FAQ/Walkthrough by lighty691
Version 1.01, Last Updated 2010-02-12
Table of Contents
- Section I - My Guide
- Section II - Character Bios
- 2.1 - Chris Redfield
- 2.2 - Jill Valentine
- 2.3 - Barry Burton
- 2.4 - Albert Wesker
- 2.5 - Rebecca Chambers
- 2.6 - Brad Vickers
- 2.7 - Joseph Frost
- 2.8 - Richard Aiken
- 2.9 - Enrico Marini
- 2.10 - Forest Spayer
- 2.11 - Kenneth J. Sullivan
- Section III - File details
- 3.1 - Botany Book - About Medicinal Herbs
- 3.2 - Keeper's Diary
- 3.3 - Researcher's Will
- 3.4 - Orders
- 3.5 - Pass number
- 3.6 - Plant42 Report
- 3.7 - Fax
- 3.8 - Scrapbook
- 3.9 - Security System
- 3.10 - Researcher's Letter
- 3.11 - "V-JOLT" Report
- 3.12 - Pass code 01
- 3.13 - Pass code 02
- 3.14 - Pass code 03
- 3.15 - Slides
- 3.16 - Barry's Picture
- Section IV - Weapons
- 4.1 - Knife
- 4.2 - Beretta
- 4.3 - Shotgun
- 4.4 - Bazooka
- 4.5 - Colt Python
- 4.6 - Flamethrower
- 4.7 - Rocket Launcher
- Section V - Items
- 5.1 - Armour key
- 5.2 - Battery
- 5.3 - Blue Jewel
- 5.4 - Broken Shotgun
- 5.5 - Chemical
- 5.6 - Control Room Key
- 5.7 - Doom Book 1
- 5.8 - Doom Book 2
- 5.9 - Dorm Key 002
- 5.10 - Dorm key 003
- 5.11 - Emblem
- 5.12 - Flare
- 5.13 - Gold Emblem
- 5.14 - Helmet Key
- 5.15 - Hex Crank
- 5.16 - Lighter
- 5.17 - Master Key
- 5.18 - MO Disk
- 5.19 - Moon Crest
- 5.20 - Music Notes
- 5.22 - Red Book
- 5.23 - Red Jewel
- 5.24 - Serum
- 5.25 - Shield Key
- 5.26 - Slides
- 5.27 - Small Key
- 5.28 - Special Key
- 5.29 - Square Crank
- 5.30 - Star Crest
- 5.31 - Sun Crest
- 5.32 - Sword Key
- 5.33 - V Jolt
- 5.34 - Wind Crest
- 5.35 - Other Items
- Section VI - Enemy Lists and Tactics
- 6.1 - Bees
- 6.2 - Black Tiger
- 6.3 - Cerberus
- 6.4 - Chimera
- 6.5 - Crows
- 6.6 - Hunters
- 6.7 - Neptune
- 6.8 - Plant 42
- 6.9 - Snakes
- 6.10 - Spiders
- 6.11 - Tyrant
- 6.12 - Yawn
- 6.13 - Zombies
- Section VII - Secrets
- Section VIII - Game Hints and Tactics
- 8.1 - Herb Mixing Guide and healing items
- 8.2 - Blood Pools
- 8.3 - Running
- 8.4 - Shotgun Kills
- 8.5 - Killing characters
- Section IX - Walkthrough Guides
- Section X - Credits and Thanks
Complete Walkthrough Guide
by Andrew Light
Copyright 2009, Andrew Light
1.1 - Introduction
Welcome to my guide for Resident Evil for the Playstation. Resident Evil has always been a favourite game of mine so I decided to create a guide for the game. Resident Evil is the first in a series of games that now spans multiple consoles. The game itself was originally released in 1996 and is still one of the most popular games of the series.
The game itself follows the S.T.A.R.S special forces team who are investigating bizarre murders in Racoon City. Their mission details are as follows:
Alpha Team and Bravo team are sent into Raccoon City to investigate the murders that have been happening around the area.
The enterance to the mountain road is blocked before S.T.A.R.S team members are contacted and will join up with mountainside search teams to search for remaining survivors.
Alpha team loses contact with Bravo team and begins flying round the forest to search for them. However it appears that the engine on Bravo teams helicopter failed as they find the wreckage. The team are attacked by wild dogs and their helicopter vacates. The team flee to a nearby mansion but become separated. This is where players pick up the game.
1.2 - Legal Notes
This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by their respective trademark and copyright owners.
1.3 - Controls
START BUTTON - Pauses the game/Starts the game/Selects Sub screen
SELECT BUTTON - Not used
DIRECTION BUTTON - Selects Mode (title screen)/Moves character
X BUTTON - Attack/Open Doors
SQUARE BUTTON - Cancels previous action/Run
CIRCLE BUTTON - Not used
TRIANGLE BUTTON - Not used
R1 BUTTON - Draw weapon
L1 BUTTON - Not used
R2 BUTTON - Not used
L2 BUTTON - Not used
Check item: In order to make your character investigate or check an item press the X button and they will check the item directly infront of them. This will make a message appear to tell you what you have found. If there is nothing to investigate, no message will appear.
Run: By holding down the SQUARE button you can make your character run. Use this button in conjunction with the UP, LEFT or RIGHT buttons to make your character run in that direction. You cannot run backwards.
Use Weapon: To fire the weapon that your character is currently holding, hold down the R1 button to draw the weapon, then use the directional buttons to make your character aim at the target. Press X to fire the weapon.
Push Items: Some items in the game can be pushed. By standing next to the item and pressing the UP button on the directional pad your character will try to push the item. If the item cannot be moved your character will do nothing.
Reset game: Using this Reset function will take you back to the title screen. Press start to go to the Status Screen then press the SELECT and START button together for 2 seconds.
1.4 - Version History
All sections are now complete in the guide. If there is any incorrect information in the guide this will form the basis of any further versions. As all information is included in this guide I don't anticipate that there will be any addition sections being added but will review as and when they arise.
Some minor aesthetic updates to the guide.
Start Date: 19/01/10
Finish Date: 12/02/10
2.1 - Chris Redfield
After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for the newly-formed S.T.A.R.S. Now Chris has been reassigned to a smaller unit at Raccoon City headquarters to prove himself quickly. A tough guy who possesses both a strong mentality and great vitality, Chris has a great advantage with weapons when surrounded by many enemies.
Chris is one of the two playable characters in the game, probably the more difficult player to play with. Chris is an interesting character in the game to play with as he only begins the game with a knife and not a gun like Jill, and he also has less space to carry items. Interstingly enough Chris is rarely seen throughout the whole game when playing the mission with Jill.
2.2 - Jill Valentine
An intelligent soldier that has saved many S.T.A.R.S members from danger in the past, Jill has been reassigned to Raccoon City just like Chris. She is excellent at using special mechanical devices like lockpicks. Jill has strong moral convictions and fights for what she believes in. While she has a great capacity for holding items, her small vitality puts her at an immediate disadvantage.
Jill is the other playable character in the game and would be most peoples first choice player. She has more spaces for items than Chris has and a better variety of weapons. In my opinion Jill does come across as a little dizzy but I think this might be due to the comical scripting that the game has.
2.3 - Barry Burton
Chris Redfield's old friend and partner. Former SWAT team member, Barry maintains and supplies weapons for all S.T.A.R.S members. He has over 16 years of experience and has lead many projects to success. Barry is a trusted ally, but has had some trouble with his wife and 2 daughters recently. He may look or sound depressed at times.
2.4 - Albert Wesker
Wesker has risen quickly inside the S.T.A.R.S organisation and currently leads the Alpha Team. Viewed by many as a "cool guy", from his snappy haircut to his perpetual shades, Wesker was recruited by a head-hunter for his sharp insight and eventually founded the S.T.A.R.S unit in Raccoon City.
2.5 - Rebecca Chambers
The youngest member of the group, Rebecca has been recruited for her knowledge of field medicine and First Aid. She is nervous around other members, both because of her age (18) and due to her lack of experience. Rebecca is easy to please and will take on any task assigned to her without hesitation.
2.6 - Brad Vickers
Brad is a computer expert and excels in information gathering. Unfortunately, his fear of dying draws much heat from his fellow soldiers. His lack of enthusiasm for rushing into danger has earned him the nickname "chickenheart". While Chris is a qualified pilot, Brad has become the helicopter flier for Alpha team.
2.7 - Joseph Frost
Previous member of S.T.A.R.S Bravo Team, and already stationed in Raccoon City, Joseph was recently promoted to serve as vehicle specialist for Alpha Team. Many members of Bravo Team are jealous of his promotion, but he was moved up by Wesker himself, Joseph is young, enthusiastic and very curious.
2.8 - Richard Aiken
A very important member of S.T.A.R.S, serving as Bravo's communications expert. The only link back to headquarters for teams out in the field, Richard actually has to pull double duty as radioman for both units since Alpha Team really has no trained operator, except for Jill (who has a knack for technology). A very positive person, Richard greets new members warmly.
2.9 - Enrico Marini
Bravo Team's leader, and Wesker's second in command for the S.T.A.R.S unit. Enrico feels threatened by the arrival of the Alpha Team, thinking that Chris or Barry may end up replacing him as #2 to Wesker. Nonetheless, Enrico is a dedicated S.T.A.R.S operative and is always proud to lead ther unit when Wesker lets him.
2.10 - Forest Spayer
Forest is a great sniper in addition to his duties as Bravo's vehicle specialist. He is a consummate professional, and his work earns him great respect from the other members. He instantly clicks with Chris, and it seems they'll end up good team-mates.
2.11 - Kenneth J. Sullivan
A quiet but very talented field scouting officer. Also is an expert in chemistry. He wonders why his chemical experience would be necessary in Raccoon City but quickly discounts his hesitancy since Wesker himself sought him for enlisting in S.T.A.R.S.
Section III - File details
Find below a detailed list of all the written files available to collect in the game. See walkthrough guides for each character for specific locations.
3.1 - Botany Book - About Medicinal Herbs
As you may know, there are many plants that have medical effects. Since ancient times, humans have been healing wounds and diseases using various plants. In this book, we're going to sample three herbs that grow around the Raccoon mountains and give their outlines as examples of those plants with medical properties. Each herb has different colours and different effects as medical plants: the green one recovers physical strength, the blue one neutralizes natural toxins, while the red herb is only effective when it is mixed with other herbs. For example, if you mix this herb with the herb that recovers physical strength, the recovery effect will be tripled. By adjusting the amount and experimenting with these three herbs, you can create various kinds of medicines but i'll leave the details in your hands, because that's the best way the acquire true knowledge.
3.2 - Keeper's Diary
May 9, 1998
At night, we played Poker with Scott the guard, Alias and Steve the researcher.
Steve was really lucky, but i think he was cheating. What a scumbag.
May 10, 1998
Today, a high ranking researcher asked me to take care of a new monster. It looks like a gorilla without any skin. They told me to feed them live food. When i threw in a pig, they were playing with it... tearing off the pig's legs and pulling out the guts before they actually ate it.
May 11, 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly. He was wearing a protection suit that looks like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. It's no wonder, those researchers never rest, even at night.
May 12, 1998
I've been wearning this annoying space suit since yesterday, my skin grows musty and feels very itchy. By way of revenge , i didn't feed those dogs today. Now i feel better.
May 13, 1998
I went to the medical room because my back is all swollen and feels itchy. They put a big bandage on my back and the doctor told me i did not need to wear the space suit anymore. I guess i can sleep well tonight.
May 14, 1998
Wheni woke up this morning, i found another blister on my foot. It was annoying and i ended up dragging my foot as i went to the dogs' pen. They have been quiet since morning, which is very unusual. I found that some of them had escaped. I'll be in real trouble if the higher-ups find out.
May 15, 1998
Even though i didn't feel well, i decided to go see Nancy. It's my first day off in a long time. But i was stopped by the guard on the way out. They say the company has ordered that no one leavve the grounds. I cant even make a phone call. What kind of joke is this?!
I heard a researcher who tried to escape from this mansion was shot last night.
My entire body feels burning and itchy at night. When i was scratching the swelling on my arm, a lump of rotten flesh dropped off. What the hell is happening to me?
May 19 , 1998
Fever gone but itchy. Hungry and eat doggie food. Itchy itchy Scoot came. Ugly face so killed him. Tasty.
4 Itchy. Tasty.
3.3 - Researcher's Will
Its a letter. The top of the letter is missing. The remaining says...
Yes im infected. I did everything i could , but i could only delay the progress by a few days.
The most frightening thing is, that i forget more about you by the day.
So i chose a peaceful death, rather than becoming the living dead. Within an hour, i will have entered my eternal sleep. I do hope you'll understand my decision...
Good Bye and Forever Yours,
3.4 - Orders
TOP SECRET July 22, 1998 2:13
To the Head of the Security Department
"X-day" is approaching. Complete the following orders within the week.
1. Lure the members of S.T.A.R.S into the lab and have them fight with the B.O.W in order to obtain data of actual battles.
2. Collect two embryos per B.O.W type making sure to include all species except for Tyrant.
3. Destroy the Arkley lab including all researchers and lab animals in a manner which will seem accidental.
3.5 - Pass number
3.6 - Plant42 Report
4 days have passed since the accident and the plant at Point 42 is growing amazingly fast.
It has been infected by the T-Virus differently than other plants have been and shows unique shape in addition to its size. Looking at the way it behaves, it is now difficult to determine what kind of plant it was originally.
There are two ways in which Plant 42 gathers nutrition. The first one is through its root that reaches into the basement.
Immsdiately after the accident, a scientist went mad and broke the water tank in the basement. Now the basement is filled with water.
It is easily imaginable that some chemical elements were blended in the water and promotes the incredibly fast growth of Plant 42.
Another part of Plant 42 from the basement grows through the duct and hangs down like so many bulbs from the ceiling of the first floor. Many vines come out of those bulbs and they are the second resource for its nutrition.
Once sensing movement, Plant 42 shhots its vines around the prey and holds it. Then it starts sucking up blood, using the suckers located at the back of its vine.
It also has some intelligence. It blocks the door by twining its vines around it especially when it captues prey or is sleeping. seceral staff members have already fallen victim to this.
May 21,1998 Henry Sarton.
3.7 - Fax
To: General Manager of Sanitation Division
From: Special Committee on Disasters Raccoon Special Research Dept.
This memorandumis strictly confidential and must be destroyed as soon as it is understood.
Regarding the T-Virus outbreak which occured recently, this Committee conducted a field survey. According to the survey results, estimates on the amount of damage caused by the accident are considerably greater than reported earlier.
First, although it is very difficult to obtain accurate data in terms of actual numbers, it is thought that more than half of the researchers died after exposure to the T-Virus. The body count will most likely increase since nearly all of the survivors show symptoms peculiar to the T virus.
Second, our security system is still in operation. However, our special security guard squad has been nearly destroyed. Because of that, research information considered by our company to be top secret has been made available to outsiders. Counter-measures should be taken as soon as possible.
Finally many of the "subjects" from the experiment have escaped and are out of control. We believe that some researchers were killed by these "subjects" and their bodies mutilated.
By curious coincidence, these events are proof of the success of our research. However, there is also a very high risk that this news may be leaked to the press if we don't act immediately.
The condition is very serious. Our operation to cover-up the situation is difficult to attain, however we hope the problem will be solved quickly. We are especially concerned that the State Police and S.T.A.R.S are intervening too quickly. We need to act on this situation as well.
3.8 - Scrapbook
RACCOON TIMES MAY 27, 1998
ANIMAL ATTACK? WOMAN MUTILATED
May 20. Around 10pm a 20-year old young woman's body was found by a passer-by on the left bank of Marble River in the Cider District of Raccoon City.
Raccoon police assume it to be a grizzly or other animals doing bacause there are teeth marks along her mutilated arms and left foot that show considerable power. Since she was wearing a hiking boot on her remaining foot, it has been determined that she was attcked in the Arklay mountains and fell into the river. They are hurrying to identify this woman.
RACCOON WEEKLY JUNE 16, 1998
MONSTERS IN ARKLAY MOUNTAINS?
Some people claim they've seen monsters in the Arklay mountains. The monsters are supposedly about the same size as large dogs and usually run in a pack as wolves do. This may sound like a group of ordinary wild dogs, but these monsters are surprisingly fierce and hard to hurt. They say these dogs won't bother you unless you wake them, so you smart readers should stay out of the Arklay Mountains for the time being. But if you're looking for adventure, check it out! You wanna try?
RACCOON TIMES JULY 9, 1998
MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED
Due to successive disasters in the Arklay Mountains, the city authorities have decided to block the road leading to the foothills. At the same time, Raccoon police intend to begin the search for lost people with the help of S.T.A.R.S team members. They expect great difficulty because of the vast size of Arklay Mountains and the primeval forest that covers most of the area. Also people are still reportingsightings of grotesque monsters in the mountains.
3.9 - Security System
- BASEMENT LEVEL 1 -
Executives and Goveernment Officials only in helicopter port. This restriction may not apply in case of an accident.
PASSAGE TO THE HELICOPTER
No one is allowed to enter unless they are attended by a Research Consultant or Security Director. All others will be shot on sight.
The elevator stops during emergencies.
- BASEMENT LEVEL 2 -
VISUAL DATA ROOM
Visual Data Room is within the control of Special Research Division. Keith Arving, the Room Manager, is designated to have jurisdiction over room usage.
- BASEMENT LEVEL 3 -
Sanitation Division controls the usage of the prison. Consultant Researchers (E.Smith, S.Ross, A. Wesker) must be present if virus is used.
TRIPLE LOCK DOOR
No one is allowes to enter unless he presents all pass code documents. Pass code documents must be created on the specialized output machine by the Chief Researcher of each block.
Only Headquarters Supervisors may enter. This restriction may not apply if the Consultant Researcher has received special instructions.
PASS CODE OUTPUT MACHINE
No one is allowed to use the pass code output machine but the Chief Researchers.
-BASEMENT LEVEL 4-
Regarding the progress of "Tyrant" after use of the t-virus...(Remaining document is unreadable)
3.10 - Researcher's Letter
June 8, 1998
Ada, by the time you read this, I'll be something... different. Today's test turned out to be positive, just as i expected. I feel like going crazy when i think about becoming one of them. Ada, you're not infected and i hope you never will be. In case you're the last one left take the material in the Visual Data room and go to the Power room to operate the triggering System before you escape. And make all this public through the media. If everything is in order, all the locks can be opened by the security system. You can access the system if you log in with my name from the terminal in the small lab and enter the password. The pasword is your name. To unlock the door at B2 where the Visual Data Room is located, you'll need to access with our names first and then enter another password. I've written down the code below. Im sure you'll understand it easily. And this is my last hope - if you find me completely changed, please kill me yourself.
3.11 - "V-JOLT" Report
As i stated in the last report, there are some common features found in the cells if the plant infected by the Tyrant virus. we also have found another interesting fact through some experiments. We found an element that destroys these plant cells rapidly in "UMB No.16", one of the series of UMB chemicals that we used for that experiment. We named this "UMB No. 16" as "V-JOLT". In our calculation , it will take less than 5 seconds to destroy Plant 42 if we put the "V-JOLT" directly on the root. You need to mix some of the UMB series chemicals in a specific order to create "V-JOLT". But the UMB series chemicals may generate a poisonous gas which is harmful to the human body. Extreme caution should be taken when handling these chemicals.
Following are the types of UMB series chemicals and their brief characteristics.
UMB No. 2 Red UMB No. 4 Green UMB No. 7 White UMB No. 13 Blue (stimulating smell) NP-003 Purple Yellow -6 Yellow V-JOLT (UMB No. 16) Brown.
3.12 - Pass code 01
"I swear by myself", declares the Lord, "that because you have done this and have not withheld your son, your only son,
3.13 - Pass code 02
I will surely bless you and make your descendants as numerous as the stars in the sky, and as the sand on the seashore. Your descendants will take possession of the cities of their enemies,
3.14 - Pass code 03
and through your offspring all nations on earth will be blessed, because you have obeyed me."
3.15 - Slides
1. "Umbrella Bio-Organic Weapon Official Report" 2. "MA-39 Cerberus" 3. "FI-3 Neptune" 4. "MA-121 Hunter" 5. "T-002 Tyrant" 6. (none) 7. "Bio-Weapon Research Institute. R and D Staff"
3.16 - Barry's Picture
Something is written on the back of the picture
"My Dearest Moira and Polly, i hope you will grow up to be strong and beautiful women and to help cheer up mother.
Your father will be watching you all from heaven.
Section IV - Weapons
Find below a list of available weapons for all characters.
4.1 - Knife
Available to: Chris and Jill
Related ammo: none
Best saved for: none
Located: Initial equip for both Chris and Jill
Notes: The knife is available to both Chris and Jill at the very beginning of the game.
4.2 - Beretta
Available to: Chris and Jill
Related ammo: Clip (holds 15 fully loaded)
Best saved for: Zombies, Dogs
Located: Initial equip for Jill, Main hall in the mansion for Chris.
Notes: The Beretta is a starting weapon for Jill and is found very early on in the game for Chris in the main hall. You will rely on this weapon early on in the game until you can pick up the more powerful weapons. The Beretta is best used against Zombies and the Dogs as it really isn't powerful enough to take on any other enemies with much success.
4.3 - Shotgun
Available to: Chris and Jill
Related ammo: Shells (holds 7 fully loaded)
Best saved for: Hunters
Located: For both characters walk through the corridors on the east side of 1st floor in the mansion and pass through the small room. It is mounted on the wall (see walkthroughs for further details).
Notes: The shotgun really can actually be used on most enemies in Resident Evil as it is so versatile. However i do think that you shouldn't really waste the ammo on zombies and dogs as they are easily beaten with the Beretta. As long as you are not facing more than one Hunter at a time you can easily keep a hunter at bay with the shotgun if you time your shots well enough. For Jill's mission you can simply take the shotgun off the wall as Barry will rescue you from the trap. However when you are playing Chris' mission you will first need to collect the broken shotgun and relace it on the switch where you pick up the real shotgun or you will have no way to escape the trap room.
4.4 - Bazooka
Available to: Jill
Related ammo: acid rounds, grenade rounds, fire rounds (holds 6 of one type)
Best Saved for: Hunters, Plant 42, Spiders, Yawn,
Located: The bazooka is located on the body of Forest Speyer in the mansion (see walkthrough for further details)
Notes: The Bazooka can be a very powerful weapon when used against the right enemy. Acid rounds are particularly effective against Hunters and the Yawn and will put both of them down pretty quickly. It is also useful against the Plant 42 as it is a living creature. The Grenade rounds and Fire rounds are good to use against creatures such as spiders as you can easily keep them at a good distance. It would be unwise to waste any of this ammo on everyday enemies such as the zombies or Cerberus' as you will need the ammo later on.
4.5 - Colt Python
Available to: Chris and Jill
Related ammo: Magnum rounds (holds 6 rounds fully loaded)
Best saved for: Hunters, Black Tiger, Tyrant
Located: For both Chris and Jill the Colt Python is located in the small room with the tiger statue. You will need the Red Jewel to get it (see walkthroughs for further details).
Notes: The Colt Python is probably the best weapon on the game and should not be missed. The weapon should only be saved for dangerous enemies such as Hunters and the boss spider the Black Tiger. It would also be wise to use any remaining ammo on the Tyrant as it will take plenty of bullets to put him down
4.6 - Flamethrower
Available to: Chris
Related ammo: Flamethrower fuel (250% fully loaded)
Best Saved for: Black Tiger
Located: found by the door in the underground caves. You will need it to get through a further door later on.
Notes: The flamethrower, in my opinion is not really a great weapon. The ammo runs out far too quickly and is really only intended to be used as an item to progress through the game.
4.7 - Rocket Launcher
Available to: Jill and Chris
Related ammo: Rockets (4 fully loaded)
Best Saved for: All enemies really
Located: The Rocket Launcher will be dropped from the helicopter at the end of the game when fighting the Tyrant if you are going for the true ending. It is also available with unlimited ammo as a bonus item. See separate sections for further details.
Notes: The Rocket Launcher is by far the most powerful weapon on the game. It will destroy ANY target with a single hit. However some of the enemies on the game can be hard to hit due to their speed so it may be worth using a different weapon for those.
Section V - Items
A list of all misc. items in the game. Obvious items such as weapons and herbs will be covered in their relevant sections.
5.1 - Armour key
Details: The Armour key is one of the many keys that you will encounter during the game. This key will unlock any of the doors that have "a carving of armour" etched under the keyhole. Once you have open the last available door with it you will be asked if you would like to discard the key. It would be adviseable to select yes to this in order to save valuable item space as it no longer serves any purpose.
Location: The Armour key is located in the same place in both Jill's mission and in Chris'. You will find it on a crest on the wall in the conservatory room on the ground floor in the mansion. In order to obtain it you need to use the item CHEMICAL in the water filter here in order to kill the dangerous plant blocking the way. The key is now yours to take.
5.2 - Battery
Details: The Battery is pretty much self explanatory. It's a battery. In the game they are used as a source of power for electric lifts. The batteries, although a very basic item, is nevertheless a very important item.
Location: There are actually 2 batteries in the game. The first one that you will come across is located on the second floor of the mansion in a small storage type room not far from the library. This one is used to gain access to the underground caves. The second battery is much more simple. As you are escaping the mansion you will need to take a lift up to the heliport. The battery required to power the lift is lying on the floor next to it. Enter it into the slot to gain access to the heliport.
5.3 - Blue Jewel
Details: The Blue Jewel is a puzzle item in the game, although if you read the description it gives when looking at the item it doesn't really take a lot to figure it out. The Blue Jewel needs to be inserted into the eye of the tiger in the small room just round the corner from the greenhouse type room. In here you will find a statue of a tiger that has the eyes missing. Inset the jewel here to get the secret item.
Location: To find the Blue Jewel you first need to head over to the 2nd Floor balcony in the mansion, the one that overlooks the dining room. The blue jewel is located inside the statue up here. In order to get it you need to push it off the balcony down into the room below, where it will smash and reveal the jewel.
5.4 - Broken Shotgun
Details: This item is again pretty self explanatory. It is a shotgun that is broken and can no longer be used as a weapon. Its use however does lead you to a shotgun that you can use. On the ground floor, in the long winding corridor, you need to enter the small room and replace the real shotgun with the broken shotgun in order to avoid the trap. This is not essential when playing as Jill as she will be rescued by Barry.
Location: The Broken Shotgun can be found on the ground floor of the mansion, in the room next door to the save room where you pick up the serum and meet Rebecca for the first time when playing as Chris. You will need the Armour key to enter the room and can find the shotgun stood up in the cabinet next to the door.
5.5 - Chemical
Details: The Chemical is an item that you need to use in order to get one of the mansion keys. The chemical is used in the water filter in the plant room on the first floor of the mansion. The chemical will be pumped into the water that supplies the plant which will kill it. This will allow you access past it.
Location: For both characters the Chemical is located in the save room under the stairs on the first floor. It is the one roughly underneath where you picked up the Botany Book.
5.6 - Control Room Key
Details: The Control Room Key is an item that is used to unlock a door in the underground area of the Guardhouse. The key can be discarded after use.
Location: In both scenario's the key is located in one of the dorm rooms in the guardhouse. You have to drain the water out of the bath in order to get it.
5.7 - Doom Book 1
Details: The Doom Book 1 is a special book that contains a hidden item. On first inspection it may seem like an ordinary book but if you inspect the pages it will reveal the Eagle Medal.
Location: The Doom Book 1 is located in one of the rooms in the mansion on the first floor. It is opposite the room where the paintings and the crows are and is also next to the passage door that leads to the garden. It is in the same location for both characters.
5.8 - Doom Book 2
Details: The Doom Book 2 is a special book that contains a hidden item. On first inspection it may seem like an ordinary book but if you inspect the pages it will reveal the Wolf Medal.
Location: The Doom Book 2 is located in the secret puzzle room in the Underground caves after the second boulder trap has been released.
5.9 - Dorm Key 002
Details: This key is used to unlock the door to Dorm 002. It can be discarded after one use.
Location: This key is found under the bees nest in the Guardhouse for both Chris and Jill.
5.10 - Dorm key 003
Details: This key is used to unlock the door to Dorm 003. It can be discarded after one use.
Location: This key is found in the underground storage room under the Guardhouse. It can be obtained by draining the water and unlocking the door from the room next door.
5.11 - Emblem
Details: The emblem is a tpye of shield or crest that is used for ornamental purposes. The emblem is used in conjunction with the Gold Emblem to eventually lead to another Mansion Key. You need to use the Emblem in the slot where you pick up the Gold Emblem (in the secret area in the music room) to allow you to leave with the Gold Emblem.
Location: The Emblem can be found in the dining room at the end of the table above the fireplace. It is just next to where Barry is investigating the pool of blood when playing as Jill.
5.12 - Flare
Details: The Flares are items that are used to signal to Brad in the helicopter at the very end of the game.
Location: They are simply located next to the lift door in the helipad.
5.13 - Gold Emblem
Details: The Gold Emblem is identical to the regular Emblem except one is made of wood and the other is made of gold. As detailed previously these two items are used in conjuction with each other to obtain a mansion key. The Gold Emblem needs to be put in the place where you picked up the Emblem.
Location: You will find the Gold Emblem in the secret room in the music room. Once Jill or Rebecca has played the song Moonlight Sonata correctly on the piano the secret room will be revealed. You will find the Gold Emblem here.
5.14 - Helmet Key
Details: The Helmet Key is one of the four main keys in the mansion. It can be used to unlock any door that has a Helmet motif etched on it. It can be discarded after being used for the final time.
Location: For both characters, the Helmet Key is found in the Guardhouse, in the fireplace in the large room with Plant 42. It can only be obtained once the boss has been defeated.
5.15 - Hex Crank
Details: The Hex Crank is similar in appearance to the Square crank, its only different feature being the shape of the end. It is used in the underground caves to move the interchangeable walls.
Location: The Hex crank is found in the passageway that leads to Enrico. It can only be obtained once Enrico has been killed.
5.16 - Lighter
Details: The lighter is an item that can be used to light candles and start fires in selected areas. It is a pretty standard item and is used in the same way as any other item, simply stand in front of the place you want to use it and select it.
Location: For both Jill and Chris you will find the lighter on the second floor room, the one next door to the room where you find the 2nd Floor Map. It is on top of the bookcase in the righthand room.
5.17 - Master Key
Details: As the name suggests, the Master Key is a Key that can unlock all doors and it is used in the Lab.
Location: The Master key is only available to Jill and it can be picked up off the floor by Wesker's body after the Tyrant has killed him.
5.18 - MO Disk
Details: There are three Mo Disks in the game. These are data disks that are used to obtain Pass Codes 01, 02 and 03 in the Lab. You need to find each of the three pass code machines and use one of the disks on each.
Location: The first is located in the secret room of the library in the mansion, the second is in the underground caves behind the boulder trap and the third is located on the desk outside the projector room in the lab.
5.19 - Moon Crest
Details: The Moon Crest is one of the four crests that are needed to unlock the door that leads to the garden area. Insert the crest into tho panel next to the door to unlock it. It is a small hexagonal crest that depicts the moon.
Location: The Moon crest is located in the hole that the Yawn retreats to after you have defeated it for the first time.
5.20 - Music Notes
Details: The music notes are a set of notes detailing how to play the song "Moonlight Sonata" on the piano.
Location: For both Jill and Chris the music notes are found in the piano room on the ground floor of the mansion. They are just round the corner from the piano itself on a shelf of a bookcase. You will have to push the other bookcase that is infront of it out of the way in order to reveal them. Select the music notes when stood next to the piano to use them. When playing as Jill she will be able to play the song but when playing as Chris you will need to leave Rebecca to practice playing the song.
===5.21 - Power Room Key Details: Also known as the Lab Key. This item is a key that is used in the lab to unlock the door to the power room and the lift to the Tyrant.
Location: This key is found in the upstairs projector room behind the secret panel.
5.22 - Red Book
Details: The Red Book is exactly as its description, a red book! Nothing else out of the ordinary. It is used in the bookcase in the dorm to reveal the secret door to Plant 42.
Location: It is found on the bed in Dorm 001.
5.23 - Red Jewel
Details: The Red Jewel is one of the two jewels that are used in the tiger statue in the mansion to reveal secret items. This is inserted to reveal the weapon the Colt Python.
Location: It is found in the taxidermy room in the mansion's second floor. Arrange the steps underneath the deers head and turn out the lights to reveal its location.
5.24 - Serum
Details: A vial of medicine that cures poison. It is obtained differently depending on which character you play with. It is used on Richard if you are playing as Jill or on Chris when you play his mission. You are given temporary control of Rebecca to do the latter.
Location: It is located in the save room under the stairs on the Western side of the mansion, ground floor.
5.25 - Shield Key
Details: The Shield key is one of the four mansion keys. It will open any door that has the Shield logo etched. Once you have opened the last available door with it you will be asked if you want to discard the key. As you no longer have any use for it you should discard the key to save on item space.
Location: The Shield key is located behind the large clock in the dining room. To gain access to it you need to put the Gold Emblem into the hole at the end of the room and the clock will move out of the way.
5.26 - Slides
Details: These are photo's that are taken containing information on the R&D team of Umbrella and the projects they were working on.
Location: These are found in the computer room in the lab on the floor.
5.27 - Small Key
Details: Small keys are numerous and are used to open locked drawers and chests throughout the mansion. They are very simple in appearance and do not have any markings of any kind.
Location: Small keys are located at various points around the mansion but will only be found in Chris' mission as he cannot use a lockpick. See Chris' wlakthrough guide for more details of locations.
5.28 - Special Key
Details: The special key is the key that allows you access to the only room left unlocked when you finish the game. It will allow you access to the costume change room.
Location: In order to obtain the special key you need to complete the game with either character and gain a good + marking. When you open up your first deposit box the key will be waiting in there.
5.29 - Square Crank
Details: The crank is a winch type item that is used to control the water gateway in the garden area. It has a square end.
Location: After you have used the four crests you will go to a garage type area and will find the crank on the top shelf.
5.30 - Star Crest
Details: The Star Crest is one of the four crests that will allow you access to the guardhouse, underground caves and beyond. It is a small hexagonal crest depicting the stars.
Location: In the portrait room you have to push the switches under the pictures in the correct order to depict the age of man. Then push the switch under the picture at the end to reveal the Star Crest.
5.31 - Sun Crest
Details: The Sun Crest is one of the four crests that will allow you access to the Guardhouse, Underground Caves and beyond. It is a small hexagonal crest depicting the Sun.
Location: The Sun Crest is located on the second floor of the mansion in the armoury room.
5.32 - Sword Key
Details: The Sword Key is one of the four keys used in the mansion. It will unlock any doors that have a sword motif etched on it. It can be discarded after use.
Location: You will find the Sword Key on the bed in the room where you picked up the serum or where you first meet Rebecca if you are playing as Chris.
5.33 - V Jolt
Details: This is a potent chemical that is created by mixing various other UMB chemicals. It is used on the roots of Plant 42 to seriously weaken it.
Location: It is found in the chemical room in the dorm. You will need the three digit code from the pool table in order to access it.
5.34 - Wind Crest
Details: The Wind Crest is one of the four crests required to open the gate to the outside area and to the guardhouse, underground caves and beyond. It is a small hexagonal crest depicting wind.
Location: You need to put the Blue Jewel into the tigers eye in the small room near the greenhouse room on the ground floor of the mansion. The tiger will then turn to one side and reveal the wind crest.
5.35 - Other Items
There are several other items that you can pick up in the game that haven't been covered anywhere else in this guide. These items are not found in one location and can be picked up multiple times:
- Green, Red and Blue Herbs - healing items - Clips, Shotgun Shells, Magnum Rounds, and Bazooka ammo - ammunition - Ink Ribbons - used to save your game at typewriters
6.1 - Bees
Explanation: The name of this enemy is pretty self explanatory. They are bees. They appear to have also been infected by the virus as they have grown to well in excess of their usual size.
Located: You will find the bees in the Guardhouse. In the large room next to the UMB chemical room there is a large bee hive from which the bees will emerge.
Attacks: The bees really only have one attack which is their sting. This can often cause your character to become poisoned. The bees may also land on your character to sting until you throw them to the ground.
Tactics: Personally I don't think that the bees are really worth fighting. They don't really pose much of a threat to you and are only located in one room where you wont be spending much time either. There are also an infinate amount of bees to kill so you are only going to be wasting your ammo. Your tactics when fighting the bees should be to run.
6.2 - Black Tiger
Explanation: The Black Tiger is a relation to the giant spider but is much tougher. On first impressions it looks just like a regular spider but after fighting it you will realise its not.
Located: You will meet the Black Tiger in the underground caves. It has its own lair which it has covered in its webs.
Attacks: The Black Tiger has one attack which is the acid spit. This is more dangerous than the usual spit that the other giant spiders do as it does a lot more damage.
Tactics: The Black Tiger is a tough enemy to beat if you are not careful. Your character will only be able to take a few hits of acid before dying so you need to be quick when finishing the spider off. At this point I wouldn't worry too much about saving your ammo as this is one of the last tough bosses that you will encounter. I would advise to pump the spider full of magnum bullets and put it down as soon as you can. When shooting at the spider it will try to dodge you so bear in mind that you may need to re-adjust between shots.
6.3 - Cerberus
Explanation: Cerberus is the name for the infected dogs that roam the mansion and its gardens. They shouldn't be too much trouble to take down though with careful consideration.
Located: There isn't really one specific area that you find the dogs. They are mostly located in corridors around the mansion and in the alleyways around the guardhouse. They usually attck in groups of two or three.
Attacks: The dogs have two type of attack. Firstly if they are in close proximity they will bite at your leg which wont do a vast amount of damage but their attcks can be quick. They also have an attack where they will run and jump at you. This attack can cause a large amount of damage and should be avoided wherever possible.
Tactics: The dogs are actually quite easy to handle with the right tactics. Their attack patterns are quite predictable and are easily kept at bay. If you can keep the dog infront of you then there shouldn't be any problems. As the dog gets up it will prepare for its next attack by pausing for moment before charging. Thia is the time to shoot. By repeating this tactic it should ensure that you don't take any damage.
6.4 - Chimera
Explanation: These are strange human like creatures that have been modified. They are purple in appearance and are very quick and agile.
Located: They are found in the power rooms of the laboratory and later on, also in the general hallways around the laboratory.
Attacks: Chimera's will often hang from the ceiling and claw at you from there but have also been known to swipe uppercuts at you when they are on the ground. If you have your back to them they will also jump up on your back and attempt to cut your throat from behind.
Tactics: It is best to try dodge them when they are hanging from the ceiling or to run around them when they are on the floor. If you have to kill them it would be best to try and save your best ammo and use the shotgun, although the bozooka or Colt would also be very effective.
6.5 - Crows
Explanation: As the name suggests these animals are simply crows. It is highly likely that they have become infected with the virus also and will attack in packs.
Located: They are located at a few points around the mansion, particularly in the painting room and also on the outside balcony... as one of the S.T.A.R.S members found out!
Attacks: They have one attack that involves pecking you to death. As they attck in large groups they can cause sufficient damage to an individual for them to be dangerous.
Tactics: Its hard to hit crows and a waste of ammo seeing as they are not particularly common in the game, therefore it is best just to run from them.
6.6 - Hunters
Explanation: One of the most deadly enemies in the game. They are again semi humanlike in appearance but appear to have been mutated with some sort of amphibious creature. They are extremely quick and very powerful and will kill you in an instant. They have razor sharp claws that can decapitate their victims.
Located: You will first encounter these creatures after you have visited the guardhouse and they will start to take over the mansion. You will also find them in numbers in the underground caves.
Attacks: Hunters have two main attacks. They will swipe at your legs and torso with their claws or leap into the air and decapitate your character, instantly killing them.
Tactics: Single Hunters can be taken down carefully with a shotgun by experienced gamers however acid rounds or Magnum rounds tend to be more effective. A pack of Hunters is a most dangerous situation to be in and should be avoided at all costs.
6.7 - Neptune
Explanation: Neptune is the name given to the huge shark that lives in the underground under the guardhouse. It is of similar size to a great white shark.
Located: In the glass tank under the guardhouse.
Attacks: The shark will attempt to bite at you when you are wading slowly through the water. Avoid this as much as possible.
Tactics: The Neptune is a strange addition to the game as you never really have to fight it. You can simply drain the water that it swims in and it will be disabled. Don't waste your ammo on it.
6.8 - Plant 42
Explanation: Plant 42 is the name given to the plant that grew and almost took over the guardhouse. Due to a chemical spillage it was fed unknown chemicals that allowed it to grow into a dangerous adversary.
Located: In a large open living room area in the guardhouse. A secret door is used to access the room.
Attacks: Plant 42 will attack you mainly with its vines, whipping them at high speed to cause damage. These attacks can also cause parts of the ceiling to collapse also cause damage.
Tactics: If you create V-Jolt and apply it to the roots of the plant then it will become significantly easier to kill the enemy. You will however need to use a good few shotgun shells to bring it down. Acid rounds and flame rounds are also very effective against it.
6.9 - Snakes
Explanation: Small snakes that live in groups in wet outdoor areas. They look like common everyday snakes.
Location: They can be found living in the trees in the garden area and also live in the underground caves.
Attacks: Snakes have a simple bite attack that can cause poison if successful so beware.
Tactics: These snakes can easily be avoided by running past them. They only appear a couple of times in the game also so are easily avoided.
6.10 - Spiders
Explanation: These are giant spiders that have grown to be several times larger than humans. In appearance they look like tarantulas although they are many, many times larger in size.
Location: You will meet these in the guardhouse bar area and also later on in the mansion in a corridor.
Attacks: The spiders can spit poison at you or bite if they get close enough. Unlike tarantulas that can also run very quickly at you.
Tactics: As with many of the large enemies, a shotgun or bazooka will be sufficient to kill these enemies. It is unwise to waste valueable ammo such as Magnum Rounds on these enemies.
6.11 - Tyrant
Explanation: The Ultimate Bio-Weapon. A human hybrid injected with the T-Virus in order to create an incredibly strong weapon. It looks similar to humans with differences being its tough gray skin, exposed internal organs and huge razor sharp claw.
Location: Found in the secret lab underneath the mansion on level 4. It is kept under control in a tank while experiments are tested on it until it is let loose by Wesker.
Attacks: The Tyrant uses its claw as a weapon and will hack and slash away at you. It also has a very dangerous attack where it will sprint up to you and vertically swing its claw causing massive damage.
Tactics: Save your Magnum Rounds for this one as it is the only weapon that will realistically do any real damage to it. In the final encounter you will be dropped a Rocket Launcher. Make sure you use this to finish it off.
6.12 - Yawn
Explanation: The Yawn is the name given to the huge snake that roams around the mansion. As with the Spiders in appearance it looks like a regular snake but has grown incredibly to a size many times that of the usual.
Location: It is found firstly in the attick of the mansion where you will battle it. It will however escape and reappear in the piano room later on in the game. This time you will beat it for good.
Attacks: The snake will try to wear you down by biting at the legs and torso and causing poison. Finally once your characters health is on danger the Yawn will raise itself up and swallow you whole.
Tactics: Again, shotgun and bazooka fire, particularly acide rounds are most effective against this creature.
6.13 - Zombies
Explanation: The bread and butter enemies of the game. They are the workers of Umbrella that were caught out when the virus escaped and have been left in the mansion as brainless zombies craving living flesh.
Location: You will find zombies in every area of the game with the exception of the underground caves. There are slightly different varieties in the game, however the only real difference are those whose flesh has almost rotted off completely in the lab and have slightly stronger attacks.
Attacks: The zombies will attempt to bite any part of the body that they can get their hands on and will also continue to eat the victim once they are dead. They have also been known to surprise victims by attacking them around the ankles when they are lying on the ground.
Tactics: It is best to use your handgun wherever possible against these enemies as they are numberous and will quickly eat up any ammo. It is important to save your stronger ammo for tougher bosses and enemies.
7.1 - Game Endings
When you have completed the game you will be given one of four endings depending on your actions during the game. The ways to get the different endings are listed below:
Good+ : After killing the Yawn for good, wait for Barry after he drops the rope and also save Chris from the lab by using the three MO Disks.
Good : After killing the Yawn wait for Barry after he drops the rope. Don't rescue Chris in the lab.
Bad+ : Don't wait for Barry after he drops the rope but save Chris from the lab using the three MO DISKS.
Bad : Don't save either Barry or Chris and just ensure you escape.
Good+ : You have to take Rebecca with you and keep her from danger and also rescue Jill by using the three MO DISKS in the lab at the end of the game.
Good: Protect Rebecca as above and finish the game with her alive. Don't rescue Jill from the lab.
Bad+ : Finish the game with Rebecca dead. Rescue Jill from the lab using the three MO DISKS.
Bad : Don't save either Rebecca or Jill, simply survive yourself.
7.2 - Rocket Launcher
One of the bonuses for successful completion of the game is the rocket launcher with unlimited ammo. In order to get this you need to complete the game in under three hours. Save the game when you complete the game and upon loading up the new game you will find the rocket launcher with unlimited ammo in the storage chest.
7.3 - Special Key
Another bonus for completion of the game is the "Special Key". In order to obtain the special key you need to ensure that you get the good+ ending for your character. The special key can be used to unlock the only door that remains unlocked in the mansion. Again you will find the special key in the storage chest when you load up a new game. The special key can be used to obtain new outfits for the characters.
8.1 - Herb Mixing Guide and healing items
Ensuring that you make best use of the medicinal herbs found throughout the game is essential as they will make up the majority of your healing items. I think it is always worth spending that little extra time to collect any spare herbs as you will certainly need them later on in the game. Incidently there is a document in the game that gives brief outlines on the benefits of mixing herbs - The Botany Book. Here is a full explanation of the herb types and their benefits.
Green Herbs - Have the ability to recover health. Blue Herbs - Have the ability to neutralise poison. Red Herbs - Have no effect on their own.
When mixing herbs you can expect to have the following benefits:
Mix 2 green herbs together - this will double the amount of health recovered than when using a single herb.
Mix 3 green herbs together - this will triple the amount of health recovered than when using a single herb.
Mix 1 green herb with 1 red herb - this will triple the effect of the green herb making it as powerful as 3 green herbs.
Mix 1 green herb with 1 blue herb - replenishes standard amount of energy and cures poison.
Mix 2 green herbs with 1 blue herb - replenishes double health and cures poison
Mix 1 green, 1 red and 1 blue herb - triples the amount of health regained and cures poison.
My mixing herbs in these ways not only do you make your healing items last longer but also you save space in your inventory, preventing you from having to make dangerous trips back and forth to save boxes.
Along your journey you may also come across first aid sprays. These are the most powerful healing items on the game but they are a lot more rare than herbs. They will fully replenish your health but will not be a cure for poison. Use them wisely!