GetDotted Domains

Retro Game Walkthroughs For
"Resident Evil"
(PlayStation)

This game is also available on N64, PC, GameCube and Saturn.

Retro Game Walkthroughs for Resident Evil (PlayStation)
Submitted By: tlionhart
-Ok I know im a bit out dated as there is a Resident Evil for the
Gamecube-so no need to E-mail me and tell me that. I have only
done this because I wanted to do a Walthrough for the
Playstaion-I only own PS2/and a PS1-and DID have a Dreamcast, so
most of my walkthroughs will be for those consoles. I haven’t
done the walkthrough for Chris yet…Unfortunately.

-Mansion
Start in Dining Room, get Emblem. Go to kill Zombie in the
Kenneth Corridor with your Beretta. Out to see Barry. Out to Main
Entrance. Wait till Barry gives you the Lock Pick.
Barry would ask you to explore the East Wing. So go to Map Room,
Dog Hallway, Winding Hallway. Go directly to the Shotgun Room.
Get Shotgun and leave. Barry will save you from the trap.
Warning: if you have collected the broken shotgun, you need to
put it down here like Leon because Barry will leave you alone! To
behead Zombies, Jill need to aim high.

Get the Crest from Crow Hallway. Pick up Chemicals from
Storeroom. Get rid of the Combat Knife. Go upstairs and head back
to 2/F of Main Entrance via Antler Hallway and U-Shaped Hallway.
Barry will meet you and give you an Acid Round for the Bazooka.

Go to visit Forest and get Bazooka. The Bazooka carries six
rounds and needs reloading manually. It can be filled with three
different types of rounds: Explosive, Flame and Acid. It can hold
one type of them at a time, so you can only switch content when
the Bazooka is empty. It is an excellent weapon, except that it
can be evaded by the faster enemies. I found that it is easier to
shoot the Dogs with the Shotgun or Colt Python, while the Bazooka
is good for all other enemies.

Go to Blue Jewel Room and push statue over edge. Down to Rebecca
Room, except that Rebecca won’t appear in the Jill game line.
Go to Greenhouse to get Armor Key. Get ammo from Bedroom opposite
Small Tiger Room. Go the Bar Room. Get Music Notes and play the
Sonata yourself. Exchange emblem in secret room. Go the Dining
Room to place Gold Emblem and get Shield Key. Collect Blue Jewel.
Get Crest from Small Tiger Room. Out to Rebecca Hallway and get
Shells from Ammo Room.

Consolidate inventory. Take Armor Key, weapon and ammo. Get ammo
inside the door on the NE of the Main Entrance. If you have the
Special Key, enter Mirror Room and then Closet to change your
clothes. Now you look gorgeous! Kick the top off the crawling
Zombie so you can admire yourself in front of the big mirror.
Go upstairs to the Armor Room to get Crest. Then to the Richard
Hallway. He is wounded but alive, so talk to him. Rush to Rebecca
Room to get Serum. Save game if you need to. Save the Armor Key
but keep the Shield Key with you. Get the Radio from Richard and
enter Attic (or first get clips from the room on the narrow
hallway). Kill the Snake and get the last Crest. If you are
poisoned, Barry will save you and you awake in Rebecca Room.
Anyway, get all Crests, arm yourself and leave via Outer
Passage.

-Guard House
During your trip, the Radio will beep and you can select the
Radio and listen. But if you want to end it within three hours,
forget about everything irrelevant.

In the Guard House, the game is nearly the same as Chris. In the
Spider Room, the cue sticks will read 3:45 instead, so the code
for unlocking the Chemicals Room is different.

Since Jill can handle chemicals herself, you can go to the
Chemicals Room and prepare V-Jolt and use it on Plant 42 roots
when you are in the Shark Hall. Then the fight against Plant 42
would be much easier. Otherwise, face Plant 42 boldly. Anyway, it
will wither on your attack, and then grab you. Barry will save
you.

-Back to Mansion
Back to meet the Hunters in the Mansion. There is no Rebecca to
save. Visit the Doom Room and the Storeroom. If you prefer, you
may forget about the Colt Python also. Saves you a lot of time.
With or without the Colt Python, go upstairs to meet the Snake.

Kill the snake yourself. Examine the hole. Barry will arrive and
help. Climb down. The rope drops. Barry says it is an accident.
Wait for Barry to come back. This decides the story line. If you
don’t wait for him and proceed down the ladder, he will die in
the ending.

When Barry come back with another rope, he would also give you a
pass code. If you want to explore the basement like Chris, you
can. After you get the MO Disk and the Battery, you can follow
Chris by leaving via the staircase in the Kitchen, or better
still come back and climb up the rope and avoiding the two
Hunters in the Kenneth Corridor.

On the other hand, you can avoid the basement altogether. Go to
the North end of the West Wing Upper Corridor. The door there has
a security keypad that Chris cannot open. With the pass code from
Barry, you can unlock and open this door. Wipe out the Zombies to
get the MO Disk and the Battery.
Either way, leave Mansion for good

-Courtyard Basement
Proceed to the Courtyard Basement like Chris. Enter the room on
the right side of the ladder to meet Barry. He will offer to help
you. Trust him and say yes. Otherwise you get the bad ending.
Then he ask if he should go first. If you let him go first and
don’t meet him on the left door, you would soon find him dead at
the ladder. If you go first yourself, he would kill a Hunter for
you. The rest is similar to Chris.

One difference is Jill doesn’t have the Flame-thrower. Leave an
open slot to pick up the Combat Knife at the Giant Spider to
unlock the web door.

Proceed to the Lab under the Fountain

-Arkley Laboratory
Proceed like Chris. If Barry isn’t dead, he accompanies you down
the elevator to B4. If you have waited for him at the gravestone,
he would knock Wesker out. You two go inside to see what the
Tyrant is. Barry fiddles with the computer terminal and let the
Tyrant out. Otherwise, Wesker escort you to the Tyrant like he
did with Chris. In either case, kill the Tyrant.

If you come in with Barry, talk to him. Wesker has activated the
Self Destruction Trigger. If you come in with Wesker, the lab
will not be destroyed. Get the Lab Key I. You would find Barry
die before your eyes on the B2 Corridor.

In either case, get away with or without saving Chris.
If Wesker has activated the Self Destruction Trigger, meet and
kill the second Tyrant

-After the end
You are then allowed to save the game. Do so. Load that game and
you start again at the Mansion Main Entrance.
-If you successfully rescue both Chris and Barry, you have the
best ending. On the helicopter, you sleep on the shoulder of
Chris with Barry reloading his gun opposite you. And you get the
Special Key for the nice cloth change.
-If you only have Barry with you, you would miss Chris but still
get a good ending, albeit without the Special Key.
-If Barry is dead, then Wesker won’t activate the Self
Destruction Trigger and you get a bad ending. Next time, trust
Barry.

If you complete the game within 3 hours, then you also get a Uzi
(a small machine gun) with unlimited ammo.
If you complete the game without doing any saves, then you get a
Rocket Launcher with unlimited ammo. Note that Rocket Launcher is
not a very effective weapon because it only shoots horizontally
and is terribly slow. While superb for the Tyrant, it is useless
against Cerberus because they are too fast.

So play the game as before. If you have the Uzi, forget about the
weapons and ammo also. Visit the Closet the new outfit is
marvelous!

Any probs, E-mail: [email protected]
Submitted By: Unknown
RESIDENT EVIL (BIOHAZARD) WALKTHROUGH


This walkthrough is for playing with chris but you can also use it when
playing jill.


CHRIS Go to hallway and see zombie.

Run back out to Main Entrance and pick up Jill1s Berreta get Ink Ribbon
from typewriter.

Go back to through to first zombie and get 2 Clips from dead body
(Kenneth1s).

Go back to Main Entrance.

Go to Blue double door and move stairs to get 1st Floor Map, move chest
and get and Ink Ribbon in small room. Beware of Zombie

Main Entrance and go up stairs and to the right at the first tier, go to
door a t the far end (above blue door) get small key. Down hall to examine
Forest on the terrace and get clip. Quickly leave to avoid Crows.

Back out to opposite side of upper level (above Dining Room) Kill Zombies
and push statue over the edge.

Get Blue Jewel from Statur rubleDining Room below.

Back up to above dining room and through far door on opposite side of where
you entered.

3 Zombies must be taken out and then down stairs.

Zombies are easily avioded by running here so conserve ammo and got to
first room behind stairs and meet Rebbeca -get Sword Key on bed - store
Knife, Small Key - get Clips - Save -

Leave without Rebecca and contiue to end of hall and through door avoiding
Zombies.

Immediately turn to the left an run to end of hallway - Make sure to have
at least 30 round and shoot away at oncoming Zombies.

Next got to smallTiger Room in short hallway and use Blue Jewel to get Wind
Crest

Go across to small bedroom to get Clip, examine desk and kill surprise
Zombie. Get Keeper1s Diary- Shells, leave if you only have one slot
remaining.

Go through door at the end of the hall and proceed to left (up) and enter
Bar Room, (next to double doors.)

Move to around piano and push case away from bookshelf - get Music Notes
and use them at piano -Rebecca shows up to practice let her do that - got
to Dining Room

Get EMBLEM from above fireplace in Dining Room, go save in main hall and
return to piano room where secret door should open *You should have at
least one open inventory slot.*

Go into Secret Room and take Gold Emblem. Replace it with Emblem.

Go to Dining Room and place Gold Emblem above fireplace and get Sheild Key
from behind clock.

Go to Main entrance and through the Double blue doors. Go to door on other
side and unlock it. Sword Key should now be discarded.

Through door and run like the dickens to avoid Dogs and reach door way.

Go back to dog hallway and take out dog. Move chest and get Clip.

Bacck to winding hall. Get green herb and unlock door next to where you
entered but do not enter. Proceed doown hallway go into door at corner turn
(Bathroom).

Drain tub and get small key. Leave.

Move to the end to long, winding hallway. Through the double doors. Get
ready for two Zombies.

Go to end of hallway and to door on the left (Crow Gallery).

Inspect the pictures and hit the switches in order from youngest to oldesy.
Newborn, Infant, Lively Boy, Young Man, Middle-Aged Man, Tired Old Man, and
then Picture at End. Get Star Crest. Leave.

Go into Grey Door in middle of hall and get ready to fire at Zombie. Get
Green Herb. Go into Storeroom. Get other crest if necessary and save.

Out to Back Hall. End of Hall on the right is a door that leads to out side
passage. Get ready for a Dog.

Place Wind and Star Crests at end of passge.

You now should get the Chemicals (in Storeroom) and proceed to area where
to Tiger Room is located. At the very end of the L-shaped hallway is the
Green House.

Use Chemicals in pump to kill off plant. Got to the area behind the plant
to get the ARMOR KEY. Use Herb if required. ***Remeber this room if you are
hurtin1.***

Leave to Green House and go through the next door with three
zombies(maybe). Go to the door immediately on the right.

Get Broken Shotgun, Clip, and use Small Key to unlock desk to get Shells.
*You may have to do inventory adjustment in Rebecca Room.*

Now proceed back to the Winding Hallway with the Bathroom. Enter room that
is opposite the double doors and go through to Living Room ***You should
have Broken Shotgun and one available inventory slot.***

Replace Shotgun with Broken Shotgun. You are now a killing machine!

Proceed to Main Entrance and enter door next to blue double doors. There is
a Zombie inside just around the corner. Get Shells using Small Key. Proceed
down hallway to Mirror Room. Zombie is slow so avoid him if you can. Get
Ink Ribbon and Herb if necessary.

Make you way upstairs. Go to the right at the first tier and into first
door at top. Get ready for 2 Zombies in u-Shaped Hall.

Go into double green doors. Carefully move statues over the circle grates
on the floor. Hit switch to open the show case. Get the Sun Crest.

Go to end of U-Shaped Hall and into Small Library and get Botany Book to
file. Out opposite door. Get ready for two zombies and one waiting at far
end of hallway.

Go into door in the middle of the hallway and have shotgun ready for
Zombie.

Go to Small Office on your left (top). Examine insect display and hit
switch to drain aquarium. Push auarium to the right and them move cabinet
toward it. Get Shells. Get Researcher1s Will on the desk.

Go to Bedroom on opposite end of Antler Room. Lighter is found here. Take
it. There are also Shells and Red herb. Leave Antler rooms.

Move to end of hall and into Blue door. Use the Lighter on firplace to
reveal Map of 2nd floor. Leave and go to down the stairs and to Storeroom.

Load up on Shells and make sure your life is replenished.

Make you way back upstairs to the U-Shaped hallway and into door that you
haven1t entered. (Make sure to have the lighter)

Move down the hallway and examine Richard - get Clip. Now go through next
door and get ready for a Zombie.

Move upsatirs and unlock door. Sheild Key should be discarded. DO NOT
enter. Back down stairs and down narrow hallway.

In this room use the Lighter on the candles to reveal secret room behind
case. Move case and get Shells in small room. Clip is also found in main
room.

Now proceed back to short staircase and enter unlocked door. By exploring
you will encounter a snake so let him have it. Blast away and it will
retreat. Examine the hole where it came and went to get final Moon Crest.
Shells are also in Attic. Proceed out - you will soon collapse from
poisoning and awake in the Rebecca Room.

Get Two Crests and move to outside passage and place in final spots in
Ouside Passage. You should store eveything but guns and ammo now.

Through the now open door and push stairs to shelf. Climb up and get Square
Crank. There1s a small key on the one of the barrels.

Move through double doors and be ready for three dogs. There is a Map of
Garden on the wall next to useless elevator. Go through gate at other end
of Courtyard.

Move around pool and use crank on square hole. Water will drain and reveal
passage. Go across passage and run crazy for the elevator or the snakes
will poison you.

Down the elevator and prepare for DOGS. Move through gates and look out for
three more Dogs. Proceed to Guard House.

Push Statue down the hall and cover hole. Save Room is first door on right.
Store the Square Crank.

Go into door across from Save Room and look out for 2 Zombies. Go into
first door and drain the tub. Get Control Room Key from tub. Explore the
bedroom to get Red Book and Small Key and Shells.

Store Red Book and then got to door in area where you moved statue. Move
down hallway and go into first door you come to.

Move down passage to left by wasps1 nest and grab Dormitory Key 002. Run
and leave room. Continue down hall to Room 002. Discard key 002. There is
herb hidden behind Statue. Enter Room 002.

Inside first door(bathroom) will be a Zombie and a Clip. Leave clip. You
will be back. Proceed back into other room and get Dorm Map, Plant 42
Report, Leave Shells.

Push cabinets to reveal ladder down. Go down to Lower Passage.

Push the three boxes into water to create a walkway. The first box will
have to be pushed backwards, at first, to get it away from the wall. Go
through double doors at the end.

Run, Run, Run! Look out for the big fish! Move around to other side of
room and into Control Room. Discard Control Room Key! Flip the Lever to
drain rooms. Hit button next to door to open Weapon Storeroom next door. Go
to room next door.

Get the dormitory Key 003. Two Clips and Two boxes of Shells are here, but
be sure to save one slot for a Small Key that is found in corner of room
directly across from the one you are in. Go get the Small Key.

Load up on all that you can carry and head back up the ladder. Take a look
at the sharks doin1 the ole1 crappy flop. Be sure to collect ammo that you
left in Room 002.

Move back to Main Guard House Hall and enter Double Red doors. Have plenty
of Shotgun Shells to take on the two Giant Spiders. You will most likely be
poisoned and there is Blue Herb near the entrance to the Guard House. Get
Ribbon, Clip, and take a look a the pool table.

Get Red Book from Save Room and stock up the ammo for a big fight. Navigate
back to the Room with the Wasps1 Hive and enter Door 003. Discard Key 003.

Enter bathroom and kill Zombie. Get Clip from the floor. Back into bedroom.
Get Ink Ribbon from desk using Small Key. (It may be wise to save now if
you haven1t for a while.) Go to book case and replace V-Jolt Report with
Red Book.

The other cabinet will move to reveal a door. Go in the door and be
prepared to meet Plant 42. Stay to the side and run to avoid the falling
acid. A trail of white will tip you off to when it will drop. You1ll
probably only get one or two shots off before you1ll have to move. Get
Helmet Key from fireplace.

Move out and encounter Wesker, load up the ammo and head back to the
mansion.

Once you enter the mansion again you1ll be introduced to the Hunters. Take
the first one out and enter first door on the right using Helmet Key.

Go to the desk and turn on the light using switch. Get the Magnum Rounds on
the Desk, Leave the DOOM Book for later if you don1t have the space.

Go to Grey Door that leads to the Storeroom. Look out for the Hunter. Read
the note behind the stairwell and enter Storeroom. Store the Magnum Rounds.

Proceed back to hallway where first hunter was encountered and go through
double doors. Slowly move down the hallway and you1ll encounter another
Hunter. Take Œem down! Contine to end of hallway and through wood door.

The next hallway has two spiders in it but thay can be avoided by running
to the entire hall. Make your way to the main entrance and go upstairs.

Now go to the room above the Dining Room where you1ll be greeted by a
couple Hunters. To conserve ammo take out the first one you see quickly
and run that direction to avoid the other. Proceed to the far door and get
ready for more of the same.

After disposing of the tough Hunters, move around staircase and enter first
door on the left. Pick up Orders and Shells, leave the Magnum Rounds if it
is the last slot. Hit switch next to door and look at the head above the
fireplace. Push the stair in front and clib to get Red Jewel. Leave.

Head down the stairs and lend Rebbeca a helping gun. Go to Rebecca Room and
do use the Ink Ribbon.

Go to the end of the hall and toward the Tiger Statue Room. Two Nasty
Hunters await you in this hall. Use the Red Jewel at the Tiger Room to get
Colt Python. (Remember that there may be Health Herb in the Greenhouse.)

Move back the way you came and make you way back to the Storeroom (near
outside passage). Grab the Colt and head upstairs. You should see a Hunter
in the hallway. Let Œem have it.

Proceed to the end of the long hallway and into room with fireplace Two
Zombies should be there. Save Ammo and go to next door.Unlock the door.The
Helmet Key is now useless. GET READY!

The Snake Room is activated by touching the piano in the corner. It1s will
take numerous rounds to kill this nasty reptile, so have plenty of health
and ammo. One you have taken care of the Snake, make sure you have the
Shotgun before you drop into the hole.

Once you1re down move to the gravestone and hit the switch to activate trap
door. Go down the ladder. There will be 2 Zombies in this area, the first
is around the corner guarding a box of Shells. Get the Shells and proceed
to the far door.

Two Zombies are feasting on another and behinfd them is 2 Green Herbs. Move
toward them and don1t attack until they stand. (Take them on only if you1re
in dire need of health.) Move down to door that will take you into Kitchen.

In the Kitchen you1ll find a Small Key on the counter. There1s a dying
Zombie lying near an elevator to the right of where you entered. It is
probably the best to let him grab you ankle if you1ve got health to spare.
The head stomp will save many rounds. Proceed up the Elevator.

When you get to the top a Zombiw will be right there. Take him out and
proceed in that direction if you1re low on ammo. Go into closet that is
directly ahead. Two boxes of Shells and a Battery are here. Leave the
Battery, but remeber to save a slot for it.

Leave closet and quickly run back toward Elevator and look for a Zombie end
of the hall directly ahead. There1s also Green Herb it a small nook. Go
into Blue double doors and get ready to shoot.

Once you1ve taken care of first Zombie there is a desk in the corner to the
right. Use the Small Key and get the Magnum Rounds. Move to door in
opposite corner and beware of the Zombie that1s behinf the bookcases.
You1ll find a Scrapbook to file. Move through door and move straight ahead.

Moving straight ahead will run you into a statue. Push it just enought to
get around it and then go to statue with Red Switch. Hit the Switch and it
will light a small area. Push the statue over to lit area and Secret Office
will open. Get the MO Disk. Leave.

Move to the other side of the room and push bookcase to the top of the
screen, (away from blue doors.) Enter the Secret Observatory and get Ink
Ribbon and Clip if you have the space. Look out window. Return to Closet to
get Battery.

If you need the health and have some ammo to spare, continue down hall past
the Closet. There1s a Zombie right next to the closet door and another when
you continue into the next door where there is also Green and Blue Herb.
There are also 2 Zombies feeding down at the ens of the passage and a door
that cannot be unlocked.

Move back to Elevator and return down to Kitchen. Move to door and
stairwell at the opposite end of the Kitchen. You be presented with a
cut-scence and fresh Zombie to kill. Move to F1 via stairs.

Move around elevator and unlock double doors. You1ll enter a familiar
hallway and greeted by two hunters. Take Œem on if you dare or get out
quick! Proceed to back Storeroom.

In the Storeroom consolidate inventory and be sure to have the Doom Book 1
stored. Take Square Crank, Battery, and any guns with Bullets. Proceed to
Outside Passage.

In the Outside Passgage there is a Hunter in the middle of your path. If
you1re bold, take him out. With some quick movements it can be avoided.

Move through the Courtyard and arcoss waterpath, past snakes, down elevator
to Lower Courtyard. Use Battery on othe elevator and go up. Move back to
large pool and Square Crank panel. Use the Square Crank to stop the water.
It may be a good idea to go back and store the Crank because you1ll no
longer need it.

Move back down to Lower Courtyard and down ladder that was behind
Waterfall. You should have Shotgun and other loaded guns. An Ink Ribbon
would be useful, but only if it has one use left.

A Typewriter is directly ahead and around corner. Save if you have less
than two slots open. Otherwise go into door directly at the bottom of the
ladder.

There is a Flamethrower on the wall. (We left it alone, but it can be
useful.) Proceed to the left and through the door.

In this large room there is F-Aid Spray and a box of Shells on the far
side. Get those and move toward passage to Enricho Door.

Go to the end of the hall and see Enricho cut-scene. What did he mean by
double-crosser? Enricho has a Clip but save room if it will fill last slot.

Move back to out and you1ll immediately be attacked by two Hunters. Take
these two down!. There is also a Crank ahead. Use F-Aid Spray if necessary.
Move out and be ready for two more Hunters in this next area.

Move out either door and yet another Hunter will await. Replace
Flamethrower (if necessary) and exit area. Move down to area next to
type-writer.

Use Hex Crank on panel and move through door. Make sure to have one open
slot.

Get Flamethrower and run down to trigger rock. Duck out at entrance. Now
move to area where rock rolled and look for a Hunter there. It is possible
to get more Flamethrower Fuel ant the opposite end of passage, but it also
triggers another Hunter. Proceed through double doors and Giant Spider.

Run around Spider and use small blast to kill him. Four or five rounds with
the Colt should do the trick. Leave and reenter to dispose of Small
Spiders. Use Flamethrower or Combat Knife on Web Door. Go out an to the rom
to the left.

In this save room there is Blue Herb, F-Aid Spray, and Ink Ribbon. Use the
Blue Herb first if you1re poisoned and then the F-Aid Spray. Save and take
Hex Crank and Flamethrower with you.

Move out and to opposite end of hall, you1ll need to run because of snakes
on the ceiling. Replace Flamethrower to open door and go.

Move to the left (up) and down passage. Use Hex Crank three times (x3) on
crank panel to access small passage. Run down and trigger boulder and duck
into small passage. There is a Map and MO Disk in area where boulder was.

Move into secret room and move Statue down wall to line up with highlighted
area. Use Hex Crank two times (x2) on panel to move statue away. Push
statue to highlighted trigger and grab Doom Book 2.

Return to Store Room and stash Crank and pick up Doom Book 1. Have at least
three slots. Proceed back to other end of passage and through door.

Move to the left (down) and go up elevator to Fountain Area. Check both of
the Doom Books through the inventory menu. Turn the books1 and use the
action button to inspect all sides. The books will eventually open to
reveal an Eagle and a Wolf Medal. Use thes on the appropriate ends of the
Founmtain to reveal stairs. Before you go down acquire an the Blue and
Green Herbs. Mix Green-Blue if necessary.

Go down Fountain Passage via stairs and elevator. Once down, move around
corner and down ladder.

There will be a Storage Box here so grab the pistol, and any other useful
weapons with ammo. Procced through door and be ready for 3 Zombies. If You
have limited ammo run directly around to stairs and down. Otherwise take
the them out and get MO Disk from Desk in nook next to double doors.
There1s also Green Herb in this passage. Down.

Go directly through double door at the bottom of the stairs and then
through the first door after that. Hit Red Switch to turn on lights. Get
Researcher1s Letter, read to get Login and Passwords. Push bookshelf away
and use blue switch to dicypher code words on painting. Clip is in box next
to sink. Green Herb is also here. JOHN ADA MOLE. Leave.

Move back out double doors and run straight ahead to door and into Small
Lab. Use Computer and Passwords to unlock B2 and B3 Doors. Get Slides from
floor. Move out and back up stairs.

At the top of the stairs move striaght ahead to doulbe doors. Enter
Conference Room

Use Slides on Projector, acquire Security System File, and open panel and
hit switch to activate secret panel. Get the Lab Key. Return down.

Run to door at opposite corner of stairs. Avoiding or taking on the slow
but deadly naked Zombies. Use Lab Key on Lab Door that is marked with red
emblem. Lab Key is now discarded.

A Zombie will be directly ahead. There is also one around each corner. Go
directly ahead to Save/Storeroom. There is an Ink Ribbon, Magnum Rounds,
and Herb in this room. Save and take Shotgun and Magnum and One (1) MO Disk
with you. Leave and go back to Operating Room.

Get Shells and Red Herb. Move boxes and stairs to get to air duct. Go
through and enter the Morgue. Use MO disk to get Passcode 2, get Magnum
Rounds from shelf. Exit and be ready to blast if you haven1t killed all the
Zombies. Go back to save room and load up on herbs for next mission.

Power Maze - Bring MO Disk/Health(s) - Review the area map and look for the
doors - Run to terminal in corner opposite the door to activate power
panel. Go to far door to enter next maze. Get Pass Code 03 from terminal
that is straight ahead. Run through avoiding the ceiling hunters to main
generator room. Activate the terminal on the left side. Run out. There are
Two hunters in first room and three in second.

Now with MO Disk and some weaponry, head back toward the stairs and go
through double doors and through door midway down the passgae. 4 Zombies
await.

It is possible to get more than one Zombie with the Shotgun at close range,
(three is our record.) Get Fax File from wall and use MO Disk on output
machine to get Pass Code 1. Leave and go to end of hall.

Use passcode machine to enter codes and prceed to cell to be reunited with
Jill. The door is locked so return toward Save/Storeroom and move to Tyrant
Elevator that is at the end of the hall. Rebecca should join you. *You
should have at least six rounds of Magnum/ Shotgun or at least 15 or more
Berretta.*

Up and encounter Wesker1s evil plan and he1ll introduce you to the Tyrant.
Take him on and then use the computer terminal to unlock the door. Go out
and down elevator.

Now make your way back to Jill1s cell and free her. Look out for the
Ceiling Hunters!

Move upstairs and Zombies are everywhere! Run past those slow guys and to
the ladder. Make sure to have at least one open slot.

Up ladder and through Emergency Door that is right next to you.

Down the passage and get the Battery. Use it on the elevator. Up.

Get flare from box right next to elevator - Use it in middle of Heliport.
Await the return of Tyrant. Aviod him until Brad drops Rocket Launcer.
KaBoom!!

Thats it! Now relax at the ending sequence, which expands the story, hope
it helped, simon.

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