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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter R » Resident Evil - Strategy Guide (Page 02)

Resident Evil - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Resident Evil - Strategy Guide (Page 02).

TIP: There are three ways to tell if a zombie is dead.
1. Walk up FAIRLY close to it and back up. If the zombie is alive, Jill will 
   back up quickly. If it is dead, she will back up normally.
2. Face away from the zombie and press R. If the zombie is alive, your gun 
   will point at it.
3. If you can see a pool of blood under the zombie, it's dead. If you can't, 
   it's not.
4. If it plays scary music when a zombie opens a door or breaks through a 
   window, it will stop when all the enemies in the room are dead.

TIP: When fighting a Crimson Head, be sure to stay on their left. They're all 
right-handed!

Alright. Now exit the room through the only door.

=======================
East Stairway
=======================

Open the only other door you can without going up the stairs, regardless of 
the condition of the doorknob.

=======================
Family Portrait Room
=======================

Take the double doors on Jill's left.

=======================
Zombie Window Hall
=======================

Don't get scared! The zombies don't come through the windows.
Run past the windows and take the first door you see.

=======================
East Bathroom
=======================

Creepy...Pull the plug to drain the dirty water...

_Cutscene_

Pfft...what a sissy.
Anyway, take the DAGGER out of the tub and leave.

=======================
Zombie Window Hall
=======================

Continue down the hall to the metal door that appears locked on your map.
Pick it with the LOCKPICK and proceed through.

=======================
East Path
=======================

Run around the bend, don't worry. The Cerberus (zombie-dogs) can't get you.
Take the big green and white bag. It's the CHEMICAL. Examine it for HERBICIDE. 
There are also two RED HERBS and two GREEN HERBS here. You'll have to mix them 
as soon as you pick them up to carry them all. There's also a kero tank here, 
in case you need some later in the game.
Run back through the same door.

=======================
Zombie Window Hall
=======================

Take the door at the top of the screen.

=======================
Ornamental Plate Hallway
=======================

Run forward and WHOA! There's those Cerberus we saw just a second ago.
There's another one further down the hallway.

Here, you are faced with a choice.

1. Save ammo and health and run through past the Cerberus.
2. Kill the Cerberus and push the shelves across from the windows they break 
   out of for a HANDGUN MAGAZINE and a DAGGER.

The Cerberus take about 4 shots each with the HANDGUN if you hit them, but if 
you're a beginner, you'll probably have trouble doing that, so I recommend 
just running past them.

Either way, unlock the door at the end of the hall and proceed through.

=======================
Woman Drawing Water Room
=======================

Ahhh...the memories. You may be hearing a zombie, but you're safe, he's behind 
the little dresser thing. They can walk up and down stairs, can climb out of 
bath tubs, but can't climb over a dresser a 1/3 of their height. Oh well. Use 
their AI to your advantage. Take the double doors at the other end.

=======================
Main Hall
=======================

_Cutscene_

Oh boy...thanks Barry. I don't have a GRENADE LAUNCHER yet!
Go up the stairs and through the double doors on the west side of the mansion.

=======================
Dining Hall 2f
=======================

Go Jill's right, past the first door. Unlock the second door and proceed 
through.

=======================
West Stairway
=======================

Run around until you can see the stairs. Now press R and you'll automatically 
be directed down the hall. Hmmm.
Fire at him once, then he'll start walking towards you. Don't fire until he's 
close to the fork where the hallways meet. Try to kill him there.
Then there's another zombie coming up the stairs! Try your best to make his 
body fall onto the other zombie's. Now run down the stairs. Now enter the door 
beside the stairs.

=======================
Mansion Drug Room
=======================

Ahh a save room. Dump everything and pull out your FUEL CANTEEN and LIGHTER. 
Now run outside and burn the dead guy just outside the door and if you got the 
zombies to fall down on each other upstairs, you only need the amount of 
kerosene you would normally use on one to burn them both. Now get back in the 
save room.

Here's the recommended inventory:
HANDGUN
HANDGUN MAGAZINE
SWORD KEY
FUEL CANTEEN
INK RIBBON

Now leave.

=======================
West Stairway
=======================

Run down past the pillar, around the corner to the door to the right of the 
door at the end.

=======================
Tiny Bedroom
=======================

Many items here.
There's a BATTERY PACK for your STUN GUN right beside you, a BROKEN SHOTGUN 
on the shelf beside that, and INK RIBBON in the desk drawer with the light on 
it. There's also some kerosene here, so you can re-fill your FUEL CANTEEN. 

After obtaining all these items, head back to the save room.

=======================
West Stairway
=======================

Take the door beside the stairs.

=======================
Mansion Drug Room
=======================

Alright. Now save with your INK RIBBON, then assemble your inventory like this:

HANDGUN
HANDGUN MAGAZINE
SWORD KEY
DOG WHISTLE
FULL-HEALING ITEM

Now leave.

=======================
West Stairway
=======================

Run up the stairs and then around them once you get to the top, unlock the 
metal door here and proceed through.

=======================
West Balcony
=======================

Let's try that DOG WHISTLE out, as much as you probably _don't_ want to.

You can hear some dogs running. Whoa! There they are.
Kill them both, then take the sparkly. It's a COLLAR! YEA!
Actually, you have to examine it. Push the switch to get a COIN. Now examine 
the back of the COIN to get...IMITATION OF A KEY. It looks like the ARMOR KEY, 
but it's not.

Well, run down the porch where the dogs came from to another door. Unlock it, 
but run back to the door you came in to exit.

=======================
West Stairway
=======================

Run all the way down the hall this time to the door at the end. Unlock it and 
go through.

=======================
Mirror Hallway
=======================

Hey...Remember this place?
That idiot zombie's in the same spot, but we don't need to go that way.
Run through the doorway on the right and you'll see a zombie on the floor.
Unfortunately, it's hard to keep this zombie from turning into a Crimson Head. 
We need to get to the door past him, so just run right past him and through 
the door.

=======================
Knight Corridor
=======================

Run up the stairs and keep going until you see a key that looks just like the 
one you have. It's actually a key.

-----Knight's Puzzle-----
Not too hard. Pick up the MANSION KEY off the ground and set down the 
IMITATION OF A KEY.

Examine the MANSION KEY, it's the ARMOR KEY.

Now leave through the door you came in.

=======================
Mirror Hallway
=======================

Now let's test those Crimson Head evading skills. You should be able to avoid 
him rather easily if you just run straight back to the door between the idiot 
zombie and him.

=======================
West Stairway
=======================

Run over to the stairs and you'll hear some scary music. It's a zombie who 
just came through the door to the West Balcony. He's probably up there on the 
list of top 10 easiest zombies to kill, as he has to walk all the way around 
the steps in order to even hurt you.

Now run back down the stairs to the save room.

=======================
Mansion Drug Room
=======================

You can save your game here, and assemble your inventory as follows:
HANDGUN
HANDGUN MAGAZINE
HERBICIDE
ARMOR KEY

We're going after our first DEATH MASK.
Leave.

=======================
West Stairway
=======================

Go all the way down the hall and take the door on the end.

=======================
Dark Corridor
=======================

Grab the BATTERY PACK, then go down the hall to the left of the door.
Go past the little mini-hall and through the next door.

=======================
Keeper's Bedroom
=======================

Grab the HANDGUN MAGAZINE on the bed in front of you, then run around and grab 
the KEEPER'S DIARY off of the desk. After you're done reading turn around and 
WHOA! That's pretty close! Stab him in the head or shock him, grab the 
BATTERY PACK, and run your butt outta there! Forget about killing them!

=======================
Dark Corridor
=======================

Continue to the end of the hall and unlock the door, but dont go through. Then
go down that mini-hall we saw earlier and grab the DAGGER, next come out of 
the mini-hall and turn to Jill's right and go all the way down the hallway to 
the door at the end.

=======================
Indoor Garden
=======================

That's a pretty weird plant, eh?
You can't go past it because it slaps you.
See that pump? Let's put some HERBICIDE in there.
Pump it to the _red_ pipe.

_Cutscene_

Alright! The plant is dead and to the victor go the spoils! Run past the plant 
to get a DEATH MASK! Examine it, it's the MASK W/O EYES!
Grab the _5 GREEN HERBS_ and exit.

=======================
Dark Corridor
=======================

Run back to the West Stairway, running over any zombies that may come 
through the windows before they get up.

=======================
West Stairway
=======================

Go back into the save room.

=======================
Mansion Drug Room
=======================

Dump any extra healing items you may have, and get out all this:
HANDGUN
HANDGUN AMMO
ARMOR KEY

Save if you wish. Leave.

=======================
West Stairway
=======================

Run up and around the stairs, and through the door at the end.

=======================
Dining Hall 2F
=======================

Hey! It's that zombie again. Take the long way around until you see a statue 
next to a part of broken railing. Get on the other side of the statue and push 
it in front of the gap, then push it off. If the zomebie bugs you, kill him. 
Now continue to the double doors.

=======================
Main Hall
=======================

Alright. You ready for the GRENADE LAUNCHER? Let's go!
Open your map, and go through the door at the southeast corner of the room.
You'll have to unlock it with your ARMOR KEY first, though.

=======================
Forest Speyer Walkway
=======================

Who's Forest Speyer? Well, you can either check my Characters section, but 
you'll find out in a second anyway.

Proceed until you see a table with a HANDGUN MAGAZINE on it. Grab it and keep 
going. 

_Cutscene_

That's Forest.
Grab his GRENADE LAUNCHER (Hint: You might want to equip it).
Now grab a DAGGER from the bench behind you. It's kinda hard to see.
Now keep going...
As you approach the end,

_Cutscene_

Now you can't tell me you didn't see that coming. Test out the 
GRENADE LAUNCHER on him...heh heh heh. Pfft...what a loser. He only took one 
shot. Oh well. Now you have more for ammo that you can shoot someone else with.

Grab the two GREEN HERBS here and leave through the door you came in.

=======================
Main Hall
=======================

Ahhh...the power of grenades!
Take the only other door on this side of the room.

=======================
Old Hallway
=======================

Run down to where you see those weird steel double doors. Unlock them with 
your ARMOR KEY, then proceed through.

=======================
Armor Puzzle Room
=======================

-----Armor Puzzle-----
Here's the deal. You have to push them in in the right order.
This is the correct order:

1. Far-Right
2. Close-Left
3. Close-Right
4. Far-Left (Auto)

Now go to the table in the middle of the room and push the switch.

Run to the far end of the room and grab the sparkly. It's a JEWELRY BOX.
Another puzzle?!

-----Jewelry Box Puzzle 1-----
This is the simplest of the JEWELRY BOX puzzles.
If you read on the top, it says "Sunlight will awaken me".
Well, the sun has a two pieces of heart on it, and the moon has two bars on it.
Sunlight will awaken it, so push the two heart switches on the other sides of 
the box.

Aha! Another DEATH MASK! Examine this bad boy for the MASK W/O ALL.

Now leave.

=======================
Old Hallway
=======================

Run back the way you came, except go through the door between the big steel 
doors and the one at the end.

=======================
Richard's Little Hallway
=======================

Run forward.

_Cutscene_

=======================
Old Hallway
=======================

Quick! Run to the door that leads back to the Main Hall.

=======================
Main Hall
=======================

Run across the room to the double doors on the other side.

=======================
Dining Hall 2F
=======================

Go to Jill's right and take the door furthest away. There may be a Crimson Head
here. If there is, shoot him with the grenade launcher.

=======================
West Stairway
=======================

Run around and down the stairs, and enter the Mansion Drug Room.

=======================
Mansion Drug Room
=======================

Grab the SERUM off the shelf, drop off your MASK W/O ALL and any extra 
healing items, and pull out your LIGHTER. Now leave.

=======================
West Stairway
=======================

Run back to the Dining Hall 2F.

=======================
Dining Hall 2F
=======================

The double doors at the other side of the room.

=======================
Main Hall
=======================

Back to the Old Hallway.

=======================
Old Hallway
=======================

Quick! The door to Richard's Little Hallway!

=======================
Richard's Little Hallway
=======================

Run forward.

_Cutscene_

He'll be alright. Don't grab the two GREEN HERBS here, and go through the 
other door here.

=======================
Simple Hall
=======================

One zombie here. Kill him, because if you don't, he'll attack you in the next 
room. Take the door at the end of the hallway.

=======================
Small Dining Room
=======================

Run to the other side of the table and light the candlestick. Now run back to 
the side of the table you were originally on and grab the HANDGUN MAGAZINE.
Examine the cabinet in the southeast corner of this room for the 
SHOTGUN SHELLS.

There's a cabinet against the wall on the side of the table that has chairs. 
Push it away to reveal a hidden passage. There's a zombie in here, and it's 
pretty close, so I'd use the GRENADE LAUNCHER. Examine the china cabinet in 
here for the MUSICAL SCORE.

Now you can leave.

=======================
Simple Hall
=======================

Go back down the hall and take the door on the right.

=======================
Richard's Little Hallway
=======================

Go through the only other door in this room.

=======================
Old Hallway
=======================

Go past the steel doors and go through the next door.

=======================
East Stairway
=======================

Run down the stairs where you'll find a note on the wall.

"I left you some bullets in the room on the right. Feel free to use 'em if you 
manage to get yourself in trouble."     -Barry-

Well, let's check out those bullets!

=======================
East Save Room
=======================

YES! There's 2 FIRST AID SPRAYs, 2 HANDGUN MAGAZINEs, and INCENDIARY SHELLS. 
This is a good time to save and get ready to find the two remaining 
DEATH MASKS.

CHEAT: Grenade Launcher Glitch
Because of the fact that it is a glitch that the game does not record and is 
extremely helpful in the game, the rest of this walkthrough will be written as 
if you have used this "cheat". If you choose not to, be sure to burn the 
bodies of zombies with the FUEL CANTEEN and LIGHTER. We'll be picking up the 
shotgun soon anyway, but it is recommended this glitch be used to your 
advantage. Here's how to do it:
1. Put the GRENADE LAUNCHER in your upper left item slot.
2. Put the INCENDIARY SHELLS in upper right item slot.
3. Open Status Screen
4. Equip GRENADE LAUNCHER
5. Open Item Box
6. Highlight INCENDIARY SHELLS with cursor
7. Press A twice
8. Highlight INCENDIARY SHELLS in Item Box
9. Press A twice
Now you have over 200 INCENDIARY SHELLS loaded in your GRENADE LAUNCHER.
You don't have to do it with INCENDIARY SHELLS, but with these you don't have 
to carry around a FUEL CANTEEN and LIGHTER, because it burns their bodies 
enough just by shooting them.

NOTE: This cheat doesn't work in the PAL version of this game.

Assemble your inventory like this:
ARMOR KEY

Now leave.

=======================
East Stairway
=======================

Run up the stairs and go left. Take the first door you see.

=======================
Deer Head Room
=======================

There's a GREEN HERB and RED HERB here.
Take the door next to the two pictures on the wall.

=======================
Tiny Bedroom
=======================

Take the green FIRST AID BOX here, and take the FIRST AID SPRAY out of it.
There's a GREEN HERB on the other side of the bed. There's also an INK RIBBON 
on the piece of furntiture beside the dresser with a candle on it. Leave.

=======================
Deer Head Room
=======================

Use the LOCKPICK on the door across from you and enter.


=======================
Insect Room
=======================

_Cutscene_

-----Fishing Puzzle-----
Run to the frame on the other side of the room and grab a FISHHOOK.
Then grab the FISHING LURE off of the frame to the right of the lab coat.
Combine them to make the LURE OF A BEE.
Now grab the BEE SPECIMEN off of the frame to the left of the door.
Put the LURE OF A BEE where the BEE SPECIMEN was.
Then put the BEE SPECIMEN in the frame to the right of the lab coat.
Then push the switch underneath.

The frame will rise, revealing the WIND CREST. Take it and leave before the 
bee stings you to death.

=======================
Deer Head Room
=======================

Go out the door that leads back to the East Stairway.

=======================
East Stairway
=======================

Go downstairs and into the save room.

=======================
East Save Room
=======================

Save if you want, then get out:
GRENADE LAUNCHER
ARMOR KEY
MUSICAL SCORE

Now leave.

=======================
East Stairway
=======================

Go up the stairs, go right, take the door at the end.

=======================
Old Hallway
=======================

Take the door at the other end of the hallway.

=======================
Main Hall
=======================

Go down the stairs and to the Dining Hall.

=======================
Dining Hall
=======================

Run on the side of the table with the typewriter and pick up the BLUE GEMSTONE.
Take the EMBLEM from above the fireplace. Go through the only other door in 
this room.

=======================
Kenneth Hall
=======================

There's a zombie on your right. Kill him, then take the door on your left.

=======================
Dark Corridor
=======================

There may be a few zombies here, kill them then go in the door in the 
"mini-hallway" we saw before.

=======================
Tiger Room
=======================

Small room.
Put the BLUE GEMSTONE in the tiger's eye to get SHOTGUN SHELLS.

=======================
Dark Corridor
=======================

Go back down the hall and through the door to Kenneth Hallway.

=======================
Kenneth Hallway
=======================

Take the next door on your left.

=======================
Piano Room
=======================

Grab the sparkly toward the back of the room. It's an INK RIBBON. Now run 
through the small corridor on the left of the piano. Push the obviously 
out-of-place bookshelf out of the way and grab the other MUSICAL SCORE. 
Combine the MUSICAL SCOREs to get, well, the MUSICAL SCORE. Now run over to 
the piano and play it.

_Cutscene_

How beautiful.:-\
Go through the secret passage and pick up TREVOR's DIARY. Then take the 
GOLD EMBLEM and replace it with the EMBLEM. Makes you feel just like Indiana 
Jones, eh? Except you're gonna get a clean getaway, rather than getting 
almost run over by a boulder, which you'll get a chance to try later in the 
game.
Leave the room.

=======================
Kenneth Hallway
=======================

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