____  ____  ___  _  ___   ____  _    _  _____    ____  _  _  _  _
|    ||  __||  _|| ||   \ |  __|| |  | ||_   _|  |  __|| || || || |
| |\ || |   | |  | || |\ || |   |  \ | |  | |    | |   | || || || |
| || || |_  | |_ | || || || |_  |   \| |  | |    | |_  | || || || |
|    /|  _| |_  || || || ||  _| | |\ \ |  | |    |  _| | || || || |
| |\ \| |     | || || || || |   | | \  |  | |    | |   | || || || |
| || || |__  _| || || |/ || |__ | |  | |  | |    | |__ \ \/ /| || |_
|_||_||____||___||_||___/ |____||_|  |_|  |_|    |____| \__/ |_||___|

 ___   _  ____  ___  ___  ____  ____  ____  _  ___   ___  _  _  ____
|   \ | ||    ||  _||  _||_  _||    ||    || ||  _| |  _|| || ||_  _|
| |\ || || |\ || |  | |    ||  | || || |\ | \|| |   | |  | || |  ||
| || || || || || |_ | |    ||  | || || || |   | |_  | |  | || |  ||
| || || ||    /|  _|| |    ||  | || ||    /   |_  | | |  | || |  ||
| || || || |\ \| |  | |    ||  | || || |\ \     | | | |  | || |  ||
| |/ || || || || |_ | |_   ||  | || || || |    _| | | |_ | || |  ||
|___/ |_||_||_||___||___|  ||  |____||_||_|   |___| |___||____|  ||



                    RESIDENT EVIL: DIRECTOR'S CUT
              JILL'S ADVANCED/ARRANGED GAME SPEED GUIDE

                             Version 1.1

                       For the Sony PlayStation

                        Author: Efrem Orizzonte


=====================================================================
DISCLAIMER
=====================================================================

THIS DOCUMENT IS (c)2000-2002 EFREM ORIZZONTE. THIS DOCUMENT IS FOR PRIVATE USE
ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE, LINK DIRECTLY TO IT,
ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR MAGAZINES, OR SELL IT FOR ANY
PROFIT. YOU MAY PRINT IT AND GIVE IT TO WHOMEVER YOU WANT AS LONG AS YOU DON'T
GET ANY CASH FOR IT.

YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR CONTRIBUTIONS
AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS THEY'RE USEFUL AND PERTINENT
TO THE DOCUMENT. THE E-MAIL ADDRESS IS THE FOLLOWING (REMOVE SPACES TO GET THE
CORRECT ADDRESS):

                       efroriz @ hotmail . com


=====================================================================
CONTENTS
=====================================================================

1. REVISION HISTORY
2. INTRODUCTION
3. TIPS
4. SPEED GUIDE
5. MAPS
6. CREDITS


=====================================================================
1. REVISION HISTORY
=====================================================================

Version 1.0 [9-22-2000]
Everything.

Version 1.1 [2-27-2002]
I have slightly modified the ASCII title. I have also revised the text to
correct some of my bad English. Nothing has changed in the walkthrough.


=====================================================================
2. INTRODUCTION
=====================================================================

Although Resident Evil: Director's Cut is a much more difficult version of the
original game, it's possible to complete it - using Jill Valentine as the main
character - way below the 2 hours roof. Of course, this may prove to be an
impossible task for beginners, but it makes a tempting challenge for those who
have played the game and mastered it. This speed guide features a step-by-step
walkthrough that will tell you how to beat Jill's adventure in less than 1h40'
(in PAL version - time will be significantly shorter in the NTSC version). Try
it if you want to fully enjoy one of the greatest games ever made for the Sony
PlayStation, or if you feel the need to prove yourself a strong survivor. And
if you're wandering why on Earth I took the time to make such a guide... you
don't know who Vincent Merken and Mark Kim are! Check their great speed guides
as well.


=====================================================================
3. TIPS
=====================================================================

- Press Start to skip all FMV scenes. This saves time. Unfortunately,
  CGIs and cut scenes can't be skipped in this game.

- Run everywhere. If your thumb hurts, ignore it. You're playing for
  time, right?

- Remember that an enemy is dead only when you see its blood spread
  on the floor. Speaking about enemies, remember that only Explosive
  Rounds will surely kill a zombie in one hit, and that hunters will
  not be knocked down by Flame Rounds.

- Try to avoid being hurt at all costs. Accessing the menu and
  storage boxes to use First Aid Sprays takes time.

- ALWAYS know how many bullets/rounds you have in your weapon. ALWAYS
  reload when needed.

- NEVER get poisoned.

- If you know the game, plan everything from the start. Read the
  guide and play the game in your mind before you actually play it.
  This will save you a lot of time.

- Stay cool. You don't even imagine what mistakes you can make if
  you're agitated. Never panic, or you're dead.

- Don't load your inventory with First Aid Sprays. Save them for
  difficult spots.

- AIM WELL. You don't want to waste ammo.


=====================================================================
4. SPEED GUIDE
=====================================================================

Choose Jill and start the game. After Barry says "A dining room", you'll be
able to control Jill. Turn around and go back to the Main Hall 1F. Wesker will
send you back. When you can move again, try to return to the Main Hall once
more. Barry will say something. Now go where Barry is, and let the two of them
chat. After that, go to the granny clock. A scene will take over. As soon as
it's finished, go back to the Main Hall. When Barry asks you to look for
Wesker, run through the passage below the stairs, and exit back to the hall.
Barry will give you the Lockpick and leave. Climb the stairs to the second
floor.

Go to the Balcony and pick up the Bazooka. Equip it and try to take the key. As
soon as you regain control of Jill, fry Forest and get the Armor Key. Get out
and you'll meet Barry in the Main Hall 2F. He'll give you some Acid Rounds and
leave. Equip the Beretta, go back downstairs, and go to the Statue Room.

Unlock and enter the L-shaped Corridor. Run down it to avoid the dogs, and
access the Twisted Corridor. Unlock and enter the Patio. Shoot the first dog
once and get close to it. Shoot it until it's dead, then go ahead. As soon as
the camera angle changes, press R1 to be ready for the next dog. Shoot it once,
pick up the Chemical, shoot the dog again, and run back to the Corridor. Go to
the Dark Corridor and kill one zombie with the Beretta and one with the
Bazooka. Ignore the third zombie and enter the Painting Gallery.

Press the switches below the paintings in this order:

-Newborn baby
-Infant
-Lively boy
-Young man
-Middle-aged man
-Old man
-"The end of life"

Get the Wind Crest and leave. Unlock the Stairwell and run to the Storage Room,
without wasting a single bullet against the two zombies. Put everything in the
Storage Box but the Bazooka, the Armor Key, the Beretta, and the two Clips
you'll find in the box. Get out and go upstairs.

Move to the right of the steps to draw the zombie's attention. As soon as he's
on the left, climb the steps and run right to the jammed door. Turn around and
shoot the two zombies down with the Beretta, then unlock and enter the Stag
Room. Go to the Aquarium Room and press the spider switch on the wall. When the
aquarium is empty, push it towards the desk, and push the cupboard towards the
wall with the aquarium. Get the half Moon Crest and go back to the Corridor.
Equip the Bazooka. Unlock and enter the Red Corridor.

Kill the nearest zombie, then run down the hall to the Armors' Room. Enter it.
Cover the two ventilation holes with the statues and press the switch. Collect
the Emblem and get out. Go to Richard's Corridor, dodging the zombie on the
way. After the scene, go to the Dining Room 2F via the Main Hall 2F.

Kill the first zombie, then start pushing the statue towards the opening in the
rail. If you're fast, you can push it down to the room below before the second
zombie gets you. Avoid him and run to the Narrow Corridor. Kill the first two
zombies with the Bazooka, ignore the third, and go downstairs. Quickly enter
the Infirmary before the dog gets you.

Take the Serum from the shelf. Have with you: Beretta, Clip(s), Emblem, Serum,
Chemical. Get out and run like hell to the Green Corridor. Rush down the narrow
passage and kill (or just stun) the zombie guarding the Greenhouse. Enter that
room, and use the Chemical in the water pumping machine to KO the plant, then
get the Sun Crest. Get out and go to the Sofa Corridor. Go to the Piano Bar,
get round the piano, push the shelf aside, and get the Music Notes. Use them in
front of the piano to open a secret passage. Go there, get the Gold Emblem,
replace it with the Wooden Emblem, and go to the Dining Room.

Pick up the Star Crest from the remains of the statue. Use the Gold Emblem in
the hollow above the fireplace to move the clock. Collect the Blue Jewel. Take
it to the Tiger Room, and use it in the statue's eye to find the Shield Key.
Pick it up and return to Richard's Corridor via the Main Hall. After the scene,
open the next door. Hug the outer wall and run down it to the steps.
Immediately press X and the zombie's drool will miss you. Unlock the door,
discard the key, and enter the Attic.

Now you'll have to be very skilled if you want to save some precious time. Run
ahead and let Yawn make its introduction: then, as soon as you regain control,
turn Jill to her left and run towards the post. Get round it. Yawn will attack
while you do so, but it will miss if you're quick. Run to the alcove and
retrieve the second half of the Moon Crest, then leave as quickly as possible,
trying to avoid getting hit. If the snake didn't poison you, you'll save 2-3
minutes - otherwise, you'll lose them. Anyway, just get to the nearest storage
box (Infirmary if you were hit, Storage Room if not) and take with you the
Bazooka and the four Crests, then go to the Courtyard Passage.

Dodge the dogs and position yourself in front of the plate. Use the Crests in
the plate, tapping Start like mad every time one Crest is positioned to
immediately re-access the menu. When the door unlocks, enter the Warehouse.
Push the ladder below the shelf on the wall, climb it, and get the Square
Crank. Go to the Courtyard. Walk towards the rusty gate until you actually see
the dogs, then dash to the gate. At the Pool, use the Crank to drain the pool
(skip the FMV) and run all the way to the Guardhouse, avoiding all dogs.

Go to the Bedroom and get the Explosive Rounds (also take the First Aid Spray
if you need it). Reload the Bazooka and go to the Bar. Quickly take the Red
Book from the table and leave. Go to the Long Corridor. The plant's tentacle
will hit you twice, but it shouldn't be enough to kill you. Go to the Wasp Nest
Room, get the Dormitory Key 002, and go open the dormitory. Enter the Bathroom
002, kill the zombies and take the Dormitory Key 003 from the sink. Go open the
other dormitory, and enter its bathroom. Kill the zombie and pick up the Flame
Rounds. Kill the zombie in the dormitory, take the V-Jolt Report, and replace
it with the Red Book. Go to Plant 42 Room.

Shoot the Plant with 2 Explosive Rounds and one Flame Round. A scene will take
over. After that, get the C.Room Key from the fireplace and return to the
Dormitory 002. Push the bookcases to discover the ladder and descend it.

Push the first crate almost to the end of the corridor (it must be on the outer
wall), then push the two other boxes into the water. Do the same with the first
one and go to the Aquarium. Go right and down the hall to the C.Room door (skip
the FMV), unlock it, and enter. Use the lever and the button to lower the water
level and to unlock the Arsenal. Go to the Arsenal, take the Helmet Key, and go
back to 1F. After the scene, return to the Mansion.

Skip the FMV. When the first hunter comes at you, just run to the door of the
Stairwell. Once there, kill the two hunters with the Flame Rounds. Your Bazooka
_must_ be empty when you enter the Storage Room. Pick up the Acid Rounds from
the floor, and take the ones Barry previously gave you. Have a First Aid Spray
to avoid the worst, then go upstairs. Overrun the hunter and reach the Piano
Room.

Check the piano and Yawn will make an encore appearance. Stand your ground and
shoot - 5 Acid Rounds should be enough. Then, check the hole. Barry will come
in and allow you down. When he leaves, go to the tombstone and check it. Press
the switch and climb the ladder down. Run to the end of the corridor, avoiding
the hunter. Do the same with the zombies in the next hall, and reach the
Kitchen.

Go for the elevator and let the zombie on the floor bite you - but frantically
press every button to break free, or it'll chew you to death. Take the elevator
up, kill the first hunter you see, and go to the Closet. Take the 12 Explosive
Rounds, then run to the Main Library. Kill the zombies and push the metal
cupboard aside to earn access to the Secret Study. Get in, take the Battery,
and leave. Go to the Messed-Up Library, push ahead the statue once and a half
time, press the switch on the wall, then push the statue to the lightened
square. Get the Doom Book 1 and take the elevator back down to the Kitchen. Go
to the door to 1F, skip the FMV, and kill the zombie. Go upstairs and reach the
Garden.

Go to the Waterfall Courtyard and kill one dog, then avoid the others and put
the Battery in the hollow. Now take the elevator up. Kill the three dogs and go
to the Pool, and use the Crank. Go back down and run to the ladder to the
Underground. Descend it.

Immediately enter the door. Take the left passage. In the Shaft Room, take the
Explosive Rounds and maybe the First Aid Spray, then go to Enrico's Corridor.
When Enrico's dead, search him for the Hex Crank, then return to the Typewriter
Corridor and use your new Crank in the hole to clear the passage. Open the next
door. Go to the boulder, turn around, and run to the door. When the wall's
broken, run to the Spiderweb Room, and watch out for the hunter on the way.

Kill the spider, get out, reenter, take the Knife, and clean the door, then
open it. Go to the Second Boulder Corridor, use the Hex Crank three times,
tease the boulder, and hide in the alcove. Go to the end of the corridor and
get the Doom Book 2. Check and open the two books to find the Eagle Medal and
the Wolf Medal, then enter the Pressure Plate Room. Push the statue towards the
moving wall, then use the Hex Crank twice. Push the statue on the pressure
plate, get the Lab Key and go take the elevator at the other end of the
corridor.

Use the two Medals in the fountain, skip the FMV, and go to the new passage.
Take the elevator down to the Laboratory. Climb down the ladder and use the
storage box so that everything you have is the Bazooka, the Rounds, the Lab
Key, and any optional First Aid Spray. Go ahead. Kill one zombie and go
downstairs. Go left and reach the Computer Room. Input JOHN and ADA, unlock
Floor B3 and turn the computer off. Get out and run down the hall to the locked
door (kill the zombie on the way). Unlock and open it.

Ignore the zombies and go to the First Power Room. Go right, reach the control
panel, and activate it, then go back and proceed to the Third Power Room.
Quickly activate the elevator and take the Battery, then return to the Elevator
Corridor and enter the Guardpost to get the Flame Rounds. Go to the Elevator
and activate it. After the long scene, you'll have to fight the Tyrant. Shoot
it down, then take the Lab Key near Wesker's body and use the control panel to
unlock the room. Run back to the Entrance. You'll have one last scene with
Barry. After that, go to the Heliport Passage, use the Battery. Take and use
the Flare when you reach the Heliport.

I got 1:39:59, but I was hit by Yawn and lost some time visiting some storage
rooms. Therefore, 1:35:00 or less is completely affordable by hardcore players.


=====================================================================
5. MAPS
=====================================================================

***NOTE: only the names of the rooms you'll visit following this
   guide are written. Useless rooms don't need an explanation***


----------
MANSION 1F
----------

                                      ____
                                    _|    |
                                   | |27  |
                                   | /____|
                                   | |    ___
                                   | |   | |||
 ______________                    | |   |13 |
|         | 20 |_____              | |___|   |       ______
|    ____ \  ______  |             | | | | |\|______|____ 9|
|   | 18|/| |/| |21/_|             |_\ | | |_|  __  |  10| |
|   |/__|_|  _| |____|               |  \ \ \  /15| |/___| |
|       | | |        |_              | _11__/__|_\|___   /_|
|17     | \ |   4  __| |             |\          |    | 8|
|____|||| | |      |_| |             |    12     | 16 | _|
    | 3 |_|/|_____\__| |_____________|___________|____|\ |
    |___ __________/_30|             |      _____/    |  |
      | \              |             /  5  |_____| 24 |  |
      |       2        \             |_____|_    |/___|  |
      |                |      1      |        ___|_25_|  |
      |________________|             /  6    |     7     |
                       |             |_______/___________|
                       |_____________|

1  MAIN HALL 1F              11 DARK CORRIDOR
2  DINING ROOM               12 PAINTING GALLERY
3  SOFA CORRIDOR             13 STAIRWELL
4  PIANO BAR                 14 (BETWEEN 13, 11 & 15) STORAGE ROOM
5                            15
6  STATUE ROOM               16
7  L-SHAPED CORRIDOR         17 WOODEN CORRIDOR
8  TWISTED CORRIDOR          18 INFIRMARY
9  PATIO                     19
10                           20 GREEN CORRIDOR

21 GREENHOUSE                26 COURTYARD PASSAGE
22 (RIGHT OF 19) TIGER ROOM  27 WAREHOUSE
23                           28
24                           29 (BETWEEN 5 & 24)TOMBSTONE ROOM
25                           30 ELEVATOR CORRIDOR



----------
MANSION 2F
----------


    ______     ____                        ___
   |__    |   |21  |                      |||6|
   |  |/| |___|___\|___               ______| |____________
   |24| | |   |      | |             |   \  _______ _____  |
 __|__\ | |22 |  20  \ |             | 12| |  8 /__\_7\ 9| |
|  ___  | |   |     _| |             |\__|\|____|     |__| |
| |___| | |   \    | 19|             |________11|     /   /|
|_____ 5| |___|____|_  |             |        | | 18  | 10 |
      | |_  23/_   |_| |__         __|    13  \ |     |____|
      |__\|___|_/______|  |       |  |        | |     |    |
      |2 ____________  | 1|_______|  |________| |_ _ _|    |
      | |            | \  _________  /_ __  ____| | |      |
      | |____________| | |         | | /_4|\|_  16\ |  17  |
      |________________| |         | |3| ||14 |_ _| |_     |
                       | |         | /_| ||_____/__15_/____|
                       |_|         |_|


1  MAIN HALL 2F                   13 ARMORS' ROOM
2  DINING ROOM 2F                 14 RICHARD'S ROOM
3  BALCONY PASSAGE                15 ATTIC PASSAGE
4  BALCONY                        16
5  NARROW CORRIDOR                17 ATTIC
6  CORRIDOR 2F                    18 PIANO ROOM
7  STAG ROOM                      19 ELEVATOR CORRIDOR 2F
8                                 20 MAIN LIBRARY
9  AQUARIUM ROOM                  21 SECRET STUDY
10 FIREPLACE ROOM                 22 MESSED-UP LIBRARY
11 RED CORRIDOR                   23
12                                24
25 (Just right of 23) CLOSET



----------
MANSION B1
----------


                               ____
                              |1 __|
                              | |
 _____________________________| |___
| \___4____|  __/_________________|||
|      | | | |
|   3  |_| | |
|__ _______| |___
 | \        2    |
 |_______________|


1 MAIN CORRIDOR B1
2 LARGE CORRIDOR B1
3 KITCHEN
4 ELEVATOR SHAFT



------
GARDEN
------

 _
| |
| |
| |
| |_______                 _______
|_______ 4|             __|  _   _|__                  _______
        | |            | ___|_| |    |                |       |_____
        | |    _   /  _| |  | |2|____|                |___   5      |
        | |___| |_||_|  \|  |___  |                       |    __   |
        |_____\          |     _| |_                      |   |  |  |
              |_        _|    |  \  |                     |   |__|  |
                |   3  |      |_   _|                     |_________|
                |      |        | |
                |      |________|1|_
                |______|__________  |
                                  | |
                                  \_|



1 COURTYARD
2 POOL
3 WATERFALL COURTYARD
4 GUARDHOUSE PASSAGE
5 FOUNTAIN



-------------
GUARDHOUSE 1F
-------------

                   ______
        __________|      |__________
       |  3 |            |  | 9|  | |
 ______|__  |       5   _|  |\_| 8| |
|      | 4| |    |     |   _/_____| |________________
|   1  |__\\|____|     |  | 12 |    |11|   |         |
|       __     __/_____|  |____/    |/_| 10/    13   |
|___ __|  \ | |        |  |       7 \______|         |
    \  |  2 | |        |  /________________/_________|
       |____|\|________| 6|
            |_____________|


1 MAIN CORRIDOR                   8  DORMITORY 002
2 BEDROOM                         9  BATHROOM 002
3                                 10 DORMITORY 003
4                                 11 BATHROOM 003
5 BAR                             12
6 LONG CORRIDOR                   13 PLANT 42 ROOM
7 WASP NEST ROOM



-------------
GUARDHOUSE B1
-------------

                  _
                 | |
                 | |_______
 ________________|_______ 1|
|  5 |              /    | |
|____/    ______  2 |    | |
 |   /   |      |   |  3 | |
 | 4 |   |______|   |____| |
 |___|   |      |   /______|
     |   |______|   |
     |              |
     |______________|


1 UNDERGROUND CORRIDOR
2 AQUARIUM
3
4 CONTROL ROOM
5 ARSENAL



-----------
UNDERGROUND
-----------


                          _____
                         |  _ 1|     __________   _
                         | | | |    |   _\     |_| |
                         | | | |    |  | |__3  ____|
                         | | | |____|  |    | |
                         |\| |_\____ 2 |    | |
                  _______| |___     |  |   _| |
                 |  _______ 5 _|    |  |__|   |
                 |_|       | |      |____\__ \|
          __________   ____|\|____          | |
         |_   __   _| |           |  __     | |
         __| | _| |_  |     6     | | 8|    | |   _
        |10\_||  9  |_|_____/_____|_|_\|    | |__|4|
        |__|  |  ___\__________7_______|    |______|
              | |
              |_|


1 TYPEWRITER CORRIDOR                  6  SPIDERWEB ROOM
2 T-SHAPED CORRIDOR                    7  EMPTY CORRIDOR
3 SHAFT ROOM                           8
4 ENRICO'S CORRIDOR                    9  SECOND BOULDER CORRIDOR
5 FIRST BOULDER CORRIDOR               10 PRESSURE PLATE ROOM



------
LAB B1
------

 _______
|       |
|       |_______
|  20   \_____  |
|_______|     | |
              | |
              | |
              | |_____
              |__19_  |
                    | |
                    | |
                    | |
                    | |
                    | |              _____
                    | |_____________|     |
                    |_______________\  1  |
                                    |___  |
                                        |_|


1  ENTRANCE
19 HELIPORT PASSAGE
20 HELIPORT



------
LAB B2
------

 _____________
|__ __    |   |
|  \  |   | 2 |
|     | 3 |/__|
|  8  |       |
|_____|_______|


2 STORAGE BOX ROOM
3 STAIRWELL
8



------
LAB B3
------


 ____      _
|   _|____| |______
| |\ |    | |      |
| |  |  9 | |  7  /|
| |__|/___| |____| |
|_\___5_ _\4 ____  |________
      | / | | 12 | |   |  __|
      |_6_| |__  | |11 | |13|
          |    |/| |/__| |  |
          |________\___10/__|
                       | |
                       | |
                    ___|\|__
                   |_14_  _ |
                     || ||_||
                    _|| | _\|
                   |__| || ||
                     ______||
                    | _15__ |
                   _||__  _||
                  |_____||_ |
                  |16_____ \|
                  | |_____| |
                  |_________|


4 GREAT CORRIDOR                       11
5                                      12
6                                      13 GUARDPOST
7 COMPUTER ROOM                        14 FIRST POWER ROOM
9                                      15 SECOND POWER ROOM
10 ELEVATOR CORRIDOR                   16 THIRD POWER ROOM



------
LAB B4
------

 ______
|17____|___
| |        |
|_|   18   |
| |_____   |
| |     |  |
| |     |  |
| |     |  |
| |     |  |
| |_____|  |
|   ____   |
|  |    |  |
|__|    |__|


17 CORRIDOR B4
18 TYRANT LAB


=====================================================================
6. CREDITS
=====================================================================

CAPCOM: they created the Resident Evil phenomenon.

Vincent Merken: the king of the Speed Guides for survival horror games. He
didn't take the time to make one for this game, so... :). Check his works if
you ever find them (GameFAQs has them all).

Jeff "CJayC" Veasey at GameFAQs.com: he posts my FAQs.

Me: I wrote the FAQ.

You: you read my work, and (hopefully) enjoyed it.