I have is a knife? - From the Dinning Room,
head to the north door and head east until the cutscene. Ignore
the zombie and head back to the Main Foyer. Pick up
and equip the gun. Now, run back to the Dinning Room,
head out the north door and then to the west door to the Bird
Cage Hall. Go up the stairs and enter the Spear Hall.
Grab the Golden Arrow and examine it for the Arrowhead. Exit
out the south door to the 2nd Floor Dinning Room and
push the statue out of opening. Now, go down to the Main
Foyer and take the north door to the Graveyard
and place the Arrowhead on the north mausoleum. Go down the
steps to the Casket Room, where you need to pick up
the Book of Curse and examine it to get the Sword Key. Once
back in the Main Foyer, go to the east door and enter
the Art Gallery. Push the cabinent over to the statue
and grab the map.
Keys and a Dog Collar - Take the southeast door and
run through the hall and exit into the Northeast Hall.
Open the first door to the Bathroom, where you need
to drain the bathtub and grab the Old Key. Go back into the
Northeast Hall and open the east door to the Outside
Storage, where you need to pick up the Chemicals. Go back
into the Northeast Hall and go to the west door to
the L Hall. Enter the first door and head up the stairs
and go to the southwest door. Pick up the Wooden Mount and
head west to the Office. Grab the Dog Whistle and exit
the east door. Go down to the other end of the hall and enter
the Fireplace Room, where you need to use the lighter
on the fireplace and then place the Wooden Mount above the
fireplace to get the map. Now, make your way back to the 2nd
Floor Dinning Room and open the northwest door to the
2nd Floor West Hall. Open the first door you come to
and use the Dog Whistle on the West Outdoor Balcony.
Kill the Cerberus and take the Dog Collar. Examine it for
a coin and then examine the coin to get the Imitation of a
Key. Go back to the Spear Hallway and enter the northeast
door to the Armor Trap Hall. Pick up the Armor Key
and replace it with the Imitation Key in it's place before
the blades kill you.
bugs and Fishing Lures - Go to the 2nd Floor East
Hall and use your new key on the far east door to the
Armor Hall, where you need to move the statues back
in order. Push the statues in this order: Back Left, Front
Right, Back Right, Back Left, Front Left, Back Right, Front
Right, Front Left, Front Right. Now, press the button and
take the Jewelry Box. Examine the box and solve the puzzle
by pressing the button on the back and then the button on
the front. Take the Death Mask. Go back to the 2nd Floor
Northeast Hall and enter the first south door to the Deer
Head Room. Enter the East Door to the Bug Collection
Room. If you do not have an Old Key, step over to the
East Bedroom. Grab the Fishhook, Bee Specimen and Lure
of a Bee. Combine the Lure and Fishhook and place it in the
Lure Collection Frame. Now, place the Bee Specimen in the
Specimen Frame and flip the switch. Take the Wind Crest and
leave. Go to the 2nd Floor West Hall and go downstairs.
Open the northeast door to the F Hall and go to the
Keeper's Room, where you need to pick up the Old Key
in the closet. Exit through the south door and step into the
Dinning Room. Pick up the Blue Gemstone and return
to the F Hall, where you need to enter the first east
door to the Tiger Statue Room, where you need to place
the Blue Gemstone in the statue to get Shotgun ammo. Now,
go back and unlock the door to the door to the Furniture
Room with the Old Key. Grab the Broken Shotgun. Now, make
your way back to the Northeast Hall, where you should
enter the door to the Square Room and then go into
the Sitting Room. Switch out the Shotgun with the Broken
Shotgun and go to the L Hall and enter the south door
to the Stained Glass Room. Here you will need to turn
on lights to make each glass panel a certain color. One row
of lights is red and the other is blue. You need to make the
stained glass the following colors: Bracelet - Orange, Necklace
- Purple, Crown - Green. Then hit the switch underneath the
painting at the back of the room to open the wall into the
Graveyard. Pick up the Death Mask and head back to
the L Hall.
Serum and a Bearded Zombie - Go to the 2nd Floor
East Hall and open the south door to the Richard Hall.
After a cutscene, go to the save room and grab the serum.
Return to the Richard Hall. Alternative
Strategy: If you let Richard
die, you won't get his Assault Shotgun later in the game,
but you'll be given a different, though not really better,
means by which to defeat a later boss. To let Richard die,
kill lots of time before coming back or go do the Armor
Room puzzle after your visit to the Richard Hall.
After another scene, grab the Chemicals and exit the
east door to the F Hall. Go to the far east door to
the Plant Room and use the Chemicals on the water pump.
Throw the switch to red and take the Death Mask. Now, head
back to the Richard Hall, go to the Attic Hall
and enter the north door to the Attic Dinning Room.
Light the candles and push the cabinent out of the way. Grab
the Musical Score and make your way back to the Dinning
Room, where you should pick up the Emblem over the Fireplace.
Go back into the hall and unlock the second door to the east
to enter the Piano Lounge. Push the shelf out of the
way and pick up the Musical Score. Combine the two Musical
Scores and place it on the piano. After the cutscene, leave
and kill some time exploring. Rebecca will need a few minutes
to figure it out, so you might want to go down the east stairs
to the Kitchen, where you can pick up another Old Key.
Return to the Piano Lounge and after Rebecca plays
the piano, go into the hidden room and switch out the Gold
Emblem with the Emblem you found earlier. Go to the Dinning
Room and place the Gold Emblem above the fireplace. Go
to the clock and set the hands so that the clock reads 6:00.
Grab the Shield Key and head to the Attic Hall. Enter
BOSS - The boss fight will start
when you walk about midway into the room, so start off by
sneaking around to the shelves and grab the shotgun ammo,
then move forward to start the fight. Once the boss reveals
itself, run to the back of the room and grab the Death Mask.
Then head for the door, avoiding it's poisonous bite. Yes,
I'm telling you to NOT FIGHT THE BOSS. All you need
is the death mask and Chris would just be wasting ammo on
a boss he can avoid.
If you were poisoned, you'll have to use Rebecca to
go get the serum and return. If not, take the Death Masks
to the Casket Room. You might want to place the other
masks beforehand so you'll have plenty of room in your inventory
for ammo and health items. Place all four Death Masks and
go to the fallen casket.
BOSS - Use the shotgun and hit
the boss with a shot or two and then move. This monster has
a good bit of speed so you need to keep moving. After around
6 shots, he should finally go down.
the shotgun ammo, flip the switch in the casket and grab the
Metal and Stone Object. Now, get the Wind Crest on your way
to the L Hall, where you will exit through the north
door to the Vine Hall. Place the Metal and Stone Object
and go through to the Garden Shed. Take the south door
to the Courtyard Path.
The Great Outdoors -
Run up the Courtyard Path, making sure to turn the
Red Weathervane to the West and the Blue Weathervane to the
North. Go through to the Courtyard Graveyard. You might
want to use the shotgun to get rid of the crows before they
peck at you. Place the Wind Crest on the right tombstone and
retrieve the three other crests. Examine each and place them
on the left tombstone. Now take your Magnum. Head on through
the east gate to the Forest and go to the Cabin.
Grab the Crank and head out.
BOSS - There's not much you can
do except dodge and run for the front door. Don't waste your
Run back to the Garden Shed and take the east door
to the Garden Courtyard. Take the north door to the
Pond, where you need to use the crank to empty out
the pool. Cross over to the other side and exit the door at
the end to the Waterfall. Go to the west door and run
up the Snake Hall until you reach the Residence.
Evil in the Residence - Once in the Entrance Hall,
you might drop off items in the Save Room and then go to the
east door into the Residence Bar. Grab the Red Book
and leave. Take the south door in the Entrance Hall to
the Main Hall. Go over and enter the door marked 002.
In Room 002, grab the 001 Key. Go back to the Entrance
Hall and open the door to Room 001. Grab the Self
Defense Gun and Control Room Key from the bathroom. Go back
to Room 002 and push the left bookcase back and the
right bookcase over to reveal a ladder. Go down the ladder
to the Aqua Ring Hallway. Push the boxes into the water
to make a bridge. Then, cross over and enter the Upper
Tank. Dodge the sharks and make a break for the locked
southwest door. Once in the Control Room, go over to
the table and read the note. Remember the number and go over
to the control panel with the Error Message. Push the button
to initiate a cutscene. Now, you have a limited amount of
time to do the following: 1) Release the safety on the panel
to your right. 3) Pull the lever on the panel by the main
window. 4) Go to the canisters in the back and select the
same option as in the note. 5) Go back and release the safety
switch. 6) Go back and pull the lever again. 7) Press the
initial switch to drain pool. Now, take the north door to
the Storage Hall and go into the Tank. Avoid
the sharks, grab Richard's Assualt Shotgun and go up on the
platform where the Gallery Key is.
- You have two options: 1) Just keep shooting him. It's not
like he can get to you. Or, 2) Push the green control panel
into the water, throw the switch and let the fish fry.
Head back to the Storage Hall and head to the ladder
in the north. Exit through the door at the top and make your
way back to the Main Hall, where you need to use the
key to open the Gallery Door. Rush in and locate the corpse,
picking up the Bug Repellent and heading back out. Use the
Repellent on the hole where the map used to be. Now, go back
in and grab the 003 Key. Go to the key panel to the Chemical
Room and press the following sequence: Yellow 5, Green
6 and Red 3 to unlock the door. Now, go to Room 003,
where you'll need to take the White Book and replace it with
the Red Book. Now, switch the books around to make a picture
from the spines. Enter the door that's revealed.
- Run up onto the steps and shoot at it when the petals open
up. Use your shotgun and be sure to keep moving. You might
want to have something to cure poison. Stay on the outer area
to avoid the tentacles. Alternative
Strategy: If you had let
Richard die earlier, Chris will get captured by the Boss,
and you must save him with Rebecca. Take Rebecca to the Chemical
Room and have her pick up three empty bottles. You need
to fill and mix them in the following order: Fill one with
water and one with Umb. No. 3. Combine to make Umb. No. 4.
Fill a bottle with Umb. No. 6 and then combine with Umb. No.
4. Fill one bottle with water and another with Umb. No. 6.
Combine to make Umb No. 7 and combine that with Umb. No. 10
to get Umb. No. 17. Combine Umb. No. 17 with Umb. No. 3 (just
fill a bottle) to get V-Jolt. Now, take the bottle down to
the Aqua Ring and enter the Roots Room. Since the water
is drained, you'll have to take the long way around. Use the
V-Jolt on the roots and leave the room. Now, as Chris, fight
the boss as mentioned before.
When the boss dies, grab the Helmet Key from the fireplace
and make your way back to the mansion, more specifically,
the Fireplace Room, where you can now enter the Moving
The Snake Returns - In
the Moving Wall Room, push the statue out into the
tiled floor as far as you can before the walls close in on
you. Run back out and go to the right opening. Push the switch
and run back to the statue. You need to push it to the far
wall and then left into the opening, making sure to get out
before getting crushed. This will open a door. Enter and drop
down into the area below. Grab and examine the book for the
Medal of Eagle and then press the button on the gravestone.
Go down the ladder to the Basement Hall 1 and head
for the Basement Hall 2. After turning on the power
to the elevator, enter the north door to the Kitchen
and go to the elevator. Once your elevator ride is over, hang
a right and go to the first door. Grab the battery and exit
through the west door. Go over to the 2nd Floor West Hall
and open the door to the Trophy Room. Once in the Trophy
Room, you need to turn the lights off and push the two
chest of drawers in from of the animal head trophies. Now,
walk all the way to one side of the room so that the rotating
eagle trophy turns and locks in that position. Slowly, walk
under it and sneak up to the chest of drawers on the other
side. You need to be quick in getting up on the drawers and
taking the gem from that trophy head. Now, do the same with
the other. You now have the Red and Yellow Gems. Take the
Yellow Gem down to the Tiger Statue Room to get the
MO Disc. You need to combine the Red Gem with the Jewelry
Box you got in the Mirror Room. Solve
the puzzle by moving the pieces around (see picture) to get
the Brooch, which becomes the Emblem Key, which unlocks the
door to the Spencer Room. Enter and a cutscene will
occur. You need to rush up to the Office and save
Rebecca. Alternative Strategy:
If you choose not to save her, you'll get a different ending.
Once done, head back to the Spencer Room where
you need to turn on the light. Pick up the Metal Object. Now,
go to the Armor Trap Hall, where you will use the key
to enter the Library. Run around until a cutscene.
- Get a few shots in and then run to the end of the walkway,
going down the ladder before the boss knocks you down. Keep
moving as to avoid getting attacked. Take a shot and then
move. If you're lucky, you won't get bit.
After the fight, grab the book and examine it for the Medal
the Mines - Go back to the Waterfall in the
Courtyard (make sure you have the crank and the battery).
Use the battery by the lift and go up. Run to the Pond
and use the crank to refill the pool. Return to the Waterfall
via the lift and enter the new path. Go down the ladder to
the Mining Area. Take the first door and head to the
north door in the next area. Once in the Elevator Shaft
Room, head south and pass into the Enrico Room.
After a cutscene, pick up the Hex Crank from the body and
head back to the Mining Area. Use the crank to turn
the hall so you can cross. Open the door, grab the Flamethrower
and walk up to the boulder. Turn around and run like hell
back to the door to avoid getting crushed. Go through where
the boulder crashed.
- Keep moving. The big spider will charge you if you stand
still too long and it likes to spit poison. Shoot at it with
the shotgun until it goes down. Deal with the other spiders
when they get close but don't make an effort to go after them
until the big spider is dead. Don't waste time with the flamethrower
as it doesn't have that good of a reach.
grab the Knife and cut through the spiderwebs to exit out
the other door. Use the Flamethrower next to the west door
to unlock it. Run around until you see another boulder. Take
the Hex Crank and use it three times. When the boulder comes
loose, run into the opening you just made. Enter the Hex
Puzzle Room. Push the statue north to the discolored part
of the wall. Use the crank twice and then push the statue
over to the turntable in the center of the room. After it
rotates once, push the statue off and then on again. Now push
it over to the opening in the wall. Grab the Cylinder and
go back to the Elevator Shaft Room. Go to the power
panel and take out the Cylinder Shaft. Combine the two pieces
and put it back in the panel. Now press the buttons in this
order: 4-2-3-1. Now, step onto the elevator and press the
button to go down. At the bottom, enter the door and run through
the Oval Hall to the east door. Push the crate onto
the lift and push the button to send it on to the Compactor
Room. Rush back there, making sure to throw the level
in the south part of the Oval Hall (it'll save you
time and trouble later) on your way back to the Compactor
Room. Now, push the crate into the compactor and press
the button to crush it. Jump down and pick up the broken flamethrower.
Now go to the north door in the Oval Hall and place
the broken flamethrower on the hooks next to the door. Enter
into the Underground Dwelling, where you need to move
through the water to get to the back part of the room. Grab
the Jewelry box and examine it for the Stone Ring. Now, go
up the 2 ladders to end up back in the Cabin. Head
back to the Mansion's Main Foyer, making sure to grab
the Stone and Metal Object in the Vine Hall on your
way there. Combine the Stone Ring with the Metal Object and
place both Stone and Metal Objects on the door underneath
the stairs. Head down into the Altar, making sure you have
both the Medal of Wolf and Medal of Eagle on you. Run though
the hall and keep going down until you reach a ladder. Go
- You could try and shoot it out, but conserve your ammo and
do this: push all four stones off of the corners. Remember
that this boss can move pretty fast and can jump. So, you
might want to have it follow you to one side and then run
to the other to push the stones off.
After the fight, head through the open gate to the
lift at the end. Once in the Medal Pool, place the
medals on the pool statues and go down the Elevator.
at all the dead Scientists - Go to the ladder and
go down into the save room. Exit into the B2 Hall and
grab the MO Disc in the west end. Go down the steps to the
B3 hall. Go the the northeast door to the Morgue
and sign in to the computer. Log on as "John", password
- "Ada". Unlock both the B-3F and B-2F doors. The
password is "Cell". Run over to the B-3F Room
and grab the MO Disc and Slide Filter. Use the MO Disc on
the transmittal device and then head back up to B2, entering
the door to the Meeting Room. Grab the MO Disc and
use the Slide Filter on the projector. View the slides and
take note of the code number on the last slide. Use it on
the panel to open the hidden room, where you pick up the Laboratory
Key. Go back down to B3 and unlock the south door to the Lab
Storage. Push the shelves back and enter the air duct
to get into the Operating Room. Go to the north duct
opening to enter the other part of the Lab Storage,
where you need to use the MO Disc on the transmittal device.
Push the shelves out of the way and exit. Unlock the southeast
door to the Lab T Hall and enter the south door to
the Generator Room 1. Grab the Fuel Supply Capsule
and return to B-3F, where you need to place it in the
machine to refill it. Now, walk back to Generator Room
1 and replace the Fuel Cell. Go into Generator Room
2 and use the last MO Disc on the transmittal device.
Head on to Generator Room 3 and turn on the power to
the Elevator. Now, head to the Elevator and ride it down.
Enter the Specimen Room.
- Move away from this boss. In fact, keep at a distance at
all times. He doesn't move all that fast, but he had a violent
reach. Shoot at him a few times and then move to the next
corner. If he gets to close, try to pass by him quickly. Use
Throw the door release switch to get out.
If you didn't save Rebecca earlier, you'll need to pick up
the Lab Key. Return to Side Hall and throw the
three switches. Run down to the Prison to release Jill
and then head back to the Lab Entrance, where you'll
now be able to enter the Heliport Path. Run down it,
picking up the fuse and using it next to the elevator. Go
up the elevator to the Heliport, where you need to
pick up the flares and use them.
- Shoot at the boss to get his attention away from Rebecca.
When the boss heads for you, shoot once or twice and then
move away at a 90% angle from where the boss is approaching.
He likes to charge forward and swipe, so getting out of the
way when he starts his charge is to your benefit. Keep dodging
and shooting until Brad drops the Rocket Launcher. Pick it
up, equip it and fire away. If you
let Rebecca die earlier, you won't get have to go through