A Resident Evil Speed FAQ for the Nitendo GameCube.

This is an ASCII art-less walkthrough by David Riley
(Dave [at] frontbeat.com).

Transcribing and advice by Amdy S. Myart.

Thanks for all the thank yous we've been getting. Really makes the 
job worthwhile. Keep 'em coming.

-------
Version
-------
6/25/02 - Version 2.0 - Thanks to Michael Durkin-Willman for pointing 
out that we're IDIOTS and basically told you to discard the cynlinder 
right before you used it by not putting it in our item lists.

6/06/02 - Version 2.0 - Just wanted to beat it below two hours and 
check what matters to the clock. Don't expect another revision without 
something earthshattering (like a five minute drop). Best time. 
1:56:08 

6/05/02 - Version 2.0 - It's about as updated as it's gonna get. Best 
time is 2:01:36

6/03/02 - Version 1.5 - Some pretty heavy updates. Cut a good half 
hour off the time. The best time we've gotten so far is 2:25:28 but 
that's with a few screw ups. Plan one more revision.

5/20/02 - Version 1.1 - Changed the format to make things more readable. 
Fixed some spelling errors. Thanks to the openback for pointing them 
out.

5/8/02 - Version 1.0 - Trying to see if there's anything else possible 
to trim off.

------------
Introduction
------------

You WILL get a time of less than 2:30 if you use this guide and are 
fairly familiar with the game, we guarentee it. If you ignore 
everything listed as optional you should be able to beat the game in 
under two hours with just a little work.

There STILL wasn't a SpeedFAQ up for this game yet. So we took it upon 
ourselves to write one. This is written for Jill assuming you're 
starting from a completely fresh game. That means no Samurai Edge and 
no "Grenade Glitch" either. You'll be playing this totally fair. And 
frankly, it'll be a lot more rewarding when you get all those nice 
prizes without taking the easy way out, now won't it?

This is not meant to let you play the game. If you want to get a good 
time you have to skip the cutscenes, let basically everyone die, and 
leave a good deal of items behind. This walkthrough is not meant to 
guide you through your first playthrough.

Since we've been getting so many emails about it, YES everything you 
do in the game counts as time spent. Inventory screen, paused, reading 
files, whatever.

------------------------------
Legal things I know nothing of
------------------------------
Don't steal this. If you steal it, or plagarise anything from it I 
would be very discontent. I'm a big guy and as my friends will attest 
I spend most of my time being angry. 

This document is not allowed to be included in any for-profit material 
in any way, shape, or form, even as a free bonus. If you're sniping 
the new releases on GameFAQs screw you. Go away. This FAQ is made for 
posting only on GameFAQS and our personal website, 
www.fan-service.com. If you see it anywhere else we'd be most grateful 
for the heads up.

---------
Agreement
---------

To get a good time you will be agreeing to certain things.

1. You must be playing in normal mode. This walkthrough is written 
for it, and you can't get special weapons on easy.
2. You're going to play as Jill. Even though Chris is infinitely cooler, 
Jill has an easier time of things.
3. You're willing to let your supporting characters die. All of them.
4. You'll leave a crapload of stuff behind, you won't even visit some 
rooms.

Sorry. Just put this up to answer some questions to g

-----
Notes
-----

Note 1 :  Get the -FLAME ROUNDS- Barry leaves for you in the SAVE ROOM. 
You absolutely need these later. We're emphasizing it here because 
you're not gonna do well without them. Do NOT forget.

Note 2 : The names we give the halls can be important in reading the 
walkthrough. Make sure you have an idea of what each one is.

Note 3 : Saving will not be covered in this except in two key points. 
If you take the ribbons found next to save boxes you will have more 
than enough to save. Good places to save are at the Item Box in the 
begining of the Caves, and the Typewriter after going through the gate 
until the stairs of the Main Hall of the mansion.

Note 4 : Using a defense item is a good way to get past a zombie without 
using bullets or getting hit.

Note 5 : If you come upon -HERBS- I haven't mentioned or have told 
you to ignore, and you have use for them at the time, feel free to 
take them. Otherwise leave them behind as inventory space is often 
critical. Especially in the beginning.

Note 6 : Shooting a zombie in the knees tends to knock it down pretty 
fast. If you heard a *POP* when you shoot it in the leg, that zombie's 
down for good. It won't be coming back at all. Think of it like a 
headshot with a better chance of success. Don't worry about it much. 
The zombies you kill either won't be coming back as crimsons, or it 
won't matter if they do.

------------------------------------
VERY IMPORTANT TO READ : DO NOT SKIP
------------------------------------

Anything you see between the "<<" and ">>" are purely optional items. 
If you've been playing well you won't need these items in anyway. 
However, if you're the cautious type then go ahead. Avoiding all the 
optional items in this walkthrough will have you ending up with about 
five magnum rounds, six or seven explosive rounds, and a first aid 
spray or two extra. Note that picking up ALL the optional items may 
screw up your carrying capaticy and cause problems in the walkthrough. 
Take at your own risk. We may  update this later with a fleshed out 
optional path.

Keep this in mind if you want the best time possible. There are NO 
green herbs. There are NO red herbs. You are able to beat this game 
with the use of four or less first aid sprays and maybe one blue herb. 
This will get you a time of less than two hours.

----------------------------------------
Dave tells you what matters to the clock
----------------------------------------

*Paused - YES.
*Inventory Screen - YES.
*Box Menu - YES.
*Cutscenes - This one I'm not exactly sure about. Yes, it does at to 
your time, but it doesn't seem to add the full length of the cutscene 
to your time.

So to sum things up, yes everything you do in the game counts in some 
way towards time. The only thing I didn't check was the disk swap. 
I don't particularly feel like doing it either. Don't challenge me 
on this, I've checked them all myself.


--------------------------------
Walkthrough Part 1 - The Mansion
--------------------------------

--------------
MAIN HALL - 1F
--------------

You're in the MAIN HALL but not for long. Immediately you'll go west 
to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Enter the door at the end of the DINING ROOM to get to the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Go to the left to see Kenneth being eaten then run back to the DINING 
ROOM 

----------------
DINING ROOM - 1F
----------------

Barry will kill the zombie. Now go back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go up the stairs to the second floor, then immediately back down to 
trigger the cutscene. After this, head back through the west door to 
the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Go to the back of the room and through the door to the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Head back to the left and past Kenneth. Through the door at the end 
to the BIRD HALLWAY.

-----------------
BIRD HALLWAY - 1F
-----------------

Get the -HANDGUN MAGAZINE- from the table. Go upstairs and through 
the door to the ARROW HALLWAY.

<<Get the two -GREEN HERBS- on the floor>>

------------------
ARROW HALLWAY - 2F
------------------

<<Get the -GREEN HERB- directly infront of you and combine all three 
together into one. You have to do this, you can't afford more than 
one spot for -HERBS- at this point.>>

Dodge the zombie around the corner don't waste bullets killing him. 
Get the -ARROW- from the statue.

<<Get the -HANDGUN MAGAZINE- from in front of the last mirror.>>

Again dodge or knock down the zombie near you. Knocking down is 
prefered, as you won't get hit. Go through the door on the right at 
the end of the hall, unlocking it from the inside. 

------------
BALCONY - 2F
------------

Take a left and get the -DAGGER- on your left and continue that way 
to the double doors. Take these to go to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go through the painted door on the landing between the first and second 
floors to get to the GRAVEYARD.

---------
GRAVEYARD
---------

Avoid the zombie nearest you. Now go to the statue and examine your 
-ARROW- to get the -ARROWHEAD- then use that on the statue. Go down 
the stairs and to the end to get the -BOOK OF CURSE- examine the book 
of curse's back to get the -SWORD KEY-. Go back up ssstairs and back 
into the MAIN HALL. The zombie you evaded earlier will probably be 
waiting for you at the top of the stairs. Feel free to stick that shiny 
defensive weapon of yours into his skull when he grabs you. If you 
manage to dodge him or he's decided to hang around ontop of the stairs, 
consider yourself lucky.

--------------
MAIN HALL - 1F
--------------
Go up the stairs, take a left and through the closest door (unlocking 
it with your -SWORD KEY-) to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go all the way to the other side, killing the first zombie in this 
hall and avoiding/dropping the second. Go through this door into the 
LIBRARY.

------------
LIBRARY - 2F
------------

<<Grab the -HANDGUN MAGAZINE- off the table.>>

Take the nearby -WHISTLE- and the -LIGHTER- from the other table. Now 
leave through the other door to get to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 2F
-------------------

Here, dodge the two zombies upstairs and knock down/kill the one 
downstairs.Enter the closer door that's under the stairs to get to 
the SAVE ROOM.

--------------
SAVE ROOM - 1F
--------------

Deposit your -KNIFE-, and -HANDGUN-. You should be out of -HANDGUN 
MAGAZINE- now, if not...deposit that too.

<<If you have -HERBS- deposit them too.>> 

When you leave you'll be holding this.

1. Sword Key  5. Nothing
2. Whistle    6. Nothing
3. Lighter    7. Nothing
4. Nothing    8. Nothing

When you're done go back to the SAVE ROOM HALL. 

-------------------
SAVE ROOM HALL - 1F
-------------------

Go through the door with the broken handle (the only other door on 
the first floor other than the one to the save room). At the end at 
the bottom of the hall. This takes you to the DARK CORRIDOR.  

------------------
DARK CORRIDOR - 1F
------------------

Go through the door on your left to the SQUIGGLY CORRIDOR.

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Go through the door right infront of you, and through the door in the 
next room to the SHOTGUN ROOM.

-----------------
SHOTGUN ROOM - 1F
-----------------

Grab the -DAGGER- off the table and the -SHOTGUN- from the wall. Now 
leave. As the ceiling is falling on you search both doors and Barry 
will come to save you. You are now back in the SQUIGGLY CORRIDOR.

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Further down the hall is another door. This goes to the BATHROOM.

------------------------
BATHROOM (optional) - 1F
------------------------

<<There is a -DAGGER- in here if you want to go through the the cutscene 
but you don't really need to trouble yourself.>>

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Now go to the door to your right when facing the door to the BATHROOM. 
This will take you OUTSIDE. 

------------
OUTSIDE - 1F
------------

Take the -CHEMICAL- from the wheelbarrow and go right back to the 
SQUIGGLY CORRIDOR.

Taking the herbs here will screw up your item space. Don't do it unless 
you're really nervous and be prepared to make an unscheduled trip to 
the box unless you use 'em.

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

No go through the door to your left to find yourself in the DOG HALLWAY.

----------------
DOG HALLWAY - 1F
----------------

Run to the end, watching out for the dogs that burst through to harrass 
you. Don't worry they won't be able to hit you.

-------------
ART ROOM - 1F
-------------

Go through the double doors and back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Here you will meet Barry, take the -ACID ROUNDS- from him. Go upstairs 
and across the hall to the BALCONY.

------------
BALCONY - 2F
------------

Here use the -SWORD KEY- on the NorthWest door to get to the CURVY 
HALL.

-----------------
CURVY HALL - 2F
-----------------

Lockpick the door right in front of you to get to the DOG TERRACE.

----------------
DOG TERRACE - 2F
----------------

Now blow the -DOG WHISTLE- and kill the dog that comes out. You're 
probably only going to want to kill the dog with the collar as shells 
can get a bit tight at this point and you'll need the spare ammo. Take 
and search his -COLLAR- for the -COIN- examine the back of the coin 
and it will turn into the -IMITATION KEY-. If you need to, use the 
herb patch that is the furthest away from the door. This is good for 
three uses total if you need it. Go back through the door you came 
from.

---------------
CURVY HALL - 2F
---------------

Go around the stairs and run by the zombie who hopefully has his back 
to you. If not, the old dagger in the eye or shotgun to the knees will 
take him down. Through this door and to the ARROW HALL.

-----------------
ARROW HALL - 2F
-----------------

Run straight ahead and to your right. Across from the door to the BIRD 
HALL at the end of the room is the door to the THIRD FLOOR. Go there. 
Watch out as the crimson head will wake up.

----------------
THIRD FLOOR - 3F
----------------

Go down the hall until you see the platform with the -ARMOR KEY-. Take 
it and place the -IMITATION KEY- on the stand. Go back to the ARROW 
HALL. 

---------------
ARROW HALL - 2F
---------------

Go straight across to the BIRD HALL. Don't delay as crimson heads are 
rather fast.

-----------------
BIRD HALL - 2F
-----------------

Go down the stairs and run to the door to the LONG HALL.

--------------
LONG HALL - 1F
--------------

Go back to the MAIN HALL, ignore the zombie.

----------------
DINING ROOM - 1F
----------------

Just straight on through to the main hall.

--------------
MAIN HALL - 1F
--------------

Go upstairs and through the door at the SouthEast corner.

------------
TERRACE - 2F
------------

Get the -GRENADE LAUNCHER- from Forrest's corpse. Do NOT get the 
-GREEN HERBS- from behind him. Pick up the DAGGER- on the nearby bench 
and leave immediately.

--------------
MAIN HALL - 2F
--------------

Leave and enter the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go to the first door on your right to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Talk to Richard. You now have to get him the -SERUM-. 

------------------
U SHAPED HALL - 2F
------------------

Go back to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go across to the BALCONY.

------------
BALCONY - 2F
------------

Through the NorthWest door to the CURVY HALL. 

---------------
CURVY HALL - 2F
---------------

Run downstairs, ignore all the zombies. The only one that might give 
you trouble is the one that may've burst through the door to the DOG 
TERRACE. Go down the stairs and enter the nearby door this is the DRUG 
ROOM. 

--------------
DRUG ROOM - 1F
--------------

Get the -SERUM- from the shelf.

<<If you have -HERBS- for some reason, deposit these too>>

Leave carrying this.

1. Lighter    5. Serum
2. Shotgun    6. Nothing
3. Chemical   7. Nothing
4. Armor Key  8. Nothing

Go through the door at the end of the hall, watch out for the zombie, 
unlocking it with the -ARMOR KEY-. This is the F SHAPED HALL.

------------------
F SHAPED HALL - 1F
------------------

You are now in the F SHAPED HALL. Grab the -BATTERY PACK- on the desk. 
Go through the NorthWest door to the PLANT ROOM.

--------------
PLANT ROOM - 1F
--------------

Use the -CHEMICAL-, turning the pump to red. Take the -DEATH MASK-

<<Space is still critical, take the five -GREEN HERBS- and combine 
them into a big one and a medium sized one if you want. Be ready for 
another trip to the box.>>

------------------
F SHAPED HALL - 1F
------------------

Run past the zombies that burst through the windows on your way out. 
Take a left at the end of the hall and go through the door (unlocking 
it in the process) to end up back at the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Go to the door directly to your right to get to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Go through the double doors to get to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go right up the stairs and into the U SHAPED HALL on the east side.

------------------
U SHAPED HALL - 2F
------------------

From here go straight ahead and enter the door on the right to get 
to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Talk to Richard and go through the other door to the ATTIC ROOM. It's 
pretty important that you use the -SERUM- on Richard, you need the 
space. 

---------------
ATTIC ROOM - 2F
---------------

Kill the zombie in your way to the door to your left to the VERY DARK 
ROOM.

-------------------
VERY DARK ROOM - 2F
-------------------

In here use the -LIGHTER- on the candlestick. Get the -DAGGER- on the 
desk if you feel you need it. Then push the dresser aside. Behind the 
dresser is a zombie. Lure the zombie out and lead him around to the 
other side of the table, and then go back in to search the shelf for 
the -MUSIC NOTES-. Leave the room back to the ATTIC ROOM. 

<<If you're not following the walkthrough for some reason and want 
them, take the -HANDGUN MAGAZINES- in this room, though you really 
don't need them and it may compromise space.>>

---------------
ATTIC ROOM - 2F
---------------

Head out to RICHARD HALL. 

-----------------
RICHARD HALL - 2F
-----------------

Go out the door to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go to your left and out into the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go downstairs and to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Take the -CREST- above the fireplace. Go through the door at the 
NorthWest side to the LONG CORRIDOR.

------------------
LONG HALLWAY - 1F
------------------

From here head to your right, killing the zombie on the way to the 
PIANO ROOM that will be on your left. Your -SHOTGUN- may or may not 
be empty now. If it is, don't worry.

---------------
PIANO ROOM - 1F
---------------

In the back of the PIANO ROOM there is a bookshelf you can move to 
get the -MUSIC-. Combine it with your -MUSIC NOTES- and use it on the 
piano. Now go into the secret door it opened and take the -GOLD CREST- 
replacing it with the -CREST-. Leave this room.

------------------
LONG HALLWAY - 1F
------------------

Head back to the DINING ROOM.

------------------
DINING ROOM - 1F
------------------

In the DINING ROOM and place the -GOLD CREST- above the fire. Go to 
the clock and set it to 6:00 by turning the large gear twice to the 
right. Get the -SHIELD KEY-. Go to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go upstairs and to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go forward and into the door on the right to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Go around the bend and into the ATTIC ROOM.

---------------
ATTIC ROOM - 2F
---------------

Head up the short set of stairs. Use the -SHIELD KEY- on the door and 
go through. This is the SNAKE ROOM.

---------------
SNAKE ROOM - 2F
---------------

Now run past the giant snake and take the -DEATH MASK-. Try not to 
get hit otherwise you will have to get -SERUM- from the DRUG ROOM if 
you already used the -SERUM- on Richard. If you have no use for the 
-SERUM- deposit it whenever you reach a box. Leave the room to the 
ATTIC ROOM.

-------------
IF POISONED :
-------------

Consider restarting. Seriously. Getting poisoned without having the 
-SERUM- on you is going to seriously add to your time, and considering 
it's a lot easier (and less time consuming) to use the -SERUM- on 
Richard, you probably won't have it. However, if you don't care about 
those few minutes read this. Note that this is really only for 
perfectionists. Even having to get the -SERUM- you'll probably still 
come in at under three hours. Certainly not under two : 

Go to the MAIN HALL, through the DINING ROOM and to the LONG CORRIDOR. 
Go to the door immediately to your right and run past the zombie 
waiting for you in the F SHAPED CORRIDOR. Run straight and through 
the second door on your left. Now go to the door under the stairs into 
the DRUG ROOM and get the -SERUM- from the self near the box. Return 
to the U SHAPED CORRIDOR.

---------------
ATTIC ROOM - 2F
---------------

Down the stairs and out to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Exit to the U SHAPED CORRIDOR.

----------------------
U SHAPED CORRIDOR - 2F
----------------------

Go to your right and take the green double doors around the bend to 
the ARMORY.

-----------
ARMORY - 2F
-----------

Push in the far right statue, then the close left statue, then the 
close right statue. Push the switch and take the -MUSIC BOX-. Now 
examine it and press the two teardrop shaped buttons. This will get 
you another -DEATH MASK-.

----------------------
U SHAPED CORRIDOR - 2F
----------------------

Go to your left and around the bend to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 2F
-------------------

Now go downstairs and into the SAVE ROOM.

--------------
SAVE ROOM - 1F
--------------

Deposit your -LIGHTER-. Get the -FLAME ROUNDS- and -FIRST AID SPRAY- 
from the ground and deposit these too.

-------------------
SAVE ROOM HALL - 1F
-------------------

Now go through the broken door to the DARK CORRIDOR. 

------------------
DARK CORRIDOR - 1F
------------------

Take a right and enter the last door on your the left. Go through it 
into the STAINED GLASS ROOM.

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

You are now in the STAINED GLASS ROOM. Press the first red switch and 
the first two blue switches. Then hit the switch under the portrait 
of the women.This will open a secret door and let you get the last 
-DEATH MASK-. Through the gate here is the GRAVEYARD.

---------
GRAVEYARD
---------

Get the -SHOTGUN SHELLS- from behind the tombstone in the small side 
area near the long stairway down. You'll need these to kill the boss 
downstairs. Go back down the stairs to get to the place where you got 
the -SWORD KEY-. Place the masks on the wall by examining them and 
then using them on the right face. This will cause the coffin to fall. 
Examine it and kill the crimson head. Take the -STONE AND METAL OBJECT- 
and the -SHOTGUN SHELLS-. Go back to the STAINED GLASS ROOM. 

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

Go back to the DARK CORRIDOR.

------------------
DARK CORRIDOR - 1F
------------------

Shoot down the zombie right in front of you (killing him isn't 
necessary) and go through the gate you'll find behind him. This takes 
you to the OUTSIDE HALL.

------------
OUTSIDE HALL
------------

At the end of the OUTSIDE HALL use the -STONE AND METAL OBJECT- on 
the stand near the door and go through to the GUARD HOUSE.



----------------------------------
Walkthrough Part 2 - The Residence
----------------------------------


-----------
GUARD HOUSE
-----------

Get the -SHELLS- on the floor and the -FIRST AID SPRAY- and -BATTERY 
PACK- on the shelf. Then go down the short steps to the FOREST. It's 
very possible you'll need to use the spray you've just picked up here. 
If so, go ahead.

------
FOREST
------

Go down the path, turning the Red Weathervane to West and the Blue 
Weathervane to North. The gate will open. Go through this to the 
CEMETARY.

--------
CEMETARY
--------

Run directly forward and go through the the next gate to the HILLS. 

-----
HILLS
-----

Go up the hill and enter the CABIN. 

-----
CABIN
-----

You still have that pesky -ARMOR KEY- don't you? Get rid of that too. 
Now go to the far back and pick up the -CRANK-. As you try to leave 
Lisa will clock you over the head. Run by her right side as she's 
preparing to swing and she'll miss every time. Leave the CABIN 
carrying this.

1. Shotgun  5. Nothing
2. Crank    6. Nothing
3. Nothing  7. Nothing
4. Nothing  8. Nothing

-----
HILLS
-----

Go back down the hill, avoiding the zombie and through the gates.

--------
CEMETARY
--------

Run forward and through the gate here back to the FOREST.

------
FOREST 
------
Now up this hill and through the door back to the GUARD HOUSE. You're 
done with the FOREST (for now).

-----------
GUARD HOUSE
-----------

Go through the other door in the GUARD HOUSE to the COURTYARD. 

--------------
COURTYARD - 2F
--------------

Notice that -BLUE HERB-, if you get poisoned it's going to be around 
here. Avoid the dogs and go up the small set of stairs to the gate. 

<<Get the -GREEN HERB->>

--------
RESEVOIR 
--------

Use the -CRANK- on the hole here to lower the water and cross over 
the resevoir. On the other side take the elevator to the bottom of 
the COURTYARD. 

--------------
COURTYARD - 1F
--------------

Go through the door on the west side of the COURTYARD. 

----
PATH
----

Follow the path to the door at the end. Enter the RESIDENCE. 

<<Get the -RED HERB- and combine it with the -GREEN HERB- from two 
rooms ago.>>

--------------
RESIDENCE HALL
--------------

Go through the double doors to the BREAK ROOM.

----------
BREAK ROOM
----------

Go through the down the stairs and get the -RED BOOK- and -SHOTGUN 
SHELLS-. Now leave this room.

<<Get the -GREEN HERBS- if you're desperate.>>

--------------
RESIDENCE HALL
--------------

Go through the unlocked door further down the hall on your left. This 
will take you to the SAFE ROOM. This is not the closer door in the 
small alcove to the left past the crates. However, now IS a good time 
to push that crate over the pesky hole in the floor. The closer hole 
to the wall on Jill's left, not the further one on the right.

---------
SAFE ROOM
---------

<<Deposit any -HERBS- you picked up.>>

Leave with this.

1. Shotgun                         5. Nothing
2. Grenade Launcher (Flame Rounds) 6. Nothing
3. Red Book                        7. Nothing
4. Nothing                         8. Nothing


<<Get the -BATTERY PACK- from the shelf.>>

--------------
RESIDENCE HALL
--------------

If you pushed that crate right you will be able to climb over the boxes 
without getting hit. Enter the door to the HALLWAY. 

-------
HALLWAY
-------

Go down the hall and enter the door marked "002".

--------
DORM 002
--------

Go into the door on your immediate left and get the key from the rack. 
Leave and head back into the HALLWAY.

-------
HALLWAY
-------

Go back to the RESIDENCE HALL.

--------------
RESIDENCE HALL
--------------

Use the key on the locked door opposite the SAFE ROOM to enter DORM 
001.

--------
DORM 001
--------

Enter the bathroom. Drain the tub and pick up the -CONTROL ROOM KEY-. 
Leave the bathroom immediately after. Leave DORM 001.

---------
RESIDENCE 
---------

Enter the door to the HALLWAY.

-------
HALLWAY
-------

Go back to DORM 002.

--------
DORM 002
--------

Dodge or kill the zombie. Move the bookcases in the back of the room 
around until you are able to go down the ladder.

-----------
UNDERGROUND
-----------

At the bottom push the three boxes into the water and walk across them. 
Now go through the door to the AQUA RING. 

--------------
AQUA RING - 2F
--------------

Go to the left and use the key to get into the CONTROL ROOM. Go down 
the ladder and use the controls for the drainage system. Now turn 
around and hit the button to your left to turn off the safety. Then 
turn around from there and hit the button on the other side to close 
the shutters. Out of this room and to your left is the Oil Pressure 
guage. Hit all the buttons until the shutters retract then go and hit 
the shutter safety again followed by the switch to close the shutters. 
Finally, push the button to drain the water again.

Go through the door at the bottom of the short stairs to enter the 
BASEMENT.

--------
BASEMENT
--------

<<Search for -SHOTGUN SHELLS- in the trash pile>>.

Go through the rusted double doors (Not the gate). You're now in the 
first floor of the AQUA RING. 

--------------
AQUA RING - 1F
--------------

Run to the end of the room. Climb onto the platform and try to get 
the key. When you're denied it by the shark push the panel into the 
water and flip the switch on to electrocute the shark. Now jump into 
the water and get the -RESIDENCE KEY-. Go back to the BASEMENT.

--------
BASEMENT
--------

Head back to the BASEMENT and go through the gate. Climb up the ladder, 
go through the door.

-----------
UNDERGROUND
-----------

Then take a left...go to the end of the corridor and climb back up 
the ladder to DORM 002.

--------
DORM 002
--------

Now go back into the HALLWAY. 

-------
HALLWAY
-------

Use the -RESIDENCE KEY- on the first door you enter. Enter the WASP 
HALL.

---------
WASP HALL
---------

Go down the hallway to the left. Grab the -INSECTICIDE- from the body. 
Go back to the HALLWAY. 

-------
HALLWAY
-------

Take the map on the wall at the end of the corridor past the door to 
DORM 002 and use the -INSECTICIDE- the hole you've uncovered. Do NOT 
look through the hole.

---------
WASP HALL
---------

Go past where you got the -INSECTICIDE- and search the nest to get 
the -DORM 003 KEY-. Enter DORM 003.

--------
DORM 003
--------

In the middle of the room and take the -WHITE BOOK- from the bookcase. 
Now use the -RED BOOK-. When prompted with the puzzle switch the first 
and fifth book, the second and sixth, and the third and seventh. Now 
go through the door you've just opened up. 

----------
PLANT ROOM
----------

You are now in the PLANT ROOM. Run upstairs and shoot the plant with 
your -FLAME ROUNDS- when the petals are open. It should take around 
four shots in total. Two or so on each form. When he dies, take the 
-HELMET KEY- from the fireplace and head back.

---------
WASP HALL
---------

Run straight ahead and go through the door. 

<<If you feel the need, take the -RED HERB- here.>>

-------
HALLWAY
-------

Go back to the RESIDENCE HALL.

--------------
RESIDENCE HALL
--------------

Go to the SAFE ROOM.

---------
SAFE ROOM
---------

Here's what you need.

1. Shotgun                            5. Nothing
2. Shells                             6. Nothing
3. Grenade Launcher (Grenade Rounds)  7. Nothing
4. Helmet Key                         8. Nothing

<review>
--------------
RESIDENCE HALL
--------------

Exit the RESIDENCE.

--------------
COURTYARD - 1F
--------------

Run across to the elevator and take it up to the RESEVOIR.

--------
RESEVOIR 
--------

Cross the drained resevoir and enter the gate to the upper level of 
the COURTYARD.

--------------
COURTYARD - 2F
--------------

Run past the dogs and into the GUARD HOUSE.

-----------
GUARD HOUSE
-----------

<<Get the -BATTERY PACK-, and -GRENADE ROUNDS-. You should have more 
than enough of both of them.>>

If you feel you're short of -FIRST AID SPRAYS- take the one on the 
ground. If you have two or more, you should be good for the rest of 
the game.

Now go through the door to the OUTSIDE HALL

------------
OUTSIDE HALL
------------

Run back and through the gate to the DARK HALLWAY.


----------------------------------
Walkthrough Part 3 - The Mansion 2
----------------------------------

-----------------
DARK HALLWAY - 1F
-----------------

Kill the hunter that follows you and go through the door to the STAINED 
GLASS ROOM. Here's one note I'll make about hunters, don't shoot a 
hunter while it's on the ground unless it's going to be the killing 
blow (generally the third shotgun round). If you do, you'll find that 
it will get up before you can fire the final shot. Give it time to 
get to its feet so it can find itself on its back again without the 
chance to attack.

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

Run through the gate to the GRAVEYARD.

---------
GRAVEYARD 
---------

Go up the stairs and back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Down the stairs. Unlock the door to the left of the ART ROOM to enter 
the ART GALLERY.

----------------
ART GALLERY - 1F
----------------

In here run through to the next door and the MIRROR ROOM. 

----------------
MIRROR ROOM - 1F
----------------

Deal with the zombie and get the -JEWELRY BOX-.

<<Grab the -DAGGER- and -GREEN HERB->>

Leave.

----------------
ART GALLERY - 1F
----------------

Go back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go upstairs and to the BALCONY.

------------
BALCONY - 2F
------------

Take the right side and kill/down the hunter there. Whichever you 
prefer. He'll be easy to dodge later so no worries. Go through the 
door to the CURVY HALL.

---------------
CURVY HALL - 2F
---------------

What a relief, nobody's here. Go through the locked helmet door.

-----
STUDY
-----

Turn off the light and push the dressers around to get the -RED GEM-. 
Don't get the -YELLOW GEM- though. Make sure to get the -GRENADE 
ROUNDS- and combine them with your -GRENADE LAUNCHER-. Use the -RED 
GEM- on the -JEWELRY BOX- and solve the puzzle. Refer to the .GIF on 
GameFAQs if you need a solution for it. Examine the -BROACH- you get 
for the -EMBLEM KEY-.

<<Get the -DAGGER- if you feel the need>>

---------------
CURVY HALL - 2F
---------------

Go to your left and through the door to the -ARROW HALLWAY-

------------------
ARROW HALLWAY - 2F
------------------

Straight ahead and to your right to the THIRD FLOOR. Dodge the crimson 
head easily and leave him in your dust.

----------------
THIRD FLOOR - 3F
----------------

Go to the end and unlock the helmet door. Go through to the LIBRARY.

-------
LIBRARY
-------

Go down the hall and encounter the snake again. Take him down with 
no problem using your -GRENADE LAUNCHER-. Use -GRENADE ROUNDS-. It 
will take about 6 of them. Get the -BLUE BOOK-. Examine this book and 
take the -HAWK MEDAL-. 

<<After the fight take the -HERBS- if you need them.>>

----------------
THIRD FLOOR - 3F
----------------

Go back downstairs.

------------------
ARROW HALLWAY - 2F
------------------

Straight ahead to the door opposite you, heading to the BIRD HALLWAY.

-----------------
BIRD HALLWAY - 2F
-----------------

Downstairs and to the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Run through the first door on your right to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Go back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Up the stairs and through the painted door to the GRAVEYARD.

---------
GRAVEYARD
---------

Go through the gate back to the STAINED GLASS HALL.

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

Right on back to the DARK HALLWAY.

-----------------
DARK HALLWAY - 1F
-----------------

Run and enter the first door you'll see using the -SPENCER KEY-.

-------------------
SPENCER OFFICE - 1F
-------------------

Turn on the light and get the -METAL OBJECT- from the dresser behind 
you. Leave.

<<Get -BATTERY PACK- and the -SHELLS- from the drawer if you want>>

-----------------
DARK HALLWAY - 1F
-----------------

Enter the door to your left to get into the SAVE ROOM HALLWAY.

----------------------
SAVE ROOM HALLWAY - 1F
----------------------

Kill the hunter here and immediately enter the save room. Don't delay, 
otherwise you'll get some unwanted company.

---------
SAVE ROOM
---------

Here's what you need.

1. Grenade Launcher (Acid Rounds)       5. Nothing
2. Crank                                6. Nothing
3. Flame Rounds                         7. Nothing
4. Helmet Key                           8. Nothing


<<Take a healing item if you feel you need it.>>

----------------------
SAVE ROOM HALLWAY - 1F
----------------------

Take a left and entering the door at the back of the hallway. In your 
way is a hunter, shoot it down and run by. No need to kill it. 

----------------
STATUE ROOM - 2F
----------------

Push the statue into the room and all the way to the end. Run back 
and into where the wall has pulled away. Hit the switch near the other 
statue, run back and push the statue towards the hole in the wall. 
After four pushes it will be pulled in and the door will open. Get 
the -DAGGER- and jump down the hole. Now get the -RED BOOK- and examine 
it to get the -MEDAL-. Search the tombstone here and climb down the 
ladder.

--------
BASEMENT
--------

<<Take a right at the fork here to get the -SHOTGUN SHELLS- from the 
pile of cardboard boxes.>>

Now take the other path at the fork and go through the door. 

----------
BASEMENT 2
----------

<<Get the -HERBS- and -DAGGER-.>> Deal with the zombies however you 
need to and hit the switch to turn on the elevator's electricity before 
going back to the other fork and arriving back in the KITCHEN. Take 
the previously out of service elevator up to the LOCKED HALL.

-----------
LOCKED HALL
-----------

Take a right, avoiding the zombies and ignoring the herbs. Enter the 
door.

------------
BATTERY ROOM
------------

Take the -BATTERY-, -ACID ROUNDS-. Go through the other door and end 
up in the ARROW HALLWAY.

<<Take the -BATTERY PACK-.>>

-------------
ARROW HALLWAY
-------------

Take the door to your left onto the BALCONY.

------------
BALCONY - 2F
------------

If you didn't kill the hunter here have an easy time dodging his feeble 
attack as you make your way back to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Take the stairs down and enter the painted door to the GRAVEYARD.

---------
GRAVEYARD
---------

Go through the gate and back to the STAINED GLASS ROOM.

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

Around the bend and through the door.

-----------------
DARK HALLWAY - 1F
-----------------

Take a right and go through the gate to the OUTSIDE HALL.

------------
OUTSIDE HALL
------------

Run to the end and enter the COURTYARD.

--------------
COURTYARD - 2F
--------------

Avoid the dogs and go up the stairs and through the gate to the 
RESEVOIR.

--------
RESEVOIR
--------

Same as ever. Go through the dry resevoir and down the elevator to 
the bottom COURTYARD.

--------------
COURTYARD - 1F
--------------

Run to the SouthEast side and put the -BATTERY- in the slot. Now ride 
this elevator up to the top COURTYARD.

--------------
COURTYARD - 2F
--------------

Go back to the RESIVOIR.

--------
RESEVOIR
--------

Use the crank on the stand again to fill the resevoir. Head back to 
the COURTYARD. 

--------------
COURTYARD - 2F
--------------

Take the elevator down to the bottom COURTYARD.

--------------
COURTYARD - 1F
--------------

Go past the recently stopped waterfall and into the CAVES.

------------------------------
Walkthrough Part 4 - The Caves
------------------------------

---------
SAVE ROOM
---------

Go down the ladder and enter the SAVE ROOM. Take the door immediately 
to your right. 

---------
FORK ROOM
---------

In the next room, take the left fork and go through the door.This is 
the ELEVATOR ROOM.
 
-------------
ELEVATOR ROOM
-------------

Ignore the -HANDGUN MAGAZINES- and go through the other door in the 
room.

-----------
ENRICO ROOM
-----------

Talk to Enrico and take the -HEX CRANK- from him when he dies. Leave, 
shoot the hunter once to knock it down but don't waste the ammo killing 
it.

-------------
ELEVATOR ROOM
-------------

Head back to the FORK ROOM. 

---------
FORK ROOM
---------

Kill the hunters and take the right back to the SAVE ROOM.

---------
SAVE ROOM
---------

1. Grenade Launcher (Flame Rounds       5. Knife
2. Crank                                6. Nothing
3. Acid Rounds                          7. Nothing
4. Hex Crank                            8. Nothing



If you're hesitant about dodging the boulders, it's suggested that 
you save now. Use the -HEX CRANK- on the wall around the corner from 
the typewriter. Run forward and through the door to the first BOULDER 
ROOM.

------------
BOULDER ROOM
------------

Go up to the boulder as if to examine it, then turn around and run 
away, moving to the side and out of the boulder's path. Equip your 
-GRENADE LAUNCHER- and go through the double doors to the spider boss. 

-----------
SPIDER ROOM
-----------

Shoot it until it's dead, don't miss as two shots is just enough to 
do the job. Try to avoid the smaller spiders in the room, they're not 
worth the ammo. After this, cut the webbing off of the opposite door 
with your -SURVIVAL KNIFE- and go through. 

----------
SMALL ROOM
----------

Take a right and go through the door. If you're poisoned, there's -BLUE 
HERB- on the left.

--------------
BOULDER ROOM 2
--------------

Use the -HEX CRANK- on the wall three times and when the boulder starts 
running at you run forward into the newly opened crevice. In here, 
go through the door and into the PUZZLE ROOM.

-----------
PUZZLE ROOM
-----------

The trick here is to push the statue infront of the tall metal portion 
of the wall. Then use the -HEX CRANK- on the opposite wall. Now push 
the statue onto the plate into the middle twice to rotate the statue 
twice. Push the statue into the hole in the wall and grab the 
-CYLINDER-. Leave. My god is that pull ever annoying.

--------------
BOULDER ROOM 2
--------------

Go back to the small room.

----------
SMALL ROOM
----------

Head on into the SPIDER ROOM.

-----------
SPIDER ROOM
-----------

Straight through to the first BOULDER ROOM.

--------------
BOULDER ROOM 1
--------------

Go back to the SAVE ROOM.

---------
SAVE ROOM
---------

Leave carrying only those things, deposit everything else.

1. Grenade Launcher (Acid Rounds) 5. Wolf Medal (Blue Book)
2. Explosive Rounds               6. Cylinder
3. Metal Object                   7. Ink Ribbon
4. Eagle Medal (Red Book)         8. Nothing


---------
FORK ROOM
---------

Go left, into the ELEVATOR ROOM.

-------------
ELEVATOR ROOM
-------------

Go to the metal panel and take the -SHAFT- combine it with the 
-CYLINDER- and use it on the stand again. The code for the buttons 
is "4231". Take the elevator down to the LOWER ELEVATOR ROOM.

-------------------
LOWER ELEVATOR ROOM
-------------------

Go straight ahead through the only door in the room. 

---------
LISA ROOM
---------

You are in the LISA ROOM. Avoid Lisa.

<<Get the -RED HERB- and -GREEN HERB-. Combine them.>>

Now go through the door at the NorthEast. 

--------
BOX ROOM
--------

Here, push the box into the transport and push the button to send the 
it off.

---------
LISA ROOM
---------

Avoid Lisa and get back to the LOWER ELEVATOR ROOM.

-------------------
LOWER ELEVATOR ROOM
-------------------

Climb down the ladder. Push the box into the compactor and turn it 
on, get the -BROKEN FLAMETHROWER-. Go back to the LISA ROOM.

---------
LISA ROOM
---------

Pull the lever on the wall and quickly rush to the door on the North 
side. Put the -BROKEN FLAMETHROWER- on the hinges near the door and 
go through.

-----------
FREAKY ROOM
-----------

Run through this room, into the water (avoiding snakes) and get the 
-JEWELRY BOX- on the other side. Combine the -STONE OBJECT- you get 
from the box with the -METAL OBJECT-. Go up the ladder to find yourself 
back in the CABIN from earlier.

-----
CABIN
-----

Leave the CABIN.

-----
HILLS
-----

Go back down the hill, avoiding the two zombies and through the gates.

--------
CEMETARY
--------

Run forward and through the gate here back to the FOREST. Be careful 
of the zombies.

------
FOREST 
------
Now up this hill and through the door back to the GUARD HOUSE.

-----------
GUARD HOUSE
-----------

Go to the OUTSIDE HALL.

------------
OUTSIDE HALL
------------

Take the -STONE AND MEDAL OBJECT- from the pedastal near the door. 
Enter the DARK HALLWAY.

-----------------
DARK HALLWAY - 1F
-----------------

Go through the door to the STAINED GLASS ROOM.

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

Run through the gate to the GRAVEYARD.

---------
GRAVEYARD 
---------

Go up the stairs and back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go downstairs and use the two -STONE AND METAL OBJECTS- on the gate. 
Open it and enter the ALTAR.

-----
ALTAR
-----

It is suggested you save your game here as Lisa can kill you in one 
shot. Go down the stairs, down the ladder, and keep going until your 
find Barry. When prompted, don't give his gun back. He'll then die, 
poor Barry. Now you just have to deal with Lisa. You can kill her if 
you want, you should have enough ammo, but it's just as easy to push 
all four rocks off and have her jump to her death. Either way, push 
the rocks off and don't forget to grab -BARRY's MAGNUM-. Go outside 
and to the fountain. 

--------
FOUNTAIN
--------

Use the -MEDALS- on either side of the fountain and go down the 
elevator at the bottom of the drained fountain to get to the LAB.

----------------------------
Walkthrough Part 5 - The Lab
----------------------------

For this part use the -GRENADE LAUNCHER- on all the zombies and 
chimeras you'd like. In the unlikely event you run out, switch over 
to -BARRY'S MAGNUM- but make sure to leave one round left as it kills 
the Tyrant in one hit and you're not gonna have the ammo otherwise.

-----------
ESCAPE ROOM
-----------

Go through the door here to the UPSTAIRS HALLWAY.

----------------
UPSTAIRS HALLWAY
----------------

Kill the three zombies in this area then go down the stairs. This is 
the SQUARE HALL. 

-----------
SQUARE HALL
-----------

Take a left and head down the hall, killing the zombie there too. 
You'll come upon some double doors go through them to the COMPUTER 
ROOM.

-------------
COMPUTER ROOM
-------------

In here, go straight to the computer on the desk and log on using 
Username : 
JOHN Password : ADA. Unlock the two doors. The password for the 2-F 
door is "CELL". Leave.

-----------
SQUARE HALL
-----------

Head back the way you came and upstairs.

----------------
UPSTAIRS HALLWAY
----------------

Enter the door you've unlocked to the PRESENTATION ROOM. Its to your 
left. 

-----------------
PRESENTATION ROOM
-----------------

Use the keypad, the code is 8462. Get the -LABORATORY KEY- off the 
desk behind the wall you just opened.

----------------
UPSTAIRS HALLWAY
----------------

Back downstairs.

-----------
SQUARE HALL
-----------

Take a left and then a right and go through the door on your left into 
the POWER ROOM HALLWAY.

------------------
POWER ROOM HALLWAY
------------------

Kill the one zombies on your way down the right path. Go down the stairs 
and into the FIRST POWER ROOM. 

----------------
FIRST POWER ROOM
----------------

Here, take a right from the door (killing any chimeras) and get the 
-FUEL CAPSULE-.

------------------
POWER ROOM HALLWAY
------------------

Back to the SQUARE HALL.

-----------
SQUARE HALL
-----------

Go through the double doors adjacent to the gate that goes back 
upstairs.

------------
ANOTHER HALL
------------

Go through the second door on your right. 

---------
FUEL ROOM
---------

Kill the zombie here, and get the -FUEL- from the machine in the back 
of the room. If you feel like being VERY risky for a bit more time 
you can running like this. Hold the button down and run, count "One 
missipi, two missipi" let go of the button, but keep walking. Repeat. 
Do it like this unless you want your game to end prematurely. This 
seems to have a low chance of explosion. However, the safest way to 
do things is to just walk it.

------------
ANOTHER HALL
------------

Back the way you came.

-----------
SQUARE HALL
-----------

Go back to the POWER ROOM HALLWAY.

------------------
POWER ROOM HALLWAY
------------------

Take the right into the FIRST POWER ROOM.

----------------
FIRST POWER ROOM
----------------

Place the -FUEL CAPSULE- where you found it. Go through the SouthEast 
door in this area,

-----------------
SECOND POWER ROOM
-----------------

Now through the door in the next room. 

----------------
FINAL POWER ROOM
----------------

Find the blue terminal and use it to turn the power for the elevator 
back on. Should there be a zombie in your way, have fun wasting it. 
Might be your last one.

-----------------
SECOND POWER ROOM
-----------------

Once again, back the way you came.

----------------
FIRST POWER ROOM
----------------

Go back to the POWER ROOM HALLWAY. 

------------------
POWER ROOM HALLWAY
------------------

The door in the middle of the hall is the SAVE ROOM. You won't need 
it.

<<If you're really feeling scared grab a healing item, but believe 
me you're more than fine.>>

------------------
POWER ROOM HALLWAY
------------------

Continue down the POWER ROOM HALLWAY to the elevator. Hit the switch 
to the right and then enter it.

-------------
ELEVATOR HALL
-------------

Go through the door to the TYRANT ROOM.

-----------
TYRANT ROOM
------------

Wesker will unleash the Tyrant and you'll have no problem taking it 
down by shooting it with ONE (yes one) shot of Barry's .44. Unlock 
the door you came in from using the terminal on the other side of the 
room, then get the -MASTER KEY- near Wesker's corpse. Make sure you 
have a spot free in your inventory. 

-------------
ELEVATOR HALL
-------------

Go back upstairs.

------------------
POWER ROOM HALLWAY
------------------

Just go to the SQUARE HALL.

-----------
SQUARE HALL
-----------

Back upstairs.

----------------
UPSTAIRS HALLWAY
----------------

Go to the ESCAPE ROOM.

-----------
ESCAPE ROOM
-----------

Go through the locked door using the -MASTER KEY-.

--------------
HELIPAD TUNNEL
--------------

Get the -FUSE UNIT- near the end of the path and use it on the wall 
near the elevator. Ride this up.

-------
HELIPAD
-------

Get and use the -SINGAL ROCKETS- and congratulations. You've beaten 
the game in less than three hours.