Saturday, 7 February 2015
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!
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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)
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