Biohazard: The Directors Cut

Biohazard: The Directors Cut

10.10.2008 18:36:36
~B
Resident Evil: Director's Cut Walkthrough


Resident Evil is clearly two adventures in one game. This guide will concentrate
on the more difficult mission of Chris Redfield. His journey is filled with more
monsters, less weapons, and, most importantly, two less inventory slots than his
counterpart Jill Valentine's journey. Although there are differences in the
sequence of events that surround Jill's and Chris's adventures and the
characters that are involved, the key items are located in the same places and
the puzzles are identical. If you can master the game as Chris, the adventure
with Jill will seem unbelievably easy.

The Basics The key to both of the Resident Evil adventures is to conserve ammo,
ration the Ink Ribbons, and to manage your inventory through the use of Storage
Boxes. There is nothing worse in this game than being ready to pick up a crucial
item and then having no room to carry it. This walk-through guide will provide
some references to what items you should be carrying when, and how many
inventory slots you should leave available to complete the events that follow.

* A note on Rebecca - like Barry in Jill's adventure, Rebecca assists Chris
during his mission. Rebecca's role in the game is determined by how you interact
with her. When you first met Rebecca she will ask to go with you. If you say
'No' you will trigger a sequence of events that this guide has outlined. If you
say 'Yes'. She plays a larger role in the mission. First, when Chris takes on
the Snake and becomes poisoned, you will be required to control Rebecca as she
retrieves the Serum. Second, you will again take control of Rebecca when facing
off with Plant 42. Rebecca must get into the Chemical Storeroom (78) and mix the
V-Jolt to put on the plant's roots (loots).

Welcome to the World of Survival Horror!

The Mansion - Your main objective is to collect the four Crests that are hidden
throughout the confines of the mansion. To obtain the last crest you have to
conquer a nasty and giant snake.

Go through Dining Room to hallway and see zombie (1). Run back out to Main
Entrance and pick up Jill's Beretta. Get Ink Ribbon from typewriter. Go back
through Dining Room and get 2 Clips from dead body (Kenneth) (1). Go back to
Main Entrance. Go to Blue double door (2) and move stairs to get 1st Floor Map,
move chest and get Ink Ribbon in small room. Beware of Zombie. Go to the Main
Entrance and go up stairs and to the right at the first tier, go to door at the
far end (above blue door) get Small Key. Down hall to examine Forest on the
terrace and get Clip. Quickly leave to avoid Crows. (3) Move back out to
opposite side of upper level (above Dining Room). Kill Zombies and push statue
over the edge. Get Blue Jewel from Statue rubble in Dining Room below. Go back
up to above Dining Room and through the far door on the opposite side of where
you entered. (4) 3 Zombies must be taken out and then go down stairs. The
Zombies are easily avoided by running here so conserve ammo. Go to first room
behind stairs and meet Rebecca (5). Get Sword Key on bed. Store Knife, Small
Key. Get Clips. Save. Leave without Rebecca and continue to end of hall and
through door avoiding Zombies. (6) Immediately turn to the right (Chris's left)
and run to end of hallway. Make sure you have at least 30 rounds and shoot away
at oncoming Zombies. Next go to small Tiger Room (7) in short hallway and use
Blue Jewel to get Wind Crest. Go across to small bedroom to get Clip, examine
desk and kill surprise Zombie. Get Keeper's Diary-Shells, leave if you only have
one slot remaining. Go through door at the end of the hall and proceed to left
(up) and enter Piano Bar Room (8) (next to double doors.) Move around piano and
push case away from bookshelf. Get Music Notes and use them at piano. Rebecca
shows up to practice, let her do that - go to Dining Room Get EMBLEM from above
fireplace in Dining Room, go save in main hall and return to Bar Room (8) where
secret door should open *You should have at least one open inventory slot.* Go
into Secret Room (9) and take Gold Emblem. Replace it with Emblem. Go to Dining
Room and place Gold Emblem above fireplace and get Shield Key from behind clock.
Go to Main entrance and through the Double blue doors (2). Go to door on other
side and unlock it. Sword Key should now be discarded. (10) Go through door and
run like the dickens to avoid Dogs and reach doorway. Go back to Dog Hallway
(10) and take out dogs. Move chest and get Clip. Back to Winding Hall (11). Get
Green Herb and unlock door next to where you came in but do not enter. Proceed
down hallway go into door at corner turn (Bathroom). Drain tub and get Small
Key. Leave. Move to the end of the long, winding hallway and through the double
doors (12). Get ready for two Zombies. Go to the end of the hallway and to the
door on the left to enter Crow Gallery (13). (13) Inspect the pictures and hit
the switches in order from youngest to oldest. Newborn, Infant, Lively Boy,
Young Man, Tired Middle-Aged Man, Bold-Looking Old Man, and then Picture at End.
Get Star Crest. Leave. Go through Gray Door in middle of hall and get ready to
fire at a Zombie. Get Green Herb. Go into Storeroom (14). Get other Crest if
necessary and save. Go out to Back Hall (12). At the end of the hall there is a
small hall on the right that leads to Outside Passage (15). Get ready for a Dog.
Place Wind and Star Crests at end of passage. You now should get the Chemicals
in Storeroom (14) and proceed to area where the Tiger Room (7) is located. At
the very end of the L-shaped hallway is the Green House (16). Use Chemicals in
pump to kill off plant. Go to the area behind the plant to get the Armor Key.
Use Herb if required. ***Remember this room if you are hurtin'.*** Leave to
Green House and go through the next door with three zombies (maybe). Go to the
door immediately on the right (17). Get Broken Shotgun, Clip, and use Small Key
to unlock desk to get Shells. *You may have to do inventory adjustment in
Rebecca Room (5).* Now proceed back to the Winding Hallway (11). Enter the room
that is opposite the double doors and go through to Living Room (18) **You
should have Broken Shotgun and one available inventory slot.** Replace Shotgun
with Broken Shotgun. You are now a killing machine! Proceed to Main Entrance and
enter door next to blue double doors (19). There is a Zombie inside just around
the corner. Get Shells using Small Key on desk. Proceed down hallway to Mirror
Room (20). Zombie is slow so avoid him if you can. Get Ink Ribbon and Herb if
necessary. Make your way upstairs. Go to the right at the first tier and into
first door at the top. Get ready for 2 Zombies in U-Shaped Hall (21). Go into
double green doors to enter Armor Room (22). Carefully move statues over the
circle grates on the floor. Hit switch to open the show case. Get the Sun Crest.
Go to end of U-Shaped Hall and into Small Library (23) and get Botany Book to
file. Out opposite door. Get ready for two zombies and one waiting at far end of
hallway. Go into door in the middle of the hallway to enter Antler Room (24) and
have Shotgun ready for Zombie. Go to Small Office on your left (top). Examine
insect display and hit switch to drain aquarium. Push aquarium to the right and
then move cabinet toward it. Get Shells. Get Researcher's Will on the desk. Go
to Bedroom on opposite end of Antler Room. The Lighter is found here. Take it.
There are also Shells and Red Herb. Leave. Move to end of hall and into Blue
door. Use the Lighter on fireplace to reveal Map of 2nd floor. Leave and go down
the stairs to the Storeroom (14). Load up on Shells and make sure your life is
replenished. Make your way back upstairs to the U-Shaped hallway and into door
that you haven't entered which will lead to Attic (25). (Make sure to have the
lighter). Move down the hallway and examine Richard - get Clip. Now go through
next door and get ready for a Zombie. Move upstairs and unlock door. Shield Key
should be discarded. DO NOT enter. Back down stairs and down narrow hallway. In
this Rumpus Room (26) use the Lighter on the candles to reveal secret room
behind case. Move case and get Shells in small room. Clip is also found in main
room. Now proceed back to short staircase and enter unlocked door. By exploring
you will encounter the Snake so let him have it (See Strategy). Blast away and
it will retreat. Examine the hole where it came and went to get final Moon
Crest. Shells are also in Attic. Proceed out - you will soon collapse from
poisoning and awake in the Rebecca Room (5). Strategy - The snake is not that
difficult of a foe if you have enough Shells and Herbs. When the Snake comes out
there should be a pole that will be somewhat of a barrier between you and it.
Run around the pole to keep your distance andpump him full of lead. Monitor your
health and use a few Herbs as necessary. Get two remaining Crests and move to
Outside Passage (15) and place in final spots. You should store everything but
guns and ammo now.

Courtyard & Guard House - The main objective is to destroy Plant 42 and to
acquire the Helmet Key.

Go through the now open door and push stairs to shelf. Climb up and get Square
Crank (27). There's a Small Key on one of the barrels. Move through double doors
and be ready for three dogs. There is a Map of Garden on the wall next to
useless elevator (28). Go through gate at other end of Courtyard (29). Move
around pool and use crank on square hole (30). Water will drain and reveal
passage. Go across passage and run like crazy for the elevator or the snakes
will poison you. Ride down the elevator and prepare for Dogs. Move through gates
and look out for three more Dogs. Proceed to Guard House (31). Push Statue down
the hall and cover hole. Save Room (32) is first door on right. Store the Square
Crank. Go into door across from Save Room and look out for 2 Zombies (33). Go
into first door and drain the tub. Get Control Room Key from tub. Explore the
bedroom to get Red Book, Small Key, and Shells. Store Red Book and then go to
door in area where you moved statue. Move down hallway and go into first door
you come to (34). Move down passage to the left by the wasps' nest and grab
Dormitory Key 002. Run and leave room. Continue down hall to Room 002. Discard
Key 002. There is Herb hidden behind Statue. Enter Room 002 (35). Inside the
first door(bathroom) will be a Zombie and a Clip. Leave clip. You will be back.
Proceed back into other room and get Dorm Map, Plant 42 Report, Leave Shells.
Push cabinets to reveal ladder down. Go down to Lower Passage (36). Push the
three boxes into water to create a walkway. The first box will have to be pushed
backwards, at first, to get it away from the wall. Go through double doors at
the end. Run, Run, Run! Look out for the big fish! Move around to other side of
room and into Control Room (37). Discard Control Room Key. Flip the Lever to
drain rooms. Hit button next to door to open Weapon Storeroom (38) next door. Go
to room next door. Get the dormitory Key 003. Two Clips and Two boxes of Shells
are here, but be sure to save one slot for a Small Key that is found in corner
of room directly across from the one you are in. Go get the Small Key in Root
Room (39). Load up on all that you can carry and head back up the ladder. Take a
look at the sharks doin' the ol' crappie flop. Be sure to collect ammo that you
left in Room 002. Move back to Main Guard House Hall and enter Rec. Room (40)
through red doors. Have plenty of Shotgun Shells to take on the two Giant
Spiders. You will most likely be poisoned and there is Blue Herb near the
entrance to the Guard House. Get Ink Ribbon, Clip, and take a look a the pool
table. Get Red Book from Save Room (32) and stock up the ammo for a big fight.
(It may be wise to save now if you haven't for a while.) Navigate back to the
Room with the Wasps' Hive and enter Door 003 (41). Discard Key 003. Enter
bathroom and kill Zombie. Get Clip from the floor. Move back into bedroom. Get
Ink Ribbon from desk using Small Key. Go to book case and replace V-Jolt Report
with Red Book. The other cabinet will move to reveal a door. Go in the door and
be prepared to meet Plant 42 (42)(See Strategy). Give that big jelly fish plant
all you've got. Then get Helmet Key from fireplace. Strategy - With some Herb
and guns in hand, stay to the sides and run to avoid the falling acid. A trail
of white will tip you off before it drops. You'll probably only get one or two
shots off before you'll have to move. Keep this up until plant crumbles into
purple ball on the floor. Move out and encounter Wesker, load up the ammo and
head back to the mansion.

Return to the Mansion - Here you must acquire the powerful Colt Python gun and
finish off the pesky snake.

Once you enter the mansion you'll be introduced to the Hunters. Take the first
one out and enter first door on the right using Helmet Key. (43) Go to the desk
and turn on the light using switch. Get the Magnum Rounds on the Desk, Leave the
Doom Book for later if you don't have the space. Go to Gray Door that leads to
the Storeroom (14). Look out for the Hunter. Read the note behind the stairwell
and enter Storeroom. Store the Magnum Rounds. Proceed back to hallway where
first Hunter was encountered and go through double doors to the Winding Hallway
(11). Slowly move down the hallway and you'll encounter another Hunter. Take 'em
down! Continue to end of hallway and through wooden door. The Dog Hallway (10)
now has two spiders in it but they can be avoided by running the entire hall.
Make your way to the Main Entrance and go upstairs. Once upstairs, go to the
room above the Dining Room where you'll be greeted by a couple of Hunters. To
conserve ammo take out the first one you see quickly and run that direction to
avoid the other. Proceed to the far door and get ready for more of the same.
After disposing of the tough Hunters, move around staircase and enter first door
on the Trophy Room on the left (44). Pick up Orders and Shells, leave the Magnum
Rounds if it is the last slot. Hit switch next to door and look at the head
above the fireplace. Push the stair in front and climb to get Red Jewel. Leave.
Head down the stairs and lend Rebecca a helping gun. Go to Rebecca Room (5) and
save with Ink Ribbon. Go to the end of the hall and toward the Tiger Statue Room
(7). Two Nasty Hunters await you in this hall. Use the Red Jewel at the Tiger
Room to get Colt Python. (Remember that there may be Health Herb in the
Greenhouse (16). Move back the way you came and make your way back to the
Storeroom (14) Grab the Colt and head upstairs. You should see a Hunter in the
hallway. Let 'im have it. Proceed to the end of the long hallway and into room
with fireplace. Two Zombies should be there. Save Ammo and go to next door.
Unlock the door. The Helmet Key is now useless. GET READY! The Snake Room (45)
is activated by touching the piano in the corner. Once you have taken care of
the Snake (see strategy), make sure you have the Shotgun before you drop into
the hole. Strategy - It will take numerous rounds to kill this nasty reptile, so
have plenty of health and ammo. The room is large and open so you have plenty of
room to maneuver. Just like the previous battle the snake will raise its head
before the big strike. Aiming down is a very effective tactic when the snake is
close.

Beneath the Mansion and to the Secret Library - Here you must acquire a couple
of items that are key in solving the mysteries surrounding this evil abode.

Once you're down move to the gravestone and hit the switch to activate trap
door. Go down the ladder. There will be 2 Zombies in this area, the first is
around the corner guarding a box of Shells. Get the Shells and proceed to the
far door. Two Zombies are feasting on another and behind them are 2 Green Herbs.
Move toward them and don't attack until they stand. (Take them on only if you're
in dire need of health.) Move down to door that will take you into Kitchen (46 -
not shown). In the Kitchen you'll find a Small Key on the counter. There's a
dying Zombie lying near an elevator to the right of where you entered. It is
probably the best to let him grab your ankle if you've got health to spare. The
head stomp will save many rounds. Proceed up the Elevator (47). When you get to
the top a Zombie will be right there. Take him out and proceed in that direction
if you're low on ammo. Go into Closet (48) that is directly ahead. Two boxes of
Shells and a Battery are here. Leave the Battery, but remember to save a slot
for it. Leave closet and quickly run back toward Elevator (47) and look for a
Zombie at the end of the hall directly ahead. There's also Green Herb it a small
nook. Go into Blue double doors and get ready to shoot. (49) Once you've taken
care of the first Zombie there is a desk in the corner to the right. Use the
Small Key and get the Magnum Rounds. Move to door in opposite corner and beware
of the Zombie that's behind the bookcases. You'll find a Scrapbook to file. Move
through door and move straight ahead. (50) Moving straight ahead will run you
into a statue. Push it just enough to get around it and then go to statue with
Red Switch. Hit the Switch and it will light a small area. Push the statue over
to lit area and Secret Office will open. Get the MO Disk. Leave. Move to the
other side of the room and push bookcase to the top of the screen, (away from
blue doors.) Enter the Secret Observatory (51) and get Ink Ribbon and Clip if
you have the space. Look out window. Return to Closet to get Battery. If you
need the health and have some ammo to spare, continue down hall past the Closet.
There's a Zombie right next to the closet door and another when you continue
into the next door where there is also Green and Blue Herb (52). There are also
2 Zombies feeding down at the end of the passage and a door that cannot be
unlocked. Move back to Elevator (47) and return down to Kitchen. Move to door
and stairwell at the opposite end of the Kitchen. You'll be presented with a
cut-scene and fresh Zombie to kill. Move to F1 via stairs. Move around elevator
and unlock double doors. You'll enter a familiar hallway and be greeted by two
Hunters. Take 'em on if you dare or get out quick! Proceed to back Storeroom
(14). In the Storeroom consolidate inventory and be sure to have the Doom Book 1
stored. Take Square Crank, Battery, and any guns with Bullets. Proceed to
Outside Passage (15). In the Outside Passage there is a Hunter in the middle of
your path. If you're bold, take him out. With some quick movements it can be
avoided. Move through the Courtyard and across waterpath, past snakes, down
elevator to Lower Courtyard. Use Battery (53) on other elevator (XX) and go up.
Move back to large pool and Square Crank panel. Use the Square Crank to stop the
water. It may be a good idea to go back and store the Crank because you'll no
longer need it. Move back down to Lower Courtyard and down ladder that was
behind Waterfall (54). You should have Shotgun and other loaded guns. An Ink
Ribbon would be useful, but only if it has one use left.

Below the Courtyard - The plot thickens as some of the story unfolds. The Hex
Crank and Doom Book 2 are to be found, but only if you can avoid some nasty
Hunters and an enormous Spider.

A Typewriter is directly ahead and around corner. Save if you have less than two
slots open. Otherwise go into door directly at the bottom of the ladder. (55)
There is a Flame-thrower on the wall. (We left it alone, but it can be useful.)
Proceed to the left and through the door. (56) In this large room there is F-Aid
Spray and a box of Shells on the far side. Get those and move toward passage to
Enricho Door (57). Go to the end of the hall and see Enricho cut-scene (58).
What did he mean by double-crosser? Enricho has a Clip but save room if it will
fill last slot. Move back out and you'll immediately be attacked by two Hunters.
Take these two down! There is a Hex Crank ahead. Use F-Aid Spray if necessary.
Move out and be ready for two more Hunters in this next area. Move out either
door and yet another Hunter awaits. Replace Flame-thrower (if necessary) and
exit area. Move down to area next to type-writer. Use Hex Crank on panel and
move through door. Make sure to have one open slot. (59) Get Flame-thrower and
run down to trigger rock. Duck out at entrance. Now move to area where rock
rolled and look for a Hunter there. It is possible to get more Flame-thrower
Fuel at the opposite end of passage, but it also triggers another Hunter.
Proceed through double doors to Giant Spider (60). Talk about a web of death!
Dispose of this fuzzy foe (see strategy). Leave and re-enter to dispose of Small
Spiders. Use Flame-thrower or Combat Knife on Web Door. You are most likely
poisoned, so go out to the Saveroom (61) to the left. Strategy - Run around
Spider avoiding his head. It shoots a pattern of three poisonous blasts, so be
careful. Use small blasts to kill him. One shot, run, one shot, run,...... Four
or five rounds with the Colt should do the trick.

The Umbrella Lab - This is where it all comes together. You must access the
secret Umbrella Lab, disable electronic locks through a computer, and acquire
the key that may put an end to the mystery.

In the Save Room(61) there is Blue Herb, F-Aid Spray, and Ink Ribbon. Use the
Blue Herb first if you're poisoned and then the F-Aid Spray. Save and take Hex
Crank and Flame-thrower with you. Move out and to opposite end of hall, you'll
need to run because a bunch of snakes drop from the ceiling. Replace
Flame-thrower to open door and go. Move to the left (up) and to passage (62).
Use Hex Crank three times (x3) on crank panel to access Doom Room (63). Run down
and trigger boulder and duck into small passage. There is a Map and MO Disk in
the area where the boulder was. Move into Doom Room (63) and move Statue down
wall to line up with highlighted area. Use Hex Crank two times (x2) on panel to
move statue away from wall. Push statue to highlighted trigger and grab Doom
Book 2. Return to Store Room (61) and stash Crank and pick up Doom Book 1. Have
at least three slots. Proceed back to other end of passage and through door.
Move to the left (down) and go up elevator (64) to Fountain Area (65). Check
both of the Doom Books through the inventory menu. Turn the books and use the
action button to inspect all sides. The books will eventually open to reveal an
Eagle and a Wolf Medal. Use them on the appropriate ends of the Fountain to
reveal stairs. Before you go down acquire the Blue and Green Herbs. Mix
Green-Blue if necessary. Go down Fountain Passage via stairs and elevator. Once
down, move around corner and down ladder. There will be a Storage Box here so
grab the pistol, and any other useful weapons with ammo. Proceed through door
and be ready for 3 Zombies. If You have limited ammo run directly around to
stairs and down. Otherwise take them out and get MO Disk from Desk in nook next
to double doors. There's also Green Herb in this passage. Go directly through
double door at the bottom of the stairs and then through the first door after
that (66). Hit Red Switch to turn on lights. Get Researcher's Letter, read to
get Login and Passwords. Push bookshelf away and use blue switch to decipher
code words on painting. Clip is in box next to sink. Green Herb is also here.
Login: JOHN Password: ADA B2 Password: MOLE. Leave. Move back out double doors
and run straight ahead to door and into Small Lab (67). Use Computer and
Passwords to unlock B2 and B3 Doors. Get Slides from floor. Move out and back up
stairs. At the top of the stairs move straight ahead to double doors. Enter
Conference Room. Use Slides on Projector, acquire Security System File from
shelf near door, and open panel and hit switch to activate secret compartment.
Get the Lab Key. Return down. Run to door at opposite corner of stairs. Avoid or
take on the slow but deadly naked Zombies. Use Lab Key on Lab Door(68) that is
marked with red symbol. Lab Key is now discarded. A Zombie will be directly
ahead. There is also one around each corner. Go directly ahead to Save/Storeroom
(69). There is an Ink Ribbon, Magnum Rounds, and Herb in this room. Save and
take Shotgun and Magnum and One (1) MO Disk with you. Leave and go to Operating
Room (70). Get Shells and Red Herb. Move boxes over grates and stairs to get to
air duct. Go through and enter the Morgue (71). Use MO disk to get Passcode 2,
get Magnum Rounds from shelf. Exit and be ready to blast if you haven't killed
all the Zombies. Go back to save room(69) and load up on herbs for next mission.

The Power Maze and The Final Conflict? - The objective here is to navigate the
twisting Lab Power Center to activate the circuit that power the main elevator.
This also the time where you locate Jill and finally discover the truth about
Umbrella's deadly plans.

Bring MO Disk/Health(s). Review the area map and look for the doors. Run to
terminal in corner opposite the door to activate power panel (72). Go to far
door to enter next maze. Get Pass Code 03 from terminal (73) that is straight
ahead. Run through avoiding the ceiling hunters to main Generator Room (74).
Activate the terminal on the left side.(There is also a triggering system on the
other side of the room) Run out. Now with MO Disk and some weaponry, head back
toward the stairs and go through double doors and through door midway down the
passage (75). 4 Zombies await. It is possible to get more than one Zombie with
the Shotgun at close range, (three is our record.) Get Fax File from wall and
use MO Disk on output machine to get Pass Code 1. Leave and go to end of hall.
Use passcode machine to enter codes and proceed to cell to be reunited with Jill
(76). The door is locked so return toward Save/Storeroom (69) and move to Tyrant
Elevator (77) that is at the end of the hall. Rebecca should join you. *You
should have at least six rounds of Magnum/ Shotgun or at least 15 or more
Berretta.* Go up and encounter Wesker's evil plan and he'll introduce you to the
Tyrant. Take him on (See Strategy) and then use the computer terminal to unlock
the door. Go out and down elevator. Strategy - The Tyrant is really very easy.
You can lead him around the room and keep your distance by running. Fire one or
two shots at a time and Keep Your Distance. The Tyrant will soon topple over.

Is There No End! - The place is going to blow so you'll have to be quick. You
must get Jill out of her cell and move out of the Lab and to the Heliport. Your
ride awaits. A special friend will also make an appearance!

Now make your way back to Jill's cell and free her (76). Look out for the
Ceiling Hunters! Move upstairs and Zombies are everywhere! Run past those slow
guys and to the ladder. Make sure to have at least one open slot. Go up ladder
and through Emergency Door that is right next to you. Go down the passage and
get the Battery. Use it on the elevator. Up. Get flare from box right next to
elevator. Use it in middle of Heliport. Await the return of Tyrant. Avoid him
until Brad drops Rocket Launcher (See Strategy). KaBoom!! Strategy - The best
strategy to defeat the final conflict with Tyrant is to be fleet of foot. After
lighting the flare the Tyrant will soon appear. His common attack will be
running at you and then giving a sweep with his giant claw. Gain some distance
and stand stationary. The Tyrant will charge you and begin to sweep and then you
must move to either side of the attack. If you start running too early or late
you will see red. Continue this pattern until Brad drops the Rocket Launcher
with less than 30 seconds remaining. One shot from this beauty and the Tyrant is
meat.

Fine'


Endings and Secrets

A number of ending sequences can be viewed in Resident Evil. The best ending
would be to get Chris, Rebecca and Jill to be shuttled away in the helicopter.
(Jill, Chris, and Barry in Jill's quest) Another ending would involve leaving
Jill (or Chris) in the cell to blow up with the rest of the mansion. You can
also get an ending where just one player escapes.

The time required to complete the game will activate special items that you can
use in your next quest. Beating the game with the best ending, (three in the
helicopter), will give you a Special Key. This Special Key can unlock the door
in the Mirror Room that will allow you to change your character's costume.
Beating the game in under 3 hours will give you a true treat. For being so quick
you will receive the Rocket Launcher with unlimited ammo!

 
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