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Lost in Nightmares: The Spencer Estate

Chris and Jill in the Spencer Estate (2006): the piano, the spike ceiling, the Blob prison, the weaponless maze of spike traps, and Albert Wesker

Blob Albert Wesker 18 Score Stars · 9 files Stars 1–10 and 12–17: points of no return Score Star #9: before the ceiling drops The crest gate: you lose every weapon Maze: only placing a serpent shard saves the checkpoint No saving: checkpoints only

A downloadable episode set in 2006, a flashback from the campaign: Chris Redfield and Jill Valentine raid the Spencer Estate in Europe to arrest Ozwell E. Spencer, Umbrella’s founder. The mood is a homage to the first Resident Evil: mansion puzzles (the piano, the passwords, the spike ceiling), scarce ammo and enemies you can’t simply gun down, the Blobs. The core of it is an underground prison and a weaponless maze where your only defences are the knife, Flash Grenades and the spike traps. It ends with Albert Wesker. There’s no money and no shop: everything you pick up adds points (Score Stars) towards your rank.

Chapter order: main hall (lever, stars 1–3) → 2F bedroom (Keeper’s Diary, Password 3) → broken walkway (Jill jumps) → dining hall (Patrick’s Memoirs 1, Password 1) → toilet and piano room (Moonlight Sonata, Centaur Emblem) → Centaur corridor → storeroom (Heat-Sensitive Paper) → dining-hall fireplace (Password 2) → study (Spencer’s Memoirs 1–4, computer) → spike ceiling (lever, Square Crank) → gate under the stairs → underground prison (Blob, Jail Key, Silver Crest, Gold Crest) → fall into the weaponless maze (coloured cranks, spike traps, serpent shards) → back to the estate (2 M92F) → Albert Wesker.

Before you start:

  • Unlocking it. Lost in Nightmares unlocks after you clear 3-1. Your first run is Chris only (solo, with an AI Jill); clearing it unlocks Jill for solo play. In co-op, online or split-screen, one player is Chris and the other Jill. Amateur, Normal and Veteran are open from the start; Professional opens after a Veteran clear.
  • No shop, no money. The loadout is fixed: Chris starts with an M92F (30 rounds) and a First Aid Spray, and Jill also carries an M92F. You can’t bring campaign weapons or infinite ammo, and Score Stars replace money. You can’t save, there are only checkpoints.
  • Random weapons. Mansion weapons are random (3 patterns): look after whatever you get, because the prison has few pickups and entering the maze strips all your equipment.
  • Missables: once you jump from the “Jump Down” ledge, stars 1–10 are gone (#9 goes earlier, if the spike ceiling is stopped before anyone has shot it). Going through the crest gate costs you 12–17 and all your equipment. #18 sits right before Wesker. Kung Fu Fighting can only be earned within the 3 minutes of the Wesker fight.
  • Difficulty differences. Maze serpent shards: 1 on Amateur, 3 on Normal, 4 on Veteran and Professional. On Veteran and Professional a Blob can hold the spike trap up with its anchor, and one can appear in the spike-ceiling area or the storeroom. On Professional the map doesn’t show the Blobs, they move faster, and the basement’s key items may be in different spots (Fandom says so without naming which): if an item isn’t where this guide says, search the rest of that area.
  • S rank (any difficulty): accuracy ≥70%, ≥6 kills, ≤5,000 damage taken, ≥13,000 in score items and ≤40:00 (A: 60–69.9%, 5 kills, up to 10,000 damage, 10,000–12,950 points, up to 50:00). Deaths don’t count toward the rank. Guides recommend a separate Amateur run for the 18 stars and a fast run for the S.

Main hall

Easter egg: classic camera. Right at the start, examine the front doors 3 times (the prompt turns into ”?”): the camera switches to fixed angles with tank controls, like the first Resident Evil. Dying, changing area or examining the doors 3 more times turns it off.

Ground floor. Break the vases: on the left side two hold Handgun Ammo and one a small star; on the right, two small stars and one Handgun Ammo. Go round either side of the main stairs, through the archway and down to the small room with an iron gate and a lever.

2F. Go up to the walkway. There’s Handgun Ammo by the corpses (the exact spot shifts a little by pattern) and, depending on the pattern, on the desk at the right end (Handgun Ammo or a Herb (Green)) and on the middle of the walkway (Handgun Ammo).

Right-hand corridor and bedroom

Take the right-hand door on 2F and follow the corridor.

Broken walkway and dining hall

Broken walkway (left-hand 2F door). The walkway is cut. Use the partner action so Chris boosts Jill over the gap. Jill picks up a weapon on the dining-hall balcony (H&K PSG-1 rifle, M3 shotgun or H&K MP5 machine gun, by pattern), goes down and unlocks the dining-hall door for Chris.

Dining hall.

Toilet and piano room

Take the door left of the fireplace.

Centaur corridor and storeroom

Centaur corridor. Go back through the dining hall to the main hall and set the Centaur Emblem in the iron door on the opposite side. In the three-window corridor a bat bursts through the last window and a dog howls, a nod to RE1’s Cerberus. The paintings show the underground ruins and the garden from 4-2 and 5-1.

Storeroom.

Dining-hall fireplace. Go back to the dining hall and burn the Heat-Sensitive Paper in the fireplace: Password 2 appears.

Study and spike ceiling

Study. Enter the room Jill unlocked. Four documents sit on the bookshelf: Spencer’s Memoirs 1, 2, 3 and 4 (Spencer, his obsession with immortality, Alex and “Albert”). At the computer, enter Passwords 1, 2 and 3: it gives Patrick’s Memoirs 3 and Test Subjects (the list of the 13 Project W candidates, with Alex as 012 and Albert as 013) and opens a secret passage.

Spike-ceiling rescue. Chris runs back to the storeroom, to the door that wouldn’t open: Jill shoots the lock off from the other side. Inside, pull the lever that stops the ceiling.

The gate under the stairs

Go back to the main hall’s lever room and fit the Square Crank into the gate: one player turns it while the other goes through, then the one who went through turns the crank on the far side so the first can cross. Continue to the metal door and go down.

Prison: the cell corridor

Blobs appear from here on (see the boss section below). Their placement varies a little between runs. Go through the left-hand doorway and take the stairs down on the right, along the walkway.

Prison: 2F

Take the only staircase up. This area’s Blob is always there, but it can be in four places: (1) behind the left corner of the first flight, (2) behind the left corner of the second flight, (3) wandering the 2F cells or (4) coming up behind you from the ground floor. Go up with your weapon ready. Killing it drops a large star (2,000); if you’d rather not fight, the wooden ledge in the middle of the 2F gap lets you escape when it corners you on one side.

At the far end of 2F, take the stairs down on the right.

Prison: the spiral staircase and the Jail Key

The right-hand tunnel leads to the spiral staircase. A Blob drops from an overhead ledge.

  1. Partner jump: at the broken ladder, Chris boosts Jill to a wooden platform with 2 barrels. From there, Jill leaps across to the top of the spiral staircase; Chris walks up the stairs.
  2. At the top are a crank and a chest in an alcove behind a gate: one turns the crank while the other goes in and opens the chest: Jail Key. Solo, order the AI to turn the crank (action in front of it): it’s quicker, because if you turn it, the AI won’t go in until the gate is fully up.
  3. The Jail Key door is at the bottom of the spiral staircase: go down, unlock it, drop off the ledge beyond and jump the gap in the wooden bridge to a barrel with ammo. Any Blobs that were following you usually follow you into the next area too.

Prison: the water area and the crests

A Blob roams this area and usually shows up from the left as you enter. Both the straight path over the wooden bridge and the left path (with barred alcoves in the wall) lead to a locked gate; to its right, in the south part of the area, is the round indentation for two crests.

The maze: how it works

The execution ground ruins. The only weapons placed here are Flash Grenades; everything else is the knife and the traps. Open the map often: you navigate by the traps’ coloured squares.

The maze: the crank route

Where each of you starts. Chris starts beside the green crank socket, north of the green trap: on his right, a barrel with a Flash Grenade and a crate with a First Aid Spray. Jill starts south of the purple trap, with two crates behind her: First Aid Spray and Flash Grenade. Solo, the AI doesn’t break its own crates: it joins you straight away, so go back to its starting spot yourself for those items. In co-op, Jill heads north to the blue trap, climbs onto it and onto the ledge beside it, and you meet on the high walkway.

  1. First chest (by the red trap). Round the right-hand corner: barrel against the right wall = medium star. Go north to the red section of the map. Don’t go west yet: there’s a Blob there. Before climbing, if you like, cross the red square to the far side (back in the water) for a crate with a Flash Grenade. Climb onto the red trap platform and from there onto the high ledge on its left. Knife the 3 spiders (small stars). The chest is at the end of the corridor, on the right, next to a barrel = small star. It holds the red or the blue crank.
  2. First shard. Go to the trap of that colour (red east, blue west), fit the crank and crush a Blob. Place the shard in the slot left of the central gate: checkpoint, and the Blobs start breaking walls (slowly). Now break the barrel opposite the gate and the crate to the right of the blue socket: a Flash Grenade each.
  3. Second chest (by the green trap). Go back to Chris’s starting area (the one with the green socket). The wall to the west, just outside that area, is now broken: go down the narrow corridor, break the crate on the block on the left (small star) and carry on to the right. Hop the bars: the chest is left of a coffin. Mind the test subject in the water by the other bars. On the way back, the barrel in the corner west of the green trap holds a small star.
  4. Third chest (high walkway). Climb onto the green trap and from there onto the ledge on its south side. Follow the walkway: the chest is in an alcove on the left, with a barrel = Flash Grenade next to it. A snake roams here (it drops a random egg).
  5. Fourth chest (tunnel west of the purple trap). Follow the walkway west and hop the gap: on the left, a crate with a snake inside (it gives nothing) and a barrel = medium star, above the purple trap. The purple socket is just across when you hop to the walkway on the right. Come back, drop onto the purple trap and off its west side: barrel = medium star by the tunnel. Enter the tunnel: a test subject waits halfway along; run past and turn quickly. The chest is on the left. Leave the tunnel by its north end and you’re in the blue-trap area.

With the cranks you still need, repeat the cycle at each trap and place each shard as soon as you have it. Once the required shards are placed the gate opens: climb the ladder and the stone stairs back into the estate.

The maze’s fixed barrel stars (not part of the 18): medium in the barrel round the first right-hand corner from Chris’s start; medium in the barrel on the 2F walkway above the purple trap (next to the snake crate); medium in the barrel by the tunnel west of the purple trap; small in the barrel by the red-trap chest; small in the crate east of the green trap, on the way to its chest; small in the barrel in the corner west of the green trap.

Back in the estate

At the top of the stairs, a little way along the right-hand corridor, lie two M92F and a First Aid Spray by the corpses.

Follow the long corridor: cutscene with Spencer’s body and Albert Wesker. There’s Handgun Ammo around the room.

Boss — Blob

Basement prisoners infected on Spencer’s orders: over 7 ft tall, dragging an anchor. They appear in the prison (the upper floor, the second staircase and the spiral staircase) and in the maze; the mansion ones only on repeat runs or higher difficulties. The map shows them as triangles, except on Professional. It can’t run: you’re never forced to fight the mansion or prison ones; they stalk you until they lose sight of you.

Weak point: the yellow eye on the back of the growth on its right arm. A shot to the eye always stuns it. Hitting the growth without hitting the eye makes it spray acid that stuns anyone nearby.

  1. Don’t get grabbed. An anchor hit (sweep or slam) puts you in DYING. Its grab has no dodge prompt: your partner has to free you (solo, press the partner button so Jill or Chris helps) or the anchor impales you: instant death. On higher difficulties the impale comes sooner.
  2. Flank it. In co-op, pincer it: one player keeps it busy from the front while the other shoots the eye on its back. Careful as you reach the top of a staircase: it likes to wait there and swing.
  3. Weapon: a magnum to the eye drops it in about 3 shots on Normal. The shotgun does big damage to the shoulder growth. Unbroken barrels can snag it and give you an opening.
  4. Finishers: when it kneels, melee it (Jill: Sweep Kick or High Kick; Chris: Uppercut or Straight). If you both strike, back off after the second hit: it answers with two horizontal swings.
  5. Reward: a 2,000-point large star each. With or without Kung Fu Fighting, killing Blobs is the reliable way to reach the S rank’s 13,000 points and 6 kills. Whether a Blob crushed in the maze also drops the large star, the sources don’t say.

Boss — Albert Wesker

The room at the end of the estate, with Handgun Ammo on the floor. Wesker dodges bullets even from behind and at range: you only hit him in a short window mid-attack. The fight ends on its own after 3 minutes or once you deal enough damage. When he hits you, you sometimes have to rotate the stick to recover, and you can rescue your partner while he attacks them.

  1. Waiting it out: if you just want to finish, dodge his charges with the prompts and let the time run out. No bonus. If you’re going for Kung Fu Fighting and the clock nears 3 minutes, restart the fight from the pause menu: if it hits zero, the fight ends with no reward and you’ll have to replay the episode up to here.
  2. Kung Fu Fighting (3,000 points + achievement): from long range, fire at him with the handgun. After he dodges two or three shots, he usually answers with a short cut-in and a dash at the shooter.
  3. Dodge the dash with the prompt. On PS3 the first button is □ or × at random (always □ on Amateur). If the first hit lands, dodge the follow-up with L1+R1 (sometimes □+× on Veteran) or you may die outright. On Xbox 360 it’s X or A depending on difficulty.
  4. Counter: run in and use the melee prompt. Dodging a dash he started on his own gives the stronger tag-team prompt. A full combo ends the fight at once: Chris Left Hook → Right Hook → Body Blow → Heavy Blow → Finishing Combo; Jill Reverse Kick → High Kick → Front Kick → Knee Strike → Double Heel Hop. The prompts are Action, Action, Partner, Run, Action+Run (PS3 □ □ ○ × □+×; 360 X X B A X+A).
  5. Repeat until he leaves: 3–4 good counters usually do it.
  6. Co-op: when your partner dodges, don’t shoot (it cancels the melee opening); if you both strike together, both hits count. One guide says Jill’s taunt baits his charge (unconfirmed).
  7. Solo: the AI’s shots break the three-dodge pattern. The AI only picks up an M92F if you tell it to: don’t, and it reaches Wesker with just the knife.
  8. Trivia: dodging his punch-then-stomp shows “Flip Kick”, but Jill does a Cartwheel Kick.

Reward: the ending cutscene (Jill tackles Wesker out of the window). Clearing it gives the Must’ve Got Lost achievement and the Chris and Jill figurine; with an S, It’s Just a Bad Dream!; on Professional, Night Terrors; all 18 stars, Wish Upon a Star.

Points plan for the S (≥13,000): the 18 stars are worth 9,500 or 10,000. Kung Fu Fighting (3,000) takes you to 12,500–13,000: add one Blob (2,000) or the maze’s 3 fixed medium stars and you’re safely over. Without Kung Fu: the 18 stars + 2 Blobs = 13,500.

Don’t leave without:

  • stars 1–10 before you jump at the “Jump Down” ledge (#9 before the spike ceiling drops; #11 right after you land);
  • 12–17 before you go through the crest gate, and your ammo spent before you cross it;
  • the Jail Key, the Silver Crest and the Gold Crest;
  • in the maze, the shards your difficulty needs (1/3/4/4), placed one by one to lock in the checkpoint;
  • #18 before Wesker, and the 2 M92F in the corridor;
  • the 9 files: Keeper’s Diary, Patrick’s Memoirs 1–3, Spencer’s Memoirs 1–4 and Test Subjects;
  • Kung Fu Fighting within Wesker’s 3 minutes.

Chapter photos

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Tick them as you pick them up: it is the same progress as on Collectibles and Files.

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