So, you’ve decided to step back into the world of survival horror. Good luck. Whether you are playing the 1996 original or the 2002 REmake—which most people play nowadays through the HD Remaster—this Resident Evil 1 guide is going to focus on the stuff that actually kills you: inventory management and bad decisions. You aren't playing a shooter. If you try to kill every zombie in the Spencer Mansion, you will run out of bullets before you even find the Armor Key. It’s that simple.
The game is a puzzle box. Every hallway is a resource drain. To win, you have to stop thinking like an action hero and start thinking like a terrified delivery driver who is carrying way too many packages.
Jill Valentine or Chris Redfield?
This is the first choice you make, and it basically dictates your difficulty level. Jill is the "Easy" mode, though Capcom never calls it that. She has eight inventory slots. Chris has six. That sounds like a small difference, but in a game where you need to carry a weapon, ammo, a key, and a healing item, those two extra slots for Jill are a godsend. Plus, she has the lockpick. Chris needs to find small keys for every simple desk drawer Jill can just pop open in three seconds.
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However, Chris is tougher. He can take a few more bites from a zombie before hitting "Caution" status. He also has a higher critical hit rate with the handgun. But honestly? If this is your first time or you’re rusty, pick Jill. You get the grenade launcher. You get Barry Burton helping you out. You get more room for herbs.
Why your inventory is your biggest enemy
You’re going to spend half your time staring at a trunk. It’s annoying, right? But that's the game. The biggest mistake players make is carrying around items "just in case." Don't do that. If you aren't planning to unlock a specific door in the next five minutes, put that key in the box.
Ink Ribbons are another trap. You need them to save. Beginners often carry them around, wasting a slot. Only take the ribbon out when you are standing right in front of the typewriter. Then put it back. You should almost always have at least two empty slots before leaving a safe room. If you don't, you'll find a vital quest item and have to backtrack through a hallway full of hunters just because you wanted to carry three different types of healing sprays.
The Art of the Zombie Dodge
Let’s talk about the zombies. They’re slow. They’re loud. They’re also bait. This Resident Evil 1 guide wouldn't be worth much if I didn't tell you to stop shooting them. Most zombies in wide hallways can be baited. You run toward them, wait for them to lunge, then flick the analog stick back. Once they miss, you run past them.
In the remake, killing a zombie is actually a bad thing unless you burn the body. If you leave a corpse rotting on the floor, it eventually turns into a Crimson Head. These things are nightmares. They run. They slash. They have claws that can take you from "Fine" to "Danger" in a blink.
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Keep your kerosene flask full. If you must kill a zombie in a high-traffic area—like the hallway leading to the save room—burn it. If you don't have fuel, just leave the zombie alive and dodge it. It’s safer in the long run.
Essential Puzzles and Keys
The Mansion is a maze. You start with nothing. Then you find the Mansion Map in the second-floor vase room, and suddenly things make sense.
The progression follows a strict key hierarchy:
- Sword Key: Opens basic rooms in the first wing.
- Armor Key: Gets you into the more dangerous corridors and the greenhouse.
- Shield Key: This is almost useless, only opening one specific door, but you need it for the plot.
- Helmet Key: This is the late-game key that unlocks the final secrets of the mansion.
Don't forget the maps. Seriously. The map in Resident Evil is actually helpful because it highlights rooms in red if there is still an item inside. If the room is green, you’re done. This is the best way to find that one random herb or small key you missed.
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Dealing with the Hunters
Once you head back to the mansion from the Residence (the shark area), the game flips. The zombies are mostly gone, replaced by Hunters. These reptilian freaks are the real deal. They can decapitate you at "Caution" health.
When you hear that high-pitched screech, stop running. Use the shotgun. Aim up. If you're playing as Jill, use Acid Rounds. One or two hits usually does the trick. Never try to dodge a Hunter in a tight space. They are faster than you, and they will catch you.
Managing your Herbs
Mixing is everything.
- Green + Green: Better healing.
- Green + Green + Green: Full health.
- Green + Red: Full health (most efficient).
- Green + Blue: Heals poison and some health.
- Green + Red + Blue: The "God Tier" mix. Full health, cures poison, and gives a temporary defense boost in some versions.
Never use a Red Herb alone. It does nothing. It’s literally garden waste until you mix it with a Green one.
Boss Strategy: No Spoilers, Just Tips
You’ll fight a giant snake named Yawn twice. The first time, you don't even have to kill it. Just grab the item and leave. Save your ammo. For the later bosses like the Tyrant or the Black Tiger spider, distance is your best friend. The Tyrant is actually surprisingly easy if you just keep circling to his side—the side without the massive claw.
Actionable Steps for your Playthrough
Stop treating this like a modern horror game where you have infinite stamina and auto-saves. It’s a game of chess.
- Map your route. Before you leave a save room, look at your map. Decide exactly which rooms you are visiting. Do not wander.
- Conserve the Shotgun. Use the handgun for dogs and lone zombies. Save the shotgun for Hunters and emergencies.
- Check every corner. Use the "interact" button on everything—bookshelves, desks, pictures. Many items are hidden in plain sight.
- Examine items in your inventory. Rotate them. Look at the back of books. Open jewelry boxes. Sometimes the item you need is hidden inside another item.
- Keep a "Safety Save." Always keep one save file at the start of a major area (like the Mansion, the Guardhouse, or the Lab) just in case you realize you’ve wasted too much ammo and need a do-over.
The Spencer Mansion is designed to make you feel trapped, but once you understand the layout and the item flow, you realize you're the one in control. Focus on your inventory, burn the bodies you can't avoid, and always keep a spare herb in the box.