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The Arrow and The Casket
- After the opening movie and a series of cutscenes, you will
find yourself in the Dinning Room. Test out the controls,
ignore the ink ribbon on the table until you need to save
(it takes up inventory space you need), and then walk to the
other end of the room. After the scene, go through the other
door into the hall and head west and around the corner. After
the cutscene, run back to where Barry is. Now head back to
the Main Foyer and walk around behind the stairs. Now,
go through the southeast door to the Art Gallery. Move
the dresser over and go into the backroom. Pick up the Dagger
and head back. You'll be attacked by a zombie. To conserve
ammo, dodge him and go into the main room. Push the dresser
back in front of the door, equip your knife and get on top
of the dresser. Slash at the zombie until he drops. Leave
the room and reenter to reset the dresser. Now, push it over
to the statue and get the 1st floor map. Now, head up to the
2nd floor and enter the west door to the 2nd Floor Dinning
Room. Avoid the zombie and push the statue through the
opening. Go back down to the 1st Floor Dinning Room
and leave the Blue Jewel until later. Go through the north
door, go east, picking up and item off of the dead body and
exiting through the west door to the Bird Cage Hall.
Run up the stairs and enter the door to the Spear Hallway.
Grab the Golden Arrow and examine it to get the Arrowhead.
Exit through the south door and go to the Main Foyer.
Take the north door to the Graveyard and head to the
large gravestone. Place the Arrowhead and run down the stairs
to the Casket Room. Grab the Book of Curse and examine
it to get the Sword Key.
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The Sword Key - Now, go
back to the Art Gallery and enter the southeast door.
Run through the hall and exit into the Northeast Hall.
Open the east door and grab the Chemicals from the Outside
Storage. Go back to the Northeast Hall and enter
the second eastern door across from the west doors. Pass through
the Square Room to the Sitting Room. Grab the
shotgun and head back to the Northeast Hall. After
a cutscene, enter the L Hall through the west doors
and then take the first north door to the East Stair Hall.
Drop off what you don't want/need in the save room next to
the stairs. Go up the stairs and take the south door to the
2nd Floor East Hall. Grab the Wooden Mount and take
the northwest door into the Office, where you pick
up the lighter and Dog Whistle. Exit into the 2nd Floor
Northeast Hall and go to the eastmost door into the Fireplace
Room. Use the lighter on the fireplace and then use the
Wooden Mount on the area above the fireplace. Take the map.
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 a Imitation of a Key. Now, go back to the Spear
Hallway and enter the northeast door to the Armor Trap
Hall. Pick up the key and place the Imitation Key in it's
place before the blades kill you.
Richard, Music and the Clock
- Head to the 2nd Floor Main Foyer and open the southeast
door to the East Outside Balcony. Grab the Grenade
Launcher and leave. Go to the 2nd Floor East Hall and
open the second door to the Armor Room. DO NOT OPEN
THE SOUTH DOOR YET. We'll come back to that later. Once
in the Armor Room, you have to push the statues back
in a certain order or get gassed (not fatal or poisonous,
but damaging nonetheless). 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 Puzzle Box. Examine it and solve the
puzzle by pressing the button on the back and then the button
on the front for a 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. 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. Now, get the
lighter and go back to the 2nd Floor East Hall and
open the south door to the Richard Hall. After the
cutscene, go to the West Save Room to get the Serum.
You have a limited amount of time, so go there and back with
as little delay as possible. Alternative
Strategy: If you let Richard
die, you won't get his Assault Shotgun later in the game.
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. When you get back, go through
the east door to the T-Hall, heading up to the north
door to the Attic Dinning Room. Use the lighter on
the candles and move the cabinet. Grab the Musical Score and
make your way back to the West Save Room, where you
need to grab the Blue Gem, Chemical and Armor Key. Now, head
to the northeast door to the F Hall, where you need
to go to the far east door to the Plant Room. Put the
chemical in the water pump and throw the switch to red. Grab
the Death Mask and head out back into the hall. Enter the
door in the small hall to the Tiger Statue Room, where
you will place the Blue Gem into the statue for shotgun shells.
Leave the F Hall through the south door and head into
the Dinning Room to 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. Now, enter the hidden room
and take the Golden Emblem. Place the regular Emblem in it's
place and go back to the Dinning Room, where you will
need to place the Golden Emblem above the fireplace. Go over
to the clock and turn the clock hands so that it reads 6 o'clock.
Take the Shield Key.
Death Masks and a Snake
- With Death Masks in hand, 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
deposit both off in the Casket Room, placing both on
the faces that correspond (missing eyes, missing nose, missing
mouth, missing all). Now, go to the Richard Hall, enter
the Attic Hall and go up to the Attic.
BOSS - If you saved Richard earlier, he'll help you out
here. Shoot a few shots into the snake's head and keep moving.
Try to avoid it's mouth at all costs or you'll be poisoned.
After it kills Richard, keep shooting it in the head. After
so much damage, it'll run off. Alternative
Strategy: If you let Richard
die, you might as well just run for the mask and hope to escape
before getting bit.
Pick up the assault shotgun, Death Mask and shotgun ammo and
hustle back to the West Save Room for serum if you need it.
If not, take the final Death Mask to the Casket Room
and place it. Go over to the fallen casket. When the Crimson
Head raises up, do your best to put him back down. If you
have Flame Rounds for the Grenade Launcher, I would suggest
using those, waiting for him to get back up before hitting
him again. Once he finally goes down, look in the casket.
Flip the switch and grab the Stone and Metal Object. Now,
go to the L Hall and enter the northwest door to the
Vine Hall. Place the Stone and Metal Object in the
panel next to the door and enter the Garden Shed. Make
sure you have the Wind Crest and exit through the south door.
The
Cabin and Something Ugly - 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 - 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.
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.
Jaws and One Really Big Plant
- 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. Grab
the map and look through the hole behind it. 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 and go up on the platform where the Gallery
Key is.
BOSS - Just keep shooting him.
It's not like he can get to you.
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 and 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.
BOSS
- Run up onto the steps and shoot at it when the petals open
up. Use your shotgun or grenade launcher and be sure to keep
moving. You might want to have something to cure poison. Stay
on the outer area to avoid the tentacles.
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
Wall Room.
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. Head over and 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.
BOSS
- 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
of Wolf.
Underneath
the Waterfall - Go back to the Waterfall in
the Courtyard (make sure you have the crank). 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 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.
BOSS
- 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 grenade launcher (fire founds) 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.
Afterwards,
grab the Knife and cut through the spiderwebs to exit out
the other door. 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 down.
BOSS
- Give Barry his gun. 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.
Also, let Barry shoot it a couple times. Alternative
Strategy: If you choose not
to give Barry his gun, he'll get killed. You then need to
push off the stones in each corner. You need to be more careful,
though, as you do not have Barry to run interference for you.
After the fight, pick up Barry's Magnum.
Talk to Barry again and 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.
The
Laboratory - 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.
BOSS
- 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
the grenade launcher or Magnum. Alternative
Strategy: If you let Barry
die, equip his Magnum. One shot will kill the boss. Seriously.
Talk to Barry again and then throw the door release
switch to get out. Return to Side Hall and throw the
three switches. Run down to the Prison to release Chris
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.
BOSS
- Shoot at the boss to get his attention away from Barry.
The longer Barry's around, the more damage he'll cause. 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
Barry die earlier, you won't get have to go through this fight.
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