The Spencer Mansion — Keys, Crests & the Kerosene Ritual
Arrival & the Dining Room
- 1
The Main Hall
After Alpha team takes shelter from the Cerberus pack, Wesker sends you and Barry Burton to search the mansion while he holds the entrance. Head through the Dining Room doors. Grab the Ink Ribbon on the table, then walk to the back of the room — Barry finds a bloodstain and asks you to keep looking for clues.
- 2
The First Zombie
Take the Emblem from the fireplace mantel (examine it in your inventory later — many objects in this remake hide something if you rotate them). Head through the right-hand door into the Tea Room hallway, then left: a figure hunched over a body turns out to be a zombie feeding on Kenneth. You can shoot it or simply back away — either way, retreat to the Dining Room and Barry will finish it off for you, saving your ammunition.
The Sword Key & the Grave Room
- 3
The Lockpick & the 1F Map
Return to the Main Hall. Barry hands you the Lockpick — it never takes up inventory space, so use it freely instead of hunting for small keys. 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, and turns green once you've cleared it, so check it often. Search behind the statue for a Dagger too; daggers help you break a zombie's grab, though they don't always finish the kill.
- 4
The Kerosene Canteen
Head back through the Tea Room and follow the corridor to the West Wing Exterior Stairs. A bird cage sits along the way; nearby you'll find a Handgun Magazine and a Green Herb. Climb the stairs into the Hall of Mirrors — a zombie's corpse lies here but won't rise yet. Turn right, then left past a second zombie (dodge it if you'd rather save ammo), and grab the Golden Arrow from the statue on the right along with another magazine near the mirror. Take the unlocked door on the right into the upper Dining Room, grab the dagger to Jill's left, then bait the lone zombie away from the woman-holding-a-water-jug statue with the blue gem, circle back, 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. Along the tree line near a metal gate you'll find Shotgun Shells. Examine the stone angel carved into the wall, then use the Golden Arrow on it to get the Arrowhead — insert it back into the angel and a hidden hatch opens in the floor.
- 6
The Book of Curses & the Sword Key
Down the hatch is the Boiler Room. Four stone faces line one wall, each missing something — leave them for now. At the back, take the Book of Curses; flip through it to find the Mansion Key, stamped with the sword emblem. Head back upstairs, take the left staircase up, and use the sword key on the first door you reach.
The Kerosene System
Every zombie you kill and don't burn will eventually rise again as a Crimson Head — faster, far tougher, and able to lunge. Burn bodies with the Kerosene Canteen as soon as it's safe, or plan to avoid that room entirely afterward.
- 7
The Wooden Emblem & the East Wing Save Room
Enter the C-Shaped Corridor. A door here needs the Armor Key — ignore it for now. Grab the Wooden Emblem Plate from the table further in (combine your two Green Herbs first if you need the space) and continue through the back door into the Small Library, then out the other side to the East Wing Stairs. Deal with the zombie here, then take the door beneath the stairs into the East Wing Save Room.
- 8
Learning to Burn Bodies
Deposit your knife, the Emblem, and any spare herbs. On the floor, pick up the Instructions for Handling Corpses file — it explains the Crimson Head mechanic above. Next to the item box, grab the Kerosene Canteen; keep it on you from here on, along with any Kerosene Cans you find scattered through the mansion, since the canteen only holds enough fuel for two burns at a time. Load out with just the Handgun, its magazine, the canteen, the Wooden Emblem, and the Sword Key, then save your game.
The C-Shaped Corridor & the Broken Shotgun
- 9
The Botany Book & the Rest Room Map
Back in the C-Shaped Corridor, take the right-hand door to find a Dog Whistle, a Crumpled Note, a handgun magazine, and the Botany Book. Drop the whistle and Sword Key in your box if you're tight on space, then head upstairs, past a locked first door, to the Rest Room at the end. Pick up the Lighter on the side table — you'll need to keep this on you from now on, alongside the Kerosene Canteen — then use it on the fireplace and place the Wooden Emblem on the mantel to reveal the 1F Rest Room Map. Grab the herbs, then step out and burn any bodies you're still carrying kerosene for.
- 10
Reuniting With Barry
Head back to the Main Hall, where you'll briefly cross paths with Barry again before splitting up. 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 still have the angle. Refill your canteen and burn both bodies once it's safe.
- 11
The Broken Shotgun Swap
Small Room off the Serpentine CorridorBroken ShotgunContinue to the double doors at the end, cross the Marble Hall, and enter the small room beyond it. Grab the Broken Shotgun on the wall, a dagger, and an ink ribbon — leaving the broken shotgun in its place instead triggers a curious detail, but taking it is what you're here for.
- 12
The Ceiling Trap
Step out into the connecting alcove and the ceiling starts descending, sealing both doors. Panic, call for help, and Barry shoots the door open just in time to pull you out. Once you're back in control, continue on to find a small bathroom; a zombie ambushes you at the tub, but clearing it nets you another dagger from the drain.
The Armor Key & the Death Corridor
- 13
Cerberus Through the Windows
Ignore a gray door on your way out — you'll return to it later — and head to the L-Shaped Corridor. Equip the Shotgun; Cerberus dogs crash through the windows here. Clear them, then check behind the display cabinets for a dagger and a handgun magazine. Use the Sword Key on the far door to reach the Art Room again — burn the zombie corpse in the back so it doesn't come back to bite you later.
- 14
The Fake Key
Backtrack to the West Wing Stairs and open the gray door you skipped, using the Lockpick. This leads to the Exterior Balcony. Equip the Shotgun, hold a good position, and use the Dog Whistle — two Cerberus will come running. Clear them (heal up from the fixed herb plants on the balcony if you're hurt), then examine one of the dead dogs for its Collar. Press the button on the collar to pop out a coin; flip and examine the coin to reveal it's really a 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 through the double doors on the left, back into the upper Dining Room, and take the first door into the Hall of Mirrors. Walk it end to end — burn the first zombie you meet, then handle a second body with the Shotgun; if you try to burn it instead it rises as a Crimson Head, but two shotgun blasts drop it (watch for the blood pool to confirm the kill). Enter the last door to reach a corridor of standing armor known as the Death Corridor.
The Armor TrapExamining the stone bench partway down grants the real Armor Key, but also triggers a trap — the path seals and a suit of armor advances to crush you. Open your inventory and use the Fake Key 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 back out, cross to the West Wing Exterior Stairs, and take the Tea Room path to the third door — the Bar. A piano sits here; in the bar counter you'll find ink ribbon (leave it, you'll need the space), and behind it, push the wooden bookshelf to reveal half of a Music Sheet. You can't play the piano until you have both halves, so move on.
- 17
The Kitchen & the Blue Gem
Continue down the hall to the last door and use the Sword Key — this is the last lock it opens, so discard it afterward. In the Kitchen, grab a handgun magazine from the table; the elevator here has no power yet. A zombie ambushes you on the way out — clear it and head back toward the Main Hall, swinging through the Dining Room to retrieve the Blue Gem from 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, empty out the Music Sheet, Blue Gem, Shotgun, Lighter, and Canteen. Take the two First Aid Sprays, two handgun magazines, and the incendiary rounds Barry left you a note about, then leave them all behind again — you need the space for what's in the next room.
- 19
The Deer Room's Wasp Trap
Upstairs, through the door across from the stairs, is the Deer Room. Before grabbing its herbs, take the door on the left with your Lockpick.
Botany RoomCrest of WindInside, take the Fish Hook, Wasp, and Wasp Bait from the framed pictures on the wall. Combine the bait with the hook and place it in the fishing picture, then place the wasp in the insect picture and flip the switch. The picture slides aside and the wasp comes alive to attack — two shots put it down. Take the Crest of Wind and move on to the adjoining room for a First Aid Kit, ink ribbon, and a green herb, then grab the Deer Room's herbs on your way back to save.
Forest's Grenade Launcher & Richard's Snakebite
- 20
Forest Speyer's Grenade Launcher
Deposit the herbs, First Aid Kit, and ink ribbon; load out with the Handgun, the Armor Key, the Canteen, Lighter, and Shotgun. Back at the upper Main Hall, use the Armor Key on the one remaining locked door to reach the Exterior Courtyard.
Exterior CourtyardGrenade LauncherGrab the handgun magazine on the table and a dagger on the bench, then find the body of your teammate Forest Speyer. Take the Grenade Launcher from his hand — Jill's signature heavy weapon — then check the back area for more herbs. Forest reanimates as you leave; put him down and head back inside. 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 — a giant, venomous snake bit him, and he begs you to fetch the antivenin he spotted earlier but never picked up.
Time LimitRichard dies if you take too long. Head straight for the West Wing Medical Storage Room: cross the Main Hall, take the back-left door, cross the balcony (a zombie may follow you through if you ignore it), go downstairs, and grab the Serum from the bookshelf. Kill and burn the zombie on your way back, then return to Richard.
Inject him in time and he stabilizes, buying you a chance to save him permanently later. In the Pillar Room past him, grab more herbs, then cross into the Attic Entrance — kill the zombie there and take the left door (the other needs the Shield Key). This leads to a Small Dining Room; light the candle with your Lighter, carefully move the display cabinet (a zombie is hiding 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. The first side path leads to the Tiger Bust Room — insert the Blue Gem into one eye now for shotgun shells (you'll return with the yellow gem later). Back in the corridor, the far door loops back to the Tea Room, so take the first door instead into the Investigator's Room. Two zombies wait — one hiding in a closet. Clear the visible one, grab a handgun magazine and the Guard's Diary, then equip the Shotgun before opening the closet, since the pistol alone won't drop that zombie fast enough. The closet yields a Battery and an Old Key.
- 23
Cooking the Herbicide
Trim your loadout to the Handgun, Shotgun, Canteen (if it still has fuel), the Armor Key, and the Old Key, then head to the Art Room, through the L-Shaped Corridor, into the Serpentine Corridor. Use the Lockpick on the gray door you skipped earlier — move quickly, since dogs can attack here. In the boiler you'll find the Herbicide, a yellow sack of chemical — top off your canteen and grab any herbs you have room for, then return to the save room.
- 24
Moonlight Sonata
Deposit the Grenade Launcher, Canteen, Lighter, and Herbicide; take the two Music Sheet halves, the Shotgun, and the Emblem. Combine the sheets into the Moonlight Sonata score, then head to the Bar (through the Dining Room, third door down the hall — watch out, a zombie you left unburned earlier may now be a Crimson Head; two shotgun blasts handle it). Use the score on the piano and play it; a hidden door opens to your left.
Hidden Piano RoomTrevor's DiaryInside, grab the Gold Emblem — the door seals behind you, but using the Brown Emblem reopens it. Take Trevor's Diary from the floor 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 from your box, 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
You reach the Greenhouse, where an infected plant blocks the path. To its left, pour the Herbicide into the water tank and press the red button — the plant dies instantly. Grab the herbs beyond it, combine them, and take the incomplete Mask.
- 27
Yawn's First Appearance
Store the herb mix and mask in the Medical Storage box, then head for your first encounter with the giant snake, Yawn — carry only the Shotgun. Return to the room where you found Richard (first door off the C-Shaped Corridor) and take the Attic door, using the Shield Key for the last time before discarding it.
Two OutcomesIf you saved Richard earlier, he shows up here to fight Yawn alongside you — he's mortally wounded and sacrifices himself, but leaves behind the Assault Shotgun. If you didn't save him (or lost him), grab the shotgun shells on the crates to your left and a second mask at the back instead; just dodge Yawn's strikes. Getting bitten poisons you either way — head back to the Medical Storage Room for the antivenin if that happens.
- 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 and a small gate opens with a wooden box inside.
The box has its own puzzle — press the buttons shaped like the sun until they form a heart, and it opens to reveal another Mask.
- 29
The Chandelier Room & the Last Mask
Load out with the Assault Shotgun, herbs, and every mask you have, save your game, and head out — the door with the failing handle you avoided earlier is now safe to use one last time; discard the Armor Key afterward too, since this is its final lock. 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. Then press the switch beneath her portrait; a wall slides open onto the Graveyard.
Grab the last Mask inside, unlock the gate with your Lockpick, and step out to the Graveyard.
- 30
The Crypt & Lisa's Coffin
Head down into the Crypt and place all four masks on the statue's tombstones in the correct 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 to the Grand Gallery through the gate, then straight ahead 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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