decides
    it's time for a testrun and disables the development program. The giant test
    tube
    runs empty and Tyrant comes to life. He breaks loose and steps up to kill
    Jill...
    or so you'd think.
    
    Obviously, the giant never heard of 'ladies first' and instead turns to face
    Wesker, who buys it shortly afterwards. After that, back to Jill it is. Put
    Tyrant's lights out with 3 shots from your bazooka, then pick up the Lab Key
    and
    deactivate the locked doors using the computer terminal.
    
    
    Head back to the B3 corridor and quickly move Jill to the stairs of the B3
    hallway (ignore the Ceiling Hunters), then ascend. Waste the 2 green zombies
    blocking your way (evade the 3rd), until you reach the room with the Savebox.
    
    Go up to arrive at the Emergency Exit Room and use the Lab Key to unlock/enter.
    Halfway, Brad (the Heli pilot who left you all so cowardly at the start of the
    game) will contact you via Richard's radio. Patiently wait a few seconds until
    the bugger
    terminates his message, then move on until you find a Battery on the floor.
    Pick it
    up and put it in the cavity near the heliport elevator.
    
    Take the elevator and a few seconds later, you stand at the entrance of the
    windy
    Heliport. To your left you perceive a small crate. Examine it to find a Flare.
    Immediately activate it (you can use it anywhere on the Heliport), and wait for
    Brad's helicopter to slowly move down and bring Jill to safety...
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    			*** T h e     E n d ! ***
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    Tyrant's no more, and you're the max. Enjoy the various sequences until
    the result screen pops up with an indication of the elapsed time. Verify that
    it's 1:17, then turn off your Playstation and get some lunch. I hope you
    enjoyed reading this walkthrough and had some help from it. As a general
    hint, one might say that 'delay' is the key to finishing this game
    quick.
    
    Delay and stall any action for as long as you can and do other things,
    until it has become inevitable. And for the rest, avoid and ignore as
    much of the living pixels (i.e. creatures) as possible; it shouldn't take too
    long before you can notch your top time...
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    			H a p p y     H u n t i n g !
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Please do not use this faq on your website without asking me for
    permission first. Permission is NOT granted to reprint this summary
    in a for-profit magazine or publication without my prior approval.
    In no way do I wish this faq to be cut up into sections or altered
    in any way. Nor do I wish for import game dealers to use this, or any
    of my faqs to sway people into buying the game from them, when without
    a walkthrough/translation they wouldn't have purchased the game (ring any
    bells Game cave? I heard you try to charge extra for faqs, and I don't
    write them to make you money). It is to remain in it's original state
    and in one piece if used on websites.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This faq is copyright 1998-2002, Vincent Merken
    All rights reserved
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    

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