GetDotted Domains

Retro Game Walkthroughs For
"Resident Evil"
(Gamecube)

This game is also available on PS1, N64, PC and Saturn.

Retro Game Walkthroughs for Resident Evil (Gamecube)
Submitted By: Freeola
RESDIDENT EVIL
Quest for the Map of the First Floor

Go to the door opposite the Dining Room. Push the chest to the
statue and
climb up on it to reach into the jar for the map.

There is a Defensive Dagger on the shelf at the end of the room
the chest was
blocking.

First Floor Map Acquired

After the cutscene return to Kenneth's body and retrieve the
video cassette
from his camera. Note the Typewriter to the side and the Ink
Ribbons on the
table as well as the Emblem above the fireplace as you go
through the Dining
Room again. Then continue on to the room past the door to the
left of his
corpse.

There are herbs in this room under the stairs. The number of
herbs available
depends on the level of difficulty you are using. (Example :
there will be 2
herbs on Normal but only 1 on Hard.) This FAQ is on Normal
Mode.

Quest for the Sword Key

Up the stairs and through the door.

There is a Golden Arrow in this winding hall. Examine the arrow
on pickup to
remove the arrowhead. Don't miss the Handgun Magazine near the
Arrow on the
floor or the Green Herb that was in front of you when you
entered this hall.

Continue to the end of this hall and unlock the door to lead
back to the Dining
Room...on the second floor this time.

Grab the Defensive Dagger and if you want to go ahead and push
the statue to
the hole in the railing and push it over the side to the floor
below. You can
do this now or later when I'm describing how to get the Blue
Gemstone. At any
rate, go to the Main Hall.

Go through the painted door on the middle of the staircase to a
graveyard.

At the far end of the graveyard is a slab with an arrowhead
depression.

Hey! We have an arrowhead!

Open the passage and go down.

The pedestal under the metal coffin has a book on it. (Book of
Curse)

Examine the book and rotate it to look at the back to reveal a
key.

Examine the back of the key to reveal it to be the Sword Key.

Sword Key Acquired

Return to the mansion.

Quest for the Armor Key

Armed with the Sword Key go to the left door on the east side of
the second
floor in the main hall - the door locked with the Sword Key.
This will lead
many of us back to familiar territory. This is the hall with
the Armor Puzzle
and the passageway to Yawn.

Go to the far end of the hall and enter the last door. Pick up
the Wooden
Mount on the table on the way if you want the Second Floor Map.

While your in the room pick up the Botany Book and the Lighter
on the desk.
Then go pick up the Dog Whistle & Crumpled Memo near the
chessboard on the
opposite side of the room. A Handgun Magazine is on the desk
alongside the
chessboard.

Go through the door opposite the way you entered this room.

Turn right and unlock the door to create a shortcut so you won't
have to keep
going through that little room to get here.

*Side Quest*

Quest for the Map of the Second Floor

If you have the Lighter and the Wooden Mount go all the way down
this hall and
to the door at the very end.

Use the Lighter on the fireplace and slam the Wooden Mount on
the impression
above the fireplace to create the Map of the Second Floor.

Don't forget to grab the Green Herb before you leave this room!

Map of Second Floor Acquired

*Side Quest End*

Return to the hall if you went for the Map and go down the
stairs. The door
you see to the side is a save room.

Inside the save room is a Typewriter, a kerosene tank, a Fuel
Canteen on the
floor and an Item Box. Fill the Canteen with kerosene in the
large canister
near the doorway if you plan on burning zombie bodies to prevent
Crimson Head
surprises. Unlike Chris, Jill has to carry around a Lighter in
her personal
items which sacrifices a slot when picking up items.

Don't forget the goodies in the Item Box. Particularly, the
First Aid Spray!

Travel all the way back to the Main Hall and enter the door on
the second floor
that leads to the Dining Room second floor. Push the Statue off
the edge if
you haven't already and unlock the left door locked with the
Sword Key.

Unlock the metal door with the lockpick to enter the West
Terrace. Blow the
Dog Whistle. Pick up the Collar and examine the latch on the
front. Before
you leave take note of the collection of Green Herbs on the side
of the terrace
you entered from and use them if you are wounded! Careful, they
are limited
and can't be used forever!

Examine the Coin that falls out of the Collar and rotate it
until the Armor
carving is shown. The Coin should change into a key shape.
This is the
"Imitation of a Key." Go to the far end and unlock the door to
lead back to
the Main Hall. You don't have to do this unless you just want
to have all
doors open.

Go back through the metal door to the hallway and go around the
stairs to the
multi hinged door at the end of the hall. This will send you to
the hall you
found the Golden Arrow in. Go left through the opening and
right past the
Green Herb to a door. Might as well grab that Green Herb while
you're at it!

You will see a set of armor to the side of the new room. Follow
the path to
the grey block with the key in it. Grab the key and examine it.
Rotate it
until the carving of Armor is shown - it's the Armor Key!

This action sets off a trap. Place the "Imitation of a key"
into the slot to
deactivate and reset the trap.

Armor Key Aquired

Wow, 2 keys in our arsenal! We're ready to get to work.

*Side Quest*

Quest for the Grenade Launcher

Take the new Armor Key and go to the Main Hall. This key will
unlock the other
door on the East side next to the door you unlocked earlier with
the Sword Key.

This door leads you to the East Terrace where you'll find a
Defense Dagger on a
bench and across from the bench is the Grenade Launcher.

Further on there are two Green Herbs at the end of the Terrace.

Grenade Launcher Acquired

*Side Quest End*

Quest for the Death Mask 1 of 4

With the Armor Key return to the hallway across the main hall on
the second
floor (The one with the doors to the Armory and the Snake Room)
and enter the
metal door in the middle of the hall after the first turn.

This activates the puzzle. The object is to push the suits of
armor back
against the wall.

Push the Far Right one.
Push the Close Left one.
Push the Close Right one.

Grab the Jewelry Box from the new opening.

Examine the Jewelry Box and rotate the box until the image of a
sun and a moon
is showing.

The message "Sunlight will awaken me" is shown.

Note the empty slots on the sun image. Press the switches of
the shapes that
will fit into those shapes and the box will open.

Death Mask 1 Acquired

One down and three to go!

Quest for the Death Mask 2 of 4

Go to the hallway and turn left and go to the first door on the
right that you
unlocked before.

*Side Quest*

Turn the corner and enter the first door. Grab the Red Herb in
the corner.

Then go into the door closest to the Red Herb that leads to the
Water Tank
Room.

Inside this room is the Researcher's Will.

A puzzle awaits too!

Quest for the Wind Crest

Go to the display of fishing hooks and grab a Fishhook.

Go to the display of fishing lures and grab the Bee Specimen.

Go to the display of insects and grab the Lure of a Bee.

Combine the Lure of a Bee with the Fishhook and place the new
Lure of a Bee on
the display of fishing lures.

Place the Bee Specimen on the display of insects.

Press the button under the insect display.

Kill the Bee and grab the Wind Crest.

Wind Crest Acquired

If you want to go to the room opposite the Water Tank Room and
grab the
goodies! The spoils are : Ink Ribbons, a Green Herb and a First
Aid Box
containing a First Aid Spray.

*Side Quest End*

Return to the main hallway.

Go down the stairs.

Drop by the Save Room and pick up the gift of Incendiary Shells
and the First
Aid Spray then exit and go down the small hall to the door with
the almost
broken knob and enter the next hall.

The door on the opposite side of the hall is the Picture Puzzle
Room.

Click on the button under the picture closest to the door.

Go around the bend.

Click on the buttons under the closest picture and the middle
picture.

The colors should be from left to right (on the side of the wall
you are now
on):

Orange, Purple, Green

Go to the far picture and click on the button to open the wall
to the gated off
area you saw in the graveyard when you went for the Sword Key.

Grab the Death Mask on the ground.

Death Mask 2 Acquired

Hot damn! Half done!

Quest for the Death Mask 3 of 4

Two choices :

1 - Unlock the gate and go through the graveyard to the door to
the main hall
and go through the door with the Statue of the Woman who had the
First Floor
map.

Through the door locked with the Sword Key and down the hall to
the next door.
There is a Defensive Dagger under the second chest and a Handgun
Magazine under
the last chest. You should see a metal door to the side after
taking a few
steps into the next room.

2 - Go back through the Picture Puzzle Room to the hall but
instead of going
through the door to the save room go past that one to the far
door.

Weave through the next hall til you see the metal door.

Unlock the metal door and go outside.

Around the corner is a bag of Chemical in the wheelbarrow.

There are also two Green Herbs, one Red Herb and a kerosene tank
nearby.

Grab the Chemical and whatever else you want and go back
inside.

The door slightly in front of the metal door is a small
bathroom.

Drain the tub for another Defensive Dagger.

Then start the trek back to the Main Hall.

Go to the second floor and through the door to the Dining Room.

Go through the left door at the far end of the room.

Forget the metal door and go down the stairs.

There is a save room to the side of the staircase complete with
a Typewriter,
Ink Ribbons, and an Item Box.

Go down the hall.

The first door has a Broken Shotgun, a Battery Pack, a kerosene
tank, and Ink
Ribbons in the desk.

*Side Quest*

Quest for the Shotgun

Go to the hallway that has the metal door that led to the
Chemical.

At the end of this hallway take the door across from the double
doors that
leads to the hallway that contains the Back Door and Picture
Puzzle Room.

Go through the little room to the next one.

Exchange the Broken Shotgun for the Shotgun.

Also pick up the Defensive Dagger and Ink Ribbons on the small
table should you
need either.

Shotgun Acquired

*Side Quest End*

Return to the area where you got the Broken Shotgun but continue
past that door
to the next one.

The path forks here.

The left path leads to the Plant Room. Grab the Battery Pack on
the desk then
go to the Plant Room.

Place the Chemical in the water tank and set the switch to RED
to kill the
vines. Grab any/all of the five Green Herbs lying in the room.

The Death Mask is at the back of the room.

Death Mask 3 Acquired

Only one more of these ridiculous Death Masks!

Quest for the Death Mask 4 of 4

Exit the Plant Room and go back to the fork in the hall this
time going down
the other path.

The door opposite the alcove has the Keeper's Diary on the desk,
a Battery Pack
in the closet, and a Handgun Magazine on the bed.

The alcove is is the door to the Tiger Statue.

*Side Quest*

Blue Gemstone Reward

Remember the Statue you pushed over the edge of the second floor
dining room?

Return to the first floor of the Dining Room and look for the
Statue.

Grab the Blue Gemstone and return to the alcove opposite the
Keeper Diary Room.

Place the Blue Gemstone in the Tiger Head to get Shotgun
Shells.

Blue Gemstone Award Acquired

*Side Quest End*

Ok, now we are ready to get the last Death Mask. However, many
things must be
done before the path will be opened to us. Let's begin.

Go to the hallway on the second floor where you solved the Armor
Puzzle.

The first door you see is the one to go through.

Get the Serum!

The path to the Serum is starts by going to the second floor
Dining Room.

Go through the left door at the end of the room.

Go down the stairs and into the Save Room.

The Serum is on the shelf.

Backtrack to where you were when the Serum Quest started.

Serum Acquired

Grab the two Green Herbs and continue on past the room to the
opposite door to
the next room.

There is a long hall going away to a door and a set of stairs
leading to a very
nasty looking door. The door is locked with the Shield Key. We
don't have
that.

Before you leave this area, go done the long hall to the room.

Grab the Handgun Magazine on the table then light the candles
with the Lighter
and push the chest to the side revealing the hidden room.
Unless you have the
candles lit you will not be able to see the Musical Score in the
chest in the
small room.

Quest for the Shield Key

Go to the Dining Room and grab the Emblem.

Go to the hallway where Kenneth met his death.

The door just before the far corner is the Piano Room.

If you want go around the corner and unlock the door at the
bottom of the
stairs and get rid of the Sword Key.

This room leads to a kitchen with a Defensive Dagger on the
counter near the
big pot and an elevator around the corner at the far end.

Return to the Piano room.

Go around the piano and push the shelves to the side to reveal
...another
Musical Score. Combine the two Musical Scores and use it on the
piano.

Read Trevor's Diary and switch the Gold Emblem for the Emblem.

Take the Gold Emblem to the place the Emblem was.

This opens the Clock Puzzle.

Move the Large Gear to the left/right twice then choose "no".

Grab the Shield Key out of the hole.

Shield Key Acquired

Return to the door locked by the Shield Key.

****Boss Fight****

YAWN - the Giant Snake
Round One

If you saved Richard he will help you, otherwise you fight
alone.

Either attack Yawn until he retreats or just run and grab the
Death Mask at the
far end of the room and hightail it out of there!

If you stay and fight until Yawn retreats and Richard had helped
you remember
to grab his Assault Shotgun from the floor before leaving.

If Yawn poisons you, quickly run to the Serum Room and grab a
dose of Serum
before the poison kills you.

****End Boss Fight****

Death Mask 4 Aquired

Thank God! All the damn Death Masks. Examine all of them to
see the names of
each mask.

Quest for the Stone and Metal Object

Go to the area you got the Sword Key and place the four Death
Masks on their
correct place on the wall with the four faces.

Each Death Mask placed correctly will release a chain on the
coffin.

When the coffin crashes to the ground go inspect it.

****Boss Fight****

Crimson Head Prototype

No one will help you in this fight so I hope you conserved ammo
and brought
some healing items.

After felling the beast check the coffin for the switch to open
the door and
grab the Stone and Metal Object as well as the Shotgun Shells
sitting to the
side of the casket.

****End Boss Fight****

Stone and Metal Object Acquired

Whew! Now we can leave the mansion.

Quest for the Square Crank

If you unlocked the gate in the graveyard after the Picture
Puzzle, use it to
go through the Picture Room and go straight down the small hall
across from the
door to the exit.

Go down this pathway and place the Stone and Metal Object in the
carving to
unlock the door to get to the Shed.

In the Shed you will find a First Aid Spray, Shotgun Shells, and
a Battery
Unit.

Go down the small set of stairs to the door.

Go down the path stopping at the weathervanes to set the
direction.

Set the Red Weathervane to point WEST and the Blue Weathervane
to point NORTH.

This unlocks the gate to another graveyard ahead.

*Side Quest*

Quest for the Magnum Revolver

Take the path to the right in the next area to the twin
gravestones.

Place the Wind Crest on the right tombstone and take the Moon,
Sun and Star
Crests.

Examine the back of each Crest and press the button to make the
impressions
extend and place them on the left tombstone to get the Magnum
Revolver!

Magnum Revolver Acquired

*Side Quest End*

Go to the fence opposite the one you entered and follow the path
to the Cabin.

Enter the Cabin.

Grab the Map of the Courtyard at the top of the stairs on the
wall.

There is a Family Picture along with a note on the desk with the
Typewriter and
an Item Box in the area past that.

Around the corner from the Item Box is a small dirt area that
has a Square
Crank.

Attempt to leave the Cabin.

You cannot kill the mutant woman that appears. You can knock
her down if you
have enough firepower, but why waste it?

Run past her and return to the Shed.

Square Crank Acquired

Go through the double doors.

Go across the area to the gate, taking the Green Herb as you
go.

Go around the pool to the square impression and use the Square
Crank to drain
the water.

Go across the bridge and follow the path to the elevator.

Go left and pass in front of the waterfall to the gate.

Grab the Red Herb then follow the path to the Residence.

Just in front of you are three Blue Herbs.

Grab some in case you get poisoned and enter the door on the
right side of the
hall for a Save Room.

There is a Battery Pack here as well as a kerosene tank, a
Typewriter, Ink
Ribbons and an Item Box.

Door 001 is locked so go to the other door past the crate.

Grab the Red Book on the bar down the stairs around the corner.

There is a First Aid Box next to the Red Book that holds a
Green/Blue Herb Mix.

Don't forget the Green Herbs near the door of the room as well
as next to the
Red Lamp.

Light all three lamps and record the color of the light and the
shape that was
under the lamp as well as the colors and numbers of the billiard
balls on the
pool table on the higher level for the Pass Code Puzzle.

Quest for the 001 Key

Leave the room and push the crate against the other crates in
the small hallway
to the side. Use the crates as stairs to avoid the tentacles
from the holes on
the floor.

Go to the next hall.

Go to the far end of the hall to Room 002.

DO NOT take the Map of the Residence off the wall past Room 002
just yet, lest
you open another area to Giant Wasp infestation.

Grab the Plant 42 Report on the desk and push the bookshelves
out of the way to
reveal the hidden ladder.

Don't go down the ladder but go into the bathroom and grab the
001 Key off the
shelf.

001 Key Acquired

Return to Room 001 in the main hall.

Quest for the Control Room Key

In Room 001, go into the bathroom and drain the tub for the
Control Room Key.

Before you leave, go into the main room and grab the Self
Defense Gun, the
Suicide Note, and the Handgun Magazine from the desk.

Control Room Key Acquired

Now return to Room 002 and go down the ladder.

Quest for the Gallery Key

Push the crates in this hallway into the water to create a
bridge to the other
side.

Cross the "bridge" and grab the Green Herb before you step into
the water and
through the door.

Quickly run to the right of the door along the path to avoid
Neptune's
One-Hit-Kill-Swallow-You-Whole-Attack until you reach the
Control Room.

Go down the ladder and read the large white board to see which
valve to mess
with to restore oil pressure.

Go to the main console in the middle under the window and press
the button to
drain the water.

Work quickly after the shark smashes into the window for you are
on a timer!

Quickly go to the right console and press the Safety Release.

Turn around and go to the left console and pull the lever.

Exit the room and go left at the fork to find the oil valves.

Select the choice that the white board told you to.

Quickly return to the right console and press the Safety
Release.

Back to the left console and move the lever.

Finally, press the button on the middle console to drain the
water.

Grab the Aqua Ring Map from the wall behind the white board.

Go back to the hallway with the oil valves grab the First Aid
Box which
contains two mixed Green Herbs and then take the opposite path
to the door.

Go towards the screen to reveal the next door which leads into
the Aqua Ring.

Go to the far end of the room and climb on the ledge.

Try to grab the key.

****Boss Fight****

Neptune

Push the green box into the water.

Turn and pull the lever to fry Neptune.

Grab the Gallery Key from the water.

****End Boss Fight****

Gallery Key Acquired

The Gallery is in the same hall as Room 002...go there.

Quest for the 003 Key

To do this you need to go back to the room you entered after you
left the
Control Room to enter the newly drained tank and go through the
fence at the
back past the door that leads to the Control Room.

Round the corner but first grab the Magnum Rounds.

Climb the ladder and unlock the door.

Follow the hall to the ladder back into the 002 Room.

Then into the hallway and to the door in the middle of the
hall.

Quickly run around the display past the 003 Room to the body in
the hall.

Pry the Insecticide Spray out of his cold, dead hand and quickly
leave the
Gallery.

Go back towards Room 002 but continue past it to the Map of the
Residence on
the wall.

Remove the map and use the Insecticide Spray on the hole to kill
all the Giant
Wasps in the nest.

Return to the Gallery and run down the hall the dead man is in
to the Giant
Wasp Nest and grab the 003 Key.

003 Key Acquired

While your here use the colors, shapes and numbers you got in
the Pool Table
Room to open the Pass Code Door and grab the Handgun Magazine
from the stand in
the middle of the room. There is also a Red Herb in front of
the double doors
near the back of the room to the right of Door 003. The
ridiculous Pass Code
puzzle had me tearing out my hair trying to figure out where the
RED ball was.

Just use different cominations of "6", "3", and "5" to open the
door.

Trial and error accompanied by the process of elimination will
topple the
puzzle.

Quest for the Helmet Key

Go into Room 003 and save on the Typewriter should the feeling
to do so arise.

Take the White Book from the shelf and replace it with the Red
Book.

Arrange the Red Books to form a picture of a nude woman to solve
the Book
Puzzle.

Exchange these books:
(From left to right)

1 and 4
2 and 6
3 and 7

A secret door is revealed.

You options are as follows :

1 - Fight Plant 42 without doing the V-Jolt Quest.
2 - Use the V-Jolt to kill Plant 42's root before fighting it.

Option 2 is the only way to get Barry to interfere and kill
Plant 42 with the
Flamethrower. Option 2 pretty much skips the battle
altogether.

V-Jolt Quest

Mix the ingredients in the following way:

Water = 1

The other 3 chemicals are in the big jars.

V-Jolt is # 20

1 + 3 = 4
4 + 6 = 10
1 + 6 = 7
10 + 7 = 17
17 + 3 = 20

1 + 3 = 4 + 6 = 10
1 + 6 = 7 + 10 = 17 + 3 = V-Jolt

V-Jolt Acquired

Now to kill the Root.

Quest to Kill the Root of Plant 42 with V-Jolt

Return to the first place you saw Neptune.

Go across the bridge and around the structure to find a door.

Inside the room is Plant 42's Root.

Use the V-Jolt on the Root to kill it.

Return to Room 003.

Plant 42's Root Destroyed

Enter the secret door you revealed.

If you skipped the V-Jolt Quest:

****Boss Fight****

Plant 42

Run up the stairs and unload on the bulb while avoiding the
poison the plant
vines shoot at you and the tentacle whips.

Grab the Helmet Key from the fireplace on the ground floor.

-If you did destroy the root :

Plant 42 will grab you in it's vines and Barry will storm in and
fry the plant
with his Flamethrower.

****End Boss Fight****

Helmet Key Acquired

Return to the mansion.

Grab whatever you can carry from the stash in the Shed.

Your choices are:

Battery Pack, First Aid Spray, and Grenade Shells.

Quest for the Eagle Medal

Go into the door to the Save Room and go up the stairs.

Go down the hall to the room at the far end you got the second
floor map.

Use the new Helmet Key to unlock the door.

Push the Statue into the room all the way to the wall. The
Statue will stop the
walls from crushing you.

Run around the right wall and press the button to reset the
walls.

Run back and push the Statue in front of the hole in the wall
before the walls
close again.

Go into the new opening grab the Defensive Dagger off the table
and drop down
the hole.

Grab the Red Book and examine it.

Rotate the book until you are looking at the pages.

The book should open.

Inside is the Eagle Medal

Eagle Medal Acquired

Read Trevor's Second Diary and press the switch to open the
path.

Quest for the Battery

Continue down the hall and take a right at the fork to get the
Shotgun Shells
from the small alcove around the corner and the Map of the
Mansion B1 from the
wall. Return to the fork and take the left path and continue to
the door.

Go down the hall, grabbing the Red or Blue Herb as needed, and
go into the
water filled corridor when you get to the fork and throw the
switch around the
corner to turn the elevator power back on.

Go back to the fork and grab the Defensive Dagger then take the
other path and
go through the door.

Your back in the mansion kitchen.

Go towards the screen and around the corner to the elevator at
the far end of
the room.

When you get out of the elevator go toward the screen to reveal
the small
alcove with a Red Herb and two Green Herbs then go back past the
elevator and
around the corner to the door before the next turn in the hall.

Grab the Battery off the shelf and the Battery Pack from the
floor. Grab the
Shotgun Shells and Acid Rounds if you want as well. Then exit
the room and
continue down the hall to the next door.

Battery Acquired

There are still rooms to explore. While we are here let's take
care of some of
the other tasks.

Quest for the Yellow & Red Gemstones

Go down the hall and go through the multi hinged door before the
last turn in
the hall.

Use the Helmet Key on the door just before the stairs.

There is a Defensive Dagger and Grenade rounds as well as a file
on the table
in this room.

Push each crate in front of each animal head.

Turn off the light switch.

Go to the far side of the room and wait for the Eagle to turn
completely
towards you.

Hug the wall and run under the bird. It will not move if you
move very close to
the wall which gives you plenty of time to climb on the boxes
and grab the
jewels.

Jump up onto the crate and grab the glowing jewel BEFORE the
eagle turns
completely around.

Repeat this to get the other jewel.

Red and Yellow Gemstones Acquired

Quest for the Mo Disc 1 of 3

Take the Yellow Gemstone to the Tiger Head Room and place it in
the statue to
get the Disc.

Mo Disc 1 Acquired

Quest for the Wolf Medal

Go back to the place where you got the Armor Key and go past the
grey block to
the door.

Grab the two Green Herbs then run down the hall until the
cut-scene takes over.

****Boss Fight****

Yawn - The Giant Snake

This time the fight is to the death!

He can't poison you this time but that makes him no less
deadly.

In his death, he lunges and knocks some books on the
floor....one of them is a
blue book with a wolf on it.

Grab the book and examine it to get the Wolf Medal.

****End Boss Fight****

Wold Medal Acquired

Quest for the Spencer Key

Go to the Main Hall.

Go into the door next to the double doors that leads to the
Woman Drawing Water
Room.

Read the note, grab the Ink Ribbons from the desk around the
corner then pass
through this room to the next.

Grab the Jewelry Box from the shelf.

There are Blue Herbs, a Green Herb, and a Defensive Dagger on
the floor in
here.

Combine the Red Gemstone with the box and the puzzle will
initiate.

Rotate all pieces to look like this:

******
* *
* * *
* * * *
* *********** *
* 1 *
****************

*
**
* *
* *
* *
* 2 *
* *
*****

*
**
* *
* *
* 3 *
* *
***

******
* *
* 4 *
* *
* *
* *
*

************
* 5 *
* *
* * *
* * * *
* * * *
* * * *
* * * *
** * *
* * *
**
*

Arrange them in this order:

1 at the bottom of the octagon.
2 on top of the left side of number 1.
3 on top of the middle part of number 1.
4 on top of the right side of number 1.
5 at the very top of the octagon.

Upon completion the box will open and you will get a Broach.

Examine the Broach to turn it into a key. The Spencer Key!

Spencer Key Acquired

Go to the hall with the Picture Puzzle Room and use the Spencer
Key on the
door.

Inside is a Metal Object and a Battery Pack...grab 'em!

Leave the mansion and go through the courtyard to where the
waterfall is but
this time go to the far end of the area and place the Battery in
the slot and
use the elevator next to it.

Go to the pond you drained before and use the Square Crank to
stop the
waterfall and refill the pond.

Quest for the Hexagonal Crank

Go back down to the waterfall area using the other elevator you
just fixed and
go where the waterfall used to be and enter the secret cavern.
Go down the
ladder and into the door.

Go down the path to the door.

Go around the pit to the little room across from it and get the
Shaft from the
stand.

There are two Handgun Magazines on the floor in the Pit Room.

Go to the far door.

Follow the path to the end.

Get the Hexagonal Crank.

Hexagonal Crank Acquired

Quest for the Cylinder

Return to the entrance of the carvern but instead of going up
the ladder go the
other way and around the bend.

Utilize the Ink Ribbons next to the Typewriter and the nearby
Item Box if
needed.

Use the Hexagonal Crank on the panel in the wall to open the
path.

Don't miss the Green Herb just before the door!

Run up to the boulder then turn, run, and duck into alcove near
the door you
came in from to avoid the boulder.

There are Shotgun Shells in the corner where the boulder was
originally.

Go through the hole the boulder made to a door.

****Boss Fight****

Giant Spider

Just blast it while avoiding the poison spit and the other
spiders that come
out.

Use the Knife in the room or Incendiary Rounds to knock the web
off the door.

In the next room to the right of the door are two Blue Herbs and
the Map of the
Courtyard B1 on the wall. Grab them and go back past the door
to another door
to a room with another movable floor and a boulder.

Use the Hexagonal Crank on the wall panel to move the hole three
times and
reveal a secret door.

The boulder will start rolling so run into the alcove and
through the door.

Behind the boulder's original position is a First Aid Box
containing a First
Aid Spray.

Push the Statue in front of the metal thing in the wall then use
the Hexagonal
Crank on the panel in the opposite wall to move the Statue out.

Use the Hexagonal Crank again to retract the wall and push the
Statue onto the
circle on the floor to rotate it.

Push the Statue off the circle then push it back on to rotate it
one more time.

Push the Statue into the hole in the wall to open the secret
compartment that
holds the Cylinder.

Cylinder Acquired

Combine the Shaft and Cylinder.

Take this new device back to where you got the Shaft and place
the whole unit
into the stand.

Press the buttons in this order:

Fourth
Second
Third
First

Go down the lift.

Quest for the Broken Flamethrower

Go through the tunnel, avoiding the mutant "Leatherface" wannabe
woman as you
wind through the halls until you get to some stairs.

At the top of the stairs go to the left to find a door.

There is a Red Herb and a Green Herb at the foot of the stairs.

In this room is a large crate and a lift.

Push the crate onto the lift and press the button.

Return to the main lift you used to get to this area back past
the tunnels that
the mutant woman is in.

Go down to the wooden area past the Item Box to a ladder.

Go down the ladder and push the crate out of the lift and left
and up into the
crusher.

Push the button to crush the box and get the Broken
Flamethrower.

Broken Flamethrower Acquired

Return to the tunnel the mutie woman is roaming around in and
find the switch
on the wall.

Quest for the Stone Ring

Turn the switch then run to the door at the bottom of the stairs
to the left of
where the Red and Green Herbs are to the panel with the hooks on
it and place
the Broken Flamethrower onto the hooks before they retract.

Go through the door.

Go around the room, through the waterway to the next room and
grab the Jewelry
Box.

Examine the box to get the Stone Ring as well as a Family
Picture and some
notes.

Stone Ring Acquired

Combine the Metal Object with the Stone Ring.

Another Stone and Metal Object! Joy!

Climb the ladder.

At the top of the ladder to the left is a Blue Herb and a Green
Herb.

To the right of the ladder is another ladder.

Climb the ladder to find yourself back in the Cabin you
originally met the lady
mutant in.

Return to the mansion.

When you exit the Shed take the other Stone and Metal Object you
used to open
the shed with you.

Go to the Main Hall and go behind the stairs to the gate and use
both Stone and
Metal Objects on the gate.

Use the Item Box and Typewriter wisely!

Continue down the stairs to the door at the end of the path.

Take the ladder down.

Decision time!!!

Do you give Barry his gun back or not?

Hurry up and decide! The monster doesn't like to be kept
waiting!

****Boss Fight****

Lisa Trevor

If you give Barry his gun back he will assist you in fighting
Lisa otherwise
she kills him.

A quick way to finish the battle is to push all the stones off
the ledge and
Lisa will grab a bone out of the coffin and jump off the edge
herself.

Otherwise you have to fire at her until she is knocked off the
ledge.

You have to push the stones off the ledge to open the door
anyway so save that
ammo and just push the stones off and Lisa will leave.

Get the Family Picture from the casket interior.

****End Boss Fight****

Go up the elevator and place the Wolf and Eagle Medals in the
proper slots to
open the path under the pool.

Go down the stairs and into the elevator.

****End of Disc 1****

****Start of Disc 2****

We are now in the secret Umbrella Laboratory! The end of the
horror is in
sight!

Quest for the Mo Disc 2 of 3

Go down the ladder.

Ahh! A Save Room and Item Box!

In the next room grab the Green Herbs along the path then go
around the corner
to the desk to grab the Mo Disc then go down the stairs.

Mo Disc 2 Acquired

Quest for the Lab Key and the Mo Disc 3 of 3

At the foot of the stairs go into the nearby door.

The First Aid Box on the floor just when you walk in has a
mixture of two Green
Herbs.

Go into the door the Box was in front of.

Grab the X-Ray off the stack of boxes in the corner and the
other X-Ray on the
shelf under the white boards.

Place the X-Rays in such a manner that the first and last
initials of the
patient names form:

ABCDEFGH

Click the blue switch and take note of the highlighted organs
then look on the
chart for the initials of each.

The initials put together is the code to unlock the door on B2.

Read the Researcher's Letter near the computer.

Return to the foot of the stairs go into the narrow hall across
from the door
to the other end and through the door.

Use the computer at the back of the room to unlock the
electronic locks.

Login : John
Password : Ada

Password to unlock B2 : Cell

Read the file next to the computer.

The area across from the computer has a Battery Pack on the
shelf at the end.

Go to the foot of the stairs and go into the nearby door.

In this hall go into the second door.

Use the Mo Disc on the GameCube device to unlock one of the
levers on the
Triple Lock Door at the end of the hallway outside this room.

Take the Slides and the Incendiary Rounds and read the Fax next
to the desk
behind the shelf then go upstairs to the room near where you got
the second Mo
Disc.

Grab the First Aid Spray from the table and use the Slide Filter
on the
projector and remember the last slide with the four numbers.

Use these numbers on the Pass Code device on the wall to open a
secret area.

You can view Kenneth's tape here. Grab the Security protocols
from the shelf
just outside the small area and the Lab Key from the desk when
your done.

The Mo Disc 3 is on the shelf near the Pass Code device.

Lab Key and the Mo Disc 3 Acquired

Take the Lab Key and go back downstairs all the way to the other
side of the
hall and all the way to the bottom and unlock both doors to get
rid of the Lab
Key.

Go into the double doors first.

Push the shelf out of the way, grab the Shotgun Shells and enter
the vent.

Enter the vent on the adjacent wall.

Use the Mo Disc on the GameCube device to unlock another lever
on the Triple
Lock Door. Grab the Battery Pack next to the GameCube on the
desk.

Then push the shelf and exit this room.

Quest for the Elevator Power

Go through the other door you unlocked with the Lab Key and
ignore the first
double doors...they will never open...besides you were already
in there.

The door across from the hall you entered through is a Save
Room.

On the table is a First Aid Spray, Ink Ribbons, and a
Typewriter. There are
some Grenade Rounds on the floor near the table and an Item Box
in the corner.

Turn right from outside the Save Room and go into the Power Room
at the end of
the hall.

Kill all enemies in this room! Then go to the console in the
back and grab the
Fuel Supply Capsule. Directions to it from the entrance is to go
left from the
door and into the last corridor.

The console is located at the end of this corridor.

Return to the room where you got the Slide Filter and recharge
the Fuel Supply
Capsule in the device.

WALK back to the console in the Power Room and place the Fuel
Supply Capsule
into the console.

Go further into the Power Room and use the Mo Disc on the
GameCube device to
unlock the final lock on the Triple Lock Door.

Even further into the Power Room brings you to the Elevator
Power Station.

The Console to turn on the Elevator Power is at the back of the
room.

Elevator Power Restored

Go to the elevator past the save room in the hall outside the
Boiler Room.

Enter the lab.

****Boss Fight****

Tyrant

Just unload on him with your heaviest firepower until he
collapses.

Pickup the Observation Note from Wesker's body then use the
console at the far
end to unlock the doors.

****End Boss Fight****

Run to the Triple Lock Door and open it.

Rnu down the hall to the jail cell and spring Chris from his
confinement.

Run through the lab until you reach the entrance and take the
double doors to
the escape route.

There are Shotgun Shells and a First Aid Box containing a Green
Herb on the
escape path.

Grab the Fuse Unit on the floor and use it in the hole in the
wall near the
elevator.

Grab the Signal Rockets and use them on the center of the
landing pad.

****Boss Fight****

Tyrant

Pound on it until Brad tosses you the Rocket Launcher then blow
the thing away!

CAREFUL - Tyrant has the ability to deflect missiles you shoot
at it!

****End Boss Fight****

****End of Jill Valentine's Quest****

****Chris Redfield's Quest****

After returning from finding Kenneth's body and after the
cut-scene grab the
Handgun from the floor and go to the double doors on the first
floor of the
Main Hall.

Quest for the Map of the First Floor

Push the chest to the statue and climb up on it to reach into
the jar for the
map.

There is a Defensive Dagger on the shelf at the end of the room
the chest was
blocking.

First Floor Map Acquired

After the cutscene return to Kenneth's body and retrieve the
video cassette
from his camera. Note the Typewriter to the side and the Ink
Ribbons on the
table as well as the Emblem above the fireplace as you go
through the Dining
Room again. Then continue on to the room past the door to the
left of his
corpse.

There are herbs in this room under the stairs. The number of
herbs available
depends on the level of difficulty you are using. (Example :
there will be 2
herbs on Normal but only 1 on Hard.) This FAQ is on Normal
Mode.

Quest for the Sword Key

Grab the Handgun Magazine next to the birdcage and go up the
stairs and through
the door.

There is a Golden Arrow in this winding hall. Examine the arrow
on pickup to
remove the arrowhead. Don't miss the Handgun Magazine near the
Arrow on the
floor or the Green Herb that was in front of you when you
entered this hall.

Continue to the end of this hall and unlock the door to lead
back to the Dining
Room...on the second floor this time.

Grab the Defensive Dagger and if you want to go ahead and push
the statue to
the hole in the railing and push it over the side to the floor
below. You can
do this now or later when I'm describing how to get the Blue
Gemstone. At any
rate, go to the Main Hall.

Go through the painted door on the middle of the staircase to a
graveyard.

At the far end of the graveyard is a slab with an arrowhead
depression.

Hey! We have an arrowhead!

Open the passage and go down.

The pedestal under the metal coffin has a book on it. (Book of
Curse)

Examine the book and rotate it to look at the back to reveal a
key.

Examine the back of the key to reveal it to be the Sword Key.

Sword Key Acquired

Return to the mansion.

Quest for the Armor Key

Armed with the Sword Key go to the left door on the east side of
the second
floor in the main hall - the door locked with the Sword Key.
This will lead
many of us back to familiar territory. This is the hall with
the Armor Puzzle
and the passageway to Yawn.

Go to the far end of the hall and enter the last door. Pick up
the Wooden
Mount on the table on the way if you want the Second Floor Map.

While your in the room pick up the Botany Book on the desk.
Then go pick up
the Dog Whistle & Crumpled Memo near the chessboard on the
opposite side of the
room. A Handgun Magazine is on the desk alongside the
chessboard.

Go through the door opposite the way you entered this room.

Turn right and unlock the door to create a shortcut so you won't
have to keep
going through that little room to get here.

*Side Quest*

Quest for the Map of the Second Floor

If you have the Wooden Mount go all the way down this hall and
to the door at
the very end.

Use the Lighter on the fireplace and slam the Wooden Mount on
the impression
above the fireplace to create the Map of the Second Floor.

Don't forget to grab the Green Herb before you leave this room!

Map of Second Floor Acquired

*Side Quest End*

Return to the hall if you went for the Map and go down the
stairs. The door
you see to the side is a save room.

Inside the save room is a Typewriter, an Old Key on the
Typewriter, a kerosene
tank, a Fuel Canteen on the floor and an Item Box. Fill the
Canteen with
kerosene in the large canister near the doorway if you plan on
burning zombie
bodies to prevent Crimson Head surprises. Note: Chris has less
item slots than
Jill so maybe you should try avoiding zombies to prevent Crimson
Head
appearances to free up an item slot.

Don't forget the goodies in the Item Box. Particularly, the
First Aid Spray!

Travel all the way back to the Main Hall and enter the door on
the second floor
that leads to the Dining Room second floor. Push the Statue off
the edge if
you haven't already and unlock the left door locked with the
Sword Key.

Unlock the metal door with the Old Key to enter the West
Terrace. Blow the Dog
Whistle. Pick up the Collar and examine the latch on the front.
Before you
leave take note of the collection of Green Herbs on the side of
the terrace you
entered from and use them if you are wounded! Careful, they are
limited and
can't be used forever!

Examine the Coin that falls out of the Collar and rotate it
until the Armor
carving is shown. The Coin should change into a key shape.
This is the
"Imitation of a Key." Go to the far end and unlock the door to
lead back to
the Main Hall. You don't have to do this unless you just want
to have all
doors open.

Go back through the metal door to the hallway and go around the
stairs to the
multi hinged door at the end of the hall. This will send you to
the hall you
found the Golden Arrow in. Go left through the opening and
right past the
Green Herb to a door. Might as well grab that Green Herb while
you're at it!

You will see a set of armor to the side of the new room. Follow
the path to
the grey block with the key in it. Grab the key and examine it.
Rotate it
until the carving of Armor is shown - it's the Armor Key!

This action sets off a trap. Place the "Imitation of a key"
into the slot to
deactivate and reset the trap.

Armor Key Aquired

Wow, 2 keys in our arsenal! We're ready to get to work.

Since, Chris does not get to use the Grenade Launcher, you might
want to skip
going to the East Terrace seeing it won't be there. But, unlock
the door
anyway so you can evenutally get rid of the Armor Key. The
Defensive Dagger
and Green Herbs on the Terrace might be worth the trip if you
feel like going
for them.

Quest for the Death Mask 1 of 4

With the Armor Key return to the hallway across the main hall on
the second
floor (The one with the doors to the Armory and the Snake Room)
and enter the
metal door in the middle of the hall after the first turn.

This activates the puzzle. The object is to push the suits of
armor back
against the wall.

Push the Far Right one.
Push the Close Left one.
Push the Close Right one.

Grab the Jewelry Box from the new opening.

Examine the Jewelry Box and rotate the box until the image of a
sun and a moon
is showing.

The message "Sunlight will awaken me" is shown.

Note the empty slots on the sun image. Press the switches of
the shapes that
will fit into those shapes and the box will open.

Death Mask 1 Acquired

One down and three to go!

Quest for the Death Mask 2 of 4

Go to the hallway and turn left and go to the first door on the
right that you
unlocked before.

*Side Quest*

Turn the corner and enter the first door. Grab the Red Herb in
the corner.

Then go into the door opposite door near the Red Herb that leads
to the Water
Tank Room.

Grab the Old Key off the desk as well as the First Aid Box that
holds a First
Aid Spray and the Ink Ribbons on the smaller desk in the corner
near the Old
Key.

There's a Green Herb behind the bed.

Now go through the door near the Red Herb using the Old Key.

Inside this room is the Researcher's Will.

A puzzle awaits too!

Quest for the Wind Crest

Go to the display of fishing hooks and grab a Fishhook.

Go to the display of fishing lures and grab the Bee Specimen.

Go to the display of insects and grab the Lure of a Bee.

Combine the Lure of a Bee with the Fishhook and place the new
Lure of a Bee on
the display of fishing lures.

Place the Bee Specimen on the display of insects.

Press the button under the insect display.

Kill the Bee and grab the Wind Crest.

Wind Crest Acquired

*Side Quest End*

Return to the main hallway.

Go down the stairs.

Drop by the Save Room and pick up the gift of Shotgun Shells, a
Handgun
Magazine, and the First Aid Spray then exit and go down the
small hall to the
door with the almost broken knob and enter the next hall.

The door on the opposite side of the hall is the Picture Puzzle
Room.

Click on the button under the picture closest to the door.

Go around the bend.

Click on the buttons under the closest picture and the middle
picture.

The colors should be from left to right (on the side of the wall
you are now
on):

Orange, Purple, Green

Go to the far picture and click on the button to open the wall
to the gated off
area you saw in the graveyard when you went for the Sword Key.

Grab the Death Mask on the ground.

Death Mask 2 Acquired

Hot damn! Half done!

Quest for the Death Mask 3 of 4

Go back through the Picture Puzzle Room to the hall but instead
of going
through the door to the save room go past that one to the far
door.

Weave through the next hall and go into the first door you see.

Drain the tub for another Old Key.

Unlock the metal door with the Old Key and go outside.

Around the corner is a bag of Chemical in the wheelbarrow.

There are also two Green Herbs, one Red Herb and a kerosene tank
nearby.

Grab the Chemical and whatever else you want and go
Submitted By: Kyz22
The following walkthroughs are intended to give you the simplest
possible way to finishing the game with each character. There
are some other small puzzles I have missed out but they are not
vital to the quest. This is a partially re-written walkthrough
taken from www.gamefaqs.com with my own character descriptors
and item descriptors at the end.

Quest for the Map of the First Floor
Go to the door opposite the Dining Room. Push the chest to the
statue and climb up on it to reach into the jar for the map.
There is a Defensive Dagger on the shelf at the end of the room
the chest was blocking.
First Floor Map Acquired
After the cutscene return to Kenneth's body and retrieve the
video cassette from his camera. Note the Typewriter to the side
and the Ink
Ribbons on the table as well as the Emblem above the fireplace
as you go through the Dining Room again. Then continue on to the
room
past the door to the left of this.
There are herbs in this room under the stairs. The number of
herbs available depends on the level of difficulty you are
using. (Example :
there will be 2 herbs on Normal but only 1 on Hard.) This FAQ is
on Normal Mode.
Quest for the Sword Key
Up the stairs and through the door.
There is a Golden Arrow in this winding hall. Examine the arrow
on pickup to remove the arrowhead. Don't miss the Handgun
Magazine
near the Arrow on the floor or the Green Herb that was in front
of you when you entered this hall.
Continue to the end of this hall and unlock the door to lead
back to the Dining Room...on the second floor this time.
Grab the Defensive Dagger and if you want to go ahead and push
the statue to the hole in the railing and push it over the side
to the floor
below. You can do this now or later when I'm describing how to
get the Blue Gemstone. At any rate, go to the Main Hall.
Go through the painted door on the middle of the staircase to a
graveyard.
At the far end of the graveyard is a slab with an arrowhead
depression.
Hey! We have an arrowhead!
Open the passage and go down.
The pedestal under the metal coffin has a book on it. (Book of
Curse)
Examine the book and rotate it to look at the back to reveal a
key.
Examine the back of the key to reveal it to be the Sword Key.
Sword Key Acquired
Return to the mansion.
Quest for the Armor Key
Armed with the Sword Key go to the left door on the east side of
the second floor in the main hall - the door locked with the
Sword Key.
This will lead many of us back to familiar territory. This is
the hall with the Armor Puzzle and the passageway to Yawn.
Go to the far end of the hall and enter the last door. Pick up
the Wooden Mount on the table on the way if you want the Second
Floor Map.
While your in the room pick up the Botany Book and the Lighter
on the desk. Then go pick up the Dog Whistle & Crumpled Memo
near the
chessboard on the opposite side of the room. A Handgun Magazine
is on the desk alongside the chessboard.
Go through the door opposite the way you entered this room.
Turn right and unlock the door to create a shortcut so you won't
have to keep going through that little room to get here.
*Side Quest*
Quest for the Map of the Second Floor
If you have the Lighter and the Wooden Mount go all the way down
this hall and to the door at the very end.
Use the Lighter on the fireplace and slam the Wooden Mount on
the impression above the fireplace to create the Map of the
Second Floor.
Don't forget to grab the Green Herb before you leave this room!
Map of Second Floor Acquired
*Side Quest End*
Return to the hall if you went for the Map and go down the
stairs. The door you see to the side is a save room.
Inside the save room is a Typewriter, a kerosene tank, a Fuel
Canteen on the floor and an Item Box. Fill the Canteen with
kerosene in
the large canister near the doorway if you plan on burning
zombie bodies to prevent Crimson Head surprises. Unlike Chris,
Jill has to carry
around a Lighter in her personal items which sacrifices a slot
when picking up items.
Don't forget the goodies in the Item Box. Particularly, the
First Aid Spray!
Travel all the way back to the Main Hall and enter the door on
the second floor that leads to the Dining Room second floor.
Push the
Statue off the edge if you haven't already and unlock the
left door locked with the Sword Key.
Unlock the metal door with the lockpick to enter the West
Terrace. Blow the Dog Whistle. Pick up the Collar and examine
the latch on the
front. Before you leave take note of the collection of Green
Herbs on the side of the terrace you entered from and use them
if you are
wounded! Careful, they are limited and can't be used forever!
Examine the Coin that falls out of the Collar and rotate it
until the Armor carving is shown. The Coin should change into a
key shape.
This is the "Imitation of a Key." Go to the far end and unlock
the door to lead back to the Main Hall. You don't have to do
this unless you
just want to have alldoors open.
Go back through the metal door to the hallway and go around the
stairs to the multi hinged door at the end of the hall. This
will send you
to the hall you found the Golden Arrow in. Go left through the
opening and right past the Green Herb to a door. Might as well
grab that
Green Herb while you're at it!
You will see a set of armor to the side of the new room. Follow
the path to the grey block with the key in it. Grab the key and
examine
it. Rotate ituntil the carving of Armor is shown - it's the
Armor Key!
This action sets off a trap. Place the "Imitation of a key"
into the slot to deactivate and reset the trap.
Armor Key Aquired
Wow, 2 keys in our arsenal! We're ready to get to work.
*Side Quest*
Quest for the Grenade Launcher
Take the new Armor Key and go to the Main Hall. This key will
unlock the other door on the East side next to the door you
unlocked
earlier with the Sword Key.
This door leads you to the East Terrace where you'll find a
Defense Dagger on a bench and across from the bench is the
Grenade Launcher.
Further on there are two Green Herbs at the end of the Terrace.
Grenade Launcher Acquired
*Side Quest End*
Quest for the Death Mask 1 of 4
With the Armor Key return to the hallway across the main hall on
the second floor (The one with the doors to the Armory and the
Snake
Room) and enter the metal door in the middle of the hall after
the first turn.
This activates the puzzle. The object is to push the suits of
armor back against the wall.
Push the Far Right one.
Push the Close Left one.
Push the Close Right one.
Grab the Jewelry Box from the new opening.
Examine the Jewelry Box and rotate the box until the image of a
sun and a moon is showing.
The message "Sunlight will awaken me" is shown.
Note the empty slots on the sun image. Press the switches of
the shapes that will fit into those shapes and the box will
open.
Death Mask 1 Acquired
One down and three to go!
Quest for the Death Mask 2 of 4
Go to the hallway and turn left and go to the first door on the
right that you unlocked before.
*Side Quest*
Turn the corner and enter the first door. Grab the Red Herb in
the corner.
Then go into the door closest to the Red Herb that leads to the
Water Tank Room.
Inside this room is the Researcher's Will.
A puzzle awaits too!
Quest for the Wind Crest
Go to the display of fishing hooks and grab a Fishhook.
Go to the display of fishing lures and grab the Bee Specimen.
Go to the display of insects and grab the Lure of a Bee.
Combine the Lure of a Bee with the Fishhook and place the new
Lure of a Bee on the display of fishing lures.
Place the Bee Specimen on the display of insects.
Press the button under the insect display.
Kill the Bee and grab the Wind Crest.
Wind Crest Acquired
If you want to go to the room opposite the Water Tank Room and
grab the goodies! The spoils are : Ink Ribbons, a Green Herb
and a
First Aid Box containing a First Aid Spray.
*Side Quest End*
Return to the main hallway.
Go down the stairs.
Drop by the Save Room and pick up the gift of Incendiary Shells
and the First Aid Spray then exit and go down the small hall to
the door
with the almost broken knob and enter the next hall.
The door on the opposite side of the hall is the Picture Puzzle
Room.
Click on the button under the picture closest to the door.
Go around the bend.
Click on the buttons under the closest picture and the middle
picture.
The colors should be from left to right (on the side of the wall
you are now on):
Orange, Purple, Green
Go to the far picture and click on the button to open the wall
to the gated off area you saw in the graveyard when you went for
the Sword
Key.
Grab the Death Mask on the ground.
Death Mask 2 Acquired
Quest for the Death Mask 3 of 4
Two choices :
1 - Unlock the gate and go through the graveyard to the door to
the main hall and go through the door with the Statue of the
Woman who
had the First Floor map.
Through the door locked with the Sword Key and down the hall to
the next door. There is a Defensive Dagger under the second
chest and
a Handgun Magazine under the last chest. You should see a
metal door to the side after taking a few steps into the next
room.
2 - Go back through the Picture Puzzle Room to the hall but
instead of going through the door to the save room go past that
one to the far door.
Weave through the next hall til you see the metal door.
Unlock the metal door and go outside.
Around the corner is a bag of Chemical in the wheelbarrow.
There are also two Green Herbs, one Red Herb and a kerosene tank
nearby.
Grab the Chemical and whatever else you want and go back
inside.
The door slightly in front of the metal door is a small
bathroom.
Drain the tub for another Defensive Dagger.
Then start the trek back to the Main Hall.
Go to the second floor and through the door to the Dining Room.
Go through the left door at the far end of the room.
Forget the metal door and go down the stairs.
There is a save room to the side of the staircase complete with
a Typewriter, Ink Ribbons, and an Item Box.
Go down the hall.
The first door has a Broken Shotgun, a Battery Pack, a kerosene
tank, and Ink Ribbons in the desk.
*Side Quest*
Quest for the Shotgun
Go to the hallway that has the metal door that led to the
Chemical.
At the end of this hallway take the door across from the double
doors that leads to the hallway that contains the Back Door and
Picture
Puzzle Room.
Go through the little room to the next one.
Exchange the Broken Shotgun for the Shotgun.
Also pick up the Defensive Dagger and Ink Ribbons on the small
table should you need either.
Shotgun Acquired
*Side Quest End*
Return to the area where you got the Broken Shotgun but continue
past that door to the next one.
The path forks here.
The left path leads to the Plant Room. Grab the Battery Pack on
the desk then go to the Plant Room.
Place the Chemical in the water tank and set the switch to RED
to kill the vines. Grab any/all of the five Green Herbs lying
in the room.
The Death Mask is at the back of the room.
Death Mask 3 Acquired
Only one more of these ridiculous Death Masks!
Quest for the Death Mask 4 of 4
Exit the Plant Room and go back to the fork in the hall this
time going down the other path.
The door opposite the alcove has the Keeper's Diary on the desk,
a Battery Pack in the closet, and a Handgun Magazine on the
bed.
The alcove is is the door to the Tiger Statue.
*Side Quest*
Blue Gemstone Reward
Remember the Statue you pushed over the edge of the second floor
dining room?
Return to the first floor of the Dining Room and look for the
Statue.
Grab the Blue Gemstone and return to the alcove opposite the
Keeper Diary Room.
Place the Blue Gemstone in the Tiger Head to get Shotgun
Shells.
Blue Gemstone Award Acquired
*Side Quest End*
Ok, now we are ready to get the last Death Mask. However, many
things must be done before the path will be opened to us. Let's
begin.
Go to the hallway on the second floor where you solved the Armor
Puzzle.
The first door you see is the one to go through.
Get the Serum!
The path to the Serum is starts by going to the second floor
Dining Room.
Go through the left door at the end of the room.
Go down the stairs and into the Save Room.
The Serum is on the shelf.
Backtrack to where you were when the Serum Quest started.
Serum Acquired
Grab the two Green Herbs and continue on past the room to the
opposite door to the next room.
There is a long hall going away to a door and a set of stairs
leading to a very nasty looking door. The door is locked with
the Shield Key.
We don't have that.
Before you leave this area, go down the long hall to the room.
Grab the Handgun Magazine on the table then light the candles
with the Lighter and push the chest to the side revealing the
hidden room.
Unless you have the candles lit you will not be able to see the
Musical Score in the chest in the small room.
Quest for the Shield Key
Go to the Dining Room and grab the Emblem.
Go to the hallway where Kenneth met his death.
The door just before the far corner is the Piano Room.
If you want go around the corner and unlock the door at the
bottom of the stairs and get rid of the Sword Key.
This room leads to a kitchen with a Defensive Dagger on the
counter near the big pot and an elevator around the corner at
the far end.
Return to the Piano room.
Go around the piano and push the shelves to the side to reveal
...another Musical Score. Combine the two Musical Scores and
use it on the
piano.
Read Trevor's Diary and switch the Gold Emblem for the Emblem.
Take the Gold Emblem to the place the Emblem was.
This opens the Clock Puzzle.
Move the Large Gear to the left/right twice then choose "no".
Grab the Shield Key out of the hole.
Shield Key Acquired
Return to the door locked by the Shield Key.
*Boss Fight*
YAWN - the Giant Snake -Round One
If you saved Richard he will help you, otherwise you fight
alone.
Either attack Yawn until he retreats or just run and grab the
Death Mask at the far end of the room and hightail it out of
there!
If you stay and fight until Yawn retreats and Richard had helped
you remember to grab his Assault Shotgun from the floor before
leaving.
If Yawn poisons you, quickly run to the Serum Room and grab a
dose of Serum before the poison kills you.
*End Boss Fight*
Death Mask 4 Aquired
Thank God! All the damn Death Masks. Examine all of them to
see the names of each mask.
Quest for the Stone and Metal Object
Go to the area you got the Sword Key and place the four Death
Masks on their correct place on the wall with the four faces.
Each Death Mask placed correctly will release a chain on the
coffin.
When the coffin crashes to the ground go inspect it.
*Boss Fight*
Crimson Head Prototype
No one will help you in this fight so I hope you conserved ammo
and brought some healing items.
After felling the beast check the coffin for the switch to open
the door and grab the Stone and Metal Object as well as the
Shotgun Shells
sitting to the side of the casket.
*End Boss Fight*
Stone and Metal Object Acquired
Whew! Now we can leave the mansion.
Quest for the Square Crank
If you unlocked the gate in the graveyard after the Picture
Puzzle, use it to go through the Picture Room and go straight
down the small
hall across from the door to the exit.
Go down this pathway and place the Stone and Metal Object in the
carving to unlock the door to get to the Shed.
In the Shed you will find a First Aid Spray, Shotgun Shells, and
a Battery Unit.
Go down the small set of stairs to the door.
Go down the path stopping at the weathervanes to set the
direction.
Set the Red Weathervane to point WEST and the Blue Weathervane
to point NORTH.
This unlocks the gate to another graveyard ahead.
*Side Quest*
Quest for the Magnum Revolver
Take the path to the right in the next area to the twin
gravestones.
Place the Wind Crest on the right tombstone and take the Moon,
Sun and Star Crests.
Examine the back of each Crest and press the button to make the
impressions extend and place them on the left tombstone to get
the
Magnum Revolver!
Magnum Revolver Acquired
*Side Quest End*
Go to the fence opposite the one you entered and follow the path
to the Cabin.
Enter the Cabin.
Grab the Map of the Courtyard at the top of the stairs on the
wall.
There is a Family Picture along with a note on the desk with the
Typewriter and an Item Box in the area past that.
Around the corner from the Item Box is a small dirt area that
has a Square Crank.
Attempt to leave the Cabin.
You cannot kill the mutant woman that appears. You can knock
her down if you have enough firepower, but why waste it?
Run past her and return to the Shed.
Square Crank Acquired
Go through the double doors.
Go across the area to the gate, taking the Green Herb as you
go.
Go around the pool to the square impression and use the Square
Crank to drain the water.
Go across the bridge and follow the path to the elevator.
Go left and pass in front of the waterfall to the gate.
Grab the Red Herb then follow the path to the Residence.
Just in front of you are three Blue Herbs.
Grab some in case you get poisoned and enter the door on the
right side of the hall for a Save Room.
There is a Battery Pack here as well as a kerosene tank, a
Typewriter, Ink Ribbons and an Item Box.
Door 001 is locked so go to the other door past the crate.
Grab the Red Book on the bar down the stairs around the corner.
There is a First Aid Box next to the Red Book that holds a
Green/Blue Herb Mix.
Don't forget the Green Herbs near the door of the room as well
as next to the Red Lamp.
Light all three lamps and record the color of the light and the
shape that was under the lamp as well as the colors and numbers
of the billiard
balls on the pool table on the higher level for the Pass Code
Puzzle.
Quest for the 001 Key
Leave the room and push the crate against the other crates in
the small hallway to the side. Use the crates as stairs to
avoid the tentacles
from the holes on the floor.
Go to the next hall.
Go to the far end of the hall to Room 002.
DO NOT take the Map of the Residence off the wall past Room 002
just yet, lest you open another area to Giant Wasp infestation.
Grab the Plant 42 Report on the desk and push the bookshelves
out of the way to reveal the hidden ladder.
Don't go down the ladder but go into the bathroom and grab the
001 Key off the shelf.
001 Key Acquired
Return to Room 001 in the main hall.
Quest for the Control Room Key
In Room 001, go into the bathroom and drain the tub for the
Control Room Key.
Before you leave, go into the main room and grab the Self
Defense Gun, the Suicide Note, and the Handgun Magazine from the
desk.
Control Room Key Acquired
Now return to Room 002 and go down the ladder.
Quest for the Gallery Key
Push the crates in this hallway into the water to create a
bridge to the other side.
Cross the "bridge" and grab the Green Herb before you step into
the water and through the door.
Quickly run to the right of the door along the path to avoid
Neptune's One-Hit-Kill-Swallow-You-Whole-Attack until you reach
the Control Room.
Go down the ladder and read the large white board to see which
valve to mess with to restore oil pressure.
Go to the main console in the middle under the window and press
the button to drain the water.
Work quickly after the shark smashes into the window for you are
on a timer!
Quickly go to the right console and press the Safety Release.
Turn around and go to the left console and pull the lever.
Exit the room and go left at the fork to find the oil valves.
Select the choice that the white board told you to.
Quickly return to the right console and press the Safety
Release.
Back to the left console and move the lever.
Finally, press the button on the middle console to drain the
water.
Grab the Aqua Ring Map from the wall behind the white board.
Go back to the hallway with the oil valves grab the First Aid
Box which contains two mixed Green Herbs and then take the
opposite path to
the door.
Go towards the screen to reveal the next door which leads into
the Aqua Ring.
Go to the far end of the room and climb on the ledge.
Try to grab the key.
*Boss Fight*
Neptune
Push the green box into the water.
Turn and pull the lever to fry Neptune.
Grab the Gallery Key from the water.
*End Boss Fight*
Gallery Key Acquired
The Gallery is in the same hall as Room 002...go there.
Quest for the 003 Key
To do this you need to go back to the room you entered after you
left the Control Room to enter the newly drained tank and go
through
the fence at the back past the door that leads to the Control
Room.
Round the corner but first grab the Magnum Rounds.
Climb the ladder and unlock the door.
Follow the hall to the ladder back into the 002 Room.
Then into the hallway and to the door in the middle of the
hall.
Quickly run around the display past the 003 Room to the body in
the hall.
Pry the Insecticide Spray out of his cold, dead hand and quickly
leave the Gallery.
Go back towards Room 002 but continue past it to the Map of the
Residence on the wall.
Remove the map and use the Insecticide Spray on the hole to kill
all the Giant Wasps in the nest.
Return to the Gallery and run down the hall the dead man is in
to the Giant Wasp Nest and grab the 003 Key.
003 Key Acquired
While your here use the colors, shapes and numbers you got in
the Pool Table Room to open the Pass Code Door and grab the
Handgun
Magazine from the stand in the middle of the room. There is
also a Red Herb in front of the double doors near the back of
the room to the
right of Door 003. The ridiculous Pass Code puzzle had me
tearing out my hair trying to figure out where the RED ball
was.
Just use different cominations of "6", "3", and "5" to open the
door.
Trial and error accompanied by the process of elimination will
topple the puzzle.
Quest for the Helmet Key
Go into Room 003 and save on the Typewriter should the feeling
to do so arise.
Take the White Book from the shelf and replace it with the Red
Book.
Arrange the Red Books to form a picture of a nude woman to solve
the Book Puzzle.
Exchange these books:
(From left to right)
1 and 4
2 and 6
3 and 7
A secret door is revealed.
You options are as follows :
1 - Fight Plant 42 without doing the V-Jolt Quest.
2 - Use the V-Jolt to kill Plant 42's root before fighting it.
Option 2 is the only way to get Barry to interfere and kill
Plant 42 with the Flamethrower. Option 2 pretty much skips the
battle altogether.
V-Jolt Quest
Mix the ingredients in the following way:
Water = 1
The other 3 chemicals are in the big jars.
V-Jolt is # 20
1 + 3 = 4
4 + 6 = 10
1 + 6 = 7
10 + 7 = 17
17 + 3 = 20
1 + 3 = 4 + 6 = 10
1 + 6 = 7 + 10 = 17 + 3 = V-Jolt
V-Jolt Acquired
Now to kill the Root.
Quest to Kill the Root of Plant 42 with V-Jolt
Return to the first place you saw Neptune.
Go across the bridge and around the structure to find a door.
Inside the room is Plant 42's Root.
Use the V-Jolt on the Root to kill it.
Return to Room 003.
Plant 42's Root Destroyed
Enter the secret door you revealed.
If you skipped the V-Jolt Quest:
*Boss Fight*
Plant 42
Run up the stairs and unload on the bulb while avoiding the
poison the plant vines shoot at you and the tentacle whips.
Grab the Helmet Key from the fireplace on the ground floor.
-If you did destroy the root :
Plant 42 will grab you in it's vines and Barry will storm in and
fry the plant with his Flamethrower.
*End Boss Fight*
Helmet Key Acquired
Return to the mansion.
Grab whatever you can carry from the stash in the Shed.
Your choices are:
Battery Pack, First Aid Spray, and Grenade Shells.
Quest for the Eagle Medal
Go into the door to the Save Room and go up the stairs.
Go down the hall to the room at the far end you got the second
floor map.
Use the new Helmet Key to unlock the door.
Push the Statue into the room all the way to the wall. The
Statue will stop the walls from crushing you.
Run around the right wall and press the button to reset the
walls.
Run back and push the Statue in front of the hole in the wall
before the walls close again.
Go into the new opening grab the Defensive Dagger off the table
and drop down the hole.
Grab the Red Book and examine it.
Rotate the book until you are looking at the pages.
The book should open.
Inside is the Eagle Medal
Eagle Medal Acquired
Read Trevor's Second Diary and press the switch to open the
path.
Quest for the Battery
Continue down the hall and take a right at the fork to get the
Shotgun Shells from the small alcove around the corner and the
Map of
the Mansion B1 from the wall. Return to the fork and take the
left path and continue to the door.
Go down the hall, grabbing the Red or Blue Herb as needed, and
go into the water filled corridor when you get to the fork and
throw
the switch around the corner to turn the elevator power back
on.
Go back to the fork and grab the Defensive Dagger then take the
other path and go through the door.
Your back in the mansion kitchen.
Go towards the screen and around the corner to the elevator at
the far end of the room.
When you get out of the elevator go toward the screen to reveal
the small alcove with a Red Herb and two Green Herbs then go
back past the elevator and around the corner to the door before
the next turn in the hall.
Grab the Battery off the shelf and the Battery Pack from the
floor. Grab the Shotgun Shells and Acid Rounds if you want as
well.
Then exit the room and continue down the hall to the next door.
Battery Acquired
There are still rooms to explore. While we are here let's take
care of some of the other tasks.
Quest for the Yellow & Red Gemstones
Go down the hall and go through the multi hinged door before the
last turn in the hall.
Use the Helmet Key on the door just before the stairs.
There is a Defensive Dagger and Grenade rounds as well as a file
on the table in this room.
Push each crate in front of each animal head.
Turn off the light switch.
Go to the far side of the room and wait for the Eagle to turn
completely towards you.
Hug the wall and run under the bird. It will not move if you
move very close to the wall which gives you plenty of time to
climb on
the boxes and grab the jewels.
Jump up onto the crate and grab the glowing jewel BEFORE the
eagle turns completely around.
Repeat this to get the other jewel.
Red and Yellow Gemstones Acquired
Quest for the Mo Disc 1 of 3
Take the Yellow Gemstone to the Tiger Head Room and place it in
the statue to get the Disc.
Mo Disc 1 Acquired
Quest for the Wolf Medal
Go back to the place where you got the Armor Key and go past the
grey block to the door.
Grab the two Green Herbs then run down the hall until the
cut-scene takes over.
*Boss Fight*
Yawn - The Giant Snake
This time the fight is to the death!
He can't poison you this time but that makes him no less
deadly.
In his death, he lunges and knocks some books on the floor...
one of them is a blue book with a wolf on it.
Grab the book and examine it to get the Wolf Medal.
*End Boss Fight*
Wold Medal Acquired
Quest for the Spencer Key
Go to the Main Hall.
Go into the door next to the double doors that leads to the
Woman Drawing Water Room.
Read the note, grab the Ink Ribbons from the desk around the
corner then pass through this room to the next.
Grab the Jewelry Box from the shelf.
There are Blue Herbs, a Green Herb, and a Defensive Dagger on
the floor in here.
Combine the Red Gemstone with the box and the puzzle will
initiate.
You will get 5 pieces to place into the puzzle.

1- A large hook-shaped piece
2- A small 4-sided piece with 3 straight sides and a diagonal
side
3- A piece similar to '2' only more rounded, looks kind of like
a spear head
4- The remaining small piece with a pointy top
5- A five sided piece with two big points

You place the pieces in the following order:-
1 at the bottom of the octagon.
2 on top of the left side of number 1.
3 on top of the middle part of number 1.
4 on top of the right side of number 1.
5 at the very top of the octagon.

Upon completion the box will open and you will get a Broach.
Examine the Broach to turn it into a key. The Spencer Key!
Spencer Key Acquired
Go to the hall with the Picture Puzzle Room and use the Spencer
Key on the door.
Inside is a Metal Object and a Battery Pack...grab 'em!
Leave the mansion and go through the courtyard to where the
waterfall is but this time go to the far end of the area and
place the
Battery in the slot and use the elevator next to it.
Go to the pond you drained before and use the Square Crank to
stop the waterfall and refill the pond.
Quest for the Hexagonal Crank
Go back down to the waterfall area using the other elevator you
just fixed and go where the waterfall used to be and enter the
secret
cavern. Go down the ladder and into the door.
Go down the path to the door.
Go around the pit to the little room across from it and get the
Shaft from the stand.
There are two Handgun Magazines on the floor in the Pit Room.
Go to the far door.
Follow the path to the end.
Get the Hexagonal Crank.
Hexagonal Crank Acquired
Quest for the Cylinder
Return to the entrance of the carvern but instead of going up
the ladder go the other way and around the bend.
Utilize the Ink Ribbons next to the Typewriter and the nearby
Item Box if needed.
Use the Hexagonal Crank on the panel in the wall to open the
path.
Don't miss the Green Herb just before the door!
Run up to the boulder then turn, run, and duck into alcove near
the door you came in from to avoid the boulder.
There are Shotgun Shells in the corner where the boulder was
originally.
Go through the hole the boulder made to a door.
*Boss Fight*
Giant Spider
Just blast it while avoiding the poison spit and the other
spiders that come out.
Use the Knife in the room or Incendiary Rounds to knock the web
off the door.
In the next room to the right of the door are two Blue Herbs and
the Map of the Courtyard B1 on the wall. Grab them and go back
past
the door to another door to a room with another movable floor
and a boulder.
Use the Hexagonal Crank on the wall panel to move the hole three
times and reveal a secret door.
The boulder will start rolling so run into the alcove and
through the door.
Behind the boulder's original position is a First Aid Box
containing a First Aid Spray.
Push the Statue in front of the metal thing in the wall then use
the Hexagonal Crank on the panel in the opposite wall to move
the Statue out.
Use the Hexagonal Crank again to retract the wall and push the
Statue onto the circle on the floor to rotate it.
Push the Statue off the circle then push it back on to rotate it
one more time.
Push the Statue into the hole in the wall to open the secret
compartment that holds the Cylinder.
Cylinder Acquired
Combine the Shaft and Cylinder.
Take this new device back to where you got the Shaft and place
the whole unit into the stand.
Press the buttons in this order:
Fourth
Second
Third
First
Go down the lift.
Quest for the Broken Flamethrower
Go through the tunnel, avoiding the mutant "Leatherface" wannabe
woman as you wind through the halls until you get to some
stairs.
At the top of the stairs go to the left to find a door.
There is a Red Herb and a Green Herb at the foot of the stairs.
In this room is a large crate and a lift.
Push the crate onto the lift and press the button.
Return to the main lift you used to get to this area back past
the tunnels that the mutant woman is in.
Go down to the wooden area past the Item Box to a ladder.
Go down the ladder and push the crate out of the lift and left
and up into the crusher.
Push the button to crush the box and get the Broken
Flamethrower.
Broken Flamethrower Acquired
Return to the tunnel the mutie woman is roaming around in and
find the switch on the wall.
Quest for the Stone Ring
Turn the switch then run to the door at the bottom of the stairs
to the left of where the Red and Green Herbs are to the panel
with
the hooks on it and place the Broken Flamethrower onto the hooks
before they retract.
Go through the door.
Go around the room, through the waterway to the next room and
grab the Jewelry Box.
Examine the box to get the Stone Ring as well as a Family
Picture and some notes.
Stone Ring Acquired
Combine the Metal Object with the Stone Ring.
Another Stone and Metal Object! Joy!
Climb the ladder.
At the top of the ladder to the left is a Blue Herb and a Green
Herb.
To the right of the ladder is another ladder.
Climb the ladder to find yourself back in the Cabin you
originally met the lady mutant in.
Return to the mansion.
When you exit the Shed take the other Stone and Metal Object you
used to open the shed with you.
Go to the Main Hall and go behind the stairs to the gate and use
both Stone and Metal Objects on the gate.
Use the Item Box and Typewriter wisely!
Continue down the stairs to the door at the end of the path.
Take the ladder down.
Decision time!!!
Do you give Barry his gun back or not?
Hurry up and decide! The monster doesn't like to be kept
waiting!
*Boss Fight*
Lisa Trevor
If you give Barry his gun back he will assist you in fighting
Lisa otherwise she kills him.
A quick way to finish the battle is to push all the stones off
the ledge and Lisa will grab a bone out of the coffin and jump
off the edge herself.
Otherwise you have to fire at her until she is knocked off the
ledge.
You have to push the stones off the ledge to open the door
anyway so save that ammo and just push the stones off and Lisa
will leave.
Get the Family Picture from the casket interior.
*End Boss Fight*
Go up the elevator and place the Wolf and Eagle Medals in the
proper slots to open the path under the pool.
Go down the stairs and into the elevator.
*End of Disc 1*
*Start of Disc 2*
We are now in the secret Umbrella Laboratory! The end of the
horror is in sight!
Quest for the Mo Disc 2 of 3
Go down the ladder.
Ahh! A Save Room and Item Box!
In the next room grab the Green Herbs along the path then go
around the corner to the desk to grab the Mo Disc then go down
the stairs.
Mo Disc 2 Acquired
Quest for the Lab Key and the Mo Disc 3 of 3
At the foot of the stairs go into the nearby door.
The First Aid Box on the floor just when you walk in has a
mixture of two Green Herbs.
Go into the door the Box was in front of.
Grab the X-Ray off the stack of boxes in the corner and the
other X-Ray on the shelf under the white boards.
Place the X-Rays in such a manner that the first and last
initials of the patient names form:
ABCDEFGH
Click the blue switch and take note of the highlighted organs
then look on the chart for the initials of each.
The initials put together is the code to unlock the door on B2.
Read the Researcher's Letter near the computer.
Return to the foot of the stairs go into the narrow hall across
from the door to the other end and through the door.
Use the computer at the back of the room to unlock the
electronic locks.
Login : John
Password : Ada
Password to unlock B2 : Cell
Read the file next to the computer.
The area across from the computer has a Battery Pack on the
shelf at the end.
Go to the foot of the stairs and go into the nearby door.
In this hall go into the second door.
Use the Mo Disc on the GameCube device to unlock one of the
levers on the Triple Lock Door at the end of the hallway outside
this room.
Take the Slides and the Incendiary Rounds and read the Fax next
to the desk behind the shelf then go upstairs to the room near
where
you got the second Mo Disc.
Grab the First Aid Spray from the table and use the Slide Filter
on the projector and remember the last slide with the four
numbers.
Use these numbers on the Pass Code device on the wall to open a
secret area.
You can view Kenneth's tape here. Grab the Security protocols
from the shelf just outside the small area and the Lab Key from
the
desk when your done.
The Mo Disc 3 is on the shelf near the Pass Code device.
Lab Key and the Mo Disc 3 Acquired
Take the Lab Key and go back downstairs all the way to the other
side of the hall and all the way to the bottom and unlock both
doors
to get rid of the Lab Key.
Go into the double doors first.
Push the shelf out of the way, grab the Shotgun Shells and enter
the vent.
Enter the vent on the adjacent wall.
Use the Mo Disc on the GameCube device to unlock another lever
on the Triple Lock Door. Grab the Battery Pack next to the
GameCube on the desk.
Then push the shelf and exit this room.
Quest for the Elevator Power
Go through the other door you unlocked with the Lab Key and
ignore the first double doors...they will never open...besides
you were
already in there.
The door across from the hall you entered through is a Save
Room.
On the table is a First Aid Spray, Ink Ribbons, and a
Typewriter. There are some Grenade Rounds on the floor near the
table and an
Item Box in the corner.
Turn right from outside the Save Room and go into the Power Room
at the end of the hall.
Kill all enemies in this room! Then go to the console in the
back and grab the Fuel Supply Capsule. Directions to it from the
entrance
is to go left from the door and into the last corridor.
The console is located at the end of this corridor.
Return to the room where you got the Slide Filter and recharge
the Fuel Supply Capsule in the device.
WALK back to the console in the Power Room and place the Fuel
Supply Capsule into the console.
Go further into the Power Room and use the Mo Disc on the
GameCube device to unlock the final lock on the Triple Lock
Door.
Even further into the Power Room brings you to the Elevator
Power Station.
The Console to turn on the Elevator Power is at the back of the
room.
Elevator Power Restored
Go to the elevator past the save room in the hall outside the
Boiler Room.
Enter the lab.
*Boss Fight*
Tyrant
Just unload on him with your heaviest firepower until he
collapses.
If you have incendiary shells and grenade shells use the genade
shells, they seem to do the job faster. Also try and go for
head-shots at they do the job better. If you have any magnum
rounds left use them too as they are very powerful, it will take
4 to 5 magnum shots to topple Tyrant.
Pickup the Observation Note from Wesker's body then use the
console at the far end to unlock the doors.
*End Boss Fight*
Run to the Triple Lock Door and open it.
Run down the hall to the jail cell and spring Chris from his
confinement.
Run through the lab until you reach the entrance and take the
double doors to the escape route.
There are Shotgun Shells and a First Aid Box containing a Green
Herb on the escape path.
Grab the Fuse Unit on the floor and use it in the hole in the
wall near the elevator.
Grab the Signal Rockets and use them on the center of the
landing pad.
*Boss Fight*(this will only occur if you gave Barry back his gun
at the final Lisa Trevor battle)
Tyrant battle:- Use all the fire power you can, magnum, shotgun
and grenades are ideal. If Tyrant picks Barry up shoot at it as
much as you can until it drops him, otherwise it kills him and
he wont be able to help you fight tyrant. Tyrant now charges and
swipes at you, his swipe is deadly so I suggest having 2 or 3
cannisters of health spray with you.
After exhausting your fire-power on tyrant, Brad with throw his
rocket launcher from the helicopter, one blast with this will
blow Tyrant away.
*End Boss Fight*
-End sequence
You did it!!!!
Now you have "once again" mode availible. If you choose jill
again you have an alternate costume availible to use. You get
the closet key from the item box and can open a secret room in
the passage next to the room with the 'woman drawing water'
statue.

Chris Walkthrough
Since Chris doesnt start with a gun and the first zombie is hard
to kill with the survival knife you should run back to the main
hall after kinding Kenneths body and get the handgun from the
floor. If you do manage to kill the first zombie with the
survival knife then carry on as normal but its easier my way, I
promise!

Quest for the Map of the First Floor

Push the chest to the statue and climb up on it to reach into
the jar for the
map.

There is a Defensive Dagger on the shelf at the end of the room
the chest was
blocking.

First Floor Map Acquired

After the cutscene return to Kenneth's body and retrieve the
video cassette
from his camera. Note the Typewriter to the side and the Ink
Ribbons on the
table as well as the Emblem above the fireplace as you go
through the Dining
Room again. Then continue on to the room past the door to the
left of his
corpse.

There are herbs in this room under the stairs. The number of
herbs available
depends on the level of difficulty you are using. (Example :
there will be 2
herbs on Normal but only 1 on Hard.) This FAQ is on Normal
Mode.

Quest for the Sword Key

Grab the Handgun Magazine next to the birdcage and go up the
stairs and through
the door.

There is a Golden Arrow in this winding hall. Examine the arrow
on pickup to
remove the arrowhead. Don't miss the Handgun Magazine near the
Arrow on the
floor or the Green Herb that was in front of you when you
entered this hall.

Continue to the end of this hall and unlock the door to lead
back to the Dining
Room...on the second floor this time.

Grab the Defensive Dagger and if you want to go ahead and push
the statue to
the hole in the railing and push it over the side to the floor
below. You can
do this now or later when I'm describing how to get the Blue
Gemstone. At any
rate, go to the Main Hall.
Go through the painted door on the middle of the staircase to a
graveyard.

At the far end of the graveyard is a slab with an arrowhead
depression.

Hey! We have an arrowhead!

Open the passage and go down.

The pedestal under the metal coffin has a book on it. (Book of
Curse)

Examine the book and rotate it to look at the back to reveal a
key.

Examine the back of the key to reveal it to be the Sword Key.

Sword Key Acquired

Return to the mansion.

Quest for the Armor Key

Armed with the Sword Key go to the left door on the east side of
the second
floor in the main hall - the door locked with the Sword Key.
This will lead
many of us back to familiar territory. This is the hall with
the Armor Puzzle
and the passageway to Yawn.

Go to the far end of the hall and enter the last door. Pick up
the Wooden
Mount on the table on the way if you want the Second Floor Map.

While your in the room pick up the Botany Book on the desk.
Then go pick up
the Dog Whistle & Crumpled Memo near the chessboard on the
opposite side of the
room. A Handgun Magazine is on the desk alongside the
chessboard.

Go through the door opposite the way you entered this room.

Turn right and unlock the door to create a shortcut so you won't
have to keep
going through that little room to get here.

*Side Quest*

Quest for the Map of the Second Floor

If you have the Wooden Mount go all the way down this hall and
to the door at
the very end.

Use the Lighter on the fireplace and slam the Wooden Mount on
the impression
above the fireplace to create the Map of the Second Floor.

Don't forget to grab the Green Herb before you leave this room!

Map of Second Floor Acquired

*Side Quest End*

Return to the hall if you went for the Map and go down the
stairs. The door
you see to the side is a save room.

Inside the save room is a Typewriter, an Old Key on the
Typewriter, a kerosene
tank, a Fuel Canteen on the floor and an Item Box. Fill the
Canteen with
kerosene in the large canister near the doorway if you plan on
burning zombie
bodies to prevent Crimson Head surprises. Note: Chris has less
item slots than
Jill so maybe you should try avoiding zombies to prevent Crimson
Head
appearances to free up an item slot.

Don't forget the goodies in the Item Box. Particularly, the
First Aid Spray!

Travel all the way back to the Main Hall and enter the door on
the second floor
that leads to the Dining Room second floor. Push the Statue off
the edge if
you haven't already and unlock the left door locked with the
Sword Key.

Unlock the metal door with the Old Key to enter the West
Terrace. Blow the Dog
Whistle. Pick up the Collar and examine the latch on the front.
Before you
leave take note of the collection of Green Herbs on the side of
the terrace you
entered from and use them if you are wounded! Careful, they are
limited and
can't be used forever!

Examine the Coin that falls out of the Collar and rotate it
until the Armor
carving is shown. The Coin should change into a key shape.
This is the
"Imitation of a Key." Go to the far end and unlock the door to
lead back to
the Main Hall. You don't have to do this unless you just want
to have all
doors open.

Go back through the metal door to the hallway and go around the
stairs to the
multi hinged door at the end of the hall. This will send you to
the hall you
found the Golden Arrow in. Go left through the opening and
right past the
Green Herb to a door. Might as well grab that Green Herb while
you're at it!

You will see a set of armor to the side of the new room. Follow
the path to
the grey block with the key in it. Grab the key and examine it.
Rotate it
until the carving of Armor is shown - it's the Armor Key!

This action sets off a trap. Place the "Imitation of a key"
into the slot to
deactivate and reset the trap.

Armor Key Aquired

Wow, 2 keys in our arsenal! We're ready to get to work.

Since, Chris does not get to use the Grenade Launcher, you might
want to skip
going to the East Terrace seeing it won't be there. But, unlock
the door
anyway so you can evenutally get rid of the Armor Key. The
Defensive Dagger
and Green Herbs on the Terrace might be worth the trip if you
feel like going
for them.

Quest for the Death Mask 1 of 4

With the Armor Key return to the hallway across the main hall on
the second
floor (The one with the doors to the Armory and the Snake Room)
and enter the
metal door in the middle of the hall after the first turn.

This activates the puzzle. The object is to push the suits of
armor back
against the wall.

Push the Far Right one.
Push the Close Left one.
Push the Close Right one.

Grab the Jewelry Box from the new opening.

Examine the Jewelry Box and rotate the box until the image of a
sun and a moon
is showing.

The message "Sunlight will awaken me" is shown.

Note the empty slots on the sun image. Press the switches of
the shapes that
will fit into those shapes and the box will open.

Death Mask 1 Acquired

One down and three to go!

Quest for the Death Mask 2 of 4

Go to the hallway and turn left and go to the first door on the
right that you
unlocked before.

*Side Quest*

Turn the corner and enter the first door. Grab the Red Herb in
the corner.

Then go into the door opposite door near the Red Herb that leads
to the Water
Tank Room.

Grab the Old Key off the desk as well as the First Aid Box that
holds a First
Aid Spray and the Ink Ribbons on the smaller desk in the corner
near the Old
Key.

There's a Green Herb behind the bed.

Now go through the door near the Red Herb using the Old Key.

Inside this room is the Researcher's Will.

A puzzle awaits too!

Quest for the Wind Crest

Go to the display of fishing hooks and grab a Fishhook.

Go to the display of fishing lures and grab the Bee Specimen.

Go to the display of insects and grab the Lure of a Bee.

Combine the Lure of a Bee with the Fishhook and place the new
Lure of a Bee on
the display of fishing lures.

Place the Bee Specimen on the display of insects.

Press the button under the insect display.

Kill the Bee and grab the Wind Crest.

Wind Crest Acquired

*Side Quest End*

Return to the main hallway.

Go down the stairs.

Drop by the Save Room and pick up the gift of Shotgun Shells, a
Handgun
Magazine, and the First Aid Spray then exit and go down the
small hall to the
door with the almost broken knob and enter the next hall.

The door on the opposite side of the hall is the Picture Puzzle
Room.

Click on the button under the picture closest to the door.

Go around the bend.

Click on the buttons under the closest picture and the middle
picture.

The colors should be from left to right (on the side of the wall
you are now
on):

Orange, Purple, Green

Go to the far picture and click on the button to open the wall
to the gated off
area you saw in the graveyard when you went for the Sword Key.

Grab the Death Mask on the ground.

Death Mask 2 Acquired

Hot damn! Half done!

Quest for the Death Mask 3 of 4

Go back through the Picture Puzzle Room to the hall but instead
of going
through the door to the save room go past that one to the far
door.

Weave through the next hall and go into the first door you see.

Drain the tub for another Old Key.

Unlock the metal door with the Old Key and go outside.

Around the corner is a bag of Chemical in the wheelbarrow.

There are also two Green Herbs, one Red Herb and a kerosene tank
nearby.

Grab the Chemical and whatever else you want and go back
inside.

The door slightly in front of the metal door is a small
bathroom.

Then go into the door near the metal door.

In this L-Shaped hall there is a Handgun Magazine under the
first chest and a
Defensive Dagger under the third.

Once in the Main Hall go to the second floor and through the
door to the Dining
Room.
Go through the left door at the far end of the room.

Forget the metal door and go down the stairs.


There is a save room to the side of the staircase complete with
a Typewriter,
Ink Ribbons, and an Item Box.

Go down the hall.

Go past the first door to the other door.

Grab the Flash Grenade on the table and go right at the fork.

The door opposite the alcove has the Keeper's Diary on the desk,
an Old Key in
the closet, and a Handgun Magazine on the bed.

The alcove is is the door to the Tiger Statue.

Armed with the Old Key return to the door we skipped and open
it.

The room contains a Broken Shotgun, a Flash Grenade, a kerosene
tank, and Ink
Ribbons in the desk.

*Side Quest*

Quest for the Shotgun

Go to the hallway that has the metal door that led to the
Chemical.

At the end of this hallway take the door across from the double
doors that
leads to the hallway that contains the Back Door and Picture
Puzzle Room.

Go through the little room to the next one.

Exchange the Broken Shotgun for the Shotgun.

Also pick up the Defensive Dagger and Ink Ribbons on the small
table should you
need either.

Shotgun Acquired

*Side Quest End*

Return to the area where you got the Broken Shotgun but continue
past that door
to the next one.

The path forks here.

The left path leads to the Plant Room. Go there.

Place the Chemical in the water tank and set the switch to RED
to kill the
vines. Grab any/all of the five Green Herbs lying in the room.

The Death Mask is at the back of the room.

Death Mask 3 Acquired

Only one more of these ridiculous Death Masks!

Quest for the Death Mask 4 of 4

*Side Quest*

Blue Gemstone Reward

Remember the Statue you pushed over the edge of the second floor
dining room?

Return to the first floor of the Dining Room and look for the
Statue.

Grab the Blue Gemstone and return to the alcove opposite the
Keeper Diary Room.

Place the Blue Gemstone in the Tiger Head to get Shotgun
Shells.

Blue Gemstone Award Acquired

*Side Quest End*

Ok, now we are ready to get the last Death Mask. However, many
things must be
done before the path will be opened to us. Let's begin.

Go to the hallway on the second floor where you solved the Armor
Puzzle.

The first door you see is the one to go through.

Get the Serum!

The path to the Serum is starts by going to the second floor
Dining Room.

Go through the left door at the end of the room.

Go down the stairs and into the Save Room.

The Serum is on the shelf.

Backtrack to where you were when the Serum Quest started.

Serum Acquired

Grab the two Green Herbs and continue on past the room to the
opposite door to
the next room.

There is a long hall going away to a door and a set of stairs
leading to a very
nasty looking door. The door is locked with the Shield Key. We
don't have
that.

Before you leave this area, go done the long hall to the room.

Grab the Handgun Magazine on the table then light the candles
with the Lighter
and push the chest to the side revealing the hidden room.
Unless you have the
candles lit you will not be able to see the Musical Score in the
chest in the
small room.

Quest for the Shield Key

Go to the hallway where Kenneth met his death.

The door just before the far corner is the Piano Room.

If you want go around the corner and unlock the door at the
bottom of the
stairs and get rid of the Sword Key.

This room leads to a kitchen with a Defensive Dagger on the
counter near the
big pot, an Old Key on the shelves near the fridge, and an
elevator around the
corner at the far end.

Return to the Piano room.

Go around the piano and push the shelves to the side to reveal
...another
Musical Score. Combine the two Musical Scores and use it on the
piano.

Let Rebecca practice.

While she's practicing go get all the Death Masks out of the
Item Box and take
them to the room you found the Book of Curse and place them on
the appropriate
faces on the wall.

Take the Old Key and go back to the Picture Puzzle room and
unlock the gate to
make a shortcut to the mansion back door and to free up an item
slot. Besides,
it's something to do while Rebecca is messing around.

On your way back to the Piano Room grab the Emblem from the
Dining Room over
the fireplace.
Listen to Rebecca play.

Go into the new room.

Read Trevor's Diary and switch the Gold Emblem for the Emblem.

Take the Gold Emblem to the place the Emblem was.

This opens the Clock Puzzle.

Move the Large Gear to the left/right twice then choose "no".

Grab the Shield Key out of the hole.

Shield Key Acquired

Return to the door locked by the Shield Key.

*Boss Fight*

YAWN - the Giant Snake
Round One

Either attack Yawn until he retreats or just run and grab the
Death Mask at the
far end of the room and hightail it out of there!

If Yawn poisons you, quickly run to the Serum Room and grab a
dose of Serum
before the poison kills you.

*End Boss Fight*

Death Mask 4 Aquired

Thank God! All the damn Death Masks. Examine all of them to
see the names of
each mask.

Quest for the Stone and Metal Object

Go to the area you got the Sword Key and place the four Death
Masks on their
correct place on the wall with the four faces.

Each Death Mask placed correctly will release a chain on the
coffin.

When the coffin crashes to the ground go inspect it.

*Boss Fight*

Crimson Head Prototype

No one will help you in this fight so I hope you conserved ammo
and brought
some healing items.

After felling the beast check the coffin for the switch to open
the door and
grab the Stone and Metal Object as well as the Shotgun Shells
sitting to the
side of the casket.

*End Boss Fight*

Stone and Metal Object Acquired

Whew! Now we can leave the mansion.

Quest for the Square Crank

If you unlocked the gate in the graveyard after the Picture
Puzzle, use it to
go through the Picture Room and go straight down the small hall
across from the
door to the exit.

Go down this pathway and place the Stone and Metal Object in the
carving to
unlock the door to get to the Shed.

In the Shed you will find a First Aid Spray, Shotgun Shells, and
a Flash
Grenade.
Go down the small set of stairs to the door.

Go down the path stopping at the weathervanes to set the
direction.

Set the Red Weathervane to point WEST and the Blue Weathervane
to point NORTH.

This unlocks the gate to another graveyard ahead.

*Side Quest*

Quest for the Magnum Revolver

Take the path to the right in the next area to the twin
gravestones.

Place the Wind Crest on the right tombstone and take the Moon,
Sun and Star
Crests.

Examine the back of each Crest and press the button to make the
impressions
extend and place them on the left tombstone to get the Magnum
Revolver!

Magnum Revolver Acquired

*Side Quest End*

Go to the fence opposite the one you entered and follow the path
to the Cabin.

Enter the Cabin.

Grab the Map of the Courtyard at the top of the stairs on the
wall.

There is a Family Picture along with a note on the desk with the
Typewriter and
an Item Box in the area past that.

Around the corner from the Item Box is a small dirt area that
has a Square
Crank.

Attempt to leave the Cabin.

You cannot kill the mutant woman that appears. You can knock
her down if you
have enough firepower, but why waste it?

Run past her and return to the Shed.

Square Crank Acquired

Go through the double doors.

Go across the area to the gate, taking the Green Herb as you
go.

Go around the pool to the square impression and use the Square
Crank to drain
the water.

Go across the bridge and follow the path to the elevator.

Go left and pass in front of the waterfall to the gate.

Grab the Red Herb then follow the path to the Residence.

Just in front of you are three Blue Herbs.

Grab some in case you get poisoned and enter the door on the
right side of the
hall for a Save Room.

There is a Flash Grenade here as well as a kerosene tank, a
Typewriter, Ink
Ribbons and an Item Box.
Door 001 is locked so go to the other door past the crate.

Grab the Red Book on the bar down the stairs around the corner.

There is a First Aid Box next to the Red Book that holds a
Green/Blue Herb Mix
as well as a box of Shotgun Shells on the table nearby.

Don't forget the Green Herbs near the door of the room as well
as next to the
Red Lamp.

Light all three lamps and record the color of the light and the
shape that was
under the lamp as well as the colors and numbers of the billiard
balls on the
pool table on the higher level for the Pass Code Puzzle.

Quest for the 001 Key

Leave the room and push the crate against the other crates in
the small hallway
to the side. Use the crates as stairs to avoid the tentacles
from the holes on
the floor.

Go to the next hall.

Go to the far end of the hall to Room 002.

DO NOT take the Map of the Residence off the wall past Room 002
just yet, lest
you open another area to Giant Wasp infestation.

Grab the Plant 42 Report on the desk and push the bookshelves
out of the way to
reveal the hidden ladder.

Don't go down the ladder but go into the bathroom and grab the
001 Key off the
shelf.

001 Key Acquired

Return to Room 001 in the main hall.

Quest for the Control Room Key

In Room 001, go into the bathroom and drain the tub for the
Control Room Key.

Before you leave, go into the main room and grab the Self
Defense Gun, the
Suicide Note, and the Handgun Magazine from the desk.

Control Room Key Acquired

Now return to Room 002 and go down the ladder.

Quest for the Gallery Key

Push the crates in this hallway into the water to create a
bridge to the other
side.

Cross the "bridge" and grab the Green Herb before you step into
the water and
through the door.

Hey Richard!

.....bye Richard.

Quickly run to the right of the door along the path to avoid
Neptune's
One-Hit-Kill-Swallow-You-Whole-Attack until you reach the
Control Room.

Go down the ladder and read the large white board to see which
valve to mess
with to restore oil pressure.

Go to the main console in the middle under the window and press
the button to
drain the water.

Work quickly after the shark smashes into the window for you are
on a timer!

Quickly go to the right console and press the Safety Release.

Turn around and go to the left console and pull the lever.

Exit the room and go left at the fork to find the oil valves.

Select the choice that the white board told you to.

Quickly return to the right console and press the Safety
Release.

Back to the left console and move the lever.

Finally, press the button on the middle console to drain the
water.

Grab the Aqua Ring Map from the wall behind the white board.

Go back to the hallway with the oil valves grab the First Aid
Box which
contains two mixed Green Herbs and then take the opposite path
to the door.

Go towards the screen to reveal the next door which leads into
the Aqua Ring.

Grab the Assault Shotgun from the floor near the "small" shark
and go to the
far end of the room and climb on the ledge.

Try to grab the key.

*Boss Fight*

Neptune

Push the green box into the water.

Turn and pull the lever to fry Neptune.

Grab the Gallery Key from the water.

*End Boss Fight*

Gallery Key Acquired

The Gallery is in the same hall as Room 002...go there.

Quest for the 003 Key

To do this you need to go back to the room you entered after you
left the
Control Room to enter the newly drained tank and go through the
fence at the
back past the door that leads to the Control Room.

Round the corner but first grab the Magnum Rounds.

Climb the ladder and unlock the door.

Follow the hall to the ladder back into the 002 Room.

Then into the hallway and to the door in the middle of the
hall.

Quickly run around the display past the 003 Room to the body in
the hall.

Pry the Insecticide Spray out of his cold, dead hand and quickly
leave the
Gallery.

Go back towards Room 002 but continue past it to the Map of the
Residence on
the wall.

Remove the map and use the Insecticide Spray on the hole to kill
all the Giant
Wasps in the nest.

Return to the Gallery and run down the hall the dead man is in
to the Giant
Wasp Nest and grab the 003 Key.

003 Key Acquired

While your here use the colors, shapes and numbers you got in
the Pool Table
Room to open the Pass Code Door and grab the Handgun Magazine
from the stand in
the middle of the room. There is also a Red Herb in front of
the double doors
near the back of the room to the right of Door 003. The
ridiculous Pass Code
puzzle had me tearing out my hair trying to figure out where the
RED ball was.

Just use different cominations of "6", "3", and "5" to open the
door.

Trial and error accompanied by the process of elimination will
topple the
puzzle.

Even if you do get in Chris can't handle the chemicals...I guess
he was
counting on his manly good looks to get out of this mission
alive.

Quest for the Helmet Key

Go into Room 003 and save on the Typewriter should the feeling
to do so arise.

Take the White Book from the shelf and replace it with the Red
Book.

Arrange the Red Books to form a picture of a nude woman to solve
the Book
Puzzle.

Exchange these books:
(From left to right)

1 and 4
2 and 6
3 and 7

A secret door is revealed.

You options are as follows :

1 - Fight Plant 42 without doing the V-Jolt Quest.
2 - As Rebecca mix and use the V-Jolt to kill Plant 42's root
before fighting
it.

Note: At present I have no idea how to initiate the scene to
gain control of
Rebecca, however I believe that if you let Richard die of poison
back in the
mansion then this option will be available to you.

V-Jolt Quest

Mix the ingredients in the following way:

Water = 1

The other 3 chemicals are in the big jars.

V-Jolt is # 20

1 + 3 = 4
4 + 6 = 10
1 + 6 = 7
10 + 7 = 17
17 + 3 = 20

1 + 3 = 4 + 6 = 10
1 + 6 = 7 + 10 = 17 + 3 = V-Jolt

V-Jolt Acquired

Now to kill the Root.

Quest to Kill the Root of Plant 42 with V-Jolt

Return to the first place you saw Neptune.

Go across the bridge and around the structure to find a door.

Inside the room is Plant 42's Root.

Use the V-Jolt on the Root to kill it.

Return to Room 003.

Plant 42's Root Destroyed

Enter the secret door you revealed.

If you skipped the V-Jolt Quest:

*Boss Fight*

Plant 42

Run up the stairs and unload on the bulb while avoiding the
poison the plant
vines shoot at you and the tentacle whips.
Grab the Helmet Key from the fireplace on the ground floor.
Helmet Key Acquired

Return to the mansion.

Grab whatever you can carry from the stash in the Shed.

Your choices are:

Flash Grenade, First Aid Spray, and Shotgun Shells.

Quest for the Eagle Medal

Go into the door to the Save Room and go up the stairs.

Go down the hall to the room at the far end you got the second
floor map.

Use the new Helmet Key to unlock the door.

Push the Statue into the room all the way to the wall. The
Statue will stop the
walls from crushing you.

Run around the right wall and press the button to reset the
walls.

Run back and push the Statue in front of the hole in the wall
before the walls
close again.

Go into the new opening grab the Defensive Dagger off the table
and drop down
the hole.

Grab the Red Book and examine it.

Rotate the book until you are looking at the pages.

The book should open.

Inside is the Eagle Medal

Eagle Medal Acquired

Read Trevor's Second Diary and press the switch to open the
path.

Quest for the Battery
Continue down the hall and take a right at the fork to get the
Shotgun Shells
from the small alcove around the corner and the Map of the
Mansion B1 from the
wall. Return to the fork and take the left path and continue to
the door.

Go down the hall, grabbing the Red or Blue Herb as needed, and
go into the
water filled corridor when you get to the fork and throw the
switch around the
corner to turn the elevator power back on.

Go back to the fork and grab the Defensive Dagger then take the
other path and
go through the door.

Your back in the mansion kitchen.

Go towards the screen and around the corner to the elevator at
the far end of
the room.

When you get out of the elevator go toward the screen to reveal
the small
alcove with a Red Herb and two Green Herbs then go back past the
elevator and
around the corner to the door before the next turn in the hall.

Grab the Battery off the shelf and the Flash Grenade from the
floor. Grab the
Shotgun Shells if you want as well. Then exit the room and
continue down the
hall to the next door.

Battery Acquired

There are still rooms to explore. While we are here let's take
care of some of
the other tasks.

Quest for the Yellow & Red Gemstones

Go down the hall and go through the multi hinged door before the
last turn in
the hall.

Use the Helmet Key on the door just before the stairs.

There is a Defensive Dagger and Shotgun Shells as well as a file
on the table
in this room.

Push each crate in front of each animal head.

Turn off the light switch.

Go to the far side of the room and wait for the Eagle to turn
completely
towards you.

Hug the wall and run under the bird. It will not move if you
move very close to
the wall which gives you plenty of time to climb on the boxes
and grab the
jewels.

Jump up onto the crate and grab the glowing jewel BEFORE the
eagle turns
completely around.

Repeat this to get the other jewel.

Red and Yellow Gemstones Acquired

Quest for the Mo Disc 1 of 3

Take the Yellow Gemstone to the Tiger Head Room and place it in
the statue to
get the Disc.

Mo Disc 1 Acquired

Quest for the Wolf Medal

Go back to the place where you got the Armor Key and go past the
grey block to
the door.

Grab the two Green Herbs then run down the hall until the
cut-scene takes over.

*Boss Fight*

Yawn - The Giant Snake

This time the fight is to the death!

He can't poison you this time but that makes him no less
deadly.

In his death, he lunges and knocks some books on the
floor....one of them is a
blue book with a wolf on it.

Grab the book and examine it to get the Wolf Medal.

*End Boss Fight*

Wold Medal Acquired

Quest for the Spencer Key

Go to the Main Hall.
Go into the door next to the double doors that leads to the
Woman Drawing Water
Room.

Read the note, grab the Ink Ribbons from the desk around the
corner then pass
through this room to the next.

Grab the Jewelry Box from the shelf.

There are Blue Herbs, a Green Herb, and a Defensive Dagger on
the floor in
here.

Combine the Red Gemstone with the box and the puzzle will
begin!
You will get 5 pieces to place into the puzzle.

1- A large hook-shaped piece
2- A small 4-sided piece with 3 straight sides and a diagonal
side
3- A piece similar to '2' only more rounded, looks kind of like
a spear head
4- The remaining small piece with a pointy top
5- A five sided piece with two big points

You place the pieces in the following order:-
1 at the bottom of the octagon.
2 on top of the left side of number 1.
3 on top of the middle part of number 1.
4 on top of the right side of number 1.
5 at the very top of the octagon.

Upon completion the box will open and you will get a Broach.
Examine the Broach to turn it into a key. The Spencer Key!

Spencer Key Acquired

Go to the hall with the Picture Puzzle Room and use the Spencer
Key on the
door.

Inside is a Metal Object and a Flash Grenade...grab 'em!

Leave the mansion and go through the courtyard to where the
waterfall is but
this time go to the far end of the area and place the Battery in
the slot and
use the elevator next to it.

Go to the pond you drained before and use the Square Crank to
stop the
waterfall and refill the pond.

Quest for the Hexagonal Crank

Go back down to the waterfall area using the other elevator you
just fixed and
go where the waterfall used to be and enter the secret cavern.
Go down the
ladder and into the door.

Go down the path to the door.

Go around the pit to the little room across from it and get the
Shaft from the
stand.

There are two Handgun Magazines on the floor in the Pit Room.

Go to the far door.

Follow the path to the end.

Get the Hexagonal Crank.

Hexagonal Crank Acquired

Quest for the Cylinder
Return to the entrance of the carvern but instead of going up
the ladder go the
other way and around the bend.

Utilize the Ink Ribbons next to the Typewriter and the nearby
Item Box if
needed.

Use the Hexagonal Crank on the panel in the wall to open the
path.

Don't miss the Green Herb just before the door!

Grab the Flamethrower and run up to the boulder then turn, run,
and duck into
alcove near the door you came in from to avoid the boulder.

There are Shotgun Shells in the corner where the boulder was
originally.

Go through the hole the boulder made to a door.


*Boss Fight*

Giant Spider

Just blast it while avoiding the poison spit and the other
spiders that come
out.

Use the Knife in the room to knock the web off the door.

In the next room to the right of the door are two Blue Herbs and
the Map of the
Courtyard B1 on the wall. Grab them and go back placing the
Flamethrower on
the panel then go through the door to another door to a room
with another
movable floor and a boulder.

Use the Hexagonal Crank on the wall panel to move the hole three
times and
reveal a secret door.

The boulder will start rolling so run into the alcove and
through the door.

Behind the boulder's original position is a First Aid Box
containing a First
Aid Spray.

Push the Statue in front of the metal thing in the wall then use
the Hexagonal
Crank on the panel in the opposite wall to move the Statue out.

Use the Hexagonal Crank again to retract the wall and push the
Statue onto the
circle on the floor to rotate it.

Push the Statue off the circle then push it back on to rotate it
one more time.

Push the Statue into the hole in the wall to open the secret
compartment that
holds the Cylinder.
Cylinder Acquired

Combine the Shaft and Cylinder.

Take this new device back to where you got the Shaft and place
the whole unit
into the stand. You'll need to return the Flamethrower to it's
original
position.

Say bye to the Flamethrower...I'll miss you!

Press the buttons in this order:

Fourth
Second
Third
First

Go down the lift.

Quest for the Broken Flamethrower

Go through the tunnel, avoiding the mutant "Leatherface" wannabe
woman as you
wind through the halls until you get to some stairs.

At the top of the stairs go to the left to find a door.

There is a Red Herb and a Green Herb at the foot of the stairs.

In this room is a large crate and a lift.

Push the crate onto the lift and press the button.

Return to the main lift you used to get to this area back past
the tunnels that
the mutant woman is in.

Go down to the wooden area past the Item Box to a ladder.

Go down the ladder and push the crate out of the lift and left
and up into the
crusher.

Push the button to crush the box and get the Broken
Flamethrower.

Broken Flamethrower Acquired

Return to the tunnel the mutie woman is roaming around in and
find the switch
on the wall.

Quest for the Stone Ring

Turn the switch then run to the door at the bottom of the stairs
to the left of
where the Red and Green Herbs are to the panel with the hooks on
it and place
the Broken Flamethrower onto the hooks before they retract.

Go through the door.

Go around the room, through the waterway to the next room and
grab the Jewelry
Box.

Examine the box to get the Stone Ring as well as a Family
Picture and some
notes.

Stone Ring Acquired
Combine the Metal Object with the Stone Ring.

Another Stone and Metal Object! Joy!

Climb the ladder.

At the top of the ladder to the left is a Blue Herb and a Green
Herb.

To the right of the ladder is another ladder.

Climb the ladder to find yourself back in the Cabin you
originally met the lady
mutant in.

Return to the mansion.

When you exit the Shed take the other Stone and Metal Object you
used to open
the shed with you.

Go to the Main Hall and go behind the stairs to the gate and use
both Stone and
Metal Objects on the gate.

Use the Item Box and Typewriter wisely!

Continue down the stairs to the door at the end of the path.

Take the ladder down.

Hiya, Wesker!

*Boss Fight*

Lisa Trevor

Wesker will help in the battle, but I don't know how much "help"
his little
Handgun will be.

A quick way to finish the battle is to push all the stones off
the ledge and
Lisa will grab a bone out of the coffin and jump off the edge
herself.

Otherwise you have to fire at her until she is knocked off the
ledge.

You have to push the stones off the ledge to open the door
anyway so save that
ammo and just push the stones off and Lisa will leave. (Beware
because she can jump and swipe at you and knock you off the
edge.)

Get the Family Picture from the casket interior.
*End Boss Fight*

Go up the elevator and place the Wolf and Eagle Medals in the
proper slots to
open the path under the pool.

Go down the stairs and into the elevator.

*End of Disc 1*

*Start of Disc 2*

We are now in the secret Umbrella Laboratory! The end of the
horror is in
sight!

Quest for the Mo Disc 2 of 3

Go down the ladder.

Ahh! A Save Room and Item Box!

In the next room grab the Green Herbs along the path then go
around the corner
to the desk to grab the Mo Disc then go down the stairs.

Mo Disc 2 Acquired

Quest for the Lab Key and the Mo Disc 3 of 3

At the foot of the stairs go into the nearby door.

The First Aid Box on the floor just when you walk in has a
mixture of two Green
Herbs.

Go into the door the Box was in front of.

Grab the X-Ray off the stack of boxes in the corner and the
other X-Ray on the
shelf under the white boards.

Place the X-Rays in such a manner that the first and last
initials of the
patient names form:

ABCDEFGH

Click the blue switch and take note of the highlighted organs
then look on the
chart for the initials of each.

The initials put together is the code to unlock the door on B2.

Read the Researcher's Letter near the computer.

Return to the foot of the stairs go into the narrow hall across
from the door
to the other end and through the door.

Use the computer at the back of the room to unlock the
electronic locks.

Login : John
Password : Ada

Password to unlock B2 : Cell
Read the file next to the computer.

The area across from the computer has a Battery Pack on the
shelf at the end.

Go to the foot of the stairs and go into the nearby door.

In this hall go into the second door.

Use the Mo Disc on the GameCube device to unlock one of the
levers on the
Triple Lock Door at the end of the hallway outside this room.

Take the Slides and the Magnum Rounds and read the Fax next to
the desk behind
the shelf then go upstairs to the room near where you got the
second Mo Disc.

Grab the First Aid Spray from the table and use the Slide Filter
on the
projector and remember the last slide with the four numbers.

Use these numbers on the Pass Code device on the wall to open a
secret area.

You can view Kenneth's tape here. Grab the Security protocols
from the shelf
just outside the small area and the Lab Key from the desk when
your done.

The Mo Disc 3 is on the shelf near the Pass Code device.

Lab Key and the Mo Disc 3 Acquired

Take the Lab Key and go back downstairs all the way to the other
side of the
hall and all the way to the bottom and unlock both doors to get
rid of the Lab
Key.

Go into the double doors first.

Push the shelf out of the way, grab the Shotgun Shells and enter
the vent.

Enter the vent on the adjacent wall.

Use the Mo Disc on the GameCube device to unlock another lever
on the Triple
Lock Door. Grab the Battery Pack next to the GameCube on the
desk.

Then push the shelf and exit this room.

Quest for the Elevator Power
Go through the other door you unlocked with the Lab Key and
ignore the first
double doors...they will never open...besides you were already
in there.

The door across from the hall you entered through is a Save
Room.

On the table is a First Aid Spray, Ink Ribbons, and a
Typewriter. There are
some Shotgun Shells on the floor near the table and an Item Box
in the corner.

Turn right from outside the Save Room and go into the Power Room
at the end of
the hall.

Kill all enemies in this room! Then go to the console in the
back and grab the Fuel Supply Capsule. Directions to it from the
entrance is to go left from the door and into the last
corridor.

The console is located at the end of this corridor.

Return to the room where you got the Slide Filter and recharge
the Fuel Supply Capsule in the device.

WALK back to the console in the Power Room and place the Fuel
Supply Capsule into the console.(If you have plenty of ink
ribbons the save the game when you have the filled capsule, the
run around for a while, the explosion is really funny!)

Go further into the Power Room and use the Mo Disc on the
GameCube device to
unlock the final lock on the Triple Lock Door.

Even further into the Power Room brings you to the Elevator
Power Station.

The Console to turn on the Elevator Power is at the back of the
room.

Elevator Power Restored

Go to the elevator past the save room in the hall outside the
Boiler Room.

Enter the lab.

*Boss Fight*

Tyrant

Just unload on him with all you firepower until he collapses.
About 6 grenade rounds should do it.
*Note:- If Tyrant corners you, run past the side WITHOUT the
huge claw, he cant hurt you with that arm. Also he is slow
turning round so you can get some lovelly sly head shots in,
sweet!

Pickup the Observation Note from Wesker's body then use the
console at the far end to unlock the doors.

*End Boss Fight*

Run to the Triple Lock Door and open it.

Run down the hall to the jail cell and spring Jill from her
confinement.
Run through the lab until you reach the entrance and take the
double doors to
the escape route.

There are Shotgun Shells and a First Aid Box containing a Green
Herb on the
escape path.

Grab the Fuse Unit on the floor and use it in the hole in the
wall near the
elevator.

Grab the Signal Rockets and use them on the center of the
landing pad.
*Boss Fight*

Tyrants return
Use all you powerful weapons and watch out for tyrants charge
and swipe, its lethal. Eventually Brad will throw you his rocket
launcher and you can blow Tyrant away! CAREFUL - Tyrant has the
ability to deflect missiles you shoot at it!
End of Chris's quest.
Now that wasnt so hard, was it?




Here are some useful bits of advice to help you along the way.
These notes apply to both characters so listen up!

- Hiking is easy mode, mountain climbing is the hard one, if you
think this is obvious you would be surprised how many people are
confused by this!
- In easy (hiking) mode you get a surplus amount of ink ribbons.
I finished the game will 11 to spare. I guess you shouldnt be
worried about wasting ink ribbons and save the game whenever you
please really. If you do run out there is ink ribbons in almost
every new area.
- In the earlier part of the game you should try and burn all
the fallen zombies you can (with lighter and fuel cannister)
This will save you having to fight crimson heads later on.
- If you are stuck have a read through files you have collected,
they are full of clues!
- If you are in a situation you cannot handle (i.e 3 zombies, 2
zombie dogs and a crimson head with only two bullets in you hand
gun) then run away, get the ammo/health spray/etc you need and
return. Its not cowardly, honest!
- Examine ALL items you can get you hands on. Also examine
furnature and paintings, for example the clock in the dining
room gives a clue of what you have to do.
- Use your map. red/orange area means unexplored, yellow/white
means explored. The white/grey doors mean you can go straight
through them, whilst red doors mean you havent unlocked them. A
red doors doesnt necessarily mean you CANT unlock it (this
confused me at first)


Cheats/Secrets

Infinite grenade ammunition
Equip the Grenade Launcher with any type of ammunition, then
take Flame Rounds from an Item Box. Open the Item Box again and
put
the Flame Rounds back into it. On the Item Box Inventory
screen, highlight the slot with the Flame Rounds and press A.
The pointer will
jump to the Grenade Launcher slot. Press A to get 456 Flame
Rounds. Note: This can also be done with other types of grenade
ammunition.

New background and alternate costume
Successfully complete the game with Jill or Chris and save the
game. A new background will appear on the main menu. Select the
"Once
Again" option when playing your completed saved game. You may
now choose new difficulty settings for the replay. You will also
get a key
that will allow the character that completed the game to have a
new costume. Enter the room with the large mirror on the second
floor of the
mansion. Unlock the door in the back. Enter the closet and move
all the way to the end of the rack of clothes. A message asking
"There is an
outfit that fits you perfectly, do you want to put it on?" will
appear. Select "Yes" to change your character's clothes.
Complete the game again
to unlock a second costume.

Samurai Edge weapon
Successfully complete the game with Jill or Chris on the normal
difficulty setting with a time less than five hours. Save the
game at the end,
then start a new game to begin with the Samurai Edge weapon.

Rocket Launcher with infinite ammunition
Successfully complete the game with Jill or Chris with a time
less than three hours. Save the game at the end, then start a
new game to begin
with the Rocket Launcher with infinite ammunition.

Bonus option, costumes, and weapons
Successfully complete the game in "Once Again" mode on the
normal difficulty setting with a time less than five hours. This
unlocks the "Real
Survivor" option (item boxes do not transfer items to each
other), the .40 Smith and Wesson gun with infinite ammunition
(replaces the combat
knife in a new game), and bonus costumes. Additionally, the
aiming system will be manual. If the game was completed using
Jill, the bonus
costume will be her outfit from Resident Evil 3.

Invisible Enemy option
Successfully complete the game two times with Jill or Chris to
unlock the "Invisible Enemy" option. All enemies will be
transparent in this mode.

One Dangerous Zombie option
Successfully complete the game with both Jill and Chris once to
unlock the "One Dangerous Zombie" option.

Special Features option
Successfully complete the game in "Invisible Enemy" mode with a
time less than five hours to unlock a "Special Features" option
that displays
a message from the game developers and a gallery of
pre-production costumes.

Save kerosene
If there is more than one zombie in a room and you plan on
killing them, space yourself from them and kill one. Next, kill
the second one so it falls directly on the one that was killed.
Then, use your Kerosene. Both zombies will be burned. Note: This
work on as many zombies you can possibly stack.

Retrieve your defensive knives
After defending yourself against a Zombie with a dagger, blow
off his head. The dagger should be back on the ground next to
the corpse.

Bosses - A quick guide to defeating them

Defeating Black Tiger (big spider)
Use your strongest weapon. If playing as Chris, use the
flamethrower then torch the babies. Alternately, use this easier
trick that also saves
ammunition. When you fight Black Tiger, there is a smaller
spider behind it. Just focus on killing the big one, and forget
about the babies and the normal spider by getting out of the
room. Every spider will disappear when you return. I found the
handgun to be more effective on Black tiger than the shotgun (I
have no idea why) but keep shooting with whatever gun you choose
and avoid its venom it spews at you.

Defeating Crimson Head Elder (Sir Trevor)
Three blasts from the grenade launcher or six from the shotgun
will kill him.

Defeating Lisa Trevor
In the first encounter, you can choose to not fight her as she
can kill you in three hits. If you choose to fight, use the
shotgun. In the final encounter, push all of the rocks off the
cliff. If she approaches you, run away.

Defeating Neptune
Push the electric box in the water and turn the power on to the
box, watch him fry!

Defeating Plant 42
Mix up the J-Vot and use it on the roots. Simple!

Defeating the Snake
Use the grenade launcher with any type of shells. Otherwise, use
the shotgun. takes about 5 hits with acid shells.

Getting past the Snake
When you get in the room with the Snake, run to the back of the
room, pick up the mask, and run back to the door that you just
came through, not forgetting the shotguns shells on the shelf
near the door.

Defeating enemies
Cerebreus: If in groups, use the shotgun and take them all out
at one time.

Crimsom Heads: Use the same tactics as zombies, except if they
charge at you, duck in a door.

Hunter: One acid shell to the face. Wait until they are right on
you and fire.

Sharks, Snakes, Birds, Bees: Ignore them.

Spiders: Use six shots of the pistol.

Zombie: Magnum blows their head off easily. However shotguns and
pistols are a bit more tricky. 6-8 body shots with a pistol will
floor a zombie, and about 3-4 shots with the shotgun will put it
down.

Weapons
Jill's Weapons

Handgun - S.T.A.R.S. custom automatic. Fires 9mm Parabellum
rounds.

Survival Knife - A mid-size, lightweight survival knife. Jill's
personal protection knife for close encounters.

Handgun - (Samurai Edge) An automatic that fires .40SW rounds.

Grenade Launcher - A gun that fires grenade rounds, acid rounds,
or incendiary rounds.

Shotgun - Fires 12 Gauge Shells. A weapon that is capable of
firing wide-range.

Assault Shotgun - Fires 12 Gauge Shells. A S.T.A.R.S. custom
arsenal and also Richard's favorite.

Magnum Revolver - The gun fires .357 Magnum rounds. A powerful
firearm but it takes skill to handle it.

Self Defense Gun - A self defense gun that fires .22 Magnum
rounds. One round has been fired already.

Barry's .44 Magnum - Fires .44 Magnum rounds. An extremely
powerful handgun, not to mention one of Barry's
favorites.

Rocket Launcher - Launches fire-and-forget rockets continuously.
Extremely destructive.

Chris' Weapons

Handgun - S.T.A.R.S. custom automatic. Fires 9mm Parabellum
rounds.

Handgun - (Samurai Edge) An automatic that fires .40SW rounds.

Shotgun - Fires 12 Gauge Shells. A weapon that is capable of
firing wide-range.

Assault Shotgun - Fires 12 Gauge Shells. A S.T.A.R.S. custom
arsenal and also Richard's favorite.

Magnum Revolver - The gun fires .357 Magnum rounds. A powerful
firearm but it takes skill to handle it.

Self Defense Gun - A self defense gun that fires .22 Magnum
rounds. One round has been fired already.

Flamethrower - An Anti-personnel weapon that sprays a stream of
flame.

Rocket Launcher - Launches fire-and-forget rockets continuously.
Extremely destructive.

Defensive Weapons

Dagger - By stabbing this dagger you'll be able to protect
yourself and escape from hostile situations.

Flash Grenades - (Chris only)A self defense item. Normally used
to disturb the offender's vision.

Stun Gun - (Jill only)A self defense item. You'll be able to
take down an assailant, leaving him disoriented momentarily.


Enemies and a bit about them

Zombies - Aimlessly wandering the halls of the mansion searching
for warm flesh to sink their teeth into.

Ravens - Abnormally large, aggressive birds who have gained an
insatiable taste for blood.

Snakes - Vicious serpents indigenous to the Arklay Forest.
Cerberus - Virus ridden canines. Extremely quick and agile
creatures paired with a voracious appetite for human flesh.

Giant Bees - Enormous bees with a fierce territorial instict.
They will swarm and attack any creature that draws too close to
their nest.

Giant Spiders - Mutated spiders lie in wait, eagerly
anticipating sinking their huge fangs into the next hapless
creature that entwines itself in the spider's sticky web.

Yawn - Mutated snake. Abnormally large and extremely poisonous
possessing great agitlity and quickness.

Hunters - Genetically engineered killing machines. Perfect for
"seek-and-destroy" type missions. Part man, part amphibian;
these creatures are fast and agile as well as insanely powerful.
Their powerful legs can propel them over great distances.

Neptune - Giant shark. Excessively violent and seems to hunt
prey not for food but to satisfy it's thirst for blood.

Plant 42 - Giant plant mutated by vile experiments. Aggressive,
carnivorous, and will violently protect itself should the need
arise.

Chimeras - a half insect, half man hybrid. Resides in the ducts
and airways of the Power Room leaving it's sanctuary only when
alerted by the sound or smell of prey.

Lisa Trevor - An invincible enemy. No matter how much you throw
at her she keeps coming back for more. Avoid her like the
plague.

Tyrant - Big, vicious hell beast! The ultimate evil and the
toughest boss in the game. Beware!

All the items (I think!) and what it says when you examine them
all.
(placed in alphabetical order)
001 Key - Numbers, 001 are imprinted.

003 Key - Numbers, 003 are imprinted.

Acid Shells - Shells for the Grenade Launcher. They are filled
with sulfuric acid.

Armor Key - There's an engraving of an armor.

Arrowhead - The arrowhead is made from peridot, sometimes
referred to as a poor man's emerald.

Battery - With this, you can operate the elevator.

Battery Pack - Powers the Stun Gun.

Bee Specimen - It's a giant bee specimen for mounting. It's well
preserved.

Blue Gemstone - It's beautifully cut and polished to a
mirror-like surface.

Blue Herb - A herb that's grown wild in this region.

Book of Curse - It's titled, "Book of Curse".

Broach - When examined becomes the Emblem Key.

Broken Flamethrower - The muzzle is broken. It can't be fired.

Broken Shotgun - It's broken and can't be fired. Maybe there's
another use for this...

Chemical - A chemical agent to destroy plant growth. (After
examination becomes Herbicide)

Closet Key - There's a design of a female's side face
beautifully embossed on the key.

Coin - It changed into the shape of a key.

Collar - There's a switch. Will you press it?

Control Room Key - It's a key for entering the Control Room.

Cylinder - A circular metal object with a hole in the center.
Symbols are carved in its side.

Cylinder Shaft - Symbols are carved in it's side. Will you turn
it?

Death Mask :

* Mask w/out all - It's a death mask without eyes, nose or
mouth.
* Mask w/out mouth - It's a death mask without a mouth.
* Mask w/out eyes - It's a death mask without eyes.
* Mask w/out nose - It's a death mask without a nose.

Dog Whistle - By blowing into it, it generates frequencies only
audile to the ears of dogs. You can call a dog with this
whistle.

Eagle Medal - Found inside the Last Book Vol. 1. Is there a
special way to use it?

Emblem - It's galled all around the outer edges due to frequent
fitting.

Emblem Key - The key's designed with an emblem of the Spencer
Family, whose history is as old as Raccoon City.

First Aid Box - Contains various healing items.

First Aid Spray - A medicinal spray that can heal wounds
completely.

Fishhook - It's a hook for fishing.

Fuel Canteen - You can carry with you fuel to light a few times
using the lighter.

Fuel Supply Capsule - The main ingredient of this fuel appears
to be nitro compound. "Running" could result in a fatal
explosion.

Fuse Unit - It's an assembly of many large fuses. It's rated for
high currents of electricity.

Gallery Key - The word "GALLERY" is imprinted.

Golden Arrow - The arrowhead looks like it can be removed.

Gold Emblem - It's galled all around the outer edges due to
frequent fitting.

Green Herb - A herb that's grown wild in this region.

Grenade Shells - Shells For the Grenade Launcher. They are
filled with high-explosives.

Handgun Magazine - A clip for the handgun. 15 rounds of 9mm
Parabellum.

Helmet Key - There's an engraving of a helmet.

Herbicide - See Chemical.

Hexagonal Crank - The end is shaped hexagonal.

Imitation of a key - Shaped like a key, but lacks the rigidity
to be used as one.

Incendiary Shells - Shells for the Grenade Launcher. They are
filled with special fuel that ignites upon impact with a
target.

Ink Ribbon - To be used with a typewriter.

Insecticide Spray - It's a pump-action spray. There's plenty of
insecticide inside.

Jewelry Box - There's a design of of the sun and the moon. On
the plate it says, "Sunshine will awaken me."

Jewelry Box - There's a round recession approximately 4cm in
diameter.

Laboratory Key - An electrical symbol is imprinted.

Last Book Vol. 1 - The words on the cover, what can it mean?

Last Book Vol. 2 - The words on the cover, what can it mean?

Lighter - (Chris' Lighter) - It's a brass lighter coated with
gold.

Lighter - Words are carved on it. "Don't play with fire! Love,
Jessica".

Lock Pick - A tool for unlocking most simple locks.

Lure of a bee - It's a lure shaped like a bee. There is no hook
on it./with the hook attached.

Magnum Rounds - Powerful bullets for the .357 Magnum Revolver.

Mansion Key - When examined the name changes to Sword, Shield,
Armor or Helmet Key.

MO Disc - It appears to be a disc for rebooting a system of some
sort.

Moon Crest - There's an icon depicting the moon.

Musical Score : It's titled, "Moonlight Sonata".

* Musical Score - The beginning and the last sections of the
music are missing. * Musical Score - A section of the music is
missing leaving only the beginning and the end of the music.

Old Key - An old key of the mansion. Looks like you might be
able to open most simply designed door locks.

Red Book - It's a book with a red cover.

Red Gemstone - It's beautifully cut and polished to a
mirror-like surface.

Red Herb - A herb that's grown wild in this region.

Residence Key - When examined the name changes to 001, 003, or
Gallery Key.

Serum - There's just enough for one dose.

Shaft - It appears to be some sort of key to start the power
supply. Symbols are carved in it's side.

Shield Key - There's an engraving of a shield.

Shotgun Shells - 12 Gauge Shells for the Shotgun that scatter
fires.

Signal Rockets - Pyrotechnic Signal Rockets. I can signal Brad
with this.

Slide Filter - There are red colored slides inside. Nothing's on
it.

Square Crank - The end is shaped square.

Star Crest - There's an icon depicting a star.

Stone and Metal Object - An emblem is carved on the octagonal
object.

Sun Crest - There's an icon depicting the sun.

Sword Key - There's an engraving of a sword.

Wind Crest - There's an icon depicting wind.

Wolf Medal - Found inside the Last Book Vol. 2. Is there a
special way to use it?

Wooden Mount - There's nothing unusual.

Yellow Gemstone - It's beautifully cut and polished to a
mirror-like surface.

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