By--Tu T. Dang
Introduction:
Capcom has surely outdone
themselves by making the game, Resident
Evil. The game, while filled with great graphics, puzzles and
music, is
awesome in animation and storyline development. Plus, blowing
away a few
zombies here and there doesn't hurt either. The possible different
storylines depending on the character, plus different little sub-plots
depending on what you do and don't do make this game even more in depth
and interesting. Kudos to Capcom for such a great game.
The following is a basic
walk through on how to get the rocket launcher
with Jill. To get the rocket launcher, you need to win the game in
under
three hours. If done correctly, you will restart the game with
Jill and
a rocket launcher with unlimited ammo. Let's just say that this
thing
rocks! It totally nukes anyone and everything and makes the game
better. Although the game is way too easy with it, but it does
add for
variation and a definite plus on the fun factor.
*NOTE: This walk through should make more sense if you've already
won
the game once. There are spoiler notes so be warned....
It's also
helpful if you know the floor plan of the mansion and other areas
beforehand. Many steps will leave out how to exactly get to the
next
room. I'll be assuming you'll know the most direct route to the
next
room I indicate.
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
whatnot 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......
That's about it. Please make any necessary adjustments and such
according to your style of play. If you feel you need to carry
more
weapons than healing that's fine, or vice versa. But it's definitely
worth it to run around with the Rocket Launcher. It's kind of
funny
when you play it again with a Huge Rocket Launcher in your arms and
when
Barry gives you the acid rounds, you ask him what about him, and he
says, "I have this!" and you're carrying this huge weapon 'o
destruction. Or if/when you meet him on the balcony to see Forest
and he
says to you, "Take this (bazooka). You don't have a weapon Jill."
And
there you are carrying a Rocket Launcher in your arms. Anyways,
good
luck to everybody and enjoy.....
Tu T. Dang