RRRRRRRRRRRRRRRRREEEEEEEEEEEEEEEE RRRR RRRR EEEE RRRR RRRR EEEE RRRR RRRR EEEE RRRR RRRR EEEEEEEEEEEEEEEE RRRRRRRRRRRRRRRRR EEEEEEEEEEEEEEEE RRRRRRRRRRRRRRRRR EEEE RRRRRRRRR EEEE RRRR RRRR EEEE RRRR RRRR EEEE RRRR RRRR EEEEEEEEEEEEEEEE RRRR RRRR EEEEEEEEEEEEEEEE ------R e s i d e n t E v i l-------- 1 A walkthrough by Vincent Merken VINCENT.MERKEN@student.kuleuven.ac.be Version 1 May 21st 1998 Copyright 1997 Vincent Merken -------------------------------------------------- | Contents: | | ~~~~~~~~~ | | Part I:.........The Mansion | | Part II:........The Guardhouse | | Part III:.......The Mansion Returns | | Part IV:........Hunter Fest | | Part V:.........The Underground Laboratory | -------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ***** Resident Evil 1:35 Walkthrough ***** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ever wondered how people get those '1:45-or-less' record times on Resident Evil? Finishing the game in under three hours is already quite hard, so how do players meet those hellishly low times? Well, with this walkthrough you're able to join the pros, as times as short as 1:35 can be achieved (with a bit of practice, of course)! Just don't expect to see everything the game's got on offer, though, if you want to be quick you're not in for sight-seeing now, are you? Okay, let's start! Plug in your Playstation, enter you Resident Evil-CD, watch Virgin and Capcom praise themselves once more until finally the title screen pops up. Select Jill (for those playing Resident Evil: Director's Cut, first select 'Standard', then Jill), as you don't want to lose time messing around with Sword keys and dragging Rebecca along your tail. Skip or watch the introductory movie (doesn't influence time anyway) featuring the best script and acting this world has ever seen (Chris's brilliant 'No! Don't go!' is movie history), after that, the game (and the clock) starts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part I: *** T h e M a n s i o n *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Arrived at the admittedly huge Mansion Hall, Jill starts to moan about Chris's bad physical condition, as he obviously couldn't keep up with them. Wesker, who isn't really fond of loose bullets, puts you and Barry on research after one was heard in the distance. You both proceed to the Dining Room while Wesker 'takes care of this'. After Barry moves on ahead and you finally gain control of the game, you come to the sudden conclusion that you're actually a wimp. The monotonous ticking of the grandfather clock scares you to death, so you decide to go back to Wesker. But Wesker's scared too; he doesn't want bullets to peirce his cool vest and matching shades, so he pushes you back to the Dining Room. You're not prepared to give up being a wimp so easily, so you want to return to the Mansion Hall, but this time Barry calls you to order ('Lost courage already? It's not like you.') After such a strong argument, you run up to Barry to thank him for his advice, but then a pool of red pixels attracts your attention. 'What is it?', Jill says and Barry vows to the gods, 'Blood.', and he instructs you to find more clues, as there's still a slim chance it's ketchup. You're so overwhelmed by this discovery that you decide to take the Emblem on the wall near Barry and head back to the Mansion Hall to tell Wesker. But as you're halfway the Dining Room, the until now closed right door opens and a gloomy green figure comes out. It immediately recognises Jill as 'lunch' and sets full sails to get her. Barry decapitates him and agrees to boast about it to Wesker in the Mansion Hall. But what's this, the Wesk-man's gone, and Barry asks you to look for him. Just run to the column passageway at the back of the Hall and immediately turn back as the background changes. After an illuminating conversation, you and Barry split up. Run to the stairs, then, as you're on the first floor, take the stairs right and enter the first door you see. Run down the Red Passageway, avoiding the two Zombies stationed there (the Passageway's big enough to pull it off; just keep to one side until a zombie locks into you, suddenly move to the other side to leave him speech- and snackless) until you reach the final door (the other doors won't open anyway). Enter and avoid all objects in the room, just get to the door on the left of your screen. Open it, only to be greeted by two zombies in a small Storage Corridor. Ignore them both and head for the staircase on your left. Go down the stairs to the Storage Hall. Again, no time to chat with the single white zombie, just enter the Storage Room above him, where there's a cool Savebox and a Chemical (Well, that big white bag of pesticide, actually, but here, it's a Chemical). Ditch the Army knife and the First-Aid Spray to the Savebox, pick up the Chemical and head back to the Storage Hall. Move up the stairs, equip your gun (the Beretta) and quickly shoot the zombie on the right (just hit him 3-4 times until he drops down), unlock the door he was eagerly blocking and re-enter the passageway. Avoid both zombies and head back to the Mansion Hall, first floor, where you'll meet Barry. After some casual chit-chat, Barry gives you some acid rounds. Not exactly a present Jill always dreamt of, but it'll do nicely for what's to come. After Barry bails out, head for the door on your right (other than the one to the Red Passageway). Run through the bloodstained corridor and enter the Crow room. Birds, anyone? To avoid getting hurt, just pick up the Bazooka in front of Forest's dead body and head back to the first floor Mansion Hall. Enter the third door on the left (the one Barry previously entered)... Aargh, there's that awful ticking again. Move to the left and start pushing the cool female statue. The zombie in Jill's nearest vicinity will lock in, safely behind the statue, giving you plenty of time to arm the bazooka, aim and shoot him to smithereens. Your first kill! Start pushing the statue again until you're in front of the opening in the balcony, then push it down. The statue will fall down and break. Meanwhile, the zombie on the other side has wandered enough to be very close to Jill. Blasthim and head for the door on your left. Arrived at the Green Passageway, there are again two zombies, but this time there ain't no room to dodge their deadly grasp, so waste'em both. Take the stairs down to what I call the Serum Hall and avoid the three zombies posted throughout the (it's easily done, just keep to your left at the first zombie, then move completely right for the second. The third zombie's harmless, he stands near the Serum Room and is easily ignored). Then you enter the Plant Passageway, where there's a zombie directly in front of you. Ignore him and run straight down the corridor he seems to guard. At the end of it you find a small door. Enter and you'll hear the sound of a running motor. It's the Plant Room, where some treacherous vines keep you away from obtaining the important Armor Key. Well, since those vines seem hungry, it's more than logical that you feed those poor things, innit? Just pour the Chemical in the pump installed at the back of the room and watch how tasty the food is for those vines. Content and no longer hungry, the vines drop to your feet and you can get the Armor Key. Ignore the many health in this room; you don't need it. Just run all the way back (with the Key) to the Red Passageway, and open the first door you come across. Enter it to find poor Richard on the floor, who got into a friendly cuddle with a snake, but forgot to bring Serum with him. Jill decides to get the Serum and exits the room. Instead of immediately searching the Serum, you decide to do some other pressing matters first. Run to the next door in the Red Passageway and open it with the Armor Key. Now let's see, what can we do here? Two statues, two gratings in the floor and a red button... oh yes, push the statues over the gratings and press the red button! In the back of the room, a cabinet opens and unveils an important object, the Sun Crest. Take it and run all the way down to the Serum Hall. Enter the Serum Room (the room with the Savebox and cool guitar music) and pick up the Serum. Now go further to the Plant Passageway (where you got the Armor Key), but this time, go down the other corridor perpendicular to it (there's another zombie stationed on the right side). Unlock the door at the end of the corridor and enter. Move on up until you reach a red door on your left. Once you're in, swirl around the piano until you hit two bookshelves. Push one out of the way to obtain some Music Notes (hmm, guess the translators never heard of 'Partition'...) and use those Notes on the Piano. After a superb rendition of Moonlight Sonata, Jill wants to bow to the applause but the rumbling seems to come elsewhere, namely from a secret passageway opening up. Go in and take the Gold Emblem; the passageway'll close again. Now, what have you got in your inventory to solve this problem of being locked up... aha, the rusty old Emblem you got at the start of the game. Use it on the cavity in the statue and, thank god, it works. Get out, exit the room and run down the passageway to open the door on your right. Hey, it's the same door the first zombie opened, trying to eat you! That means you're back in the Dining Room. Place the Gold Emblem on the same spot where the old Emblem used to be and blammo: the grandfather clock goes off, unveiling a small opening in the wall where something's shimmering... it turns out to be the brown Shield Key. Now run around the huge dinner table towards the big vase. It's also the place where you dropped the female statue, but wait... something's shimmering here, too! It's a phenomenal Blue Jewel (you can spend ages looking at it, the 3D rendering of it rules). Take it and head back out to the Mansion Hall. Go up to the Red Passageway and see if Richard's still alive (if you were fast enough, he should be). Jill gives him the Serum, and in return Richard gratefully entrusts you with his Radio (which is totally useless throughout the game). A death and a mourn later a new Jill stands up, strengthened, ready to face everything, even to face... another door. Open it and immediately rush up the stairs to evade the suprise zombie. Use and discard the Shield Key, then enter the Attic. Take a deep breath and rush forward, whilst shouting a hefty 'Banzai!', because it's Snake-time! A huge poisonous snake emerges from the back of the attic and with a few proud hisses it's ready for the attack. You of course do what every strengthened warrior does: run away scared! As the snake attacks, you start out at the left of the attic, near a column with some crates. turn Jill to your right, then run towards another column (no crates). The snake pounds down, but misses you (as long as you keep your radius large enough, there shouldn't be a problem). Then twist around the crateless column and run towards the place where the snake emerged. Take the Moon Crest hidden in the opening and immediately run back out. If you were fast enough, the snake won't be able to get you. Head back to the door, but now pause for a second and let the snake bite you. Yes, that's right, you *want* to be bitten. Get out and head down the stairs. Poisoned Jill will drop down (where'd the zombie go?) and it's Barry to the rescue. You wake up in the Serum Room, your health fully replenished. Re-arm the Bazooka and ditch the Armor Key to the Savebox. Exit the Serum Room and head for the Plant Passageway. Head left (not the Plant Room) and blast the single zombie guarding a small alcove. Enter the tiny door in the alcove and have fun placing the Blue Jewel in the Tiger's eyes. Tigey's so happy he'll grant you the Wind Crest. Take it and move on to the Dining Room and, ultimately, the Mansion Hall. Enter the blue doors on your right to find an art room, with a nice statue as centerpiece. Open the next door with your lockpick and start running, those dogs are merciless once they've got you! Run all the way through the corridor, and open the door at the end of it. Oh my, what a scare, I wonder what the next horr.. oh, another corridor. Well, this one winds a lot, pretty exciting. Just ignore all the doors you come across, it's the last one (black double doors) which you must enter. There at last we meet a zombie again, but don't toast him, run around to get to the door on your left. Wow, an Art Gallery! Yech, more ugly crows! In order to get the Star Crest without having to face a complete horde of crows, press the buttons below the following paintings in the very same order: *Newly-born baby *Infant *Boy *Young Man *Tired Middle-aged Man *Boldly-Looking Old Man (Shouldn't that be baldly-looking?) After that, press the button of the painting entitled 'The end of life' to obtain the Star Crest. Bravo, you now have all four Crests (Sun, Moon, Wind, Star)! Now exit the Gallery and toast the zombie directly in front of Jill, as he blocked the Mansion's back door. Go through the Metallic door and run down the corridor. Ignore the dog and immediately start placing the Crests. Once the fourth is in, the red metallic door opens. You should be able to place the Crests and enter the door before doggy rushes in to play with your legs. In the small storage area move the stepladder until you can get to the shelf on your left. You can then take the Square Crank. Proceed further through the double doors, only to find lots of herbs (which you're not taking unless really necessary) and two dogs. It's time for a long game of 'Ignore'. Ignore both dogs and exit through the beautifully squeaking gate. A giant pool blocks your way but luckily you can use the Crank in the square hole on the left. Skip the computer-animated sequence (believe it or not, that also takes up time) and pass the now-emptied pool. Ignore the little snakes (tiny, but poisonous, so keep on running!) and head for the elevator. Go down and ignore the dogs to enter yet another squeaking gate. Ignore the dogs beyond it and open the door to the Guardhouse. A new world unfolds... Check your watch; you should now be at 35 minutes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part II: *** T h e G u a r d h o u s e *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Forget sliding the little statuette over that hole out of which an ugly vine tries to choke you, it costs too much time. Just enter the room on your left (marked '001' on top). Finally you bring out the Bazooka again, Just blast both zombies in the 001-room and get the Red Book. Run back to the tiny door to the dormitory's bathroom and let the muddy water out of the tub. Pick up the C Room Key. Get out of the dormitory and head straight for the door on the opposite side. Pick up the First-Aid Spray and ditch it to the Savebox, together with the Crank. Then, pick up the explosive rounds, you're gonna need them. Get out and move to the room which is being guarded by that aforementioned vine. Let him taste your neck, that's good for Plant 42's appetite, to which the vine is ultimately connected. Yippie, another corridor. Swiftly move through it and enter the first door you see. Nothing beats my day more than a fair game of run-and-hide. Run to your left, towards a dark opening. There, on a table, you'll find dormitory key 002. Take it and move back to the door you entered as fast as you can, before the giant wasps sting you to death. After that, run further along the corridor until you bump into a door marked 002 on top. Use and discard dormitory key 002. Enter the dormitory and have a good laugh at the way these 'brilliant' scientists sealed the entrance to their secret lab. Two texture-mapped bookcases, ha ha. Move the bookcases and go down the ladder. Do you remember that 'fun' game, boxes? Well, apparently Capcom thought it would be fun to revive this ancient classic. Well, um, not. This is boring. Here you are presented with three boxes you need to push into a small pool so you can cross safely to get to the lab. How do you do that? Well go to the first box and push it up (from your point view). Then turn around it, and push against the opposite wall. Then get Jill behind it and let her push the box all the way down the corridor (ZZZzzzzz...) until you arrive at the ending but not too far, as you don't want to block access to the other two boxes and start all over again (!). Conveniently shove the boxes into the small pool and pass. Bleh. Who said 'Classics are fun'? Once you get Jill in the water up to her chest (oo-er!), swiftly move to your left and swirl around the large water basin. Once you get to two doors, it's time for Jaws. Skip the computer-animated sequence and watch the master of the seven seas (well, the water basin actually) move towards you... now, which door are you going to take? Door number one or door number two? Door number one of course, number two hasn't even got a keyhole! Use and discard the C Room Key. Don't forget to enter or it's your turn to be fishmeat. Inside there's a lever. Pull it and watch how the water flows away, then go to the other side of the room and push the flickering button. Now you can enter door number two, in which you obtain dormitory key 003 (don't waste your time on the Beretta and Shotgun ammo). Huh, what's that strange bashing sound you hear in the now dried-put basin? Haha, it's Jaws struggling for life, guess he's the fishmeat now. Run all the way back until you arrive to the room where you found the 002 key. You'll notice a room marked 003. Guess what's next... yep, open and discard dormitory key 003. Enter the dormitory room, but this time take the tiny door on the left first and fry the zombie to obtain the flame rounds. These will turn out to be very important. Now go back to the dormitory itself and examine the bookcase. Take the white book and quickly skip all the V-Jolt-blahblah (you don't need it anyway). Now put the red book you got in the bookcase and surprise - another secret passage opens. Enter it, only to gasp at Plant 42. He's huge! But thank god you've got the explosive rounds. Put them into your bazooka and blast Plant 42 into submission (three shots should be enough)! Once you've done that, Jill homes in to have a closer look - big mistake. Plant 42 grabs her and starts enjoying her fresh blood... until Barry decides to pay a visit, that is. Never mind how he got through the very same double doors you couldn't get into, he's there to show Plant 42 that smoking is bad for your health. After that, Jill's gratitude towards Barry is endless, which translates into a saying-all 'You saved me!', to which Barry replies with what his wife has gotten to know as the Barry-mating-call: 'Yeeeeehhhh'. Then both Jill and Barry return to their senses and suddenly Barry realises just how important it is to know one's surroundings ('What the hell is this place anyway?!'). You wisely decide not to go into the discussion, but grab that shiny object in the fireplace instead, which turns out to be the Helmet Key, the third and last Mansion Key. After exiting and leaving Barry to meditate about the higher philosophical impact of 'this place', you want to exit the guard house asap. Unfortunately you stumble into Wesker, who just finished his gun practice. A few words about ballistics later, he instructs you to examine the Mansion one more time. Jill, of course, agrees, after which Wesker leaves, with the words 'I'm counting on you.' ... '...to die.', he must've whispered between his teeth. As for you, you run all the way back to the Mansion (ignoring the lame radio beeps), noticing that there are considerably less dogs all of a sudden. As you enter the mansion again (in the Art Gallery corridor), a (skippable) computer-animated sequence introduces you to... Check your watch; you should now be at 50 minutes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part III: *** T h e M a n s i o n R e t u r n s *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wow! A nasty green critter slams the door shut behind you. It's a Hunter. Hunters are bad news. They're faster than you, they're stronger than you and they're more resilient than you! There's only one decent reply to a Hunter's shrieking attack sound, and that's the blast of a smoking bazooka (Acid Rounds (the yellow ones) are particularly useful against these creatures)). So, let this one have it, then proceed to the first door you see, other than the Art Gallery door. This turns out to be a private study, but it's pretty dark to make out objects. Luckily there's a switch on the desk which turns on the light after a simple push. Pick up the Doom Book One, you don't need the Magnum Rounds. Exit and unlock the next door, which brings you to a familiar place, the Storage Hall, or at least it should be, but the music's different... aha, another Hunter! Blast him away and head for the storage room. Pick up the First Aid Spray and the Acid Rounds, then exit and move up the stairs. To your left, there's a Hunter, but he's hardly moving (he can't see Jill yet). Throw him one or two shots of the bazooka, carefully watching that he doesn't jump. Move on to the door at the end of the corridor the Hunter was protecting and enter. To your right, you'll see a red metallic door. Use the Helmet key to open it and march inside. Hmm, nothing special, just a huge hall with a fireplace, a tea table and... hey, a piano! Maybe Jill needs to play another tune to open a secret entrance... Run towards the piano and although a familiar music starts to play, it's not the one you expected! The Snake has returned and is mad for still not having his daily snack. With your Acid Rounded bazooka at the ready, you're more than willing to have some smalltalk with the big guy. Six rounds should do the trick and, as soon as he drops to the floor, examine the big hole he created whilst pounding in at you. Barry, who just returned from his seance at the Guard House will enter the room, look pensatively at the huge Snake crumbling to dust, then observe the big hole in the ground, think for a while what deeper consequences this must have for the universe and then ask 'Have you found anything *interesting*?'. Jill says yes, but she can't see very well. Thankfully Barry found a rope to help you get down the hole, but as soon as you descend, the rope falls down. Somehow you'd expect this from a highly skilled soldier like Barry. He urges you to wait a minute until he finds another rope. Well, okay, you wait, but first you push the button you found under the grave you come across. The grave moves away, unveiling a ladder. Shortly after, Barry comes back and drops a new rope. Clumsiness seemed to be the problem, but after saving Jill's life three times, you're willing to give the old man some credit. With another gift (a Pass Code, totally useless in this walkthrough), Barry exits the room. After using the First Aid Spray to cover a few of Jill's wounds from the Snake fight, you drop her down the hole and make her descend the ladder. Hurrah, a new corridor. Run straight down, avoiding the oncoming zombie (keep to one side, then slash to the other to leave a stunned zombie) and enter the door at the end of it. Hmm, what's that strange crunching sound? Two zombies are having a lunchbreak and one of their equally undead colleagues is the main course. Well, as long as they're ignoring you, why disturb them? Just unlock the opposite door and enter the Kitchen. Turn Jill to her right and run down along the bloodstained table. You'll see a white zombie on the floor. Don't waste ammo on this guy, as you can't kill him that way. No, just run into him and let'em have a few bites at your legs. After that, gently decapitate and enter the elevator he was blocking. This old, but sturdy elevator brings you to the highest floor of the mansion, which was previously inaccessible for you. Of course, an esteemed guest such as Jill requires a welcoming committee, and it's there in the form of a green zombie, homing in for a welcome bite. Do him in and run along the corridor he was protecting. Enter the first door you see; you'll be in a tiny storage area where there're more explosive rounds (take one or two packs, depending on your ammo status; one usually is enough) and a Battery. After taking the Battery, trace your steps all the way back to the Storage Hall. Pick up the single Green Herb to replenish your health from the zombie bite at the Kitchen. Enter the Storage Room, open the Savebox and grab the Square Crank. Exit the mansion and proceed as if you wanted to go to the Guardhouse. Once you arrive at the Courtyard (i.e. before the second squeaking gate, with two rectangular pools and guarded by two dogs), ignore them pesky mutts and put the Battery in the cavity at the northern end of the place. Now the elevator, close to the cavity, is activated. Use it and run to the pool, which you previously emptied, whilst ignoring the dogs. Use the Square Crank to refill it and run back to the newly-activated elevator. Upon running down the Courtyard, you'll now have access to a ladder (near the rectangular pools) which used to be blocked by running water. Climb down before the dogs rip you to shreds. Check your watch; you should now be at 1:05-1:10. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part IV: *** H u n t e r F e s t *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once down the ladder, you're in a completely new environment. Water leaks and drips from tubes everywhere. Take the door on your left, only to be greeted by Barry (now how did he get down here?), who heard a 'voice coming from this hole'. He proposes to investigate together. Reply 'Yes' and show the strengthened Jill to Barry by saying 'No' to his request in going first. Run to the door to your right (it's nearest) and enter. Go swiftly to the shut-down generator and pick up the First Aid Spray. Then proceed to your right and try to open the door you come across. A Hunter'll fall down the ceiling and attack, but luckily Barry's there to ventilate it's brain area. Open the door and run down the corridor, where wounded Enrico, leader of Bravo Team, shows us a glimpse of his superhuman abilities; by merely hearing footsteps, he can make out it's Jill, running towards him. Unluckily he isn't able to hear Barry's as he asks Jill whether she's with anyone or not. Then Barry drops in, and after a nice talk about treachery, Enrico cops it. Barry hurries to the dead body to investigate, as that's where the fatal bullet obviously came from. You are of course a bit smarter and send Jill back down the corridor, to find the Hexagonal Crank. The Hexagonal Crank will turn out to be vital in this part of the game, but first you have to get back to the room with the ladder at the start of Part Four. That's not easy, as there are several Hunters that block your path. Just give them a guided tour into the world of Acid Rounds and there won't be a problem. Once you've arrived, run down the corridor, ignoring the typewriter along the bend until you can't go any further. To your left, you see a tiny hexagonal hole. Use the Hexagonal Crank to bring part of the background into motion. Now you can safely pass through the shining red door of hope. Initially, the room beyond the door of hope seems a dead end. A big boulder at the one side, a wall at the other. But, boulders are good at rolling, so you run to the big rock to examine whether you can get it moving or not. First investigations are negative, so you head back to the door of hope. But what's that? The boulder gets into motion as you turn back! Quickly run to the door of hope or you'll get crushed. The big rock collapses into the wall, making way for a large gap. Although you're eager to examine the new opening, you want to check out what was behind the boulder before it came jolting down the corridor. As you trace your steps back, the door of hope opens and out plops a Hunter. Take the red Explosive Rounds and dispose of the Hunter, by letting it take a few leaps (the distance between you and the Hunter is big enough), then place your shot. Now run onto the gap made by the boulder, you should uncover a set of two doors. Open them, and get prepared for a... Giant Spider! Talk about big, mean and ugly! Luckily you've brought your Explosive Rounds. Plug them in your Bazooka and observe how you do the Giant Spider in with just a single shot. While it's trying to cling onto life, move up and take the Army Knife, which was glittering in the background all this time. Equip Jill with it, and let her rip through the spider webs at the double doors on the other side of the room. Leave this horrid place of creepy-crawleys and take a left in the subsequent corridor. Hmh, where are we now? Let's move up on the screen... oh no, another big boulder! This time you're not in the mood for any boulderdash, so just focus on the hole to your left. It's hexagonal... dammit, what's the next step? I can't figure out wha.. of course, the Hexagonal Crank! Use it three times to move an opening and half the background, until that opening is at your left. Run to it, and voila; a new secret room unveils. Go inside and face yet another brainbender. Problem: statuette, lit tile on the floor, closed vault. .... Solution: statuette on lit tile, vault open. Wow, you're getting good at it! There's only one little detail, the statuette is placed against the wall so there's no way you can shift to the lit tile. But check again... on the side there's a hexagonal hole, on which you can use the Hexagonal Crank. This triggeres a piece of the wall to emerge from the rest. So, you move the statuette to that piece of wall while it's still unemerged, then use the Hexagonal Crank twice and finally push the statuette onto the lit tile. The vault'll open and grant you Doom Book Two. Exit and walk away from the boulder, along the corridor, until you get to an elevator. Go up, only to emerge at a small pool, where there's seemingly nothing to do. You'll notice two round hollows at the side of the pool. Now examine the two Doom Books by turning them on their side, then press X. You'll find an Eagle Medal and a Wolf Medal. Place them inside the respective hollows (indicated by what Jill sees while investigating them). Skip the ensuing animated computersequence and enter the newly-formed opening at the pool. Go inside the lift, which'll bring you down to... Check your watch; you ought to be at 1:17-1:20. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part V: *** T h e U n d e r g r o u n d L a b o r a t o r y *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yeah, there's some pretty grizzly music down here, as usual, Capcom saved the best as last. It's in this part that Chris's emprisoned, but as you're playing for speed, we're not going to free him, but instead opt for a quick escape with Barry. It's a bit sad for Chris, as he'll be fried along with the rest, but 1:35's our goal, so... Anyway, no time to lose, so let's get on our way and complete this mission. For the moment, you're in the Emergency Exit Room, with a ladder to your right. Descend it until you get to an almost empty room, apart from that Savebox to your left. Ditch both Cranks to it and exit through the door, entering the B2 corridor. Blast both zombies that await you there and descend the stairs. In this B3 hallway, you'll see a naked zombie (well, how'd you call a zombie without clothing?) posted right in front of Jill. Well, you're not going that way. Turn to your right and run down the corridor, entering the first door you see. In this Small Laboratory, a computer is stationed to your left. Activate it and ogle at the mind- bending (not) graphic sequence. On the keyboard, enter 'JOHN' and 'ADA' as it asks for a login and a password. Then select B2, as that's the floor where you want to unlock doors, but what's that? The computer denied access, and now you need to enter another password. Well, as this lab is mainly based around chemistry, why not try to enter a fundamental chemical unit, the 'MOLE'? Yes, it works, and triumphantly Jill shouts Glory Hallelujah. With your business finished, quickly log out and exit the Small Lab. Back in the B3 hallway, go back to the stairs and ascend to the B2 corridor. Run to your left and open the previously electrically-locked doors. The conference room you've arrived in holds a little secret and as you're now trained in unveiling secrets, this should be a finch, right? Yes Luke, just proceed down the room until you find a grating; then use the Force to dicover a red button below it. Push it, Luke, and you shall be granted a Lab Key from behind a podestal. Take the key and head back for the B3 hallway. Follow the same route as you did to get to the Small Lab, but now proceed further. Blast any naked zombie that dares to get in your way, and enter the first door you come across (after the Small Lab doors). You'll have to use the Lab Key to open the door. Discard afterwards and enter. Do you remember that fun game we played, 'Ignore'? Well, we're gonna do it again. Run down this B3 corridor and take a turn left, ignoring any zombies, until you reach a door marked 'Power Room'. Enter it (wow, what a lot of noise!) and proceed to Jill's right, where's there's a small walkspace. Go to the back of this walkspace, and activate the computer posted there. Re-activate terminal power, whilst completely ignoring the fact that you've been surrounded by an entirely new batch of monsters: the Ceiling Hunters. Contrary to it's non-ceiling based cousins, these hunters like to cling on to the ehm ceiling from which they drop down on you, robbing you from a great deal of health. But they're not as powerful as regular Hunters, so you shouldn't have much problems avoiding them. Anyway, after reconnecting the power, run back to the place where you entered the power room and proceed further down. Take a 90ø turn right and run on until you bump into a door. Enter it, then walk and turn left into a small corridor. Follow the corridor till it's very end at a door, completely ignoring the three lurking Ceiling Hunters. Enter that door to make the already loud noise become unbearable; you reached the Mansion's power station, which generated all the electricity needed to start this nightmare... oh well, it's time to wake up, so you along the way to Jill's left, until you drop by a computer. Activate it, and you'll have the possibility to reconnect the elevator. Do it, then trace your steps back until you reach the B3 corridor again. Hey, where'd all the zombies go? Walk all the way up until you reach the elevator you've reconnected. Push the button at it's right to start the longest non-skippable acting scene of the game. In short: Barry joins you, you go down to Basement 4, where Wesker (El hombre obscuro) enlightens you of his diabolical plans. He sends Barry, who has to co-operate because otherwise his wife and children'll be killed, up to the heliport. Then Wesker makes a fatal mistake by saying 'Barry's such a fool'. Ol' Barry just managed to hear that comment, so turns back as Wesker unfolds his scheme, then punches him out. Yay for Barry! As Jill, who's obviously still sane, urges to get out of this cursed place, she gets interrupted by Barry. He wants to investigate some more on that strange Tyrant thingy Wesker was talking about. Well, as the bloke saved Jill's life a zillion times by now, you have to grant him that favor. They both enter the huge B4 lab to discover the Tyrant, the biggest, meanest fighting machine to grace this game. Jill remarks it's best to leave it alone, as it's not entirely developed yet. Barry however decides it can't be let to live and disables the development program. The giant test tube runs empty and Tyrant comes to life. He breaks loose and with a big swing he knocks Barry into submission before he had any chance to react. Well that should be a lesson for him - Always listen to Jill. Finally you regain control of the game in order to momentarily put Tyrant's lights out. You do that with 3 shots from your bazooka, then run back to Barry and 'investigate' him. As by miracle, Barry gets back up (boy was he clumsy again) and agrees to follow you out of the B4 lab. As you exit, Jill notices Wesker's gone. Shortly after, the lab's alarm system goes off. Wesker must've triggered the self-destruct sequence! Barry and Jill both go up to the B3 corridor, then split up. Quickly move Jill to the stairs of the B3 hallway (ignore the Ceiling Hunters), then ascend. Waste the 3 green zombies blocking your way, until you reach the room with the Savebox. Ditch any weaponry you got, then pick up the two remaining First Aid Sprays from the Savebox's inventory. Be sure to keep one of Jill's eight object slots (oo-er crikey) free, then ascend the ladder. Arrived at the Emergency Exit Room, Barry urges Jill to hurry. Enter the Emergency Exit Doors (the double doors where Barry's at) and run down the ensuing corridor. Halfway, Brad (the Heli pilot who left you all so cowardly at the start of the game) will contact you via Richard's radio. Patiently wait a few seconds until the bugger terminates his message, then move on until you find a Battery on the floor. Pick it up and put it in the cavity near the heliport elevator. Once you did that, the self-destruct system'll warn you that there're three minutes left until explosion (check your watch; if it says 1:32, congratulate yourself and bow to the applause of millions of spectators). Barry adopts a not-so-child-friendly-expression, as there's 'only one more step to go', then instructs Jill to go up and contact Brad. His Will Be Done, so a few seconds later, you stand at the entrance of the windy Heliport. To your left you perceive a small crate. Examine it to find a Flare. Immediately activate it (you can use it anywhere on the Heliport), and wait for Brad's helicoptre to slowly move down and bring Jill and Barry to safety... BLAMM NO! Guess again, punk, as the Tyrant punches out a hole and climbs on up to stop you. This time no weapon helps; Tyrant's nearly invulnerable, so you need to find another tactic. Luckily, there's an easy way to evade Tyrant's attacks: Let Jill run around in a big circular motion (try to stay outside the 'ring' formed by the heliport markings). In the meantime, Tyrant tries to home in on Jill and occasionally accelerates for a deadly attack. When that happens, let Jill turn 90 degrees then quickly run forward. Tyrant's attack will always fail... unless he extended his claw. This only happens two or three times, but it's always lethal, meaning that Jill can't avoid the claw from ripping her apart. Well, that's where the two First Aid Sprays come in handy: after an extended claw-attack, check your health and cure if necessary. Now then, try and and stall Tyrant for a while using the above technique. After a while, Brad will show his affection to Amazon Jill by dropping her a nice shopping gift: the Rocket Launcher. Immediately run towards the Launcher, pick it up and equip. Then, with a broad grin on your face, aim it towards El Tyrant and push your firebutton.... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *** T h e E n d ! *** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tyrant's no more, and you're the max. Enjoy the various sequences until Jill's piccy pops up with an indication of the elapsed time. Verify that it's 1:35, then turn off your Playstation and get some lunch. I hope you enjoyed reading this walkthrough and had some help from it. As a general hint, one might say that 'delay' is the key to finishing this game quick. Delay and stall any action for as long as you can and do other things, until it has become inevitable. And for the rest, avoid and ignore as much of the living pixels (i.e. creatures) as possible; it shouldn't take too long before you can notch your top time... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H a p p y H u n t i n g ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior approval. In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this, or any of my faqs to sway people into buying the game from them, when without a walkthrough/translation they wouldn't have purchased the game(ring any bells Game cave? I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This faq is copyright 1998, Vincent Merken All rights reserved ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~