A Resident Evil Speed FAQ for the Nitendo GameCube.

This is an ASCII art-less walkthrough by Rutilcaper (Dave Riley - 
Dave@fan-service.com).

Transcribing and advice by Amdy S. Myart.

-------
Version
-------
5/20/02 - Version 1.1 - Changed the format to make things more readable. 
Fixed some spelling errors.

5/8/02 - Version 1.0 - Trying to see if there's anything else possible 
to trim off.

------------
Introduction
------------
There STILL wasn't a SpeedFAQ up for this game yet. So I took it upon 
myself to write one. This is written for Jill assuming you haven't 
gotten the Samurai Edge. If you have it, it doesn't change much as 
it's often easier to not kill the zombies. 

This is also written without using the "Grenade Glitch". If you're 
using that to try and get a low time shame on you cheater.

This is not meant to let you play the game. If you want to get a good 
time you have to skip the cutscenes, let basically everyone die, and 
leave many weapons behind. This walkthrough is not meant to guide you 
through your first playthrough.

------------------------------
Legal things I know nothing of
------------------------------
Don't steal this. If you steal it, or plagarise anything from it I 
would be very discontent. I'm a big guy and as my friends will attest 
I spend most of my time being angry. As of now, the only site allowed 
to post this is www.gamefaqs.com.

This document is not allowed to be included in any for-profit material 
in any way, shape, or form, even as a free bonus. If you'd like to 
use this walkthrough somewhere send me an email. If you're sniping 
the new releaseson GameFAQs screw you. Go away.

-----
Notes
-----
Note 1: If you burn a zombie lying ontop of a zombie, both will burn 
from only one use of the flask. Keep this in mind and try to kill 
zombies so they stack ontop of other ones. We think of this as "stack 
killing". It's only really important in a few parts.

Note 2 : Take anything in a SAVE ROOM and put it in your box. I will 
not mention these in the walkthrough but I will assume you've taken 
them. This is very important with the -FLAME ROUNDS- Barry leaves for 
you in the SAVE ROOM. You absolutely need these later.

Note 3 : If you are prompted to discard something, do it. I will not 
mention this in the walkthrough. It should be common sense.

Note 4 : The names I give the halls can be important in reading the 
walkthrough. Make sure you have an idea of what each one is.

Note 5 : I can't remember to post every herb combination, just the 
ones where space matters. You won't see many red/green herb 
combinations here. But that doesn't mean don't do it. If I tell you 
to skip an herb don't worry. You don't need ALL of them.

Note 6 : Saving will not be covered in this except in two key points. 
If you take the ribbons found next to save boxes you will have more 
than enough to save. Good places to save are at the Item Box in the 
begining of the Caves, and the Typewriter after going through the gate 
until the stairs of the Main 
Hall of the mansion.

Note 7 : Using a defense item is a good way to get past a zombie without 
using bullets or getting hit.

Note 8 : If you come upon -HERBS- I haven't mentioned or have told 
you to ignore, and you have use for them at the time, feel free to 
take them. Otherwise leave them behind as inventory space is often 
critical.

--------------------------------
Walkthrough Part 1 - The Mansion
--------------------------------

--------------
MAIN HALL - 1F
--------------

You're in the MAIN HALL but not for long. Immediately you'll go west 
to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Enter the door at the end of the DINING ROOM to get to the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Go to the left to see Kenneth being eaten then run back to the DINING 
ROOM 

----------------
DINING ROOM - 1F
----------------

Barry will kill the zombie. Now go back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go up the stairs to the second floor, then immediately back down to 
trigger the cutscene. After this, head back through the west door to 
the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Go to the back of the room and through the door to the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Head back to the left and past Kenneth. Through the door at the end 
to the BIRD 
HALLWAY.

-----------------
BIRD HALLWAY - 1F
-----------------

Get the -HANDGUN MAGAZINE- from the table and the two -GREEN HERBS- 
from 
the floor. Go upstairs and through the door to the ARROW HALLWAY.

------------------
ARROW HALLWAY - 2F
------------------

Get the -HERB- directly infront of you and combine all three together 
into one. Dodge the zombie around the corner or shoot him enough to 
knock him down. Don't waste bullets killing him. Get the -ARROW- from 
the statue and the -HANDGUN MAGAZINE- from infront of the last mirror. 
Again dodge or knock down the zombie near you. Go through the door 
on the right at the end of the hall, 
unlocking it from the inside. 

------------
BALCONY - 2F
------------

Take a left and get the -DAGGER- on your left and continue that 
way to the double doors. Take these to go to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go through the painted door on the landing between the first and second 
floors to get to 
the GRAVEYARD.

---------
GRAVEYARD
---------

Kill the zombie nearest you. Now go to the statue and examine 
your -ARROW- to get the -ARROWHEAD- then use that on the statue. Go 
down the 
stairs and to the end to get the -BOOK OF CURSE- examine the book of 
curse's 
back to get the -SWORD KEY-. Go back up stairs and to your right into 
the 
small enclosed area. Knock down the zombie there and quickly grab the 
-SHOTGUN 
SHELLS- at the back which are hard to see. Now run away before the 
zombie 
 gets back up and go back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------
Go up the stairs, take a left and through the closest door (unlocking 
it with 
your -SWORD KEY-) to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go all the way to the other side, killing the two zombies in this hall 
(try to stack kill them). 
Go through this door into the LIBRARY.

------------
LIBRARY - 2F
------------

In the LIBRARY grab the -HANDGUN MAGAZINE- off the table. Take the 
nearby -WHISTLE- 
and the -LIGHTER- from the other table. Now leave through the other 
door to 
get to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 2F
-------------------

Here, kill the two zombies upstairs and the one zombie downstairs. 
Once again try to stack kill them. Make note of the door to your right 
as you come out. Go downstairs and enter the closer door that's under 
the stairs to get to the SAVE ROOM.

--------------
SAVE ROOM - 1F
--------------

Deposit your -SHELLS-, -KNIFE-, -HERBs-,  -WHISTLE- and -HANDGUN 
MAGAZINE-, If you still have it. Be sure to fill up your gun first. 
Take the -FLASK- and fill it from the -KEROSENE TANK-. Use the -FLASK- 
on all the zombies you can in the SAVE ROOM HALL and U SHAPED HALL. 
The U SHAPED HALL is accesible through the door I just told you to 
remember. More likely than not that -KEROSENE- tank will run out. When 
you're done go back to the SAVE ROOM HALL. 

-------------------
SAVE ROOM HALL - 1F
-------------------

Go through the door with the broken handle (the only other door on 
the first floor other than the one to the save room). At the end at 
the bottom of the hall. This takes you to the DARK CORRIDOR.  

------------------
DARK CORRIDOR - 1F
------------------

Go through the door on your left to the SQUIGGLY CORRIDOR.

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Go through the door right infront of you, and through the door in the 
next room to the SHOTGUN 
ROOM.

-----------------
SHOTGUN ROOM - 1F
-----------------

Grab the -DAGGER- off the table and the -SHOTGUN- from the wall. Now 
leave. As the ceiling is falling on you search both doors and Barry 
will come 
to save you. You are now back in the SQUIGGLY CORRIDOR.

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Further down the hall is another door. This goes to the BATHROOM.

------------------------
BATHROOM (optional) - 1F
------------------------

There is a -DAGGER- in here but you don't really need to trouble 
yourself.

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Now go to the door to your right when facing the door to the BATHROOM. 
This will 
take you OUTSIDE. 

------------
OUTSIDE - 1F
------------

Here, there are a -CHEMICAL- and the two -GREEN HERBS- and one -RED 
HERB-. 
If you have the space. Combine the -RED HERB- with one of the -GREEN 
HERBS-. 
If you need the additional -GREEN HERB-. Also be sure to fill your 
flask from 
the -KEROSENE TANK-. Do not leave without the -CHEMICAL-. Head back 
to the SQUIGGLY CORRDIOR

----------------------
SQUIGGLY CORRIDOR - 1F
----------------------

Head all the way back to the door opposite the SHOTGUN ROOM into the 
DARK CORRIDOR.

------------------
DARK CORRIDOR - 1F
------------------

Head into the door on your right to get to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 1F
-------------------

Go into the door under the stairs to the SAVE ROOM.

--------------
SAVE ROOM - 1F
--------------

Deposit the -SHOTGUN- and any -HERBS- you have, take the -WHISTLE-. 
Now go 
back to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 1F
-------------------

Head upstairs and back to the U SHAPED HALL. 

------------------
U SHAPED HALL - 1F
------------------

Now go around the room to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Here you will meet Barry, take the -ACID ROUNDS- from him. Finally 
go across the hall to the BALCONY.

------------
BALCONY - 2F
------------

Here use the -SWORD KEY- on the NorthWest door to get to the CURVY 
HALL.

-----------------
CURVY HALL - 2F
-----------------

Lockpick the door right in front of you to get to the DOG TERRACE.

----------------
DOG TERRACE - 2F
----------------

Go all the way to the end and unlock the door there. Now blow the -DOG 
WHISTLE- and kill the 
dog(s) that comes out. Take and search his -COLLAR- for the -COIN- 
examine the back of the coin and it will turn into the -IMITATION KEY-. 
If you need to, use the herb patch that is the furthest away from the 
door. This is good for three uses total if you need it. Go back through 
the door you came from.

---------------
CURVY HALL - 2F
---------------

Now go straight forward to get back to the BALCONY.

-----------------
BALCONY - 2F
-----------------

Go through the door to your left and into the ARROW HALL.

-----------------
ARROW HALL - 2F
-----------------

Avoid any zombies you see. (unlock door to curvy 2f hallway???) Across 
from the door to the BIRD HALL at the end of the room is the door 
to the THIRD FLOOR. Go there. Watch out as the crimson head will wake 
up.

----------------
THIRD FLOOR - 3F
----------------

Go down the hall until you see the platform with the -ARMOR KEY-. Take 
it 
and place the -IMITATION KEY- on the stand. Go back to the ARROW HALL. 

---------------
ARROW HALL - 2F
---------------

Go straight across to the BIRD HALL. Don't delay as crimson heads are 
rather fast.

-----------------
BIRD HALL - 2F
-----------------

Go down the stairs and run to the door to the LONG HALL.

--------------
LONG HALL - 1F
--------------

Here you can either avoid or kill the zombie. If you have enough 
bullets feel free to kill it. Don't worry about burning if your -FLASK- 
is empty. If you don't have enough dodge the zombie 
or take the hit and use a defense item. Now go and unlock the two east 
most 
doors. These are the PIANO ROOM and the BASEMENT ROOM. These are the 
last 
two doors in the hall. The BASEMENT ROOM is down the stairs at the 
opposite 
end of the hall. Go back to the MAIN HALL. 

--------------
MAIN HALL - 1F
--------------

Go upstairs and through the door at the SouthEast corner.

------------
TERRACE - 2F
------------

get the -GRENADE LAUNCHER- from Forrest's corpse. Do NOT get the 
-GREEN 
HERBS- from behind him. Pick up the -DAGGER- on the nearby bench and 
leave immediately.

--------------
MAIN HALL - 2F
--------------

Leave and enter the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go to the first door on your right to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Talk to Richard. You now have to get him the Serum. 

------------------
U SHAPED HALL - 2F
------------------

Go back to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go across to the BALCONY.

------------
BALCONY - 2F
------------

Through the NorthWest door to the CURVY HALL. 

---------------
CURVY HALL - 2F
---------------

Run downstairs, ignore all the zombies and go the door near the 
staircase, this is the DRUG ROOM. 

--------------
DRUG ROOM - 1F
--------------

Get the -SERUM- from the shelf. Deposit the -GRENADE LAUNCHER-, 
-FLASK- and any ammo you may have. Make sure to keep the -LIGHTER- 
and your gun is fully loaded if possible.

Go through the door at the end of the hall, unlocking it with the -ARMOR 
KEY-. This is the F SHAPED HALL.

------------------
F SHAPED HALL - 1F
------------------

You are now in the F SHAPED HALL. Grab the -BATTERY PACK- on the desk. 
Go through the NorthWest door  to the PLANT ROOM.

--------------
PLANT ROOM - 1F
--------------

Pump the water and turn the handle to red before adding the -CHEMICAL-. 
Now get the five -HERBS- and combine them into one -BIG HERB- and one 
-MEDIUM HERB-. Make sure you leave space for the -DEATH MASK-. Run 
past the zombies that burst through the windows on your way out. Take 
a left 
at the end of the hall and go through the door (unlocking it in the 
process) to end up back at the LONG HALLWAY.

-----------------
LONG HALLWAY - 1F
-----------------

Go to the door directly to your right to get to the DINING ROOM.

----------------
DINING ROOM - 2F
----------------

Go through the double doors to get to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go through the double doors on the opposite side of the hall to the 
ART ROOM.

-------------
ART ROOM - 1F
-------------
 
Go to the door and unlock it, discarding the -SWORD KEY-. Go through 
this door and into the DOG HALLWAY.

----------------
DOG HALLWAY - 1F
----------------

In the DOG HALLWAY push the bureaus to get a -DAGGER- and a -HANDGUN 
MAGAZINE-. Go through this door to get to the SQUIGGLY HALL.

------------------
SQUIGGLY HALL - 1F
------------------

Avoid the zombies that burst through the window here and enter the 
DARK HALLWAY on the other end of the hall.

-----------------
DARK HALLWAY - 1F
-----------------

Go through the door on your right to the SAVE ROOM HALLWAY.

----------------------
SAVE ROOM HALLWAY - 1F
----------------------

Head into the door under the stairs to get to the SAVE ROOM.

--------------
SAVE ROOM - 1F
--------------

Pick up the -FIRST AID SPRAY- and -FIRE ROUNDS-. Deposit them and any 
herbs you are carrying.

----------------------
SAVE ROOM HALLWAY - 1F
----------------------

Go upstairs and to the left to unlock the RESEARCHERS ROOM. However, 
do not go in it. Go to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

From here go around and enter the door on the other side to get to 
the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Talk to Richard and go through the other door to the ATTIC ROOM. If 
Richard has died, that's just as good. You'll be able to use the 
-SERUM- on yourself should the snake bite you later.

---------------
ATTIC ROOM - 2F
---------------

Kill the zombie in your way to the door to your left to the VERY DARK 
ROOM.

-------------------
VERY DARK ROOM - 2F
-------------------

In here use the -LIGHTER- on the candlestick. Get the -DAGGER- and 
-HANDGUN MAGAZINE- on the desk. There is an additional -HANDGUN 
MAGAZINE- in the immobile cabinet in the corner, get it too. Then push 
the dresser aside. Behind the dresser is a zombie. Lure the zombie 
out and lead him around to the other side of the table, and then go 
back in to search the shelf for the -MUSIC NOTES-. Leave the room back 
to the ATTIC ROOM.

---------------
ATTIC ROOM - 2F
---------------

Head out to RICHARD HALL. 

-----------------
RICHARD HALL - 2F
-----------------

Go out the door to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go to your left and out into the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go downstairs and to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Take the -CREST- above the fireplace. Go through the door at the 
NorthWest side to the LONG CORRIDOR.

------------------
LONG HALLWAY - 1F
------------------

From here head to your right and the PIANO ROOM you unlocked earlier. 
Hopefully the zombie has not waken up yet. If he has, try to dodge 
him.

---------------
PIANO ROOM - 1F
---------------

In the back of the PIANO ROOM there is a bookshelf you can move to 
get the -MUSIC-. Combine it with your -MUSIC NOTES- and use it on the 
piano. Now go into the secret door it opened and take the -GOLD CREST- 
replacing it with the -CREST-. Leave this room.

------------------
LONG HALLWAY - 1F
------------------

Head back to the DINING ROOM, dodging the zombie if necessary.

------------------
DINING ROOM - 1F
------------------

In the DINING ROOM and place the -GOLD CREST- above the fire. Go to 
the clock and set it to 6:00 by turning the large gear twice to the 
right. Get the -SHIELD KEY-. Go to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go upstairs and to the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go forward and into the door on the right to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Go around the bend and into the ATTIC ROOM.

---------------
ATTIC ROOM - 2F
---------------

Head up the short set of stairs. Use the -SHIELD KEY- on the door and 
go through. This is the SNAKE ROOM.

---------------
SNAKE ROOM - 2F
---------------

Now run past the giant snake and take the -DEATH MASK-. Try not to 
get hit otherwise you will have to get -SERUM- from the DRUG ROOM if 
you already used the -SERUM- on Richard. If you have no use for the 
-SERUM- deposit it whenever you reach a box. Leave the room to the 
ATTIC ROOM.

-------------
IF POISONED :
-------------
Go to the MAIN HALL, through the DINING ROOM and to the LONG CORRIDOR. 
Go to the door immediately to your right and run past the zombie 
waiting for you in the F SHAPED CORRIDOR. Run straight and through 
the second door on your left. Now go to the door under the stairs into 
the DRUG ROOM and get the -SERUM- from the self near the box. Return 
to the U SHAPED CORRIDOR.

---------------
ATTIC ROOM - 2F
---------------

Down the stairs and out to the RICHARD HALL.

-----------------
RICHARD HALL - 2F
-----------------

Exit to the U SHAPED CORRIDOR.

----------------------
U SHAPED CORRIDOR - 2F
----------------------

Go to your right and take the green double doors around the bend to 
the ARMORY.

-----------
ARMORY - 2F
-----------

Push in the far right statue, then the close left statue, then 
the close right statue. Push the switch and take the -MUSIC BOX-. Now 
examine it and press the two teardrop shaped buttons. This will get 
you another -DEATH MASK-.

----------------------
U SHAPED CORRIDOR - 2F
----------------------

Go to your left and around the bend to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 2F
-------------------

Now go downstairs and into the SAVE ROOM.

--------------
SAVE ROOM - 1F
--------------

Get the -SHOTGUN- and put the -LIGHTER- back. Leave.

-------------------
SAVE ROOM HALL - 1F
-------------------

Now go through the broken door to the DARK 
CORRIDOR. 

------------------
DARK CORRIDOR - 1F
------------------

Take a right and enter the last door on your the left. This will let 
you discard the -ARMOR KEY-. Go through it into the STAINED GLASS ROOM.

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

You are now in the STAINED GLASS ROOM. Press the first red switch and 
the first two blue switches. Then hit the switch under the portrait 
of the women.This will open a secret door and let you get the last 
-DEATH MASK-. Through the gate here is the GRAVEYARD.

---------
GRAVEYARD
---------

Go back down the stairs to get to the place where you got the -SWORD 
KEY-. Place the masks on the wall by examining them and then using 
them on the right face. This will cause the coffin to fall. Examine 
it and kill the crimson head. Take the -STONE AND METAL OBJECT- and 
the -SHOTGUN SHELLS-. Go back to the STAINED GLASS ROOM. 

-----------------------
STAINED GLASS ROOM - 1F
-----------------------

Go back to the DARK CORRIDOR.

------------------
DARK CORRIDOR - 1F
------------------

Shoot down the zombie right in front of you and go through the gate 
you'll find behind him. This takes you to the OUTSIDE HALL.

------------
OUTSIDE HALL
------------

At the end of the OUTSIDE HALL use the -STONE AND METAL 
OBJECT- on the stand near the door and go through to the GUARD HOUSE.



----------------------------------
Walkthrough Part 2 - The Residence
----------------------------------


-----------
GUARD HOUSE
-----------

Get the -SHELLS- on the floor and the -FIRST AID- and -BATTERY PACK- 
on the shelf. Then go down the short steps to the FOREST.

------
FOREST
------

Go down the path, turning the Red Weathervane to West and the Blue 
Weathervane to North. The gate will open. Go through this to the 
CEMETARY.

--------
CEMETARY
--------

Run directly forward and go through the the next gate to the HILLS. 

-----
HILLS
-----

Go up the hill and enter the CABIN. 

-----
CABIN
-----

Deposit your -SHELLS- and -FIRST AID- in the box at the back of the 
cabin, then go to the far back and pick up the -CRANK-. As you try 
to leave Lisa will clock you over the head. Run by her and leave the 
CABIN. 

-----
HILLS
-----

Go back down the hill, avoiding the zombie and through the gates.

--------
CEMETARY
--------

Run forward and through the gate here back to the FOREST.

------
FOREST 
------
Now up this hill and through the door back to the GUARD HOUSE. You're 
done with the FOREST (for now).

-----------
GUARD HOUSE
-----------

Go through the other door in the GUARD HOUSE to the COURTYARD. 

--------------
COURTYARD - 2F
--------------

Grab the -GREEN HERB- but ignore the -BLUE HERB-. Avoid the dogs and 
go up the small set of stairs to the gate. 

--------
RESEVOIR 
--------

Use the -CRANK- on the hole here to lower the water and 
cross over the RESEVOIR. On the other side take the elevator to the 
bottom of the COURTYARD. 

--------------
COURTYARD - 1F
--------------

Go through the door on the west side of the COURTYARD. 

----
PATH
----

Get the -RED HERB- and follow the path to the door at the end. Enter 
the RESIDENCE. 

--------------
RESIDENCE HALL
--------------

Enter the SAFE ROOM on the right as you get into the house.

---------
SAFE ROOM
---------

Get the -BATTERY PACK- and -INK RIBBON-. Deposit all -HERBS- and the 
-INK RIBBON- in the box and get the -GRENADE LAUNCHER- loaded with 
-FLAME ROUNDS-. Leave.

--------------
RESIDENCE HALL
--------------

Take a right and go through the double doors to the BREAK ROOM.

----------
BREAK ROOM
----------

Go through the down the stairs and get the -RED BOOK- and -SHOTGUN 
SHELLS-. Get the -HERBS- if you'd like but don't let them take up more 
than one spot. Now leave this room.

---------
RESIDENCE 
---------

Push the box here so that it covers the closest of the holes in the 
floor around the corner from you. If you did it right you will be able 
to climb over the boxes without getting hit. Enter the door to the 
HALLWAY. 

-------
HALLWAY
-------

Go down the hall and enter the door marked "002".

--------
DORM 002
--------

Go into the door on your immediate left and get the key from the rack. 
Leave and head back into the HALLWAY.

-------
HALLWAY
-------

Go back to the RESIDENCE HALL.

--------------
RESIDENCE HALL
--------------

Use the key on the locked door to enter DORM 001.

--------
DORM 001
--------

Enter the bathroom. Drain the tub and pick up the -CONTROL ROOM KEY-. 
Leave DORM 001.

---------
RESIDENCE 
---------

Enter the door to the HALLWAY.

-------
HALLWAY
-------

Go back to DORM 002.

--------
DORM 002
--------

Dodge or kill the zombie. Move the bookcases in the back of the room 
around until you are able to go down the ladder.

-----------
UNDERGROUND
-----------

At the bottom push the three boxes into the water and walk across them. 
Now go through the door to the AQUA RING. 

--------------
AQUA RING - 2F
--------------

Go to the left and use the key to get into the CONTROL ROOM. Go down 
the ladder and use the controls for the drainage system. Now turn 
around and hit the button to your left to turn off the safety. Then 
turn around from there and hit the button on the other side to close 
the shutters. Out of this room and to your left is the Oil Pressure 
guage. Hit all the buttons until the shutters retract then go and hit 
the shutter safety again followed by the switch to close the shutters. 
Finally, push the button to drain the water again.

Go through the door at the bottom of the short stairs to enter the 
BASEMENT.

--------
BASEMENT
--------

Search for -SHOTGUN SHELLS- in the trash pile. Then go through the 
rusted double doors (Not the gate). You're now in the first floor of 
the AQUA RING. 

--------------
AQUA RING - 1F
--------------

Run to the end of the room. Climb onto the platform and try to get 
the key. When you're denied it by the shark push the panel into the 
water and flip the switch on to electrocute the shark. Now jump into 
the water and get the -RESIDENCE KEY-. Go back to the BASEMENT.

--------
BASEMENT
--------

Head back to the BASEMENT and go through the gate. Climb up the ladder, 
go through the door.

-----------
UNDERGROUND
-----------

Then take a left...go to the end of the corridor and climb back up 
the ladder to DORM 002.

--------
DORM 002
--------

Now go back into the HALLWAY. 

-------
HALLWAY
-------

Use the -RESIDENCE KEY- on the first door you enter. Enter the WASP 
HALL.

---------
WASP HALL
---------

Go through the RESIDENCE ROOM. Pick up the -HANDGUN MAGAZINE- in this 
room and go down the hallway to the left. Grab the -INSECTICIDE- from 
the body. Go back to the HALLWAY. 

-------
HALLWAY
-------

Take the map on the wall at the end of the corridor past the door to 
DORM 002 and use the -INSECTICIDE- the hole you've uncovered. Do NOT 
look through the hole.

---------
WASP HALL
---------

Go back to the WASP HALL. Go down the hallway with the dead body to 
get the -DORM 003 KEY-. Enter DORM 003.

--------
DORM 003
--------

In the middle of the room and take the -WHITE BOOK- from the bookcase. 
Now use the -RED BOOK-. When prompted with the puzzle switch the first 
and fifth book, the second and sixth, and the 
third and seventh. Now go through the door you've just opened up. 

----------
PLANT ROOM
----------

You are now in the PLANT ROOM. Run upstairs and shoot the plant with 
your -FLAME ROUNDS- when the petals are open. It will take four shots 
in total. Two on each form. When he dies, take the -HELMET KEY- from 
the fireplace and head back.

---------
WASP HALL
---------

Run straight ahead and go through the door. If you have space, take 
the -RED HERB- here.

-------
HALLWAY
-------

Go back to the RESIDENCE HALL.

--------------
RESIDENCE HALL
--------------

Go to the SAFE ROOM.

---------
SAFE ROOM
---------

Reload your -SHOTGUN- if necessary. Deposit the -GRENADE LAUNCHER- 
and all of its ammo. Leave the room.

--------------
RESIDENCE HALL
--------------

Exit the RESIDENCE.

--------------
COURTYARD - 1F
--------------

Run across to the elevator and take it up to the RESEVOIR.

--------
RESEVOIR 
--------

Cross the drained resevoir and enter the gate to the upper level of 
the COURTYARD.

--------------
COURTYARD - 2F
--------------

Run past the dogs and into the GUARD HOUSE.

-----------
GUARD HOUSE
-----------

Pick up the -FIRST AID SPRAY- and -BATTERY PACK-. Now go through the 
door to the OUTSIDE HALL

------------
OUTSIDE HALL
------------

Run back and through the gate to the DARK HALLWAY.


----------------------------------
Walkthrough Part 3 - The Mansion 2
----------------------------------

-----------------
DARK HALLWAY - 1F
-----------------

Kill the hunter that follows you and go through the broken (now fixed) 
door to the SAVE ROOM HALLWAY. 

----------------------
SAVE ROOM HALLWAY - 1F
----------------------

Kill the hunter here and immediately enter the save room. 

---------
SAVE ROOM
---------

Reload your -SHOTGUN-. Deposit your -FIRST AID SPRAY- and take your 
-SHOTGUN SHELLS-, and -HANDGUN MAGAZINE-. Leave the -HANDGUN- behind. 

----------------------
SAVE ROOM HALLWAY - 1F
----------------------

Kill the hunter that jumps down and run upstairs. Take a left and 
entering the door at the back of the hallway. Leave the -GREEN HERB- 
behind unless you need to eat it now. Push 
the statue into the room and all the way to the end. Run back and into 
where the wall has pulled away. Hit the switch near the other statue, 
run back and push the statue towards the hole in the wall. After four 
pushes it will be pulled in and the door will open. Get the -DAGGER- 
and jump down the hole. Now get the -RED BOOK- and examine it to get 
the -MEDAL-. Search the tombstone here and climb down the ladder.

--------
BASEMENT
--------

Take a right at the fork here to get the -SHOTGUN SHELLS- from the 
pile of cardboard boxes. Now take the other path at the fork and go 
through the door. 

----------
BASEMENT 2
----------

Ignore the -HERBS- but get the -DAGGER-. Deal with the zombies however 
you need to and hit the switch to turn on the elevator's electricity 
before going back to the other fork and arriving back in the KITCHEN. 
Take the previously out of service elevator up to the LOCKED HALL.

-----------
LOCKED HALL
-----------

Take a right, avoiding the zombies and ignoring the herbs. Enter the 
door.

------------
BATTERY ROOM
------------

Take the -BATTERY-, -BATTERY PACK-, -ACID ROUNDS-, and -SHOTGUN 
SHELLS-. Go through the other door and end up in the ARROW HALLWAY.

-------------
ARROW HALLWAY
-------------

Avoid the zombies and take a right, then a left. Immediately enter 
the door there. 

---------------
CURVY HALL - 2F
---------------

Go down the stairs and enter the DRUG ROOM. 

---------
DRUG ROOM
---------

Deposit your -SHOTGUN SHELLS-, -MEDAL-. Take your -HANDGUN-.

---------------
CURVY HALL - 2F
---------------

Run back upstairs to enter the helmet door.

-----
STUDY
-----

Turn off the light and push the dressers around to get the -RED GEM-. 
Don't get the -YELLOW GEM- though. Make sure to get the -DAGGER- and 
-GRENADE ROUNDS-. 

---------------
CURVY HALL - 2F
---------------

Go back into the ARROW HALL.

----------
ARROW HALL
----------

Run back to the door to the THIRD FLOOR.

-----------
THIRD FLOOR
-----------

Go to the end and unlock the helmet door. Go through to the LIBRARY.

-------
LIBRARY
-------

Go down the hall (ignoring the -HERBS- unless you need them) and 
encounter the snake again. If you have at least 30 bullets kill him 
with the -HANDGUN-. Otherwise use whatever you have. Get the -BLUE 
BOOK-. Examine this book and take the -HAWK MEDAL-. After the fight 
take the herbs if you need it.

-----------
THIRD FLOOR
-----------

Head back to the ARROW HALL

---------------
ARROW HALL - 2F
---------------

Go straight and into the BIRD HALLWAY.

-----------------
BIRD HALLWAY - 2F
-----------------

Go down the stairs and to the LONG HALLWAY. 

-----------------
LONG HALLWAY - 1F
-----------------

Run forward and enter the door on your right to the DINING ROOM.

----------------
DINING ROOM - 1F
----------------

Head out to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Enter the locked door next to the door for the ART 
GALLERY. 

----------------
ART GALLERY - 1F
----------------

In here run through to the next door and the MIRROR ROOM. 

----------------
MIRROR ROOM - 1F
----------------

Deal with the zombie and get the -DAGGER- and -JEWELRY BOX-. Combine 
this with the -RED JEWEL- and solve the puzzle (look for the .GIF on 
GameFAQS if Necessary). Examine the -BROACH- you get to get the 
-EMBLEM KEY-. Leave.

----------------
ART GALLERY - 1F
----------------

Go back to the MAIN HALL.

--------------
MAIN HALL - 1F
--------------

Go back to the MAIN HALL and upstairs to the U SHAPED HALL. 

------------------
U SHAPED HALL - 2F
------------------

Go around to the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 2F
-------------------

Head downstairs into the SAVE ROOM. 

--------------
SAVE ROOM - 1F
--------------

Deposit everything and leave the room carrying the -SHOTGUN-, 
-SHOTGUN SHELLS-, -CRANK-, -BATTERY-, and -EMBLEM KEY-. Leave.

-------------------
SAVE ROOM HALL - 1F
-------------------

Go into the DARK HALLWAY.

-----------------
DARK HALLWAY - 1F
-----------------

Turn to your right and use the -EMBLEM KEY- on the locked door to enter 
the SPENCER OFFICE. 

-------------------
SPENCER OFFICE - 1F
-------------------

Get the -SHELLS-, -METAL OBJECT-, and -BATTERY PACK-. Leave.

-----------------
DARK HALLWAY - 1F
-----------------

Take a right and go through the gate to the OUTSIDE HALL.

------------
OUTSIDE HALL
------------

Run to the end and enter the COURTYARD.

--------------
COURTYARD - 2F
--------------

Avoid the dogs and go up the stairs and through the gate to the 
RESEVOIR.

--------
RESEVOIR
--------

Same as ever. Go through the dry resevoir and down the elevator to 
the bottom COURTYARD.

--------------
COURTYARD - 1F
--------------

Run to the SouthEast side and put the -BATTERY- in the slot. Now ride 
this elevator up to the top COURTYARD.

--------------
COURTYARD - 2F
--------------

Go back to the RESIVOIR.


--------
RESEVOIR
--------

Use the crank on the stand again to fill the resevoir. Head back to 
the COURTYARD. 

--------------
COURTYARD - 2F
--------------

Take the elevator down to the bottom COURTYARD.

--------------
COURTYARD - 1F
--------------

Go past the recently stopped waterfall and into the CAVES.

------------------------------
Walkthrough Part 4 - The Caves
------------------------------

---------
SAVE ROOM
---------

Go down the ladder and enter the SAVE ROOM. Take the door immediately 
to your 
right. 

---------
FORK ROOM
---------

In the next room, take the left fork and go through the door.This is 
the ELEVATOR ROOM.
 
-------------
ELEVATOR ROOM
-------------

Take the -MAGAZINES- and go through the other door in the room.

-----------
ENRICO ROOM
-----------

Talk to Enrico and take the -HEX CRANK- from him when he dies. Leave.

-------------
ELEVATOR ROOM
-------------

Head back to the FORK ROOM.

---------
FORK ROOM
---------

Kill the hunters and take the right back to the SAVE ROOM.

---------
SAVE ROOM
---------

It's strongly suggested that you save now. Either way, take the 
-GRENADE LAUNCHER- with -ACID ROUNDS- or -EXPLOSIVE ROUNDS- Loaded. 
Make sure to have your -SHOTGUN- and -SHOTGUN SHELLS- and your combat 
knife as well.

Use the -HEX CRANK- on the wall around the corner from the typewriter. 
Run forward and through the door to the first BOULDER ROOM.

------------
BOULDER ROOM
------------

Go up to the boulder as if to examine it, then turn around and run 
away, moving to the side and out of the boulder's path. There's 
-SHOTGUN SHELLS- in the back where the boulder was. These are optional, 
you should have more than enough so keep moving. Equip your -GRENADE 
LAUNCHER- and go through the double doors to the spider boss. 

-----------
SPIDER ROOM
-----------

Shoot it until it's dead. Try to avoid the smaller spiders in 
the room, they're not worth the ammo. Notice the big one turns around 
very slowly. After this, cut the webbing off of the opposite door with 
your -KNIFE- and go through. 

----------
SMALL ROOM
----------

Take a right and go through the door.

--------------
BOULDER ROOM 2
--------------

Use the -HEX CRANK- on the wall three times and when the boulder starts 
running at you run forward into the newly opened crevice. In here, 
go through the door and into the PUZZLE ROOM.

-----------
PUZZLE ROOM
-----------

The trick here is to push the statue infront of the tall metal portion 
of the wall. Then use the -HEX CRANK- on the opposite wall. Now push 
the statue onto the plate into the middle twice to rotate the statue 
twice. Push the statue into the hole in the wall and grab the 
-CYLINDER-. Leave.

--------------
BOULDER ROOM 2
--------------

Go back to the small room.

----------
SMALL ROOM
----------

Head on into the SPIDER ROOM.

-----------
SPIDER ROOM
-----------

Straight through to the first BOULDER ROOM.

--------------
BOULDER ROOM 1
--------------

Go back to the SAVE ROOM.

---------
SAVE ROOM
---------

Stop by the item box and deposit the -GRENADE LAUNCHER-, -KNIFE-, 
-FIRST AID SPRAY-, and -HEX CRANK-. Be sure to have your -SHOTGUN-, 
-SHOTGUN SHELLS-, -EAGLE MEDAL-, -WOLF MEDAL-, and -METAL OBJECT- on 
you.

---------
FORK ROOM
---------

Go left, into the ELEVATOR ROOM.

-------------
ELEVATOR ROOM
-------------

Go to the metal panel and take the -SHAFT- combine it with the 
-CYLINDER- and use it on the stand again. The code for the buttons 
is "4231". Take the elevator down to the LOWER ELEVATOR ROOM.

-------------------
LOWER ELEVATOR ROOM
-------------------

Go through the only door in the room. 

---------
LISA ROOM
---------

You are in the LISA ROOM. Avoid Lisa and get the -RED HERB- and -GREEN 
HERB-. Combine them. Now go through the door at the NorthEast. 

--------
BOX ROOM
--------

Here, push the box into the transport and push the button to send the 
it off.

---------
LISA ROOM
---------

Avoid Lisa and get back to the LOWER ELEVATOR ROOM.

-------------------
LOWER ELEVATOR ROOM
-------------------

Climb down the ladder. Push the box into the compactor and turn it 
on, get the -BROKEN FLAMETHROWER-. Go back to the LISA ROOM.

---------
LISA ROOM
---------

Pull the lever on the wall and quickly rush to the door on the North 
side. Put the -BROKEN FLAMETHROWER- on the hinges near the door and 
go through.

-----------
FREAKY ROOM
-----------

Run through this room, into the water (avoiding snakes) and get the 
-JEWELRY BOX- on the other side. Combine the -STONE OBJECT- you get 
from the 
box with the -METAL OBJECT-. Go up the ladder to find yourself back 
in the 
CABIN from earlier.

-----
CABIN
-----

Leave the CABIN.

-----
HILLS
-----

Go back down the hill, avoiding the two zombies and through the gates.

--------
CEMETARY
--------

Run forward and through the gate here back to the FOREST. Be careful 
of the zombies.

------
FOREST 
------
Now up this hill and through the door back to the GUARD HOUSE.

-----------
GUARD HOUSE
-----------

Go to the OUTSIDE HALL.

------------
OUTSIDE HALL
------------

Take the -STONE AND MEDAL OBJECT- from the pedastal near the door. 
Enter the DARK HALLWAY.

------------
DARK HALLWAY
------------

Enter the SAVE ROOM HALL.

-------------------
SAVE ROOM HALL - 1F
-------------------

Go upstairs and into the U SHAPED HALL.

------------------
U SHAPED HALL - 2F
------------------

Go back to the MAIN HALL.

--------------
MAIN HALL - 2F
--------------

Go downstairs and use the two -STONE AND METAL OBJECTS- on the gate. 
Open it and enter the ALTAR.

-----
ALTAR
-----

It is suggested you save your game here as Lisa can kill you in one 
shot. 
Go down the stairs, down the ladder, and keep going until your find 
Barry. 
When prompted, don't give his gun back. He'll then die, poor Barry. 
Now you 
just have to deal with Lisa. You can kill her if you want, you should 
have 
enough ammo, but it's just as easy to push all four rocks off and have 
her 
jump to her death. Either way, push the rocks off and don't forget 
to grab 
-BARRY's MAGNUM-. Go outside and to the fountain. 

--------
FOUNTAIN
--------

Use the -MEDALS- on either side of the fountain and go down the 
elevator at the bottom of the drained fountain to get to the LAB.

----------------------------
Walkthrough Part 5 - The Lab
----------------------------

For this part use -BARRY'S MAGNUM- on the zombie's for headshots and 
the 
-SHOTGUN- on chimeras.

-----------
ESCAPE ROOM
-----------

Go through the door here to the UPSTAIRS HALLWAY.

----------------
UPSTAIRS HALLWAY
----------------

Kill the three zombies in this area then go down the stairs. This is 
the SQUARE HALL. 

-----------
SQUARE HALL
-----------

Take a left and head down the hall, killing the zombie there too. 
You'll come upon some double doors go through them to the COMPUTER 
ROOM.

-------------
COMPUTER ROOM
-------------

In here, go straight to the computer on the desk and log on using 
Username : 
JOHN Password : ADA. Unlock the two doors. The password for the 2-F 
door is 
"CELL". Leave.

-----------
SQUARE HALL
-----------

Head back the way you came and upstairs.

----------------
UPSTAIRS HALLWAY
----------------

Enter the door you've unlocked to the PRESENTATION ROOM. Its to your 
left. 

-----------------
PRESENTATION ROOM
-----------------

Use the keypad, the code is 8462. Grab the -SHOTGUN SHELLS- near the 
wall you've just opened and get the -LABORATORY KEY- off the nearby 
desk.

----------------
UPSTAIRS HALLWAY
----------------

Back downstairs.

-----------
SQUARE HALL
-----------

Take a left and then a right and go through the door on your left into 
the POWER ROOM HALLWAY.

------------------
POWER ROOM HALLWAY
------------------

Kill the two zombies here (you're now out of magnum) and 
take a right. Go down the stairs and into the FIRST POWER ROOM. 

----------------
FIRST POWER ROOM
----------------

Here, take a right from the door (killing any chimeras) and get the 
-FUEL CAPSULE-.

------------------
POWER ROOM HALLWAY
------------------

Back to the SQUARE HALL.

-----------
SQUARE HALL
-----------

Go through the double doors adjacent to the gate that goes back 
upstairs.

------------
ANOTHER HALL
------------

Go through the second door on your right. 

---------
FUEL ROOM
---------

Kill the zombie here, and get the -FUEL- from the machine in the back 
of the room. From now until you get rid of the -FUEL- you'll be WALKING.

------------
ANOTHER HALL
------------

Back the way you came.

-----------
SQUARE HALL
-----------

Go back to the POWER ROOM HALLWAY.

------------------
POWER ROOM HALLWAY
------------------

Take the right into the FIRST POWER ROOM.

----------------
FIRST POWER ROOM
----------------

Place the -FUEL CAPSULE- where you found it. Go through the SouthEast 
door in this area,

-----------------
SECOND POWER ROOM
-----------------

Now through the door in the next room. 

----------------
FINAL POWER ROOM
----------------

Find the blue terminal and use it to turn the power for the elevator 
back on. 

-----------------
SECOND POWER ROOM
-----------------

Once again, back the way you came.

----------------
FIRST POWER ROOM
----------------

Go back to the POWER ROOM HALLWAY. 

------------------
POWER ROOM HALLWAY
------------------

The door in the middle of the hall is the SAVE ROOM.

---------
SAVE ROOM
---------

Go get your -GRENADE LAUNCHER- and all the -GRENADE 
ROUNDS- and -ACID ROUNDS- you can muster. Get a few healing items too. 
Leave a slot free. Save 
if you feel the need. 

------------------
POWER ROOM HALLWAY
------------------

Continue down the POWER ROOM HALLWAY to the elevator. Hit the switch 
to the right and then enter it.

-------------
ELEVATOR HALL
-------------

Go through the door to the TYRANT ROOM.

-----------
TYRANT ROOM
------------

Wesker will unleash the Tyrant and you'll have no problem taking it 
down. 
You should have at least eighteen grenade rounds and he'll take a lot 
less. 
Unlock the door you came in from using the terminal on the other side 
of the 
room, then get the -MASTER KEY- near Wesker's corpse. Make sure you 
have a spot free in your inventory. 

-------------
ELEVATOR HALL
-------------

Go back upstairs.

------------------
POWER ROOM HALLWAY
------------------

Just go to the SQUARE HALL.

-----------
SQUARE HALL
-----------

Back upstairs.

----------------
UPSTAIRS HALLWAY
----------------

Go to the ESCAPE ROOM.

-----------
ESCAPE ROOM
-----------

Go through the locked door using the -MASTER KEY-.

--------------
HELIPAD TUNNEL
--------------

Get the -FUSE UNIT- near the end of the path and use it on the wall 
near the elevator. Ride this up.

-------
HELIPAD
-------

Get and use the -SINGAL ROCKETS- and congratulations. You've beaten 
the game in less than three hours.

