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PlayStation
"Resident Evil" - Jill Speed Guide - 1:25

Version 1.1
Made by the "Last Cetra", who owns exclusive CopyRight
E-mail: lastcetra at rpgclassics dot com
Any question/advice regarding this game may be sent to me.
Created on March 16th, 2005
Last Updated on April 2nd, 2005
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DISCLAIMER
Resident Evil Jill Speed Guide, copyright by Fernando Garcia (Last Cetra).
It's exclusive property of the author. It may be reproduced, as long as
integrally and for NON-COMMERCIAL purposes only, under direct authorization of
the author, who should be credited. If you want permission to use this on
your website, e-mail me.

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   Table of Contents:

   0. Version Info
   1. Introduction
   2. Basic Tactics (you should read this)
     2.1. Mastering
     2.2. Battling
     2.3. Small Details
   3. Speed Guide
     3.1. PART 1: The Mansion (I)
     3.2. PART 2: The Guardhouse
     3.3. PART 3: The Mansion (II)
     3.4. PART 4: The Underground
     3.5. PART 5: The Laboratory
   4. Speed Guide Quick Reference
   5. Closure

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0. VERSION INFO

04/02/2005 - Small corrections for faster play through, such as beating
Tyrant's first form before getting to the morgue.

03/16/2005 - Whole walkthrough created.

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1. INTRODUCTION

I know there's already a guide on GameFAQs for finishing the game in about
1:17, so mine might seems useless. However, I think the other guide lacks
something very important, and that is saving both Barry AND Chris, which
takes a whole lot of time and is more tricky to perform.

So here I present a solution to finish the game under 1:30 and get the best
ending, with the nice screenie after the staff roll and even the R. Launcher
and Special Key as bonuses. Yay.

It's quite a different path from the 1:17 guide, because saving both
partners will require a lot more milking of every second you have, so it's
generally even faster. Even if you don't want to save them you might want
to read this, because I believe it may help you getting below 1:17 then.

I can't claim my way is the fastest way to finish the game, but honestly I
can't think of another order of actions to make it quicker. The minimum
I pulled out of this strategy was 1:25:23, but I think it can be bested to
nearly 1:20. I'd say however it's quite impossible, with this guide, to go
below that regardless of how good you are, so if you want a better record
you'll have to think of a better strategy, if it exists.

Please let me know if you have any suggestions on a faster way to do things,
you'll be properly credited and much thanked.

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2. BASIC TACTICS

Here I'll present some tips you should know beforehand, and explain why I do
some stuff the way I do.

1. First thing you should know is, you must have mastered this game before
trying this! When I did it I was playing through the game for the 8th time or
so, and I had every map, enemy and item memorized. If you don't want to waste
even a bit of time thinking, you should too. If you still have some awkward
moments with the controller, don't feel comfident enough to dodge enemies or
are not sure what is behind that door, you're not making it under 1:30.

2. Battling:

2a. Killing enemies costs either time or ammo. Following this guide you
  will need to kill exactly 7 zombies and 1 hunter in the mansion, 2 zombies
  in the guardhouse and 3 in the laboratory. Yes you're only killing 1
  hunter. And keep in mind, most of those kills aren't because you really need
  them, but it's because in those particular comfronts killing is really
  faster than dodging. I'll tell you when a killing is optional or simply the
  fastest way out.

2b. Learn to dodge. I'll not get into much detail, but here're some tips:
  ZOMBIES:
  - Dodging zombies in RE1 is harder than in the later titles,
  but it still can be done. You simply must 'trigger" them (make them follow
  you) from a side of a wall, and then run through the other. If you can't
  pull it out and you're playing with Jill, don't worry too much, you'll only
  lose a minute or so for killing all zombies you could dodge.
    However, if you're playing with Chris, you'll have less ammo and should
  practice this. An easy way to trigger them towards the wrong way is facing
  a wall, and then making a 360 turn when they see you. They'll likely turn
  around, but slower than you, and when you're finishing your turn around
  they should be facing another way and you can go up past them. If it doesn't
  work the first time, run to the other wall and try again.
    Usually if a zombie is facing a direction just 90 away from you, you can
  already run right by his side and he won't catch you.
    If they are facing the opposite direction when you meet them, and you're
  playing with Chris (i.e. you have the Handgun), it's even easier. You can
  waste a single shot and they'll turn around, letting some space open for you
  to run behind them.

  DOGS:
  - To dodge dogs, simply run in a direction other than the one they're
  facing. A good way to make them miss you is crossing their path. They'll
  first make a turn and get lost or jump on thin air when you're long gone.

  HUNTERS:
  - Hunters are pathetic. After some encounters with them you might start
  noticing they're all left-handed! This can be used for your advantage.
  To dodge a hunter when you're walking towards it, simply pretend to go
  by his left side but head to his right before getting to him. If he's
  facing the other way, you can quickly pass through his left side and he
  will miss you completely.

  SPIDERS:
  - Spiders... well I'll not get into this, they're ridiculous!

  CHIMERAS:
  - Chimeras have a great problem making collision detection with you when
  they're on ground. You can easily run besides them. When they're on the
  ceiling, stick to a side of the wall and change side when they prepare
  to drop their claws.

2c. Ammunition. Getting weapons and ammo takes too much time bloody time, so
we should skip it whenever possible. You will only use a single weapon
throughout the game besides the Handgun, and only get the ammo which is
already on your way (no detours for bullets).
  We're only getting another weapon because killing bosses with the Handgun
is not practical: your ammo will probably run out before you go too far,
specially if you avoid detours for getting bullets (which you should, by all
costs). So we might as well choose the secondary weapon that'll make our game
faster. As Jill, it's the Bazooka, simply because it's quick for killing
anything and it's just laying around. As Chris, it'll be the Colt Python,
because it'll be practically on your way when saving Rebecca on the Mansion
(and you do want to save her, because otherwise she'll be making you V-Jolt
which takes more time).
  
3. Small, but Precious Details. Overall you should try to keep your pace
fast, with some small measures that'll add up to a lot of seconds in the end.
  - Do not access the inventory too much. It takes seconds away from you.
Only open it when you have no other option (example: when you get the Doom
Books, don't check them for the Medals right away. You'll have to access
your inventory on the fountain anyway to use the medals, so make it all
at once and check the books there. Yes, I do go for the details).
  - Don't get herbs. You might jump at this statement, but if you want to
break a record, you can't waste time a) getting hit and b) using herbs.
Getting hit takes 2-5 seconds from you, getting down to grab a single herb
other 5, pausing to use/mix the herb(s) yet plus 5-10. I got hit 4 times
throughout the game last time I played, but you can do better than that.
  - Keep your inventory clean. You don't want to go back to chests.
Almost never. You should carry all you'll need whenever possible. Now, that's
another reason to not grab herbs.
  - Perform actions even before you gain control of your character. It's good
for quick kills and some split seconds. Example: when you open a door, already
hold down the way you know you should turn when the load ends, or if you're
going straight, better yet, just hold Up and Dash. The same is valid for
cutscenes, before they end be prepared to move away. The most important is to
kill enemies before they appear on screen. As soon as you open a door, if you
know there'll be an enemy in front of you, hold down R1 already and be
prepared to aim/shoot right away (specially useful against the Plant 42).

Well I guess this was big enough, you should now have a better light on
what kind of ride you're taking. So, on to the guide.

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3. SPEED GUIDE

***** PART I: "Wow, what a mansion!" (at 00:00:00)

As soon as you gain control of Jill on the Dining Room, follow Barry through
the other side of the table. After the classic "Blood!" cutscene run for the
door leading to the small alcove where you'll meet your first zombie, sadly
devouring Kenneth Sullivan.

Skip the cutscene, take a turn around and go back to the dining room. After
Jill babbles something about reporting it to Wesker, grab the Wooden Emblem
from the wall and run to the main hall.

When Barry tells you to search for Wesker, run to the northwest section of
the hall, below the balcony, and back again (through the same arch) as soon
as the camera changes. Going through the arch nearest to the stairs is
generally quicker.

Barry will tell you to start searching the first floor, but you're not
listening to him because, honestly, he knows nothing about speed-runs :)
Instead climb the stairs and grab the Bazooka.

Now that you have it, enter the other eastern door. There should be two
zombies here. You can either try to dodge them, if you have practice with it,
or kill them. I don't recommend using Grenades on them because you'll need
those later. I do recommend killing them though, because you'll come here more
times in the future and it'll be just quicker than dodging them every time; so,
waste your Beretta clip, it's the only chance you'll get to use it.

Enter the last door in the other end of the corridor, skip the Herbs File
and open the other door. Here there'll be two zombies. Ignore them both and
descend the stairs. The zombie down here can be easily ignored too, just stick
to the wall where the stairs are. Enter the Storage Room, grab the Chemical,
open the Chest and drop everything but the Bazooka (your new main weapon),
the Emblem and the Chemical.

Now go outside, stick to the stairs' wall to ignore the zombie again and climb
back to the second floor. You want to go back to the corridor with the two
zombies you had to dodge/kill, but the door you came through has a broken
knob. No problem, launch a grenade on the zombie in front of the other door
and go for pro.

Back at the Main Hall, second floor. Here another scene with Barry will take
place, you'll get some nice Acid Rounds from him. He thinks it's a "weapon",
but it's just his silly way of saying "ammunition". As soon as Barry leaves,
follow him to the Dining Room 2nd floor. He'll have teleported to another
point in the universe already, leaving you alone with two zombies.

Head for the Blue Jewel statue, grenade the zombie behind it and push the
statue down. Don't wait for the cracking sound, head for the door on the
other side already and go to the yellow-colored corridor. These two zombies
here are not hungry, because they've eaten too much rotten meat already.
They'll only try to vomit on you, so you can safely pass through their
left side. Go down the stairs, you'll find more zombies to dodge.

The one near the Serum Room never bothers you. To avoid the others, stick
to the inner wall first, then to the outer one after you've passed the
pillar. New corridor, two new zombies. Ignore both and head to the Armor Key
room. Use the Chemical on the water pump and get the Armor Key at the back
of the room. The herbs are tempting, I know, but ignore them, you'll need
that inventory space.

Back to the previous corridor, ignore the first zombie you see, and kill the
one blocking the way to the Tiger Statue. You don't have the Jewel yet, so
leave to the corridor where Kenneth's corpse is, unlocking the door, and go
to the Bar play some piano. Get the Musical Notes from behind the shelf,
use them at the piano, enter the trap-room, trade the Wooden Emblem for the
golden one.

Go back to the dining room and place the Golden Emblem where the wooden was.
Don't get the Shield Key just yet, instead circle the table from the other
side and get the Blue Jewel, heading straight to the Main Hall afterwards.
Climb the stairs once more and go for the room with the Sun Crest, the one
near Richard, with the gas-trap. Block the gas vents with the statues and
get the crest.

Go see Richard. After he complains about being so stupid he doesn't have any
Serum with him (like if it was going to do any difference when you've lost
half your chest), quickly cancel the map signaling. Keep on the second floor
and, via Dinning Room, descend to the Serum Room. Get the Serum at the shelf
and leave your Armor Key on the chest, you're not using it again.

Go to the Tiger Statue room, dodging all the zombies, and trade the Blue Jewel
for the Wind Crest. Then head to the Dining Room, first floor, and get to 
Main Hall grabbing the Shield Key on the way.

//CHOICE//
Now here you have another option that could make things safer for you. You're
going to face the Yawn snake, but you can NOT. GET. BITTEN.. It'll cost you
around 2 minutes more of cutscenes and detouring, maybe ruining your record.
If you're not confident on your skills dodging Yawn, before climbing the 
hall stairs once more you'll want to grab the Ink Ribbon at the Typewriter and
save the game. It'll cost you around 30 seconds total, less than being bitten
would take you.

After you've saved and/or ascended to the second floor yet again, go see
Richard and give him the Serum. As soon as Jill stands, go to the Snake room,
ignoring the zombie on the way. Now you must dodge her atacks. The easiest
way to do this is tricking her into getting stuck behind the pillar farther
from the door, where there's a box.

As soon as you gain control of Jill, turn to the camera a bit, but run forward
a second before the Snake attacks. Position yourself so that the box near the
pillar gets between you and the snake. Try to attract her a little towards the
door, and as soon as you see she's kinda trapped behind the box, run for the
Moon Crest. Upon returning, keep away from the wall. The Snake should still
be behind the box, so attract her away from the door and leave.

Now go back to the Main Hall, first floor. Enter the "door on the opposite
side" that Jill was supposed to check at the beginning of the game. Ignore
the 1F map, the dogs that'll jump through the windows, the herb on the next
corridor and the zombies furthermore. Go straight for the gallery to get
the Star Crest. I suppose you know the order of the buttons behind the
paintings.

As soon as you get all crests, exit the gallery, killing the zombie standing
between you and the passage to the yard. This should leave you with two
Explosive Grenades left, besides the Acid Rounds from Barry. Stick to the
outer wall, then change to the inner one when you see the dog. If you do so
he'll make a turn before jumping and miss you, while you place the crests
on the panel. Press start like a madman to call the menu for using the next
crest, as soon as the game stops showing that you placed the previous one.

Enter the door, push the stairs two times towards the other door and then push
all the way to the south wall to get the Crank. Now we're heading to the yard.

***** PART II: "What the hell is this place, anyway!?" (below 00:30:00)

You should be somewhere below 30 minutes now. If you're past the 30, start
again because it's not likely you're going to make it. I got here around
00:27:00 the first time.

Avoid the dogs and get to the north gate. Once again, IGNORE the herbs. An
easy way to do this is running through the center of the yard, making the dogs
turn before they can start chasing you. Just turn to the side when you have to
circle the plants on your way. Use the crank on the gate, draining the water.

Cross the bridge, ignoring the snakes. Once down there, ignore dogs and herbs
alike and go to the guardhouse. In order to not get damaged in this last
corridor, it's ok to walk a little just to see where exactly the first dog is.
In case you didn't know, walking usually keeps the dogs quiet. But as soon
as you find your escape wall, stick to it and run.

Take a turn as soon as you enter and get into the first dormitory, in front of
the save room. Enter the bathroom and drain the tub for the Control Room Key.
Exit the bathroom and shoot one of your last two Explosive Round on the zombie
nearest to you. Now you have to be quick and get to bed, retrieve the Red Book
and exit before the other zombie gets near you. It's tricky, and if you can't
make it I recommend you let him have a quick bite. Do not throw your last
grenade away just yet.

As soon as you exit the first dormitory, cross the corridor with the hole on
the ground and let Plant 42 take her turn at you, it won't hurt. Enter the
door at the end and head for the room with the wasps (the next door in the
other corridor). Get the Dorm 002 Key below the hive and race for Dorm 002, at
the end of the previous corridor. Ignore the bathroom and push the left shelf
forwards, then the right one further right. Descend the stairs.

This box puzzle takes time, but is not really a puzzle since it's ridiculous
to solve. Be sure to take the first box with you while you proceed down the
corridor, so you don't have to come back for it later. Just don't push it
too much to the back or you'll block your access to the other boxes. Throw all
boxes on the water and go for the Shark room. Circle the room through Jill's
right side and open the Control Room, ignoring the Shark. Pull the lever to
drain the water, then push the button near the door to unlock the other room.

Exit this room and get into the one besides it. On the shelf, after the gun
and behind the box you'll find the Dorm 003 Key. Get it and go back to the
Wasp's room, opening the Dorm 003.

Now here you'll do something that'll cost you time but'll make it quicker in
the long run. Enter the bathroom on Dorm 003 and shoot your last grenade at
the zombie, getting the Flame Rounds on the ground. Exit the bathroom and
get the white book from the shelf. Don't read it, just press the Cancel
button. Open your inventory, equip the Flame Rounds and also use the Red Book
on the shelf.

Obviosuly we're not making any V-Jolt, so enter the Plant 42 room right away.
Even before the door-opening load scene ends, hold the Aim button along with
the Action button. Throw three Flame Rounds at the Plant right away and you
won't even get a chance to get hit. You don't even need to move.

Jill will stupidly be caught by the plant, but Barry will come to save you.
When the talking ends, go to the fireplace and get the Helmet Key. Ignore
Barry and exit the guardhouse, stopping along the way to find out Wesker's
alive.

On your way to the house, you'll want to waste these three Flame Rounds you
got left, because they won't do any good on the Snake. I always waste them
on the dogs nearest to the house, but I guess wasting them on Hunters works
too, it's just more dangerous. Anyway, enter the house.

***** PART III: "Whoah! This hall is dangerous!" (around 00:40:00)

Hunters will be your new friends now. Dodging them is easy, just avoid
their left claw. Refer to the tips section.

Skip the Hunter scene. If you still have Flame Rounds, ignore the Hunter and
enter the blue door onto the Storage Room. If you threw them on dogs, you
should have the Acid ones equipped and, since you're facing him already,
waste him.

Once on the Storage Room corridor, circle the Hunter by his right-side (going
near the stairs) and grab more Acid Rounds on the Storage Room, we'll need
them. Exit the room and this time stick to the other wall, away from the
stairs, as the Hunter will turn around and his right-side will be the other
one. He'll miss his hit and you'll climb the stairs.

Once up there, if you still have the Flame Rounds, waste them on the Hunter
that's looking the other way, blocking the passage to the Piano room. Else,
just run by his left side and he'll miss you completely.

Anyway, you should ultimately enter the door at the end of the corridor,
unlock the red door onto the Piano Room and check the Piano. Be sure you have
Acid Rounds equipped before you do it. Even before you regain control of Jill,
hold down the Aim and Action buttons, and you'll gain some free-shots right
at the start of the final match against Yawn. You'll be able to fire 2-3
grenades before she prepares to attack. When she prepares for it, run to the
other side of the room and wait for her to appear.

Six Acid Rounds at most should do the trick. Notice firing them at her mouth
will do more damage, so try to shoot it when she's got it open (i.e. when
she's not crawling). You might need some herbs after this combat, you may
get them on the courtyard later, there won't be significant danger anymore.

Check the hole to trigger a scene with Barry. When he drops the rope and goes
(against a wall) away to find another one, take your time to unlock the
passage under the tombstone. Since we're saving Barry, wait for him to return.
Relax for a while.

After he's gone for good, go once more in the hole and descend to the
basement through the secret passage. Once down there waste the first zombie
you see with an Acid Round and make your way into the kitchen. You need to go
for the elevator; circle the zombie in front of it through the outer wall and
enter it. On the 2nd floor, ignoring all zombies run towards the screen and
enter the library. Go for the door on the west side and push the statue into
place (the back of the room) to get the first MO Disc.

Now go back to the elevator and kill the zombie nearest to it, who's blocking
your way to the battery. Enter the next room and get the battery, along with
a nice load of Explosive Rounds. Leave the small room and go back to the
elevator. The zombie down there most likely will have a bite on your feet now,
so if you can't afford the damage, use the herb near the elevator.

Go down and face the zombie on the other door in the kitchen, leading to the
first floor. You should still be using Acid Rounds now. You'll be back on
Kenneth's room, wanting to go back to the Main Hall. There'll be two Hunters
here: you can dodge them both onto the Dining Room or kill the first and
ignore the other. If you're going to kill the first, use the technique of
holding Aim+Action while the room loads already.

Once in the main hall, go through the blue doors and make your way back to the
courtyard. Ignore the peeping Hunter and Spiders along the way. If you've left
the first Hunter you see alive the last time, you'll have to dodge him again
or kill him now. Anyway, get into the locked door with the Helmet Key and
grab the first Doom Book. Go to the courtyard, avoiding the other Hunter by
his right side, as usual.

***** PART IV: "Oh, Jill! What good timing." (about 00:55:00)

Ignoring all dogs, cross the bridge to the guardhouse once more. Use the
battery on the non-operating elevator and go up again. Now use your crank on
the gate and close it. Go back through the elevator and into the caves.

Here in the caves you'll want to waste any Acid Rounds you have left, so
we can get the Spider with a quick flaming kill instead. So fell free to
shoot whatever you have left on Hunters.

Go right through the first door and meet Barry. Say you will go with him, and
say it's not necessary for him to go first. Go up to Enrico, taking a turn to
Jill's right and then following through the first doors.

After Barry kills a Hunter using the whole of his swiftness, and Enrico gets
shot by the "traitor in STARS", exit Enrico's hole, getting the Hexagonal
Crank. Exit through the door and there should be a Hunter waiting for you
in front of the camera on the other side of it. Simply run past it, going
back to where you met Barry.

Here we'll have another Hunter, you'll have to attract him out of the corridor
in order to dodge him. Or simply kill him if you still have Acid Rounds.
Anyway, you should be back at the entrance. Go the other way now, following
the winding corridor and use the Hexagonal Crank on the wall hole.

After opening the way, go for the next door and run upwards the next room to
trigger the rolling stone. As soon as you get near it, run down to the door,
sticking to the wall closest to it. When the small cutscene ends, go up
to the place where the stone was and get some Flame Rounds. A Hunter should
appear, but you got plenty of room to dodge him, so just get to the new
passage opened by the stone, down the corridor. Equip your Flame Rounds
beforehand.

As soon as you enter the double-door hold Aim and shoot at the Spider. A
single Flame Round will do it! Don't waste anymore time and shoot two more
rounds at the door on the other side, burning down the thick web strings.
Afterwards, follow to the door right of Jill, leaving the save room behind.

On the next corridor go up and use the Crank three times on the hole on the
wall, then trigger the stone and run for the the secret room you just
revealed. Push the statue three times towards the door until the camera
changes, then use the Hexagonal Crank twice on the hole. Push the statue to
the different-colored tile and grab the second Doom Book. Now leave this room
and go to the place where the rolling stone was. This time, instead of rounds
we get the second MO Disc.

Now follow to the other end of this corridor, past the door you first came in
through and go to the elevator. If you need any health you can use the ones
near the fountain now. Anyay, approach the west side of the font, call the
inventory, check the second Doom Book and use the Wolf Medal inside it. Then
do the same on the east side, with the first Doom Book, Eagle Medal. Descend
to the laboratory, using the newly open path inside the fountain.

***** PART V: "So, everything is done?" "Well, almost, yes." (below 01:05:00)

The Laboratory. Go down the ladder after you get off the elevator. Thankfully
there's a Chest on our way, so we can leave those now-useless Cranks behind.

If you followed my walkthrough accordingly, you should now have 3 Flame Rounds
on your Bazooka and 12 Explosive Rounds on stock. If you ask me it's plenty of
ammo for taking down a lot of zombies! So we're not prioring dodging now
unless when it's really the fastest alternative. We just have to remember to
let 7 Explosive Rounds for Tyrant (three on his first time and four on the
second).

//CHOICE//
After you've left the useless stuff on the Chest, go through the door to meet
some zombies, our old beloved friends who thankfully don't have sharp claws.
There are two herbs in this room and here's a moment to make a though choice.
If you're confident you can eliminate Tyrant's both forms while on "Danger",
you can dodge the first zombie and skip the herbs. I'll explain that better
later on. However, if you'd rather have a little more safety now that we're
ending this, kill the first zombie so he doesn't bother while you get the
herbs. Any way you choose, ignore the zombie near the stairs because he just
vomits on you.

Once down there make Jill turn left and go down the corridor, entering the
first door for the computer room. Log on the computer (you should know it's
JOHN / ADA) and unblock both floors' rooms with the utter-secret password
MOLE. Obviously we're ignoring the slides on this room.

Quickly exit here and go back up through the same way you came. Enter the now
unlocked Visual Data Room and pull down the panel on the wall to reveal the
button which in turn will reveal the Lab Key (how many secrets!).

Take the Lab Key, exit this room but before going down remember to catch the
last MO Disc lying at the back of the corridor. Once on B3 turn left once
more but this time skip the computer room. Kill the zombie blocking your way
to the Lab door and use the key on it, making enough noise so that the whole
complex knows where you are. You should be nearly out of Flame Rounds now so
equip the Explosive ones when you get the chance.

After you enter the Lab, kill the zombie ahead of you. It's not really
necessary but who cares now :) Go to the Power Room, meet the Chimeras. It's
quite easy to dodge them without wasting time, so we're saving ammo here.
First turn Jill to the right and go down the corridor, activating the power
supply. Then turn around and run past the door you came through, down the
other corridor. Enter the door.

Go straight ahead and use the MO Disc on the device to get one of the pass
codes. Turn around and follow the other corridor you passed through when
coming here. Follow it to the end, enter the door and activate the elevator by
operating the terminal on the large generator.

Now go all the way back, leaving the power room. Go to the elevator and Barry
will find you. Now this is an EXCELLENT time to go to the bathroom, eat
something, make some phone calls, or whatever you feel like, because this
scene takes bloody long.

* Bloody long scene takes place *

After Tyrant beats Barry down for being so stupid and playing Mr. Hacker on
the "Release Dangerous B.O.W" button, turn around and run a bit far from him.
Shoot three Grenades and he's done. It's really important that you take no
damage from him, because you'll need all your health on the gas room where
we're going next. Go check Barry, then go back up.

//CHOICE//
Here you'll have to make a choice that may cost you nearly a whole minute. If
you want to, err, record you record, so you can see it again and again as you
wish, you can enter the Save Room before exiting the lab and use an Ink Ribbon.
If you didn't save before facing the Snake you should have none, but there'll
be one in the room, over the shelf, near the books. If you are not in "Fine"
condition, enter the room anyway and get the herb near the bed.

Enter the first door you come through when entering the Lab. It's the place
with two crates, gas traps and stairs. Normally you would block the gas traps
before trying to go through the vent shaft, but we can't afford time for this
now, so you'll activate the gas. Here's where you'll get your nice Danger
condition, or Caution if you got 100% of health. If you are NOT on "Fine"
condition, you'll likely die before escaping, so get yourself healed.

Push the crate farthest from the door away so you can get to the stairs. Push
it all the way towards the venthole, hitting the wall. It should not be
pressing the button just yet. So go around it, push it a bit more towards the
button and prepare to run. The gas trap will activate, so quickly climb the
steps and check the shaft, going through it.

IMPORTANT: you must climb the steps right through the center. If you're a
bit near the edge of the steps when climbing, you'll not be able to reach
the venthole.

When you get to the other side, soon the gas will follow you, so don't waste
time and use the MO Disc to get the pass code at the other side of the room.
Run back to the corridor, unlocking the door and leaving the gas back, but
don't stand as bait and head to Jill's right at once, ignoring the Chimera.

Now we still need to save Chris, phew. After ignoring the Chimera, enter the
door besides the stairs. Run to the end of the room, entering the door on the
side. There'll be four zombies here, waste three of them and ignore the last,
he'll likely miss you. Use the last MO Disc and get the last (yet labeled
"first") pass code. Exit the room and use the MO Disc codes on the panel at
the end of the corridor. Enter and find Chris in jail.

After the finale-like scene, go up to B1. You should find three zombies and a
chimera on the way. The Chimera can be ignored by going up the stairs quickly,
and the zombies, you can kill two of them. The mid-one actually will only
vomit. Now open the main door to the heliport after reuniting with both Chris
and Barry.

Go down the winding corridor, get the Battery and activate the elevator. You
will go up. Get the Flare Gun on the crate just beside the elevator, go a bit
towards the center to change the camera angle and use it. Tyrant should now
appear again.

Hold Aim and Shoot as the cutscene ends, waste your last four Rounds on him.
If you're quick and well-positioned, you should trigger the R. Launcher
cutscene even before Tyrant gets to you. If not, just go a bit to the side
when he gets near. Brad "Chickenheart" should give you the Rocket Launcher.
Go for it, equip the killer weapon and leave the inventory already aiming.
One shoot and Tyrant is history!

You can now leave the controller aside and rest. The nice ending, with both
your partners alive and kicking, will follow, and after the credits, gaze
marveled at your good timing! But maybe you can do faster than that? ;)
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4. SPEED GUIDE QUICK REFERENCE

Here I'll list the order of actions I took, without really explaining ANYTHING
else. It's good if you want to think of strategies by yourself but need some
ideas, or yet, just don't have patience to read the walkthrough and think this
is sufficient. Usually try to think of the fastest way to get to the next item.

Order of actions:
MANSION I:
- Let Barry kill the first zombie
- Get the Wooden Emblem
- Start by the 2nd floor and get the Bazooka
- Keep at the 2nd floor and get the Chemical
- Back at the Main Hall, get the Acid Rounds from Barry
- Drop the Blue Jewel statue
- Get the Armor Key
- Change the Wooden Emblem for the Golden one
- Use the Wooden Emblem but don't get the key, grab the Blue Jewel instead
- Get the Sun Crest
- See Richard
- Keep at the 2nd floor and get the Serum. Leave the Armor Key on the Chest
- Trade the Blue Jewel for the Wind Crest (Tiger Statue)
- Get the Shield Key
- Give Richard the Serum and get the Moon Crest (DON'T get bitten)
- Get the Star Crest (get there from 1st floor, Storage Room door is locked)
- Go to the yard

COURTYARD/GUARDHOUSE:
- Use the crank to drain the water and cross to the guardhouse
- Get the C. Room Key and the Red Book
- Be attacked by Plant 42's tentacle
- Get the Dorm 002 Key
- Get the Dorm 003 Key
- Get Flame Rounds from the bathroom on Dorm 003
- Use the Red Book and kill Plant 42 with Flame Rounds
- Be saved by Barry, get the Helmet Key
- Run back to the mansion

MANSION II:
- Equip the Acid Rounds you got from Barry
- Go to the Storage Room and get more Acid Rounds
- Go face the Snake using the Helmet Key
- Wait for Barry to get another rope, but ignore the passcode and go through
the secret passage under the tombstone anyway
- Get to the kitchen, then the elevator, the library and get the MO Disc
- Get the Battery and some Ammo
- Descend the elevator and get back to the Main Hall
- Back to the east wing, get the first Doom Book near the exit
- Go outside once more

COURTYARD/CAVES:
- Use the Battery and go back up through the elevator
- Use the Crank to close the gate
- Go back through the elevator and to the caves
- Mett Barry, answer Yes/No
- Find Enrico, get the Hexagonal Crank
- Waste any remaining Acid Rounds and grab Flame ones behind the 1st stone
- Kill the Spider boss with a single Flame Round, and waste two more on its
web, ignoring the Knife
- Activate the second stone, getting Doom Book 2 and MO Disc 2
- Go to the fountain, get the medals and use them
- Descend to the Laboratory

LABORATORY:
- Leave everything you won't need on the first Chest (i.e. the cranks)
- Input the login/codes (JOHN, ADA, MOLE) and unlock all doors
- Get the Lab Key and MO Disc 3
- Use the Lab Key, go into the Power Room, get the MO Disc code and activate
the elevator
- Defeat Tyrant's 1st form
- Get in the gas room but don't block the vents: just take the damage
- Get the other MO Disc code from the morgue
- Get the last MO Disc code from the room near the jail, and save Chris
- Go up and kill Tyrant for good
- Check that you made it under 1:30, congratulations

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I'd like to once again thank GameFAQs for hosting this guide, and on the old
fashioned Capcom way, THANK YOU FOR PLAYING (reading?) ;)

------------------------------------------------------------------------------
PlayStation
"Resident Evil" - Jill Speed Guide - 1:25

Version 1.1
Made by the "Last Cetra", who owns exclusive CopyRight
E-mail: lastcetra at rpgclassics dot com
Any question/advice regarding this game may be sent to me.
Created on March 16th, 2005
Last Updated on April 2nd, 2005
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[EOF]