The Spencer Mansion — Old Keys & the Broken Shotgun
Arrival & the Dining Room
- 1
Alone in the Main Hall
The mansion is empty when Alpha team takes shelter inside — until Barry Burton vanishes and a gunshot rings out. Chris volunteers to investigate alone while Wesker and Jill stay behind to secure the entrance. You start with nothing but a Combat Knife, so avoid fights until you find a gun. Head into the Dining Room and grab the Ink Ribbon off the table.
- 2
The First Zombie
Walk to the back of the room; a zombie is feeding on a body nearby, in the Tea Room hallway to the right. With no firearm yet, your best move is to dodge it and retreat rather than risk a knife fight. Head back to the Main Hall — there's no Barry here to bail you out this time, so keep your distance and circle around it if it follows.
The Sword Key & the Grave Room
- 3
Reuniting & Finding a Pistol
Search the Main Hall floor and you'll find a Beretta 92FS dropped near the entrance — pick it up before Wesker and Jill leave to search elsewhere. Take the double doors opposite the Dining Room into the Art Room. Climb onto the table behind the water-jug statue, hop down the other side, and push it forward until it's flush with the statue.
Art Room1F MapTake the 1F Map — it marks anything you still need to grab or examine in red, turning green once cleared. Search behind the statue for a Dagger as well.
- 4
The Kerosene Canteen
Head back through the Tea Room and follow the corridor to the West Wing Exterior Stairs, picking up a Handgun Magazine and a Green Herb near the bird cage. Climb into the Hall of Mirrors — a corpse here won't rise yet. Turn right, then left past a second zombie (dodge it to save ammo), grab the Golden Arrow and another magazine, then take the unlocked door on the right into the upper Dining Room. Grab the dagger to your left, lure the lone zombie away from the statue holding the blue gem, and push the statue over the railing to break it.
- 5
The Graveyard & the Golden Arrowhead
Exit through the double doors on the left, cross the upper Main Hall, and take the hidden door halfway down the stairs into the Graveyard — two zombies wander here, so be ready. Near a metal gate along the tree line you'll find Shotgun Shells. Examine the stone angel, use the Golden Arrow on it for the Arrowhead, then insert it back to open a hidden floor hatch.
- 6
The Book of Curses & the Sword Key
Down the hatch, the Boiler Room holds four stone faces missing something each — leave them for now. Take the Book of Curses at the back and flip through it for the Mansion Key, stamped with a sword. Head back up, take the left staircase, and use the sword key on the first door.
The Kerosene System
Any zombie you kill and leave unburned eventually rises as a Crimson Head — faster and much more dangerous. With only six inventory slots, you won't always have room to carry fuel, so prioritize burning bodies in rooms you'll pass through again.
- 7
The Wooden Emblem & the East Wing Save Room
Enter the C-Shaped Corridor — a door here needs the Armor Key, so ignore it. Grab the Wooden Emblem Plate and continue through the Small Library to the East Wing Stairs. Clear the zombie there and take the door beneath the stairs to the East Wing Save Room.
- 8
The Old Key & Learning to Burn Bodies
On the table here you'll find an Old Key — this is your substitute for Jill's Lockpick, opening the same doors, but unlike her item it takes up a permanent inventory slot. On the floor, read the Instructions for Handling Corpses file explaining the Crimson Head mechanic above. Next to the item box, take the Kerosene Canteen and keep it on you going forward, refilling it from Kerosene Cans you find around the mansion — it only holds enough fuel for two burns. Deposit your knife and the Emblem, load out with the Handgun, its magazine, the Canteen, and the Old Key, then save your game.
The C-Shaped Corridor & the Broken Shotgun
- 9
The Botany Book & the Rest Room Map
Take the right-hand door in the C-Shaped Corridor for a Dog Whistle, a Crumpled Note, a handgun magazine, and the Botany Book. Head upstairs to the Rest Room at the end — you already carry the Lighter from the start of the game, so use it on the fireplace and place the Wooden Emblem on the mantel for the 1F Rest Room Map. Grab the herbs and burn any bodies you still have fuel for.
- 10
Splitting Up Again
Back at the Main Hall, go upstairs and through the double doors above the Dining Room, then use the Sword Key on the door that was locked before. In the West Wing Interior Stairs, ignore the gray door for now — before descending, shoot the zombie across the room and the one climbing the stairs while you have the angle, then burn both once it's safe.
- 11
The Broken Shotgun Swap
Small Room off the Serpentine CorridorShotgunContinue to the double doors, cross the Marble Hall, and enter the small room beyond. Grab the Shotgun on the wall, a dagger, and an ink ribbon.
You Must Swap the ShotgunUnlike Jill, nobody is coming to save you here. Place the Broken Shotgun back on the wall bracket in exchange for the real one, or the ceiling trap in the next room will crush you with no rescue.
- 12
The Ceiling Trap & the Bathroom
With the shotgun swapped, the trap in the connecting alcove stays disarmed. Continue on to the small bathroom; a zombie ambushes you at the tub, but clearing it nets you a dagger from the drain.
The Armor Key & the Death Corridor
- 13
Cerberus Through the Windows
Skip a gray door for now — you'll return with the Old Key — and head to the L-Shaped Corridor. Equip the Shotgun; Cerberus dogs crash through the windows here. Clear them, check the display cabinets for a dagger and a handgun magazine, then use the Sword Key on the far door back into the Art Room. Burn the zombie corpse there so it doesn't return as a Crimson Head.
- 14
The Fake Key
Backtrack to the West Wing Stairs and open the gray door with your Old Key — this leads to the Exterior Balcony. Equip the Shotgun, use the Dog Whistle, and clear the two Cerberus that come running (heal from the fixed herb plants if needed). Examine a dead dog for its Collar, press the button to pop out a coin, then flip and examine it to reveal the Fake Key. Discard the whistle and cross to the far door, back into the upper Main Hall.
- 15
The Death Corridor & the Real Armor Key
Cross the double doors on the left into the upper Dining Room, then take the first door into the Hall of Mirrors. Burn the first zombie, and drop the second with two shotgun blasts if it's already turned into a Crimson Head. Enter the last door into the Death Corridor.
The Armor TrapExamining the stone bench grants the real Armor Key but seals the corridor and sends a suit of armor advancing at you. Use the Fake Key from your inventory immediately to disarm it.
A locked door waits at the far end (Helmet Key required) — leave it for now.
The Bar & the Kitchen
- 16
The First Half of the Music Sheet
Head to the West Wing Exterior Stairs and take the Tea Room path to the Bar. Behind the counter, push the wooden bookshelf to reveal half of the Music Sheet. You need both halves before the piano does anything, so move on for now.
- 17
The Kitchen & the Blue Gem
Continue to the last door and use the Sword Key — its final lock, so discard it after. In the Kitchen, grab a handgun magazine; the elevator has no power yet. Clear the zombie that ambushes you on the way out, then swing through the Dining Room for the Blue Gem on the statue you toppled earlier.
The Wasp Puzzle & First Aid Room
- 18
Trading Up at the East Wing Save Room
Back at the East Wing Save Room, drop off the Music Sheet half, Blue Gem, and Canteen. Take the First Aid Spray, a handgun magazine, and the shotgun shells Wesker left you a note about — with only six slots, don't be afraid to leave items behind again if the next room needs the room.
- 19
The Deer Room's Wasp Trap
Upstairs, take the door across from the stairs into the Deer Room, then the door on the left with your Old Key.
Botany RoomCrest of WindTake the Fish Hook, Wasp, and Wasp Bait. Combine the bait with the hook and place it in the fishing picture; place the wasp in the insect picture and flip the switch — two shots put the wasp down once it comes alive. Take the Crest of Wind, grab a First Aid Kit and ink ribbon next door, then collect the Deer Room's herbs on the way back to save.
Wesker & Richard's Snakebite
- 20
A Note from Wesker
Deposit the herbs and First Aid Kit; load out with the Handgun, the Armor Key, the Canteen, and the Shotgun. Back at the upper Main Hall, use the Armor Key on the last locked door to reach the Exterior Courtyard.
Exterior CourtyardShotgun AmmoGrab the handgun magazine and dagger here, then find Forest Speyer's body — Chris doesn't get the Grenade Launcher Forest is holding, so just grab the herbs in the back area. Forest reanimates as you leave; put him down and head back inside, then use the Armor Key again on the first door in the C-Shaped Corridor.
- 21
Richard's Snakebite
You'll find Richard Aiken, badly wounded by a giant venomous snake, alongside Rebecca Chambers of Bravo team. Richard begs for the antivenin he spotted but never grabbed.
Time LimitRichard dies if you take too long. Head to the West Wing Medical Storage Room: cross the Main Hall, take the back-left door, cross the balcony, go downstairs, and grab the Serum from the bookshelf. Kill and burn the zombie on the way back, then return to Richard.
Give Rebecca the serum in time and Richard stabilizes. In the Pillar Room past him, grab more herbs, then cross into the Attic Entrance — clear the zombie and take the left door (the other needs the Shield Key). In the Small Dining Room beyond, light the candle with your Lighter, carefully move the display cabinet (a zombie hides inside — let it come to you), and search the back of the room for the second half of the Music Sheet.
The Statue Puzzle & the Crypt
- 22
The Tiger Statue & the Investigator's Room
Back down the West Wing Stairs, head to the North Corridor. Insert the Blue Gem into the Tiger Bust's eye for shotgun shells (you'll return with the yellow gem later). The far door loops back to the Tea Room, so take the first door into the Investigator's Room instead. Clear the visible zombie, grab the Guard's Diary, then equip the Shotgun before opening the closet — a second zombie is hiding inside. It yields a Battery or a spare Old Key, depending on what you still need.
- 23
Cooking the Herbicide
Head to the Art Room, through the L-Shaped Corridor, into the Serpentine Corridor. Use the Old Key on the gray door — move quickly, dogs can attack here. In the boiler, take the yellow Herbicide sack, top off your canteen, and grab any herbs you can fit before returning to the save room.
- 24
Moonlight Sonata
Deposit the Canteen and Herbicide; take both Music Sheet halves, the Shotgun, and the Emblem. Combine the sheets into the Moonlight Sonata score and head to the Bar.
Rebecca Plays the PianoChris doesn't know how to play, but Rebecca catches up to help. Hand her the score, then step out and come back after a short while — she'll have practiced it enough to open the hidden door on her own.
Hidden Piano RoomTrevor's DiaryInside, grab the Gold Emblem — the door seals behind you, but the Brown Emblem reopens it. Take Trevor's Diary and head back to the Dining Room.
- 25
The Clock Puzzle & the Shield Key
Insert the Gold Emblem into the fireplace to open the clock puzzle door.
Clock Hand SolutionSet the long, thin hand — labeled here as the small hand — on the Helmet, and the short, fat hand — labeled as the large hand — on the Armor. A hidden panel opens with the Shield Key inside.
Head back upstairs, dodging the zombie in the upper Main Hall, and take the West Wing Interior Stairs down to the save room. Grab the Herbicide, continue to the North Corridor, past windows where zombies claw at the glass, and through the door at the end.
The Grand Gallery & the Covered Passage
- 26
Poisoning the Greenhouse Plant
In the Greenhouse, an infected plant blocks the path. Pour the Herbicide into the water tank to its left and press the red button to kill it instantly. Grab the herbs beyond it, combine them, and take the incomplete Mask.
- 27
Yawn's First Appearance
Store the herb mix and mask, then head back to the room where you found Richard and take the Attic door with the Shield Key for the last time before discarding it.
Dodge, Don't FightChris never gets the scripted rescue Jill can trigger here — grab the shotgun shells on the crates to your left and the second mask at the back, and simply dodge the giant snake Yawn's strikes rather than engaging it. Getting bitten poisons you; if that happens, Rebecca will find you and you'll briefly play as her to fetch the antivenin before regaining control of Chris.
- 28
The Armor Puzzle Room
Back at the C-Shaped Corridor, enter the double doors into the Armor Room.
Push OrderPush the four freestanding suits of armor in this order: the one holding a spear (back right), then the one holding an axe (front left), then the one holding a shield (front right). Press the center switch for a wooden box, then press its sun-shaped buttons until they form a heart to open it and reveal another Mask.
- 29
The Chandelier Room & the Last Mask
Load out with the Shotgun, herbs, and every mask you have — with only six slots, this may take two or three trips back to the item box. Save your game, then use the door with the failing handle one last time before discarding the Armor Key. In the Dark Corridor, open the left door into the Grand Gallery.
Chandelier OrderLight the lamps in this exact order: the warrior's bracelet lamp orange, the sage's collar lamp purple, and the saint's crown lamp green — matching the painting of the woman on the wall. Press the switch beneath her portrait to open a wall onto the Graveyard.
Grab the last Mask inside and unlock the gate with your Old Key.
- 30
The Crypt & Lisa's Coffin
Head down into the Crypt and place all four masks on the statue's tombstones in order. A chained coffin crashes open, releasing a trapped Crimson Head — clear it, then take the shotgun shells and a stone-and-metal object inside. Head back through the Grand Gallery gate, then straight into the Covered Passage.
- 31
Into the Courtyard
A Cerberus ambushes you here — clear it and continue to a blue door. Slot the metal piece into the socket on its left to open it, stepping through into the estate's outer grounds.
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