Resident Evil - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Resident Evil - Strategy Guide (Page 01).
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---------------------------------FOR GAMECUBE----------------------------------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--------------------------------By DjSiXpAcK14---------------------------------
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Resident Evil (Remake)
Nintendo GameCube
FAQ & Walkthrough
Copyright 2003 by DjSiXpAcK14
Version 2.0
September 18, 2003
"If you like to watch hamsters dance for no particular reason, this FAQ is for
you."
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Table of Contents
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NOTE: You can use the Ctrl+F function of your browser to easily navigate this
FAQ/WALKTHROUGH. Type the text in the search box just as it appears here.
Don't include the numbers.
1. Intro
2. Version Info
3. The Basics of RE
4. RE Characters
5. Prologue
6. Walkthrough for Jill
7. Walkthrough for Chris
8. Walkthrough for Jill (Speed) [By: "mmnin"]
9. Enemies/Bosses
10.Items
11.Files
12.Puzzles
13.Wesker's Report + Notes
14.Wesker's Report 2 + Notes
15.Endings for Jill Valentine
16.Endings for Chris Redfield
17.Endings for Both Characters
18.Resident Evil Games
19.Resident Evil Timeline (By WeskerFanGirl)
20.Cheats and Codes
21.Links
22.Credits, Contact Info, and Everything Else
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1. Intro
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This entire file is Copyright 2003 DjSiXpAcK14. If you want to use it, just
ask me.
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2. Version Info
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=======================
Version 2.0
=======================
This walkthrough now has 79 characters or less on every line likes it's
supposed to.
A whole BUNCH of stuff from Big Steve. You'll surely find his tips in the
walkthrough.
And, of course, I added WeskerFanGirl's amazing Resident Evil Timeline.
=======================
Version 1.9
=======================
That's right. The Grenade Launcher cheat doesn't work in the PAL version of the
game. Sorry.
What? Barry's Magnum works wonders against Tyrant 1? Thanks, Big Steve.
East, west, they're all the same. But thanks to Miles G for telling me where I
messed up.
=======================
Version 1.7
=======================
Wow. Of all you mean people who read my Walkthrough for Jill, only one found
the fatal flaw in it. Shame on all of you.
Except for of course the mighty ShadowFox, who informed me of this mistake.
Thank you much, ShadowFox.
I like foxes.
=======================
Version 1.6
=======================
Whoops. Forgot a part of the Speed Walkthrough, but it's okay now.
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Version 1.5
=======================
Woo! Someone listened to my pleas!
This FAQ/Walkthrough now contains a Speed Walkthrough for Jill by "mmnim".
Much thanks to him.
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Version 1.2
=======================
I changed the main ASCII title to match my other FAQs and updated my e-mail. It
is now short enough that even you may be able to remember it.
=======================
Version 1.1
=======================
Much thanks to Matthew Kruger. His feedback led me to 2 mistakes. They're both
marked in the walkthrough.
Thanks a bunch!
=======================
Version 1.0
=======================
Completed:
1. Intro
2. Version Info
3. The Basics of RE
4. RE Characters
5. Prologue
6. Walkthrough for Jill
7. Walkthrough for Chris
8. Enemies/Bosses
9. Items
10.Files
11.Puzzles
12.Wesker's Report + Notes
13.Wesker's Report 2 + Notes
14.Endings for Jill Valentine
15.Endings for Chris Redfield
16.Endings for Both Characters
17.Resident Evil Games
18.Resident Evil Story & Plot
19.Cheats and Codes
20.Links
21.Credits, Contact Info, and Everything Else
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3. The Basics of RE
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Controls
=======================
This is a description of all the buttons on the Gamecube controller, and their
functions while playing the game.
A - Action Button. It is used to open doors, pick up items, and fire a weapon
when the R button is pushed. It is also used to select the highlighted option
of a menu selection.
B - Run. When the Control Stick is pressed to any direction, hold the B button
to run.
Y - Displays the status screen.
X - Nothing.
Z - Displays the Map.
R - Aims at closest enemy.
L - Change aim.Uses Defense Items when Manual Defense Item is selected in the
Controller Settings.
Control Stick - Used to move the character in a given direction.
Control Pad - used to move the character in a given direction.
C Stick - 180 Turn (Any Direction)
Start - Displays Options Menu. It also pauses the game and stops the flow of
time, which can slow the production of Crimson Heads.
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Game Difficulty
=======================
When you start a new game, you are asked this question:
Which best describes your opinion about games?
I. MOUNTAIN CLIMBING- beyond hardships lies accomplishment.
II. HIKING- the destination can be reached quite comfortably.
If you answer Mountain Climbing, you will play in Normal difficulty.
If you answer Hiking, you will play in Easy difficulty.
-----Easy-----
Ammo and healing items are plentiful, zombies are weak. Recommended for
beginners and people who play the game not for the challenge, but for the
story.
-----Normal-----
Zombies are hard to kill, and I recommend you use kero only in the frequently
traveled rooms.
-----Hard-----
For those who play the game for the challenge. Zombies are extremely powerful,
so it is recommended that use kero very scarcely, and rarely actually kill a
zombie, but either move around them, or shoot them only enough to make them
fall down.
-----Invisible Enemy Mode-----
Don't quit just yet! They're not reallly invisible, they're really just clear.
It adds difficulty to the game, but it's not quite as bad as it sounds.
NOTE: You can unlock this game setting by completing Real-Survival Mode.
-----Real-Survival Mode-----
You may have taken those item boxes for granted, but in this mode, they don't
transfer items to each other.
-----One Tough Zombie-----
Forrest, the zombie normally found in only one room, now has bombs strapped
all over him. He also likes to follow you around, even through doors. This
handicap was definitely appropriately named.
NOTE: You can unlock this game setting by completing both Jill and Chris's
game.
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Health-Replenishing Items
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FINE
Always Green, this position indicates you are at full health.
CAUTION (YELLOW)
This position indicates you may have been attacked once by a normal enemy.
CAUTION (RED-ORANGE)
Low Health. This is the time to cure if you are fighting a powerful boss.
DANGER (RED)
One more hit and you will die. Cure as quickly as possible.
FIRST AID SPRAY
Restores health to "Fine" status.
GREEN HERB
Raises health one notch.
2x GREEN HERB MIXTURE
Raises health two notches. Looks like a pile of green powder.
3x GREEN HERB MIXTURE
Raises health three notches. Looks like a big pile of green powder.
RED HERB
Nothing.
GREEN HERB + RED HERB
Restores health to "Fine" status. Looks like red and green piles of powder.
BLUE HERB
Cures poison.
GREEN HERB + BLUE HERB
Cures poison and raises health two notches. Looks like two dots of green and
blue.
GREEN HERB + GREEN HERB + BLUE HERB
Cures poison and raises health three notches. Looks like one big green dot
and a small blue dot.
GREEN HERB + RED HERB + BLUE HERB
Restores health to "Fine" status and cures poison. Looks like one brown pile.
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Chris vs. Jill
=======================
Chris can get the FLAMETHROWER (temporarily).
Jill can get the GRENADE LAUNCHER.
Chris has 6 item slots.
Jill has 8 item slots.
Chris is always helping Rebecca.
Jill is always being helped by Barry.
Chris has a lighter and has to carry around old keys.
Jill has a lockpick and has to find a lighter.
Chris starts out with a survival knife and a lighter.
Jill starts out with a handgun and a survival knife.
Jill can cheat to get hundreds of any type of grenade round.
Chris can't.
Chris uses FLASH GRENADES.
Jill uses her STUN GUN with BATTERY PACKs.
Chris says d*mn when the radio doesn't work.
Jill says sh*t when the radio doesn't work.
Chris doesn't get attacked by the zombie in Room 001.
Jill does get attacked by the zombie in Room 001.
Chris has to fight PLANT 42 and waste tons of valuable ammo.
Jill can mix a few chemicals and not have to fight it at all.
Chris has to find all the ammo he uses.
Jill is a big cheater and can cheat to get hundreds of GRENADE ROUNDS.
Chris gets 42 shots for the MAGNUM REVOLVER (easy).
Jill gets 36 shots for the MAGNUM REVOLVER (easy).
In case you haven't noticed, the game is a lot easier and less scary if you
play as Jill.
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4. Characters
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As described on ResidentEvil.com. In alphabetical order.
Richard Aiken
A very important member of S.T.A.R.S. serving as Bravo’s communications
expert. The only link back to headquarters for teams out in the field, Richard
actually has to pull double duty, as radioman for both units since Alpha Team
really has no trained operator, except for Jill.
B.O.W.
Umbrella's term for Bio-Organic Weapon.
Barry Burton
Barry is a former SWAT team member with more than 16 years of experience.
Regarded as one of S.T.A.R.S. most exceptional members, he is a highly skilled
weapons expert and supplies and maintains weapons for the underground
organization. Barry is very much a family man with strong values. Past
experiences have made him wary of others.
Rebecca Chambers
The youngest member of the group, Rebecca has been recruited for her
knowledge of field medicine and First Aid. She is nervous around other members,
both because of her age and due to her lack of experience. Rebecca is eager to
please and will take on any task assigned to her without hesitation.
Joseph Frost
Previous member of S.T.A.R.S. Bravo Team, and already stationed in
Raccoon City, Joseph was recently promoted to serve as vehicle specialist for
Alpha Team. Many members of Bravo Team are jealous of his promotion, but he was
moved up by Wesker himself. Joseph is young, enthusiastic and very curious.
Enrico Marini
Bravo Team’s leader and Wesker’s second in command for the S.T.A.R.S. unit.
Enrico feels threatened by the arrival of the Alpha Team, thinking that Chris
or Barry may end up replacing him as #2 to Wesker. Nonetheless, Enrico is a
dedicated S.T.A.R.S. operative and is always proud to lead the unit when
Wesker lets him.
Chris Redfield*
A member of the S.T.A.R.S. Alpha team. After being kicked out of the
Air Force, Chris became a drifter until he met Barry Burton. Barry recruited
him for S.T.A.R.S and then got him reassigned to a smaller unit at Raccoon City
headquarters to prove himself quickly.
Forest Speyer
Forest is a great sniper in addition to his duties as Bravo’s vehicle
specialist. He is a consummate professional and his work earns him great
respect from the other members. He instantly clicks with Chris, and it seems
they’ll end up good team-mates.
S.T.A.R.S.
Special Tactics and Rescue Service. S.T.A.R.S. was founded under the
jurisdiction of the Raccoon City Police Department to deal with increasing
terrorism and crime.
Kenneth J. Sullivan
A quiet but very talented field scouting officer. Also an expert in
chemistry. He wonders why his chemical experience would be necessary in
Raccoon City but quickly discounts his hesitancy since Wesker himself sought
him to enlist in S.T.A.R.S.
T-Virus
One of Umbrella’s first bio-organic creations which mutates living beings
into monsters.
Tyrant
Another one of Umbrella’s deadly bio-orgainc creations featured in many
Resident Evil games.
Umbrella
A large, powerful pharmaceutical company secretly providing the military
with deadly bio-organic weaponry—the cause of the Resident Evil.
Jill Valentine*
An intelligent solider that has saved many S.T.A.R.S. members from danger
in the past, Jill was reassigned to Raccoon City just like Chris.
Brad Vickers
Brad is a computer expert and excels in information gathering. Unfortunately,
his fear of dying draws much heat from his fellow soldiers. His lack of
enthusiasm for rushing into danger has earned him the nickname “Chickenheart.”
While Chris is a qualified pilot, Brad has become the helicopter pilot for
Alpha Team.
Albert Wesker*
Leader of S.T.A.R.S. He seems fearless, but he also appears to be hiding
something...
*=Altered by DjSiXpAcK14 due to either spoilers or irrelevance to this game.
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5. Prologue
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"Arklay Mountains,
Raccoon City, 24th
A spokesperson at the Raccoon City Police Department reported that an
investigation helicopter of the special task force S.T.A.R.S. Bravo Team is
missing.
According to the announcement from the Raccoon City Police Department, the
team was sent in to investigate the Arklay Mountain and Raccoon Forest area,
where a number of people have been reported missing. Contact with the team
has been lost since the last communication before dawn.
The Raccoon City Police Department suspects the team has been involved in some
trouble. Now it will send the S.T.A.R.S. Alpha Team to investigate and
collect information from witnesses.
Recently there have been a number of bizarre murders reported near Raccoon
City. This incident is likely to make Raccoon City residents feel even more
uneasy.
The special task force S.T.A.R.S. (Special Tactics and Rescue Service) was
founded in 1996 under control of the Raccoon City Police Department to
counteract increasing city terrorism and other crimes."
-Raccoon Press
evening issue, July 24, 1998.
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6. Walkthrough for Jill
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-----Intro-----
I seemed to have frequent problems with walkthroughs not including all the
files or items. So, this walkthrough is for the EASY difficulty level.
However, this walkthrough can be used with other difficulty levels. You
can do this by displaying the map during play. If the room you are in is
highlighted in gray, you have found all the items or files and all the items
that should be in the room are there. If it is red, you have not found all the
items or the files, or there is an item missing in the area that should be
there.
I'm trying to make this walkthrough the best out there, so I'm going to
list every item found in every room. If I miss something, feel free to E-mail
me.
_Cutscene_
You're now in the mansion with Barry and Wesker. Chris is missing.
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Main Hall
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What was that gunshot? Wesker says to check it out.
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Dining Hall
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There's INK RIBBON on the table in front of you. Now run to the other side of
the room.
_Cutscene_
Go through the door to your right.
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Kenneth Hallway
=======================
Run down the hall to Jill's left.
_Cutscene_
What the heck?! Don't waste any ammo on it, just run back through the door
you came in through to tell Barry!
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Dining Hall
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_Cutscene_
Whoa! That was freaky. Let's report back to Wesker in the Main Hall, which is
located through the door on the other side of the room.
_Cutscene_
Where'd he go? Oh well.
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Main Hall
=======================
_Cutscene_
Alright. Let's look for him.
Just run up and down the stairs.
_Cutscene_
You got the LOCKPICK! Oh boy!
Go through the double doors opposite the doors you came from.
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Woman Drawing Water Room
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Ahh...your first puzzle!
-----Statue Puzzle-----
See that dresser thing in front of the doorway? Push it to the right once,
then get behind it and push it up against the tall statue in the middle of the
room. Now, walk up against it and push the A button to climb on top of it.
Finally, grab the sparkle out of the pot to receive a MAP OF THE MANSION 1F.
NOTE: To view your map, you can either press the Z button or select it on the
menu.
Now, lets see whats in that walkway the dresser was blocking. So run through,
around the turn, and grab that sparkle on the shelf. It's a DAGGER. Now go out
the way you came in.
WHOA! A zombie! I wouldn't waste any ammo on him, just use your newly-acquired
DAGGER on him and run out the door you came in.
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Main Hall
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Let's check out the door that was beyond the zombie that was eating Kenneth.
Take the double doors on the left/west side of the room.
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Dining Hall
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Open the door at the other side of the room.
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Kenneth Hallway
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Run down to Kenneth's body and check it to get KENNETH'S VIDEO, which is filed
and not considered an item.
Now, go through the door past his body.
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Bird Cage Stairway
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Run down the hall and check the bird cage for a HANDGUN MAGAZINE. To the right
of the stairs are two GREEN HERBS. If you were hurt by the zombie that was
eating Kenneth, you should use one and save the other.
Now run up the stairs and through the door at the end.
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Mirror Hallway
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There are two GREEN HERBS on Jill's left.
From the door you came in, go (Jill's) right, then left. As the camera angle
changes, you can see a zombie that must be pretty stupid since he hasn't seen
you. Why not take advantage of this? Alright. Run quickly to the right of the
zombie and past him. He should lunge at you, but he'll also miss. Now run down
the hall and grab that sparkle attached to the statue.
It's the GOLDEN ARROW. Now, examine it to remove the head. Now you have the
ARROWHEAD. There's a HANDGUN MAGAZINE in front of the mirror, too.
Continue down the hallway and unlock and go through the door to the right of
the mirror.
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Dining Hall 2F
=======================
There's a zombie here, but he's very easy to avoid. Run to Jill's left to
reveal a sparkle. It's a DAGGER. Now continue to the double doors at the end.
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Main Hall
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Run down one set of stairs and through the door here.
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Graveyard
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Run down the steps and along the path to the picture depicting Cupid. Use the
ARROWHEAD to make Cupid rise, revealing a long set of steps. Descend them.
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Death Mask Room
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Run across the room and under the coffin *shudders* to grab the BOOK OF CURSE.
Examine the back of it to get the Mansion Key. Examine the Mansion Key to get
the SWORD KEY. Now go back up the stairs.
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Graveyard
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Go up the stairs and back into the mansion.
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Main Hall
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Alright! Now we need to find those Death Masks. So run up the stairs and unlock
the single door on the west side of the mansion with the sword key. Proceed
through.
NOTE: Thanks, Miles G, I DID mean east side of the mansion. Take the door on
the EAST side of the mansion.
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Old Hallway
=======================
Don't worry. This place looks scary, but in EASY mode, you'll never fight any
zombies here.
Run down the hall past the mysterious steel double doors to the stand with the
WOODEN MOUNT on it. Pick it up, and go through the door at the end of the hall.
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Study
=======================
Turn right and take the HANDGUN MAGAZINE on the desk, but don't take the
sparkly closest to you just yet. Now go to the other end of this room and grab
the sparkly there. It's a LIGHTER. Grab the BOTANY BOOK next to it, and leave
via the other door in this room.
NOTE: If you have an empty item slot before you leave this room, you can go
ahead and grab the sparkle I told you not to.
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East Stairway
=======================
Run forward quickly! There is a zombie beside you! Take him out with your
HANDGUN. Unlock the door he was in front of but don't go through. There's
another zombie at the bottom of the stairs, but let's forget about him for
now. Run down through the door at the opposite end of the hall.
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Fireplace Room
=======================
Use the WOODEN MOUNT on the strange design above the fireplace, then use the
LIGHTER to start a fire. Now try to take back the WOODEN MOUNT, and you get a
MAP OF THE MANSION 2F. Leave the HERBS there for now and leave the way you
came in.
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East Stairway
=======================
Now run down the hall to the stairs. You now need to take out the zombie at
the bottom of the stairs. Be creative, and zombies don't care how honorable
you are, so shoot him when he's not looking, shoot him when he's down, and
anything else terribly dishonorable but affective you can think of.
Now grab the GREEN HERB at the bottom of the stairs (if you have room) and
enter the room beside the stairs.
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East Save Room
=======================
Grab the HANDGUN MAGAZINE by the lantern, and the BODY DISPOSAL file on the
floor beside the lantern. Dump all your items in the item box except for the
LIGHTER.
Much thanks to ShadowFox for this:
If you didn't pick up the sparkle in the Study, go back and get it. It's the
DOG WHISTLE. To get to the Study, you'll need to go through the door here, up
the stairs, and out the door at the end of the hall that doesn't lead to the
Fireplace Room. Then go to closest end of this hallway and you're in the Study.
Now pick up the FUEL CANTEEN in front of the stepladder. Fill it up using the
kerosene tank next to the door.
Before you save, run outside and use your LIGHTER & FUEL CANTEEN to burn the
bodies of the zombies in the East Stairway. Then fill up your FUEL CANTEEN
again with some more kero.
Now get out these items:
HANDGUN
HANDGUN MAGAZINE
SWORD KEY
FULL-HEALING ITEM
INK RIBBON
LIGHTER
FUEL CANTEEN
Now save on the type writer and dump the INK RIBBON in the item box.
NOTE: Crimson heads appear 30min-60min and inhabit the body of a normal dead
zombie. They are much stronger and faster, so you should do your best to kill
only zombies you intend to burn, or have blown off their head (or leg).
TIP: If you read the BODY DISPOSAL file, then you should know that after a
certain amount of time, zombies come back to life stronger. According to the
game, you have to either burn the body or shoot off their head, but actually,
you can shoot off their leg, too.
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