Playstation Cheat Codes
Resident Evil (all versions) (walkthrough)
This walkthrough works with all full versions of Resident Evil.
|Playing as Chris||Playing as Jill|
|Go to hallway
and see zombie.
Run back out to Main Entrance and pick up Jillıs Berreta get Ink Ribbon
Go back to through to first zombie and get 2 Clips from dead body (Kennethıs).
Go back to Main Entrance.
Go to Blue double door and move stairs to get 1st Floor Map, move chest
and get and Ink Ribbon in small room. Beware of Zombie
Main Entrance and go up stairs and to the right at the first tier, go to
door a t the far end (above blue door) get small key. Down hall to examine
Forest on the terrace and get clip. Quickly leave to avoid Crows.
Back out to opposite side of upper level (above Dining Room) Kill Zombies
and push statue over the edge.
Get Blue Jewel from Statur rubleDining Room below.
Back up to above dining room and through far door on opposite side of
where you entered.
3 Zombies must be taken out and then down stairs.
Zombies are easily avioded by running here so conserve ammo and got to
first room behind stairs and meet Rebbeca -get Sword Key on bed - store
Knife, Small Key - get Clips - Save -
Leave without Rebecca and contiue to end of hall and through door
Immediately turn to the left an run to end of hallway - Make sure to have
at least 30 round and shoot away at oncoming Zombies.
Next got to smallTiger Room in short hallway and use Blue Jewel to get
Go across to small bedroom to get Clip, examine desk and kill surprise
Zombie. Get Keeperıs Diary- Shells, leave if you only have one slot
Go through door at the end of the hall and proceed to left (up) and enter
Bar Room, (next to double doors.)
Move to around piano and push case away from bookshelf - get Music Notes
and use them at piano -Rebecca shows up to practice let her do that - got
to Dining Room
Get EMBLEM from above fireplace in Dining Room, go save in main hall and
return to piano room where secret door should open *You should have at
least one open inventory slot.*
Go into Secret Room and take Gold Emblem. Replace it with Emblem.
Go to Dining Room and place Gold Emblem above fireplace and get Sheild Key
from behind clock.
Go to Main entrance and through the Double blue doors. Go to door on other
side and unlock it. Sword Key should now be discarded.
Through door and run like the dickens to avoid Dogs and reach door way.
Go back to dog hallway and take out dog. Move chest and get Clip.
Bacck to winding hall. Get green herb and unlock door next to where you
entered but do not enter. Proceed doown hallway go into door at corner
Drain tub and get small key. Leave.
Move to the end to long, winding hallway. Through the double doors. Get
ready for two Zombies.
Go to end of hallway and to door on the left (Crow Gallery).
Inspect the pictures and hit the switches in order from youngest to oldesy.
Newborn, Infant, Lively Boy, Young Man, Middle-Aged Man, Tired Old Man,
and then Picture at End. Get Star Crest. Leave.
Go into Grey Door in middle of hall and get ready to fire at Zombie. Get
Green Herb. Go into Storeroom. Get other crest if necessary and save.
Out to Back Hall. End of Hall on the right is a door that leads to out
side passage. Get ready for a Dog.
Place Wind and Star Crests at end of passge.
You now should get the Chemicals (in Storeroom) and proceed to area where
to Tiger Room is located. At the very end of the L-shaped hallway is the
Use Chemicals in pump to kill off plant. Got to the area behind the plant
to get the ARMOR KEY. Use Herb if required. ***Remeber this room if you
Leave to Green House and go through the next door with three
zombies(maybe). Go to the door immediately on the right.
Get Broken Shotgun, Clip, and use Small Key to unlock desk to get Shells.
*You may have to do inventory adjustment in Rebecca Room.*
Now proceed back to the Winding Hallway with the Bathroom. Enter room that
is opposite the double doors and go through to Living Room ***You should
have Broken Shotgun and one available inventory slot.***
Replace Shotgun with Broken Shotgun. You are now a killing machine!
Proceed to Main Entrance and enter door next to blue double doors. There
is a Zombie inside just around the corner. Get Shells using Small Key.
Proceed down hallway to Mirror Room. Zombie is slow so avoid him if you
can. Get Ink Ribbon and Herb if necessary.
Make you way upstairs. Go to the right at the first tier and into first
door at top. Get ready for 2 Zombies in u-Shaped Hall.
Go into double green doors. Carefully move statues over the circle grates
on the floor. Hit switch to open the show case. Get the Sun Crest.
Go to end of U-Shaped Hall and into Small Library and get Botany Book to
file. Out opposite door. Get ready for two zombies and one waiting at far
end of hallway.
Go into door in the middle of the hallway and have shotgun ready for Zombie.
Go to Small Office on your left (top). Examine insect display and hit
switch to drain aquarium. Push auarium to the right and them move cabinet
toward it. Get Shells. Get Researcherıs Will on the desk.
Go to Bedroom on opposite end of Antler Room. Lighter is found here. Take
it. There are also Shells and Red herb. Leave Antler rooms.
Move to end of hall and into Blue door. Use the Lighter on firplace to
reveal Map of 2nd floor. Leave and go to down the stairs and to Storeroom.
Load up on Shells and make sure your life is replenished.
Make you way back upstairs to the U-Shaped hallway and into door that you
havenıt entered. (Make sure to have the lighter)
Move down the hallway and examine Richard - get Clip. Now go through next
door and get ready for a Zombie.
Move upsatirs and unlock door. Sheild Key should be discarded. DO NOT
enter. Back down stairs and down narrow hallway.
In this room use the Lighter on the candles to reveal secret room behind
case. Move case and get Shells in small room. Clip is also found in main
Now proceed back to short staircase and enter unlocked door. By exploring
you will encounter a snake so let him have it. Blast away and it will
retreat. Examine the hole where it came and went to get final Moon Crest.
Shells are also in Attic. Proceed out - you will soon collapse from
poisoning and awake in the Rebecca Room.
Get Two Crests and move to outside passage and place in final spots in
Ouside Passage. You should store eveything but guns and ammo now.
Through the now open door and push stairs to shelf. Climb up and get
Square Crank. Thereıs a small key on the one of the barrels.
Move through double doors and be ready for three dogs. There is a Map of
Garden on the wall next to useless elevator. Go through gate at other end
Move around pool and use crank on square hole. Water will drain and reveal
passage. Go across passage and run crazy for the elevator or the snakes
will poison you.
Down the elevator and prepare for DOGS. Move through gates and look out
for three more Dogs. Proceed to Guard House.
Push Statue down the hall and cover hole. Save Room is first door on
right. Store the Square Crank.
Go into door across from Save Room and look out for 2 Zombies. Go into
first door and drain the tub. Get Control Room Key from tub. Explore the
bedroom to get Red Book and Small Key and Shells.
Store Red Book and then got to door in area where you moved statue. Move
down hallway and go into first door you come to.
Move down passage to left by waspsı nest and grab Dormitory Key 002. Run
and leave room. Continue down hall to Room 002. Discard key 002. There is
herb hidden behind Statue. Enter Room 002.
Inside first door(bathroom) will be a Zombie and a Clip. Leave clip. You
will be back. Proceed back into other room and get Dorm Map, Plant 42
Report, Leave Shells.
Push cabinets to reveal ladder down. Go down to Lower Passage.
Push the three boxes into water to create a walkway. The first box will
have to be pushed backwards, at first, to get it away from the wall. Go
through double doors at the end.
Run, Run, Run! Look out for the big fish! Move around to other side of
room and into Control Room. Discard Control Room Key! Flip the Lever to
drain rooms. Hit button next to door to open Weapon Storeroom next door.
Go to room next door.
Get the dormitory Key 003. Two Clips and Two boxes of Shells are here, but
be sure to save one slot for a Small Key that is found in corner of room
directly across from the one you are in. Go get the Small Key.
Load up on all that you can carry and head back up the ladder. Take a look
at the sharks doinı the oleı crappy flop. Be sure to collect ammo that you
left in Room 002.
Move back to Main Guard House Hall and enter Double Red doors. Have plenty
of Shotgun Shells to take on the two Giant Spiders. You will most likely
be poisoned and there is Blue Herb near the entrance to the Guard House.
Get Ribbon, Clip, and take a look a the pool table.
Get Red Book from Save Room and stock up the ammo for a big fight.
Navigate back to the Room with the Waspsı Hive and enter Door 003. Discard
Enter bathroom and kill Zombie. Get Clip from the floor. Back into
bedroom. Get Ink Ribbon from desk using Small Key. (It may be wise to save
now if you havenıt for a while.) Go to book case and replace V-Jolt Report
with Red Book.
The other cabinet will move to reveal a door. Go in the door and be
prepared to meet Plant 42. Stay to the side and run to avoid the falling
acid. A trail of white will tip you off to when it will drop. Youıll
probably only get one or two shots off before youıll have to move. Get
Helmet Key from fireplace.
Move out and encounter Wesker, load up the ammo and head back to the mansion.
Once you enter the mansion again youıll be introduced to the Hunters. Take
the first one out and enter first door on the right using Helmet Key.
Go to the desk and turn on the light using switch. Get the Magnum Rounds
on the Desk, Leave the DOOM Book for later if you donıt have the space.
Go to Grey Door that leads to the Storeroom. Look out for the Hunter. Read
the note behind the stairwell and enter Storeroom. Store the Magnum
Proceed back to hallway where first hunter was encountered and go through
double doors. Slowly move down the hallway and youıll encounter another
Hunter. Take 'em down! Contine to end of hallway and through wood door.
The next hallway has two spiders in it but thay can be avoided by running
to the entire hall. Make your way to the main entrance and go upstairs.
Now go to the room above the Dining Room where youıll be greeted by a
couple Hunters. To conserve ammo take out the first one you see quickly
and run that direction to avoid the other. Proceed to the far door and get
ready for more of the same.
After disposing of the tough Hunters, move around staircase and enter
first door on the left. Pick up Orders and Shells, leave the Magnum Rounds
if it is the last slot. Hit switch next to door and look at the head above
the fireplace. Push the stair in front and clib to get Red Jewel. Leave.
Head down the stairs and lend Rebbeca a helping gun. Go to Rebecca Room
and do use the Ink Ribbon.
Go to the end of the hall and toward the Tiger Statue Room. Two Nasty
Hunters await you in this hall. Use the Red Jewel at the Tiger Room to get
Colt Python. (Remember that there may be Health Herb in the Greenhouse.)
Move back the way you came and make you way back to the Storeroom (near
outside passage). Grab the Colt and head upstairs. You should see a Hunter
in the hallway. Let em have it.
Proceed to the end of the long hallway and into room with fireplace Two
Zombies should be there. Save Ammo and go to next door.Unlock the door.The
Helmet Key is now useless. GET READY!
The Snake Room is activated by touching the piano in the corner. Itıs will
take numerous rounds to kill this nasty reptile, so have plenty of health
and ammo. One you have taken care of the Snake, make sure you have the
Shotgun before you drop into the hole.
Once youıre down move to the gravestone and hit the switch to activate
trap door. Go down the ladder. There will be 2 Zombies in this area, the
first is around the corner guarding a box of Shells. Get the Shells and
proceed to the far door.
Two Zombies are feasting on another and behinfd them is 2 Green Herbs.
Move toward them and donıt attack until they stand. (Take them on only if
youıre in dire need of health.) Move down to door that will take you into
In the Kitchen youıll find a Small Key on the counter. Thereıs a dying
Zombie lying near an elevator to the right of where you entered. It is
probably the best to let him grab you ankle if youıve got health to spare.
The head stomp will save many rounds. Proceed up the Elevator.
When you get to the top a Zombiw will be right there. Take him out and
proceed in that direction if youıre low on ammo. Go into closet that is
Two boxes of Shells and a Battery are here. Leave the Battery, but remeber
to save a slot for it.
Leave closet and quickly run back toward Elevator and look for a Zombie
end of the hall directly ahead. Thereıs also Green Herb it a small nook.
Go into Blue double doors and get ready to shoot.
Once youıve taken care of first Zombie there is a desk in the corner to
the right. Use the Small Key and get the Magnum Rounds. Move to door in
opposite corner and beware of the Zombie thatıs behinf the bookcases.
Youıll find a Scrapbook to file. Move through door and move straight
Moving straight ahead will run you into a statue. Push it just enought to
get around it and then go to statue with Red Switch. Hit the Switch and it
will light a small area. Push the statue over to lit area and Secret
Office will open. Get the MO Disk. Leave.
Move to the other side of the room and push bookcase to the top of the
screen, (away from blue doors.) Enter the Secret Observatory and get Ink
Ribbon and Clip if you have the space. Look out window. Return to Closet
to get Battery.
If you need the health and have some ammo to spare, continue down hall
past the Closet. Thereıs a Zombie right next to the closet door and
another when you continue into the next door where there is also Green and
Blue Herb. There are also 2 Zombies feeding down at the ens of the passage
and a door that cannot be unlocked.
Move back to Elevator and return down to Kitchen. Move to door and
stairwell at the opposite end of the Kitchen. You be presented with a
cut-scence and fresh Zombie to kill. Move to F1 via stairs.
Move around elevator and unlock double doors. Youıll enter a familiar
hallway and greeted by two hunters. Take em on if you dare or get out
quick! Proceed to back Storeroom.
In the Storeroom consolidate inventory and be sure to have the Doom Book 1
stored. Take Square Crank, Battery, and any guns with Bullets. Proceed to
In the Outside Passgage there is a Hunter in the middle of your path. If
youıre bold, take him out. With some quick movements it can be avoided.
Move through the Courtyard and arcoss waterpath, past snakes, down
elevator to Lower Courtyard. Use Battery on othe elevator and go up. Move
back to large pool and Square Crank panel. Use the Square Crank to stop
the water. It may be a good idea to go back and store the Crank because
youıll no longer need it.
Move back down to Lower Courtyard and down ladder that was behind
Waterfall. You should have Shotgun and other loaded guns. An Ink Ribbon
would be useful, but only if it has one use left.
A Typewriter is directly ahead and around corner. Save if you have less
than two slots open. Otherwise go into door directly at the bottom of the
There is a Flamethrower on the wall. (We left it alone, but it can be
useful.) Proceed to the left and through the door.
In this large room there is F-Aid Spray and a box of Shells on the far
side. Get those and move toward passage to Enricho Door.
Go to the end of the hall and see Enricho cut-scene. What did he mean by
double-crosser? Enricho has a Clip but save room if it will fill last
Move back to out and youıll immediately be attacked by two Hunters. Take
these two down!. There is also a Crank ahead. Use F-Aid Spray if
necessary. Move out and be ready for two more Hunters in this next area.
Move out either door and yet another Hunter will await. Replace
Flamethrower (if necessary) and exit area. Move down to area next to
Use Hex Crank on panel and move through door. Make sure to have one open slot.
Get Flamethrower and run down to trigger rock. Duck out at entrance. Now
move to area where rock rolled and look for a Hunter there. It is possible
to get more Flamethrower Fuel ant the opposite end of passage, but it also
triggers another Hunter. Proceed through double doors and Giant Spider.
Run around Spider and use small blast to kill him. Four or five rounds
with the Colt should do the trick. Leave and reenter to dispose of Small
Spiders. Use Flamethrower or Combat Knife on Web Door. Go out an to the
rom to the left.
In this save room there is Blue Herb, F-Aid Spray, and Ink Ribbon. Use the
Blue Herb first if youıre poisoned and then the F-Aid Spray. Save and take
Hex Crank and Flamethrower with you.
Move out and to opposite end of hall, youıll need to run because of snakes
on the ceiling. Replace Flamethrower to open door and go.
Move to the left (up) and down passage. Use Hex Crank three times (x3) on
crank panel to access small passage. Run down and trigger boulder and duck
into small passage. There is a Map and MO Disk in area where boulder was.
Move into secret room and move Statue down wall to line up with
highlighted area. Use Hex Crank two times (x2) on panel to move statue
away. Push statue to highlighted trigger and grab Doom Book 2.
Return to Store Room and stash Crank and pick up Doom Book 1. Have at
least three slots. Proceed back to other end of passage and through door.
Move to the left (down) and go up elevator to Fountain Area. Check both of
the Doom Books through the inventory menu. Turn the booksı and use the
action button to inspect all sides. The books will eventually open to
reveal an Eagle and a Wolf Medal. Use thes on the appropriate ends of the
Founmtain to reveal stairs. Before you go down acquire an the Blue and
Green Herbs. Mix Green-Blue if necessary.
Go down Fountain Passage via stairs and elevator. Once down, move around
corner and down ladder.
There will be a Storage Box here so grab the pistol, and any other useful
weapons with ammo. Procced through door and be ready for 3 Zombies. If You
have limited ammo run directly around to stairs and down. Otherwise take
the them out and get MO Disk from Desk in nook next to double doors.
Thereıs also Green Herb in this passage. Down.
Go directly through double door at the bottom of the stairs and then
through the first door after that. Hit Red Switch to turn on lights. Get
Researcherıs Letter, read to get Login and Passwords. Push bookshelf away
and use blue switch to dicypher code words on painting. Clip is in box
next to sink. Green Herb is also here. JOHN ADA MOLE. Leave.
Move back out double doors and run straight ahead to door and into Small
Lab. Use Computer and Passwords to unlock B2 and B3 Doors. Get Slides from
floor. Move out and back up stairs.
At the top of the stairs move striaght ahead to doulbe doors. Enter
Use Slides on Projector, acquire Security System File, and open panel and
hit switch to activate secret panel. Get the Lab Key. Return down.
Run to door at opposite corner of stairs. Avoiding or taking on the slow
but deadly naked Zombies. Use Lab Key on Lab Door that is marked with red
emblem. Lab Key is now discarded.
A Zombie will be directly ahead. There is also one around each corner. Go
directly ahead to Save/Storeroom. There is an Ink Ribbon, Magnum Rounds,
and Herb in this room. Save and take Shotgun and Magnum and One (1) MO
Disk with you. Leave and go back to Operating Room.
Get Shells and Red Herb. Move boxes and stairs to get to air duct. Go
through and enter the Morgue. Use MO disk to get Passcode 2, get Magnum
Rounds from shelf. Exit and be ready to blast if you havenıt killed all
the Zombies. Go back to save room and load up on herbs for next mission.
Power Maze - Bring MO Disk/Health(s) -
Review the area map and look for the doors - Run to terminal in corner
opposite the door to activate power panel. Go to far door to enter next
maze. Get Pass Code 03 from terminal that is straight ahead. Run through
avoiding the ceiling hunters to main generator room. Activate the terminal
on the left side. Run out. There are Two hunters in first room and three
Now with MO Disk and some weaponry, head back toward the stairs and go
through double doors and through door midway down the passgae. 4 Zombies
It is possible to get more than one Zombie with the Shotgun at close
range, (three is our record.) Get Fax File from wall and use MO Disk on
output machine to get Pass Code 1. Leave and go to end of hall.
Use passcode machine to enter codes and prceed to cell to be reunited with
Jill. The door is locked so return toward Save/Storeroom and move to
Tyrant Elevator that is at the end of the hall. Rebecca should join you.
*You should have at least six rounds of Magnum/ Shotgun or at least 15 or
Up and encounter Weskerıs evil plan and heıll introduce you to the Tyrant.
Take him on and then use the computer terminal to unlock the door. Go out
and down elevator.
Now make your way back to Jillıs cell and free her. Look out for the
Move upstairs and Zombies are everywhere! Run past those slow guys and to
the ladder. Make sure to have at least one open slot.
Up ladder and through Emergency Door that is right next to you.
Down the passage and get the Battery. Use it on the elevator. Up.
Get flare from box right next to elevator - Use it in middle of Heliport.
Await the return of Tyrant. Aviod him until Brad drops Rocket Launcer.
Start the Jill storyline and with Barry run into the dining room. Get the emblem and go
into the next
room. Kill the zombie and get ammo.
2- Return to Barry and the to the main hall. Get lock-pick and head off to the right room. Don't bother
with map and ink ribbon.
3- Enter hell hound room (where 2 hell hounds leap out of the window at you.) Either a-)kill them or
b-)run past them and quickly grab the clip by moving the second cabinet.
4- Go through the door at the end of the hound room and pick up the plant. Go into the shotgun room and
take it. Leave and the ceiling should come down on you. Barry will come and save you in the nick of
5- Go into the next hallway (door across the shotgun door) and run into the picture room (the room with
the crows/ravens and paintings.) Flip the switches in order from new born baby, infant, young boy, young
man, middle aged man to bold old looking man. Flip the last switch to get the medallion.
6- Leave room and run to the storage room. Pick up plant chemicals. Exchange items--take only shotgun,
beretta, and clips (herbs if you think you'll need them).
7- Leave storage area and go up stairs. Kill the right zombie. Run down the hall and through door. Run
down hall into the main hall-upstairs. Barry will be there to give you acid rounds for the bazooka. Run
over to the patio room to see dead Forest. Get bazooka.
8- Return to main hall upstairs. Go across to next room and enter upstairs dining room. Kill left zombie
and push statue down. Exit through back door.
9- Kill zombies and go down stairs and go into second storage room. Feel free to save your game with the
ink ribbon on the bed. Exchange items--take chemicals, wooden emblem and weapons you feel good
10- Run to nursery and poison the plant. Get key. While there, pick up red and green chemicals. Mix them
to save room and have good healing items. SAVE atleast three spaces in inventory.
11- Go down hall into the caretaker's room. Pick up clip and go to desk. Kill zombie from closet (one
good quick shotgun blast to head) and pick up ammo (don't need to pick up diary. Waste of time...) for
the shotgun. MAKE SURE you still have atleast two spaces still.
12- Exit room and turn right, down to the door. Unlock door and you should be in the hallway where
Kenneth's body is. Turn left into the Bar/Piano room. Get sheet music and play piano. Go in the secret
room and exchange emblems.
13- Return to dining room. Place gold emblem over fireplace and get armor key. Run around table and
pick up blue gem. (Inventory should be about full)
14- Return to hall (where Kenneth's body is) and turn right and take first door on left. This will take you
back to the hall with the nursery and tiger statue. Go to tiger statue room and exchange blue gem for the
15- Go to the back door (the hall with the ammo room and storage) and enter the ammo room. (The room
with the broken shotgun.) Pick up clip and shotgun ammo. Should be able to carry these because
hopefully you already have these in inventory.
16- Return to storage room down the hall. Exchange items--take armor key, ammunition for beretta and
shotgun. Run back to dining room (lower-level. NOT UPPER level.) Run into the main hall way (LOWER
17- Go across into the second door (the locked one that requires the armor key. Unlock and go in. Get clip
on the desk and kill zombie. Get shotgun ammo in locked desk. Leave into main hall. Go up the main hall
stairs and go right into the hallway. Run to the suit of armor room and get medallion. (Don't forget to
move the statues over the poison gas holes.)
18- Leave and run to the attic door. Unlock and enter and see Richard (if you have space, pick up the
green plants). Talk to him and run back to storage room and get serum. May want to save game here just
in case. Exchange items--stock up on healing products, shotgun and ammo (hopefully, your shotgun and
ammo will be enough. If you're not that good at killing the snake, then take bazooka too.) TAKE SHIELD
KEY also (the one behind the clock) with you. Don't need the armor key anymore. Run back to Richard.
19- Get the radio (who cares...) and enter the attic. If you want to, you can run next door to the candle
room and get a clip. You won't be able to the shotgun shells because you don't have your lighter yet.
20- Kill the snake. Remember to heal yourself occasionally. Pick up medallion and shotgun shells.
21- Leave and assuming you've been poisoned, Barry will save you. If not, go to the next step (22). Wake
up in bed, and run to storage box. Exchange items--take all four medallions and weapons. Run across to
the dining room, out into the main hall.
22- Exit out the back door and go to the mantle/medallion placement door. (The place where you put the
23- Place medallions and enter the garden room. Push the stairway and climb. Get the crank. Leave into
courtyard. Pick up plants and mix red and green together. Kill hounds FIRST. Pick up blue ones on other
side and mix also. Run across to opposite gate and use crank to open flood gate/dam. Go down ladder and
up to other side. Run to the elevator. Here the radio will go off. Just ignore it because it takes up time and
is not necessary for the story. Every minute counts....
24- Either kill or run past hounds below. Cross over to the opposite gate. Pick up and mix plants. Kill
hounds. (Not necessarily in that order.)
25- Enter dormitory. Push statue over the hole (the one where the plant grabs you.) Enter storage area.
Pick up ammo and health spray. Save game. *NOTE: If you feel like saving the game more often, that's
fine too. Just do it whenever you make a trip to the storage room.
26- Exchange items--Just take weapons and ammo.
27- Cross over to next dormitory room (001). Kill zombies and get Red book. Enter bathroom. Drain tub
and get C-Room Key.
28- Cross over to the other hallway (past the statue over the plant hole) and enter the room with the key
pad and wasp/hornet nest. Run past nest and get dorm key (002). Return into the previous hall and run to
the end room using the dorm key. Discard key. Go into room and push bookcases away to reveal ladder
down. (Don't pick up item on bed, just waste of time. Plus, if you feel like you need ammo, run into the
bathroom, kill zombie and pick up clip in sink.)
29- Go down ladder and push crates over the water space. Run down into the water and enter the shark
room. Run directly to the Control Room and use the key. Discard key and enter room (before the shark
has a chance to get to you.) Push lever and remove water from lower level. Push button to open next
30- Enter next door. Pick up two clips and two boxes of shotgun ammo. Pick up dorm room key (003)
also. Run out and back up ladder to dorm room 002. If you have space along the way, pick up plants and
31- Run back to storage and stock up on weapons and healing medicines, take dorm key (003) and red
book with you. Save game would be advised.
32- Run to dorm room 003 (the room next to the wasp nests and key pad.) Enter the room and go into the
bathroom, killing zombie and picking up the flame rounds. Exchange books with the red book, revealing
33- Enter secret door and kill big plant. It will wither, but not be dead. It will then pick you up and then
Barry will come and save you. Run to the fireplace and get key. Go to step 34. If you feel that you can't
kill the plant the first time you'll need to return to step 31 and now follow along these ideas. 31a- If you
don't think you can take on the plant, you'll need to make v-jolt. Exchange items--make sure you have
four empty spaces! Take the red book and dorm room key 003. Pick up the flame rounds in the bathroom
and exchange books. Walk through the door and exit the other door before you have to seriously fight the
plant. Run to the chemical room and on the key pad punch in 3-4-5. This will unlock the door. Pick up
empty bottles and mix together v-jolt. 32a- Run down to dorm room 002 and return into the shark room.
Enter the room with the roots and put v-jolt on the roots. Return up to the storage room and stock up on
weapons and medicine. 33a- Return to the plant via the double doors (not dorm room 003) and kill plant.
Get key in fireplace.
34- Return to mansion. Kill the hunter that follows you after entering the mansion. Go into the room on
the left and get doom book 1. (No need to get ammo for the Colt Python.)
35- Go next door into the storage room and stock up on new ammo and items. Exchange items--take
weapons and healing and helmet key. Going to fight the snake next, so may be wise to save your game.
36- Go upstairs and left to the fireplace room (the room where you used the lighter to get the map.) Go
through the door to the right and go to the piano. Click on it and the snake will come out. Kill snake and
look at hole while it's dying. Barry will come in and help you. Fall in and push switch on grave. Wait for
Barry to return before going down. Get pass code then go back down hole. MAKE SURE YOU'LL HAVE
ROOM FOR THE ELEVATOR BATTERY AND EXPLOSIVE ROUNDS. IF NOT, RETURN TO THE
STORAGE ROOM BEFORE GOING DOWN. Go down the ladder under the grave.
37- Kill zombies and get shotgun ammo to the left. Run down hall to the door. Go down next hall and
skip the zombies eating the person. They'll leave you pretty much alone.
38- Enter kitchen and go right to the elevator. Kill the zombie on the ground. Hopefully, you have two
spaces still. Go up the elevator and kill zombie. Go into the closet and get the battery for the elevator and
some explosive rounds.
39- Back track exactly the way you came from and return to the ladder and hole (the place where you
killed the snake). Return to the storage room downstairs and exchange items--take battery, crank, and
weapons, especially the bazooka (healing also would be nice since the spider's next. Have about two
empty slots). And if you have an ink ribbon with one slot, go ahead and take it. Make sure there's one slot
so it'll disappear when you use it.
40- Go out into the garden and cross over to the elevator on the other side of the pond. Go down elevator.
Go to other elevator, install battery. Go up and over to the flood gate/dam. Use crank closing the gate and
return to the newly powered elevator. Go down and enter the lader down (the one behind the waterfall.)
41- Go into the door on the right and see Barry. When he asks to go with you, say yes, but have him lead.
Follow him and enter. He'll kill a hunter guy and then follow you. Run into the back room and pick up
ammo and health spray. MAKE SURE YOU HAVE ATLEAST ONE SPACE FOR THE HEXAGONAL
CRANK. Go into the room where Enrico is and follow storyline. If you have room for a clip, pick up clip
on Enrico's body, but MAKE SURE YOU HAVE ONE SPACE FOR THE HEXAGONAL CRANK. Run
and pick up crank and run out. Just run past the new hunters, or kill them, but running past would be
advised to save time and ammo.
42- Go to first hall way and run over to typewriter. Save game if you have a ribbon. Use crank on hole
and turn hallway. Go down hall and past door. Turn right and run to the boulder. Then start running
back. The boulder will follow, run to safety. Then run and get flame rounds. If you've been killing the
hunters, then one won't open the door and follow you. But there will be one next to the crashed boulder.
If you ran past them, one will open the door as you get to the flame round and attack you. Kill him or run
past him to the door beyond the smashed wall boulder. There won't be a hunter in there.
43- Go beyond the door and kill the spider. It is possible to kill it with two blasts of the flame round as
long as they hit it's body and not the legs. Pick up knife if you don't have one in inventory and swipe open
the door. Hopefully you'll have a space for the knife in inventory (you probably used an herb fighting the
spider.) If you don't have room for the knife, just get bitten a few times by the baby spiders that pour out
and then use an herb. Go to the left and enter storage. Pick up healing products and save game or don't.
Exchange items--take doom book 1 (eagle medallion if you already opened it), weapons and hexagonal
crank. Run down hall and enter the second boulder stretch. You don't need to run from the boulder, just
use the crank three times and enter the room where the second doom book is.
44- Get second doom book and open. Get medallion. Go up the elevator into the garden where the
fountain is. Place medallions accordingly and pick up herbs. Go down fountain and enter elevator. Go
further down the ladder and enter the room with the storage box. Exchange items, or don't. Run across
into the room. Kill zombies and go downstairs. Go to the left into the computer room and login. Use
JOHN for login and ADA for password. Unlock door on B2 with password MOLE. Return upstairs to the
now unlocked room.
45- Run over to the panel and open it. Push the button and then get the Lab key. Run back down into the
lab and go to the door to use the lab key on. Run across to the storage room and stock up on healing and
save the game. Exchange items--weapons and healing. Run out door and down to the left to give power to
46- Enter room. You don't have to kill the ceiling creatures. Just run to the right and use the terminal there
to give power to the elevator. Run to the back of the boiler room and open door. Go down the corridor to
the right and enter the room with the triggering computer and the circuit computer. Activate the elevator
and run out of the boiler room.
47- Run over to the now operational elevator. Barry will join you and follow story line. Kill Tyrant. It's
easy if you just shoot and run. Shoot and run. You'll probably never get hit, but try to kill him quick.
48- Barry and you will escape. After the elevator ride run to the emergency elevator, All you should have
to kill along the way are two ceiling monsters and three zombies. Feel free to use bazooka and whatnot to
kill them quickly. Run out the emergency door. Barry will be waiting for you. On your way you'll cross
the storage box. Exchange items-- all you need now is healing. MAKE SURE YOU HAVE ONE SPACE
EMPTY FOR THE SECOND ELEVATOR BATTERY.
49-Run over the battery (the radio will go off automatically and you'll have to listen to it.) Pick up battery
and place in elevator. Go up elevator. Leave elevator and pick up flare. Use flare. (You don't have to walk
out a ways or anything. Just use it right away if you want.) Tyrant will come out, just avoid him and run
around till the helicopter drops the rocket launcher. Kill Tyrant.
50- The End. Hopefully, this will take you less than three hours. (I did it with 2:09:10 and 11 saves.)
Restart game with Rocket Launcher. Blow thy enemies to little pieces.
Sight created : 12/27/96
Always try to keep up with Barry so you can be rescued / equipped.
At the title screen (When the blood shoots out at you) quickly press : oxoxoxoxoxoxox triangle
Also at the title screen, press left, right, down, up, down, up, down+up, l1, l2, l1+l2.
Don't shoot at all mummies, because the point of the game is'nt to shoot them.
Don't walk anywhere, run.
Don't pick Chris, because Jill carries more items.