The dining hall (大食堂 Daishokudō )[1] is a room that is located in the Spencer Mansion in Resident Evil. Chris or Jill and Barry first investigate the room when they hear a gunshot from the main hall. Upon inspecting the room, the player will notice a pool of blood by the fireplace. After encountering the first zombie, Chris and Jill can return to the dining room to collect a wooden Emblem above the fireplace. Once the player collects the Gold Emblem, they can place it in the spot above the fireplace and retrieve the Shield Key.
Description[]
The dining hall also has an upper level, which can be accessed from the main hall of the mansion. On the top floor, the player will come across a zombie and hunters later on in the game. There is also a statue holding a Blue Jewel on the upper balcony of the dining room. The player can push the statue off a broken part of the balcony and retrieve the jewel from the lower floor.
In the remake version of Resident Evil, the player will come across their first typewriter in the dining hall.
Guide[]
1996[]
- 1F
In Chris's scenario, the emblem can be obtained immediately. It must be replaced with the one inside the piano room. By doing so, the clock will move aside, which will reveal a key that can be taken.
In Jill's scenario, the player can either obtain the emblem or enter the tea room corridor. After triggering the zombie in the tea room, Jill will encounter Barry still checking the pool of blood by the fireplace as the creature enters the dining hall behind her. Before the zombie can harm either one of them, Barry successfully kills it with three shots from his Colt Python. After this, the two must go back to the main Entrance hall and report to Wesker.
- 2F
On the second floor, two zombies are encountered. A statue with a Blue Jewel can be pushed off the broken balcony (on arrange mode, the statue will have the star crest instead). After the statue has fallen and been destroyed, the jewel/crest can be obtained from its remains on the first floor. Upon revisiting the second floor of the dining hall after exploring the Dormitory, two Hunters will be present.
2002[]
- 1F
This is where the player starts the game. As Jill, moving halfway through the room towards the back will cause a scene to play. Jill walks up to Barry who has discovered blood on the floor (there are two variations to the scene based on which side the player approaches from).
From here, going into the Tea room, you will encounter a zombie. Turn around and go back into the dining room. The zombie will follow Jill and burst through the door. Barry will fire three shots from his Colt Python into the zombie, killing it. Jill then proceeds to say they should report back to Wesker.
At any point before encountering the zombie, checking Barry while he is still looking at the bloodstain will trigger a short scene where Jill says "Barry..." and he continues to look at the stain. Leaving the room to go into the Entrance hall will play a scene where Wesker instructs Jill to investigate the gunfire they heard and the player is forced back into this room. Attempting to leave a second time will trigger a scene where Barry calls out "Get cold feet already? That's not like you." and the player stays in the room.
Only after the extra Barry scene, if the player walks across the north end of the room a scene will play where the zombie opens the door and approaches Jill, then Barry shoots it down and Jill says they should report back to Wesker. If the player manages to find Kenneth Sullivan's corpse beforehand, Jill will also mention that she found Sullivan killed by it. In either case, after the zombie is killed by Barry the player can not go into the corridor. Upon trying to go to the Entrance Hall, a quick scene will play where the characters just miss the zombie getting up and shutting the door back to the corridor behind it.
After putting the emblem above the fireplace and the piano room according to the right pattern, the clock gear will open. The Shield key can be obtained from the clock after the completion of the puzzle:
- The large Gear, twice to the left/right
- Then, leave it alone.
The clock will move aside, thus revealing the key.
- 2F
One zombie will be faced on the second floor of the dining hall. A dagger can be found on the right side of the wall on normal and easy. The door at the far end that leads to 2F west staircase will require the Sword Key to enter, where as the second door to the Mirror corridor is locked from the other side. On normal and hard, two hunters will appear on the second floor after exploring the Guardhouse Residence.
Examines[]
1F[]
2F[]
Resident Evil (2002) | |||
Location | Localization | Original Script | |
---|---|---|---|
Checking the glass window | A stained-glass window. The pattern in the center resembles a woman. | ステンドグラスがある 中央にある模様が女性の姿に見える | |
The door to the 2F west staircase |
It's locked. An emblem of a sword in carved into the lock. | ||
The door to the Mirror corridor |
It's locked from the other side. |
Gallery[]
1996[]
- 1F
- 2F
2002[]
- 1F
- 2F
Gallery[]
1996 backgrounds[]
- 1F
- 2F
2002 backgrounds[]
- 1F
- 2F
Other[]
Further notes[]
- There is a picture of Cesare Borgia next to the clock. In the original game, it is incorrectly referred to as a picture of a woman.
Bibliography[]
- Takeo, Sakamoto, ed (1997) (in Japanese). Inside of BIO-HAZARD. Famitsu. ISBN 4-89366-659-2.
Sources[]
- ↑ Takeo (ed.), Inside of BIO-HAZARD, p.62