Tuesday, 17 February 2015
Resident Evil HD Remaster - Every Nook And Cranny Guide
This is a complete guide to every pick-up in the HD Remaster of Resident Evil. It is designed to help you achieve 100% completion of all maps in order to unlock the Every Nook And Cranny Trophy/Achievement. We have listed each area in as logical an order as possible, including all items, maps and files that you will encounter on the way. For detailed descriptions of locations, see our Map and File Walkthroughs.
Our guide was compiled on Very Easy as this is the mode which provides maximum pick-up opportunities. If you are playing on a higher difficulty, you will find that your map will turn green to show completion sooner. However, if an area is still red, it is worth cross-referencing with our list as it is likely that you have missed a well-hidden item, map or file.
Enemies do not count towards 100% completion, so you do not have to kill everything on the way. Also, you are not obliged to use up planters of herbs or drums of Kerosene. We have included these items in brackets for your reference.
If you have successfully cleared all areas the Every Nook And Cranny trophy will pop up when you exit the elevator on to the Heliport. The Signal Rockets and possible Rocket Launcher are therefore not required for the trophy, but are obviously important to complete the game.
Dining Room
Ink Ribbon
Emblem
Blue Gemstone - push the statue down from the Upper Dining Room. Note, when you come back from the Residence, you may find that the statue is already smashed on the ground, whether you pushed it or not.
Shield Key - you will get this after completing the clock puzzle
Kenneth Corridor
Kenneth's Film - File
Hall
Jill's Gun - only as Chris
Woman Drawing Water Room
Mansion 1F Map
Dagger - in alcove
Crow Corridor With Birdcage
Green Herb x2
Handgun Magazine
Mirror Corridor
Green Herb x2
Handgun Magazine
Golden Arrow - Arrow Head
Trap Corridor
Armor Key
Upper Dining Room
Dagger
Graveyard
Shotgun Shells
Crypt
Book Of Curses - Sword Key
Book Of Curses - File
Shotgun Shells - after you use the 4 masks
Stone & Metal Object - after you use the 4 masks and kill the Crimson Head
U-Shaped Corridor
Wooden Mount
Study With Gramophone
Dog Whistle
Crumpled Memo - File
Botany Book - File
Handgun Magazine
Lighter - only as Jill
Barry's Save Room Lower Corridor
Green Herb
Barry's Save Room
Fuel Canteen
Handgun Magazine
Handgun Magazine x2 - once there is a note on the wall outside from Barry/Wesker
First Aid Spray x2 - once there is a note on the wall outside from Barry/Wesker
Shotgun Shells - once there is a note on the wall outside from Wesker - only as Chris
Flame Shells - once there is a note on the wall outside from Barry - only as Jill
Old Key - only as Chris
Body Disposal - File - only as Chris
(Kerosene)
Fireplace Room
Mansion 2F Map
Green Herb x2
Red Herb
Dog Yard
Dog Collar - Coin - Imitation Key
(Green Herb Planter)
Dog Corridor
Dagger - push chest
Handgun Magazine - push chest
Bathroom Off Close Up Corridor
Dagger - only as Jill
Old Key - only as Chris
Outer Yard
Chemical To Use On Plants
Green Herb x2
Red Herb x3
(Kerosene)
Shotgun Room
Shotgun
Dagger
Ink Ribbon
Rebecca's Save Room
Body Disposal - File - only as Jill
Serum - only available after triggering Richard's cutscene
Kitchen
Dagger - only as Jill
Old Key - only as Chris
Piano Room
Missing Music - push shelf
Ink Ribbon
Gold Crest - in hidden alcove after playing music
Trevor's Diary Part 1 - File - in hidden alcove after playing music
Forest's Veranda
Handgun Magazine
Green Herb x2
Dagger - on bench
Grenade Launcher - only as Jill
Richard's Corridor
Green Herb x2
Knights Puzzle Room
Jewelry Box - Mask Without Eyes, Nose Or Mouth
Stag Head Room
Green Herb
Red Herb
Fishtank Room
Researcher's Will - File
Fish Hook
Lure Of A Bee
Bee Specimen
Wind Crest - after solving the Lure puzzle
Bedroom
First Aid Box
Ink Ribbon
Green Herb - on dark side of bed in line with candle
Old Key - only as Chris
Crow Puzzle Room
Mask Without Mouth - outside after solving the puzzle
Rattling Window Corridor
Dagger
Battery Pack - only as Jill
Grenade - only as Chris
Greenhouse
Green Herb x5 - only if you don't accidentally kill them with the Chemical To Use On Plants
Mask Without Eyes
Tiger Room
Shotgun Shells - if you use the Blue Gemstone
MO Disk - if you use the Yellow Gemstone
Bedroom With Rattling Wardrobe
Handgun Magazine
Keeper's Diary - File
Battery Pack - only as Jill
Old Key - only as Chris
Candelabra Room
Shotgun Shells
Musical Score - combine with Missing Music to get Moonlight Sonata
Broken Shotgun Room
Broken Shotgun
Ink Ribbon
Battery Pack - only as Jill
Grenade - only as Chris
(Kerosene)
Yawn's Attic
Shotgun Shells
Mask Without Nose
Shed
Shotgun Shells
First Aid Spray
Battery Pack - only as Jill
Grenade - only as Chris
First Aid Spray x2 - after returning from the Residence
Shotgun Shells - only as Chris - after returning from the Residence
Acid Shells - only as Jill - after returning from the Residence
Grenade - only as Chris - after returning from the Residence
Crow Graveyard
Sun Crest
Moon Crest
Star Crest
Magnum Revolver
Cabin - Exterior
Green Herb x2
Cabin
Map Of Courtyard
Family Picture & Notes Part 1 - File
Courtyard With Dogs
Green Herb
Blue Herb
Courtyard With Waterfall
Green Herb
(Blue Herb Planter)
Pathway To Residence
Red Herb
Residence Corridor
Blue Herb x3
Residence Save Room
First Aid Spray
Ink Ribbon
Battery Pack - only as Jill
Grenade - only as Chris
(Kerosene)
Pool/Spider Room
Green Herb x2
Shotgun Shells
First Aid Box
Red Book - Unprinted Book
Bee Corridor
Residence Map
Room 002
Plant 42 Report - File
Key For Room 001 - in bathroom
Room 001
Self Defense Gun
Suicide Note - File
Handgun Magazine x2
Control Room Key - in bathroom
Underground Passage
Green Herb
Aqua Ring
Assault Shotgun - only as Chris if you save Richard with the Serum
Gallery Key
Control Room
Aqua Ring Map
First Aid Box
Exit Passageway
Magnum Rounds
Dynamite Storeroom
Grenade Shells - only as Jill
Shotgun Shells x2 - only as Chris
Gallery
Handgun Magazine
Insecticide Spray
Red Herb x2
Key For Room 003
Chemical Room
Empty Bottle x4
(UMB No.3)
(UMB No.6)
Room 003
Organic Chemical Lab Experiment - File
Ink Ribbon
Dagger - in bathroom
Plant 42 Room
Helmet Key
Room With Moving Walls
Battery Pack - only as Jill
Grenade - only as Chris
Last Book Vol 1 - Medal Of Eagle
Trevor's Diary Part 2 - File
Spider Corridor
Map Of Mansion B1
Shotgun Shells
B1 Corridor
Red Herb
Blue Herb
Dagger
Handgun Magazine
Elevator Corridor
Red Herb
Green Herb x2
Storeroom Off Elevator Corridor
Battery
Magnum Rounds
Acid Shells - only as Jill
Shotgun Shells - only as Chris
Grenade - only as Chris
Bird Puzzle Room
Mail To Chief Of Security - File
Dagger
Red Gemstone
Yellow Gemstone
Explosive Shells - only as Jill
Shotgun Shells - only as Chris
Art Room
Ink Ribbon
Trevor's Diary Part 3 - File
Mirrored Wall Room
Jewelry Box - combine with Red Gemstone - Brooch - Spencer Family Emblem Key
Green Herb
Dagger
(Blue Herb Planter)
Yawn's Library
Green Herb x2
Last Book Vol 2 - Medal Of Wolf
Spencer Family Room
Metal Object
Shotgun Shells - in drawer
Battery Pack - only as Jill
Slippery Slimey Cave
Blue Herb
Green Herb
Ink Ribbon
First Boulder Corridor
Acid Shells - only as Jill
Shotgun Shells - only as Chris
Elevator Chamber
Handgun Magazine x2
Green Herb
Shaft
Enrico's Corridor
Hexagon Crank
Flamethrower Corridor
Flamethrower - only as Chris
Shotgun Shells
Black Tiger Room
Survival Knife
Corridor Outside Black Tiger Room
Map Of Courtyard B1
Green Herb
Blue Herb x2
Third Boulder Corridor
First Aid Box
Turntable Room
Cylinder - combine with Shaft - Cylinder Shaft
Trash Compactor
Broken Flamethrower - after getting and crushing the box from the Material Transport Room
Handgun Magazine
Lisa's Circular Path
Red Herb
Green Herb
Material Transport Room
Magnum Rounds - climb up boxes
Handgun Magazine - climb up boxes
Battery Pack - only as Jill - climb up boxes
Grenade - only as Chris - climb up boxes
Lisa's Bedroom
Jewelry Box - Stone Ring
Family Picture & Notes Part 2 - File
Dagger
Corridor Above Lisa's Bedroom
Green Herb
Blue Herb
Altar
Family Picture & Notes Part 3 - File
(Barry's Picture & Notes - only as Jill if you choose "no")
(Barry's .44 Magnum - only as Jill if you choose "no")
Laboratory Entrance Save Area
Ink Ribbon
Lab Corridor B2
Green Herb x3
MO Disk
(Kerosene)
Square Corridor
Dagger
Handgun Magazine
Prison Entrance Corridor
First Aid Box
X-Ray Room
X-Ray x2
Researcher's Letter - File
Small Security Room
V-ACT - File
Magnum Rounds
First Aid Box
Battery Pack - only as Jill
Grenade - only as Chris
Visual Data Room
Map Of The Laboratory
Security Protocols - File
First Aid Spray
MO Disk
Shotgun Shells
Power Area Key - in secret area
Fuel Storage Room
(Fuel)
FAX- File
Ink Ribbon
Incendiary Shells - only as Jill
Magnum Rounds - only as Chris
Slide Filter
Operation Room
Shotgun Shells
Battery Pack - only as Jill
Grenade - only as Chris
Lab Lounge
First Aid Spray
Ink Ribbon
Shotgun Shells
Explosive Shells - only as Jill
Magnum Rounds - only as Chris
Power Room 1
Fuel Supply Capsule
Power Room 2
Battery Pack - only as Jill
Grenade - only as Chris
Elevator Corridor
Shotgun Shells x2
Tyrant Room
Observation Note - File
(Master Key - only if you're alone)
Cell
Shotgun Shells
Emergency Passageway
Shotgun Shells
First Aid Box x2
Fuse Unit
Tuesday, 10 February 2015
Resident Evil HD Remaster - Trophy/Achievement Guide
This is a complete guide to all of the trophies/achievements for the Remaster of Resident Evil. The walkthrough was made with the PS3 HD version (released in 2015) but is also compatible with the other HD versions. Many of these trophies unlock corresponding Web Badges and Icons if you are registered on ResidentEvil.net and have data sharing enabled.
This guide is NOT spoiler-free as we reveal all of the hidden trophies, so we recommend that you have played through the whole game at least once before using it.
We hope that our guide is useful to you. Please enjoy!
Platinum Splattin' 'Em! Earn all trophies. PlayStation only trophy.
Like Taking Candy from a Baby Finish the game on Very Easy difficulty or higher.
Not in the Mood to Die Finish the game on Easy difficulty or higher.
Take that, Zombies! Finish the game on Normal difficulty or higher.
Oh, the Horror Finish the game on Hard difficulty.
We're in This Together Finish the game with Jill and Chris. Start and finish both scenarios, playing with both Jill and Chris.
The Survival Horror Finish the game in Real Survival mode. This is unlocked after completing the game a second time (using Once Again...) with either character. In this mode, none of the Item Boxes are connected, which will require careful item management and a good memory/notepad.
Ghost of a Chance Finish the game in Invisible Enemy mode. This is unlocked after completing the game on Normal or Hard with both Jill and Chris or by completing Real Survival. In this mode enemies are not visible until they attack you and you will only see a pool of blood on the floor when zombies die. However, enemies are in the usual places, so a thorough knowledge of the game is invaluable.
Not Just Any Object Obtain the Stone & Metal Object using Chris. Use the 4 Death Masks in the Crypt and get the Stone & Metal Object from the coffin.
Herbicide Defeat Plant 42 using Chris.
Written Word is Dead Obtain the "Last Book Vol. 2" using Chris. After defeating Yawn in the Library, check the pile of books that falls out of the broken case.
An End to a Poor Girl's Misery Defeat Lisa Trevor using Chris. In the Altar, push the 4 stones off. It is also possible with enough firepower (eg Unlimited Rocket Launcher) to knock her off the edge.
You da Man, Chris Finish the game using Chris.
Grave Digger Defeat a Crimson Head prototype1 using Jill. Use the 4 Death Masks in the Crypt and kill the zombie that you find in the coffin.
The Key Master Obtain the Helmet Key using Jill. After defeating Plant 42 in the Residence, pick up the key in the fireplace.
Giant Snake Got Nothin' Defeat Yawn using Jill. Kill Yawn in the Library - this is the second time you meet him.
Where the Magic Happens Break into the laboratory using Jill. Use the Medals of Eagle and Wolf and take the elevator down to the Laboratory.
Alpha Team's Finest Finish the game using Jill.
Get Used To It Die for the first time.
First Kills Are Special Defeat a zombie.
Not Taking Any Chances Burn up a zombie. You will need the Fuel Canteen found in Barry's Save Room, then fill it with Kerosene from one of the containers (there is one where you get the Canteen). When you have killed a zombie, use this in conjunction with the Lighter (standard item with Chris, found in the Study with Jill) to burn up the zombie, preventing it turning into a Crimson Head.
Who's the Hunter Now? Defeat a Hunter. When you return to the Mansion, the place is crawling with these reptilian BOWs.
Bravo, Rebecca Save Chris using Rebecca. After entering Plant 42's room in the Residence, Chris will be accosted by the giant plant and play will switch to Rebecca. Enter the Chemicals Room and mix V-Jolt. Head to the Aqua Ring and use it on Plant 42's roots in the Guard Room.
What a Great Guy Save Jill using Barry. Playing as Jill, take the Shotgun and leave the room without replacing it with the Broken Shotgun. When you leave the room check both doors in the trap area to trigger a cutscene.
Delaying the Inevitable Save Richard with a serum. After meeting a poisoned Richard, head to Rebecca's Save Room to pick up the Serum from the shelf and get it back to him. Note, this is time sensitive, so don't delay.
That Was Nice of You Save Rebecca from a Hunter. When playing as Chris, after using the Spencer Family Emblem Key, you will hear a scream. Chris will wonder if it came from above him, so head up to the Study where you obtained the Dog Whistle. Kill the Hunter in this room as quickly as possible to save Rebecca. Note, this is also time sensitive, so don't delay.
Trust Him Save Barry from Lisa Trevor. As Jill, in the Altar, when faced with a dilemma choose "yes".
Sorry I Made You Wait Save Jill from confinement using Chris. Playing as Chris, obtain 3 MO Disks - Using the Yellow Gemstone in the Tiger Statue, outside the Visual Data Room and in the Visual Data Room. Then use them in the Passcode Machines in the 2nd Power Room, Fuel Storage Room and Operation Room. Once the Self Destruct Mechanism has been activated (or you have the Master Key), pull the levers outside the Prison Area and head down to the Cell. Check the door and free your partner.
Sorry About the Wait Save Chris from confinement using Jill. Playing as Jill, obtain 3 MO Disks - Using the Yellow Gemstone in the Tiger Statue, outside the Visual Data Room and in the Visual Data Room. Then use them in the Passcode Machines in the 2nd Power Room, Fuel Storage Room and Operation Room. Once the Self Destruct Mechanism has been activated (or you have the Master Key), pull the levers outside the Prison Area and head down to the Cell. Check the door and free your partner.
The Nightmare Ends Finish the game saving Rebecca and Jill using Chris. Playing as Chris, rescue Rebecca from the Hunter and save Jill from confinement in one playthrough. See above for details.
I'm a Member of S.T.A.R.S. Finish the game saving Chris and Barry using Jill. Playing as Jill, trust Barry and save Chris from confinement in one playthrough. See above for details.
Every Man for Himself Finish the game without saving anyone using Chris. In one playthrough as Chris, don't get the Serum for Richard, don't save Rebecca when she screams and leave Jill in her Cell.
Every Woman for Herself Finish the game without saving anyone using Jill. In one playthrough as Jill, don't get the Serum for Richard, don't trust Barry and leave Chris in his Cell.
Seeing Red Defeat a Crimson Head. Crimson Heads are resurrected zombies, faster and more powerful than normal, they are easily spotted by their bright red skin. You are more likely to encounter them if you don't burn zombie corpses.
Not Waiting to Exhale Survive your first encounter with Yawn. In the Attic, chase off or avoid the giant snake to obtain the Death Mask.
Deep Sixed Defeat mother Neptune. At the bottom of the Aqua Ring, after draining the water, attempt to grab the key and the shark will attack. Push the control panel into the water and pull the lever to fry the shark.
Spider Sense Defeat Black Tiger. In the Slippery Slimey Caves, kill the giant spider in the room with the web-covered door.
Don't Stop Running Finish the game in three hours. See our Jill and Chris Speed Run Guides for details. This will earn you the Unlimited Rocket Launcher if you play on Normal or higher.
Racing and Pacing Finish the game in five hours. See our Jill and Chris Speed Run Guides for details. This will earn you the Unlimited Samurai Edge if you play on Normal or higher.
CQC FTW Finish the game using only your knife (no lighter, Defensive Items, and stomping zombie heads). We recommend not picking up any defense items and setting the control to Manual to avoid accidental use. Avoid being grabbed by crawling zombies to prevent stomping. You can use V-Jolt on Plant 42's roots and fry Neptune with the control panel. You are allowed to use the Lighter to solve puzzles (such as lighting the candelabra to obtain the Musical Score), you just can't burn zombies with the Kerosene and Lighter. We recommend going for this trophy as part of a Very Easy Chris speed run as he is more resilient and suggest that you do not save anybody, thereby avoiding Tyrant on the Helipad.
Ink is for Squids Finish the game without saving. Do not use Ink Ribbons and Typewriters. We recommend going for this trophy as part of a Very Easy speed run with either Jill or Chris .
Break Out the Marshmallows! Burn up two zombies at the same time with the lighter. Find an area with two (or more) zombies and lead them to the same area to kill them so they are overlapping on the ground - we recommend either the Graveyard, Mirror Corridor or U-shapped Corridor. These areas yield more zombies on higher difficulties. Then you will need the Fuel Canteen found in Barry's Save Room, filled with Kerosene from one of the containers (there is one where you get the Canteen). Use it with your Lighter on the bodies before they turn into Crimson Heads.
Starsenal Obtain all weapons (must load grenade launcher with all shell types). These are:
Magnum Revolver - use the Wind Crest on the gravestone in the Woods, then take the 3 crests in return. Examine each and press the buttons to release the raised areas. Place them in the other gravestone to receive the Magnum.
Shotgun - in the Mansion, find the Broken Shotgun in a room off Rebecca's Save Room Lower Corridor and use it to replace the Shotgun in the hooks in the Shotgun Room off Barry's Save Room Lower Corridor.
Flame Thrower - as Chris, you will find this on hooks in the Slippery Slimey Caves. It can only be used for a limited time and Jill can not get this weapon.
Rocket Launcher - on the Heliport, Brad will throw this down to help you when you encounter Tyrant.
Unlimited Rocket Launcher - complete the game in under 3 hours on Normal or higher using either Jill or Chris.
Assault Shotgun - dropped by Richard in either Yawn's Attic (when playing as Jill) or the Aqua Ring (when playing as Chris) if you save him with the Serum.
Grenade Launcher - only available when playing as Jill, this is found next to the body of Forest Speyer on the Veranda outside the Mansion. Load in all three types of ammo (Flame, Acid and Explosive Shells) for it to count.
Self Defense Gun - found on the desk in Room 001 of the Residence.
Unlimited Samurai Edge - complete the game in under 5 hours on Normal Difficulty as either Jill or Chris.
Barry's .44 Magnum - playing as Jill, when faced with a dilemma in the Altar, choose "no". Pick up Barry's gun from the bottom left corner.
Passion for Fashion Obtain all costumes. Complete the game twice with Jill and twice with Chris for each of their alternate costumes. The BSAA costumes are unlocked automatically and were part of a ResidentEvil.net pre-release campaign.
Every Nook and Cranny Visit all places on all maps. Achieve 100% completion for each map (make each area green by picking up all items, maps and files). This includes the Closet (if you have played through once to get the Closet Key) and your partner's Cell.
Saturday, 7 February 2015
Resident Evil HD Remaster - Chris Speed Run Guide
This is a speed run guide for Chris' story in the Remaster of Resident Evil. The walkthrough was made with the PS3 HD version (released in 2015) but is also compatible with the other HD versions and the GameCube remake.
There are many advantages to completing a speed run. Most notably, unlocking the unlimited Rocket Launcher, which will be awarded for a time under 3 hours on Normal difficulty or higher.
We recommend that you have a good knowledge of the environments featured in the game and the enemies you'll encounter. This guide is not intended to help those on a first run-through and is not spoiler free. We recommend an initial thorough exploration of all maps to enable them to sink into your memory.
In order to create an at-a-glance guide, we have invented a shorthand in which we give areas a nickname of sorts. For example, rather than "East Wing Save Room", we refer to "Barry's Save Room" as we feel that the memory of story events is more likely to jog your memory in a hurry than confusing compass-based directions. This works for us at least!
We do not list every area that you will pass through all the time, as we again assume that you have a decent knowledge of the game's geography and how to get from A to B. However, we have pointed out the most useful shortcuts and recommend that you make full use of them. For example, by simply unlocking the gate after the Crow Puzzle Room you can avoid many unnecessary enemy encounters. This shortcut is also useful if the door near Barry's Save Room breaks, which is more likely on higher difficulties.
Using this walkthrough, which was compiled over 3 play-throughs, including a knife-only run, we have successfully completed a speed run on Hard difficulty in 2 hours 35 minutes. Admittedly, this was with the Unlimited Rocket Launcher, which was unlocked upon completion of a Jill Speed Run. However, our item management in this guide is based on 4 free slots assuming that you are carrying a weapon and its ammo at all times. The Rocket Launcher did save us time, especially on larger enemies like Yawn, Plant 42 and Tyrant, but with 25 minutes spare, there should be plenty of time to kill things without it.
None of our speed runs have been perfect (enemies grabbed us, camera angle/control issues, human error) so it just goes to show that you don't need to panic if you make a small mistake and practice will make perfect in the end. However, do not dawdle (except when carrying the Fuel in the Laboratory) and do not attempt to kill everything. Especially on Normal Mode or higher you won't have time to collect enough ammo, so avoid what you can and use your Defence Items wisely. We have noted in the walkthrough which enemies have to be killed in order to proceed, so you can avoid everything else in theory.
We have not included herb, ammo or Ink Ribbon pick-ups as we will leave it up to your discretion. This guide is strict on item management for maximum efficiency, but there is almost always a spare inventory space for emergencies or an item box close by. An example of an optional, but useful pick-up is the Self Defence Gun in the Residence. It can only fire one shot, but is extremely useful towards the end of the game where your ammo will be scarce. You should also be aware that we have made few save suggestions so again, this is at your discretion whenever you pass through or near a Save Room. On the plus side, a speed run is a perfect time to try for the no-save achievement!
Don't forget that some items need to be examined or combined to create a final product. For example, the Last Book Vol 1 needs to be examined to reveal the Medal Of Eagle. We have written such cases as a flow chart for quick reference.
If you are prompted in-game to discard an item (usually a key), always do so as it will free up valuable space and the game doesn't try to trick you (as we used to think in the PS1 version!). You will not need this item again.
We have provided all codes or solutions to save you the time of back-tracking, but be aware that some puzzles have random solutions and we have indicated the steps required to solve them as quickly as possible.
Instructions in brackets are optional or scenario-specific instructions which may not apply to your run-through.
Please be careful if you want to take a break from the game as pausing does not stop the clock. The best thing to do is stop playing after you save and quit the game completely, reloading when you are ready to continue. We also suggest skipping cutscenes for the same reason - although we're not sure if this contributes to game time, it doesn't hurt, especially as you've probably seen them all a few times by the time you're ready to do a speed run.
As a final note, we suggest that you ask a friend to read the guide to you whilst you play if possible, just as a rally driver relies on a co-driver for navigation. It is very useful to be aware of your next few moves whilst carrying out the task in hand, as standing around working out your next direction would eventually rack up time. This is how we did it, but if this isn't possible for you, just memorise a section at a time until you get a continuous flow. By the end of it, you could do it in your sleep!
We hope that our guide is useful to you. Please enjoy!
*******
Once you have control, proceed in this order:
Kenneth Corridor
Dining Room
Hall - pick up Jill's gun
Dining Room
Kenneth Corridor
Crow Corridor with Birdcage
Mirror Corridor
Pick up Golden Arrow - Arrowhead
Back to Hall
Out to Graveyard
Unlock Crypt with Arrowhead
Collect Book Of Curses - Sword Key (this key is gold and diamond shaped)
Dining Room - Kenneth's Corridor - use Sword Key down the stairs on Kitchen - get Old Key on shelf
Upper Hall - unlock Sword Key door
U-shaped Corridor
Study With Gramophone - Dog Whistle
Upper Dining Room - use Sword Key
(Pop downstairs to Rebecca's Save Room, drop Knife)
Back to Upper Rebecca Save Room Corridor - use Old Key
Dog Yard - Use Whistle, kill dog, get Collar - Coin - Imitation Key
Unlock door and go through - drop Dog Whistle on leaving
Via Kenneth Corridor and Crow Corridor to Trap Corridor
Take Armor Key (this key is silver) , use Imitation Key
Back to Crow Corridor, Kenneth Corridor to Upper Hall
U-shaped Corridor - use Armor Key on small door and enter to trigger Richard
Enter Knights Puzzle Room via Armor Key double doors
Solve Puzzle - push knights in this order - back right (staff), bottom left (axe) bottom right (shield) - press switch
Get Jewelry Box, solve Puzzle - two halves of heart (front & back of box) - get Death Mask Without Eyes, Nose Or Mouth
Back to Hall via U-shaped Corridor
Woman Drawing Water Room, use Sword Key and discard it
Dog Corridor
Closeup Corridor - Enter Bathroom, drain bath, get Old Key
Back out, use Old Key on door
Outer Yard - pick up Chemical To Use On Plants
Close Up Corridor
Lower Corridor Outside Barry's Save Room
Barry's Save Room - drop off Mask Without Eyes, Nose Or Mouth, pick up Old Key by Typewriter
Barry's Save Room Lower Corridor
Use Armor Key
Crow Puzzle Room
Solve Puzzle - Orange Bracelet, Purple Necklace, Green Crown - add colours by pressing the closest switch after entering then pressing the first two switches after rounding the corner
Hidden Area, pick up Mask Without Mouth, unlock gate with Old Key
Through gate, back to Hall via Graveyard
Upper Dining Room
Rebecca's Save Room Upper Corridor
Rebecca's Save Room Lower Corridor
Rebecca's Save Room - drop off Mask Without Mouth, pick up Serum (from shelf)
Out to Rebecca's Save Room Lower Corridor
Use Armor Key - Rattling Window Corridor
Rattling Wardrobe Room - check wardrobe to trigger zombie, get Old Key from wardrobe
Out to Rebecca's Save Room Lower Corridor
Rebecca's Save Room - drop Armor Key
Out to Rebecca's Save Room Lower Corridor
Use Old Key, get Broken Shotgun
Rattling Window Corridor
Greenhouse - use Chemical - red pipe - get Mask Without Eyes
Rattling Window Corridor, unlock door, out to Kenneth's Corridor, Upper Hall, U-shaped Corridor
Richard's Corridor - if Richard is still alive at this point, Chris will use the Serum
Candelabra Room - light candle, push shelf, get Musical Score
U-shaped Corridor - use Study With Gramophone as a shortcut to avoid a lurking zombie
Barry's Save Room - drop off Mask Without Eyes and Serum (if you still have it), pick up Armor Key (silver)
Barry's Save Room Lower Corridor, Crow Puzzle Room, Graveyard Shortcut to Hall
Dining Room
Kenneth's Corridor
Open Armor Key door
Piano Room - Push shelf to get Musical Score - combine - Moonlight Sonata
Use Moonlight Sonata, play Piano, let Rebecca practice
Go to Barry's Save Room Lower Corridor
Shotgun Room - get Shotgun - replace with Broken Shotgun to avoid becoming a Chris Sandwich
Back to Dining Room get Emblem
Back to Piano Room, get Gold Emblem, replace with Emblem (If Rebecca is not ready, wander around the mansion and keep checking back every minute or so, there is spare time and you can't proceed anyway)
Back to Dining Room - use Gold Emblem - solve clock puzzle - large cog twice left - 6 o'clock - Shield Key (this key is a rusty gold)
Back to U-shaped Corridor, Richard's Corridor, use Shield Key and discard it
Yawn's Attic - avoid Yawn, get Mask Without Nose
U-shaped Corridor - use Study to avoid zombie - Barry's Save Room - get all 4 masks, drop Armor Key (silver key) Make sure you have a powerful gun/lots of ammo as well
Back to Hall, Graveyard
Crypt - use 4 masks, check coffin, kill Crimson Head, push switch, get Stone & Metal Object
Use Crow Puzzle Room Shortcut to Barry's Save Room Lower Corridor, out to Path to Shed - use Stone & Metal Object
In Shed, go down steps and out to Garden With Weather Vanes - solve puzzle - blue to North, red to West
Get to Cabin - get Square Crank
Back to Shed, out to Courtyard With Dogs
Crank Path - use Square Crank
Go through Courtyard With Waterfall, along Pathway to Residence, into Residence
Residence Save Room - drop off Square Crank
Pool/Spider Room - get Red Book downstairs on bar, light all three candles and note the pattern and colour of each. They correspond to the pool balls on the table - red=3, green=6, orange=5. Make a note of the candle clues as they are random each time.
Room 002 - push shelves, get Key for Room 001 in bathroom
Room 001 - discard key, get Control Room Key in bathroom (drain water in bath)
Room 002 - Drop down to Underground Passage, push boxes - start with furthest away and work backwards
Aqua Ring - run to double doors, use Control Room Key and discard
Control Room - press switch to drain water, release safety, pull pressure shutter lever, switch oil pressure (for the solution, after entering the Control Room, descend the ladder and go to the table containing a white board which will tell you which oil pressure switch to use - this section is very well hidden and the camera angle can hinder you. This area is near the office chair), release safety, pull lever, drain water
Lower Aqua Ring - go for key, push control panel off ledge, pull lever, fry shark, get Gallery Key
Back to Residence
Gallery - get Insecticide Spray
Bee Corridor - take Map, use Insecticide Spray
Gallery - use code on Chemicals Room door - Refer to your notes regarding the Pool/Spider Room - match the symbol on the keypad with its corresponding pool ball colour and number. We refer to the symbols as eye with horns, eye with lashes and eye with stripe. Basically the code is a combination of the numbers 3, 5 and 6 - don't go in
Gallery - get Key for Room 003 - use key, discard key
Room 003 - pick up White Book, use Red Book, solve puzzle
Go through door to Plant 42 Room -
(As Rebecca - Chemicals Room - pick up 4 Glass Bottles, collect and mix: water + red, purple + yellow, water + yellow, 10 + 7, 17 + red to make V-Jolt. To Upper Aqua Ring, Guard Room, use V-Jolt on roots, discard and leave room)
kill Plant 42, get Helmet Key from fireplace
Back to Mansion, Barry's Save Room Upper Corridor, to Fireplace Room, use Helmet Key
Room With Moving Walls - push statue to far end, press switch, push statue into alcove
Drop drown, get Last Book Vol.1 - Medal of Eagle
Press switch, enter Grave
Spider Corridor, follow path to B1 Corridor, restore power by switching fuse
Unlock door, go through Kitchen, use elevator
Elevator Corridor Store Room - get Battery
Unlock door to Mirror Corridor, unlock door to Upper Dining Room, Rebecca's Save Room Upper Corridor, use Helmet Key
Bird Puzzle Room - turn off light, push chest, get Red Gemstone from Deer head (on door side of room)
Rebecca's Save Room - drop off Medal of Eagle, Battery
Upper Dining Room, Hall, Lower Hall - use Helmet Key
Art Room - Mirrored Wall Room - get Jewelry Box - combine with Red Gemstone - solve puzzle using the d-pad for accuracy - get Brooch - Spencer Family Emblem Key
Kenneth's Corridor, Crow Corridor With Birdcage, Trap Corridor - use Helmet Key and discard it
Yawn's Library - Kill Yawn, get Last Book Vol. 2 - Medal of Wolf
Use Graveyard Shortcut
Barry's Save Room Lower Corridor - use Spencer Family Emblem Key and discard - switch on lamp, get Metal Object - ignore Rebecca's scream
Barry's Save Room - pick up Battery, Square Crank, drop Medal of Wolf, Metal Object
Out to Courtyard With Dogs, to Crank Path
Courtyard With Fountain - use Battery, take elevator up
Courtyard With Dogs - Crank Path - use Square Crank
Courtyard With Dogs - take elevator down
Run through Waterfall Path into Slippery Slimey Cave - drop Square Crank, pick up Survival Knife
Elevator Chamber - take Shaft
Enrico's Corridor - take Hexagon Crank
Back to Slippery Slimey Cave - use Hexagon Crank
Flamethrower Corridor - Examine boulder on right side, avoid!
Black Tiger Room - use knife on web across door
3rd Boulder Corridor - use Hexagonal Crank thrice, avoid boulder - go left
Turntable Room - solve statue puzzle - get Cylinder - combine with Shaft - Cylinder Shaft
Elevator Chamber - use Cylinder Shaft, code - 4231
Take Elevator
Lisa's Circular Path - Material Transport Room - push box, push switch
Back to Trash Compactor - push box, use Compactor - get Broken Flamethrower
Lisa's Circular Path - pull timed lever, run round, use Broken Flamethrower in hooks
Go through water to Lisa's Bedroom - get Jewelry Box - Stone Ring
Up ladder, out of Cabin, through woods, pick up Stone & Metal Object from by blue door, back to Barry's Save Room - drop Hexagon Crank, Survival Knife, pick up Metal Object, combine with Stone Ring - Stone & Metal Object
Use Graveyard Shortcut
Hall - use both Stone & Metal Objects on door behind stairs
Altar stairway - pick up Medal of Eagle, Medal of Wolf
Altar - push 4 stones, use elevator
Circular Courtyard - use Medal of Eagle and Medal of Wolf
Down steps, use elevator
Lab Entrance
Down stairs to Square Corridor
Double doors to Small Security Room - use computer to unlock both doors - username - John, password Ada, 2nd password - Cell
Visual Data Room - use passcode machine - 8462 - get Power Area Key
Unlock both Power Area Doors - discard key. Use only single door
Power Room 1 - get Fuel Supply Capsule
Fuel Storage Room - get Fuel - DO NOT RUN WITH FUEL
Power Room 1 - set Fuel Supply Capsule
Power Room 3 - switch on power
Elevator Corridor - use switch, take elevator
Tyrant Room - down Tyrant, release door lock, (check near Wesker to obtain Master Key in certain scenarios - if nothing is sparkling, you don't need it)
Use elevator
Lab Lounge - stock up on ammo/herbs, save, leave 1 spare inventory slot
(If you obtained the Master Key, use it here) Emergency Passageway - get Fuse Unit, use Fuse Unit
Take Elevator
Heliport - get Signal Rocket, launch Signal Rocket (kill Tyrant)
Resident Evil HD Remaster - Jill Speed Run Guide
This is a speed run guide for Jill's story in the Remaster of Resident Evil. The walkthrough was made with the PS3 HD version (released in 2015) but is also compatible with the other HD versions and the GameCube remake.
There are many advantages to completing a speed run. Most notably, unlocking the unlimited Rocket Launcher, which will be awarded for a time under 3 hours on Normal difficulty or higher.
We recommend that you have a good knowledge of the environments featured in the game and the enemies you'll encounter. This guide is not intended to help those on a first run-through and is not spoiler free. We recommend an initial thorough exploration of all maps to enable them to sink into your memory.
In order to create an at-a-glance guide, we have invented a shorthand in which we give areas a nickname of sorts. For example, rather than "East Wing Save Room", we refer to "Barry's Save Room" as we feel that the memory of story events is more likely to jog your memory in a hurry than confusing compass-based directions. This works for us at least!
We do not list every area that you will pass through all the time, as we again assume that you have a decent knowledge of the game's geography and how to get from A to B. However, we have pointed out the most useful shortcuts and recommend that you make full use of them. For example, by simply unlocking the gate after the Crow Puzzle Room you can avoid many unnecessary enemy encounters. This shortcut is also useful if the door near Barry's Save Room breaks, which is more likely on higher difficulties.
Using this walkthrough, which was compiled over 3 play-throughs, including a knife-only run, we have successfully completed two speed runs in less than 3 hours. Our first attempt was 2 hours 53 mins on Very Easy and our second was even faster at 2 hours 47 mins on Normal.
Neither attempt was perfect (enemies grabbed us, camera angle/control issues, human error) so it just goes to show that you don't need to panic if you make a small mistake and practice will make perfect in the end. However, do not dawdle (except when carrying the Fuel in the Laboratory) and do not attempt to kill everything. Especially on Normal Mode or higher you won't have time to collect enough ammo, so avoid what you can and use your Defence Items wisely. We have noted in the walkthrough which enemies have to be killed in order to proceed, so you can avoid everything else in theory.
We have not included herb, ammo or Ink Ribbon pick-ups as we will leave it up to your discretion. This guide is strict on item management for maximum efficiency, but there is almost always a spare inventory space for emergencies or an item box close by. An example of an optional, but useful pick-up is the Self Defence Gun in the Residence. It can only fire one shot, but is extremely useful towards the end of the game where your ammo will be scarce. You should also be aware that we have made few save suggestions so again, this is at your discretion whenever you pass through or near a Save Room. On the plus side, a speed run is a perfect time to try for the no-save achievement!
Don't forget that some items need to be examined or combined to create a final product. For example, the Last Book Vol 1 needs to be examined to reveal the Medal Of Eagle. We have written such cases as a flow chart for quick reference.
If you are prompted in-game to discard an item (usually a key), always do so as it will free up valuable space and the game doesn't try to trick you (as we used to think in the PS1 version!). You will not need this item again.
We have provided all codes or solutions to save you the time of back-tracking, but be aware that some puzzles have random solutions and we have indicated the steps required to solve them as quickly as possible.
Instructions in brackets are optional or scenario-specific instructions which may not apply to your run-through.
Please be careful if you want to take a break from the game as pausing does not stop the clock. The best thing to do is stop playing after you save and quit the game completely, reloading when you are ready to continue. We also suggest skipping cutscenes for the same reason - although we're not sure if this contributes to game time, it doesn't hurt, especially as you've probably seen them all a few times by the time you're ready to do a speed run. As a final note, we suggest that you ask a friend to read the guide to you whilst you play if possible, just as a rally driver relies on a co-driver for navigation. It is very useful to be aware of your next few moves whilst carrying out the task in hand, as standing around working out your next direction would eventually rack up time. This is how we did it, but if this isn't possible for you, just memorise a section at a time until you get a continuous flow. By the end of it, you could do it in your sleep!
We hope that our guide is useful to you. Please enjoy!
*******
Once you have control, proceed in this order:
Kenneth Corridor
Dining Room - Let Barry kill zombie
Hall - run upstairs and down again - get Lockpick from Barry
Dining Room
Kenneth Corridor
Crow Corridor with Birdcage
Mirror Corridor
Pick up Golden Arrow - Arrowhead
Back to Hall
Out to Graveyard
Unlock Crypt with Arrowhead
Collect Book Of Curses - Sword Key (this key is gold and diamond shaped)
Upper Hall - unlock Sword Key door
U-shaped Corridor
Study With Gramophone - get Dog Whistle & Lighter
Upper Dining Room - use Sword Key
(Pop downstairs to Rebecca's Save Room, drop Lighter & Knife)
Back to Upper Rebecca Save Room Corridor - use Lockpick
Dog Yard - Use Whistle, kill dog, get Collar - Coin - Imitation Key
Unlock door and go through - drop Dog Whistle on leaving
Via Kenneth Corridor and Crow Corridor to Trap Corridor
Take Armor Key (this key is silver) , use Imitation Key
Back to Crow Corridor, Kenneth Corridor to Upper Hall
U-shaped Corridor - use Armor Key on small door and enter to trigger Richard
Enter Knights Puzzle Room via Armor Key double doors
Solve Puzzle - push knights in this order - back right (staff), bottom left (axe) bottom right (shield) - press switch
Get Jewelry Box, solve Puzzle - two halves of heart (front & back of box) - get Death Mask Without Eyes, Nose Or Mouth
Back to Hall via U-shaped Corridor
Woman Drawing Water Room, use Sword Key
Dog Corridor
Close Up Corridor
Use Lockpick on door
Outer Yard - pick up Chemical To Use On Plants
Close Up Corridor
Lower Corridor Outside Barry's Save Room
Barry's Save Room - drop off Mask Without Eyes, Nose Or Mouth, Sword Key (this key is gold and diamond shaped)
Barry's Save Room Lower Corridor
Use Armor Key
Crow Puzzle Room
Solve Puzzle - Orange Bracelet, Purple Necklace, Green Crown - add colours by pressing the closest switch after entering then pressing the first two switches after rounding the corner
Hidden Area, pick up Mask Without Mouth, unlock gate
Through gate, back to Hall via Graveyard
Upper Dining Room
Rebecca's Save Room Upper Corridor
Rebecca's Save Room Lower Corridor
Rebecca's Save Room - drop off Mask Without Mouth, pick up Lighter and Serum (from shelf)
Out to Rebecca's Save Room Lower Corridor
Use Lockpick, get Broken Shotgun
Back out to Rebecca's Save Room Lower Corridor
Use Armor Key - Rattling Window Corridor
Greenhouse - use Chemical - red pipe - get Mask Without Eyes
Rattling Window Corridor, unlock door, out to Kenneth's Corridor, Upper Hall, U-shaped Corridor
Richard's Corridor - if Richard is still alive at this point, Jill will use the Serum
Candelabra Room - light candle, push shelf, get Musical Score
U-shaped Corridor - use Study With Gramophone as a shortcut to avoid a lurking zombie - Barry's Save Room - drop off Lighter, Mask Without Eyes and Serum (if you still have it)
Barry's Save Room Lower Corridor
Shotgun Room - get Shotgun, replace with Broken Shotgun to avoid becoming a Jill Sandwich
Barry's Save Room Lower Corridor, Crow Puzzle Room, Graveyard Shortcut to Hall
Dining Room - pick up Emblem
Kenneth's Corridor
Open Armor Key door
Piano Room - Push shelf to get Musical Score - combine - Moonlight Sonata
Use Moonlight Sonata, play Piano, get Gold Emblem, replace with Emblem
Back to Dining Room - use Gold Emblem - solve clock puzzle - large cog twice left - 6 o'clock - Shield Key (this key is a rusty gold)
Back to U-shaped Corridor, Richard's Corridor, use Shield Key and discard it
Yawn's Attic - avoid Yawn, get Mask Without Nose
U-shaped Corridor - use Study to avoid zombie - Barry's Save Room - get all 4 masks, drop Armor Key (silver key)
Back to Hall, Graveyard
Crypt - use 4 masks, check coffin, kill Crimson Head, push switch, get Stone & Metal Object
Use Crow Puzzle Room Shortcut to Barry's Save Room Lower Corridor, out to Path to Shed - use Stone & Metal Object
In Shed, go down steps and out to Garden With Weather Vanes - solve puzzle - blue to North, red to West
Get to Cabin - get Square Crank
Back to Shed, out to Courtyard With Dogs
Crank Path - use Square Crank
Go through Courtyard With Waterfall, along Pathway to Residence, into Residence
Residence Save Room - drop off Square Crank, pick up Lighter
Pool/Spider Room - get Red Book downstairs on bar, light all three candles and note the pattern and colour of each. They correspond to the pool balls on the table - red=3, green=6, orange=5. Make a note of the candle clues as they are random each time.
Room 002 - push shelves, get Key for Room 001 in bathroom
Room 001 - discard key, get Control Room Key in bathroom (drain water in bath)
Room 002 - Drop down to Underground Passage, push boxes - start with furthest away and work backwards
Aqua Ring - run to double doors, use Control Room Key and discard
Control Room - press switch to drain water, release safety, pull pressure shutter lever, switch oil pressure (for the solution, after entering the Control Room, descend the ladder and go to the table containing a white board which will tell you which oil pressure switch to use - this section is very well hidden and the camera angle can hinder you. This area is near the office chair), release safety, pull lever, drain water
Lower Aqua Ring - go for key, push control panel off ledge, pull lever, fry shark, get Gallery Key
Back to Residence
Gallery - get Insecticide Spray
Bee Corridor - take Map, use Insecticide Spray
Gallery - get Key for Room 003 - use key, don't go through, discard key
Residence Save Room - Make 4 spaces - drop Lighter, and Red Book if needed
Gallery - use code on Chemicals Room door - Refer to your notes regarding the Pool/Spider Room - match the symbol on the keypad with its corresponding pool ball colour and number. We refer to the symbols as eye with horns, eye with lashes and eye with stripe. Basically the code is a combination of the numbers 3, 5 and 6
Chemicals Room - pick up 4 Glass Bottles, collect and mix: water + red, purple + yellow, water + yellow, 10 + 7, 17 + red to make V-Jolt
Back to Upper Aqua Ring, Guard Room, use V-Jolt on roots, discard bottle (actually discards all 4 bottles)
(Back to Residence Save Room - pick up Red Book if dropped)
Room 003 - pick up White Book, use Red Book, solve puzzle
Go through door to Plant 42 Room - kill Plant 42 (or let Barry do it), get Helmet Key from fireplace
Back to Mansion, Barry's Save Room Upper Corridor, to Fireplace Room, use Helmet Key
Room With Moving Walls - push statue to far end, press switch, push statue into alcove
Drop drown, get Last Book Vol.1 - Medal of Eagle
Press switch, enter Grave
Spider Corridor, follow path to B1 Corridor, restore power by switching fuse
Unlock door, go through Kitchen, use elevator
Elevator Corridor Store Room - get Battery
Unlock door to Mirror Corridor, unlock door to Upper Dining Room, Rebecca's Save Room Upper Corridor, use Helmet Key
Bird Puzzle Room - turn off light, push chest, get Red Gemstone from Deer head (on door side of room)
Rebecca's Save Room - drop off Medal of Eagle, Battery
Upper Dining Room, Hall, Lower Hall - use Helmet Key
Art Room - Mirrored Wall Room - get Jewelry Box - combine with Red Gemstone - solve puzzle using the d-pad for accuracy - get Brooch - Spencer Family Emblem Key
Kenneth's Corridor, Crow Corridor With Birdcage, Trap Corridor - use Helmet Key and discard it
Yawn's Library - Kill Yawn, get Last Book Vol. 2 - Medal of Wolf
Use Graveyard Shortcut
Barry's Save Room Lower Corridor - use Spencer Family Emblem Key and discard - switch on lamp, get Metal Object
Barry's Save Room - pick up Battery, Square Crank, drop Medal of Wolf, Metal Object
Out to Courtyard With Dogs , to Crank Path
Courtyard With Fountain - use Battery, take elevator up
Courtyard With Dogs - Crank Path - use Square Crank
Courtyard With Dogs - take elevator down
Run through Waterfall Path into Slippery Slimey Cave - drop Square Crank, pick up Survival Knife
Elevator Chamber - take Shaft
Enrico's Corridor - take Hexagon Crank
Back to Slippery Slimey Cave - use Hexagon Crank
Flamethrower Corridor - Examine boulder on right side, avoid!
Black Tiger Room - use knife on web across door
3rd Boulder Corridor - use Hexagonal Crank thrice, avoid boulder - go left
Turntable Room - solve statue puzzle - get Cylinder - combine with Shaft - Cylinder Shaft
Elevator Chamber - use Cylinder Shaft, code - 4231
Take Elevator
Lisa's Circular Path - Material Transport Room - push box, push switch
Back to Trash Compactor - push box, use Compactor - get Broken Flamethrower
Lisa's Circular Path - pull timed lever, run round, use Broken Flamethrower in hooks
Go through water to Lisa's Bedroom - get Jewelry Box - Stone Ring
Up ladder, out of Cabin, through woods, pick up Stone & Metal Object from by blue door after leaving the Shed, back to Barry's Save Room - drop Hexagon Crank, Survival Knife, pick up Metal Object, combine with Stone Ring - Stone & Metal Object
Use Graveyard Shortcut
Hall - use both Stone & Metal Objects on door behind stairs
Altar stairway - pick up Medal of Eagle, Medal of Wolf
Altar - push 4 stones, use elevator
Circular Courtyard - use Medal of Eagle and Medal of Wolf
Down steps, use elevator
Lab Entrance
Down stairs to Square Corridor
Double doors to Small Security Room - use computer to unlock both doors - username - John, password - Ada, 2nd password - Cell
Visual Data Room - use passcode machine - 8462 - get Power Area Key
Unlock both Power Area Doors - discard key. Use only single door
Power Room 1 - get Fuel Supply Capsule
Fuel Storage Room - get Fuel - DO NOT RUN WITH FUEL
Power Room 1 - set Fuel Supply Capsule
Power Room 3 - switch on power
Elevator Corridor - use switch, take elevator
Tyrant Room - down Tyrant, release door lock, (check near Wesker to obtain Master Key in certain scenarios - if nothing is sparkling, you don't need it)
Use elevator
Lab Lounge - stock up on ammo/herbs, save, leave 1 spare inventory slot
(If you obtained the Master Key, use it here) Emergency Passageway - get Fuse Unit, use Fuse Unit
Take Elevator
Heliport - get Signal Rocket, launch Signal Rocket (kill Tyrant)
Resident Evil HD Remaster - File Location Guide
This is a complete guide to all of the files found in the Remaster of Resident Evil. The walkthrough was made with the PS3 HD version (released in 2015) but is also compatible with the other HD versions and the GameCube remake. Some of the files even appear in the original 1996 version although text and titles have sometimes been altered.
We cannot guarantee that the walkthrough is spoiler-free, so we recommend that you have played through the whole game at least once before using our guide. We also do not hold your hand between files or tell you what to kill or use, when or how.
Some files require a key before you can enter the room they are found in. It is assumed that you would already have the relevant item in your inventory. Some files appear automatically after picking up an item so it is advised that you manage your inventory accordingly.
At the bottom of each section we have included a numbered map of file locations in case you are still having trouble finding them.
Please note that one file (Courtyard/Residence File 5) can only be obtained by using Jill and by making a specific choice in the game.
We hope that our guide is useful to you. Please enjoy!
Mansion 1
Mansion 2
Courtyard/Residence
Laboratory
Resident Evil HD Remaster - File Location Guide - Laboratory
1. Researcher's Letter
In the room with the X-ray screen, check the computer desk to the right for this helpful file.
2. V-ACT
In the Small Security Room where you unlock the electronic doors, the file is next to the computer that you use.
3. FAX
In the room with the refuelling device, the file is on a shelf in the small office alcove, near a zombie.
4. Security Protocols
In the Visual Data Room, the file is in the bookcase with glass doors.
5. Observation Note
In the Tyrant Room, inspect Wesker to discover a file which hints at the future. Depending on your circumstances, it is wise to get this file before you talk to anyone else in the room or take any further action.
Maps Of File Locations
Resident Evil HD Remaster - File Location Guide - Courtyard/Residence
1. Suicide Note
In room 001 of the Residence, take the Self Defence Gun from the desk. The reading will display automatically.
2. Plant 42 Report
In room 002 of the Residence, check the bedside table for this reading.
3. Organic Chemistry Lab Experiment
In room 003 of the Residence, remove the white book from the shelf to display this file.
4. Family Picture & Notes
Part 1 - In the Cabin in the woods, the reading can be found next to the typewriter.
Part 2 - In Lisa's bedroom underneath the Cabin you will find a Jewelry Box on a dressing table full of candles. The file is displayed automatically when you take the Box.
Part 3 - In the Altar, after pushing the four stones, examine the open coffin.
5. Barry's Picture & Notes
Note: This file is only available when playing as Jill. In the Altar, when faced with a dilemma, choose "no". The file will be visible in the bottom left corner of the Altar (we have circled this in red).
Maps Of File Locations
Resident Evil HD Remaster - File Location Guide - Mansion 2
1. Botany Book
In the Study with the chess board on 2F, check the left side of the desk containing an open blank journal to find the file (we have circled this in red).
2. Body Disposal
As Chris, you find this in the Save Room where you pick up the Fuel Canteen. Check the piece of paper on the floor near the lamp.
As Jill, the file is next to the Typewriter in the Save Room where you collect the Serum.
3. Keeper's Diary
In the bedroom containing a rattling wardrobe examine the desk opposite for a reading.
4. Researcher's Will
In the room with the fishtank and lures examine the desk. The file is next to the unlocked case. As Jill, it is possible that Barry will hand you this file during a cutscene in this room.
5. Mail To The Chief Of Security
In the bird puzzle room where you obtain the Red and Yellow Gemstones, check the table in the centre for this reading.
Maps Of File Locations
Resident Evil HD Remaster - File Location Guide - Mansion 1
1. S.T.A.R.S. Manual
This will be present in your Files section as soon as you begin the game. You can navigate to it via your status screen to read it.
2. Kenneth's Film
After exploring the Dining Room, head out into the adjoining corridor and deal with the situation as you see fit. Once free to do so, examine your comrade's corpse. He is holding something which can be used much later in the game in the Visual Data Room. This is not an item in your inventory, it is logged as a file.
3. Book Of Curses
In the Crypt, check the plinth to discover a book. Upon examining the item you will find a key embedded in the back cover. Once it is removed the book then becomes the file.
4. Trevor's Diary
Part 1 - In the Piano room, having opened the alcove, it can be found on the floor near the glass wall in the secret area.
Part 2 - Solve the puzzle to reveal the secret alcove in the room with moving walls. Drop down the dark hole and examine the grave stone at the end of the corridor.
Part 3 - In the Art Room, the file is on a shelf next to a specimen jar.
5. Crumpled Memo
In the Study with the chess board on 2F you will find a Dog Whistle. Once this item is picked up an accompanying file will be displayed.
Maps Of File Locations
Friday, 6 February 2015
Resident Evil HD Remaster - Map Location Guide
This is a complete guide to all of the maps found in the Remaster of Resident Evil. The walkthrough was made with the PS3 HD version (released in 2015) but is also compatible with the other HD versions and the GameCube remake. Most of the maps even appear in the original 1996 version although there are some new areas in the later games.
We cannot guarantee that the walkthrough is spoiler-free, so we recommend that you have played through the whole game at least once before using our guide. We also do not hold your hand between maps or tell you what to kill or use, when or how.
Some maps require a key before you can enter the room they are found in. It is assumed that you would already have the relevant item in your inventory. Some maps require other items before you can retrieve them, which we have noted in the walkthrough.
Note that some maps, such as the Altar, do not have a physical map to collect, they simply load when you enter the area. We have not included these.
We hope that our guide is useful to you. Please enjoy!
Mansion 1F
In the room with the statue of a Woman Drawing Water, push the chest that partly blocks the open doorway until it is against the statue. Climb up and take the map from her pitcher.
Mansion 2F
In the room with an unlit fireplace, place the Wooden Mount in the space above and use your Lighter. The flames will heat an impression of the map which will burn onto the paper.
The Wooden Mount can be found on top of a chest of drawers in the U-shaped corridor nearby (we have marked this with a W). As Chris you hold a Lighter by default. As Jill you will collect the Lighter in the Study with the chess board on 2F (we have marked this with an L).
Courtyard
In the Cabin in the woods, the map is attached to the wall at the top of a small set of wooden steps.
Residence
At the end of the corridor containing doors to the Gallery and room 002, examine the wall to discover this map. Be warned however, that the map is covering a hole in the wall and if you remove it, bees will swarm into the corridor and make a pest of themselves every time you go through here. The solution to this problem can be found elsewhere in the Residence. You can remove the map now though if the bees don't bother you!
Aqua Ring
After entering the Control Room, descend the ladder and go to the table containing a white board (this section is very well hidden and the camera angle can hinder you. This area is near the office chair). The map is on the wall beyond.
Courtyard B1
After escaping from the Black Tiger Spider room, examine the wall at the dead end of the corridor.
Laboratory
In the Visual Data Room, the map is on the front of a glass cabinet. It is clearly visible (we have circled it in red) when standing near the passcode input, but is impossible to see when you are right in front of it, as shown in our second screenshot.
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