Resident Evil

Resident Evil

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RESIDENT EVIL HD REMASTER - GUIDE
Von MetalHead84
Habe Beide Lösungswege für die Charaktere Chris und Jill gemacht, Die Umgebungs Maps sind beim Chris Lösungsweg dabei habe sie mir bei Jill gespart weil es die gleichen sind.( Chris Guide is German and Jill is now Only English Guide)

Freischaltbares:
Beendet das Spiel in weniger als fünf Stunden. Speichert das Spiel. Dann startet ein neues Spiel und ihr seid im Besitz der "Samurai Edge Gun".
Beendet das Spiel in weniger als drei stunden (Figur ist egal). Speichert und spielt ein neues Spiel. Ihr werdet im Besitz eines Raketenwerfers sein!
Beendet das Spiel im "Once Again" Modus im normalen Schwierigkeitsgrad in weniger als fünf Stunden, um den "Real Surviver"-Modus freizuschalten.
Beendet das Spiel zwei Mal als Jill oder als Chris, um die "Invisible Enemy"-Option freizuschalten. Die Gegner sind nun transparent!
Beendet das Spiel mit beiden Charakteren zur selben Zeit. Die "One Dangerous Zombie"-Option freizuspielen. In der ersten Hälfte des Spiels werdet ihr nun von einem sehr gefährlichem Zombie verfolgt!
Beendet das Spiel mit der "Invisible Enemy"-Option in weniger als fünf Stunden. Dann werden die Special Features freigeschaltet!

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MANSION - CHRIS
Der Schwertschlüssel

Im Esszimmmer nehmt ihr bei Bedarf Farbband auf und geht dann durch die nördliche
Tür. Im Westen begegnet ihr eurem ersten Zombie, bei welchem ihr euch wieder umdreht
und zurück in die Eingangshalle geht. Nehmt da die Pistole auf und geht wieder zurück
zum Gang mit der ersten Erscheinung. Lauft nach Westen und sammelt in der nächsten
Räumlichkeit ein Pistolenmagazin und unterhalb der Treppe zwei grüne Kräuter auf.
Geht die Treppe hinauf und durchtretet die Tür. Nehmt nahe des kaputten Zombies
grünes Kraut auf und begebt euch in den hinteren Bereich um einen goldenen Pfeil und
ein Pistolenmagazin zu finden. Verwendet die Tür im Süden, lauft anschließend nach
Osten an einem Dolch vorbei und geht von der Eingangshalle aus im ersten Geschoss
durch die mittig gelegene Tür. An einer Statue setzt ihr die Pfeilspitze des goldenen
Pfeiles ein. Im Kellergeschoss findet ihr das Buch der Verfluchungen und auf dem
Buchrücken den Schwertschlüssel.

Das Gewehr

Vom Erdgeschoss der Eingangshalle nehmt ihr nun die östliche Doppeltür und nehmt
sogleich die nächste Tür. Unter den verschiebbaren Möbelstücken befindet sich einmal ein
Dolch und einmal ein Pistolenmagazin. Im nächsten Gang nehmt ihr die nördliche Tür,
lasst das Badewasser abfließen und nehmt von da den alten Schlüssel auf. Geht wieder
aus dem Zimmer raus und verwendet die am weitesten entfernte Tür. Geht durch die
naheste Tür und betretet anschließend den nachfolgenden Ruheraum. Findet dort einen
weiteren alten Schlüssel und einen Treibstoffkanister, welchen ihr sofort auffüllt.
Draußen lauft ihr die Treppe hinauf und geht durch die südliche Tür. Folgt dem Weg
zurück in die Eingangshalle und geht durch die Doppeltür im Westen. Schiebt die Statue,
sodass sie hinunter fällt und benutzt die am weitesten entfernte Tür im Nordwesten mit
einem alten Schlüssel im Gepäck. Geht die Treppe hinunter und schließt eine Tür an der
Südwand im hinteren Bereich auf. Sammelt ein defektes Gewehr, eine Blendgranate und
bei Bedarf Farbband ein und kehrt im vorherigen Gang zum oberen Stockwerk zurück.
Öffnet die südliche Tür an der Westwand mit Hilfe eines alten Schlüssels. Durchlauft den
Balkon und geht übers Erdgeschoss in den Gang mit der Tür zum Badezimmer.
Verwendet dort eine Tür an der Ostwand und tauscht dahinter das defekte Gewehr gegen
ein funktionierendes Gewehr. Vergesst den daliegenden Dolch nicht!

Der Rüstungsschlüssel

Oberhalb des Ruheraumes geht ihr duch die südliche Tür. Daraufhin wählt ihr eine Tür
weiter westlich, findet dahinter ein Pistolenmagazin sowie eine Hundepfeife. Lauft im
Anschluss über das obere Stockwerk zurück in das Obergeschoss der Haupthalle. Benutzt
da die Tür im Südwesten und verwendet auf dem Balkon die gefundene Hundepfeife.

Bringt die Hunde vorzugsweise mit dem Gewehr um. Eines der Köter besaß ein
Halsband, in welchem ihr eine Münze finden könnt. Aus dieser Münze entpuppt sich eine
Schüsselimitation. Jetzt geht ihr vom Fundort des ersten Zombies aus nach Westen und
nehmt unterwegs dorthin im Esszimmer noch ein blauer Edelstein bei der zerbrochenen
Statue auf. Begebt euch über die Treppe und anschließend geradeaus durch zwei Türen.
Ersetzt die Schlüsselimitation mit dem Rüstungsschlüssel.

Die Chemikalie

Im oberen Geschoss der Haupthalle findet ihr hinter der südöstlichen Tür zwei grüne
Kräuter und die Gefahr dabei vom mutierten Forest angegriffen zu werden. Im Gang vor
dem westlichen Ruheraum, geht ihr zu der am weitesten entfernten Tür. Durchtretet sie,
sammelt eine Blendgranate ein und geht nach Süden durch kommende Tür an der
Westwand. Nehmt ein Pistolenmagazin vom Bett auf und öffnet den Schrank aus dem
ein Zombie hervorkommt. Hebt den alten Schlüssel auf und betretet im vorherigen Gang
den weiter im Osten liegenden Raum. Setzt den blauen Edelstein ein um Gewehrmunition
zu erhalten. Vom Gang bewegt ihr euch nun nach Süden und anschließend
übers Erdgeschoss in den Gang vor dem Badezimmer. Verwendet an der östlichen Tür
den alten Schlüssel, findet zwei grüne Kräuter, ein rotes Kraut und Chemikalie

Das Windwappen

Daraufhin lauft ihr in den nächsten Gang und geht durch die südwestlich gelegene Tür.
Passt die Farben der Bilder den Gegenständen der Frau an, welche auf dem hintersten
Bild abgebildet ist, um die Todesmaske ohne Mund nehmen zu können. Anschließend
findet ihr im östlichen Ruheraum ein Erste-Hilfe-Spray, Gewehrmunition und ein
Pistolenmagazin. Außerhalb des Speicherraumes begebt ihr euch über die Treppe und
daraufhin durch die nächste östliche Tür. Sammelt rotes Kraut ein und geht als nächstes
durch die westliche Tür. Findet einen alten Schlüssel, grünes Kraut, Farbband und
erneut ein Erste-Hilfe-Spray. Im Raum weiter östlich nehmt ihr ein Bienenpräparat und
einen Bienenköder auf. Letzteres kombiniert ihr mit dem Angelhaken den ihr ebenso im
Raum findet. Bringt die Gegenstände an ihre passenden Orte und betätigt den dortigen
Schalter. Nehmt das Windwappen mit und geht vom oberen Treppenraum nach Süden.

MANSION TEIL 2 - CHRIS
Richard braucht Serum

Im Anschluss lauft ihr durch die mittig gelegene Doppeltür an der Westand und schiebt
dort alle Statuen an die Wand. Ihr verschiebt die Statuen in folgender Reihenfolge: unten
links, oben rechts, unten links, unten rechts. Betätigt den Schalter, untersucht den
gefundenen Schmuckkasten und drückt erst die oben und dann unten von der Abbildung
gesehenen Schalter für die Todesmaske ohne alles. Im letzten Gang lauft ihr durch die
Tür im Süden. Ihr werdet auf Richard treffen welcher dringend Serum benötigt. Lauft
schnell zum westlichen Ruheraum und wieder zurück um ihn zu retten. Schafft ihr es nicht
rechtzeitig, so könnt ihr später das Kampfgewehr nicht erhalten. Nach der Sequenz taucht
ihr im westlichen Speicherraum wieder auf.

Der Schildschlüssel

Im Gang draußen geht ihr durch die am weitesten entfernte Tür und dann nach Norden in
die Räumlichkeit. Setzt die Chemikalie in das Wasser der Pumpe und schaltet diese auf
rot. Findet fünf grüne Kräuter und die gesuchte Todesmaske ohne Augen. Kehrt zu der
ersten Begegnung mit Richard zurück. Sammelt zwei grüne Kräuter auf, geht durch die
nächsten Türen nach Norden und zündet dann die Kerze mit dem Feuerzeug an. Der
Raum beinhaltet zwei Pistolenmagazine und hinter einem bewegbaren Schrank ein
Notenblatt. Begebt euch nun in das Esszimmer und sammelt da das Symbol auf. Im
Gang des allerersten Zombies nehmt ihr die weit im Osten liegende Tür an der Nordwand.
Hinter einem weiteren verschiebbaren Schrank befindet sich ein weiteres Notenblatt.
Kombiniert die beiden Notenblätter miteinander und setzt sie am Klavier ein. Lasst
Rebecca üben und lauft ein wenig im Herrenhaus umher, bevor ihr wieder zu ihr
zürckkehrt. Im geöffneten Bereich tauscht ihr das Symbol gegen das goldene Symbol
und setzt letzteres im Esszimmer ein. Dreht bei der Uhr das große Getriebe zwei mal nach
rechts und ihr erhaltet den Schildschlüssel.

Die ersten Bossgegner

Verwendet diesen über der Treppe im Raum nach der ersten Begegnung mit Richard.
Nehmt zuerst die daliegende Gewehrmunition und holt euch dann die Todesmaske
ohne Nase nachdem ihr der Schlange ausgewichen seit. Wieder im Raum vorher
übernehmt ihr bei möglicher Vergiftung die Rolle von Rebecca, mit welcher ihr Serum aus
dem westlichen Lagerraum besorgen müsst. Dabei könnt ihr ruhig deren Munition
verwenden für einen möglicherweise gewünschten Mord an einem Untoten. Später kehrt
ihr zur Fundstelle des Buches der Verfluchungen zurück (in der Nähe von Grabsteinen
liegt Gewehrmunition) und setzt da die vier gefundenen Todesmasken ein. Besiegt den
Crimson Head mit dem Gewehr oder aber mit einer Blendgranate. Nehmt die
Gewehrmunition und das Stein- und Metallobjekt auf. Vom östlichen Ruheraum aus
geht ihr in den südlichen Gang im Erdgeschoss und anschließend durch die hinterste Tür.
Setzt das gefundene Stein- und Metallobjekt ein.









RESIDENCE - CHRIS
Auf zur Residenz

In der darauffolgenden Räumlichkeit befinden sich eine Blendgranate, Gewehrmunition
und ein Erste-Hilfe-Spray. Benutzt die Tür unterhalb der Treppe und setzt das rote Huhn
nach Westen und das blaue Huhn nach Norden. Geht weiter und setzt bei einem
Grabstein euer Windwappen ein um die drei anderen Wappen aufzuheben. Untersucht sie
auf deren Rückseite und aktiviert da bei jedem einen kleinen Schalter. Setzt sie am Grab
nebenan ein und findet den Magnum Revolver. Weiter geht es in ein Häuschen hinein.
Dort findet ihr eine quadratische Winde. Dann lauft ihr zurück in den Raum, in welchem
ihr zuletzt die Blendgranate gefunden habt. Durchtretet die nördliche Tür und bewegt euch
an einem grünen und blauen Kraut vorbei in den nächsten Bereich. Setzt die
quadratische Winde ein und folgt dem Weg ins nächste Areal. Anschließend nach Westen
durch ein Tor und an einem roten Kraut vorbei in das nächste Gebäude.

Innerhalb der Residenz

Drei blaue Kräuter können aufgenommen werden bevor der nächste Ruheraum
aufgesucht wird. Dieser liegt bei der nächstkommenden Tür und beinhaltet für euch eine
Blendgranate und Farbband. Im Gang lauft ihr durch die Doppeltür, nehmt zwei grüne
Kräuter, gemischte Kräuter, ein rotes Buch und Gewehrmunition auf. Erneut im Gang
schiebt ihr die Kiste an eine andere Kiste ran, sodass ihr bequem hinüberklettern könnt. Im
nächsten Gang betretet ihr den Raum gekennzeichnet mit der Nummer 002. Daraufhin
nehmt ihr sogleich die nächste Tür und nehmt da den Schlüssel für Raum 001.
Verwendet ihn im anfänglichen Gang. Durchtretet anliegende Tür und findet in der
Badewanne den Kontrollraumschlüssel. Im Raum vorher befinden sich zwei Pistolenmagazine
und eine Selbstverteidigungswaffe mit einem einzigen Schuss.

Neptune – Haie als B.O.W.

Kehrt in Raum 002 zurück und schiebt das linke Regal an die Wand geradeaus und das
rechte Regal rechts an die Wand. Klettert die Leiter hinunter, schiebt die Kisten ins Wasser
und lauft vorbei an grünem Kraut durch die nächste Tür. Betretet den zuerst
verschlossenen Raum und lasst das Wasser abfließen. Nehmt gemischte Kräuter auf
und geht weiter in die nächste Räumlichkeit. Ihr findet dort Gewehrmunition, bevor ihr
durch östliche Tür geht und dort nahe eines relativ kleinen Haies das Kampfgewehr
findet. Im Südwesten aktiviert ihr den Strom, sobald ihr den zugehörigen Kasten in das
Wasser geworfen habt. Nehmt dann im Wasser den Galerieschlüssel auf und verwendet
ihn bei der passenden Tür. Geht dabei einen bislang unerforschten Weg um dabei
Magnum-Munition mitzunehmen.

Pflanze Nummer 42

Sammelt ein Pistolenmagazin, rotes Kraut und ein Insektenspray auf. Im Gang vorher
verwendet ihr den Insektenspray durch ein Loch um das Nest zu zerstören. Findet dann
beim Bienennest den Schlüssel für Raum 003. Schließt den dazugehörigen Raum auf
und setzt das rote Buch an dem Regal ein. Ordnet die Bücher richtig an und macht
dahinter die Pflanze 42 kalt. Findet den Helmschlüssel und verlasst das Zimmer durch
die Doppeltür hindurch. Falls nötig könnt ihr euch nun im unbesuchten Raum gegenüber
vom Raum 003 von Rebecca heilen lassen. Beim Zurücklaufen zum Herrenhaus dürft ihr
Erste-Hilfe-Spray, Gewehrmunition und Blendgranate in nächster Nähe einer Notiz
nicht vergessen.





BACK TO THE MANSION - CHRIS
Neues vom Herrenhaus

Gegen die neu hinzugekommenen Hunter macht sich das Gewehr positiv bemerkbar. Im
Raum vor dem östlichen Speicherzimmer lauft ihr die Treppe hoch und dann nach Osten
durch zwei Türen an grünem Kraut vorbei hindurch. Schiebt die Statue in der Mitte bis
nach hinten und aktiviert anschließend an der westlichen Seite einen Schalter um die
Wände zurück zu beordern. Stellt die Statue zum Schluss an ihren Platz, nehmt das
Dolch auf, springt das Loch hinunter und nehmt das Letzte Buch, Band 1 auf. Darin
befindet sich die Adlermedallie. Nun folgt dem Weg an Spinnen vorbei in einen anderen
Gang. Nehmt ein rotes und ein blaues Kraut sowie einen Dolch auf. Im Anschluss,
tauscht die Sicherungen für den Fahrstuhl aus und begebt euch in nächste Räumlichkeit.
Nehmt dort bei Bedarf einen alten Schlüssel mit, den ihr zum Aufschließen einer Tür im
Friedhof des Herrenhauses verwenden könnt. Damit wird derjenige Friedhof bezeichnet,
welcher von der Haupthalle aus erreichbar ist. Nehmt im Anschluss den dortigen Aufzug
und ihr könnt oben zwei grüne sowie ein rotes Kraut finden. Hinter nächster aufschließbarer
Tür nehmt ihr zwei mal Gewehrmunition und eine Batterie auf.

Schlange Yawn beißt zurück

Vom westlichen Ruheraum aus lauft ihr die Treppe hoch und schließt von da die naheste
Tür auf. Nehmt dort ausschließlich Dolch, Gewehrmunition und den roten Edelstein auf.
Bei letzterem Gegenstand müsst ihr das Möbelstück an eine der Köpfe schieben, den
Falken auf die andere Seite schauen lassen und dann schnell den roten Edelstein
nehmen. Begebt euch im Anschluss vom Erdgeschoss der Haupthalle aus durch die Tür
im Nordosten. In einer Schublade findet ihr Farbband. Ein Zimmer weiter befinden sich
grünes Kraut, ein Dolch und ein Schmuckkasten. Den Schmuckkasten kombiniert ihr
später mit dem roten Edelstein und löst das kleine Puzzle um den Wappenschlüssel zu
erhalten. Im Raum, bei welchem ihr den Rüstungsschlüssel erhalten habt, durchtretet ihr
eine Tür. An zwei grünen Kräutern vorbei trefft ihr erneut auf die Riesenschlange. Im
niederen Stockwerk tötet ihr sie und nehmt das Letzte Buch, Band 2 auf. In diesem
befindet sich die Wolfsmedallie. Setzt noch zuletzt den Wappenschlüssel südlich des
östlichen Ruheraumes ein und nehmt dort ein Metallobjekt und eine Blendgranate auf.
Während ihr euch in dem Raum befindet, wird Rebecca in der Räumlichkeit in der ihr die
Hundepfeife gefunden habt, von einem Hunter angegriffen. Rettet sie um später Hilfe von
ihr annehmen zu können.

Gruselige Höhlensysteme

Verlasst das Herrenhaus in Richtung Norden und folgt dem Weg bis zu einem Aufzug,
welchen ihr verwendet. Setzt unten die Batterie ein um einen Fahrstuhl zu reaktiveren.
Verwendet genau diesen und geht zur Einsatzstelle der Vierkantwinde. Benutzt sie und
bewegt euch mittels zuletzt genutztem Fahrstuhl wieder nach unten. Geht die nun
freigelegte Leiter hinunter in eine unterirdische Höhle. Im Gang findet ihr Farbband,
jedoch verwendet ihr die Tür neben der Leiter. Durchlauft die nächste Räumlichkeit und
findet dann zwei Pistolenmagazine und eine Röhre. Geht weiter zu Enrico bei welchem
ihr die Hexagonal-Winde erhaltet. Geht zurück in den anfänglichen Gang und nehmt
Verwendung von der gerade eben erst aufgenommenen Hexagonal-Winde. Nehmt
grünes Kraut und sammelt im nächsten Raum den Flammenwerfer ein. Lauft zum Stein
und bringt euch sobald er losrollt in Sicherheit. Nehmt die hinten liegende Gewehrmunition
auf und tretet durch nächste Doppeltür.

Black Tiger – die Riesenspinne

Bahnt euch den Weg mit dem Messer frei und ignoriert dabei die Riesenspinne. Neben
dem Aufsammeln der zwei blauen Kräuter setzt ihr den Flammenwerfer neben die
nächste Tür. Anschließend, in der dauraffolgenden Räumlichkeit, dreht ihr mit der
Hexagonal-Winde bis links ein Durchgang erscheint. Tretet durch diesen (hinterm Stein
liegen gemischte Kräuter), schiebt da dann die Statue an eine herausfahrbare Wand un
benutzt abermals die Hexagonal-Winde um die Statue von der Wand wegzubekommen.
Dreht diese in der Mitte des Raumes so, dass sie an ihren eigentlichen Platz zurückkehren
kann. Nehmt den Zylinder, welchen ihr mit der Röhre kombiniert um eine Zylinderröhre
zu erhalten. Setzt diese im Osten der Höhle ein (vergesst beim Zurücklaufen nicht, dass
ihr den Flammenwerfer wieder an seiner Position verschieben müsst) und betätigt die
Schalter in der Reihenfolge 4231.

Immer wieder Lisa

Benutzt den Aufzug und geht durch die nächste Tür. Daraufhin lauft ihr durch die offene
Tür im Osten, findet auf dem Kistenstapel Magnum-Munition, ein Pistolenmagazin und
eine Blendgranate. Schiebt die Kiste auf die Transportebene und aktiviert diese. Begebt
euch in den Anfangsraum diesen Geschosses und bewegt die Kiste in den Müllschlucker.
Entwendet diesem den defekten Flammenwerfer und geht zurück in den Raum mit der
umherlungernden Lisa Trevor. Sammelt sofern ihr das nicht schon erledigt habt ein
grünes und ein rotes Kraut in der Räumlichkeit ein. Betätigt sodann den Hebel und setzt
schnell den defekten Flammenwerfer ein um die sonst verschlossene Tür durchtreten zu
können. In einem Schmuckkasten befindet sich ein Steinring. Über einer Leiter findet ihr
ein blaues sowie grünes Kraut. Die nächste Leiter führt euch zum Weg, welcher euch
wiederum zurück zum Herrenhaus führt. Unterwegs nehmt ihr das Stein- und
Metallobjekt mit. Kombiniert euren Steinring mit eurem bereits gefundenen Metallobjekt
und setzt beide Stein- und Metallobjekte innerhalb der Eingangshalle ein. Folgt dem Pfad
zum erneuten Aufeinandertreffen mit Lisa Trevor. Schiebt die Steine hinunter und geht
einen Aufzug weiter. Setzt oben die Adlermedallie und die Wolfsmedallie ein.


THE LAB - CHRIS
Das geheime Laboratorium

Geht den Weg entlang in K3 an Farbband und zwei grünen Kräutern vorbei. Verwendet
den PC im nordöstlichen Raum, nachdem ihr die Blendgranate aufgenommen habt. Tippt
da JOHN als Login und ADA als Passwort ein. Entschließt die Türen beider angezeigten
Stockwerke. Für eines davon tippt ihr CELL ein. Lauft nun wieder die Treppe im
Hauptgang hoch und durchtretet die dortige Doppeltür. Tippt 8462 ein und findet den
Schlüssel für den Hochspannungsraum. Diesen verwendet ihr im Hauptgang von K3 im
Südosten. Geradeaus folgt der Ruheraum mit Farbband und Erste-Hilfe-Spray. Südlich
des Ruheraumes entnehmt ihr eine leere Treibstoffkapsel. Vom anfänglichen Gang des
derzeitigen Geschosses geht ihr nach Westen und anschließend durch die Tür an der
Nordwand, nach Aufsammeln von gemischten Kräutern. Nehmt Magnum-Munition und
füllt die Treibstoffkapsel auf. Daraufhin lauft ihr ohne zu rennen zurück. Von dort aus folgt
ihr weiter dem Weg bis ihr den Hauptaufzug reaktivieren könnt. Nördlich vom Ruheraum
verwendet ihr diesen.

Tyrant-002

Erledigt den kommenden Tyrant vorzugsweise mit eurem Magnum Revolver. Begebt euch
dann zum Anfangsraum des Labors, nachdem ihr Rebecca aufgeweckt habt und
verwendet da die Doppeltür. Es liegt zwar grünes Kraut auf dem Weg, dieses benötigt ihr
allerdings weniger. Mit dem daliegenden Sicherungskasten aktiviert ihr den letzten
Fahrstuhl. Auf dem Landeplatz nehmt ihr die Signalraketen und verwendet diese.
Entweder ihr knallt den Tyrant solange ab bis ihr den Raketenwerfer erhaltet, oder aber
ihr wartet einfach und weicht seinen Angriffen aus.









Walkthrough - Jill - Mansion
Mansion

You start off in the main hall of the mansion. After the cut-scene, Jill and Barry will head into the dining room. Keep going, and Barry will examine blood by the fireplace. After that's over, head through the door and to the left. You find the first zombie munching your friend, Kenneth Sullivan. Back off as the zombie comes after you, and go back to the dining room, so that Barry kills it. Then you two will need to go back and check in with Wesker.
When you get back you see that he's gone, so go under the stairs and when you come back out Barry will give you the Lockpick, and say you should split up. Instead, follow him through the dining room (he won't actually be there), and head back to where you found Ken. If you check him, you'll get a tape you can watch later in the game. Keep going, and head through the door. Go to the birdcage and get the handgun clip (Easy mode), and then head by the stairs to find two green herbs. Climb the stairs and enter the door.
Have your weapon ready, but don't worry about the zombie in front of you lying down, he won't be back...yet. There will be a green herb by it (2 on Easy). Round the corner and keep going, being sure to watch out for the zombie by the second door. Dodge or kill him, and go down the hall of spears. Pick up the handgun clip in front of the mirror, and the Golden Arrow near it. Examine it and just get the Green Arrowhead.
There will be another zombie around the corner (Normal/Hard modes), so watch out for it. Go through the only door you can, the one on the right, once you reach the end of the hall. You'll end up on the dining room balcony, and a zombie will be on the other side.
Go to your right (Jill's left) and grab the Dagger (Easy/Normal modes). Head through the double doors and go down two pairs of stairs, not the longer ones. There's a door; go through it. Watch out for a zombie, and one that's easy to dodge (it barely even comes out), if you're playing on Normal/Hard modes. There are no zombies here on Easy.
Go down the steps and turn left by the gate (which you can't open yet). Head to the end and place the green arrowhead on the stone. Head down the long staircase and come toward the camera. Go under the coffin and pick up the Book of Curses. Examine it and on the back of it is the Sword Key (says Mansion Key until you examine it).
Go back to the dining room balcony. The zombie has always been on the opposite side you need to go. Avoid the zombie and you need to go into the door farthest down. But first, go to the side opposite the two doors and there will be a statue. Push it down, and then out off of the floor so that it drops and crumbles to the ground. Don’t worry about the item it carries yet. There are two zombies in the room, one coming up from the stairs and the other around the corner past the stairs. Don't go through the first door you see, although you can unlock it now. You'll notice a zombie on the floor after heading down the stairs, and it'll be back if you don't dispose of it. For now, don't worry about it. Enter the door next to the body and you'll be in a save room. Deposit whatever you don't need, but be sure to keep you handgun and some ammo and the Sword Key. Come back out the save room and go the way you haven't gone yet. There are 2 doors, but you can only unlock one, so go through there.
Grab the Broken Shotgun, battery pack, and pick up the ink ribbons in the desk drawer. Don't worry about the white container just yet. Go back to the mansion's main room, and this time head through the double doors on the east side. There's really no point of going into the space on the other side of cabinet, unless you have a closet key.
So just go through the other door and walk until the glass cracks a bit. Then push the shelf and pick up the Dagger. Continue down the hall around the other corner and move another cabinet to get a handgun clip (Easy/Normal modes). Go through the next door and Jill will be looking at you. Come forward and head into the door on the left. Go all the way down, turn and find the chemical in a wheel barrel. To the right are a couple herbs, pick them up if you want but be sure to have a space for the chemical.
Go back and head into the next door, which leads into a bathroom. Drain the tub, and there will be a cut-scene where Jill disposes of a zombie. Grab the Dagger from bath and leave the room.
Come back out and continue down the corridor. There are going to be 2 doors at the end of the hall. Go in the single door. Enter the other door. Grab the Dagger and replace the Shotgun with the broken Shotgun. If you don't...well just do it. Go back out and go through the double doors.
There will be a zombie all the way down and around the corner, so don't worry about him yet. Instead, go through the first door you see, on the left. Run down until you start climbing up the stairs, because there is a zombie by them, and if you run you can dodge it. Get it to stat climbing, and shoot it down. After you reach the very top of the stairs, there will be another zombie around the corner that you can't see because of the camera angle. Also, there's another one if you didn't see it (not on Easy). Now go back down the stairs after killing the zombies, and enter the save room after picking up what's next to the stairs (Easy).
This is another save room. Pick up the first aid spray and ink ribbons. There is also a handgun clip on the small table with the lantern on Easy mode. Pick up the other item in here, the Fuel Canteen. It's empty so go up to the Gas Canister. You can put away the knife if you haven't already, and the chemical. Take a health item if you wish, and your Shotgun unless you don't mind facing two dogs with a handgun (I recommend using the Shotgun). Make sure to have at least 3 inventory spaces free, and my advice would be to not carry any health because you'll be coming up on some more, just make sure to be on Fine.
Walkthrough - Jill - Mansion Part 2
Head back up the stairs and come towards the camera. Go down the short hall and enter the door, preparing for a zombie attack (Normal/Hard). When you're through, there will be a zombie in the way of where you need to go. Avoid it or kill it, just get to the end and go through the door. Go by the chessboard and grab the handgun clip, and get the Dog Whistle near it. Also in this room, is a Lighter. Get that, and go through the door you didn't come in through. Now that you have the lighter and the fuel canteen you can now torch the zombies you just killed by going to the inventory and using the canteen. After you're finished making sure the zombies aren't coming back, head back through the door at the end of the hall, only go the other way this time. You'll be on the mansion's balcony. Head back to the dining room balcony and head into the farthest room down, avoiding the zombie. Once in, go through the door you haven't gone into yet, the one that you used the lock pick on.
You're outside now. Now position yourself so that you're ready for a dog attack. As I recommended, you should use your Shotgun here. Now go ahead and use the dog whistle. Wait for the dogs to come, and take them down. There are only two dogs, one of which has what you need. Pick the collar and examine it. You will find something you need to flip or push. Then examine it again and you'll get the imitation of a key (you'll have to rotate it a bit). There are also green herbs planted, which you can use to heal yourself 3 times if need be. Now, go back and down into the save room. Go ahead and put the Shotgun away. For now you just need to have your handgun and ammo, the fake Armor Key, the Sword Key, and the lighter. You might want to take the time to burn any zombies you've killed near here, including the one on the floor. There is a container to refill your canteen in the room you got the broken Shotgun. Now, go back to the dining room balcony.
Now the zombie you've been avoiding is next to you when you get back out there, but don't worry, because you're facing away from it. Now you must go all the way around and into the door he was blocking. You're now in the hallway where you got the green arrow. Head to the other side where the lying zombie was. Don't worry about burning it, because he's going to turn into a Crimson Head. Just run past it and when he gets up just shoot him up with your handgun. If you don't, keep shooting him until he's dead. Grab the green herb if you're hurt, if didn't already take it last time you were here.
There are no enemies in here, so don't get tense. Just a simple death trap. Keep walking until you find the Armor Key on the floor. Take and replace it with the fake Armor Key, and now head back to the mansion's main room balcony.
Go to the door you haven't gone through now. You get to it from the balcony, so just find the door you can go through. You'll be outside. Grab the handgun clip from the glass table (Easy mode) and keep going until you see the cut-scene. Barry will give you Forest's Grenade Launcher. There's also a Dagger there. After you grab the Grenade Launcher, continue all the way down until you see the green herbs. Grab them if you need them or have a couple spaces open. Now go back inside to the balcony inside.
Turn right after you get back. Enter the door on the same side as the one you just came in from. Be careful if you didn't burn the zombie you took out a while ago, he might be a Crimson. If you don't hear anything, continue forward and enter the first door to Jill's right. Once you're inside, there will be a cut-scene. The serum you need is in the save room down the stairs by the Broken Shotgun room. Go as fast as you can, to make sure he doesn't die before you get back. When you're in the save room, be sure to grab the lighter as well. Return back to Richard. After you give him the serum, go through the next room. There'll be a zombie in the corridor where you have to turn.
After putting him down, enter the room inside the dark hall. You'll be in a small room. You need to light the candles on the table. Check around the room for some ammo. After you've lit the room, push the shelf down on the right side, toward the camera rather than away. Not the one where you found ammo. After you push it, go into it, or it could be safer to back up into it, because there will be a zombie when the angle changes. Run out and around the table and shoot the zombie until it's dead. Go back into the little opening and grab the Musical Score.
Now leave this room, and go back through the room with Richard. Go back into the corridor before Richard's room, and go down until you see the green double doors: enter them. In this room, push the knight statue in this order: upper right, lower left, lower right. Once all are pushed back, push the button on the table, and grab the jewelry box that has been revealed. Check the jewelry box. Just press the action button on the halved-heart sides for first Death Mask. Run back to the save room where you got the fuel canteen and you will see that Barry left you some items. Pick up the stuff and deposit whatever you don't need.
Since you've got the Armor Key now, you can open the middle door on the second floor. Go up the stairs. You have to use the Armor Key to open it, so make sure you've got it on you. You'll find yourself in a room with a stuffed animal's head. Go to Jill's left and enter the door.
Right now, there will be two bug cases next to the door. First, grab the fishhook from the case that is in the back of the room. Now, get the Lure of a Bee from right bug case (left from the door's perspective). Combine the Bee Lure with the fishhook. Now go to the other case and grab the Bee Specimen. Place the combined Bee Lure into the other smaller bug collection near the door and get ready to face a big bee. Hit the switch, but don't bother messing with the bee. Just grab the wind crest and return to the save room where you got the serum. And pick up the herb(s) if you need them.
You're in the hall where Kenneth was killed around the corner. Now go into the dining room and grab the wooden emblem from above the fireplace. Go back to the hall. Take down the zombie and run all the way down until you reach a door on the left side.
Inside that room is a piano. Go around the piano and push the shelf so that you find the Moonlight Sonata Cover. Combine it with Musical Score you found by the attic and play it on the piano. The wall will move, and you have to go in the secret passage. Grab the gold emblem (there's also part of Trevor's Diary), replace it with the wooden emblem, run back to the dining room, put the gold emblem above the fireplace. Now go to the grandfather clock, and move the hour hand twice in either direction, so it will read six o'clock. You'll get the Shield Key.
Remember the room past Richard (get the green herbs if you haven't)? Go there, and watch out for a Crimson. Walk up the steps and unlock the door and discard the key. Walk a little toward the back and the big snake, Yawn, tries to eat ya. Now just keep avoiding the snake, because Richard will come to the rescue and shoot at Yawn. There's a Death Mask on the other side of the room, and there's some Shotgun ammo here as well (Easy mode), but all you really need is the third Death Mask. After not too long, Yawn will go down, but it's not dead. It gets Richard, so just pick up his Assault Shotgun that he dropped and get outta there.
Walkthrough - Jill - Mansion Part 3
If you were poisoned, you have to return to the save room with the serum for Jill. If you weren't, head back to the first floor. Now you need to head through the double doors. Watch out for dogs and zombies that crash through the windows in the hallway that follows. Just go. Go through next the double doors, across from the Shotgun room. Now you're back in an "L" shaped hallway. After coming through the double doors, keep on going down towards the camera. There should be a zombie around here. Kill him, and go into the door that you can unlock.
You will be in a "U" shaped hallway with pictures. There are crows in here, but don't shoot at them because they weren't hurt you as long as you do the puzzle right. Change the light on the first painting so it turns orange. Now, run to the other side of the "U". Flick the lights on the first two paintings. One should turn purple and the other green. Now, go all the way to the end and there will be a woman (Lisa Trevor) wearing 3 things, colored orange, purple, and green. Hit the switch.
After you hit the switch under the woman, the wall will raise. Go outside, grab the last Death Mask, and unlock the gate. Now, if you don't have them, go to the save room outside of the crow room and get to the item box. You need a Shotgun (I recommend the Assault Shotgun from now on), and all 4 of the Death Masks. And maybe a couple of health items, or just save it. Now go back and through the wall the picture opened up to. I think you'll know where this is. Anyway, head down to grave type place where you first saw the coffin. Once you're down the stairs, put all the Masks on the wall (you have to match them up), and watch the cut-scene. Shoot the dude with your Shotgun. It should only take about 5 rounds. After he's dead, go and grab the Stone and Metal Object and some Shotgun shells. Now head back to the hall outside the Crow Gallery. This time, keep going straight after you come out the door and open the metal to the outside. You may put away the Shotgun, you won't be needing it for a little while.
Go all the way down and place the Stone and Metal Object in the rightful place. A dog will jump out and chase after ya, but it's easy to avoid. When you have done that, go into the door.

Forest and Graveyard

You're going to be in a tool shed. There are two doors here, and you need to go through the one down the small steps. By the steps, there's a shelf that carries an F.A. Spray, and a battery pack.
Watch the movie sequence, then head down the path. Make the red weather vane point West. And the blue one further down should be pointing North. Then you can go through the gate. Once you're through, avoid killing the crows, and also try to avoid them getting you. The area with the birds has two graves. When you're at the graveyard with the crows, put the wind crest on the right grave. Three more crests shall appear. Take all of them and examine all 3. Turn so you see their backs. Once all three other crests have their backs inspected properly, they can be inserted into the gravestone. Now put them all on the left grave, and you get the Magnum! After that, go through the gate opposite of the one you entered. It'll take a minute, but keep going in the path until you reach the cabin.

Trevor's Shack to Residence

Once you're in Trevor's Shack, there should be a typewriter and a box, and a Square Crank (explore the house to find these). Be sure you get the Square Crank, which is off a little edge by the item box. Keep it. Dump your extra stuff (Magnum) except your weapon, and the Square Crank. After you get knocked out by this Lisa, Jill comes to. As soon as you have control of Jill, take off out of the cabin. Lisa will be blocking your exit. Just run past and try to avoid her. Once you're outside Trevor's Shack, and grab the green herb(s) next to the step (Easy mode) and go back all the way to the tool shed, though there's a zombie you'll need to avoid along the way.
Now go through that other door in the shed. There are 3 dogs out here. Take them out. There's a blue and green herb here, so use it if you're wounded. Go up the small stairs and go through the gate. Use the Square Crank to lower the water and go down the ladder, run across, and go up the other ladder. Keep going take the elevator down. Once you go down the elevator, you'll be in another part of the garden with some crows. Just run from them. Go to the other side of the waterfall and through the gate. There will be a red herb near. Watch out for the snakes, if they bite you, you could get poisoned.
Walkthrough - Jill - Residence
Residence

Once you open the door, run straight forward and pick up all 4 blue herbs and heal yourself if you're poisoned. Now turn back around, and head left. There will be a door on the right. Enter it. It's a save room with a battery pack. Take it. Drop off all the stuff you don't need, including the crank. But be sure to bring the lighter with ya. After you exit the save room, turn right and head into the double doors. Watch out! A spider is above you. There's another one in the room, but if you don't bother it, it won't bother you. You can exit the room and come back in to get rid of the body.
There are several things you need to take note of. There are two green herbs. Grab them, and there are three different colored lanterns (lantern-type) in the room. Pay attention to them. The colors are green, red, and orange. When you light up the lantern, you should write down the color and the number of ticks on the eyeball. For example, orange could have zero ticks, green may have four ticks, and red might have two ticks. After you light the red one by the door, the green is down the stairs, along with the red book (called Bondage With Blood) and a First Aid Kit. Now go up the pool table and examine the balls. Match the number on the pool balls with the color you wrote down, like 5-orange has _ ticks, 6-green has _ ticks, 3-red has _ ticks (the ticks look like eyelashes). The number of ticks is random. Exit, and put away your lighter and the red book in your item box.
Push the box by the double doors towards the camera, then into the small corridor, over the hole in the floor by the wall. Now you can climb onto it, onto another box, climb down, and climb down again. Plant 42's tentacle can grab you if you don't climb over the boxes. Enter through the double doors. Keep going past the first door, and start to enter it (room 002). Jill will hear voices. Enter, and there will be another scene.
Once you're in, there will be a door next to you, by the door you entered by. Open and get in. It's a small bathroom. Grab the 001 Room Key from the shelf. There will be a zombie outside of the room, but don't worry about it yet. Just go back towards the save room, because there's a door across from it. Enter it, and discard the room key. Go passed the hanged dude, and search around a little. You can get a self-defense gun, which only has one bullet and can't be reloaded, but will take out an enemy with one shot. Pick up the item on the chair (Easy mode) and on the table. Now go back and enter the bathroom (by the door you entered by), and there's a zombie on the floor.
Do what you want to it. Waste it. Get the Control Room Key in the bathtub after you drain it. If you heard a loud crash while you're in here, it means the guy who hanged himself fell and is now a zombie. Don't bother with it, because it won't be in your way, and head back to room 002. If you didn't kill the zombie before, it'll still be here. There are two shelves in the back of this room. Push the shelf on the left back all the way. Then, go push the right shelf to the right until you can see the ladder. Now go down it, and don't worry because there are no enemies. Go down the corridors and push the boxes into the water. If you mess up, go up the ladder and come back down. Grab the green herb, and go into the flooded double doors.

Aqua Ring

You're now in the Aqua Ring. Follow the wall towards the camera until you see a cut-scene. After that, run like hell. Keep running until you go up a few stairs. Use the Control Room Key to open the door and discard it. Climb down the ladder. Walk straight after Jill climbs down. Go to her left and grab the First Aid Kit. Now go back until the camera angle changes so you can see the ladder. Go to the left of the ladder, and check the whiteboard. It will say what valve you'll need to push very shortly.
Now, go to the ladder's right (panel in front of the glass) and try to un-flood Aqua Ring. There will be a short cut-scene. After it go to the right and keeping pressing "A" until you hit the switch. Now go behind the ladder and find that switch and press it. The shudder will get stuck. Go to the valves and turn the one it mentioned on the whiteboard. Now, go back and press the switch that you first pressed after the cut-scene. Now go back and hit the switch to make the shudders come down (the one behind the ladder). Finally, hit the very first switch you hit to drain the Ring. Now leave that specific area, and go down the right side of the hall. Down the stairs and through the door.
You'll see a gate at the far side of the screen, but don't go through that yet. Instead, head the other way. You'll come upon another gate; that's the one you need to go through. Don't worry about the sharks; they can't do anything besides flop around. Don't waste your ammo, unless you just shoot one once to get some happiness. Keep running until you get down by Neptune (this big ass shark). Climb up onto the platform. Try to grab the Gallery Key in the corner. It will drop into the water when Neptune wakes up. Don't shoot him. There is a green control panel that you can push into the water, then pull the lever near where the key was, to electrocute the shark.
Grab the Gallery Key, and go back to the room before this one and go through the other gate. After entering through the gate, there will be some Magnum rounds on a box and pick up anything else that might be there. Do not use any Magnum rounds yet. Climb up the ladder and go though the door. You'll now be in the place where you had to push the boxes into water. Head back to the gallery door (door by room 002).


Walkthrough - Jill - Residence Part 2
Residence Area

Grab the handgun clip on the table while dodging the damn bees. Follow where they're coming from. You'll see a door. Go past room 003. Keep on going down the hallway. Take the Insecticide Spray, head to the outside hallway. To the right of room 002, there's the Residence Map. After you take that there's a hole; don't look into it. Use the Insecticide Spray in it. The bees will be gone when you return to the room. But first, get to the save room and make sure to have three inventory spaces open and bring the red book (Bondage With Blood). Run back into the room where you got the bug spray.
Get the key for room 003, which is down the hall where the bees were. Take the Room 003 key, and unlock the room. Once you're in room 003, there's a bookshelf in the back. Grab the only book you can and Replace it with the red book. Now, you have to rearrange the book order. It's pretty basic and easy, doesn't take long at all, or it shouldn't. The woman's feet should be at the bottom (left), and her hands at top (right). After that, a shelf will slide over and reveal a secret door. Don't go in quite yet.
First, check out the other door in the gallery room (not the doubles). Now you must match the tick marks with the colors you wrote down earlier, which should then have numbers on the colored pool balls. Select the first eye. Correspond to the correct number by your earlier notes. Do the same with the other two eyes. For example, if I had zero ticks and it was green, I would press the eye with zero ticks and then press number 6. You'll get it. When you're done, go in the door. In this room, there will four empty bottles, but you only need 3. Also in this room are chemicals UMB no.3 and Yellow-6 in containers. There is a sink as well. Now, you need to make V-Jolt.

Steps:

1. UMB no.3 + Water = NP-004.
2. NP-004 + Yellow 6 =UMB no.10.
3. Yellow 6 + Water = UMB no.7.
4. UMB no.7 + UMB no.10 = VP-017.
5. VP-017 + UMB no.3 = V-Jolt.

Now, if you don't want to fight Plant 42 (the recommended choice), you must go back all the way back to the Aqua Ring, where you first met with the sharks. You'll find it. Find the door by the doubles. You'll see part of Plant 42. Go up to them and use the V-Jolt and the roots shall shrivel up. The bottles will leave your inventory on their own.
Now go all the way back to room 003 and through the secret door. The plant will grab you, but Barry will save you (if you've done everything I've said). Grab the Helmet Key from the fireplace when the plant dies. Now, go back to the save room. You'll have a cut-scene with Wesker. Go save it. Bring the Shotgun. Now, remember the place with the waterfall? There are two dogs near there that ate the birds or something, so kill them. Head back to the mansion now.
Walkthrough - Jill - Return to the Mansion
Mansion

Once you get back to the mansion, a cut-scene will play, and the hunters shall appear. One hunter comes after you when the scene's over. Kill it and go back to the mansion's main room by the way of the crow gallery to avoid fighting more Hunters. Enter the dining room. There should be a blue gem on the left side of the table, which is the opposite side the grandfather clock is on. Now head back upstairs, through the dining room balcony and head towards the save room. There are two hunters up here on Normal/Hard.
Before you go down the stairs to the save room, go slightly into the small corridor. Go into the one next to you. There'll be an eagle statue on the wall that moves. Turn off the lights. Then, grab the ammo and a Dagger on the shelf by the yellow gem. Now, push the dressers so that they are underneath the animal heads that hold the gems you must get. Be sure to hear a "♥♥♥♥♥" type sound so that the eagle stops moving, and hug the wall to one of the dressers, climb up and get the gem. Repeat the process for the other gem. Once you have both red and yellow gems, go into the save room. Keep all of the gems, and bring weapons and your key. Start heading towards the "F" shaped hall (by the broken Shotgun room), and a Hunter jumps through each window. Murder em. Now there's a door for you to enter. It's on the shorter hall of the "F". Once you're in the room, place the blue and yellow gems into the tiger statue. You will get some Shotgun shells and the first MO disk.
Now head back to the mansion's main room and go and unlock the door you haven't been to on the main floor. Nothing in the first room except for ink ribbons in a drawer (Easy/Normal).
Now find the other door. There will be a single zombie roaming around here, pretty easy to avoid if you want to conserve your ammo. After that, grab the green herb, Dagger and the jewelry box. There's also a blue herb planter in here. Now combine your red gem with it to get it open. Now, there's a slight puzzle. Kinda hard to explain without using pictures, but I can try anyway. There are five pieces. The third (meaning third down) piece should be put on the bottom right side. The top piece goes in the upper left corner (you'll have to rotate if needed for any pieces). The fourth piece (at the beginning, make sure to remember what order they were in) goes in between the others. The last goes on the right side that's open, and you can figure out the rest. Might take a minute though, sometimes it doesn't quite fit, but that is the right way.
When you're done, you'll have a Brooch. Examine it, and it'll turn into the Emblem Key, used only for one door. Now, head back through the crow gallery. Go into the door you can unlock with your new key, the Study. You must turn on the lamp on the desk, and pick up the Metal Object next to you. Leave the Metal Object in an item box if you can (head into the East save room). You're going to fight the snake for the second time. The Grenade Launcher works very well, so that's recommended. Go back to the dining room balcony. Go through the first door this time. Now, go back to the room where you got the Armor Key. Go all of the way down, all the way, and you'll come to a door. You'll use the Helmet Key to unlock it. There will be a green herb (2 on Easy, but none on Hard). Now keep going and something will come to you.
It's Yawn the snake. Keep running and climb down the ladder. Find the row of books that you can go behind. Yawn will follow you in one end, and you come out the other. Then, you just blast its tail until it dies. If you go up the ladder Yawn won't be able to hit you. You'll see the pattern you need to go in, and it's actually pretty easy to hit its head a few times. When it's dead, it'll knock a book off of the bookshelf. Pick it up, examine it, and get the Wolf Medal.
Go to the save room where you got the canteen. Put the medal away. Make sure to have spaces open! The more the better. There will be a Hunter near the save room door. Blast it, and there is another upstairs if you're playing on Normal/Hard. Then head up stairs, and turn left, and walk until you turn the corner. Keep going and enter the door. Pick up the herb(s) if ya need them, but keep in mind you'll need spaces open, at least 2. Go through the next door. Push the statue you see in the opening to the left. The walls will close in on you, but as long as the statue's there you'll be fine. Now go out to where the statue was. Keep going into the other passage. There will be a switch that you need to push at the end of the room to get the walls to come back. Push it, and run back to the other statue, and push it to the left (you'll see the indentation where it needs to go). After that's done, go in where it opened up. There's a battery pack (Easy, Dagger on Normal) on a cabinet. Go down. Pick up the book, examine it, and you'll get the Eagle Medal. Now check out the grave and head down into it.
Walkthrough - Jill - Return to the Mansion Part 2
Basement

As soon as you're down there, there will be three spiders (Normal/Hard, 2 on Easy). Just run. Grab the Shotgun shells from the boxes, and head through the door. Kill the zombies lurking around. There will also be a couple items here, so pick them up if ya want. Find the switch that you have to activate for the elevator. After that, you can get out of there. You'll be in a kitchen when you head through the exit door. Grab the Dagger, and there will be a crawling zombie. Run towards the screen, and find the elevator. Call it up, and when it gets there head in and down.
When you come out, there will be two zombies; one on each side, come toward the camera first though, it's easier. There'll be herbs here as well. Now go to the other side of the elevator and go in the room. Inside is a battery, a battery pack, and some ammo. Leave through the door by this room.

Mansion to Tunnels

If you ran out of spaces, head out and through the other door and find your way back to the save room. Once you have everything, be sure to take the Square Crank with you, and deposit the medals and MO disk if you haven't already.
Now, you gotta travel all the way back to where the waterfall lies. Watch out for dogs. Once you're there, head down and find the elevator, and place the battery in it and use it. You'll come to a familiar area. Go and use the Square Crank to fill up the pool. Now go back and use the elevator to go down. Now the waterfall won't be there, and you can head down into the passage and down the ladder.
Walkthrough - Jill - Tunnels
Tunnels

When you go down the ladder, there'll be a door next to you. Don't go in yet. Keep going forward. Put away your Square Crank in the item box; you won't need it again. Take your Shotgun or Grenade Launcher.
Now go back to the door by the ladder. There will be something for you on Easy. Go into the door near the handgun clip. Just follow the passage. You'll find Enrico Marini. Watch the cut-scene, then get the Hex Crank from his body. There will be a hunter when you head out. Run away or kill, you won't be coming back into this room. Now after the elevator room, the next room will have another hunter (2 on Normal/Hard). Now go back to where the item box is. You'll be fighting the biggest of the spiders soon, and Flame Rounds work best. Now keep going and use the Hex Crank on the wall (you'll see where it goes). Head through the door. Now back up towards the big boulder. Once you start coming forward again, it will start to roll, and now you have to run until you get to the doorway so the boulder will roll past you.
If you go where the boulder was, you'll get some Shotgun shells. Now go through the doors where the boulder opened up into. You must now fight and kill Black Tiger. When it's dead, smaller spiders will come out, just exit and come back in to get rid of them. Now find and pick up the knife, and you must equip it and use it on the door covered with spider web across from the door you entered by. Now there will a boulder again. You must use the crank three times on the wall this time. When the boulder starts toward you, run until you get to safety.
If you keep going to where the boulder was, you'll find a first aid kit. Now go back and into the door you can get to. You must push the statue until it's in front of the maroon colored part of the wall. After you do, use the Hex Crank on the wall. The statue will be pushed out. Now push it onto the round platform and it will turn 90 degrees. Now you have to push it off, then back on again to get it facing the proper way. Move it off, then push it into the indentation, by the other statue. You'll get the Cylinder. Now, head all the way back to where the elevator is.
Find the control panel, get the Shaft. Combine it with the Cylinder. Put the combined item back into the panel and press 4231. Now head over and start up the elevator, and watch the scene. Use the item box to put away the Hex Crank and whatever big weapon you have (launcher, Shotgun, etc). You won't need it. Now find the only door, and enter it. Keep going and Lisa appears in the direction you head first, so when you have the choice of which way, start going left but then go right. When the camera changes, make sure to be able to see a switch set into the wall.
Right now, ignore it. Keep going until you see a door; go through it. Climb the pile of boxes in the corner for some nice things. Go back down, and find the box and push it onto the metal. Hit the switch and go back to the room with the item box, before Lisa. If you see Lisa coming, go the other way. Watch the cut-scene. Get the Metal Object from the item box and go down the ladder. There's also some ammo on Easy by the ladder. Now push the box into the crusher. After you crush it, jump down and get the broken flamethrower. Go back to the place with Lisa, and now it's time for you to use the switch. Find the stairs and go down them, and find the door the hooks by them. Place the flamethrower there to unlock the door and leave.
Watch out for snakes. After you come out of the water, pick up the jewelry box. Examine it to find the frame for the Metal Object. There is also a Dagger on the bed on Easy mode. Climb up the ladder. Now combine the frame with the Metal Object. Remember the stone and Metal Object (you used it to get outside)? Time to get it back.

Forest to Mansion

Go all the way back to the mansion and take the Metal Object. Now go to the main room, and there's a set of double doors underneath the stairs. Place the Metal Object and stone and Metal Object in the indentations in the doors. Go in, and there will be an item box down a little ways. Be sure to bring a couple herbs as well as the wolf and Eagle Medals.

Altar

Go all the way, until you come to a ladder and go down it. Watch. If you don't give Barry's gun back to him, he dies. He'll shoot Lisa, helping you push off the four pillars. After you're done, the metal mesh will open back up, and you're going to go outside. Do what ya gotta do, and get to the pool. Place the Wolf and Eagle Medals on the sides of the pool, and head down. Once in the elevator.
Walkthrough - Jill - Labs
Labs

Congratulations! You've completed Disc 1, but the nightmare is not over yet! Head down the elevator and into the Laboratory, the final area in the game. When you leave the elevator walk around and you'll find a door that "won't open unless in first class emergency." But for now, continue past the door and head down the ladder and you'll enter a small room with a typewriter and an item box. Pick up the ink ribbons and save your game if you wish. Once you're done, equip yourself with you handgun for now; more zombies await your arrival. Get out your first MO disk.
Go through the door and enter the Laboratory. You'll find two zombies, one walking around the corner and one walking up the stairs, kill them and head to the left. Pick up the second MO disk and now go down the stairs to Laboratory B3F. There will be a couple more zombies one to Jill's left and one heading straight towards her. Kill both of zombies and make sure they're either decapitated or incinerated, because you'll be in a situation later on where you'll be glad you won't have crimson heads lurking in the Laboratory B3F. After you've taken care of the zombies enter the door to the right of the long flight of stairs.
You'll find a First Aid Kit lying on the ground with a double green herb. Head to through the door on the immediate left and you'll enter a room, tinted with blue light. The X-Ray of Clark is glittering on the boxes across from the entrance. Move farther into the room, and Jill finds another film on the left side, the X-Ray of Gail. When you pick up this item, you'll notice a diagram of the human organs, all named for your convenience. The Letter of a Researcher is on the desk to the right. The western wall is where the X-Rays go, and there are two open spaces on the light board.
Place the X-ray of Clark in the left space, and the Gail Holland in the right. If you get them backwards, you can easily switch them while they are on display. Return to the entrance and flip the switch on the wall. The red light reveals highlighted organs on the X-Rays. If you placed them correctly, you'll see the organs highlighted in this order: the Colon, the Esophagus, the Liver, and then the Lungs. If you take the first letter of each word, you spell "CELL." Keep this in mind as you continue.
Head back out into the central square and into the double doors on the upper-northeast corner of the square. In this room, you'll find the V-ACT Researcher's Note, a battery pack, and a First Aid Kit. Access the computer and login as JOHN with the password ADA. Unlock the door on B3F, and then you'll need another password in order to unlock the Visual Data Room, which we just wound out was "CELL." Once you've unlocked the doors, log off and head back to the central square area and back to the hallway with the X-Ray room.
Enter the room you've just unlocked on the right side of the hallway. You'll encounter a naked zombie (Normal/Hard). Kill it and pick up the Slide Filter and the FAX file. There is also an ink ribbon in the sink on Easy. There is a MO Disk Reader in here where you can use one of the MO Disks. A refueling device for the nitro compound is also in here but that you'll get to later. For now take the Slide Filter and head back up the stairs and to the Visual Data Room. A MO Disk lies on the desk at the end of the hallway past the Visual Data Room.
Enter the Visual Data Room, you'll find a First Aid Spray on the table, and a MO Disk on the shelves on Jill's left. Also on the left side you'll find a key code panel that requires a 4-digit code, which you'll now find out. Go to the slideshow projector and use the Slide Filter. View the slideshow, and on the last slide you'll find the digits "8462." Enter the code into the code panel and the door will open to the Editing Room where you can get the Laboratory Key and watch Kenneth's film if you so desire. Now you have the Laboratory Key, head downstairs and unlock the two doors on the south-east end of the central square, and discard the key.
First, make sure you have a MO Disk (if you wish to save Chris) and your Grenade Launcher or Shotgun with you before you enter the room on the left. You'll encounter some chimeras. Push the shelf forward, and enter the ventilation Shaft, then immediately head through the ventilation Shaft on the left before you get plastered by the Chimeras. You'll end up in the morgue and you'll find a MO Disk reader where you can use another MO Disk. You'll more than likely encounter a couple chimeras, unless you're really fast.
Push the shelf forward and head back out into the central area, then head through the other door you unlocked with the Laboratory Key. In this T-shaped hallway, make sure you kill the naked zombies (Normal/Hard), especially the one on your right before you continue. On the north side of the hallway you'll find a large elevator that doesn't work because it needs to be powered up. On the south side of the corridor, you'll see a large door that leads to the boiler room where you'll surely find Chimeras everywhere. But for now head through the small door in the middle and enter the Safe Room. Grab the ink tibbon, First Aid Spray, and grenade rounds.
Walkthrough - Jill - Labs Part 2
IT IS HIGHLY RECOMMENDED THAT YOU SAVE YOUR GAME AT THIS POINT; THE TASK YOU'RE ABOUT TO ATTEMPT IS VERY TRICKY AND CAN RESULT IN A SUDDEN AND EXPLOSIVE DEATH!

Make sure you're equipped with the Grenade Launcher/Shotgun and head into the boiler room. As soon as you enter, head immediately to your right and kill the Chimera to prevent it from interfering with your next task. Take the empty Fuel Supply Capsule and head back to the room with the refueling device on the northern side of the laboratory. Your task is to fuel the capsule with the Nitro compound and get it back to the boiler room so you can get power to the elevator without running or being stuck by a zombie or Chimera! Use the empty Fuel Supply Capsule on the refueling device and now you have a Fuel Supply Capsule filled with nitro compound, which could result in a fatal explosion if disturbed! Don't go to your inventory screen to do this, just press the action button.

CHANCES OF NITRO EXPLOSION

-Firing a powerful weapon (Shotgun, Magnum, Grenade Launcher, Rocket Launcher) carries a 25% chance of explosion
-When a zombie grabs you, there is a 30% chance of explosion
-When a Chimera grabs you, there is a 20% chance of explosion
-When you are running, the Nitro randomly explodes after 1 to 3 seconds in Hard mode, 2 to 4 seconds in Normal mode, and 4 to 6 seconds in Easy mode

Place the Capsule back into the machine in the boiler room and breathe a deep sigh of relief. Run around and evade the Chimeras and enter the door on the south end. Make sure you have a MO Disk because you'll find the third and final MO Disk Reader in the next room straight ahead from the door. Use the your heavy weapon against the Chimeras before you attempt to use the MO Disk Reader, you'll encounter several. When you're done keep heading south and you'll find another door to enter. You're now in the room with the Triggering System. Go over to the computer and activate the power to the elevator. You are now ready to face the final boss!
Head back north until you get back to the T-shaped corridor, enter the Safe Room on the right. Save your progress and equip yourself with some health items and your best weapon along with ammo (Magnum, Grenade Launcher). Head to the large elevator and activate the switch on the right. If you gave the gun to Barry when you fought Lisa, you'll enter a cut-scene and Barry will catch up and head down to the B4F Laboratory with you. If you didn't give the gun back to Barry, make sure you have Barry's Magnum and head down the elevator.
Head down the short hallway and enter through the door. You'll enter a cut-scene where the mysterious traitor is waiting and he'll show you the ultimate life form, Tyrant. The Tyrant will break free and head towards you. If you have Barry's gun, shoot the gun at the Tyrant and it should die in one hit. If you saved Barry from Lisa, then you'll have to use your own weapons. Keep at a safe distance from the Tyrant, if he gets close, you're gonna get a beating. Just keep firing rounds and he should fall to the ground after a few acid grenade blasts.
--If Barry is still with you, wake Barry up and unlock the door by observing the computer in the northeast corner of the lab. Then head back to the elevator, where you'll find the self-destruct system to be activated. If you've used all three MO Disks, head to the hallway with the locked door and the three levers and head down the stairs to rescue Chris. Head on upstairs to the Laboratory B2F and through the door into the Safe Room. Save your progress and prepare yourself for the final battle!
--If Barry died in the fight with Lisa, unlock the door by observing the computer in the northeast corner of the lab. Search the mysterious traitor's body for a Master Key (you'll definitely need this). Then back out of the room and up the elevator. If you've used all three MO Disks, head to the hallway with the locked door and the three levers and head down the stairs to rescue Chris. Head on upstairs to the Laboratory B2F and through the door into the Safe Room.
MAKE SURE YOU HAVE AT LEAST ONE SPACE OPEN! Head on up the ladder and through the large door on the immediate left. You'll find some First Aid Kits and ammunition if you needed. Keep running through the passageway and you'll hear Brad Vickers on the radio asking for a sign if anyone's still alive. Run to the end of the passageway and pick up the Fuse. Then place it in the open slot next to the elevator to activate it.

Helipad

--If Barry died at the Lisa encounter, you'll head up the elevator, pick up the Signal Rockets, use them, and you're done with the game! But unfortunately with a bad ending...
--If Barry is still alive and with you, you'll leave him to fight off some monsters so you can make your escape to contact Brad. There will be three minutes till the whole place detonates. Take the elevator to the helicopter landing area, pick up the Signal Rockets and use it. You'll send the flare to the sky, then Barry (and Chris if you saved him) will come to join you and the final battle with Tyrant will begin. The Tyrant will be much faster and more deadly than the first encounter. It'll knock Chris over and head towards Barry. Just keep firing shots at the Tyrant but make sure you move out of the way quick when he comes running towards you. If you fire enough shots at it, Brad will toss you a Rocket Launcher. Pick up the Rocket Launcher and fire rockets at the Tyrant until you catch him off-guard. The rocket will destroy the Tyrant and the game is finally over. Well done!
12 Kommentare
Raoul[GER] 15. Juli 2017 um 8:05 
wie kommt man auf die idee chris auf deutsch und jill auf englisch zu machen? LEL
breit.wellen 26. Jan. 2015 um 15:23 
So kann man arbeiten. Danke
MetalHead84  [Autor] 24. Jan. 2015 um 7:37 
So Jill's Lösungsweg ist jetzt Komplett in Englisch.
FaehrtImHarz/ZzK 23. Jan. 2015 um 22:42 
Die Jill lösung is echt kacke übersetzt ,ich versteh nur bahnhof ....
psych0 23. Jan. 2015 um 16:28 
Kaum lesbar, da offenbar nur kurz durch den Google Übersetzer durchgelaufen.
breit.wellen 23. Jan. 2015 um 15:54 
Das Teil ist eine Katastrophe! Hast du dir das ernsthaft mal durchgelesen? Unlesbar!
Dwarf Floyd 20. Jan. 2015 um 14:26 
Das Passt schon! Mein Problem im moment ist, dass ich etwas zu faul bin, obwohl ich überhaupt keine Probleme hätte es mir zu übersetzen, english zu lesen! Suche überall ne Deutsche Lösung aber es gibt halt nirgendwo eine. Danke auf jeden fall! Ich werde danach das spiel denke ich durchspielen!
MetalHead84  [Autor] 20. Jan. 2015 um 14:01 
So ein kurzes statement von mir zur Jill lösung wenn sie dann komplett fertig ist, sie stammt von einem englischen E-Guide weswegen die übersetzung vieleicht ein bischen komisch klingt beim lesen ich hoffe man nimmt mir das nicht übel.
Dwarf Floyd 20. Jan. 2015 um 12:56 
Cool ich schau rein wenn er fertig ist
MetalHead84  [Autor] 20. Jan. 2015 um 12:14 
@Soldat-Hans gibt es aber der lösungs weg ist der selbe wie chris nur das man andere routen nimmt und das man bei jill früher an besser waffen und gegenstände kommt aber ich wollte für Jill auch mal ein Guide machen, dauert nur ein bischen eben.