QUICK Run-Through FAQ
--How to get the Rocket Launcher--
By--Tu T. Dang
Capcom has surely outdone themselves by making the game, Resident
Evil. The game, while filled with great graphics, puzzles and music, is
awesome in animation and storyline development. Plus, blowing away a few
zombies here and there doesn't hurt either. The possible different
storylines depending on the character, plus different little sub-plots
depending on what you do and don't do make this game even more in depth
and interesting. Kudos to Capcom for such a great game.
The following is a basic walk through on how to get the rocket launcher
with Jill. To get the rocket launcher, you need to win the game in under
three hours. If done correctly, you will restart the game with Jill and
a rocket launcher with unlimited ammo. Let's just say that this thing
rocks! It totally nukes anyone and everything and makes the game
better. Although the game is way too easy with it, but it does add for
variation and a definite plus on the fun factor.
*NOTE: This walk through should make more sense if you've already won
the game once. There are spoiler notes so be warned.... It's also
helpful if you know the floor plan of the mansion and other areas
beforehand. Many steps will leave out how to exactly get to the next
room. I'll be assuming you'll know the most direct route to the next
room I indicate.
*NOTE: It's up to you if you want to just run past the zombies (or go
ahead and kill them.) A good way to kill them is by one shot of the
shotgun. Wait until they're up close to you and fire. The zombie's
heads will literally explode.
1- Start the Jill storyline and with Barry run into the dining room.
Get the emblem and go into the next room. Kill the zombie and get ammo.
2- Return to Barry and the to the main hall. Get lock-pick and head off
to the right room. Don't bother with map and ink ribbon.
3- Enter hell hound room (where 2 hell hounds leap out of the window at
you.) Either a-)kill them or b-)run past them and quickly grab the
clip by moving the second cabinet.
4- Go through the door at the end of the hound room and pick up the
plant. Go into the shotgun room and take it. Leave and the ceiling
should come down on you. Barry will come and save you in the nick of time.
5- Go into the next hallway (door across the shotgun door) and run into
the picture room (the room with the crows/ravens and paintings.) Flip
the switches in order from new born baby, infant, young boy, young man,
middle aged man to bold old looking man. Flip the last switch to get the
6- Leave room and run to the storage room. Pick up plant chemicals.
Exchange items--take only shotgun, beretta, and clips (herbs if you
think you'll need them).
7- Leave storage area and go up stairs. Kill the right zombie. Run
down the hall and through door. Run down hall into the main
hall-upstairs. Barry will be there to give you acid rounds for the
bazooka. Run over to the patio room to see dead Forest. Get bazooka.
8- Return to main hall upstairs. Go across to next room and enter
upstairs dining room. Kill left zombie and push statue down. Exit
through back door.
9- Kill zombies and go down stairs and go into second storage room.
Feel free to save your game with the ink ribbon on the bed. Exchange
items--take chemicals, wooden emblem and weapons you feel good with.
10- Run to nursery and poison the plant. Get key. While there, pick up
red and green chemicals. Mix them to save room and have good healing
items. SAVE atleast three spaces in inventory.
11- Go down hall into the caretaker's room. Pick up clip and go to
desk. Kill zombie from closet (one good quick shotgun blast to head)
and pick up ammo (don't need to pick up diary. Waste of time...) for
the shotgun. MAKE SURE you still have atleast two spaces still.
12- Exit room and turn right, down to the door. Unlock door and you
should be in the hallway where Kenneth's body is. Turn left into the
Bar/Piano room. Get sheet music and play piano. Go in the secret room
and exchange emblems.
13- Return to dining room. Place gold emblem over fireplace and get
armor key. Run around table and pick up blue gem. (Inventory should be
14- Return to hall (where Kenneth's body is) and turn right and take
first door on left. This will take you back to the hall with the
nursery and tiger statue. Go to tiger statue room and exchange blue gem
for the medallion.
15- Go to the back door (the hall with the ammo room and storage) and
enter the ammo room. (The room with the broken shotgun.) Pick up clip
and shotgun ammo. Should be able to carry these because hopefully you
already have these in inventory.
16- Return to storage room down the hall. Exchange items--take armor
key, ammunition for beretta and shotgun. Run back to dining room
(lower-level. NOT UPPER level.) Run into the main hall way (LOWER LEVEL).
17- Go across into the second door (the locked one that requires the
armor key. Unlock and go in. Get clip on the desk and kill zombie.
Get shotgun ammo in locked desk. Leave into main hall. Go up the main
hall stairs and go right into the hallway. Run to the suit of armor room
and get medallion. (Don't forget to move the statues over the poison
18- Leave and run to the attic door. Unlock and enter and see Richard
(if you have space, pick up the green plants). Talk to him and run back
to storage room and get serum. May want to save game here just in
case. Exchange items--stock up on healing products, shotgun and ammo
(hopefully, your shotgun and ammo will be enough. If you're not that
good at killing the snake, then take bazooka too.) TAKE SHIELD KEY also
(the one behind the clock) with you. Don't need the armor key anymore.
Run back to Richard.
19- Get the radio (who cares...) and enter the attic. If you want to,
you can run next door to the candle room and get a clip. You won't be
able to the shotgun shells because you don't have your lighter yet.
20- Kill the snake. Remember to heal yourself occasionally. Pick up
medallion and shotgun shells.
21- Leave and assuming you've been poisoned, Barry will save you. If
not, go to the next step (22). Wake up in bed, and run to storage box.
Exchange items--take all four medallions and weapons. Run across to the
dining room, out into the main hall.
22- Exit out the back door and go to the mantle/medallion placement
door. (The place where you put the medallions.)
23- Place medallions and enter the garden room. Push the stairway and
climb. Get the crank. Leave into courtyard. Pick up plants and mix
red and green together. Kill hounds FIRST. Pick up blue ones on other
side and mix also. Run across to opposite gate and use crank to open
flood gate/dam. Go down ladder and up to other side. Run to the
elevator. Here the radio will go off. Just ignore it because it takes
up time and is not necessary for the story. Every minute counts....
24- Either kill or run past hounds below. Cross over to the opposite
gate. Pick up and mix plants. Kill hounds. (Not necessarily in that
25- Enter dormitory. Push statue over the hole (the one where the plant
grabs you.) Enter storage area. Pick up ammo and health spray. Save
*NOTE: If you feel like saving the game more often, that's fine too.
Just do it whenever you make a trip to the storage room.
26- Exchange items--Just take weapons and ammo.
27- Cross over to next dormitory room (001). Kill zombies and get Red
book. Enter bathroom. Drain tub and get C-Room Key.
28- Cross over to the other hallway (past the statue over the plant
hole) and enter the room with the key pad and wasp/hornet nest. Run
past nest and get dorm key (002). Return into the previous hall and run
to the end room using the dorm key. Discard key. Go into room and push
bookcases away to reveal ladder down. (Don't pick up item on bed, just
waste of time. Plus, if you feel like you need ammo, run into the
bathroom, kill zombie and pick up clip in sink.)
29- Go down ladder and push crates over the water space. Run down into
the water and enter the shark room. Run directly to the Control Room
and use the key. Discard key and enter room (before the shark has a
chance to get to you.) Push lever and remove water from lower level.
Push button to open next door.
30- Enter next door. Pick up two clips and two boxes of shotgun ammo.
Pick up dorm room key (003) also. Run out and back up ladder to dorm
room 002. If you have space along the way, pick up plants and fill
31- Run back to storage and stock up on weapons and healing medicines,
take dorm key (003) and red book with you. Save game would be advised.
32- Run to dorm room 003 (the room next to the wasp nests and key pad.)
Enter the room and go into the bathroom, killing zombie and picking up
the flame rounds. Exchange books with the red book, revealing secret door.
33- Enter secret door and kill big plant. It will wither, but not be
dead. It will then pick you up and then Barry will come and save you.
Run to the fireplace and get key. Go to step 34. If you feel that you
can't kill the plant the first time you'll need to return to step 31 and
now follow along these ideas.
31a- If you don't think you can take on the plant, you'll need to make
v-jolt. Exchange items--make sure you have four empty spaces! Take the
red book and dorm room key 003. Pick up the flame rounds in the
bathroom and exchange books. Walk through the door and exit the other
door before you have to seriously fight the plant. Run to the chemical
room and on the key pad punch in 3-4-5. This will unlock the door.
Pick up empty bottles and mix together v-jolt.
32a- Run down to dorm room 002 and return into the shark room. Enter
the room with the roots and put v-jolt on the roots. Return up to the
storage room and stock up on weapons and medicine.
33a- Return to the plant via the double doors (not dorm room 003) and
kill plant. Get key in fireplace.
34- Return to mansion. Kill the hunter that follows you after entering
the mansion. Go into the room on the left and get doom book 1. (No
need to get ammo for the Colt Python.)
35- Go next door into the storage room and stock up on new ammo and
items. Exchange items--take weapons and healing and helmet key. Going
to fight the snake next, so may be wise to save your game.
36- Go upstairs and left to the fireplace room (the room where you used
the lighter to get the map.) Go through the door to the right and go to
the piano. Click on it and the snake will come out. Kill snake and
look at hole while it's dying. Barry will come in and help you. Fall
in and push switch on grave. Wait for Barry to return before going
down. Get pass code then go back down hole. MAKE SURE YOU'LL HAVE ROOM
FOR THE ELEVATOR BATTERY AND EXPLOSIVE ROUNDS. IF NOT, RETURN TO THE
STORAGE ROOM B EFORE GOING DOWN. Go down the ladder under the grave.
37- Kill zombies and get shotgun ammo to the left. Run down hall to the
door. Go down next hall and skip the zombies eating the person.
They'll leave you pretty much alone.
38- Enter kitchen and go right to the elevator. Kill the zombie on the
ground. Hopefully, you have two spaces still. Go up the elevator and
kill zombie. Go into the closet and get the battery for the elevator
and some explosive rounds.
39- Back track exactly the way you came from and return to the ladder
and hole (the place where you killed the snake). Return to the storage
room downstairs and exchange items--take battery, crank, and weapons,
especially the bazooka (healing also would be nice since the spider's
next. Have about two empty slots). And if you have an ink ribbon with
one slot, go ahead and take it. Make sure there's one slot so it'll
disappear when you use it.
40- Go out into the garden and cross over to the elevator on the other
side of the pond. Go down elevator. Go to other elevator, install
battery. Go up and over to the flood gate/dam. Use crank closing the
gate and return to the newly powered elevator. Go down and enter the
ladder down (the one behind the waterfall.)
41- Go into the door on the right and see Barry. When he asks to go
with you, say yes, but have him lead. Follow him and enter. He'll
kill a hunter guy and then follow you. Run into the back room and pick
up ammo and health spray. MAKE SURE YOU HAVE ATLEAST ONE SPACE FOR THE
HEXAGONAL CRANK. Go into the room where Enrico is and follow
storyline. If you have room for a clip, pick up clip on Enrico's body,
but MAKE SURE YOU HAVE ONE SPACE FOR THE HEXAGONAL CRANK. Run and pick
up crank and run out.
Just run past the new hunters, or kill them, but running past would be
advised to save time and ammo.
42- Go to first hall way and run over to typewriter. Save game if you
have a ribbon. Use crank on hole and turn hallway. Go down hall and
past door. Turn right and run to the boulder. Then start running
back. The boulder will follow, run to safety. Then run and get flame
rounds. If you've been killing the hunters, then one won't open the
door and follow you. But there will be one next to the crashed
boulder. If you ran past them, one will open the door as you get to the
flame round and attack you. Kill him or run past him to the door beyond
the smashed wall boulder. There won't be a hunter in there.
43- Go beyond the door and kill the spider. It is possible to kill it
with two blasts of the flame round as long as they hit it's body and not
the legs. Pick up knife if you don't have one in inventory and swipe
open the door. Hopefully you'll have a space for the knife in inventory
(you probably used an herb fighting the spider.) If you don't have room
for the knife, just get bitten a few times by the baby spiders that pour
out and then use an herb. Go to the left and enter storage. Pick up
healing products and save game or don't. Exchange items--take doom
book 1 (eagle medallion if you already opened it), weapons and hexagonal
crank. Run down hall and enter the second boulder stretch. You don't
need to run from the boulder, just use the crank three times and enter
the room where the second doom book is.
44- Get second doom book and open. Get medallion. Go up the elevator
into the garden where the fountain is. Place medallions accordingly and
pick up herbs. Go down fountain and enter elevator. Go further down
the ladder and enter the room with the storage box. Exchange items, or
don't. Run across into the room. Kill zombies and go downstairs. Go
to the left into the computer room and login. Use JOHN for login and
ADA for password. Unlock door on B2 with password MOLE. Return
upstairs to the now unlocked room.
45- Run over to the panel and open it. Push the button and then get the
Lab key. Run back down into the lab and go to the door to use the lab
key on. Run across to the storage room and stock up on healing and save
the game. Exchange items--weapons and healing. Run out door and down to
the left to give power to the elevator.
46- Enter room. You don't have to kill the ceiling creatures. Just run
to the right and use the terminal there to give power to the elevator.
Run to the back of the boiler room and open door. Go down the corridor
to the right and enter the room with the triggering computer and the
circuit computer. Activate the elevator and run out of the boiler room.
47- Run over to the now operational elevator. Barry will join you and
follow story line. Kill Tyrant. It's easy if you just shoot and run.
Shoot and run. You'll probably never get hit, but try to kill him quick.
48- Barry and you will escape. After the elevator ride run to the
emergency elevator, All you should have to kill along the way are two
ceiling monsters and three zombies. Feel free to use bazooka and
whatnot to kill them quickly. Run out the emergency door. Barry will be
waiting for you. On your way you'll cross the storage box. Exchange
items-- all you need now is healing. MAKE SURE YOU HAVE ONE SPACE EMPTY
FOR THE SECOND ELEVATOR BATTERY.
49- Run over the battery (the radio will go off automatically and you'll
have to listen to it.) Pick up battery and place in elevator. Go up
elevator. Leave elevator and pick up flare. Use flare. (You don't have
to walk out a ways or anything. Just use it right away if you want.)
Tyrant will come out, just avoid him and run around till the helicopter
drops the rocket launcher. Kill Tyrant.
50- The End. Hopefully, this will take you less than three hours. (I
did it with 2:09:10 and 11 saves.) Restart game with Rocket Launcher.
Blow thy enemies to little pieces. Smile with a big grin......
That's about it. Please make any necessary adjustments and such
according to your style of play. If you feel you need to carry more
weapons than healing that's fine, or vice versa. But it's definitely
worth it to run around with the Rocket Launcher. It's kind of funny
when you play it again with a Huge Rocket Launcher in your arms and when
Barry gives you the acid rounds, you ask him what about him, and he
says, "I have this!" and you're carrying this huge weapon 'o
destruction. Or if/when you meet him on the balcony to see Forest and he
says to you, "Take this (bazooka). You don't have a weapon Jill." And
there you are carrying a Rocket Launcher in your arms. Anyways, good
luck to everybody and enjoy.....
Thanks to Revolution reader Tu T. Dang!