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    Jill Speed Walkthrough [Invisible Mode] by VMerken

    Updated: 01/01/03 | Search Guide | Bookmark Guide

    "Having fun yet?"
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    |   | |\__|   !\_____\____!   |   |   !_!  _|   !_____|   | |   |__/| |   |
    !___! |   !_________________. |   |_______!_!   ._________! !___!   | !___!
     \___\|    \________|   ._. !_|   |\________|   |________/!/___/    !/___/
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                        |   !\____!_.     ._|   |   !_!   |
                         \________! !_____! !___!________/(GameCube Remake)
                            The Jill Guide Spectacular
                                 By Vincent Merken
                            [e-mail:  vip(at)padua.org]
    This document is best viewed using a non-proportional font, which is able to
    align the numbers and characters below (eg. Courier New, OCR A Extended...):
    0         1         2         3         4         5         6         7
    Also, adjust your viewer settings in such a way that the above ASCII logo is
    rendered correctly (linefeed according to window, increase window size to at
    least 80 chars width).
    .00 History.
    Alpha version - done. Contains Core Walkthrough. Core Walkthrough best - 1:44.
    Beta version - done. Contains Core Walkthrough and Hard difficulty Patch. Core
    Walkthrough best - 1:39. Hard difficulty best - 1:50.
    020915: Gamma version - done. Gamma version contains Core Walkthrough and Hard
    difficulty Patch with added Real Survivor Notes. Core Walkthrough best - 1:39.
    Hard difficulty best - 1:48. Real Survivor best - 1:50.
    020917: Delta version - done. Delta version contains Core Walkthrough and Hard
    difficulty Patch with added Real Survivor Notes. Core Walkthrough best - 1:39.
    Hard difficulty best - 1:48. Real Survivor best - 1:50. A few details have been
    ironed out and the Magnum enigma resolved. Seems my lack of Japanese language
    skills caused me to oversee the .35/.44 calibres Magnums can have. Thanks to TC
    Chavez (Quizmaster) for enlightening me.
    021005: Number five... is alive! Remco van Hamersveld alerted me to a few item
    management problems at the start of the game - yes, that Emblem should be
    picked up later, not in the beginning. Sorry, kind of a memory mix-up there.
    Nathan Norris solved the Mikami text enigma for me by providing a nice link,
    and he gave me a little inspiration to find a technique to run while carrying
    the filled Nitro fuel cannister. Thanks to both of them!
    As for me, I experimented a little here and there, and attempted a new speed
    run through Normal difficulty (Invisible Mode) with the new improvements, and
    cut two more minutes off the clock.
    Epsilon version - done. Epsilon version contains Core Walkthrough and Hard
    difficulty Patch with added Real Survivor Notes. Core Walkthrough best - 1:37.
    Hard difficulty best - 1:46. Real Survivor best - 1:47.
    .01 Table of Contents.
    00 History                          Describing the FAQ's evolution
    01 Table of Contents                This old thing here
    02 Introduction                     The whys and whats of this guide
    03 Core Walkthrough - preparations  General hints and tips
    04 Enemy Files                      Know thy enemy
    05 Core Walkthrough                 The asskicking beginneth
    06 Hard difficulty patch            Upping the challenge a bit
       (including Real Survivor Notes)
    07 Closing Words                    Can't have a FAQ without these
    08 FAQ Repertoire                   A list of the FAQs I've written so far
    09 Disclaimer                       Unfortunately this *has* to be added
    .02 Introduction.
    Hey! Been a while, innit?
    After a rather long excursion into Devil May Cry (hands down the best action
    game to date!) on Playstation 2, yours truly got the opportunity to play
    Resident Evil Gamecube (henceforth referred to as Reg).
    I must say that Reggie pleasantly surprised me. The new puzzles, enemies and
    difficulty modes warrant this title to be considered a new game alltogether.
    Those used to the olde Resident Evil and Director's Cut (like me) will
    certainly be in for quite the treat.
    Now, Reg has been around in the States for some time now (Europe limps behind
    as usual *sigh*), so I guessed a few speed guides would already have popped up
    on GameFAQs (and indeed, they did). So the need arose to think up something a
    little different... and The Jill Guide Spectacular was born.
    So what exactly IS The Jill Guide Spectacular? Well, I'm going to try and show
    how to play the Jill game in as many ways as possible. To do this efficiently, 
    we have a Core Walkthrough, which is basically an Invisible Mode speed guide
    for Jill in Normal difficulty. Personal best so far is 1:37, meaning you can
    finish within 100 minutes - kinda nice.
    Why Invisible Mode? Because it's challenging and also demonstrates that you
    don't need to actually see your enemies to finish the game quickly. Invisible
    Mode forces me to accurately describe enemy positions and how to evade them
    once they're set in motion. Finally, I haven't seen a satisfactory Invisible
    Mode guide yet.
    Why Normal difficulty? Because it's faster than Hard difficulty. In Normal, you
    can get through the game using only the Handgun and Grenade Launcher. In Hard,
    Grenade Launcher ammo is extremely rare and requires extra time to obtain, thus
    your final result will almost always be slower than Normal by 9-10 minutes.
    Why a speed guide? Because I love doing speed guides. After Resident Evil 3:
    Nemesis Handgun and Knife guides, I *really* wanted to get back to some quicker
    This Core Walkthrough is the basis of all the rest in this guide. When
    mastered, you can play every Jill game you want to in Easy and Normal
    difficulties (although I don't really see any need to go to Easy difficulty).
    Once Again with One Dangerous Zombie activated is a joke, since you'll be quite
    teh evasive uberdervish by then, and Forest is weak. Yes, he's fast and you
    mustn't shoot him or use defense items on him, but that is easily taken care
    of. Thing is, when Forest lunges, he misses you half the time, plain and
    simple. So he's a pushover and better still, once you're out of the mansion
    (which takes 25 minutes), you'll never see Forest again.
    So what's *not* covered with the Core Walkthrough? Hard difficulty obviously,
    and I shall cater for it by adding a Skeleton Patch after the Core. The
    Skeleton leaves out all details you need that were already covered by the Core,
    and 'patches' differences where necessary. In it, you'll see why Hard takes
    longer (unfortunately).
    Also, I've included Real Survivor Notes in the Hard difficulty Patch. The added
    penalty of separated item boxes is not really a penalty for you - you'll only
    need item boxes to ditch items, hardly ever to retrieve any. There are a few
    nuances however, which warranted the notes. Being able to see the enemies in
    this mode, by the way, makes Real Survivor a lot easier than you might think,
    especially if you try this mode after Invisible. You'll laugh at all of yur
    Handgun or Combat Knife only walkthroughs also aren't covered by the Core
    Walkthrough, and unfortunately, you won't be seeing any of them here - yet. I'm
    thinking of adding Skeletons for Handgun only (Invisible Mode or not), but I
    haven't played the game long enough to supply them. As for Combat Knife only,
    I'm not considering it for Invisible Mode. That's truly suicide. If there's one
    thing you *need* when handling the Knife, it's visual contact and you're not
    getting that in Invisible.
    Okay, this Introduction is slowly reaching its end. Just one more thing: I've
    done some *major* updates on practically all of my older guides, with better
    tactics and of course, improved completion times (except for the Resident Evil
    3 guides, they're not speed-based) without actually *cheating* by using the
    rocket launcher. Check them out at your own leisure...
    .03 Core Walkthrough - preparations.
    (a) The clock doesn't stop...
    ... unfortunately. But this is how it's been ever since the start of the
    Resident Evil series and I don't think we'll ever see it change. Thus, for
    optimum times, we'll have to skip cutscenes wherever we can, minimize item
    management and enter as few rooms as possible.
    Skipping cutscenes:      press the START button.
    To skip reading a book:  press the Cancel button (B) twice.
    Item management:         the Action button (A) accelerates the text.
                             the Cancel button (B) takes you back to previous
    (b) The enemies are your friends.
    "Come again?"
    The enemies are your friends.
    Look, I'm not going to repeat this again. Killing enemies means you're losing
    time, and that's not good for a speed guide. Thus we will only kill the strict
    minimum shown in the Core Walkthrough. Additionally, this will minimize the
    amount of V-Act Zombies or Werewolves (a more fitting term regarding their
    appearance) you're going to see.
    (c) Herbs do not exist.
    Since there isn't a ranking system in Resident Evil, you won't be penalized
    when using a First Aid Spray (FAS). There is a lot of FAS in the game, even in
    Hard difficulty, which means collecting red/green Herb mixtures is a timewaste.
    Also when following the Core Walkthrough, you'll never get poisoned, thus Blue
    Herbs aren't necessary either. In Hard difficulty and Real Survivor, you will
    need to use a few Herbs - these are denoted in the Patch text (Chapter 06)
    If you're in shape and luck, you'll only need two FAS during the entire game,
    but most of the time three will be necessary. Don't worry, they're easily
    General health management: although Jill (and Chris) will change their posture
    as she (he) is increasingly hurt, she (he) can still move with great speed.
    Hence only use a FAS when she's (he's) in danger status and risks being hit by
    some attack. The guide provides some indication as to where a FAS is most
    likely to be used.
    (d) Shotgun Shells and Ink Ribbons do not exist.
    Getting the Shotgun isn't necessary in Normal difficulty, so Shotgun Shells
    pretty much pollute the place... in Hard difficulty, you shall have to get the
    Shotgun in order for Barry to donate his Acid Rounds and use it alongside the
    Launcher, but that's all the Shotgunnage you'll ever see when following The
    Jill Guide Spectacular.
    As for Ink Ribbons, we simply don't save. A save costs time, period.
    (e) Defense Items *own*.
    In Invisible Mode, Defense Items can be true lifesavers. Sometimes, that one
    Zombie didn't turn the way it turns 99% of the time and then it's good you can
    stomp them out of the way without having to take a bite. As a bonus, Defense
    Items don't take up inventory space.
    Rule of thumb in Invisible Mode: collect every Defense Item found along the
    Rule of thumb in any other Mode: collect the minimum as shown in the Core.
    (f) Jill *owns*.
    And everyone knows why, the two extra inventory slots are more than convincing
    (g) *You* own.
    And I mean that. Make sure you're focused and alert. Look at the way Jill moves
    through the mansion - she's ready to face whatever's around the corner. You
    better be too. Every room you enter, you immediately have to know what enemies
    are in it, where their initial positions are and how they're going to move once
    you push Jill across the room (including possible variants).
    You know the optimum route through each room by heart and you can execute it
    near flawlessly. One slip-up in your timing or a bump against the wall lower
    your chances of clearing the room without getting hurt.
    Capcom provided us with short loading breaks inbetween rooms. Use them to your
    advantage and refocus your mind on the next area.
    (h) Notation.
    I'd like to agree on a few notational conventions with you before we hit the
    Core Walkthrough. Some homegrown terminology first:
    Werewolf     A V-Act Zombie
    FAS          First Aid Spray
    180          A 180 degrees turn (read: one-eighty)
    Hug -X-      Bump into -X- briefly, then move on
    Sleeper      A creature which hasn't responded to Jill's presence - yet.
    Decap        Decapitation-related
    Decaf        Diet coffee
    Left/Right   Move left/right from Jill's perspective. Stated when otherwise.
    Here's how the Walkthrough looks generally:
    [ 000 A Room Name ]
    Bulk Text Blablablah, here I talk about enemy placements and how to get
    through, discuss enemy tactics, explain puzzles etc, etc...
    Action1(Pickup, Combine, Use, ...): Item1, Item2, ...
    Action2(Pickup, Combine, Use, ...): Item1, Item2, ...
    Action3(Pickup, Combine, Use, ...): Item1, Item2, ...
    Bulk Text Blablablah, here I talk yet again about enemy placements and how to
    get through, discuss enemy tactics, explain puzzles, research the meaning of
    life and the philosophical relevance of winning an Academy Award, etc, etc...
    If a certain room requires no Actions and/or Bulk Text, nothing will be written
    down. Room numbering goes like this: first digit: main area in order of
    appearance, next two digits: room in order of appearance. 0 is the first digit.
    Thus 207 is the *8th* room visited in the *3rd* main area. All pretty logical,
    wouldn't you agree?
    .04 Enemy Files.
    This chapter would fit nicely with the previous one, but it's too large to put
    there. Anyway, Confucius said: know your enemy. Here they are, in order of
    (a) Zombie
    A Resident Evil staple, they come in many flavors with largely varying
    statistics, such as hit points, speed and behaviour, which are randomly
    selected for each active Zombie each time you enter a room.
    Outside Invisible Mode, they are pretty tame in this remake. There are no real
    fast Zombies, and they're all easily lured into grabbing you (unsuccessfully).
    Simply get close to the Zombie you want to trick, then step back as he closes
    in and lunges. The sucker will stand there for a while, trying to figure out
    why he's not tasting blood in his mouth and by that time, you're looooooooong
    In Invisible Mode, this kind of tactic is very hard. Here, it's better to know
    exactly where they're standing as Jill enters the room. Now try to imagine how
    the 'fastest' Zombie version would move as you run through and evade
    accordingly - don't worry, I'm giving plenty of pointers to each room. 90% of
    the time, you're home free, the other 10% there'll be contact, and that's where
    Defense Items come in.
    If you don't have any, they'll bring your status color down a notch if you
    wriggle and escape their grasp. If not, it goes down two colors. Needless to
    say, keep the hurt to a minimum.
    Zombies are easy, just how a staple should be.
    (b) Zombie Dog
    Again a Resident Evil staple, but unfortunately, this variant ain't what it
    used to be. The 'old' Zombie Dog was easily disposed of with the Handgun, and
    had acceptable range. The 'new' Zombie Dog *defines* CHEAP.
    It still takes 3-9 shots to take one out, but this time, they have a ridiculous
    range and many extremely quick attacks. Also, they won't drop after a single
    pelt, maybe occasionally shrug back, but that's it.
    Outside Invisible, they can drive you up the wall. I've seen a Zombie Dog
    perform a jump attack at an enormous distance, and in a direction *opposite* to
    Jill, yet the attack hit, and Jill lost a color. Amazing. Or even better: you
    run like a wizard and evade its jump attack. But now the Dog is close, and
    guess what it immediately does afterwards? Exactly, a SECOND jump attack. And
    this time, not even Superman can dodge it.
    Furthermore, their jaw only needs to be two feet away from Jill and they'll
    still hit. If that isn't CHEAP then I don't know what *is*. The attacks also
    last pretty long, not to my liking at all.
    Luckily, there aren't many Zombie Dogs around. We'll kill two of them in the
    entire game, and evade the others. In Invisible Mode, you'll be very grateful
    that the single Zombie Dog fight is staged in an area with all the Green Herbs
    you can eat. Beyond that, they're easily evaded, even though you might have to
    swallow a few bites.
    (c) Werewolf
    Our staple transmogrified into a Hunter (old style) class enemy? Not good. Each
    Zombie has the potential to change into a Werewolf when killed (without
    decapitation or burning). Werewolves have superhuman strength and a
    considerable velocity. They require high-level firepower to destroy and are
    difficult to target.
    Needless to say, we don't want Werewolves around, but we don't have the time to
    run around with that oil cannister burning things. Instead, we'll keep their
    numbers to a complete minimum by not wasting any Zombies unless we're sure that
    we won't be seeing any Werewolves afterwards (because other enemies have
    surfaced, or we simply never see the area again).
    There is one mandatory Werewolf fight, and we shall win it by virtue of the
    Grenade Launcher and a cheap insight. For the rest, the few Werewolves crossing
    our path will only get to see Jill's skidmarks as she storms to the nearest
    Not really a problem, Invisible Mode or not.
    (d) Crow.
    These things are decoration at best. They fly occasionally. Not sure if they
    even exist in Invisible Mode - there could be tape recorders with bird noises
    scattered across the mansion for all I care.
    (e) Slidingworm.
    Poisonous. Pathetic.
    (f) Spider.
    Aka Giant Spider, but I'm lazy. Yeah, they have attacks that may hurt. They may
    even poison you, but reality says that these things are very, very slow. By the
    time they launch an attack, I'm refocusing my mind on the next area.
    There is an exception to the rule in the fight against the *really* big Giant
    Spider, but we'll get to that in the Core Walkthrough.
    (g) Shark.
    These will bother you slightly as you move along the Aqua Ring.
    (h) Bee.
    Take the Crow text, erase 'occasionally' and exchange 'bird' with 'insect'.
    (i) Shark.
    Big, bad, evil meanies that pack a punch. But they only appear in one place and
    are easily disposed of. Added for completeness' sake.
    (j) Hunter.
    Sniff... these socalled 'Hunters' don't even come close to the fierce beasts of
    the original Resident Evil and the ones in Resident Evil 3: Nemesis. Yeah sure,
    they're still fast and jumpy and have powerful attacks including the decap game
    ender, but they lost their edge completely. They're just too slow to get close
    to a well-trained Jill.
    Their activation time is too long - by the time they start their cruel killing
    spree, Jill is already close to the exit. No difference in Invisible Mode...
    you know where they stand, you know what they're going to do and they'll always
    will be too late to hit.
    Shoot them? And waste precious ammo? I think not. You can easily evade every
    Hunter array thrown at you. I guess I shouldn't be complaining as it helps the
    guide, but... I miss their ferocity. I miss the anxiety of a decap finisher
    when Jill enters Hunter grounds at Orange caution status... the Werewolf
    anxiety comes close, but alas no cigar.
    (k) Brain Sucker.
    Baptized as such due to their similarity to the Brain Suckers of Resident Evil
    3, albeit a little smaller. They behave as a form of agressive Spider, but much
    faster. Can grope ceilings and drop down for a strong attack, costing you a
    color if it hits.
    As they're only present at the final stages of the game, and you only need to
    dispose of one, there's no need to consider them a problem, in or outside
    Invisible Mode.
    (l) Boss.
    The Bosses come in several flavors and are a menace as usual, especially in
    Invisible Mode. They'll be discussed in-depth during the Core Walkthrough. And
    trust me: once you know how to beat them in Invisible Mode, they'll flee from
    your diabolical laughter in any other mode once they realize that you can
    actually *see* them.
    .05 Core Walkthrough.
    Finally, here we are. My current personal best with this walkthrough version is
    a modest 1:37, which is nicely below the 100 minutes mark... 1:35 would be the
    next stop.
    Please note also that I'm playing the Japanese NTSC version of the game, not
    the US NTSC version or European PAL version. As I don't know a word of
    Japanese, I'll use my own descriptive powers for the room names and items. Oh,
    and should you wonder how I managed to complete the game without understanding
    the texts, all will be explained below. Some puzzles were quite the
    Okay. First though...
    We'll need Invisible Mode unlocked. To do that, first start a New Game and play
    Jill in Normal difficulty. You can follow the Core Walkthrough for that - hey,
    consider it a practice run. With the Core, you'll easily get a performance of
    1:55 to 2:00 or even better the first time around, so the Samurai Edge, Rocket
    Launcher, Real Survivor Mode, access to Hard difficulty and Jill's first
    costume will be unlocked.
    Then enter Once Again... and do a Chris walkthrough (preferably Hard
    difficulty). Follow another guide for that, this is The JILL Guide Spectacular
    and besides, I suck at Chris (funny anecdote: first Chris game, I just couldn't
    find the Lighter anywhere... searched the entire mansion from top to bottom,
    got pretty desperate... only to see that the darn piece was in his inventory
    all along! *facepalms* :).
    With the experience gathered here, however, you should be able to finish nicely
    within 2:30. Completion will garner you Chris's first costume, One Dangerous
    Zombie unlocked inside Once Again and... Invisible Mode. Finally.
    Now the fun begins. Select Invisible Mode, Normal difficulty and pick Jill. We
    are go! For your information, Invisible Mode doesn't come with the Infinite
    Rocket Launcher. Thought you might want to know that - hehehe. You can still
    change costumes, though, so if you want to spare a few minutes and don Jill in
    her RE3 outfit, I'm not stopping you. If you choose G.I. Jill however, I will
    hunt you down and decap you Barry-style.
    Part One:
                The Mansion
    Note: Jill begins the game with a fully loaded handgun and the infamous Combat
    [ 000 Main Hall (ground level) ]
    Say: "Wow, what a mansion!" (Where is the cheesey voice acting? Sniff...)
    First, frantically tap START to skip the intro movie, Jill's body count, Barry,
    Jill and Wesker in the Hall and Barry and Jill inspecting the Dining Room.
    [ 001 Dining Room (ground level) ]
    Unequip: Handgun
    Yep, we don't need no frickin' weapon in this game! Actually, I'm asking you to
    do this because Jill now runs a LOT faster. And faster = better end result.
    Btw, you should really try Chris without weapons. He's just bah-roken then -
    "Werewolves? Zombie Dogs? Oh, those things *trying* to catch up to me. Cute".
    Run along the right side of the dinner table until a cutscene stops you. Skip
    it, then 180 into the nearby door.
    [ 002 Dining Room Corridor ]
    Glue Jill to the right for the quickest possible turn into the alcove. Skip the
    ensuing cutscene and head on back. See that black area to the left? That's the
    door to the Dining Room, you can enter it without switching perspective. You
    can do this in a lot of rooms, actually (try it).
    [ 001 Dining Room (ground level) ]
    So many cutscenes... skip, then 180 to follow the left side of the dinner
    table. At the exit doors, a moan alerts you to the fact that a Zombie has taken
    post in the Dining Room Corridor. He won't bother you for a while, though.
    [ 000 Main Hall (ground level) ]
    Obtain: Lockpick
    Say: "Jill, you, the Master of Unlocking."
    Skip yet another cutscene, then 180. Up the stairs you will go until the
    perspective changes. 180 anew, then hurry down the stairs for a cutscene to be
    skipped. Accept the Lockpick, then skip some more.
    [ 001 Dining Room (ground level) ]
    [ 002 Dining Room Corridor ]
    [ 003 Crow Hallway ]
    [ 004 Spear Corridor ]
    Pickup: Arrow, Clip
    A first test of your blind Zombie evasion skills. Clip right, then immediately
    left, hugging the wall. Clip right again to evade the fat Zombie stationed near
    the corner mirror. Proceed down the corridor with all those spears aligned
    (hence the room name) and get the Arrow.
    Get the Handgun Clip lying on the ground near a final mirror. This should
    activate a second Zombie, noticeable by the sudden footsteps and mirror
    reflection. Wait until you hear a lunge attack (a sort of highpitched 'hiss'),
    which'll miss as the wall edge kept you safe. You now know where the Zombie is
    (alongside Jill, standing motionless) and can move around it. See the door in
    the back? Do NOT run to it! Rather turn right to see another door which you
    *can* access.
    [ 001 Dining Room (1st floor) ]
    [ 000 Main Hall (1st floor) ]
    [ 005 Graveyard ]
    Storm down the stairs and twist around, then swing to the left. You'll evade a
    Zombie this way and also see a tomb in the back. Head towards that tomb whilst
    glueing Jill to the right side of the path to keep a second Zombie asleep. At
    the tombstone, enter the menu and do this to unlock the tomb:
    Examine: Arrow
    Obtain:  Arrow Head
    Use:     Arrow Head
    Go waaaaaay down and turn right.
    Pickup: Book of Swords
    180 and back up to the stairs. Climb them sticking to the right, and storm out,
    letting Jill hug the fence on her left. If all went well, the single Zombie you
    activated will lunge and miss. Otherwise, you'll have to take a bite, but it's
    pretty unlikely. Don't worry about it, we're gonna restock in a few.
    [ 000 Main Hall (1st floor) ]
    Turn left and place Jill in front of the first door you see.
    Examine: Book of Swords
    Turn the Book of Swords around to find the Sword Key, then skip-read it to be
    able to unlock the door.
    *** CLOCK: 0:05 ***
    [ 006 East Wing 1st Floor Corridor ]
    Don't hesitate - RUN! Run straight on and attempt a sharp turn hugging the left
    corner edge. In most cases, the Zombie stationed there will miss - now continue
    along the aisle and be wary that there's a second Zombie around the bend who's
    been walking ever since you entered the room. Chances are he's close to the
    corner, thus position Jill there and wait for a lunge - the other Zombie is too
    far behind to catch up. As the lunge surfaces, you can safely pass from the
    outside. Now head for the door all the way in the back.
    [ 007 East Wing Library ]
    Pickup: Lighter, Dog Whistle, Handgun Clip
    First, get the Lighter on the desk table. Move far enough, or you'll activate
    the reading of some useless document. 180 and circle around the bookcase
    straight into the Handgun Clip. Get it, as well as the Dog Whistle on the table
    nearby. Exit from whence you came...
    [ 006 East Wing 1st Floor Corridor ]
    Whereas the previous run through this corridor was risky, this one is a laugh.
    Stick Jill to the left wall to evade Zombie number one, then move move move.
    See the other corner over there? Chances are, Zombie number two just walked
    into it. Follow him and keep running to hear yet another lunge miss.
    [ 000 Main Hall (1st floor) ]
    [ 001 Dining Room (1st floor) ]
    Remember the door you came out of last time? Next to it is another door you can
    now unlock. Do it.
    [ 008 Serum Area (1st floor) ]
    [ 009 West Wing Dog Patio ]
    Equip: Handgun
    Use: Dog Whistle
    Use the whistle immediately in order to activate two Zombie Dogs, one of'em
    somewhat visible thanks to a shiny Dog Collar. Check your health. Normally,
    you'll be hit once in which case you won't have to use the Green Herb box
    (conveniently stationed nearby) but should you be hit twice or thrice use it
    NOW. Then position Jill nicely into the corner behind the Green Herb box, 180
    and aim the Handgun.
    As soon as Blinky and his mate come around the corner, fire a few shots until
    one of the Dogs gets you. With the attack, they sign their own death warrant,
    as Jill usually drops them on the ground and can throw in another two bullets
    from her current position aiming down. Repeat until both Dogs drop with a
    monkey shriek.
    Pickup: Dog Collar
    Update your health again using the Green Herb box (love that thing), then exit
    - you'll be prompted to lose the Dog Whistle. Do so!
    [ 008 Serum Area (1st floor) ]
    Okay, our objective's the unlockable door on the opposite side of the U-shaped
    turn around the staircase. It's guarded by a single Zombie right in front of
    it, and odds say he's pretty much active. You can get by him if you run to the
    perspective where you can see said door, run up two steps, and then carefully
    take a step forward and back repeatedly. He'll lunge-hiss and miss, enabling
    you to rush by.
    I, however, want to save time. Thus I storm, take the damage and move on to
    greater and better things.
    [ 004 Spear Corridor ]
    Jolt left, then turn right. You should see a door and a Green Herb. As you go
    to the door, the sudden growl means a Werewolf has awakened. Don't mind him,
    he's never going to get close to you.
    [ 010 Trap Corridor ]
    Up the stairs an'round the bend. Ooh, what's this lying so nice and inviting on
    a pedestal?
    Pickup: Armor Key
    Whoops, as you take it a deadly trap activates. Luckily, you can enter the
    Unequip: Handgun
    Examine: Dog Collar
    Press the Action Button immedately to unveil a new item, a token of sorts. Turn
    it around, then press Action again to create an Imitation Armor Key.
    Obtain: Imitation Armor Key
    Use: Imitation Armor Key
    Bam! Trap averted, and now you've got all the keys you need for the moment.
    [ 004 Spear Corridor ]
    Lock Jill to the left and make a *very sharp* turn as soon as you can. The door
    to your salvation and that Werewolf from before are in close vicinity - make
    sure you hit the door, not the Werewolf hit you. Shouldn't be a problem
    [ 008 Serum Area (1st floor) ]
    Jill's best odds are on the right, which gets her past that one Zombie she most
    probably took a bite from earlier. In the back, someone's trying to get in and
    he will, unfortunately. Run over to the newcomer who, most likely, still is in
    the process of making the turn. You can circumvent him by taking the corner
    ever so sharply.
    Should he hug you, I'd recommend stopping by the Green Herb box in the West
    Wing Dog Patio. If not, continue straight to the Dining Room.
    [ 001 Dining Room (1st floor) ]
    [ 000 Main Hall (1st floor) ]
    Instead of where Jill wants to go to, you better first unlock/enter the door
    directly opposite to your surfacing point. We're gonna get us some firepower,
    [ 011 Forest Patio ]
    Run along until Barry interrupts you with his cutscene, then pick up some
    Pickup: Dagger (Defense Item), Grenade Launcher
    Though you lost time here, the Launcher will more than make up for it later.
    [ 006 East Wing 1st Floor Corridor ]
    Unlatch and enter the first door you come across.
    *** CLOCK: 0:10 ***
    [ 012 Richard Corridor ]
    Run until you can't no more, then skip the Richard cutscene. The game'll
    automatically drag you back out (don't forget to press Cancel once the map
    screen pops up).
    [ 006 East Wing 1st Floor Corridor ]
    [ 000 Main Hall (1st floor) ]
    Descend the stairs. Now finally the time has come to examine the 'door on the
    opposite side' as promised to Barry earlier on.
    [ 013 Woman Drawing Water ]
    Unlock the door on the right.
    [ 014 Windowcrashin' Dogs Corridor ]
    What? No Windowcrashin' Dogs (yet)?
    [ 015 East Wing Ground Level Corridor) ]
    Unlatch the nearest (iron) door. Btw, the opening perspective is ideal to check
    out your bonus outfits (in fungames). I do like Skater Chris.
    [ 016 East Wing Dog Patio ]
    Pickup: Chemical
    Nothing more to do here.
    [ 015 East Wing Ground Level Corridor) ]
    [ 014 Windowcrashin' Dogs Corridor ]
    NOW the Dogs come a-Windowcrashin'! Just run, they won't even get close to you.
    [ 013 Woman Drawing Water ]
    [ 000 Main Hall (ground level) ]
    [ 001 Dining Room (1st floor) ]
    [ 008 Serum Area (1st floor) ]
    Equip: Handgun
    It's cleanup time. We need to take out two Zombies to have a free pathway in
    this area. The first is located at about the second corner of the U-shaped turn
    from Jill's viewpoint, the second will be halfway up the stairs after you got
    rid of number one. Because you've waited so long before taking them out, you'll
    never see them as Werewolves. Anyway, proceed down the stairs and take the
    nearest door.
    [ 017 Serum Room ]
    Time to pick up the Serum. It's in the shelf next to the Item Box, but first:
    Open the Item Box, then ditch the Combat Knife, Grenade Launcher and quickly
    drop/retrieve the Handgun to unequip it. After that:
    Pickup: Serum
    You should look like this at the moment:
    Handgun (a few bullets left)
    Handgun Clip (15 bullets left)
    Sword Key
    Armor Key
    Great. Exit.
    [ 008 Serum Area (ground level) ]
    Plod along the ground level corridor until you hit a door to be unlocked with
    the Armor Key.
    [ 018 West Wing Ground Floor Corridor ]
    Pickup: Taser (Defense Item)
    Your second Defense Item of the day. Now continue along the direction Jill was
    going, all the way down to this nice door - enter.
    [ 019 Greenhouse ]
    Position Jill in front of the water pump.
    Use: Chemical
    Keep clicking the Action Button to get the pump to spray it's deadly contents
    all over the treacherous vines around the fountain. Now you can go get what's
    behind them.
    Pickup: Skull 1
    They look like skulls, and there's four of'em. Hence the name.
    [ 018 West Wing Ground Floor Corridor ]
    Ooh, now two Zombies come a-Windowcrashin'. Ignore them and follow this
    L-shaped corridor to the last door which is in dire need of some unlockin'.
    It's time to consider saving Richard, now.
    [ 002 Dining Room Corridor ]
    [ 001 Dining Room (ground level) ]
    [ 000 Main Hall (ground level) ]
    [ 006 East Wing 1st Floor Corridor ]
    [ 012 Richard Corridor ]
    Yeah! Thanks to the Serum, Richard's saved! Now sneak past him towards the
    now-accessible door.
    [ 020 Attic Corridor ]
    Equip: Handgun
    Step up to an apparent left turn, rotate 90 degrees left and begin shooting to
    drop a lone Zombie guarding the turn - during the process, you'll be forced to
    use the lone Handgun Clip, thus freeing up an inventory slot. With him out of
    the way, you won't have to worry about nasty surprises in the next room...
    Unequip: Handgun
    [ 021 Candle Room ]
    Run to the back of the table and push the moveable shelf to reveal a secret
    alcove. Enter it to activate the invisible fat Zombie, then 180 to the candle. 
    Light the candle (By the way, in Once Again with Forest activated, it's best to
    walk backwards into the alcove - you'll be hit by Forest otherwise. Also light
    the candle *before* activating him).
    Use: Lighter (well duhh)
    Wait a few counts, retreating to the shelf on the left side of the screen. The
    fat Zombie will have moved out of the secret alcove and is far enough for you
    to go fetch the item inside.
    Pickup: Music Notes A
    You can safely exit now.
    [ 020 Attic Corridor ]
    [ 012 Richard Corridor ]
    [ 006 East Wing 1st Floor Corridor ]
    [ 000 Main Hall (1st floor) ]
    [ 001 Dining Room (ground level) ]
    Pickup: Emblem
    The Emblem's at the end of the Dining Room, where Barry was investigating some
    ketchup earlier on.
    [ 002 Dining Room Corridor ]
    Equip: Handgun
    Turn right until the perspective changes. There's a Zombie you have to drop
    straight ahead. After that, the Handgun has become obsolete. Head for the door
    he was guarding visible from said perspective - the Armor Key will unlock it.
    Unequip: Handgun
    [ 022 Music Room ]
    Twist around the piano and shove the shelf twice. Turn left slightly for the
    item you were seeking.
    Pickup: Music Notes B
    Now tread on back to the piano, then access the menu.
    Combine: Music Notes A, Music Notes B
    Use: Music Notes
    Skip the Moonlight Sonata (you heard it more than enough in the original - Lord
    knows, *I* did) and run into the secret area.
    Pickup: Gold Emblem
    Oops. The secret area closes again. And no piano here. Or Music Notes.
    Use: Emblem
    A good thing I played the original. The good'ol faithful exchange trick.
    [ 002 Dining Room Corridor ]
    [ 001 Dining Room (ground level) ]
    Well, if good'ol faithful exchange trick worked in the Music Room, it just
    might work here too.
    Use: Gold Emblem
    And it does, naturally. Go to the grandfather clock and set the time to 6
    o'clock (left-right, left-right).
    Pickup: Shield Key
    [ 000 Main Hall (ground level) ]
    [ 006 East Wing 1st Floor Corridor ]
    [ 012 Richard Corridor ]
    [ 020 Attic Corridor ]
    Unlatch the door leading to the Attic (using the Shield Key - discard it
    immediately afterwards).
    [ 023 Attic ]
    Run up to activate the Snake fight. Unfortunately, everyone's favorite action
    hero err... reptilian behemoth is a lot easier now, but not because Richard's
    providing cover. Simply go to the back of the Attic. See that second pillar
    there? Curl around, counterclockwise - Snake'll follow, taking his sweet time,
    as we all know from the visible modes.
    Pickup: Skull 2
    Now glue Jill to the right wall (her perspective) and run back to Richard. Say
    some encouraging farewell words to him as you exit, a'ight?
    CLOCK: 0:20
    [ 020 Attic Corridor ]
    OUCH! Poor Richard!
    [ 011 Richard Corridor ]
    Just so you know, there's a sleeper Zombie guarding the corner. It might be a
    good idea to take the first right into that small pillar alcove and move from
    there... wouldn't you agree?
    [ 006 East Wing 1st Floor Corridor ]
    To the right we proceed, and unbelievably but true, the Zombies shifted
    position in such a way that you can easily unlock/enter the next door with the
    Armor Key. Why is that? Well, immediately as you go for it, a third Zombie
    storms out of the Richard Corridor. Oh no, we're in deep sh? Not really. Just
    one more visit to this area after this and then we'll never get back.
    [ 024 Armory ]
    Puzzle time. Just push the armors as shown on below schematic:
                    x       1
                    2       3
    First armor 1, then 2, then 3 (never mind the armor at 'x'). Easy enough, then
    press the button at 'b' to get the previously barred item. This puzzle was
    solved fairly quickly through trial and error.
    Pickup: PushButton Jewel Box
    PushButton Jewel Box contains Skull 3, but we're not opening it yet.
    [ 006 East Wing 1st Floor Corridor ]
    Okay. Just run towards the Mini Library as we did some time ago. There's a
    Zombie in the corner, but he won't be a problem if you just follow the quickest
    path. The problem is the Zombie around the bend. You need to pray that he's
    still waddling around the right wall, so that you and Jill can pass him
    sticking to the left. If not, say goodbye to your Dagger.
    [ 007 East Wing Library ]
    See that door near the desk where you found the Lighter? Go go go!
    [ 025 Storage Hall ]
    Run for the stairs. Two Zombies will trail you, or rather you will *hear* two
    Zombies trailing you, so don't worry. Go down the stairs and as you hit the
    second set of stairs, superglue Jill to her right as you descend. This ensures
    that a third sleeper Zombie downstairs won't awaken and that you *really* need.
    Now cometh the tricky part: observe following plan, corresponding to what
    you'll see in your perspective
    x_____  |
      Z   | |
      ___o| |
    You're at the 'x', just below the staircase, two Zombies hot on your tail. You
    need to reach the door at the 'o', but on position 'Z', there's the sleeper
    Zombie. I think it's fairly obvious how you *should* run, but the problem is
    that space is really cramped, and the Zombie *will* get you if you don't
    PROPELL Jill into the opposing wall. You MUST do a very sharp turn, or you'll
    lose a Defense Item (and precious seconds).
    [ 026 Storage Room ]
    Pickup: Flame Rounds
    It's time for a quick inventory rearrangement. Access the Item Box, then drop
    the Handgun, Sword Key and Flame Rounds, then click on your Grenade Launcher so
    that Explosive and Flame Rounds are interchanged.
    Pickup: FAS
    Your inventory now looks like this:
    Grenade Launcher (not equipped, Flame Rounds)
    Armor Key
    Skull 1
    Skull 2
    PushButton Jewel Box
    Set? Let's get going.
    [ 025 Storage Hall ]
    Now it's easy. Turn Jill 90 degrees counterclockwise and run dead on. The 'Z'
    Zombie will always miss. Turn left and exit.
    [ 027 Gallery Corridor ]
    Sway right until you see two doors and an alcove that leads to the outside,
    guarded by a Zombie. Take the door on the left.
    [ 028 Gallery ]
    Woe me for not being able to read a single Japanese word (unless it's an
    english expression written in Katakana). Since the description of the pictures
    and everything else was in Kanji, I was getting desperate. There are 6!(= 720)
    combinations in all, and I sure wasn't going to try them all. But then I saw
    the number 3 somewhere (3 buttons)... that, coupled with the changing colors
    and those on the last painting gave me the insight to find the solution, namely
    matching colors on both sides (2 times 3) to fit those on the last painting.
    In practice, run down the hall and press the button below paintings 1, 4 and 5,
    then hit the button of the final painting to open up a pathway to the graveyard
    and the final item you need. By the way, it's funny to see how Jill is unable
    to run through to the pathway even though the wall has raised to a height well
    above hers.
    Pickup: Skull 3
    Unlock the fence with the Lockpick and go through.
    [ 005 Graveyard ]
    Been a while... well, it seems the Zombies once haunting this graveyard are
    gone. By the way, before you move... do you see that inscription on the
    tombstone in front of Jill? Those are Greek symbols (mathematicians should be
    familiar with them), and the first six spell out Chi-Alpha-Pi-Chi-Omega-Mu:
    CAPCOM... ironic to see the company predict their own demise...
    Anyway, MOVE now. Go down the looooooooooong stairway again and look at the
    wall with all the face reliefs. We need to use those hollow Skulls with them.
    There are four reliefs:
    The first requires the flawless Skull.
    Use: Skull 2
    The second requires a little manual labour. Access menu:
    Examine: PushButton Jewel Box
    There's a button you may immediately push, then press Up and rotate 180 degrees
    for a second button to push. The Jewel Box will open, revealing Skull 4, which
    lacks a mouth and a nose.
    Obtain: Skull 4
    Use: Skull 4
    The third requires the Skull without the mouth.
    Use: Skull 1
    The fourth requires the Skull without the nose.
    Equip: Grenade Launcher
    Use: Skull 3
    Bamm. As the Skulls are placed, the nearby hanging coffin is released from its
    chains in a most gruesome way. Examine it, then watch how the coffin's
    inhabitant is... a Werewolf. And this time, he's invisible, some smoke puffs
    betraying his location. Luckily, you've got your boomstick, and you *know* he's
    walking on a straight line towards Jill. Two nicely timed Flame Rounds shall
    predict his demise. Now go check that coffin to unlock the gate that trapped
    you for a while.
    Pickup: Umbrella Crest 1
    Unequip: Grenade Launcher
    Leave this place of horror.
    [ 028 Gallery ]
    [ 027 Gallery Corridor ]
    There's a Zombie dead ahead, he's close and he's coming. Do the
    forward-backwards thing until he miss-hisses, circle and exit. In the slim
    event that this doesn't work, you'll have to forfeit a Defense Item. Oh
    [ 029 Exit Patio ]
    Run along, never mind the Doggie jumping in. He's not even coming close.
    Use: Umbrella Crest 1
    [ 100 Shed ]
    Yay, a shed! And items! Don't pick anything up, except for the Taser and FAS as
    you run down the small stairway.
    Pickup: Taser (Defense Item), FAS
    [ 101 Path of the Cerberi ]
    Nothing much to do here, except to skip Barry's little phone-in, and set the
    wind dials to West (W) and North (N) respectively. Note how both dials point in
    the same direction on the screen (easy to memorize).
    [ 102 Crow-Magnum Pathway ]
    Just run. The Grenade Launcher is more than sufficient for our purposes.
    [ 103 Outside Lisa's Shack ]
    Even though the game wants to make you think otherwise, this is a normal runway
    where you can move through without getting stuck behind trees. Erase the waving
    grass from your thoughts and you'll find the optimum path.
    [ 104 Lisa's Shack ]
    Not quite the pad you'd invite college boys into, now is it, Lisa? Anyway, hurl
    Jill towards the *sarcastic cheer* Square Crank.
    Pickup: Square Crank (everybody who hates these things, testify!)
    Ditch the Armor Key in the Item Box, then hurl her all the way back out. Never
    mind the little disturbance that is Invisible Lisa. Just count: "Ooooone -
    RUN!" and stick nicely to the left. She'll never hit.
    [ 103 Outside Lisa's Shack ]
    Ooh, there's an invisible Zombie stationed at the 6th camera perspective. We're
    sooo scared now, especially since you can run around the nearby tree and evade
    it ad infinitum.
    <sarcasm> I really wuv backtracking over vast distances, by the way. </sarcasm>
    [ 102 Crow-Magnum Pathway ]
    [ 101 Path of the Cerberi ]
    [ 100 Shed ]
    Head for the one other exit.
    [ 105 Doggie Courtyard ]
    3 Zombie Dogs here, and you can't see a single one of them. Right now, you need
    to reach the gate on the other side. Move Jill - she'll be interrupted by a
    radio message from Chickenheart - and don't mind whatever's happening. All you
    should think about is that gate over there. You might get hit briefly, tough.
    [ 106 Pool ]
    This pool just begs to be drained. Take a left and right, then commence
    Use: Square Crank (Testify, I tell you!)
    Skip the exciting cutscene about the exciting event that is the exciting
    drainage of an exciting pool overnight, then climb ladders until you can
    proceed to an exciting circular elevator. Note: you can activate the
    ladder-climbing from rather large distances AND you don't have be aligned with
    it anymore. Thanks, Capcom. Now just release a patch where those darned Cranks
    are no more and I'll quit brainwashing the RE community about how annoying the
    things are.
    [ 107 Waterfall Courtyard ]
    Crows? Taperecorders? Who knows? Who cares? Hit the only other exit in here.
    [ 108 Guardhouse Path ]
    A lot of hisses should alert you to the fact that this place is swarmed with
    Slidingworms. Please see the above argument as to how you should treat this
    apparent 'threat'.
    Part Two:
                The Guardhouse
    [ 200 Guardhouse Corridor ]
    Turn right, then a straight slam into the red double doors at the back of the
    long corridor. Don't mind the box. That's just Snake hiding from the guards.
    Best not to bother him.
    [ 201 Rec Room ]
    These guys enjoyed strong arm contests, apparently. There's a Spider here, but
    he's not about to trouble you. Chug Jill left, then go down the stairs at the
    strong arm poster.
    Fetch: Red Book
    Then head back. Spidey will be at the entrance, paws raised and not sure
    whether he's going to do something or not. Let's not interrupt the poor thing.
    [ 200 Guardhouse Corridor ]
    Run around Snake-in-the-box and turn left into the pathway with two holes. Yes,
    that vine is strangling Jill and it'll do so two more times, bringing her
    status down a color IF you don't let it strangle too long (wriggle hard). Plant
    42 deserves an appetizer for the hot'n spicy ahead. Yes, you can circumvent the
    damage shoving the nice box around and climbing it and two more boxes, but that
    drains time - something we cannot spare.
    [ 202 Bee Corridor ]
    Run all the way to room 002 at the end of the corridor, noting the Gallery
    doors along the way. There, try to enter it, skip the 'kkraziness' cutscene and
    enter anyway.
    [ 203 Room 002 ]
    Skip the cutscene where 'kkrazy' Barry needs some fresh air, then 180 into the
    small door next to the exit door.
    [ 204 Room 002 Bathroom ]
    There's an important item up on the shelves in the back.
    Pickup: Room 001 Key
    As you pick it up, someone enters Room 002. It can't be Barry. Wesker? Chris?
    [ 203 Room 002 ]
    Oh, an invisible Zombie (big surprise there). Never mind the bugger for now,
    [ 202 Bee Corridor ]
    [ 200 Guardhouse Corridor ]
    Plant 42 has another serving of Jill throat, then it's unlock/enter time for
    Room 001 using the Room 001 Key.
    [ 205 Room 001 ]
    Another hike into the bathroom. Many secrets are afoot in bathrooms these days,
    it seems.
    [ 206 Room 001 Bathroom ]
    Never mind the corpse on the floor, you're needed at the bathtub, where
    draining it is an ingenious new passtime. After it's drained, a rope'll snap
    outside - simultaneously, you grab the shiny inside the tub.
    Pickup: Power Room Key
    Now, a foreboding tune plays and you'll either catch a glimpse of the sleeper
    raising itself or you were so fast that he's still feeling sleepy. Whatever the
    case, it's a good time to bail.
    [ 205 Room 001 ]
    [ 200 Guardhouse Corridor ]
    [ 202 Bee Corridor ]
    [ 203 Room 002 ]
    Although you can't see him, the Zombie ahead is a sleeper AND facing the
    opposite direction. You can simply pass him, then you hit a brick w... err, two
    bookcases. Give the left a single push forward and the right a single push
    right, then quickly face the ladder to exit. Timing is crucial unless you want
    Zombie boy to give you a backrub.
    Hey, don't blame him for trying. Poor sod's been away from his wife for weeks
    now and all he's got are those pinups on the wall. It's a sad, sad life for
    [ 207 Up-the-wall-driving Box Puzzle Corridor ]
    Oh no, this place looks awfully familiar. Please, for the love of God, in this
    remix, no Box Puzz- arrgh. Okay people, time for a little comparison test.
    Capcom moved one box much closer to the other two, so it *should* take less
    time than the original puzzle, right?
    Yeah, right.
    The crates are not only bigger, but heavier, so that Jill can only move them
    over short distances. Shorter than the original crates. This compensating
    factor makes that the new box puzzle, which is actually the old box puzzle with
    one box moved closerby, lasts *about* as long as the original puzzle.
    I nearly went back up the ladder, shouting "Fresh Jill! Fresh Jill! Get yer
    tasty fresh Jill over here!" in agony to the lonesome Zombie up there.
    But okay, I'll submit to the insanity one last time: Hit third box and shove in
    pool. Hit second box and shove in pool. Hit first again, shove into wall, then
    shove in pool. Wax on, wax off. Catch fly with chopsticks.
    *gulp* RE2 has slide puzzles too. They're gonna remake RE2. Oh no. Anyway, with
    that out of the way, let's get going.
    [ 208 Shark Tank ]
    BIG Shark Tank this time. Run around the ring-shaped pathway until a cutscene
    alerts you of something that sees your feet, but which you can't see. Keep
    going, not minding the occasional toothmarks - that's why you're carrying a
    FAS. Ah, double doors! Ah, they unlock thanks to the Power Room Key! Ah, a good
    thing you can cut off the doom-predicting music this way!
    [ 209 Power Room ]
    Jump down the ladder (if only she could...) and investigate the white board on
    the desk to Jill's right (your left). Memorize the number, then look at all
    them  buttons! Schematically, this is the plan:
      D    Panel1
      e           Pa
      s           ne
      k           l2
    ____   _________
    E          Va
    x          lv
    i          es
    Hit panel2. Whoops, the Sharks attack. Now hit Panel3 to be able to hit Panel1.
    Shutters go down, but not the way it should. Head for the valves and hit the
    number corresponding to the number on the white board. Repeat the Panel3-Panel1
    combo to fix the situation, then Panel2 to drain the Shark Tank. If you solve
    this puzzle completely before lil'miss "Fressure Freshold" aka "Locking all
    fours" announces 50%, you may pat yourself on the back.
    [ 210 Drained Corridor ]
    Bend right to see a set of double doors pop up. Go in.
    [ 211 Drained Facility ]
    Run allll the way around until you see mother Shark napping near something
    glistening. Enter the small waterpool and hop onto the small pad. As you try to
    grab the glistening object, mother Shark attacks. It's time for Jill to set
    things straight about who's boss once and for all.
    Drop the control panel into the water, then fry her by pulling the nearby
    lever. Mother Shark fries as do the electricity generators, thereby allowing to
    enter the waterpool without getting some current herself. Don't you just love
    bad equipment? Grab the glistening object now and leave.
    Pickup: Gallery Key
    [ 210 Drained Corridor ]
    Curb right and see this nice gating appear. Go through.
    [ 212 Drained Something-we-only-visit-once-in-the-game ]
    Steer Jill down the corridor, turn right and climb the ladder. Suddenly, I
    realize why Capcom designers make these ladders so blimmin' long and why they
    view them from such odd perspectives... move that booty baby yeah... *shakes
    [ 207 Up-the-wall-driving Box Puzzle Corridor ]
    BAN BOX BRAINBENDERS! Err- just get back and climb that ladder.
    [ 203 Room 002 ]
    No matter how hard you may wish, the Zombie's still in here and this time, it
    ain't sleeping. Unfortunately for him, you should have some Defense Items, so
    bump into him and get on with the show.
    [ 202 Bee Corridor ]
    Unlock/enter the Gallery.
    [ 213 Gallery ]
    The killer Bees are coming! Well, only four invisible ones to guard the hive,
    actually. Run quickly to the dead man on the floor and extract something from
    Pickup: Insecticide Spray
    180 back on out. If you were quick enough, no killer Bees will get you.
    [ 202 Bee Corridor ]
    Return to Room 002 and continue to the map stuck at the very end of this
    corridor. Tear it off the wall, then do NOT examine the hole, or a coupla bees
    will pop out to lose you some time. What you should do to the hole, is this:
    Use: Insecticide Spray
    Swish - That takes care of the hive. 180 on back to the Gallery.
    [ 213 Gallery ]
    Go to the hive, a mere shadow of a once proud queen bee-dom.
    Pickup: Room 003 Key
    Retreat to the Room 003 entrance, also in the Gallery. Unlock/enter the door.
    [ 214 Room 003 ]
    This time no big secret in the bathroom, so hurry on to the bookcase. Get the
    White Book and skip-read it.
    Equip: Grenade Launcher
    Use: Red Book
    Now you may reconstruct the image of a fair and confectionally challenged
    maiden on the backs of the Red Books (must've been the dark collection of the
    works of Marquis de Sade - bigger, longer and unwritten). To do it quickly,
    exchange books 1-4, books 2-6 and books 3-7. A secret entrance opens. Wowzers.
    [ 215 Plant 42 ]
    It's weedwhackin' time. Climb the stairs and watch Plant 42 unfolding her core
    (the core is a cg animation, thus it can't be made invisible. Now isn't that a
    shame? *grin*) - your cue to plug in two Flame Rounds. She won't like it and
    show her annoyance in a short cutscene. After that, listen for the core to open
    again and plug in Flame Round number three to finish her off. With bad luck,
    you'll need to waste your fourth Round, and if that still doesn't kill it,
    you're bad at timing. Reset the game.
    For those who got it right, go down the stairs, collect the prize and head on
    Pickup: Helmet Key
    Unequip: Grenade Launcher
    Use: FAS
    [ 213 Gallery ]
    [ 202 Bee Corridor ]
    As you run to the Guardhouse Corridor, Wesker will amaze you with his mad
    sniping skills. Cut the chit-chat short and 180 on out.
    [ 200 Guardhouse Corridor ]
    [ 108 Guardhouse Path ]
    [ 107 Waterfall Courtyard ]
    [ 106 Pool ]
    The invisible Slidingworms have returned here, and if you're not careful,
    you'll be poisoned, and that is a bad thing. So you'll have to run smart.
    Everything goes fine until you reach the following point on the map:
    | J|
    |  |____
    |       |
    |x___   |
         | x|
    Pool |  |
         L  |
    J is Jill and she's storming to the ladder at L. Now there are two surprise
    Sliding worms at the x's - they both will attempt a jump attack on Jill as she
    passes. If they hit, there's a chance of being poisoned, and that would mean a
    reset. You could've brought a Blue Herb from the Guardhouse Corridor, but that
    is a timeloss. Your call.
    What we'd rather do is to glue Jill, who starts at J, to the left railing, then
    cross slightly diagonally, powerlocking her to the right side of the pathway.
    It is effectively the shortest path to the ladder, and it effectively is what
    you must do to avoid poisoning. If not, reset.
    [ 105 Doggie Courtyard ]
    [ 100 Shed ]
    New and useful items, great!
    Pickup: Taser
    Your inventory should look as follows, btw:
    Grenade Launcher (unequipped, zero to one Flame Round)
    Square Crank
    Helmet Key
    [ 029 Exit Patio ]
    Part Three:
                The Mansion Returneth
    [ 027 Gallery Corridor ]
    Tread a few steps and witness the arrival of the downgraded Hunters. Ignore the
    little fellow, who is invisibly stuck behind a corner whilst trying to get you,
    as you continue your path of trials.
    [ 025 Storage Hall ]
    Two Hunters here, and they will effectively come very close to maiming you, but
    it won't happen if you're fearless and move without hesitation past the first
    Hunter and climb the stairs, keeping to the right at all times. Hunter one will
    jump right behind you while number two arrives. Take a sharp turn into the
    corridor sticking, to the left. Eventually, both Hunters are trailing - you're
    free to dash to the end of the corridor and enter the door around the corner.
    [ 030 Fireplace Map Room ]
    Unlock/enter the Trap Room thanks to the Helmet Key.
    [ 031 Trap Room ]
    At long last, this is a fun puzzle. Push the statue into the area with the
    crushing walls, and push it all the way down. The statue keeps the walls apart
    and you alive enough to run back out and curb left. Lookie there, a button that
    cries to be pushed. Do so and quickly return to the statue and push it left on
    the strange floormark. This will auto-place the statue and uncover a -you
    guessed it- secret entrance. With a Defense Item, nice.
    Pickup: Dagger
    Go down the dark hole, which gives way to a tomb of sorts.
    Pickup: Doom Book no. 1
    Skip read the tombstone at the end of the tomb, then press the button to
    discover a ladder, leading to the next area.
    [ 032 Under the Tomb ]
    Itsy-bitsy spider climbed up the mansion wall. Along came our Jill who could
    not see him at all. Another itsy spider waited for her to come. But to the left
    curbed Jill, and his poison was for none. The final bitsy spider guarded the
    exit door. Unfortunately Jill was too fast for him to floor.
    [ 033 Kitchen Corridor ]
    Curb right, two Zombies are coming even though you can't see them, but hey,
    what's that little shiny over there?
    Pickup: Dagger
    The Zombies are at strategical positions and thus a nuisance. But we have
    Defense Items and a little bonus. The Zombie on the left is not important yet,
    and the other is coming up some stairs, meaning he'll drop acid rather than
    attack. Rush all over him as he performs his pathetic attack and move until you
    see a lever. Pull it and be glad nothing electrified is touching the little
    waterhole you're wading through.
    Now get back and use your Defense Items on the wretched foes. With luck, you'll
    only have to use one. Exit.
    [ 034 Kitchen ]
    There's something coming for you. You're scared now, huh? Count to six, then
    run clockwise around the kitchen table and curb into the small corridor leading
    to an elevator. Activate it, wait, and hop on. Meanwhile, some cloaked Zombie
    is asking himself why his masterplan to trap you didn't work.
    [ 035 Library Corridor ]
    To the right ye shall curb. There's a Zombie waiting - let him have some fun
    with your Taser or Dagger if you still have one. If not, it's not the end of
    the world, you'll be at yellow caution status, sniff. Head for the door
    straight ahead.
    [ 036 Utility Room ]
    It's small, but convenient and packed with goodies.
    Pickup: Battery, Acid Rounds, Taser (Defense Item)
    Those Acid Rounds are going to see some action soon enough.
    [ 035 Library Corridor ]
    Turn left to unlatch a door, leading to...
    [ 004 Spear Corridor ]
    In any visible mode, I'd storm through this area to get to the Trap Corridor.
    But, as there's a Werewolf and two Zombies on the loose, and they're invisible,
    I prefer something a little safer. There's a 10 second difference between the
    risky and safe route, but the risky route *can* get you to red danger status
    fairly quickly if you're out of luck. So I eat those 10 seconds, thank you very
    [ 001 Dining Room (1st floor) ]
    [ 008 Serum Area (1st floor) ]
    [ 004 Spear Corridor ]
    [ 010 Trap Corridor ]
    Unlock/enter the door at the very end of this corridor, using the Helmet Key.
    [ 037 Library ]
    Toughest fight of the game (and it's pretty easy).
    Run along until our friend Snake introduces himself again, still wearing that
    great cloaking device from Otacon, proving to be the sneaky stealth master he
    truly is. Errr - what am I saying, it's a big, huge, giant, maneating,
    poisonous, invisible Snake. And it introduces itself. You'll see shortly why I
    preferred Jill in yellow or green status.
    Don't bother attacking it here - go down the ladder first.
    Equip: Grenade Launcher (Flame Rounds if still one left, Acid Rounds otherwise)
    Run to the perspective where you get an overhead perspective of tiny Jill and
    the bookcase. Snake will sneak out of the left side of the bookcase, head
    raised and poisonous fangs visible, so aim left diagonally and either plug in
    your last Flame Round, then switch to Acids, or plug in the first Acid,
    depending on what you had left. Then keep plugging in Acids until it goes down
    (3 or 4 depending on whether you still had that Flamer).
    Yes, Snake will hit you, but because your in its direct attack path, Jill will
    still be aiming at its head after impact. Keep shooting! After victory is
    yours, your foe will conveniently smack its giant head into the bookcase,
    immediately unveiling the book you needed. Now if that isn't the coolest
    library search system ever, then I don't know what is.
    Pickup: Doom Book vol. 2
    Unequip: Grenade Launcher
    Use: FAS
    You needed that FAS here, as you'll be either in orange or red status here.
    Return from whence you game, ie. get up ladder and bail out.
    [ 010 Trap Corridor ]
    [ 004 Spear Corridor ]
    [ 008 Serum Area (1st floor) ]
    Oh, lookie here, another door to unlock/enter with the Helmet Key.
    [ 038 Stuffed Animal Room ]
    Hit the light switch immediately. We need the Jewel inside the deer head, so
    push the little shelf forward against the wall. Now run to the buffalo head to
    lure Ernie the evil stuffed eagle there and lock it into place. Staple (I'm
    running out of synonyms here) Jill to the back wall and mount the shelf to get
    to the deer head before Ernie the evil stuffed eagle does the same.
    Pickup: Red Jewel, Explosive Rounds
    [ 008 Serum Area (1st floor) ]
    [ 001 Dining Room (1st floor) ]
    Stick Jill to the left wall and run along. At some point, you'll activate a
    lone Hunter standing there, but he'll never catch up if you keep on running.
    None of them do *sob*.
    [ 000 Main Hall (1st floor) ]
    Go down the stairs. There's ONE *door* that hasn't been touched yet, and guess
    what: you can unlock/enter and get rid of the Helmet Key in one elegant move.
    It also frees up inventory space, which is good because it was really getting
    cramped in there.
    [ 039 Something of everything Room ]
    Nothing of interest in the Something of Everything Room. Go figure.
    [ 040 Mirror Room ]
    Booh, evil Zombie in there, and this time you're in luck, as his reflection is
    there as a reference. Not that you need it. Run around him to get a pretty
    Pickup: Jigsaw Puzzle Jewel Box
    Access the menu:
    Combine: Red Jewel, Jigsaw Puzzle Jewel Box
    Now you have to solve the neatest little jigsaw puzzle and, fun of all funs,
    the pieces have a random orientation every time. But lucky you, the puzzle
    isn't hard at all. The game even clues you to the solution by always starting
    with the biggest piece.
    Place this piece first without rotation, fitting it to the borders of the
    Jigsaw Puzzle Jewel Box. Leave plenty of room for other pieces or you will have
    to get back a second time. From this point, you might have to rotate pieces.
    Take the second largest piece and also fit it to the borders, in such a way
    that two empty areas are formed, the smallest of them looking exactly like one
    of the puzzle pieces. Place that one next. Then, pick the smallest piece that's
    left and fit it into the center. The final piece is easily placed and completes
    the puzzle.
    The above description is very easy once you're fiddling around with the pieces,
    and allows you to solve it faster than with a picture of a single solution,
    since there are 8 possible solutions to this puzzle due to rotational symmetry
    and you spend more time adapting and matching the pieces to the graphical
    solution than with the above method.
    You shouldn't spend more than 35-40 seconds on this. Once you're done, you'll
    get a nice item. Leave thereafter.
    Obtain: Turtle Key (name chosen for obvious reasons)
    [ 039 Something of everything Room ]
    [ 000 Main Hall (ground level) ]
    [ 005 Graveyard ]
    [ 028 Gallery ]
    [ 027 Gallery Corridor ]
    Our friend the cloaked Hunter is still there, but he won't bother you as you
    unlock/enter the nearest door with the Turtle Key, which gets discarded soon
    enough. Phew, inventory's slowly freeing up...
    [ 041 Eerie Study ]
    ...and it gets clogged up again here. Brrrrrrrrrrrrr, somehow, this room gives
    me the creeps more than any other room in the mansion. Why? It's semidark, that
    window's so nicely opened, and the wind is cradling it back and forth so
    eerily. The camera perspectives are so subtle here, suggesting that if you turn
    on those lights, more than just the next item will appear... *shiver*
    Anyway, hit the desk and turn on the lamp. A shiny appears. Get out fast, and
    don't forget to pick up that nice little Defense Item on your way out.
    Pickup: Umbrella Crest 2 Part A, Taser
    [ 027 Gallery Corridor ]
    Wait a second until you hear mr. Hunter walk, then run straight ahead as he
    immediately jumps afterwards, opening up the path to the next area.
    [ 029 Exit Patio ]
    [ 100 Shed ]
    [ 105 Doggie Courtyard ]
    [ 106 Pool ]
    [ 107 Waterfall Courtyard ]
    Run to the back of the courtyard, awakening a Zombie Dog who might have a
    successful hit. Luckily, Dogs don't have strong attacks.
    Use: Battery
    Go up the 'new' elevator.
    [ 105 Doggie Courtyard ]
    [ 106 Pool ]
    Use: Square Crank
    [ 105 Doggie Courtyard ]
    [ 107 Waterfall Courtyard ]
    With the waterfall gone, you immediately spot a nice little cave - enter it,
    maybe hindered by a Doggie if you're somewhat unlucky. I'll keep my fingers
    crossed for you. Inside the cave is a ladder. Guess what now...
    Part Four:
                The Mining Complex
    [ 300 Typewriter Cave ]
    There's a door left of Jill from your point of view. Go in.
    [ 301 Static Rock Cave ]
    Nothing to do here, just one other exit.
    [ 302 Mining Elevator Cave ]
    Again, only one other exit. The shinies are Handgun Clips. That's good for the
    Handgun only Patch, if I ever get to writing it.
    [ 303 Enrico Cave ]
    Run along. It's a dead end - oh no, Enrico. Skip his cutscene, then
    examine-skip cutscene him to retrieve the *cue Carmina Burana*
    Pickup: Hexagonal Crank (Q: what is scarier: Tyrant or this piece of ....?)
                            (A: Neither. Our trusty Hookshot from RE0 is the new
    Hmm, let's keep the Carmina Burana playing throughout the cave area, shall we?
    Carrying two cursed items, Jill retreats and... bummer, a Hunter drops by.
    Ignore him - by the time he understands that you're not fighting him, Jill hits
    the doorknob.
    [ 302 Mining Elevator Cave ]
    [ 301 Static Rock Cave ]
    Two Hunters have stationed themselves here and normally, they'd be a royal
    pain. Not today, though. Jill runs as follows: left turn, stick to right wall,
    right clip to exit door. You'll hear a lot of squeaking and jumping (probably
    the Hunters cursing: "I *can't believe* we're demoted to *this*! We used to be
    fearless, finetuned killers, our very essence hunting, killing and most
    importantly, hurting things!" "I can't believe I jump *this high* and don't hit
    no thing! I'm soo hungry now *cries*!") in the back...
    [ 300 Typewriter Cave ]
    And we got back where we started. Run down the cave until you can access an
    Item Box. It's really time for some inventory management now. Drop the Square
    Crank and replace it with the Combat Knife. Your inventory looks like this now:
    Grenade Launcher (unequipped, two-three Acid Rounds loaded)
    Explosive Rounds
    Combat Knife (unequipped)
    Doom Book vol. 1
    Doom Book vol. 2
    Umbrella Crest 2 part A
    Hexagonal Crank
    Good. Now proceed along the cave until you meet this gaping chasm. There's a
    hexagonal hole to the left.
    Use: Hexagonal Crank
    This gives you access to the exit.
    [ 304 Boulder Cave ]
    Run up to the boulder, then return. The big spherical thing suddenly is set in
    motion. Flee, and duck to safety by turning left at the entrance clearing.
    BOOM! New exit unveiled. Go in.
    [ 305 Spider Cave ]
    Equip: Grenade Launcher
    Say hello to the mother eight legged freak. As soon as Jill's under your
    control, dent it real good with those Acid Rounds you have left, then switch to
    Explosive rounds.
    The advantage with this particular arachnid is the fact that it stands
    motionless for so long, allowing you to plug in a motherload. And of course,
    Jill is already facing the right direction, just aim a little to the right and
    you're guaranteed to hit this oversized target.
    Could you be hit by a charge attack? Maybe. Is that a problem? No, because the
    sucker is so huge that you can bump into its new position and thus enables you
    to take aim again. Shoot and wait for it to burst open to bare its offspring,
    which means you can stop wasting ammo and start slashing the webbings at the
    exit door.
    Unequip: Grenade Launcher
    Equip: Combat Knife
    You need to slash 6 times and a smaller Spider may attack once in the meantime,
    but it's pretty harmless. For those who don't trust this little foe and want to
    play it safe before taking on the webbed door, you can exit/reenter to make the
    smaller spider (and possibly a backup) disappear. Waste of time, though.
    Unequip: Combat Knife
    [ 306 Secret Room Boulder Cave ]
    Another strange crevace, another hexagonally shaped hole. Remember, Carmina
    Burana's *still* playing.
    Use: Hexagonal Crank
    Use: Hexagonal Crank
    Use: Hexagonal Crank
    This opens up a surprisingly well-hidden secret entrance, and another overgrown
    marble is launched for double score. Go for the secret entrance, and all shall
    be well.
    [ 307 Dastardly Puzzle Room ]
    The only thing you should watch out for is to not let Jill run voluntarily on
    the revolving pad at the center of the room - the consequences are very
    annoying for speed players. It's time for another mister Miyagi:
    Go to loose statue. Push statue to right until perspective change. Go to
    hexagonal hole. Mr. Miyagi hate hexagonal holes. They bad for cosmic balance.
    Use: Hexagonal Crank
    Push statue on revolving center. Push again on revolving center. Loose statue
    now face same direction as other statue. Finally push statue on pressure pad at
    back. Now two statues in harmony.
    Pickup: Cylinder Ring
    [ 306 Secret Room Boulder Cave ]
    [ 305 Spider Cave ]
    [ 304 Boulder Cave ]
    [ 300 Typewriter Cave ]
    Time to readjust the inventory. Drop the Combat Knife and the Hexagonal Crank,
    fetch the single FAS left in there (which you got from the start) - you now
    Grenade Launcher (unequipped, 4-6 Explosive Rounds)
    Doom Book vol. 1
    Doom Book vol. 2
    Umbrella Crest 2 part A
    Cylinder Ring
    From this point forward, most inventory problems are over. Also notice how
    linear the mission has become. The Mansion area is the most taxing place to
    find the optimum path - after that, things get all too easy. Anyway...
    [ 301 Static Rock Cave ]
    Those two invisible Hunters are still whining over their inability to hunt,
    even when cloaked. Provide them nightmares as you pass them along the same path
    used earlier.
    [ 302 Mining Elevator Cave ]
    Dead ahead is a control panel. open it for an item.
    Fetch: Cylinder Core
    Combine: Cylinder Ring, Cylinder Core
    Obtain: Cylinder
    Use: Cylinder
    A combation is asked after that. I found it through trial and error: 4231.
    Proceed to the mining elevator and activate it. Barry will join you in a
    [ 308 Mining Facility ]
    A new skippable cutscene involves Barry asking you to check out the place. That
    surely is a deviation from the original - normally, Barry would frontline all
    the time. The new Barry suits better to this storyline, I guess. Anyway,
    there's a door closeby...
    [ 309 Lisa Tags Along Cave ]
    Run until you're facing a junction. Left or right, which to choose? Regardless
    of what you take, you'll always see Lisa marching up to you as soon as the
    perspective changes. So... move to your left, then 180 into the other
    direction. Run around until you see a stairway in front. Your cue to move Jill
    to the left and witness the apparition of a brandnew door. Head on in.
    [ 310 Mining Storage ]
    Proceed to the back of the area for part one of a short and simple box puzzle.
    As the perspective changes to something with a gauntlet of waterfalls in the
    background, shove the supply box once to your left, then eight times up.
    Activate the supply elevator and wait for the cutscene to end.
    [ 309 Lisa Tags Along Cave ]
    Go casually down the stairway, then the other way around to fool Lisa a second
    [ 308 Mining Facility ]
    Barry, you fool! Skip the cutscene and run along the wooden walkway until you
    can descend a ladder. Looks like the supply elevator arrived with part two of
    our short and simple box puzzle.
    Push the box to your left (no need to go all the way left, halt a little before
    the end), then up to drop it in the compressor bin, then activate the
    compressor. Smashing a piggy bank never was this much fun. Let's take a look at
    the treasure inside:
    Pickup: Broken Flamethrower
    You didn't expect it to be mint, now?
    NOTE: If you superglue Jill to the wall and slide her past the elevator, the
    Barry cutscene won't trigger. Since there's a realistic chance that you make a
    manoevering mistake and still trigger it, I'll only mention this as a note,
    rather than incorporating it into the shell of this walkthrough. Don't
    overpractice this - the time gain from evading the Barry cutscene is only a
    couple of seconds.
    [ 309 Lisa Tags Along Cave ]
    Go left and back to fool Lisa a final time. Along the way, you'll pull a lever
    to activate the unlocking mechanism of your next exit. Go hither and unlock.
    Use: Broken Flamethrower
    [ 311 Lisa's Playroom ]
    Interesting hobby... anyway, enjoy the sights as you wade through some water
    and reach a bedroom of sorts. There's something interesting there:
    Pickup: Trivial Jewel Box
    After that, climb the ladder, head left and climb another ladder.
    [ 104 Lisa's Shack ]
    [ 103 Outside Lisa's Shack ]
    [ 102 Crow-Magnum Pathway ]
    Zombies instead of Crows now, but they are as much an obstacle as were the
    Crows, ie. none.
    [ 101 Path of the Cerberi ]
    [ 100 Shed ]
    [ 029 Exit Patio ]
    Pickup: Umbrella Crest 1
    [ 027 Gallery Corridor ]
    [ 028 Gallery ]
    [ 005 Graveyard ]
    [ 000 Main Hall (1st floor) ]
    Go down the stairs to ground level, then turn left or right to explore the area
    under the staircase. At the center, you'll find a gate. Access the menu:
    Examine: Trivial Jewel Box
    Just turn it so you're staring directly onto the lid in order to open the box.
    Obtain: Umbrella Crest 2 part B
    Combine: Umbrella Crest 2 part A, Umbrella Crest 2 part B
    Obtain: Umbrella Crest 2
    Use: Umbrella Crest 1
    The first Crest slides into place. Access the Menu again:
    Use: Umbrella Crest 2
    The second Crest is hereby installed. Now try to open the gate - Lisa'll alert
    you of her presence. Enter...
    [ 042 Going down? ]
    ...your descent into darkness... only one way here...
    NOTE: If this is your first time in Invisible Mode, it's HIGHLY recommended to
    save here, because invisible ms. Spencer is going to give you problems. You
    ought to have an Ink Ribbon with 3 slots handy in the nearby Item Box. Of
    course, veterans who are experienced with the Lisa strategy outlined below,
    won't have to save - which is necessary for a top time.
    [ 043 Crypt ]
    Still one way to go. Descend the ladder and skip the Barry cutscene. An
    important question will pop up, upon which you answer 'No'. It's payback time,
    Barry. Unfortunately, Lisa wants some payback, too.
    This final Lisa fight is the last breakpoint of the game. Everything beyond
    this is a mere formality - you'll soon know why.
    More of a test of hearing rather than fighting skills, you must make sure to
    stay away from Lisa at all costs whilst shoving those four heavy rock weights
    into the abyss around you.
    To be successful here, two important rules:
    1) listen to the noises Lisa makes
    2) when you run from one rock to the other, ALWAYS keep close to the coffin or
    be prepared to watch Jill fall off the platform for no apparent reason. (with
    the notable exception of the R1 <-> R2 path)
    The battle always starts like this:
          |R1         R2|
          |_________    |
          Coffin    |   |
           _________|   |
          |             |
          |R4__   L __R3|
               |J  |
               |   |
    Jill begins at 'J', Lisa at 'L'. She's still a bit sedated from the cheap Barry
    kill, thus you're free to shove in rock R4 (requires 2 pushes from the right
    side). As you do, Lisa'll wake up and start walking towards you (you can't see
    it of course, but trust me on this). Turn right and run up to negate her, then
    make your way to R2 and shove it in as well (3 pushes from the left side it
    Now one of two things may happen:
    (1) There's not a lot of response from Lisa. This means you've got all the time
    to push in R2. Do it, then run back to R3 - you'll pass Lisa in the process. If
    she hits you, she hits you - too bad, but don't worry about it too much. R3
    needs a single push from above or 2 pushes from the left side. I'd push from
    above if I were you, then head on over to R1, which only requires a single
    shove from the right. Nothing much will happen from Lisa's side in the
    meantime, so victory's yours.
    (2) Either Lisa will accelerate (you can hear this as the clink-clank frequency
    of her shackles increases) or she'll jump (also distinctly audible). It should
    be fairly obvious to you that in this case, she'll be *real* close to you
    *real* soon. Retreat to R3 and give it a single shove from above. Move to R1,
    which needs a single push from the right side, and don't worry about any
    circumstantial hits. After that, Lisa should be close to you. So turn left and
    run down to get out of her way. Now dunk Jill against R2 and make every shove
    count (3 total). The only way Lisa could possibly get you now is if she's
    standing right next to you by the time you commence shoving. Which isn't the
    case. Too bad for her - at least she gets a nice skull trophy.
    Luckily, case (1) arises much more often than case (2), so the above strategy
    will win you the fight quite comfortably. Once you succeed, Lisa disappears
    into nothingness, leaving you free to collect Barry's legacy (it'll come in
    handy later on):
    Pickup: Magnum (6 rounds, now the Buddy System's yours)
    The gate in the back is open, so go through. It's time to seriously clean up
    the inventory.
    [ 044 Secret Laboratory Entrance ]
    Run until the perspective changes to a view of the entrance, which looks like a
    harmless pool. Go left of the screen until you can position Jill in front of an
    empty spot, adorned with 2 lions and some ornaments.
    Examine: Doom Book vol. 2 (the blue one)
    Turn the book as you would to open it. Turns out the volume is hollow.
    Obtain: Wolf Medal
    Use: Wolf Medal
    Now dilly-dally on to the other side of the pool to find another empty spot,
    same adornments. Do the same combo as before:
    Examine: Doom Book vol. 1 (the red one)
    Obtain: Eagle Medal
    Use: Eagle Medal
    A skippable cutscene drains the pool and opens up an entrance. Enter it and go
    down the stairway into an elevator. Activate it, then swap discs to continue.
    Part Five:
                The Secret Laboratory
    [ 400 Emergency Access ]
    Circle the area until you bump Jill into a ladder. Do go down.
    [ 401 B2F Halfway Room ]
    There's a typewriter here and an Item Box, but either of them are needed.
    Moving onto better things...
    [ 402 B2F Corridor ]
    Three Zombies guard the area but unfortunately for them, there's a lot of space
     for Jill. Stick to the railing on the right and count to four at the corner to
    lure Zombie number one and two towards their left onto the railing. Now pass
    along the other side. See how easy that was? Now go down the stairs - Zombie
    number three is climbing them on his left side and as such won't attack when
    you pass him along his right. And should he attack - he'll drop acid. Now I'm
    really scared.
    [ 403 B3F Corridor ]
    Equip: Grenade Launcher
    Burst into the corridor on the left immediately and open Grenade fire on the
    lone Zombie guarding it. It has to die here and now for things to come.
    Continue along this corridor and enter the first door you see.
    Unequip: Grenade Launcher
    [ 404 B3F Cryogenics Room ]
    There's an activated computer in there somewhere. Access it and unlock
    everything using the trinity JOHN/ADA/CELL. To speed the typing, keep in mind
    that the keyboard wraps.
    [ 403 B3F Corridor ]
    [ 402 B2F Corridor ]
    The three Zombies from before have regrouped in an even easier pattern. Head
    for the unlocked double doors, and keep in mind that there's a Zombie roaming
    the right wall. There's no way you'll be hit.
    [ 405 B2F Control Room ]
    Get the FAS in front of Jill.
    Pickup: FAS
    Now activate the locking mechanism on the nearby pillar. Punch in the magic
    code 8462 (begin with 8, take its half, then have six, take its third - simple)
    to gain access to the little control console.
    Pickup: Control Room Key
    [ 402 B2F Corridor ]
    [ 403 B3F Corridor ]
    Keep following the 'dead Zombie' corridor past the cryogenics room until you
    see a new set of double doors. Unlock/enter with the Control Room Key -
    unlocking the nearby door is a waste of time, and you don't have to worry about
    inventory space anyway.
    [ 406 Main Elevator Corridor ]
    Run up to the junction and turn right.
    Equip: Grenade Launcher
    Below the stairs, to your left, is a naked Zombie (of course you wouldn't know
    in Invisible Mode). Make sure it's dead, as can be judged by the pool of blood
    which appears out of nowhere.
    Unequip: Grenade Launcher
    Now head into the doors it was guarding.
    [ 407 Nitro Room ]
    Equip: Magnum
    Do exactly as follows. Turn right and run. The perspective changes, and you'll
    see an arrow on the floor indicating a pathway. Swiftly move onto the tip of
    the arrow, turn left, aim and shoot the Magnum. If done correctly, you just
    wasted a Sucker. He was the final obstacle in your masterscheme. If you don't
    hear a hit however, move forward and get the Sucker to drop on the ground. Bump
    into him, then unload your deadly weapon for the kill.
    Unequip: Magnum
    Run up to the power generator for the elevator. Unfortunately, it's out of
    juice and you need to refill. A little backtracking introduces itself.
    Pickup: Empty Nitro Cannister
    [ 406 Main Elevator Corridor ]
    [ 403 B3F Corridor ]
    As you sightsee through the 'dead Zombie' tunnel, you'll notice a set of double
    doors at the back - that's the next stop.
    [ 408 Prison Corridor ]
    You'll need to take the first door on the right.
    [ 409 Refueling Area ]
    A naked Zombie awaits, diagonally to Jill's right.
    Equip: Grenade Launcher
    Blast it, and blast it good. You should be out of Grenade Rounds by now.
    Unequip: Grenade Launcher
    Go to the refueling unit (quite visible) and examine it to get your Empty Nitro
    Cannister refueled. Now would come the most boring part of the walkthrough:
    You'd have to WALK all the way back to elevator's power generator. I think
    Capcom built this in especially for us speed players.
    Obtain: Filled Nitro Cannister
    Luckily, there's a way to partially run to the Nitro Room and finish this part
    of the game much quicker than before. Here's the strategy:
    .1. You can reach the B3F Corridor whilst still running normally, but you have
    to be very careful about the following: do NOT let go of the Run button as you
    want to press the Action button to exit through a door. That's a big no-no.
    .2. In the B3F Corridor and all following areas, do the following: run two
    walk one step, and repeat. So what you get is this:
    The asterisk * means: STOP RUNNING BEFORE JILL PUTS DOWN HER FOOT and completes
    the second step.
    This strategy should work once you've got the hang of it, and you'll clear this
    part of the game MUCH faster than usual. I recommend saving in a nearby save
    room before attempting this and practice a bit. Once you got the hang of it,
    you can try it during a 'serious' speed run. It would be a shame to see all
    your hard work up to this point go to waste because of a timing mistake here.
    [ 408 Prison Corridor ]
    [ 403 B3F Corridor ]
    [ 406 Main Elevator Corridor ]
    [ 407 Nitro Room ]
    Examine the power generator to place the Filled Nitro Cannister. Finally, we
    may run again. And that you shall - quickly scramble to the one other exit.
    [ 410 Power Control Corridor ]
    Suckers pop up everywhere, but you just run and won't ever get hurt.
    [ 411 Power Control ]
    Same here, just run until you see a console worked into the center unit.
    Activate the power control switch, then get out of there before the Suckers
    catch up (they won't).
    [ 410 Power Control Corridor ]
    [ 407 Nitro Room ]
    [ 406 Main Elevator Corridor ]
    Hey, no more Zombie in the back all of a sudden. Go check out what happened,
    and push the main elevator switch while you're at it. A little line of text
    later, you're going down...
    [ 412 B4F Laboratory Corridor ]
    Nothing here. Really.
    [ 413 B4F Laboratory ]
    Skip - Skip - Skip to avoid the lengthy Wesker-unmasqued,
    Introducing-the-Tyrant and Wesker-hurt-really-really-bad cutscenes.
    We end up with Jill looking at the white of Invisible Tyrant's eyes, hahaha.
    But the poor guy doesn't know how fast she's about to dragon kick him into the
    Equip: Magnum
    Aim, would you, then pull the trigger.
    BOOM! Thanks to the .44 calibre, Tyrant goes down! Now how many shots with
    *this* weapon did Barry need against that single Zombie at the start again?
    Man, that must've been *some* Zombie.
    Unequip: Magnum
    So how was that for a final battle against the head meanie? Was it as good for
    you as it was to me? Now hurry to Wesker's corpse and search for a vital item
    in his vicinity.
    Pickup: Master Key
    This little trinket will ensure your escape. One more step to do before leaving
    the complex: at the back of the room is a computer console which unlocks the
    exit doors. Activate it, then leave. Remember, there's a semisecret passageway
    through the middle of the room.
    Part Six:
                The Great Escape
    [ 412 B4F Laboratory Corridor ]
    [ 406 Main Elevator Corridor ]
    [ 403 B3F Corridor ]
    [ 402 B2F Corridor ]
    There's a tricky bit here, but you should get around it. Move up the stairs,
    then turn left and hugwalk the right walk to evade a Zombie roaming the
    hallway. Then perform a wide arc, still close to the right wall to evade the
    final Zombie of the day.
    If you get hit, there might still be a Defense Item, the FAS, or nothing. It
    doesn't matter anymore.
    [ 401 B2F Halfway Room ]
    [ 400 Emergency Access ]
    Unlock/enter the Emergency Escape route thanks to the Master Key.
    [ 414 Emergency Escape Route ]
    Move aaaaaaaaall the way down, halted just once by Brad, who really needs to go
    to the bathroom now. At some point, you can pick up a nifty little item...
    Pickup: Battery
    Then it's the end of the road. You're stuck with this big emergency elevator
    and an opening to the right of the screen. Oh, what to do? Simon says:
    Use: Battery
    Voila. Get into the emergency elevator, stat.
    [ 415 Helipad ]
    Time to put out the lights.
    Pickup: Flare
    And switch on the flares.
    Use: Flare
    Victory! Once you've entered the final command, skip everything until you hear
    Wesker approve of Jill's excellent performance. Goodies? Well, ...
    They're pretty bogus, but enjoyable. First, you'll get a nice 'funny' picture,
    congratulating you for doing something insane. Then, there will be 2 options
    available: One, you can read a message from the producer, mister Mikami -
    unfortunately, in the Japanese version, his text is written in Kanji and I can
    make head nor tail from it.
    I said I'd really appreciate it if someone could send me a link to the
    translation, well... someone did, and now I've been able to read what the
    producer had to say. To be honest, I kind of expected that sort of text, but
    it's good to see it in black and white. Thanks again, Nathan!
    Two, you get to see a bucketload of costume designs that never made it for
    Chris, Jill, Wesker and Rebecca. Some of these were really nice and should've
    been put in instead of the ones we now have. I, for one, would've GREATLY
    enjoyed Karate Chris. Oh well. We still have Snowboarder Chris, and that outfit
    is just hilarious when he's talking with Wesker.
    "Hey, Wesker, check out *these* sunglasses."
    "They're nice, but don't let them get to your head."
    "Sorry, they already did *rimshot*. Mwaha!"
    Anyway, let's talk statistics. First time around, you should have a nice 1:50
    there, so congratulations! Now, as you repeat the experience, you'll notice
    that the better you know the guide by heart, the quicker you'll start to move
    through the mansion. Minute after minute will be shaved off, until you reach
    the limit, which currently stands at around 1:37, nicely within 100 minutes. Or
    you beat my time, 'cause I suck at using the GameCube controller ;).
    I'll try to improve the time of course, but this'll mean I'll have to find some
    substantial shortcuts - skill alone won't shave off 5 minutes here. So now you
    come in. Should you have a tip or trick which speeds the game (remember - Jill,
    Invisible Mode, Normal difficulty) and isn't mentioned here, let me know. I'll
    check it out and if it works, fit it into the latest version, properly credited
    of course.
    For the time being, this is the best I can do. I've only been playing the game
    for a few months, so I'm not sure if 1:37 in Invisible Mode (Normal difficulty,
    no cheat weapons like the rocket launcher) can be considered 'fast'.
    .06 Hard difficulty patch (including Real Survivor Notes).
    This neat little patch, available as of the beta version, will give you all the
    details necessary to clear Invisible mode in Hard difficulty. The main
    difference between Hard and Normal are the items - in Hard, you don't get a lot
    of 'good stuff', such as healing items, or ammo. Grenade rounds are extremely
    rare this time around, so we won't be able to get by with just the Launcher.
    Luckily, the game itself gave me a clue on how to solve the situation. The only
    source of Acid Rounds is Barry, and he'll only hand it out if you let him save
    Jill whilst getting the Shotgun (you conveniently 'forgot' to seek out and use
    the Broken Shotgun again, didn't you?). So in Hard, you'll be using the Shotgun
    most of the time with Launcher support against Plant 42, Snake and the giant
    Spider. By the time you get Flamers, you already have the Magnum, making them
    pretty void. Either way, because of all this, you need more time to complete
    the game - about 9-10 minutes, to be exact.
    The walkthrough below is no-spoiler and no-nonsense - I only show the sequence
    of where you have to go and what you have to do there, going into more detail
    if there's a real difference between the patch and the core walkthrough. All
    the rest remains the same as described above. Because I skip a lot of stuff,
    it's hard to talk about equipping/unequipping weapons at the appropriate time.
    Rule of thumb: equip weapon right before an unavoidable fight, unequip right
    after it.
    I could've made this into a separate FAQ, simply copy/pasting the stuff from
    this FAQ, but unlike certain other FAQ authors, I don't care about how many
    kBytes all my texts add up to. I only care about making quality guides that
    help you rather than quantity guides.
    By virtue of the same reasoning, I also included Real Survivor Notes. Again,
    this could've been made into a FAQ of its own, but in my opinion, the
    differences between it and the Hard patch are too small to warrant such a
    thing. The notes can be recognized as follows:
    >>>RSN: blablabla <<< (RSN standing for Real Survivor Notes)
    ...anyway, let's get it on. My personal best so far: 1:46. Real Survivor: 1:47.
    These times stand as of the epsilon version.
     .Patch text.
    .01 The Mansion.
    [ 004 Spear Corridor ]
    Pickup: Arrow, Clip
    [ 005 Graveyard ]
    Examine: Arrow
    Obtain:  Arrow Head
    Use:     Arrow Head
    Pickup:  Book of Swords
    Examine: Book of Swords
    Obtain:  Sword Key
    At this point, Normal and Hard diverge. Instead of going for the Armor Key
    straight away, it is better to get the Shotgun and Acid Rounds while we're
    still in the east mansion area.
    >>>RSN: you MUST go to room 001 [Dining Room 1st floor] and unlock the second
    exit door (all the way down the staircase) with the Sword Key. Then, go to room
    000 [Main Hall 1st floor] and unlock the door on the opposite side before
    continuing as in Hard. This because you need to dispose of the Sword Key
    [ 016 East Wing Dog Patio ]
    Pickup: Chemical
    [ 015 East Wing Ground Level Corridor) ]
    [ 045 Shotgun Trap Room ]
    [ 046 Shotgun Room ]
    Pickup: Dagger (Defense Item), Shotgun
    [ 045 Shotgun Trap Room ]
    A trap! Skip cutscene, 180, check door, 180, run to other door, check it, 180
    and run to start the cutscene with Barry.
    [ 015 East Wing Ground Level Corridor) ]
    [ 027 Gallery Corridor ]
    [ 025 Storage Hall ]
    This still is tricky. Schematic:
     _____  |
      Z   | |
      ___o| |
    You're at the 'x' and need to reach the door at the 'o', but on position 'Z',
    there's the sleeper Zombie. I think it's fairly obvious how you *should* run,
    but the problem is that space is really cramped, and the Zombie *will* get you
    if you don't SUPERGLUE Jill into the wall on the right. You MUST do a very
    sharp turn without getting stuck, or you'll lose a Defense Item (and precious
    [ 026 Storage Room ]
    Go to the item box.
    Ditch: Combat Knife, Shotgun
    Your inventory should look like this:
    Handgun (unequipped, 15 Bullets)
    Handgun Clip (1 clip, 15 Bullets)
    Sword Key
    >>>RSN: Ditch the Sword Key instead of the Shotgun. Your inventory will look
    like this: Handgun, Handgun Clip, Shotgun, Chemical.<<<
    [ 025 Storage Hall ]
    It's easy to evade the Zombie and climb the stairs. On top of the stairs, turn
    right and fix Jill to the left wall. The perspective will change, and a Zombie
    will be making its way to her. Stop a bit before the edge of the wall and wait
    for a lunge attack (it does one 75% of the time), then go around it in a wide
    circle to exit.
    [ 006 East Wing 1st Floor Corridor ]
    [ 007 East Wing Library ]
    Pickup: Lighter, Dog Whistle, Handgun Clip
    [ 006 East Wing 1st Floor Corridor ]
    The Zombies are positioned differently because of the new route. The first
    nearby Zombie is still in the same place however, so stick Jill to the left
    wall to evade it, then go around the bend. See the double doors? Zombie number
    two is slowly arching towards them. Keep Jill at her left and she should be
    [ 000 Main Hall (1st floor) ]
    Obtain: Acid Rounds (thank you Barry!)
    Here, Normal and Hard become similar again.
    [ 009 West Wing Dog Patio ]
    Use: Dog Whistle
    Pickup: Dog Collar
    [ 010 Trap Corridor ]
    Pickup: Armor Key
    Examine: Dog Collar
    Obtain: Imitation Armor Key
    Use: Imitation Armor Key
    [ 011 Forest Patio ]
    Pickup: Dagger (Defense Item), Grenade Launcher
    [ 017 Serum Room ]
    Proceed to the item box. After the Doggies and Zombiecleaning the area outside,
    you don't need the Handgun anymore - instead, let's put that Shotgun to good
    use. With only two Zombies to clean, 3 shells should be MORE than enough.
    Ditch:  Handgun, Handgun Clip (should you still have one), Sword Key, Acid
    Fetch: Shotgun
    Pickup: Serum
    Your inventory now looks like this:
    Shotgun (unequipped, 6 Shells)
    Grenade Launcher (unequipped, 6 Explosive Rounds)
    Armor Key
    >>>RSN: Ditch Handgun, the possible Handgun Clip and Acid Rounds, then pick up
    the Serum. Your inventory will look the same as above.<<<
    [ 019 Greenhouse ]
    Use: Chemical
    Pickup: Skull 1
    [ 001 Dining Room (ground level) ]
    Pickup: Emblem
    As you return to Richard on your way to the next target, he'll be saved.
    [ 021 Candle Room ]
    Use: Lighter
    Pickup: Music Notes A
    [ 022 Music Room ]
    Pickup: Music Notes B
    Combine: Music Notes A, Music Notes B
    Use: Music Notes
    Pickup: Gold Emblem
    Use: Emblem
    [ 001 Dining Room (ground level) ]
    Use: Gold Emblem
    Puzzle: Grandfather clock - set the time to 6 o'clock (left-right, left-right).
    Pickup: Shield Key
    [ 023 Attic ]
    Don't get poisoned.
    Pickup: Skull 2
    [ 024 Armory ]
    Puzzle time. Just push the armors in sequence (1,2,3) as shown on below
                    x       1
                    2       3
    Pickup: PushButton Jewel Box
    [ 028 Gallery ]
    Note that we didn't pay a visit to the storage. It isn't worth the trip because
    of the lack of Flame Rounds. Press the button below paintings 1, 4 and 5, then
    hit the button of the final painting to open up a pathway.
    Pickup: Skull 3
    [ 005 Graveyard ]
    Use: Skull 2
    Examine: PushButton Jewel Box
    Obtain: Skull 4
    Use: Skull 4
    Use: Skull 1
    Use: Skull 3
    Werewolf fight: First, use a single round from the Grenade Launcher to drop the
    Werewolf, then use the remaining shells in your Shotgun (3 or 4) to finish him
    Pickup: Umbrella Crest 1
    Unequip: Grenade Launcher
    [ 029 Exit Patio ]
    Use: Umbrella Crest 1
    [ 100 Shed ]
    Pickup: Taser (Defense Item), Shotgun Shells, FAS
    >>>RSN: Don't pick up the FAS yet. You'll need it later.<<<
    [ 101 Path of the Cerberi ]
    Puzzle: set wind dials to West (W) and North (N) respectively.
    [ 104 Lisa's Shack ]
    Pickup: Square Crank (...)
    Go to the item box.
    Ditch: Armor Key, Lighter, Shotgun Shells
    Now 'ditch' the Shotgun in the Shotgun Shells slot to reload it. Neat little
    Your inventory should look like this:
    Shotgun (unequipped, 6 Shells)
    Grenade Launcher (unequipped, 5 Explosive Rounds)
    Square Crank
    >>>RSN: Your inventory will look like the above, minus the FAS.<<<
    [ 106 Pool ]
    Use: Square Crank
    .02 The Guardhouse.
    [201 Guardhouse Rec Room]
    Pickup: Red Book
    >>>RSN: This time, we can NOT afford to lose health to the vine in room 200
    [Guardhouse Corridor], so shove the crate over the hole on the right so that
    you can evade the stranglehold via the crates. It's slower, but we need to stay
    in Fine condition.<<<
    [ 204 Room 002 Bathroom ]
    Pickup: Room 001 Key
    [ 206 Room 001 Bathroom ]
    Pickup: Power Room Key
    >>>RSN: As a safekeeper for Plant 42, get the Green Herb in room 207
    [Up-the-wall-driving Box Puzzle Corridor]. Don't be tempted by the Red Herb in
    the Gallery, unless it's *absolutely* necessary.<<<
    [ 209 Power Room ]
    Puzzle: investigate white board, memorize number. Schematic:
      D    Panel1
      e           Pa
      s           ne
      k           l2
    ____   _________
    E          Va
    x          lv
    i          es
    Hit panel2, hit Panel3, then hit Panel1. Shutters fail to go down entirely. Go
    to the valves and hit the number corresponding to the number on the white
    board. Repeat the Panel3-Panel1 combo, then Panel2 to drain. Solve this puzzle
    completely before lil'miss "Fressure Freshold" aka "Locking all Fours"
    announces 70%.
    [ 211 Drained Facility ]
    Pickup: Gallery Key
    [ 213 Gallery ]
    Pickup: Insecticide Spray
    [ 202 Bee Corridor ]
    Use: Insecticide Spray
    [ 213 Gallery ]
    Pickup: Room 003 Key
    [ 214 Room 003 ]
    Fetch: White Book
    Equip: Grenade Launcher
    Use: Red Book
    [ 215 Plant 42 ]
    WEEDWHACKIN' TIME! Run up the stairway, let Plant 42 unfold her core, plug in
    two Explosive Rounds. She'll close up, after which you run up the down the
    upper lane while waiting until she re-opens. The third Explosive Round will
    trigger a cutscene, after which you wait again for a fold and re-open, then let
    her have it with your final two Explosive Rounds.
    Pickup: Helmet Key
    Unequip: Grenade Launcher
    Use: FAS
    [ 106 Pool ]
    Watch out for the invisible Slidingworms! Schematic:
    | J|
    |  |____
    |       |
    |x___   |
         | x|
    Pool |  |
         L  |
    [ 100 Shed ]
    Pickup: Dagger
    Your inventory should look as follows:
    Grenade Launcher (unequipped, empty)
    Shotgun (unequipped, 6 shells)
    Square Crank
    Helmet Key
    .03 The Mansion Returneth.
    [ 031 Trap Room ]
    Pickup: Doom Book no. 1
    [ 036 Utility Room ]
    Pickup: Battery, Taser (Defense Item)
    [ 017 Serum Room ]
    Go to the item box, and try to 'ditch' the Grenade Launcher into the Acid
    Rounds slot. This will reload the Launcher. Also fetch a FAS.
    Your inventory now looks like this:
    Grenade Launcher (unequipped, 6 Acid Rounds)
    Shotgun (unequipped, 6 shells)
    Square Crank
    Helmet Key
    Doom Book no. 1
    >>>RSN: Aren't you glad we ditched those Acid Rounds here way back? As a bonus,
    the item box in room 017 [Serum Room] contains a FAS. So no difference with the
    Hard Patch thanks to good planning.<<<
    [ 037 Library ]
    The fight here is exactly the same as in Normal Difficulty, thanks to Barry.
    Don't waste more than 4 Acid Rounds.
    Pickup: Doom Book vol. 2
    Unequip: Grenade Launcher
    Use: FAS
    [ 038 Stuffed Animal Room ]
    Pickup: Red Jewel
    [ 040 Mirror Room ]
    Pickup: Jigsaw Puzzle Jewel Box
    Combine: Red Jewel, Jigsaw Puzzle Jewel Box
    Jigsaw puzzle: place the biggest piece without rotation, then work down in
    Obtain: Turtle Key (name chosen for obvious reasons)
    [ 041 Eerie Study ]
    Pickup: Umbrella Crest 2 Part A, Taser
    >>>RSN: Now you can get the FAS inside room 100 [Shed], effectively filling up
    Jill's inventory.<<<
    [ 107 Waterfall Courtyard ]
    Use: Battery
    [ 106 Pool ]
    Use: Square Crank
    .04 The Mining Complex.
    [ 303 Enrico Cave ]
    Pickup: Hexagonal Crank (AAAARH!)
    [ 300 Typewriter Cave ]
    Go to the item box.
    Ditch: Square Crank, Umbrella Crest 2 part A
    Fetch: Combat Knife
    Your inventory now looks like this:
    Grenade Launcher (unequipped, 2 Acid Rounds)
    Shotgun (unequipped, 6 Shells)
    Combat Knife (unequipped)
    Doom Book vol. 1
    Doom Book vol. 2
    Hexagonal Crank
    Use: Hexagonal Crank
    Pickup: Green Herb
    >>>RSN: Also ditch the FAS. You don't have the Combat Knife at this point.<<<
    [ 305 Spider Cave ]
    SPIDER! First, warm it up with those 2 Acid Rounds you have left, then switch
    to the Shotgun. 4 to 6 Shells should be enough to send it to its maker. After
    that, exit/reenter for an empty room because this time, you need to spare your
    health. Slash the webbings on the opposite door 6 times to get through.
    >>>RSN: Fight the Spider, exit/reenter, then get the Combat Knife in this room,
    near to where your foe appeared, then proceed as usual.<<<
    [ 306 Secret Room Boulder Cave ]
    Use: Green Herb
    Use: Hexagonal Crank
    Use: Hexagonal Crank
    Use: Hexagonal Crank
    Pickup: FAS (in medicinal kit after second boulder went on a rampage)
    >>>RSN: No need to pick up the FAS, unless you enjoy the comfort of many
    healing items.<<<
    [ 307 Dastardly Puzzle Room ]
    Go to loose statue. Push statue to right until perspective change. Go to
    hexagonal hole.
    Use: Hexagonal Crank
    Push statue on revolving center. Push again on revolving center. Loose statue
    now face same direction as other statue. Finally push statue on pressure pad at
    back. Now two statues in harmony.
    Pickup: Cylinder Ring
    [ 300 Typewriter Cave ]
    Go to the item box.
    Ditch: Combat Knife, Grenade Launcher, Hexagonal Crank
    Fetch: Umbrella Crest 2 part A
    Your inventory now looks like this:
    Shotgun (unequipped, 0-2 Shells left)
    Medicinal Kit (with FAS)
    Doom Book vol. 1
    Doom Book vol. 2
    Umbrella Crest 2 part A
    Cylinder Ring
    >>>RSN: Fetch the FAS you left behind in addition to the Umbrella Crest 2 part
    A. Your inventory will look as above, except that 'Medicinal Kit' is replaced
    with 'FAS'. After this, Real Survivor mode is identical to the Hard Patch.<<<
    [ 302 Mining Elevator Cave ]
    Fetch: Cylinder Core
    Combine: Cylinder Ring, Cylinder Core
    Obtain: Cylinder
    Use: Cylinder
    [ 310 Mining Storage ]
    Part one of simple box puzzle: left once, then eight times up, activate supply
    [ 308 Mining Facility ]
    Part two of simple box puzzle: 9 times to your left, then up to drop, activate
    Pickup: Broken Flamethrower
    [ 309 Lisa Tags Along Cave ]
    Go left and back to fool Lisa. Pull the lever along your path.
    Use: Broken Flamethrower (on hinges near exit door)
    [ 311 Lisa's Playroom ]
    Pickup: Trivial Jewel Box
    [ 100 Shed ]
    Pickup: Shells
    [ 029 Exit Patio ]
    Pickup: Umbrella Crest 1
    [ 000 Main Hall (1st floor) ]
    Examine: Trivial Jewel Box
    Obtain: Umbrella Crest 2 part B
    Combine: Umbrella Crest 2 part A, Umbrella Crest 2 part B
    Obtain: Umbrella Crest 2
    Use: Umbrella Crest 1
    Use: Umbrella Crest 2
    [ 043 Crypt ]
    The Lisa Fight hasn't changed. Schematic:
          |R1         R2|
          |_________    |
          Coffin    |   |
           _________|   |
          |             |
          |R4__   L __R3|
               |J  |
               |   |
    As a reminder, the sequence:
    R4 (from right, 2x)
    R2 (from left, 3x)
    R3 (from top, 1x)
    R1 (from right, 1x)
    Pickup: Magnum (6 rounds)
    [ 044 Secret Laboratory Entrance ]
    Examine: Doom Book vol. 2 (the blue one)
    Obtain: Wolf Medal
    Use: Wolf Medal
    Examine: Doom Book vol. 1 (the red one)
    Obtain: Eagle Medal
    Use: Eagle Medal
    .05 The Secret Laboratory.
    [ 403 B3F Corridor ]
    Kill the lone zombie in the corridor with the remaining two Shells in your
    Shotgun, then reload it with those 6 Shells you have left. Make sure the Zombie
    is dead.
    [ 404 B3F Cryogenics Room ]
    Computer: JOHN/ADA/CELL. Keyboard wraps.
    [ 405 B2F Control Room ]
    Pickup: Control Room Key
    [ 406 Main Elevator Corridor ]
    Kill the Naked Zombie with the Shotgun. Make sure it's dead.
    [ 407 Nitro Room ]
    Kill the Sucker with the Magnum. Make sure it's dead.
    Pickup: Empty Nitro Cannister
    [ 409 Refueling Area ]
    Kill the Zombie with 1-2 Shells from your Shotgun. Make sure it's dead.
    Obtain: Filled Nitro Cannister
    Use the Run-Step-Step*/Walk-Step technique to get to the next target.
    Remember, the * means: STOP RUNNING BEFORE JILL PUTS DOWN HER FOOT and
    completes the second step.
    [ 407 Nitro Room ]
    Examine the power generator to place the Filled Nitro Cannister. Jill may run
    [ 411 Power Control ]
    Activate the power control switch.
    [ 413 B4F Laboratory ]
    This is identical to Normal difficulty.
    Equip: Magnum
    Erase: Tyrant
    Unequip: Magnum
    Pickup: Master Key
    Unlock the exit at the PC console at the back, then get outta there. Remember,
    there's a semisecret passageway through the middle of the room.
    .06 The Great Escape.
    [ 414 Emergency Escape Route ]
    Pickup: Battery
    Use: Battery
    [ 415 Helipad ]
    Pickup: Flare
    Use: Flare
    And you're done! Yes sirree, Invisible Mode on Hard difficulty is history!
    Personal best: 1:46, which isn't too shabby, if I may say so myself.
    >>>RSN: Personal best on Real Survivor: 1:47, mainly due to the Sword Key
    hassle at the start.<<<
    .07 Closing words.
    And that wraps up the current version of The Jill Guide Spectacular. I truly
    hope you somewhat enjoyed reading this, as I've tried to make this both a
    quality and entertaining guide with which you should be able to master Jill in
    every possible way (no, not like *that*, sheesh).
    If you have questions/comments/flames, send me an email [ vip(at)padua.org ].
    Okay... so, what's gonna happen in the future? Here are the projects I wish to
    do in the future:
    Project 1: Silent Hill 2
    I'm currently in the process of writing a speed guide for this marvelous horror
    title, which got shoved aside because of Devil May Cry. It's going to be a
    speed guide, but unlike the one currently available on GameFAQs, it will cover
    Normal and Hard difficulty, as they are not like Easy and Beginner at all. If
    tempted, I might try a Tenstar ranking guide. Knowing the requirements is easy,
    but actually doing them might be difficult, don't know it yet at this point.
    Project 2: Devil May Cry
    As I already said at the beginning, this is by far the best action game to
    date. I've been playing this since its release in Europe and got the superior
    NTSC version shortly afterwards, because I was hooked. So much in fact, that
    I've beaten this game silly. Here's what I did so far, in chronological
     * S ranking on all difficulties (normal, hard, dmd (dante must die))
     * Special Bonus for each mission in normal
     * Special Bonus for each mission (except mission 3 and 7) in hard
     * Special Bonus for each mission (except mission 3, 7 and 22) in dmd
     * Perfect Run: Special Bonus for each mission, all blue orb pieces
       collected, all Secret Missions done.
     * Time attack: 55 minutes (requires the use of items, unfortunately)
     * Handgun/Force Edge walkthrough in normal: playtested for Oak's guide
     * Starting from scratch (no abilities learnt) in hard mode
     * Starting from scratch (no abilities learnt) in dmd
    As you can see, I've been *breathing* Devil May Cry for months. Of these, I
    can't share the Perfect Run with you (because it'll be available commercially
    in the future), but Time Attack and the Starting from scratch in hard/dmd might
    be interesting. So expect one of these in the near future - I definately want
    it out before Devil May Cry 2 hits the world, because I KNOW I won't be playing
    anything else once it's here.
    Project 3: Resident Evil: Director's Cut
    I once vowed to myself that I would write something special for each RE game
    (except for spin-offs such as the Gun Survivors). With RE:0 coming soon, I must
    get something out for the Director's Cut soon. Three options arise: either a
    Jill knife guide, in which I just wanna complete the Jill game with only the
    Combat Knife (this is still in progress), a 1:30 guide for Jill or a 1:40 guide
    with Chris (both completed in the past). Of the three, I'll probably take the
    last one, because I've been seeing too much of Jill lately (not that that's a
    bad thing, but I just need a little time off... I'm sure she'll agree ;).
    Project 4: The Chris Guide Spectacular (RE:GC)
    Chris's game's a lot harder than Jill's. So what if his end times are slower
    than his colleague's, at least it's more challenging, and thus he deserves a
    Guide Spectacular, which will follow the same structure as this guide, and I'm
    sure Real Survivor will be a lot more here than just some notes in the Hard
    Patch. Hopefully, I'll have the time to do it.
    Projects to come: Resident Evil Zero and Devil May Cry 2
    Well, duhh! Once these babies come out, I'll be there to cover them. Resident
    Evil Zero because it's a good Resident Evil episode and Devil May Cry 2
    because... well, did you see the video fragments? It looks as stunning as the
    first part. If the developers kept gameplay at the same level as its
    predecessor, then this'll be another monster hit.
    Older Projects: Vagrant Story and Final Fantasy 7
    I always mentioned these projects in earlier FAQs: a 6:00 guide for Final
    Fantasy 7 and a 1:30 guide for Vagrant Story. But the chances of these being
    written are getting smaller and smaller. When you are working in real life and
    only have six to ten hours a week to play (when lucky), you are forced to focus
    on the most important things. And in my life, that's survival horror (or Devil
    May Cry), so these titles are being pushed back. *If* I ever have time, and
    that's a big *if*, I'll do them. Don't get your hopes up, however... *sigh*
    ... finally, the obligatory greetings: My family, Nadine, Frank, Tim, Stijn,
    Koen, Bart, Gert, Peter, Griet, Geert, Els, Jo, Frank Michlick, Frank Glaser,
    Joerg Kraut, Ives Brabant, Geert Verschueren, Fredrik, Marco, Yariv, my former
    colleague-students at LUC/KUL, my fraternities Filii Lamberti and Wina, JR
    Kerr, Aya Brea, Xbow, Jeff and everyone at Marvel Unlimited (Ki-Rin, Munin,
    Eris, Blythe, Breath, Jack, Tigra, Ayden, Lani, Ororo, Thom, ...).
    And that's about all I wanted to say. Thank you very much for reading, and
    always remember: Better a quality FAQ than a quantity FAQ. Cheers,
    VMerken, 020915.
    .08 FAQ Repertoire.
    Here's a list of all the FAQs I've written in case you have one of these games
    and wish to play it in a somewhat 'different' way. The list will be shown and
    updated in any future FAQ.
    Game                            Genre
    Resident Evil                   1:17 Speed Guide (Jill)
    Resident Evil 2                 1:15 Speed Guide (Leon A)
    Resident Evil 3: Nemesis        Handgun Only Guide
    Resident Evil 3: Nemesis        Knife Only - 100% Kill
    Resident Evil: Code Veronica    2:30 Speed Guide (unoptimized)
    Resident Evil: Game Cube        Guide Spectacular (Jill)
    Silent Hill                     1:00 Speed Guide
    Silent Hill 2                   Normal & Hard mode Speed Guide (0:55/1:02)
    Parasite Eve 2                  0:55 Speed Guide
    Alone In The Dark 4             Speed Guide (Aline 1:15, Edward 1:30)
    .09 Disclaimer.
    Resident Evil: Game Cube is (c)2002 by Capcom.
    This entire text was written by Vincent Merken.
    All rights reserved.
    This document is hosted by GameFAQs, thus only CJayC has the right to display
    it. You are not allowed to print out this document for any commercial purpose
    (such as putting it into a strategy guide or separate booklet with the
    intention to ask money for it). Selling printed copies of the text is
    You are not allowed to ask money in exchange for viewing this document on your
    website. If GameFAQs and survivalhorror.com do it for free, why
    should you do otherwise?
    You may not, in any way, alter the text. Not one letter. Lots of work and many,
    MANY hours of play went into this and I don't want to see any other name saying
    its their walkthrough.
    If you want to see this document on your website, send me an e-mail
    telling your intentions. I'll generally concur, if you agree with the
    terms stated in this disclaimer.
    Sorry to be so strict, but I don't like reading about people who see their text
    appearing on websites they didn't give permission for. The Internet is a FREE
    information center for anyone and serves to make our lives a bit easier.

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