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FAQ/Walkthrough

by Muchitsujo

FAQ / WALKTHROUGH ON RESIDENT EVIL (BIOHAZARD, outside the US) for the Nintendo
GameCube.

Written by: Muchitsujo, v 1.00

=========================================
=  00: TABLE OF CONTENTS / LEGAL SPEAK  =
=========================================

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: #  | CONTENTS                              | UPDATED   :
: 00 | TABLE OF CONTENTS / LEGAL SPEAK       | 11/09/06  :
: 01 | VERSION INFO                          | 11/09/06  :
: 02 | INTRODUCTION                          | 09/17/04  :
: 03 | TACTICS                               | 09/17/04  :
: 04 | ENEMIES                               | 09/24/04  :
: 05 | WEAPONS                               | 10/02/04  :
: 06 | JILL VALENTINE WALKTHROUGH            | 11/09/06  :
: 07 | CHRIS REDFIELD WALKTHROUGH            | 10/03/04  :
: 08 | ENDINGS                               | 10/03/04  :
: 09 | REWARDS                               | 09/15/04  :
: 10 | FILE TRANSCRIPTS                      | 10/01/04  :
: 11 | PUZZLE SOLUTIONS                      | 09/24/04  :
: 12 | BOSS STRATEGIES                       | 11/09/06  :
: 13 | ITEM LIST                             | 10/02/04  :
: 14 | UNANSWERED QUESTIONS / PARTING SHOTS  | 09/29/04  :
: 15 | FREQUENTLY ASKED QUESTIONS            | 09/29/04  :
: 16 | FUTURE UPDATES                        | 10/03/04  :
: 17 | CONTACT INFO                          | 11/09/06  :
: 18 | FINAL NOTES                           | 11/09/06  :
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

TO WHOM IT MAY CONCERN: At this point in time, gamefaqs.com, neoseeker.com,
faqs.ign.com, 1up.com, and supercheats.com are permitted to host this FAQ.  All
others must first seek, then be granted, permission to use this FAQ in any way,
be it hosting or  merely taking out excerpts.  Any other usage is oh so illegal
and proper  steps will be taken.  All direct references and characters in the
game are  property of Capcom, but this FAQ and the effort put into either
writing or  transcribing is mine and mine alone.  (In other words, copyright,
by me,  Muchitsujo).  Pop culture references are the property of whomever, and
while the references may be original, the object in question is not.

or, as GameFaqs puts it...

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

DISCLAIMER: THIS FAQ/WALKTHROUGH CONTAINS SPOILERS.  NONE OF THEM ARE MARKED,
YOU CANNOT SKIP THROUGH THEM.  BE FOREWARNED!!! ALSO, THIS IS NOT, I REPEAT,
NOT A SPEED FAQ.  THIS FAQ FOCUSES ON DETAIL AND EFFICIENY WHENEVER POSSIBLE,
BUT YOU CAN MEET THE SPEED REQUIREMENTS FOR THE REWARDS USING THE METHODS THAT
FOLLOW.

By my own admission, I try to write my Walkthroughs in a no BS format.  This
means that I'm not going to take time leading you in the wrong direction or
repeat myself just to lengthen the guide.  If it's not part of the game, it's
not in here either.

NOTE: This is written for normal mode.  First-aid sprays are acknowledged, but
it is going to be assumed that you DO NOT PICK THEM UP OR USE THEM.

======================
=  01: VERSION INFO  =
======================

v 0.9
Not a public release.  It was completed 9/23/04, Jill aspects of walkthrough,
item lists, boss fights, etc are complete.  I've also introduced a new format
for transcribing the files that is more in line with how the game does it.
It's a little more space and work, but if you guys are for it, I'll keep it
that way and fix the other guides.  I've also decreased inadvertant spoilers
by a large margin.

v 1.0
First public release.  It was complete 10/03/04, Chris aspects of the guide are
now complete, and all the pieces now match up with one another.  Endings has
been completed, unanswered questions, FAQ, etc are complete to this point.
346k.

v 1.01
Second public release.  It was complete as of 11/09/06.  If it's not minor, I
don't know what would be, but old guides need lovin' too.  Re-wrote parts of
Jill's guide to highlight Muchitsujo's Astounding Corpse-Stacking Theory, and
changed the guide to her first fight with the Yawn to conserve some ammo.
Minor changes to the standard fare elsewhere, to make certain things clearer
where they may have not been before.  349k.

======================
=  02: INTRODUCTION  =
======================

"Alpha Team is flying around the forest zone, situated in in northwest Raccoon
City, where we are searching for the helicopter of our compatriots, Bravo Team,
who disappeared during the middle of their mission.

"Bizarre murder cases have recently occurred in Raccoon City.  There are
outlandish reports of families being attacked by a group of about ten people.
Victims, were apparently, eaten."

"The Bravo Team was sent in to investigate, but we lost contact."

"Bravo Team's helicopter was a derelict.  Save for the remaining body of
Kevin..."

...............................................................................
In 1996, Capcom released Resident Evil on an unsuspecting gaming world, seeking
to revolutionize how we regarded fear and intensity from a console game.
Unfortunately, due to time and budget concerns, some aspect of the story and
gameplay suffered from significant cutbacks to be disclosed later.  The game,
though widely considered to be one of the greatest in its time, was released as
an incomplete.  Now, six years later, the complete story can finally be told on
a new generation of consoles.  The horror is very much alive and well.
...............................................................................

"We continued our search for the other members, and it turned into... a
nightmare..."

=================
=  03: TACTICS  =
=================

In all RE games, your ultimate goal is survival, but there are certain things
that will make your survival a lot easier.

 ----------------------
|CHOOSE YOUR DIFFICULTY|
 ----------------------

It's not as simple as easy, normal, and hard in this one, so when you're
looking at the question to open up a new game, Mountain Climbing is Normal Mode
and Hiking is Easy Mode.  Those who are new to the series or what have you
might prefer to make a run through easy mode first, just keep in mind that you
can't get anything but the Closet Key as your reward if you do.  If you
complete the game in Normal Mode, you CAN select another difficulty by
reloading your completed game, but such is not a choice in Easy.

Furthermore, most gamers seem to believe that Jill is an easier choice than
Chris because she has a number of advantages early on in the game.  I believe
that their games are about equal, but the choice is yours.

 -----------------
|KNOW THE CONTROLS|
 -----------------

As a default, the controls in RE are:

CONTROL STICK: Character movement, aim (with weapon readied)

C-STICK: Press down to do a quick turn.

A: Action.  Open doors, pick up items, examine things on screen, climb objects,
   get down from objects, select (in item screen),  fire (with weapon ready)

B: Run (when used with control stick)

Y: Item menu toggle

Z: Map

Start: Bring up options menu

L: Change target / realign shot (with weapon readied), use defense item (MANUAL
   MODE ONLY)

R: Ready weapon

 -------------
|CONSERVE AMMO|
 -------------

This game does have pretty good supply of ammo, and if you play your cards
right, you can have more than enough, but there isn't the wide variety of
weapons that are seen in other REs and most of the weapons you to get will
be found pretty quickly, unless you're Chris, in which case you should probably
be more concerned.  No matter what character you choose or what path you take,
keep track of the ammo you're expending to make sure you're never caught in a
bad situation.  If you aren't coming back to an area later on, don't kill the
enemies wandering about and if you know a specific route is going to be clear,
use it to your advantage as much as possible.  If you can run from an enemy
like a Chimera without getting hurt too much, you won't have to worry about
how much ammo you have left for the Tyrant fights.

Another detail of "ammo" concerns defense items.  By going into the menus, you
can change whether or not you want to use your defense items automatically or
manually by hitting L the second you are grabbed.  Again, I think this is a
matter of preference because it doesn't appear that one or the other will
give a clear advantage.  As an added note of fun, if you use a DAGGER on a
ZOMBIE and then blow its head off, you can take the DAGGER back.  Fun!

 ----------------
|HEAL RESPONSIBLY|
 ----------------

The health spectrum for REmake is generally as follows:

GREEN:  100-76% health
Everything is fine and dandy.

YELLOW: 75-51% health
Some damage taken, but otherwise fine.

ORANGE: 50-26% health
Starting to show signs of fatigue.

RED: 25-1% health
Danger area.  Could die from any attack.

POISON: Varies
Slow, but noticable decrease in health.  Remove quickly.

Unlike in previous RE games, your movements are not significantly hindered
until you reach ORANGE.  Thus you can put off healing, while still being able
to get around your enemies.    RED is also not quite the same as in other RE,
you do not clutch your side and limp from place to place, but your movement is
much like it is in ORANGE.  Keep in mind that your quick turn movement is also
slowed once you take enough damage.

HEALING CHART:

GREEN = 25% restore
GREEN + GREEN = 50% restore
GREEN + BLUE = 25% restore and antidote
GREEN + RED = Full restore
GREEN + GREEN + GREEN = Full restore
GREEN + GREEN + BLUE = 50% restore and antidote
GREEN + RED + BLUE = Full restore and antidote
BLUE = Antidote
RED = Useless, on its own
FIRST-AID SPRAY = Full Restore

Poison status should not occur often, though the snakes are quite pesky and
if you're ever poisoned by a small and stupid mistake, they'll be the ones to
do it.

 ------------
|AIM PROPERLY|
 ------------

All creatures in this game move on a field, not in linear tracks.  Therefore,
you should realign your shot by hitting L when your weapon is up (using R).
This helps not only when zombies are wandering about, but it's all but crucial
in boss fights like the yawn and the black tiger.  It not only guarentees
that your shot will hit, but it also realigns with the enemies weak or central
area, making your shot hit harder.  Don't ignore your ability to aim up or
down either.  While you will hit a lower enemy when shooting straight ahead in
this game, it is far more efficient to shoot down at them.  Same applies to
higher enemies, or enemies with higher weak points.  By shooting up with your
shotgun at a close zombie, you can decapitate him instead of firing more
shots into its gut.  Also, anything shot out of the air will always have more
damage done to it.  Use that wisely.

 ---------
|USE RANGE|
 ---------

Some weapons are designed to fire certain distances, and others have the same
power from any distance.  For that reason, avoid putting yourself in danger.
If you're using a handgun, don't wait for them to get too close, but if you
have a shotgun (which also has the potential for knockback), maximize the
power by waiting a little.  With the grenade launcher and the flamethrower, be
certain you'll be able to hit your target with the range you've alloted.  Be
wary of obstacles as well.  Remember that to shoot faster, continue tapping the
A button instead of holding it down.  Also, enemies seem to be absolutely
confounded by the staircases, or at least put at a severe disadvantage by them,
so feel free to take a few pot shots from there.

 --------------------------
|KNOW THYSELF / THY PARTNER|
 --------------------------

Stamina and speed can vary from character to character, so while Chris may
be able to take that one extra hit from the hunter, Jill probably won't.  Keep
this in mind as you progress through the game and it becomes more of an issue.
There isn't a great deal of mobility or speed lost in the drop from CAUTION to
DANGER, but if you're not careful it can easily be the difference between
running away from a hunter and being decapitated by one.  As for your partner,
who is of periodic use, Barry will provide tips and spare ammo for Jill, while
Rebecca will back Chris up with her knowledge of treating wounds and mixing
chemicals.  Just know that both have their own weaknesses you may have to
compensate for later.

 ----------------
|KNOW THINE ENEMY|
 ----------------

Whether you're running from an enemy or fighting it, be aware of its attack
patterns.  Certain enemies (zombies, particularly) can be faked out and
tricked into lunging at where you were while you run away or prepare to stun
them out of their attack.  As a bit of added fun, if you pick up an item as
an enemy is about to attack you, they will miss more often than not and stand
there confused until you make your escape.  If you can think faster than your
enemy, you won't always have to attack faster.

Also, because of the Crimson Heads, it's generally a good idea to avoid
plugging zombies at random, as all of them are capable of coming back later.
Kill only what you have to, burn whatever bodies you can (see below), and
remember that naked zombies CANNOT come back as Crimson Heads.

 -------------
|STACK CORPSES|
 -------------

This is, I'll admit, a rather ridiculous and tedious method for reducing usage
of Kerosine, but it DOES work.  If you kill a group of zombies and they land on
the same general spot on the floor, when you use your FUEL CANTEEN and LIGHTER 
combo on them, all corpses on that spot will incinerate for the price of one
usage of the FUEL CANTEEN.  Every little bit helps.

 -----------------------
|WATCH FOR CRIMSON HEADS|
 -----------------------

Crimsons don't care who they tear apart in trying to get to you.  This means
that if you're being chased by a Crimson, say in the YELLOW HALLWAY, if you
dodge a zombie, the Crimson will probably rip it apart.  Depending on what else
you're doing at the time, this can be good or bad.  If you kill the Crimson,
and can burn the bodies, you're saving ammo.  If you're running around, or 
can't burn the bodies, there will only be more Crimsons later on.

 ----------
|PLAN AHEAD|
 ----------

Jill may have eight item spaces, but Chris isn't so lucky when he has six to
work with, for unexplained reasons (perhaps Jill is the master of packing, in
addition to unlocking).  Since you can't seem to automatically use or combine
herbs, you'll have to be smart with your item spaces and make sure you have
enough.  Luckily, there aren't any weapons in the game that take up multiple
slots in the inventory.

 -----
|GOALS|
 -----

With any ranked game, you're obviously going to aim for a high rank most of the
time.  The higher and faster, the better.  If you want to know what times will
grant you which rewards, consult section 09 REWARDS to figure out what you're
getting yourself into.  Time yourself, if need be.  Keep track of how long it
takes to do certain things, and don't forget to save.  If you save and it takes
longer than you wanted to in one part, you can reload and take another run
through it.  Beats playing through the whole game again.

=================
=  04: ENEMIES  =
=================

ZOMBIES

The REmake has seen a return to a more traditional zombie, at least in terms
of their models.  No more hats, no more surprises attached (at least the first
time through), and their heads pop just as they should when you magnum or
shotgun them.  Their primary mode of attack has become the grab and bite,
crawling and biting is not as much of a threat as it used to be and you
shouldn't find many zombies feigning death during the course of the game, just
make sure you can tell between that and ones that you have actually killed.
If you do find yourself caught on the stairs with one of them, they'll vomit
on you, no matter what, so don't run in close proximity to them ever.  Despite
some obvious dangers (one bite from these will put Jill down to CAUTION in
Normal Mode), they are surprisingly easy to fake out and dodge.  If you're
going to put one of these down, use the handgun if you have a fuel canteen with
something in it and a lighter or aim up with the shotgun to decapitate them.
Also remember that, quite the opposite of RE0, if you shoot a zombie as it's
trying to stand up, the attack is surprisingly ineffective, so don't shoot
until it's standing.  If you know you won't be returning to an area, don't
worry about any of that and cap them as always.  Also note that naked zombies
in the lab area CANNOT come back later, so you're free to kill them as well.
*******************************************************************************

CERBERUS

Mansion guard dogs, dobermans, specifically, bred for violence and without any
discretion or inhibition due to the T-Virus.  Their primary mode of attack
is to either to do the jump, bite, run combo on you or grab your arm and pull
on it as hard as they can until you button mash enough to throw them off.  As
a third attack, they may pounce on you, knocking you over, and try to tear at
your neck.  It's more likely that you'll be knocked down if you're already
injured, and you're probably going to have your throat torn of if you aren't
careful in that instance.  The best weapon against them is the handgun or one
of the shotguns, but if you knock them out of the air, you'll do a lot more
damage to them.  Pointing down and plugging bullets into them is the best
method for dealing with them, but since they often come in packs and work well
as such, you'll be attacked if you aren't careful.  It's better to take them
as they come, using the shotgun for the packs.
*******************************************************************************

CRIMSON HEADS

This is the reason why you burn corpses and decapitate them.  Leave a zombie
dead on the floor for long enough, and this is what happens.  Your first
encounter with one will probably come in the yellow hallway, but even if you're
fast enough to avoid this encounter, you can't avoid fighting at least one of
these.  Imagine your standard zombie, except it can run as fast or faster than
you, has long blade-like claws, and a lot more intelligence than most enemies
in the game.  To make matters more interesting, if one is chasing you through
a hall that has other zombies in it, they will tear those to shreds on their
way to you.  Fortunately, you practically have to step on top of one before it
will activate, so stuffing a corpse into a corner will leave you relatively
safe (for the most part).  Keep this in mind if you're one of those strategic
types.  As for the actual slaying of these cusses, I recommend nothing less
than a shotgun as close as you can get without being mauled.
*******************************************************************************

CROWS

Your standard crow, only it's more taken with being a predator than just a
scavenger.  These only appear in a few rooms in the mansion and one area in the
courtyard, and the general rule is that if you don't mess with them, they won't
attack you.  The exception here is the courtyard area, where you'll have to
kill them all if you want something good there.  In this case, the handgun has
its advantages in that you can take them down in one shot, but some may prefer
the superior spray radius that can be achieved with the shotgun.
*******************************************************************************

SNAKES

Smaller than their more notable cousin, these will drop from the trees in the
courtyard areas and will occasionally lie in wait on the ground, waiting to
bite and inflict the poison status.  Since they're otherwise small, weak, and
not worthy of being killed, this makes them one of the most annoying enemies in
the game.
*******************************************************************************

SPIDERS

Not your garden-variety spider, these things are bigger than dogs and have a
nasty habit of ruining your day with their poison.  Fortunately, there are only
five to eight of them in the entire game.  Mostly they hang around walls and
ceilings, spraying poison at you, but on the ground they can either do that or
grab you and try to bite you.  They're not terribly intelligent and will stay
on the wall for the most part unless you alert them to your presence.  To kill
a spider, you can either use a shotgun or higher and risk having a bunch of
baby spiders crawling out of the corpse after it dies, or you can use the acid
rounds, in which case the baby spiders are gone, but the spider's body will
continue to gush out poison after it dies.  On rare occasions, this can hurt
you.  If you can at all avoid these things, do it.
*******************************************************************************

NEPTUNE

Zombie sharks, a classic enemy from RE1.  These have absolutely nothing to do
with the cartoon shark equivalent of Curly Joe nor the band he was in, or the
later hip-hop producing group of the same name.  There are two baby sharks and
mommy that will trail them in the Aqua Ring.  When you first encounter them,
run like the devil is on your trail because the babies hurt, either taking a
piece off or pulling on your leg like the cerberi, but the mommy bites to kill.
The second time you can either kill them with your weapon of choice or do
something clever to get around that.
*******************************************************************************

BEES

Wesker's favorite enemy to practice his shooting on, who knows why.  There's a
whole hive of these buggers in the residence, but luckily you'll only see one
of them outside of there.  Ignore them, if at all possible, and by ignore I
mean run away from.
*******************************************************************************

HUNTER

According to Wesker's Report II, these are actually humans that have been
altered using the T-Virus and lizard DNA, and they're programmed to kill those
immune to the T-Virus.  Or those wearing body armor.  Or generally anything
that moves.  As opposed to their stand, slash, stand pattern of previous range,
they will now strike you with one claw and then the other in rapid succession
to inflict maximum damage and throw you off balance.  They also have the added
bonus of being able to pounce on you like the cerberi, which makes defense
items ever so much fun.  Otherwise, they still have their classic jump,
screech, and slash attack which will either take a large chunk off of your life
or kill you, and I've had it kill from FINE condition.  They're among the
fastest and most intelligent enemies in the game, so they rely on you being
stupid and running away.  Stand your ground either with the assault shotgun,
the grenade launcher, or the magnum, though I don't recommend using the last if
you can at all avoid it.
*******************************************************************************

CHIMERA

It's hard to describe exactly what this is, but if you're familiar with the
drain deimos in RE3, it's like a combination of that and a monkey.  For those
unfamiliar, this is probably what the keeper refers to in his diary.  Medium-
sized monkey creatures with large claw-like appendages protruding from their
backs and hooks for hands and feet (eyes... made of wood... er, nevermind).
Their favorite hangouts are wandering around in the power room and climbing the
grates or chasing you through air ducts.  If they aren't slashing at you, they
might be grabbing you from the ceiling and trying to slit your throat, and they
might succeed if you're low enough on life and don't have any defensive items.
To kill these, I recommend the grenade launcher or the magnum, but all things
considered, you shouldn't have to kill them if you can avoid them... oh, and
they melt into goo when they die...

=================
=  05: WEAPONS  =
=================

DAGGER (DEFENSE ITEM)

The primary defensive item.  If a zombie tries to lean over and bite you, you
can jab this into the side of their head, which will inflict some damage, but
is not an auto-kill by any means nor will it prevent them from becoming Crimson
Heads later (decapitation was the key word).  One of the interesting little
bits of fun later on is that if you decapitate them afterwards, you can find
the same dagger lying on the floor.
*******************************************************************************

STUN GUN (JILL'S DEFENSE ITEM)

You don't pick up the stun gun specifically, but you can find battery packs
scattered throughout and they'll be referred to in the walkthrough.  When Jill
pulls this thing out, she'll charge it and send it into the gut of the zombie
grabbing her, causing them to convulse under an electrical current and fall to
the floor in a heap.  The damage on this is pretty substantial, moreso than the
dagger, but it doesn't prevent Crimsons from popping up wherever.
*******************************************************************************

FLASH GRENADE (CHRIS' DEFENSE ITEM)

The best defense item in the game by a considerable margin, but don't ask why
there are so many of them just lying around.  If Chris is attacked by a zombie,
he'll jam one of these in their mouth.  From there, you can either be a classic
action hero and blow it up in their mouth using a gun, or you can wander off,
leaving a confused zombie with a ticking grenade in their mouth just standing
around mindlessly.  Either method is excellent, as these will kill zombies
whether you're on screen and in the room or not.
*******************************************************************************

SURVIVAL KNIFE

Not neccessarily a bad weapon, but not a good one either.  Useful for slashing
zombie legs to drop them, as always, but not useful for much else due to its
limitted range and power.  A good last resort if ammo is scarce, but not a
weapon that should be relied on beyond the mansion and the residence at the
latest.
*******************************************************************************

HANDGUN

Standard handgun with a fifteen bullet capacity.  Your basic weapon through
the majority of the game, cannot be upgraded or otherwise enchanced.  It has
plus range and the most ammo of any weaopn in the game, so odds are you'll
still be using it on into the second disk.  One nice little bonus of this
game's handgun is that it does headshot fairly frequently, whether you're Chris
or Jill.
*******************************************************************************

SHOTGUN

Unlike the shotguns of other games, this particular model only seems to hold
six shells.  That flaw aside, it is the best weapon for dealing with multiple
enemies, airborn or ground-based, is deadly in close range, and remains quite
effective against larger enemies and bosses if you have no better options.
Still useful for popping zombie heads, though it's noticably more difficult.
*******************************************************************************

ASSAULT SHOTGUN

The second and more reliable shotgun you'll find.  Though it's not a guaranteed
item just lying around, you should be able to pick it up rather easily, barring
any disaster that would delay you for a long period of time.  This particular
model holds ten shells against the standard six, and is better all around in
terms of recovery rate, reload time, power, range, and recoil.
*******************************************************************************

GRENADE LAUNCHER (JILL ONLY)

The most versatile weapon in the history of the game returns (debuts?) again.
The difference between the rounds is also as significant as it was in previous
games; grenades are best used in close range, crimson heads (and zombies) are
weak against incendiary grenades, and spiders won't spray out their young if
you kill them with an acid round.  Use this when you're in need of something
more powerful than a shotgun, but it isn't bad enough to pull out the magnum. 
*******************************************************************************

MAGNUM

Big freakin' gun.  Capable of destroying most enemies in a single hit.  Ammo
isn't scarce for this, but generally speaking, you'll want to save this gun
for bosses only as there isn't necessarily enough ammo to go around otherwise.
It suffers from significant recoil, as all magnums should, so fire from a
distance if you can.
*******************************************************************************

SELF DEFENSE GUN

Someone's idea of a bad joke.  One bullet, cannot be reloaded, won't be
automatically discarded after use.  Either don't pick it up at all or use it
to kill the first enemy you see and put it back in the item box.
*******************************************************************************

FLAMETHROWER (CHRIS ONLY)

Self-explanatory.  You only get to use this for a few minutes, as it doubles as
door unlocking mechanism (explained in walkthrough).  Shoots a concentrated and
damaging stream of flame, but runs on a 100% that drains rather quickly and it
cannot be reloaded.  Save it for the boss fight immediately following its
discovery, not like you have a choice.
*******************************************************************************

HANDGUN (SPECIAL)

If you liked the Samurai Edge S.T.A.R.S. handgun from RE3, this is an attempt
to copy that.  Fires three bullets in succession, a little more powerful than
the standard handgun, and best of all, it has infinite bullets.
*******************************************************************************

ROCKET LAUNCHER (SPECIAL)

Some recoil is the only price you'll pay for having a weapon that can basically
kill anything in one hit, including all of the bosses.  There are a few minor
issues with it though, for one, it only kills, it does not destroy (so you'll
still see Crimson Heads lying around), and for another it doesn't do anything
special in terms of appearance.  Not to mention it kills all the suspense.
*******************************************************************************

====================================
=  06: JILL VALENTINE WALKTHROUGH  =
====================================

Note:  This walkthrough will avoid circumstantial assumptions, like getting a
lucky headshot on a zombie, as they don't work well with contingencies...

*******************************************************************************
Part One: MANSION
*******************************************************************************

**MANSION MAIN HALL**

Ah, so many memories... but now's not the time to get nostalgic.  After some
dialogue between Jill, Barry, and Wesker, you'll be headed into...

**DINING ROOM**

There's some INK RIBBONS on the table, to go with the typewriter in here, but
for the record, this is the worst place to save in the game.  Run to the
opposite end and you'll get the classic blood scene.  Turn around and take the
door to your right.

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE (not yet)

Take a left down the hallway with the convenient camera angle and you'll meet
Mr. Teeth and Cataracts, your first ZOMBIE.  Killing him at this stage in the
game is a waste, so turn right around and go back into...

**DINING ROOM**

Barry will down the ZOMBIE using his magnum and they'll suggest a change of
location.  Head back for the double doors and the main hall.  As you approach
the door, the supposedly dead zombie will get up and go back to the hallway.

**MANSION MAIN HALL**

Wesker's gone and Barry wants you to help look for him.  Head behind the stairs
and down the little path (remember that gate).  Once the camera angle changes
there, backtrack and go out to where Barry is standing.  Barry and Jill will
talk a bit and Jill will get the LOCK PICK as her personal item.  Barry will
leave after this.  Despite Jill's initial idea of checking out the east side of
the mansion, she can't yet, so take a left back into...

**DINING ROOM**

Barry's gone, but no worries, just head through the opposite door to...

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

Same ZOMBIE, except he's wandering around to the right this time.  Turn left,
examine Kenneth for a FILE (your second one, S.T.A.R.S. Manual is default), and
go further on to exit the room.  Don't worry about Kenny either, he can't come
back.

**WEST STAIRCASE (EXT.)**

Make your way through to the birdcage, where you can pick up a HANDGUN
MAGAZINE.  Near the edge of the staircase you can find two GREEN HERBS, though
neither are worth picking up just yet.  Oh, and that corpse in the corner?  It
disappears later, but there's no corresponding enemy that I've seen.  Freaky.
Make your way up the stairs and open the door.

**YELLOW HALLWAY**
ENEMIES: TWO ZOMBIES

There's a GREEN HERB and a dead ZOMBIE ahead of you.  There's a very distinct
difference between a dead human and a dead ZOMBIE and you'll learn this one
of the next times you enter.  Meanwhile, hang a right, then a left, then
another right (dodging the ZOMBIE admiring himself in the mirror).  Further
along, you'll see the GOLDEN ARROW sparkling.  Pick it up, and you'll get a
reminder from your manual.  Hold off a bit on that one.  Next to the mirror
ahead is a HANDGUN MAGAZINE.  Grab it while the ZOMBIE to the left is
approaching and you'll fake him out.  Use the lag in his movements to make a
run for it and take the door on the right, which you'll unlock automatically.

**UPPER DINING HALL**
ENEMIES: ONE ZOMBIE

Here's the first ZOMBIE we'll have any fun with, since we're unlikely to ever
get close enough to him again to have him mutate.  Turn left and grab the
sparkly to get your first DAGGER and some info on defense items.  May want to
equip your SURVIVAL KNIFE as well.  Once you reach the double doors at the end,
you have a decision to make.  If you want six SHOTGUN SHELLS later, then go
around the other side and begin pushing the statue west.  If you're lucky, the
ZOMBIE will get in the statue's path and you can knife around it to kill him.
If not, he'll probably grab you and you'll lose the DAGGER, and if you're not
quick enough, he'll get a bite in and you'll drop down to caution.  When you've
otherwise disposed of him (and as far away from any door as possible), push the
statue off the edge where the opening is and it will crash to the floor below.
All's well in here, so head out the double doors.

**MANSION MAIN HALL**

Go down the short flight of stairs and through the door in the center part of
the landing.

**GRAVEYARD**
ENEMIES: TWO ZOMBIES

Head down both sets of stairs and you'll see one of the ZOMBIES and he'll
recognize you as prey.  Blarg.  Hang a left down the central pathway and you'll
find a gravestone at the end.  Open up ye olde inventory and examine the GOLDEN
ARROW to get the ARROWHEAD, then use the ARROWHEAD on the stone.  It will slide
back opening a path for you to head down.  Once you get to the bottom, take a
right and grab the BOOK OF CURSE and flip it over to examine the back.  You'll
get the MANSION KEY, henceforth referred to as SWORD KEY, and a FILE.  Head
back out and odds are that the first ZOMBIE is hanging around while the other
is a ways to the right, behind the gate.  Dodge it and run right out of here.

**MANSION MAIN HALL**

Head down the stairs and through the double doors you haven't been through yet
(east side of mansion, or to the left while going down the stairs)...

**STATUE ROOM**
ENEMIES: ONE ZOMBIE (not yet)

Here we see a large statue holding a MAP OF THE 1ST FLOOR and a dresser in the
corner.  If you climb over the dresser and go back to the shelf you can pick up
another DAGGER, but a ZOMBIE will follow you in and more likely than not you'll
waste time, bullets, and the dagger on him.  Otherwise, you could push the
dresser to the back of the statue and climb up to grab the MAP, but it's not
a necessary item, so I don't recommend it.  Instead, unlock the nearby door
with the SWORD KEY and enter.

**CORNER HALLWAY**
ENEMIES: ?

First (and only) time through here, there's nothing that can get you.  Push the
second dresser out of the way to grab a DAGGER, then push the second dresser
after the corner backward to pick up a HANDGUN MAGAZINE.  Exit through the
door at the opposite end.

**NORTHEAST CORRIDOR**

No enemies here either, yet.  Head to the first door you come across and unlock
it with the LOCK PICK, then enter.

**EAST GARDEN**

Make your way around the corner to pick up the CHEMICAL (HERBICIDE).  If you
need them, there are two GREEN HERBS and a RED HERB further on as well.  Might
want to mix up some healing items for later.  There's also a tank of KEROSINE
here, but you can't do anything with it yet because you don't have the proper
items (and the dogs will get you if you try to come back), so just leave.

**NORTHEAST CORRIDOR**

Keep heading forward and you'll see a door on the right.  That's the MANSION
BATHROOM, and there's DAGGER in there if you drain the tub, but it's just a
waste of time to get it, so don't bother.  Further along there's a single door
which you should enter now.

**ORNATE ROOM**

Odd camera angle here... Hmm... take the other door.

**FIREPLACE LOUNGE**

On one side of the table here is a DAGGER, on the other side, useless INK
RIBBONS.  The real treasure here is on the wall, in the form of the SHOTGUN.
Grab it, and don't worry just yet.

**ORNATE ROOM**

You may now worry.  Check the door behind you and the door in front of you
immediately, then move around a bit and Barry will come to the rescue.

**NORTHEAST CORRIDOR**

After a little dialogue (and a classic line), Barry will be headed off again
and you'll be left alone.  Just take the double doors in front of you.

**GREEN HALLWAY**
ENEMIES: ONE ZOMBIE

The ZOMBIE is way ahead and around the corner, while all the doors but the one
on the immediate right are locked.  Only one way through...

**EAST STAIRCASE**
ENEMIES: THREE ZOMBIES

The first ZOMBIE is lurking just around the corner.  Kill it then go through
the nearby door.

**EAST MANSION SAVE ROOM**

Grab the FILE between the item box and the lantern, then pick up the FUEL
CANTEEN on the floor, which you should refill with the KEROSINE near the
typewriter.  Ditch the CHEMICAL, the SHOTGUN, any healing items, and the
SURVIVAL KNIFE in the item box.

**EAST STAIRCASE**
ENEMIES: TWO ZOMBIES

If you killed the first ZOMBIE, the other two are upstairs with their positions
and awareness reset.  The first is to the left and the second is around the
corner to the right, which is where you're heading, so you can kill this one
if you want.  To save yourself some time later, I recommend luring the other
zombie over and killing him so that his corpse overlaps the one already on the
floor.  You can burn two corpses at once this way and save yourself the 
trouble.  Go to the door at the end of the right hand side, as the first one is
busted.

**RED HALLWAY**
ENEMIES: TWO ZOMBIES

The first ZOMBIE is to your right, where you'll need to be going. It might be
wise to kill it as you'll be using this hallway a lot.  To your left you might
see the WOODEN MOUNT, useful if you want the MAP OF THE 2ND FLOOR after you get
the LIGHTER, but that's unnecessary, so just go through the door on the right
end of the hallway.  If you can manage to lure the other ZOMBIE over to where
you can stack it on the other one once it falls, that's one less usage of
kerosine later, but he seems to be one of them that headshots rather easily.

**TREVOR'S STUDY**

On the table to your right, you'll find a DOG WHISTLE, and with it, a FILE on
what to do with it.  Don't forget the HANDGUN MAGAZINE on the corner of the
same table either.  On the curved table in the other half of the room, you can
find another FILE on the left side of the table and the all-important LIGHTER
on the other side.  With those items in tow, head out the nearby door.

**EAST STAIRCASE**
ENEMIES: ONE ZOMBIE

Find the corpse on the upper level and burn it by using the FUEL CANTEEN.  Run
away fast as the flames can still hurt you.  Repeat the process with the corpse
downstairs, then reenter...

**EAST MANSION SAVE ROOM**

Refill the FUEL CANTEEN with the KEROSINE near the door.  Each of these
KEROSINE tanks has four uses total in it, so this one is now spent.  Exit.

**EAST STAIRCASE**
ENEMIES: ONE ZOMBIE

If you took the WOODEN MOUNT and absolutely have to get the MAP OF THE 2ND
FLOOR kill the ZOMBIE on the left side of the hall and go to the end, where
you'll find the DISUSED STUDY and a strange picture on the fireplace mantle.
Use the WOODEN MOUNT on it and then the LIGHTER and you'll get the MAP.  It's
a total waste of time, so I'll assume you headed right and went through the
same door as before.

**RED HALLWAY**
ENEMIES: ONE ZOMBIE

Torch both the ZOMBIES, as you're going to be coming through here fairly often.
The other doors along the way here you can't unlock yet, so just run to the far
end of the hallway and you'll unlock the door with the SWORD KEY.

**MANSION MAIN HALL**

Good ol' Barry will meet up with you here, provided you did the SHOTGUN
encounter earlier, and he'll give you a six pack of ACID GRENADES, provided you
have the item space (and you should).  All the other doors on this level are
locked at the moment, so head across and back through the double doors into...

**UPPER DINING ROOM**

Run down the right side and unlock the second door you come across with the
SWORD KEY.  Enter.

**WEST STAIRCASE (INT.)**
ENEMIES: TWO ZOMBIES

Take a left and unlock the door you find with your LOCK PICK.

**WEST TERRACE**
ENEMIES: TWO CERBERI

This will be your first encounter with the beasts...  Move away from the door
a little and towards the glass panel, then use the DOG WHISTLE.  Both CERBERI
will come running, so plug them with your gun and hope for little damage.
Grab the COLLAR one of them drops to get the COIN, then check the back of that
to turn it into the IMITATION OF A KEY.  You're probably damaged right now, so
check out the nearby GREEN HERB PLANTER and heal your wounds.  Go back out
the door after that... discarding the DOG WHISTLE...

**WEST STAIRCASE (INT.)**
ENEMIES: TWO ZOMBIES

Walk around the staircase and to the little path on the north side.  You'll
find a ZOMBIE there, so plug him or do what you will.  If you want to, there's
another ZOMBIE at the bottom of the stairs that you can lure up for stacking
purposes.  I recommend it.  Go through the door at the end that he was
guarding, unlocking it.  The door on the left is locked for now.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Head out and through the little opening and hang a right.  Notice the corpse
lying around to the right.  You can try to burn it, but it probably won't do
you any good as this is now a CRIMSON HEAD who will rise up and slash at you.
Run fast and toward the door on the right. 

**NARROW HALLWAY**

You'll notice a couple of statues as you go up the stairs.  Around the corner
is an indentation in the floor that holds the MANSION KEY (ARMOR KEY), grab it
and quickly replace it with the IMITATION OF A KEY.  Nothing else to do here
yet, so head back out.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Waaah!  Crimson!  He usually waits around the corner by the door, so duck 
around quickly and go through the same door, though now might be a good time to
grab the GREEN HERB if you've been hit.

**WEST STAIRCASE (INT.)**
ENEMIES: ONE ZOMBIE

As you move forward, a ZOMBIE will bust out of the door leading to the WEST
TERRACE and the startling music will start to play.  With a little effort, you
can get him to stack on the other two you've already laid out, but like the
earlier zombie in the red hallway, he seems to headshot fairly easily.  Once
you've dealt with him, the room should be clear save for the three corpses
upstairs and the one downstairs in the corner behind the stairs.  Start
torching them, and when you run out of fuel, head down the stairs, continuing
down the hallway until you see one door straight ahead one one on the right
that you can use the LOCK PICK on.  Take that one.

**FURNITURE ROOM**

There's a BATTERY PACK on the nearby cupboard that you'll want to grab.  Next
to it is a case with a BROKEN SHOTGUN, but it's of no use to Jill, so ignore
it.  Further on in the room is a tank of KEROSINE and some INK RIBBONS in the
desk.  May be a good time to refuel the FUEL CANTEEN.

**WEST STAIRCASE (INT.)**

Assuming you've cleaned house around here, this place is going to be safe for
a while, but there are a few things we'll need to pick up before we can really
progress in the next area, so head back to the stairs and go through the door
by them to access the magic box.

**WEST MANSION SAVE ROOM**

There's no items in here, but there is a typewriter if you have to save and an
item box to drop your junk in.  I recommend getting rid of the ACID GRENADES
and the GREEN HERB, if you still have it.  Ditch the SWORD KEY as well, since
it's all but useless for now.  Grab the CHEMICAL (HERBICIDE) too.

**WEST STAIRCASE (INT.)**

Refuel in the FURNITURE ROOM if you're so inclined, then go out the door next
to it, unlocking it with the ARMOR KEY.

**WINDOW HALLWAY**

Pick up the BATTERY PACK next to you on the table.  There's some things to be
done straight down the hallway, but first, take a right and enter the door
you'll find there on the right.

**KEEPER'S ROOM**
ENEMIES: TWO ZOMBIES (not yet)

Grab the HANDGUN MAGAZINE on the bed, then go around to get an ominous FILE on
the table.  Both ZOMBIES should make their appearance now, one from behind you.
Plug both of them as much as you need to to exit, but be sure to grab the
BATTERY PACK in the closet before you do.

**WINDOW HALLWAY**

Take a left and go around the corner at the end, down the straight path and
around the corner to the door.

**GREENHOUSE**
ENEMIES: VINES

Here's an interesting little problem; you need to grab an item but these
blasted vines are guarding it.  No sweat, drop the HERBICIDE into the nearby
water pump and pump it to the red side.  Pumping it to the green side solves
nothing and kills the five GREEN HERBS here (what treasure!), but the real goal
is the DEATH MASK (MASK W/OUT EYES) behind the vines.  Grab that and head out.

**WINDOW HALLWAY**
ENEMIES: TWO ZOMBIES (not yet)

Why did I name the window hallway as such?  Run out of here to find out.  They
will chase you, but they can't catch up.  Take the door at the end of the left
corner, unlocking it, and return to...

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

There's that old ZOMBIE to your left, but you don't need to worry about him
just yet, so take a right and reenter...

**DINING ROOM**

If you wanted those SHOTGUN SHELLS I mentioned earlier, grab the BLUE GEMSTONE
off the south side of the table and go back to the WINDOW HALLWAY.  As you go,
take the first door on the right, avoiding both ZOMBIES, and enter the TIGER
ROOM, where you'll use the BLUE GEMSTONE to get the SHOTGUN SHELLS.  Others who
feel they don't need it can just keep on heading left and out the double doors.
Myself, I don't recommend getting these just yet, but later I'll remind you.

**MANSION MAIN HALL**

Head back up the stairs and take the right little staircase at the landing.
The door you can plainly see is the one leading to the RED HALLWAY, but first,
we should be heading to the right of that and through a door we can now unlock
with the ARMOR KEY.

**EAST TERRACE**
ENEMIES: ONE ZOMBIE (not yet)

Follow the twisting corridor around until you get a cut scene and meet up with
an old friend.  He's harmless in this run, so don't worry.  Pick up the DAGGER
on the bench near you, but know if you continue on to grab the two GREEN HERBS
at the end, that old friend will come back after you, and he's so bad, you
can't even use defense items on him.  For that reason alone, you might as well
just grab the nearby GRENADE LAUNCHER and just leave anyway.

**MANSION MAIN HALL**

Now just take a left and go through the nearest door to...

**RED HALLWAY**

Unlock both of the doors you pass using the ARMOR KEY, and enter the second
one, assuming you have one item space open.

**KNIGHT ROOM**

What's that?  Our first puzzle?...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [KNIGHT PUZZLE]                                     +
+                                                     +
+ As soon as you enter the room, four statues will    +
+ move forward: a knight with a shield, a knight with +
+ an axe, a knight with a halberd, and a knight with  +
+ a sword.                                            +
+                                                     +
+ Ignore the paintings on the back wall, as they're   +
+ irrelevant to the puzzle, unfortunately.  If you    +
+ play around with the statues, you'll notice that    +
+ the shield statue also moves in the sword statue,   +
+ but moving the halberd statue will send the sword   +
+ one back out again.                                 +
+                                                     +
+ Push the halberd statue in first, then the one with +
+ the axe, then push in the shield statue.  The sword +
+ one should move in automatically, allowing you to   +
+ flip the center switch without fear of danger.      +
+  -----------                                        +
+ |  -  T  -  |   1 = HALBERD      4 = SWORD          +
+ | |4|   |1|>|   2 = AXE          S = SWITCH         +
+ |  -  -  -  |   3 = SHIELD       T = JEWELRY BOX    +
+ |    |S|    |                                       +
+ |  -  -  -  |   < = PUSH LEFT    > = PUSH RIGHT     +
+ |<|2|   |3|>|                                       +
+ |  -     -  |                                       +
+  -----------                                        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

You'll now have the JEWELRY BOX on your hands.  Examine the front and back of
it to get the DEATH MASK (MASK W/OUT ALL).

**RED HALLWAY**

Head left and out through the first door you come to.

**EAST STAIRCASE**

You shouldn't have any item spaces left, so head down the stairs to drop off
some items in...

**EAST MANSION SAVE ROOM**

Barry's stashed some goodies in here for you in the form of some INCENDIARY
GRENADES and a FIRST-AID SPRAY.  At least put the former into the box for
future use.  Now it a good time to ditch everything else though, so when you're
done in here your inventory should look like this...

JILL'S INVENTORY:
HANDGUN
HANDGUN MAGAZINE
LIGHTER
ARMOR KEY
(open)
(open)
(open)
(open)

**EAST STAIRCASE**

Head up the stairs again and go towards the door on the left (east) end of
the hallway and open it with the ARMOR KEY.

**DEER ROOM**

Riiiight.  Take the RED HERB, then use your LOCK PICK on the left door.

**RESEARCHER'S ROOM**
ENEMIES: ONE BEE (not yet)

Barry again!  He'll give you an incomplete FILE, then leave.  Examine the frame
to your left to get the FISHHOOK.  After that, turn around and examine the one
on the right (north) side of the room.  Take the LURE OF A BEE, and ignore the
message you get, selecting no.  Combine the FISHHOOK with the LURE OF A BEE in
your inventory, then examine the frame near the door to get a BEE SPECIMEN.
Use the LURE OF A BEE on this collection after getting it, then use the BEE
SPECIMEN on the frame to the right to complete that collection.  Now you may
select "Yes".  This will activate the BEE and send it after you, but instead of
messing with it, grab the WIND CREST and head right out the door.

**DEER ROOM**

Across this room is another door leading to the RESEARCHER'S LODGINGS, where
you'll find a GREEN HERB on one side of the bed and a FIRST-AID BOX on the
other, which will contain a FIRST-AID SPRAY.  Also on the dresser is some INK
RIBBONS, but blah to that.  When you're done, head out the door again.

**EAST STAIRCASE**

Head down the stairs and go out the door here on the lower level, and don't
worry about the message, it won't be an issue.

**GREEN HALLWAY**
ENEMIES: ONE ZOMBIE

Take a left and enter the first door on the left, unlocking it with the ARMOR
KEY, then getting rid of it.  The ZOMBIE might approach, but this isn't an
issue yet, just head inside.

**STAINED GLASS ROOM**
ENEMIES: FOUR CROWS (not yet)

Hmm, an undetermined number of CROWS are in here, but don't shoot at them or
screw up and they won't mess with you.  In the meantime, we've got a puzzle
on our hands...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [STAINED GLASS PUZZLE]                              +
+                                                     +
+ On the other side of the room is a portrait with a  +
+ caption reading: "Lisa, protected by the three      +
+ spirits".  The portrait has a green crown, a purple +
+ necklace, and an orange bracelet.                   +
+                                                     +
+  _____    L = LISA GLASS        N = NECKLACE GLASS  +
+ |L| | |   B = BRACELET GLASS    C = CROWN GLASS     +
+ | |B| |D  D = DOOR TO GREEN HALLWAY                 +
+ |B| |R|                                             +
+ |L|N|E|   The object here is to match up the glass  +
+ |U| |D|   items with the right color.  Bracelet and +
+ |E|C| |   crown both appear as yellow, while the    +
+ |  -  |   necklace is red.  To alter the colors,    +
+ |_____|   use the switch on either the blue or red  +
+           sides to tint it that color.              +
+                                                     +
+ Since the bracelet is orange, use the switch on the +
+ red side to switch the glass to that color.  Since  +
+ the necklace is purple and the crown is green, use  +
+ the switches on the blue side to make them the      +
+ correct color.  When you're finished, just revisit  +
+ Lisa's portrait and press the button.               +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Now that the portrait is sliding up, grab the DEATH MASK (MASK W/OUT MOUTH)
that you'll find on the floor.  To your right is a gate leading to the
GRAVEYARD, which you can unlock with the LOCK PICK.  Since this is the best
route out of here, I recommend taking it.

**GRAVEYARD**
ENEMIES: TWO ZOMBIES

Whoa now, dodge the ZOMBIE and run to the left, climb up the stairs, and go
back inside.

**MANSION MAIN HALL**

Take a left again up the stairs and into the nearby door.

**RED HALLWAY**

It's time to go into that door you haven't been through yet (frist on right).

**RICHARD HALLWAY**

Run forward a little bit and Richard will come barreling out.  After a scene,
you're back in...

**RED HALLWAY**

Ah, the famous SERUM run.  Take a left and exit that way.

**MANSION MAIN HALL**

Run straight through the double doors.

**UPPER DINING ROOM**

Run down the right side and take the second door.

**WEST STAIRCASE (INT.)**

Head around and down the stairs into the room next to them.

**WEST MANSION SAVE ROOM**

Grab the SERUM off the shelf with all the bottles on it.  There's going to be
a fight soon, so you might want to grab the SHOTGUN, I recommend a straight
swap for the HANDGUN, for now.  BE SURE TO LEAVE TWO ITEM SPACES OPEN,
preferably THREE.

**WEST STAIRCASE (INT.)**

Climb back up again and head out through the same door on the other end.

**UPPER DINING ROOM**

Hang a left and run through the double doors...

**MANSION MAIN HALL**

To the opposite end again and to...

**RED HALLWAY**

First door on the right...

**RICHARD HALLWAY**

If you got here in time, Richard's still alive, albeit a little dramatic, and
Jill will give him a shot of SERUM.  He'll give you the radio if you got there
in time, but if you just screwed around for twenty minutes he's probably dead.
I'll assume he's alive as this isn't hard or anything.  Nearby, you'll find
two GREEN HERBS for healing your bleeding self, so use 'em if you need 'em,
just keep in mind you'll still need two or three open item slots.  Check out
the door to the left side now...

**DISUSED HALLWAY**
ENEMIES: ONE ZOMBIE

Little dusty in here.  The ZOMBIE is to the left at the junction, so take him
out and then go through the door at the end there.

**SMALL DINING ROOM**
ENEMIES: ONE ZOMBIE (not yet)

That's a HANDGUN MAGAZINE sitting there glimmering, so grab it as you probably
do need it right now.  Head around the table and use the LIGHTER on the candle
to get a better idea of what's going on around here.  It'll also give you
access to another HANDGUN MAGAZINE in the china cabinet.  Push the nearby
cupboard out of the way to reveal a hole.  That's where your ZOMBIE is, but
he's a little weaker than the others (been stashed there too long) so it
doesn't take much to down him.  After that's accomplished, examine the nearby
cabinet to get MUSICAL SCORE (MUSIC, MID-PAGES).  That's all you're here for,
so take it and leave.

**DISUSED HALLWAY**

Hang a right and out to...

**RICHARD HALLWAY**

Around the corner to...

**MANSION MAIN HALL**

Here, we're really going to want to go downstairs again, so head down there and
turn right and open the double doors.

**DINING ROOM**

If you have that third item slot, you'll want to put it to good use by grabbing
the EMBLEM off the fireplace mantel.  If you have four item slots, then you may
still be interested in the BLUE GEMSTONE, in which case you should follow the
instructions from last time we were in here.  This is the best time to get them
if you think you need them.  Either way, we're going in the same basic
direction.

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

Take a right, watch out (kill) the ZOMBIE you find nearby, and then enter the
last door on the left.

**PIANO BAR**

Head around the piano to the shelf and push it out of the way to get to the
MUSICAL SCORE (MISSING MUSIC).  Combine the MISSING MUSIC with the MUSIC, MID-
PAGES to get the MUSICAL SCORE (MOONLIGHT SONATA).  Now if you have the EMBLEM
with you, just use the MOONLIGHT SONATA on the piano.  If not, go get it from
the DINING ROOM.  After you play the melody, a panel will slide up.  Enter and
you'll find a FILE on the floor, plus a GOLD EMBLEM.  Grab the GOLD EMBLEM and
replace it with the EMBLEM after the scene.  This room is spent, so exit.

**KENNETH HALLWAY**

Turn right and take the usual door on the left further along...

**DINING ROOM**

Use the GOLD EMBLEM above the fireplace and the clock will open up.  You should
check it out.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [CLOCK PUZZLE]                                      +
+                                                     +
+ Check the painting next to the clock and you'll get +
+ a message that says "A picture of two knights       +
+ striking each other.  The short sword has been      +
+ thrust into the breast of one knight, while the     +
+ long sword has pierced the head of the other."      +
+                                                     +
+ Check the clock and it'll look like a normal clock, +
+ but the 3 is replaced by a shield, the 6 is armor,  +
+ the 9 is a sword, and 12 is a helmet.               +
+                                                     +
+ "When the two have run each other through, the path +
+ to your destiny will open."                         +
+                                                     +
+ Use the painting as your reference and move things  +
+ from there.  The small gear operates the long hand, +
+ while the large gear moves the small hand.  Both    +
+ hands currently point to midnight.                  +
+                                                     +
+ Move the large gear twice to the right to make it   +
+ point to armor, then quit turning.                  +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Your reward will be the MANSION KEY (SHIELD KEY), which will open up the ATTIC
near where Richard is.  For that reason, we should head for the double doors.

**MANSION MAIN HALL**

Go up the stairs, right at the landing, and through the door on the east side.

**RED HALLWAY**

Through the first door on the right...

**RICHARD HALLWAY**

Richard's still in here, all right, but unwilling to do much of anything.  Grab
the GREEN HERBS, if there are any left, and head out the door on the other
side.

**DISUSED HALLWAY**

Head up the stairs and unlock the door with the SHIELD KEY, then discard it.

**ATTIC**
ENEMIES: wait for it...

Walk forward a bit and you'll have an encounter.  Luckily, if you saved him,
Richard will want to help out with his ASSAULT SHOTGUN.

-------------------------------------------------------------------------------
|+[BOSS FIGHT #1A: YAWN]+                                                     |
|+[DIFFICULTY: VERY EASY]+                                                    |
|There are a few solutions to the issue of The Yawn.  For one, you could run  |
|around him to the far side of the room to grab what you need and run, but    |
|we'll assume you stand him down.  As should already be evident from earlier, |
|The Yawn will bite and poison you, so you'll just have to deal.  Now the Yawn|
|will circle around both you and Richard, and his constant movement will make |
|him hard to hit, and when it's easy, he'll just bite you anyway.  Keep aiming|
|with the L-button and you'll get the best shot in.  You can fire on your own,|
|but alternatively, you can also have Richard do the lion's share of the work |
|and save the shells you're carrying around for later.  After a set number of |
|direct shots, there will be a scene, and Richard will be gone, leaving behind|
|a fully loaded ASSAULT SHOTGUN (rather nice of him).  One or two shots later |
|the music will stop and the Yawn will slither off into the night.            |
-------------------------------------------------------------------------------

Follow The Yawn into his hole and you'll find the last DEATH MASK (MASK W/OUT
NOSE).  Take it and leave.

**DISUSED HALLWAY**

Odds are, you've been hit by The Yawn once.  If this is the case, you're
poisoned and need the SERUM, and will collapse trying to get it.  If not, then
your path should be...

DISUSED HALLWAY -> RICHARD HALLWAY -> RED HALLWAY -> EAST STAIRCASE -> EAST
MANSION SAVE ROOM (pick up other three MASKs and the GRENADE LAUNCHER) -> EAST
STAIRCASE -> GREEN HALLWAY -> STAINED GLASS HALLWAY -> GRAVEYARD

But assuming you are poisoned, you'll either collapse instead (no big deal) or
be forced to take a SERUM run, in which case your path is...

DISUSED HALLWAY -> RICHARD HALLWAY -> RED HALLWAY -> MANSION MAIN HALL -> UPPER
DINING ROOM -> WEST STAIRCASE (INT.) -> WEST MANSION SAVE ROOM

Be careful, as there's a new ZOMBIE afoot in the RICHARD HALLWAY.

**WEST MANSION SAVE ROOM**

You'll wake up here, fully healed if you passed out from the poison.  If you
were conscious, grab the SERUM and use it again, then heal yourself in
whatever way you prefer.  Pull the GRENADE LAUNCHER out, along with the other
three MASKS and whatever healing items you want.

JILL'S INVENTORY:

HANDGUN
HANDGUN MAGAZINE
GRENADE LAUNCHER
MASK W/OUT NOSE
MASK W/OUT EYES
MASK W/OUT MOUTH
MASK W/OUT ALL
(open for herbs)

**WEST STAIRCASE (INT.)**

Head up the stairs, around them, and out the door at the end.

**UPPER DINING ROOM**

Right towards the double doors...

**MANSION MAIN HALL**

Up the stairs and through the door at the landing.

**GRAVEYARD**

For unexplained reasons, picking up the last MASK makes this place quiet.  In
other words, regardless of whether or not you killed them, the ZOMBIES and/or
their corpses are no longer in this area.  Freaky.  At the bottom of the stairs
take the left path down to near where you used the ARROWHEAD, and go down the
stairs.  You may notice the faces on the wall to your left again.  Use the
corresponding MASKs in your inventory with the faces on the wall.  From left
to right it's: EYES, ALL, NOSE, MOUTH.  When all are in place, that thing'll
fall from the ceiling.  Check it out and... well...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #2A: CRIMSON ELDER]+                                            |
|+[DIFFICULTY: INFANTILE]+                                                    |
|With Jill, there is no easier boss.  Equip the GRENADE LAUNCHER and begin    |
|firing at him.  After three shots, he's down permenantly.  Boring.           |
-------------------------------------------------------------------------------

On the floor to the right of the coffin are some SHOTGUN SHELLS.  Inside the
coffin itself is a switch to open the gate again and the all-important STONE
& METAL OBJECT.  Now equip your HANDGUN again and go up the stairs.  Take the
gate entrance back into...

**STAINED GLASS ROOM**
ENEMIES: CROWS (won't attack)

The crows still aren't interested in you if you don't fire at them, so just run
around...

**GREEN HALLWAY**
ENEMIES: ONE ZOMBIE

Ah, we're face to face with the ZOMBIE from before.  Now, he dies.  As an
alternative, you can merely stun him long enough to get through, but his
presence from here on out is irrelevent.  Check out the door he was guarding...

**STONE CORRIDOR**
ENEMIES: ONE CERBERUS

As you make your way to the right, you'll hear a rustling noise and the
CERBERUS will jump out from behind you.  Kill it, as it's a nuiscance.  At the
end of the room you'll see a door, along with a panel next to it that has an
octagon-shaped hole.  Use the STONE & METAL OBJECT on that to unlock the door.

Factoring in The Yawn and any troubles from that, it can take forty-five
minutes to an hour to get through the Mansion.

*******************************************************************************
Part Two: COURTYARD
*******************************************************************************

**COURTYARD STORAGE**

Technically, this is still the Mansion, but it makes more sense to break it off
here.  On the floor to your left are more SHOTGUN SHELLS for the taking and to
the right, another BATTERY PACK and a FIRST-AID SPRAY.  We're headed to the
right, so go down the stairs there and through the door.

**WINDING PATH**

As you head down the path, you'll get a radio message right around the red
wind charm.  Once it's finished, don't go any further because it's puzzle time.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [CERBERUS PUZZLE]                                   +
+                                                     +
+ The gate ahead reads that it will open when the two +
+ dogs' desires are fulfilled.  The left dog has blue +
+ eyes and reads "The Last Gasps of Destruction",     +
+ while the dog on the right has red eyes and reads   +
+ "The War Cry of Revenge".                           +
+                                                     +
+ Back up the pathway is a sign the reads as follows: +
+                                                     +
+ North: Valley of Destruction                        +
+ South: Cave of Hatred                               +
+ East:  Summit of Madness                            +
+ West:  Path of Revenge                              +
+                                                     +
+ The object is to wind charms color to correspond    +
+ with the dog's direction.  Press the switch when    +
+ the red charm faces west and when the blue charm    +
+ faces north.  The gate will unlock after that.      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Head through the gate...

**COURTYARD GRAVESITE**
ENEMIES: uhh... CROWS

There's something you should be doing here, but you don't have the item for it
just yet.  Instead, you need to run across here to the opposite gate and be
very careful not to piss off the CROWS.

**MOUNTAIN PATH**

Yeah... that noise... anyway, keep on walking.  There's a point at which the
path divides to circle around a tree, but both of them lead to the same place,
so don't worry about which one you pick.  Enter the house you find at the end
of the path...

**CABIN**
ENEMIES: Wait for it...

Around a couple of corners there's a fireplace and a short set of stairs
leading to the MAP OF COURTYARD 1F.  Beyond that is a typewriter with a FILE
next to it, and further along, an item box.  Rearrange your items here...

JILL'S INVENTORY:

HANDGUN
HANDGUN MAGAZINE
ASSAULT SHOTGUN (assuming the standard has 2> left in it)
SHOTGUN SHELLS
WIND CREST
(open)
(open)
(open)

Turn to the other side of this narrow area and around the corner until you
find a stack of boards and the CRANK (SQUARE CRANK).  Start to head back around
and you'll hear something near the typewriter.  Keep going and...

When you come to, Lisa Trevor, in all her freaky glory will be standing in
front of her.  Run right past her to the door.  If she hits you three times,
two and a half really, you're meat.

**MOUNTAIN PATH**
ENEMIES: ONE ZOMBIE

Make your way down to the bottom.  After the junction, there's a ZOMBIE waiting
near the end, but you can dodge around his back and avoid him entirely.

**COURTYARD GRAVESITE**
ENEMIES: SIX CROWS

Now, I will verse you in the ways of the ASSAULT SHOTGUN.  Equip it and walk
forward until the angle changes, then aim.  Use the L-button to realign your
shot until it's pointing at the first crow on the far side of the middle path.
Fire.  Three CROWS should be dead immediately.  Now start running left down
through the path and when you reach the middle just before the two graves,
aim and fire up again.  The last three CROWS should drop, but if there's still
one or two left, use the HANDGUN on them.  Now for the little matter of the
graves... it's not quite a puzzle, but use the WIND CREST on the right stone.
The MOON CREST, STAR CREST, and SUN CREST will be revealed.  Take them all and
move over to the left stone, where you should start examining the backs of
them.  When you do, you'll be asked if you want to press a button.  Select yes
and the indentations will pop out.  Once you've done that with all three, use
them on the stone and you'll reveal the MAGNUM REVOLVER, which you should grab.
Now take the left gate again up to...

**WINDING PATH**

Follow this back up...

**COURTYARD STORAGE**

Head up the stairs and then take a right around to the double doors.  An
equipped ASSAULT SHOTGUN may be a good idea.

**GAZEBO**
ENEMIES: THREE CERBERI

Walk forward a little bit and there's another radio message, if you have it.
Further ahead are three CERBERI, in various places.  If you're lucky, one of
your shots will kill two of them, but it's generally recommended that you kill
all of them.  After that, it's back to the HANDGUN for a while.  But first,
before running off to the gate on the opposite side, there's a GREEN HERB and a
BLUE HERB nearby that may interest you.

**WATERWAY**

Take a left at the end and around to the panel.  Use the SQUARE CRANK there.
Once that scene is over, go down the ladder and to the opposite side.  Keep
running here, and take the elevator down.

**FOUNTAIN COURT**
ENEMIES: CROWS

Run out, around and straight across, avoiding the crows at all costs.

**IVY PATH**
ENEMIES: SNAKES!

There's a RED HERB next to the door, good for combining with the other stuff
you just got.  Now turn right and keep running down the pathway.  SNAKES will
drop from above, but you just keep on running right to the door.

It should take ten to fifteen minutes to make the run through this area.

*******************************************************************************
Part Three: RESIDENCE and AQUA RING
*******************************************************************************

**RESIDENCE ENTRYWAY**

Ahead of you are a set of three BLUE HERBS, but you won't be needing any of
them yet.  Instead, turn right and take the first door there.

**RESIDENCE SAVE ROOM**

There's a BATTERY PACK on the shelf along with some INK RIBBONS near the
typewriter.  Further on, there's an item box and a tank of KEROSINE.  You're
never really in the residence long enough to let Crimson Heads spawn, so I
wouldn't worry about it.  Now you have two choices: you can either take the
easy way out with the next boss, which will take longer, or you can take the
normal way out, which is much faster.  Deposit everything in the item box
except the HANDGUN and HANDGUN MAGAZINE.  Fans of the easy way out will take
the LIGHTER as well.

**RESIDENCE ENTRYWAY**

See that set of double doors up there?  That's where we're headed.

**RECREATION ROOM**
ENEMIES: TWO SPIDERS

There's a SPIDER right above you so run to the right where there's a GREEN
HERB and a RED lamp.  Light it if you're going the EASY WAY out and it'll
cast a silhouette that looks a bit like this:

                                    \_|_/
                                   <_( )_>
                                      |

Remember that.  By now you should be running around avoiding the SPIDER, so
run to the other side, past the GREEN HERB, and go down the nearby stairs where
you can pick up the RED BOOK (you need this), a FIRST-AID BOX (BLUE/GREEN MIXED
HERB), and a box o' SHOTGUN SHELLS.  On the table without SHOTGUN SHELLS, there
will be a GREEN lamp, which you'll light and see this symbol:

                                   _____
                                 -<_(|)_>-

Go back up the stairs and, for you EASY WAYS again, go up the next set of
stairs where you'll find a third lamp in ORANGE with this symbol...

                                   \___/
                                  <_(o)_>

Now check the billiard balls on the table... 2 blue, 3 RED, 4 purple, 5 ORANGE,
6 GREEN.  Remember that... or don't...

After you're done in here doing whatever, exit and try not to get sprayed with
poison along the way.

**RESIDENCE ENTRYWAY**

Now, about that box... push it forward and once it rounds the corner, push it
over so it touches the other box.  Use these to climb in around the danger.  If
you don't, some vines will strangle you, which is not cool.  Go through the
door on the other side of the boxes.  But if you're an EASY WAY, drop the
LIGHTER off first.

**RESIDENCE HALLWAY**

Make your way through here... The first door is locked, but the second door is
something you can open, in a minute...

**002 ROOM**

After the scene you can pick up a FILE concerning the upcoming boss.  Head into
the door nearby that you haven't been in...

**002 BATHROOM**
ENEMIES: ONE ZOMBIE (not yet)

There's a shiny object on the shelf, pick it up to get the RESIDENCE KEY (KEY
FOR ROOM 001).  The ZOMBIE will bust in now.  Oddly enough, he can't be hurt
until the door closes, so keep your distance.  Kill it and leave.  It's only
messier later if you don't.

**002 ROOM**

Take the door to the right again.

**RESIDENCE HALLWAY**

Run all the way through this thing again to the door at the far end.

**RESIDENCE ENTRYWAY**

Climb over the set of boxes.  When you get back down, check out the door on the
other side.  Unlock it with your KEY FOR ROOM 001, discard, and enter.

**001 ROOM**

Hmm, feet...  On the table in the main part of the room is a valuable HANDGUN
MAGAZINE, along with the SELF DEFENSE GUN and a FILE that comes with it.  This
walkthrough assumes that you do not under any circumstances pick up the SELF 
DEFENSE GUN as it is a waste of space.  Now enter the door next to the entrance
to this room...

**001 BATHROOM**
ENEMIES: ONE ZOMBIE (not yet)

There will be a clunk in the other room.  Feet, again.  Go to the bathtub and
drain it to pick up the CONTROL ROOM KEY.  Now get out of here before the
ZOMBIE wakes up.

**001 ROOM**
ENEMIES: ONE ZOMBIE

Don't be stupid, just take the door next to you.

**RESIDENCE ENTRYWAY**

No worries now.  Climb the boxes again to get to...

**RESIDENCE HALLWAY**

We still don't have a key for the first room so go to the second...

**002 ROOM**

Head forward and over to near where the bed is.  You'll see two bookcases.
Push the one on the left back against the wall, and the one on the right
further to the right.  This will reveal a ladder, which you should descend.

**AQUA RING ENTRANCE**

Run around to the boxes, ignoring the first two and the door that's locked
from the other side.  Push the third box into the water.  Now push the box that
was behind it into the water.  Push the last box into the wall the first two
were lined up against, then it goes into the water too.  Makeshift bridge.
Cross it, check out the GREEN HERB if you need it, but otherwise head for the
doors.

**UPPER AQUA RING**
ENEMIES: NEPTUNES!

Start running to the left and a scene will occur.  Keep running, no matter what
happens, just keep running.  Open the door at the end with the CONTROL ROOM
KEY.

**CONTROL ROOM**

Climb down the ladder.  When you get down to the bottom, turn right.  There's
a MAP OF THE AQUA RING and next to it on the table is something you should
check.  It'll give a message reading...

"Caution!  In case of a drop in oil pressure control, open valve ##"

The second # is a random number which changes every time.  Now I'm going to
use a couple of terms here now... right refers to the right side of the room
if you were FACING the ladder, top is similar and bottom-right is the same.
Now operate the panel on the right side of the room and bad things will start
happening.  Check the bottom-right panel to release the safety, then check the
top panel to drop the pressure shelter.  It will lose oil pressure, so go to
the hallway near the ladder and there will be an oil gauge on the left which
you should use corresponding with the # you got before.  Now release the
safety again on the bottom-right panel and use the top to activate the pressure
shelter successfully.  Now just go to the right side and leisurely drain the
water out.  Now go back to near the ladder and grab the FIRST-AID BOX (2 GREEN
HERBS MIXED) if you were bit a couple of times.  Head down into...

**DRAINAGE ROOM**

Take a right into the main part of the room, where there are some SHOTGUN
SHELLS on the right again.  Grab those and take the opposite door too...

**LOWER AQUA RING**
ENEMIES: TWO NEPTUNES...

Head forward and one of the NEPTUNES starts flapping.  Keep your distance and
he's no trouble.  Further along in a small pool of water is mommy NEPTUNE.
Ignore her for now and climb up the platform, where you'll see a shiny new
key to be grabbed.  Unfortunately, more bad stuff.  You can be a loser and
waste your ammo, or you can push the green box into the water and flip the
nearby lever to resolve this issue.  Climb back down and grab the RESIDENCE KEY
(GALLERY KEY).  Now exit.

**DRAINAGE ROOM**

Turn right and head for the double gate...

**AQUA RING EXIT**

Sparkling on the box ahead are some MAGNUM ROUNDS.  After that, head around and
take the ladder up, unlocking the door at the end.

**AQUA RING ENTRANCE**

Simple as that.  Climb up the ladder again.

**002 ROOM**

Now turn right around the corner and exit.

**RESIDENCE HALLWAY**

Go back to the door you couldn't open before and unlock it with the GALLERY
KEY, then enter.

**GALLERY**
ENEMIES: BEES!

Ignore the items around you, instead run forward, past the table, left before
the door, and examine the corpse you find at the end.  Take the INSECTICIDE
SPRAY and leave as fast as you possibly can.

**RESIDENCE HALLWAY**

Turn right and go past the 002 door.  You'll find the MAP OF THE RESIDENCE and
a hole.  Use the INSECTICIDE SPRAY there.  No more bees.  The path diverges now
for this guide.  EASY WAY types, you can read on, NORMAL WAYs should skip
down until they see the marker for them to start.

 --------
|EASY WAY|
 --------

Head back through the hallway to the first door...

**GALLERY**

Now you may be interested in the HANDGUN MAGAZINE on the table.  Take it and
check out the area where the hive used to be to pick up the RESIDENCE KEY (KEY
FOR ROOM 003).  Use it to enter the room of the same name.

**003 ROOM**

There's nothing in the room to the left, so ignore it.  Ahead is a typewriter,
but don't worry about it.  Instead, examine the bookshelf nearby and take the
white book for an important FILE.  Now use the RED BOOK in it's place.
Assuming the books are numbered from left to right with 1, 2, 3, etc, swap 1
and 4, 2 and 7, and 3 and 8.  This will unlock the door.  Don't go through the
door.  Instead, go out the same door you used to get in.

**GALLERY**

Run straight across and you'll see a door with an odd lock mechanism.  Operate
it.  Remember the symbols from before?  The first one matched up with 3, so
highlight that and the number 3.  Go to the next symbol over, select it, and
5 on the number panel.  For the final symbol, select it, then the number 6.
Head through the now unlocked door.

**CHEMISTRY LAB**

It's puzzle time again!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [V-JOLT PUZZLE]                                     +
+                                                     +
+ The goal here is to make the V-JOLT, but keep in    +
+ mind that if you mix the wrong chemicals, toxic     +
+ gas will be created and you'll be poisoned.         +
+                                                     +
+ You're provided with four EMPTY BOTTLES to do this  +
+ trick with and they're all placed at the opposite   +
+ end of the room.  I'll assume you don't have a lot  +
+ of space, so I'll show you how to do it in three.   +
+                                                     +
+ First, fill one of the bottles with WATER and put   +
+ UMB NO. 3 in another.  Mix those two to get NP-004. +
+                                                     +
+ Next, fill one with YELLOW-6 and immediately mix    +
+ that with the NP-004 to create UMB NO. 10.          +
+                                                     +
+ Put some more WATER in a bottle and more YELLOW-6,  +
+ then mix those two to get UMB NO. 7.                +
+                                                     +
+ Combine the UMB NO. 7 and the UMB NO. 10 to get     +
+ VP-017.                                             +
+                                                     +
+ From here, all you need to do is combine the VP-017 +
+ with a bottle of UMB NO.3 and V-JOLT is complete.   +
+                                                     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Unfortunately, you can't ditch the EMPTY BOTTLES yet.  Turn right and go around
the corner back into...

**RESIDENCE HALLWAY**

Head right back to...

**002 ROOM**

Down the ladder...

**AQUA RING ENTRANCE**

Since the water was drained, you no longer can access the makeshift bridge.
Take the door instead.

**AQUA RING EXIT**

Go down the ladder and around to the door.

**DRAINAGE ROOM**

Take the single door on the right.

**CONTROL ROOM**

Climb up the ladder and exit through the door.

**UPPER AQUA RING**
ENEMIES: ONE NEPTUNE

Take the short set of stairs to the left, ignoring the NEPTUNE flopping about,
and enter the door on that side.

**GUARD ROOM**

You'll see a mass of writhing roots in front if you.  Approach them, but don't
get too close, then use the V-JOLT.  You'll discard the rest of the bottles as
well.  Now head out.

**UPPER AQUA RING**
ENEMIES: ONE NEPTUNE

Back up the stairs to...

**CONTROL ROOM**

Down the ladder, to the door...

**DRAINAGE ROOM**

Through the gates...

**AQUA RING EXIT**

Up the ladder, out the door...

**AQUA RING ENTRANCE**

Up the ladder...

**002 ROOM**

Use the door...

**RESIDENCE HALLWAY**

Go back to through the first door you come across...

**GALLERY**

Run across to...

**003 ROOM**

And out the secret door...

**PLANT 42 ROOM**
ENEMIES: PLANT 42!

After a scene, Barry will come in and save your ass (so that's where the
FLAMETHROWER went in Jill's game!).  Run across to get the MANSION KEY (HELMET
KEY).  If you talk to Barry, he'll suggest he's sticking around here, but you
should check out the mansion.  Exit through the double doors.

 ----------
|NORMAL WAY|
 ----------

Ignore the door to the GALLERY, keep running to the end...

**RESIDENCE ENTRYWAY**

Climb over the boxes and take a left after crossing them.  Enter the room on
the left after that.

**RESIDENCE SAVE ROOM**

Ditch a few of your items, save if you have to, and grab whatever healing items
you need, but the key here is to get the GRENADE LAUNCHER and load it with
INCENDIARY GRENADES.  Ditch the regular GRENADES too.

**RESIDENCE ENTRYWAY**

Back over the boxes to...

**RESIDENCE HALLWAY**

Take the first door to...

**GALLERY**

You can now grab the HANDGUN MAGAZINE without fear.  Head over to where the
hive used to be and pick up the RESIDENCE KEY (KEY FOR ROOM 003), and use it
on the corresponding door.

**003 ROOM**

Ignore the door to your left and the typewriter ahead.  Instead, examine the
bookcase and take the FILE, then use your RED BOOK in the open space.  Swap
books 1 and 4, 2 and 7, and 3 and 8.  A shelf should slide out, revealing a
door.  Enter with your GRENADE LAUNCHER equipped.

**PLANT 42 ROOM**
ENEMIES: Oh, gee, I wonder...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #3A: PLANT 42]+                                                 |
|+[DIFFICULTY: VERY EASY]+                                                    |
|There's a set of stairs to your left as you enter, so run up those and cross |
|the little platform until you're staring into the mouth of the beast.  When  |
|it opens up, start firing.  It may rain some damaging pollen on you or whip  |
|you with the vines, but you should continue to fire when you have a clear    |
|shot, unless of course then vines knock you off the edge.  Two shots with the|
|INCENDIARY GRENADES and it'll start falling apart.  One or two more and the  |
|whole thing's dead.                                                          |
-------------------------------------------------------------------------------

Head down the stairs again and check out the fireplace to get the MANSION KEY
(HELMET KEY).  Now exit via the double doors.

 ----------
|END "WAYS"|
 ----------

**GALLERY**

There's a RED HERB next to you, provided you're interested.  After that, just
head out for the door.

**RESIDENCE HALLWAY**

Head left and you'll find Wesker cappin' some bees.  After the scene, turn
aroudn and head out the door.

**RESIDENCE ENTRYWAY**

Cross the holes now, as it's safe.  Speaking of safe you might want to head
left into...

**RESIDENCE SAVE ROOM**

Ditch the MAGNUM ROUNDS here, the HERBs, and pull out the ASSAULT SHOTGUN, with
whatever SHOTGUN SHELLS you have in the box.  Equip it and exit after that...

**RESIDENCE ENTRYWAY**

Hang a left and to the door leading out.  You may want to grab a BLUE HERB as
there's an area ahead where it's pretty easy to get poisoned.

**IVY PATH**

Head out and around.  Halfway through you'll get another radio message.  Make
your way to the door again.

**FOUNTAIN COURT**
ENEMIES: TWO CERBERI

Let sleeping dogs lie.  Run across and quickly to the elevator.

**WATERWAY**
ENEMIES: SNAKES!

This is where the poisoning happens.  To avoid it, cling to the outside border
of the path to avoid the coiled SNAKE near the corner, and go down the ladder
when you get there.  Head back up the other side and out to...

**GAZEBO**

Go to the left and around that way.  Straight ahead is the door to...

**COURTYARD STORAGE**

New note from Barry, he's fixed the door and is giving you a BATTERY PACK, a
FIRST-AID SPRAY, and some GRENADES.  How nice.  Go through the door straight
across.

This will take twenty-five to thiry minutes for you followers of the normal
way.  Easy ways can tack five to ten minutes on either end.  Cheaters never
prosper.

*******************************************************************************
Part Four: MANSION (II)
*******************************************************************************

**STONE CORRIDOR**

Just head across to the door...

**GREEN HALLWAY**
ENEMIES: wait for it...

Walking forward a bit will trigger a scene and your first HUNTER will come
bustin' in.  Blast him with the ASSAULT SHOTGUN a couple of times and he's
toast.  Now go back through the door next to the double doors (the one that
used to have a busted doorknob...)

**EAST STAIRCASE**
ENEMIES: THREE HUNTERS!

The first one is at the bottom of the stairs.  Pump him full of shells and head
into the nearby door...

**EAST MANSION SAVE ROOM**

This is partially to reset the hunters in the other room, but ditch the
GRENADES as long as you're here.  Ditch the HANDGUN too, you'll be needing the
space for better goodies.

**EAST STAIRCASE**
ENEMIES: TWO HUNTERS

Run up the stairs and immediately turn left (there's a HUNTER in the alcove
on the right).  Run towards the HUNTER and if you're lucky, it'll throw him off
guard and send him readying for the jump-slash while you run past.  If not, run
through him anyway, but avoid killing if you can.

**SMALL STUDY**

GREEN HERB in front of you.  Turn right and unlock the door with the HELMET
KEY.

**TRAPPED ROOM**

Uh, hmm, well...  Get behind the statue and begin pushing it forward into the
main part of the room.  Don't worry about the walls, just focus on pushing the
statue to the end.  Now turn around and run back out.  Head around the left
corner and run to the opposite wall, flipping the switch.  Run out as fast as
you can and into where the statue is, then begin pushing it to the left.  If
you do this in time, you'll solve the puzzle and keep the walls from moving.
In the newly opened alcove, there's a DAGGER and a hole.  Go down the hole.

**TREVOR'S GRAVE**

Ahead of you will be LAST BOOK VOL. 1.  Open it to get the MEDAL OF EAGLE.  Now
examine the grave to get a FILE, then press the button on the tombstone.  Climb
down the ladder.

**EAST BASEMENT TUNNEL**
ENEMIES: THREE SPIDERS

You'll encounter all three SPIDERS as you go.  Turn right at the first corner,
left at the second, and right again to get to the exit door.  There's a MAP OF
THE BASEMENT in here, but seriously, you don't want it.

**WEST BASEMENT TUNNEL**
ENEMIES: TWO ZOMBIES

Run forward and you'll find a RED HERB and a BLUE HERB, good for combining with
stuff.  Turn right and you'll see a ZOMBIE approaching, while the other will
come from the nearby corner.  Kill both of them, then pick up the DAGGER at the
junction.  Keep on running forward and flip the breaker beyond there.  Return
to the junction, head right this time, pick up the HANDGUN MAGAZINE near the
door, and unlock said door.

**KITCHEN**
ENEMIES: ONE ZOMBIE

Grab the DAGGER on the table, then cap the ZOMBIE that approaches.  Maybe just
enough to knock him down, you won't be coming back here.  Now go around the
corner where he was, ignore the corpse that does nothing, and use the elevator.

**ORANGE HALLWAY**
ENEMIES: TWO ZOMBIES

The colors!... Ahem, to your left is a ZOMBIE guarding two GREEN HERBS and a
RED HERB, but odds are you don't have the inventory for it.  To the right is
a door you need to enter and a ZOMBIE nearby, which you could kill.

**MANSION STORAGE**

SHOTGUN SHELLS and ACID GRENADES.  Just like Christmas.  Further ahead, a
BATTERY PACK and a BATTERY, which you have dire need of.  Grab 'em all and
leave.

**ORANGE HALLWAY**
ENEMIES: ONE ZOMBIE

Take a left and go around the corner, then unlock the door.  The only other
door in this area is busted.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Do the smart thing and go into the door on the immediate left.

**UPPER DINING ROOM**
ENEMIES: ONE HUNTER

HUNTER to your left, run for the right and go through the nearby door.

**WEST STAIRCASE (INT.)**

Run around and down the stairs.  The corpse in front of the save room is gone,
so just enter there as usual.

**WEST MANSION SAVE ROOM**

Manually reload the ASSAULT SHOTGUN, ditch the ACID GRENADES, the BATTERY, the
HANDGUN MAGAZINES, and the MEDAL OF EAGLE.

**WEST STAIRCASE (INT.)**

Climb up the stairs again and take the door down the hall on the left,
unlocking it with the HELMET KEY.

**TAXIDERMY LOUNGE**

Turn right and push the dresser to the left, then forward until it's beneath
the buffalo head.  Take the DAGGER from next to it and the FILE on the table.
Notice how the eagle follows you and locks at a certain point.  Now grab the
GRENADES on the other side of the room.  The eagle will continue to follow.
Push the nearby dresser underneath the deer head.  Now go back to the door and
flip the switch off.  Notice how there's a red glow in the deer's head, a
yellow glow in the buffalo's, and a purple in the eagle's.  Run to the corner
near the dear until the eagle locks on.  Then run under its line of sight to
the other side, climb the dresser, and get the YELLOW GEMSTONE.  Once the eagle
is locked on to that side, run under to the deer side and pick out the RED
GEMSTONE.  Now you can leave.

**WEST STAIRCASE (INT.)**

Now head left through the door at the end and get ready to run...

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Run forward through the hole, then hang a right and head through the door...

**NARROW HALLWAY**

Head all the way through this area and to the end, where you can now unlock the
door with the HELMET KEY.

**LIBRARY**
ENEMIES: Just you wait...

Right near the window are two GREEN HERBS.  A good deal, if you ask me.  Keep
heading around the corners until you get the scene...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #4A: YAWN (II)]+                                                |
|+[DIFFICULTY: VERY EASY]+                                                    |
|Don't fire at him yet, he can't be hurt until you climb down the ladder and  |
|he joins you in the lower part of the library.  Now turn on him, ASSAULT     |
|SHOTGUN armed, and begin firing at his head.  His main attack this time is   |
|similar before, he'll rear up, pause, then strike at you.  He's rather easy  |
|to dodge in that, but after six to ten shots, he'll be down for the count.   |
-------------------------------------------------------------------------------

What, no steaming puddle of purple goo?  Head around the corpse to get the
item he knocked down.  It's the LAST BOOK VOL. 2.  Open it to get the MEDAL OF
WOLF.  The door on this level is completely busted, so climb up the ladder
again.  Walk around the upper level and out the door again.

**NARROW HALLWAY**

Head right out of here...

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Last time we run through this hellhole.  Use the same door as earlier.

**WEST STAIRCASE (INT.)**
ENEMIES: TWO HUNTERS (not yet)

This is the last time we'll be coming through here too.  Go down the stairs,
and turn right down the hallway as you normally would.  Keep running and the
HUNTERS will crash through the windows, but just ignore them and go for the
door.

**WINDOW HALLWAY**
ENEMIES: TWO ZOMBIES

If you left the ZOMBIES standing, they're still going to be here.  Do what
you will with them but your goal is a quick right turn and a left when there's
and opening.

**TIGER ROOM**
ENEMIES: ?

Put the YELLOW GEMSTONE into the tiger statue.  This will reveal an MO DISK,
which you should take.  If you put the RED GEMSTONE in instead, well, you'll
just find out for yourself.

**WINDOW HALLWAY**
ENEMIES: TWO ZOMBIES

Take a left out into the hallway, dealing with the ZOMBIEs as you will.  Go
through the door at the end.

**KENNETH HALLWAY**

Turn right and take the first door you see.

**DINING ROOM**

Turn left and head on out through the double doors.

**MANSION MAIN HALL**

Run across the hall and use the HELMET KEY to unlock the single door, then
discard it.

**DECORATIVE LAB**

Pick up the FILE on the right.  Go around the corner and through the door.
It's just a pack of INK RIBBONS in the desk behind you.

**MIRROR ROOM**
ENEMIES: ONE ZOMBIE

You should see one ZOMBIE approaching, but he's a total waste of time so don't
bother.  Run around him, use the BLUE HERB PLANTER if you need to (why is it
here?), grab the DAGGER, the GREEN HERB, or both, then check out the
JEWELRY BOX in the armoire.  Now combine the RED GEMSTONE with it in your
inventory...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [JEWELRY BOX PUZZLE]                                +
+                                                     +
+ Putting the gemstone into the box will cause five   +
+ small pieces to drop out of the sides.  The object  +
+ here is to fit them together into the octagon hole. +
+                                                     +
+ Of course, the trick here is to make sure the piece +
+ is fit against the border of the octagon, that way, +
+ there won't be any overlap in the middle areas.     +
+      ________                                       +
+     /   ||   \       Ah, the wonders of ASCIII..    +
+    /    ||    \      The end result should look     +
+   /  ___||_____\     something like the monstrosity +
+  /  ||   \\     \    to the left, minus a little    +
+ |   ||    \\     |   space for overlap.  When you   +
+ |   ||     \\    |   fine tune, try to jam pieces   +
+ |   ||      \\   |   as far into the edge as you    +
+  \   \\____/||   /   possibly can.  You can be      +
+   \  //     ||  /    punished for overlap, but a    +
+    \//      || /     bit of open space is perfectly +
+      \______||/      fine.                          +
+                                                     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Good deal, now you have the BROACH.  Examine it to get the EMBLEM KEY, and
exit.

**DECORATIVE LAB**

Head for the door...

**MANSION MAIN HALL**

Go up the stairs and through the door at the landing...

**GRAVEYARD**

Run down the stairs and across the field to the gate door...

**STAINED GLASS ROOM**
ENEMIES: CROWS...

As previously stated, don't mess with the CROWS, they don't mess with you.
Just head for the door.

**GREEN HALLWAY**

You know that nearby door with the weird knocker?  Open it with the EMBLEM KEY.

**SPENCER'S STUDY**

Go in and turn on the light on the desk.  In the left-hand drawer is a box of
SHOTGUN SHELLS.  Behind you is the METAL OBJECT, which you need, along with the
BATTERY PACK nearby.  Exit.

**GREEN HALLWAY**

Turn left and go through the single door.

**EAST STAIRCASE**
ENEMIES: TWO HUNTERS

The HUNTERs are upstairs, distracted, so just go for the door nearby...

**EAST MANSION SAVE ROOM**

Ditch the MEDAL OF WOLF, the MO DISK, and the METAL OBJECT.  Take out the
BATTERY and the SQUARE CRANK.

**EAST STAIRCASE**
ENEMIES: TWO HUNTERS

Turn left around the corner and out the door again.

**GREEN HALLWAY**

Right down the hall and around the corner...

**STONE CORRIDOR**

Freedom at last, head for the door...

It should take twenty to twenty-five minutes to complete this area.

*******************************************************************************
Part Five: COURTYARD (II), MANSION (III), ALTAR
*******************************************************************************

**COURTYARD STORAGE**

Nothing to do here.  Just head across and out.

**GAZEBO**

Run across to the double gates.

**WATERWAY**
ENEMIES: SNAKES!

Climb down the ladder, cross the bridge, and run across the other side, hugging
the outside corner to avoid getting poisoned.

**FOUNTAIN COURT**
ENEMIES: TWO CERBERI

There's one CERBERUS near the gate to the residence and one by the fountain.
Kill both and go over near the fountain, using the BATTERY in the open slot.
Ride the elevator to the top.

**GAZEBO**

Run out the hallway, then left, up the stairs to the gates.

**WATERWAY**

Head left to the panel from before and use your SQUARE CRANK, then exit the
same way you came in.

**GAZEBO**

Head down the left stairs again and to the elevator...

**FOUNTAIN COURT**

In the main pathway, the waterfall is gone now, so go through that area and
down the ladder...

**UNDERGROUND ENTRANCE**

Take the door on your right.

**EAST TUNNEL**

Nothing to do to the right, so head left and down the stairs to the door.

**ELEVATOR TUNNEL**

Run around the edge and open up the power control box on the other end to get
the curiously named SHAFT.  When heading back, turn left down the hall and
open the door, where there's a HANDGUN MAGAZINE nearby.

**ENRICO ROOM**
ENEMIES: ONE HUNTER (not yet)

Run forward until there's a scene, still an awkward one if you ask me.  When
it's done, examine Enrico to get the CRANK (HEXAGON CRANK).  As you head back
out, a HUNTER will bust in.  Make him pay for ruining the moment.

**ELEVATOR TUNNEL**

Run around the left edge this time and you'll be able to see and pick up a
HANDGUN MAGAZINE.  Head for the door.

**EAST TUNNEL**
ENEMIES: TWO HUNTERS

As you head up the stairs, you'll see the HUNTERS.  Shoot from below as soon as
your aim is cleared, then fire again until you dispatch both.  Go through the
door.

**UNDERGROUND ENTRANCE**

Turn right and follow the tunnel to the item box and typewriter, the latter of
which has INK RIBBONS.  Open the item box up and add the HANGUN MAGAZINE to
your stock, then deposit it again, along with the SQUARE CRANK, which is now
useless.  Now head to the other side and use the HEXAGON CRANK on the panel.
Head through the door, taking the GREEN HERB if you want it.

**WEST TUNNEL**

Turn right and run up to the boulder.  Check it and as you run back, it will
start moving, so dive into the alcove.  Back where the boulder was, you can
find some SHOTGUN SHELLS.  Head for the demolished wall and enter the big door
you find there...

**SPIDER ROOM**
ENEMIES: Sonofa...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #5A: BLACK TIGER]+                                              |
|+[DIFFICULTY: VERY EASY]+                                                    |
|This thing behaves no differently from your average spider, except that its  |
|charge can knock you into the wall.  Speaking of your average spiders, they  |
|will be dropping down from above through this entire fight and seem to       |
|materialize out of nowhere.  Run around the big one, since it has severe     |
|issues with turning, and continue to pump it full of shot as you run and gun.|
|Four or five shots will do it in.                                            |
-------------------------------------------------------------------------------

Clean out whatever SPIDERS remain so they don't distract you.  More will come,
but eh.  Avoid the black tiger's spitting corpse too, as it can poison you.
Take the SURVIVAL KNIFE on the right side of the room and cut off the webs that
were on the door.  Enter.

**AUXILARY TUNNEL**

To the left are two BLUE HERBS and a MAP OF COURTYARD B1.  To the right,
another door.

**SOUTH TUNNEL**

Go left and use the HEXAGON CRANK on the panel three times, then exit the
inventory.  The boulder will start moving.  You coward types can turn around
and run, but real adventurers charge the boulder and run into the left alcove
with the door.

**GODDESS ROOM**

Hmm, sounds like puzzle in here...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [GODDESS PUZZLE]                                    +
+                                                     +
+ If you step on that circular panel in the center,   +
+ it will rotate ninety degrees.  Hmmm.....           +
+                                                     +
+ Go behind the second statue and push it north (away +
+ from the other statue) until it's resting in front  +
+ of the darker panel.  Move over to the little hole  +
+ near the door and use the HEXAGONAL CRANK to move   +
+ that panel out, then use it again to move the panel +
+ out of the way.                                     +
+                                                     +
+ From there, push the statue east, then south and    +
+ onto the circle.  It will rotate couter-clockwise   +
+ ninety degrees.  Push the statue west and off the   +
+ circle again, then go behind it and push it back    +
+ on.  Get around and push it east again and, once it +
+ clears the circle, keep pushing directly south      +
+ until it fits into the hole.                        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Your reward will be the CYLINDER, which you should combine with the SHAFT.
The Roman numerals on it spell out 4, 2, 3, 1, so don't bother turning.  Exit.

**SOUTH TUNNEL**

On the end where the boulder started, you can find a FIRST-AID BOX with a
FIRST-AID SPRAY inside.  Worthless.  Head to the door instead.

**AUXILARY TUNNEL**

Take the center door...

**SPIDER ROOM**

Straight across...

**WEST TUNNEL**

Out the door...

**UNDERGROUND ENTRANCE**

Ditch the HEXAGON CRANK and SURVIVAL KNIFE in the box.  Make your way to the
door near the ladder.

**EAST TUNNEL**

Down to the other door...

**ELEVATOR TUNNEL**

Go to the control console again and put the newly formed CYLINDER SHAFT in the
box.  Enter 4, 2, 3, 1, just like before.  Try to start the elevator and Barry
will hook up with you for a bit.

**DISPOSAL TUNNEL**

After another scene, you'll be off.  Go into the nearby door.

**LISA TUNNEL**
ENEMIES: LISA TREVOR!

This place is dangerous, so bear with me.  Run forward and you'll come to a
junction, eventually.  Take a right and you'll see LISA TREVOR, who actually
just appears in the first side you go down.  Turn around and run to the left-
side path and go up the stairs you find, grabbing the GREEN HERB and the RED
HERB along the way.  At the top you'll find a door on the left.  Quickly head
inside.

**STORAGE TUNNEL**

When you reach the boxes, climb on top of them to get some MAGNUM ROUNDS, a
HANDGUN MAGAZINE, and a BATTERY PACK.  Now climb down, push the box a little
bit to the left, then forward until it's on the lift.  Use the button to send
it on its way, then head out again.

**LISA TUNNEL**
ENEMIES: LISA TREVOR!

This again... go down one of the tunnels, then when you meet up with LISA, turn
around and run through the opposite tunnel to the door you used to get in.

**DISPOSAL TUNNEL**

Barry leaves, without explanation.  Turn left, running down into the area with
the planks.  Use the item box to ditch the MAGNUM ROUNDs and the HANDGUN
MAGAZINE, pull out the METAL OBJECT.  Now climb down the ladder and push the
box into the compactor.  Flip the switch to break it, then climb down and get a
BROKEN FLAMETHROWER.  Make your way back to the door.

**LISA TUNNEL**
ENEMIES: LISA TREVOR!

Follow what I say and follow well.  Go to the left side of the tunnel, when you
see LISA TREVOR, turn around and begin moving, but don't run so far away that
she doesn't follow you.  Head down the right end of the tunnel.  You should
see a switch on the wall up here.  Just about when LISA reaches you, flip the
switch, run away from her, around to the left tunnel, down the stairs, and keep
going until you see the hooks on the wall, where you should use the BROKEN
FLAMETHROWER.  This will unlock the door and you should enter RIGHT NOW.

**LISA'S ROOM**
ENEMIES: SNAKES!

Navigate your way through here.  Lisa doesn't seem to follow you in, but I'm
pretty quick here normally, despite the fact that this room is huge.  Get
through the water as fast as possible as this is where the SNAKES are.  You'll
find a JEWELRY BOX near some candles when you reach dry land.  Open it and
you'll get a FILE and the STONE RING.  Combine the STONE RING with the METAL
OBJECT to get another STONE & METAL OBJECT.  Now climb up the ladder.  To the
right to get a BLUE HERB and a GREEN HERB.  Head for the left side now and
climb up the ladder.

**CABIN**

Explains a bit.  Use the item box to get the MEDAL OF WOLF and MEDAL OF EAGLE,
just BE SURE TO HAVE ONE ITEM SPACE OPEN.  Do whatever else you need to and
head out.

**MOUNTAIN PATH**
ENEMIES: ONE ZOMBIE

Head down the mountain, avoiding Mr. ZOMBIE along the way.

**COURTYARD GRAVESITE**
ENEMIES: TWO ZOMBIES

One's ahead, one's near the stones, avoid both and use the door.

**WINDING PATH**

Head on up...

**COURTYARD STORAGE**

Use the single door...

**STONE CORRIDOR**

Here's why you needed that item space.  Grab the STONE & METAL OBJECT off the
panel and exit through the other way.

**GREEN HALLWAY**

Straight across to...

**STAINED GLASS ROOM**
ENEMIES: CROWS...

Ignoring the CROWS and opening the gate...

**GRAVEYARD**

Up the nearby stairs...

**MANSION MAIN HALL**

Head down the stairs and around to the little blue tunnel you went in at the
very beginning of the game.  Use both STONE & METAL OBJECTS on the door to
open it.

**ALTAR SAVE ROOM**

There's a typewriter next to you and an item box further down.  Keep following
the tunnel down, deeper and deeper, until you get to the door.

**ALTAR**
ENEMIES: Wait...

Head to the ladder and go down.  Jill and Barry will have an encounter, then...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #6A: LISA TREVOR]+                                              |
|+[DIFFICULTY: MEDIUM]+                                                       |
|You can either give Barry his gun back or don't.  If you don't, you'll keep  |
|the gun and get a FILE, but Barry won't help you.  For the sake of this guide|
|I'll assume you gave Barry his gun back because it's the right thing to do.  |
|Now you're facing Lisa Trevor.  There are two ways to beat her.  One's the   |
|wasteful way, i.e., pump bullets into her and hope she falls off the edge,   |
|and the other's the dramatic way which is to use the hint from and earlier   |
|FILE and push all four stones off the edge while Barry provides cover.  Be   |
|quick about it and only shoot when you have to, but remember that Lisa is a  |
|medium-level boss because if she hits you three times, you're dead, and even |
|if you do give Barry his gun back, he can still get hurt too.                |
-------------------------------------------------------------------------------

If you do it the stones way, you'll get a special scene and can access the
FILE in the coffin.  Barry's still going to stand guard, so head out through
the pathway near the statues and take the elevator up.

**COURTYARD POOL**

Ignore the door.  Walk aroudn the pool and examine the statues, using the MEDAL
OF EAGLE and MEDAL OF WOLF where applicable.  This will open up the path to
the elevator, which you should take down to the lower level.

This area should take twenty-five minutes to half an hour to complete.

*******************************************************************************
Disk Two
Part Six: LABORATORY
*******************************************************************************

**MACHINERY ROOM**

There's nothing much to do here aside from run around the machinery and head
for the ladder.

**LAB ENTRANCE SAVE ROOM**

There's some INK RIBBONS on the floor, between the typewriter and the item box.
Save if you want, then exit through the door.

**UPPER LAB HALL**
ENEMIES: THREE ZOMBIES

There's KEROSINE near the door, but realistically, you won't need it.  As you
head forward, one ZOMBIE will approach, dodge him.  If you're going to kill the
ZOMBIES here, decapitate them with the ASSAULT SHOTGUN.  There are two GREEN
HERBs, one near the rail and one near the wall.  Notice another ZOMBIE climbing
up the stairs.  When you get to the end, turn left, dodge the ZOMBIE there, and
grab the MO DISK.  Now head down the stairs.

**LOWER LAB HALL**
ENEMIES: TWO ZOMBIES

Take the door on the right.

**MEDICAL HALLWAY**

Take the door on the left...

**ROENTGEN ROOM**

Well, what have we here...  Pick up the X-RAY (X-RAY OF CLARK) on the box ahead
and then grab the other X-RAY (X-RAY OF GAIL) off the white board.  Now check
the computer nearby to have this bit explained to you... puzzle time!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [X-RAY PUZZLE]                                      +
+                                                     +
+ You have two X-RAYs in your possession now, one for +
+ Clark David and one for Gail Holland.  Check out    +
+ the x-ray projection panel and you'll see two other +
+ names up there, Alex Bechet and Ed Fisher.          +
+                                                     +
+ The note on the board should remind you that it's   +
+ just as easy as remembering your ABCs, so put the   +
+ X-RAY OF CLARK between Alex and Ed, then put the    +
+ X-RAY OF GAIL on the end, to the right of Ed.  Now  +
+ head back and flip the switch in the back of the    +
+ room.                                               +
+                                                     +
+ Notice how certain organs are now standing out more +
+ than others?  Consult the board again to cross-     +
+ reference them; "colon", "esophagus", "liver", and  +
+ "lungs".  Take the first letter from each and your  +
+ password is "CELL".                                 +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

For reference, it's possible to skip this puzzle if you know the answer.

Now that you have the password, you can head on out...

**MEDICAL HALLWAY**

If you're curious about that FIRST-AID BOX at your feet, it's a mix of two
GREEN HERBS.  Head through the door next to you.  All other doors in this area
are locked right now.

**LOWER LAB HALL**
ENEMIES: TWO ZOMBIES

From here on out, you'll be running around in this area a lot, so kill the
ZOMBIE in front of you and run through his hallway, going through the double
doors near the end.

**OPERATING ROOM**

Straight ahead are some carefully disguised MAGNUM ROUNDs.  Now head into the
left side of the room and grab the FILE on the table.  Use the computer with
"JOHN" as the username and "ADA" as the password, via the file, then use "CELL"
to unlock the other floors, then exit.  Check the little hall behind you to
pick up a FIRST-AID BOX if you want one GREEN HERB.  Further along, you can
find a BATTERY PACK, but that's all there is in here, so leave after that.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Turn right and run across to the door you just came through (the one straight
ahead, not that one on the right).

**MEDICAL HALLWAY**

Go forward and take the first door on the right, now unlocked.

**NITRO ROOM**
ENEMIES: ONE ZOMBIE

Naked ZOMBIES can't become Crimson Heads, so just plug this guy until he drops.
Pick up the INCENDIARY GRENADES nearby, if you intend on using them, then the
SLIDE FILTER on the desk, which is necessary for a mini-puzzle.  Further into
the room you can find a FILE on a shelf.  Use your MO DISK on the GameCube
lookin' thing and you'll unlock the first of three levers to the door back in
the MEDICAL HALLWAY.  Now exit.

**MEDICAL HALLWAY**

Turn left and go out the door at the end.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Go left through the gate.

**UPPER LAB HALL**
ENEMIES: THREE ZOMBIES

Climb up the stairs, avoiding the ZOMBIES, and take a left down the path,
avoiding the second ZOMBIE, and go through the door near where the MO DISK was.

**VISUAL DATA ROOM**

There's a FIRST-AID SPRAY on the table in front of you.  The shiny to the left
is another vital MO DISK.  Now go to the projector in front and use the SLIDE
FILTER on it.  At the end you'll get a code, "8462" in normal mode.  Enter that
in the passcode terminal on the wall.  Now you can check that room out, but
along the way you can pick up the MAP OF THE LABORATORY from the shelf near the
door and a FILE from the one next to the secret room.  There's also some
SHOTGUN SHELLS in the lower shelf next to it.  Pick up the LABORATORY KEY (KEY
FOR THE POWER AREA) in that room, then you can use the imaging equipment to
look at Kenneth's tape, if you want to see what a mess that was.

The whole SLIDE FILTER process can also be skipped for those of you concerned
with time at this point.  Just enter the "8462".

**UPPER LAB HALL**
ENEMIES: THREE ZOMBIES

Dodge the ZOMBIE, head down the stairs...

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Go left through the tunnel, then turn right at the end.  When you get to the
corner, unlock the single door and the double door with the KEY FOR THE POWER
AREA.  Go through the latter.

**MORGUE**
ENEMIES: CHIMERAS!

Here's some fun... turn left and push the shelf all the way to the end.  Grab
the SHOTGUN SHELLS to your left, then climb up the ledge to the right and go
through the duct.

**AUTOPSY ROOM**
ENEMIES: CHIMERAS!

Turn left and go around the corner into the next duct.

**MORGUE**
ENEMIES: CHIMERAS!

Quickly get down, pick up the BATTERY PACK near the computer terminal, then use
the most recent MO DISK to unlock another lever.  Now you can either do things
the safe way and jump through the ducts again, eventually making your way back
to the door, or you can turn around and push the shelf forward, avoiding the
onslaught of CHIMERAS, and climb out that way.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Take a left into the single door.

**DAMP HALLWAY**
ENEMIES: TWO ZOMBIES

Door to your left is the AUTOPSY ROOM, but the door is rusted shut, which is
why we didn't use it.  Further ahead is a junction, with a ZOMBIE on either
side.  For now, go through the door opposite you.

**OFFICE SAVE ROOM**

Something bad happened here, but now the music's all peaceful.  Typewriter and
INK RIBBONs on the table, along with a FIRST-AID SPRAY.  GRENADES are on the
floor near that.  Do whatever you have to, then pull out the MAGNUM REVOLVER
and the MAGNUM ROUNDS.  This will be our last official "stop" in a save room,
so take some healing items and the MO DISK as well.

JILL'S INVENTORY:

ASSAULT SHOTGUN
SHOTGUN SHELLS
MAGNUM REVOLVER
MAGNUM ROUNDS
MO DISK
(open, for herbs)
(open, for herbs)
(open)

**DAMP HALLWAY**
ENEMIES: TWO ZOMBIES

Turn left, frag the ZOMBIE, go down the stairs and enter...

**FUELING ROOM**
ENEMIES: THREE CHIMERA

There's only one CHIMERA in the entire game that you have to kill, and that's
in here.  Turn right then left down the next path with the arrow (by the
furnace), turn, shoot the CHIMERA with the MAGNUM.  Now check out the panel it
was guarding to take out the FUEL SUPPLY CAPSULE.  Now exit the same way you
came in (don't worry, you can run for now).

**DAMP HALLWAY**

Turn left ahead into...

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Take either path to the opposite corner of the room.  Going straight ahead will
lead you to a ZOMBIE, a DAGGER, and a HANDGUN MAGAZINE, so there isn't much
point.

**MEDICAL HALLWAY**

Take the door on the right...

**NITRO ROOM**

If you haven't done the MO DISK thing in here, do it now.  We're going to use
the mystery box with the FUEL SUPPLY CAPSULE to refuel it.  Thus begins the
nitro quest.

 -----------
|NITRO QUEST|
 -----------

You're warned against running with nitro and this is generally true.  But let
it be known that you aren't guarenteed to die the second you start running, so
TECHNICALLY, you can run with it, particularly on the lower difficulty levels.
I don't recommend you do, but it's still possible in short bursts.  You are
going to have to avoid all enemies during this time because if you get hit and
shaken significantly, you're going to blow up.  If you fire off a weapon to
defend yourself, you're going to blow up.  Sneeze?  Kaboom.  Got it?  Good.
I don't even think you can quick turn.

**MEDICAL HALLWAY**

Turn left and WALK to the end of the hallway...

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Go through the tunnel, right, and open the single door.

**DAMP HALLWAY**
ENEMIES: ONE ZOMBIE

Right at the junction, down the stairs.

**REFUELING ROOM**
ENEMIES: TWO CHIMERAS (not yet)

Turn right, go left down the second path, replace the FUEL SUPPLY CAPSULE.

 ---------------
|END NITRO QUEST|
 ---------------

Go back out, turn the corner, run to the end of the hall, then turn right and
go straight for the door, avoiding the CHIMERAS.

**VENTILATION ROOM**
ENEMIES: TWO CHIMERAS

Run straight ahead and use the final MO DISK on the GameCube.  A CHIMERA will
jump out of the vent, but provided you still have the ammo, you can blast it
twice with the ASSAULT SHOTGUN.  Now go down the other path, keep avoiding
CHIMERAS, and head for the door.  You might not have time to get the BATTERY
PACK along the way.

**POWER ROOM**
ENEMIES: TWO CHIMERAS

Head around either side.  When you get to the computer panel, turn power on
for the elevator, then run around the other side and out the door.

**VENTILATION ROOM**
ENEMIES: TWO CHIMERAS

Just keep on running...

**FUELING ROOM**
ENEMIES: TWO CHIMERAS

Right out of here...

**DAMP HALLWAY**

Zombies are gone.  Run for the elevator at the opposite end.  Turn it on and
you'll meet up with Barry.

**LAB CORRIDOR**

You can pick up some SHOTGUN SHELLS just to your left.  Head through the door
at the end.

**TYRANT STORAGE**
ENEMIES: Wait...

Well, at least it makes sense this time, sorta.  Make sure you have that
MAGNUM REVOLVER equipped...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #7A: TYRANT]+                                                   |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Here's your anti-climax.  Run around the corner about halfway through the    |
|camera angle change, then start firing at it.  Five to six shots should down |
|it just before it reaches you, but if you're uncomfortable with it, you can  |
|always run back a little further.  Don't get me wrong, it'll still do some   |
|massive damage if you do get hit, but that's the thing, you shouldn't.  It   |
|doesn't even have a charge attack.                                           |
-------------------------------------------------------------------------------

Run back around and check Wesker's body to get a FILE that a lot of people
overlook.  Further along that path is an electronic lock, which you should
release now.  Now check on Barry and you'll exchange a scene.  Go for the door.

**LAB CORRIDOR**

Self-destruct times!

**DAMP HALLWAY**

Head left around the corner, then right to the door.

**LOWER LAB HALL**
ENEMIES: CHIMERAS!

Take whatever route you want to the opposite corner.  CHIMERAS will drop down
either way, but you should ignore them.  Go through the non-gate doors.

**MEDICAL HALLWAY**

Go to the end and pull down the three levers to open the door.  Go through...

**PRISON HALLWAY**

Head down the stairs and to the door.

**PRISON CELL**

Why, it's Chris!  Exit.

**PRISON HALLWAY**

You can either go back into the PRISON CELL and get some SHOTGUN SHELLS or you
can go back up the stairs.

**MEDICAL HALLWAY**

Run to the end...

**LOWER LAB HALL**
ENEMIES: CHIMERAS!

Take a left through the gate doors.

**UPPER LAB HALL**
ENEMIES: ?

It depends what you did here earlier.  If you decapitated the ZOMBIEs, there
won't be anything.  If you ignored them, they're just ZOMBIES.  If you killed
them without burning or decapitating them, then you have a mess of CRIMSON
HEADS in here.  Do with them as you will (ASSAULT SHOTGUN?), but your goal is
the door upstairs.

**LAB ENTRANCE SAVE ROOM**

This is our last save room, so do what you will in here and pick up some
healing items if you were careless enough to get hit in the last battle.  MAKE
SURE YOU LEAVE ONE ITEM SLOT OPEN.  Climb up the ladder.

**MACHINERY ROOM**

Now we can go through the door...

**EXIT HALLWAY**

There's a box of SHOTGUN SHELLS to your left and to the right, a FIRST-AID BOX
with a GREEN HERB inside.  Weak.  MAKE SURE YOU LEAVE ONE ITEM SLOT OPEN.
Keep running and you'll get a scene, further along you need to grab the FUSE
UNIT for use on the panel at the end.  The boys will decide to make their
stand, so head for the elevator.  Three minutes...

**HELIPAD**

Grab the SIGNAL ROCKETS, for immediate usage.  After a few scenes, the Tyrant
will bust out of the ground to meet you.  Oh snap!

-------------------------------------------------------------------------------
|+[BOSS FIGHT #8A: TYRANT]+                                                   |
|+[DIFFICULTY: MEDIUM]+                                                       |
|The nasty thing about this is that the Tyrant can still kill Barry after all |
|this time, so provide enough cover fire with your MAGNUM REVOLVER to distract|
|it.  If it begins to turn or walk slowly towards you, this means that it's   |
|getting ready to charge and slap you with the claw, which will immediately   |
|send you to DANGER.  Run sideways to avoid this.  Another method of screwing |
|with the Tyrant is to stand directly behind it.  More often than not, it     |
|won't be able to figure out what you're doing and will just stand there.     |
|Better still, its turn and charge attack will be off line and misses you.    |
|When Brad drops the ROCKET LAUNCHER, equip it and fire.  If it bats away one |
|of the rockets with its claw, don't worry, the second shot will hit.         |
-------------------------------------------------------------------------------

Bare minimum, you can get through here in just under twenty minutes.  More
realistically, it would take twenty-five to thirty minutes.

Your overall time will be between 2:25 and 3:20, probably closer to the latter
if you did the V-JOLT quest earlier.  Either you've gotten all the items or
just missed getting the Rocket Launcher.  My personal time was 2:32:07 while
writing this.

====================================
=  07: CHRIS REDFIELD WALKTHROUGH  =
====================================

Note:  This walkthrough ignores all "lucky" circumstances, so if you're getting
those headshots or stacking those corpses, stupendous, I'll still write it as
if you aren't.  I don't factor in you getting attacked either, so it all evens
out.

Also, Chris' walkthrough will be less detailed with the directions.  I regard
Jill's game as a sort of preparation for Chris', despite them being near equal
in difficulty.

*******************************************************************************
Part One: MANSION
*******************************************************************************

**MANSION MAIN HALL**

After some discussion between Chris, Jill, and Wesker, you'll be headed into...

**DINING ROOM**

There are some INK RIBBONs on the table, but you shouldn't ever have any need
for them (or the typewriter in this room), so just ignore them and run along
the right side of the room to the door in the opposite corner.

**KENNETH HALLWAY**
ENEMIES: Wait...

Turn left and you'll meet the first ZOMBIE of the game.  Since you're going it
alone, you might think that it'd work to dodge/kill him and go out the nearby
door, but no, you have to report to Wesker...

**DINING ROOM**

Left to the doble doors...

**MANSION MAIN HALL**

Pick up the HANDGUN here and go charging back into the fray...

**DINING ROOM**

Head for the door...

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

Now he's to your right, but it doesn't matter now.  Grab the FILE on Kenneth
if you want then go through the door near him.

**WEST STAIRCASE (EXT.)**

There's a HANDGUN MAGAZINE by the birdcage and two GREEN HERBS next to the
stairs.  Head up the stairs...

**YELLOW HALLWAY**
ENEMIES: TWO ZOMBIES

Watch out for that corpse in the future, and ignore the GREEN HERB near it for
now.  Turn right into the hole, dodge behind the ZOMBIE, then pick up the
GOLDEN ARROW near the end.  After that, take the HANDGUN MAGAZINE sitting by
the mirror, just try not to get bitten in the process.  Now go to the right
door behind the second ZOMBIE.

**UPPER DINING ROOM**
ENEMIES: ONE ZOMBIE

There's a DAGGER to the right, and the double doors you need to go through
further on.  You can backtrack around the other side and push the statue
forward and off so you can get a box of SHOTGUN SHELLS later.  In fact, I
recommend this because Chris has no Grenade Launcher.  If you want to kill
the ZOMBIE over there, Chris is better with the knife, but I'll recommend that
you at least kill it, so long as it's on the statue side and not the door side.

**MANSION MAIN HALL**

Turn left and go down to the landing, opening up the door there.

**GRAVEYARD**
ENEMIES: TWO ZOMBIES

Head down both sets of stairs and you'll meet up with the first ZOMBIE.  Dodge
it and run down the left path, being careful not to alert the other ZOMBIE
further over.  At the end, examine the GOLDEN ARROW to get the ARROWHEAD, then
use that on the stone to open a passageway.  Pick up the BOOK OF CURSE at the
bottom and examine the back to get the MANSION KEY (SWORD KEY).  Now head back
to the door.

**MANSION MAIN HALL**

Descend the stairs and turn left, going through the double doors.

**STATUE ROOM**
ENEMIES: ONE ZOMBIE (not yet)

You can waste time pushing the dresser forward to get the MAP OF MANSION 1F
from the statue or running behind there to get the DAGGER you'll just end up
wasting, or you can go through the right door, unlocking it with the SWORD KEY.

**CORNER HALLWAY**
ENEMIES: ?

Go forward until you're past the second dresser, then push it forward to get
a DAGGER.  Around the corner, push the second dresser backwards to get the
HANDGUN MAGAZINE.

**NORTHEAST CORRIDOR**

The nearest door is locked for Chris, so keep on walking until the second door.
Enter.

**MANSION BATHROOM**
ENEMIES: ONE ZOMBIE (not yet)

Drain the bathtub and you'll find out why the water was dirty.  Unfortunately,
Chris isn't as resourceful as Jill, who just stomps the ZOMBIE, so dodge it and
grab the OLD KEY from the tub, then leave.

**NORTHEAST CORRIDOR**

Now check out that locked door, using your OLD KEY.

**EAST GARDEN**

Chris probably has just two item spaces left, so if you want to combine the two
GREEN HERBS and the RED HERB near the end, you should do that before you grab
the CHEMICAL (HERBICIDE).

**NORTHEAST CORRIDOR**
ENEMIES: ONE ZOMBIE (not yet)

As you run past that door, the ZOMBIE will bust out from the MANSION BATHROOM.
Keep running and go through the double doors at the end.

**GREEN HALLWAY**
ENEMIES: ONE ZOMBIE

Nothing to do here but take the door on the right.

**EAST STAIRCASE**
ENEMIES: THREE ZOMBIES

Around the corner is a ZOMBIE, which you should kill.  Enter the door near
where he was.

**EAST MANSION SAVE ROOM**

Ditch the SURVIVAL KNIFE, the HERBICIDE, and your excess HERBs in the item box.
Pick up the FILE, the FUEL CANTEEN, and the OLD KEY near the typewriter.
Refuel the canteen with the KEROSINE near the door.

**EAST STAIRCASE**
ENEMIES: TWO ZOMBIES

Burn the ZOMBIE's body with the FUEL CANTEEN, then climb up the stairs, take a
right (ignoring the ZOMBIE on the left), and kill the ZOMBIE there.  Now wait
there for the first ZOMBIE to come around and kill it so that it lands and is
touching the body of the second ZOMBIE.  Burn 'em both in a two for one deal.
Now go down the stairs to refuel, come back, and go through the door at the end
of the right passage, unlocking it.

**RED HALLWAY**
ENEMIES: TWO ZOMBIES

There's another ZOMBIE to your right, and one further around the corner on the
left.  If you can pull off the same trick here, do it, but don't worry if you
can't since the FUEL CANTEEN is full.  You'll want to destroy both bodies in
here.  After this, head down to the right where there's a door the first ZOMBIE
guarded.

**TREVOR'S STUDY**

Pick up the DOG WHISTLE and the FILE with it to your right.  On the corner,
there's also a HANDGUN MAGAZINE.  If you want another FILE, go deeper into the
room and grab the book on the curved desk.  Now go back through the same door.

**RED HALLWAY**

There's a WOODEN MOUNT further along here, for use if you want the MAP OF
MANSION 2F.  Just go back out to the EAST STAIRCASE, turn right, run to the
end, go through the door and use it on the fireplace with your LIGHTER.  But,
for the purposes of this guide, it's useless, so run to the opposite end of the
hall and unlock that door with the SWORD KEY, which is all you can do in here.

**MANSION MAIN HALL**

Run across to the double doors.

**UPPER DINING ROOM**

Run down the right side and open up the second door with the SWORD KEY.

**WEST STAIRCASE (INT.)**
ENEMIES: TWO ZOMBIES

Turn left and unlock the door with the OLD KEY.

**WEST TERRACE**
ENEMIES: TWO CERBERI (not yet)

Heal using the GREEN HERB planter in front of you if you need to.  Now use the
DOG WHISTLE.  Kill both the CERBERI and pick up the COLLAR one of them drops.
Open it up to get the COIN, then examine the back of that to get the IMITATION
OF A KEY.  Use the GREEN HERB planter again if you want to, then go out the
same door, discarding the DOG WHISTLE.

**WEST STAIRCASE (INT.)**
ENEMIES: TWO ZOMBIES

Turn left and run around the stairs, then kill the ZOMBIE to your left, and go
through the door at the end.  The left-hand door is inaccessible for now.

**YELLOW HALLWAY**
ENEMIES: TWO ZOMBIES, and a special guest...

Run out through the hole, then hang a right.  The CRIMSON HEAD will rise, but
go through the door anyway.

**NARROW HALLWAY**

When you get to the panel in the floor, grab the ARMOR KEY.  Replace it with
the IMITATION OF A KEY right away.  Exit.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIEs

Grab the GREEN HERB ahead, if you want it.  The CRIMSON HEAD will now be in the
nook on the right when you head for the door, which means you're probably going
to get caught between him and the ZOMBIE on the left at some point.  Head
through the door.

**WEST STAIRCASE (INT.)**
ENEMIES: ONE ZOMBIE

Head forward and ZOMBIE will bust open the door from the WEST TERRACE.  For
some weird reason, he's the easiest ZOMBIE to headshot in the game.  As for
the one climbing the stairs, you can either wait and stack him on the corpse
from last time in here, or you can just kill him and burn both separately.
After you're done, go down the stairs and down the hallway, unlocking the door
at the end with the ARMOR KEY.

**WINDOW HALLWAY**

Grab the FLASH GRENADE on the table, as this is a wonderful little item.  Now
turn right and go down the hall, opening the first door on the right.

**KEEPER'S ROOM**
ENEMIES: TWO ZOMBIES (not yet)

Ignore the body on the floor and grab the HANDGUN MAGAZINE on the bed.  Go
around to the desk and pick up the FILE, which will cause the ZOMBIE to bust
out of the closet behind you.  Avoid it somehow (you might want to switch the
controls to MANUAL so you don't waste the FLASH GRENADE) and grab the OLD KEY
behind it.  Now run out of the room, avoiding both ZOMBIES as you go.

**WINDOW HALLWAY**

Take a left and go through the door we just recently unlocked.

**WEST STAIRCASE (INT.)**

Unlock the door next to you with the OLD KEY.

**FURNITURE ROOM**

To the left is another FLASH GRENADE and further on, the BROKEN SHOTGUN which
you NEED to pick up.  There's also a KEROSINE tank further on in the room, so
refuel the FUEL CANTEEN.  Ignore the useless INK RIBBONS in the desk.

**WEST STAIRCASE (INT.)**

Burn any remaining corpses in this area, then head for the door right next to
the bottom of the stairs.  Don't worry about the corpse near there because it
will never become an issue if you directly follow this guide.

**WEST MANSION SAVE ROOM**

Ditch the BROKEN SHOTGUN and the FUEL CANTEEN in the item box.  Since I
instructed you before that you should be killing and burning everything, this
won't be a big deal as the only body that hasn't been incinerated will be in
the UPPER DINING ROOM, too far away to bother you.  Take the HERBICIDE out of
the box as well, and save on ther typewriter if you have to.

CHRIS' INVENTORY:

HANDGUN
HANDGUN MAGAZINE
SWORD KEY
ARMOR KEY
HERBICIDE
(open)

**WEST STAIRCASE (INT.)**

Take a right around the corner and to the door at the end.

**WINDOW HALLWAY**

Run to the end and just around the corner to...

**GREENHOUSE**
ENEMIES: VINES!

Head to the nearby water pump, dump the HERBICIDE in, and pump to the red side.
Pumping to the right side kills all five of the GREEN HERBS just sitting there.
The real goal is the DEATH MASK (MASK W/OUT EYES) sitting behind the fountain,
so grab that and leave.

**WINDOW HALLWAY**
ENEMIES: TWO ZOMBIES (not yet)

Start running forward and the ZOMBIES will bust through the windows.  Take a
left, unlock the door at the end of the hall, and go through.

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

Back here, are we?  Turn left and charge the ZOMBIE, using one of the FLASH
GRENADES on him.  Shoot him after that or just wait for him to pop, makes no
difference.  Head around the elevator and down the stairs, unlock the door with
the SWORD KEY, discard it, and enter.

**KITCHEN**
ENEMIES: TWO ZOMBIES (not yet)

There's an OLD KEY on the shelf here, which you should grab, along with the
DAGGER on the table.  When you try to leave, a ZOMBIE comes walking down the
stairs.  You'll be back here eventually, so you might try to do something to
decapitate it...  Or just ignore it entirely, run around the table, avoid the
crawling ZOMBIE, and go through the door again.  I pick the latter.

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

Run around the elevator, unlock the first door you come across with the ARMOR
KEY, and take the door near the end on the left.  A ZOMBIE may bust out of the
door near the end.

**DINING ROOM**

Turn left and head out the double doors.

**MANSION MAIN HALL**

Go up the stairs and turn right at the landing, continuing up.  You'll see the
usual double doors, but don't go in those yet.  Instead, go to the right of
that and unlock the door with the ARMOR KEY.  If you go in, you'll end up in
the EAST TERRACE, where there's a DAGGER, two GREEN HERBS, and a special
ZOMBIE.  I don't recommend it.  Instead, go to the familiar door.

**RED HALLWAY**

Unlock the first door you see with the ARMOR KEY, but DON'T GO IN YET.  Unlock
the second door and go inside.

**KNIGHT ROOM**

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [KNIGHT PUZZLE]                                     +
+                                                     +
+ As soon as you enter the room, four statues will    +
+ move forward: a knight with a shield, a knight with +
+ an axe, a knight with a halberd, and a knight with  +
+ a sword.                                            +
+                                                     +
+ Ignore the paintings on the back wall, as they're   +
+ irrelevant to the puzzle, unfortunately.  If you    +
+ play around with the statues, you'll notice that    +
+ the shield statue also moves in the sword statue,   +
+ but moving the halberd statue will send the sword   +
+ one back out again.                                 +
+                                                     +
+ Push the halberd statue in first, then the one with +
+ the axe, then push in the shield statue.  The sword +
+ one should move in automatically, allowing you to   +
+ flip the center switch without fear of danger.      +
+  -----------                                        +
+ |  -  T  -  |   1 = HALBERD      4 = SWORD          +
+ | |4|   |1|>|   2 = AXE          S = SWITCH         +
+ |  -  -  -  |   3 = SHIELD       T = JEWELRY BOX    +
+ |    |S|    |                                       +
+ |  -  -  -  |   < = PUSH LEFT    > = PUSH RIGHT     +
+ |<|2|   |3|>|                                       +
+ |  -     -  |                                       +
+  -----------                                        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Now you can grab the first JEWELRY BOX.  Examine the front and back to get a
DEATH MASK (MASK W/OUT ALL).

**RED HALLWAY**

Turn left and take the first door you see.

**EAST STAIRCASE**

You shouldn't have any item slots left now, so go down the stairs and into the
nearby door.  Check the note too, Wesker's giving you some help.

**EAST MANSION SAVE ROOM**

Pick up at least the SHOTGUN SHELLS and the HANDGUN MAGAZINE and do what you
will with the FIRST-AID SPRAY.  Now crack open the item box and ditch the
MASK W/OUT EYES, MASK W/OUT ALL, and the SHOTGUN SHELLS.  Take out the BROKEN
SHOTGUN.

**EAST STAIRCASE**

Climb up the stairs again and take a left at the top, unlocking the first door
with the ARMOR KEY.  Enter.

**DEER ROOM**

Ignore the RED HERB, you won't have space for it.  Unlock the room on the left
using the OLD KEY.

**RESEARCHER'S ROOM**
ENEMIES: ONE BEE (not yet)

Grab the FILE on the desk.  Unlike Jill's game, Chris gets the complete one.
Now go to the far wall and grab the FISHHOOK.  Turn around and go to the frame
on the right side to get the LURE OF A BEE, then combine that with the FISHHOOK
and go to the frame next to the door.  Pick up the BEE SPECIMEN and replace it
with the now complete LURE OF A BEE, then go back to the right frame and put on
the BEE SPECIMEN and hit the switch.  A WIND CREST will be revealed, but if
you try to get it, the BEE will awaken.  Ignore it, grab the WIND CREST, and
exit.

**DEER ROOM**

Still no space for the RED HERB, because we have to go across this room to
pick up...

**RESEARCHER'S LODGINGS**

On the dresser is the OLD KEY which you'll be needing for the shortcut coming
soon.  There's also a FIRST-AID BOX with a FIRST-AID SPRAY, a GREEN HERB, and
some INK RIBBONS in here, but take none of them because you probably don't have
any space.

**DEER ROOM**

Door on the left...

**EAST STAIRCASE**

Turn left and go down the stairs to the door at the end of the hall.  Don't
worry about the message, this guide won't go through the door often enough for
it to break.

**GREEN HALLWAY**
ENEMIES: TWO ZOMBIES

Turn right first and unlock the door on the left at the end with the ARMOR KEY,
then discard that.  As you're heading over there, the ZOMBIE from the NORTHEAST
CORRIDOR busts in on you.  Dodge him and go to the double doors he came
through.

**NORTHEAST CORRIDOR**

Take the door in front of you.

**ORNATE ROOM**

Take the other door.

**FIREPLACE LOUNGE**

Curious parties will find that you cannot light the fireplace here.  Sad, but
true.  Grab the DAGGER if you want, ignore the INK RIBBONS, and go to the back
wall where there's a SHOTGUN.  Take it and replace it immediately with the
BROKEN SHOTGUN.

**ORNATE ROOM**

No trouble here, head out the door.

**NORTHEAST CORRIDOR**

Head across to the double doors...

**GREEN HALLWAY**
ENEMIES: TWO ZOMBIES

Kill the ZOMBIE in front of you, then go down the hall, door on the left...

**STAINED GLASS ROOM**
ENEMIES: CROWS!

Remember, don't screw up the puzzle or shoot at the CROWS and they won't mess
with you.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [STAINED GLASS PUZZLE]                              +
+                                                     +
+ On the other side of the room is a portrait with a  +
+ caption reading: "Lisa, protected by the three      +
+ spirits".  The portrait has a green crown, a purple +
+ necklace, and an orange bracelet.                   +
+                                                     +
+  _____    L = LISA GLASS        N = NECKLACE GLASS  +
+ |L| | |   B = BRACELET GLASS    C = CROWN GLASS     +
+ | |B| |D  D = DOOR TO GREEN HALLWAY                 +
+ |B| |R|                                             +
+ |L|N|E|   The object here is to match up the glass  +
+ |U| |D|   items with the right color.  Bracelet and +
+ |E|C| |   crown both appear as yellow, while the    +
+ |  -  |   necklace is red.  To alter the colors,    +
+ |_____|   use the switch on either the blue or red  +
+           sides to tint it that color.              +
+                                                     +
+ Since the bracelet is orange, use the switch on the +
+ red side to switch the glass to that color.  Since  +
+ the necklace is purple and the crown is green, use  +
+ the switches on the blue side to make them the      +
+ correct color.  When you're finished, just revisit  +
+ Lisa's portrait and press the button.               +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Grab the DEATH MASK (MASK W/OUT MOUTH), then unlock the gate door with the OLD
KEY and go through there.  Luckily, this is the last OLD KEY door in the game.

**GRAVEYARD**
ENEMIES: TWO ZOMBIES

Dodge the near ZOMBIE and run across the field and up the stairs.

**MANSION MAIN HALL**

Take a left up the stairs and through the door.

**RED HALLWAY**

Take the first door on your right...

**RICHARD HALLWAY**

Head forward and you'll get a scene.  Now you're on the famous SERUM run!

**RED HALLWAY**

Left down the hallway...

**MANSION MAIN HALL**

Across to the double doors...

**UPPER DINING ROOM**

Second door on the right...

**WEST STAIRCASE (INT.)**

Down the stairs and into the nearby room...

**WEST MANSION SAVE ROOM**

Ditch the HANDGUN, HANDGUN MAGAZINE, WIND CREST, and MASK W/OUT MOUTH.  Grab
the SHOTGUN SHELLS from the item box and take the SERUM from the shelf.

CHRIS' INVENTORY:

SHOTGUN
SHOTGUN SHELLS
SERUM
(open)
(open)
(open)

**WEST STAIRCASE (INT.)**

Climb up the stairs, go around, and out the door at the end.

**UPPER DINING ROOM**

Left to the double doors...

**MANSION MAIN HALL**

Across to the other door...

**RED HALLWAY**

Take the right door after you enter...

**RICHARD HALLWAY**

You'll get a scene with Rebecca and Richard where you'll take him to the
WEST MANSION SAVE ROOM.  You'll also get your radio, if you managed to save
him.  After another scene you'll be in...

**WEST STAIRCASE (INT.)**

Lousy backtracking... climb up the stairs, go around them, door at the end...

**UPPER DINING ROOM**

Left, double doors...

**MANSION MAIN HALL**

Across, single door...

**RED HALLWAY**

Single door on right...

**RICHARD HALLWAY**
ENEMIES: ONE ZOMBIE

Here we are again... there are two GREEN HERBs here, but the goal is the door
on the other end.  It's preferable that you keep the item slots open.
Unfortunately, there's also a ZOMBIE here.  I endorse the ammo-saving (coward)
route and run around the little herb alcove, behind the ZOMBIE, and out the
door.

**DISUSED HALLWAY**
ENEMIES: ONE ZOMBIE

Head to the left and you'll meet up with Mr. ZOMBIE.  Decapitate him with the
SHOTGUN and continue on.

**SMALL DINING ROOM**
ENEMIES: ONE ZOMBIE

Here, you can pick up one HANDGUN MAGAZINE on the table and another HANDGUN
MAGAZINE in the china cabinet, after you light the candle with your LIGHTER, of
course.  Push the bigger cabinet out of the way and you'll reveal the ZOMBIE.
Dodge it and grab the MUSICAL SCORE (MUSIC, MID-PAGES) in there.  Now exit.

**DISUSED HALLWAY**

Head to the end and take the door on the right.

**RICHARD HALLWAY**
ENEMIES: ONE ZOMBIE

Run through the herb alcove again to avoid the ZOMBIE.

**RED HALLWAY**

Head left and out the door.

**MANSION MAIN HALL**

Head down the stairs and go through the double doors on the right...

**DINING ROOM**

Run down the left side and pick up the BLUE GEMSTONE.  Now head to the
fireplace and take the EMBLEM off the mantle.  Exit through the door nearby.

**KENNETH HALLWAY**
ENEMIES: ONE ZOMBIE

Kill the ZOMBIE near you, preferably via decapitation, then go through the door
down the hall on the left.

**WINDOW HALLWAY**
ENEMIES: ONE ZOMBIE

Don't do anything with the ZOMBIE.  Run straight ahead and into the alcove on
the right, entering the door.

**TIGER ROOM**

Use the BLUE GEMSTONE on the tiger statue to get the SHOTGUN SHELLS.

**WINDOW HALLWAY**
ENEMIES: ONE ZOMBIE

Take a left and head for the door again...

**KENNETH HALLWAY**

Head left down the hall and take the next door...

**PIANO BAR**

Run around the piano and push the shelf out of the way to get the MUSICAL SCORE
(MISSING MUSIC).  Combine that with your MUSIC, MID-PAGES, then go to the piano
to try it out.  Chris can't play, but Rebecca can, sort of, so let her try
(either choice gives the same result) and exit.

**KENNETH HALLWAY**

The fastest way out of this is to trigger a scene, so head down the hall and
through the first door on the right.

**WINDOW HALLWAY**
ENEMIES: ONE ZOMBIE

Kill the ZOMBIE, decapitation prefered.  Go through the door near where he was
at the corner.

**WEST STAIRCASE (INT.)**

Run forward and around the corner, into the door near the stairs.

**WEST MANSION SAVE ROOM**

Go talk to Richard and you'll trigger the scene.  Now take the FUEL CANTEEN
out if you screwed up decapitating one of the last two zombies.  You may want
to get rid of the HANDGUN MAGAZINES too.  Head out again.

**WEST STAIRCASE (INT.)**

Refuel the FUEL CANTEEN in the FURNITURE ROOM if you have to, but the other
door is your goal.

**WINDOW HALLWAY**

Burn the corpse if there is one, then head right to the end...

**KENNETH HALLWAY**

Burn the corpse here too, then go down to check on Rebecca.

**PIANO BAR**

Becca finally got it.  Head into the alcove and grab the FILE and the GOLD
EMBLEM.  Now use the EMBLEM in its place.  Head for the door.

**KENNETH HALLWAY**

Go down the hall again and take the door on the left.

**DINING ROOM**

Use the GOLD EMBLEM on the mantle and the clock will open up...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [CLOCK PUZZLE]                                      +
+                                                     +
+ Check the painting next to the clock and you'll get +
+ a message that says "A picture of two knights       +
+ striking each other.  The short sword has been      +
+ thrust into the breast of one knight, while the     +
+ long sword has pierced the head of the other."      +
+                                                     +
+ Check the clock and it'll look like a normal clock, +
+ but the 3 is replaced by a shield, the 6 is armor,  +
+ the 9 is a sword, and 12 is a helmet.               +
+                                                     +
+ "When the two have run each other through, the path +
+ to your destiny will open."                         +
+                                                     +
+ Use the painting as your reference and move things  +
+ from there.  The small gear operates the long hand, +
+ while the large gear moves the small hand.  Both    +
+ hands currently point to midnight.                  +
+                                                     +
+ Move the large gear twice to the right to make it   +
+ point to armor, then quit turning.                  +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Take the MANSION KEY (SHIELD KEY), then head for the double doors.

**MANSION MAIN HALL**

Go up the stairs, to the right, and through the single door.

**RED HALLWAY**

First door on the right...

**RICHARD HALLWAY**
ENEMIES: ONE ZOMBIE

Dodge the ZOMBIE, grab some herbs if you have space, and go for the door.

**DISUSED HALLWAY**

Go across and unlock the door with the SHIELD KEY, then discard it.

**ATTIC**
ENEMIES: ...

Head forward and it's...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #1B: YAWN]+                                                     |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Chris doesn't have Richard backing him up, but it's still not all that hard. |
|The yawn will circle around the post in the middle, which shifts his weak    |
|spot around a lot.  When he does get close to you, he's likely to rear back  |
|and strike, so use Chris' superior speed to dodge that if at all possible.   |
|If you get bitten, you'll need to do some form of a serum run again, so TRY  |
|to avoid it.  The only method I can fully endorse in dealing with the yawn is|
|to run behind it to where it crawled out of the wall and take the DEATH MASK |
|there, then leave.  Standing your ground and killing him normally will screw |
|you over in the next fight because Chris doesn't have the firepower yet.     |
-------------------------------------------------------------------------------

One way or another, you have the DEATH MASK (MASK W/OUT NOSE).

**DISUSED HALLWAY**

Now, things are going to split in three.  If you got through the battle without
being poisoned, your route is this...

DISUSED HALLWAY -> RICHARD HALLWAY -> RED HALLWAY -> EAST STAIRCASE -> EAST
MANSION SAVE ROOM (pick up other three MASKs) -> EAST STAIRCASE -> GREEN
HALLWAY -> STAINED GLASS HALLWAY -> GRAVEYARD

But assuming you are poisoned, you'll either collapse, leaving Rebecca to save
you, or you'll be forced to take a SERUM run on your own.  Both paths are...

DISUSED HALLWAY -> RICHARD HALLWAY -> RED HALLWAY -> MANSION MAIN HALL -> UPPER
DINING ROOM -> WEST STAIRCASE (INT.) -> WEST MANSION SAVE ROOM

If Rebecca saves Chris, then your path after that is the same as the first.
We'll start with Chris saving himself...

**WEST MANSION SAVE ROOM**

Ditch your additional items and grab the other three MASKS and exit.

**WEST STAIRCASE (INT.)**

Go up and around the stairs to the door at the end...

**UPPER DINING ROOM**

Left to the double doors.

**MANSION MAIN HALL**

Go down to the landing and through the door there...

**GRAVEYARD**
ENEMIES: Wait...

There are no zombies here anymore.  Run down the path to the stone staircase
and go down.  From left to right on the wall, use the masks as EYES, ALL, NOSE,
MOUTH.  This will drop the coffin for you to examine, but...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #2B: CRIMSON ELDER]+                                            |
|+[DIFFICULTY: VERY EASY]+                                                    |
|Equip the SHOTGUN if you haven't already and begin firing as quickly as you  |
|can.  If he does get to you, he'll either grab you or do the dual claw slash |
|that all Crimsons do, except his is a bit more painful.  Fire once, then run |
|to the side as he charges.  Three shots will put him on the ground for a bit,|
|then he'll get up again and you can repeat the process.  Two or three more   |
|shots and he'll be dead.                                                     |
-------------------------------------------------------------------------------

Grab the SHOTGUN SHELLS near the coffin, then hit the switch in it and take
the STONE & METAL OBJECT.  Go up the stairs and through the gate.

**STAINED GLASS ROOM**
ENEMIES: CROWS...

Ignore the crows, go for the door...

**GREEN HALLWAY**
ENEMIES: ONE ZOMBIE

Blast the ZOMBIE ahead or don't, your goal is the door behind him.

**STONE CORRIDOR**
ENEMIES: ONE CERBERUS (not yet)

As you head forward, the CERBERUS will jump out from behind you.  I'd ignore it
and just use the STONE & METAL OBJECT on the panel to unlock the door.

Because of that stupid trip back to the RICHARD HALLWAY, it takes anywhere
from fifty minutes to an hour to get through this area.

*******************************************************************************
Part Two: COURTYARD
*******************************************************************************

**COURTYARD STORAGE**

There's some SHOTGUN SHELLS to your left and a FLASH GRENADE on the shelf where
the FIRST-AID SPRAY is.  Go down the stairs near there and to the door.

**WINDING PATH**

Near the red wind chime, you'll get a radio message from Wesker.  Dunno why.
Speaking of red wind chimes...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [CERBERUS PUZZLE]                                   +
+                                                     +
+ The gate ahead reads that it will open when the two +
+ dogs' desires are fulfilled.  The left dog has blue +
+ eyes and reads "The Last Gasps of Destruction",     +
+ while the dog on the right has red eyes and reads   +
+ "The War Cry of Revenge".                           +
+                                                     +
+ Back up the pathway is a sign the reads as follows: +
+                                                     +
+ North: Valley of Destruction                        +
+ South: Cave of Hatred                               +
+ East:  Summit of Madness                            +
+ West:  Path of Revenge                              +
+                                                     +
+ The object is to wind charms color to correspond    +
+ with the dog's direction.  Press the switch when    +
+ the red charm faces west and when the blue charm    +
+ faces north.  The gate will unlock after that.      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

**COURTYARD GRAVESITE**
ENEMIES: SIX CROWS

Nothing to do here yet, run across to the other gate.  Ignore the CROWS...

**MOUNTAIN PATH**

The path splits at one point, but both lead to the...

**CABIN**
ENEMIES: ?

Head around the stairs and go up to grab the MAP OF THE COURTYARD 1F, if you
want it.  Continue on to find a typewriter and a FILE next to it.  Keep going
and pull the WIND CREST and turn around, go around, and pick up the CRANK
(SQUARE CRANK).  As you backtrack to the typewriter, a door will open.  Keep
going and...

LISA TREVOR!  She's indestructable no matter what you do right now, so dodge
her and head for the door.  If you stick around and she keeps hitting you,
you're in serious trouble.

**MOUNTAIN PATH**
ENEMIES: ONE ZOMBIE

Shortly after the paths reunite, you'll meet the ZOMBIE.  Dodge him and go
for the gate.

**COURTYARD GRAVESITE**
ENEMIES: SIX CROWS

Walk forward until the angle changes, then aim.  Realign the shot until you're
aiming at the first CROW on the far side of the path.  Fire and three will
drop.  Run down the path to the stones, then aim just before you reach them and
fire.  The rest should drop.  Use the WIND CREST on the right stone and you'll
reveal the MOON CREST, STAR CREST, and SUN CREST.  Go to the left stone,
examine the backs of each CREST until the symbol juts out, and use each to
reveal the MAGNUM REVOLVER.

**WINDING PATH**

Up the path to the door...

**COURTYARD STORAGE**

Head up the stairs and around them, exitting through the double doors.

**GAZEBO**
ENEMIES: THREE CERBERI

Head forward and you'll get a scene involving the radio.  Now it's time to duel
the CERBERI, shotgun-style.  Kill 'em all, check the GREEN HERB and BLUE HERB
if you need them, then go for the double gates.  If you run low on ammo as you
kill the dogs, don't bother reloading.

**WATERWAY**

Run to the panel, use the SQUARE CRANK.  Now climb down the ladder and up the
opposite one.  Run for the elevator.

**FOUNTAIN COURT**
ENEMIES: CROWS!

Turn right, run for the gate, avoid the CROWS.

**IVY PATH**
ENEMIES: SNAKES!

Pick up the RED HERB near you for combining, if you want.  Now run to the door
at the end.  SNAKES will drop, but just keep on running.

Due to Chris' superior speed, it shouldn't take longer than ten minutes to get
through this area.

*******************************************************************************
Part Three: RESIDENCE and AQUA RING
*******************************************************************************

**RESIDENCE ENTRYWAY**

There are three BLUE HERBs ahead.  You shouldn't need 'em yet, so turn the
corner and take the first door on the right.

**RESIDENCE SAVE ROOM**

You can find a FLASH GRENADE and some INK RIBBONs on the shelf near the
typewriter.  Further in the room is the item box and a tank of KEROSINE.  At
the item box, ditch your SQUARE CRANK, your MAGNUM REVOLVER, whatever HERBS you
have, and the SHOTGUN, but NOT the SHOTGUN SHELLS.  Trust me.

**RESIDENCE ENTRYWAY**

Head for the double doors to the right.

**RECREATION ROOM**
ENEMIES: TWO SPIDERS

Avoid the SPIDER above you.  To the left is a GREEN HERB, which you probably
won't have space for in the greater scheme of things.  Ignore the lamps, you
can't do anything with them as Chris... well, unless you wasted too much time
in the mansion and ended up killing Richard... more on that later.

Run back to the other side, where you'll find a GREEN HERB, and follow the path
down the stairs, where you can pick up some SHOTGUN SHELLS, the RED BOOK, and
a FIRST AID BOX, which has a GREEN/BLUE MIXED HERB inside.  I recommend taking
it.  Once you have all those goodies in tow, exit.

**RESIDENCE ENTRYWAY**

Push the box in front of you until it clears the corner, then push it over the
hole and against the other stack of boxes.  Climb over them to get to the door.

**RESIDENCE HALLWAY**

RUn around the corner and past the first door to the one with the 002 above it.

**002 ROOM**

Head into the room on the left...

**002 BATHROOM**
ENEMIES: ONE ZOMBIE (not yet)

Turn to the right and grab the RESIDENCE KEY (KEY FOR ROOM 001) on the shelf.
You'll hear a door slam in the distance, so turn around and wait for a second
and a ZOMBIE will bust on in.  Charge the ZOMBIE and use a FLASH GRENADE on
him, then exit.

**002 ROOM**

Door on the right...

**RESIDENCE HALLWAY**

To the end...

**RESIDENCE ENTRYWAY**

Climb over the boxes and unlock the door on the other side with the KEY FOR
ROOM 001.  Enter.

**001 ROOM**

There's a SELF DEFENSE GUN (with a FILE) and a HANDGUN MAGAZINE further in the
room, but I don't expect you to use the HANDGUN again, and the SELF DEFENSE GUN
is a waste, so take the door on the left.

**001 BATHROOM**
ENEMIES: ONE ZOMBIE (not yet)

Drain the water in the tub to get the CONTROL ROOM KEY.  Outside, you'll hear
a thump, and the ZOMBIE in here will start to get up.  Just exit.

**001 ROOM**
ENEMIES: ONE ZOMBIE

Don't waste your time.  Just exit to the right.

**RESIDENCE ENTRYWAY**

Cross the boxes to the door...

**RESIDENCE HALLWAY**

Run to the end and the 002 door again.

**002 ROOM**

Head forward and grab the FILE on the desk.  To your left are a couple of book-
cases.  Push the one on the left forward, then push the one on the right to the
right.  This will reveal a ladder.

**AQUA RING ENTRANCE**

Head around the tunnel until you get to the last of the three boxes and push it
forward into the water.  Head back to the second box and do the same.  With the
first box you saw, push it against the wall where the others were, then down
into the water.  Cross the bridge, grab the GREEN HERB if you need it, and head
in...

**UPPER AQUA RING**
ENEMIES: NEPTUNES!

After the scene, start running to the left, ignoring the NEPTUNES.  Don't stop
until you reach the door and unlock it with your CONTROL ROOM KEY.

**CONTROL ROOM**

Climb down the ladder.  At the bottom, there's a table on the right where you
can get a MAP OF THE AQUA RING off the wall.  Check the table and you'll get
a message like...

"Caution!  In case of a drop in oil pressure control, open valve ##"

The second # is a random number which changes every time.  I'm going to define
a couple of terms here now... right refers to the right side of the room if you
were FACING the ladder, top is similar and bottom-right is the same. Now
operate the panel on the right side of the room and bad things will start
happening.  Check the bottom-right panel to release the safety, then check the
top panel to drop the pressure shelter.  It will lose pressure, so go to the
hallway near the ladder and there will be an oil gauge on the left which you
should use corresponding with the # you got before.  Now release the safety
again on the bottom-right panel and use the top to activate the pressure
shelter successfully.  Go to the right side and leisurely drain the water out.
Now go back to near the ladder and grab the FIRST-AID BOX (2 GREEN HERBS MIXED)
if you were bit a couple of times.  Head down into...

**DRAINAGE ROOM**

Turn right.  On the right in the main part of the room are some SHOTGUN SHELLS
on a box.  Now head across for the double doors.

**LOWER AQUA RING**
ENEMIES: TWO NEPTUNES...

As you reach the first NEPTUNE, you'll find the ASSAULT SHOTGUN next to it,
assuming you saved Richard in the mansion, of course.  Keep walking forward and
climb onto the platform when you reach it.  Try to grab the object and the
NEPTUNE will knock it down.  Push the nearby green box into the water, then
flip the switch nearby.  Head down into the water again and grab the RESIDENCE
KEY (GALLERY KEY).  Now you can leave.

**DRAINAGE ROOM**

Turn right and go for the double gate door.

**AQUA RING EXIT**

Run forward and take the MAGNUM ROUNDS off the box ahead.  Now turn and go for
the ladder and climb up, unlocking the door at the end.

**AQUA RING ENTRANCE**

Turn left and climb the ladder at the end.

**002 ROOM**

Head around the corner and for the door with the blood smear...

**RESIDENCE HALLWAY**

When you reach the door, unlock it with your GALLERY KEY and enter.

**GALLERY**
ENEMIES: BEES!

Run forward, avoiding the bees, and when you get to the 003 door, turn left.
Examine the body at the end to get the INSECTICIDE SPRAY, then turn around and
run right out of here.

**RESIDENCE HALLWAY**

Turn right, run past the 002 door to the end and take the map.  It will reveal
a hole, which you should use the INSECTICIDE SPRAY on, killing the hive in the
other room.  Now head back for...

**GALLERY**

There's a HANDGUN MAGAZINE on the table here, but you don't have room for it.
Run around the table to where the hive was to pick up the RESIDENCE KEY (KEY
FOR ROOM 003).  Head back for the 003 door and unlock it with that, and enter.

**003 ROOM**

Nothing in the room to your left, so go past the typewriter and examine the
bookcase to get a FILE.  Now use the RED BOOK, exchange books 1 and 4, 2 and 7,
and 3 and 8.  The shelf will move, revealing a door...

**PLANT 42 ROOM**
ENEMIES: Oh, take a guess...

There will be a scene and Chris will get a hug from a vine.  This isn't a
problem, unless you didn't save Richard in the mansion, in which case you
should skip over this next part 'til you find REBECCA METHOD below...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #3B: PLANT 42]+                                                 |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Run up the nearby stairs and to the center of the platform.  When the bulb   |
|opens, begin firing your ASSAULT SHOTGUN, just be wary that the plant is more|
|likely to whip you off the platform in this state.  Otherwise, when the bulb |
|is closed, the same vines will rain damaging pollen on you.  If you stay with|
|your back against the wall, the vines won't knock you off, but if the pollen |
|comes you should run away from it and come back when its done.  After four to|
|six shots, it will start to weaken in a scene.  Four to six more and it will |
|curl up and die.                                                             |
-------------------------------------------------------------------------------

Head down to the fireplace and take the MANSION KEY (HELMET KEY) and exit via
the double doors.

 --------------
|REBECCA METHOD|
 --------------

If you didn't save Richard in the mansion, the plant will grab Chris and won't
let go.  Rebecca will show up and Chris will toss down the Organic Chemistry
Lab Experiment to her (the FILE you just got).  Rebecca will head out into
the gallery and she'll have to open the keypad door on the opposite end of the
room.  The password is a little different in Chris' game, but it goes like this

                     \___/         \_|_/          _____
                    <_(o)_>   3   <_( )_>   5   -<_(|)_>-   6
                                     |

Inside the CHEMSITRY LAB, it'll be puzzle time...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [V-JOLT PUZZLE]                                     +
+                                                     +
+ The goal here is to make the V-JOLT, but keep in    +
+ mind that if you mix the wrong chemicals, toxic     +
+ gas will be created and you'll be poisoned.         +
+                                                     +
+ You're provided with four EMPTY BOTTLES to do this  +
+ trick with and they're all placed at the opposite   +
+ end of the room.  I'll assume you don't have a lot  +
+ of space, so I'll show you how to do it in three.   +
+                                                     +
+ First, fill one of the bottles with WATER and put   +
+ UMB NO. 3 in another.  Mix those two to get NP-004. +
+                                                     +
+ Next, fill one with YELLOW-6 and immediately mix    +
+ that with the NP-004 to create UMB NO. 10.          +
+                                                     +
+ Put some more WATER in a bottle and more YELLOW-6,  +
+ then mix those two to get UMB NO. 7.                +
+                                                     +
+ Combine the UMB NO. 7 and the UMB NO. 10 to get     +
+ VP-017.                                             +
+                                                     +
+ From here, all you need to do is combine the VP-017 +
+ with a bottle of UMB NO.3 and V-JOLT is complete.   +
+                                                     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Now exit the room.  Your path will be to the GUARD ROOM, but because there's
no water in the aqua ring, it'll take a little longer.  Your path will be...

GALLERY -> RESIDENCE HALLWAY -> 002 ROOM -> AQUA RING ENTRANCE -> AQUA RING
EXIT -> DRAINAGE ROOM -> CONTROL ROOM -> UPPER AQUA RING

From there, go left down the stairs and left at the bottom to the GUARD ROOM.
Use the V-JOLT on the root, then refer to the battle plans above for Chris.

 ------------------
|END REBECCA METHOD|
 ------------------

**GALLERY**

You'll meet up with Rebecca here in a scene.  She'll offer to treat your wounds
in the nearby CHEMISTRY LAB if you need it.  Take her up on it or don't.  Grab
the nearby RED HERB and combine it with the GREEN/BLUE MIXED HERB from earlier.
Exit.

**RESIDENCE HALLWAY**

Head left and you'll meet up with Wesker.  When he leaves, turn around and head
out.

**RESIDENCE ENTRYWAY**

Cross the holes without fear and head left for the entrance door.  Might want
to grab a BLUE HERB before you go.

**IVY PATH**

Along the way, you'll get a scene, but make your way for the gate...

**FOUNTAIN COURT**
ENEMIES: TWO CERBERI

Dogs versus crows... just run across and around to the elevator.

**WATERWAY**
ENEMIES: SNAKES!

Run along the outside edge as best you can to avoid the SNAKES and go for the
inside edge after hitting the corner with the light.  Use the BLUE HERB if you
get poisoned.  Go down the ladder, across to the other one, and out the gates.

**GAZEBO**

Run straight ahead and to the door on the right.

**COURTYARD STORAGE**

Ahead, you'll find a FLASH GRENADE, a FIRST AID SPRAY, a box of SHOTGUN SHELLS,
and a note from Wesker saying that he fixed the doorknob in the mansion.

It should take around twenty minutes to complete this area, twenty-five or
more if Rebecca had to save you.

*******************************************************************************
Part Four: MANSION (II)
*******************************************************************************

**STONE CORRIDOR**

That dog that jumped out before you left is gone now.  Head for the door.

**GREEN HALLWAY**
ENEMIES: Wait for it...

As you turn right and head into the main part of the room, a HUNTER will run
in from the courtyard.  Blast it, then take the second door on the left, the
one that had the busted doorknob earlier.

**EAST STAIRCASE**
ENEMIES: THREE HUNTERS

Run forward and around the corner you'll find the first of the HUNTERS.  Kill
it and enter the nearby door.

**EAST MANSION SAVE ROOM**

Our purpose here is twofold, first to ditch the HERBs and MAGNUM ROUNDS in your
inventory and to reset the hunters in the other room.  Save if you want to.

**EAST STAIRCASE**
ENEMIES: TWO HUNTERS

Charge up the stairs and take a left straight for the HUNTER at the top.  It
will either try to slash you or jump-slash right over you, so if you get caught
you should fire once to knock it down and continue on for the door at the end.

**SMALL STUDY**

There should be a GREEN HERB right in front of you.  After grabbing it, turn
right and unlock the door with the HELMET KEY.

**TRAPPED ROOM**

Get behind the statue and start pushing it through the threshold and into the
main part of the room.  Don't worry about the walls, just push it to the end.
After that, turn around, go left through the passage, and flip the button at
the end, running out as the walls retract.  Go back to the statue, push it to
the left, and it will click into place after a while, solving this "puzzle".
Grab the DAGGER in the alcove, then jump down the hole behind you.

**TREVOR'S GRAVE**

Grab the LAST BOOK VOL. 1 in front of you and open it up (examine pages) to get
the MEDAL OF EAGLE.  Now examine the grave ahead to get a FILE.  Push the
switch to reveal a ladder.

**EAST BASEMENT TUNNEL**
ENEMIES: THREE SPIDERS

Run ahead, avoiding the SPIDER, go right around the corner, left around the
next (SPIDER), and go for the door (SPIDER).  There's a MAP on the other end
of the tunnel, but its really not worth it.

**WEST BASEMENT TUNNEL**
ENEMIES: TWO ZOMBIES

Ahead are a RED HERB and a BLUE HERB, which you should immediately combine
with the earlier GREEN HERB, provided you weren't poisoned.  To the right is a
junction, either side guarded by a ZOMBIE.  Grab the DAGGER, kill the ZOMBIE
straight ahead, and round the corner at the end.  Flip the generator switch to
turn on the elevator, then go back down the other path, avoiding the second
ZOMBIE, and open the door at the end.  You shouldn't pick up the nearby HANDGUN
MAGAZINE.

**KITCHEN**
ENEMIES: TWO ZOMBIES

Apparently, the crawling ZOMBIE from before realized he could walk again.  One
is on the other side of the table, the other is to the right, where you should
be going, so charge him with a DAGGER equiped or otherwise dodge him so you
can get to the elevator.

**ORANGE HALLWAY**
ENEMIES: TWO ZOMBIES

To the left, a ZOMBIE guarding two GREEN HERBs and a RED HERB.  Don't have the
space.  To the right, a ZOMBIE, you should dodge him, and a nearby door, which
you need to enter.

**MANSION STORAGE**

Payday.  Pick up the two boxes of SHOTGUN SHELLS and the FLASH GRENADE on the
floor, along with the BATTERY on the shelf, which you NEED.

**ORANGE HALLWAY**
ENEMIES: TWO ZOMBIES

Turn left, run around the corner, open the door.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Immediately take the door on your left.

**UPPER DINING ROOM**
ENEMIES: ONE HUNTER

HUNTER to the far left, take the nearest door on the right.

**WEST STAIRCASE (INT.)**

Go around the stairs and down them, entering the nearby door.

**WEST MANSION SAVE ROOM**

Ditch the MEDAL OF EAGLE, the BATTERY, and whatever HERBS you might have.

**WEST STAIRCASE (INT.)**

Climb back up the stairs and go down the hall, unlocking the first door on
the right with the HELMET KEY.

**TAXIDERMY ROOM**

There's a box of SHOTGUN SHELLS to the left on the shelf.  Push the nearby
dresser until its under the deer head, then grab the FILE off the table and
the DAGGER on the other side of the room.  Push that dresser underneath the
buffalo head.  Now run back to the door and flip the switch.  Notice how the
eye of the deer glows red while the buffalo glows yellow.  Run into the corner
near the deer head until the eagle "locks" into place, then run underneath it,
hugging the wall until you get to the other side, then climb on top of the
dresser and get the YELLOW GEMSTONE.  Repeat the process on the other side to
get the RED GEMSTONE.

**WEST STAIRCASE (INT.)**

Turn left and go out the door at the end.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Run out through the passage, turn right, and go for the door.  I hate this
hallway.

**NARROW HALLWAY**

Head to the far end of this hall and unlock the door with the HELMET KEY.

**LIBRARY**
ENEMIES: Surprise!

Ahead of you are two GREEN HERBs.  Might want to grab one...  Turn left around
the corner and...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #4B: YAWN (II)]+                                                |
|+[DIFFICULTY: VERY EASY]+                                                    |
|This time you actually do have to fight him, but don't fire at him until you |
|have climbed down the nearby ladder.  Once you're down there, fire when you  |
|see his head.  He'll keep moving around, but periodically he'll stop to rear |
|up and strike you, at which point you should get out of range.  It's a shoot-|
|and-dodge kind of battle, but after six to ten shots from the ASSAULT SHOTGUN|
|he'll go down permenantly.                                                   |
-------------------------------------------------------------------------------

Run to the other side of the bookshelf and pick up the LAST BOOK VOL. 2.  Open
it to get the MEDAL OF WOLF.  From here, you have to go back up the ladder to
exit, as the double doors are busted.

**NARROW HALLWAY**

Run for the opposite door.

**YELLOW HALLWAY**
ENEMIES: ONE CRIMSON HEAD, TWO ZOMBIES

Head down and go through the opening and enter the door, as you normally would.
Fortunately, this is our last time through here.

**WEST STAIRCASE (INT.)**
ENEMIES: TWO HUNTERS (not yet)

Last run through here too.  Go to the bottom of the stairs and head around to
the door on the far end of the hall.  Two HUNTERS will show up, but just open
the door.

**WINDOW HALLWAY**

Turn right, then left into the alcove and enter the door.

**TIGER ROOM**
ENEMIES: ?

Use the YELLOW GEMSTONE on the statue to get an MO DISK.  If you use the RED
GEMSTONE... well...

**WINDOW HALLWAY**

Exit the alcove and go left down the hall to the door.

**KENNETH HALLWAY**

Turn right and enter the nearby door.

**DINING ROOM**

Left to the double doors.

**MANSION MAIN HALL**

Head across to the single door, unlock it with the HELMET KEY, then discard.

**DECORATIVE LAB**

Next to you is a FILE.  Head around the shelves and turn right at the opening.
To the left are just a bunch of useless INK RIBBONS.

**MIRROR ROOM**
ENEMIES: ONE ZOMBIE

Dodge the ZOMBIE and grab the JEWELRY BOX on the shelf.  There's also a DAGGER
if you want it, and a GREEN HERB with a BLUE HERB PLANTER nearby.  Exit.

**DECORATIVE LAB**

Combine the RED GEMSTONE with the JEWELRY BOX...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [JEWELRY BOX PUZZLE]                                +
+                                                     +
+ Putting the gemstone into the box will cause five   +
+ small pieces to drop out of the sides.  The object  +
+ here is to fit them together into the octagon hole. +
+                                                     +
+ Of course, the trick here is to make sure the piece +
+ is fit against the border of the octagon, that way, +
+ there won't be any overlap in the middle areas.     +
+      ________                                       +
+     /   ||   \       Ah, the wonders of ASCIII..    +
+    /    ||    \      The end result should look     +
+   /  ___||_____\     something like the monstrosity +
+  /  ||   \\     \    to the left, minus a little    +
+ |   ||    \\     |   space for overlap.  When you   +
+ |   ||     \\    |   fine tune, try to jam pieces   +
+ |   ||      \\   |   as far into the edge as you    +
+  \   \\____/||   /   possibly can.  You can be      +
+   \  //     ||  /    punished for overlap, but a    +
+    \//      || /     bit of open space is perfectly +
+      \______||/      fine.                          +
+                                                     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Now examine the BROACH and it will become the EMBLEM KEY.

**MANSION MAIN HALL**

Climb up the stairs to the landing and enter the door.

**GRAVEYARD**

Run down the stairs and around to the gate door.

**STAINED GLASS ROOM**
ENEMIES: CROWS...

Ignore the CROWS, run for the opposite door.

**GREEN HALLWAY**

Unlock the door with the gold symbol using the EMBLEM KEY.

**SPENCER'S STUDY**

You'll hear a scream.  Guess its time to exit.

**GREEN HALLWAY**

Turn left and go into the nearest door.

**EAST STAIRCASE**
ENEMIES: ONE HUNTER

Climb up the stairs and turn right, going into the door at the end.

**RED HALLWAY**

Turn right and go for the door.

**TREVOR'S STUDY**
ENEMIES: ONE HUNTER

You have to kill the HUNTER here if you want Rebecca to live so you can get
the good ending, so blast it and you'll talk with her for a minute.  Head out
the nearby door.

**EAST STAIRCASE**
ENEMIES: ONE HUNTER

Head down the stairs and go through the door near them.

**EAST MANSION SAVE ROOM**

Ditch the MO DISK, the MEDAL OF WOLF and the GREEN HEBR, if you haven't used it
yet.  Grab the SQUARE CRANK and the BATTERY.

**EAST STAIRCASE**

Head out the door on this level again.

**GREEN HALLWAY**

Turn right and open the gold door again.

**SPENCER'S STUDY**

Turn on the light ahead and open the left drawer to get more SHOTGUN SHELLS.
Now grab the METAL OBJECT and the FLASH GRENADE on the shelf behind you.

**GREEN HALLWAY**

Turn right and go around the corner, out the door.

**STONE CORRIDOR**

To the opposite door...

This area should also take roughly twenty minutes to complete.

*******************************************************************************
Part Five: COURTYARD (II), MANSION (III), ALTAR
*******************************************************************************

**COURTYARD STORAGE**

Head across...

**GAZEBO**

Out the double gates...

**WATERWAY**
ENEMIES: SNAKES!

Down the ladder, up the other one, avoiding the damn SNAKES, use the elevator.

**FOUNTAIN COURT**
ENEMIES: TWO CERBERI

Turn left around the corner, blast the CERBERI before it gets up.  Another will
come running, dispose of it.  Put the BATTERY in the nearby recepticle and then
ride the elevator up.

**GAZEBO**

We're on the far side of this room, so make a run for the double gates.

**WATERWAY**

Head left and over to the panel, then use the SQUARE CRANK to fill the pool
again.

**GAZEBO**

Head back down to the right and to the elevator.

**FOUNTAIN COURT**

Now we can head across to where the waterfall was and go down the ladder.

**UNDERGROUND ENTRANCE**

Door on the right.

**EAST TUNNEL**

Nothing on the right, head down to the door on the left.

**ELEVATOR TUNNEL**

Run across and open the panel to get the SHAFT.  Now turn around and go left
to the door, ignoring the HANDGUN MAGAZINE near it.

**ENRICO ROOM**
ENEMIES: ONE HUNTER (not yet)

Run around and you'll meet Enrico.  Examine his body after the scene to get the
CRANK (HEXAGON CRANK).  When you head back, a HUNTER will enter the room, so
kill it and leave.

**ELEVATOR TUNNEL**

Head either way to the door.  The other way has another HANDGUN MAGAZINE which
you have no use for.

**EAST TUNNEL**
ENEMIES: TWO HUNTERS

Near the top of the stairs, two HUNTERS wait.  Kill them both, then exit.

**UNDERGROUND ENTRANCE**

To the right, there's an item box and a typewriter w/ INK RIBBONS.  Ditch the
SQUARE CRANK and the METAL OBJECT.  Save if you have to.  Now go around to the
other side of the tunnel and use the HEXAGON CRANK on the panel to open a path.
There's a GREEN HERB by the door.

**WEST TUNNEL**

Grab the FLAMETHROWER to your left.  Now run to the right and check the
boulder.  On your way back, it will start rolling, so run for the door alcove.
You can check back where the boulder was to find the SHOTGUN SHELLS.  Check
where the boulder crashed to find a door.

**SPIDER ROOM**
ENEMIES: Painfully obvious!

Might as well put that FLAMETHROWER to good use...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #5B: BLACK TIGER]+                                              |
|+[DIFFICULTY: VERY EASY]+                                                    |
|Black Tiger is just a larger stronger version of the spider with the same    |
|strengths and drawbacks.  It has extreme difficulty turning around, but it   |
|can still spit poison at you and has a charge attack that can knock you into |
|the opposite wall.  Unload on it with the FLAMETHROWER, being careful to     |
|dodge the other spiders, and it should collapse shortly.                     |
-------------------------------------------------------------------------------

SPIDERS will continue to pour into the room after that, so dispose of them as
you will.  If there's any fuel left, you can use the FLAMETHROWER to attack the
webs on the door, but if not, grab the SURVIVAL KNIFE on the barrels in the
room and cut it open.

**AUXILARY TUNNEL**

There are two BLUE HERBs to the left and a MAP OF COURTYARD B1F.  If you don't
have room for them and still are poisoned, examine the panel on the right side
of the tunnel and place the FLAMETHROWER there to unlock the door.  YOU CAN'T
USE THE FLAMETHROWER FROM THE ITEM SCREEN, that's why you have to examine the
panel.

**SOUTH TUNNEL**

Head around to the panel and use the HEXAGON CRANK three times, then exit the
item screen.  The boulder will start rolling towards you.  Real men run towards
the boulder into the alcove.  There's a FIRST AID BOX with a FIRST AID SPRAY
back where the boulder was, but the goal is the nearby door, and you'll need
an item space open.

**GODDESS ROOM**

A statue, a rotating platform, a movable wall... we can do this!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [GODDESS PUZZLE]                                    +
+                                                     +
+ If you step on that circular panel in the center,   +
+ it will rotate ninety degrees.  Hmmm.....           +
+                                                     +
+ Go behind the second statue and push it north (away +
+ from the other statue) until it's resting in front  +
+ of the darker panel.  Move over to the little hole  +
+ near the door and use the HEXAGONAL CRANK to move   +
+ that panel out, then use it again to move the panel +
+ out of the way.                                     +
+                                                     +
+ From there, push the statue east, then south and    +
+ onto the circle.  It will rotate couter-clockwise   +
+ ninety degrees.  Push the statue west and off the   +
+ circle again, then go behind it and push it back    +
+ on.  Get around and push it east again and, once it +
+ clears the circle, keep pushing directly south      +
+ until it fits into the hole.                        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Grab the CYLINDER from the hole and combine it with the SHAFT to get the
CYLINDER SHAFT.  Ingenious, I know.  Don't bother turning it, it just says
"IV II III I"...

**SOUTH TUNNEL**

Head back for the other door.

**AUXILARY TUNNEL**

Grab the FLAMETHROWER again and head out.

**SPIDER ROOM**

Across to the other door...

**WEST TUNNEL**
ENEMIES: ONE HUNTER

What the hell is a HUNTER doing here?  Oh well, homage to the first, kill it.
Here, you'll have to examine the panel again and set the FLAMETHROWER in place
to unlock the door again.

**UNDERGROUND ENTRANCE**

Ditch the HEXAGON CRANK and the SURVIVAL KNIFE.  Enter the door near the
ladder.

**EAST TUNNEL**

Down the stairs...

**ELEVATOR TUNNEL**

Head to the panel and put the CYLINDER SHAFT in.  Flip the switches 4, 2, 3, 1,
just like the shaft says to and the elevator will rise.  Ride it down to the
bottom.

**DISPOSAL TUNNEL**

Head for the door.  If you see the wooden planks, turn left, if you see a
broken bridge, its on the other side.

**LISA TUNNEL**
ENEMIES: LISA TREVOR!

Head into the tunnel and take the right side at the junction.  LISA will appear
but you can't kill her so turn around and go down the other side of the tunnel
and up the stairs, where you'll find a GREEN HERB and a RED HERB.  Continue up
and go into the door in the central part of the room.

**STORAGE TUNNEL**

Climb up the boxes you find to grab some MAGNUM ROUNDs, a FLASH GRENADE, and
a HANDGUN MAGAZINE.  Do what you will with the last one, but take the others.
When you climb down, push the box forward and onto the lift, manuevering it as
necessary.  When you're done, send the lift down using the button, then exit.

**LISA TUNNEL**
ENEMIES: LISA TREVOR!

Take whichever side you want, but retreat as soon as you see Lisa and go down
the other side as before.  Your goal is the same door as before, so ignore the
door with the hooks on the right side of the tunnel (right as you exit the
STORAGE TUNNEL, that is).

**DISPOSAL TUNNEL**

Head left and open the item box, depositting everything but the ASSAULT SHOTGUN
and the SHOTGUN SHELLS while pulling out the METAL OBJECT.  Now climb down the
nearby ladder.  Push the box over away from the ladder and when you near the
end, push it from the other direction into the hole.  Now turn on the compactor
and it will crush the box.  Hop down to get the BROKEN FLAMETHROWER.  Go back
out the way you came.

**LISA TUNNEL**
ENEMIES: LISA TREVOR!

At the junction, head left, you'll see Lisa, so retreat to the right until you
see the lever on the wall.  Now wait for Lisa to come (you might try to lead
her closer).  When she gets near you, pull the lever, run away from her and
down the opposite side, then find the panel over there and use the BROKEN
FLAMETHROWER on it.  This will unlock the door, which you should enter now!

**LISA'S ROOM**
ENEMIES: SNAKES!

A long room... when you reach the water, that's where the SNAKES are, so be
careful.  At dry land on the opposite side, grab the JEWELRY BOX on the left
side.  Open it to get the STONE RING and a FILE.  COmbine the STONE RING with
the METAL OBJECT to get the second STONE & METAL OBJECT.  Climb up the ladder.
To the right are a GREEN HERB and a BLUE HERB.  Take 'em if you want 'em, then
climb the ladder on the left side.

**CABIN**

Hmm, we're here again.  Use the item box here to ditch any HERBS you have
stashed, and pull out some INK RIBBONs if you HAVE to save.  Now might be a
good time.  When you're done, put them back and grab the MEDAL OF WOLF and
MEDAL OF EAGLE.

CHRIS' INVENTORY:

ASSAULT SHOTGUN
SHOTGUN SHELLS
STONE & METAL OBJECT
MEDAL OF EAGLE
MEDAL OF WOLF
(stays open)

Now make you way to the door.

**MOUNTAIN PATH**
ENEMIES: ONE ZOMBIE

You'll find the same ZOMBIE a little past the junction.  Dodge it as you did
before.

**COURTYARD GRAVESITE**
ENEMIES: TWO ZOMBIES

One ZOMBIE in front of you, one ZOMBIE by the stones.  Cross the field to the
gates.

**WINDING PATH**

Follow it up to the door.

**COURTYARD STORAGE**

Head up the stairs and go in the door.

**STONE CORRIDOR**

Grab the second STONE & METAL OBJECT in the panel next to you.  Head for the
opposite door.

**GREEN HALLWAY**

Turn right and head across to...

**STAINED GLASS ROOM**
ENEMIES: CROWS...

Ignore the CROWS, go for the gate.

**GRAVEYARD**

Up the stairs, to the door.

**MANSION MAIN HALL**

Go down the stairs, then examine what's behind them.  You'll find a gate, where
you should stick both STONE & METAL OBJECTS.  Open the door...

**ALTAR SAVE ROOM**

Typewriter next to you, item box a little further down the stairs.  Grab a
healing item or don't, but keep following the path, further and further down
until you get to the door...

**ALTAR**

Follow the path to the ladder and climb down, where you'll meet up with Wesker
and an old friend...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #6B: LISA TREVOR]+                                              |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Wesker backs Chris up for this fight, but you don't have to worry about      |
|giving him a gun or even having to protect him.  Unfortunately, his gun isn't|
|quite the hand cannon Barry's is, and Chris will want to save what little    |
|ammo he has.  The choice is simple, start pushing the rocks off the side and |
|if freaky ol' Lisa gets too close, blast her with the ASSAULT SHOTGUN.  If   |
|she's at a safe distance, keep on pushin' those rocks.  Just watch out, Lisa |
|ability to jump over the coffin to get to you.  Push all the stones over and |
|the fight will wrap up with a scene.                                         |
-------------------------------------------------------------------------------

Examine the coffin to get a FILE.  Wesker will stay here, if he's still around,
otherwise its no biggie.  Follow the path out where the gate was and take the
elevator up.

**COURTYARD POOL**

Run around the fountain using the MEDAL OF EAGLE and the MEDAL OF WOLF where
applicable.  This will drain the fountain and open up a new path...

This whole section will take twenty-five to thirty minutes to complete.

*******************************************************************************
Disk Two
Part Six: LABORATORY
*******************************************************************************

**MACHINERY ROOM**

Head around the machines and down the ladder.  The door can't be opened yet.

**LAB ENTRANCE SAVE ROOM**

INK RIBBONS on the floor here, along with an item box and a typewriter.  Save
now if you haven't recently.  You should be heading into the lab with nothing
but your ASSAULT SHOTGUN and SHOTGUN SHELLS.

**UPPER LAB HALL**
ENEMIES: THREE ZOMBIES

Next to you is a tank of KEROSINE, but it doesn't matter anymore.  There is one
ZOMBIE to the right and around the corner, along with two GREEN HERBS.  Another
ZOMBIE is "walking" up the stairs and yet another is to the left of the stairs,
guarding a MO DISK which you need to grab.  Dispatch the ZOMBIES as you will,
but go for headshots, lest they become Crimsons later.  When you're done, go
down the stairs.

**LOWER LAB HALL**
ENEMIES: TWO ZOMBIES

Head through the door on your right...

**MEDICAL HALLWAY**

At your feet is a FIRST AID BOX with a two GREEN MIXED HERB.  Head through the
door on the left.

**ROENTGEN ROOM**

Grab the X-RAY (X-RAY OF CLARK) on the box ahead, then the X-RAY (X-RAY OF
GAIL) on the white board, then the FILE next to the computer...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [X-RAY PUZZLE]                                      +
+                                                     +
+ You have two X-RAYs in your possession now, one for +
+ Clark David and one for Gail Holland.  Check out    +
+ the x-ray projection panel and you'll see two other +
+ names up there, Alex Bechet and Ed Fisher.          +
+                                                     +
+ The note on the board should remind you that it's   +
+ just as easy as remembering your ABCs, so put the   +
+ X-RAY OF CLARK between Alex and Ed, then put the    +
+ X-RAY OF GAIL on the end, to the right of Ed.  Now  +
+ head back and flip the switch in the back of the    +
+ room.                                               +
+                                                     +
+ Notice how certain organs are now standing out more +
+ than others?  Consult the board again to cross-     +
+ reference them; "colon", "esophagus", "liver", and  +
+ "lungs".  Take the first letter from each and your  +
+ password is "CELL".                                 +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

It's possible to skip this puzzle if you have the answer already.

**MEDICAL HALLWAY**

Door on the right...

**LOWER LAB HALL**
ENEMIES: TWO ZOMBIES

There's a ZOMBIE ahead of you in the tunnel, so kill it however you please
(this one won't turn Crimson if you follow the guide).  At the end, go through
the door on the left...

**OPERATING ROOM**

Straight ahead are some hidden MAGNUM ROUNDS.  Now go into the main part of the
room and grab the FILE near the computer.  Turn it on and enter "JOHN" as the
login and "ADA" as the password, just like the file before this one said to do.
When you select a floor to unlock, enter "CELL" as the password and unlock both
floors.  Log off the computer.  Now behind you is a little passage with a FIRST
AID BOX that contains a GREEN HERB and a FLASH GRENADE further on.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Turn right down the tunnel and into the door you just came out of.

**MEDICAL HALLWAY**

Run towards the end and open the now unlocked door on the right.

**NITRO ROOM**
ENEMIES: ONE ZOMBIE

Kill the ZOMBIE, naked ones can't turn Crimson.  There are some MAGNUM ROUNDS
in the sink next to you.  Ahead is a SLIDE FILTER, which you'll need.  Around
the corner, grab the FILE and use MO DISK on the GameCube to unlock one of the
levers.  Exit.

**MEDICAL HALLWAY**

Turn left and go through the double doors at the end.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Left through the double gates.

**UPPER LAB HALL**

Go up the stairs and left at the top, opening the double doors.

**VISUAL DATA ROOM**

FIRST AID SPRAY in front of you.  Around the little alcove on the left is a
MO DISK, so take it.  Use the SLIDE FILTER on the projector and you'll get the
code "8462", same code as it will always be on normal mode, so technically you
can skip over running to the NITRO ROOM so early.  Enter that on the passcode
terminal next to the phone and a passage will open.  There's a MAP OF THE
LABORATORY on the shelf next to the door, and on the shelf next to the opening,
a FILE.  To the left of the FILE are some SHOTGUN SHELLS in a cabinet.  Now
grab the LABORATORY KEY (KEY FOR THE POWER AREA) on the table in the alcove.
You can use the video equipment to watch Kenneth's film if you want, but it
isn't worth it.

**UPPER LAB HALL**

Down the stairs...

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Go through the tunnel on the left, take a right on the end, unlock the single
door with the KEY FOR THE POWER AREA, then unlock the double doors, discard
that key, and enter there.

**MORGUE**
ENEMIES: CHIMERAS!

Push the shelf on the left to the end and grab the SHOTGUN SHELLS you find.
Now climb up on the ledge and into the vent...

**AUTOPSY ROOM**
ENEMIES: CHIMERAS!

Take a left into the next duct.

**MORGUE**
ENEMIES: CHIMERAS!

Here we are again.  Jump down and take the FLASH GRENADE near the computer,
then use your MO DISK on the GameCube.  CHIMERAS may be pouring in now, so jump
in the duct again.

**AUTOPSY ROOM**

Head right to the next duct...

**MORGUE**

Run out the door.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Take a left through the single door.

**DAMP HALLWAY**
ENEMIES: TWO ZOMBIES

Head across and into the door straight ahead.

**OFFICE SAVE ROOM**

SHOTGUN SHELLS on your left, with a FIRST AID SPRAY and some INK RIBBONS with
a typewriter on the table.  Pull out the MAGNUM REVOLVER and MAGNUM ROUNDS,
along with the MO DISK.  You need one item space open.

**DAMP HALLWAY**
ENEMIES: TWO ZOMBIES

Turn left, blast the ZOMBIE, and head through the door.

**FUELING ROOM**
ENEMIES: THREE CHIMERAS

Turn right and when you reach the end, head left.  A CHIMERA will be there.
You have to kill this one, so unload on it with either the ASSAULT SHOTGUN
or the MAGNUM REVOLVER.  At the end, grab the FUEL SUPPLY CAPSULE from the
machine, and don't worry about the message just yet.  Head back out the same
door.

**DAMP HALLWAY**
ENEMIES: ONE ZOMBIE

Turn left at the junction and through the door at the end.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Take whichever path you want to the double doors near the double gates.
Straight ahead, there's a ZOMBIE guarding a HANDGUN MAGAZINE and a DAGGER,
while to the right is the tunnel you cleared earlier.

**MEDICAL HALLWAY**

Take the door on the right near the end.

**NITRO ROOM**

If you didn't do the MO DISK thing earlier here, now's the time.  Open the
odd panel opposite it and put the FUEL SUPPLY CAPSULE inside to refuel it.
Thus begins the Nitro Quest...

 -----------
|NITRO QUEST|
 -----------

You're warned against running with nitro and this is generally true.  But let
it be known that you aren't guarenteed to die the second you start running, so
TECHNICALLY, you can run with it, particularly on the lower difficulty levels.
I don't recommend you do, but it's still possible in short bursts.  You are
going to have to avoid all enemies during this time because if you get hit and
shaken significantly, you're going to blow up.  If you fire off a weapon to
defend yourself, you're going to blow up.  Sneeze?  Kaboom.  Got it?  Good.
I don't even think you can quick turn.

**MEDICAL HALLWAY**

WALK to the door on the left at the end.

**LOWER LAB HALL**
ENEMIES: ONE ZOMBIE

Avoid the ZOMBIE by taking the tunnel route to the door in the opposite corner.

**DAMP HALLWAY**

Walk to the right at the junction.

**FUELING ROOM**
ENEMIES: TWO CHIMERAS

Head for the right again, then left down the path where you can replace the
FUEL SUPPLY CAPSULE.

 ---------------
|END NITRO QUEST|
 ---------------

Now turn around, head all the way to the right at the end of the path, then
right again to a new door.  The CHIMERAS will try to harass you, but ignore it.

**VENTILATION ROOM**
ENEMIES: TWO CHIMERAS

Run ahead, ignore the path on the left, and at the end you'll find another
GameCube to use the last MO DISK on.  When you turn around and go for the
earlier path, a CHIMERA will pop out.  Kill it or dodge, but your goal is the
door at the end of the path.  It's likely that another CHIMERA will jump out
before that.  There's also a FLASH GRENADE along the way.

**POWER ROOM**
ENEMIES: TWO CHIMERAS

Head around either side, your goal is the panel oppsite your starting position.
A CHIMERA will pop out along the way, so when you get to the panel, quickly use
it to restore power to the elevator, then head out the other way.  Another
CHIMERA will pop out, but just make your way for the door.

**VENTILATION ROOM**
ENEMIES: TWO CHIMERAS

Head left and around the path, finally left and out the door.

**FUELING ROOM**
ENEMIES: TWO CHIMERAS

Avoid the CHIMERAS, run straight ahead and left at the end to the doors.

**DAMP HALLWAY**

The ZOMBIE on the other side is gone now.  Head over there and send the
elevator up.  Rebecca will join you.

**LAB CORRIDOR**

There's some SHOTGUN SHELLS to the left, if you want them.  The goal's the door
at the end.

**TYRANT STORAGE**
ENEMIES: (dramatic chord)

After a few scenes here, the Tyrant will be released.  Equip your MAGNUM
REVOLVER...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #7B: TYRANT]+                                                   |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Chris' method of killing this thing should be pretty much the same as Jill's |
|was.  Immediately turn around and run down the nearby path, then when you're |
|at a safe distance (at your discretion), turn around and begin firing the    |
|MAGNUM REVOLVER at it.  You should be standing about halfway down the screen |
|when you start shooting.  This Tyrant doesn't have any dash attack, but his  |
|claw is still dangerous enough in close range.  Five to six shots will do him|
|in, hopefully without reaching you.                                          |
-------------------------------------------------------------------------------

Check in on ol' Wesker to get a FILE, then head left to the end and flip the
switch to unlock the door.  Now head back and check on Rebecca, then you can
exit.

**LAB CORRIDOR**

Go back to the elevator...

**DAMP HALLWAY**

Of course, no RE is complete without a self-destruct sequence.  Head right at
the junction and out the door.

**LOWER LAB HALL**
ENEMIES: CHIMERAS!

Avoid the CHIMERAS, make your way to the opposite corner, entering the solid
double doors.

**MEDICAL HALLWAY**

Run to the end and pull the three levers to unlock the doors.

**PRISON HALLWAY**

Head down the stairs and to the door on the right...

**PRISON CELL**

Jill!  Exit with her.

**PRISON HALLWAY**

You can either go back into the PRISON CELL and get some SHOTGUN SHELLS, or you
can run up the stairs.

**MEDICAL HALLWAY**

Out the doors at the end.

**LOWER LAB HALL**
ENEMIES: CHIMERAS!

Take the left gates...

**UPPER LAB HALL**
ENEMIES: ?

Maybe you left the ZOMBIES alive, in which case, they'll still be wandering.
If you killed them without decapitating them or burning them, they're CRIMSON
HEADS now, so enjoy.  If you were a good little soldier and killed them the
proper way, there's nothing here.  Head around the top of the stairs and make
your way to the door.

**LAB ENTRANCE SAVE ROOM**

Here, you might want to use the item box or the typewriter.  Grab what healing
items you can, you probably don't need the ASSAULT SHOTGUN or SHOTGUN SHELLS
anymore, but MAKE SURE YOU LEAVE ONE ITEM SLOT OPEN!

**MACHINERY ROOM**

The girls will direct you to the door.  Go for it.

**EXIT HALLWAY**

SHOTGUN SHELLS on your left, to the right, a FIRST AID BOX with just a GREEN
HERB in it.  Follow the path and you'll get another scene with the radio.  Keep
going to get the FUSE UNIT, which you need.  The girls will decide to handle
things down below here, so use the FUSE UNIT on the elevator and head on up.

**HELIPAD**

Take the SIGNAL ROCKETS in front of you and use them immediately to signal
Brad.  After a few scenes, the Tyrant will crash the party.  As previously
stated, oh snap!

-------------------------------------------------------------------------------
|+[BOSS FIGHT #8B: TYRANT]+                                                   |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Unfortunately, after all the work you've put into saving Rebecca, the Tyrant |
|can still kill her if you're not careful.  Immediately start unloading the   |
|MAGNUM REVOLVER on it and eventually it'll spin around all ready to power-   |
|slap you across the 'pad for serious damage.  Avoid that by running to the   |
|sides (as close to strafing as you can in RE).  If it does slash you, might  |
|want to heal after that.  Otherwise, one nifty trick is to stand behind it,  |
|which somehow confuses it and throws off its aim.  Keep firing and Brad will |
|drop the ROCKET LAUNCHER.  Equip it and fire, but don't worry if he bats the |
|first shot away, it's perfectly normal.                                      |
-------------------------------------------------------------------------------

If you "cheat" and know the codes ahead of time, this can take twenty minutes
to get through.  Non-cheaters will find it takes twenty-five to thirty.

Following this walkthrough to the last detail, it should take 2:25 to 2:50 to
beat this game, which is enough to get you all the goodies.  My personal time
on this run while writing the FAQ was 2:30:44, slightly faster than with Jill.
It's The Way of the Shotgun, it's all in the wrists.

=================
=  08: ENDINGS  =
=================

Perennial Resident Evil fans know that RE1 has multiple endings for each
character, but those newcomers may also recognize that from some of the things
mentioned in the walkthrough. Regardless, this secion will cover each
character's endings, in other words...

THIS SECTION WILL CONTAIN NOTHING BUT SPOILERS.  YOU HAVE BEEN WARNED.

 ----
|JILL|
 ----

BARRY AND CHRIS:

HOW TO: Give Barry his gun back, save him from Lisa in that battle, do the MO
DISK quest, distract the Tyrant on the helipad
RESULTS: Tyrant dies, mansion blows up, the three fly away in the copter

BARRY:

HOW TO: Give Barry his gun back, save him from Lisa in that battle, DON'T do
the MO DISK quest, distract the Tyrant on the helipad 
RESULTS: Tyrant dies, mansion blows up, Jill comments on how she believes that
Chris is still out there...

CHRIS (GOOD):

HOW TO: Give Barry his gun back, save him from Lisa in that battle, do the MO
DISK quest, DON'T distract the Tyrant 
RESULTS: Tyrant kills Barry, Tyrant dies, mansion blows up, the two fly away in
the copter

NONE (OKAY):

HOW TO: Give Barry his gun back, save him from Lisa in that battle, DON'T do
the MO DISK quest, DON'T distract the Tyrant
RESULTS: Tyrant kills Barry, Tyrant dies, mansion blows up, Jill flies away
alone

CHRIS (BAD)

HOW TO: DON'T give Barry his gun back or DON'T save him from Lisa, do the MO
DISK quest
RESULTS: Barry dies in battle, Tyrant lives, mansion does not blow up, the two
fly away in the copter

NONE (WORST):

HOW TO: DON'T give Barry his gun back or DON'T save him from Lisa, DON'T do the
MO DISK quest
RESULTS: Barry dies in battle, Tyrant lives, mansion does not blow up, Jill
flies away alone

 -----
|CHRIS|
 -----

REBECCA AND JILL:

HOW TO: Save Rebecca from the Hunter, do the MO DISK quest, distract the Tyrant
on the helipad
RESULTS: Tyrant dies, mansion blows up, the three fly away in the helicopter

REBECCA:

HOW TO: Save Rebecca from the Hunter, DON'T do the MO DISK quest, distract the
Tyrant on the helipad
RESULTS: Tyrant dies, mansion blows up, Chris comments on how he believes that
Jill is still out there...

JILL (GOOD):

HOW TO: Save Rebecca from the Hunter, do the MO DISK quest, DON'T distract the
Tyrant
RESULTS: Tyrant kills Rebecca, Tyrant dies, mansion blows up, the two fly away
in the copter

NONE (OKAY):

HOW TO: Save Rebecca from the Hunter, DON'T do the MO DISK QUEST, DON'T
distract the Tyrant
RESULTS: Tyrant kills Rebecca, Tyrant dies, mansion blows up, Chris flies away
alone

JILL (BAD):

HOW TO: DON'T save Rebecca from the Hunter, do the MO DISK quest
RESULTS: Rebecca is killed by the Hunter, Tyrant lives, mansion does not blow
up, the two fly away in the copter

NONE (WORST):

HOW TO: DON'T save Rebecca from the Hunter, DON'T do the MO DISK QUEST
RESULTS: Rebecca is killed by the Hunter, Tyrant lives, mansion does not blow
up, Chris flies away alone

=================
=  09: REWARDS  =
=================

ONCE AGAIN...

The title screen for each additional run through this is changed to a green
the shade of split pea soup.  Unappetizing, but some people dig it.  It is this
particular screen that indicates that the below features have been/can be
instituted.

CLOSET KEY

You'll get this the first time you complete the game and reload, though each
subsequent time it will appear in the item box.  To get to the closet room, go
into the STATUE ROOM and down the small hallway.  Before the first turn,
straight ahead, you'll see something resembling a door which you can unlock.
Jill gets either a set of army fatigues w/ hat and will get her classic RE3
outfit once you beat the game again.  Chris gets the Homie Chris outfit first
time around, and the second time it's his CVX get-up.  There's also a different
ending screen for each new costume.

ONE DANGEROUS ZOMBIE

Surprise!  The Forest Zombie has no special bearing on the plot, but he'll
appear in the mansion once you've completed the game as ONCE AGAIN... in hard
or normal mode with BOTH Jill and Chris.  Basically, Forest with an
undetermined amount of grenades strapped to his body.  If you shoot him or
slash at him with the knife, he'll explode.  Logically, the game will prevent
you from using any defensive weapons should he attack you, but you should try
to avoid him at all costs, as he will end your game with the utmost haste.  Oh
yeah, did I mention he runs at about the same speed as you do?  After you
return to the mansion, he'll thankfully disappear.  Forest can only appear in
Once Again... and will not show up in real survival or invisible enemy mode.

Forest will appear in the following areas:

UPPER DINING ROOM (post SWORD KEY)
GREEN HALLWAY (post SWORD KEY for Jill, post ARMOR KEY for Chris)
WEST STAIRCASE (INT.) (no longer in UPPER DINING ROOM)
KENNETH HALLWAY
SMALL DINING ROOM (behind cabinet)

REAL SURVIVAL

For those of you out there irritated by the abundance of magic item boxes in
the RE series, this one goes out to you.  Item boxes are no longer linked
together when you play in this mode.

INVISIBLE ENEMY

Apparently, the t-virus can make you invisible too.  Suffice to say, avoiding
crimsons and other fast enemies gets a lot more difficult in this mode.  Not to
mention, auto-aim is off.  If you're up for it, in hard mode, all items are
invisible as well.

SECRET MESSAGE

If you beat invisible enemy mode in under five hours, you can get a secret
message from director Shinji Mikami, plus...

COSTUME CATALOGUE

For those of you who really liked the closet key, here's some additional fun.
See every costume, the ones they kept, and the ones they didn't.

SAMURAI EDGE

Fans of the other S.T.A.R.S. custom handgun can get this, with infinite ammo,
after beating either normal or hard in under five hours.  First Aid Sprays and
number of saves don't matter.

ROCKET LAUNCHER

A high-powered pea shooter with a lot of flashy animations.  It doesn't pop the
heads of zombies or even incinerate them, but it does kill everything it hits
and fires rather quickly.  Complete normal or hard in under three hours to pick
this puppy up.  Again, First Aid Sprays and number of saves don't matter.

==========================
=  10: FILE TRANSCRIPTS  =
==========================

All files were transcribed by me.  Spelling and grammatical errors in this are
most likely direct transcriptions from the game, i.e. "you'll able" and
"climing" in File #1 and "out this" in File #4, etc.

MANSION I:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #1: S.T.A.R.S. MANUAL                 /
FOUND IN: DEFAULT                          \
                                           /
          S.T.A.R.S. Manual                \
                                           /
If you have changed your controller        \
type to TYPE-B or to TYPE-C, please        /
keep in mind that the contents             \
explained here correlates with             /
controller TYPE-A.                         \
                                           /
--How to view your STATUS SCREEN--         \
                                           /
Press the Y Button during the game.        \
(You will not be able to view the          /
STATUS SCREEN during Cut-Scenes or         \
while being attacked.)                     /
                                           \
In the STATUS SCREEN you'll able to        /
to do the following things.                \
             *Equip weapons                /
             *Use items                    \
             *View maps                    /
             *Read files                   \
                                           /
        --How to VIEW MAP--                \
                                           /
In the STATUS SCREEN select MAP            \
from the menu bar or simply push the Z     /
Button during the game.  If you have       \
not obtained a map, onlt the places you    /
have explored will be displayed.           \
                                           /
        --How to READ MAPS--               \
                                           /
uncolored room(s): Unexplored room(s).     \
orange room(s):    Rooms with still        /
                   items left.             \
green room(s):     Explored room(s)        /
                   without any items left. \
                                           /
red door:    Locked door.                  \
white door:  Unlocked door.                /
blue door:   Door you've been              \
             through.                      /
                                           \
        --How to PUSH THINGS--             /
                                           \
When there is a movable object, face       /
the object in the direction you want to    \
push it and press the Control Stick        /
(+ Control Pad) in the direction you are   \
facing.                                    /
                                           \
    --CLIMBING ON & CLIMING DOWN--         /
                                           \
Walk up to an object that's waist high     /
of the character, and then press the A     \
Button.  (You can climb on movable         /
objects as well.)  To CLIMB DOWN from      \
an object, press the A Button while        /
standing on the edge of the object.        \
                                           /
       --How to EQUIP WEAPONS--            \
                                           /
In the STATUS SCREEN select the            \
"weapon" you want arm, then select the     /
"EQUIP" commend.  (Even if you have a      \
weapon, you must EQUIP it in order for     /
you to attack.)                            \
                                           /
         --ATTACKING STANCE--              \
                                           /
Hold down the R button.  (The player       \
will take an attacking stance towards      /
the closest enemy.)                        \
                                           /
          --How to ATTACK--                \
                                           /
While holding down the R Button,           \
press the A Button.  (You can attack the   /
enemy with the weapon you have             \
equipped.)                                 /
                                           \
         --180 DEGREE TURN--               /
                                           \
While pressing down the Control Stick      /
(or the + Conrol Pad), press the B         \
Button.  (This can also be done using      /
the C Stick alone.)                        \
                                           /
         --EXAMINE AN ITEM--               \
                                           /
From the STATUS SCREEN select an           \
ITEM and then select the EXAMINE           /
command.  (The details of the item will    \
be displayed.)                             /
                                           \
         --Emergency Evade--               /
                                           \
Using DEFENSE ITEMS such as                /
Daggers, will allow you to escape          \
momentarily when grabbed by an             /
enemy.  (However, you will not be able     \
to escape when the enemy grabs you         /
from behind.)                              \
                                           /
To equip a DEFENSE ITEM, go to the         \
STATUS SCREEN, and then select an          /
ITEM from the DEFENSE ITEM menu.           \
Then select the EQUIP command.             /
                                           \
If your DEFENSE ITEM mode is set to        /
MANUAL in the Controller Settings, you     \
must press the L Button to use the         /
DEFENSE ITEM.                              \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #2: KENNETH'S FILM                    /
FOUND IN: KENNETH HALL (search Kenneth)    \
                                           /
It's the film that belonged to             \
Kenneth.  I need a video player to see     /
what's recorded on it.                     \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #3: BOOK OF CURSE                     /
FOUND IN: BOILER ROOM                      \
                                           /
            Book of Curse                  \
                                           /
           The four masks,                 \
      a mask that speaks no evil...        /
      a mask that smells no evil...        \
       a mask that sees no evil...         /
    a mask that cannot speak, smell,       \
           or see evil...                  /
                                           \
     When all four fall into place,        /
          evil will awaken.                \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #4: TREVOR'S DIARY                    /
FOUND IN: 1) PIANO BAR (near GOLD EMBLEM)  \
          2) TREVOR'S GRAVE                /
          3) DECORATIVE LAB                \
                                           /
1)                                         \
                                           /
            Trevor's Diary                 \
                                           /
Nov. 24, 1967                              \
                                           /
Eleven days have past since arriving       \
on this estate.  How did I end up like     /
this?  A guy in a lab coat came with a     \
plate of skimpy meal and said to me,       /
                                           \
"Sorry to put you through this, but it's   /
for security reasons."  That's when it     \
hit me.  It all makes sense now.           /
                                           \
There are only two people that know        /
the secret of this mansion, Sir Spencer    \
and myself.  If they kill me, Sir Spencer  /
will be the only person that knows the     \
secret.                                    /
                                           \
But for what purpose?  It doesn't          /
matter now.  It's too dangerous here.      \
My family... I hope they are all right.    /
                                           \
I've decided to escape...                  /
Jessica, Lisa, I pray you are safe.        \
                                           /
have explored will be displayed.           \
                                           /
Nov. 26, 1967                              \
                                           /
How could I be so careless?  I lost my     \
favorite lighter-- the one Jessica gave    /
me for my birthday.  Now it's going to     \
be that much harder to get out this        /
dark place.                                \
                                           /
Nov. 13th, the date when my fate was       \
sealed.  My aunt was hospitalized just     /
three days before that.  Jessica and       \
Lisa said that they were going to visit    /
her.  I wish I could be there with them.   \
                                           /
But wait, even as I'm writing my           \
memory is coming back to me more           /
vividly.  Just before I passed out, I      \
remember the men in the lab coats said     /
something like "Most likely your family    \
is already..."  I pray for their safety.   /
                                           \
Nov 27, 1967                               /
                                           \
Somehow, I managed to get out that         /
room.  But getting out of this mansion     \
won't be as easy.  I have to get past all  /
the booby-traps.  Tiger Eyes, Gold         \
Emblem... I have to try and remember       /
for my own sake.....                       \
                                           /
2)                                         \
                                           /
Nov. 29, 1967                              \
                                           /
I can't get out.  I have tried every       \
possible way to escape but only to be      /
faced with the reality that I'm trapped.   \
                                           /
I've been everywhere.  The laboratory      \
with the large glass tubes filled with     /
formaldehyde and those dark, wet and       \
eerie caves... What can I do?              /
                                           \
At first I didn't want to believe my       /
eyes.  But that familiar high-heeled       \
shoe in the corridor.... It was like       /
reflex.  One name came to my mind,         \
Jessica!                                   /
                                           \
I don't want to believe they share the     /
same fate as me.                           \
No!  I can't give up hope, I have to hope  /
they're alive.                             \
                                           /
Nov. 30, 1967                              \
                                           /
I haven't had anything to eat or drink     \
for the past few days.  I feel like I'm    /
going crazy.                               \
                                           /
Why is this happening to me?  Why do       \
I have to die like this?                   /
I was too obsessed with designing this     \
ghastly mansion.  I should have known      /
better.                                    \
                                           /
Nov. 31, 1967                              \
                                           /
It was a dark and damp underground         \
tunnel.  And another dead end.  But even   /
in the darkness something caught my        \
eye.                                       /
                                           \
Carefully, I lit the last match I had to   /
see what it was.                           \
                                           /
A grave!  But deeply engraved into the     \
stone was my name!                         /
                                           \
             "George Trevor"               /
                                           \
At that instant, it all became clear to    /
me.  Those bastards knew from the          \
beginning that I'd die here and I fell     /
right into their trap.                     \
                                           /
But it's too late now.  I'm losing it.     \
Everything is becoming so far away.        /
Jessica... Lisa... Forgive me.             \
                                           /
Because of my ego, I got both of you       \
involved in this whole damn conspiracy.    /
Forgive me.  May God justify my death      \
in exchange for your safety.               /
                                           \
                         George Trevor     /
                                           \
3)                                         /
                                           \
    There's something handwritten.         /
            It's not dated.                \
                                           /
Nothing's changed.                         \
I never thought that this room I           /
designed as an experiment would pay        \
off like this.                             /
                                           \
I can hide here safely for a while,        /
because nobody knows about the             \
secret behind this painting.               /
Not even Sir Spencer.                      \
                                           /
Painting of a mansion... In the back of    \
the art room.                              /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #5: CRUMPLED MEMO                     /
FOUND IN: TREVOR'S STUDY (w/ DOG WHISTLE)  \
                                           /
           A crumpled memo                 \
                                           /
Today, Sir Spencer told me to hide         \
something where no one could find it.      /
                                           \
Well, I had this idea.  I figured if I     /
could somehow have it protected by a       \
dangerous animal like the vicious          /
canine that lives here, no one would be    \
able to get near it!                       /
                                           \
As far as I can tell, the mutt is always   /
hanging around the second floor            \
balcony on the west side of the terrace,   /
and he ought to come running at the        \
sound of a dog whistle.                    /
                                           \
This is where you come in.  The thing      /
is, I reckon you're the only person that   \
can get near that damn dog without         /
risking a serious mauling.                 \
                                           /
Which means only you can put this          \
collar on him.  The object that Sir        /
Spencer wants hidden is concealed          \
inside.                                    /
                                           \
You're the only person I can trust with    /
this.  Of course, you'll get something out \
of it as well.  remember that certain      /
item that you've always wanted to get      \
hold of?                                   /
                                           \
Well, in exchange for your services, I     /
just might be able to get it for you.      \
This could work out well for both of       /
us...                                      \
                                           /
                    Jon Toleman            \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MANSION II:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #6: BOTANY BOOK                       /
FOUND IN: TREVOR'S STUDY                   \
                                           /
                Botany                     \
      --Uses of Medicinal Herbs--          /
                                           \
It is a well-known fact that there         /
exist many plants that are credited        \
with medicinal healing powers.  Since      /
ancient times, mankind has been            \
healing wounds and diseases using          /
various plants.                            \
                                           /
In this book, we will sample three         \
herbs that are a native of the Arklay      /
Mountains and briefly outline each of      \
their medicinal qualities.  Each herb has  /
a distinct color and a distinct medicinal  \
quality.                                   /
                                           \
The green herb recovers physical           /
strength.  the blue herb neutralizes       \
natural toxins.  However, the red herb     /
has no real effect by itself.  We have     \
found that mixing green and red herbs      /
results in a magnified effect.             \
                                           /
We will outline the effects of red herbs   \
when mixed with other herbs when we        /
have more data.  Meanwhile feel free to    \
experiment on your own, for true           /
knowledge is best acquired through own     \
experience.                                /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #7: BODY DISPOSAL                     /
FOUND IN: MANSION SAVE ROOM EAST           \
                                           /
Special instructions when disposing        \
dead bodies                                /
                                           \
We have new information regarding          /
those "beings".  They may appear to be     \
dead but in fact they are able to come     /
back to life.  However, there are ways     \
to prevent them from becoming active       /
again.                                     \
                                           /
Currently there are two known              \
methods to cease their resurrection.       /
                                           \
1. INCINERATION                            /
2. DESTRUCTION OF THE HEAD                 \
                                           /
If further methods are discovered, they    \
will be notified immediately.              /
                                           \
Meanwhile to those of you who still        /
have the will to live, oil has been placed \
on the first floor of the mansion.  Take   /
as much as you need.                       \
                                           /
You'll need something to light it with,    \
which you'll need to find by yourself.     /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #8: KEEPER'S DIARY                    /
FOUND IN: KEEPER'S ROOM                    \
                                           /
            Keeper's Diary                 \
                                           /
May 9, 1998                                \
                                           /
Played poker tonight with Scott and        \
Alias from Security, and Steve from        /
Research.  Steve was the big winner, but   \
I think he was cheating.  Scumbag.         /
                                           \
May 10, 1998                               /
                                           \
One of the higher-ups assigned me to       /
take care of a new creature.  It looks     \
like a skinned gorilla.  Feeding           /
instructions were to give it live          \
animals.                                   /
                                           \
When I threw in a pig, the creature        /
seemed to play with it... tearing off the  \
pig's legs and pulling out the guts        /
before it actually started eating.         \
                                           /
May 11, 1998                               \
                                           /
At around 5 A.M., Scott woke me up.        \
Scared the shit out me, too.  He was       /
wearing a protective suit.  He handed      \
me another one and told me to put it       /
on.  Said there'd been an accident in the  \
basement lab.                              /
                                           \
I just knew something like this would      /
happen.  Those bastards in Research        \
never sleep, even on holiday.              /
                                           \
May 12, 1998                               /
                                           \
I've been wearing the damn space suit      /
since yesterday.  My skin's getting        \
grimy and feels itchy all over.  The       /
goddamn dogs have been looking at me       \
funny, so I decided not to feed them       /
today.  Screw 'em.                         \
                                           /
May 13, 1998                               \
                                           /
Went to the Infirmary because my back      \
is all swollen and feels itchy.  They put  /
a big bandage on it and told me I didn't   \
need to wear the suit anymore.  All I      /
wanna do is sleep.                         \
                                           /
May 14, 1998                               \
                                           /
Found another big blister on my foot       \
this morning.  I ended up dragging my      /
foot all the way to the dog's pen.  They   \
were quiet all day, which is weird.        /
                                           \
Then I realized some of them had           /
escaped.  Maybe this is their way of       \
getting back at me for not feeding them    /
the last three days.  If anybody finds     \
out, I'll have my head handed to me.       /
                                           \
May 16, 1998                               /
                                           \
Rumors going around that a researcher      /
who tried to escape the estate last        \
night was shot.   My entire body feels     /
hot and itchy and I'm sweating all the     \
time now.                                  /
                                           \
I scratched the swelling on my arm and     /
a piece of rotten flesh just dropped off.  \
What the hell's happening to me?           /
                                           \
May 19, 1998                               /
                                           \
Fever gone but itchy.  Today hungry        /
and eat doggie food.                       \
                                           /
May 21, 1998                               \
                                           /
Itchy itchy Scott came ugly face so        \
killed him.  Tasty.                        /
                                           \
          4 / / Itchy.  Tasty.             /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #9: RESEARCHER'S WILL                 /
FOUND IN: RESEARCHER'S ROOM                \
                                           /
           Researcher's Will               \
                                           /
           There is a letter.              \
                                           /
June 3, 1998                               \
My dearest Alma,                           /
                                           \
Let me first apologize for not being       /
able to call you.  A man wearing           \
sunglasses didn't permit any phone         /
calls.  Sorry Alma.                        \
                                           /
I sit here trying to think of where to     \
begin, of how to explain in a few simple   /
words all that's happened in my life       \
since we last spoke, and already I fail.   /
                                           \
I hope this letter finds you well, and     /
that you'll forgive the tangents of my     \
pen; this isn't easy for me.               /
                                           \
Even as I write, I can feel the simplest   /
of concepts slipping away, lost to         \
feelings of despair and confusion-- but    /
I have to tell you what's in my heart      \
before I can rest.  Alma, please believe   /
that what I'm telling you is the truth.    \
                                           /
The entire story would take hours for      \
me to tell you, and time is short, so      /
accept these things as fact: last month    \
there was an accident in the lab and       /
the virus we were studying leaked.         \
                                           /
All my colleagues who were infected        \
are dead or dying, and the nature of the   /
disease is such that those still living    \
have lost their sense.  This virus robs    /
its victims of their humanity, forcing     \
them in their sickness to seek out and     /
destroy life.                              \
                                           /
Even as I write these words, I can hear    \
them, pressing against my door like        /
mindless, hungry animals.                  \
                                           /
     (Jill's version of the letter         \
           begins here with:               /
                                           \
       A letter is slipped inside.         /
                                           \
  The top part of the letter is torn off.  /
    The rest of the letter is legible.)    \
                                           /
Alma, I have tried to survive only to      \
see you again.  But my efforts only        /
delayed the inevitable; I am infected,     \
and there is no cure for what will         /
follow-- except to end my life before I    \
lose the only thing that separates me      /
from them.                                 \
                                           /
            My love for you.               \
                                           /
In an hour I'll have entered my eternal    \
sleep where there is peace.  Please        /
understand.  Please know that I'm sorry.   \
                                           /
                       Martin Crackhorn    \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #10: MAIL FROM THE CHIEF OF SECURITY  /
FOUND IN: TAXIDERMY LOUNGE                 \
                                           /
     Mail from the Chief of Security       \
                                           /
             CONFIDENTIAL                  \
Attn: Chief of Security                    /
Date: July 22, 1998 2:13                   \
                                           /
X Day is drawing up on us.  Execute        \
the following procedures within one        /
week.  Prompt actions are demanded.        \
                                           /
1. Lure S.T.A.R.S. to the estate, and      \
   obtain B.O.W.'s raw combat data         /
   against S.T.A.R.S.                      \
                                           /
2. Collect two embryos of each mutated     \
   specimens as sampled, excluding the     /
   Tyrant.  Dispose of the Tyrant.         \
                                           /
3. Ensure complete disposal of the         \
   Arklay Laboratory including all         /
   personnel and test animals.  Disguise   \
   their deaths as an accident.            /
   When the above procedures are           \
   executed, report to headquarters for    /
   further instructions.                   \
                                           /
If for some reason you are unable to       \
execute the procedure by the deadline,     /
report immediately.  In case of            \
emergency situations, report directly to   /
the extension number 5691.                 \
                                           /
             Good luck.                    \
             Umbrella Headquarters,        /
             Umbrella Inc.                 \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COURTYARD / RESIDENCE:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #11: SUICIDE NOTE                     /
FOUND IN: 001 ROOM                         \
                                           /
             Suicide Note                  \
                                           /
June 22, 1998                              \
                                           /
I had to do it.  We ran from those         \
things-- helping each other to survive.    /
But Robert started to show the             \
symptoms.  I had to do it.  Those damn     /
things are pure evil.                      \
                                           /
There was no other way.  He would          \
have done the same if it were the other    /
way around.  After I put him out of his    \
misery I had to just leave him in the      /
bathroom.  Now I'm probably the last       \
one.....                                   /
                                           \
How could this happen?  I'll never         /
forgive myself for being part of this      \
project.  Eventually I'll get what's       /
coming to me, though.  There's no way      \
to escape from this nut house.  It's just  /
a matter of time now.                      \
                                           /
Everything is set.  All I need is a little \
courage to get it done.  Knowing that      /
I'll leave many things undone is regret    \
beyond words.                              /
                                           \
But, this is better than just waiting to   /
to turn into one of them.  Please          \
understand and at least let me end my      /
life as a person.                          \
                                           /
      There's a message on the back.       \
                                           /
        Linda, please forgive me...        \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #12: PLANT 42 REPORT                  /
FOUND IN: 002 ROOM                         \
                                           /
           PLANT 42 REPORT                 \
                                           /
Four days have passed since the            \
accident.  The plant at Point 42 is        /
growing at an amazing rate.                \
                                           /
Although there are many unknown            \
aspects about this plant, we know that     /
in comparison with the other group of      \
plants, the T-Virus has had a              /
substantially stronger affect on this      \
one.                                       /
                                           \
The T-Virus has drastically morphed        /
its host's anatomy as well as its size.    \
Looking at its current state, it's         /
difficult to imagine its original          \
appearance.  Nowhere on Earth will you     /
find anything like it.                     \
                                           /
We've also found that PLANT 42 has         \
two main source of acquiring its           /
necessary nutrients.  One source is        \
through its root.  Somehow it has          /
rooted itself down into the basement.      \
                                           /
Immediately after the accident, a          \
scientist went mad and destroyed the       /
Aqua Ring.  Ever since, the basement       \
has been like a pool.  There is a high     /
possibility that it's one of the           \
chemicals in the water that's promoting    /
happen.  Those bastards in Research        \
the PLANT 42's rapid growth.               /
                                           \
However, we have yet to determine the      /
specific chemical.                         \
                                           /
A bulb-like body of the PLANT 42 has       \
been sighted hanging from the ceiling      /
of the first floor.  We are sure that it   \
used the air ducts to reach the first      /
floor.  Numerous long tentacle-like        \
vines are protruding from the bulb.        /
                                           \
We believe the vines are the second        /
means of acquiring its nutrients.  When    \
the PLANT 42 senses prey, it uses the      /
tentacle-like vines to capture its prey.   \
After doing so, suckers on the vine        /
drain the prey of its blood.               \
                                           /
We've also noticed that it has some        \
intelligence.  When it captures its prey   /
or when it's inactive, the vines twine     \
around the door to stop possible           /
intruders.                                 \
                                           /
Unfortunately, a several of our            \
scientists have already fallen victim to   /
this PLANT 42.  When we heard the          \
stories from the survivors, they all       /
observed on thing in common:               \
                                           /
When the uniform petal-like flaps          \
open and reveal its vital internals, it    /
has a tendency to become more              \
aggressive.                                /
                                           \
One witness reported that it was as if     /
was trying to protect itself.  Why it      \
behaves the way it does is still           /
unknown.                                   \
                                           /
                        May 21, 1998       \
                        Henry Sarton       /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #13: ORGANIC CHEMISTRY LAB EXPERIMENT /
FOUND IN: 003 ROOM                         \
                                           /
     Organic Chemistry Lab Experiment      \
                                           /
The similarities in the cellular           \
characteristics of the rapidly growing     /
plant infected by the Tyrant Virus have    \
been reported in the previous papers.      /
However, while repeating these             \
experiments, an interesting new fact       /
became clear.                              \
                                           /
We learned that a chemical in the UMB      \
family, UMB No. 20, containts a            /
compound that that is toxic to the cells   \
of the plant.                              /
                                           \
We have given UMB No. 20 a new name:       /
V-JOLT.  If calculations prove correct,    \
when V-JOLT is applied directly to the     /
root of the plant, the entire plant        \
should be dead within 5 seconds.           /
                                           \
The V-JOLT can be made by simply           /
mixing the VP and UMB chemicals in a       \
specific ration.  However, extra care must /
be taken when handling these UMB           \
chemicals.  They have been known to        /
generate toxic gases if mishandled.        \
                                           /
     The characteristics of each UMB       \
     chemical are as follows:              /
                                           \
     UMB No. 3            red              /
     Yellow-6             yellow           \
     UMB No. 7            green            /
     UMB No. 10           orange           \
     VP-017               blue             /
     V-JOLT               dark brown       \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #14: FAMILY PICTURE AND NOTES         /
FOUND IN: 1) (inside third JEWELRY BOX)    \
          2) CABIN                         /
          3) TOMB (check coffin)           \
                                           /
       A family picture and notes          \
                                           /
2)                                         \
                                           /
  There's something written on the back.   \
                                           /
Nov. 10, 1967                              \
-Progenitor Virus administered             /
                                           \
*Jessica                                   /
  Administered virus: Type-A               \
    Plasmolyzing of tissue during cell     /
    activation.                            \
                                           /
  Virus fusion: Negative                   \
                                           /
  Action: Disposed                         \
                                           /
*Lisa                                      \
  Administered virus: Type-B               /
    Plasmolyzing of tissue during cell     \
    activation.                            /
                                           \
  Virus fusion:                            /
    Positive but delayed fusion            \
                                           /
  Body modification:                       \
    Observed constant results.             /
                                           \
  Status:                                  /
    Continue proetective observation.      \
                                           /
*George                                    \
  Action: Terminated (Nov. 30, 1967)       /
                                           \
    There's a journal left by someone.     /
                                           \
Nov. 14, 1967                              /
                                           \
I feel dizzy after that shot they gave     /
me.  I don't see Mom.  Where did they      \
take her?                                  /
She promised that we would escape          \
together.  Did she escape alone and leave  /
me behind?                                 \
                                           /
Nov. 15, 1967                              \
                                           /
I found Mom.  we ate together.  I was      \
very happy.                                /
                                           \
But she was a fake.  Not my real Mom.      /
Same face but different inside.            \
                                           /
Have to find Mom.  Have to give face       \
back to mother.                            /
                                           \
I got Mom's face back.                     /
Nobody can have my Mom except me.  I       \
attach her face to me so she doesn't go    /
away.                                      \
Because Mom sad when I meet her            /
without her face.                          \
                                           /
Nov. 17, 19 7                              \
                                           /
from inside box, scent of mommy.           \
maybe true mother there.                   /
stone box hard.  It hurt.  steel rope in   \
the way.                                   /
can't see mother becuz 4 stones.           \
                                           /
1)                                         \
                                           /
          19                               \
                                           /
          daddy atached first              \
          momm atached scond               /
                                           \
          iNside reD and sLimy             /
          whiTe and haRd                   \
                                           /
          not true moM wheRe               \
                                           /
          dunno dadd                       \
          found mum again                  /
                                           \
          whne atachd momMy                /
          she move no more                 \
          she screaming                    /
                                           \
          why?                             /
          Jst want to b with her           \
                                           /
                4                          \
                                           /
                mom                        \
                where?                     /
                                           \
                I mis yuo                  /
                                           \
3)                                         /
                                           \
             It's a letter                 /
                                           \
To my Lisa,                                /
                                           \
Day by day I can feel my consciousness     /
drifting further away.                     \
The shots given to me by men in white      /
clothes made some of mommy's itching       \
go away.  Today they gave me another       /
shot saying it was "nutrition".            \
                                           /
When they give me the shots mommy's        \
can think straight, but mommy's            /
shocked and sad because mommy's            \
unable to think of you all the time.       /
                                           \
Mommy's afraid.  Afraid of forgetting      /
everything, especially the memories of     \
you and daddy...  What your faces look     /
like, how we used to be together...        \
They're all starting to disappear into     /
somewhere dark in my mind.                 \
                                           /
Oh Lisa, I wish I could touch your face    \
and hold you in my arms right now, so      /
that I can hold on to our wonderful        \
memories of you and daddy.                 /
                                           \
Lisa we can't stay here any longer.  We    /
have to escape!                            \
                                           /
Listen to me Lisa.  Our chance to          \
escape is the next time when we go to      /
that lab together.  We'll both pretend     \
that we are both unconscious and when      /
that man in white clothes is off guard     \
that will be our chance.                   /
                                           \
When we're on the outside, let's look      /
for daddy together.  Okay sweetie?         \
Be strong, Lisa.                           /
                                           \
                     Nov. 13, 1967         /
                     Jessica Trevor        \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #15: BARRY'S PHOTOGRAPH               /
FOUND IN: TOMB (kill Barry)                \
                                           /
This is the photograph that fell out of    \
Barry's shirt right before he fell into    /
the pit.                                   \
                                           /
 (There is something written on the back.) \
                                           /
We love you daddy                          \
From your sweet daughters,                 /
Moira and Polly                            \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

LABORATORY:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #16: LETTER OF A RESEARCHER           /
FOUND IN: ROENTGEN ROOM                    \
                                           /
           Researcher's letter             \
                                           /
June 8th, 1998                             \
My dearest Ada,                            /
                                           \
By the time you read this letter, I will   /
no longer be the person you once knew.     \
The results of my test came out today,     /
and as I suspected, it came out positive.  \
                                           /
I feel like I am teetering on the edge of  \
reason just thinking about my              /
impending doom.  I would give anything     \
not to have to become one of them.         /
                                           \
As far as I know, you are not infected.    /
I sincerely hope things do not reach       \
such a desperate pass, but if it has       /
turned out that you are now the last       \
person remaining alive, I want you to      /
get the material from the Visual Data      \
Room.                                      /
                                           \
Then, activate the Self-Destruct           /
System in the Power Room, and escape       \
from here.  Please do everything in your   /
power to make this whole accident          \
public.                                    /
                                           \
If everything is still running normally,   /
you should be able to release all the      \
locks using the Security System.           /
                                           \
I have set up the terminal in the small    /
security room so that you can log in to    \
the system using my name and your          /
name as the password.                      \
                                           /
You will need another password to          \
release the lock of the door in Basement   /
Level Two where the Visual Data Room       \
is located.                                /
                                           \
As a safety measure I have coded that      /
password into an X-ray picture; a          \
roentgenogram.  I know you, and I'm        /
sure you will be able to work it out       \
without any trouble.                       /
                                           \
There is just one more thing...  and it is /
my last request.  I hope you never have    \
to lay eyes on me in this state, but if    /
you do happen to run into me in my         \
hideous form, I beg you to put me out      /
of my misery.  I hope you understand.      \
                                           /
    Thank you, Ada.                        \
    Yours truly,                           /
                                           \
    John                                   /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #17: V-ACT                            /
FOUND IN: OPERATING ROOM                   \
                                           /
                  V-ACT                    \
            Researcher's note              /
                                           \
There is now evidence that when the        /
host loses consciousness, the body goes    \
into a dormant state.  During this time    /
the virus becomes active and rapidly       \
transforms and reconstructs the basic      /
composition of the body.                   \
                                           /
The host eventually mutated into a         \
humanoid creature.  (We call them          /
V-ACTs)                                    \
                                           /
Its speed and amazing muscular             \
development are particularly               /
noteworthy.  After transformation, it      \
becomes more agile and aggressive.         /
                                           \
Already four of our researchers have       /
died from trying to feed it, turning the   \
place into an instant blood bath.          /
(Ever since this tragic and barbaric       \
accident, we have decided to call its      /
kind "Crimson Heads")                      \
                                           /
That dangerous and precious prototype      \
specimen can't be left there.  We have     /
to figure out a way to deal with it.       \
Termination is definately not an option.   /
                                           \
We finally decided to freeze the           /
specimen and confine the body inside       \
the basement of the backyard cemetary.     /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #18: FAX                              /
FOUND IN: NITRO ROOM                       \
                                           /
                   FAX                     \
                                           /
To:    Sanitation Division                 \
Attn:  Manager of Sanitation               /
From:  Raccoon Disaster Contingency        \
       Committee                           /
                                           \
The contents of this fax are               /
confidential and intended for the named    \
addressee only.  Any copying, or           /
disclosure of the contents of this fax to  \
any third party is strictly forbidden by   /
the sender.                                \
                                           /
After reading the contents of this fax,    \
must be destroyed immediately.             /
                                           \
We expect significant increase in the      /
damage done by the recent T-Virus'         \
outbreak than initially estimated.         /
There are several concerns.                \
                                           /
First Concern                              \
More than half of the researchers have     /
been infected by the T-Virus and died.     \
It has also been reported that almost      /
all of the survivors of this accident are  \
starting to show symptoms of the           /
T-Virus infection.                         \
                                           /
Second Concern                             \
Our Secret Security Patrol Team has        /
also been completely eradicated.           \
Therefore, out most secret research is     /
in danger of public disclosure.  Quick     \
actions are demanded to prevent mass       /
media coverage.                            \
                                           /
Third Concern                              \
There is a high possibility that most of   /
the specimens are running loos inside      \
the compound.  We expect many              /
casualties to follow.                      \
                                           /
However yet unforunate, these              \
casualties underscore the success our      /
research results.  Actions must be         \
taken to prevent our research results      /
from being made public.                    \
                                           /
We suspect the first official              \
intervention will come from the State      /
Police and S.T.A.R.S.  We strongly         \
recommend taking measures against          /
them first.                                \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #19: SECURITY PROTOCOLS               /
FOUND IN: VISUAL DATA ROOM                 \
                                           /
           SECURITY PROTOCOLS              \
                                           /
               LEVEL ONE                   \
                                           /
Heliport/  For executive use only.  This   \
restriction does not apply in the event    /
of an emergency.                           \
                                           /
           BASEMENT LEVEL ONE              \
                                           /
Passage to Heliport/  Entry is             \
prohibited unless accompanied by a         /
Consultant Researcher or the Chief of      \
Security.  Unauthorized persons            /
entering the heliport will be shot on      \
site.                                      /
                                           \
Elevator/  The elevator stops during       /
emergencies.                               \
                                           /
           BASEMENT LEVEL TWO              \
                                           /
Visual Data Room/  For use by the          \
Special Research Division only.  All       /
other access to the Visual Data Room       \
must be cleared with Keith Arving,         /
Room Manager.                              \
                                           /
          BASEMENT LEVEL THREE             \
                                           /
Prison/  Sanitation Division controls      \
the use of the prison.  At least one       /
Consultant Researcher (E. Smith, S.        \
Ross, A. Wesker) must be present if        /
viral use is authorized.                   \
                                           /
Triple Lock Door/  Entry into the room     \
is limited to the sole person who          /
deactivates the lock with all of the Pass  \
Codes.  Accessing the exclusive Output     /
Terminals located in each section of the   \
Senior Researchers deactivates the lock.   /
                                           \
Power Room/  In this room nitro            /
compound is used as the primary fuel       \
source of power.  Access is limited to     /
Headquarters Supervisors.  This            \
restriction may not apply to Consultant    /
Researchers with special authorization.    \
                                           /
Pass Code Output Terminals/  Use and       \
access of the Output Terminals is          /
limited to authorized Senior               \
Researchers.                               /
                                           \
          BASEMENT LEVEL FOUR              /
                                           \
Regarding the progress of "Tyrant"         /
after the administration of T-Virus...     \
                  (Illegible hereafter...) /
                                           \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                           \
FILE #20: OBSERVATION NOTE                 /
FOUND IN: TYRANT STORAGE (check Wesker)    \
                                           /
            Observation Note               \
                                           /
The discovery of the G-Virus was in        \
fact 21 years after the administration     /
of the primogenitor virus.                 \
                                           /
The "Prototype Parasite" which we had      \
delivered from a laboratory in France      /
was administered to the sample             \
specimen.  The sample specimen took in     /
the parasite without showing any signs     \
of adverse reaction.                       /
                                           \
The lack of any reaction was an            /
unsolved mystery.  But now everything      \
is clear to me now.                        /
                                           \
The "Prototype Parasite" was               /
incubating in the sample specimen's        \
body for 21 years.  Then from that         /
incubating state the prototype suddenly    \
mutated.  ("Evolved" may be a more         /
appropriate word to describe it.)          \
                                           /
This observation gave me more insight      \
in my research.  Through further           /
modification and testing, I was able to    \
derive a method to create the "G" that     /
surpasses the performance of the "T".      \
                                           /
This was the breakthrough that would       \
change the future of the B.O.W.'s          /
history.                                   \
                                           /
I can't wait to see the look on Alexia's   \
annoying face when I finally announce      /
my research.  But unfortunately I'll       \
have to wait a few more years to           /
completely verify my findings.             \
                                           /
                      William Birkin       \
                                           /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==========================
=  11: PUZZLE SOLUTIONS  =
==========================

MANSION I:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [KNIGHT PUZZLE]                                     +
+                                                     +
+ As soon as you enter the room, four statues will    +
+ move forward: a knight with a shield, a knight with +
+ an axe, a knight with a halberd, and a knight with  +
+ a sword.                                            +
+                                                     +
+ Ignore the paintings on the back wall, as they're   +
+ irrelevant to the puzzle, unfortunately.  If you    +
+ play around with the statues, you'll notice that    +
+ the shield statue also moves in the sword statue,   +
+ but moving the halberd statue will send the sword   +
+ one back out again.                                 +
+                                                     +
+ Push the halberd statue in first, then the one with +
+ the axe, then push in the shield statue.  The sword +
+ one should move in automatically, allowing you to   +
+ flip the center switch without fear of danger.      +
+  -----------                                        +
+ |  -  T  -  |   1 = HALBERD      4 = SWORD          +
+ | |4|   |1|>|   2 = AXE          S = SWITCH         +
+ |  -  -  -  |   3 = SHIELD       T = JEWELRY BOX    +
+ |    |S|    |                                       +
+ |  -  -  -  |   < = PUSH LEFT    > = PUSH RIGHT     +
+ |<|2|   |3|>|                                       +
+ |  -     -  |                                       +
+  -----------                                        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [STAINED GLASS PUZZLE]                              +
+                                                     +
+ On the other side of the room is a portrait with a  +
+ caption reading: "Lisa, protected by the three      +
+ spirits".  The portrait has a green crown, a purple +
+ necklace, and an orange bracelet.                   +
+                                                     +
+  _____    L = LISA GLASS        N = NECKLACE GLASS  +
+ |L| | |   B = BRACELET GLASS    C = CROWN GLASS     +
+ | |B| |D  D = DOOR TO GREEN HALLWAY                 +
+ |B| |R|                                             +
+ |L|N|E|   The object here is to match up the glass  +
+ |U| |D|   items with the right color.  Bracelet and +
+ |E|C| |   crown both appear as yellow, while the    +
+ |  -  |   necklace is red.  To alter the colors,    +
+ |_____|   use the switch on either the blue or red  +
+           sides to tint it that color.              +
+                                                     +
+ Since the bracelet is orange, use the switch on the +
+ red side to switch the glass to that color.  Since  +
+ the necklace is purple and the crown is green, use  +
+ the switches on the blue side to make them the      +
+ correct color.  When you're finished, just revisit  +
+ Lisa's portrait and press the button.               +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [CLOCK PUZZLE]                                      +
+                                                     +
+ Check the painting next to the clock and you'll get +
+ a message that says "A picture of two knights       +
+ striking each other.  The short sword has been      +
+ thrust into the breast of one knight, while the     +
+ long sword has pierced the head of the other."      +
+                                                     +
+ Check the clock and it'll look like a normal clock, +
+ but the 3 is replaced by a shield, the 6 is armor,  +
+ the 9 is a sword, and 12 is a helmet.               +
+                                                     +
+ "When the two have run each other through, the path +
+ to your destiny will open."                         +
+                                                     +
+ Use the painting as your reference and move things  +
+ from there.  The small gear operates the long hand, +
+ while the large gear moves the small hand.  Both    +
+ hands currently point to midnight.                  +
+                                                     +
+ Move the large gear twice to the right to make it   +
+ point to armor, then quit turning.                  +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

COURTYARD I:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [CERBERUS PUZZLE]                                   +
+                                                     +
+ The gate ahead reads that it will open when the two +
+ dogs' desires are fulfilled.  The left dog has blue +
+ eyes and reads "The Last Gasps of Destruction",     +
+ while the dog on the right has red eyes and reads   +
+ "The War Cry of Revenge".                           +
+                                                     +
+ Back up the pathway is a sign the reads as follows: +
+                                                     +
+ North: Valley of Destruction                        +
+ South: Cave of Hatred                               +
+ East:  Summit of Madness                            +
+ West:  Path of Revenge                              +
+                                                     +
+ The object is to wind charms color to correspond    +
+ with the dog's direction.  Press the switch when    +
+ the red charm faces west and when the blue charm    +
+ faces north.  The gate will unlock after that.      +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

RESIDENCE:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [V-JOLT PUZZLE]                                     +
+                                                     +
+ The goal here is to make the V-JOLT, but keep in    +
+ mind that if you mix the wrong chemicals, toxic     +
+ gas will be created and you'll be poisoned.         +
+                                                     +
+ You're provided with four EMPTY BOTTLES to do this  +
+ trick with and they're all placed at the opposite   +
+ end of the room.  I'll assume you don't have a lot  +
+ of space, so I'll show you how to do it in three.   +
+                                                     +
+ First, fill one of the bottles with WATER and put   +
+ UMB NO. 3 in another.  Mix those two to get NP-004. +
+                                                     +
+ Next, fill one with YELLOW-6 and immediately mix    +
+ that with the NP-004 to create UMB NO. 10.          +
+                                                     +
+ Put some more WATER in a bottle and more YELLOW-6,  +
+ then mix those two to get UMB NO. 7.                +
+                                                     +
+ Combine the UMB NO. 7 and the UMB NO. 10 to get     +
+ VP-017.                                             +
+                                                     +
+ From here, all you need to do is combine the VP-017 +
+ with a bottle of UMB NO.3 and V-JOLT is complete.   +
+                                                     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

MANSION II:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [JEWELRY BOX PUZZLE]                                +
+                                                     +
+ Putting the gemstone into the box will cause five   +
+ small pieces to drop out of the sides.  The object  +
+ here is to fit them together into the octagon hole. +
+                                                     +
+ Of course, the trick here is to make sure the piece +
+ is fit against the border of the octagon, that way, +
+ there won't be any overlap in the middle areas.     +
+      ________                                       +
+     /   ||   \       Ah, the wonders of ASCIII..    +
+    /    ||    \      The end result should look     +
+   /  ___||_____\     something like the monstrosity +
+  /  ||   \\     \    to the left, minus a little    +
+ |   ||    \\     |   space for overlap.  When you   +
+ |   ||     \\    |   fine tune, try to jam pieces   +
+ |   ||      \\   |   as far into the edge as you    +
+  \   \\____/||   /   possibly can.  You can be      +
+   \  //     ||  /    punished for overlap, but a    +
+    \//      || /     bit of open space is perfectly +
+      \______||/      fine.                          +
+                                                     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

COURTYARD II:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [GODDESS PUZZLE]                                    +
+                                                     +
+ If you step on that circular panel in the center,   +
+ it will rotate ninety degrees.  Hmmm.....           +
+                                                     +
+ Go behind the second statue and push it north (away +
+ from the other statue) until it's resting in front  +
+ of the darker panel.  Move over to the little hole  +
+ near the door and use the HEXAGONAL CRANK to move   +
+ that panel out, then use it again to move the panel +
+ out of the way.                                     +
+                                                     +
+ From there, push the statue east, then south and    +
+ onto the circle.  It will rotate couter-clockwise   +
+ ninety degrees.  Push the statue west and off the   +
+ circle again, then go behind it and push it back    +
+ on.  Get around and push it east again and, once it +
+ clears the circle, keep pushing directly south      +
+ until it fits into the hole.                        +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

LABORATORY:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [X-RAY PUZZLE]                                      +
+                                                     +
+ You have two X-RAYs in your possession now, one for +
+ Clark David and one for Gail Holland.  Check out    +
+ the x-ray projection panel and you'll see two other +
+ names up there, Alex Bechet and Ed Fisher.          +
+                                                     +
+ The note on the board should remind you that it's   +
+ just as easy as remembering your ABCs, so put the   +
+ X-RAY OF CLARK between Alex and Ed, then put the    +
+ X-RAY OF GAIL on the end, to the right of Ed.  Now  +
+ head back and flip the switch in the back of the    +
+ room.                                               +
+                                                     +
+ Notice how certain organs are now standing out more +
+ than others?  Consult the board again to cross-     +
+ reference them; "colon", "esophagus", "liver", and  +
+ "lungs".  Take the first letter from each and your  +
+ password is "CELL".                                 +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

=========================
=  12: BOSS STRATEGIES  =
=========================


-------------------------------------------------------------------------------
|+[BOSS FIGHT #1A: YAWN]+                                                     |
|+[DIFFICULTY: VERY EASY]+                                                    |
|There are a few solutions to the issue of The Yawn.  For one, you could run  |
|around him to the far side of the room to grab what you need and run, but    |
|we'll assume you stand him down.  As should already be evident from earlier, |
|The Yawn will bite and poison you, so you'll just have to deal.  Now the Yawn|
|will circle around both you and Richard, and his constant movement will make |
|him hard to hit, and when it's easy, he'll just bite you anyway.  Keep aiming|
|with the L-button and you'll get the best shot in.  You can fire on your own,|
|but alternatively, you can also have Richard do the lion's share of the work |
|and save the shells you're carrying around for later.  After a set number of |
|direct shots, there will be a scene, and Richard will be gone, leaving behind|
|a fully loaded ASSAULT SHOTGUN (rather nice of him).  One or two shots later |
|the music will stop and the Yawn will slither off into the night.            |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #1B: YAWN]+                                                     |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Chris doesn't have Richard backing him up, but it's still not all that hard. |
|The yawn will circle around the post in the middle, which shifts his weak    |
|spot around a lot.  When he does get close to you, he's likely to rear back  |
|and strike, so use Chris' superior speed to dodge that if at all possible.   |
|If you get bitten, you'll need to do some form of a serum run again, so TRY  |
|to avoid it.  The only method I can fully endorse in dealing with the yawn is|
|to run behind it to where it crawled out of the wall and take the DEATH MASK |
|there, then leave.  Standing your ground and killing him normally will screw |
|you over in the next fight because Chris doesn't have the firepower yet.     |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #2A: CRIMSON ELDER]+                                            |
|+[DIFFICULTY: INFANTILE]+                                                    |
|With Jill, there is no easier boss.  Equip the GRENADE LAUNCHER and begin    |
|firing at him.  After three shots, he's down permenantly.  Boring.           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #2B: CRIMSON ELDER]+                                            |
|+[DIFFICULTY: VERY EASY]+                                                    |
|Equip the SHOTGUN if you haven't already and begin firing as quickly as you  |
|can.  If he does get to you, he'll either grab you or do the dual claw slash |
|that all Crimsons do, except his is a bit more painful.  Fire once, then run |
|to the side as he charges.  Three shots will put him on the ground for a bit,|
|then he'll get up again and you can repeat the process.  Two or three more   |
|shots and he'll be dead.                                                     |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #3A: PLANT 42]+                                                 |
|+[DIFFICULTY: VERY EASY]+                                                    |
|There's a set of stairs to your left as you enter, so run up those and cross |
|the little platform until you're staring into the mouth of the beast.  When  |
|it opens up, start firing.  It may rain some damaging pollen on you or whip  |
|you with the vines, but you should continue to fire when you have a clear    |
|shot, unless of course then vines knock you off the edge.  Two shots with the|
|INCENDIARY GRENADES and it'll start falling apart.  One or two more and the  |
|whole thing's dead.                                                          |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #3B: PLANT 42]+                                                 |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Run up the nearby stairs and to the center of the platform.  When the bulb   |
|opens, begin firing your ASSAULT SHOTGUN, just be wary that the plant is more|
|likely to whip you off the platform in this state.  Otherwise, when the bulb |
|is closed, the same vines will rain damaging pollen on you.  If you stay with|
|your back against the wall, the vines won't knock you off, but if the pollen |
|comes you should run away from it and come back when its done.  After four to|
|six shots, it will start to weaken in a scene.  Four to six more and it will |
|curl up and die.                                                             |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #4A: YAWN (II)]+                                                |
|+[DIFFICULTY: VERY EASY]+                                                    |
|Don't fire at him yet, he can't be hurt until you climb down the ladder and  |
|he joins you in the lower part of the library.  Now turn on him, ASSAULT     |
|SHOTGUN armed, and begin firing at his head.  His main attack this time is   |
|similar before, he'll rear up, pause, then strike at you.  He's rather easy  |
|to dodge in that, but after six to ten shots, he'll be down for the count.   |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #4B: YAWN (II)]+                                                |
|+[DIFFICULTY: VERY EASY]+                                                    |
|This time you actually do have to fight him, but don't fire at him until you |
|have climbed down the nearby ladder.  Once you're down there, fire when you  |
|see his head.  He'll keep moving around, but periodically he'll stop to rear |
|up and strike you, at which point you should get out of range.  It's a shoot-|
|and-dodge kind of battle, but after six to ten shots from the ASSAULT SHOTGUN|
|he'll go down permenantly.                                                   |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #5A: BLACK TIGER]+                                              |
|+[DIFFICULTY: VERY EASY]+                                                    |
|This thing behaves no differently from your average spider, except that its  |
|charge can knock you into the wall.  Speaking of your average spiders, they  |
|will be dropping down from above through this entire fight and seem to       |
|materialize out of nowhere.  Run around the big one, since it has severe     |
|issues with turning, and continue to pump it full of shot as you run and gun.|
|Four or five shots will do it in.                                            |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #5B: BLACK TIGER]+                                              |
|+[DIFFICULTY: VERY EASY]+                                                    |
|Black Tiger is just a larger stronger version of the spider with the same    |
|strengths and drawbacks.  It has extreme difficulty turning around, but it   |
|can still spit poison at you and has a charge attack that can knock you into |
|the opposite wall.  Unload on it with the FLAMETHROWER, being careful to     |
|dodge the other spiders, and it should collapse shortly.                     |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #6A: LISA TREVOR]+                                              |
|+[DIFFICULTY: MEDIUM]+                                                       |
|You can either give Barry his gun back or don't.  If you don't, you'll keep  |
|the gun and get a FILE, but Barry won't help you.  For the sake of this guide|
|I'll assume you gave Barry his gun back because it's the right thing to do.  |
|Now you're facing Lisa Trevor.  There are two ways to beat her.  One's the   |
|wasteful way, i.e., pump bullets into her and hope she falls off the edge,   |
|and the other's the dramatic way which is to use the hint from and earlier   |
|FILE and push all four stones off the edge while Barry provides cover.  Be   |
|quick about it and only shoot when you have to, but remember that Lisa is a  |
|medium-level boss because if she hits you three times, you're dead, and even |
|if you do give Barry his gun back, he can still get hurt too.                |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #6B: LISA TREVOR]+                                              |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Wesker backs Chris up for this fight, but you don't have to worry about      |
|giving him a gun or even having to protect him.  Unfortunately, his gun isn't|
|quite the hand cannon Barry's is, and Chris will want to save what little    |
|ammo he has.  The choice is simple, start pushing the rocks off the side and |
|if freaky ol' Lisa gets too close, blast her with the ASSAULT SHOTGUN.  If   |
|she's at a safe distance, keep on pushin' those rocks.  Just watch out, Lisa |
|ability to jump over the coffin to get to you.  Push all the stones over and |
|the fight will wrap up with a scene.                                         |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #7A: TYRANT]+                                                   |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Here's your anti-climax.  Run around the corner about halfway through the    |
|camera angle change, then start firing at it.  Five to six shots should down |
|it just before it reaches you, but if you're uncomfortable with it, you can  |
|always run back a little further.  Don't get me wrong, it'll still do some   |
|massive damage if you do get hit, but that's the thing, you shouldn't.  It   |
|doesn't even have a charge attack.                                           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #7B: TYRANT]+                                                   |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Chris' method of killing this thing should be pretty much the same as Jill's |
|was.  Immediately turn around and run down the nearby path, then when you're |
|at a safe distance (at your discretion), turn around and begin firing the    |
|MAGNUM REVOLVER at it.  You should be standing about halfway down the screen |
|when you start shooting.  This Tyrant doesn't have any dash attack, but his  |
|claw is still dangerous enough in close range.  Five to six shots will do him|
|in, hopefully without reaching you.                                          |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #8A: TYRANT]+                                                   |
|+[DIFFICULTY: MEDIUM]+                                                       |
|The nasty thing about this is that the Tyrant can still kill Barry after all |
|this time, so provide enough cover fire with your MAGNUM REVOLVER to distract|
|it.  If it begins to turn or walk slowly towards you, this means that it's   |
|getting ready to charge and slap you with the claw, which will immediately   |
|send you to DANGER.  Run sideways to avoid this.  Another method of screwing |
|with the Tyrant is to stand directly behind it.  More often than not, it     |
|won't be able to figure out what you're doing and will just stand there.     |
|Better still, its turn and charge attack will be off line and misses you.    |
|When Brad drops the ROCKET LAUNCHER, equip it and fire.  If it bats away one |
|of the rockets with its claw, don't worry, the second shot will hit.         |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #8B: TYRANT]+                                                   |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Unfortunately, after all the work you've put into saving Rebecca, the Tyrant |
|can still kill her if you're not careful.  Immediately start unloading the   |
|MAGNUM REVOLVER on it and eventually it'll spin around all ready to power-   |
|slap you across the 'pad for serious damage.  Avoid that by running to the   |
|sides (as close to strafing as you can in RE).  If it does slash you, might  |
|want to heal after that.  Otherwise, one nifty trick is to stand behind it,  |
|which somehow confuses it and throws off its aim.  Keep firing and Brad will |
|drop the ROCKET LAUNCHER.  Equip it and fire, but don't worry if he bats the |
|first shot away, it's perfectly normal.                                      |
-------------------------------------------------------------------------------

===================
=  13: ITEM LIST  =
===================

The items listed below are found in this format...

(ITEM NAME)
(DISK), (PART OF GAME, AS DEFINED IN FAQ)
(LOCATION, OR HOW TO ACQUIRE IT)
(DESCRIPTION UPON EXAMINATION)

Any mistakes, i.e. the grammatical mad skillz of the HERB description, are
transcribed as such.

WEAPONS / AMMO
This section covers anything used to kill or that can be combined with another
item to kill.

-------------------------------------------------------------------------------
SURVIVAL KNIFE
DISK 1, PART 1, PART 5
FOUND IN: DEFAULT (JILL & CHRIS), SPIDER ROOM
(Jill)
A mid-size lightweight survival knife.
Jill's personal protection knife used for close encounters.
(Chris)
Carbon-reinforced alloy blade with serrated edges.
Chris has been using it since his days in the Air Force.
(Spider Room)
It's a survival knife.  Comes in handy in desperate situations.
-------------------------------------------------------------------------------
HANDGUN
DISK 1, PART 1
HOLDS 15 BULLETS
FOUND IN: DEFAULT (JILL), MANSION MAIN HALL (CHRIS)
A S.T.A.R.S. custom automatic.  Fires 9mm Parabellum rounds.
-------------------------------------------------------------------------------
HANDGUN MAGAZINE
BOTH DISKS, ALL PARTS (except #2)
HOLDS 15 BULLETS
FOUND IN: WEST STAIRCASE (EXT.), YELLOW HALLWAY, CORNER HALLWAY, TREVOR'S
STUDY, KEEPER'S ROOM, EAST MANSION SAVE ROOM (CHRIS), SMALL DINING ROOM (2),
001 ROOM, GALLERY, WEST BASEMENT TUNNEL, ELEVATOR TUNNEL (2), STORAGE TUNNEL,
LOWER LAB HALL
A clip for the hangun.  15 rounds of 9mm parabellum.
-------------------------------------------------------------------------------
SHOTGUN
DISK 1, PART 1
HOLDS 6 SHELLS
FOUND IN: FIREPLACE LOUNGE
Fires 12 Gauge Shells.  A weapon that is capable of firing wide-range.
-------------------------------------------------------------------------------
SHOTGUN SHELLS
BOTH DISKS, ALL PARTS
HOLDS 6 SHELLS
FOUND IN: EAST MANSION SAVE ROOM (CHRIS, after note), TIGER ROOM (use BLUE
GEMSTONE), GRAVEYARD (after boss #2), COURTYARD STORAGE, RECREATION ROOM,
DRAINAGE ROOM, COURTYARD STORAGE (CHRIS, after second note), MANSION STORAGE
(2, for CHRIS), SPENCER'S STUDY, WEST TUNNEL, VISUAL DATA ROOM, MORGUE, OFFICE
SAVE ROOM (CHRIS), LAB CORRIDOR, PRISON CELL, EXIT HALLWAY
12 Gauge Shells for the Shotgun that scatter fires.
-------------------------------------------------------------------------------
FUEL CANTEEN
DISK 1, PART 1
FOUND IN: MANSION SAVE ROOM EAST
You can carry with you fuel to light a few times using a lighter.
(With kerosene)
There's still some kerosene left in it.
-------------------------------------------------------------------------------
ASSAULT SHOTGUN
DISK 1, PART 1 (JILL), PART 3 (CHRIS)
HOLDS 10 SHELLS
FOUND IN: ATTIC (JILL), AQUA RING (CHRIS)
Fires 12 Guage Shells.  A S.T.A.R.S. custom arsenal and also Richard's
favorite.
-------------------------------------------------------------------------------
MAGNUM REVOLVER
DISK 1, PART 2
HOLDS 6 ROUNDS
FOUND IN: (use the CRESTs in COURTYARD GRAVESITE)
It's loaded with Magnum rounds.
-------------------------------------------------------------------------------
MAGNUM ROUNDS
DISK 1, PART 3, PART 5; DISK 2, PART 6
HOLDS 6 ROUNDS
FOUND IN: AQUA RING EXIT, STORAGE TUNNEL, OPERATING ROOM, NITRO ROOM (CHRIS)
Powerful bullets for the .357 Magnum Revolver.
-------------------------------------------------------------------------------
SELF DEFENSE GUN
DISK 1, PART 3
HOLDS 1 SHOT
FOUND IN: 001 ROOM
A self defense gun that fires .22 Magnum rounds.  One round has been fired
already.
-------------------------------------------------------------------------------
ROCKET LAUNCHER
DISK 2, PART 6
HOLDS 4 ROCKETS
FOUND IN: HELIPAD
A very destructive weapon that fires rockets with a large blast radius.
-------------------------------------------------------------------------------



HEALING ITEMS / SAVE ITEMS
These items are ones you should seek out if your condition changes or need to
save.

-------------------------------------------------------------------------------
GREEN HERB
BOTH DISKS, ALL PARTS
FOUND IN: WEST STAIRCASE (EXT.) (2), YELLOW HALLWAY, EAST GARDEN (2), WEST
TERRACE (planter), GREENHOUSE (5), RICHARD HALLWAY (2), EAST TERRACE (2),
RESEARCHER'S LODGINGS, GAZEBO, RECREATION ROOM (2), AQUA RING ENTRANCE, SMALL
STUDY, ORANGE HALLWAY (2), LIBRARY (2), MIRROR ROOM, UNDERGROUND ENTRANCE,
LISA TUNNEL, LISA'S ROOM, UPPER LAB HALL (2), OPERATING ROOM (open FIRST AID
BOX), EXIT HALLWAY (open FIRST AID BOX)
An herb that's grow wild in this region.
-------------------------------------------------------------------------------
BLUE HERB
DISK 1, ALL PARTS (except #1)
FOUND IN: GAZEBO, RESIDENCE ENTRYWAY (3), WEST BASEMENT TUNNEL, MIRROR ROOM
(planter), AUXILARY TUNNEL (2), LISA'S ROOM
An herb that's grow wild in this region.
-------------------------------------------------------------------------------
RED HERB
DISK 1, ALL PARTS
FOUND IN: EAST GARDEN, DEER ROOM, IVY PATH, GALLERY, WEST BASEMENT TUNNEL,
ORANGE HALLWAY, LISA TUNNEL
An herb that's grow wild in this region.
-------------------------------------------------------------------------------
MIXED HERBS
BOTH DISKS, ANY PART
FOUND IN: (combine two or more herbs to make them), RECREATION ROOM (open FIRST
AID BOX), CONTROL ROOM (open FIRST AID BOX), MEDICAL HALLWAY (open FIRST AID
BOX)
A mixture of 2 Green Herbs.
A mixture of 3 Green Herbs.
A mixture of Green and Blue Herbs.
A mixture of 2 Green Herbs and a Blue Herb.
A mixture of a Green Herb and Red Herbs.
A mixture of Green, Blue, and Red Herbs.
-------------------------------------------------------------------------------
FIRST AID SPRAY
BOTH DISKS, ALL PARTS (except #4)
FOUND IN: (check item box), EAST MANSION SAVE ROOM (after note), RESEARCHER'S
LODGINGS (open FIRST AID BOX), COURTYARD STORAGE, COURTYARD STORAGE (after
second note), SOUTH TUNNEL (open FIRST AID BOX), VISUAL DATA ROOM, OFFICE SAVE
ROOM
A medicinal spray that can heal wounds completely.
-------------------------------------------------------------------------------
FIRST AID BOX
BOTH DISKS, ALL PARTS (except #2)
FOUND IN: RESEARCHER'S LODGINGS, RECREATION ROOM, CONTROL ROOM, SOUTH TUNNEL,
MEDICAL HALLWAY, OPERATING ROOM, EXIT HALLWAY
A (item) was inside.
(#1 First Aid Spray)
(#2 Mixed Green/Blue Herb)
(#3 Mixed 2 Green Herbs)
(#4 First Aid Spray)
(#5 Mixed 2 Green Herbs)
(#6 & #7 Green Herb)
-------------------------------------------------------------------------------
SERUM
DISK 1, PART 1
FOUND IN: MANSION SAVE ROOM WEST
There's just enough for one dose.
-------------------------------------------------------------------------------
INK RIBBON
BOTH DISKS, ALL PARTS (except #2)
FOUND IN: DINING ROOM, FIREPLACE LOUNGE, (check item box), FURNITURE ROOM,
RESEARCHER'S LODGINGS, RESIDENCE SAVE ROOM, DECORATIVE LAB, UNDERGROUND
ENTRANCE, LAB ENTRANCE SAVE ROOM, OFFICE SAVE ROOM
To be used with a typewriter.
-------------------------------------------------------------------------------



JILL ITEMS
These items relate specifically to the Jill walkthrough.

-------------------------------------------------------------------------------
LOCK PICK
DISK 1, PART 1
FOUND IN: MANSION MAIN HALL
A tool for unlocking most simple locks.
-------------------------------------------------------------------------------
LIGHTER (JILL)
DISK 1, PART 1
FOUND IN: TREVOR'S STUDY
Words are carved on it.  "Don't play with fire! Love, Jessica"
-------------------------------------------------------------------------------
GRENADE LAUNCHER
DISK 1, PART 1
INFINITE CAPACITY
FOUND IN: EAST TERRACE
Grenades are already loaded.
(Any other rounds)
It's loaded with (name) rounds.
-------------------------------------------------------------------------------
INCENDIARY GRENADES
DISK 1, PART 1; DISK 2, PART 6
HOLDS 6 GRENADES
FOUND IN: EAST MANSION SAVE ROOM (after note), NITRO ROOM 
Shells for the Grenade Launcher.  They are filled with special fuel that ignite
upon impact with target.
-------------------------------------------------------------------------------
GRENADES
DISK 1, PART 1, PART 3, PART 4; DISK 2, PART 6
HOLDS 6 GRENADES
FOUND IN: DEFAULT (GRENADE LAUNCHER), COURTYARD STORAGE (after second note),
TAXIDERMY LOUNGE, OFFICE SAVE ROOM,
Shells for the Grenade Launcher.  They are filled with high-explosives.
-------------------------------------------------------------------------------
ACID GRENADES
DISK 1, PART 1, PART 4
HOLDS 6 GRENADES
FOUND IN: MANSION MAIN HALL (if Barry helped you in ORNATE ROOM earlier),
MANSION STORAGE
Shells for the Grenade Launcher.  They are filled with sulfuric acid.
-------------------------------------------------------------------------------
BARRY'S .44 MAGNUM
DISK 1, PART 5
HOLDS 6 SHOTS
FOUND IN: ALTAR (kill Barry)
Fires .44 Magnum rounds. An extremely powerful handgun, not to mention one of
Barry's favorites
-------------------------------------------------------------------------------


CHRIS ITEMS
These items relate specifically to the Chris walkthrough.

-------------------------------------------------------------------------------
LIGHTER (CHRIS)
DISK 1, PART 1
FOUND IN: DEFAULT (CHRIS)
It's a brass lighter coated with gold.
-------------------------------------------------------------------------------
OLD KEY (CHRIS)
DISK 1, PART 1
FOUND IN: MANSION BATHROOM, MANSION SAVE ROOM EAST, KEEPER'S ROOM, KITCHEN
An old key of the mansion.  Looks like you might be able open most simply
designated door locks.
-------------------------------------------------------------------------------
FLAMETHROWER
DISK 1, PART 5
FOUND IN: WEST TUNNEL
A anti-personnel weapon that sprays a stream of flame.
-------------------------------------------------------------------------------



DEFENSE ITEMS
These items can be used either manually or automatically to stop any grabbing
attack.

-------------------------------------------------------------------------------
STUN GUN (JILL)
BOTH DISKS, ALL PARTS
FOUND IN: FURNITURE ROOM, WINDOW HALLWAY, KEEPER'S ROOM, COURTYARD STORAGE,
RESIDENCE SAVE ROOM, COURTYARD STORAGE (after second note), MANSION STORAGE,
SPENCER'S STUDY, STORAGE TUNNEL, OPERATING ROOM, MORGUE, VENTILATION ROOM
A self-defense item.  You'll be able to take down an assailant, leaving him
disoriented momentarily.
-------------------------------------------------------------------------------
DAGGER
DISK 1, PART 1, PART 4; DISK 2, PART 6
FOUND IN: UPPER DINING ROOM, STATUE ROOM, CORNER HALLWAY, MANSION BATHROOM
(JILL), FIREPLACE LOUNGE, KITCHEN, EAST TERRACE, TRAPPED ROOM, WEST BASEMENT
TUNNEL, TAXIDERMY LOUNGE, MIRROR ROOM, LOWER LAB HALL
By stabbing this dagger, you'll be able to protect yourself and escape from
hostile situations.
-------------------------------------------------------------------------------
FLASH GRENADE (CHRIS)
BOTH DISKS, ALL PARTS
FOUND IN: WINDOW HALLWAY, FURNITURE ROOM, COURTYARD STORAGE, RESIDENCE SAVE
ROOM, COURTYARD STORAGE (after second note), MANSION STORAGE, SPENCER'S STUDY,
STORAGE TUNNEL, OPERATIG ROOM, MORGUE, VENTILATION ROOM
A self-defense item.  Normally used to disturb the offender's vision.
-------------------------------------------------------------------------------



PUZZLE ITEMS
These items are involved in the solving of puzzles.

-------------------------------------------------------------------------------
GOLDEN ARROW
DISK 1, PART 1
FOUND IN: YELLOW HALLWAY
The arrowhead looks like it can be removed.
-------------------------------------------------------------------------------
ARROWHEAD
DISK 1, PART 1
FOUND IN: (examine GOLDEN ARROW)
The arrohead is made from peridot, Sometimes referred as poor man's emerald.
-------------------------------------------------------------------------------
BOOK OF CURSE
DISK 1, PART 1
FOUND IN: GRAVEYARD (machinery room)
It's titled, "Book of Curse"
(Flip over)
There's a key embedded on the back cover.
Will you remove it?
(Yes)
You got the Mansion Key.
-------------------------------------------------------------------------------
CHEMICAL / HERBICIDE
DISK 1, PART 1
FOUND IN: EAST GARDEN
A chemical agent to destroy plant growth.
-------------------------------------------------------------------------------
WOODEN MOUNT
DISK 1, PART 1
FOUND IN: RED HALLWAY
There's nothing unusual.
(examine pages)
There's a paper attached on the inside.  Nothing is written on it.
-------------------------------------------------------------------------------
DOG WHISTLE
DISK 1, PART 1
FOUND IN: TREVOR'S STUDY
By blowing into it, it generates frequencies only audile to the ears of dogs.
You can call a dog with this whistle.
-------------------------------------------------------------------------------
COLLAR
DISK 1, PART 1
FOUND IN: WEST TERRACE
There's a switch.  Will you push it?
(Yes)
A coin was hidden inside the collar.
-------------------------------------------------------------------------------
COIN
DISK 1, PART 1
FOUND IN: (examine COLLAR)
There's nothing unusual.
(Flip over)
It changed into a shape of a key
-------------------------------------------------------------------------------
IMITATION OF A KEY
DISK 1, PART 1
FOUND IN: (examine back of COIN)
Shaped like a key, but lacks the rigidity to be used as one.
-------------------------------------------------------------------------------
BROKEN SHOTGUN
DISK 1, PART 1
FOUND IN: FURNITURE ROOM
It's broken and can't be fired.  Maybe there's another use for this...
-------------------------------------------------------------------------------
DEATH MASK / MASK W/OUT EYES
DISK 1, PART 1
FOUND IN: GREENHOUSE
It's a death mask without eyes.
-------------------------------------------------------------------------------
DEATH MASK / MASK W/OUT MOUTH
DISK 1, PART 1
FOUND IN: STAINED GLASS ROOM
It's a death mask without a mouth.
-------------------------------------------------------------------------------
DEATH MASK / MASK W/OUT ALL
DISK 1, PART 1
FOUND IN: (examine front and back of the first JEWELRY BOX)
It's a death mask without eyes, nose, or mouth.
-------------------------------------------------------------------------------
DEATH MASK / MASK W/OUT NOSE
DISK 1, PART 1
FOUND IN: ATTIC
It's a death mask without a nose.
-------------------------------------------------------------------------------
BLUE GEMSTONE
DISK 1, PART 1
FOUND IN: DINING ROOM (push statue over in UPPER DINING ROOM)
It's beautifully cut and polished to a mirror-like surface.
-------------------------------------------------------------------------------
MUSICAL SCORE / MISSING MUSIC
DISK 1, PART 1
FOUND IN: PIANO BAR
It's titled, "Moonlight Sonata".
(examine pages)
A section of the music is missing, leaving only the beginning and the end of
the music.
-------------------------------------------------------------------------------
MUSICAL SCORE / MUSIC, MID-PAGES
DISK 1, PART 1
FOUND IN: SMALL DINING ROOM
The beginning and the last sections of the music are missing.
-------------------------------------------------------------------------------
MUSICAL SCORE / MOONLIGHT SONATA
DISK 1, PART 1
FOUND IN: (combine MISSING MUSIC with MUSIC, MID-PAGES)
It's titled, "Moonlight Sonata".
(examine pages)
The complete musical score of the "Moonlight Sonata".
-------------------------------------------------------------------------------
JEWELRY BOX (#1)
DISK 1, PART 1
FOUND IN: KNIGHT ROOM
(examine top)
There's a design of the sun and the moon.
On the plate it says "Sunshine will awaken me."
(examine bottom)
There must be a way to open this box.
(examine sides)
There's a switch.  Will you press the switch?
(Yes)
(Second time)
Nothing's happening.
(Keep screwing around with the box)
Appears as if you failed.
(Examine front and back)
There was a mask inside.
-------------------------------------------------------------------------------
FISHHOOK
DISK 1, PART 1
FOUND IN: RESEARCHER'S ROOM
It's a hook for fishing.
-------------------------------------------------------------------------------
BEE SPECIMEN
DISK 1, PART 1
FOUND IN: RESEARCHER'S ROOM
It's a giant bee specimen for mounting.  It's well preserved.
-------------------------------------------------------------------------------
LURE OF A BEE / LURE W/OUT HOOK
DISK 1, PART 1
FOUND IN: RESEARCHER'S ROOM
It's a lure shaped like a bee.  There's no hook on it.
(combine with FISHHOOK)
It's a lure shaped like a bee with the hook attached.
-------------------------------------------------------------------------------
WIND CREST
DISK 1, PART 1
FOUND IN: RESEARCHER'S ROOM
There's an icon depicting wind.
-------------------------------------------------------------------------------
EMBLEM
DISK 1, PART 1
FOUND IN: DINING ROOM
It's galled all around the outer edges due to frequent fitting.
-------------------------------------------------------------------------------
GOLD EMBLEM
DISK 1, PART 1
FOUND IN: PIANO BAR
It's galled all around the outer edges due to frequent fitting.
-------------------------------------------------------------------------------
MOON CREST
DISK 1, PART 2
FOUND IN: COURTYARD GRAVESITE
There's an icon depicting the moon.
(Flip over)
There's a button.  Will you press it?
(Yes)
There are two projecting lines.
-------------------------------------------------------------------------------
STAR CREST
DISK 1, PART 2
FOUND IN: COURTYARD GRAVESITE
There's an icon depicting the moon.
(Flip over)
There's a button.  Will you press it?
(Yes)
The base is protruded in the shape of a cross.
-------------------------------------------------------------------------------
MOON CREST
DISK 1, PART 2
FOUND IN: COURTYARD GRAVESITE
There's an icon depicting the moon.
(Flip over)
There's a button.  Will you press it?
(Yes)
There are three projecting lines.
-------------------------------------------------------------------------------
CRANK / SQUARE CRANK
DISK 1, PART 2
FOUND IN: CABIN
(Examine tip)
The end is shaped like a square.
-------------------------------------------------------------------------------
RED BOOK / UNPRINTED BOOK
DISK 1, PART 3
FOUND IN: RECREATION ROOM
It's a book with a red cover.
(flip to pages)
Nothing is printed on any of the pages.  Is there a special way to use it?
-------------------------------------------------------------------------------
INSECTICIDE SPRAY
DISK 1, PART 3
FOUND IN: GALLERY
It's a pump-action spray.  There's plenty of insecticide inside.
-------------------------------------------------------------------------------
EMPTY BOTTLE (4)
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB
It's empty. It's used to synthesize V-JOLT.
-------------------------------------------------------------------------------
WATER
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB
It's a bottle filled with water.
-------------------------------------------------------------------------------
UMB NO. 3
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB
Used to synthesize V-JOLT.
-------------------------------------------------------------------------------
NP-004
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB (combine WATER with UMB NO. 3)
Used to synthesize V-JOLT.
-------------------------------------------------------------------------------
YELLOW-6
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB
Used to synthesize V-JOLT.
-------------------------------------------------------------------------------
UMB NO. 7
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB (combine WATER with YELLOW-6)
Used to synthesize V-JOLT.
-------------------------------------------------------------------------------
UMB NO. 10
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB (combine NP-004 with YELLOW-6)
Used to synthesize V-JOLT.
-------------------------------------------------------------------------------
VP-017
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB (combine UMB NO. 7 with UMB NO. 10)
Used to synthesize V-JOLT.
-------------------------------------------------------------------------------
V-JOLT
DISK 1, PART 3
FOUND IN: CHEMISTRY LAB (combine UMB NO. 3 with VP-017)
When applied to the roots of Plant 42, this will kill the plant within 5
seconds.
-------------------------------------------------------------------------------
LAST BOOK VOL. 1
DISK 1, PART 4
FOUND IN: TREVOR'S GRAVE
The words on the cover, what can it mean?
(examine pages)
A medal was hidden inside the book.
-------------------------------------------------------------------------------
LAST BOOK VOL. 2
DISK 1, PART 4
FOUND IN: LIBRARY
The words on the cover, what can it mean?
(examine pages)
A medal was hidden inside the book.
-------------------------------------------------------------------------------
BATTERY
DISK 1, PART 4
FOUND IN: MANSION STORAGE
With this, you can operate the elevator.
-------------------------------------------------------------------------------
YELLOW GEMSTONE
DISK 1, PART 4
FOUND IN: TAXIDERMY LOUNGE
It's beautifully cut and polished to a mirror-like surface.
-------------------------------------------------------------------------------
RED GEMSTONE
DISK 1, PART 4
FOUND IN: TAXIDERMY LOUNGE
It's beautifully cut and polished to a mirror-like surface.
-------------------------------------------------------------------------------
JEWELRY BOX (#2)
DISK 1, PART 4
FOUND IN: MIRROR ROOM
There's a round recession approximately 4 cm in diameter.
-------------------------------------------------------------------------------
BROACH
DISK 1, PART 4
FOUND IN: (open the second JEWELRY BOX)
It changed into a key.
-------------------------------------------------------------------------------
METAL OBJECT
DISK 1, PART 4
FOUND IN: SPENCER'S STUDY
An object made from alloy.  There's an emblem engraving.
-------------------------------------------------------------------------------
JEWELRY BOX (#3)
DISK 1, PART 5
FOUND IN: LISA'S ROOM
(Opens)
You got the STONE RING
-------------------------------------------------------------------------------
STONE RING
DISK 1, PART 5
FOUND IN: (examine the third JEWELRY BOX)
It's an ocatgonal ring made of stone.
-------------------------------------------------------------------------------
SHAFT
DISK 1, PART 5
FOUND IN: MINING ELEVATOR
It appears to be some sort of key to start the power supply.
Symbols are carved in its side.
-------------------------------------------------------------------------------
CYLINDER
DISK 1, PART 5
FOUND IN: GODDESS ROOM
A circular metal object with a hole in the center.  Symbols are carved in its
side.
-------------------------------------------------------------------------------
CRANK / HEXAGON CRANK
DISK 1, PART 5
FOUND IN: ENRICO ROOM (examine Enrico)
(Examine tip)
The end is shaped hexagonal.
-------------------------------------------------------------------------------
X-RAY / X-RAY OF CLARK
DISK 2, PART 6
FOUND IN: ROENTGEN ROOM
A name is on it.  "CLARK DAVID"
-------------------------------------------------------------------------------
X-RAY / X-RAY OF GAIL
DISK 2, PART 6
FOUND IN: ROENTGEN ROOM
A name is on it.  "GAIL HOLLAND"
-------------------------------------------------------------------------------
SLIDE FILTER
DISK 2, PART 6
FOUND IN: OPERATING ROOM
There are red colored slides are inside.  Nothing's on it.
-------------------------------------------------------------------------------
FUEL SUPPLY CAPSULE
DISK 2, PART 6
FOUND IN: FUELING ROOM
It's empty.
(refuel it)
The main ingredient of this fuel appears to be nitro compound.
"Running" could result in a fatal explosion.
-------------------------------------------------------------------------------
FUSE UNIT
DISK 2, PART 6
FOUND IN: EXIT HALLWAY
It's an assembly of many large fuses.  It's rated for high currents of
electricity.
-------------------------------------------------------------------------------
SIGNAL ROCKETS
DISK 2, PART 6
FOUND IN: HELIPAD
Pyrotechnic Signal Rockets.
I can signal Brad with this.
-------------------------------------------------------------------------------



KEYS
These items are used to unlock doors.

-------------------------------------------------------------------------------
MANSION KEY / SWORD KEY
DISK 1, PART 1
FOUND IN: (examine back of BOOK OF CURSE)
There's nothing unusual.
(Flip over)
There's an engraving of a sword.
-------------------------------------------------------------------------------
MANSION KEY / ARMOR KEY
DISK 1, PART 1
FOUND IN: NARROW HALLWAY
There's nothing unusual.
(Flip over)
There's an engraving of an armor.
-------------------------------------------------------------------------------
MANSION KEY / SHIELD KEY
DISK 1, PART 1
FOUND IN: DINING ROOM
There's nothing unusual.
(Flip over)
There's an engraving of a shield.
-------------------------------------------------------------------------------
STONE & METAL OBJECT
DISK 1, PART 1, PART 5
FOUND IN: GRAVEYARD, (combine STONE RING and METAL OBJECT)
An emblem is carved on the octagonal object.
-------------------------------------------------------------------------------
RESIDENCE KEY / KEY FOR ROOM 001
DISK 1, PART 3
FOUND IN: 002 BATHROOM
(flip over)
Numbers, 001 is imprinted.
-------------------------------------------------------------------------------
CONTROL ROOM KEY
DISK 1, PART 3
FOUND IN: 001 ROOM
It's a key for entering the Control Room.
-------------------------------------------------------------------------------
RESIDENCE KEY / GALLERY KEY
DISK 1, PART 3
FOUND IN: LOWER AQUA RING
(flip over)
The word "GALLERY" is imprinted.
-------------------------------------------------------------------------------
RESIDENCE KEY / KEY FOR ROOM 003
DISK 1, PART 3
FOUND IN: GALLERY
(flip over)
Numbers, 003 is imprinted.
-------------------------------------------------------------------------------
MANSION KEY / HELMET KEY
DISK 1, PART 3
FOUND IN: PLANT 42 ROOM
There's nothing unusual.
(Flip over)
There's an engraving of a helmet.
-------------------------------------------------------------------------------
MEDAL OF EAGLE
DISK 1, PART 4
FOUND IN: (examine LAST BOOK VOL. 1)
Found inside the Last Book Vol 1.  Is there a special way to use it?
-------------------------------------------------------------------------------
MEDAL OF WOLF
DISK 1, PART 4
FOUND IN: (examine LAST BOOK VOL. 2)
Found inside the Last Book Vol 2.  Is there a special way to use it?
-------------------------------------------------------------------------------
MO DISK (3)
DISK 1, PART 4; DISK 2, PART 6 (2)
FOUND IN: TIGER ROOM (give the tiger the YELLOW GEMSTONE), UPPER LAB HALL,
VISUAL DATA ROOM
It appears to be a disk for rebooting a system of some sort.
-------------------------------------------------------------------------------
EMBLEM KEY
DISK 1, PART 4
FOUND IN: (examine BROACH)
The key's designed with an emblem of the Spencer Family, whose history is as
old as Raccoon City.
-------------------------------------------------------------------------------
CYLINDER SHAFT
DISK 1, PART 5
FOUND IN: (combine CYLINDER and SHAFT)
Symbols are carved in its side.  Will you turn it?
-------------------------------------------------------------------------------
BROKEN FLAMETHROWER
DISK 1, PART 5
FOUND IN: DISPOSAL TUNNEL
The muzzle is broken.  It can't be fired.
-------------------------------------------------------------------------------
LABORATORY KEY / KEY FOR THE POWER AREA
DISK 2, PART 6
FOUND IN: VISUAL DATA ROOM
An electrical symbol is imprinted.
-------------------------------------------------------------------------------
MASTER KEY
DISK 2, PART 6
FOUND IN: TYRANT STORAGE (check Wesker if your partner died)
A key to unlock doors during emergency situations.
-------------------------------------------------------------------------------



SPECIAL ITEMS
These items appear after completing the game under certain circumstances.

-------------------------------------------------------------------------------
ROCKET LAUNCHER
DISK 1, PART 1
HOLDS INFINITE ROCKETS
FOUND IN: DEFAULT (complete game in under three hours, replaces SURVIVAL KNIFE)
Launches fire-and-forget rockets continuously.
Extremely destructive.
-------------------------------------------------------------------------------
HANDGUN
ANY DISK, ANY PART
HOLDS INFINITE BULLETS
FOUND IN: (check item box after completing the game in under five hours)
An automatic that fires .40SW rounds.
-------------------------------------------------------------------------------
CLOSET KEY
DISK 1, PART 1
FOUND IN: DEFAULT (if first time completing game, in item box each time after)
There's a design of a female's side face beautifully embossed on the key.
-------------------------------------------------------------------------------

==============================================
=  14: UNANSWERED QUESTIONS / PARTING SHOTS  =
==============================================

* ARKLAY MOUNTAIN REGION WILDLIFE

The video in the beginning of both films leads us to believe that there's a
pack of zombies and cerberi wandering around the forest somewhere attacking
groups of hikers and whatnot.  Originally, before the entire plot of RE2 came
out, I assumed that they were the cause of the outbreak in Raccoon City by
wandering in and attacking random civilians, as one can assume they weren't
exactly close to the Spencer Mansion if people were able to get there to begin
with.  Not the case, as we now know, but that leaves the families that were
eaten, who could have theoretically come back.  That might explain the corpses
in RPD's morgue, but otherwise it's probably safe to assume that Umbrella had
control of these corpses and their disposal with all the waste treatment
facilities they had lying arouned (RE3 and RE0).

* THE QUESTION ON EVERYONE'S MIND...

...is "good lord, who is lighting all these candles and how are they burning
for so long?"

* RICHARD AIKEN

He goes to the trouble of reloading his shotgun for us to take AS he's being
eaten in Jill's game.  What a guy!

* RADIO AND CONTINUITY

It makes sense that Jill picks up the radio message about Lisa Trevor.  We can
assume Barry was warning Wesker about Lisa.  What doesn't make sense is how
Chris picks up Wesker's transmission on Lisa in his game.  Who is Wesker
talking to?  An as of yet unrevealed accomplice?  Barry, who happened to be
wandering around outside during Chris' game and SOMEHOW escaped the mansion
area unscathed before it blew up?  A useless plot device?

* GRAVITY AND YOU

The boulder in the EAST TUNNEL always leaves me confused, because it looks as
if it has rolled uphill before coming to a stop.  Again, there could be another
tunnel in there that I don't know about and it merely hit a wall, but it is
rather curious designing.

* JOHN AND ADA

This is one major issue that REMake left unresolved and, arguably, made worse.
In the original game, John referred to Ada as "the only one left" which, while
a little ambiguous, could imply that John thinks Ada will come to look for him
and be the only one who knows about the incident that is capable of exposing
this mess to the media.  REMake's John is still concerned with blowing the lid
off Umbrella's work, but he refers to Ada as "the last person remaining alive",
which, to me at least, seems to indicate that Ada was at the Arklay labs around
the time the incident occured, as opposed to generic spy chick wandering the
city, looking for her boyfriend.  I could just be reading too much into this
stuff, but it does leave enough there to have me scratching my head and
wondering if they're either planning on redefining her role or making a REMake
2.  After all, in RE 1.5, Ada was a researcher...

* LISA TREVOR

The timeline given in her journal compared to Jessica's and George's throws a
few things into confusion.  If Jessica was buried with her brief letter to
Lisa, then it's safe to assume that Jessica may have been terminated the same
day Lisa's journal begins.

This point is further confused by Lisa's encounter with her "fake mom", whose
face Lisa tears off in the warped reasoning of a decaying mind.  I think that
Lisa assumes that someone else stole her mother's face, and that she must give
her that face back, hence, Jessica is sad because Jessica has no face, not
Jessica is sad because Lisa is not wearing Jessica's face.

As for this "fake mom" character, there are two possibilities I see are
either 1) they brought in a lobotomized or otherwise sedated Jessica to visit
Lisa to see what the reaction would be or 2) they brought in some generic
female researcher who had a passing resemblence and she was killed instead.

More confusion is introduced when we read the generic entry labelled only "19"
that we find in the first Lisa journal in the cabin.  On November 19th, George
Trevor was well, albeit held hostage, and we assume that Jessica is dead at
this time because Lisa smells her in the coffin.  The most reasonable
explanation for this is that Lisa either observes male and female test subjects
being experimented on (the "red and slimy, white and hard" being substitutes
for flesh and bone), or she is examining them herself as a sort of test and
discovers those facts on her own.  Whether this occurs before she loses her
mind or after her she regains her intelligence infection with the Nemesis
Parasite is unclear, but I'm inclined to think that it's after because that
journal entry is found in the cabin, which I don't imagine she had access to
from the beginning.

* THE GAME, OVERALL

It's hard not to like a game that redoes a classic with few flaws and a great
deal of added depth.  The enviroments, pre-rendered though they may be, with
the individual flickering candles and drops of water are certainly a sight to
see.  Hell, I'm still impressed every time I climb the ladder to escape the
Aqua Ring.  The defense item system and the Crimson Heads were equally a
welcome change in the game play, and the addition of Lisa Trevor gave the game
a (so far as we know) self-contained storyline that gives even more credence
to the idea that Spencer is a total bastard without opening too many holes in
the process.  Unfortunately, this is an idea that I fear may not be fully
utilized in the future.  Otherwise, this game has widespread appeal for both
new fans and followers of the original.  The latter still gets something
resembling a "Jill Sandwich" line and all the music is basically the same as
it was in the original, revamped for the new system.  Well, except for the
music just after Trevor's grave in the original.  That music creeped me out
like few others, but they didn't keep it in this one.

====================================
=  15: FREQUENTLY ASKED QUESTIONS  =
====================================

Q: Muchitsujo?

A: ... It means chaos and disorder in Japanese.  I'm not Japanese myself,
but I can never think of screen names for anything.
-------------------------------------------------------------------------------
Q: Why did you write this?

A: Around the time my CVX guide was 80%, I got an e-mail from someone reading
the Zero one, wanting to know whether I had written one on REmake.  At that
time, I had the bones of a REmake guide in place, I just hadn't filled it in,
so I took it as my cue to do so.  Here's to you, chief.
-------------------------------------------------------------------------------
Q: Who has the easier/quicker game on the whole?

A: Despite what a lot of people will tell you, I think that if you know what
you're doing, the two games are even in difficulty and time.  Jill gets the
LOCKPICK, which allows for more DAGGER placement than in Chris' game, she has
the GRENADE LAUNCHER, which regardless of whether or not you use the glitch
cheat, is a weapon of pure wrath against the undead (and with INCENDIARY
ROUNDS, there's a whole lot less Crimson Heads), she gets a little bit more
help in terms of ammunition and assistance from Barry Burton, she's a bit
smarter in the cut scenes, gets the ASSAULT SHOTGUN earlier, and has two extra
item slots to play with.  She also starts with the HANDGUN, but realisticly,
Chris gets a gun so soon afterward that it makes for little difference.

Chris has better stamina (and taking into account this and how he doesn't need
to store the GRENADE LAUNCHER and its ROUNDS, the lack of item slots is
offset), walks/runs dramatically faster (making the runs for OLD KEYS, the
NITRO quest, the staircase to the Crimson Elder, dodging Zombies, and running
away from Forest a lot less tedious than it can be in Jill's game), his defense
weapon is more effective than Jill's, Rebecca can heal him (which is probably
more valuable than ammo), and you're usually not going to be able to do that
V-JOLT sidequest, which is already all but worthless.

It becomes really a matter of preference, I've gotten relatively equal playing
times on each character.  Some people feel more 'hardcore' with the limited
item space of Chris, some people like the advantages the LOCKPICK gives Jill.
I'll leave it up to you.
-------------------------------------------------------------------------------
Q: Which game is more worth playing, the original or REmake?

A: It's a difficult comparison to make.  I own both REmake and RE: Director's
Cut, and I've played through them enough times to know to notice a ton of
differences between the two games.

It's pretty much the difference between watching a really high-quality horror
movie (oxymoron?) or watching something low-budget, but still somewhat scary
(Evil Dead?).  When they made the orignal game, they didn't necessarily have
the resources, the plot was substantially cut up, and the room designers had
absolutely no understanding of utilizing light to enhance the mood of the game.
Compare some screenshots online, if you don't believe me.  By contrast, REmake
remedied all these problems, increased the mansion size alone by about 33%, and
added the Crimson Heads which are some of the freakiest muthas in video game
history.

It's of a greater priority that someone new to the series play the REmake than
the original, though developing fans of the series may want to make an "i am
teh mastre of unlokcing!!1!1" run through the original just for kicks.
-------------------------------------------------------------------------------
Q: "master of unlocking?"

A: The original Resident Evil had a level of dialogue mastery only approached
by John Carpenter's "Big Trouble in Little China", except while Carpenter's
work may have been intentional, RE was clearly not and characters would not
make a mental connection until they announce their intentions; "How about going
down to check by yourself? I have a rope here." "Oh, do you? Well then I'll try
to go down using the rope."  To experience the full glory of this, I recommend
checking out DSchmidt's game script at
http://db.gamefaqs.com/console/psx/file/resident_evil_script.txt
-------------------------------------------------------------------------------
Q: Why is George Trevor's diary still lying around over thiry years later?

A: You take a look at the walls and ceiling and tell me a cleaning crew has
been through recently.  More seriously, those diaries, with the exception of
the third installment, were generally in areas that your average researcher or
keeper wouldn't have a great deal of reason to go checking out.  The more
emotional tie-in is that it makes the mansion seem more like a living and
sinister creature, with a long history of swallowing up lives.  Good for
darkening the mood.
-------------------------------------------------------------------------------
Q: What's the deal with George Trevor anyway?

A: New York architect, original designer of the Spencer Mansion.  He was a key
part of the first game, but was cut from the ending like so many other things.
REmake was an opportunity to reintroduce the Trevor family to RE lore.

In the original, there was more background info on him, including a diary entry
or two that mentioned eating dinner with Spencer and admiring his handywork in
the dining room.  The player was supposed to find various hints throughout the
game from Trevor himself, detailing his attempted escape.  The hints were
elaborate and in many cases would solve otherwise confusing puzzles, but there
were some problems with keeping Trevor in the game as he was designed.  For
one thing, players would question how notes from thirty years ago were still
lingering around giving out the supposedly well-guarded secrets of the mansion,
and for another thing, Trevor was also running from zombies, hunters, and other
such menaces, which would raise the question of how they could clean out
Spencer's Mansion with little evidence of an outbreak thirty years ago but were
completely inept in modern times.

Capcom backed off this idea and decided to have the modern day inhabitants of
the mansion tell the story and, on rare occasions, help solve puzzles.  They
also rewrote the history of the t-virus innumerable times and now we're led to
believe it has been in existence since approximately 1977, which definately
raises less questions about why no one had found out about Umbrella until this
point.

Search the web and the RE sites and you can find all this out on your own.

As for Trevor's rambling at the end of his journal, I'm assuming that he's
making reference to the costume closet that you can access after beating the
game by using the CLOSET KEY.
-------------------------------------------------------------------------------
Q: ...and Lisa Trevor?

A: Universal test subject in Umbrella's research up 'til about 1988, with
varying degrees of interest in her between '67 and '88.  She was one of few
human test subjects that showed any sort of reaction to the Progenitor Virus,
so she was tested on and injected with just about every virus known to man in
the original t-virus research.  For inexplicable reasons, she survived every
one of them, including ebola and other nasty things from what I remember.  Some
years later, Arklay labs got a Nemesis Parasite to research and they used it
on Lisa.  Nemesis Parasites typcially killed their hosts rather quickly, after
giving them enhanced comabt abilities, but Lisa appeared to merely consume it.

After that, it appears that the G-Virus developed in her system and she
regained some of her lost intelligence.  Birkin spent the next chunk of his
life researching, testing, and attempting to isolate this virus so that he
could eventually get credit for it.  Arguably, this led to his demise as
Umbrella France, which created the Nemesis Parasite, probably was not too happy
with his attempts to commandeer their research.  Lisa, meanwhile, was "disposed
of" over the course of a few days, but as we can plainly tell, this wasn't
terribly successful.  My own theory is that it was either at this point she
mutated into what we now know her as or it was soon after she consumed the
Nemesis Parasite.

You can find all this out by getting a translated copy of Wesker's Report II
online, but otherwise it's safe to assume that Lisa Trevor is either dead or
permenantly in hiding.  As for her supposed disposal, I think she was just kept
in the underground by Spencer just in case they needed her in the future.
-------------------------------------------------------------------------------
Q: ...then what's Spencer's deal?

A: I can assure you, if I had the wealth and influence, I would do the same.
Being paranoid and hiding random puzzle items, I mean, not researching viruses.
-------------------------------------------------------------------------------
Q: Can Lisa Trevor be killed?

A: Not conventionally.  For example, if you blast her with the ROCKET LAUNCHER
after you get it in Once Again... she'll let out a scream and fall down for a
few seconds, but wait too long next to her and she'll start to get up again,
tentacles flaring ala Nemesis.
-------------------------------------------------------------------------------
Q: What do you have against FIRST-AID SPRAYS?

A: In a number of games after the original, you wouldn't be able to get the
best possible ranking if you used FIRST-AID SPRAYS.  It became a force of habit
for me to ignore them entirely, so despite the fact that it's okay to use them
in this game, I still ignore them as legitimate items.  It's better training
anyway to disregard them in favor of herbs, particularly if this is your first
RE game.  If it's not, you shouldn't need them anyway.
-------------------------------------------------------------------------------
Q: What else can you use the SWORD KEY for (as Jill)?

A: Well, if you run around the elevator at the end of the KENNETH HALLWAY, you
can go down the stairs and unlock the door to the KITCHEN, but since there's
nothing you can actually DO down there and not much reasoning behind exiting
the KITCHEN that way, I ignore it entirely.
-------------------------------------------------------------------------------
Q: What's the deal with the eagle in the taxidermy lounge?

A: I've never bothered with it, but I think it locks the gemstones into place
if you don't fool it.
-------------------------------------------------------------------------------
Q: How do you get Barry's photograph and his gun?

A: Pretty simple, don't give him the gun back in the tomb.  Lisa Trevor will
come after both of you and Barry will try to defend Jill only to be knocked
into the pit.  If you do this, your ending drops a few ranks and you're a total
jerk, but you get the most powerful handgun in the game.  Some people seem to
think it helps to kill him if you want to get the Rocket Launcher and special
Handgun, but I maintain it can be done without letting anyone die.
-------------------------------------------------------------------------------
Q: What happens if I do kill Barry?

A: Same basic thing as if you kill Rebecca.  Mansion doesn't blow up.  Tyrant
on the loose.  Virus monsters running about wreaking havoc.  Raccoon City is
boned slightly earlier than it would be otherwise.
-------------------------------------------------------------------------------
Q: Why didn't you let me use the GRENADE LAUNCHER more often?

A: That's what's known as a "judgement call".  The walkthrough lets you have
fun by using it to bust up the Crimson Elder and Plant 42, but the game has no
real challenge to it using the Grenade Launcher on everything that moves.  If
I make you try to play like Chris in Jill's game, then Chris' game will be that
much easier to transition to.
-------------------------------------------------------------------------------
Q: What is Wesker's Report II?

A: It came with the pre-order in the Japanese version of the game.  In short,
it's Wesker's reflections on his time in the laboratories of the Spencer
Estate.  It gives some more background information on Lisa Trevor and
introduces some odd new elements (hunters apparently used to be human), but
overall it's worth a bit of a read, despite all the headaches it may cause.

========================
=  16: FUTURE UPDATES  =
========================

Some things I may add/fix in the future are...

*Changes in location names based around the principle of eliminating confusion
and keeping up with what the game says it is
*Damage chart for the enemies
*Update on what happens if you beat Invisible Enemy mode in under five hours
 (more details)
*Wesker's Report II, depending on if anyone can get me the hook-up or point me
 to one that I can use, so long as I mention them in the credits.

======================
=  17: CONTACT INFO  =
======================

Logically, there are going to be a few guidelines for contacting me.

First and foremost, I can only hope you've done a search function on the FAQ or
read through the entire thing for the answer to your question BEFORE you decide
to e-mail.  I may just not answer the question and redirect you where to find
the answer otherwise.  If your question is good, it may make it in here.

Second of all, I prefer my e-mails in English.  I can understand a little bit
of Japanese, but I really prefer my mail in English.  No 1337, no ebonics, it
doesn't even have to be the Queen's English, just common speaking English.  If
I cannot understand you or am too frustrated with your means of phrasing, I
don't need to respond.  Simple as that.

Third, I'm not interested in fan fiction.  Let's get that clear right now.
I have fun with this, I do NOT live vicariously through it.  No photos, no
"inside" information, no BS.  There is no guarentee (actually, theres closer
to a guarentee I won't) that I will take anything of that nature seriously.

Fourth, I'm sorry if I'm not hardcore enough for your gaming tastes.  I don't
play through these games with only the knife and I might do so only if I were
horribly bored.  I can't pull off some neverending combo in a fighting game
that would send you to your doom.  The most I've ever done is get a ninja
before the end of the first act of FF:Tactics.  That's good enough for me.

You don't like it, you write a better FAQ.  Same reason as the rest of us.

Fifth, by e-mailing me any sort of conspiracy theory or otherwise wacked-out
analysis of the events in the game, you're pretty much giving me the right to
make mention of it and possibly debase the idea in here in whatever manner I
deem to be appropriate at the time (anonymously, of course.  Even if it is
mostly a flame, it will not be referred to by name). Legitimate questions will
be answered, interesting theories will be added, but everything else has a very
slim chance to get in.  No guarentees, approval always pending.

Don't harass me either.  Multiple e-mails won't get your mail read any faster,
but it may get you blocked.  Same theory applies to flaming.  Like all things
on the internet, maybe one of these days we'll connect, but you're running
on your time and I'm running on my time.  Just the way it is.



That said, (hey, have you used Ctrl+F yet?) my e-mail is fearfaq(at)hotmail.com
(replace the at with an @, I do this to mess with the spambots.  Try to be good
and give me some idea of what you're talking about in the e-mail title.  And,
as a final added note.  PLEASE AVOID KEEPING MY E-MAIL IN YOUR ADDRESS BOOK.
I don't use this as my primary e-mail, but I did go into my account the other
day to find the junkmail box carpet bombed by various non-entities that wanted
me to know that they had changed their addresses and also, did I know what I
was doing was illegal?  That's a nuiscance that I'd prefer to avoid. 

Also, the cold hard truth of it, is that if you want to communicate with me,
you're going to have to do it via e-mail.  I'm not giving out my cell number
so you can text message me video game questions.  I'm not signing into MSN
Messenger so we can chat something over.  I'm not joining your message board or
newsgroup.  I'm not going to relay info over a Friendster or MySpace account.
Either it happens through e-mail or it doesn't happen at all.  The line is
drawn.


=====================
=  18: FINAL NOTES  =
=====================

As all good FAQ / Walkthroughs come to an end, so must come the shout outs.

Props to:

-- Capcom, for catering to my apocolyptic / B-horror movie needs.
   The name Resident Evil and characters in it are their trademark.  The
   introduction is primarily taken from the game itself.

-- Gamesages, because I snatched the copy of the ending bonuses from them.
   It would be an even bigger pain to figure that out on my own.

-- CJayC, for being an all around good chap and putting up the gamefaqs
   site you are likely using.  Along with the disclaimer in the beginning.
   Posting this as well, cheers.

-- TWilde, for writing the plot analysis I've been a long-time reader of.
   Your attention to detail is incredible, your wit is excellent.

-- Stephen Ng, and the people over at the FAQs section of IGN.  Like CJayC
   and the GameFAQs crew, they also work exceptionally hard to bring you
   the best.

-- Leo Chan, and all the others over at Neoseeker, for all the reasons
   given for the other FAQ sites and more.

-- Supercheats and 1up, next verse, same as the last few.

-- The people who run RE sites, because sometimes I need to refresh my
   memory, or at least access information on upcoming games and release
   dates.  They also sometimes have information on special features like
   Wesker's Report and for cheapskates like me who don't like to pre-order,
   thanks a lot.

-- People who write FAQs, thanks for keeping me from being the designated
   tech support for my friends.  And vice versa.

-- Radiohead, they make fine music.

No props to:

-- Those who would infringe on the copy rights.  I don't make money off
   of any of this, but seriously, that shit ain't cool yo, and it doens't
   take that much to get permission.



---- Copyright 2004 Muchitsujo