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.
| Detail | Info |
|---|---|
| Title | Resident Evil HD Remaster |
| Release | January 2015 — PS4, PS3, Xbox One, Xbox 360, PC · Nintendo Switch 2019 |
| Developer / Publisher | Capcom |
| Genre | Survival horror with fixed camera angles and limited inventory |
| Playable characters | Jill Valentine (partner: Barry Burton) · Chris Redfield (partner: Rebecca Chambers) |
| Areas in play order | Spencer Mansion 1F–2F → Courtyard → the Residence and Aqua Ring → back through the Mansion → the Underground → the Altar → the Laboratory → Heliport |
| Difficulties | Three 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. |
| Controls | Classic tank controls, or an alternate scheme that moves the character in the direction of the stick — switchable in the options at any time |
| Inventory | Jill 8 slots · Chris 6 slots |
| 100% playthrough | Both scenarios, every file and weapon, all endings and unlockables: roughly 25–35 hours |
Five decisions shape the whole run, and three of them are made before you have any information to make them with.
| Decision | Why it matters |
|---|---|
| Pick the mountain, not the walk | The 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 Jill | Jill 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 early | Any 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’t | Reaching 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 ending | Jill 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. |
| Tag | What it means |
|---|---|
| KEY ITEM | Opens something or triggers something. The route stalls without it. |
| MISSABLE | A one-shot window. Walk past it and the run is decided. |
| ITEM | Ammunition, healing, ink ribbons, kerosene, defence items. |
| WEAPON | A new firearm. |
| FILE | One of the 24 documents. Reading is optional; picking it up is not. |
| RANDOM | Regenerated every playthrough. The method is given, not the answer. |
| BOSS | Marks 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.
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.
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.
| Ending | Survivors | What you did |
|---|---|---|
| Best | Jill, Barry, Chris | Returned the Magnum, kept Barry alive through the heliport fight, collected and used all three MO Disks and freed Chris |
| Jill + Chris (mansion destroyed) | Jill, Chris | Returned the Magnum, all three MO Disks and freed Chris, but let the Tyrant kill Barry at the heliport |
| Jill + Barry | Jill, Barry | Returned the Magnum, kept Barry alive, ignored the MO Disks so Chris stays in the cell |
| Jill alone (mansion destroyed) | Jill | Returned the Magnum, ignored the MO Disks, let the Tyrant kill Barry at the heliport |
| Jill + Chris (mansion stands) | Jill, Chris | Kept the Magnum so Barry dies at the Altar, but did all three MO Disks and freed Chris with the Master Key |
| Worst | Jill | Kept the Magnum so Barry dies at the Altar, and ignored the MO Disks |
What locks the best ending out:
| Tag | What it means |
|---|---|
| KEY ITEM | Opens something or triggers something. The route stalls without it. |
| MISSABLE | A one-shot window. Walk past it and the run is decided. |
| ITEM | Ammunition, healing, ink ribbons, kerosene, defence items. |
| WEAPON | A new firearm. |
| FILE | One of the 24 documents. Reading is optional; picking it up is not. |
| RANDOM | Regenerated every playthrough. The method is given, not the answer. |
| BOSS | Marks 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.
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
| # | Room | Exact spot |
|---|---|---|
| 1 | East Wing Storeroom (Mansion 1F, first save room) | On the small table next to the typewriter |
| 2 | Bathroom (Mansion 1F) | In the bathtub — pull the plug and empty it first |
| 3 | Researcher’s Bedroom (Mansion 1F) | On the floor inside the wardrobe |
| 4 | Bedroom (Mansion 2F) | On the chest of drawers |
| 5 | Kitchen (Mansion B1) | On the shelf rack in the south-west corner |
The five locks
| Lock | Behind it | Verdict |
|---|---|---|
| West Wing Inner Stairway 2F → Outside Balcony | The two Cerberus, the Collar, and therefore the Imitation of a key and the Armor Key | Mandatory |
| West Wing Inner Stairway 1F → Small Storeroom | The Broken Shotgun, kerosene stack, Flash Grenades, Ink Ribbons | Mandatory — Chris cannot survive the Living Room trap without the Broken Shotgun |
| Winding Corridor → Outside Boiler | The Herbicide, and therefore the Greenhouse and the Mask without eyes | Mandatory |
| Deer Room → Fish Tank Room | The Wind Crest, and therefore the Magnum Revolver | Optional on paper, effectively mandatory in practice |
| Large Gallery hidden area → Graveyard | Nothing but a shortcut | Skip it if you have lost a key |
Six-slot management plan
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:
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
Unlocks (not ending-dependent)
Inventory and tools
Combat
Partner
Richard Aiken
Chemistry
Traps and rescues
Endings
The same in both scenarios
Hard points of no return
Timed and one-shot events
Easy to lose forever
Crimson Heads
Hard is not on the menu at the start — it unlocks through Once Again after your first completion.
Scenario: both. Fixed.
Three linked steps that people often trip over because the two emblems look interchangeable and are not.
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.
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.
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.
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.
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.
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:
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.
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.
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:
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.
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.
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:
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.
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.
If you are running for 100% you do this. The Magnum is what makes the Hunter phase and the Tyrant survivable without hoarding.
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:
The gate at the bottom unlocks.
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.
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:
| Mask | Where |
|---|---|
| Mask without eyes | Greenhouse, Mansion 1F — on the shield on the far wall, after the Herbicide kills the plant |
| Mask without a nose | Attic, Mansion 2F — on the floor in the north-west corner (reached with the Shield Key; Yawn lives here) |
| Mask without a mouth | Large Gallery, Mansion 1F — in the hidden area opened by the Portrait Room puzzle |
| Mask without eyes, nose or mouth | Armor 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.
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.
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.
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.
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.
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.
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:
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.
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:
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.
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:
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
Scenario: both. Fixed.
At the terminal:
That opens the electronic locks on the image preparation room and the researcher’s private room.
Scenario: both. Fixed.
There are exactly three, and you need all three:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The oversized Web Spinner. Treated as a boss below.
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.
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.
Sharks. Treated as a boss below. In the water they cannot be meaningfully hurt.
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.
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.
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.
Not an enemy you defeat. See the boss section.
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.
This is the mechanic that separates a controlled playthrough from a spiral, so it is worth understanding exactly rather than approximately.
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:
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.
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.
| Difficulty | Roughly |
|---|---|
| Easy | About an hour |
| Normal | 30–45 minutes |
| Hard | 20–30 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.
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.
Kerosene is limited; ammunition, if you are disciplined, is less so.
Do not try to burn everything. You do not have the kerosene, and most of it would be wasted.
Burn, without hesitating:
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.
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:
Not every grab in the game can be countered. Some scripted and boss grabs will simply take you.
| Character | Defense items |
|---|---|
| Jill | Stun Gun (starts with it; consumes Battery Packs) and the Dagger |
| Chris | Flash Grenade and the Dagger |
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.
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.
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 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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
| Weapon | Ammunition | Capacity | Who | Where |
|---|---|---|---|---|
| Combat Knife / Survival Knife | — | — | Chris / Jill | Starting inventory |
| Handgun (Beretta M92F Custom) | Handgun Magazine | 15 | Both | Jill starts with it; Chris takes Wesker’s from the Main Hall floor |
| Samurai Edge | Handgun Magazine (infinite) | 15 | Both | Unlockable reward |
| Shotgun | Shotgun Shells | 6 | Both | Living Room (Mansion 1F), on the wall hooks |
| Assault Shotgun | Shotgun Shells | 10 | Both | Attic (Jill) / Aqua Ring Water Tank (Chris) — only if Richard is saved |
| Magnum Revolver (.357) | Magnum Rounds | 6 | Both | Small Headstone Area (Courtyard 1F), after the crest puzzle |
| Barry’s .44 Magnum | .44 rounds (none exist) | 6 | Jill only | Jessica’s Tomb (Altar B2) — only if you refuse to give it back |
| Grenade Launcher | Grenade / Acid / Incendiary Shells | 6 | Jill only | Outside Patio (Mansion 2F), propped beside Forest Speyer |
| Flamethrower | Internal fuel | — | Chris only | Boulder Passage 1 (Courtyard B1) |
| Self Defense Gun | — | 1 live round | Both | Room 001 (Residence 1F), desk beside the bookcase |
| Rocket Launcher | 4 rockets | 4 | Both | Thrown down by Brad at the Heliport during the Tyrant fight |
| Rocket Launcher (single barrel) | Infinite | — | Both | Unlockable reward |
Defense items are listed separately under ITEMS & KEY ITEMS; they are not equippable weapons.
From weakest to strongest, in practical terms:
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.
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.
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.
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.
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.
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:
If Richard dies of the poison, neither character gets the weapon on that file. There is no second chance and no alternative source.
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.
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.
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:
The launcher is the single biggest advantage Jill’s scenario has, and it makes every boss in the game shorter.
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.
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.
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.
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.
Unlockable rewards, not found in the world:
| Item | Effect |
|---|---|
| Green Herb | Restores a quarter of your health |
| Red Herb | Cannot be used on its own — a multiplier for mixing |
| Blue Herb | Cures poison; restores nothing |
| First Aid Spray | Full heal and cures poison in one slot |
| First Aid Box | A container — inside is a Green Herb, a mixed herb, or a First Aid Spray |
| Serum | The 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.
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.
Fire is the only fully permanent answer to a downed zombie other than destroying its head, so this kit is not optional.
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.
These are consumed automatically when an enemy grabs you.
| Item | Who | Notes |
|---|---|---|
| Dagger | Both | Found all over the mansion. Jammed into a zombie’s mouth; single use |
| Stun Gun | Jill only | Reusable, but needs a Battery Pack loaded per use |
| Flash Grenade | Chris only | Detonates 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.
Six maps, each picked up as an object in the world:
Collecting maps also matters mechanically: one of the game’s completion awards is for visiting every room on every map.
| Item | Where | What it does |
|---|---|---|
| Lock Pick | Barry gives it to Jill in the Main Hall | Jill only. Opens every simple lock, permanently, for free. Occupies a slot forever |
| Old Key ×5 | Chris 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 |
| Emblem | Dining Room, hollow above the fireplace | Swaps with the Gold Emblem. While the wrong emblem sits in the hollow, the Bar’s hidden passage stays open |
| Golden Arrow → Arrowhead | Mirror Corridor statue (2F) | Examine and pull apart. The Arrowhead opens the Graveyard tomb |
| Book of Curses → Sword Key | Crypt (B1), on the stand | Examine 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 entrance | Used above the Resting Room fireplace to drop the Mansion 2F map |
| Dog Whistle | Small Library, desk by the south entrance | Blow it on the Outside Balcony to call the Cerberus pair |
| Collar → Coin → Imitation of a key | From the dog killed on the Outside Balcony | Examine twice. The Imitation is the weight you swap for the Armor Key |
| Armor Key | ’Death’ Passage (2F), on the pedestal | Swap the Imitation onto the pedestal as you lift it. Opens the Armor Room, Pillar Room, Deer Room, Large Gallery and Bar |
| Herbicide | Outside Boiler, on the wheelbarrow | Kills the Greenhouse growth, exposing a death mask |
| Broken Shotgun | Small Storeroom, upright in the cabinet by the door | Swap for the Shotgun in the Living Room |
| Blue Gemstone | Dining Room floor, after pushing the balcony statue over the rail | Into the tiger statue’s right side for Shotgun Shells |
| Music, mid-pages | Small Dining Room alcove — push the cupboard, light the candle | Half of the sheet music |
| Missing Music | Bar, behind the bookshelf in the alcove | The other half. Combine into “Moonlight Sonata” |
| “Moonlight Sonata” | Combined | Played on the Bar piano to open the hidden room. Jill plays it herself; Chris cannot — Rebecca has to play it for him |
| Gold Emblem | Hidden room behind the Bar piano, at the Beethoven statue | Into the Dining Room fireplace hollow to activate the clock |
| Shield Key | Dining Room grandfather clock, after moving the hour hand two positions to six o’clock | Opens the Attic door and the Small Dining Room |
| Wind Crest | Fish Tank Room (2F) | Starts the Courtyard crest chain |
| Fishhook / Lure without a hook / Bee Specimen → Lure of a bee | Fish Tank Room displays — the specimens are in the wrong cases | Chris’s chain toward the Wind Crest |
| Jewelry Box (1) → Mask without eyes, nose or mouth | Armor Room alcove | Press the side catches to open it |
| Mask without eyes | Greenhouse, on the shield on the far wall | One of four death masks |
| Mask without a nose | Attic, north-west corner, after Yawn | One of four death masks |
| Mask without a mouth | Large Gallery, from the picture puzzle | One of four death masks |
| Stone & Metal Object | Crypt coffin, after the Crimson Head Prototype | One of the two halves of the Main Hall 2F door lock |
| Red Gemstone | Trophy Room (2F), deer mount’s eye socket | Goes into Jewelry Box (2) in the Mirror Room. Never into the tiger statue — that socket drops a ceiling full of adders |
| Yellow Gemstone | Trophy Room (2F), bull mount’s eye socket | Into the tiger statue’s left side for an MO Disk |
| Jewelry Box (2) → Broach → Emblem Key | Mirror Room cupboard; opened with the Red Gemstone | Examine the Broach to convert it. Opens the Courtyard Study |
| Metal Object | Courtyard Study, west bookcase — switch the desk lamp on first | Combines with the Stone Ring |
| Last Book Vol. 1 → Medal of Eagle | Secret Passage floor | Examine it |
| Last Book Vol. 2 → Medal of Wolf | Falls from the Library display cabinet when the second Yawn dies | Examine it. Both medals go into the Fountain |
| Battery | Materials Room (2F), on the shelf | Powers the Courtyard elevator between the Falls Area and the Main Garden |
| Helmet Key | Plant 42 Room, in the fireplace | Opens the Large Art Room, the Sliding Trap Room and the Library |
| Closet Key | Appears in an item box after your first clear | Opens the hidden wardrobe behind the painting in the mansion’s east-side art area |
| Item | Where | What it does |
|---|---|---|
| Key for Room 001 | Room 002 bathroom, cabinet beside the bath | Opens Room 001 |
| Control Room Key | Room 001 bathroom, in the emptied bathtub | Opens the Aqua Ring Control Room |
| Square Crank | Cabin (Courtyard 1F), on the trapdoor at the back | Works the water-level controls |
| Gallery Key | Aqua Ring Water Tank, in the box by the generator | Opens the Gallery |
| Insecticide Spray | Gallery, on the body in the north-east corner | Kills the beehive permanently |
| Key for Room 003 | Gallery, on the desk under the hive | Opens Room 003 |
| Unprinted Book | Rec Room, on the downstairs bar | The missing seventh volume for the Room 003 bookshelf |
| Empty Bottle ×4, Water, UMB No.3, Yellow-6 | Residence Medical Room | Raw materials for V-JOLT |
| NP-004 / UMB No.7 / UMB No.10 / VP-017 / V-JOLT | Mixed | Poured 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.
| Item | Where | What it does |
|---|---|---|
| Shaft | Generator Room, inside the elevator power control panel | Half of the Cylinder Shaft |
| Cylinder | Underground Statue Room, in the wall depression after the statue puzzle | The other half |
| Cylinder Shaft | Combined; rotate it until the marks read IV, II, III, I | Operates the cave mechanism |
| Hexagon Crank | Enrico Marini’s body, Enrico Room | Works the cave wall sockets — the Square Crank does not fit down here |
| Broken Flamethrower | Garbage Compactor Room (Courtyard B2) — push the wooden crate into the compactor and press the button | Hangs on the hooks that open the door to Lisa’s Room |
| Jewelry Box (3) → Stone Ring | Lisa’s Room, on the desk beside the bed | Combine with the Metal Object for the second Stone & Metal Object |
| Stone & Metal Object ×2 | One from the Crypt coffin, one built from Stone Ring + Metal Object | Both go into the sealed door on Main Hall 2F, opening the route to the Altar |
| Moon Crest / Star Crest / Sun Crest | Small Headstone Area, from the Wind Crest slab | Turn each one over before use. Together they release the Magnum Revolver |
| Medal of Eagle / Medal of Wolf | Secret Passage / Library | Both into the Fountain to drain it and open the laboratory |
| Item | Where | What it does |
|---|---|---|
| MO Disk ×3 | Tiger statue (Yellow Gemstone), Laboratory Stairway desk, Visual Data Room shelves | Authenticated at the three Pass Code Output Terminals; all three are required to open your partner’s cell |
| X-Ray of CLARK / X-Ray of GAIL | X-Ray Room A — the box by the light switch and the south bench | Mount both on the board and kill the lights to read CELL |
| Slide Filter | X-Ray Room B, desk under the X-ray board | Put it on the Visual Data Room projector to read the pass code |
| Key for the Power Area | Visual Data Room shelves | Opens the power maze section |
| Laboratory Key | Secret video editing room off the Visual Data Room | Opens 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 B | Restores main power and brings the elevator on line |
| Master Key | Wesker’s body in the Main Laboratory — only on the route where your partner is already dead | Opens the cell and the Passage to Heliport by hand. There is no self-destruct on that branch |
| Fuse Unit | Passage to Heliport, floor near the far elevator | Powers the lift to the roof. Miss it and you cannot leave |
| Signal Rockets | Heliport, on the ground beside the elevator | Calls Brad in |
| Mixture | Health restored | Status |
|---|---|---|
| Green | 25% | — |
| Green + Green | 50% | — |
| Green + Green + Green | 100% | — |
| Green + Red | 100% | — |
| Green + Blue | 25% | Cures poison |
| Green + Green + Blue | 50% | Cures poison |
| Green + Red + Blue | 100% | Cures poison |
| Blue alone | — | Cures poison |
| Red alone | Cannot be used | — |
Rules worth memorising:
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.
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.
| # | File | Room | Notes |
|---|---|---|---|
| 1 | S.T.A.R.S. Manual | — | Arrives 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) |
| 2 | Kenneth’s Film | Tea Room (1F) | On Kenneth Sullivan’s body |
| 3 | Book of Curses | Crypt (B1) | The Sword Key’s container doubles as a readable file |
| 4 | Trevor’s Diary, part 1 | Bar (1F) | On the floor beside the Beethoven statue in the hidden room behind the piano. Explains the clock |
| 5 | Trevor’s Diary, part 2 | Large Art Room (1F) | On the display bench. Behind the Helmet Key door — easy to skip entirely |
| 6 | Trevor’s Diary, part 3 | Secret Passage (1F) | On the small gravestone at the far end. Most players drop in, grab Last Book Vol. 1 and leave without it |
| 7 | Crumpled Memo | Small Library (2F) | Added automatically with the Dog Whistle |
| 8 | Botany Book | Small Library (2F) | On the desk opposite the east entrance |
| 9 | Body Disposal | East Wing Storeroom or Mansion Drug Room (1F) | Appears in whichever of the two you walk into first |
| 10 | Keeper’s Diary | Researcher’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 |
| 11 | Researcher’s Will | Fish 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 |
| 12 | Mail to the Chief of Security | Trophy Room (2F) | On the centre table |
| # | File | Room | Notes |
|---|---|---|---|
| 13 | Suicide Note | Room 001 (1F) | Added automatically with the Self Defense Gun |
| 14 | Plant 42 Report | Room 002 (1F) | On the desk beside the bed |
| 15 | Organic Chemistry Lab Experiment | Room 003 (1F) | On the bookcase among the red books. This is the V-JOLT recipe |
| 16 | Family Picture & Notes, part 1 | Cabin (Courtyard 1F) | On the table beside the typewriter |
| 17 | Family Picture & Notes, part 2 | Lisa’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 |
| 18 | Family Picture & Notes, part 3 | Jessica’s Tomb (Altar B2) | Inside the stone sarcophagus |
| 19 | Barry’s Photograph | Jessica’s Tomb (Altar B2) | Jill only, and only on the branch where you keep his Magnum and he dies |
| # | File | Room | Notes |
|---|---|---|---|
| 20 | Researcher’s Letter | X-Ray Room A (B3) | On the desk beside the X-ray board. The source of the terminal login |
| 21 | V-ACT | Operating Room (B3) | On the computer desk. The in-world explanation of Crimson Heads |
| 22 | FAX | X-Ray Room B (B3) | On the north-east shelves |
| 23 | Security Protocols | Visual Data Room (B2) | On the north-west bookcase |
| 24 | Observation Note | Main Laboratory (B4) | On Wesker’s body, after the Tyrant impales him |
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.
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.
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.
| Clear time | What it earns |
|---|---|
| Under 3 hours, on Normal or Hard | Rocket Launcher with infinite ammunition, for every subsequent playthrough |
| Under 5 hours, on Normal or Hard | Samurai Edge with infinite ammunition, for every subsequent playthrough |
| Any time, any difficulty | The 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.
Two completion awards do impose the restrictions people expect from a rank system, and they are worth planning separate runs for:
| Mode | How the menu describes it | Availability |
|---|---|---|
| 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 |
| Hard | — | After 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.
Both appear in your item box on subsequent playthroughs.
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.
| Costume | Condition |
|---|---|
| Jill — military/commando outfit | Complete the game once as Jill, any difficulty |
| Jill — Resident Evil 3 outfit | Complete the game twice as Jill, any difficulty |
| Chris — casual outfit | Complete the game once as Chris, any difficulty |
| Chris — Code: Veronica outfit | Complete the game twice as Chris, any difficulty |
| BSAA outfits (the Resident Evil 5 field gear), both characters | Available 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.
Unlocked by completing the game on Normal or higher.
What changes:
It is the hardest legitimate way to play the game, and the box change is what does it — routing suddenly matters more than shooting.
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:
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.
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:
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.
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:
Do all six pickups on one file and the mansion stops being a haunted house and becomes a crime scene with a named victim.
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.
Onimusha: Dawn of DreamsAction
Resident Evil 3 (1999)Survival Horror
Resident Evil: Code VeronicaSurvival Horror
Resident Evil 0Survival Horror
Resident Evil 4 RemakeSurvival Horror
Silent Hill 2 RemakePsychological Horror
DarksidersAction-Adventure
Devil May Cry 2Stylish Action
HeartwormRetro Survival Horror
Parasite EveSurvival Horror RPG
Dark Cloud 2Action RPG
Baba Is YouPuzzle
Elden RingOpen-World Action RPG