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General
The walkthrough is based on the PC version of the game. Other versions have differences in
names of keys and objects, but the story line should be the same.
This guide is written in HTML 4.0 with dHTML, CSS, and javascript. You are permitted to copy
this guide elsewhere, but unless you received my explicit permission, all the contents must
remain as is, including all the HTM/CSS/JS files unmodified. Do not omit the css or js files, and
in particular do not strip it down to a plain text file. If you find a modified or incomplete version
of this guide, kindly let me know.
If you want to download the guide for offline reading, use IE5. Do a file|save on the guide and
choose “complete HTML page”, so that the style and script files are included. If instead of this
procedure you do a simple file|save (or use a lesser browser), you only get the HTML and lose
all other things. Story Background
Resident Evil allows you to play as Chris Redfield the Marksman or Jill Valentine the Machine
Expert, leading to different story lines. Chris and Jill belong to the Alpha team of Raccoon City
Special Tactics And Rescue Squad. Together with Barry Burton (Weapons Specialist), Albert
Wesker (Mission Leader) and Joseph Frost (Vehicle Specialist) and Brad Vickers (Pilot), you
arrive to check out the Bravo Team who disappeared during their investigation of mysterious
deaths in the Raccoon Forest. The Bravo Team consisted of Kenneth J. Sullivan (Field Scout),
Rebecca Chambers (Medical), Forest Speyer (Vehicle Specialist), Richard Aiken
(Communications Expert) and Enrico Marini (Mission Leader). After landing, Joseph was killed
by a beast, Brad lifted off the Helicopter without you. So the rest of you escaped into a mansion
where the story takes place. Chris Redfield versus Jill Valentine
Resident Evil allows you to play as Chris or Jill, leading to different story lines. If you are new to
Resident Evil, I suggest you to play Chris first. It would allow you to play the full game. In
particular, this walkthrough makes you see almost everything. After you have completed the
game and the bonus play, then play Jill with or without a walkthrough.
To use the Chris walkthrough, select Chris at the start of the game. Game Play and Tips
During the game, press A to get the configuration screen (where you see nearly all the available
keyboard commands), and Z to the inventory screen. Two F9 to quit game back to title screen
and two more F9 to quit Resident Evil. At the inventory screen, you have access to Map (more
on it below) and File (books you have picked up) and Radio (if you got it). When in front of an
object, press SPACE to examine it (get description of what it is) or unlock/open it.
Chris has only 6 slots to carry items. There is no way to drop an item. You often need an open
slot or two to carry the puzzle pieces around, to get a better weapon, or to get healing stuff. Keep
counting the number of open slots.
There are several mansion keys around. Chris needs them to open doors of the mansion. All of
them are called mansion keys when you pick them up - check the pattern on its back. They open
different sets of doors. If you to unlock (press action key) a door and you have the right key, you
are told that you unlocked the door. If you try to unlock it without the right key, you are told the
door is locked, sometimes together with a hint as to which key is needed. After you have
unlocked all the doors corresponding to a key, you are asked whether you want to discard the
key. Discard it. It is an excellent opportunity to get rid of the item. At times, you should go
around unlocking doors just to get rid of the keys. The mansion keys are referred to by their
unique name (Shield Key, Sword Key, etc) in the walkthrough.
It’s up to you if you want to just run past the zombies or go ahead and kill them. After all it is not
an action game. If you seek out and kill every monster, you run out of ammunition real fast.
I haven’t seen any cheat codes for Resident Evil. There are saved game editors and trainers
around the internet. Yet, the most versatile way is to edit the saved game directly using a hex
editor. The inventory slots and the items in the chest are stored respectively after and before
offset hex 0324.
Walkthrough for playing with Chris
General
The game isn’t divided into levels. But in the walkthrough I break it up into sections so you can
have a better idea what you are getting at. If you are adventurous (and you should be), try read
only the outline and play the game.
Many mansion doors are locked by mansion keys. There are four different mansion keys: Sword
Key, Shield Key, Armor Key and Helmet Key. In the two Crest sections, I would indicate the key
required for the door in {} after the first time you open it. Some doors are locked in one
direction. That is, you can unlock and open it from one side of the door without any key, but you
can’t open the door from the other side unless it is already unlocked by you. They are marked as
{oneway}. Doors not locked are marked with empty brackets {}. With this door-key relation,
you could easier plan your route when you are not following the walkthrough. Other sections
aren’t marked, because you can hardly change the sequence of visiting the rooms in those
sections.
Compass directions are used in the walkthrough when it is confusing otherwise. The top (as
shown in the maps) is called North. Getting Started
· To keep alive, you need a Beretta instead of your knife, plus a lot of Clips for it.
· You can’t leave via the Main Entrance so you need to find other ways to leave the
Mansion. You need to get 4 Crests so that you can open the door at the Outside Passage.
· The Star Crest is in the Crow Gallery. The Wind Crest is at the Small Tiger and you need
the Blue Jewel to get it. The Blue Jewel is on the statue in the room above the Dining
Room.
· To get the Crests, you need a few Mansion Keys to unlock doors. Get Sword Key from
Rebecca Room and Shield Key from Dining Room (revealed after exchanging the two
emblems in the Dining Room and in the Bar Room).
· Meet Rebecca and get a chance to arrange inventory and save game.
· Since you can’t carry that many items, store the two Crests at the Outer Passage before
looking for the rest.
Details
From Main Entrance go up stairs and to the right of the 2/F. Go to SE door{} (right above blue
double door). Get Small Key. There are many Small Keys at various locations. All of them are
identical. They are used to open desk drawers. Proceed North and enter room{} to your East. Go
East and then turn right to South to examine Forest on the terrace and get clip. Quickly leave to
avoid Crows.
Back out to opposite side of 2/F (right above Dining Room) into Blue Jewel Room{}. Kill
Zombies and push statue holding the Blue Jewel over the edge. Collect the Blue Jewel later. For
now go through far door{} on NW into West Wing Upper Corridor. There are 3 Zombies ahead.
Try run past them (or some of them): you probably don’t have sufficient ammo to shoot every
Zombie you would encounter. Down the West Wing Staircase. There is a Zombie on each side of
you. They are slow so just rush into room{} behind stairs (the only door you would see when
you arrive downstairs) and meet Rebecca Chambers. Get Sword Key on bed; store Combat
Knife, Small Key and F-Aid Spray (it recovers your health completely, so use it only when you
are in red danger status) in chest, get Clips from Chest and combine them. There are several
chests around the game area. You can store your collected items inside. Take the opportunity to
get rid of useless items. All the chests are curiously connected together by wormholes. Whatever
you placed in one chest is retrievable from others. Save game. Carry the Beretta, Clip, Sword
Key only, keep 3 slots open.
Say Yes to Rebecca and leave room. She would stay behind to prepare chemicals. Saying Yes
leads you to a fuller game. Outside Rebecca Room back to hallway (let’s call it Rebecca
Hallway). If you haven’t shot them, there are Zombies on your left and right. Run to end of hall
(first go N then E) and through door{}, avoiding Zombies.
Immediately turn to the right and run to the South end of this F-Shaped hallway. Go through door
{oneway} into Kenneth Corridor. Proceed to the far left. Enter Bar Room {Sword} that is next to
double doors. Move around piano and push case away from bookshelf. Get Music Notes and use
them at piano. Chris can’t play the piano; Rebecca will show up. She knows a bit, but she needs
some practice. Let her.
It would take her a variable amount of time to practise, and the secret door won’t open till she
can play the Moonlight Sonata. So go through Kenneth Corridor to the Dining Room. Get Blue
Jewel from Statue ruble. Get Emblem from above fireplace. Return to Bar Room to see her. If
she is not yet ready, either wait for her here or get the Chemicals (see below) and come back to
check. If still not ready, go to the Small Tiger Room and the Greenhouse (also below) and back.
Remember to keep an open slot.
When Rebecca plays the sonata, a secret door will open. Go into Secret Room and take Gold
Emblem. Replace it with Emblem.
Arm your Beretta and go back to the F-Shaped Hallway to shoot away the Zombies. Go half way
North and turn right (East) into the short hallway. Enter the Small Tiger Room{}. Examine the
Small Tiger. Use Blue Jewel to get Wind Crest.
Go across (West) to Small Bedroom {Sword} to get Clip, examine desk and kill surprise
Zombie. Get and file Keeper’s Diary to see what happened in the Mansion. Get Shells for your
next weapon.
Back to Rebecca Room, store Shells and save game. Don’t carry the Ink Ribbon around. Most
typewriters have a chest next to them, so you can get the Ink Ribbon from the chest. During the
game, try to create a ribbon with only a single use remaining. It would be useful later on.
Go to Dining Room and place Gold Emblem above fireplace and get Shield Key from behind
clock.
Go to Main entrance and go through the Double blue doors{} at SE. Go to door {Sword} on
other side and unlock it. Sword Key should now be discarded.
Through door and run East and then North to avoid the Cerberus (dogs) jumping from window.
Through door{} at far end into the Winding Hallway. Go back to Dog Hallway and take out
dogs. Move chest and get Clip.
Back to Winding Hallway again. Get and use green herb if needed, but keep one slot free. Green
herb improves your health. Move to the end of Winding Hallway and go through the double
doors{} at the end. Get ready for two Zombies.
Go to West end of hallway and enter door on the left{} into Crow Gallery. Ignore the noisy but
peaceful crows. Examine the 1st picture It is called "All living things are destined to die", the
theme and hint of the gallery. Examine the pictures and hit the switches in order from youngest
to oldest. New born baby (3rd), infant (5th), lively boy (6th), young man (4th), tired middle-aged
man (2nd), bold-looking old man (7th), and finally people mourning for the dead (last). Get Star
Crest. Leave Crow Gallery and back to, let’s call it Crow Hallway.
Go into Grey Door {oneway} in middle of Crow Hallway and get ready to fire at Zombie. Get
Green Herb. In front of you is the East Wing Staircase. Turn right and go into Storeroom{} (the
only room under the staircase). Store Small Key and Herb, get Wind Crest and save. Whenever
you have the chance (and free slots), grab herbs and store them into the chest for later use.
Out of Grey Door back to Crow Hallway. At West end (near Crow Gallery) turn right and
proceed to far North. Enter door{} into Outside Passage. Get ready for a Cerberus. Notice that it
is very difficult to shoot at a dog when it is pulling its head backwards and downwards. Better
wait till it rises up to shoot it. Examine board at end of passage and store Wind and Star Crests.
The other two Crests
· Get the Armor Key to find the Sun Crest in the Armor Room. Armor Key is guarded by a
nasty plant so get Chemicals to use against it.
· Before the two Crests, get the shotgun, but get the broken shotgun first.
· The story is speeding up. Get through the Courtyard and enter the Guard House.
· Visit Dormitories 001, 002 and 003, including a trip to the Control Room. Go meet Plant
42.
· With the Helmet Key, you can now enter the remaining rooms in the Mansion. Your
objective is to get Battery to activate the defunct elevator and an MO disk for the finale.
· What you thought to be empty corridors are now inhabited by Hunters. They are
fearsome, fast, and much more difficult to kill.
· Rebecca may need some help, but get the Colt Python from the Small Tiger first. And for
that, you must get the Red Jewel for the right eye of the Small Tiger.
· The waterfall you created in the Courtyard is hiding a passage behind it. You need to stop
the waterfall while still be able to get to the Lower Courtyard. So you need to use the
defunct elevator.
· Pass the second rolling rock and get the second MO disk for the finale.
· Get the three Passcodes from various places using the three MO disks.
· Activate the elevator from the Power House. Ride elevator to meet the Tyrant.
· If you successfully rescue both Jill and Rebecca, you have the best ending, flying away
with Jill sleeping on your shoulder. You also get the Special Key. Remember the Closet
on the Mansion 1/F in the Mirror Room. That is the only place you haven’t yet been to.
The Special Key opens the Closet. Yet you still need the Armor Key to get inside the
Mirror Room.
· If you only have Rebecca with you, you will miss Jill a lot but still get a good ending,
albeit without the Special Key.
· If Rebecca is dead, then the Self Destruction Trigger would not be activated and you get a
bad ending. If Jill is with you, both of you are deely sad, about Rebecca, and if you are
alone, you look worse. You fly away with the Helicopter with the knowledge that the
monsters are still active down there.
If you complete the game within 3 hours (very unlikely for Chris, impossible if you are
following this walkthrough), then you also get a Mini Mi (a big machine gun) with unlimited
ammo. Have fun shooting around with the machine gun!
Since you have already played the game before, you may as well cheat to give yourself the Mini
Mi by editing the saved game.
So play the game as before. You may forget about the various reports. If you have the Mini Mi,
forget about the weapons and ammo also. When you finally come to the Mirror Room, unlock
the Closet with the Special Key and enter. Go to the end of it and examine. You can now change
your clothes. The new jacket looks nice. Notice that after this, all the cut-scenes correctly reflect
your new costume, as it has always correctly reflected the weapon you are carrying. That is why
the cut-scenes are not video clips. Video clips are constant and shows the same thing every time.
Cut-scenes are rendered when you view it. Chris nearly never appear in video clips, except once:
when you first have a good look at the Tyrant on level B4, there is a video clip including a hind
view of Chris wearing the regular uniform even if you have changed them.
Jill Walkthrough
General
The Jill walkthrough only highlights the general direction and the differences from the Chris
game. Since you have followed the Chris walkthrough and completed the game, you don’t need a
spoon fed guide anyway.
The Jill game is less tough. She can carry 8 items, is better armed and can pick some locks (so
she doesn’t need the Sword Key and the Small Key, but still need other mansion keys). Jill also
receives some help from Barry at times.
Since Jill has the Bazooka, she got various Bazooka Rounds at various places where Chris would
get something else. And she won’t find the Sword Key or any Small Keys since she doesn’t need
it.
It is not difficult to finish within three hours with Jill (I took 2 hours 16 minutes). Ignore
irrelevant things like reports, files, and even clips. Run fast. Mansion
Start in Dining Room, get Emblem. Go to kill Zombie in the Kenneth Corridor with your
Beretta. Out to see Barry. Out to Main Entrance. Wait till Barry gives you the Lock Pick.
Barry would ask you to explore the East Wing. So go to Map Room, Dog Hallway, Winding
Hallway. Go directly to the Shotgun Room. Get Shotgun and leave. Barry will save you from the
trap. Warning: if you have collected the broken shotgun, you need to put it down here like Leon
because Barry will leave you alone! To behead Zombies, Jill need to aim high.
Get the Crest from Crow Hallway. Pick up Chemicals from Storeroom. Get rid of the Combat
Knife. Go upstairs and head back to 2/F of Main Entrance via Antler Hallway and U-Shaped
Hallway. Barry will meet you and give you an Acid Round for the Bazooka.
Go to visit Forest and get Bazooka. The Bazooka carries six rounds and needs reloading
manually. It can be filled with three different types of rounds: Explosive, Flame and Acid. It can
hold one type of them at a time, so you can only switch content when the Bazooka is empty. It is
an excellent weapon, except that it can be evaded by the faster enemies. I found that it is easier to
shoot the Dogs with the Shotgun or Colt Python, while the Bazooka is good for all other
enemies.
Go to Blue Jewel Room and push statue over edge. Down to Rebecca Room, except that Rebecca
won’t appear in the Jill game line.
Go to Greenhouse to get Armor Key. Get ammo from Bedroom opposite Small Tiger Room. Go
the Bar Room. Get Music Notes and play the Sonata yourself. Exchange emblem in secret room.
Go the Dining Room to place Gold Emblem and get Shield Key. Collect Blue Jewel. Get Crest
from Small Tiger Room. Out to Rebecca Hallway and get Shells from Ammo Room.
Consolidate inventory. Take Armor Key, weapon and ammo. Get ammo inside the door on the
NE of the Main Entrance. If you have the Special Key, enter Mirror Room and then Closet to
change your clothes. Now you look gorgeous! Kick the top off the crawling Zombie so you can
admire yourself in front of the big mirror.
Go upstairs to the Armor Room to get Crest. Then to the Richard Hallway. He is wounded but
alive, so talk to him. Rush to Rebecca Room to get Serum. Save game if you need to. Save the
Armor Key but keep the Shield Key with you. Get the Radio from Richard and enter Attic (or
first get clips from the room on the narrow hallway). Kill the Snake and get the last Crest. If you
are poisoned, Barry will save you and you awake in Rebecca Room. Anyway, get all Crests, arm
yourself and leave via Outer Passage. Guard House
During your trip, the Radio will beep and you can select the Radio and listen. But if you want to
end it within three hours, forget about everything irrelevant.
In the Guard House, the game is nearly the same as Chris. In the Spider Room, the cue sticks will
read 3:45 instead, so the code for unlocking the Chemicals Room is different.
Since Jill can handle chemicals herself, you can go to the Chemicals Room and prepare V-Jolt
and use it on Plant 42 roots when you are in the Shark Hall. Then the fight against Plant 42
would be much easier. Otherwise, face Plant 42 boldly. Anyway, it will wither on your attack,
and then grab you. Barry will save you. Back to Mansion
Back to meet the Hunters in the Mansion. There is no Rebecca to save. Visit the Doom Room
and the Storeroom. If you prefer, you may forget about the Colt Python also. Saves you a lot of
time. With or without the Colt Python, go upstairs to meet the Snake.
Kill the snake yourself. Examine the hole. Barry will arrive and help. Climb down. The rope
drops. Barry says it is an accident. Wait for Barry to come back. This decides the story line. If
you don’t wait for him and proceed down the ladder, he will die in the ending.
When Barry come back with another rope, he would also give you a pass code. If you want to
explore the basement like Chris, you can. After you get the MO Disk and the Battery, you can
follow Chris by leaving via the staircase in the Kitchen, or better still come back and climb up
the rope and avoiding the two Hunters in the Kenneth Corridor.
On the other hand, you can avoid the basement altogether. Go to the North end of the West Wing
Upper Corridor. The door there has a security keypad that Chris cannot open. With the pass code
from Barry, you can unlock and open this door. Wipe out the Zombies to get the MO Disk and
the Battery.
Either way, leave Mansion for good Courtyard Basement
Proceed to the Courtyard Basement like Chris. Enter the room on the right side of the ladder to
meet Barry. He will offer to help you. Trust him and say yes. Otherwise you get the bad ending.
Then he ask if he should go first. If you let him go first and don’t meet him on the left door, you
would soon find him dead at the ladder. If you go first yourself, he would kill a Hunter for you.
The rest is similar to Chris.
One difference is Jill doesn’t have the Flame-thrower. Leave an open slot to pick up the Combat
Knife at the Giant Spider to unlock the web door.
Proceed to the Lab under the Fountain Arkley Laboratory
Proceed like Chris. If Barry isn’t dead, he accompanies you down the elevator to B4. If you have
waited for him at the gravestone, he would knock Wesker out. You two go inside to see what the
Tyrant is. Barry fiddles with the computer terminal and let the Tyrant out. Otherwise, Wesker
escort you to the Tyrant like he did with Chris. In either case, kill the Tyrant.
If you come in with Barry, talk to him. Wesker has activated the Self Destruction Trigger. If you
come in with Wesker, the lab will not be destroyed. Get the Lab Key I. You would find Barry die
before your eyes on the B2 Corridor.
In either case, get away with or without saving Chris.
If Wesker has activated the Self Destruction Trigger, meet and kill the second Tyrant After the
end
You are then allowed to save the game. Do so. Load that game and you start again at the
Mansion Main Entrance.
· If you successfully rescue both Chris and Barry, you have the best ending. On the
helicopter, you sleep on the shoulder of Chris with Barry reloading his gun opposite you.
And you get the Special Key for the nice cloth change.
· If you only have Barry with you, you would miss Chris but still get a good ending, albeit
without the Special Key.
· If Barry is dead, then Wesker won’t activate the Self Destruction Trigger and you get a
bad ending. Next time, trust Barry.
If you complete the game within 3 hours, then you also get a Uzi (a small machine gun) with
unlimited ammo.
If you complete the game without doing any saves, then you get a Rocket Launcher with
unlimited ammo. Note that Rocket Launcher is not a very effective weapon because it only
shoots horizontally and is terribly slow. While superb for the Tyrant, it is useless against
Cerberus because they are too fast.
So play the game as before. If you have the Uzi, forget about the weapons and ammo also. Visit
the Closet like Chris. The new outfit is marvelous!
Questions awaiting answers
It is reported that sometimes you finished the Jill game under 3 hours but get the Rocket
Launcher instead of the Uzi even with games saved. When exactly does one get which weapon?
Has anybody killed the snake in the Attic? Reader Jenn answered this one: you can kill it with
the Rocket Launcher.
Anybody knows when Rebecca would be threatened by a Hunter and when not?
Has anybody killed the second Tyrant without using the Rocket Launcher?
Anybody knows how to change the time elapsed stored in the saved games?