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: Amelda
I’m going to make this as simple as possible because the game is absolutely vast. With different difficulty settings the following guide may not be 100% accurate as the missions vary slightly depending on what mode you are playing it in. This guide is written for “normal” mode.

Quest for the Map of the First Floor
Go to the door opposite the Dining Room. Push the chest towards the statue and climb up on it to reach into the shining glint on the statue for the map. Now you’ve got a map of the first floor!

There is a Defensive Dagger on the shelf at the end of the room the chest was blocking. When you pick it up a cut scene will begin and a zombie will approach you from the direction you entered the little corridor. Get a few headshots in and if you have the dagger set as a defence weapon you will jam it in the zombies neck if he grabs you.

After the cut scene return to the dining room. Note the Typewriter to the side and the Ink ribbons on the table, save the game if you wish. There is an Emblem above the fireplace, don’t take it now though. Then continue on to the room through the door next to the fireplace to Ken's body, kill the zombie and retrieve the cassette from his camera, this can be watched later in the game. Continue to a room with a staircase in and go into the room under the stairs.
There are herbs in this room, take them to replenish any damage you have taken and save the rest in your inventory.

Quest for the Sword Key
Go up the stairs and through the door at the top
There is a Golden Arrow in this winding hall as well as a few zombies for you to dispose of. 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 by the mirror 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
Submitted By: hound_dog
Walk-through:

*NOTE: It's up to you if you want to just run past the zombies
(or go ahead and kill them.) A good way to kill them is by one shot of
the shotgun. Wait until they're up close to you and fire. The zombie's heads will literally explode.

1- Start the Jill storyline and with Barry run into the
dining room. Get the emblem and go into the next room. Kill the zombie and get ammo.
2- Return to Barry and the to the main hall. Get lock-pick
and head off to the right room. Don't bother with map and ink ribbon.
3- Enter hell hound room (where 2 hell hounds leap out of
the window at you.) Either a-)kill them or b-)run past them and quickly grab the clip by moving the second cabinet.
4- Go through the door at the end of the hound room and
pick up the plant. Go into the shotgun room and take it. Leave and the
ceiling should come down on you. Barry will come and save you in the
nick of time.
5- Go into the next hallway (door across the shotgun door)
and run into the picture room (the room with the crows/ravens and paintings.) Flip the switches in order from new born baby, infant, young boy, young man, middle aged man to bold old looking man. Flip the last switch to get the medallion.
6- Leave room and run to the storage room. Pick up plant
chemicals. Exchange items--take only shotgun, beretta, and clips (herbs if you think you'll need them).
7- Leave storage area and go up stairs. Kill the right zombie. Run down the hall and through door. Run down hall into the main
hall-upstairs. Barry will be there to give you acid rounds for
the bazooka. Run over to the patio room to see dead Forest. Get
bazooka.
8- Return to main hall upstairs. Go across to next room and enter
upstairs dining room. Kill left zombie and push statue down. Exit through back door.
9- Kill zombies and go down stairs and go into second
storage room. Feel free to save your game with the ink ribbon on the bed. Exchange items--take chemicals, wooden emblem and weapons you feel good with.
10- Run to nursery and poison the plant. Get key. While
there, pick up red and green chemicals. Mix them to save room and have good healing items. SAVE atleast three spaces in inventory.
11- Go down hall into the caretaker's room. Pick up clip
and go to desk. Kill zombie from closet (one good quick shotgun blast to head) and pick up ammo (don't need to pick up diary. Waste of
time...) for the shotgun. MAKE SURE you still have atleast two spaces
still.
12- Exit room and turn right, down to the door. Unlock door
and you should be in the hallway where Kenneth's body is. Turn left
into the Bar/Piano room. Get sheet music and play piano. Go in the
secret room and exchange emblems.
13- Return to dining room. Place gold emblem over fireplace
and get armor key. Run around table and pick up blue gem. (Inventory
should be about full)
14- Return to hall (where Kenneth's body is) and turn right
and take first door on left. This will take you back to the hall with
the nursery and tiger statue. Go to tiger statue room and exchange
blue gem for the medallion.
15- Go to the back door (the hall with the ammo room and
storage) and enter the ammo room. (The room with the broken shotgun.) Pick up clip and shotgun ammo. Should be able to carry these because
hopefully you already have these in inventory.
16- Return to storage room down the hall. Exchange
items--take armor key, ammunition for beretta and shotgun. Run back to dining room (lower-level. NOT UPPER level.) Run into the main hall way
(LOWER LEVEL).
17- Go across into the second door (the locked one that
requires the armor key. Unlock and go in. Get clip on the desk and kill zombie. Get shotgun ammo in locked desk. Leave into main hall. Go up the main hall stairs and go right into the hallway. Run to the suit of armor room and get medallion. (Don't forget to move the statues over the poison gas holes.)
18- Leave and run to the attic door. Unlock and enter and see Richard (if you have space, pick up the green plants). Talk to him and
run back to storage room and get serum. May want to save game here just
in case. Exchange items--stock up on healing products, shotgun and
ammo (hopefully, your shotgun and ammo will be enough. If you're not
that good at killing the snake, then take bazooka too.) TAKE SHIELD KEY also (the one behind the clock) with you. Don't need the armor key
anymore. Run back to Richard.
19- Get the radio (who cares...) and enter the attic. If
you want to, you can run next door to the candle room and get a clip. You won't be able to the shotgun shells because you don't have your lighter yet.
20- Kill the snake. Remember to heal yourself occasionally.
Pick up medallion and shotgun shells.
21- Leave and assuming you've been poisoned, Barry will save
you. If not, go to the next step (22). Wake up in bed, and run to
storage box. Exchange items--take all four medallions and weapons. Run
across to the dining room, out into the main hall.
22- Exit out the back door and go to the mantle/medallion
placement door. (The place where you put the medallions.)
23- Place medallions and enter the garden room. Push the
stairway and climb. Get the crank. Leave into courtyard. Pick up plants and mix red and green together. Kill hounds FIRST. Pick up blue ones on other side and mix also. Run across to opposite gate and use crank to open flood gate/dam. Go down ladder and up to other side. Run to the elevator. Here the radio will go off. Just ignore it because it takes up time and is not necessary for the story. Every minute counts....
24- Either kill or run past hounds below. Cross over to the
opposite gate. Pick up and mix plants. Kill hounds. (Not necessarily
in that order.)
25- Enter dormitory. Push statue over the hole (the one
where the plant grabs you.) Enter storage area. Pick up ammo and health spray. Save game.
*NOTE: If you feel like saving the game more often, that's fine
too. Just do it whenever you make a trip to the storage room.
26- Exchange items--Just take weapons and ammo.
27- Cross over to next dormitory room (001). Kill zombies
and get Red book. Enter bathroom. Drain tub and get C-Room Key.
28- Cross over to the other hallway (past the statue over
the plant hole) and enter the room with the key pad and wasp/hornet nest. Run past nest and get dorm key (002). Return into the previous hall and run to the end room using the dorm key. Discard key. Go into room and push bookcases away to reveal ladder down. (Don't pick up item on bed, just waste of time. Plus, if you feel like you need ammo, run into the bathroom, kill zombie and pick up clip in sink.)
29- Go down ladder and push crates over the water space. Run down into the water and enter the shark room. Run directly to the Control
Room and use the key. Discard key and enter room (before the shark
has a chance to get to you.) Push lever and remove water from lower
level. Push button to open next door.
30- Enter next door. Pick up two clips and two boxes of
shotgun ammo. Pick up dorm room key (003) also. Run out and back up ladder to dorm room 002. If you have space along the way, pick up plants and fill inventory.
31- Run back to storage and stock up on weapons and healing
medicines, take dorm key (003) and red book with you. Save game would be advised.
32- Run to dorm room 003 (the room next to the wasp nests
and key pad.) Enter the room and go into the bathroom, killing zombie and picking up the flame rounds. Exchange books with the red book, revealing secret door.
33- Enter secret door and kill big plant. It will wither,
but not be dead. It will then pick you up and then Barry will come and
save you. Run to the fireplace and get key. Go to step 34. If you feel
that you can't kill the plant the first time you'll need to return to
step 31 and now follow along these ideas.
31a- If you don't think you can take on the plant, you'll
need to make v-jolt. Exchange items--make sure you have four empty spaces! Take the red book and dorm room key 003. Pick up the flame rounds in the bathroom and exchange books. Walk through the door and exit the other door before you have to seriously fight the plant. Run to the chemical room and on the key pad punch in 3-4-5. This will unlock the door. Pick up empty bottles and mix together v-jolt.
32a- Run down to dorm room 002 and return into the shark
room. Enter the room with the roots and put v-jolt on the roots. Return up to the storage room and stock up on weapons and medicine.
33a- Return to the plant via the double doors (not dorm room
003) and kill plant. Get key in fireplace.
34- Return to mansion. Kill the hunter that follows you
after entering the mansion. Go into the room on the left and get doom book 1. (No need to get ammo for the Colt Python.)
35- Go next door into the storage room and stock up on new
ammo and items. Exchange items--take weapons and healing and helmet key. Going to fight the snake next, so may be wise to save your game.
36- Go upstairs and left to the fireplace room (the room
where you used the lighter to get the map.) Go through the door to the right and go to the piano. Click on it and the snake will come out. Kill snake and look at hole while it's dying. Barry will come in and help you. Fall in and push switch on grave. Wait for Barry to return before going down. Get pass code then go back down hole. MAKE SURE YOU'LL HAVE ROOM FOR THE ELEVATOR BATTERY AND EXPLOSIVE ROUNDS. IF NOT, RETURN TO THE STORAGE ROOM B EFORE GOING DOWN. Go down the ladder under the grave.
37- Kill zombies and get shotgun ammo to the left. Run down
hall to the door. Go down next hall and skip the zombies eating the person. They'll leave you pretty much alone.
38- Enter kitchen and go right to the elevator. Kill the
zombie on the ground. Hopefully, you have two spaces still. Go up the
elevator and kill zombie. Go into the closet and get the battery for the elevator and some explosive rounds.
39- Back track exactly the way you came from and return to
the ladder and hole (the place where you killed the snake). Return to the storage room downstairs and exchange items--take battery, crank, and
weapons, especially the bazooka (healing also would be nice since the
spider's next. Have about two empty slots). And if you have an ink
ribbon with one slot, go ahead and take it. Make sure there's one slot so it'll disappear when you use it.
40- Go out into the garden and cross over to the elevator on
the other side of the pond. Go down elevator. Go to other elevator,
install battery. Go up and over to the flood gate/dam. Use crank
closing the gate and return to the newly powered elevator. Go down and
enter the ladder down (the one behind the waterfall.)
41- Go into the door on the right and see Barry. When he
asks to go with you, say yes, but have him lead. Follow him and enter. He'll kill a hunter guy and then follow you. Run into the back room and pick up ammo and health spray. MAKE SURE YOU HAVE ATLEAST ONE SPACE FOR THE HEXAGONAL CRANK. Go into the room where Enrico is and follow storyline. If you have room for a clip, pick up clip on
Enrico's body, but MAKE SURE YOU HAVE ONE SPACE FOR THE HEXAGONAL CRANK. Run and pick up crank and run out. Just run past the new hunters, or kill them, but running past would be advised to save time and ammo.
42- Go to first hall way and run over to typewriter. Save game if you have a ribbon. Use crank on hole and turn hallway. Go down hall and past door. Turn right and run to the boulder. Then start running
back. The boulder will follow, run to safety. Then run and get flame
rounds. If you've been killing the hunters, then one won't open the
door and follow you. But there will be one next to the crashed boulder. If you ran past them, one will open the door as you get to the flame round and attack you. Kill him or run past him to the
door beyond the smashed wall boulder. There won't be a hunter in there.
43- Go beyond the door and kill the spider. It is possible
to kill it with two blasts of the flame round as long as they hit it's body and not the legs. Pick up knife if you don't have one in inventory and swipe open the door. Hopefully you'll have a space for the knife in inventory (you probably used an herb fighting the spider.) If you don't have room for the knife, just get bitten a few times by the baby spiders that pour out and then use an herb. Go to the left and enter storage. Pick up healing products and save game or don't. Exchange items--take doom book 1 (eagle medallion if you already opened it), weapons and hexagonal crank. Run down hall and enter the second boulder stretch. You don't need to run from the boulder, just use the crank three times and enter the room where the second doom book is.
44- Get second doom book and open. Get medallion. Go up the elevator into the garden where the fountain is. Place medallions accordingly and pick up herbs. Go down fountain and enter elevator. Go further down the ladder and enter the room with the storage box. Exchange items, or don't. Run across into the room. Kill zombies and go downstairs. Go to the left into the computer room and login. Use JOHN for login and ADA for password. Unlock door on B2 with password MOLE. Return upstairs to the now unlocked room.
45- Run over to the panel and open it. Push the button and then get the Lab key. Run back down into the lab and go to the door to use
the lab key on. Run across to the storage room and stock up on healing
and save the game. Exchange items--weapons and healing. Run out door
and down to the left to give power to the elevator.
46- Enter room. You don't have to kill the ceiling creatures. Just run to the right and use the terminal there to give power to the
elevator. Run to the back of the boiler room and open door. Go down the
corridor to the right and enter the room with the triggering computer and the circuit computer. Activate the elevator and run out of the
boiler room.
47- Run over to the now operational elevator. Barry will
join you and follow story line. Kill Tyrant. It's easy if you just shoot and run. Shoot and run. You'll probably never get hit, but try to kill him quick.
48- Barry and you will escape. After the elevator ride run
to the emergency elevator, All you should have to kill along the way
are two ceiling monsters and three zombies. Feel free to use bazooka
and what not to kill them quickly. Run out the emergency door.
Barry will be waiting for you. On your way you'll cross the storage box. Exchange items-- all you need now is healing. MAKE SURE YOU HAVE ONE SPACE EMPTY FOR THE SECOND ELEVATOR BATTERY.
49- Run over the battery (the radio will go off automatically and you'll have to listen to it.) Pick up battery and place in elevator.
Go up elevator. Leave elevator and pick up flare. Use flare. (You
don't have to walk out a ways or anything. Just use it right away if you want.) Tyrant will come out, just avoid him and run around till the
helicopter drops the rocket launcher. Kill Tyrant.
50- The End. Hopefully, this will take you less than three
hours. (I did it with 2:09:10 and 11 saves.) Restart game with Rocket
Launcher. Blow thy enemies to little pieces. Smile with a big grin......

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