RESIDENT EVIL

RESIDENT EVIL — HD REMASTER

100% Completion Guide — PS4, PS3, Xbox, PC & Switch
2
Scenarios
365
Steps
14
Parts
30+
Puzzles
6
Endings
100%
Guide

Game Overview

Resident Evil HD Remaster is Capcom’s 2015 re-release of its ground-up remake of the first Resident Evil: the Spencer Mansion rebuilt with backgrounds that move, a defence-item system that lets you survive a grab, and zombies that get back up angrier if you leave the bodies lying around. It runs in widescreen at 60 frames per second, adds a modern control option alongside the classic tank controls, and ships with the BSAA field outfits unlocked from the start. Two S.T.A.R.S. members are playable and their scenarios are genuinely different games, not two camera angles on the same one.

DetailInfo
TitleResident Evil HD Remaster
ReleaseJanuary 2015 — PS4, PS3, Xbox One, Xbox 360, PC · Nintendo Switch 2019
Developer / PublisherCapcom
GenreSurvival horror with fixed camera angles and limited inventory
Playable charactersJill Valentine (partner: Barry Burton) · Chris Redfield (partner: Rebecca Chambers)
Areas in play orderSpencer Mansion 1F–2F → Courtyard → the Residence and Aqua Ring → back through the Mansion → the Underground → the Altar → the Laboratory → Heliport
DifficultiesThree at the start, described rather than named — “climbing a mountain” is Normal, “going on a hike” is Easy, “taking a walk” is Very Easy. Hard only appears after a first clear.
ControlsClassic tank controls, or an alternate scheme that moves the character in the direction of the stick — switchable in the options at any time
InventoryJill 8 slots · Chris 6 slots
100% playthroughBoth scenarios, every file and weapon, all endings and unlockables: roughly 25–35 hours

Read This Before You Start

Five decisions shape the whole run, and three of them are made before you have any information to make them with.

DecisionWhy it matters
Pick the mountain, not the walkThe difficulty menu never uses the words Easy or Normal. It offers you three activities: “like climbing a mountain” is Normal, “like going on a hike” is Easy, and “like taking a walk” is Very Easy. This is the single most expensive mistake available in the first thirty seconds. A fast clear on the hike earns you nothing, and the walk hands you extra ammunition and six Ink Ribbons at a time while quietly disqualifying you from the Rocket Launcher, the Samurai Edge and every unlockable mode. Hard is not on the menu yet — it appears once you finish the game.
Start with JillJill has eight inventory slots and a permanent Lock Pick. Chris has six slots and five single-use Old Keys for the same cupboards, which means the same route with two fewer slots and a key economy on top. Chris also cannot mix V-JOLT and cannot play the piano. Play Jill first, learn the mansion, then take Chris on knowing where everything is.
Decide your Crimson Head policy earlyAny zombie you shoot down and walk away from stands back up later as a Crimson Head — faster, tougher, and clawed. A corpse stays dead only if you destroy the head, or burn it with the Lighter and a filled Fuel Canteen. Kerosene is finite, so pick the rooms you cross constantly and burn those; ignore dead ends. Running past a zombie and never killing it is also a valid answer.
Give Richard the Serum — or don’tReaching Richard in time with the Serum is what puts the Assault Shotgun in the game. Miss it and the weapon simply does not exist on that save. For Chris there is a second consequence: saving Richard means Rebecca never becomes playable, so nobody mixes V-JOLT and Plant 42 must be fought at full strength.
Barry’s .44 costs you the endingJill can keep Barry’s Magnum instead of handing it back — but that gets Barry killed, and a dead Barry removes the self-destruct escape entirely and moves the Master Key onto Wesker’s body. If you want that weapon in your collection, give it a run of its own. Do not try it on the run you want the best ending from.

How This Guide Is Laid Out

  • Jill and Chris get separate walkthroughs, each split into seven parts, each step naming the room, the threat, the pickup and the solution.
  • Puzzles & Solutions holds every puzzle in one place. Two of them are regenerated for every playthrough — those are flagged, and the method to solve your own instance is given instead of a number that will not work.
  • Enemies covers the Crimson Head system in full, plus a straight answer on which enemies are worth ammunition at all.
  • Weapons & Items, Files, Unlockables and the 100% Checklist are the reference half.

Jill Valentine — Full Walkthrough

TagWhat it means
KEY ITEMOpens something or triggers something. The route stalls without it.
MISSABLEA one-shot window. Walk past it and the run is decided.
ITEMAmmunition, healing, ink ribbons, kerosene, defence items.
WEAPONA new firearm.
FILEOne of the 24 documents. Reading is optional; picking it up is not.
RANDOMRegenerated every playthrough. The method is given, not the answer.
BOSSMarks the room where a fight happens. Strategy is in the Bosses tab.

Jill starts with eight inventory slots, a Beretta, a knife and a Stun Gun, and Barry hands her the Lock Pick within the first few minutes — so she never hunts for keys to open a cupboard. Her route is the more forgiving of the two, and it is the one to play first. Every step below names the room, what is waiting in it, what to take, and the exact solution to anything that blocks you. Pick a part below, then use the buttons at the bottom of each part to move through the game.

1Mansion — First PassDining Room to the Mansion Drug Room
Dining Room (Mansion 1F)The opening, and your first typewriter
1
The prologue ends with Jill alone in the Dining Room and Barry crouched over fresh blood. The typewriter is in the south-east corner — save point only, no item box. Take the ITEM Ink Ribbons from the edge of the dining table: three on Easy, Normal and Hard, six on Very Easy.
2
Take the KEY ITEM Emblem out of the hollow above the fireplace. You bring it back to this exact spot much later; taking it now saves a full round trip.
3
Look at the painting near the grandfather clock at the far end — it shows the hand position that solves the clock at the end of this half. The clock is inert until the Gold Emblem is in the fireplace hollow. Note the 2F balcony overhead and the statue on it.
Tea Room (Mansion 1F)The first zombie
4
Through the north door of the Dining Room. A zombie is hunched over Kenneth Sullivan’s body in the western sitting area and turns around as you enter.
5
Do not fight it. Turn and run straight back to the Dining Room. It follows you through the door and Barry guns it down — a free kill for no ammunition.
6
Crimson Head watch: that corpse is now lying intact on the Dining Room floor, on a revival timer, in a room you will cross dozens of times. It is one of the two or three most valuable burns in the game. Come back for it the moment you have the KEY ITEM Lighter and a filled KEY ITEM Fuel Canteen.
Main Hall (Mansion 1F)Barry and the Lock Pick
7
Wesker has vanished. A cutscene plays and Barry gives you the KEY ITEM Lock Pick — it occupies a slot permanently and replaces every Small Key Chris has to hunt for. There is no typewriter in this room. The first part of FILE File 1: S.T.A.R.S. Manual arrives with it.
8
Do not open the front door. Trying to leave drops a Cerberus into the Main Hall for nothing. Doors here: west to the Dining Room, east to the Art Room, north to the Graveyard, stairs to the 2F Dining Room balcony, plus KEY ITEM Sword Key, Armor Key and Helmet Key doors for later.
Tea Room (return) and West Wing Outer Stairway (Mansion 1F)
9
Back in the empty Tea Room, search Kenneth’s body for FILE File 2: Kenneth’s Film. It does nothing yet but there is a darkroom later — take it now so you never return for it. The Bar door needs the Armor Key and the basement Kitchen stairs need the Sword Key.
10
North-east door into the West Wing Outer Stairway: ITEM Handgun Magazine on the table by the birdcage, ITEM Green Herbs at the foot of the stairs (two on Very Easy to Normal, one on Hard). Seven crows are roosting in the rafters and are dormant — they wake permanently when you pick up the FILE File 3: Book of Curses, so clear this room before you go for the Sword Key. Head up to 2F.
Mirror Corridor (Mansion 2F)Golden Arrow
11
Use the large mirror at the south end — it shows you what is round the corner before the corner shows you. One zombie patrols here on Very Easy and Easy, two on Normal and Hard. Ammunition is scarce this early; slip past along the wall if you can.
12
Take the Handgun Magazine from the floor in front of the mirror, the ITEM Green Herb (one on Normal and Hard), and the KEY ITEM Golden Arrow from the statue in the middle of the corridor. Examine the arrow in the inventory and pull it apart for the KEY ITEM Arrowhead — the arrow itself is useless.
13
Crimson Head watch: a Crimson Head is scripted to activate in this corridor. It wakes when you pick up the Collar from the balcony dogs, and it also wakes early if you burn any corpse before you have the Collar. Do not spend your first kerosene here on a whim. Take the door into the 2F Dining Room; the Elevator Corridor and West Wing Inner Stairway doors are locked from this side.
Dining Room 2F (balcony)Blue Gemstone
14
One zombie wanders this narrow balcony. Take the ITEM Dagger from the shelf along the north side and equip it — this is very likely your first defence item.
15
Push the statue at the balcony rail over the edge; it smashes on the Dining Room floor below. Go out to the Main Hall 2F landing, down the stairs, and pick the KEY ITEM Blue Gemstone out of the wreckage. The door here to the West Wing Inner Stairway needs the Sword Key.
Graveyard (Mansion 1F) and Crypt (Mansion B1)Sword Key
16
North door of the Main Hall into the walled graveyard. Two zombies shamble out here on Normal and Hard. Take the ITEM Shotgun Shells from the ground in the north-west corner near the crypt entrance.
17
Use the Arrowhead on the stone slab at the crypt entrance; the slab slides back and opens the stairs down.
18
In the Crypt, a coffin hangs above a pedestal holding FILE File 3: Book of Curses. Take it, examine it in the inventory and turn it over — the Sword Key is fixed to the back cover. Note the four mask-shaped recesses in the wall by the entrance; that is the endgame of this half.
19
On the way back out through the West Wing Outer Stairway the seven crows are now awake. Walk, do not run — running under them sets off the whole flock.
Art Room and ’L’ Corridor (Mansion 1F)Mansion 1F map, two dogs
20
East door of the Main Hall into the Art Room. Push the wooden chest across to the central statue, climb it, and take the KEY ITEM Map of the Mansion 1F from the urn.
21
Take the Dagger from the shelf at the end of the small storage area — a zombie steps out as you turn to leave, so be facing the right way. Unlock the far door with the Sword Key.
22
The ’L’ Corridor links the Art Room to the Winding Corridor. Two Cerberus smash in through the windows, but only when you enter from the Winding Corridor end — coming from the Art Room side, as you are now, is safe. Push the first cabinet aside for a Dagger and the second for a Handgun Magazine.
23
Return to the Main Hall. Barry is waiting and gives Jill ITEM Acid Roundskeep a free inventory slot or he cannot hand them over. You have no Grenade Launcher yet, so park them in the first item box.
’C’ Corridor and Small Library (Mansion 2F)Dog Whistle and Lighter
24
From the Main Hall 2F landing, open the Sword Key door into the ’C’ Corridor. Two zombies on Normal and Hard, one on the easier settings. You will re-cross this corridor constantly, so mark it as a burn-worthy room.
25
Take the KEY ITEM Wooden Mount from the desk near the stairway entrance. It looks like junk; it is not. The Armor Room and Pillar Room doors need the Armor Key.
26
In the Small Library, take the KEY ITEM Dog Whistle from the desk beside the south entrance — the FILE File 7: Crumpled Memo file comes with it automatically and explains what it is for.
27
Take the Lighter from the desk opposite the east entrance, along with the FILE File 8: Botany Book file, and the Handgun Magazine from the desk by the rocking chair. Jill must carry the Lighter in a slot; Chris does not, which is the single biggest inventory difference between the two runs.
East Wing Stairway and Resting Room (Mansion 2F)Mansion 2F map
28
Three zombies live on the East Wing Stairway on Normal and Hard (one downstairs, two upstairs), two on the easier settings. The upstairs pair will follow you into the ’C’ Corridor if you dawdle. Take the Green Herb from the floor under the stairs.
29
Detour into the Resting Room off the upper landing. Light the fireplace with the Lighter, then use the Wooden Mount on the panel above the hearth to drop the KEY ITEM Map of the MANSION 2F.
30
Take the Green Herbs here (one on Normal and Hard, plus a ITEM Red Herb on Very Easy and Easy). The far door needs the Helmet Key — that belongs to the second half.
East Wing Storeroom (Mansion 1F)Your base, and the burning rules
31
Down to 1F and into the East Wing Storeroom — your first proper save room, with typewriter and item box. Take the Fuel Canteen from beside the typewriter, the Handgun Magazine from the box stack with the lamp, and read the FILE File 9: Body Disposal file if it is here.
32
Fill the Fuel Canteen from the kerosene tank on the floor: four doses on Normal and Hard, five on Very Easy and Easy. A full canteen holds two burns. Stand over a corpse and use the canteen with the Lighter in inventory; two bodies lying close together go up on a single dose.
33
Burn priority, in order: Dining Room, Tea Room, ’C’ Corridor, East Wing Stairway, Winding Corridor, Dark Corridor, the Main Hall approaches. Dead ends you will only visit once — the Bathroom, the Living Room, the Small Storeroom, the Researcher’s Bedroom — never justify a dose. Decapitating with an upward point-blank shotgun blast, or blowing a limb off, does the same job for free.
Dark Corridor and Winding Corridor (Mansion 1F)The four-door hub
34
The Dark Corridor runs off the East Wing Stairway; one zombie stands by the back door to the Roofed Passage and a second can wander in. The Large Gallery (Armor Key), Courtyard Study (Emblem Key) and Roofed Passage (stone lock) doors are all shut to you now.
35
The Winding Corridor is the hub, with doors to the Bathroom, Marble Room, Outside Boiler, ’L’ Corridor and Dark Corridor. Warning: the moment you take the Armor Key, four zombies crash through these windows as you pass. Finish your looting down here before that happens.
Bathroom and Outside Boiler (Mansion 1F)Herbicide and kerosene
36
In the Bathroom, pull the plug on the tub. A zombie sits up as it drains and Jill stamps its head in automatically — no ammunition, no risk, and no Crimson Head, because the head is destroyed. Take the Dagger from the tub.
37
Unlock the Outside Boiler with the Lock Pick. Take the KEY ITEM Herbicide off the wheelbarrow — it is the only thing that kills the Greenhouse plant, so treat it as a key item. Collect the two Green Herbs and the Red Herb (one on Normal and Hard) by the boiler and refill the canteen from the kerosene tank.
38
Two Cerberus are penned behind the fence here. On your first visit they stay put; on your second one jumps over; on your third the other follows. Get everything you need in as few visits as possible.
West Wing Inner Stairway, Small Storeroom, Mansion Drug Room (Mansion 1F)
39
Use the Sword Key on the door from the 2F Dining Room balcony into the West Wing Inner Stairway. Two zombies live on these stairs.
40
Open the Small Storeroom with the Lock Pick: KEY ITEM Battery Packs on the cabinet by the entrance (Stun Gun ammunition — one pack, one use), the ITEM Broken Shotgun standing in the cabinet, Ink Ribbons in the desk drawer (three on Normal and Hard), and another kerosene tank. The Battery Packs are your first defense item ammunition, so the second part of FILE File 1: S.T.A.R.S. Manual arrives with them.
41
Also off the stairway is the Mansion Drug Roomtypewriter, item box, and the Serum on the shelves. Leave the Serum where it is and memorise this room; you will be sprinting back to it against a clock shortly.
Items & Collectibleseverything you pick up in this part
  • Ink Ribbons — Dining Room (Mansion 1F), edge of the dining table (three on Easy, Normal and Hard; six on Very Easy)
  • Emblem — Dining Room (Mansion 1F), hollow above the fireplace
  • Lock Pick — Main Hall (Mansion 1F), given by Barry
  • Kenneth’s Film — Tea Room (Mansion 1F), search Kenneth’s body
  • Handgun Magazine — West Wing Outer Stairway (Mansion 1F), table by the birdcage
  • Green Herbs — West Wing Outer Stairway (Mansion 1F), foot of the stairs (two on Very Easy to Normal, one on Hard)
  • Handgun Magazine — Mirror Corridor (Mansion 2F), floor in front of the mirror
  • Green Herb — Mirror Corridor (Mansion 2F) (one on Normal and Hard)
  • Golden Arrow — Mirror Corridor (Mansion 2F), statue in the middle of the corridor
  • Arrowhead — Mirror Corridor (Mansion 2F), examine the Golden Arrow in the inventory and pull it apart
  • Dagger — Dining Room 2F (balcony), shelf along the north side
  • Blue Gemstone — Dining Room 2F (balcony), out of the wreckage on the Dining Room 1F floor below, after pushing the statue off the balcony rail
  • Shotgun Shells — Graveyard (Mansion 1F), ground in the north-west corner near the crypt entrance
  • Sword Key — Crypt (Mansion B1), fixed to the back cover of the Book of Curses (examine it and turn it over)
  • Map of the Mansion 1F — Art Room (Mansion 1F), urn atop the central statue
  • Dagger — Art Room (Mansion 1F), shelf at the end of the small storage area
  • Dagger — ’L’ Corridor (Mansion 1F), first cabinet
  • Handgun Magazine — ’L’ Corridor (Mansion 1F), second cabinet
  • Acid Rounds — Main Hall (Mansion 1F), given by Barry
  • Wooden Mount — ’C’ Corridor (Mansion 2F), desk near the stairway entrance
  • Dog Whistle — Small Library (Mansion 2F), desk beside the south entrance
  • Lighter — Small Library (Mansion 2F), desk opposite the east entrance
  • Handgun Magazine — Small Library (Mansion 2F), desk by the rocking chair
  • Green Herb — East Wing Stairway (Mansion 2F), floor under the stairs
  • Map of the MANSION 2F — Resting Room (Mansion 2F), panel above the hearth (use the Wooden Mount after lighting the fireplace)
  • Green Herbs — Resting Room (Mansion 2F) (one on Normal and Hard)
  • Red Herb — Resting Room (Mansion 2F) (on Very Easy and Easy)
  • Fuel Canteen — East Wing Storeroom (Mansion 1F), beside the typewriter
  • Handgun Magazine — East Wing Storeroom (Mansion 1F), box stack with the lamp
  • Dagger — Bathroom (Mansion 1F), tub
  • Herbicide — Outside Boiler (Mansion 1F), off the wheelbarrow
  • Green Herbs — Outside Boiler (Mansion 1F), by the boiler (two)
  • Red Herb — Outside Boiler (Mansion 1F), by the boiler (one on Normal and Hard)
  • Battery Packs — Small Storeroom (Mansion 1F), cabinet by the entrance (Stun Gun ammunition)
  • Broken Shotgun — Small Storeroom (Mansion 1F), standing in the cabinet
  • Ink Ribbons — Small Storeroom (Mansion 1F), desk drawer (three on Normal and Hard)
Files & Documents
  • Crumpled Memo — Small Library (Mansion 2F), comes automatically with the Dog Whistle
  • Botany Book — Small Library (Mansion 2F), desk opposite the east entrance
  • Body Disposal file — East Wing Storeroom (Mansion 1F), read if it is here
  • Book of Curses — Crypt (Mansion B1), pedestal beneath the hanging coffin
PART 1 OF 7
2Mansion — Keys & MasksLiving Room to the Crypt
Marble Room / Living Room (Mansion 1F)The shotgun trap
1
From the Winding Corridor, through the Marble Room into the Living Room. Take the ITEM Dagger and the ITEM Ink Ribbons (three on Normal and Hard) from the coffee table first.
2
MISSABLE The WEAPON Shotgun, loaded with six shells, hangs on the hooks on the far wall. Have the Broken Shotgun in hand and swap it onto the hooks as you lift the working Shotgun. Do that and nothing happens. Take it without swapping and the room seals and the ceiling starts down — Barry gets the door open and drags you out, but you lose the clean run of the encounter and a later item handover from him.
3
The Shotgun is now your Crimson Head answer: fired upward at point-blank range it decapitates, which disposes of a body permanently without spending kerosene.
Outside Balcony (Mansion 2F)Collar and Imitation of a key
4
Unlock the balcony from the West Wing Inner Stairway with the Lock Pick. There are three ITEM Green Herb uses in the plant trough opposite the western entrance — you cannot carry them away, so heal here if you need to.
5
Blow the Dog Whistle. Two Cerberus come over the rail; kill both, one shotgun blast each. Take the KEY ITEM Collar one of them drops, examine it to get the KEY ITEM Coin, then examine the Coin to get the ITEM Imitation of a key.
6
Crimson Head watch: picking up the Collar activates the scripted Crimson Head in the Mirror Corridor. Reload and re-equip a defence item before you go back through. A zombie also starts spawning on this balcony once you hold the KEY ITEM Armor Key.
’Death’ PassageArmor Key — do not get this wrong
7
From the Mirror Corridor into the ’Death’ Passage. The Armor Key sits on a raised stone slab in the middle of the central area, ringed by armoured statues.
8
Use the Imitation of a key on the slab so it swaps in as you lift the real key. Lifting the Armor Key without the substitute kills Jill outright — no wound, no warning, no recovery.
9
The Armor Key opens the Bar (from the Tea Room), the Northern Corridor (from the West Wing Inner Stairway), the Outside Patio (from the Main Hall 2F), the Armor Room and Pillar Room (from the ’C’ Corridor), the Deer Room (from the East Wing Stairway) and the Large Gallery (from the Dark Corridor). Expect the enemy layout to change immediately: four zombies through the Winding Corridor windows, an extra zombie on the Outside Balcony, more traffic on the 2F Dining Room balcony.
Outside Patio (Mansion 2F)Grenade Launcher and Forest Speyer
10
Unlock the patio from the Main Hall 2F landing. Barry is out here standing over Forest Speyer’s body. Take the WEAPON Grenade Launcher propped beside Forest — Jill’s signature weapon, which Chris never gets — and load it with Barry’s Acid Rounds.
11
Take the ITEM Handgun Magazine from the glass table, the Dagger from the bench and the two ITEM Green Herbs at the far end. Walking into the eastern section reanimates Forest as a zombie and he will grab you from behind while you loot. Put him down and burn him — this is a room you re-enter.
Pillar Room (Mansion 2F)Richard Aiken and the Serum
12
Unlock the Pillar Room from the ’C’ Corridor. Richard Aiken is slumped against a pillar, bitten by something enormous. He gives you his ITEM Radio on the spot. Take the two Green Herbs on the floor by the pillar.
13
MISSABLE A timer starts the instant you find him. Go straight to the Mansion Drug Room, take the KEY ITEM Serum, and come straight back — no fighting, no looting, no saving. Route: Pillar Room → ’C’ Corridor → Main Hall 2F → Main Hall 1F → Dining Room → 2F Dining Room → West Wing Inner Stairway → Mansion Drug Room, and back the same way.
14
MISSABLE This is the biggest missable in Jill’s first half. Save Richard and he intervenes during the Yawn fight in the Attic and leaves you the WEAPON Assault Shotgun. Let him die and Jill never gets an Assault Shotgun at all; you find his Radio lying in the Roofed Passage instead. A zombie appears in this room after you have been up to the Attic.
Armor Room (Mansion 2F)Statue puzzle, first Death Mask
15
Unlock the Armor Room from the ’C’ Corridor. Four knight statues stand on the floor, a square pedestal with a button sits in the centre, and a barred alcove on the far wall holds a box. The knight holding the sword is already in the correct position — do not touch it.
16
Push the axe knight into the upper-right wall position, then the shield knight back into the lower-left position, then the halberd knight back into the lower-right position.
17
Only now press the button on the central pedestal. Pressing it early, or misplacing a statue, vents poison gas and resets the room.
18
The bars retract. Take the KEY ITEM Jewelry Box from the alcove, examine it, and press the sun and moon catches on its sides. The lid opens and gives you the KEY ITEM Mask without eyes, nose, or mouth — Death Mask one of four.
Northern Corridor and Greenhouse (Mansion 1F)Second Death Mask
19
Unlock the Northern Corridor from the West Wing Inner Stairway. Take the KEY ITEM Battery Pack from the cabinet near the western entrance and the Dagger from the shelf by the Tiger Statue Room door.
20
In the Greenhouse, a Fountain Plant fills the room and cannot be shot to death. Harvest the five Green Herbs from the wooden stands by the fountain first — they are destroyed if you set the pump wrongly.
21
Load the Herbicide into the water pump and turn the handle to Red. The plant dies. Turning it to Green instead kills the herbs and does nothing to the plant.
22
Take the Mask without eyes from the shield mounted on the far wall — Death Mask two of four. Ambush: the moment you carry it back into the Northern Corridor, two zombies burst in through the windows. Have the Shotgun up.
Researcher’s Bedroom and Tiger Statue Room (Mansion 1F)
23
Researcher’s Bedroom: Handgun Magazine on the bed, Battery Pack in the wardrobe, FILE File 10: Keeper’s Diary file under the desk. Two zombies — one playing dead on the floor, one steps out of the wardrobe.
24
Tiger Statue Room: fit the Blue Gemstone into the tiger. The statue rotates and exposes ITEM Shotgun Shells behind its right-hand side. Leave the left-hand side alone — that needs a Yellow Gemstone from the second half.
Deer Room and Fish Tank Room (Mansion 2F)Wind Crest
25
Unlock the Deer Room from the East Wing Stairway. ITEM Red Herb on the floor in the corner, plus a Green Herb on Very Easy and Easy. A zombie moves in here on Normal and Hard after your first visit.
26
Unlock the Fish Tank Room off the Deer Room with the Lock Pick. Take the FILE File 11: Researcher’s Will file from the desk by the tank — if Barry pulled you out of the shotgun trap, he is here and hands it to you.
27
The specimens are in the wrong cases. Take the KEY ITEM Fishhook from the display next to the tank, the KEY ITEM Bee Specimen from the fishing-lure display by the entrance, and the KEY ITEM Lure without a hook from the insect display on the north wall.
28
Combine the Fishhook with the Lure without a hook to make a complete lure. Put the lure in the fishing display and the Bee Specimen in the insect display. The insect display slides aside and reveals the KEY ITEM Wind Crest, releasing a live bee — it chips health if you stand still, so take the crest and leave.
Attic Entry and Small Dining Room (Mansion 2F)Music, mid-pages
29
The Attic Entry is through the Pillar Room; one zombie wanders here and the Attic door needs the KEY ITEM Shield Key.
30
In the Small Dining Room, light the candles with the Lighter, push the moveable cupboard aside, and take the KEY ITEM Music, mid-pages from the cabinet in the alcove behind it. Also take the Handgun Magazine from the central table and the Shotgun Shells from the wine-glass cabinet in the south-east corner. Lighting the candles lets the Attic Entry zombie follow you in, so clear it first if you want to work in peace.
Bar (Mansion 1F)Moonlight Sonata and the Gold Emblem
31
Unlock the Bar from the Tea Room. Take the Ink Ribbons (three on Normal and Hard) and push the bookshelf in the small alcove aside for the KEY ITEM Missing Music.
32
Combine Missing Music with Music, mid-pages to assemble “Moonlight Sonata”, then use it on the piano. Jill plays it and a section of wall opens onto a hidden room.
33
Inside, a Beethoven statue stands over an indentation holding the KEY ITEM Gold Emblem. Put the ordinary Emblem from step 2 into the indentation as you lift the Gold Emblem — swap it or the passage will not release you. Take FILE File 4: Trevor’s Diary from the floor beside the statue; it is the file that tells you how to read the clock.
Dining Room (Mansion 1F)Clock puzzle and the Shield Key
34
Place the Gold Emblem in the hollow above the fireplace. The grandfather clock comes alive and the gear panel below its face opens.
35
Examine the clock and turn the large gear exactly twice, then stop. Do not touch the small gear afterwards. The hands settle into the position shown in the painting on the wall, the clock slides aside, and the alcove behind it holds the Shield Key. This puzzle is fixed, not randomised.
BOSS Attic (Mansion 2F)Yawn, third Death Mask
36
Unlock the Attic from the Attic Entry with the Shield Key. Take the Shotgun Shells from the shelves round the corner from the entrance before you go further in.
37
Yawn drops in once you are halfway across the room. Circle wide, never let it corner you against the shelving, and put the Shotgun into its body as it rears — full strategy in the boss section below. Its bite poisons Jill.
38
If Richard is alive he steps in partway through and is killed, leaving the Assault Shotgun loaded with ten shells. This only fires once Yawn has taken enough damage, so keep fighting rather than dashing for the mask.
39
Take the KEY ITEM Mask without a nose from the floor in the north-west corner — Death Mask three of four. If you were bitten, take a fresh Serum from the Mansion Drug Room shelves; one is available to Jill even if you already spent one on Richard.
Large Gallery (Mansion 1F)Picture puzzle, fourth Death Mask
40
Unlock the Large Gallery from the Dark Corridor. It is two narrow parallel corridors with six crows on the overhead railing. Walk — every wrong switch press agitates them.
41
Three stained portraits line the corridors: a sage with a pendant, a saint with a crown, a valiant with a bracelet, each with a switch that cycles its light colour. At the end hangs a fourth portrait of a woman, Lisa, wearing a green crown, a purple pendant and an orange bracelet. That painting is the answer key.
42
Set the saint’s crown to green, the sage’s pendant to purple and the valiant’s bracelet to orange. Lisa’s portrait rises into the wall. Take the KEY ITEM Mask without a mouth from the ground inside the hidden area — Death Mask four of four. The hidden area also opens a shortcut straight out to the Graveyard.
Crypt (Mansion B1)The four masks, and Crimson Head Prototype 1
43
Go down with all four masks and fit each into the wall recess matching the features it is missing. With all four placed, the suspended coffin lowers to the floor. Have your weapon out before you place the fourth mask.
44
Crimson Head Prototype 1 climbs out of the coffin in a confined stone chamber with nowhere to circle. See the boss section — an Acid Round or a Magnum shot ends it fast.
45
Loot the coffin for the KEY ITEM Stone & Metal Object and Shotgun Shells (a Handgun Magazine instead on Hard). Save at the Dining Room or the Mansion Drug Room before you head outside.
Roofed Passage and Garden Shed (Mansion 1F)Out of the mansion
46
From the Dark Corridor, take the back door into the Roofed Passage. A Cerberus jumps out of the bushes from the side as you pass — hug the wall. If you failed to save Richard, his Radio is lying here and takes no inventory slot.
47
Use the Stone & Metal Object on the door at the end of the passage. It opens into the Garden Shed.
48
The shed is a supply dump: Battery Pack and ITEM First Aid Spray on the shelf beside the small stone steps, Shotgun Shells on the floor. Barry restocks it later with Battery Packs, First Aid Sprays, Acid Shells and Grenade Shells, and with Daggers on Hard. Three doors lead out — Main Garden, Muddy Path, and back to the Roofed Passage.
Items & Collectibleseverything you pick up in this part
  • Dagger — Living Room (Mansion 1F), coffee table
  • Ink Ribbons — Living Room (Mansion 1F), coffee table (three on Normal and Hard)
  • Collar — Outside Balcony (Mansion 2F), dropped by one of the Cerberus after blowing the Dog Whistle
  • Coin — Outside Balcony (Mansion 2F), examine the Collar
  • Imitation of a key — Outside Balcony (Mansion 2F), examine the Coin
  • Armor Key — ’Death’ Passage, raised stone slab in the middle of the central area (use the Imitation of a key to swap it in)
  • Handgun Magazine — Outside Patio (Mansion 2F), glass table
  • Dagger — Outside Patio (Mansion 2F), bench
  • Green Herbs — Outside Patio (Mansion 2F), far end (two)
  • Radio — Pillar Room (Mansion 2F), given by Richard Aiken
  • Green Herbs — Pillar Room (Mansion 2F), floor by the pillar (two)
  • Serum — Mansion Drug Room (Mansion 1F), shelves (taken during Richard’s timer run)
  • Jewelry Box — Armor Room (Mansion 2F), barred alcove on the far wall
  • Mask without eyes, nose, or mouth (Death Mask one of four) — Armor Room (Mansion 2F), inside the Jewelry Box (examine it and press the sun and moon catches)
  • Battery Pack — Northern Corridor (Mansion 1F), cabinet near the western entrance
  • Dagger — Northern Corridor (Mansion 1F), shelf by the Tiger Statue Room door
  • Green Herbs — Greenhouse (Mansion 1F), wooden stands by the fountain (five)
  • Mask without eyes (Death Mask two of four) — Greenhouse (Mansion 1F), shield mounted on the far wall
  • Handgun Magazine — Researcher’s Bedroom (Mansion 1F), bed
  • Battery Pack — Researcher’s Bedroom (Mansion 1F), wardrobe
  • Shotgun Shells — Tiger Statue Room (Mansion 1F), behind the tiger statue’s right-hand side (fit the Blue Gemstone into the tiger)
  • Red Herb — Deer Room (Mansion 2F), floor in the corner
  • Green Herb — Deer Room (Mansion 2F), floor in the corner (on Very Easy and Easy)
  • Fishhook — Fish Tank Room (Mansion 2F), display next to the tank
  • Bee Specimen — Fish Tank Room (Mansion 2F), fishing-lure display by the entrance
  • Lure without a hook — Fish Tank Room (Mansion 2F), insect display on the north wall
  • Wind Crest — Fish Tank Room (Mansion 2F), insect display, which slides aside after combining the lure and placing the Bee Specimen
  • Music, mid-pages — Small Dining Room (Mansion 2F), cabinet in the alcove behind the moveable cupboard
  • Handgun Magazine — Small Dining Room (Mansion 2F), central table
  • Shotgun Shells — Small Dining Room (Mansion 2F), wine-glass cabinet in the south-east corner
  • Ink Ribbons — Bar (Mansion 1F) (three on Normal and Hard)
  • Missing Music — Bar (Mansion 1F), small alcove bookshelf (push it aside)
  • Gold Emblem — Bar (Mansion 1F), indentation held by the Beethoven statue in the hidden room (swap the ordinary Emblem for it)
  • Shield Key — Dining Room (Mansion 1F), alcove behind the clock, revealed after the gear puzzle
  • Shotgun Shells — Attic (Mansion 2F), shelves round the corner from the entrance
  • Mask without a nose (Death Mask three of four) — Attic (Mansion 2F), floor in the north-west corner
  • Serum — Mansion Drug Room (Mansion 1F), shelves (a fresh one if bitten by Yawn)
  • Mask without a mouth (Death Mask four of four) — Large Gallery (Mansion 1F), ground inside the hidden area behind Lisa’s portrait
  • Stone & Metal Object — Crypt (Mansion B1), coffin
  • Shotgun Shells — Crypt (Mansion B1), coffin
  • Handgun Magazine — Crypt (Mansion B1), coffin (on Hard, instead of Shotgun Shells)
  • Radio — Roofed Passage (Mansion 1F), lying on the ground (if Richard died and did not give it to you earlier)
  • Battery Pack — Garden Shed (Mansion 1F), shelf beside the small stone steps
  • First Aid Spray — Garden Shed (Mansion 1F), shelf beside the small stone steps
  • Shotgun Shells — Garden Shed (Mansion 1F), floor
Files & Documents
  • Keeper’s Diary — Researcher’s Bedroom (Mansion 1F), under the desk
  • Researcher’s Will — Fish Tank Room (Mansion 2F), desk by the tank
  • Trevor’s Diary — Bar (Mansion 1F), floor beside the Beethoven statue in the hidden room
Weapons Found Here
  • Shotgun — Living Room (Mansion 1F), hooks on the far wall (swap the Broken Shotgun onto the hooks as you lift it)
  • Grenade Launcher — Outside Patio (Mansion 2F), propped beside Forest Speyer’s body
  • Assault Shotgun — Attic (Mansion 2F), left behind by Richard Aiken once Yawn has taken enough damage (only if Richard was saved)
PART 2 OF 7
3The CourtyardFirst crossing to the Residence
Main Garden and Muddy Path (Courtyard 1F)Three dogs, the weathervane gate
1
Three Cerberus are loose in the Main Garden — the biggest dog pack so far, over a lot of open ground. Use grenade rounds or shotgun blasts as they line up; do not try to knife them. Take the ITEM Green Herb and ITEM Blue Herb by the small fountain.
2
The slope down to the cemetery on the Muddy Path is barred by a gate flanked by two dog statues, one red-eyed and one blue-eyed, with two weathervanes controlling which way they face.
3
Set the red weathervane to West and the blue weathervane to North. The statues turn back to back and the gate opens. The signposts are the clue: West is the Path of Revenge for the red dog, North is the Valley of Destruction for the blue. Fixed solution, every playthrough.
Small Headstone Area (Courtyard 1F)Crest puzzle and the Magnum
4
Six crows sit on the headstones — walk through slowly. Place the Wind Crest in the slab of the right-hand headstone; it opens and reveals the KEY ITEM Moon Crest, KEY ITEM Star Crest and KEY ITEM Sun Crest.
5
Place all three in the slab of the left-hand headstone. It opens and gives you the WEAPON Magnum Revolver. It is optional and it is worth every second — it one-shots Crimson Heads and carries you through several later fights.
BOSS Forest Pathway and Cabin (Courtyard 1F)Square Crank and Lisa Trevor
6
Take the two ITEM Green Herbs on the ground by the cabin door.
7
Inside the Cabin: typewriter and item box at the back, the KEY ITEM Map of the COURTYARD on the wall at the top of the small stairs, and the FILE File 16: Family Picture & Notes file by the typewriter. Save here, then take the KEY ITEM Square Crank from the top of the trapdoor at the very back.
8
Lisa Trevor comes up through the trapdoor the instant you take the crank. She cannot be killed. A shotgun blast or a grenade round staggers her long enough to get past — spend it and run for the door, do not try to fight through. A zombie now also appears in the clearing halfway along the Forest Pathway.
Water Pool, Falls Area and Zigzag Path (Courtyard 1F)Into the Residence
9
Back through the Main Garden to the Water Pool. Fit the Square Crank into the square hole on the column beside the pool and turn it to drain the water, then walk across the pool bed. Keep the crank — you refill this pool later and the fitting appears elsewhere.
10
Falls Area: five crows circling, a Green Herb opposite the waterfall, three Blue Herb uses in the planter by the north-east elevator. The elevator is dead until you find a Battery, so ignore it.
11
Take the south path into the Zigzag Path. Ten adders drop out of the trees as you walk through — they are fast, they poison and they are hard to hit, so run the length of it rather than clearing it. Grab the ITEM Red Herb by the southern entrance, then go through the door into the Entry Corridor of the Guardhouse Residence. That is the end of the mansion’s first pass.
Items & Collectibleseverything you pick up in this part
  • Green Herb — Main Garden (Courtyard 1F), by the small fountain
  • Blue Herb — Main Garden (Courtyard 1F), by the small fountain
  • Moon Crest — Small Headstone Area (Courtyard 1F), inside the right-hand headstone slab (place the Wind Crest to open it)
  • Star Crest — Small Headstone Area (Courtyard 1F), inside the right-hand headstone slab
  • Sun Crest — Small Headstone Area (Courtyard 1F), inside the right-hand headstone slab
  • Green Herbs — Forest Pathway (Courtyard 1F), ground by the cabin door (two)
  • Map of the COURTYARD — Cabin (Courtyard 1F), wall at the top of the small stairs
  • Square Crank — Cabin (Courtyard 1F), top of the trapdoor at the very back
  • Green Herb — Falls Area (Courtyard 1F), opposite the waterfall
  • Red Herb — Zigzag Path (Courtyard 1F), by the southern entrance
Files & Documents
  • Family Picture & Notes (first part) — Cabin (Courtyard 1F), by the typewriter
Weapons Found Here
  • Magnum Revolver — Small Headstone Area (Courtyard 1F), left-hand headstone slab (place the Moon, Star and Sun Crests)
PART 3 OF 7
4The ResidenceAqua Ring, V-JOLT and Plant 42
Entry Corridor (Residence 1F)First steps inside
1
Step in from the Zigzag Path. ITEM Blue Herbs grow in the alcove opposite the door — three on Normal, only one on Hard. There is a ITEM Dagger here too; always be carrying one, it is a free defense item. Four doors lead off: the Central Corridor (north), the Rec Room, the Residence Storeroom, and Room 001 (locked for now). Do the Storeroom first.
Residence StoreroomThe Residence safe room
2
Typewriter on the small table by the shelves, item box at the very back, ITEM Ink Ribbons on the shelf beside the table (3 on Normal and Hard), ITEM First Aid Spray on the floor by the door, and a KEY ITEM Battery Pack for Jill’s Stun Gun. Keep the Stun Gun loaded from here on — it is the only defense item that breaks a grab without burning a consumable weapon. Save and deposit anything mansion-related; the Residence is a self-contained loop and you want free slots.
3
Take the ITEM Kerosene from the floor beside the item box. A can holds four doses on Normal and Hard, five on the easier settings. This is your Crimson Head insurance for the whole Residence — every zombie you drop here and in the mansion later is a candidate to get back up, faster and far more dangerous.
Rec RoomPool table, oil lamps, and the code
4
Two Web Spinners scuttle across the walls and ceiling. They poison on contact, so kill them at range with the Shotgun rather than trading hits; if you are poisoned, mix a Green and a Blue Herb. Downstairs at the bar: an KEY ITEM Unprinted Book (take it — it is the missing volume for the Room 003 shelf), a ITEM First Aid Box with Mixed Herbs, and ITEM Shotgun Shells on the round table. ITEM Green Herbs sit near the entrance and by the wine racks.
5
RANDOM Light all three oil lamps in this room with the Lighter. Each reveals a coloured eye, and the markings on the eye tell you where that colour sits in a three-digit code. Then examine the pool table and note each ball’s number and colour. The digits are always 3, 5 and 6 — what changes between playthroughs is which colour carries which number and what order the lamps demand. Write both sets down before you leave.
Central CorridorThe map, the wasps, and the tentacles
6
A zombie and a Web Spinner patrol here; burn the corpse with Kerosene, because you walk this corridor many times. The KEY ITEM Map of the RESIDENCE hangs on the north wall past the door to Room 002. Take it — but do not then peer through the hole left behind, or a swarm of Wasps floods the room.
7
Plant 42’s roots have punched holes through the floor further along and tentacles lash out of them. Push the wooden crates over the holes and walk across the crates; that plugs them completely and costs nothing, whereas sprinting past costs health every time. The Gallery door here is locked (the KEY ITEM Gallery Key is down in the Aqua Ring), so go into Room 002 instead.
Room 002 and its bathroomThe way down
8
The FILE File 14: Plant 42 Report is on the desk next to the bed, and a zombie lets itself in once you have searched the room or the bathroom. In the bathroom, the KEY ITEM Key for Room 001 is on the cabinet beside the bath. Back in Room 002, push the two bookshelves aside to reveal a ladder into the Aqua Ring — but clear Room 001 first.
Room 001 and its bathroomSelf Defense Gun and Control Room Key
9
Unlock Room 001 from the Entry Corridor. The ITEM Self Defense Gun is on the desk beside the bookcase and picking it up gives you the FILE File 13: Suicide Note; Handgun Magazines are on the desk and on the chair at the foot of the bed. The Self Defense Gun is a one-shot defense item that destroys a zombie’s head outright — save it for a zombie you would otherwise have to burn, because a destroyed head cannot become a Crimson Head and that saves you a Kerosene dose.
10
In the bathroom, empty the bathtub to find the KEY ITEM Control Room Key. The body on the floor stands up the instant you take it, and a second zombie hanging above drops free while you search. Fight in the doorway, not in the tub alcove.
Aqua Ring Entry / WalkwaySharks
11
Climb down from Room 002; a ITEM Green Herb lies by the walkway entrance. Three Neptunes circle the flooded walkway — you cannot meaningfully hurt them while the ITEM water is up and you gain nothing by trying. Stay on the metal walkway, keep moving, never stop beside open water, and push the crates into the basin to bridge the broken stretch. Unlock the Control Room with the Control Room Key.
Control Room (Aqua Ring B1)Draining the tank
12
Take the KEY ITEM Map of the AQUA RING from the north wall behind the lower table and the First Aid Box beside the oil pressure regulator. Read the whiteboard: it gives an oil pressure valve number, 1, 2 or 3, and that number is different in every playthrough. Read it rather than trusting any fixed answer.
13
Press the water drain button on the front console. The display errors and a Neptune smashes into the window — the glass holds long enough, so do not panic.
14
Release the safety lock on the right-hand panel, then pull the lever on the left-hand console. The blast shutters stall partway because oil pressure is too low. Go to the oil pressure valve and select the whiteboard’s number, then release the safety and pull the lever again. The shutters now seal completely.
15
Press the drain button one more time. The Aqua Ring empties.
BOSS Aqua Ring Storage / Water Tank (Aqua Ring B2)Neptune and the Gallery Key
16
Head down into the drained tank. Ammunition is stashed among the wet boxes in the Storage room — Shotgun Shells on Normal, ITEM Magnum Rounds on the floor by the Water Tank door on Hard.
17
In the Water Tank, the biggest Neptune lies beached in the residual pool beside the generator. Examine the box next to the generator: it holds the Gallery Key, and the shark thrashes and knocks it into the water. Do not shoot it — push the generator into the water instead and the whole pool electrifies, killing Neptune for free. Then collect the Gallery Key.
18
For the record: Richard Aiken does not appear in the Aqua Ring on Jill’s route. His sequence, and the Assault Shotgun he leaves behind, belong to the Attic and Yawn earlier in the game. Leave via the ladder behind the floating crates in the drain area.
GalleryInsecticide Spray and the beehive
19
Unlock the Gallery from the Central Corridor. A colossal beehive fills one side and pumps out an endless stream of Wasps — do not fight them, they respawn forever. Take the ITEM Insecticide Spray from the body in the north-east corner and use it on the hive; the wasps stop for good.
20
With the wasps gone, take the KEY ITEM Key for Room 003 from the desk beneath the hive, plus the ITEM Handgun Magazine on the central table and the ITEM Red Herbs by the hive and the south-east doors. There are ITEM Grenade Shells and a Web Spinner here too.
Residence Medical RoomThe coded door and the chemicals
21
The door from the Gallery into the Medical Room has a colour-coded combination panel: one digit per panel, cycling through the colours. Match each panel’s colour to the pool ball of that colour and enter its number; the order comes from the markings on the three lamp eyes. On Very Easy and Easy the keypad shows you the colours outright; on Normal and Hard you need the notes from the Rec Room. Inside, collect four ITEM Empty Bottles from the desks and shelves, then fill one from the sink faucet for Water, one from ITEM UMB No.3 on the desk beside the sink, and one from ITEM Yellow-6 on the desk opposite. Keep the spare bottles — you will refill as you go.
PUZZLE — Mixing V-JOLT
22
Mix in this exact order; each step consumes the two inputs and produces the compound named: - Water + UMB No.3 → NP-004 - NP-004 + Yellow-6 → UMB No.10 - Water + Yellow-6 → UMB No.7 - UMB No.7 + UMB No.10 → VP-017 - VP-017 + UMB No.3 → KEY ITEM V-JOLT
23
Think of it as arithmetic: 1 + 3 = 4, 4 + 6 = 10, 1 + 6 = 7, 7 + 10 = 17, 17 + 3 = 20. If you lose track, refill at the sink and the two chemical drums and start again. V-JOLT is optional, but it removes an entire boss fight and every round that fight would cost. Make it.
Guard Room (Aqua Ring B1)Killing the roots
24
Go back down into the Aqua Ring and into the Guard Room, where Plant 42’s exposed root mass sits. Use the V-JOLT on the roots. The plant upstairs is now fatally poisoned.
Room 003The red book shelf
25
Unlock Room 003 from the Gallery. Typewriter on the table by the bed, Ink Ribbons on the small table beside the door — save here before the boss. Take the FILE File 15: Organic Chemistry Lab Experiment from the bookcase among the red books; that file documents the V-JOLT chain if you skipped step 22.
26
Slot the Unprinted Book from the Rec Room bar into the empty space so the shelf holds seven books, then swap them in pairs: 1 with 4, then 2 with 6, then 3 with 7. Arranged correctly the spines form one continuous picture and the bookcase swings open onto the Plant 42 Room.
BOSS Plant 42 RoomPlant 42
27
If you used V-JOLT, just walk in. The plant snatches Jill, Barry crashes in with a flamethrower, and it is over — no ammunition spent, no damage taken. Either way, search the fireplace afterwards for the KEY ITEM Helmet Key.
28
If you skipped V-JOLT you have a real fight. Back up to the first landing of the curving stairwell so the hanging bulb is in view and put roughly four Grenade Launcher rounds into the open flower — Acid or Incendiary both work. Shotgun blasts into the bulb also work but take far longer, and the vines drain you throughout.
Items & Collectibleseverything you pick up in this part
  • Blue Herbs — Entry Corridor (Residence 1F), alcove opposite the door (three on Normal, only one on Hard)
  • Dagger — Entry Corridor (Residence 1F)
  • Ink Ribbons — Residence Storeroom, shelf beside the table (3 on Normal and Hard)
  • First Aid Spray — Residence Storeroom, floor by the door
  • Battery Pack — Residence Storeroom (for the Stun Gun)
  • Kerosene — Residence Storeroom, floor beside the item box
  • First Aid Box — Rec Room, downstairs at the bar
  • Shotgun Shells — Rec Room, round table downstairs at the bar
  • Green Herbs — Rec Room, near the entrance
  • Green Herbs — Rec Room, by the wine racks
  • Map of the RESIDENCE — Central Corridor, north wall past the door to Room 002
  • Key for Room 001 — Room 002 bathroom, on the cabinet beside the bath
  • Self Defense Gun — Room 001, desk beside the bookcase
  • Handgun Magazine — Room 001, desk
  • Handgun Magazine — Room 001, chair at the foot of the bed
  • Control Room Key — Room 001 bathroom, empty the bathtub
  • Green Herb — Aqua Ring Entry / Walkway, by the walkway entrance
  • Map of the AQUA RING — Control Room (Aqua Ring B1), north wall behind the lower table
  • First Aid Box — Control Room (Aqua Ring B1), beside the oil pressure regulator
  • Shotgun Shells — Aqua Ring Storage / Water Tank (Aqua Ring B2), among the wet boxes (on Normal)
  • Magnum Rounds — Aqua Ring Storage / Water Tank (Aqua Ring B2), floor by the Water Tank door (on Hard)
  • Gallery Key — Aqua Ring Storage / Water Tank (Aqua Ring B2), inside the box next to the generator in the Water Tank
  • Insecticide Spray — Gallery, body in the north-east corner
  • Key for Room 003 — Gallery, desk beneath the hive
  • Handgun Magazine — Gallery, central table
  • Red Herbs — Gallery, by the hive and the south-east doors
  • Grenade Shells — Gallery
  • Empty Bottles — Residence Medical Room, desks and shelves (four)
  • Water — Residence Medical Room, filled from the sink faucet
  • UMB No.3 — Residence Medical Room, desk beside the sink
  • Yellow-6 — Residence Medical Room, desk opposite
  • V-JOLT — PUZZLE — Mixing V-JOLT, made by mixing Water, UMB No.3 and Yellow-6 in the prescribed order
  • Ink Ribbons — Room 003, small table beside the door
  • Helmet Key — BOSS — Plant 42, fireplace (search it after the fight)
Files & Documents
  • Unprinted Book — Rec Room, downstairs at the bar
  • Plant 42 Report — Room 002, desk next to the bed
  • Suicide Note — Room 001, comes with picking up the Self Defense Gun
  • Organic Chemistry Lab Experiment — Room 003, bookcase among the red books
PART 4 OF 7
5Return to the MansionNew keys, the Library and the Secret Passage
Central Corridor → Zigzag Path → CourtyardThe world gets meaner
1
On your way out, Wesker turns up in the Central Corridor. Acquiring the Helmet Key also flips several outdoor areas to a harder state: ten Adders drop from the trees on the Zigzag Path and another ten at the north side of the Water Pool, and two Cerberuses now roam the Falls Area. Run the paths; the snakes poison and are not worth ammunition.
Main Hall 2F → Large Art RoomHelmet Key door
2
The Helmet Key opens the large double doors off the Main Hall. Inside the Large Art Room, FILE File 5: Trevor’s Diary (part 2) is on the display bench and there are ITEM Ink Ribbons in the desk drawer behind it.
Mirror RoomThe Jewelry Box and the Emblem Key
3
Through from the Large Art Room. One zombie wanders here and a Hunter smashes through the door if you leave and return after going as far as the Main Hall, so finish the room in one visit. Take KEY ITEM Jewelry Box (2) from the large cupboard by the entrance, the ITEM Dagger by the south wall, and use the trough of three Blue Herbs in the corner. Combine the KEY ITEM Red Gemstone with the Jewelry Box, work the panels until it opens, take the KEY ITEM Broach, and examine the Broach — it converts into the KEY ITEM Emblem Key.
Courtyard StudyMetal Object
4
The Emblem Key opens the Courtyard Study off the Dark Corridor. Switch on the desk lamp first, or the room is too dark to interact with, then take the KEY ITEM Metal Object from the bookcase on the west wall. ITEM Shotgun Shells are in the desk drawers and there is a KEY ITEM Battery Pack for the Stun Gun.
Trophy RoomRed and Yellow Gemstones
5
MISSABLE Off the West Wing Inner Stairway on 2F. The Red Gemstone sits in the deer mount’s eye socket and the KEY ITEM Yellow Gemstone in the bull mount’s. Push the cabinets under the mounts to climb up. The room’s wooden eagle watches and repositions, so grab and go. ITEM Grenade Shells are on the cabinet under the south-wall deer mount, a Dagger in the north-west corner, and the FILE File 12: Mail to the Chief of Security file on the middle table.
Tiger Statue RoomMO Disk #1
6
MISSABLE Off the Northern Corridor on 1F. The tiger statue takes a gemstone in its eye. KEY ITEM Yellow Gemstone → MO Disk (behind the statue’s left side) — that is one of the three disks you need to free Chris. Blue Gemstone → Shotgun Shells behind the right side. Red Gemstone → trap: twenty Adders drop from the ceiling. Do not do it; if you already have, leave and re-enter to recover the Red Gemstone, because you need it for the Mirror Room Jewelry Box.
BOSS Library (Mansion 2F)Yawn, round two
7
Yawn appears as soon as you move toward the ladder. It is much faster and more aggressive than the Attic fight and its bite poisons. Fight from the upper level, keep circling, and never stand in a straight line with it — Grenade Launcher rounds or Magnum Rounds end it quickest, and a Shotgun works but costs a lot of shells and health. Two ITEM Green Herbs are on the upper level opposite the entrance. When Yawn dies, KEY ITEM Last Book Vol.2 falls out of the display cabinet; examine it for the KEY ITEM Medal of Wolf.
Resting Room → Sliding Trap RoomThe crushing walls
8
The Helmet Key also opens the Sliding Trap Room, and the walls close in the moment you enter. Push the statue along to the far end of the wall track, hit the switch exposed behind the wall to reset the walls, get clear, then push the statue back into its slot to jam the mechanism permanently. The hidden alcove that opens holds a Battery Pack. Drop through into the Secret Passage below.
Secret PassageMedal of Eagle
9
KEY ITEM Last Book Vol.1 lies in the middle of the passage — examine it for the KEY ITEM Medal of Eagle. FILE File 6: Trevor’s Diary, part 3 is on the small gravestone at the end. The passage continues down into Concrete Passage 1 in the mansion basement.
Mansion B1Battery run
10
Work through the Concrete Passages, the basement Kitchen and the Tea Room. This service level is dark and cramped, which makes any Crimson Head down here lethal because you cannot get around it. On the same trip, collect the Battery from the shelf in the Materials Room on 2F, off the Elevator Corridor — you need it for the Courtyard elevator and you do not want a second journey.
Graveyard → CryptThe Death Masks
11
The Graveyard sits behind the mansion, reachable from the Main Hall and from the Large Gallery through the gate you open with the Lockpick. Two zombies wander it; Shotgun Shells are on the ground north-west of the crypt entrance.
12
You need all four death masks before you go down: - Mask without eyes — Greenhouse (Mansion 1F), on the shield on the far wall, reachable once the Chemical has killed the plant growth. - Mask without a nose — Attic (Mansion 2F), on the floor in the north-west corner. - Mask without a mouth — Large Gallery (Mansion 1F), revealed by solving the portrait puzzle. - Mask without eyes, nose, or mouth — Armor Room (Mansion 2F), inside Jewelry Box (1). Push the far-right suit of armor in, then the close-left, then the close-right, and press the podium button.
13
Mount all four masks in the wall slots beside the crypt entrance. The suspended coffin drops and splits open and Crimson Head Prototype 1 climbs out. It hits far harder and takes far more punishment than a normal Crimson Head — fight it on the open crypt floor with the Grenade Launcher or Magnum and keep backing away, because it lunges. Do not knife it and do not let it corner you against the coffin.
14
With it dead, take the Stone & Metal Object out of the coffin, plus the ammunition that drops nearby (Shotgun Shells on Normal, a Handgun Magazine on Hard).
Items & Collectibleseverything you pick up in this part
  • Jewelry Box (2) — Mirror Room, large cupboard by the entrance
  • Dagger — Mirror Room, south wall
  • Broach — Mirror Room, taken after combining the Red Gemstone with Jewelry Box (2) and working the panels until it opens
  • Emblem Key — Mirror Room, examine the Broach
  • Metal Object — Courtyard Study, bookcase on the west wall
  • Shotgun Shells — Courtyard Study, desk drawers
  • Battery Pack — Courtyard Study (for the Stun Gun)
  • Red Gemstone — Trophy Room, deer mount’s eye socket
  • Yellow Gemstone — Trophy Room, bull mount’s eye socket
  • Grenade Shells — Trophy Room, cabinet under the south-wall deer mount
  • Dagger — Trophy Room, north-west corner
  • MO Disk — Tiger Statue Room, behind the tiger statue’s left side (place the Yellow Gemstone)
  • Green Herbs — Library (Mansion 2F), upper level opposite the entrance (two)
  • Medal of Wolf — Library (Mansion 2F), examine Last Book Vol.2
  • Battery Pack — Sliding Trap Room, hidden alcove revealed by jamming the wall mechanism
  • Medal of Eagle — Secret Passage, examine Last Book Vol.1
  • Battery — Materials Room (Mansion 2F), shelf, off the Elevator Corridor
  • Shotgun Shells — Graveyard (Mansion 1F), ground north-west of the crypt entrance
  • Ink Ribbons — Large Art Room, desk drawer behind the display bench
Files & Documents
  • Trevor’s Diary (part 2) — Large Art Room, display bench
  • Mail to the Chief of Security — Trophy Room, middle table
  • Last Book Vol.2 — Library (Mansion 2F), falls out of the display cabinet when Yawn dies
  • Last Book Vol.1 — Secret Passage, middle of the passage
  • Trevor’s Diary (part 3) — Secret Passage, small gravestone at the end
PART 5 OF 7
6The UndergroundMining Area to the Altar
Falls Area / Water PoolOpening the caverns
1
Install the Battery in the elevator in the north-east corner of the Falls Area. That powers the lift between the Falls Area and the Main Garden and gives you a shortcut for the rest of the game. Blue Herbs grow in the trough beside it and a ITEM Green Herb sits opposite the waterfall; five crows and two Cerberuses are active here now.
2
Go to the Water Pool and work the Square Crank to raise the water level. That kills the waterfall in the Falls Area, exposing the KEY ITEM shaft behind it. Return and climb down the ladder into the caverns.
Mining Area (Courtyard B1)Cavern save room
3
Typewriter and item box in the middle passage, ITEM Ink Ribbons on the table beside the typewriter, ITEM Blue Herb by the entrance ladder. This is your base for the whole underground. Exits run to Boulder Passage 1 and the Forked Passage, plus a south-west corridor that only opens once you rotate it with the KEY ITEM Hexagon Crank.
BOSS Boulder Passage 1 → Spider RoomBlack Tiger
4
Boulder Passage 1 has a boulder trap. Trigger it and run — there are alcoves to duck into. ITEM Shotgun Shells sit in the small alcove behind the boulder on Normal, a ITEM Handgun Magazine on Hard.
5
Black Tiger drops on you the instant you enter the Spider Room and cannot be skipped. It is much faster than a Web Spinner and spits acid from long range. Keep the room’s width between you and it and hit it with Acid or Incendiary Shells, or point-blank Shotgun blasts — it dies in a handful of hits. Two Web Spinners follow, the second only after you kill the first. A WEAPON Survival Knife sits on the barrels in the north-west corner.
Straight Passage → Boulder Passage 2 → Underground Statue RoomThe Cylinder
6
Beyond the Spider Room the passages lead to Boulder Passage 2 and the Underground Statue Room, and you need the Hexagon Crank for both. If you have not met Enrico yet, do the Generator Room branch first and come back.
7
Put the Hexagon Crank into the wall socket near the door to push a section of wall out. Shove the statue in front of that sliding section, then work the crank again so the wall carries the statue clear of its rut and you can push it freely.
8
Push the statue onto the rotating plate in the middle of the room and off again — each trip onto the plate turns it ninety degrees. When it faces the same way as its partner statue across the room, push it into the empty wall alcove. The wall opens; take the KEY ITEM Cylinder from the depression.
Forked Passage → Generator Room → Enrico RoomThe Shaft and the Hexagon Crank
9
ITEM Acid Shells sit in front of the giant boulder in the Forked Passage. In the Generator Room, open the elevator power control panel and take the Shaft out of it; ITEM Handgun Magazines are on the floor by the elevator shaft and near the south exit, with a Green Herb on the north side.
10
Push on to the Enrico Room. Enrico Marini is slumped at the end of the passage — hear him out, then take the Hexagon Crank from his body. The moment you examine him a Hunter comes in, and two more spawn back in the Forked Passage on Normal and Hard. Hunters decapitate you outright at low health, so heal to full before you touch the body and keep the Shotgun or Grenade Launcher equipped rather than trying to outrun them in a corridor.
PUZZLE — The Cylinder Shaft
11
Combine the Cylinder with the Shaft to make the KEY ITEM Cylinder Shaft. Examine it in the inventory and rotate the top half until the markings line up along the side and read as Roman numerals: IV, II, III, I.
12
Insert it into the machine in the Generator Room and press the four buttons in the order 4, 2, 3, 1. Power returns to the underground elevator, and Barry appears in the Generator Room to ride down with you.
Garbage Compactor Room (Courtyard B2)The Broken Flamethrower
13
Handgun Magazine on the floor at the top of the ladder, item box in the corner opposite. Further along the Winding Underground Passage, the Underground Storage Room holds ITEM Magnum Rounds, a Handgun Magazine and a KEY ITEM Battery Pack on top of the box stacks in the north-east corner — and the wooden crate you need.
14
Move the crate on the cargo transporter, shove it into the garbage compactor and press the button. Crushing it leaves the ITEM Broken Flamethrower, useless as a weapon because the muzzle is destroyed, but it is the handle for the door to Lisa’s Room.
Lisa’s Room (Courtyard B2)The Trevor notes
15
Fit the Broken Flamethrower into the door mechanism to unlock Lisa’s Room. Four Adders swim in the water inside — stay on dry ground and out of the pool, they are not worth ammunition. A Blue Herb and a Green Herb are by the water barrels in the upper area and there is a ITEM Dagger on the bed.
16
On the desk beside the bed is KEY ITEM Jewelry Box (3). Open it for the KEY ITEM Stone Ring and FILE File 17: Family Picture & Notes, part 2.
17
Climb out through the trapdoor into the Cabin above. The first part of Family Picture & Notes is on the table beside the typewriter, with the Map of the Courtyard on the wall. Save here.
PUZZLE — The second Stone & Metal Object
18
Combine the Stone Ring with the Metal Object from the Courtyard Study. That gives you a second KEY ITEM Stone & Metal Object matching the one from the crypt coffin.
Main Hall 2FOpening the way down
19
Return to the mansion Main Hall and go up to the second floor. Place both Stone & Metal Objects in the two indentations on the sealed door; it opens onto the Stairway Passage, which has a typewriter in the alcove beside the double doors and an item box at the bottom of the first flight. Save and reorganise here. Everything from this point is a one-way run in practice, and there is a decision below that you cannot undo.
Jessica’s Tomb (Altar B1)Barry, and the decision
20
Barry is examining the tomb when you arrive, and in the cutscene he hands Jill his WEAPON .44 Magnum. It is a monstrously powerful weapon that one-shots essentially any standard enemy, and the ordinary Magnum Rounds you find do not fit it — what is in it is all you get.
21
This is the ending decision. Keep the Magnum and Lisa Trevor knocks Barry into the chasm, FILE File 19: Barry’s Photograph falling from his shirt as he goes. Give it back — approach him and return the weapon before the encounter with Lisa resolves — and he survives, fights beside you, and stays with you for the rest of the game. Do not walk away with it in your inventory.
22
Take FILE File 18: Family Picture & Notes, part 3 from inside the stone sarcophagus. Read all three parts together with Trevor’s Diary; this is the whole Trevor family story and the middle piece down in Lisa’s Room is very easy to miss.
BOSS Jessica’s Tomb (Altar B2)Lisa Trevor
23
Climb down the ladder. Lisa staggers around a narrow platform ringed by a bottomless drop and she cannot be killed. If you returned Barry’s Magnum he is down here shooting at her with you.
24
The objective is not damage: push all four stone blocks off the edge of the platform. Ignore Lisa otherwise.
25
Shooting her with something heavy — Magnum, Grenade Launcher, Shotgun at close range — staggers her for a few seconds and buys you one push. Chain the staggers and you can knock her clean off the ledge, which buys much longer. Weak ammunition does nothing. Stay away from the edge yourself, because her swing has reach and will club you into the chasm; if she misses a swing next to a stone she will occasionally knock it off herself.
26
With all four stones gone, Lisa opens the coffin, takes her mother’s skull and throws herself into the abyss. The gate to the Courtyard Fountain unlocks.
Fountain (Courtyard 1F)Down to the lab
27
Set the Medal of Eagle and the Medal of Wolf into the two indentations on the fountain. The water drains and a ladder into the Laboratory Entrance appears. This is your last chance to be over-prepared — go and top up at an item box before you climb down, because you cannot come back up.
Items & Collectibleseverything you pick up in this part
  • Ink Ribbons — Mining Area (Courtyard B1), table beside the typewriter
  • Blue Herb — Mining Area (Courtyard B1), by the entrance ladder
  • Shotgun Shells — Boulder Passage 1, small alcove behind the boulder (on Normal)
  • Handgun Magazine — Boulder Passage 1, small alcove behind the boulder (on Hard)
  • Cylinder — Underground Statue Room, depression in the wall revealed by aligning the statues
  • Acid Shells — Forked Passage, in front of the giant boulder
  • Shaft — Generator Room, elevator power control panel
  • Handgun Magazines — Generator Room, floor by the elevator shaft
  • Handgun Magazines — Generator Room, floor near the south exit
  • Green Herb — Generator Room, north side
  • Hexagon Crank — Enrico Room, taken from Enrico Marini’s body
  • Cylinder Shaft — PUZZLE — The Cylinder Shaft, combine the Cylinder with the Shaft
  • Handgun Magazine — Garbage Compactor Room (Courtyard B2), floor at the top of the ladder
  • Magnum Rounds — Underground Storage Room, top of the box stacks in the north-east corner
  • Handgun Magazine — Underground Storage Room, top of the box stacks in the north-east corner
  • Battery Pack — Underground Storage Room, top of the box stacks in the north-east corner
  • Broken Flamethrower — Garbage Compactor Room (Courtyard B2), left behind after crushing the crate in the compactor
  • Blue Herb — Lisa’s Room (Courtyard B2), by the water barrels in the upper area
  • Green Herb — Lisa’s Room (Courtyard B2), by the water barrels in the upper area
  • Dagger — Lisa’s Room (Courtyard B2), on the bed
  • Jewelry Box (3) — Lisa’s Room (Courtyard B2), desk beside the bed
  • Stone Ring — Lisa’s Room (Courtyard B2), inside Jewelry Box (3)
  • Stone & Metal Object (second) — PUZZLE — The second Stone & Metal Object, combine the Stone Ring with the Metal Object from the Courtyard Study
Files & Documents
  • Family Picture & Notes (second part) — Lisa’s Room (Courtyard B2), inside Jewelry Box (3)
  • Family Picture & Notes (third part) — Jessica’s Tomb (Altar B1), inside the stone sarcophagus
Weapons Found Here
  • Survival Knife — Spider Room, on the barrels in the north-west corner
  • .44 Magnum — Jessica’s Tomb (Altar B1), handed to Jill by Barry in the cutscene
PART 6 OF 7
7The Laboratory & EscapeB1 down to the Heliport
Laboratory Entrance / Item Box Room (Laboratory B1–B2)Setting up
1
From the Laboratory Entrance, one door leads to the Passage to Heliport (your eventual exit) and one down to the Item Box Room, which has a typewriter and item box near the ladder and ITEM Ink Ribbons on the floor. That is your only save point in the laboratory — use it before each major push.
Laboratory Stairway (B2)MO Disk #2
2
Two zombies wander here on Normal, three on Hard, and there is ITEM Kerosene on the landing. Burn the corpses: you run this stairway repeatedly and a Crimson Head on stairs is very bad news. The second KEY ITEM MO Disk is on the desk next to the entrance to the Visual Data Room, and ITEM Green Herbs are by the railing.
’O’ Room (B3)Central hub
3
Two zombies patrol the room with the giant ventilation fan, and two Chimeras drop out of the ducts here as well — but only after you have been to the Main Laboratory, so this room gets worse later. A ITEM Dagger is on the shelves opposite the fan and a ITEM Handgun Magazine on the operating table. Doors lead to the Laboratory Stairway, Operating Room, Pass Code Corridor, and — once you have the KEY ITEM Laboratory Key — the Morgue and the Elevator Entry.
Operating Room (B3)Login and password
4
ITEM Magnum Rounds on the floor in the north-east corner, the FILE File 21: V-ACT file on the north-west computer desk — read it, it is the in-world explanation of why your dead zombies keep standing back up. Jill also finds a KEY ITEM Battery Pack on the shelves in the back room opposite the body bags, and a ITEM First Aid Box on Normal and below.
5
Log into the computer with login: JOHN, password: ADA (the FILE File 20: Researcher’s Letter in X-Ray Room A is the source). The terminal then lets you release the B2 and B3 door locks. The B2 lock wants a second password: CELL. B3 needs nothing further once B2 is released.
X-Ray Room A / X-Ray Room B (B3)The CELL password
6
X-Ray Room A: ITEM X-Ray of CLARK on the box next to the light switch, ITEM X-Ray of GAIL on the bench along the south wall, the FILE File 20: Researcher’s Letter file on the desk to the right of the X-ray board. Mount both X-rays on the board and kill the room lights — the marked regions read as letters and spell out CELL.
7
X-Ray Room B is behind one of the doors the computer releases; one zombie inside. Take the KEY ITEM Slide Filter from the desk under the X-ray board and the Ink Ribbons, plus the ITEM Incendiary Shells in the sink and the FILE File 22: FAX file on the north-east shelves. There is a Pass Code Output Terminal on the north-east desk — one of the three — and the machinery that refills the KEY ITEM Fuel Supply Capsule, which matters later.
Visual Data Room (B2)Slide Filter, MO Disk #3, Laboratory Key
8
With the B2 lock released, enter the Visual Data Room off the Laboratory Stairway. Take the third MO Disk from the shelves near the entrance, the ITEM Laboratory map from the bookcase by the door, the FILE File 23: Security Protocols file from the north-west bookcase, the ITEM First Aid Spray from the far table edge and the ITEM Shotgun Shells from the north-west cupboard.
9
Use the Slide Filter on the projector on the main table — the slides are red-tinted and unreadable without it, and through the filter they resolve into a pass code. Enter 8, 4, 6, 2 at the terminal on the east wall. The wall opens onto the secret video editing room, where Kenneth’s tape is playing and the Laboratory Key sits on the table. That key opens the Morgue and the Elevator Entry.
Pass Code Corridor / Morgue / Power Maze BThe three MO Disks
10
There are exactly three Pass Code Output Terminals, and each authenticates one MO Disk and releases one of the three locks on the cell door: - X-Ray Room B, desk in the north-east corner. - The Morgue, desk in the south-west — reached by pushing the shelving against the wall and crawling through the air duct, not through the room’s front door. - Power Maze B, desk in the south-east corner of the maze.
11
Feed all three MO Disks into all three terminals. If you skip any one, Chris stays locked in his cell and there is no way back once the countdown starts.
12
The Morgue holds one Chimera that sometimes drops in through a duct, Shotgun Shells on the north-east shelf and a Battery Pack on the south-west desk. Power Maze B has four Chimeras and a Battery Pack in the north-west corner; Power Maze A has three more. Chimeras are fast, drop on you from above and are very hard to hit with the Handgun — use the Shotgun on a rising aim, or Grenade Launcher rounds. A First Aid Box sits on the floor by the Pass Code Corridor entrance.
Power Maze A / Power Control RoomRestoring the elevator
13
The Fuel Supply Capsule (Empty) is inside the fuelling device in the south-west corner of Power Maze A. Take it back to X-Ray Room B and charge it at the machinery in the north-east corner.
14
Walk. Do not run, and do not get hit. Carrying the full nitro capsule, any jolt sets it off and kills you outright. Clear the Chimeras out of the maze before you make this trip, not during it.
15
Install the full capsule and restore power to bring the main elevator on line — three more Chimeras are in the Power Control Room. Then use the Laboratory Key on the Elevator Entry and take the elevator down.
Main Laboratory (B4)Wesker and the Tyrant
16
Save first and equip for a boss: Grenade Launcher with Acid Shells, or the Magnum, plus a full heal.
17
Wesker is waiting. He talks, and then the Tyrant tears out of its cryogenic tube and impales him. Take the FILE File 24: Observation Note from his body. KEY ITEM If Barry died at the Altar, Wesker’s body also carries the Master Key — do not leave without it, because on that route it is the only way to open the cell and the door to the heliport passage.
BOSS Main LaboratoryTyrant, first fight
18
It is slow but covers ground in long strides and its claw swipe has enormous reach. Never let it get within arm’s length and never back yourself into the tube racks. Circle-strafe and fire on the move: about four Acid Shells from the Grenade Launcher put it down, or a similar handful of Magnum Rounds. Barry’s .44 Magnum, if you kept it, kills it in one shot.
Self-destruct
19
If Barry survived: find him after the fight. He releases the electronic lock on the door out of the laboratory, the facility’s self-destruct goes live and the countdown starts. If Barry died at the Altar: there is no self-destruct at all. Use the Master Key to open the cell and to manually unlock the Passage to Heliport, and simply leave — the mansion will still be standing at the end.
20
On the self-destruct route the countdown is short and you must not sightsee. In order: go down to the Cell Entrance and open the cell to free Chris (only possible if all three MO Disks were authenticated); grab the Magnum Rounds and healing supplies in the storeroom on the way back up; take the elevator up to the Passage to Heliport; and KEY ITEM pick up the Fuse Unit on the floor near the elevator at the far end. Everything else in that passage — Shotgun Shells and a First Aid Box by the entrance — is optional; the Fuse Unit is not. Install it to power the lift to the roof and ride up.
BOSS Heliport Landing PointTyrant, second fight
21
Take the ITEM Signal Rockets from the ground beside the elevator and fire them to call Brad Vickers. The Tyrant bursts up through the helipad — it only appears at all if you still have a surviving companion, so on the Barry-dead route the helicopter simply lands and you leave. This version is faster and more aggressive, with a long horizontal claw sweep and a charge: run wide circles around the pad, keep pouring Magnum Rounds and Grenade Launcher rounds into it, and use the Stun Gun if it grabs you. Barry can be killed here — the longer the fight runs, the more chances the Tyrant gets at him, so do not stall and do not hide. When Brad drops the WEAPON Rocket Launcher onto the pad, break off, collect it, turn and fire once. Board the helicopter.
Items & Collectibleseverything you pick up in this part
  • Ink Ribbons — Laboratory Entrance / Item Box Room (Laboratory B1–B2), on the floor near the ladder
  • Kerosene — Laboratory Stairway (B2), on the landing
  • MO Disk — Laboratory Stairway (B2), desk next to the entrance to the Visual Data Room
  • Green Herbs — Laboratory Stairway (B2), by the railing
  • Dagger — ’O’ Room (B3), shelves opposite the fan
  • Handgun Magazine — ’O’ Room (B3), operating table
  • Magnum Rounds — Operating Room (B3), floor in the north-east corner
  • Battery Pack — Operating Room (B3), shelves in the back room opposite the body bags
  • First Aid Box — Operating Room (B3) (on Normal and below)
  • X-Ray of CLARK — X-Ray Room A (B3), box next to the light switch
  • X-Ray of GAIL — X-Ray Room A (B3), bench along the south wall
  • Slide Filter — X-Ray Room B (B3), desk under the X-ray board
  • Ink Ribbons — X-Ray Room B (B3)
  • Incendiary Shells — X-Ray Room B (B3), in the sink
  • MO Disk — Visual Data Room (B2), shelves near the entrance
  • Laboratory map — Visual Data Room (B2), bookcase by the door
  • First Aid Spray — Visual Data Room (B2), far table edge
  • Shotgun Shells — Visual Data Room (B2), north-west cupboard
  • Laboratory Key — Visual Data Room (B2), on the table in the secret video editing room revealed by the pass code
  • Shotgun Shells — Morgue, north-east shelf
  • Battery Pack — Morgue, south-west desk
  • Battery Pack — Power Maze B, north-west corner
  • First Aid Box — Pass Code Corridor, floor by the entrance
  • Fuel Supply Capsule (Empty) — Power Maze A, inside the fuelling device in the south-west corner
  • Master Key — Main Laboratory (B4), on Wesker’s body (only if Barry died at the Altar)
  • Magnum Rounds — storeroom, on the way back up to the elevator
  • Fuse Unit — Passage to Heliport, floor near the elevator at the far end
  • Shotgun Shells — Passage to Heliport, by the entrance
  • First Aid Box — Passage to Heliport, by the entrance
  • Signal Rockets — BOSS — Tyrant, second fight, on the ground beside the elevator
Files & Documents
  • V-ACT file — Operating Room (B3), north-west computer desk
  • Researcher’s Letter — X-Ray Room A (B3), desk to the right of the X-ray board
  • FAX file — X-Ray Room B (B3), north-east shelves
  • Security Protocols — Visual Data Room (B2), north-west bookcase
  • Observation Note — Main Laboratory (B4), on Wesker’s body
Weapons Found Here
  • Rocket Launcher — BOSS — Tyrant, second fight, dropped onto the pad by Brad Vickers
PART 7 OF 7

Endings — Jill

Two switches decide Jill’s ending, and both are inside this half of the game.

Switch 1 — Barry’s .44 Magnum, at Jessica’s Tomb (Altar B1). Barry hands Jill his Magnum in a cutscene.

  • Give it back → Barry survives Lisa Trevor, fights beside you, opens the electronic lock in the laboratory and triggers the self-destruct. The mansion is destroyed in the ending.
  • Keep it → Lisa knocks Barry into the chasm immediately and his photograph falls from his shirt. Wesker’s body in the Main Laboratory then carries the Master Key, which you use to open the cell and the door to the heliport passage by hand. There is no self-destruct, no heliport Tyrant fight, and the mansion is still standing in the ending.

Switch 2 — the three MO Disks. Tiger Statue Room (insert the Yellow Gemstone), the desk in the Laboratory Stairway, and the shelves in the Visual Data Room. Each must be authenticated at one of the three Pass Code Output Terminals (X-Ray Room B, Morgue, Power Maze B) to release the three locks on the cell door. Do all three and you can free Chris during the escape. Miss any one and Chris stays in the cell.

Switch 3 — Barry at the heliport. If Barry survived the Altar he is with you for the final Tyrant fight, and the Tyrant can kill him there. Finish the fight promptly: hurt the Tyrant while you wait for Brad, then use the Rocket Launcher the moment it lands.

EndingSurvivorsWhat you did
BestJill, Barry, ChrisReturned the Magnum, kept Barry alive through the heliport fight, collected and used all three MO Disks and freed Chris
Jill + Chris (mansion destroyed)Jill, ChrisReturned the Magnum, all three MO Disks and freed Chris, but let the Tyrant kill Barry at the heliport
Jill + BarryJill, BarryReturned the Magnum, kept Barry alive, ignored the MO Disks so Chris stays in the cell
Jill alone (mansion destroyed)JillReturned the Magnum, ignored the MO Disks, let the Tyrant kill Barry at the heliport
Jill + Chris (mansion stands)Jill, ChrisKept the Magnum so Barry dies at the Altar, but did all three MO Disks and freed Chris with the Master Key
WorstJillKept the Magnum so Barry dies at the Altar, and ignored the MO Disks

What locks the best ending out:

  • Walking away from Jessica’s Tomb with Barry’s Magnum still in your inventory. There is no second chance; Lisa’s cutscene fires immediately.
  • Failing to insert any one of the three MO Disks into a Pass Code Output Terminal before the self-destruct begins. Once the countdown starts you cannot go back and do it.
  • Letting the heliport fight drag on until the Tyrant kills Barry.
  • Keeping Barry alive also means giving up his .44 Magnum, by far the strongest weapon available to you. That is the trade.

Missables & Point of No Return

  • Barry’s .44 Magnum vs. Barry. You cannot have both. Decide before you go down the Stairway Passage.
  • The three MO Disks. The Tiger Statue disk is back in the mansion and unreachable once you are in the laboratory. Collect it on the mansion return trip, not later.
  • The three Pass Code Output Terminals. Authenticating the disks is a separate step from finding them. Do all three before you go down to the Main Laboratory.
  • The Fuse Unit in the Passage to Heliport. Without it the roof lift does not work, and you will burn countdown time going back for it.
  • The Red Gemstone. If you fed it to the Tiger Statue for the Adder trap, leave and re-enter to recover it — you need it for the Mirror Room Jewelry Box, and without that Jewelry Box there is no Emblem Key, no Courtyard Study and no Metal Object.
  • Family Picture & Notes part 2 in Lisa’s Room. Easy to miss, because Jewelry Box (3) looks like scenery and Lisa’s Room is easy to enter from above and leave in ten seconds.
  • Trevor’s Diary part 3 in the Secret Passage, on the gravestone at the end. Most players drop through, grab Last Book Vol.1 and run.
  • Point of no return #1: the Fountain. Once you drain it and climb down, you are in the laboratory for the rest of the game.
  • Point of no return #2: the self-destruct. Anything in the laboratory you have not done by the time Barry opens that lock is gone. There is no exploration during the countdown — treat the alarm as the end of item collection.

Hard Mode Differences

  • Enemy counts match Normal, but every enemy soaks noticeably more damage. Budget more shells per kill and expect fights you win comfortably on Normal to leave you at Caution.
  • Ammunition, recovery items and defense items are all scarcer than Normal. Specific downgrades in this half: the Entry Corridor Blue Herbs drop from three to one; the Shotgun Shells in Boulder Passage 1 become a Handgun Magazine; the Shotgun Shells by the Crypt coffin become a Handgun Magazine; the Green Herbs on the Laboratory Stairway drop to one; the Aqua Ring Storage swaps its shells for Magnum Rounds; and the First Aid Box in the Pass Code Corridor holds a single Green Herb instead of Mixed Herbs.
  • Kerosene cans hold four doses instead of five. With Crimson Heads reviving faster at the higher difficulty ranks, decide early which corridors you actually walk repeatedly and only burn corpses on those — the Central Corridor, the Laboratory Stairway and the Main Hall approaches are worth it; dead-end rooms usually are not.
  • Ink Ribbons still come three to a pickup, but there are fewer pickups than on Normal. Realistically that means saving at the Residence Storeroom, at Room 003 before Plant 42, in the Mining Area, at the Cabin, in the Stairway Passage before the Altar and in the Item Box Room before the Main Laboratory — and skipping the rest.
  • Hunters are the single biggest step up. On Hard the Forked Passage spawns two of them after you examine Enrico, and their instant-kill decapitation triggers from a health state you will spend a lot of Hard mode sitting in. Heal to Fine before you touch Enrico’s body.
  • Auto-aim still works on Hard. It is only removed on Real Survivor and Invisible Enemy.

Chris Redfield — Full Walkthrough

TagWhat it means
KEY ITEMOpens something or triggers something. The route stalls without it.
MISSABLEA one-shot window. Walk past it and the run is decided.
ITEMAmmunition, healing, ink ribbons, kerosene, defence items.
WEAPONA new firearm.
FILEOne of the 24 documents. Reading is optional; picking it up is not.
RANDOMRegenerated every playthrough. The method is given, not the answer.
BOSSMarks the room where a fight happens. Strategy is in the Bosses tab.

Chris has six inventory slots instead of eight and no Lock Pick — every locked cupboard costs him one of five single-use Old Keys. He also cannot mix V-JOLT, cannot play the piano, and carries the Flamethrower instead of the Grenade Launcher. His route is written out in full below rather than as a list of differences, because the differences change the order you do things in, not just the items you carry. Pick a part below, then use the buttons at the bottom of each part.

1Mansion — First PassDining Room to the Mansion Drug Room
Dining Room (Mansion 1F)first steps, first slots
1
The cutscene drops you here with the Knife and Lighter only. Take the ITEM Ink Ribbons from the long table (three on Normal) — you will be at a typewriter within a few minutes.
2
Note the grandfather clock on the west wall and the empty hollow above the fireplace. Both matter later; leave them. Go through the far door.
Corridor beyond the Dining RoomKenneth
3
The cutscene shows a zombie feeding on Kenneth. Back out immediately — you have no gun yet, and knifing it is not an option.
Main Hall (Mansion 1F)the handgun
4
With the Dining Room explored, a WEAPON Handgun is now lying on the floor beside the staircase. Take it and equip it. Do not open the front door — a Cerberus leaps in through it.
5
Go back and kill the zombie feeding on Kenneth. Two things to fix in your head now: a zombie you shoot down is not dead, and a body you leave lying will stand back up as a Crimson Head — faster than you, clawed, roughly twice the damage. Only fire and decapitation are permanent. Search Kenneth's body for FILE File 2: Kenneth’s Film while you are here — there is a darkroom for it later.
Dining Room 2F / Mirror Corridor (Mansion 2F)the Arrowhead
6
Take the east staircase up to the balcony and go west into Dining Room 2F. Push the statue over the balcony rail; it smashes on the Dining Room floor below and leaves a Blue Gemstone in the wreckage. Leave the gem there for now — it is hours away from being useful.
7
Continue into the Mirror Corridor and grab the ITEM Handgun Magazine in front of the big mirror at the south end. Two zombies patrol here on Normal.
8
Take the Golden Arrow from the statue in the middle of the corridor, then examine it in the inventory and remove the head to turn it into the KEY ITEM Arrowhead. That frees a slot and is the only form of it you can use.
Graveyard / Crypt (Mansion 1F–B1)Sword Key
9
Return to the Main Hall and go out to the Graveyard. Use the Arrowhead on the raised tomb; the lid slides back and exposes a staircase.
10
Down in the Crypt, take FILE File 3: Book of Curses from the stand and examine it — it opens and gives you the KEY ITEM Sword Key.
11
Before you leave, look at the stone coffin and the four mask-shaped recesses on the wall by the entrance. You will come back with four death masks and a boss will be waiting.
’C’ Corridor / Small Library (Mansion 2F)Dog Whistle
12
From the Main Hall balcony, use the Sword Key on the east door into the ’C’ Corridor. Take the KEY ITEM Wooden Mount from the desk by the stairway entrance — it is a map item, not junk. Two zombies wander here, and more follow you in from adjoining rooms if you loiter.
13
In the Small Library, take the KEY ITEM Dog Whistle from the desk by the south entrance (the FILE File 7: Crumpled Memo is added automatically) and the Handgun Magazine from the desk by the rocking chair. The FILE File 8: Botany Book file is on the desk opposite the east entrance.
14
Learn this room’s layout. You will be sprinting back to it much later to save Rebecca’s life.
East Wing Storeroom (Mansion 1F)your first save room
15
Take the East Wing Stairway down. Typewriter and Item Box in the corner. Take KEY ITEM Old Key #1 from the small table next to the typewriter. Old Key #1 is Chris's first key item, and the first part of FILE File 1: S.T.A.R.S. Manual arrives with it.
16
Take the KEY ITEM Fuel Canteen from the floor near the typewriter. This plus the Lighter is your anti-Crimson-Head kit — a canteen of kerosene burns a downed body permanently. Refill it at any kerosene drum (stacks in the Small Storeroom and the Residence Storeroom). Read the FILE File 9: Body Disposal file if it is here — otherwise it is waiting in the Mansion Drug Room.
17
Save, and bank what you are not using. Ink Ribbons are finite: budget one save per milestone, not one per room. With six slots the discipline is Handgun + one healing item + one defence item + two working slots + one key. Anything “for later” belongs in the box.
Bathroom (Mansion 1F)Old Key #2
18
From the East Wing Stairway, enter the Bathroom. A zombie is in here. Pull the plug on the bathtub; once it drains, KEY ITEM Old Key #2 is in the bottom.
West Wing Inner Stairway / Mansion Drug Roomthe second save room
19
Go back up and through Dining Room 2F; the door on into the West Wing Inner Stairway needs the Sword Key. Two zombies work this stairwell, and it is a hub with seven ways out — clear it or learn to run it cleanly.
20
Drop to the bottom and enter the Mansion Drug Roomtypewriter and item box. Learn this route in both directions; you are about to run it against a clock.
Outside Balcony (Mansion 2F)Old Key #1 spent, Collar taken
21
From the upper level of the West Wing Inner Stairway, the door to the Outside Balcony is a simple lock: spend Old Key #1. Take the ITEM Green Herbs from the balcony floor.
22
Two Cerberus are loose outside. Use the Dog Whistle to call them to you and shoot them as they come rather than letting them circle.
23
Take the Collar from the dead dog and examine it. It comes apart into the ITEM Imitation of a key — a fake weighted like the real thing.
’Death’ Passage (Mansion 2F)Armor Key
24
Go back through the Mirror Corridor to the ’Death’ Passage. A Crimson Head now rises from the body up the north end of the Mirror Corridor once you have the Collar — burn it or outrun it.
25
The KEY ITEM Armor Key sits on a raised stone slab. Do not just grab it: use the Imitation of a key to swap the weights and take the Armor Key safely.
Pillar Room (Mansion 2F)Richard and Rebecca
26
From the ’C’ Corridor, use the Armor Key on the Pillar Room. Cutscene: Rebecca Chambers is treating Richard Aiken, bitten by something with a jaw far too big for a snake. Richard hands you his ITEM Radio and Rebecca tells you the KEY ITEM serum is in another room. A timer starts here.
27
Take the two Green Herbs by the pillar only if you have a free slot — the serum needs one. Then go: Pillar Room → ’C’ Corridor → Main Hall balcony → Dining Room 2F → West Wing Inner Stairway → down → Mansion Drug Room.
28
MISSABLE The Serum is on the shelves. Take it and run the route back in reverse. Hand it over in the Pillar Room; Rebecca administers it and Richard lives.
29
This is the branch point of Chris’s whole middle game. If you save Richard: he recovers in the Mansion Drug Room and Rebecca stays there with him, giving you a healer parked next to a typewriter for the rest of the mansion. He turns up again in the Aqua Ring, and that is where the Assault Shotgun comes from. The cost: Chris cannot mix V-JOLT, so Plant 42 has to be killed the hard way.
30
If you let him die (do nothing for roughly two minutes): no Assault Shotgun and no radio from him, but Rebecca follows you to the Guardhouse and, when Plant 42 grabs you, you play as Rebecca, mix the V-JOLT and kill the roots. She gives you the Radio after Plant 42 dies. This is the only way Chris’s scenario ever produces V-JOLT.
31
This route saves Richard: the Assault Shotgun beats the V-JOLT shortcut, and Rebecca’s healing next to the Drug Room typewriter beats both. Once she is settled there, talk to her whenever you are hurt — she treats Chris’s wounds for free a limited number of times at each place she settles, until her supplies run out. A zombie enters the Pillar Room after she leaves it.
Armor Room (Mansion 2F)Death Mask 1 of 4
32
Also off the ’C’ Corridor, the Armor Room needs the Armor Key. Solve the jewelry box in the alcove on the far wall — push the panels in from the left side and then the right and it springs open. Inside is the KEY ITEM Mask without eyes, nose, or mouth. That is death mask 1.
Small Storeroom (Mansion 1F)Old Key #2 spent, Broken Shotgun
33
Back at the bottom of the West Wing Inner Stairway, the door to the Small Storeroom is another simple lock: spend Old Key #2.
34
Take the ITEM Broken Shotgun standing in the cabinet by the entrance. Chris must have this — no partner is coming to pull him out of the trap room.
35
Also here: ITEM Flash Grenades on the cabinet, Ink Ribbons in the desk drawer, and a stack of kerosene on the floor. Top up the Fuel Canteen every time you pass. The Flash Grenades are your first defense item, so the second part of FILE File 1: S.T.A.R.S. Manual arrives with them.
Items & Collectibleseverything you pick up in this part
  • Ink Ribbons — Dining Room (Mansion 1F), long table (three on Normal)
  • Handgun Magazine — Dining Room 2F / Mirror Corridor (Mansion 2F), in front of the big mirror at the south end
  • Arrowhead — Dining Room 2F / Mirror Corridor (Mansion 2F), examine the Golden Arrow taken from the statue in the middle of the corridor and remove the head
  • Sword Key — Graveyard / Crypt (Mansion 1F–B1), examining the book taken from the stand in the Crypt (it opens and gives the key)
  • Wooden Mount — ’C’ Corridor / Small Library (Mansion 2F), desk by the stairway entrance
  • Dog Whistle — ’C’ Corridor / Small Library (Mansion 2F), desk by the south entrance
  • Handgun Magazine — ’C’ Corridor / Small Library (Mansion 2F), desk by the rocking chair
  • Old Key #1 — East Wing Storeroom (Mansion 1F), small table next to the typewriter
  • Fuel Canteen — East Wing Storeroom (Mansion 1F), floor near the typewriter
  • Old Key #2 — Bathroom (Mansion 1F), bottom of the bathtub, after pulling the plug
  • Green Herbs — Outside Balcony (Mansion 2F), balcony floor
  • Imitation of a key — Outside Balcony (Mansion 2F), examine the Collar taken from the dead dog (it comes apart into the Imitation of a key)
  • Armor Key — ’Death’ Passage (Mansion 2F), raised stone slab, taken safely by swapping weights with the Imitation of a key
  • Radio — Pillar Room (Mansion 2F), given by Richard Aiken during the cutscene
  • Green Herbs — Pillar Room (Mansion 2F), by the pillar (only if you have a free slot)
  • Serum — Pillar Room (Mansion 2F), on the shelves in the Mansion Drug Room
  • Mask without eyes, nose, or mouth — Armor Room (Mansion 2F), inside the jewelry box in the alcove on the far wall (push the panels left then right)
  • Broken Shotgun — Small Storeroom (Mansion 1F), cabinet by the entrance
  • Flash Grenades — Small Storeroom (Mansion 1F), cabinet
  • Ink Ribbons — Small Storeroom (Mansion 1F), desk drawer
Files & Documents
  • Crumpled Memo — ’C’ Corridor / Small Library (Mansion 2F), added automatically when you take the Dog Whistle from the desk by the south entrance
Weapons Found Here
  • Handgun — Main Hall (Mansion 1F), lying on the floor beside the staircase
PART 1 OF 7
2Mansion — Keys & MasksArt Room to the Crypt
Art Room / Dark Corridor / Living Room (Mansion 1F)the Shotgun trap
1
From the Main Hall take the Art Room and push the desk aside for the KEY ITEM Map of the Mansion 1F. The Sword Key opens the door on into the Dark Corridor, where Cerberus come through the windows.
2
Enter the Living Room. A WEAPON Shotgun with six shells hangs on the hooks on the far wall. Take it and the ceiling immediately starts down and the door locks.
3
Put the Broken Shotgun on the hooks in its place. The ceiling stops and the door releases. Leaving without the swap is fatal, and the Broken Shotgun slot is free again afterwards.
Winding Corridor / Outside Boiler (Mansion 1F)Old Key #3 spent, Herbicide
4
Follow the Winding Corridor round to the door out to the Outside Boiler. Simple lock: spend Old Key #3. Take the KEY ITEM Herbicide from the wheelbarrow round the corner.
Northern Corridor / Greenhouse (Mansion 1F)Death Mask 2 of 4
5
The Northern Corridor door at the bottom of the West Wing Inner Stairway needs the Armor Key. Enter the Greenhouse: a Fountain Plant fills the middle of the room and grabs anything within reach.
6
Pour the Herbicide into the water pump and turn the handle to the Red setting. Red kills the plant. Do not use Green — Green destroys the five ITEM green herbs growing in here and leaves the plant alive.
7
With the plant dead, take the KEY ITEM Mask without eyes from the shield on the wall on the far side. Death mask 2. Harvest the green herbs on the way out.
Tiger Statue Room (Mansion 1F)note it and leave
8
Also off the Northern Corridor. The tiger statue has gemstone sockets and you have nothing for it yet — come back after the Guardhouse. Never use the Red Gemstone on it: that socket drops twenty adders on your head, and the gem reappears on the floor so it can be sprung again. In the Researcher’s Bedroom, the FILE File 10: Keeper’s Diary file is under the desk opposite the wardrobe.
Large Gallery (Mansion 1F)Death Mask 3 of 4
9
Off the Dark Corridor. Six crows are perched on the overhead railing — walk, do not run, and do not fire in here unless you want all six on you.
10
Work the paintings puzzle: the pictures show a life from birth to death, and you press them in that order — cradle, boy, young man, grown man, old man, and the corpse last. The hidden area opens; take the KEY ITEM Mask without a mouth from the ground inside. Death mask 3.
11
The gate at the back of the hidden area leads straight into the Graveyard and is a simple lock. It is a shortcut only — skip it if you are short on Old Keys.
Small Dining Room (Mansion 2F)half the sheet music
12
Push the moveable cupboard aside to expose the small alcove, light the candle with the Lighter so you can see, and take KEY ITEM Music, mid-pages from the cabinet.
Bar (Mansion 1F)Rebecca plays, Gold Emblem
13
Take the ITEM Ink Ribbons, then pull the bookshelf in the small alcove aside and take KEY ITEM Missing Music. Combine Music, mid-pages with Missing Music to make the complete Moonlight Sonata.
14
Try the piano. Chris cannot play a note — Rebecca comes in and offers to try. Give her the score. She needs practice: leave the room, do something else, and come back. When she has it right the sonata swings the panel open.
15
Go into the hidden area. Take FILE File 4: Trevor’s Diary from the floor beside the statue and the KEY ITEM Gold Emblem from the indentation at the base of the Beethoven statue.
16
Taking the Gold Emblem shuts the panel. Put the plain Emblem into the indentation to open it again and get out — so fetch the Emblem from the hollow above the Dining Room fireplace before you take the Gold Emblem, or you are standing in a sealed alcove.
Dining Room (Mansion 1F)clock puzzle, Shield Key
17
Put the Gold Emblem into the hollow above the fireplace; the grandfather clock unlocks.
18
Look at the painting hanging beside the clock — it shows the hands in a fixed position. Set the clock to match it: six o’clock. The clock slides aside; take the KEY ITEM Shield Key from the alcove.
Resting Room (Mansion 2F)Map of the Mansion 2F
19
Light the fireplace with the Lighter, then put the Wooden Mount in the frame above it. The heat scorches the image onto the blank paper inside and gives you the KEY ITEM Map of the Mansion 2F.
Deer Room / Fish Tank Room (Mansion 2F)Old Key #4 spent, Wind Crest
20
The Deer Room needs the Armor Key; take the ITEM Red Herb from the corner. The door on to the Fish Tank Room is a simple lock: spend Old Key #4.
21
Take the KEY ITEM Fishhook from the display next to the fish tank, the KEY ITEM Lure without a hook from the insect specimen wall display, and the KEY ITEM Bee Specimen from the fishing lure display by the entrance. The FILE File 11: Researcher’s Will file is on the desk by the tank.
22
Combine the Fishhook with the Lure without a hook, combine that with the Bee Specimen, and use the finished lure on the insect display. One bee comes out at you; behind the display is the KEY ITEM Wind Crest. This is how Chris gets the Magnum — do not skip it.
Materials Room (Mansion 2F)Battery
23
Take the KEY ITEM Battery. It powers the elevator in the Courtyard’s Falls Area much later. Bank it — do not carry it round a mansion with six slots.
BOSS Attic Entry / Attic (Mansion 2F)Yawn, Death Mask 4 of 4
24
The webbed door up to the Attic needs the Shield Key. Yawn appears once you are halfway into the room, and in Chris’s scenario nobody fights alongside him — Richard is not in the attic.
25
Do not trade shots with it. Run down the left side, take the KEY ITEM Mask without a nose from the floor in the north-west corner, grab the ITEM Shotgun Shells on the shelves if you can do it cleanly, and leave. That is death mask 4.
26
If Yawn bites you, you are poisoned. With Richard alive, a poisoned Chris collapses and you take control of Rebecca, who has to fetch the serum and bring it back. She carries very little ammunition and one first aid kit, so if you are going to let this happen, clear the corridors between the Drug Room and the attic first — she can die on the way. Getting through un-poisoned is the safe play.
Crypt (Mansion B1)Crimson Head Prototype, Stone & Metal Object
27
Take all four masks to the Crypt and fit them into the four recesses by the entrance: Mask without eyes, Mask without a mouth, Mask without a nose, and Mask without eyes, nose, or mouth.
28
The coffin drops and the Crimson Head Prototype climbs out — the original of the species and much tougher than the ones upstairs. Around five shotgun shells put it down; fight it backing away in a straight line, because it lunges.
29
Take the KEY ITEM Stone & Metal Object from inside the fallen coffin.
Roofed Passage / Garden Shed (Mansion 1F)out to the Courtyard
30
Use the Stone & Metal Object on the door mechanism in the Roofed Passage. It opens the way through to the Garden Shed and out into the Courtyard.
31
In the Garden Shed, take the ITEM Flash Grenades and the supplies Wesker has left out. Save at the mansion typewriter first — there is no save point outside until the Guardhouse.
Items & Collectibleseverything you pick up in this part
  • Map of the Mansion 1F — Art Room / Dark Corridor / Living Room (Mansion 1F), push the desk aside in the Art Room
  • Herbicide — Winding Corridor / Outside Boiler (Mansion 1F), wheelbarrow round the corner
  • Mask without eyes — Northern Corridor / Greenhouse (Mansion 1F), shield on the wall on the far side of the Greenhouse
  • Green Herbs — Northern Corridor / Greenhouse (Mansion 1F), the five green herbs growing in the Greenhouse, harvested on the way out
  • Mask without a mouth — Large Gallery (Mansion 1F), ground inside the hidden area opened by the paintings puzzle
  • Music, mid-pages — Small Dining Room (Mansion 2F), cabinet in the small alcove (light the candle with the Lighter to see)
  • Ink Ribbons — Bar (Mansion 1F)
  • Missing Music — Bar (Mansion 1F), bookshelf in the small alcove, pulled aside
  • Emblem — Dining Room (Mansion 1F), hollow above the fireplace (fetch it before taking the Gold Emblem in the Bar’s hidden area)
  • Gold Emblem — Bar (Mansion 1F), indentation at the base of the Beethoven statue in the hidden area
  • Shield Key — Dining Room (Mansion 1F), alcove revealed when the grandfather clock is set to six o’clock and slides aside
  • Map of the Mansion 2F — Resting Room (Mansion 2F), scorched onto the blank paper in the frame above the fireplace using the Wooden Mount
  • Red Herb — Deer Room / Fish Tank Room (Mansion 2F), corner of the Deer Room
  • Fishhook — Deer Room / Fish Tank Room (Mansion 2F), display next to the fish tank
  • Lure without a hook — Deer Room / Fish Tank Room (Mansion 2F), insect specimen wall display
  • Bee Specimen — Deer Room / Fish Tank Room (Mansion 2F), fishing lure display by the entrance
  • Wind Crest — Deer Room / Fish Tank Room (Mansion 2F), behind the insect display, revealed after using the finished lure on it
  • Battery — Materials Room (Mansion 2F)
  • Mask without a nose — Attic Entry / Attic (Mansion 2F), floor in the north-west corner
  • Shotgun Shells — Attic Entry / Attic (Mansion 2F), shelves (if you can grab them cleanly)
  • Stone & Metal Object — Crypt (Mansion B1), inside the fallen coffin after the Crimson Head Prototype fight
  • Flash Grenades — Roofed Passage / Garden Shed (Mansion 1F), Garden Shed
Files & Documents
  • Trevor’s Diary — Bar (Mansion 1F), floor beside the statue in the hidden area
Weapons Found Here
  • Shotgun — Art Room / Dark Corridor / Living Room (Mansion 1F), hooks on the far wall in the Living Room (with six shells)
PART 2 OF 7
3Courtyard & ResidenceAcross the garden and into the Residence
Courtyard 1Fcrank, crests, Magnum
1
Main Garden / Zigzag Path / Muddy Path: Cerberus roam a lot of open ground out here. Running usually beats fighting.
2
Cabin: take the KEY ITEM Square Crank. This is the tool that operates the water controls. The FILE File 16: Family Picture & Notes, part 1 file is on the table beside the typewriter.
3
Small Headstone Area: use the Wind Crest on the stone slab of the right-hand headstone for the KEY ITEM Moon Crest, KEY ITEM Star Crest and KEY ITEM Sun Crest. Examine and turn over each of the three before using them.
4
Put all three into the stone slab of the left-hand headstone for the WEAPON Magnum Revolver. Bank the magnum rounds — they are for Lisa Trevor and the Tyrant, not for zombies. Six crows sit on the headstones here, and two zombies wander in later once you have been underground.
5
Water Pool: use the Square Crank on the drainage control to lower the water, then ride the elevator down to the lower Courtyard. On the path across, snakes drop from the overhang — keep moving.
Entry Corridor / Residence Storeroom (Residence 1F)the Guardhouse
6
Entry Corridor: push the crate over the hole in the floor to make a bridge, and take the ITEM Blue Herbs in the alcove.
7
Residence Storeroom: the Guardhouse save room — typewriter, item box, ITEM First Aid Spray by the door, ITEM Flash Grenades on the shelf by the typewriter, and a stack of kerosene by the item box. Refill the Fuel Canteen and save.
Rec Room (Residence 1F)lamps and billiard balls
8
Two Web Spinners are on the walls and ceiling; they spit a poison that puts you on Poison status, so shotgun them from the doorway.
9
Take the ITEM Green Herbs, the ITEM Shotgun Shells from the round table, the ITEM First Aid Box from the bar downstairs (ITEM Mixed Herbs G+B inside) and the KEY ITEM Unprinted Book.
10
Light the three oil lamps. Each throws an eye shape onto the wall in a particular colour — write the three colours down.
11
Look at the billiard table. Each ball has a number and a colour. Match your three lamp colours to the balls and you have three numbers: the code for the chemical room door in the Gallery. The digits are always 3, 5 and 6, in the order the lamps give you.
Room 002 / Central Corridor (Residence 1F)Key for Room 001
12
Enter Room 002 from the Central Corridor and take the FILE File 14: Plant 42 Report from the desk by the bed. A zombie comes in once you have looked around, so keep your back to a wall.
13
In the bathroom, take the KEY ITEM Key for Room 001 from the cabinet next to the bath.
14
In the Central Corridor, take the KEY ITEM Map of the RESIDENCE from the north wall. That leaves a hole in the wall — do not look through it, or wasps pour out endlessly.
Room 001 and bathroom (Residence 1F)Self Defense Gun, Control Room Key
15
Unlock Room 001. Take the WEAPON Self Defense Gun from the desk next to the bookcase (the FILE File 13: Suicide Note comes with it). It is a .22 with one shot left and no ammunition anywhere in the game — save it for a boss.
16
Take the two Handgun Magazines (desk, and the chair at the foot of the bed). In the bathroom, empty the bathtub and take the KEY ITEM Control Room Key.
BOSS Aqua Ring Entry / Walkway (Aqua Ring B1)Richard, Neptune, Assault Shotgun
17
The stairs down are behind Room 002 — push the bookshelves aside, then push the three crates into the water to make a walkway across.
18
On the Aqua Ring Walkway, three Neptune sharks circle. Never stand at the edge.
19
Richard is standing on the metal walkway opposite you. A Neptune comes for Chris and Richard puts himself in the way. This is where Chris’s Richard dies — not in the attic. Take the WEAPON Assault Shotgun he leaves behind: ten shells, and the best weapon you will have until the Magnum matters.
20
Take the First Aid Box on the lower level of the Control Room next to the oil pressure regulator, and the KEY ITEM Map of the AQUA RING from the north wall.
Control Room (Aqua Ring B1)draining the tank
21
Unlock it with the Control Room Key. Read the whiteboard: it names an oil pressure valve — 1, 2 or 3, and it is different in every playthrough. Everything below depends on that number.
22
Press the water drain switch on the panel (the one showing the red error). The alarm goes off. Release the safety lock on the right-hand panel, then pull the lever on the left panel; the shutters come halfway down.
23
Go to the tanks and press the oil pressure valve matching the whiteboard number. Then release the safety lock again and pull the lever again — the shutters seal.
24
Press the water drain switch once more. The Aqua Ring drains.
25
Go down into the emptied tank. The Giant Neptune is beached down here: kill it with the control panel’s electric charge rather than ammunition, then take the KEY ITEM Gallery Key from the tank floor.
Gallery (Residence 1F)Insecticide, Key for Room 003
26
Unlock the Gallery from the Central Corridor. A giant beehive hangs over the room and pumps out an endless stream of wasps. Take the ITEM Insecticide Spray from the body of the man in the north-east corner and use it on the hive.
27
Take the KEY ITEM Key for Room 003 from the desk underneath the hive, the ITEM Handgun Magazine from the large central table, and the two ITEM Red Herbs.
28
The door in here is the eye-lock chemical room. Enter the three digits you worked out from the lamps and the billiard balls. Very Easy and Easy show the colours on the keypad; Normal and Hard do not.
29
Inside is the Residence Medical Room: four Empty Bottles, UMB No.3 and Yellow-6 on the desks, and a sink you can fill a bottle from. Chris cannot mix these. Look, take nothing, and move on — the only route to V-JOLT in his scenario is the branch where Richard died and Rebecca does the chemistry herself.
Room 003 (Residence 1F)save point
30
Unlock Room 003. Typewriter on the table by the bed and ITEM Ink Ribbons on the small table by the door. Take the FILE File 15: Organic Chemistry Lab Experiment file from the bookcase among the red books.
31
Push the red book into place on the shelf to open the way through to Plant 42’s chamber, and save. Plant 42 is the one fight in the Guardhouse that can end a run.
BOSS Plant 42 Room (Residence 1F)Plant 42, Helmet Key
32
Plant 42 hangs from the ceiling with vines lashing from the sides and pollen clouds that inflict Poison. Without V-JOLT this is a straight damage race — full strategy under BOSSES. Use the Assault Shotgun, and if it gets hold of you, the Self Defense Gun is the fastest way out of its grip.
33
When it dies, take the KEY ITEM Helmet Key from the fireplace. Rebecca appears in the Gallery and settles into the Residence Medical Room — talk to her before you leave, because she has a fresh supply of treatment at this new location.
34
Head back through the Courtyard to the mansion. Wesker is waiting in the Central Corridor now that you have the Helmet Key.
Items & Collectibleseverything you pick up in this part
  • Square Crank — Courtyard 1F, Cabin
  • Moon Crest — Courtyard 1F, stone slab of the right-hand headstone in the Small Headstone Area, using the Wind Crest
  • Star Crest — Courtyard 1F, stone slab of the right-hand headstone in the Small Headstone Area, using the Wind Crest
  • Sun Crest — Courtyard 1F, stone slab of the right-hand headstone in the Small Headstone Area, using the Wind Crest
  • Blue Herbs — Entry Corridor / Residence Storeroom (Residence 1F), alcove in the Entry Corridor
  • First Aid Spray — Entry Corridor / Residence Storeroom (Residence 1F), by the door in the Residence Storeroom
  • Flash Grenades — Entry Corridor / Residence Storeroom (Residence 1F), shelf by the typewriter in the Residence Storeroom
  • Green Herbs — Rec Room (Residence 1F)
  • Shotgun Shells — Rec Room (Residence 1F), round table
  • First Aid Box — Rec Room (Residence 1F), bar downstairs
  • Mixed Herbs G+B — Rec Room (Residence 1F), inside the First Aid Box found at the bar downstairs
  • Unprinted Book — Rec Room (Residence 1F)
  • Key for Room 001 — Room 002 / Central Corridor (Residence 1F), cabinet next to the bath in Room 002’s bathroom
  • Map of the RESIDENCE — Room 002 / Central Corridor (Residence 1F), north wall of the Central Corridor
  • Handgun Magazine — Room 001 and bathroom (Residence 1F), desk
  • Handgun Magazine — Room 001 and bathroom (Residence 1F), chair at the foot of the bed
  • Control Room Key — Room 001 and bathroom (Residence 1F), bathtub, after emptying it
  • First Aid Box — Aqua Ring Entry / Walkway (Aqua Ring B1), lower level of the Control Room next to the oil pressure regulator
  • Map of the AQUA RING — Aqua Ring Entry / Walkway (Aqua Ring B1), north wall
  • Gallery Key — Control Room (Aqua Ring B1), tank floor, after defeating the beached Giant Neptune
  • Insecticide Spray — Gallery (Residence 1F), body of the man in the north-east corner
  • Key for Room 003 — Gallery (Residence 1F), desk underneath the hive
  • Handgun Magazine — Gallery (Residence 1F), large central table
  • Red Herbs — Gallery (Residence 1F) (two)
  • Ink Ribbons — Room 003 (Residence 1F), small table by the door
  • Helmet Key — Plant 42 Room (Residence 1F), fireplace, after Plant 42 dies
Files & Documents
  • Plant 42 Report — Room 002 / Central Corridor (Residence 1F), desk by the bed in Room 002
  • Suicide Note — Room 001 and bathroom (Residence 1F), comes with the Self Defense Gun on the desk next to the bookcase
  • Organic Chemistry Lab Experiment — Room 003 (Residence 1F), bookcase among the red books
Weapons Found Here
  • Magnum Revolver — Courtyard 1F, stone slab of the left-hand headstone in the Small Headstone Area, after placing the Moon, Star and Sun Crests
  • Self Defense Gun — Room 001 and bathroom (Residence 1F), desk next to the bookcase
  • Assault Shotgun — Aqua Ring Entry / Walkway (Aqua Ring B1), left behind by Richard on the metal walkway (ten shells)
PART 3 OF 7
4Return to the MansionTrophy Room, the Library and Rebecca
Trophy Room (Mansion 2F)Red and Yellow Gemstones
1
The Helmet Key opens the Trophy Room off the West Wing Inner Stairway. Two mounted heads face into the room and an eagle mount tracks you.
2
Turn the room light off — the gemstones start glowing, and the eagle can only catch you if you cross its line of sight. Watch which head the eagle is not looking at, move to that one, climb the box and pull the gem before it turns. The deer mount’s socket holds the KEY ITEM Red Gemstone; the bull mount’s holds the KEY ITEM Yellow Gemstone.
3
Also take the ITEM Shotgun Shells from the cabinet under the deer mount, the ITEM Dagger from the north-west cabinet, and read FILE File 12: Mail to the Chief of Security.
Tiger Statue Room (Mansion 1F)MO Disk 1 of 3
4
Put the Blue Gemstone (from the smashed Dining Room statue) in the right socket to expose Shotgun Shells, and the Yellow Gemstone in the left socket to expose the KEY ITEM MO Disk.
5
Take the disk — it is one of the three that free Jill, and Jill is half of your best ending. Leave the Red Gemstone in your pocket; its socket is the adder trap.
BOSS Library (Mansion 2F/3F)Yawn again, Medal of Wolf
6
The Helmet Key opens the Library from the ’Death’ Passage. Take the two ITEM Green Herbs on the upper level opposite the entrance.
7
Yawn appears as you approach the ladder and this time you fight it — there is no way past. Strategy under BOSSES; the short version is to shoot from the upper balcony where it cannot reach you.
8
When it dies, KEY ITEM Last Book Vol. 2 falls from the display cabinet. Examine it — the KEY ITEM Medal of Wolf is inside.
Sliding Trap Room / Secret Passage (Mansion 2F–1F)Medal of Eagle
9
The Sliding Trap Room needs the Helmet Key. Position the statue to open the hidden area and take the ITEM Flash Grenade / Dagger inside.
10
Go on into the Secret Passage. KEY ITEM Last Book Vol. 1 is on the ground in the middle of the passage; the cover reads Eagle of South, Wolf of North. Examine it and take the KEY ITEM Medal of Eagle. FILE File 6: Trevor’s Diary (part three) is on the small gravestone at the end. The passage drops into Concrete Passage 1 on B1.
Kitchen (Mansion B1)Old Key #5
11
From the Tea Room side of B1, enter the Kitchen. KEY ITEM Old Key #5 is on the shelf rack in the south-west corner; take the Dagger and ITEM Handgun Magazine from the edge of the main bench too.
12
Two zombies trigger the first time you try to leave — one through the northern door, one off the floor by the main table.
Mirror Room (Mansion 1F)Broach, Emblem Key
13
Off the Large Art Room. A zombie wanders in here, and a Hunter takes its place after you have killed it and re-entered. Hunters decapitate a full-health player and will kill Chris outright on Caution. On the way through the Large Art Room, take FILE File 5: Trevor’s Diary, part 2 from the display bench.
14
Take the Dagger and ITEM Green Herb near the southern wall; three Blue Herbs grow in the trough, usable on the spot but not collectable.
15
Open the jewelry box in the cupboard near the entrance for the Broach, and examine it — it converts into the KEY ITEM Emblem Key.
Courtyard Study (Mansion 1F)Metal Object, and Rebecca screams
16
Use the Emblem Key on the Courtyard Study, off the Dark Corridor. Take the KEY ITEM Metal Object from the bookcase on the west wall, the Shotgun Shells from the desk drawer and the ITEM Flash Grenades from the bookcase.
17
MISSABLE While you are exploring this room you will hear Rebecca scream. Stop what you are doing.
Small Library (Mansion 2F)saving Rebecca
18
Run to the Small Library — the room where you took the Dog Whistle. Route: Dark Corridor → Art Room → Main Hall → balcony → ’C’ Corridor → Small Library.
19
A Hunter is in there with her. Kill it. The Assault Shotgun does it fastest; a Flash Grenade buys you the room if it gets on top of you.
20
MISSABLE If you are too slow, Rebecca dies, and Chris’s best ending is gone for that run. No second chance, no way to undo it. This is the single most missable thing in the scenario.
Main Hall (Mansion 1F)the gate to the Altar
21
Combine the Metal Object with the Stone Ring — you get the Stone Ring later, in Lisa’s Room, so this is a note for the return trip.
22
The metal gate behind the Main Hall staircase takes two Stone & Metal Objects: one from the Crypt coffin, one from the Metal Object + Stone Ring combination. That gate is the entrance to the Altar, and it is the last thing you do above ground.
Items & Collectibleseverything you pick up in this part
  • Red Gemstone — Trophy Room (Mansion 2F), deer mount’s socket (light off, climb the box, pull it before the eagle turns)
  • Yellow Gemstone — Trophy Room (Mansion 2F), bull mount’s socket (light off, climb the box, pull it before the eagle turns)
  • Shotgun Shells — Trophy Room (Mansion 2F), cabinet under the deer mount
  • Dagger — Trophy Room (Mansion 2F), north-west cabinet
  • Shotgun Shells — Tiger Statue Room (Mansion 1F), exposed in the right socket after placing the Blue Gemstone
  • MO Disk — Tiger Statue Room (Mansion 1F), exposed in the left socket after placing the Yellow Gemstone
  • Green Herbs — Library (Mansion 2F/3F), upper level opposite the entrance (two)
  • Medal of Wolf — Library (Mansion 2F/3F), inside Last Book Vol. 2, which falls from the display cabinet when Yawn dies (examine it)
  • Flash Grenade — Sliding Trap Room / Secret Passage (Mansion 2F–1F), hidden area opened by positioning the statue in the Sliding Trap Room
  • Dagger — Sliding Trap Room / Secret Passage (Mansion 2F–1F), hidden area opened by positioning the statue in the Sliding Trap Room
  • Medal of Eagle — Sliding Trap Room / Secret Passage (Mansion 2F–1F), inside Last Book Vol. 1, on the ground in the middle of the Secret Passage (examine it)
  • Old Key #5 — Kitchen (Mansion B1), shelf rack in the south-west corner
  • Dagger — Kitchen (Mansion B1), edge of the main bench
  • Handgun Magazine — Kitchen (Mansion B1), edge of the main bench
  • Dagger — Mirror Room (Mansion 1F), near the southern wall
  • Green Herb — Mirror Room (Mansion 1F), near the southern wall
  • Emblem Key — Mirror Room (Mansion 1F), examine the Broach found in the jewelry box in the cupboard near the entrance (converts into the Emblem Key)
  • Metal Object — Courtyard Study (Mansion 1F), bookcase on the west wall
  • Shotgun Shells — Courtyard Study (Mansion 1F), desk drawer
  • Flash Grenades — Courtyard Study (Mansion 1F), bookcase
Files & Documents
  • Mail to the Chief of Security — Trophy Room (Mansion 2F)
  • Last Book Vol. 2 — Library (Mansion 2F/3F), falls from the display cabinet when Yawn dies
  • Last Book Vol. 1 — Sliding Trap Room / Secret Passage (Mansion 2F–1F), ground in the middle of the Secret Passage
  • Trevor’s Diary (part three) — Sliding Trap Room / Secret Passage (Mansion 2F–1F), small gravestone at the end of the Secret Passage
PART 4 OF 7
5The UndergroundFalls Area to Lisa’s Room
Falls Area (Courtyard 1F)into the caves
1
Use the Square Crank on the waterfall control to stop the flow, install the Battery in the elevator at the Falls Area, and ride it down into the Mining Area.
2
Bank everything you do not need first. The underground is long and you want slots free for a crank, a KEY ITEM cylinder, a KEY ITEM shaft and a WEAPON flamethrower.
Mining Area (Courtyard B1)save point underground
3
Typewriter and Item Box on the table in the middle of the passage, with ITEM Ink Ribbons. Save. Take the ITEM Blue Herb by the entrance ladder. Three ways out: back up to the Falls Area, Boulder Passage 1, and the Forked Passage.
Boulder Passage 1 (Courtyard B1)the Flamethrower
4
The Flamethrower is mounted on the wall panel next to the entrance. Take it. This is Chris’s exclusive weapon and it exists nowhere in Jill’s game.
5
What it is for: spiders. It shreds Web Spinners and it is the intended answer to Black Tiger at point-blank range. What it is not for: it holds very little fuel, its reach is about a body length, and it is useless against anything that closes fast or shoots back.
6
Those two-hook wall panels are also the door mechanism down here — a flamethrower slotted into a panel drives the shutters. You cannot leave the underground carrying it; it ends up back on a panel. While you are still down here you can lift it off again and take it with you, at the cost of whatever door that panel was holding.
7
Trigger the boulder and run, hugging the right-hand wall all the way — the alcove on that side is the only thing that saves you. Re-entering afterwards puts a Hunter in the passage, and there are ITEM Shotgun Shells behind where the boulder stood.
BOSS Spider Room (Courtyard B1)Black Tiger
8
Black Tiger drops as you enter, with Web Spinners feeding in one at a time as you kill them. Equip the Flamethrower, walk in close and hold the trigger — full strategy under BOSSES.
9
Take the WEAPON Survival Knife from the barrels in the north-west corner.
Straight Passage / Boulder Passage 2 (Courtyard B1)
10
Take the KEY ITEM Map of the COURTYARD B1 from the wall at the east end of the Straight Passage, plus the ITEM Green Herb and ITEM Blue Herbs on the ground. Boulder Passage 2 leads on to the Underground Statue Room.
Forked Passage / Enrico Room (Courtyard B1)Enrico Marini
11
From the Mining Area take the Forked Passage; Shotgun Shells are on the ground in front of the giant boulder.
12
Follow it to the Enrico Room. Enrico Marini, Bravo Team’s captain, is sitting on the floor at the end of the passage, shot and dying.
13
He pulls a gun on Chris and calls him a double-crosser — one of them is working for Umbrella and he does not know which. Before he can finish the sentence a shot from off-screen kills him. Chris never gets the name.
14
Take the KEY ITEM Hexagon Crank from his body; the Square Crank does not fit the mechanisms down here. Examining the body brings Hunters in through the Forked Passage — one on the easier settings, two on Normal and Hard. Be reloaded before you touch him.
Generator Room (Courtyard B1)the Shaft
15
Take the Shaft from inside the elevator power control panel, plus the Handgun Magazines by the elevator shaft and the southern exit.
16
Back in the Mining Area, use the Hexagon Crank on the corridor mechanism to turn the passage; that also exposes a Green Herb by the south-west exit.
Underground Statue Room (Courtyard B1)the Cylinder
17
The fiddliest puzzle in the game. Push the statue in front of the dark patch on the floor.
18
Use the Hexagon Crank on the wall indentation and wind it twice to bring the platform round, then push the statue into the slot on the platform. The platform turns and drops it into place, and the small depression in the wall opens: take the Cylinder.
19
Combine the Shaft with the Cylinder to make the Cylinder Shaft and fit it into the broken elevator control panel in the Generator Room. The elevator down to B2 now runs.
Garbage Compactor Room (Courtyard B2)Broken Flamethrower
20
Item Box here and a ITEM Handgun Magazine at the top of the ladder. Push the wooden box into the garbage compactor and press the button. The crushed crate leaves the ITEM Broken Flamethrower — the muzzle is wrecked and it cannot be fired. It is a key, not a weapon.
BOSS Winding Underground Passage (Courtyard B2)Lisa Trevor
21
Lisa Trevor staggers around down here. She cannot be killed at this point, she absorbs everything you have, and she hits like a truck. Run — she is slow in a straight line and loses track of you when you change rooms.
22
Take the Green Herb and ITEM Red Herb off the stone steps. Beside the door to Lisa’s Room there is a set of wall clips: put the Broken Flamethrower into the clips and the door opens.
23
Detour into the Underground Storage Room first. On top of the box pile in the north-east corner, opposite the small cargo transporter: ITEM Magnum Rounds, a Handgun Magazine and a ITEM Flash Grenade.
Lisa’s Room (Courtyard B2)Stone Ring
24
Inside Lisa’s shack are her keepsakes and FILE File 17: Family Picture & Notes, part 2, in the jewelry box on the desk by the bed — read it, it is the whole reason this house exists.
25
Take the jewelry box and open it for the KEY ITEM Stone Ring, then combine the Stone Ring with the Metal Object to make your second Stone & Metal Object.
Items & Collectibleseverything you pick up in this part
  • Ink Ribbons — Mining Area (Courtyard B1), table in the middle of the passage, with the typewriter and item box
  • Blue Herb — Mining Area (Courtyard B1), entrance ladder
  • Shotgun Shells — Boulder Passage 1 (Courtyard B1), behind where the boulder stood, after re-entering
  • Map of the COURTYARD B1 — Straight Passage / Boulder Passage 2 (Courtyard B1), wall at the east end of the Straight Passage
  • Green Herb — Straight Passage / Boulder Passage 2 (Courtyard B1), on the ground
  • Blue Herbs — Straight Passage / Boulder Passage 2 (Courtyard B1), on the ground
  • Shotgun Shells — Forked Passage / Enrico Room (Courtyard B1), ground in front of the giant boulder in the Forked Passage
  • Hexagon Crank — Forked Passage / Enrico Room (Courtyard B1), from Enrico Marini’s body
  • Shaft — Generator Room (Courtyard B1), inside the elevator power control panel
  • Handgun Magazine — Generator Room (Courtyard B1), by the elevator shaft
  • Handgun Magazine — Generator Room (Courtyard B1), southern exit
  • Green Herb — Generator Room (Courtyard B1), exposed by the Mining Area’s south-west exit after using the Hexagon Crank on the corridor mechanism
  • Cylinder — Underground Statue Room (Courtyard B1), small depression in the wall, opened after winding the Hexagon Crank and pushing the statue into the platform slot
  • Handgun Magazine — Garbage Compactor Room (Courtyard B2), top of the ladder
  • Broken Flamethrower — Garbage Compactor Room (Courtyard B2), left in the crushed wooden box after pushing it into the compactor and pressing the button
  • Green Herb — Winding Underground Passage (Courtyard B2), stone steps
  • Red Herb — Winding Underground Passage (Courtyard B2), stone steps
  • Magnum Rounds — Winding Underground Passage (Courtyard B2), top of the box pile in the north-east corner of the Underground Storage Room
  • Handgun Magazine — Winding Underground Passage (Courtyard B2), top of the box pile in the north-east corner of the Underground Storage Room
  • Flash Grenade — Winding Underground Passage (Courtyard B2), top of the box pile in the north-east corner of the Underground Storage Room
  • Stone Ring — Lisa’s Room (Courtyard B2), inside the jewelry box
Files & Documents
  • Trevor family papers — Lisa’s Room (Courtyard B2), inside Lisa’s shack
Weapons Found Here
  • Flamethrower — Boulder Passage 1 (Courtyard B1), wall panel next to the entrance
  • Survival Knife — Spider Room (Courtyard B1), barrels in the north-west corner
PART 5 OF 7
6The AltarMain Hall to the Fountain
Main Hall (Mansion 1F)opening the Altar
1
Go all the way back up to the mansion, saving on the way. Fit both Stone & Metal Objects into the metal gate behind the Main Hall staircase; the Stairway Passage down to the Altar opens.
BOSS Jessica’s Tomb / Altar (Altar B1–B2)Lisa Trevor
2
Climb down the long ladder into the tomb. Lisa Trevor attacks, and this time you finish it. Wesker turns up and lays down covering fire.
3
The fight is not about damage: push the four stone objects around the edge of the chamber into the pit, and each one weakens the chains and the floor. Full strategy under BOSSES.
4
When it is over the coffin comes unchained. Read FILE File 18: Family Picture & Notes, part 3 from inside the stone sarcophagus — it is Jessica Trevor, Lisa’s mother, and it is what finally breaks Lisa.
Fountain (Courtyard 1F)the medals, point of no return
5
Fit the Medal of Eagle and the Medal of Wolf into the two indentations at the Fountain. It drains and exposes the stairs down to the Laboratory Entrance.
6
This is the point of no return. Everything above ground is finished. Before you descend: carry the MO Disk, the Magnum, the Assault Shotgun, healing and a defence item — and save.
PART 6 OF 7
7The Laboratory & EscapeB1 down to the Heliport
Laboratory Entrance / Passage to Heliport (Laboratory B1)
1
Ride down. The Passage to Heliport is here; you come back to it at the very end with a Fuse Unit. Take the stairs down to B2.
Laboratory Stairway / Visual Data Room (Laboratory B2)MO Disks 2 and 3
2
KEY ITEM MO Disk #2 is on the desk next to the entrance to the Visual Data Room.
3
KEY ITEM MO Disk #3 is on the shelves just inside the Visual Data Room, along with the KEY ITEM Map of the Laboratory, a ITEM First Aid Spray, ITEM Shotgun Shells, the FILE File 23: Security Protocols file and the KEY ITEM Key for the Power Area.
4
There is a locked projection booth off this room; the code for it comes from a slide. The Item Box Room is on this floor — bank the disks until you have all three plus the passcode.
Operating Room / Pass Code Corridor (Laboratory B3)the computer
5
Use the terminal in the Operating Room. User: JOHN. Password: ADA. Both names are in the researchers’ files scattered through the lab. Read the FILE File 21: V-ACT file in here — it is the in-world explanation of why your dead zombies keep standing back up.
6
With the login accepted, type CELL to release the lock on the B2 cell door, and use the same terminal to unlock X-Ray Room B remotely.
X-Ray Rooms A and B (Laboratory B3)Slide Filter
7
X-Ray Room A: take the ITEM X-Ray of CLARK from the box next to the light switch and the ITEM X-Ray of GAIL from the bench on the southern wall, and read the FILE File 20: Researcher’s Letter.
8
X-Ray Room B: take the KEY ITEM Slide Filter from the desk underneath the X-ray board and read the FILE File 22: FAX on the shelves. Put the X-rays up on the light board — the patient names on the films are the source of the terminal’s login words.
9
Note two fixtures here: a Pass Code Output Terminal at the desk in the north-east corner, and a fuel refilling machine that turns an empty KEY ITEM Fuel Supply Capsule into a full one. ITEM Ink Ribbons and ITEM Magnum Rounds are also in this room.
Visual Data Room projection booth (Laboratory B2)Laboratory Key
10
Use the Slide Filter on the projector on the main table; the projected slide shows the passcode for the booth door. Enter it on the terminal on the eastern wall.
11
Inside: Umbrella’s research slides on every creature you have fought, Kenneth’s tape, and the KEY ITEM Laboratory Key.
Cell Entrance and Cell (Laboratory B3)freeing Jill
12
Feed an MO Disk into each of the three Pass Code Output Terminals; each transmits one part of the cell passcode.
13
With all three sent, the Cell opens. Jill Valentine is inside. Free her. This is mandatory for Chris’s best ending — skip the disks and she is still in that cell when the place goes up.
Power Maze A and B / Power Control Room (Laboratory B3)power and Chimeras
14
Use the Key for the Power Area. The Power Control Room holds three Chimeras, on the floor and on the ceiling; they are fast and they drop on you from above. Shotgun them or use a Flash Grenade and leave. If Rebecca came down with you, she waits here until you throw the switch.
15
Take the empty Fuel Supply Capsule, fill it at the machine in X-Ray Room B, and carry it back. Walk. Do not run and do not push the stick hard — the capsule detonates if you jolt it, and that is an instant death.
16
Fit the full capsule into the refuelling rig and throw the power switch. The lift to B4 comes alive.
BOSS Main Laboratory (Laboratory B4)Wesker and the Tyrant
17
Wesker is waiting and admits everything: Umbrella, the mansion, the whole team. Then he opens the cryogenic tube, and the Tyrant tears out of it and puts a claw through him on the way. Strategy under BOSSES.
18
When it is down, take the FILE File 24: Observation Note from Wesker’s body. KEY ITEM If Rebecca died in the mansion, the Master Key is on his body too — because there is nobody left to open the doors for you. If she is alive, she opens them.
19
The self-destruct sequence starts. From here everything is on a clock.
Passage to Heliport (Laboratory B1)the Fuse Unit
20
MISSABLE Get back to B1 and fit the Fuse Unit into the lift control to restore the lift up to the Heliport. Rebecca meets you here if she survived, and Jill joins you if you freed her.
BOSS Landing Point (Heliport)Brad, the Tyrant again
21
Fire the Signal Rockets to bring Brad in. The Tyrant lands on the pad — put two Magnum rounds into it to buy time.
22
Brad drops a WEAPON Rocket Launcher onto the deck. Pick it up and fire it. One hit ends it. There are four rockets and only one is needed, but missing while it is closing will get you killed. Board the helicopter; everyone you saved leaves with you.
Items & Collectibleseverything you pick up in this part
  • MO Disk #2 — Laboratory Stairway / Visual Data Room (Laboratory B2), desk next to the entrance to the Visual Data Room
  • MO Disk #3 — Laboratory Stairway / Visual Data Room (Laboratory B2), shelves just inside the Visual Data Room
  • Map of the Laboratory — Laboratory Stairway / Visual Data Room (Laboratory B2), shelves just inside the Visual Data Room
  • First Aid Spray — Laboratory Stairway / Visual Data Room (Laboratory B2), shelves just inside the Visual Data Room
  • Shotgun Shells — Laboratory Stairway / Visual Data Room (Laboratory B2), shelves just inside the Visual Data Room
  • Key for the Power Area — Laboratory Stairway / Visual Data Room (Laboratory B2), shelves just inside the Visual Data Room
  • X-Ray of CLARK — X-Ray Rooms A and B (Laboratory B3), box next to the light switch in X-Ray Room A
  • X-Ray of GAIL — X-Ray Rooms A and B (Laboratory B3), bench on the southern wall in X-Ray Room A
  • Slide Filter — X-Ray Rooms A and B (Laboratory B3), desk underneath the X-ray board in X-Ray Room B
  • Ink Ribbons — X-Ray Rooms A and B (Laboratory B3), X-Ray Room B
  • Magnum Rounds — X-Ray Rooms A and B (Laboratory B3), X-Ray Room B
  • Laboratory Key — Visual Data Room projection booth (Laboratory B2), inside the projection booth
  • Fuel Supply Capsule — Power Maze A and B / Power Control Room (Laboratory B3)
  • Master Key — Main Laboratory (Laboratory B4), Wesker’s body (only if Rebecca died in the mansion)
Files & Documents
  • Security Protocols — Laboratory Stairway / Visual Data Room (Laboratory B2), shelves just inside the Visual Data Room
  • Researcher’s Letter — X-Ray Rooms A and B (Laboratory B3), X-Ray Room A
  • FAX — X-Ray Rooms A and B (Laboratory B3), shelves in X-Ray Room B
  • Umbrella’s research slides — Visual Data Room projection booth (Laboratory B2), inside the projection booth (on every creature you have fought)
  • Kenneth’s tape — Visual Data Room projection booth (Laboratory B2), inside the projection booth
  • Observation Note — Main Laboratory (Laboratory B4), Wesker’s body
Weapons Found Here
  • Rocket Launcher — Landing Point (Heliport), dropped onto the deck by Brad (pick it up)
PART 7 OF 7

Old Keys — every location and every lock

Chris’s small keys appear in the inventory as Old Key. Each one is consumed the moment it turns a lock — there is no reusable Lockpick in his scenario. There are five keys and five locks, so there is no slack at all if you want every one of them open.

The five keys

#RoomExact spot
1East Wing Storeroom (Mansion 1F, first save room)On the small table next to the typewriter
2Bathroom (Mansion 1F)In the bathtub — pull the plug and empty it first
3Researcher’s Bedroom (Mansion 1F)On the floor inside the wardrobe
4Bedroom (Mansion 2F)On the chest of drawers
5Kitchen (Mansion B1)On the shelf rack in the south-west corner

The five locks

LockBehind itVerdict
West Wing Inner Stairway 2F → Outside BalconyThe two Cerberus, the Collar, and therefore the Imitation of a key and the Armor KeyMandatory
West Wing Inner Stairway 1F → Small StoreroomThe Broken Shotgun, kerosene stack, Flash Grenades, Ink RibbonsMandatory — Chris cannot survive the Living Room trap without the Broken Shotgun
Winding Corridor → Outside BoilerThe Herbicide, and therefore the Greenhouse and the Mask without eyesMandatory
Deer Room → Fish Tank RoomThe Wind Crest, and therefore the Magnum RevolverOptional on paper, effectively mandatory in practice
Large Gallery hidden area → GraveyardNothing but a shortcutSkip it if you have lost a key

Six-slot management plan

  • Two slots are permanently occupied by the Combat Knife and Lighter. Treat Chris as a four-slot character.
  • Standing loadout: Handgun or Shotgun, one healing item, one Flash Grenade or Dagger, one free slot.
  • The Fuel Canteen only comes out of the box when you are deliberately going on a burning round. Do not haul it everywhere.
  • Never carry a key you are not about to use. Keys go in the box the instant their door is open.
  • Examine everything immediately. Golden Arrow → Arrowhead, Collar → Imitation of a key, Broach → Emblem Key, Last Book Vol. 1 → Medal of Eagle, Last Book Vol. 2 → Medal of Wolf. Each of these frees or consolidates a slot on the spot.
  • Combine on pickup: Fishhook + Lure, Music mid-pages + Missing Music, Shaft + Cylinder, Stone Ring + Metal Object.
  • The mansion has four boxes you will actually use (East Wing Storeroom, Mansion Drug Room, Residence Storeroom, Mining Area). Plan each excursion around getting back to one of them.

Endings — Chris

Chris’s ending is decided by exactly two people: Rebecca and Jill. Nothing else changes it — not Richard, not V-JOLT, not your clear time.

Best ending (all four survive)

Two requirements, and both are things you actively do:

  1. Save Rebecca from the Hunter. When you enter the Courtyard Study (the Emblem Key room, Mansion 1F) after returning from the Guardhouse, you hear her scream. Run immediately to the Small Library on 2F east and kill the Hunter that is on her. If you dawdle, she dies, and it is permanent for that run.
  2. Free Jill from the cell. Collect all three MO Disks — Tiger Statue Room (behind the tiger, revealed with the Yellow Gemstone), Laboratory Stairway desk, Visual Data Room shelves — and feed one into each of the three Pass Code Output Terminals in the lab. That transmits the full passcode and opens the Cell on B3.

Then keep them both alive to the end. Rebecca can still be killed during the final confrontation, and Jill is in the escape party with you. Beat the Tyrant on the Heliport and everybody leaves.

Rebecca ending — Rebecca saved from the Hunter, Jill left in the cell. You escape with Rebecca while Chris tries to make sense of what happened.

Jill ending — All three MO Disks used and Jill freed, but Rebecca dead. You and Jill leave together.

Bad ending — Rebecca dead and Jill never freed. Chris leaves alone.

What locks the best ending out

  • Being too slow to reach the Small Library after Rebecca’s scream. This is the big one and there is no warning beyond the scream itself.
  • Reaching the Fountain and taking the lift down without the Yellow Gemstone having been used on the tiger statue — the first MO Disk is above ground and there is no way back up once the lab section starts.
  • Letting Rebecca die in the endgame.
  • Failing to use all three disks before you trigger the self-destruct — the countdown is not the moment to go looking for a terminal.

Unlocks (not ending-dependent)

  • Finishing once with Chris unlocks his first alternate costume; finishing twice unlocks the second.
  • Clearing in under five hours on Normal or Hard unlocks the Samurai Edge; under three hours unlocks the Rocket Launcher.
  • Clearing the game unlocks Once Again mode, which is where Hard lives. Clearing Normal or above with both Chris and Jill unlocks One Dangerous Zombie and Invisible Enemy.

Chris vs Jill — the complete difference list

Inventory and tools

  • Chris has six inventory slots; Jill has eight. Two of Chris’s are effectively spent on the Knife and Lighter.
  • Chris has no Lockpick. He needs five consumable Old Keys for the five simple locks. Jill’s Lockpick is permanent and free.
  • Chris always carries the Lighter. Jill has to find hers, in the Small Library. That means Chris can burn a corpse from the very first zombie he drops, provided he has kerosene.
  • Jill finds a Botany Book in the Small Library. Chris does not.

Combat

  • Chris takes noticeably less damage from every enemy than Jill does.
  • Defence items: both get the Dagger. Chris’s second is the Flash Grenade, which he forces into a biting enemy’s mouth and takes its head off — a clean kill with no Crimson Head afterwards. Jill’s second is the Stun Gun, which needs Battery Packs and only stuns.
  • Chris gets the Flamethrower (Boulder Passage 1). Jill gets the Grenade Launcher from Forest Speyer’s body. Neither weapon exists in the other’s game.
  • Chris’s route to the Assault Shotgun is Richard’s body in the Aqua Ring; Jill’s is Richard in the Attic.

Partner

  • Chris’s partner is Rebecca Chambers; Jill’s is Barry Burton.
  • Rebecca treats Chris’s wounds for free, a limited number of times at each place she settles — the Mansion Drug Room after Richard is saved, and the Residence Medical Room after Plant 42. Barry hands Jill items instead.
  • Rebecca plays the piano. Chris cannot; the Moonlight Sonata puzzle only resolves because she does it for him. Jill plays it herself.
  • Rebecca can be attacked by a Hunter in the Small Library, and saving her is one of the two conditions for Chris’s best ending. Barry has an equivalent moment at the Altar with Lisa Trevor.
  • Rebecca becomes playable in Chris’s scenario — she runs the serum if Chris is poisoned by Yawn, or mixes the V-JOLT and saves him from Plant 42’s grip if Richard died.

Richard Aiken

  • Both find him wounded in the Pillar Room and both fetch the Serum from the Mansion Drug Room against a timer. In Chris’s version Rebecca is at Richard’s side and administers it.
  • If Chris saves him: Richard recovers in the Mansion Drug Room with Rebecca, then reappears on the Aqua Ring Walkway and is taken by a Neptune saving Chris. The Assault Shotgun comes from there. The cost is that Chris can never make V-JOLT.
  • If Chris lets him die: no Assault Shotgun, Rebecca hands over the Radio after Plant 42, and Rebecca mixes the V-JOLT in the playable segment.
  • If Jill saves him: he fights alongside her against Yawn in the Attic and dies there.

Chemistry

  • Jill mixes V-JOLT herself in the Residence Medical Room and can kill Plant 42’s roots before the fight. Chris cannot mix chemicals at all. He either fights Plant 42 outright or lets Rebecca do the chemistry after Richard’s death.

Traps and rescues

  • The Living Room shotgun trap: Chris must bring the Broken Shotgun from the Small Storeroom. Jill can be pulled out of that room by Barry.
  • Master Key: it only turns up on Wesker’s body if your partner died — Rebecca for Chris, Barry for Jill. A living partner opens the doors instead.

Endings

  • Chris saves Rebecca and Jill. Jill saves Barry and Chris. The MO Disk mechanic is the same in both directions.

The same in both scenarios

  • The Broken Flamethrower in the Garbage Compactor Room and the Lisa’s Room door clips.
  • Enrico Marini in the Enrico Room and the Hexagon Crank on his body.
  • All four death masks, the Crypt, the Crimson Head Prototype.
  • All Courtyard, cave, Altar and Laboratory puzzles.

Missables & Point of No Return

Hard points of no return

  • The Fountain lift. Once you fit both medals and descend to the Laboratory Entrance, the mansion, Courtyard, Guardhouse and caves are closed forever. The first MO Disk is above ground (Tiger Statue Room, behind the tiger, revealed with the Yellow Gemstone). Without it Jill cannot be freed and the best ending is gone.
  • The self-destruct countdown. Once the Tyrant goes down in the Main Laboratory the clock runs. Anything not done in the lab by then is not getting done.

Timed and one-shot events

  • The Serum. Roughly two minutes from the Pillar Room cutscene. Miss it and Richard dies, which forfeits the Assault Shotgun permanently.
  • Rebecca’s scream in the Courtyard Study. Get to the Small Library and kill the Hunter or she dies. Permanent.
  • The Living Room shotgun trap. Walking in without the Broken Shotgun kills Chris.
  • The Fuel Supply Capsule. Any sudden movement while carrying it is an instant death.
  • The final Rocket Launcher shot. Four rockets, and only one needs to connect — but the Tyrant closing while you line up is fatal.

Easy to lose forever

  • Greenhouse herbs. Setting the water pump to Green instead of Red kills all five green herbs.
  • Old Keys. Five keys, five locks, no spares. Opening the Large Gallery→Graveyard shortcut costs you one of the four doors that matter.
  • The Self Defense Gun. One round, no ammunition in the entire game. Spend it on Plant 42 or the Tyrant, not on a zombie.
  • The Emblem. If you take the Gold Emblem from the Beethoven statue without carrying the plain Emblem in with you, you are locked in the alcove.
  • The Red Gemstone. Never put it in the tiger statue. Twenty adders, and the gem reappears so it can be done again.
  • The Central Corridor wall hole. Take the Residence map, then walk away. Looking through the hole releases an endless wasp swarm.
  • The Flamethrower. You cannot bring it out of the underground. Use it while you are down there.
  • Ink Ribbons. Finite for the whole run. On Normal, save at milestones — after the first mansion sweep, before the attic, before Plant 42, before the caves, before the Fountain.

Crimson Heads

  • Any zombie you shoot down and leave lying will get back up as a Crimson Head. They run, they claw in a rapid combo and they do about twice a zombie’s damage.
  • A body is dealt with permanently by burning it (Fuel Canteen + Lighter, and Chris has the Lighter from the first second) or by decapitating it. A Flash Grenade kill takes the head off and leaves nothing to revive.
  • A Dagger stuck in a zombie’s head does not guarantee decapitation — check the body before you walk away.
  • The Fuel Canteen holds a handful of burns and refills at any kerosene drum. There are stacks in the Small Storeroom and the Residence Storeroom.
  • Burn the bodies in corridors you will cross repeatedly — the Mirror Corridor, the ’C’ Corridor, the two stairwells and the Dark Corridor. Leave the ones in dead-end rooms.
  • Some Crimson Heads are scripted rather than created by you: one rises in the northern part of the Mirror Corridor once you have the Collar, and one appears in the corridor by the Armor Room. Those are coming regardless.

Hard Mode Differences

Hard is not on the menu at the start — it unlocks through Once Again after your first completion.

  • Enemies are far tougher, not more numerous. The same creatures are placed in the same rooms, but each one soaks much more ammunition; a single zombie can take the better part of a magazine. Enemies also hit harder.
  • Ammunition is drastically thinner. The obvious pickups are gone; what survives is mostly the ammunition tucked into out-of-the-way spots. Every shotgun shell counts, and the Magnum should be treated as boss-only ammunition.
  • Healing is roughly halved. Herb pickups are cut back sharply, which magnifies the value of talking to Rebecca every time you pass her.
  • Defence items are cut back. Chris drops from twelve Flash Grenades on Normal to eight on Hard, and from around a dozen Daggers to nine. Losing a defence item to a Hunter hurts a lot more.
  • Ink Ribbons drop to three per stack in the rooms that carry them, the same as Normal — but with less healing and less ammunition, dying costs more, so the pressure to save is higher against a supply that has not grown.
  • Kerosene drops from five units to four in the Small Storeroom and the Residence Storeroom. Choose which corpses actually need burning.
  • A few item slots change contents. Where Normal gives shotgun shells, Hard sometimes gives a handgun magazine instead — the alcove behind the boulder in Boulder Passage 1 is a clear example.
  • Herb placement shifts. The Entry Corridor in the Residence has three blue herbs on Normal and one on Hard; the Winding Underground Passage swaps its red herb for a second green.
  • Enemy counts do rise in a few specific places. The Mirror Corridor carries two wandering zombies instead of one, the ’C’ Corridor two, and the Forked Passage sends two Hunters at you after Enrico’s body rather than one.
  • Codes change. Passcode-style puzzles do not carry over from a Normal run — read the whiteboard in the Aqua Ring control room, light the Rec Room lamps yourself, and run the Slide Filter through the projector rather than trusting a number you remember.
  • The eye-lock keypad gives you nothing. Very Easy and Easy print the colours on the keypad; on Hard you derive the order from the lamps and the billiard balls or you do not get in.
  • Play the whole route around Crimson Head prevention. With ammunition this tight, a corridor full of revived bodies is a run-ender. Burn early, burn the through-routes, and use Flash Grenades as kills rather than escapes wherever you can afford to.

Puzzles & Solutions

Mansion — ground and upper floors

The Emblem, the Gold Emblem and the Dining Room clock

Scenario: both. Fixed.

Three linked steps that people often trip over because the two emblems look interchangeable and are not.

  1. In the Dining Room (Mansion 1F) an Emblem sits above the fireplace. Take it. Removing it opens a panel elsewhere in the room.
  2. Play the piano (below) to open the hidden passage in the Bar. Inside is the Gold Emblem.
  3. Bring the Gold Emblem back to the Dining Room and put it in the fireplace slot the Emblem came from. That reveals the grandfather clock’s mechanism.
  4. Operate the clock and move the short hand (the hour hand) two positions, in either direction, so the clock reads six o’clock. The case swings open and gives you the Shield Key.

The swap trick: the fireplace slot controls a panel in the Dining Room, and the panel is open only while the slot is empty or holding the wrong emblem. So if you need that panel open later, pull the Gold Emblem out and drop the plain Emblem in its place. Carry both until you are finished with the room.

The piano and the Moonlight Sonata

Scenario: both, but played by different people. Fixed.

In the Bar you will find a piano and, elsewhere in the mansion, two halves of the sheet music. Combine them in the inventory to make the complete Moonlight Sonata, then use it on the piano. A section of the wall slides back and reveals a small storeroom holding the Gold Emblem.

Jill plays it herself. Chris cannot — he has no ear for it, and the passage will not open for him. In Chris’s game Rebecca plays the piano; get her to the Bar and she performs the piece for you. This is the one place in Chris’s route where you cannot brute-force your way past by trying again.

The passage closes behind you when the Gold Emblem leaves the fireplace slot, which is exactly what the Emblem swap above is for.

The Blue Gemstone statue

Scenario: both. Fixed.

On the Dining Room’s upper level there is a heavy statue by the railing. Push it over the edge. It smashes on the floor below and leaves the Blue Gemstone in the wreckage.

The Trophy Room mounts — Red and Yellow Gemstones

Scenario: both. Fixed.

The Trophy Room (Mansion 2F) has animal mounts with gemstones set in their eye sockets: the Yellow Gemstone in the bull, the Red Gemstone in the deer. Move the furniture under the mounts so you can reach them, and take both.

The Tiger Statue

Scenario: both. Fixed.

The tiger in the Tiger Statue Room (Mansion 1F) has two empty eye sockets. Put the Blue Gemstone in one and the Yellow Gemstone in the other. Each stone opens a compartment behind the statue: one holds Shotgun Shells, the other holds the first MO Disk.

Do not feed the tiger the Red Gemstone. It is the wrong stone, and using it drops a ceiling’s worth of Adders on your head. You can recover the gem by leaving and coming back, but you will have taken poison damage for nothing. The Red Gemstone belongs in a jewelry box, not a tiger.

The Armor Room knights and Jewelry Box 1

Scenario: both. Fixed. Needs the Armor Key.

Four armoured knights stand around a grated depression, each holding a different weapon — sword, axe, shield and halberd. Pushing one shifts the others, so the room punishes random shoving: a knight pushed out of turn slides straight back to where it started.

The short solution is three pushes, leaving the knight that is already seated alone:

  1. Push the knight at the far right.
  2. Push the knight at the near left.
  3. Push the knight at the near right.
  4. Press the button on the pedestal in the centre of the room.

The grate opens and gives you Jewelry Box 1.

Jewelry Box 1 is engraved with a sun and a moon and the line about sunshine waking the sleeper. Rotate the box until the sun and moon faces are showing, then press the two switches on its sides — they are the two halves of a heart, one on the front face and one on the back. The box opens on the Mask without eyes, nose or mouth.

The Armor Key and the imitation

Scenario: both. Fixed.

Use the Dog Whistle outside to call the dogs. What comes back is not friendly, but it leaves a Collar behind; examine the Collar to extract the Imitation of a key.

The real Armor Key sits in a corridor watched by armoured statues. Taking it outright springs the trap. Instead, put the imitation in its place as you lift the real key — the statues stay asleep and you walk out intact.

The Portrait Room pictures

Scenario: both. Fixed.

The gallery corridor on Mansion 1F carries an instruction about bringing light to three spirits. Six framed portraits line the corridor and each has a button beneath it that cycles the picture’s colour. At the far end hangs a portrait of a young woman — Lisa — wearing three pieces of jewellery.

The three spirits you must light are the ones wearing the same three pieces. Match each to the colour that item has in Lisa’s portrait, then press Lisa’s own picture last:

  1. The valiant wearing a braceletorange
  2. The saint wearing a crowngreen
  3. The sage wearing a necklace/pendantpurple
  4. Press the button under Lisa’s portrait

The wall behind Lisa lifts, opening a route through to the small yard and the cemetery beyond, and the Mask without a mouth is yours from the hidden area. This is one of the most useful shortcuts in the mansion — take it early if you can.

The Greenhouse plant and the Herbicide

Scenario: both. Fixed.

The Greenhouse (Mansion 1F) is choked by an overgrown creeper that whips anything walking past. Do not shoot it. Pour the Herbicide into the water pump and turn the pump handle to the red setting. The plant dies and the room becomes safe, which lets you take the Mask without eyes off the shield mounted on the far wall.

The Fish Tank Room bee display — the Wind Crest

Scenario: both. Fixed.

Two glass display cases sit in the fishing room on Mansion 2F. You need three things from the room and one combination:

  1. Take the Fishhook from the bee display near the desk.
  2. Take the Lure without a hook from the case by the door and combine it with the Fishhook to make the Lure of a bee.
  3. Take the original Bee Specimen.
  4. Put the Lure of a bee into the left case and the Bee Specimen into the right case.
  5. Press the switch.

The display raises and exposes the Wind Crest. A live wasp comes out of the case at you when you reach for it — expect it, and do not panic-fire into the room.

The Wind Crest, the tombstones and the Magnum

Scenario: both. Fixed. This is optional and it is the single best optional reward in the game.

In the cemetery area there are two tombstones.

  1. Place the Wind Crest on the right-hand tombstone. It opens and yields the Moon Crest, the Star Crest and the Sun Crest.
  2. Place all three of those crests on the left-hand tombstone.
  3. The tombstone opens on the Magnum Revolver.

If you are running for 100% you do this. The Magnum is what makes the Hunter phase and the Tyrant survivable without hoarding.

The signpost / weathervane path

Scenario: both. Fixed.

On the path down to the cemetery there are two signposts, and two guard-dog statues at the bottom of the slope that swivel in sympathy whenever you turn a post. Set them to:

  • Red signpost — west (the Path of Revenge)
  • Blue signpost — north (the Valley of Destruction)

The gate at the bottom unlocks.

The Golden Arrow

Scenario: both. Fixed.

The Golden Arrow rests on a statue partway down the Mirror Corridor (Mansion 2F). Take it and examine it in the inventory — the head comes off as a separate Arrowhead. The arrow itself does nothing; the Arrowhead is the key.

In the cemetery, slot the Arrowhead into the notch on the angel statue. The statue moves aside and opens the stair down to the Crypt.

The Crypt — all four Death Masks

Scenario: both. Fixed.

A coffin hangs suspended over the Crypt floor. Four stone faces are set into the wall beside the entrance, each with a different set of holes where features should be. There is no arbitrary sequence to memorise: each mask has exactly one face it fits, and you match mask to face by the features it is missing.

The four masks and where you get them:

MaskWhere
Mask without eyesGreenhouse, Mansion 1F — on the shield on the far wall, after the Herbicide kills the plant
Mask without a noseAttic, Mansion 2F — on the floor in the north-west corner (reached with the Shield Key; Yawn lives here)
Mask without a mouthLarge Gallery, Mansion 1F — in the hidden area opened by the Portrait Room puzzle
Mask without eyes, nose or mouthArmor Room, Mansion 2F — inside Jewelry Box 1

With all four seated, the coffin drops. A Crimson Head Prototype 1 climbs out of it — see the boss section; do not walk in here with an empty shotgun. Once it is down, the Crypt gives you the Book of Curses (the Sword Key is fixed to the back of it), the first Stone & Metal Object from inside the fallen coffin, and a small ammunition pickup.

That Stone & Metal Object opens the door in the Roofed Passage, which gets you to the Garden Shed and out into the Courtyard.

The Mirror Room — Jewelry Box 2, the Broach and the Emblem Key

Scenario: both. Fixed.

Jewelry Box 2 sits on a shelf in the Mirror Room (Mansion 1F). It has a small round indentation. Press the Red Gemstone into it and several flat metal plates fall away from the box; rearrange those plates into the hexagonal recess so the shape closes up. The box surrenders the Broach.

Examine the Broach in the inventory and it unfolds into the Emblem Key, which opens the Courtyard Study.

The Courtyard Study — the Metal Object

Scenario: both. Fixed.

Inside the study, switch on the desk lamp before you go hunting the shelves. The light reveals the Metal Object on the bookcase against the west wall. Without the lamp the shelf reads as empty.

The library books — the two Medals

Scenario: both. Fixed.

The library holds Last Book Vol. 1 and Last Book Vol. 2. Examine each of them in the inventory: Vol. 1 contains the Medal of Eagle and Vol. 2 contains the Medal of Wolf. The books themselves are packaging — do not carry them around after you have opened them.

Residence (Guardhouse)

Rooms 001, 002 and 003

Scenario: both. Fixed.

The dormitory keys chain into each other. The Key for Room 002 comes out of the plughole in the bathroom once you drain the tub, and Room 002 in turn holds the Key for Room 001. The Key for Room 003 is the reward for clearing the beehive (below). The Control Room Key and the Gallery Key come later in the same building.

The beehive and the Insecticide Spray

Scenario: both. Fixed.

The Residence Gallery has an enormous nest built into the wall and a permanent stream of wasps pouring out of it. Do not fight them — the supply is endless and the ammunition is not.

Take the Insecticide Spray from the body in the far corridor, then use it on the hole in the wall at the end of that hallway. The nest dies, the wasps stop, and the room becomes safe to loot. The Key for Room 003 is the payoff.

Related trap in the same building: in the central corridor there is a map of the mansion hanging on the wall. Pull it off and examine the wall behind it and you release a permanent wasp swarm into the corridor. Take the map if you want it, but do not go poking at what is behind it.

The Room 003 bookshelf

Scenario: both. Fixed.

Room 003 has a shelf that wants seven red books, and one slot is empty. The missing volume — the Red Book — is in the Recreation Room. Bring it back and slot it in.

Now the arrangement itself. The seven spines together form one continuous painting of a reclining nude, and your job is to make the picture line up. Counting the books from one end:

  • Swap 1 and 4
  • Swap 2 and 6
  • Swap 3 and 7

If you would rather solve it than follow it, just read the spines: each fragment of the image has an obvious neighbour, and there is only one arrangement in which the figure is continuous. Get it right and the shelf slides aside, opening the way into Plant 42’s room.

While you are at the shelf, take the white book out of it. That one is the V-JOLT Report — the mixing instructions.

THE DRUG STOREROOM DOOR — RANDOMISED. Derive it, do not copy it.

Scenario: primarily Jill’s; in Chris’s game the chemistry behind this door is Rebecca’s job.

The door to the drug storeroom (the chemical mixing room, where V-JOLT gets made) is held by a panel of coloured keypads. Each colour needs a number.

The numbers are always 3, 5 and 6. Which colour takes which number is regenerated every single time you start a game. A printed code belongs to whichever save file it was read from — yours has to be read off your own lamps. There are only six possible assignments, which matters in a moment.

Deriving your own:

  1. Go to the Recreation Room — the room with the bar at one end and the pool table at the other.
  2. Light the three oil lamps with the Lighter. Each lamp burns in a colour, and each throws a silhouette of an eye beneath it. The eyes differ from one another in the number of lashes or notches around them. Write down: colour → eye.
  3. Examine the pool table. The balls arranged on it pair each eye pattern with a number. Write down: eye → number.
  4. Chain the two halves together — colour → eye → number — and you have the full assignment.
  5. At the door, highlight each colour panel in turn and set its number, then cycle to the next colour with the icon above the panel.

Practical notes. The lamps and the table are in the same room, so record both in one visit rather than walking back and forth. On Very Easy and Easy the keypad displays the colours for you, which removes most of the work. And because the digit set is always 3, 5 and 6, the absolute worst case if you have lost your notes is six attempts — 356, 365, 536, 563, 635, 653 — which is faster than a round trip across the Residence.

V-JOLT — the full chemical chain

Scenario: Jill mixes it herself. In Chris’s game Rebecca does the mixing, and she will only do it if Richard has died — see the Richard note below.

The drug storeroom holds a wall of reagents and a supply of Empty Bottles. You start with Water, UMB No. 3 and Yellow-6. Everything else you build. The chain is fixed and it is the same in every playthrough:

  1. Water + UMB No. 3 → NP-004
  2. NP-004 + Yellow-6 → UMB No. 10
  3. Water + Yellow-6 → UMB No. 7
  4. UMB No. 10 + UMB No. 7 → VP-017
  5. VP-017 + UMB No. 3 → V-JOLT

Read that as two branches that meet: one branch turns water and UMB No. 3 into UMB No. 10 by way of NP-004, the other turns water and Yellow-6 straight into UMB No. 7. Marry those two products into VP-017, then dose VP-017 with one last measure of UMB No. 3.

Mixing it wrong. Some pairings produce POISON — notably NP-004 + VP-017 and NP-004 + UMB No. 10. Poison is a dead end: the bottle is spent and the contents are useless. You have a finite number of empty bottles and a finite supply of base reagents, so a poison batch can cost you the V-JOLT for that playthrough. Mix slowly and check the inventory name after every combination before you commit the next one.

Using it. Carry the finished V-JOLT down to Plant 42’s exposed root in the basement of the Residence and pour it on. This is not a cosmetic choice — it strips most of Plant 42’s health before the fight even begins.

THE AQUA RING CONTROL ROOM — RANDOMISED VALVE. Read your own memo.

Scenario: both. Needs the Control Room Key.

The Aqua Ring is flooded and there are Neptunes in the water. Nothing you can shoot will help; the answer is plumbing.

Before you touch anything, read the memo/whiteboard on the table in the Control Room. It names the valve you must open if oil pressure drops — 1, 2 or 3 — and that number is different from playthrough to playthrough. Write it down. If you skip this, you will get halfway through the sequence, the pressure will fail, and you will have to come back for it anyway.

The sequence:

  1. Side-window console — start draining the tank. It malfunctions partway.
  2. Console by the black chair — release the safety.
  3. Main-window console — lower the pressure doors. They stop halfway; oil pressure has dropped.
  4. Out into the hallway — open your valve, the number from the memo, to restore pressure.
  5. Console by the black chair — release the safety a second time.
  6. Main-window console — lower the pressure doors again. This time they seal.
  7. Side-window console — drain the water.

Once the tank is dry the small Neptunes are dead. The large one is not; see the boss section for the generator.

The Gallery Key is in the drained tank, glinting on the floor — it is the key the big shark knocked into the water earlier.

Courtyard and Underground

The Square Crank and the water pool

Scenario: both. Fixed.

The Square Crank is on top of the trapdoor at the back of the Cabin. It fits the square socket on the column beside the pool in the Water Pool area, and it both drains and fills the pool depending on which way you work it. You will use it in both directions, so keep it.

Taking the Square Crank is also what wakes Lisa Trevor up in the Cabin. Have an exit plan before you grab it.

The Battery and the waterfall

Scenario: both. Fixed.

The Battery is on the shelf in the Materials Room (Mansion 2F). It powers the elevator in the Falls Area, which is how you get to the space under the waterfall — but only once the water has been stopped. Stop the flow first, then insert the Battery, then ride down.

The Hexagon Crank

Scenario: both. Fixed.

The Hexagon Crank comes off Enrico’s body. It fits wall sockets throughout Courtyard B1 and rotates whole segments of the passageways — you use it in the Mining Area, in the second boulder passage and in the Underground Statue Room. It is a permanent tool for that whole region; do not box it until you are done underground.

The Cylinder, the Shaft and the Generator

Scenario: both. Fixed.

The Shaft comes off the lid of the elevator’s power unit; combine it with the Cylinder to build the Cylinder Shaft. Slot that into the machine in the Generator Room.

Now the button panel. Examine the Cylinder Shaft itself and rotate it: four Roman numerals are engraved around its side, and the order in which they read off is the order you press the four buttons. That reading is IV, II, III, I — press the fourth, second, third, then first button. Power returns to the underground elevator.

The garbage compactor and the Broken Flamethrower

Scenario: both. Fixed.

Push the wooden crate into the Garbage Compactor Room in Courtyard B2 and run the compactor. The crate splits open on the Broken Flamethrower. Its muzzle is wrecked and it cannot be fired — it is a key, not a weapon. Mount it on the hooks to unlock Lisa’s Room.

Lisa’s Room — Jewelry Box 3 and the Stone Ring

Scenario: both. Fixed.

The box on the table beside Lisa’s bed — Jewelry Box 3 — has no lock at all. Open it and take the Stone Ring and the family photograph.

The two Stone & Metal Objects and the Altar gate

Scenario: both. Fixed.

Combine the Stone Ring with the Metal Object from the Courtyard Study to make a second Stone & Metal Object. You now need both of them — the one from the Crypt coffin and the one you just built — for the metal gate behind the stairs in the Main Hall. Fit both and the gate opens onto the Altar.

If your first Stone & Metal Object is still sitting in the Roofed Passage door, go and take it back before you come here.

The Altar — the four stones

Scenario: both. Fixed. This is Lisa’s arena; see the boss section for how to survive it.

Four stone pillars stand around a covered sarcophagus. Push each of the four off the edge. With all four gone the sarcophagus is exposed, and what is inside it ends the encounter — Lisa is not something you shoot to death here, she is something you resolve.

Underground Laboratory

The Slide Filter, the projector and the keypad

Scenario: both. Fixed.

Find the Slide Filter and fit it to the projector, then run the slides through. With the filter in place the final slide resolves into a four-digit number: 8462. Enter that on the code panel to open the room holding the Laboratory Key.

The X-rays and the word CELL

Scenario: both. Fixed.

In the visual data area you are given a set of X-ray plates and a lightbox. Turn the room’s lights off and arrange the plates in order — read alphabetically, the labelled plates spell out the word CELL. That word is the passcode for the image preparation room.

(If you have already finished the game once, the old password MOLE is still accepted here, and it produces a small joke rather than an error.)

The laboratory computer

Scenario: both. Fixed.

At the terminal:

  • Login: JOHN
  • Password: ADA
  • Second passcode: CELL

That opens the electronic locks on the image preparation room and the researcher’s private room.

The three MO Disks

Scenario: both. Fixed.

There are exactly three, and you need all three:

  1. Tiger Statue Room, Mansion 1F — behind the tiger, revealed by the gemstones.
  2. Laboratory Stairway, B2 — on the desk beside the door to the Visual Data Room.
  3. Visual Data Room, B2 — on the shelves next to the entrance.

Each disk goes into a Pass Code Output Terminal, and the three terminals are in different rooms of the laboratory. Each one transmits a fragment of the passcode for the Cell Entrance. With all three transmitted, the cell opens and you can free your partner — which is a hard requirement for the best ending.

The Fuel Supply Capsule

Scenario: both. Fixed. This is the most dangerous walk in the game.

You collect the Fuel Supply Capsule (Empty) in X-Ray Room B on B3 and fill it at the machine in the north-east corner of that room. It then has to be carried to Power Maze A to restore power.

While you are carrying the full capsule: walk. Do not run. Do not draw a weapon, do not fire, and do not let anything get its hands on you. Running, being attacked or attacking all detonate the capsule, and detonation is an instant death — not a health loss, a game over. Clear the Chimeras out of the route before you pick the capsule up, then make the trip with an empty trigger finger.

The Fuse Unit

Scenario: both. Fixed.

The Fuse Unit lies on the floor near the elevator at the far end of the Passage to Heliport on B1. Fit it into the elevator’s power housing to restore the lift and reach the surface. This is the last key item of the run; by the time you are placing it the self-destruct is already your problem.

A note on Richard Aiken, because it changes your puzzle route

Richard is dying of Yawn’s venom in the mansion. Fetching the Serum in time saves him, and whether you do it rewrites several later beats.

As Jill. Save Richard and he turns up at the Attic during the Yawn fight; damage Yawn until the scene triggers and Richard leaves you the Assault Shotgun. Break off too early and Yawn takes him and the gun together. If Yawn poisons Jill, saved-Richard means she doses herself; if you let him die, Barry carries her to the Chemical Storage safe room instead. Saving him is simply better.

As Chris. Save Richard and he reappears at the Aqua Ring, where Neptune takes him and leaves the Assault Shotgun behind — and if Yawn poisons Chris, you play as Rebecca to fetch the serum. Let Richard die and you get the V-JOLT instead: Rebecca does the chemistry and she also arrives to help at Plant 42. You cannot have both. Decide before you reach the Residence: the Assault Shotgun, or V-JOLT plus a Rebecca assist on Plant 42.

Enemies

A general rule for the whole game: health is randomised per individual. Two zombies standing next to each other can differ enormously in how much punishment they absorb. That is why shot counts in this game are always ranges and never a single number, and it is why “two shotgun shells kills a zombie” is advice that will eventually get you killed. Budget for the bad roll.

Zombie

Behaviour. Slow, relentless, and — unlike the enemies you may be used to — willing to follow you through doors. They stand up from lying positions, grab at close range, bite, and vomit. A zombie that has knocked you down will go for an ankle bite.

Threat. Individually low; in a corridor with two or three of them, high. Their real cost is not the damage, it is the Crimson Head they become later.

Killing it. Handgun is the honest answer for a single zombie in open space — five or so rounds, more on a bad roll. The shotgun is the efficient answer when you actually want the body gone: let it get to grabbing range, aim up, and fire. A point-blank upward shotgun blast frequently takes the head off, which both kills it and permanently retires it. Decapitation is not guaranteed, so check the corpse.

Worth killing on a 100% run? Selectively. Kill the ones standing between you and a room you will pass through repeatedly. Leave the ones in dead-end rooms you will visit once. Every zombie you kill and do not dispose of is a Crimson Head with your name on it, so an unkilled zombie in a room you are never returning to is cheaper than a killed one.

Crimson Head

Full mechanics in the next section. In combat terms: faster than you are comfortable with, hits far harder than a zombie, and it charges the moment you enter the room rather than waiting for you to get close. Its health band is wide and overlaps the zombie band at the bottom and goes far above it at the top.

Killing it. Shotgun at close range, Acid rounds from the Grenade Launcher, or the Magnum (which usually ends it in one and never needs more than two). It does have a weakness: it takes corners badly and gets stuck on geometry, so a long corridor is a viable escape route when you have nothing to spend.

Worth killing? Only when you cannot get past it. Prevention is enormously cheaper than cure.

Cerberus

Behaviour. Fast, erratic, and it comes at you in a straight-line lunge. Cerberus will dive for your arm the instant it is in range, and its worst attack is a throat bite that is an outright kill rather than a health loss.

Killing it. Two or three handgun rounds only knock it down; they do not finish it. The shotgun is the sane choice if you have committed to fighting.

Worth killing? Usually not. Most Cerberus encounters are in transit corridors and gardens, and dogs are the single most skippable enemy in the game — line yourself up with the far door and walk through. The exceptions are the Main Garden and the Falls Area of the Courtyard, which you will cross many times; clearing those pays for itself.

Crow

Behaviour. Perched, in flocks of five to seven, and passive until provoked. They react to gunfire and to you barging around underneath them. Individually feeble; six of them pecking at once is a real health loss.

Where. The West Wing outer stairway rafters, the Large Gallery railing, the headstones in the Courtyard and the Falls Area.

Worth killing? No. Walk through calmly, do not fire, and they stay on their perches. If you are forced into it, nothing bigger than the handgun.

Web Spinner

Behaviour. Walks on walls and ceilings; you hear a low bass thumping before you see one. It tackles, and it spits an acid that carries a real chance of poisoning you. When it dies it bursts, and the splash can poison you even though the spider is dead — so do not stand over the corpse.

Killing it. Six handgun rounds minimum, and that is the optimistic figure. Shotgun or Grenade Launcher is much better value.

Worth killing? Yes, generally. They occupy rooms you have to work in, they are hard to dodge because they climb, and poison costs you Blue Herbs you would rather spend elsewhere. Kill them at range so the death-splash cannot reach you.

Black Tiger

The oversized Web Spinner. Treated as a boss below.

Hunter

Behaviour. The moment Hunters enter the game the mansion becomes a different place. They are fast, they read your movement, and they jump. Two attacks matter: a low swipe at your legs and a leaping slash at your torso. The leap has a decapitation property — if your health is low enough when it connects, it is an instant kill regardless of how much life you had left in theory. Hunters replace zombies in a number of rooms once they appear.

Tell. They crouch and audibly wind up before the leap. That crouch is your window to move sideways, not backwards.

Killing it. Chris: shotgun or Magnum. Jill: Acid rounds in the Grenade Launcher are outstanding against Hunters. Expect five or more shotgun shells for a stubborn one.

Worth killing? Yes, in any room you have to use. A Hunter you run past is a Hunter that follows you and lands its jump while you are fumbling a door. This is the enemy the Magnum exists for — the Hunter phase is exactly why you take the tombstone detour.

Chimera

Behaviour. Laboratory-only. They live in the ceiling ducts and they are not in the room when you enter — they drop in when you cross the wrong patch of floor. They crawl on floors and ceilings equally, they claw, they can grab you from above, and their pounce is a struggle you can lose outright.

Killing it. Shotgun. Their bones are soft and they come apart quickly for their health total.

Worth killing? Yes, and specifically in advance. The Fuel Supply Capsule route runs through Chimera territory, and being attacked while carrying the capsule kills you instantly. Sweep Power Maze A and B and the connecting rooms before you ever pick the capsule up.

Neptune

Sharks. Treated as a boss below. In the water they cannot be meaningfully hurt.

Wasp

Behaviour. Enlarged and venomous, and in the two main nest locations the supply is unlimited. They are fast enough that outrunning them in a straight line is not really an option, so plan the shortest path to the door.

Worth killing? No — ever. Ammunition spent on wasps is ammunition thrown away. Deal with the Residence Gallery nest using the Insecticide Spray, leave the wall map alone, and run through anything else.

Adder

Behaviour. Small snakes that drop from trees and ceilings in groups. They bite, they poison, and they are slow to actually connect.

Where. The zigzag path and water pool in the Courtyard, Lisa’s Room, and twenty of them in the Tiger Statue Room if you put the Red Gemstone in the tiger.

Worth killing? No. Walk out of the room. The only cost of an Adder is a Blue Herb, and the only cost of a fight with Adders is a Blue Herb plus ammunition.

Fountain Plant

The creeper in the Greenhouse. Immobile, whips at anything walking past for minor damage, and cannot usefully be shot. Kill it with the Herbicide and the water pump on red, which is required anyway for the Mask without eyes.

Lisa Trevor

Not an enemy you defeat. See the boss section.

Forest Speyer — “One Dangerous Zombie”

Availability. A mode you unlock by completing the game.

With it switched on, Forest Speyer’s zombie roams the mansion — the Dining Room 2F, the Dark Corridor, the Tea Room, the Outside Balcony, the west wing inner stairway and the small dining room among others, with his appearances keyed to your progress on items like the Book of Curses and the Armor Key. You will hear him before you see him: he clinks, because he is wrapped in grenades.

Do not attack him. Any damage you deal detonates the grenades and that is an instant game over, no matter how much health you have. If he grabs you, shake him off — do not counter, do not shoot. He is a room hazard to be routed around, not an enemy.

The Crimson Head System

This is the mechanic that separates a controlled playthrough from a spiral, so it is worth understanding exactly rather than approximately.

What actually causes a revival

A zombie that you kill without destroying it leaves an intact corpse. That corpse is on a clock. When the clock runs out and you next enter the room, the corpse is gone and a Crimson Head is coming at you — faster than the zombie was, much stronger, and aggressive from the instant you cross the threshold rather than waiting to notice you.

Three things prevent it, permanently:

  1. Decapitation — the head is gone, so nothing gets up.
  2. Destroying a limb while the zombie is still active — a body that has lost a leg cannot complete the transformation.
  3. Burning the corpse — kerosene and a lighter, or an Incendiary round.

Anything else — a body dropped by handgun fire, a body dropped by an ordinary shotgun blast to the chest — is a Crimson Head waiting to happen.

Note also that Crimson Heads themselves are final. Kill one and it stays killed; there is no third stage.

The timer

Revival time is set by difficulty, and it is measured in in-game clock time, so time spent in the inventory or standing still counts.

DifficultyRoughly
EasyAbout an hour
Normal30–45 minutes
Hard20–30 minutes
Underground Laboratory (any difficulty)Around five minutes

That last row is not a typo, and it is the single most important line in this section. In the laboratory, a body you leave behind can be standing up again before you have finished the room you walked into next.

Certain corpses are also raised by story events rather than by the clock, so a room you cleared and burned five minutes ago is not a guarantee of safety after a major plot beat.

Burning: the kit and the arithmetic

You need two items at the same time: the Fuel Canteen and the Lighter. The Fuel Canteen is on the floor near the typewriter in the East Wing Storeroom (Mansion 1F). Neither item does anything on its own.

Capacity. A filled canteen carries enough kerosene for about five burns on Easy and four on Normal, with less on Hard. You refill it at kerosene tanks, which are scattered across the mansion, the Residence and the laboratory — the Greenhouse area, the eastern save room, the Residence save room and the laboratory among them.

The tanks are finite. Each tank holds a fixed quantity of kerosene, not a fixed number of refills, so topping the canteen off early wastes nothing — refilling after a single use draws only that one unit out of the tank. Refill whenever you pass one.

Stacking. Kerosene burns everything at the point where you pour it. If two or three corpses have fallen in roughly the same spot, one application takes all of them. If you are going to burn a room, kill the zombies so that they drop together rather than scattering them across the floor.

Decapitation as the free alternative

Kerosene is limited; ammunition, if you are disciplined, is less so.

  • Shotgun, point-blank, aimed up. Let the zombie get into grabbing range, aim upward, fire. This is the standard method. It works most of the time on lower difficulties and it fails often enough on Hard that you must check the body afterwards.
  • Stomp. Blow the legs out from under a zombie and then step on the head.
  • Jill’s Incendiary rounds. One hit typically kills and burns in the same action, which is the best of both worlds and the reason Jill has an easier time with this system than Chris does.
  • Chris’s Flash Grenade. Let a zombie grab him, let him force the grenade into its mouth, and the head is gone. This is not a waste of a defense item — it is a decapitation you were going to pay for anyway.
  • The Dagger. Also destroys the head when the follow-up connects, and you can pick the dagger back up afterwards.

A practical burning policy

Do not try to burn everything. You do not have the kerosene, and most of it would be wasted.

Burn, without hesitating:

  • Any corpse in a hub you cross constantly. The main hall approaches, the dining room, the corridors that link the east and west wings, and the stairways. These are rooms you will pass through dozens of times, and a Crimson Head in one of them ruins every subsequent trip.
  • Every corpse in the Underground Laboratory. The five-minute clock down there makes leaving bodies indefensible.
  • Any room where you are going to be standing still — solving a puzzle, working a panel, waiting on a mechanism.
Do not burn:
  • Anything in a one-visit dead end. If you are never coming back, the Crimson Head never happens to you.
  • Anything you already decapitated. Check before you pour; a headless body needs nothing.
  • Anything you can simply walk past. The cheapest zombie is the one you never killed.

Prefer decapitation over kerosene whenever the shotgun is already in your hands and the zombie is already at grabbing range. Save the canteen for bodies you killed at range and for stacks.

Finally: Very Easy through Hard all have Crimson Heads. There is no difficulty at which you can ignore this system, only difficulties at which the clock is more forgiving.

Defense Items

What the system is

Every playable character carries something to jam into an enemy’s face when it grabs them. When you are seized, a prompt appears and you get a very short window to trigger it. Land it and you break the grab, take no damage from it, and in most cases badly hurt or outright kill the attacker.

Two rules that catch people out:

  1. The item must be equipped, not merely carried. Having a dagger in the inventory does nothing. It has to be in the equipped defense slot — if the model box on the status screen is blank, you are not protected.
  2. There is an automatic and a manual mode, and you choose which. On automatic, your character uses the item without input the moment they are grabbed. On manual, you must press the defense button yourself, immediately — zombies overpower you fast and the window is not generous. Change the setting in the options and confirm it; toggling without confirming leaves you on the old behaviour.

Not every grab in the game can be countered. Some scripted and boss grabs will simply take you.

Who gets what

CharacterDefense items
JillStun Gun (starts with it; consumes Battery Packs) and the Dagger
ChrisFlash Grenade and the Dagger

The Dagger — both characters

A small blade. When you counter with it, you drive it into the enemy’s head and break free. It is spent by default — but if the counter decapitates the enemy, you can pick the dagger back up, which makes it the only defense item in the game that is sometimes free.

How many. Between roughly nine and fourteen across a playthrough, depending on character and difficulty — Jill finds a couple more than Chris, and Hard mode cuts the count to around ten for Jill and nine for Chris. They are strewn everywhere: the Dining Room, the Art Room, the Living Room, the bathrooms, several basement rooms, the Courtyard and the laboratory.

When to use it. Freely, on zombies. It is the most plentiful defense item and the one most likely to be recoverable.

The Stun Gun — Jill only

Jill begins the game with it. Pressed against a grabbing enemy’s torso, it discharges and leaves them disoriented long enough for her to get clear.

Ammunition. It runs on Battery Packs, which you find around the mansion. Without a Battery Pack loaded, the stun gun is dead weight — check it the same way you check a firearm.

When to use it. It is Jill’s default counter and it is reliable. Its weakness is that it stuns rather than destroys: the enemy is still there and, if it was a zombie, still on the Crimson Head clock. Follow up.

The Flash Grenade — Chris only

Chris’s counter is the nastiest in the game. When an enemy grabs him, he forces the grenade into its mouth and the resulting detonation takes its head off.

Why that matters more than it sounds. A decapitated zombie cannot become a Crimson Head. Chris’s defense item is therefore also a free, ammunition-free permanent disposal — which is exactly the compensation he needs for not having Jill’s Incendiary rounds.

How many. Around thirteen on Very Easy and Easy, twelve on Normal, and only eight on Hard. They are spread across the mansion, the Residence storeroom, the Courtyard and the laboratory.

When to hold one rather than spend it

  • Going into the Underground Laboratory. The five-minute Crimson Head clock down there means a grab you cannot break is far more likely to cascade. Arrive with a defense item equipped and spares in reserve.
  • On the Fuel Supply Capsule run. Being grabbed while carrying the full capsule kills you. An equipped defense item is your only insurance if something you missed drops out of a duct. Clear the route first, then carry a counter anyway.
  • Before a boss. Not because you can counter the boss — you often cannot — but because you do not want to be caught by a trash enemy on the way in with an empty slot.
  • As Chris, before a room you intend to clear permanently. Deliberately letting a zombie grab you to spend a Flash Grenade is a legitimate tactic: you get the decapitation, you spend no kerosene and no shells, and on Hard where grenades are scarce it is still often the better trade.

When not to hold back. Do not die with a full inventory of daggers. Defense items are not a resource you are scored on, and a run that ends because you were saving a grenade for later is a run you have to do again.

Boss Strategies

Yawn — first encounter (the Attic, Mansion 2F)

Scenario: both. Reached with the Shield Key.

What it does. An enormous snake that fills the room. It coils, it lunges, and its bite carries a venom that ordinary Blue Herbs will not cure — you need the Serum. It also has a wrap-and-crush move that is a kill rather than a health loss.

Tell. It rears and holds still for a beat before the strike. That pause is when you move, not when you shoot.

The best play: don’t fight it. The Mask without a nose is on the floor in the north-west corner. Go in, take it, get out. This fight is optional and skipping it costs you nothing you need.

If you do fight it — and as Jill you may want to, because staying long enough triggers Richard’s scene and the Assault Shotgun — use the shotgun and keep the room’s width between you. Leaving too early forfeits the gun.

If it poisons you. Jill with Richard saved doses herself. Jill without him gets carried to safety by Barry. Chris with Richard saved switches to Rebecca, who fetches the serum. In all three cases the run continues; being bitten here is a setback, not a disaster.

If you lose. Standard death, reload from your last save. There is no unique failure state.

Yawn — second encounter (the Library, Mansion 2F)

Scenario: both. Mandatory. It attacks as you approach the ladder.

What changed. The venom is gone. This is now purely a damage race with a very large snake, which makes it simpler but not shorter.

Best weapon. As Jill, the Grenade Launcher with Acid rounds — it goes down in about four of them. The Magnum also works. As Chris, the Magnum Revolver, fired from as far back as the room allows; the shotgun works but keeps you inside its strike range for far too long.

Pattern. It circles the room’s perimeter and strikes on the approach. Keep moving in the same rotational direction it is travelling, fire on the recovery, and never let it corner you against the shelves.

If you lose. Reload. Nothing is permanently forfeited.

Plant 42 (Residence 1F)

Scenario: both. Mandatory.

What it does. A vast bulb hanging from the ceiling with vines anchored around the room. It is stationary; the vines are not. They sweep, they knock you across the room, they secrete acid, they drop pollen that damages over time, and the worst of them lifts you off the floor by the neck. The bulb periodically opens, and that is the only part of it worth shooting.

Tell. The bulb’s opening is unmissable and it is your entire damage window. Shooting the closed bulb or the vines is wasted ammunition.

The V-JOLT route — take it. Pour V-JOLT on the root in the basement before you ever open the door. The plant enters the fight already gutted and folds in a fraction of the shots.

Weapons and cost. As Jill, fire from the balcony opening when the bulb opens: three to five Incendiary rounds, or six to seven Explosive rounds. As Chris, the shotgun is enough — especially after V-JOLT — with the Magnum as a fallback.

Your partner. In Jill’s game Barry arrives with a flamethrower to finish it. In Chris’s game Rebecca appears only if Richard died; if Richard lived, you are on your own here and you also have no V-JOLT, so bring more shells than you think you need.

If you lose. Reload. The V-JOLT you poured stays poured.

Black Tiger (Spider Room, Courtyard B1)

Scenario: both. Spawns as you enter.

What it does. Everything a Web Spinner does, scaled up: stronger, faster, and its acid spit reaches much further. Its tackle knocks you flat. Like its smaller kin it turns badly.

Tell. It plants itself and rears slightly before spitting. Break the line by circling rather than backing straight up.

Best weapon. Incendiary rounds for Jill, the Flamethrower for Chris. Failing fire, the Magnum is the reliable answer. The shotgun will do it but takes noticeably longer, and time in this room is health.

Cost. A handful of shots with the right weapon; a magazine’s worth of patience with the wrong one.

Worth fighting? Yes, and preferably before you have to move anything fragile through the area. You do not want it alive behind you when you are managing the underground.

If you lose. Reload.

Neptune (Aqua Ring)

Scenario: both.

What it does. Three sharks patrol the flooded Aqua Ring, plus one much larger specimen in the pool by the generator. In the water they are effectively invulnerable and their bite is lethal — the large one’s grab is an outright kill.

The fight is not a fight. Run the Aqua Ring rather than engaging it, get to the Control Room, and solve the valve sequence above. Draining the tank kills the three smaller Neptunes outright.

The large one. It survives the drain, flopping in the pool by the generator. Do not get into the water. Push the generator into the pool and throw the switch — the water conducts and the shark dies.

Ammunition cost: zero. Any bullet you fire at a Neptune is a bullet wasted.

If you lose. You will most likely lose by entering the water. Reload and use the generator.

Lisa Trevor

Scenario: both. Multiple encounters.

Can she be killed? No. Not at any encounter, not with any weapon. What you can do is knock her down — put enough firepower into her and she collapses — but she gets up, every time, and she does not stay down long enough for a second person to matter. Shooting Lisa is a way of buying seconds, not a way of winning.

Her attacks. She swings the manacles and the block of chain welded to her arms, in a horizontal sweep and an overhead drop. Both hit extremely hard; a small number of connections will kill you outright from healthy. She is slow, though, and slow is exploitable.

The encounters.

  • The Cabin (Courtyard 1F). She wakes when you take the Square Crank. Do not engage. Take the crank and leave; there is nothing to gain in this room.
  • The winding underground passage and the storage areas beneath the Courtyard. She patrols and she actively follows you. She is slow enough to lose in the caverns — keep moving, use the loops, and do not let yourself get pinned in a dead end while you are carrying key items.
  • The Altar. The real encounter.

The Altar fight, step by step. The objective is the puzzle, not the damage. Four stone pillars ring a covered sarcophagus in the middle of the arena.

  1. Deal with Lisa only as much as you must. Handgun rounds are enough to stagger her — you are buying a window, so do not burn Magnum ammunition here.
  2. In each window, run to a pillar and push it off the edge.
  3. Repeat for all four pillars, breaking off to stagger her whenever she closes.
  4. With the last pillar gone the sarcophagus opens and what is inside it ends the fight. Lisa leaves.

Jill players: watch Barry. If Barry is still alive he is on the platform with you, and Lisa can knock him off the edge and kill him. Losing Barry here costs you the best ending. Keep the fight on the far side of the arena from wherever he is standing.

If you lose. Reload. Nothing about Lisa is permanent except Barry.

Crimson Head Prototype 1 (the Crypt)

Scenario: both. Triggered by seating the fourth Death Mask.

It comes out of the coffin the moment the puzzle resolves. It is a Crimson Head that has been locked away and mutated further, and it soaks up substantially more damage than the ones roaming the mansion.

How to fight it. Keep moving, let it commit to a lunge, and fire during the recovery. Chris: shotgun, aimed at the head to stagger it. Jill: shotgun, or the Grenade Launcher with Explosive rounds. Do not let it back you into the coffin alcove.

Do not walk in here on fumes. Have the shotgun loaded before you place the last mask.

Tyrant — first encounter (Main Laboratory, B4)

Scenario: both. Mandatory.

What it does. It bursts out of its tank and it hunts you at a steady, unhurried pace around a room full of capsules. Its exposed heart is not a weak point — do not aim for it. Close range provokes a heavy claw attack, and it has a head grab that kills outright.

Tell. The claw only comes out when you are near. If you are never near, the claw never happens.

Strategy. Use the capsules. Circle the room in a consistent direction, keeping the fixtures between you and it, and never let yourself get walked into a corner. Fire on the straights.

Best weapon and cost. Magnum Revolver or the Grenade Launcher. This is what you saved the Magnum for; two or three rounds of it are worth a dozen shells.

If you lose. Reload. It is a straightforward fight if you respect the distance and a very short one if you do not.

Super Tyrant (the Heliport)

Scenario: both. This fight only happens if your partner is alive.

If Barry or Rebecca survived to the end, the mansion goes into self-destruct and the Tyrant lands on the helipad for the finale. If they did not, there is no final fight, the facility does not detonate, and the Tyrant is left alive — which is the ending you do not want.

What it does. Bigger, faster and freer than the laboratory form. It runs. It has a wider set of swipes and a rush attack. It does not have the laboratory form’s instant-kill head grab, but it does not need one.

The clock. You have roughly three minutes before the facility goes up with you in it.

Strategy. Survive. Keep the helipad’s width between you and it and stay mobile. If you want to contribute, the Magnum and the Grenade Launcher with Acid rounds are your best options, but killing it with conventional weapons is not the plan.

The finish. With the timer nearly out, Brad Vickers drops the Rocket Launcher from the helicopter. Pick it up, get a clean line, and fire. One rocket ends it. On higher difficulties the Tyrant can deflect a badly-timed shot, so wait until it is committed to a straight approach rather than firing at it side-on, and be aware that you have very little margin for a second attempt.

If you lose. The timer running out is a game over. Reload and be less brave — evasion is worth more here than damage.

Weapons

At a glance

WeaponAmmunitionCapacityWhoWhere
Combat Knife / Survival KnifeChris / JillStarting inventory
Handgun (Beretta M92F Custom)Handgun Magazine15BothJill starts with it; Chris takes Wesker’s from the Main Hall floor
Samurai EdgeHandgun Magazine (infinite)15BothUnlockable reward
ShotgunShotgun Shells6BothLiving Room (Mansion 1F), on the wall hooks
Assault ShotgunShotgun Shells10BothAttic (Jill) / Aqua Ring Water Tank (Chris) — only if Richard is saved
Magnum Revolver (.357)Magnum Rounds6BothSmall Headstone Area (Courtyard 1F), after the crest puzzle
Barry’s .44 Magnum.44 rounds (none exist)6Jill onlyJessica’s Tomb (Altar B2) — only if you refuse to give it back
Grenade LauncherGrenade / Acid / Incendiary Shells6Jill onlyOutside Patio (Mansion 2F), propped beside Forest Speyer
FlamethrowerInternal fuelChris onlyBoulder Passage 1 (Courtyard B1)
Self Defense Gun1 live roundBothRoom 001 (Residence 1F), desk beside the bookcase
Rocket Launcher4 rockets4BothThrown down by Brad at the Heliport during the Tyrant fight
Rocket Launcher (single barrel)InfiniteBothUnlockable reward

Defense items are listed separately under ITEMS & KEY ITEMS; they are not equippable weapons.

Relative damage

From weakest to strongest, in practical terms:

  1. Knife — near-worthless offensively, but free forever.
  2. Handgun / Samurai Edge — fine on zombies, poor on everything else.
  3. Flamethrower — low damage per second, but it hits continuously and it burns.
  4. Grenade Shells — the weakest of the three launcher rounds.
  5. Shotgun — the first weapon that genuinely changes the game.
  6. Assault Shotgun — the Shotgun’s damage with a tighter spread and a bigger tube.
  7. Incendiary Shells — heavy damage plus a burn, with extra effect on Plant 42 and Black Tiger.
  8. Self Defense Gun — one round, but it hits far above its size.
  9. Acid Shells — the hardest-hitting launcher round, with extra effect on Yawn and the Tyrant.
  10. Magnum Revolver — one shot removes almost any ordinary enemy.
  11. Barry’s .44 Magnum — kills the Tyrant in a single round.
  12. Rocket Launcher — one shot kills anything in the game.

The knife

Both characters start with one and it costs a permanent slot on Chris. Chris’s Combat Knife hits substantially harder than Jill’s Survival Knife — roughly half again as much per swing — which is the entire reason a knife-only run is far more sane on his scenario. Even so, treat the knife as the answer to crows, to a downed body you want to finish, and to nothing else. Knifing a zombie’s head while it is grappling you makes it let go.

The knife never breaks and never runs out, so on Jill it is the one thing you can safely leave in the item box for stretches of the game.

Handgun (Beretta M92F Custom)

Fifteen rounds, ammunition everywhere, and the only gun you can afford to fire casually. Jill opens the game holding hers. Chris does not — the Handgun appears on the Main Hall floor beside the staircase once you have looked into the Dining Room, and until you grab it you have no ranged option at all.

The handgun can blow a zombie’s head clean off on a lucky shot, which is a permanent kill that costs no kerosene. That is the best thing about it. Against Cerberus, Hunters or Chimeras it is a way to lose a fight slowly.

Samurai Edge

The S.T.A.R.S. custom Beretta, awarded for a fast clear. It behaves like the Handgun with two differences that matter: the ammunition is infinite, and it decapitates zombies far more often than the standard pistol. Between those two properties it turns the early game into a formality and removes almost all of your Crimson Head housekeeping, because heads you destroy never come back.

Unlockable reward — see UNLOCKABLES.

Shotgun and Broken Shotgun

The Shotgun hangs on hooks in the Living Room on Mansion 1F, loaded with six shells. Lifting it off the hooks arms the room’s ceiling trap and the ceiling starts coming down.

Bring the Broken Shotgun with you. It is standing in the cabinet just inside the entrance of the Small Storeroom on Mansion 1F — behind a simple lock, so Jill picks it and Chris spends an Old Key. Hang the Broken Shotgun on the empty hooks and the ceiling stops.

  • Chris has no way out of that room other than the swap. Walk in without the Broken Shotgun and you die.
  • Jill can be pulled out by Barry and survive the mistake, but she still leaves without the Shotgun and has to come back.

The Shotgun itself is the workhorse of the whole first half. Fired upward at point-blank range it takes a zombie’s head off, which is a permanent kill for one shell and no kerosene. Its weakness is range — at anything past a couple of paces the spread wastes most of the pellets.

Assault Shotgun — missable

Richard Aiken’s weapon. Ten shells, tighter pattern, useful out to mid-range, and comfortably the best sustained-fire gun either character gets.

You only receive it if you save Richard. Find him poisoned in the Pillar Room, run to the Mansion Drug Room for the Serum, and get back before he dies. If he lives:

  • Jill — Richard turns up in the Attic during the Yawn fight and shoves her clear of a bite. He dies doing it and leaves the Assault Shotgun behind. He only appears once Yawn has taken enough punishment, so do not sprint for the death mask and run out of the room; finish the fight.
  • Chris — Richard turns up on the Aqua Ring walkway and is taken by a Neptune. His weapon ends up on the floor of the Water Tank on B2, roughly halfway along, and you collect it after the water is drained.

If Richard dies of the poison, neither character gets the weapon on that file. There is no second chance and no alternative source.

Magnum Revolver (.357)

Six chambers, and one round kills nearly any standard enemy outright. It is inside the stone slab of the left-hand headstone in the Small Headstone Area of the Courtyard, and it only opens after you have run the crest chain: Wind Crest into the right-hand headstone to produce the Moon, Star and Sun Crests, then all three placed correctly.

Both characters can get it. Examine and turn over each of the three small crests before you use them — they are not in the right orientation as found.

Magnum Rounds are the scarcest ammunition in the game. Bank the revolver for Lisa Trevor, the Crimson Head Prototype, the second Yawn and the Tyrant.

Barry’s .44 Magnum — Jill only, and it costs you the good ending

At Jessica’s Tomb in the Altar, Barry hands Jill his personal .44 and then asks for it back. Hand it over and he lives. Keep it and Lisa Trevor kills him, and you also pick up Barry’s Photograph where he fell.

The gun is worth exactly one thing: it kills the Tyrant in the Main Laboratory with a single round. There is no .44 ammunition anywhere in the game, so whatever is in the cylinder is all you will ever have.

Keeping it locks you out of Jill’s best ending and out of the self-destruct escape route — on that branch Wesker’s body carries the Master Key instead, and you have to let yourself out manually. Do this on a dedicated run, not on your 100% run.

Grenade Launcher — Jill only

Propped against the wall next to Forest Speyer’s body on the Outside Patio, Mansion 2F, already loaded. Chris finds a Handgun Magazine at the same spot and nothing else — the launcher does not exist in his scenario.

Six rounds in the tube, three round types, and you switch between them by loading a different shell:

  • Grenade Shells — the common round and the weakest. Perfectly good on zombies, Hunters and Chimeras, and the type you will have the most of.
  • Acid Shells — the rarest and the hardest-hitting. Yawn and the Tyrant take extra damage from them, and a single acid round is enough for some Hunters. Barry gives Jill her first pair in the Main Hall before she has the launcher, so keep an inventory slot free or he cannot hand them over.
  • Incendiary Shells — napalm. Heavy damage, extra effect on Plant 42 and Black Tiger, and a zombie killed by fire burns up completely and can never rise as a Crimson Head. That last property is worth more than the damage: it is a permanent kill that does not spend kerosene.

The launcher is the single biggest advantage Jill’s scenario has, and it makes every boss in the game shorter.

Flamethrower — Chris only, and you cannot keep it

Mounted on a wall panel in Boulder Passage 1 in the Courtyard underground. It carries a fixed internal fuel supply that drains fast, and once it is empty it stays empty.

It exists for two jobs. The first is the Spider Room — Web Spinners and Black Tiger burn extremely well. The second is structural: the two-hook wall panels down in the caves are door mechanisms, and hanging the Flamethrower on one operates the door. You cannot leave the underground carrying it. Spend the fuel before you give it up.

Jill’s equivalent down there is the Broken Flamethrower from the Garbage Compactor, which is a door handle and nothing else — it cannot be fired.

Self Defense Gun

A tiny two-chamber derringer on the desk beside the bookcase in Room 001 of the Residence. One chamber has already been fired; you get exactly one shot and there is no ammunition for it anywhere in the game. Picking it up also gives you the Suicide Note.

For its size it hits absurdly hard. Spend the round on a boss — the second Yawn and Black Tiger are the usual choices — rather than on a zombie in a corridor.

Rocket Launcher

Brad Vickers drops it onto the helipad during the final Tyrant fight, after you fire the Signal Rockets. Four rockets, enormous blast radius, and one hit ends anything. You get it in both scenarios, and you only ever need one shot from it before the helicopter leaves.

The Tyrant only appears on the helipad at all if you still have a surviving partner. On a route where your partner is already dead, the helicopter simply lands and this weapon never appears.

Rocket Launcher (single barrel)

The unlockable one: a slim single-tube launcher with infinite ammunition that kills anything with one shot. It appears in your item box on subsequent playthroughs, and in a replay it takes the knife’s place in your starting inventory.

Unlockable reward — see UNLOCKABLES.

Missable and unlockable — the short version

Missable on a given save file:
  • Assault Shotgun — requires saving Richard with the Serum. Both characters.
  • Barry’s .44 Magnum — Jill only, and only by letting Barry die.
  • Self Defense Gun — one shot; once fired it is gone for the run.
  • Flamethrower — Chris only, and it must be surrendered to a door mechanism before you leave the caves.
  • Magnum Revolver — behind an entirely optional puzzle chain in the Courtyard.
  • Grenade Launcher — Jill only, and the Outside Patio is easy to skip entirely.
  • Rocket Launcher — no partner alive means no Tyrant fight and no rocket launcher.

Unlockable rewards, not found in the world:

  • Samurai Edge (infinite handgun ammunition)
  • Rocket Launcher, single barrel (infinite rockets)

Items & Key Items

Healing

ItemEffect
Green HerbRestores a quarter of your health
Red HerbCannot be used on its own — a multiplier for mixing
Blue HerbCures poison; restores nothing
First Aid SprayFull heal and cures poison in one slot
First Aid BoxA container — inside is a Green Herb, a mixed herb, or a First Aid Spray
SerumThe antidote for Yawn’s venom, and Richard’s only chance

First Aid Boxes sit on floors and benches throughout the game and are worth opening on sight; you will find them in the mansion Bedroom, on the Rec Room bar in the Residence, in the boulder passages of the Courtyard underground and in several laboratory corridors. What is inside varies by difficulty.

Serum is a special case. It lives on the shelves of the Mansion Drug Room and it has two entirely separate jobs: it cures the poison Yawn inflicts, and it is the only thing that saves Richard Aiken. You cannot do both with one bottle. Saving Richard is worth more — it is the only route to the Assault Shotgun, and Yawn’s poison can also be handled with blue herbs.

Rebecca heals Chris for free at whichever room she has settled in, a limited number of times, and she can also be found there when you are hurt and out of herbs. Barry does not heal Jill; instead he hands her supplies and ammunition at scripted points — always with a free inventory slot, or the handover fails.

Ink Ribbons

Saving costs an Ink Ribbon and there is no other way to save. Ribbons come in stacks: three per pickup on Easy, Normal and Hard, six per pickup on Very Easy. One slot holds a whole stack.

Ribbon pickups are in the Dining Room, the East Wing Storeroom, the Small Storeroom, the Living Room, the Bar, the Residence Storeroom, Room 003, the Large Art Room desk drawer, the Mining Area, X-Ray Room B and the laboratory Item Box Room, among others. On Hard there are simply fewer of them, so plan your saves around the rooms you know you will pass through.

A typewriter with no item box beside it is a save point only. The Dining Room is the obvious example.

The Lighter and kerosene

Fire is the only fully permanent answer to a downed zombie other than destroying its head, so this kit is not optional.

  • Lighter. Chris always has it equipped and it costs him no inventory space — one of the few places his scenario is more generous. Jill has to find hers, on the desk opposite the east entrance of the Small Library on Mansion 2F, and it occupies one of her eight slots permanently.
  • Fuel Canteen. On the floor beside the typewriter in the East Wing Storeroom, Mansion 1F. A full canteen holds two burns.
  • Kerosene tanks. Fixed refill points — the East Wing Storeroom, the Outside Boiler, the Small Storeroom, the Residence Storeroom next to the item box and the Laboratory Stairway are the reliable ones. A tank gives you five doses on Very Easy and Easy, four on Normal and Hard, then it is dry for good.

To burn a body, stand over it with the Lighter in your inventory and use the Fuel Canteen. Two corpses lying close together go up on a single dose — worth arranging deliberately.

Burn the corridors you will walk repeatedly. Do not burn dead-end rooms.

Defense items

These are consumed automatically when an enemy grabs you.

ItemWhoNotes
DaggerBothFound all over the mansion. Jammed into a zombie’s mouth; single use
Stun GunJill onlyReusable, but needs a Battery Pack loaded per use
Flash GrenadeChris onlyDetonates in the enemy’s mouth and destroys the head outright, at a small cost in health to you

Battery Packs for the Stun Gun turn up in the Small Storeroom, the Residence Storeroom, the Courtyard Study, the Sliding Trap Room alcove, the Underground Storage Room, the Morgue, Power Maze B and the Operating Room back room. One pack, one use.

The Flash Grenade is quietly one of Chris’s best tools: because it destroys the head, a zombie killed with one cannot rise again as a Crimson Head. Used deliberately it is a kill, not an escape.

Maps

Six maps, each picked up as an object in the world:

  • Map of the Mansion 1F — Art Room, in the urn on the statue (push the chest over and climb)
  • Map of the Mansion 2F — Resting Room; light the fire, then use the Wooden Mount on the panel above the hearth
  • Map of the Courtyard — Cabin, on the wall above the small stairs
  • Map of the Residence — Central Corridor, north wall past the Room 002 door. Do not look through the hole behind it or you flood the room with wasps
  • Map of the Aqua Ring — Control Room, north wall behind the lower table
  • Map of the Laboratory — Visual Data Room, bookcase by the door

Collecting maps also matters mechanically: one of the game’s completion awards is for visiting every room on every map.

Key items — Mansion

ItemWhereWhat it does
Lock PickBarry gives it to Jill in the Main HallJill only. Opens every simple lock, permanently, for free. Occupies a slot forever
Old Key ×5Chris only. East Wing Storeroom (table by the typewriter); Bathroom 1F (in the emptied bathtub); Researcher’s Bedroom (floor of the wardrobe); Bedroom 2F (chest of drawers opposite the bed); Kitchen B1 (south-west shelf rack)Each one is consumed on use. Five keys, five locks, no slack
EmblemDining Room, hollow above the fireplaceSwaps with the Gold Emblem. While the wrong emblem sits in the hollow, the Bar’s hidden passage stays open
Golden Arrow → ArrowheadMirror Corridor statue (2F)Examine and pull apart. The Arrowhead opens the Graveyard tomb
Book of Curses → Sword KeyCrypt (B1), on the standExamine the book; the key is on the back. Opens the ’C’ Corridor, the Art Room’s far door and the basement stairs
Wooden Mount’C’ Corridor, desk near the stairway entranceUsed above the Resting Room fireplace to drop the Mansion 2F map
Dog WhistleSmall Library, desk by the south entranceBlow it on the Outside Balcony to call the Cerberus pair
Collar → Coin → Imitation of a keyFrom the dog killed on the Outside BalconyExamine twice. The Imitation is the weight you swap for the Armor Key
Armor Key’Death’ Passage (2F), on the pedestalSwap the Imitation onto the pedestal as you lift it. Opens the Armor Room, Pillar Room, Deer Room, Large Gallery and Bar
HerbicideOutside Boiler, on the wheelbarrowKills the Greenhouse growth, exposing a death mask
Broken ShotgunSmall Storeroom, upright in the cabinet by the doorSwap for the Shotgun in the Living Room
Blue GemstoneDining Room floor, after pushing the balcony statue over the railInto the tiger statue’s right side for Shotgun Shells
Music, mid-pagesSmall Dining Room alcove — push the cupboard, light the candleHalf of the sheet music
Missing MusicBar, behind the bookshelf in the alcoveThe other half. Combine into “Moonlight Sonata”
“Moonlight Sonata”CombinedPlayed on the Bar piano to open the hidden room. Jill plays it herself; Chris cannot — Rebecca has to play it for him
Gold EmblemHidden room behind the Bar piano, at the Beethoven statueInto the Dining Room fireplace hollow to activate the clock
Shield KeyDining Room grandfather clock, after moving the hour hand two positions to six o’clockOpens the Attic door and the Small Dining Room
Wind CrestFish Tank Room (2F)Starts the Courtyard crest chain
Fishhook / Lure without a hook / Bee Specimen → Lure of a beeFish Tank Room displays — the specimens are in the wrong casesChris’s chain toward the Wind Crest
Jewelry Box (1) → Mask without eyes, nose or mouthArmor Room alcovePress the side catches to open it
Mask without eyesGreenhouse, on the shield on the far wallOne of four death masks
Mask without a noseAttic, north-west corner, after YawnOne of four death masks
Mask without a mouthLarge Gallery, from the picture puzzleOne of four death masks
Stone & Metal ObjectCrypt coffin, after the Crimson Head PrototypeOne of the two halves of the Main Hall 2F door lock
Red GemstoneTrophy Room (2F), deer mount’s eye socketGoes into Jewelry Box (2) in the Mirror Room. Never into the tiger statue — that socket drops a ceiling full of adders
Yellow GemstoneTrophy Room (2F), bull mount’s eye socketInto the tiger statue’s left side for an MO Disk
Jewelry Box (2) → Broach → Emblem KeyMirror Room cupboard; opened with the Red GemstoneExamine the Broach to convert it. Opens the Courtyard Study
Metal ObjectCourtyard Study, west bookcase — switch the desk lamp on firstCombines with the Stone Ring
Last Book Vol. 1 → Medal of EagleSecret Passage floorExamine it
Last Book Vol. 2 → Medal of WolfFalls from the Library display cabinet when the second Yawn diesExamine it. Both medals go into the Fountain
BatteryMaterials Room (2F), on the shelfPowers the Courtyard elevator between the Falls Area and the Main Garden
Helmet KeyPlant 42 Room, in the fireplaceOpens the Large Art Room, the Sliding Trap Room and the Library
Closet KeyAppears in an item box after your first clearOpens the hidden wardrobe behind the painting in the mansion’s east-side art area

Key items — Residence and Aqua Ring

ItemWhereWhat it does
Key for Room 001Room 002 bathroom, cabinet beside the bathOpens Room 001
Control Room KeyRoom 001 bathroom, in the emptied bathtubOpens the Aqua Ring Control Room
Square CrankCabin (Courtyard 1F), on the trapdoor at the backWorks the water-level controls
Gallery KeyAqua Ring Water Tank, in the box by the generatorOpens the Gallery
Insecticide SprayGallery, on the body in the north-east cornerKills the beehive permanently
Key for Room 003Gallery, on the desk under the hiveOpens Room 003
Unprinted BookRec Room, on the downstairs barThe missing seventh volume for the Room 003 bookshelf
Empty Bottle ×4, Water, UMB No.3, Yellow-6Residence Medical RoomRaw materials for V-JOLT
NP-004 / UMB No.7 / UMB No.10 / VP-017 / V-JOLTMixedPoured on Plant 42’s root to kill the boss before the fight starts. Jill mixes these herself; Chris cannot — only Rebecca can, and only on the branch where Richard died

Jill’s Lock Pick opens five doors, all of them in the mansion. There is no Lock Pick door anywhere in the Residence, so both characters need the same four Residence keys.

Key items — Courtyard underground and Altar

ItemWhereWhat it does
ShaftGenerator Room, inside the elevator power control panelHalf of the Cylinder Shaft
CylinderUnderground Statue Room, in the wall depression after the statue puzzleThe other half
Cylinder ShaftCombined; rotate it until the marks read IV, II, III, IOperates the cave mechanism
Hexagon CrankEnrico Marini’s body, Enrico RoomWorks the cave wall sockets — the Square Crank does not fit down here
Broken FlamethrowerGarbage Compactor Room (Courtyard B2) — push the wooden crate into the compactor and press the buttonHangs on the hooks that open the door to Lisa’s Room
Jewelry Box (3) → Stone RingLisa’s Room, on the desk beside the bedCombine with the Metal Object for the second Stone & Metal Object
Stone & Metal Object ×2One from the Crypt coffin, one built from Stone Ring + Metal ObjectBoth go into the sealed door on Main Hall 2F, opening the route to the Altar
Moon Crest / Star Crest / Sun CrestSmall Headstone Area, from the Wind Crest slabTurn each one over before use. Together they release the Magnum Revolver
Medal of Eagle / Medal of WolfSecret Passage / LibraryBoth into the Fountain to drain it and open the laboratory

Key items — Laboratory

ItemWhereWhat it does
MO Disk ×3Tiger statue (Yellow Gemstone), Laboratory Stairway desk, Visual Data Room shelvesAuthenticated at the three Pass Code Output Terminals; all three are required to open your partner’s cell
X-Ray of CLARK / X-Ray of GAILX-Ray Room A — the box by the light switch and the south benchMount both on the board and kill the lights to read CELL
Slide FilterX-Ray Room B, desk under the X-ray boardPut it on the Visual Data Room projector to read the pass code
Key for the Power AreaVisual Data Room shelvesOpens the power maze section
Laboratory KeySecret video editing room off the Visual Data RoomOpens the Morgue and the Elevator Entry
Fuel Supply Capsule (Empty → Full)Power Maze A fuelling device; recharge it at the machinery in X-Ray Room BRestores main power and brings the elevator on line
Master KeyWesker’s body in the Main Laboratory — only on the route where your partner is already deadOpens the cell and the Passage to Heliport by hand. There is no self-destruct on that branch
Fuse UnitPassage to Heliport, floor near the far elevatorPowers the lift to the roof. Miss it and you cannot leave
Signal RocketsHeliport, on the ground beside the elevatorCalls Brad in

Where Jill and Chris differ on items

  • Lock Pick vs Old Keys. Jill’s is permanent and free; Chris’s five are consumable, and the Large Gallery shortcut gate into the Graveyard will eat one of them if you let it.
  • Lighter. Always equipped for Chris at no slot cost. A found item and a permanent slot for Jill.
  • Defense items. Jill has the reusable Stun Gun plus Battery Packs; Chris has Flash Grenades, which kill outright.
  • Chemistry. Jill mixes V-JOLT herself. Chris cannot touch the chemicals — Rebecca does it, and only if Richard was not saved.
  • The piano. Jill plays it. Chris needs Rebecca in the Bar.
  • Slots. Eight versus six. Chris cannot carry a full puzzle chain and a full weapon loadout at the same time, so plan short loops back to item boxes.

Herb Mixing

MixtureHealth restoredStatus
Green25%
Green + Green50%
Green + Green + Green100%
Green + Red100%
Green + Blue25%Cures poison
Green + Green + Blue50%Cures poison
Green + Red + Blue100%Cures poison
Blue aloneCures poison
Red aloneCannot be used

Rules worth memorising:

  • A red herb on its own does nothing. It has no effect and cannot be consumed; it only exists to be mixed.
  • Red and blue cannot be mixed together directly. Every mixture needs at least one green in it.
  • Green + Red is the efficient full heal. Two herbs and one slot instead of three herbs for the same result — always prefer it over three greens if you have the red.
  • Green + Red + Blue is the best single item in the game per slot, and the one to build before a boss.
  • Mix as soon as you have the components. A mixture takes one slot; the components take two or three.
  • Blue herbs are common enough that carrying a spare into snake, spider and wasp territory is free. Poison drains health continuously, so cure it immediately rather than racing it.

Yawn’s venom is a special case in Jill’s Attic fight and in both Library fights: it can be cleared with a blue herb, or with the Serum. Use the herb and keep the Serum for Richard.

Files & Documents — 24 Pickups

Twenty distinct documents, four of which arrive in multiple parts, for 24 pickups in total. They are numbered below in the order a completion run reaches them, and every file badge in the two walkthroughs carries the same number. Every one of them appears in both scenarios except where marked.

Mansion

#FileRoomNotes
1S.T.A.R.S. ManualArrives automatically in two parts: part one with your first key item, part two with your first defense item (a Battery Pack for Jill, a Flash Grenade for Chris)
2Kenneth’s FilmTea Room (1F)On Kenneth Sullivan’s body
3Book of CursesCrypt (B1)The Sword Key’s container doubles as a readable file
4Trevor’s Diary, part 1Bar (1F)On the floor beside the Beethoven statue in the hidden room behind the piano. Explains the clock
5Trevor’s Diary, part 2Large Art Room (1F)On the display bench. Behind the Helmet Key door — easy to skip entirely
6Trevor’s Diary, part 3Secret Passage (1F)On the small gravestone at the far end. Most players drop in, grab Last Book Vol. 1 and leave without it
7Crumpled MemoSmall Library (2F)Added automatically with the Dog Whistle
8Botany BookSmall Library (2F)On the desk opposite the east entrance
9Body DisposalEast Wing Storeroom or Mansion Drug Room (1F)Appears in whichever of the two you walk into first
10Keeper’s DiaryResearcher’s Bedroom (1F)Under the desk opposite the wardrobe. The “Itchy. Tasty.” diary — the single most famous document in the series, and it sits in a room two zombies are guarding
11Researcher’s WillFish Tank Room (2F)On the desk by the tank. If Barry pulled Jill out of the shotgun trap, he is standing here and hands it over instead
12Mail to the Chief of SecurityTrophy Room (2F)On the centre table

Residence and Courtyard

#FileRoomNotes
13Suicide NoteRoom 001 (1F)Added automatically with the Self Defense Gun
14Plant 42 ReportRoom 002 (1F)On the desk beside the bed
15Organic Chemistry Lab ExperimentRoom 003 (1F)On the bookcase among the red books. This is the V-JOLT recipe
16Family Picture & Notes, part 1Cabin (Courtyard 1F)On the table beside the typewriter
17Family Picture & Notes, part 2Lisa’s Room (Courtyard B2)Inside Jewelry Box (3) on the desk by the bed. The most-missed document in the game — the box reads as scenery and the room is a thirty-second detour
18Family Picture & Notes, part 3Jessica’s Tomb (Altar B2)Inside the stone sarcophagus
19Barry’s PhotographJessica’s Tomb (Altar B2)Jill only, and only on the branch where you keep his Magnum and he dies

Laboratory

#FileRoomNotes
20Researcher’s LetterX-Ray Room A (B3)On the desk beside the X-ray board. The source of the terminal login
21V-ACTOperating Room (B3)On the computer desk. The in-world explanation of Crimson Heads
22FAXX-Ray Room B (B3)On the north-east shelves
23Security ProtocolsVisual Data Room (B2)On the north-west bookcase
24Observation NoteMain Laboratory (B4)On Wesker’s body, after the Tyrant impales him

The ones people walk past

  • Trevor’s Diary part 2 and part 3. Part two is behind a key door most speed routes skip; part three is at the dead end of a passage you fall into.
  • Family Picture & Notes part 2, sealed inside a jewellery box in Lisa’s Room.
  • Botany Book. The Small Library visit is normally a grab-the-whistle-and-go, and the book is on the other desk.
  • Body Disposal. Because it moves depending on your route, players who read it in one room assume they have missed nothing when they later find the other room empty.
  • Keeper’s Diary. Under a desk in a room with a zombie playing dead on the floor and another in the wardrobe — the natural instinct is to leave.

The Trevor material

Read together, Trevor’s Diary (three parts) and Family Picture & Notes (three parts) are the whole backstory of the family that built the mansion: the architect who designed its traps and was sealed inside them, his wife, and his daughter Lisa. They are the connective tissue behind the Crypt, Lisa’s Room, Jessica’s Tomb and the creature that will not stay dead. None of them is required to finish the game and all six pickups are optional, which is exactly why so many runs end without them.

Clear Times

This game does not grade you with a letter. There is no S/A/B/C/D screen, no accuracy percentage and no item-usage tally. What the game records is your total clear time, and that single number is what every reward is keyed to.

What the clock is

  • It is total playtime on that save file, not the length of your last session. It accumulates across every load and carries with the save.
  • Dying and reloading rolls you back to the time stamped on the save, so a death costs you the progress between saves, not a penalty on top.

What does not count against you

  • Saving. Ink Ribbon use has no effect on any time-based reward. Save as often as your ribbons allow.
  • Retries and continues. They cost you the replayed minutes and nothing else.
  • Item box use. Unlimited and free on every mode except Real Survival, where the boxes are no longer linked to one another.
  • Healing items. Using First Aid Sprays, herbs or Rebecca’s treatment has no effect on your reward tier.

In other words: the only thing you are being graded on is the clock, and the only way to influence it is to walk a shorter route.

The thresholds

Clear timeWhat it earns
Under 3 hours, on Normal or HardRocket Launcher with infinite ammunition, for every subsequent playthrough
Under 5 hours, on Normal or HardSamurai Edge with infinite ammunition, for every subsequent playthrough
Any time, any difficultyThe Closet Key, plus that character’s next costume

The difficulty requirement is the trap. The menu reads Mountain Climbing / Hiking / Walking, which is Normal / Easy / Very Easy — not Hard / Normal / Easy. Countless sub-three-hour clears have earned nothing because the player picked the second option believing it was Normal. Choose Mountain Climbing or Hard.

Both rewards are cumulative and both are per-file, not per-character: a sub-three-hour clear gives you the sub-five-hour reward as well. Unlocked weapons show up in your item box on later runs, and in a replay the launcher occupies the slot the knife would normally take.

The self-imposed challenges

Two completion awards do impose the restrictions people expect from a rank system, and they are worth planning separate runs for:

  • A full clear with no saves at all. No ribbon may be spent from the first room to the helicopter.
  • A full clear using only the knife — no firearms, no Lighter, no defense items, and no stomping downed heads.

Unlockables & Secrets

Difficulty modes

ModeHow the menu describes itAvailability
Very Easy“Like taking a walk. You can relax and enjoy yourself.”From the start
Easy“Like going on a hike. Good exercise, but not too strenuous.”From the start
Normal“Like climbing a mountain. Fulfilling, but takes a lot of work.”From the start
HardAfter you have completed the game

The menu never uses the words Easy or Normal. It describes each setting as an activity and leaves you to work out which is which, which is how most first-time players end up on Easy without meaning to.

Very Easy is a genuinely different experience: enemies fold in a couple of shots, several enemy placements are removed altogether, ammunition and healing items are heaped on you, and Ink Ribbon pickups come six at a time instead of three. It earns you costumes, but it does not earn you the Rocket Launcher, the Samurai Edge or any of the unlockable modes — those all require Normal or Hard.

Hard keeps Normal’s enemy counts but makes everything soak far more damage, thins out ammunition, healing and defense items, and reduces kerosene tanks to four doses. Auto-aim still works on Hard; it is only removed on Real Survival and Invisible Enemy.

Once Again… appears once you have finished the game and is how you replay a completed file, carrying your unlocked bonus weapons in place of the knife.

Weapons

  • Samurai Edge (infinite ammunition) — finish in five hours or less on Normal or Hard.
  • Rocket Launcher, single barrel (infinite ammunition) — finish in under three hours on Normal or Hard.

Both appear in your item box on subsequent playthroughs.

Costumes

Costumes are not selected from a menu. After your first clear on any difficulty, a Closet Key appears in an item box. It opens the hidden wardrobe behind the painting in the mansion’s east-side art area, and you change there, mid-run.

CostumeCondition
Jill — military/commando outfitComplete the game once as Jill, any difficulty
Jill — Resident Evil 3 outfitComplete the game twice as Jill, any difficulty
Chris — casual outfitComplete the game once as Chris, any difficulty
Chris — Code: Veronica outfitComplete the game twice as Chris, any difficulty
BSAA outfits (the Resident Evil 5 field gear), both charactersAvailable from the start

Clearing once as Chris also unlocks Rebecca’s alternate outfit. Having every costume unlocked on a single save file is its own completion award, so do not scatter your clears across several files.

Real Survival

Unlocked by completing the game on Normal or higher.

What changes:

  • The item boxes are no longer connected. Whatever you put in a box stays in that box. Everything you leave behind has to be walked back to.
  • Auto-aim is switched off. You aim manually at everything.
  • It runs at a single fixed, high difficulty.
  • Enemy and item placement otherwise tracks Hard mode.

It is the hardest legitimate way to play the game, and the box change is what does it — routing suddenly matters more than shooting.

Invisible Enemy

Unlocked by completing Real Survival, or by clearing the game on Normal or Hard with both Chris and Jill.

Every enemy is invisible. Auto-aim is off. You track things by:

  • dust and debris kicked up by large enemies
  • ripples and splashes in standing water
  • reflections in the Mirror Corridor’s mirror
  • defense items and knives left sticking out of a body

Finish Invisible Enemy in under five hours and you are given three bonus pieces of content after the credits: a commemorative photograph, a message from the director, and concept art of costume designs that never made it into the game. These appear only on that post-credits screen and cannot be recalled from a menu afterwards — save before the final sequence if you want to look at them again.

One Dangerous Zombie

Unlocked by finishing the game with both Chris and Jill on Normal or higher, on the same save file.

Forest Speyer comes back. He is strapped with grenades, he moves at Crimson Head speed, and he will usually charge the instant you enter a room.

How to survive him:

  • Never attack him. Ever. Any damage you deal sets off the grenades and kills you instantly, no matter how much health you have. This is not a health check — it is an immediate game over.
  • Do not use a defense item on him. A Dagger, a Flash Grenade or the Stun Gun counts as an attack and detonates him.
  • If he grabs you, take the bite and shake him off. Struggling free costs you health. Fighting back costs you the run.
  • Listen. The grenades on his harness rattle as he moves, so you can usually hear which room he is in before you see him. The exception is the Tea Room, where he stays inert until you walk up to him.
  • Running is always correct. There is no reward for dealing with him.

He appears in the Dark Corridor from the very beginning, in Dining Room 2F once you have the Book of Curses, in the Tea Room and briefly on the Outside Balcony once you have the Armor Key, in the West Wing Inner Stairway on 1F, and hidden in the alcove behind the cupboard in the Small Dining Room. He is gone for good once you have the Helmet Key and return to the mansion.

Secrets

  • The Tofu line. At the laboratory terminal, log in with JOHN / ADA as normal, then enter MOLE instead of CELL. You get a voice from elsewhere in the series. The door does not open, so enter CELL afterwards.
  • The Capcom headstone. One of the graves in the cemetery carries Greek lettering that transliterates into the company’s name. The same text appears beneath a statue in the underground.
  • The disk readers. The MO Disk authentication units in the laboratory are deliberately shaped like a GameCube.

The Trevor and Lisa reward content

There is no separate unlockable for this — the reward is the story itself, and it is assembled by hand out of six optional pickups plus three optional rooms:

  1. Trevor’s Diary parts 1–3 — the Bar’s hidden room, the Large Art Room, the Secret Passage.
  2. Family Picture & Notes parts 1–3 — the Cabin, Jewelry Box (3) in Lisa’s Room, the sarcophagus in Jessica’s Tomb.
  3. Lisa’s Room itself, at the bottom of the Courtyard underground.
  4. Jessica’s Tomb and the Altar, behind the two Stone & Metal Objects.
  5. Lisa Trevor herself — she cannot be killed anywhere except at the Altar, where you knock the stones down on her. Everywhere else in the game she is an obstacle to be escaped.

Do all six pickups on one file and the mansion stops being a haunted house and becomes a crime scene with a named victim.

100% Completion Checklist

Work down this list in order. Steps are grouped by the run they belong to, because several of them are mutually exclusive within a single playthrough.

Run 1 — Jill, Normal, best ending, exploration run

  • [ ] Choose Mountain Climbing (Normal). Do not choose Hiking by mistake
  • [ ] Take the Emblem from the Dining Room fireplace on your first visit
  • [ ] Collect Kenneth’s Film, Book of Curses, Crumpled Memo, Botany Book, Body Disposal, Keeper’s Diary, Researcher’s Will, Mail to the Chief of Security
  • [ ] Find the Lighter in the Small Library and the Fuel Canteen in the East Wing Storeroom
  • [ ] Take the Broken Shotgun before going to the Living Room; collect the Shotgun
  • [ ] Take the Grenade Launcher from the Outside Patio and load all three shell types into it at some point in the run
  • [ ] Save Richard with the Serum from the Mansion Drug Room
  • [ ] Fight Yawn in the Attic to the end and collect the Assault Shotgun
  • [ ] Solve the piano, the clock, the Armor Room box, the Greenhouse, the Large Gallery pictures — all four death masks
  • [ ] Kill the Crimson Head Prototype in the Crypt and take the Stone & Metal Object
  • [ ] Run the Courtyard crest chain and collect the Magnum Revolver
  • [ ] Collect Trevor’s Diary parts 1, 2 and 3
  • [ ] Take the Self Defense Gun from Room 001 and the Suicide Note with it
  • [ ] Collect Plant 42 Report, Organic Chemistry Lab Experiment
  • [ ] Mix V-JOLT and use it on Plant 42’s root
  • [ ] Collect Family Picture & Notes parts 1, 2 and 3 — do not leave Lisa’s Room without opening Jewelry Box (3)
  • [ ] Give Barry his Magnum back at Jessica’s Tomb
  • [ ] Collect Researcher’s Letter, V-ACT, FAX, Security Protocols, Observation Note
  • [ ] Authenticate all three MO Disks and free Chris from the cell
  • [ ] Collect the Fuse Unit, fire the Signal Rockets, take the Rocket Launcher from the helipad
  • [ ] Finish with both Chris and Barry alive — Jill’s best ending
  • [ ] Collect all six maps and visit every room on each

Run 2 — Chris, Normal, best ending, exploration run

  • [ ] Take the Handgun from the Main Hall before doing anything else
  • [ ] Budget the five Old Keys: Outside Balcony, Small Storeroom, Outside Boiler, Fish Tank Room, and only then the Large Gallery shortcut
  • [ ] Collect every file listed for Run 1 that is not Jill-exclusive
  • [ ] Take the Broken Shotgun before the Living Room — Chris dies in that room without it
  • [ ] Save Richard with the Serum, then collect the Assault Shotgun from the Aqua Ring Water Tank
  • [ ] Get Rebecca to the Bar to play the piano
  • [ ] Run the fishing-lure chain in the Fish Tank Room for the Wind Crest, then the Courtyard crests for the Magnum Revolver
  • [ ] Take the Flamethrower in Boulder Passage 1, spend its fuel on the Spider Room, then hang it on a hook panel
  • [ ] Collect the Broken Flamethrower from the Garbage Compactor and open Lisa’s Room
  • [ ] Save Rebecca from the Hunter in the Small Library
  • [ ] Defeat Lisa Trevor at the Altar
  • [ ] Free Jill from the cell with all three MO Disks
  • [ ] Finish with both Rebecca and Jill alive — Chris’s best ending

Run 3 — Jill, Barry-dies branch

  • [ ] Keep Barry’s .44 Magnum at Jessica’s Tomb
  • [ ] Collect Barry’s Photograph where he falls
  • [ ] Take the Master Key from Wesker’s body in the Main Laboratory
  • [ ] Kill the Tyrant with a single .44 round
  • [ ] Leave by hand — there is no self-destruct on this branch

Runs 4 and 5 — speed clears

  • [ ] Clear in under 5 hours on Normal or HardSamurai Edge
  • [ ] Clear in under 3 hours on Normal or HardRocket Launcher, infinite
  • [ ] A single sub-three-hour clear satisfies both

Difficulty coverage

  • [ ] Complete a run on Very Easy
  • [ ] Complete a run on Easy
  • [ ] Complete a run on Normal
  • [ ] Complete a run on Hard (available only after your first clear)

Costumes — all on one save file

  • [ ] Clear once as Jill → military outfit
  • [ ] Clear twice as Jill → Resident Evil 3 outfit
  • [ ] Clear once as Chris → casual outfit, plus Rebecca’s alternate
  • [ ] Clear twice as Chris → Code: Veronica outfit
  • [ ] Collect the Closet Key from the item box and change at the hidden wardrobe to confirm each one

Unlockable modes

  • [ ] Clear on Normal or higher → Real Survival unlocked
  • [ ] Complete Real Survival
  • [ ] → Invisible Enemy unlocked
  • [ ] Complete Invisible Enemy
  • [ ] Complete Invisible Enemy in under 5 hours for the photograph, the director’s message and the unused costume art. Save before the ending
  • [ ] Clear with both Chris and Jill on Normal or higher on the same file → One Dangerous Zombie unlocked
  • [ ] Survive a full run of One Dangerous Zombie without ever attacking Forest

Every weapon, at least once, across the file

  • [ ] Knife
  • [ ] Handgun
  • [ ] Shotgun
  • [ ] Assault Shotgun
  • [ ] Magnum Revolver
  • [ ] Grenade Launcher, loaded with Grenade, Acid and Incendiary Shells
  • [ ] Flamethrower (Chris)
  • [ ] Barry’s .44 Magnum (Jill)
  • [ ] Self Defense Gun
  • [ ] Rocket Launcher
  • [ ] Samurai Edge
  • [ ] Rocket Launcher, single barrel

Endings

  • [ ] Jill, both survivors saved
  • [ ] Jill, nobody saved
  • [ ] Chris, both survivors saved
  • [ ] Chris, nobody saved

Challenge clears

  • [ ] Finish the game without saving once
  • [ ] Finish the game using only the knife — no firearms, no Lighter, no defense items, no head stomps
  • [ ] Burn two zombies with one dose of kerosene
  • [ ] Visit every room on every map

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