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FAQ/Walkthrough

by Muchitsujo

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

Written by: Muchitsujo, v 1.02

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

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
: #  | CONTENTS                              | UPDATED   :
: 00 | TABLE OF CONTENTS / LEGAL SPEAK       | 09/06/04  :
: 01 | VERSION INFO                          | 08/29/05  :
: 02 | INTRODUCTION                          | 08/30/04  :
: 03 | TACTICS                               | 09/07/04  :
: 04 | ENEMIES                               | 09/06/04  :
: 05 | WEAPONS                               | 09/10/04  :
: 06 | WALKTHROUGH                           | 08/29/05  :
: 07 | REWARDS                               | 09/10/04  :
: 08 | BATTLE GAME                           | 09/07/04  :
: 09 | FILE TRANSCRIPTS                      | 08/29/05  :
: 10 | PUZZLE SOLUTIONS                      | 09/07/04  :
: 11 | BOSS STRATEGIES                       | 09/10/04  :
: 12 | ITEM LIST                             | 09/10/04  :
: 13 | UNANSWERED QUESTIONS / PARTING SHOTS  | 08/29/05  :
: 14 | FREQUENTLY ASKED QUESTIONS            | 09/08/04  :
: 15 | FUTURE UPDATES                        | 09/08/04  :
: 16 | CONTACT INFO                          | 08/30/04  :
: 17 | FINAL NOTES                           | 08/30/04  :
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

TO WHOM IT MAY CONCERN: At this point in time, gamefaqs.com, neoseeker.com,
and faqs.ign.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.

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 note 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 8/20/04, walkthrough to palace, then 
from Chris on.  Item lists, puzzles, boss strategies, etc, follow same span.
All other parts complete.

v 1.0
First public release.  It was completed 9/10/04.  Complete walkthrough and
corresponding lists, minor tweaking in other areas.

v 1.01
Second public release, revised on 9/10/04.  Added updated info on getting the
A-rank, plus additional features on the Rocket Launcher, and the Sniper Rifle's
use in killing Nosferatu.  Weighs in at 226k

v 1.02
Third public release, completed on 8/29/05.  I didn't really expect to come
back to this (because, you know, I hate this game with the passion of one
thousand suns), but there were some minor tweaks that were needed all around,
like a key inventory check here and there.  Also, the file transcripts have
been changed to the format I used in RE:Make and RE4.  Enjoy all 255k of it.

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

"The American mid-western town 'Raccoon City' has been completely decimated due
to the T-virus outbreak that was instigated by the international corporation 
'Umbrella.'"

"Clarie Redfield, who arrived in Raccoon City to search for her lost brother
Chris, amd a rookie police officer, Leon S. Kennedy, managed to escape from the
city, but their ordeal was only a prelude of things to come..."

...............................................................................
Resident Evil Code: Veronica X is the follow-up to Claire's story in RE2.  This
was the first game to try to explore the conflicting accounts surrounding the
origins of the Umbrella corporation.  The game was originally exclusive to the
now-defunct Sega Dreamcast, before being revised and revamped for the PS2 and
now the GameCube.  It incorporated many new elements into the gameplay, some
to be used in later games (single items occupying multiple slots) and others to
be discarded (following camera view mixed with stationary).  From a plot
standpoint, though, many view the events of CVX as being an outlier in the
spectrum, seeming to confuse considerably more than it answers.  Regardless,
it does serve to emphasize an ongoing point in the series: evil never dies,
it just comes back stronger and more pissed.
...............................................................................

"3 months later..."

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

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

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

As a default, the controls in RE are:

CONTROL STICK: Character movement, aim (when weapon is 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), cancel

Y: Item menu toggle

Z: Map

Start: Bring up options menu

L: Change target / realign shot (with weapon readied), zoom out (with certain
   weapons)

R: Ready weapon, zoom in (with certain weapons)

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

This game doesn't always have the scarcity of ammo that previous and latter RE
games have experienced, but it's still wise to keep track of how much ammo
you're expending.  Certain areas of the game, such as the second trek to the
palace, may leave you with less ammo than what you require.  Since there are
a number of weapons that operate off of a limited percentage of ammo or clips,
be particularly cautious when using them; many of them are one-time use.
Above all, when in doubt, run like hell.  The bandersnatch or hunter or sweeper
may end up hitting you as you pass, but you may need that ammo later on when
you fight the same type of enemy in much closer quarters.

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

The health spectrum for RE:CVX 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, considering there are only a handful of
creatures in the game capable of performing such a feat.  However, heal this
effect from you as soon as possible as the consequences can be rather nasty.

 ------------
|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 black tiger and the albanoid.  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 bow gun, 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.

 ------------
|KNOW THYSELF|
 ------------

Stamina and speed can vary from character to character, so while Chris may
be able to take that one extra hit from the hunter, Claire may not.  Keep this
in mind.  In this game, the mobility lost from the shift from CAUTION to DANGER
is not nearly as dramatic as it was in the games on the Playstation, but you'll
still suffer some effects from it.

 ----------------
|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.  If you can think faster than your enemy, you won't
always have to attack faster.

 -----------------------------
|SECURITY BOXES VS. ITEM BOXES|
 -----------------------------

At one point, early on in the game, you'll be prompted to place all your items
into what is referred to as a security box.  Security boxes are far different
from item boxes in that 1) what you place in an item box CANNOT be accessed
from a security box and 2) two different security boxes ARE NOT linked in any
way.  Remember this as you play through.

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

Some items in RE:CVX take up two item spaces.  For this reason you have to
watch what you pick up along the way.  Herbs can always be combined or used to
create more space along the way, and since they're always in steady supply,
it's a good idea to use them as soon as you need them.  This game has a near
obscene amount of healing goodies.  Also, note that green and blue herbs can
be used when you pick them up, should you have insufficient item space.

 -----
|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 07 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 bread and butter of this and every other RE game.  These guys have been
slightly updated from their Playstation counterparts and now have some more
specific damage zones, and you can knock off their hats!  (I remember that
particular feature got some attention in magazines prior to the game's release)
Gone are the days of sawing them in half with a shotgun, but so seems to be
their ability to dive at your legs and take a few bites.  They've compensated
for this by giving them a burst of speed that they'll use in close range.
Thus, their primary mode of attack is to grab you and bite you, either from a
standing position or feigning death on the floor.  These particular models do
not seem to projectile vomit on you very often, which is a bonus as we all have
had some difficulty cleaning zombie vomit from our clothes.  If you are grabbed
by a zombie, button mash and wiggle the control stick until you are released.
To defeat a zombie, fire any weapon, optimally, a handgun, and wait until the
pool of blood appears beneath it.  Alternatively, you can grab a knife and hack
at its knees until it falls down, but this method takes some practice and will
leave your legs open to attack once the zombie falls.  Plan around this by
moving and continuing to hack.  The best method for taking out a group, as
always, is to point the shotgun up and fire when everyone is in range.  
*******************************************************************************

CERBERUS

Your average undead doberman.  These puppies only appear on Rockfort Island and
only in Claire's run through, so you don't have to worry too much about them.
Their attack method is basically identical to the Playstation games; sometimes
they'll jump and rip off a piece as they run away, sometimes they'll tackle you
and gnaw on your face for a bit.  If they do that, just button mash as you
would with any zombie.  The new move, which is implimented in all RE games
since this one, is to grab your arm and shake it around like chew toy, but
there's no way to avoid this other than the usual methods.  The best way to
deal with them is to wait for them to jump, then fire the handgun at them for
maximum damage.  Otherwise, aim down and plug away.  It's rather easy to keep
them nailed down by gunfire, but be careful as they've been known to run
underneath your aim if you shoot from a distance.
*******************************************************************************

BANDERSNATCH

If Lewis Carroll was afraid of this thing with all the opium he did, then you
shouldn't want anything to do with it either.  Bandersnatches are large
creatures not unlike Tyrants, though they lack the stamina and regenerative
abilities of their counterparts.  To compensate for this and their lack of
speed, they have one large rubbery arm that they will use to attack you and
pull themselves up to various locations.  In other words, if there's a
Bandersnatch in the room with you, it won't be very easy to run away from it.
Their two primary attacks are to either punch you with that arm, or grab your
head and shake you as much as possible, in which case use the same method you
use to escape from zombies.  Due to their mobility and the amount of damage
they can do to you, you should never use a handgun against them, let alone a
knife (unless you slash on the armless side).  Optimally, you should be
attacking them with a bow gun, hopefully with the explosive arrows, or a
grenade launcher equipped with generally any grenades, if you prefer the close
range approach.
*******************************************************************************

BATS

If I could get away with referring to these as "replacement crows", I probably
would.  These creatures appear sporadically on Rockfort Island, and if you have
the lighter equipped, they can't touch you.  If you don't, then well-placed
handgun shots can pluck them from the skies, but bat hunting is usually
considered a waste of time and ammo.  They attack you in a similar manner as
crows do, biting and clawing at your head, but this won't do very much damage.
*******************************************************************************

SPIDERS

Instead of large, tarantula-looking creatures that pulsate and hang around
ceilings, CVX has spindley green things that look like they came out of the
Creepy Crawlers oven you had when you were a kid.  Instead of sitting around
and doing what spiders do, these are more intent on chasing after you, in which
case you should probably run as they're a waste of time.  While they do hang
from the walls and drop down on you every once in a while, they don't seem to
drip poison on you so much as they spray it.  They still have the ground spray
ability of their bigger cousins, so avoid that if at all possible.  Most of the
time, they'll grab you with their legs and pull you down so they can bite you,
much like a cerberus, but this doesn't seem to inflict poison status.
*******************************************************************************

ALBINOID

Toying around with DNA, the Umbrella scientists have cooked up a sort of
salamander hybrid that has the ability to discharge electricity at will.
They also can grow to large sizes in a relatively small amount of time, as
Chris finds out later in the game.  Early on, you can't kill them, and they're
an irritating nuiscance.  Later on, you shouldn't bother to kill them, and
they're a minor inconvenience.
*******************************************************************************

MOTH

Moth, and a t-virus.  It's unknown where they broke out of or how they could
have possibly mutated so quickly, but they only appear in one room in
Antarctica.  Thankfully, as they're the most annoying enemy in the game.
Generally, they fly around and rain spores on you, which will poison you in
enough doses.  They can also implant a parasite, but only into your back, so
try to avoid having that face a moth for any length of time.  If you have to
kill them, take the handgun or shotgun route, but otherwise avoid them at all
costs, as they're mostly around to piss people off, despite what the cocoons
may try to tell you.
*******************************************************************************

PARASITES

Mothlings, planted onto your back.  The moth can do this, and for unexplained
reasons, one of the zombies in Antarctica can also do this.  The ones the moths
implant will gradually grow larger, climb up and bite you in the neck, usually
poisoning you.  Other times, Claire will grab it and throw it on the ground
before that happens, though it seems to be random or room-dependant on which
happens.  The more advanced parasite will burst through afformentioned zombie
and you have to shake it off as you would any other creature by moving around
and button mashing.
*******************************************************************************

HUNTERS

Technically, a human with some lizard DNA and a little magic mixed in.  CVX
places these as the most advanced breed of Hunter yet, and with good cause, as
they seem to be a wee bit more damage resistant and can be summoned by scanner
machines (see below).  They have the same basic attack pattern as all hunters,
that is, claw swipe for some damage, or jump slash for medium to decapitation
level damage.  They are relatively intelligent and tend to work well in groups,
often swarming you if you make loud noises.  Shotguns and grenade launchers
work well on them, but point any semi-automatic weapon at them and they'll
charge blindly until they're knocked backwards.  Just be warned that this
particular method can take a little longer and if they get close enough to you,
the claw swipes have been sped up just enough to leave you in a world of hurt.
*******************************************************************************

SWEEPERS

Hunters, except instead of green they're black with red veins and have the
added bonus of poisoning you.  For that reason, they should be treated with a
bit more caution than the Hunters, and I won't hold it against you if you
decide to pull the magnum on them, though I can't endorse that either,
considering the bosses that you NEED the magnum for later.
*******************************************************************************

SCANNER MACHINES

Video cameras on all terrain treads, frquently hanging around in ceilings,
ventilation shafts, and other inconvenient places.  If you step into the beam
of light, they'll buzz and start playing dramatic music, which will summon the
hunters and make things a lot more sad for everyone.  You can't kill them, but
they aren't impossible to avoid, save for two cut scene instances.
*******************************************************************************

ANTS!

Supreme pain in the rears.  Big as kittens, will bite your feet, may inflict
poison status, and will do a lot more damage than you'd really expect if left
unchecked.  Squish them like you would with the leeches in RE0, but also treat
them with more caution and run when you can.
*******************************************************************************

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

KNIFE

Survival enthusiasts unite, as this is the strongest knife EVER in an RE game,
leading some to create knife only walkthroughs which are a bit too much.  The
window of opportunity to use this before you get a better weapon is relatively
small, but those of superhuman reflex abilities will find joy in slashing the
knees of zombies, causing them to fall over, and sometime later, get up again.
Myself, I prefer the "insert cap A, into ass B" method.
*******************************************************************************

HANDGUN

Your primary weapon throughout most of the game, useful for felling zombies
and other lesser creatures.  Claire's handgun holds 15 bullets, while Chris'
holds 18. 
*******************************************************************************

UPGRADED HANDGUN

By the end of the game, if you follow this guide, you should have two of these,
but they're distinctly different in their impact on the game.  Claire's custom
handgun is more in line with Leon's in RE2, as it fires three rounds and rather
quickly.  The bad news is that it doesn't seem to be as powerful as the regular
handgun and tends to eat up ammo without much to show for it.  Also, where the
gun Leon had could be timed for shorter bursts of one and two, Claire's gun
is more difficult to handle and will fire three most of the time.  Chris' 
enchanced handgun is just a slightly more powerful version of the standard
one, and occasionally will get you a headshot or, more often, will fire right
through the zombie and into the one behind it, rendering it quite useful.
Claire's magazine is expanded to hold 20 bullets
*******************************************************************************

M 100 P (DUAL)

These aren't too bad as an alternative to the hangun, as they fire at a fairly
rapid pace and can fell any number of lesser enemies.  You can also aim at two
enemies simultaneously with this and other dual weapons.  The bad news is, they
aren't that strong, take up two item slots, and can't be reloaded.  Use them
early on, then don't look back.  This weapon is filled to a 100% capacity,
which will decrease with use.  It cannot be reloaded.
*******************************************************************************

SUB MACHINE GUNS (DUAL)

Claire will trade these to Steve and then they'll become his weapon of choice.
Chris can also pick these up later on, but by that time they become sort of
irrelevant.  Use if you run out of handgun ammo and can't avoid it.  This
weapon is filled to a 100% capacity with both Steve and Chris, but technically,
Claire has to give Steve the ammo first.
*******************************************************************************

BOW GUN

Weakest weapon in the game, weakest incarnation of the bow gun.  The bolts do
have a bit more velocity than in previous games, causing them to maintain the
same height for a longer period of time, but it does less damage somehow and
should be reserved for hunting the bandersnatch when you have no better ammo.
Better ammo being the explosive powder you get to combine with the bolts, and
then it becomes useful for reigning all kinds of destruction on higher level
enemies, such as hunters, sweepers, and bosses.  The bow gun can hold as much
ammo as you want.
*******************************************************************************

GRENADE LAUNCHER

Your standard grenade launcher, with uses dependant on which grenades you put
in.  Overall, it's about as useful as it was in RE3 when it was at its best,
but the differences between acid rounds and flame rounds seem to be less
pronounced, unless you're fighting bandersnatches in which case you should
always use flame rounds or grenade rounds, just keep in mind that the standard
grenade rounds have very limited range, as always.  The new grenade du jour in
this game is the B.O.W. gas round, which appears infrequently, though it's
generally good for most purposes.  Like the bow gun, the grenade launcher
basically has an infinite capacity.
*******************************************************************************

ASSAULT RIFLE

The most useful of these type of weapons, the assault rifle can fell, or at
least slow down, the mightiest of creatures.  For that reason, it's recommended
that you don't waste it on lesser monsters, and instead use it on small groups
of hunters/sweepers from a distance.  This weapon starts out with 100% ammo,
but the clips you will find will contain 50% and can be added at any time.
*******************************************************************************

SNIPER RIFLE

A novelty weapon, really.  You steal it from Alfred as Claire in Antartica,
then use it in the following boss fight.  That's it, no more additional ammo
and I think you actually lose this thing entirely when the game switches to
Chris.  It might have been fun to pop zombies from a distance, but now we can
only dream.  It is possible to perform a one-hit kill on the boss with this,
but it requires a great deal of skill and luck.
*******************************************************************************

SHOTGUN

A horribly marginalized weapon in this game; you get it well into disk two and
ammo for it isn't exactly frequent, but otherwise it provides some useful
firepower in dealing with the undead.  Still, while other games have nearly
required that you use the shotgun, in this, it's not nearly as necessary.
Like most shotguns in RE games, this has a seven shell capacity.
*******************************************************************************

MAGNUM

Colt Python, rather nasty one at that.  This baby can take out most things in
one hit, but the only time you'll want to use it is against bosses that will
take multiple shots from it before going down.  You get this weapon late in the
game, and there's almost no ammo for it whatsoever, but it doesn't seem to have
quite the recoil that its previous incarnations did.  Holds six of the deadly
rounds.
*******************************************************************************

LINEAR LAUNCHER

Taking a turn for the sci-fi here... remember the plasma rifle and the BFG in
Doom?  It's sort of like that.  You have to wait until Alexia II mutates to
get this thing fully charged, but it has infinite ammo, and a sniper-like
aiming ability.  I don't know exactly why it's called what it is, but I can
guarentee that it will kill anything it touches.
*******************************************************************************

ROCKET LAUNCHER

Sentimental addition.  Due to the nature of the game, either in the creation
of character models or the regulations on violence, no enemy will explode or
have limbs fall off when hit by a rocket.  Regardless, it does kill anything
it hits and has infinite ammo, plus the rockets seem to travel quite quickly,
so if you do get it, you'll certainly enjoy.

=====================
=  06: WALKTHROUGH  =
=====================

DISK ONE: CLAIRE

*******************************************************************************
Part One: Prison 
*******************************************************************************

**PRISON CELL**

After watching the intro and figuring out why the bloody hell you're in this
place to begin with, you'll be prompted to EQUIP your LIGHTER in the inventory.
One of those "we're going to teach you how to play and pass it off as part of
the story" things.  Hate 'em.  Check out the FILE in your inventory too if this
is your first time through.  Another scene will follow; the small capsule the
jailer throws is a hint for something you'll want to pick up later. After the 
scene is through, you can go back into the cell to pick up your first GREEN 
HERB (they look like ferns in this one).  There are some HANDGUN BULLETS to be
picked up near where you started out, and a KNIFE on the table by the door,
but you don't NEED to pick it up, as you'll be getting your gun soon enough.

**PRISON HALLWAY**

A typewriter, along with your first INK RIBBON is next to you.  Don't bother 
with either yet.  Do pick up the HANDGUN BULLETS next to the table though.  Run
down the hall and equip your KNIFE, if you picked it up, and if you didn't, no
big deal.

**GRAVEYARD**
ENEMIES: FIVE ZOMBIES (not immediately)

Swing around the corner next to the burning truck.  You'll get a cut-scene...
(for me the scene wouldn't stop automatically, Claire just kept backing up
until I heard a scream.  Figured she backed straight into the barbed wire :D )
When that's over with you'll be surrounded by the ZOMBIES.  They aren't worth
fighting, sidestep them and run forward to the opposite door.  Don't worry
about the case that dropped, you can't get to it yet.

**WATCH TOWER**

Walk forward and you'll be shot at by a mysterious new person.  You'll grab 
your new HANDGUN and meet Steve, in all his squeak-voiced glory.  You'll learn 
to hate him.  After that's over with, go back to where you started and check 
out Corpsey McDeadguy who you saw on the way in for some more HANDGUN BULLETS.
Cross the field and open the door.  You can't get through the other door yet,
it's your goal to for the time being.

**BARRACKS**

You'll enter a large rectangular corridor with a building in the center.  If 
you want to pick up some nasty weapons that should help you out a bit later,
now's the time.  Go forward a bit, then turn around to climb the steps.
There's a GREEN HERB at the far end of the platform that you can pick up, but
you shouldn't need it.  For now, open the door...

**MESS HALL**
ENEMIES: THREE ZOMBIES

All three zombies will be to the left when you open the door.  They're in the
way, so take them out.  If you continue to the left, on the platform there is
a GREEN HERB.  After you grab that, continue going around the left side of the
table and take a left when you hit the wall.  The PRISON MAP is there for the
taking.  Continue circling the tables to get the HANDGUN BULLETS on the shelf.
Enter the door that was to the right as you entered.

**PRISON BUNKROOM**
ENEMIES: THREE ZOMBIES (not immediately)

Walk forward and you'll find a FILE on the bed.  At the end of the corridor,
turn right and you'll find some more HANDGUN BULLETS.  Unfortunately, a ZOMBIE
will burst through the window.  Not only that, but one will come from the path
you just took AND from behind you.  Kill the one in front of you and then stake
out his spot to guard yourself from the others.  The one that comes from where
you were will be crawling on the ground, I recommend letting him bite you and
killing him in one blow, because while the ammo is scarce right now, the number
of healing items is absolutely obscene.  When you're done, go to the one that
jumped through the window and pick up the dual M-100P guns, which take up two
item slots.  I recommend equipping them right away, as other ammo is scarce
for now.  You can also turn left at the original fork and you'll find some more
HANDGUN BULLETS at the end in the bloody shower stall.  Nothing left to do
here, so head out.

**MESS HALL**
ENEMIES: ONE ZOMBIE

The place is dangerous again, but there's only one to the right you have to
think about.  Just head for the door.

**BARRACKS**

Continue circling around the building.  When you get to the bottom of the
stairs, there will be a scene.  Another scene will follow as you get further
along.  RE vets should know what's going on, others need not worry yet.

**EXECUTION ROOM**
ENEMIES: THREE ZOMBIES

Hang a left as you enter and you'll find two of the ZOMBIES.  Dispatch both.
The ones behind the gate you can't deal with yet, so don't think about them.
The final ZOMBIE is hiding around the corner as you make a right towards the 
only open door.  Even though you have room to manuever, you should kill him.
Trust me.

**SECURITY HALL**

Despite the shuffling you hear, you cannot be attacked in here.  Walk forward
and there will be a short scene.  One of the stupid little quirks of RE:CVX.
Put all your metal items in the box before going further, including your
LIGHTER.  In the event you did take the COMBAT KNIFE, I would leave it in here
from now on. This should leave you with only the herbs.  After you pass the
second security checkpoint, turn to the left and you can raid a small storage
area for some BOW GAS ROUNDS, FLAME ROUNDS, and a FIRST-AID SPRAY.  There's
also a FILE next to the spray. Unfortunately, for now, into the security box
they go.  Enter the nearby door.

**COMPUTER ROOM**

There will be a FILE nearby as you enter, which hints to the case you saw
before.  By now, you've probably heard a tapping in the background, so turn the
corner to meet Steve.  After some short dialogue, he freaks out and leaves. 
Good riddance.  Check the yellow clipboard by the computer to open the drawer
and get the HAWK EMBLEM.  By the other door, there's a large switch, which you
should pull now.  Nothing else to do with that door yet, so go back the way
you came.

**SECURITY HALL**

Over by where you found the spray before, you probably noticed a large piece
of machinery.  Use the mechanism on the left and you'll be prompted to put an
item in.  Put in the HAWK EMBLEM for now.  After that, go back out towards the
EXECUTION ROOM.  At the second checkpoint on the way back you'll be prompted to
get your goodies out again.  Don't forget to equip your weapon again.

**EXECUTION ROOM**
ENEMIES: FOUR ZOMBIES (not immediately)

Go forward to the rolling shutter.  On the left side, there's a button to be
pushed.  The shutter opens, revealing two ZOMBIES, and the gate behind you
opens releasing the other two ZOMBIES.  Ouch.  The best solution is to blow up
the barrel that was behind the shutter in the hopes that it will take out some
of them, then get into a safe position to remove the other two.  Go back to the
shutter area to pick up a FIRE EXTINGUISHER.  Also, go through the gate and
pick up the PADLOCK KEY in front of the guillotine.  Time to put these to
use...

**BARRACKS**
ENEMIES: TWO CERBERI (not immediately)

Begin your trek around the large building and a CERBERUS will start to chase 
you.  Keep running.  Another CERBERUS will come charging at you from the front,
so run around it as you go.  When you reach the end, go through the door.

**WATCH TOWER**
ENEMIES: TWO ZOMBIES

Surprise, two ZOMBIES are here now and two are likely in front of you.  DON'T
KILL them, you probably don't have a lot of ammo right now, and it's best to
save what little you have for the next part.  Run across the field.

**GRAVEYARD**
ENEMIES: FOUR ZOMBIES (from before)

This is why you were saving the ammo.  You need to break through here in order
to get to the burning truck.  Luckily, the three naked ZOMBIES are easily
dispatched.  The final one at the truck is a regular ZOMBIE, he should take
more shots.  When you're done cleaning up, you'll have next to nothing in terms
of ammo.  Use the FIRE EXTINGUISHER on the flames near the truck and you can
now pick up the BRIEFCASE.  Examine it and examine the handle again to open it,
giving you access to a file and the TG-01.  You should know what to do with
this.

**WATCH TOWER**
ENEMIES: TWO ZOMBIES (from before)

Cross the field again...

**BARRACKS**
ENEMIES: TWO CERBERI (from before)

Turn to the right and use the PADLOCK KEY on the gate.  No more messing around
with those CERBERI.

**EXECUTION ROOM**

Back around the corners to...

**SECURITY ROOM**
ENEMIES: THREE ZOMBIES (not immediately)

You have to ditch every item again, except the herbs and the TG-01.  What fun.
You should be hearing a knocking sound in the background now.  Those are the
ZOMBIES.  I suppose you can see where this is leading.  Go back to the storage
area and use the TG-01 on the right mechanism and after some poorly animated
sparks, you can pick up the SP. ALLOY EMBLEM.  As you try to head back, you'll 
hear some crashes and the three ZOMBIES will be standing around.  Try to avoid
them and make your way to the box to pick up the items.  Don't bother with the
zombies for now, you're short on ammo.

**EXECUTION ROOM**

Go back out the only way we've been so far...

**BARRACKS**
ENEMIES: TWO CERBERI (from before)

A CERBERUS will be lying down next to the door, but you can outrun it.

**WATCH TOWER**
ENEMIES: THREE ZOMBIES

Regardless of whether or not you killed the previous group, there will be
three ZOMBIES in this area.  There's no point in killing them this time either.
You'll want to hang a right to the door where you need to use the SP. ALLOY
EMBLEM.  Use it and open the door.

**BROKEN BRIDGE**

Walk forward a bit and when you see a metal platform to the left, walk down 
onto it and use it to run across the area, then climb back onto the main bridge
at the end.  There are two GREEN HERBS waiting for you on this side.  Turn
right and run to the break in the bridge and examine the car to pick up the
HANDGUN BULLETS you saw on your way over.  On the way back, push the metal
crate straight ahead until it hits the others, then push it to the right to
make a bridge over the fire (which can hurt you).  Cross the bridge and ascend
the stairs.

It takes about fifteen minutes to get through this area, at the fastest pace.

*******************************************************************************
Part Two: Palace
*******************************************************************************

**PASSAGE**
ENEMIES: FOUR ZOMBIES

There will be one ZOMBIE to your left and one ZOMBIE to your right as you
enter.  You can see the right one guards a door, but you don't bother with him
yet, unless you're still using the M-100 Ps, in which case, waste them all.
After that, run forward and through the narrow walkway.  There are two ZOMBIES
on this path, which you can kill if you wish.  At the end, use the staircase
and you'll automatically open the gate.

**COURTYARD**
ENEMIES: THREE CERBERI

Run to the left and continue down the walkway.  You'll find two of the CERBERI
shortly, both of which will try to rip you apart, but they can be felled easily
with the guns.  When you find the steps leading up, take them, and you'll
probably see the third CERBERUS running past.  For that reason, don't worry
about the red shiny object on the far side of the screen, it isn't worth the
trouble yet.  There is, however, yet another GREEN HERB to your right as you're
going up.  I wouldn't grab it just yet.  Enter the door.

**PALACE MAIN HALL**

Short cut scene as you enter.  I'll save you the trouble of a tedious errand,
go around the desk (taking the HANDGUN BULLETS) and use the computer.  Enter
the code:
NTC0394
A door will now be unlocked.  For now, go around the desk again and over to
the blue door nearby.  

**BATHROOM**
ENEMIES: FOUR BATS

Equip your lighter to keep the BATS away.  Walking forward, there wil be a
FIRST-AID SPRAY on the counter.  Pick up the DURALUMIN CASE in the corner.  On
your way back, examine the broken stall for some HANDGUN BULLETS.  Nothing
left.

**PALACE MAIN HALL**

Head across and up the stairs on the left.  Hang a right at the top and climb
up to the small landing where there's a semi-hidden door.

**PALACE SAVE ROOM**

Safety at last.  That's a file on the table, more insight into the 'Bob'
character (homage to Day of the Dead's Bub?  Nah...).  On the desk nearby there
is a typewriter and some INK RIBBONS.  Now's as good a time as any to save and
drop off your excess items.  The only thing you need to have in your inventory
right now is the HANDGUN and the BULLETS.  Pick up some more HANDGUN BULLETS
from the shelf while you're at it.  On the other side of the room is an ID CARD
(which you do not need, since I already gave you the number) and yet another
GREEN HERB, plus a door with a gun imprint.  Don't bother with any of this yet.
Exit instead.

CLAIRE'S INVENTORY:
HANDGUN
HANDGUN BULLETS
(nothing)
(nothing)
(nothing)
(nothing)
(nothing)
(nothing)

**PALACE MAIN HALL**

Go back down the stairs and enter the wooden door the computer opened earlier.

**LONG HALLWAY**
ENEMIES: FOUR ZOMBIES

Three of the zombies will be approaching you, deal with them accordingly.  Pick
up the HANDGUN BULLETS near where you entered when you're done.  Now run to the
far end of the hall where you'll find the final ZOMBIE.  Pick up the RED HERB
along the way on the right.  Go through the single door at the end.

**ARMORY**

There are more HANDGUN BULLETS on the table.  Now check out the golden ant on
the wall... see the button?  Press it, then after a mildly disturbing scene, go
through the now open passageway to pick up the STEERING WHEEL.  Don't touch the
other stuff yet.  Trying to remove the guns right now is a bad idea.

**LONG HALLWAY**

All the other doors are locked for now, just go back out the way you came in.

**PALACE MAIN HALL**

Nothing left, it seems, all the other doors are locked.  Head on out...  Wait,
what's the whiney screaming about?  Run back to the hallway...

**LONG HALLWAY**

Back down to...

**ARMORY**

Our first puzzle awaits.  I don't really qualify it as a real puzzle though,
the answer is too obvious.  It wants a pair of similar things, so select both
gun icons, C and E.  Nothing to it.  After that, Steve will claim the guns for
his own, but suggest that he would consider trading you for them.  For now, you
don't have what he wants, and he'll leave.  Follow suit.

**LONG HALLWAY**

Out of here...

**PALACE MAIN HALL**

What follows is not supposed to be funny, but ends up being one of the more
hilarious encounters in RE history.  After it's through, leave.

**COURTYARD**

Now might be a good time to grab that GREEN HERB, but keep ignoring the shiny
object.  Make a right and go for the door.

**WATERWAY**

At the bottom, make a u-turn to pick up the PALACE MAP and some HANDGUN
BULLETS, if you want either.  Continue on to the other end and pick up some
BOW GUN ARROWS, then use the STEERING WHEEL on the platform to make the
submarine rise.  Enter.

**SUBMARINE**

Turn around and grab the SIDE PACK, then move the lever to get the sub going.
Exit afterwards.

It takes seven to eight minutes to complete this area.

*******************************************************************************
Part Three: Airport
*******************************************************************************

**SUBMARINE DOCK**

Nothing to do here but run down some staircases and admire the scenery...

**WAITING ROOM**
ENEMIES: THREE ZOMBIES

Two of the ZOMBIES are on the left side, accompanied by some HANDGUN BULLETS,
and one is on the right, along with some INK RIBBONS.  For now, we're going to
the right, so take care of however many of them you want to in the process.

**LOWER CATWALK**

After taking a look at your potential ride out, make a run for the other side.

**CARGO ROOM**
ENEMIES: FIVE ZOMBIES (not yet)

Go forward for a bit then take the lift you see.  At the top, you'll see a
control panel.  Operate it to play the crane game.  This is really rather
simple, just line up the shadow of the crane with the box in the upper-left
corner, then drop it.  Just keep in mind that first you move up, then left,
and once you're done moving, you either succeed or try again.  After you're
done, head down and operate the lift, ignoring the warning message.  This will
bring up the lift and release the ZOMBIES.  Four of them are standing, one of
them crawls.  I recommend running to a safe spot around the corner and then
picking them off, one by one.  When you're done, pick up the BOW GUN ARROWS and
the BIOHAZARD CARD, which is why you came here.  Exit after that.

**LOWER CATWALK**

Cross this thing again.

**WAITING ROOM**
ENEMIES: TWO ZOMBIES

Assuming you only killed one, two ZOMBIES will be wandering around the other
side.  Don't bother, just keep on heading back...

**SUBMARINE DOCK**

Through the longest room ever...

**SUBMARINE**

Use the lever again to return to the previous area.

**WATERWAY**

Go back up the stairs again.

**COURTYARD**

Nothing here, exit through the door at the opposite end, continuing to ignore
the object.

**PASSAGE**

At the junction, turn left and go to the door the zombie was guarding earlier.

This section should take five minutes to complete.

*******************************************************************************
Part Four: Military Training Facility (MTF)
*******************************************************************************

**FACILITY YARD**
ENEMIES: GULP WORM!

After entering you'll get a cut-scene and then the Gulp Worm Music starts
playing.  Most of the worms supposed sound effects are actually part of the
song.  Run for the double doors if you don't want to become worm food.

**FACILITY MAIN HALL**

There's a RED HERB on the bench here, but you don't need it for now, so go up
the staircase to the right.  Here, the door in front of you cannot be opened,
so take the one on the left. 

**RESEARCH ROOM**

Move forward cautiously, and go around the corner to the desk, where you can
pick up a BOW GUN and a FILE on the pass number which you'll want to look for
next.  Unforunately, when you pass by the window... something bad happens.
You can't figure out the code now, so just leave.

**FACILITY MAIN HALL**

Cut scene!  Claire narrowly escapes danger.  You can't reenter the experiment
room for now, so ignore it.  The other two doors involve areas that you can't
fully utilize yet, so go to card reader on the opposite end of the room and
use the BIOHAZARD CARD, then go through the nearby door.

**FACILITY BALCONY**
ENEMIES: ALFRED!

Walk ahead a bit and you'll be attacked by Alfred with the sniper rifle again.
Despite being a horrible shot, he is capable of hitting you, so run around the
corner and climb up the stairs, which will send him running to the room on the
right.  Give chase.

**SHUTTER CORRIDOR**

Run to the end of the hall and pick up the two boxes of HANDGUN BULLETS on the
stack of boxes.  Now take the metal door on the right.

**FACILITY SAVE ROOM**

There's a GREEN HERB hidden by the corner of the desk here, and another GREEN
HERB behind it.  On the couch, you can find the HEMOSTATIC.  Deposit it, and
the additional BOW GUN ARROWS in the item box.  As with any save room, there
are INK RIBBONS and a typewriter on the table.  Save, if you need to, then
leave.

CLAIRE'S INVENTORY:
CLAIRE'S HANDGUN
HANDGUN BULLETS
BIOHAZARD CARD
BOW GUN
(nothing)
(nothing)
(nothing)
(nothing)

**SHUTTER CORRIDOR**

Try to enter the wooden door and you'll have another disturbing scene with
Alfred.  Afterwards, you'll be locked in, so just go through the wooden door.

**TURNTABLE WAREHOUSE**
ENEMIES: ONE BANDERSNATCH (not yet)

Turn left and grab the SUB MACHINE GUN in the corner, which isn't loaded.
Claire will see some ammo on the box below.  Head around the corner and you'll
be locked in, then attacked by your first BANDERSNATCH.  He'll pull himself
into the corner where you are, so run to where you picked up the guns and begin
firing your BOW GUN as fast as possible.  About twenty shots will do him in.
Head around the corner and go down the stairs, where a door will open.  Once
you head inside, there'll be a scene and you'll meet up with Steve again and
get the GOLD LUGERS.  Steve will get excited and leave.  You now control him.

**AUXILIARY PRISON**
CHARACTER: STEVE
ENEMIES: FOUR ZOMBIES

When you enter, two of the ZOMBIES will be on your side of the gate and two
will be on the opposite side.  Waste all of them, the latter group by using
the explosive barrel.  There's nothing for Steve to use in the room on the
left, so take the room on the right.

**VENTILATION ROOM**
CHARACTER: STEVE
ENEMIES: FIVE ZOMBIES

The first ZOMBIE waits at the bottom of the stairs, while the next four will
soon join him.  Blow up the explosive barrels nearby to shorten the process,
then climb up the stairs and enter.

**SEWER BALCONY**

Head forward and there will be a scene, and you'll switch to Claire.

**CONTROL ROOM**

Follow Steve through the door.

**JEEP ROOM**

Head around the corner and both Steve and Claire will fall down to the room
below.  There will be a couple of scenes, Steve's voice acting will suddenly
get a lot better.  You should head through the door on the left, but if you
want, you can climb up the box to the right and pick up some more HANDGUN
BULLETS on top of a barrel.

**ELEVATOR HALL**
ENEMIES: TWO ZOMBIES

There are some HANDGUN BULLETS to the right as you enter.  Both ZOMBIES will
come in from straight down the hallway, so kill both of them.  Enter the door
at the end.

**MODEL ROOM**

Straight ahead are some INK RIBBONS and a typewriter, but I wouldn't bother.
Instead, hang a right and pick up the EAGLE PLATE on the wall.  Exit again.

**ELEVATOR HALL**

Go back out through the same door you used before.

**JEEP ROOM**

Go through the large double doors in front of Steve.

**TANK ROOM**
ENEMIES: TWO CERBERI

While there are some BOW GUN ARROWS here, there isn't anything else, so it's
more practical to run for the double doors and get the hell out of here before
either CERBERUS can get to you.

**FACILITY YARD**
ENEMIES: GULP WORM!

Again, big worm.  There are more BOW GUN ARROWS on some boxes here, but you
should ignore them and make mad dash for the double doors.

**FACILITY MAIN HALL**

Go back across and unlock the room that Alfred locked, then head through the
familiar door at the end.

**FACILITY BALCONY**
ENEMIES: TWO CERBERI

Frag the two CERBERI running about, or just dodge them and climb up the stairs.
Here, use the EAGLE PLATE on the central hollow in the balcony to get the
EMBLEM CARD.  After that, go into the door from earlier.

**SHUTTER CORRIDOR**

Run to the end and unlock the shutter again.  Go through the metal door.

**FACILITY SAVE ROOM**

You're carrying some excess baggage now, so ditch the GOLD LUGERS, do whatever
else you have to, then exit.

**SHUTTER CORRIDOR**

Go back to where you came from...

**FACILITY BALCONY**

Run down the stairs and past the burning barrels and you'll see an opening in
the gate.  Go through and use the ladder.

**VENTILATION ROOM**

Run to the end and use the EMBLEM CARD on the panel, then hang a right and go
up the stairs and through the door.

**AUXILARY PRISON**

On the right here, you can get some GRENADE ROUNDS off the shelf.  Use the
EMBLEM CARD on the panel at the gate to get the GRENADE LAUNCHER.  There's a
door beyond there, but there's nothing in there that Claire can use, so just
leave the way you came.

**VENTILATION ROOM**

Run down the stairs again, then around and up the metal stairs.

**SEWER BALCONY**

Run across and take the elevator up to 2F.

**CONTROL ROOM**
ENEMIES: TWO ZOMBIES (not yet)

Go forward and use the EMBLEM CARD on the panel, then discard it as usual.
Some dead guys will fall out from behind the shutter, but don't worry just yet.
You can climb the stairs on your right to get some GRENADE ROUNDS and a little
info on the Albanoid, via the screen.  Go back down and run forward towards the
control panel, where there are two GREEN HERBS.  Use the panel and you'll get
the ARMY PROOF, then use it again to use a security camera and zoom in on the
painting in the EXPERIMENT ROOM.  You'll get the code "1126".  When you head
back, the ZOMBIES will wake up, so kill both of them and exit through the door
you haven't been through yet that kind of looks like a shutter.

**FACILITY BALCONY**

Down the stairs again and around to the door.

**FACILITY MAIN HALL**

Go back up to the main entrance and use the BIOHAZARD CARD on the shutter, then
finally discard it.  Head up the stairs and back into...

**RESEARCH ROOM**

Use the pass number panel at the other door and enter "1126".  Head through...

**EXPERIMENT ROOM**
ENEMIES: BABY ALBINOIDS! (not yet)

Pick up some ACID ROUNDS near the computer, but your real goal is the red
painting you saw earlier.  Grab the SKELETON PICTURE, but this will piss off
the albanoids, one of which will escape and climb into an air shaft.  You'll
have fourty seconds to exit, with a horde of BABY ALBINOIDs blocking your way.
Run like hell.

**RESEARCH ROOM**

Run right out of here.

**FACILITY MAIN HALL**

Run out of here and down the stairs.  Safe at last.  If you're wondering about
the other rooms in the hallway, the one next to the far SHUTTER will lead to
the LOCKER ROOM, where there are two ZOMBIES and three packs of BOW GUN ARROWS.
Further on in there is the SAUNA, which has no relevance to the game, but has
even more BOW GUN ARROWS and two zombies.  The door on the right side will lead
you to the INFORMATION ROOM, where there are three ZOMBIES, a drawer you can't
open yet containing some HANDGUN BULLETS, the FACILITY MAP (use the panel to
print it out), a GREEN HERB, and even more BOW GUN ARROWS.  As you can tell,
not worth it.  Take the double doors nearby and exit this place for now.

**FACILITY YARD**
ENEMIES: GULP WORM!

Run left and back into...

**TANK ROOM**
ENEMIES: TWO CERBERI

Take a left again into...

**JEEP ROOM**

Steve's gone, and so is his partner in fun.   Hang a right into...

**ELEVATOR HALL**
ENEMIES: TWO ZOMBIES

They follow the same pattern as before, so blast both ZOMBIES and continue
down the hall...

**MODEL ROOM**

If you hadn't figured it out from the big painting, you're supposed to use the
SKELETON PICTURE on the bare wall.  Use it and a model will be revealed, where
you can pick up the GOLD KEY.  Near there is a panel that says the facility
was completed on December 8th.  Remember it or don't, I'll remind you later on.

**ELEVATOR HALL**

Run to the opposite end and go to...

**JEEP ROOM**

and back through the double doors to...

**TANK ROOM**
ENEMIES: TWO CERBERI

and quickly out to...

**FACILITY YARD**
ENEMIES: GULP WORM!

and away from that freaking worm and to the door at the opposite end of the
field.

The facility should take fifteen to twenty minutes to get through.

*******************************************************************************
Part Five: Palace, revisited
*******************************************************************************

**PASSAGE**
ENEMIES: TWO BANDERSNATCHES

Head right and as you go down the narrow path, both BANDERSNATCHES will climb
up next to you.  If you haven't already learned, this is a bad thing, so equip
your GRENADE LAUNCHER and do them in, one close range shot for each.

**COURTYARD**

Climb up the small staircase again and reenter...

**PALACE MAIN HALL**
ENEMIES: FOUR ZOMBIES

Only two of those ZOMBIES are on the lower level, one to your immediate right
and the other at some distance to the left.  Waste both and head through the
wooden door.

**LONG HALLWAY**

Run down to the end, then unlock the double doors to the right using the GOLD
KEY.  Enter.

**PORTRAIT ROOM**

Take a left as you enter, then climb up the small set of stairs and examine the
large portrait of Alfred as a boy.  You'll get a FILE, which hints to the
puzzle in this room, your first of the game...

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [ASHFORD LINEAGE PUZZLE]                            +
+                                                     +
+ If you examine the boy's portrait again, and you    +
+ don't need to yet, it will ask you to trace the     +
+ Ashford family lineage to reveal the true master.   +
+                                                     +
+ The file you've just received gives a few of the    +
+ hints.  First, we know that the original butler     +
+ gave Veronica a golden teacup, as were Stanley and  +
+ Thomas after him.  Stanley's sons Thomas and Arthur +
+ were twins, so it's reasonable to assume that       +
+ Arthur would look like Thomas in his portrait,      +
+ minus the teacup.  The next one isn't obvious, but  +
+ the term "grandfather" in reference to Edward would +
+ imply age, so go with the old guy on this one.      +
+ Process of elimination should tell you that the     +
+ remaining one is Alexander.  After you're done with +
+ the smaller portraits, select the biggest one again +
+ to reveal Alexia and the EARTHENWARE VASE.          +
+                                                     +
+  --------                                           +
+ |  D  B  |  A = VERONICA        D = ARTHUR          +
+ |F  --  E|  B = STANLEY         E = EDWARD          +
+ |  |  |  |  C = THOMAS          F = ALEXANDER       +
+ |A  --  C|                                          +
+ |        |                                          +
+  -ALFRED-                                           +
+  /ALEXIA                                            +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Examine the EARTHENWARE VASE top to get the QUEEN ANT OBJECT.  Your swag
intact, exit.

**LONG HALLWAY**

Head back down the hallway through the same door as always.

**PALACE MAIN HALL**
ENEMIES: TWO ZOMBIES

Head around the desk and up the stairs again.  The first ZOMBIE will be on your
left, so destroy it, then climb up to the small landing on the right, where the
other ZOMBIES is lurking behind the pillar.  Kill it too and enter.

**PALACE SAVE ROOM**

Use the item box and deposit the BOW GUN, BOW GUN ARROWS, ACID ROUNDS, and ARMY
PROOF.  Take out the GOLD LUGERS.  This should leave your inventory looking
like this...

INVENTORY:
GOLD LUGERS (two slots)
HANDGUN BULLETS
HANDGUN
GRENADE LAUNCHER w/ GRENADE ROUNDS
QUEEN ANT OBJECT
(open, for herbs)
(open)
(open)
(open)

Go around the door and grab the GREEN HERB, if you haven't already, then use
the GOLD LUGERS on the door to unlock it.  Oh yeah, and make sure the GRENADE
LAUNCHER is equipped.

**ALFRED'S STUDY**
ENEMIES: ONE BANDERSNATCH (not yet)

There are some HANDGUN BULLETS on the table, and enough lightning in the room
to create an atmosphere.  On the desk, there's a computer.  Turn it on and the
intro screen is the dragonfly video from earlier.  Enter "1971" as a code, 
sparing you another tedious puzzle.  A music box will play, then a panel will
slide away.  Cue BANDERSNATCH.  Kill it and go through the secret passage.

**SECRET BRIDGE**

Cross the bridge and climb up the stairs, enjoying the creepy scene.

It takes six to eight minutes to get here from the end of the facility.

*******************************************************************************
Part Six: Private Residence
*******************************************************************************

**GARDEN**
ENEMIES: TWO BANDERSNATCHES

Ahead, as you enter, will be one of the BANDERSNATCHES, which you should kill
immediately.  Around the corner, another BANDERSNATCH will appear.  Destroy it,
climb up the stairs, and enter the gates.

**RESIDENCE ENTRYWAY**
ENEMIES: FOUR BATS

Cue some music that sounds vaguely like The Exorcist's theme.  Equip the
LIGHTER  and climb up the stairs.  If there was any doubt in your mind that 
Alfred is insane, this should quickly alleviate that problem.  Near the top,
facing the doll, are some HANDGUN BULLETS and a FIRST-AID SPRAY.  Go through
the door you find at the end.

**RESIDENCE HALL**

After a scene, you should pick up the GREEN HERB and enter the nearest door.

**ALEXIA'S ROOM**

Go inside and stop the music box.  This will cause the bed to rise, giving you
access to the SILVER KEY.  Go back to the music box and use the QUEEN ANT
OBJECT to gain the MUSIC BOX PLATE.  Exit.

**RESIDENCE HALL**

Head out through the door in the middle again.

**RESIDENCE ENTRYWAY**
ENEMIES: FOUR BATS

Be sure that your LIGHTER is still equipped, then go down the stairs and exit.
If you're wondering about the door on the main floor, it leads to the RUINED
DINING ROOM, where there's a BANDERSNATCH, some BOW GUN ARROWS, and some
HANDGUN BULLETS, which makes it unworthy of the trouble.

**GARDEN**

Navigate your way through the narrow pathways and back to the stairs...

**SECRET BRIDGE**

Cross the bridge again...

**ALFRED'S STUDY**

Make your way out of here...

**PALACE SAVE ROOM**

Use the item box and deposit the MUSIC BOX PLATE for now, exchanging it for the
HEMOSTATIC.

**PALACE MAIN HALL**

Go down the first set of stairs, then run across and unlock the door using the
SILVER KEY.  Don't go in yet.  Instead, go down the other set of stairs, around
the desk again, and through the wood door.

**LONG HALLWAY**

Go to the door opposite and unlock it with the SILVER KEY.  Make sure you have
the GRENADE LAUNCHER equipped before entering.

**CONFERENCE ROOM**
ENEMIES: TWO BANDERSNATCHES

One is to your immediate right, and the other is in alcove in the table.  Kill
both to make life easier.  By the projector screen is a FILE, and on the far
side of the table are more HANDGUN BULLETS, but you're really here to get the
EAGLE PLATE, which is sitting where the second BANDERSNATCH was.  Take it, and
leave again.

**LONG HALLWAY**

Straight across...

**PALACE MAIN HALL**

and out the front door...

**COURTYARD**

Hang a left...

**PASSAGE**

Run straight out and down the stairs...

The Residence is rather short, and should only take six to eight minutes to
get through.

*******************************************************************************
Part Seven: Prison, revisited
*******************************************************************************

**BROKEN BRIDGE**

Just as you left it.  Descend the staircases again, then climb over the metal
boxes and over to the catwalk on the side.  Cross it and reenter...

**WATCH TOWER**
ENEMIES: THREE ZOMBIES

Again, regardless of whether or not you killed them before, there are three
ZOMBIES here, one to the right, one in front, and one on the far side.  Dodge
'em and make your way for the door on the right.

**GRAVEYARD**
ENEMIES: THREE ZOMBIES

Three more naked ZOMBIES are wandering about and blocking your path.  Kill them
all and take the staircase down near the wrecked vehicle.

**PRISON HALLWAY**

It's a lot darker in here without the LIGHTER equipped, but you don't need it
for any particular reason.  Just make your way through.

**PRISON CELL**

Here, after a scene with Rodrigo, you'll give up the HEMOSTATIC and the LIGHTER
in exchange for a LOCKPICK.  Nothing more to do here, so just leave.

**PRISON HALLWAY**

Last time through here...

**GRAVEYARD**

and here as well...

**WATCH TOWER**
ENEMIES: THREE ZOMBIES

Cross this field again and go through the opposite door...

**BARRACKS**
ENEMIES: TWO CERBERI

Sleeping dogs continue to lie, so just go right and through the gate to the
nearby door.

**EXECUTION ROOM**
ENEMIES: FOUR ZOMBIES

Similar setup to before, with one ZOMBIE just around the corner and another
standing by the guillotine.  After you're done with them, go into the
guillotine are and use the EAGLE PLATE on the door with the indentation.  Once
you do so, the blade will drop, opening the door and releasing two more ZOMBIES
to attack you.  Kill them and make your way through.

**CONCEALED PASSAGE**
ENEMIES: TWO ZOMBIES

Two ZOMBIES, one on the left and one in front of you, will come up to meet you.
If you can use the explosive barrels to your advantage, go for it.  To the left
of the entrance, you'll find a GREEN HERB and a door you should enter.

**ANATOMIST'S ROOM**

By no means is this a happy place.  There's some HANDGUN BULLETS on the box
as you enter, along with a FIRST-AID SPRAY in the glass cupboard.  Go forward
and left into the alcove to pick up a FILE hinting at a key coming soon, then
backtrack and go through the door opposite from where you entered.

**CREMATION ROOM**
ENEMIES: FOUR ZOMBIES

Kill the ZOMBIE on your right immediately, then take his spot and kill two more
as they come.  Another will be wandering around further into the room, and you
should kill it as well.  Near the door is a RED HERB, and further in, you can
find some HANDGUN BULLETS and a DURALUMIN CASE.  Open the case with your
LOCKPICK to get the M93R PART, which you should combine with the HANDGUN.  You
might want to manually reload too, as the new CUSTOM HANDGUN holds 20 bullets.
Exit.

**ANATOMIST'S ROOM**
ENEMIES: TWO ZOMBIES

You'll hear a familiar munching, then round the corner to meet Doctor ZOMBIE
munching on a pal, both of which will get up and attack you.  The doc is a bit
stronger and faster than your standard zombie, so be careful.  After you kill
him, he'll drop a GLASS EYE.  Take it and make a run back for the alcove, where
you should use the GLASS EYE on the model to open a passage.

**SECRET PASSAGE**
ENEMIES: FIVE BATS

In case you didn't see the demo, here be BATS, so run like hell to the other
end since you don't have the LIGHTER anymore.  There's also a GREEN HERB here,
but odds are you'll be otherwise occupied.

**TORTURE ROOM**
ENEMIES: THREE ZOMBIES

We can assume this is where most of the prisoners end up.  Two ZOMBIES are
close by, while another wanders around in the background.  Kill 'em all.  On
the table near the chair are some (much needed) HANDGUN BULLETS, and to the
right on the other table are BOW GUN ARROWS.  Take what you need, then go into
the passage on the left, down the stairs, and through the door.

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

Here's another puzzle room that isn't entirely obvious.  Go up to the statue
with the sword and take it to get the RUSTED SWORD.  The shield statue will
rise and gas will begin to spread, so push the handle on the shield statue
counter-clockwise until it's facing the sword statue, at which point the gas
will stop and the sword statue will turn around.  Jam the RUSTED SWORD into the
hole in the newfound torture device.  The door will unlock and the ZOMBIE will
pop out and dive at you.  Kill it or don't, but there's a PIANO ROLL you should
pick up where he was.  Exit. 

**TORTURE ROOM**

It's time to leave the prison and never come back.  Go up the stairs and out
of this room.

**SECRET PASSAGE**
ENEMIES: FIVE BATS

Run like hell to avoid the bats.

**ANATOMIST'S ROOM**

Go back out the door on the right.

**CONCEALED PASSAGE**
ENEMIES: THREE ZOMBIES

There's one ZOMBIE right in front as you enter and two more lingering to the
rear of the room.  If you haven't utilized the barrel nearby yet, do so now as
you can probably take out two of them right quick.  That finished, you now have
a choice.  Either you can turn right and enter the CRATE ROOM, pick up some
HANDGUN BULLETS, access the item box, and move the crate out of the way,
leading you to the COMPUTER ROOM and the SECURITY ROOM, and grab the BOW GAS
ROUNDS and FLAME ROUNDS, or you can forget about those and take the door near
you.  Personally, I think it's not too much trouble to get them, but to each
their own.

**EXECUTION ROOM**

Run past the guillotine and around to the door on the right.

**BARRACKS**
ENEMIES: TWO CEBRERI

Turn left and take the quick way out.

**WATCH TOWER**
ENEMIES: THREE ZOMBIES

Again, three ZOMBIES regardless of any you might have killed previously.  It's
a bloody convention.  Take a right and go out the big door.

**BROKEN BRIDGE**

Take the catwalk on the side again, then cross the boxes and climb the stairs.
We're finally free of this place.

It should take twelve to fifteen minutes to revisit the prison.

*******************************************************************************
Part Eight: Private Residence, revisited
*******************************************************************************

**PASSAGE**

Again, I'm going to provide you with a choice.  The lockpick allows for some
newfound freedom in the MTF, namely, you can unlock some HANDGUN BULLETS in
the INFORMATION ROOM, a FIRST-AID SPRAY in the MODEL ROOM, and some ACID ROUNDS
and HANDGUN BULLETS in the FACILITY WEAPONS STORAGE, which I haven't mentioned
to this point.

To get to FACILITY WEAPONS STORAGE, there are two routes...

FACILITY YARD -> TANK ROOM -> JEEP ROOM -> ELEVATOR HALL (B1F) -> SEWER BALCONY
-> VENTILATION ROOM -> AUXILARY PRISON -> FACILITY WEAPONS STORAGE (in front)

or

FACILITY YARD -> FACILITY MAIN HALL -> FACILITY BALCONY -> VENTILATION ROOM ->
AUXILARY PRISON -> FACILITY WEAPONS STORAGE (in front)

The first will take you by the MODEL ROOM and the second will take you by the
INFORMATION ROOM.  I'd either take the second one or bypass this entirely.
Overall, it's not worth the time it takes to get in and out.

Just cross the field again and climb up the stairs.

**COURTYARD**

As you climb up the staircase and try to enter the palace, you'll get a special
Wesker scene only in CVX.  Once the martial arts display is over, enter.

**PALACE MAIN HALL**

Go up the stairs, past the portrait, and up the stairs on the opposite end.

**CASINO**

You can easily spot some HANDGUN BULLETS upon entering, along with some BOW
GUN POWDER on the table.  Further ahead at the bar are two GREEN HERBS.  Near
the bar is the piano you should use the PIANO ROLL on.  This will open the
slot machine, where you can grab the KING ANT OBJECT.  Exit.

**PALACE MAIN HALL**

Cross the field again and climb up the landing to enter...

**PALACE SAVE ROOM**

Grab whatever you need here.  You might be a little ammo deficient right now,
so it could be reasonable grab the M-100Ps as well, if there's still about 25%
left.  You should also grab the MUSIC BOX PLATE, as you'll need it quite soon.
Otherwise, just head out the luger door again.

**ALFRED'S STUDY**

Head straight to the passage and through.

**SECRET BRIDGE**
ENEMIES: FIVE ZOMBIES

As you try to cross this, you'll encounter five ZOMBIES, all waiting to tear
you up.  Guess the "unwashed" are trying to see Alexia.  Use whatever ammo you
have to waste them and continue up.

**GARDEN**
ENEMIES: TWO BANDERSNATCHES

Both of the BANDERSNATCHES climb up while you're making your way to the next
staircase.  Since you probably have about two rounds in your GRENADE LAUNCHER,
dodge them and enter the building.

**RESIDENCE ENTRYWAY**
ENEMIES: FOUR ZOMBIES

Two ZOMBIES are on the main floor (and they've eaten the bats!), one is on the
landing, and one more is near the top of the room.  Dodge all of them and go
through the door.

**RESIDENCE HALL**
ENEMIES: THREE ZOMBIES

Two ZOMBIES on the left, one on right.  There's also some HANDGUN BULLETS on
the desk near the door.  You want to go left, so kill that one and continue on,
dodging the second and entering the door.

**ALFRED'S ROOM**

Use the KING ANT OBJECT and then the MUSIC BOX PLATE on the music box, and the
bed top will lower, revealing a ladder.  There's also a FILE on Alfred's desk
to grab, but the ladder is more important.

**CAROUSEL**

Get off the carousel and wander around.  Head left and you'll find a GREEN HERB
and the SILVER DRAGONFLY a bit further on.  Backtrack to where you got off and
examine the SILVER DRAGONFLY, removing the wings, then stick it in the ant's
mouth.  The carousel will get rolling, so turn left again and get back on,
climbing up the ladder, which now leads somewhere.

**UPPER CAROUSEL**

In front of you, another typewriter and more INK RIBBONS.  To the left there's
also another FILE, but to the right you should push the box up to the right-
hand bookcase to get another FILE and the AIR FORCE PROOF, which you need to
get out of here.  Climb down again.

**CAROUSEL**

Turn left and go down the ladder.

**ALEXIA'S ROOM**

Here we are at the other end.  Get down and try to exit and you'll have a scene
with Alexia and Steve, which will lead you through the secret door to...

**ALFRED'S ROOM**

Seems a little suspicious.  Ignore the blood and examine the wig on the music
box to get a scene with craaaaazy Alfred.  Steve has a good idea, you should
leave too.

**RESIDENCE HALL**
ENEMIES: TWO ZOMBIES

Just run to the center and exit.

**RESIDENCE ENTRYWAY**
ENEMIES: ZOMBIES (depending on how many you killed)

Either there are ZOMBIES here or there aren't, depending on how much ammo you
had.  They're in the same places though, so kill them or compensate.

**GARDEN**
ENEMIES: TWO BANDERSNATCHES

One is on the landing with you and the other is wandering the garden.  For an
easy way to dodge them, run towards their armless side where they can't get
to you as easily.

**SECRET BRIDGE**

Cross this for the last time...

**ALFRED'S STUDY**

Go aruond and through the other door...

**PALACE SAVE ROOM**

You'll want to drop off the M-100 Ps here, as they're probably spent.  You'll
also want to grab the ARMY PROOF, and anything else you think you might need.
Exit.

**PALACE MAIN HALL**

Go down both stairs and up the short ones to exit this wretched place for good.

**COURTYARD**

Here, you'll finally want to grab that red object, which reveals itself as the
NAVY PROOF.  Short scene, and you get the typical self-destruct sequence that
we associate with all madmen.  No timer though.  Run ahead and you'll meet up
with Steve.  Turn right.

**WATERWAY**

Go to the dock and you and Steve will ride the sub to the airport.

It takes another ten to thirteen minutes to get to this point.

*******************************************************************************
Part Nine: Airport, revisited
*******************************************************************************

**SUBMARINE DOCK**

Go down the stairs and Steve will run on again.  Follow him...

**WAITING ROOM**
ENEMIES: THREE ZOMBIES

Two ZOMBIES on the left, one on the right, regardless of who you killed before.
Blast 'em all and go through the left door.

**BOARDING PLATFORM**

Go forward and use the computer to bring the platform over.  Use all of the
PROOFs on the panel and you and Steve will be headed for the plane.

**SEAPLANE**

Nearby, you'll find an item box.  Swap out the GRENADE LAUNCHER so it either 
has ACID ROUNDS or FLAME ROUNDS in it, with the other as the spare.  Grab the
BOW GAS ROUNDS and the spare GRENADE ROUNDS too, and equip the GRENADE
LAUNCHER while you're at it.  Climb up the stairs and Steve will complain
that they can't leave until the catwalk is gone, so turn around and grab the
CONTROL LEVER.  There's also a typewriter with INK RIBBONS nearby.  Use the
raised stairs near the door to exit.

**BOARDING PLATFORM**
 
Head over to the door...

**WAITING ROOM**

Go around to the other door...

**LOWER CATWALK**

Cross this and enter...

**CARGO ROOM**

Take the lift up and go out the door.

**UPPER CATWALK**

Use the CONTROL LEVER on the nearby panel and choose "yes" to raise the
catwalk.  Since there's no other smart way around it, I guess you'll have to
cross.

**OIL ROOM**

Smells like puzzle in here, but you don't have to worry about that now.  Check
out the corpses ahead and grab the AIRPORT KEY, then head out.

**UPPER CATWALK**

Cross this thing again...

**CARGO ROOM**

Ride the lift down and use the AIRPORT KEY on the nearby shutter, then enter.

**AIRPORT SAVE ROOM**

Since there's an item box and a typewriter here, so if you still haven't saved
yet, now would be a brilliant time to do so.  There's also two GREEN HERBS,
some HANDGUN BULLETS, and some GRENADE ROUNDS (which you should keep).  Of
course, the lift needs to be cleared before you can continue on.  Push the
single crate in the upper part of the screen into the lift, then push the crate
just below it as far up as you can, then over and into the lift.  Now you can
use it.  Five minutes to go.  Alfred's still nuts and there's more trouble on
the way in the form of a Tyrant that has maces for hands.

**FACILITY YARD**
ENEMIES: GULP WORM!

Run to the nearby door!

**PASSAGE**
ENEMIES: TYRANT!

As you make your run for the palace, there's be a conveniently placed explosion
which leaves you locked in a narrow hallway with the f***ing Tyrant.

-------------------------------------------------------------------------------
|+[BOSS FIGHT #1: TYRANT (I)]+                                                |
|+[DIFFICULTY: INFANTILE]+                                                    |
|This critter can be really easy or really hard, depending on if you know what|
|you're doing.  First, unload your ACID ROUNDS into him.  If he sits, STOP    |
|FIRING.  For some reason he can't be hurt as much when he's squatting.  DO   |
|NOT run towards him either, or he'll swing those meaty fists right into you  |
|for some considerable damage.  Instead, wait for him to get up, then repeat  |
|the process, reloading with FLAME ROUNDS and GRENADE ROUNDS as necessary.    |
|Save the BOW GAS ROUNDS for later on.  Be sure you're in close range when you|
|use the GRENADE ROUNDS, as they don't have the range of the others, just stay|
|at a safe enough distance, as the Tyrant is a free swinger.  Six ACID ROUNDS,|
|plus six FLAME ROUNDS, plus two GRENADE ROUNDS at close range will drop him. |
|If you keep at enough of a distance, you can kill him without getting hit.   |
-------------------------------------------------------------------------------

After he's down, climb up the stairs...

**COURTYARD**

Cross the usual pathway and go down the stairs...

**WATERWAY**

Run across and spin the wheel again, climbing into the sub...

**SUBMARINE**

Use the lever, then exit again...

**SUBMARINE DOCK**

Run down the stairs and around to the door...

**WAITING ROOM**

...and out the left side here...

**BOARDING PLATFORM**

Take the lift down to the plane again...

**SEAPLANE**

After one scene with Steve and Claire and another with Alfred, something up.
Go check out the CARGO BAY, but make sure you have healing supplies, two full-
healing items should do.

**CARGO BAY**
ENEMIES: TYRANT (II)!

Hmm... Apparently, Alfred shot the plane with his Tyrant gun...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #2: TYRANT (II)]+                                               |
|+[DIFFICULTY: MEDIUM]+                                                       |
|As the scene notes, the Tyrant has a large spike coming out of his right fist|
|now and worse yet, you're fighting in close quarters.  Start out by firing   |
|all your BOW GAS ROUNDS into him.  By this time he's probably close enough to|
|start swinging at you, beginning with some left-right hooks and moving up to |
|a full-on smash into the ground.  Two of those smashes will put you into the |
|orange level of caution, so watch out.  In the meantime, you should unload   |
|four of your remaining GRENADE ROUNDS into the Tyrant.  Once you've done     |
|that, turn around and use the panel to  set the catapault off, which will    |
|send a large box of explosives into the Tyrant, killing him or at least      |
|launching him into the south Atlantic on fire and severely damaged.  It's    |
|pretty crucial that you come out with one or two GRENADE ROUNDS in the       |
|GRENADE LAUNCHER, as this will make the next boss fight that much easier.    |
-------------------------------------------------------------------------------

**SEAPLANE**

The plane will lock into autopilot mode, Alfred will yell at you, Claire and
Steve will fall asleep to the sounds of new age rock, when suddenly, ANTARTICA!

This save DOES NOT count against your ending save total.

It should take ten to thirteen minutes to complete this section.  Bare minimum,
you can get through Disk 1 in ninety minutes or less.  It should only take you
an hour and forty-five minutes at the most.

*******************************************************************************
DISK 2
Part Ten: Claire in Antartica
*******************************************************************************

**BASE TERMINAL**

After some scenes with the kids getting out of a busted plane, Claire will be
wandering Antartica in short sleeves.  Climb down the ladder to the right, go
past the double doors and into the single door near the stairs.

**WORKER'S BUNKROOM**
ENEMIES: FOUR ZOMBIES (not yet)

Go around the corner and into the upper-left alcove, where you can find some
BOW GUN POWDER.  There's also a FIRST-AID SPRAY and some HANDGUN BULLETS in a
locker on the right and another box of HANDGUN BULLETS obscured on a shelf to
the left.  A body will fall down, signalling that the ZOMBIES will rise once
you start moving again.  Dispatch them all, then grab the HANDGUN BULLETS near
where the first one fell.  On the other side of the alcove, there's a FILE on
the table and more HANDGUN BULLETS on the shelf.  There's also a BASE MAP on
one of the far walls. After taking everything, leave.

**BASE TERMINAL**

Go down the nearby staircase.

**MOTH HALLWAY**
ENEMIES: ONE MOTH

Go down the stairs, ignore your surroundings, and turn left at the junction.
The MOTH will appear, so quickly enter the door before you get poisoned.

**LOWER SHIPPING ROOM**
ENEMIES: THREE ZOMBIES

All three ZOMBIES are blocking your path to the left, so waste the whole lot
of them.  Keep circling around and go through the door at the end.

**BASE WEAPONS STORAGE**
ENEMIES: FOUR ZOMBIES

One ZOMBIE to the right, another coming to the left, and two more beyond him.
Grab the MINING ROOM KEY on the box when you pass it.  Further on, beyond the
last ZOMBIE and in front of the missiles, examine the panel to get the ASSAULT
RIFLE, which you might need to equip shortly.  Continue on and you'll find a
corpse and a DETONATOR, which you should use on the nearby cabinet.  Can't set
it off yet, so exit.

**LOWER SHIPPING ROOM**

Head back around and up the short set of stairs, where you can use the key on
the door.

**MINING ROOM**

Turn right and climb up the odd platforms, then up the stairs.  Examine the
pipe there to figure out what to do in case of emergency (yes, this is
absolutely necessary).  After that, go back down and to the other side of the
room, through a new door.

**MACHINE ROOM**
ENEMIES: THREE CERBERI

Run down the path in front of you.  To the right, along the way, are two GREEN
HERBS and two boxes of HANDGUN BULLETS.  Turn left at the corner, and you'll
meet the first CERBERUS, which you should frag immediately.  Keep running into
the little passage and operate the panel to start the generator.  Head back out
and take a right at the junction, then two more rights until you're in a corner
with another CERBERUS and two more GREEN HERBs.  Kill this one, take what you
need, and go straight through, where another CERBERUS will jump out of an
alcove.  Kill it, grab the nearby GREEN HERB, and flip the switch in the alcove
to restore power to the base.  Exit.

**MINING ROOM**

Run down the pathway and out the door.

**LOWER SHIPPING ROOM**

Go down the stairs and into the room you haven't been in yet nearby.

**B.O.W. ROOM**
ENEMIES: THREE SPIDERS

To your left is a GAS MASK, which you can't get yet.  Instead, turn right and
encounter the two SPIDERs, which are annoying and hard to aim at.  Do what you
will with them (I prefer killing, but they aren't easy targets), then grab two
boxes of HANDGUN BULLETS on the crate, the BOW GUN ARROWS on the shipping
terminus, and the GREEN HERB and BLUE HERB around the corner from that, if you
need either.  It might be wise to mix both, just in case you get mothed on your
way out into the hallway.  You can't really kill the SPIDER on the underside of
the floor, so go over to the stack of crates on the far end of the room and
pick up the BAR CODE STICKER, then exit.

**LOWER SHIPPING ROOM**

Go around to the opening in the shipping machinery and use the panel to turn
on power to the sort.  This will send something to the BASE WEAPONS STORAGE.
Use the BAR CODE STICKER on the remaining box, then use the lever to send it to
the B.O.W. ROOM.  Go there first.

**B.O.W. ROOM**

The crate contained anti-B.O.W. Gas, which can't hurt you, but kills everything
else here.  Take the GAS MASK now that you've tricked the mechanism.

**LOWER SHIPPING ROOM**

Exit out of here by turning right and going out the unmarked double doors.

**MOTH HALLWAY**
ENEMIES: THREE MOTHS

Two to your right, one on the left at the junction, run like mad to avoid all
of them.

**BASE SAVE ROOM**

There's a FILE on the victrola, BOW GUN ARROWS on the table, and a GREEN HERB
beyond that.  Not to mention the typewriter and INK RIBBONS.  Now would be a
good time to mix the EXPLOSIVE POWDER with the BOW GUN ARROWS, then ditch them
and the ASSAULT RIFLE.  Manually reload your CUSTOM HANDGUN, then dump the rest
of the HANDGUN BULLETS in the box.  Trust me.  After that, push the bookshelf
back and open the locker to reveal the mouse again, and another FILE.  Press
the switch, which required power to operate, and you'll meet the Nosferatu, who
is none too happy you're here, though he can't get to you anyway.  Grab the
PLANT POT, examine it, and flip it over to get the MACHINE ROOM KEY.

CLAIRE'S INVENTORY:
CUSTOM HANDGUN
GRENADE LAUNCHER (w/ a few grenade rounds)
GAS MASK
MACHINE ROOM KEY
(open, for herbs)
(open)
(open)
(open)
(open)
(open)

**MOTH HALLWAY**
ENEMIES: THREE MOTHS

One straight ahead, but keep on running and hopefully you won't get poisoned on
your way up the stairs.

**BASE TERMINAL**

Run around to the double doors you haven't been through yet.

**UPPER SHIPPING ROOM**

Hang a left and go around to the door, which you can unlock using the MACHINE
ROOM KEY.  Enter.

**UPPER MINING ROOM**

Go to the door on the opposite end.

**UPPER MACHINE ROOM**

On the platform, take the VALVE HANDLE and leave again.

**UPPER MINING ROOM**

Examine the panel in front the first door and Steve will run in.  During the
scene, he'll hit a pipe and the room will fill with poison gas.  You'll both
run out.

**UPPER SHIPPING ROOM**

After a scene, run to to opposite end of the catwalk and go through the door.

**BASE STORAGE**

Technically, there's a ZOMBIE here, but he can't get to you nor can you get
to him.  Instead, go around, examine the left desk just after the cage to get
more HANDGUN BULLETS, go further on to find HANDGUN BULLETS, INK RIBBONS, a
GREEN HERB, and a BLUE HERB.  Here, there's a machine to cut metal materials.
Use the VALVE HANDLE on it to get the OCTA VALVE HANDLE.

**UPPER SHIPPING ROOM**

As you can tell, there are more ZOMBIES below again.  Go around to the center
door.

**BASE TERMINAL**

Go down the stairs again....

**MOTH HALLWAY**
ENEMIES: THREE MOTHS

Unless you really need something in the item room, get it now.  By the way,
your inventory should look something like this...

Run forward, take a left, and reenter...

**LOWER SHIPPING ROOM**
ENEMIES: FOUR ZOMBIES

One to your right, three to the left, but ignore them all and dodge your way up
the staircase further to the left, then open the door after equipping the GAS
MASK.

**MINING ROOM**

Turn right, climb up the small ledges, and use the OCTA VALVE HANDLE on the
pipe after the stairs.  Alfred, schitz that he is, is none to happy, but
Steve saves the day and, somehow, the Nosferatu escapes.  Before getting out
of this mess, climb down the ledges and grab the SNIPER RIFLE, then a scene
will cause you to leave.

**HELIPAD**
ENEMIES: NOSFERATU!

Head for the staircase on the left and after some more whining by Steve, the
Nosferatu will make his debut.

-------------------------------------------------------------------------------
|+[BOSS FIGHT #3: NOSFERATU]+                                                 |
|+[DIFFICULTY: MEDIUM]+                                                       |
|I suppose you're wondering how a blindfolded man whose legs are tied together|
|can be considered a medium level threat.  Nosferatu's primary attack is to   |
|emit a purple cloud of poisonous gas.  To add insult to injury, the gas will |
|eventually poison you, making the game more complicated later, and the gas   |
|will knock you out of the zoom function on the SNIPER RIFLE as it does       |
|damage.  He primarily does this attack when you move too far away from him,  |
|but not quite far enough.  Instead of running to the far end of the platform,|
|go towards the lower portion of it and stand somewhat close to the edge.     |
|There's no exact science to this, if you're at a good distance you'll usually|
|just see a hazy outline when you zoom in on him.  Once you're in position,   |
|aim at him and zoom in on the exposed heart area and fire when the shot is   |
|clear.  If you scored a direct hit, he'll make a distinct noise.  As he      |
|approaches, run back a little farther to keep the gas from poisoning you.    |
|Repeat this process until you run out of ammo.  That's right, the SNIPER     |
|RIFLE has one shot less than you need to put him away.  Equip your GRENADE   |
|LAUNCHER, get into range, and continue to fire into him.  Those one or two   |
|GRENADE ROUNDS you had left should drop him like a fly... er, ant... and     |
|allow you to save Steve and escape from the base.  If at all possible, try to|
|kill him without getting poisoned.  It will save you a lot of time later on. |
|Alternatively, it IS possible to zoom in directly on the center of           |
|Nosferatu's heart and kill him in one shot, but you can play dozens of times |
|before you'll get lucky enough to perform this feat, so don't bank on it.    |
-------------------------------------------------------------------------------

Mission accomplished, head down the staircase, which leads to some more plot
twists.

All told, this are will take about fifteen to twenty minutes to complete.
Closer to fifteen for most.

*******************************************************************************
Part Eleven: Chris on Rockfort
*******************************************************************************

'In the meantime,
On an isolated island,
Chris Redfield...'

"Following up on a lead given to me by Leon has brought me here.
Don't worry, Claire, I'm coming for you."

**MORTUARY SAVE ROOM**

NOTE:  This is all assuming that you gave Rodrigo the Hemostatic, which, if
following this guide, you should have done automatically.

As soon as you enter, the wall behind you collapses,  How... convenient.  Walk
forward and pick up the GREEN HERB.  Continue on to find Rodrigo, why is he
here?  After some short conversation concerning Claire, the gulp worm returns
to swallow Rodrigo whole.  You have to save him, obviously.  Ignore the
suspicious panel for now and circle around to the item box, which has even more
BOW GUN ARROWS and INK RIBBONS nearby.  Save if you feel the need, but the next
trial isn't that difficult.  Take out the BOW GUN and whatever EXPLOSIVE ARROWS
you have, five should do it.  If you don't have these, then take out the
ASSAULT RIFLE and enter the next room.

**CAVE**

As you can tell by the semi-dramatic music, the gulp worm is here.  Be sure
to pick up the GREEN HERB and BLUE HERB in front of you if you need either.

-------------------------------------------------------------------------------
|+[BOSS FIGHT #4: GULP WORM]+                                                 |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Some of you may be familiar with the gravedigger in RE3.  The gulp worm poses|
|similar threats, only substitute the deadliness for being a tremendous       |
|nuiscance.  The worm's first attack is to come up close to you and rear up   |
|for a few seconds and howling.  The howl will knock down rocks from above,   |
|which can and will hurt you.  You can see the worm coming by watching the    |
|floor spew rocks near you, so run in the opposite direction from these.  If  |
|the worm knocks you down, you might have the chance to get off one shot      |
|before he dives again, AVOID GETTING HIT.  The worm will follow this attack  |
|up by burrowing; wait for it to bury itself and then run towards where it    |
|came from, though any open area will suffice.  The worm will chase you and   |
|resurface very briefly to try to hit you, but if you stay in motion, it can  |
|be avoided easily enough (DON'T TRY TO SHOOT IT LIKE THIS).  The cycle merely|
|repeats from there; the fight isn't long by any means, but you are almost    |
|constantly moving.  Four to six explosive arrows will do him in, though, as  |
|an alternative, you can waste about twenty-five percent of your ASSAULT RIFLE|
|ammo to produce a similar effect.  Staying in motion is the key to winning   |
|this battle, though a fast trigger finger doesn't hurt either.               |
-------------------------------------------------------------------------------

The gulp worm will spit out Rodrigo and after a scene, you'll get the LIGHTER.

Return to the room you were just in.

**MORTUARY SAVE ROOM**

Time to put the lighter to good use.  Go back to the strange panel and use it
to receive the SUB MACHINE GUN.  These are identical to the guns that Steve
has. Early on in this campaign, they're wasted, so put them and the extra herb
into the box.  I recommend going through this section with no items at all.
That's right, none.  It helps when you're picking stuff up.

**CAVE**

Explore the part you haven't been to yet.  There are some more HANDGUN BULLETS
and some useless BOW GUN ARROWS on the floor there.  Bah.  Call the elevator
and head out.

**JEEP ROOM**
ENEMIES: THREE ZOMBIES

Hey, we've been here before.  The door leading to the ELEVATOR HALL is
conveniently blocked for now, so we can only go to the TANK ROOM.  The first
zombie is to your left as you enter, the others wander around ahead.  Go around
the pillars and forward to the...

**TANK ROOM**

If you watched the FMV at the end of the first disk, you should know that
Alfred moved the tank to get to his plane.  Go to the rear of the tank to find
the button that did it.  Be sure to grab the nearby HANDGUN BULLETS after the
tank moves.  Unfortunately, the door to the FACILITY YARD is also blocked.

**HARRIER CORRIDOR**

Make your way around to find some SHOTGUN SHELLS, a GREEN HERB, and a BLUE
HERB.  At the end of the corridor, there is a door which can only be opened
using a HALBERD, so for now, we can't use it.  DO NOT PICK UP THE BATTERY PACK
YET.  Go through the orange door instead.

**HARRIER SAVE ROOM**

In plain view, you'll find some ACID ROUNDS, a GREEN HERB, a blue herb planter,
and more INK RIBBONS.  Go around the table to find more HANDGUN BULLETS and
SHOTGUN SHELLS.  Access the dresser next to where you got the ammo.  You'll be
prompted to open a drawer.  Puzzle time!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [DRAWER PUZZLE]                                     +
+                                                     +
+ On the wall there is a picture which reads:         +
+                                                     +
+ Lava burns forest, flows to the sea, forms the      +
+ earth.                                              +
+                                                     +
+ Take that in context of the drawers in front of     +
+ Chris.  Blue, red, green, brown.  Of course, that   +
+ isn't the same order that the picture dictates, so  +
+ open them in the order red (lava), green (forest),  +
+ blue (sea).  At this point the brown (earth) drawer +
+ will unlock and you can take out the LUGER REPLICA. +
+ This item serves no practical purpose whatsoever in +
+ the main game, but it does allow you to unlock      +
+ Steve in the battle game you'll get after you beat  +
+ the rest of the game.                               +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

Put it all back in the item box, take out your HANDGUN and a small ammount of
HANDGUN BULLETS, then head out again.  Taking the ASSAULT RIFLE instead can be
an intelligent choice too, but it requires that you ignore the HANDGUN BULLETS
you find for a while, so I don't advocate you use it in this area.

**HARRIER CORRIDOR**
ENEMIES: TWO SPIDERS (not yet)

Turn to the left and pick up the BATTERY PACK.  A SPIDER will come out of the
grate in front of you and will charge.  Dodge it and run up the hall.  Another
SPIDER will begin trailing.  Just keep on running.

**TANK ROOM**

Go back to...

**JEEP ROOM**
ENEMIES: THREE ZOMBIES

Return to the area next to the elevator you used.  Dispatch the zombie near
there and use the BATTERY PACK on the nearby lift.  Hop on and operate the
switch.  Next to you is the CHEM. STORAGE KEY and a FILE.  The file explains
how you'll be getting what you need to leave the island.  Head out through the
nearby door.

**CONTROL ROOM**

Turn left and walk forward.  There will be a cut-scene with Alexia (now fully
clothed) singing.  This is followed by a Wesker cut scene in which he releases
the hunters and the scanners.  Oh snap.  Return to the main part of the hall
and take the elevator to B1F.

**SEWER BALCONY**

Remove some HANDGUN BULLETS from the lion's mouth, then go down the new
staircase here, the VENTILATION ROOM is covered in gas right now.  More
goodies here.  DO NOT PICK UP THE SHOTGUN FROM THE WALL MOUNT YET.  There
are some HANDGUN BULLETS on the ground ahead, and some FLAME ROUNDS on the
shelf.  The third item on the floor is a pack of INK RIBBONS, just ignore them.
Go through the door.

**TYRANT STORAGE**

There's a GREEN HERB here for the taking, but I wouldn't just yet, unless you
plan on combining it with another herb right away, but that would be a waste
given that you'll find better things to combine soon.  Use the staircase and
head on up.  Near the door to get out of here, there's a control panel you can
manipulate to lower a capsule, which allows you to reach an A. RIFLE CLIP.
This puppy will add another 50% to your rifle, but you shouldn't need to just
now.  Head out the door.

**SOUTH TURNTABLE**

Everything's broken in here, as you can see, and some doors are blocked as
well.  There are some BOW GUN ARROWS on the left side, but ignore them.  Go
forward and enter the door on your left.  DO NOT PICK UP THE DOOR KNOB ON THE
TURNTABLE!  Doing so would make something bad happen that you do not want to
deal with just yet.

**CHEMICAL STORAGE**

NOTE: KEEP ONE STORAGE SPACE OPEN FOR THE DOOR KNOB LATER.

The two doors should lift as you approach.  On the counter as you enter the
main room are some HANDGUN BULLETS and some SHOTGUN SHELLS.  On the table there
is a RED HERB and a BLUE HERB which you can pick up so long as you're planning
on combining them.  Use the CHEM. STORAGE KEY on the fridge.  You'll be
prompted to set the temperature, set it to 12.8 F.  One of the chemicals will
turn blue; pick up the CLEMENT SIGMA.  Exit.

**SOUTH TURNTABLE**
ENEMIES: TWO HUNTERS (not yet)

When you pick up the DOOR KNOB, the scanner activates and releases the
HUNTERS.  Dodge them somehow and exit the room.  Unfortunately, the cut-scene
triggers the appearance of other scanners throughout the facility.  It is
possible to dodge them though, with some patience.  One smart trick, which is
near imposssible to perform, is to enter a door right as you trigger one of
these machines, but before it beeps.  When you come back, no scanner, no
hunters.

**TYRANT STORAGE**

Go down the stairs and through the door...

**SEWER BALCONY**

Keep on ignoring that tempting weapon...  Just go up the stairs and take the
elevator to 2F.

**CONTROL ROOM**
ENEMIES: TWO ZOMBIES

One of the ZOMBIES will greet you, the other follows around the right part of
the hall, dispatch both.  Go through the door in the computer part of the room.

**FACILITY BALCONY**

You'll see the EAGLE PLATE fall through a hole into the sewer.  That's where
we're headed, oh, and that weird buzzing noise is something to note.  First,
just head across to...

**SHUTTER CORRIDOR**
ENEMIES: ONE HUNTER (not yet)

This place is currently on fire.  There's a SCANNER on the ceiling in
front of you.  If you trip it, a HUNTER will run out and start attacking you.
Around the corner and straight ahead is a SIDE PACK which will let you carry
two more items.  Once you've picked that up, go back up, not quite into the
fire hallway, hang a right, and go through.

**FACILITY MAIN HALL**

Use the DOOR KNOB on the door on your left.  Go through.

**UPPER JEEP ROOM**

Turn left and pick up the TANK OBJECT on the desk.  On the other side of the
walkway are some HANDGUN BULLETS.  Leave.

**FACILITY MAIN HALL**

Go back through the way you came.

**SHUTTER CORRIDOR**
ENEMIES: ONE HUNTER (if you triggered it)

Run from the HUNTER and pray you don't get cut up too badly.

**FACILITY BALCONY**

Head across to...

**CONTROL ROOM**

Go around the corner to the elevator again and take it to 1F.

**ELEVATOR HALL**
ENEMIES: ONE HUNTER (not yet)

Head out and turn to the right where you shall find another lovely SCANNER.
Try to avoid it when you go through the door, otherwise you'll take a nasty
beating.

**MODEL ROOM**

Head over to the model of the facility and use the TANK OBJECT.  This will move
the painting next to the typewriter.  You'll find the TURN TABLE KEY and a FILE
there.  Notice the three slots where you picked up the key, and how they
resemble the shapes of the military proofs from earlier.  Time to go back to
the airport.

**ELEVATOR HALL**
ENEMIES: ONE HUNTER (if you triggered it)

Go back to the elevator and make sure you don't get cornered by the HUNTER.
If you dodged the scanner the first time, it won't be back.  Take the elevator
to B1F.

**SEWER BALCONY**

Descend the stairs and go through the door...

**TYRANT STORAGE**
ENEMIES: ONE BANDERSNATCH (not yet)

As you try to make it to the door, you'll see a scene with Wesker, who wails
on Chris.  Following this, he will be thrown into a capsule which will release
the BANDERSNATCH.  Run directly towards it as it tries to grab you and you
should dodge the attack entirely.  Run around it and make you way to the door,
hopefully relatively unscathed.

**SOUTH TURNTABLE**

The hunters aren't here anymore.  Head to the turntable and use the TURN TABLE
KEY on the obvious panel in front of you.

**FACILITY MAIN HALL**

Turn around and climb over the boxes.  You'll find yourself in a familiar
location, though slightly smaller than before.  Head out the door.

**FACILITY YARD**
ENEMIES: TWO HUNTERS

Luckily, this place is so huge you can easily dodge the two HUNTERS.  One will
come from the left and the other will come from the right.  You'll want to run
to the right to use the elevator to go back down to the...

**AIRPORT SAVE ROOM**

Drop unnecessary items in the box and save if you want; it's been a while since
there's been a save room.  Whatever items you keep or take out (having better
firepower couldn't hurt either, possibly the BOW GUN w/EXPLOSIVE ARROWS), MAKE
SURE YOU HAVE AT LEAST THREE ITEM SPACES OPEN BEFORE YOU LEAVE.

**CARGO ROOM**
ENEMIES: ONE HUNTER

The HUNTER approaches from the right as you enter.  Instead of trying to mess
with it, hang a left and get on the lift, then run around to the door...

**UPPER CATWALK**

Cross this...

**OIL ROOM**
ENEMIES: THREE ZOMBIES (not yet)

Hey, we've been here before.  Use the panel to the right of the door.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [OIL PRESSURE PUZZLE]                               +
+                                                     +
+ The notice attached to the puzzle reads as follows: +
+                                                     +
+ Manual Operation                                    +
+                                                     +
+ 1. Supply oil to the 10 liter tank using 3          +
+    cylinders.                                       +
+ 2. The standard oil amount must be maintained.  If  +
+    oil isn't at the standard amount of 7 liters,    +
+    the device will not activate.  Be careful.       +
+                                                     +
+ Basically, what you're trying to do here is to get  +
+ the oil level at ten.  Selecting 3 will add 3       +
+ liters, 5 will add 5, and selecting 10 will dump    +
+ the whole thing again.                              +
+                                                     +
+ Select 3 four times.  Notice how it limits itself   +
+ at ten.  Select 10 to dump the oil, then pick the   +
+ reduced 3 and a 5.  This will even it out to the 7  +
+ you need.                                           +
+                                                     +
+ ALETERNATIVE METHOD:                                +
+ Select 3 twice and then 5.  Notice how the 5 does   +
+ not refill because you have only used up 4 liters   +
+ of oil. Pick 3 twice and the reduced 5 again.  This +
+ will even it out to the 7 you were looking for.     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

That solved, after you try to move, the ZOMBIES will awaken.  They aren't in
your way, so you should just leave, unless you want the SHOTGUN SHELLS one of
them was lying on top of.

**UPPER CATWALK**

Cross the bridge, then operate the panel to lower it.

**CARGO ROOM**
ENEMIES: ONE HUNTER

Back down the lift...  Unfortunately, the HUNTER is still here, in the same
place.  Run away and turn left to the door you haven't been through recently.

**LOWER CATWALK**
ENEMIES: ONE HUNTER

Unfortunately, the HUNTER is in your way and there's little you can do about
it.  If you brought the additional firepower, you COULD kill it, or you could
wait until it jumps at you and run around/under it.

**WAITING ROOM**
ENEMIES: THREE ZOMBIES

Directly in front of you is one ZOMBIE, with the other two around the hall.  If
you shoot at him, you'll probably blow up the explosive barrel (conveniently
placed) and kill him instantly, possibly damaging the others in the process.
Run around and slay the other two.  Go through the door near them.

**BOARDING PLATFORM**
ENEMIES: ONE HUNTER

Take out the HUNTER with the BOW GUN (hope you brought it!) then run ahead to
the panel.  Use it to cut the electricity, then take out the three PROOFS.  

**WAITING ROOM**

Since the sub is out, the only alternative is...

**LOWER CATWALK**
ENEMIES: ONE HUNTER

Aw, hell.  Run across and try to avoid the HUNTER.  Or blast it out of the sky,
if you so prefer.

**CARGO ROOM**
ENEMIES: ONE HUNTER

Run across back to...

**AIRPORT SAVE ROOM**

Chances are, you're really going to want to heal yourself now.  You might want
to take out a BLUE HERB too.  Ditch the BOW GUN, if you're comfortable with
your dodging abilities.  Take out the CLEMENT SIGMA again.  Use the elevator.

**FACILITY YARD**
ENEMIES: TWO SWEEPERS

The hunters from before seem to have evolved into two nasty SWEEPERS.  Unlike
hunters, SWEEPERS are red and can poison you.  Run away and run fast.

**FACILITY MAIN HALL**

Now it's time to enter that wooden door we've never been through.  Equip your
handgun first...

**INFORMATION ROOM**
ENEMIES: THREE ZOMBIES

The first ZOMBIE is right in front of you, fire immediately.  The next one will
come stumbling around the desk soon enough.  Pick up the SHOTGUN SHELLS on the
floor after you kill it.  Also, to your right, hidden by the desk, is a GREEN
HERB.  Go around throught the open doorway and you can find some ACID ROUNDS
inside one of the lockers, but you may not want to pick them up due to lack of
space.  The final ZOMBIE is through the busted part of the wall and is guarding
the door.  Kill it, and go through.

**FACILITY CORRIDOR**
ENEMIES: ONE ZOMBIE

The ZOMBIE is feigning death on the floor here.  Plug it until it stops moving.
Go around the mesh fence and down the ladder to...

**VENITLATION ROOM**
ENEMIES: FOUR ZOMBIES

Before you do anything, operate the breaker next to you to ventilate the room
again.  From your platform, you can kill at least one of the ZOMBIES as it
approaches.  Get down and kill the rest if you wish.  Turn right and head up
the stairs to...

**AUXILARY PRISON**
ENEMIES: ONE HUNTER

Gah, HUNTER.  Run across and avoid it.

**FACILITY WEAPONS STORAGE**

Unfrotunately, you can't open the case with the rounds.  Instead, run around
the corner to pick up some HANDGUN BULLETS and the CLEMENT ALPHA (which you
should combine with CLEMENT SIGMA to make the CLEMENT MIXTURE).  Use the work
bench to get the ENHANCED HANDGUN, which is superior to any other HANDGUN in
the game.

**AUXILARY PRISON**
ENEMIES: ONE HUNTER

Run behind the HUNTER to get to the door.

**VENTILATION ROOM**

Run across the room, this time taking the staircase up to the door and to...

**SEWER BALCONY**

Call the elevator, then take it to 1F.

**ELEVATOR HALL**
ENEMIES: ONE HUNTER (if you triggered it earlier)

Avoid getting cornered and turn right around the corner to...

**MODEL ROOM**

Place the three PROOFS into the panel and pull the lever.  The model of the
facility will move and you can use the ladder.  You can also pick up a GREEN
HERB and two (!) boxes of SHOTGUN SHELLS next to it.

**SECRET TUNNEL**
ENEMIES: TWO SPIDERS

Here be SPIDERS.  Both hang from the ceiling and will drop if you let them.
Pick up the GREEN HERB and the GRENADE ROUNDS as you go.  Take the ladder down.

**ALBINOID ROOM**
ENEMIES: ALBINOID

There are two GREEN HERBs and BLUE HERB in front of you.  You'll find out soon
enough.

Around the corner you will see the EAGLE PLATE and the ever dangerous ALBINOID
guarding it.  The ALBINOID can only attack you when you're in the water, so run
around (picking up the HANDGUN BULLETS) and wait until it is at some distance,
then climb down and run to the center of the pool where you can pick up the
EAGLE PLATE.  Chances are, you'll get shocked a few times in the process, but
why else would the healing items be around here?  After you pick it up, get
out, combine it with the CLEMENT MIXTURE, and leave.

**SECRET TUNNEL**
ENEMIES: TWO SPIDERS

Avoid the SPIDERS again.  If not, I hope you picked up the herb back there.

**MODEL ROOM**

Head back out the door...

**ELEVATOR HALL**

Go back to the elevator and take down to B1F.

**SEWER BALCONY**
ENEMIES: ONE ZOMBIE (not yet)

Go down the stairs, for the last time...  Pick up the SHOTGUN, finally.  This
will raise the stairs so that you can't reach them anymore.  You can go beyond
where they were, though, and get to the other side of the waterway, where two
RED HERBS wait.  The ZOMBIE will get up at this point, but it doesn't matter
anymore.

**HARRIER CORRIDOR**
ENEMIES: TWO SPIDERS

That was the manhole you couldn't open before.  Avoid the SPIDERS and use
the HALBERD on the door at the end.  After some cut scenes, you'll be off.

It should take somewhere between half an hour and forty minutes to get through
this area.

*******************************************************************************
Part Twelve: Chris in Antartica
*******************************************************************************

**HARRIER STORAGE**

There's not much you can do here aside from go out through the final double
doors you reach.

**BASE TERMINAL**
ENEMIES: TWO TENTACLES

Go around and down the ladder.  When you run into the TENTACLES, just shoot
them until they fully retract and continue onward.  Go down the stairs at the
end.

**MOTH HALLWAY**

Just go to the opposite side and into...

**BASE SAVE ROOM**

Next to the display cabinet, there is a slot to put your HALBERD in.  Do so and
you'll acquire a PAPERWEIGHT and a FILE.  The game will also try to give you
some INK RIBBONS, but you don't have to take them.  If you're fairly confident
in your ability to run away from enemies if need be, take out the ASSAULT
RIFLE and the CLIP for use in this area.  Keep the PAPERWEIGHT.

**MOTH HALLWAY**

Straight up the stairs again, you can't access the other door and all there
is over there is zombies, who will occasionally have baby moths pop out and
attack you...

**BASE TERMINAL**

Head forward until you see the double doors just before the ladder.  Enter.

**UPPER SHIPPING ROOM**

Turn left and run to the other end of the catwalk where you'll find the door
leading to...

**UPPER MINING ROOM**
ENEMIES: FIVE ZOMBIES (not yet)

Where the walkway is broken, you can step down and walk on top of the layer
of ice.  As you walk through here, you'll notice some bodies lying frozen
underneath the ice.  I suppose you can tell where this is leading.  Walk over
and pick up the OCTAGON VALVE HANDLE.  As you walk away, the ZOMBIES will get
up or break out of their respective positions.  These particular fiends can be
a little more dangerous than average because they can shoot out moth larvae at
you, which will slow you down and leave you open to attack. The easiest method
I've found to deal with these guys it to charge the ZOMBIE nearest to you,
forcing him to bite you, then shoving him off and creating an opening.  Since
you don't have to come back here ever again, I recommend running right out of
here instead of killing them all.

**UPPER SHIPPING ROOM**

Head for the opposite end of the room and take the door just before the catwalk
breaks.

**BASE STORAGE**
ENEMIES: THREE ZOMBIES

You'll see at least one ZOMBIE wandering around in the cage as you enter.  The
other is close around the corner.  Go into the cage and pick up the DURALUMIN
CASE and the SHOTGUN SHELLS that are just underneath it.  Can't do anything
with the case since Claire isn't around, so exit, don't worry about the other
ZOMBIE.

**UPPER SHIPPING ROOM**

By now, you've probably noticed the shadowy spider figure running around on
the other side of the ice.  Don't worry about it now.  Just climb down from the 
catwalk, cross the gap, climb up the other side, and go through the door.

**SCANNER HALL**
ENEMIES: ONE HUNTER

After a short scene, Chris will be scanned and a HUNTER will come running.
Fire at it with your rifle.  After the music stops, it shouldn't get up again.
Run to the end of the hallway and take the elevator down.

**PLAYROOM**
ENEMIES: ONE SWEEPER

You're supposed to run across to the other door and go through, but first, go
around the side and run along the path until the SWEEPER appears, then gun it
down with your ASSAULT RIFLE.  Go back to the door opposite the elevator.

**ICE HALL**
ENEMIES: SEVEN ZOMBIES

Take the door next to you.

**POWER SAVE ROOM**

In front of you are two GREEN HERBS and a BLUE HERB.  On the desk near you, two
boxes of HANDGUN BULLETS.  There's also some INK RIBBONs, but who needs them.
Over on the floor to the right, near the magic box, are some SHOTGUN SHELLS,
which you should pick up and deposit right back in the box along with the
DURALUMIN CASE while taking out a COMBAT KNIFE and the EMPTY EXTINGUISHER.  It
would also be wise to swap your ASSAULT RIFLE for you HANDGUN and HANDGUN
BULLETS. Use the OCTAGON VALVE HANDLE on the panel, which will move the circuit
into place. 

CHRIS' INVENTORY:
CHRIS' HANDGUN
HANDGUN BULLETS
EMPTY EXTINGUISHER
OCTAGON VALVE HANDLE
COMABT KNIFE
PAPER WEIGHT
(open, for herbs)
(open)
(open)
(open)

Alternatively, you can switch out the HANDGUN and HANDGUN BULLETS for the
SHOTGUN and SHOTGUN SHELLS, but that would temporarily delay you from getting
some ammo for the GRENADE LAUNCHER fairly soon.  Either method should leave you
with the minimum amount of item space needed to get through the next few areas.

Run around to near where the herbs were and use the panel there to turn on the
power for this level of the base.  Head on out.

**ICE HALL**
ENEMIES: SEVEN ZOMBIES

Turn left and go down the hall.  Once you reach the first corner, FOUR ZOMBIES
will come lurching at you.  Mow them down with the rifle and pick up the nearby
BLUE HERB if you wish.  As you continue on, you'll find another corner, and the
remaining THREE ZOMBIES.  Frag them, pick up the two GREEN HERBS if you wish,
and enter the door at the end.

**STERILE ROOM**

This looks strangely familiar.  That's a LAB MAP in the statue's bowl, which is
a necessary component in getting an A-rank.  To get the MAP, push the statue
all the way to the left, then up a bit and onto the crack.  This should make
the statue fall through a hole and give you access to the MAP, though if it
doesn't, keep pushing until it does.  On the desk you'll find some HANDGUN
BULLETS and SHOTGUN SHELLS, though you probably shouldn't pick up either due
to space concerns.  At the end of the hall we'll find a familiar friend from
RE1: the greedy %@*$ing tiger.  Remove the left eye and you'll temporarily pick
up a BLUE JEWEL, then the statue will rotate revealing a SOCKET.  Combine this
with the OCTAGON VALVE HANDLE to get the SQUARE VALVE HANDLE back.  Replace the
eye and take out the right eye to pick up the RED JEWEL (temporarily) to reveal
some MAGNUM ROUNDS.  Replace the eye, then go back up through the door you
passed after the biohazard suits.

**ANT HILL CORRIDOR**
ENEMIES: ANTS!

As you turn down this hallway, you'll start to be moved forward automatically
for a scene on the giant ant hill.  The ANTS are swarming all around you and
will do some minor damage to you as you walk around them.  Think leeches from
RE0 except you don't have to knock them off.  Pick up the first WING OBJECT in
front of you and then go down the right side of the platform (what would have
been right as you came out into this area).  If you start seeing double doors
and a spatter of blood on the wall, you know you're in the right place.  Don't
forget the GREEN HERB next to the door either.

**CRYO STORAGE**

You should recognize this place.  Walk forward and as the corridor begins to
open up, you can grab a FILE in front of the monitor on the right.  After that,
climb up the stairs and go to the console on the right side of the room.  It
will mention something about how Alexia and Alfred are two sides of a coin, and
under Alexia's name is a pattern: heart, spade, AA, crown.  This isn't really a
puzzle, because it's obvious how to solve it, just enter AA, crown, heart,
spade, and it will open.  Place the PAPER WEIGHT inside and Alfred's corpse
will drop out of the cryo tube.  Pick up ALFRED'S RING and examine it to get
ALFRED'S JEWEL, then leave.

**ANT HILL CORRIDOR**
ENEMIES: ANTS!

Go back through the way you came.  Curious parties will find a GREEN HERB at
the other end of the hall and a door leading to the ALEXIA'S LAB, where you'll
find a GREEN HERB, a BLUE HERB, a file (RESEARCH REPORT ON QUEEN ANT), and two
boxes of HANDGUN BULLETS, all guarded by five ZOMBIES.  It's neither worth the
time nor the effort.

**STERILE ROOM**

Head around the corner and out the door nearest to you.

**ICE HALL**

You'll be fighting some poisonous creatures pretty soon, so you may want to
pick up the BLUE HERB if you haven't already.  A precaution, if you aren't
comforable running.  Exit through the door at the end.

**PLAYROOM**

Go through the door in front of you again.

**SCANNER HALL**
ENEMIES: ONE HUNTER (not yet)

It's possible to dodge the SCANNER near the door, but if you don't, a HUNTER
will come running around the corner ahead.  Either way, your goal is the double
doors on the side that you haven't gone through yet.

**WATER CONTROL ROOM**

Despite the name, there is no puzzle here.  Ahead of you is a panel with a
button.  Push it and a tank of extinguishant will rise.  Use your EMPTY
EXTINGUISHER on it to fill it again.  Now ride the nearby lift down.

**BASE WEAPONS STORAGE**

Walk forward and you'll see the fire burning in front of you.  Get on the side
of it and use the EXTINGUISHER to clear a path.  Beyond that, on the box you
moved before, is the MAGNUM.  You can also go back to the cabinet with the
DETONATOR and use your LIGHTER to unlock three boxes of HANDGUN BULLETS.  Head
back to the lift.

**WATER CONTROL ROOM**
ENEMIES: ONE SWEEPER

Now walk around to the ladder on the other side of the lift and climb it.  Once
at the top, you'll find a lot of blood, but nothing to indicate where it came
from.  At the other side of the walkway is a panel which you should use the
SQUARE VALVE HANDLE on to drain the water.  Climb down the ladder there to pick
up the CRANE KEY on the floor.  As you do so, the SWEEPER will jump through the
glass and try to tear you a new one.  You can fight it, but you can also climb
up the ladder again, then escape down the other end and run through.  It's
really not worth it to try to kill the SWEEPER since you won't be coming back
here.  Just leave instead.

**SCANNER HALL**
ENEMIES: ONE HUNTER (not yet)

It's really rather easy to dodge the SCANNER near the door to your right, but
again, if you fail, you have to fight a HUNTER and no one wants that.

**UPPER SHIPPING ROOM**
ENEMIES: BLACK TIGER

Hang a right and go down to the small booth at the end.  Examine the console
and use the CRANE KEY.  This will lift out a familiar foe, and you'll have a
short scene with Alexia, soon after which the BLACK TIGER will start beating
at the booth.  The BLACK TIGER is technically a boss, a spider which you may
remember from the first Resident Evil.  Similarly, this creature is weak and
not worth the time.  Go to the edge of the catwalk and climb down onto the ice.
Run around to the backside of the hook and search the ground for a sparkling
item.  Pick it up to receive ALEXANDER'S PIERCE and examine it again to get the
ALEXANDER'S JEWEL.  Once finished, climb back up onto the catwalk and go to...

**SCANNER HALL**

All the machines are mysteriously absent now.  Just head for the elevator.

**PLAYROOM**

Now run around to the area where the SWEEPER was.  Don't go in the double doors
yet as there are some important items lying around.  Cross the waterway to the
carousel, where you'll find a WING OBJECT nearby.  Climb down into the water
and go to the strange statue you saw near the double doors to pick up another
wing object.  There's also a GREEN HERB near the doors, if you need it.

**MANSION MAIN HALL**

This should look oddly familiar to something we've seen before in RE1.  Climb
up the stairs and use the ALFRED'S JEWEL and the ALEXANDER'S JEWEL on the
portrait at the top.  You can't go through the door up the second set of stairs
yet because they are locked.  The double doors on the main level of the hall
will only lead back to the STATUE ROOM.  What to do now?  Check out behind the
stairs on the main level, where you'll find Claire trapped in a gooey green
substance.  This is why I told you to bring the COMBAT KNIFE.  Examine Claire
and Chris will cut her loose.

Here's where things get a little complicated.  If Claire got poisoned by the
Nosferatu way back on the first disk you're going to have to run all the way
back up to the room where you got the MAGNUM, which means your path would be:

MANSION MAIN HALL -> PLAYROOM -> SCANNER HALL -> WATER CONTROL ROOM -> BASE
WEAPONS STORAGE

Here, on a shelf somewhere here, is a SERUM that you'll want to pick up to
resolve this whole mess.  I couldn't tell you where it is because I've never
ended the fight with Claire poisoned.

After that, you'll see Alexia again and after a scene, you'll be in control
of Claire again.

**MANSION SAVE ROOM**

Your objective now is to go find Steve.  There are various items here,
including a RED HERB, a GREEN HERB, some HANDGUN BULLETS, and some SHOTGUN
SHELLS.  You may have noticed the shotgun rack behind the bookcase.  If you
move it out of the way and use the SHOTGUN on the rack, the painting on the
other end of the room will move and reveal some FLAME ROUNDS and some GRENADE
ROUNDS. Before you leave, you'll want to take the SHOTGUN back, then use the
box to deposit your excess items and pull out the DURALUMIN CASE that Chris
deposited not long ago.  Open it up and you'll get some MAGNUM ROUNDS, which
you should redeposit in exchange for a full-healing mixed herb.  You should
still have your CUSTOM HANDGUN, fully loaded, plus a few boxes of HANDGUN
BULLETS, and that's going to be more than enough to get you through the next
area.

**TENTACLE HALL**
ENEMIES: TWO TENTACLES

Run forward and one TENTACLE will erupt from the wall behind you, while another
TENTACLE will break out in front of you as you go on.  Shoot the one in front
until it retracts, then proceed.

**BASE PRISON**
ENEMIES: ONE ZOMBIE

Technically, there are few ZOMBIEs here, but only one you'll be dealing with
right now.  He will come out on right after you enter, so blast him and move
on.  Go up the short staircase next to the other cell and go towards the
cannon, where you'll find a FILE (SECURITY FILE).  After picking it up, you'll
have the option of turning something, which you should, as it will drop out
the CRYSTAL.  While watching this, you'll get your cue for what you should do
next, so use the CRYSTAL beneath the slab and it will shatter, revealing the
SECURITY CARD.  Take it, then return to the door next to the entrace that
you ignored on your way in.

**NOSFERATU ROOM**
ENEMIES: Wait...

Go ahead and examine the panel ahead.  That'll make you use your SECURITY CARD,
then just run beyond the gate and take a look at Steve for another ridiculous
cut-scene.  You've guessed it, it's time for...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #5: STEVE TYRANT]+                                              |
|+[DIFFICULTY: IMPOSSIBLE]+                                                   |
|Immediately turn around using the quick turn and run like hell in the other  |
|direction.  You can't attack Steve, you can't do anything to slow him down,  |
|so sprint for the gate that is even now closing.  You also cannot avoid his  |
|axe attack, and two hits from it will knock you down to the orange level of  |
|caution, so at that point it would be wise to use one of the full healing    |
|items you brought along.  You will probably be hit at least twice.           |
-------------------------------------------------------------------------------

Why the hell couldn't they have programmed the AI to turn you around before
this whole bloody event started?  Well, regardless, you're safe now, and
watching another "dramatic" cut scene.  But wait, there's more!...

**MANSION MAIN HALL**
ENEMIES: ALEXIA I

After watching another cut scene that plays out like a bad sci-fi flick, you're
fighting...

-------------------------------------------------------------------------------
|+[BOSS FIGHT #6: ALEXIA I]+                                                  |
|+[DIFFICULTY: RELATIVELY EASY]+                                              |
|I'll make one thing clear right now: UNDER NO CIRCUMSTANCES SHOULD YOU CHARGE|
|AT ALEXIA.  With some enemies you can do this as a means of faking them out, |
|but if you try it on Alexia, she will execute you Nemesis-style except you'll|
|be covered in flames in addition to having a tentacle rammed through your    |
|face.  That said, spin around and make a run for a safe distance and begin   |
|firing your MAGNUM at her.  About six shots will do, and since you should    |
|have about eleven left, this poses no problems.  Just be weary that she will |
|periodically do her flamethrower attack on you and you will probably be hit  |
|by it, so heal periodically and keep moving when you have to.                |
-------------------------------------------------------------------------------

The glittering objext near you is yet another COMBAT KNIFE, though don't ask
me why.  Head over to the staircase and on one corner you should find ALEXIA'S
CHOKER.  Go up to the painting at the top of the stairs, detach the jewel, and
use the ALEXIA'S JEWEL on the painting, revealing a door.  Like all badass
enemies, Alexia will start moving after you leave.

**Y-SHAPED HALL**
ENEMIES: FOUR ZOMBIES

Directly ahead of you is the first ZOMBIE, which you should dispatch as soon as
possible.  Keep going ahead until you reach the junction, where there will one
ZOMBIE to your left and two ZOMBIES to your right.  Kill the one on your left,
then use the additional space to pick off the other two.  Take the door closest
to the junction.

**MANSION STUDY**

This is a save room, technically, but sadly there is no magic box.  Some INK
RIBBONS can be found near the typewriter, but your real goal is in the desk
straight ahead, where you'll find the STERILE ROOM KEY.  Take it, and grab the
SHOTGUN SHELLS and FIRST-AID SPRAY to the left of the desk, then head on out
again. 

**Y-SHAPED HALL**

If you're really in need of some healing, there are two GREEN HERBS around the
corner, but otherwise, go out the way you came in...

**MANSION MAIN HALL**

Descend the stairs, then use open the double doors on the other side of the
room using the STERILE ROOM KEY.  Enter.

**STERILE ROOM**

Go through the door nearest to you and into...

**ICE HALL**

Navigate your way through the fog and take the door on your right at the end.

**POWER SAVE ROOM**

Dump any items in the box, or save if you wish, then turn the power off using
the left panel as you did before.  As long as you're here, I recommend swapping
the HANDGUN and HANDGUN BULLETS for the SHOTGUN and SHOTGUN SHELLS.  Also grab
the additional MAGNUM ROUNDS.  You may not need the additional healing items,
but take them if you feel you need them.  Exit.

**ICE HALL**

The reason why we did this was to shut off power to the tiger statue so that it
won't rotate when you take the jewels.  Unfortunately, shutting off the power
also disables the door and the quick route, so take the door next to you.

**PLAYROOM**

Run around and go through the double doors again.

**MANSION MAIN HALL**

Take the stairs up and go through the door again.

**Y-SHAPED HALL**
ENEMIES: FIVE ZOMBIES

Three of the ZOMBIES will be lined up in front of you, but you can get rid of
all of them with your SHOTGUN with little to no trouble.  There will be one
ZOMBIE on the left side and one on the right.  We're heading left again, so
blast the one on that side and make your way through.

**ALFRED'S ROOM (BASE)**

Examine anything in the room for my favorite description:  "There are gorgeous
furnishings here... There's nothing useful here."  Anyway, go to the opposite
end and open the panel with the woman on it...

**ALEXIA'S ROOM (BASE)**

If you were wondering why you didn't come here first, the door on the other end
is locked and you can't enter.  Examine the music box and shut it, then use the
RED JEWEL on it.  The box will open up again and you can take the MUSIC BOX
PLATE.  Access the panel again...

**ALFRED'S ROOM (BASE)**

Go to Alfred's closed music box and use the BLUE JEWEL on it.  It will open,
allowing you to use the MUSIC BOX PLATE in it.  Notice that the song that
plays is the one that Alexia sang back when Chris was at the base.  As before
in the residence, a ladder will descend from the ceiling.  Climb up it.

**SMALL DINING ROOM**

Run around the shelf and you'll find a large table.  On the table, inside a
dish, is the DRAGONFLY OBJECT.  Take it, then take the HANDGUN BULLETS further
down the table.  In the corner near there, you will find two GREEN HERBS, and
on the bookshelf in the opposite corner are some INK RIBBONS.  Take what you
need and exit.

**ALFRED'S ROOM (BASE)**

Only one logical course of action... leave.

**Y-SHAPED HALL**
ENEMIES: ONE ZOMBIE

Unless you decided to kill the poor sod, the ZOMBIE should still be at the
other end of the hallway.  No big deal, just go down the main part of the
junction and through the double doors near the entrance.

**ALEXANDER'S LAB**

There are two GREEN HERBS ahead on the floor.  Grab them if you need them, then
ride the lift down to the lower level.  There you'll find a panel with a
button.  As we all well know, buttons are for pressing, so do it and the glass
shield will slide away, revealing the fourth and final WING OBJECT.  Combine
it with the DRAGONFLY OBJECT to get the GOLD DRAGONFLY.  Further over, next to
the tubes, you can pick up some more HANDGUN BULLETS.  Now ride the lift back
up and climb the staircase near where the herbs were.  Unlock the door at the
top and go through.

**TENTACLE HALL**
ENEMIES: ONE TENTACLE

How convenient.  The tentacle on the other side of the room is still there.  
You should only mess with it if you seriously need to access the item box.  Go
through the door Claire went through earlier.

**BASE PRISON**

After a "touching" scene, you'll be handed the SECURITY FILE and be sent on
your merry way.  Cue dramatic music of impending triumph (tm).  Examine the
pages of the SECURITY FILE to get the SECURITY CARD.  Run to the end and go up
the stairs.

**UPPER ANT HILL CORRIDOR**

Run straight ahead and use the GOLD DRAGONFLY on the door, then enter.

**SECURITY ROOM**
ENEMIES: TWO ZOMBIES

Around the corner is your first ZOMBIE, then in the little corridor next to him
is the second ZOMBIE.  Behind the second ZOMBIE is a GREEN HERB, and when you
climb up the little ladder at the end, you will find a panel and another GREEN
HERB (kind of an embarassment of riches...).  Sometimes there's one more
ZOMBIE wandering around near the self-destruct tubes, which is a nice touch.
Use the panel, and you'll swipe your SECURITY CARD.  Enter "VERONICA" for your
password.  It's just not RESIDENT EVIL without a self-destruct code and a
five-minute countdown.

**UPPER ANT HILL CORRIDOR**
ENEMIES: ALEXIA II

After a few scenes involving a large tube regurgitating Alexia and the
unlocking of ultra mega doom weapon, you'll be put face to mutated face with
Alexia.  Fire a shot at her immediately with your MAGNUM and you'll trigger
another cut scene.

-------------------------------------------------------------------------------
|+[BOSS FIGHT #7: ALEXIA II]+                                                 |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Start unloading into her with your MAGNUM.  Alexia II attacks by spraying you|
|with acid while her minions, the little tentabeasts, run around and slap you.|
|Ignore these leeches and try to constantly seek safe ground to fire on.  If  |
|you run too far up on the screen, as in closer to the door, you'll get bitch-|
|slapped by a tentacle, which has been known to result in getting poisoned.   |
|Keep standing your ground where you can and fire into her with the MAGNUM    |
|until she transforms into her flying form.  If you run out of MAGNUM ROUNDS, |
|keep at it with the SHOTGUN.  After so many rounds of this, there's one more |
|cut scene where Alexia will be mauled by her ant creatures, turning her into |
|a dragonfly monster (I don't get it).  This, of course, means that the LINEAR|
|LAUNCHER is done charging, so grab it, zoom in on her like you did with the  |
|SNIPER RIFLE and fire.  Hail to the king, baby.                              |
-------------------------------------------------------------------------------

The LINEAR LAUNCHER is sort of like the BFG from Doom and Doom II, isn't it?
Well, enjoy this and the rest of the movies to end your game.

It takes thirty-five to fifty minutes to complete the Chris in Antartica
section.  Your ending time using this walkthrough should be anywhere from
under three hours to about three and a half hours.  More than enough to get the
infinite rocket launcher.

=================
=  07: REWARDS  =
=================

There are two specific rewards that you can get in this game.

To unlock the infinite ROCKET LAUNCHER, you must finish the game with an "A"
ranking, meaning that you have completed it in under four and a half hours,
have not used the "Retry?" option, have grabbed every one of the MAPS and FILES
and have not saved at all aside from the freebie going into Disk 2.  I'm not
entirely certain on the last three, but it is a combination of those factors.

To unlock the infinite LINEAR LAUNCHER, you must complete the Battle Mode
mini-game (walkthrough to follow) with an "A" rank for each character.  To get
this ranking, complete the missions under the following time constraints...

CLAIRE REDFIELD: < 7 MINUTES
ALTERNATE CLAIRE REDFIELD: < 10 MINUTES
CHRIS REDFIELD: < 8 MINUTES
STEVE BURNSIDE: < 12 MINUTES
ALBERT WESKER: < 60 MINUTES

=====================
=  08: BATTLE GAME  =
=====================

What is Battle Game?  In short, it's another in a series of fun and mindless
mini-games at the end of the Resident Evil games of the period.  The object is
to run, kill, open a door, and repeat the entire process over again until you
reach the end.  To go through the door in each room, you must kill every enemy
in the room.  At the end of your run, you will find a boss, which varies from
character to character.  Also, as noted in the section above, you must do all
of these things under time constraints.  Luckily, your characters will be
equipped with a few herbs and a variety of weapons, all of which have infinite
ammo.  Logically, you'll probably want to take the ones with the most firepower
for your work.

The bosses you'll have to fight run like this:

CLAIRE: NOSFERATU (HELIPAD)
ALT. CLAIRE: TYRANT (HELIPAD)
CHRIS: ALEXIA II (UPPER ANT HILL CORRIDOR)
STEVE: GULP WORM (CAVE)
WESKER: ALEXIA I (MANSION MAIN HALL)

All of the paths are identical, so it's easy to get used to.  Just keep in mind
that there is a major difference between the GameCube Battle Game versus the
others, at least I think this is a difference, is that the slot machine will
either give you the D.I.J. Diary or something good.  Those goodies are:

CLAIRE: SUB-MACHINE GUNS
ALT. CLAIRE: B.O.W. GAS ROUNDS
CHRIS: SUB-MACHINE GUNS
STEVE: M-100 PS
WESKER: MAGNUM

As an alternative, these will also sometimes drop FIRST-AID SPRAYS.  For the
most part, you don't need these things and it's basically a waste of time to
try, but with Wesker it's all but crucial that you grab the MAGNUM unless
you're crazy good with the knife, and personally, I still hate it.

WALKTHROUGH:

**SECRET PASSAGE**
ENEMIES: FOUR ZOMBIES

There's one straight ahead, one as you round the corner, and two beyond him.

**CONCEALED PASSAGE**
ENEMIES: SIX ZOMBIES

Five of them are lined up in front of you, along with an explosive barrel close
by.  The last one is next to the door feigning death.

**MTF MAIN HALL**
ENEMIES: THREE BANDERSNATCHES

Two of them in front of you, one on the left, one on the right.  The last is in
the hallway at the end, guarding the door you need to go through.

**STERILE ROOM**
ENEMIES: FIVE ZOMBIES

Sans statue this time.  Instead there's an explosive barrel, which you can blow
up with little effect.  One ZOMBIE is straight ahead, another to the right.
One with flaming eyes will approach from the tiger part of the hall, and there
will be two near the elevator at the end.

**VENTILATION ROOM**
ENEMIES: SIX ZOMBIES

One will try to grab you right as you enter.  Go down the stairs and you'll
find the other five, scattered about.

**SOUTH TURNTABLE**
ENEMIES: TWO HUNTERS

One you will be able to see immediately ahead of you, and the other will run in
from your character's right.  Kill both, and grab the GREEN HERB if need be.

**LOWER SHIPPING ROOM**
ENEMIES: ONE SWEEPER, ONE HUNTER

The SWEEPER is off screen to the character's left, while the HUNTER will come
in running after it hears gunfire.  There's a GREEN HERB near the SWEEPER, and
a BLUE HERB in the processing alcove.  Your exit door is up the stairs.

**ELEVATOR HALL**
ENEMIES: FOUR ZOMBIES

One right next to you, along with an explosive barrel.  The rest will file in
from the hall you need to go down anyway.

**CONTROL ROOM**
ENEMIES: SIX ZOMBIES

The first one is in the corner, near an invisible explosive device.  The next
two are straight down the hall behind you.  Go further on to find two more, one
walking about and one feigning death.  The last one is either wandering around
the upper level or has come down to follow you.  Once you've cleaned out, go
through the door you passed earlier.

**TENTACLE HALL**
ENEMIES: SIX ZOMBIES

...without the tentacles.  Three zombies straight ahead, three more around the
corner.

**ANATOMIST'S ROOM**
ENEMIES: FIVE ZOMBIES

Round the corner, then gun down the close ZOMBIE first.  Three others will
come out from the side areas, then the last will be next to the door.  There's
also a FIRST-AID SPRAY near the door.

**SHUTTER CORRIDOR**
ENEMIES: FOUR ZOMBIES

Three ZOMBIEs and an explosive barrel ahead.  Round the corner to find the last
one, plus a GREEN HERB and a BLUE HERB.  Here you have the choice of taking the
metal door to the CASINO, or the wooden door to proceed.  In the CASINO, there
are two GREEN HERBs on a counter and a prize in the slot machine, if you're
lucky.

**LOCKER ROOM**
ENEMIES: ONE HUNTER, ONE SWEEPER

The HUNTER comes first, in the path between lockers, whereas the SWEEPER is
near the exit door and approaches quickly on occasion.  Another FIRST-AID
SPRAY is in a locker to the right in the SWEEPER half of the room.

**ICE HALLWAY**
ENEMIES: SIX ZOMBIES

One is straight ahead, the next five are around the corner.

**JEEP ROOM**
ENEMIES: FOUR ZOMBIES

If you're any character other than Wesker, immediately target the barrel and
fire.  This will set off a chain reaction, killing all of the zombies.  If
you are Wesker, you'll have to go around and stab them all.  Exit through the
door in front of the jeep.

**AUXILARY PRISON**
ENEMIES: FIVE ZOMBIES

The ZOMBIEs are scattered ahead of you, and have been known to swarm the
explosive barrel, making things convenient, provided you have a gun.  Don't
assume that the barrel will kill all of them, as explosives are notoriously
tame in RE:CVX.

**WAITING ROOM**
ENEMIES: THREE BANDERSNATCHES

There are two on the left side of the room and one on the right.  The right
side is your goal, but kill all of them before that and grab the FIRST-AID
SPRAY if need be.

**BOSS ROOM**

This room is dependant on which character you're using, denoted above.

Strategies for this are...

CLAIRE: Keep using the BOW GUN.  It has decent enough range, so feel free to
        take the corners whenever Nosferatu begins spraying too much poison.
ALT. CLAIRE: Only use the Assault Rifle, as only it can provide enough range.
             Use the corners as much as possible and when running for them,
             take a direct route instead of running straight ahead and turning,
             as the Tyrant hates this and will kill you for it.  Whenever he
             gets too close, find a new corner.
CHRIS: Fire the magnum continuously.  Unfortunately, you'll still have to kill
       Alexia II in dragonfly form afterwards, still using the magnum.  I have
       no tips here, just keep your aim straight and up.  Six shots should do.
STEVE: Sub machine guns.  Lugers don't cut it here, or anywhere else, really.
       Only fire when the worm had fully emerged from the ground, just as
       before when Chris fought it.
WESKER: If you have the magnum, this fight should need no explanation.  If you
        don't, run behind her, knife her in the back repeatedly, and pray you
        aren't grabbed and incinerated.

==========================
=  09: FILE TRANSCRIPTS  =
==========================

All files were transcribed by me.  Spelling errors in this are most likely
direct transcriptions from the game, i.e. "existing" in File #1 and all the
general disrespecting of the hyphen.  Spelling out the symbols for alpha and
sigma is my doing.

Grammar errors are also transcribed, like "interfered" in File #12.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     \
FILE #1: PLAYING MANUAL              /
FOUND IN: DEFAULT                    \
                                     /
        PLAYING MANUAL               \
                                     /
CHECK ALL ITEMS                      \
                                     /
When you obtain a new                \
item, always remember to             /
look at it with the                  \
"CHECK" command on the               /
status screen.  Remember,            \
it's always best to                  /
rotate the item so you               \
can check it from                    /
different angles.                    \
                                     /
TRY TO PUSH OBJECTS                  \
                                     /
If you face an object                \
and then press and hold              /
up on the Contol Pad,                \
sometimes you will                   /
be able to push it.                  \
You may find hidden                  /
rooms and items this way.            \
                                     /
USE THE QUICK TURN                   \
                                     /
You can turn 180 degrees             \
instantly by pressing the            /
Cancel button while                  \
holding the Control Pad              /
down.  This is a very                \
effective move when                  /
you attack an enemy and              \
then want to turn around             /
and run.                             \
                                     /
USE THE MAP SCREEN                   \
                                     /
When you are lost or are             \
unsure of what to do,                /
check the map screen.                \
You can easily tell where            /
you've never been and can            \
see which doors you have             /
unlocked.                            \
                                     /
CLIMB/DESCEND                        \
                                     /
You can climb/descend                \
some objects.  To do this,           /
face the object and then             \
push the Action button.              /
                                     \
SECURITY BOXES                       /
                                     \
The items you store in               /
a Security Box in the                \
prison area cannot be                /
accessed through an                  \
Item Box.  Make sure                 /
you remove all important             \
items from a Security                /
Box before existing a room.          \
                                     /
I CAN'T TAKE THE GOLD                \
LUGERS FROM THE                      /
PROJECTION ROOM.                     \
                                     /
You cannot release the               \
trap by yourself.  After             /
certain events occur, you            \
will be able to release              /
the trap and obtain the              \
Gold Lugers.                         /
                                     \
I CAN'T ENTER THE                    /
BIO-EXPERIMENT ROOM                  \
                                     /
Once the shutter near the            \
bio-experiment room                  /
shuts, you can't open it             \
until the ventilation                /
process completes due to             \
the in-room air pollution            /
problems.                            \
                                     /
I CAN'T CLIMB THE LADDER             \
IN THE BEDROOM.                      /
                                     \
You will need to place a             /
pair of items onto the               \
two music boxes.  Then               /
you will have to...                  \
                                     /
I CANT' SEND LOADS                   \
PROPERLY WITH THE SORTER             /
                                     \
The sorter judges which              /
room each load will be               \
sent to by an item that              /
is posted on the load.               \
You should check an                  /
already sorted load in               \
the room you would like              /
to send your load to                 \
and then...                          /
                                     \
CHARACTER SWITCHING                  /
                                     \
When your player                     /
character changes, make              \
sure to leave enough                 /
weapons and ammo for the             \
others.                              /
                                     \
REUSED ITEMS                         /
                                     \
While you are playing as             /
Chris, there's an                    \
occasion where you'll                /
need to use the same item            \
you used when you played             /
as Claire.  If you get               \
stuck, remember what                 /
you did in Claire's story.           \
                                     /
TAKE ADVANTAGE OF TRAPS              \
                                     /
During the game, there               \
are many traps that may              /
jeopardize your life.                \
These traps can possibly             /
work to your advantage               \
if you know how to use               /
them...                              \
                                     /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     \
FILE #2: FAX ON THE                  /
         FACILITY ACCESS             \
         APPLICATION                 /
FOUND IN: COMPUTER ROOM              \
                                     /
       FAX ON THE FACILITY           \
        ACCES APPLICATION            /
                                     \
Be sure to verify the content of     /
the following facility access        \
application form, and add the        /
applicant's name to the expected     \
visitors list.                       /
                                     \
          Chief, Prison guard room   /
                                     \
                     Paul Steiner    /
                                     \
                                     /
I hereby apply for access            \
permission for Prison Area D.        /
                                     \
Details follow.                      /
                                     \
Visitor's name: Carl Grisham         /
                                     \
       Purpose of entry:             /
                                     \
Carrying in the following            /
materials;                           \
                                     /
1. New product sample from           \
  Metal Industries Co.: "TG-01".     /
                                     \
2. Various daily commodities         /
  ordered by the prison.             \
                                     /
Note:                                \
1. Will use a transportation truck.  /
                                     \
2. "TG-01" sample will be stored     /
  in a designated briefcase.         \
                                     /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #3: "TG-01" PRODUCT DESCRIPTION  /
FOUND IN: (examine BRIEFCASE)         \
                                      /
              "TG-01"                 \
        PRODUCT DESCRIPTION           /
                                      \
Thank you for your continued          /
support and for using our             \
products.                             /
                                      \
This time we have gathered our        /
most advanced technologies,and        \
have succeeded in creating the        /
unique anti-metal detection           \
alloy "TG-01".                        /
                                      \
        - TG-01 features ? -          /
                                      \
1. Cannot be detected by any metal    /
  detectors.                          \
                                      /
2. Cannot be pictured by              \
  roentgenography at the              /
  immigration check.                  \
                                      /
3. Lightweight, yet durable.          \
                                      /
We plan to develop various            \
weapons utilizing this innovative     /
new alloy.  We have enclosed          \
a sample for you to review.           /
We look forward to hearing            \
from you regarding possible           /
business opportunities.               \
                                      /
Metal Industries Co.                  \
                                      /
Chief,                                \
Development Planning                  /
                                      \
Carl Redhill                          /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #4: USER'S MANUAL                /
FOUND IN: SECURITY HALL               \ 
                                      /
    3D Duplicator User's Manual       \
                                      /
Our new product,                      \
the "3D Duplicator" consists of       /
two parts.                            \
                                      / 
        3D Scanner Portion            \
                                      /
This portion scans a 3D object.       \
                                      /
Simply place the material that        \
you want to have scanned onto         /
the tray of the scanner.  The         \
scanned object will be processed      /
into 3D data, which will be           \
transferred to the duplicator         /
section.                              \
                                      /
        Duplicator Portion            \
                                      /
If you place the material you         \  
wish to have converted on the         /
machine, you can begin conversion     \
based on the 3D data that was         /
created by the 3D scanner portion.    \
                                      /
The conversion will be executed       \
with complete data accuracy.          /
The result will be an object          \
precisely true to the original.       /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #5: PASS NUMBER MEMO             /
FOUND IN: RESEARCH ROOM               \
                                      /
      MEMO ON THE PASS NUMBER         \
                                      /
The emergency door lock system in     \
the biology experiment room can be    /
released with the 4 digit pass        \
number.  I hope you haven't           /
forgotten about that already.         \
                                      /
I have just received an order         \
from the system administrator         /
requesting us to change the pass      \
number periodically.  What            /
bothers me is that you often lose     \
important memos, pass numbers or      /
even chemicals...                     \
                                      /
So, in an attempt to solve that       \
problem, I came up with an idea.      /
You know the red human skeleton       \
picture at the back of the biology    /
experiment room?                      \
                                      /
I have decided to use the number      \
signed on the picture as the pass     /
number.  If you happen to lose the    \
memo, just look at the picture.       /
                                      \
Well, I don't think you would         /
ever need to use the emergency        \
pass number, anyway.  But just        /
in case, now you know.  Take it       \
easy, Mr. Careless!                   /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #6: MEMO TO NEW MASTER           /
FOUND IN: PORTRAIT ROOM               \
                                      /
MESSAGE TO                            \
THE NEW FAMILY MASTER                 /
                                      \
Sir Alfred,                           /
                                      \
Congratulations on your succession    /
as master of the Ashford family.      \
                                      /
I hereby present you with an          \
earthenware vase, according to the    /
Ashford family tradition.             \
                                      /
As you know, this tradition           \
first began when a butler             /
presented a golden tea cup as a       \
commemorative to Veronica.            /
As founder of the Ashford family,     \
her intelligence and beauty are       /
legendary.                            \
                                      /
The second and third masters,         \
Stanley and his son Thomas,           /
were also presented with similar      \
tea cups.  It was their hope to       /
achieve glory as Veronica did         \
before them.                          /
                                      \
The position of family master         /
then shifted from Sir Thomas          \
to his twin brother Sir Arthur.       /
It then went to Sir Edward, your      \
grandfather.  That was when the       /
Ashford family enjoyed its golden     \
age.                                  /
                                      \
It was also Sir Edward's              /
achievement that established the      \
large chemical enterprise,            /
Umbrella Inc.                         \
                                      /
However, when Sir Edward              \
passed away and your father           /
Sir Alexander succeeded the           \
position, the glorious Ashford        /
family gradually began to sink...     \
                                      /
I sincerely hope that the Ashford     \
family regains its glory with         /
your guidance, just as this vase      \
continues to shine eternally.         /
                                      \
                                      /
                       Scott Harman   \
                                      /
             Butler, Ashford family   \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #7: SECURITY FILE                /
FOUND IN: BASE PRISON                 \
                                      /
The Ashford family's most             \
important secret is kept at this      /
lab.                                  \
                                      /
As a safety precaution, I have        \
installed a self-destruct device      /
in the control room and have          \
placed the activation code            /
inside the computer.                  \
                                      /
Once inputted, all door locks will    \
be released to provide easy access    /
to escape routes.                     \
                                      /
By using the elevator that directly   \
connects to the hangar, one should    /
be able to escape from the lab        \
easily.                               /
                                      \
Please remember that I have           /
used the name of my beautiful         \
ancestor for the activation           /
code.                                 \
                                      /
         Glory to the Ashfords,       \
                                      /
               Alexander Ashford      \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #8: ALLOY REPORT                 /
FOUND IN: JEEP ROOM                   \
                                      /
REPORT:                               \
ENCHANCED ANTI-DECAY                  /
ALLOY                                 \
                                      /
Although we planned to utilize        \
the enchanced anti-decay alloy        /
called "Deploid" to create the        \
storage capsule of the new            /
B.O.W., we have had to cancel         \
the plan.  This is primarily          /
based upon the fact that              \
despite its excellent resistance      /
to all kinds of liquid                \
including strong acid, it easily      /
dissolves when soaked with a          \
mixture of the two chemicals,         /
"Clement Alpha" and "Clement Sigma".  \
                                      /
Due to the lethal nature of the       \
new B.O.W., we cannot be too          /
careful in choosing the material      \
for their storage capsule             /
                                      \
We have instead decided to use        /
Deploid to create the plate           \
portion of the "Eagle Plate",         /
which shines in indigo-blue.          \
                                      /
        CLEMENT INFORMATION           \
                                      /
The alpha type is used for gun        \
maintenance and possesses no          /
conspicuous characteristics.          \
However, the sigma type               /
will change its color to blue         \
at a certain temperature.             /
                                      \
(It is an odd coincidence that        /
the temprerature is exactly the       \
same as the date of completion        /
of this training facility.)           \
                                      /
Based upon our analysis of the        \
sigma type, we believe that Clement   /
possesses more features.As new        \
information is learned, we will       /
update this file.                     \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #9: PRISONER'S DIARY             /
FOUND IN: PRISON BUNKROOM             \
                                      /
May 13th                              \
This room stinks of death.            /
Based upon the information            \
I've found, I believe that I'm        /
far south of the equator.             \
                                      /
Lucky for me that Bob in              \
the bunk below me is one of           /
those interesting types of guys...    \
                                      /
May 16th                              \
Today Bob told some crazy story       /
of why he was put in this place       \
with me.  Bob said that he used       /
to be an attendant of the head        \
of this place.  This "boss"           /
named Alfred supposedly placed        \
him in here because of a tiny         /
little mistake.                       \
                                      /
What does that mean?                  \
What's going to happen to me?         /
                                      \
May 20th                              /
Without warning, a group of           \
military men took Bob to the          /
building behind the guillotine        \
stand.                                /
                                      \
At midnight, I'll sneak out of        /
here to see him.                      \
                                      /
I've been hearing that anyone         \
taken to that building never          /
comes back.  On top of that, there    \
are these REALLY large plastic        /
bags constantly being removed         \
from that place.  I'd better          /
pray for Bob...                       \
                                      /
May 21st                              \
I was wrong.  I shouldn't have        /
gone there.  What is going on in      \
there?!  All I could hear was         /
some insanely creepy laughter         \
and the sound of Bob screaming!       /
I don't know what to do.  I can't     \
stop thinking about it...             /
                                      \
Is that going to happen to me?!       /
I can't let it...                     \
I just can't...                       /
                                      \
May 27th                              /
Since my last entry, all of my        \
fellow inmates have been taken        /
to that building!  I know that        \
I am next... It's obvious that        /
we were all here to be used as        \
Alfred's guinea pigs.  There's        /
no way out!                           \
What am I going to do!                /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #10: ANATOMIST'S NOTE            /
FOUND IN: ANATOMIST'S ROOM            \
                                      /
There is a demon in my                \
mind.  I can't control the            /
fierce impulses that the              \
demon sometimes drives                /
me to act upon.  It is a              \
brutal ceremony.  With the            /
demon next to me, I enjoy             \
watching people agonize               /
in pain, screaming and                \
convulsing repeatedly                 /
as they die...                        \
                                      /
But, Sir Alfred was kind              \
enough to acknowledge me,             /
and has given me the                  \
facilities, chemicals,                /
and "equipment" necessary             \
to study everything.                  /
                                      \
I must never betray Sir               /
Alfred's kindness.                    \
It is especially critical             /
that no one discovers the             \
sacred place that only                /
he and I know about.                  \
I swear, the basement of              /
this medical building                 \
will be kept secret.                  /
                                      \
Of course, I keep the                 /
key to the sacred place               \
with me at all times...               /
Even if an outsider sees              \
it, they will never be                /
able to tell that it is               \
the key.  I must remember             /
that my life ends when I              \
lose Sir Alfred's trust.              /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #11: SECRETARY'S NOTE            /
FOUND IN: PALACE SAVE ROOM            \
                                      /
Four years have passed since          \
I began serving Sir Alfred.           /
                                      \
He doens't trust anyone!              /
Even though I am his attendant,       \
I am strictly prohibited              /
from entering his private house!      \
What is his problem anyway?!          /
                                      \
They say he lives with his twin       /
sister Alexia in his private house    \
on the hill.                          /
                                      \
Occasionally, I've seen someone       /
standing by the window of the         \
house.  It might have been Alexia,    /
whose extreme beauty is often         \
talked about.                         /
                                      \
I once asked Sir Alfred about         /
this, but it only enraged him.        \
Even though I am his attendant,       /
he will not show me any lenience.     \
If I ask about her again, I could     /
put my life at risk.                  \
                                      /
After all, it is a mystery why he     \
so desperately tries to keep his      /
private life with Alexia a secret.    \
                                      /
                       Robert Dorson  \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #12: D.I.J.'s DIARY              /
FOUND IN: CASINO (BATTLE GAME ONLY)   \
                                      /
During a heavy squall, a girl         \
in a red outfit was brought to        /
this island of Rockfort,              \
my home.                              /
What could she possibly have          \
done?                                 /
                                      \
I've been living here quite           /
some time now,                        \
but many who are brought to           /
this island seldom leave              \
alive.                                /
                                      \
Through the sounds of guns            /
and fire, soldiers appeared.          \
There was something going on.         /
I went to the prison,                 \
but the girl in red was               /
nowhere in sight.                     \
I hurried to the military             /
training facility.                    \
The "man" of Rockfort was             /
attacking her relentlessly.           \
How stupid of me.                     /
                                      \
I got too close and almost got        /
myself smashed by the shutters.       \
But, thanks to my natural             /
agility, I was able to get out        \
of the situation and get              /
outside.                              \
Anyone other than me would not        /
have been so lucky.                   \
                                      /
Again, I was able to find the         \
girl in red.                          /
There she was; in front of            \
the residence.                        /
Then from behind her appeared         \
a man with blonde hair.               /
As he called to her,                  \
he approached her in a friendly       /
manner and started saying             \
something to her...                   /
and it happened abrubtly.             \
                                      /
The man with the blonde hair          \
started to hurt the girl              /
in red.                               \
"I have to save her."                 /
I thought to myself.                  \
But the man with the blonde           /
hair went away.                       \
Who was that blonde haired man?       /
What did he want from the girl        \
in the red?                           /
                                      \
The self-destruction announcement     /
and the emergency sired warned        \
the end of Rockfort Island.           /
I hurried to the hangar of            \
the transport.  The transport we      /
were on took off as everything        \
exploded into flames.                 /
With my neck risking effort,          \
the girl in red slammed the monster   /
out into the open sky.                \
Sure enough, she was a Valkyrie,      /
a goddess of destruction.             \
                                      /
I couldn't believe it.                \
The transport landed in               /
a base on the icy Antartica.          \
And on top of it all,                 /
the transport that landed             \
before us spilled tons of the         /
T-Virus and everything                \
alive had already turned              /
into zombies.                         \
                                      /
If I stayed, there was no way         \
I could stay alive.                   /
I had to find a way to get out        \
of there, quickly.                    /
I parted with the girl                \
in the red.                           /
I started searching                   \
the base to see if there was          /
anything I could use.                 \
                                      /
As I was resting in the dark,         \
someone was coming.  Whatever         /
it was, it was right there.           \
The door suddenly closed and          /
there was no escape.  I kept          \
slamming the doors.  Then the         /
door opened.  I exploded out of       \
there.  But I was no chicken.         /
I stopped to turn around and          \
there she was, the girl in the        /
red, standing there looking at        \
me.                                   /
                                      \
Where was this place?                 /
I was stuck in a room with            \
an elevator and an old cannon.        /
Where was I supposed                  \
to go?                                /
I was stranded.                       \
I felt endless despair.               /
Then that blonde haired man           \
with the sunglasses appeared.         /
He had that girl in an arm            \
lock.                                 /
                                      \
Then a man in a black vest            /
came running after them.              \
The man with the blonde hair          /
disappeared into the prison           \
cell with the girl.                   /
The man in the black vest             \
followed them.                        /
I also hurried to chase after         \
them.                                 /
                                      \
It was a grueling fight, head         /
to head.  Was the man who knew        \
that girl also a monster?             /
The fight looked like it could        \
last forever.                         /
Then suddenly, there was an           \
explosion, which interfered           /
the fight.                            \
                                      /
That was the last chance              \
I had to get out of there.            /
I snuck through the hatch of          \
the sub just as it was about          /
to close.                             \
Finally, I was released from          /
a world of death and                  \
I was able to come back to            /
a world where desire                  \
and power ruled.                      /
                              D.I.J.  \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #13: NEWSPAPER CLIP              /
FOUND IN: UPPER CAROUSEL              \
                                      /
A 10 year old girl genius             \
graduated at the top of her class     /
from a prestigious university.        \
                                      /
The international corporation,        \
Umbrella Chemical Inc., offered       /
her the position of head              \
researcher.                           /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #14: MESSAGE CARD                /
FOUND IN: ALFRED'S ROOM (ISLAND)      \
                                      /
My dear brother,                      \
                                      /
I firmly believe that the             \
glory of the Ashford family           /
will be revieved through your         \
courage and strength as               /
an honored soldier.                   \
                                      /
                 Yours faithfully,    \
                    Alexia Ashford    /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #15: HUNK'S REPORT               /
FOUND IN: CONFERENCE ROOM             \
                                      /
Attn: Mr. Alfred Ashford,             \
head of the facility.                 /
                                      \
Today at 16:32,                       /
I arrived successfully from the       \
Umbrella transport base with the      /
large-scale B.O.W. capsule.           \
                                      /
Extreme care was taken during         \
transport, and all 108 check          /
points were confirmed condition       \
"green", in accordance with           /
standard procedures.                  \
                                      /
It is currently being                 \
stored in a freezer.                  /
                                      \
There's one thing that I don't        /
understand.  We are normally          \
assigned to special missions.         /
Why were we ordered to transport      \
a frozen capsule this time?           /
                                      \
I understand that this may be         /
classified as top-secret, but         \
without knowledge of the              /
contents, our safety could be at      \
risk during the transport.  This      /
is especially important if the        \
contents are potentially harmful.     /
                                      \
We would like to ask you to           /
provide us with more information,     \
should we be assigned similar         /
missions in the future.               \
                                      /
I still remember the good old         \
days that I spent here in the         /
miliary training center.  Nothing     \
has changed since then.               /
                                      \
We will gear up for the next          /
mission, today at 23:00.              \
                                      /
                                      \
  Umbrella Special Forces Unit        /
                           HUNK       \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #16: WORKER'S DIARY              /
FOUND IN: WORKER'S BUNKROOM           \
                                      /
October 30th                          \
When I joined Umbrella Inc.,          /
I thought that I would be able        \
to live care-free for the rest        /
of my life, being employed by         \
this huge corporation.                /
                                      \
It's a joke that I ended up           /
being a driver at a place like        \
this.  I asked for a position change, /
but they completely ignored me.       \
It feels more like a prison!  Work    /
is extremely demanding, and there's   \
nothing fun about it.  I'd rather     /
be dead!                              \
                                      /
November 3rd                          \
My hard-earned vacation was           /
canceled suddenly.  I heard they      \
failed to secure enough manpower      /
due to a mistake made by the          \
facility head, Alfred.  That fool     /
doesn't deserve forgiveness.          \
He doesn't even treat us like         /
human beings!                         \
                                      /
November 5th                          \
I heard an interesting story from     /
a guy who's been working here for     \
over 8 years. He must be awfully      /
patient...                            \
                                      /
He says that there is a man who       \
has been confined for over 10         /
years, locked up in a cell            \
located deep below here.  People      /
call him "Nosferatu" and are          \
deathly afraid of him.  What an       /
absurd story!                         \
                                      /
November 10th                         \
At midnight I woke up to an           /
omnious growling sound that           \
seemed to be coming from deep         /
under ground...  I'm so pathetic      \
to have been fightened by such        /
a foolish story.                      \
                                      /
Then again, I suppose anyone          \
would have a hard time                /
maintaining their sanity if           \
they were confined in a place         /
like this!!                           \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #17: ALEXANDER'S MEMO            /
FOUND IN: BASE SAVE ROOM              \
                                      /
My father, Edward, discovered the     \
mother virus in cooperation with      /
Lord Spencer, who was also a          \
nobleman.  They studied it for the    /
purpose of military use.              \
                                      /
Eventually their study took shape.    \
They named a variation of the         /
mother virus, the "T-virus".          \
                                      /
To comoflague their research, they    \
established Umbrella Chemical, Inc.   /
                                      \
I majored in biogenetics and have     /
been involved with a top secret       \
project, supporting my father's       /
research.                             \
                                      /
However, my research went through     \
a difficult phase, and my father      /
died in the middle of the project.    \
                                      /
We are now at a major                 \
disadvantage against other            /
researchers, as there is great        \
competition in the field of           /
T-virus research.  I have             \
disgraced the honorable name of       /
the Ashford family that our           \
great ancestor Veronica               /
established.                          \
                                      /
If nothing is done, Umbrella will     \
be taken over by Spencer.  I must     /
expedite the project to its           \
fullest, without being detected       /
by Spencer.                           \
                                      /
After much thought, I decided to      \
establish a large-scale advanced      /
research facility.  It will be        \
located in the transport terminal     /
that I created by using the           \
abandoned mine in the Antartic.       /
                                      \
Within the facility, I'll have        /
a room built.  It will be similar     \
to the design of my mansion, the      /
legacy of the late Trevor.            \
                                      /
I will be able to cherish my sweet    \
memories there...                     /
                                      \
For security purposes,                /
this confidential project will be     \
given a code name.  It is the name    /
of the beautiful ancestor of the      \
Ashford family, "Veronica" whom I     /
wish to revive so badly.              \
                                      /
I am confident that the result        \
of my research will be as             /
glorious as her name, and that        \
honor will be restored to the         /
Ashford family once again.            \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #18: BUTLER'S LETTER             /
FOUND IN: BASE SAVE ROOM              \
                                      /
Sir Alfred,                           \
                                      /
Please forgive me, as I must tell     \
you of my abrupt departure by         /
leaving this letter.                  \
                                      /
I first served your father,           \
Lord Alexander, and have for so       /
long shared in the joys and           \
sorrows of the Ashford family.        /
Lord Alexander disappeared            \
unexpectedly 15 years ago, then       /
an accident during an experiment      \
took the life of our dear Alexia.     /
                                      \
You were forced to become the         /
master of the family at a very        \
young age, and nearly lost your       /
sanity from the sorrow of having      \
lost all of your family members       /
at once.                              \
                                      /
There was nothing I could do,         \
and I felt powerless.                 /
                                      \
I first thought that I should         /
kill myself to apologize.  I then     \
realized that it would be an          /
insult to our dear Lord Alexander     \
and Alexia, in the other world...     /
                                      \
                       Scott Harman   /
                                      \
                           Butler,    /
                    Ashford family    \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #19: CONFESSION LETTER           /
FOUND IN: UPPER CAROUSEL              \
                                      /
Alexia, my sister, is a genius        \
and possesses unmatched beauty.       /
She is everything to me.  I would     \
overcome any obstacle and be          /
willing to risk my life for her.      \
For Alexia, I must revive the         /
glorious Ashford family which         \
fell during the era of my father,     /
Alexander.                            \
                                      /
Together, we will restore our         \
family name.  Once that has           /
been achieved, I'll build a           \
palace where only nobles may          /
gather.  I cannot allow the           \
unwashed to see my dear Alexia,       /
to whom my life is devoted to.        \
She reigns the world as a queen,      /
with I as her servant.                \
                                      /
That is my dream, and how sweet       \
it will be.  those accomplishment     /
will be the proof of my love          \
toward Alexia.                        /
It is the purpose of my existence.    \
                                      /
All other people are meaningless,     \
and they shall soon prostrate         /
themselves before Alexia and I.       \
                                      /
                                      \
    Devoted to my beloved Alexia,     /
                                      \
                  Alfred Ashford      /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #20: PASSAGE MEMO                /
FOUND IN: MODEL ROOM                  \
                                      /
         SECRET PASSAGE NOTE          \
                                      /
The underground passage which         \
leads to the mansion where Alexia     /
and I live, has been badly damaged.   \
Although I can never allow the        /
unwashed to see Alexia, I cannot      \
go on using the underground           /
waterway that those local people      \
made, either.                         /
                                      \
Oh yes... I think I'll have those     /
prisoners build a bridge.  It must    \
be a gorgeous bridge that befits      /
the perfection that is Alexia.        \
                                      /
Of course, I must kill everyone       \
who's involved in the construction    /
of the bridge after it is done,       \
so that no one will know about the    /
existence of our mansion.             \
But that is okay, as I have no        /
problem executing such matters.       \
                                      /
Once the bridge is completed,         \
 I'll seal the mansion entrance       /
door at the end of the under-         \
ground waterway.   The entrance       /
of the waterway is locked by          \
the diorama trick, ensuring the       /
secrecy of our mansion.               \
                                      /
                  Alfred Ashford      \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #21: VERONICA REPORT             /
FOUND IN: ALEXANDER'S LAB             \
                                      /
      CODE: VERONICA REPORT           \
                                      /
After many long years of research,    \
I finally identified the inheritance  /
element that administers              \
the intelligence of man.              /
                                      \
I even succeeded in manipulating      /
the absolute value of intelligence    \
artificially, by recomposing the      /
base alignment of the element.        \
                                      /
I then sampled the gene of our        \
great ancestor, manipulated its       /
element, then implanted it into       \
the unfertilized egg of               /
a surrogate mother.                   \
                                      /
What I didn't expect was that         \
twins, a boy and a girl, were         /
born.  The boy had higher             \
intelligence than normal, but         /
not high enough for him to be         \
considered a genius.                  /
                                      \
However, the girl had unmatched       /
intelligence that easily allowed      \
her to be calssified as a genius.     /
She was exactly what I had been       \
looking for, the revival of our       /
great ancestor.                       \
                                      /
I already detemined their names;      \
the girl's name, Alexia,              /
and the boy's name, Alfred.           \
                                      /
I'm certain that Alexia will          \
elevate the name of the Ashford       /
family to extreme glory.              \
                                      /
                 Alexander Ashford    \
                                      /
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #22: ALFRED'S DIARY              /
FOUND IN: BASE SAVE ROOM (after       \
          using HALBERD)              /
                                      \
January 30th                          /
There's a sealed room in the          \
hallway located inside of the         /
Antartic facility.  I don't           \
know what is hidden there, but        /
I do know how to get in.              \
                                      /
I can use the three jewels that       \
each one of our three family          /
members wear as proof of being        \
a legitimate descendant of the        /
Ashford family.  The only problem     \
is, I do not know how I can gain      /
possession of my father's proof.      \
                                      /
February 17th                         \
I finally succeeded in entering       /
that sealed room.  I never could      \
have imagined that such an insane     /
secret existed regarding the birth    \
of both Alexia and myself...          /
                                      \
I hate my father.  That fool,         /
Alexander... Now it is obvious        \
that we were merely created in        /
an attempt to cover my father's       \
blunder.  I can never trust him       /
again.  I must regain the glory       \
of the Ashford family with my         /
sister.                               \
                                      /
I have nothing to be afraid of,       \
as long as Alexia is with me.         /
                                      \
March 3rd                             /
Alexia carried out the experiment     \
on the human body that we've          /
been talking about.  Our useless      \
father must be happy now, since       /
he can finally contribute to          \
the Ashford family.                   /
                                      \
The only thing we should be           /
careful about is that the             \
butler, Harman, does not              /
become wise to our activities.        \
                                      /
April 22nd                            \
The experiment resulted in failure.   /
Our father was useless after all.     \
Even worse, he turned into a          /
dangerous monster that is             \
completely out of control.            /
                                      \
We tied him down and locked him       /
up in an underground prison cell.     \
However, Alexia seems to be close     /
to a solution.  Beyond all my         \
expectations, she now says that       /
she wishes to conduct the             \
experiment on her own body.           /
                                      \
On top of that, she feels she         /
must be kept asleep for 15 years      \
in order to accomplish the            /
experiment.  Thanks to that idiot,    \
I can't see my dear Alexia for as     /
long as 15 years.                     \
                                      /
Alexia is going to sleep, with all    \
of her trust relying upon me.         /
Now, I am the only one who can        \
protect Alexia.                       /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #23: QEEN ANT REPORT             /
FOUND IN: ALEXIA'S LAB                \
                                      /
        RESEARCH REPORT               \
        ON QUEEN ANT                  /
                                      \
After discovering the remains of      /
an ancient virus within the genes     \
of a queen ant, I have been           /
concentrating on the research         \
of ants.                              /
                                      \
The ecosystem of the ants seems       /
truly ideal to me.  There is one      \
queen ant in each anthill, and        /
the soldier and worker ants are       \
the queen's slaves.  They dedicate    /
their lives to the queen.             \
                                      /
The death of the queen ant means      \
the doom of the entire anthill.       /
However, the soldier and worker       \
ants can be easily replaced as        /
long as the queen ant is alive.       \
This is exactly the same              /
relationship between myself and       \
the other ignorant masses.            /
                                      \
I have succeeded in creating          /
an ideal virus by implanting          \
the queen ant's gene into the         /
mother virus that Spencer found.      \
                                      /
I used my otherwise useless father    \
as a test subject.  However, as I     /
expected, the virus caused a rapid    \
change in his cells, triggering the   /
complete destruction of his brain     \
cells and body flesh.                 /
                                      \
Furthermore, a special type of        /
poison gas was generated inside       \
his body, that the blue herb had      /
no effect against.  Because of        \
this, I created an antidote in        /
case of emergency, and stored         \
it inside of the weapon/chemical      /
warehouse on the B2 floor.            \
                                      /
I have decided to name this           \
virus with unimaginable               /
potential, the "T-Veronica"           \
virus.  when I find out how           /
I can utilize the power of            \
this wonderful virus, my              /
great research will finally           \
be complete.                          /
                                      \
                  Alexia Ashford      /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      \
FILE #24: VIRUS REPORT                /
FOUND IN: CRYO STORAGE                \
                                      /
      VIRUS RESEARCH REPORT           \
                                      /
Work continues on the                 \
"T-Veronica" virus which I            /
extracted from the queen ant.         \
The more research I conduct           /
on it, the more I am impressed        \
by how much potential it has.         /
                                      \
I have finally implanted the virus    /
into my own body, and discovered      \
how to utilize its power.  I will     /
avoid making the mistake that I       \
made on my father. I will suppress    /
the activity of the virus at an       \
ultra-low temperature, so that        /
my cells will change slowly.          \
                                      /
My calculations indicate that it      \
will take 15 years before my body     /
will gain immunity, and become        \
able to coexist with the virus.       /
                                      \
Until then, I have no choice but      /
to trust the capsule that I will      \
be in, to that inept but loyal        /
soldier ant who is my brother.        \
For me to obtain unlimited power,     /
some risks need to be taken.          \
                                      /
When I awaken, I will be              \
the queen... And the "T-Veronica"     /
virus will be unleashed upon the      \
entire world by my children.  Every   /
last creature on earth will exist     \
to serve me.                          /
                                      \
At that time, the world will          /
achieve the perfect ecosystem,        \
just like the anthill, but on a       /
much grander scale.                   \
                                      /
                                      \
                   Alexia Ashford     /
                                      \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

==========================
=  10: PUZZLE SOLUTIONS  =
==========================

PALACE:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [ASHFORD LINEAGE PUZZLE]                            +
+                                                     +
+ If you examine the boy's portrait again, and you    +
+ don't need to yet, it will ask you to trace the     +
+ Ashford family lineage to reveal the true master.   +
+                                                     +
+ The file you've just received gives a few of the    +
+ hints.  First, we know that the original butler     +
+ gave Veronica a golden teacup, as were Stanley and  +
+ Thomas after him.  Stanley's sons Thomas and Arthur +
+ were twins, so it's reasonable to assume that       +
+ Arthur would look like Thomas in his portrait,      +
+ minus the teacup.  The next one isn't obvious, but  +
+ the term "grandfather" in reference to Edward would +
+ imply age, so go with the old guy on this one.      +
+ Process of elimination should tell you that the     +
+ remaining one is Alexander.  After you're done with +
+ the smaller portraits, select the biggest one again +
+ to reveal Alexia and the EARTHENWARE VASE.          +
+                                                     +
+  --------                                           +
+ |  D  B  |  A = VERONICA        D = ARTHUR          +
+ |F  --  E|  B = STANLEY         E = EDWARD          +
+ |  |  |  |  C = THOMAS          F = ALEXANDER       +
+ |A  --  C|                                          +
+ |        |                                          +
+  -ALFRED-                                           +
+  /ALEXIA                                            +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

MTF (CLAIRE):

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [DRAWER PUZZLE]                                     +
+                                                     +
+ On the wall there is a picture which reads:         +
+                                                     +
+ Lava burns forest, flows to the sea, forms the      +
+ earth.                                              +
+                                                     +
+ Take that in context of the drawers in front of     +
+ Chris.  Blue, red, green, brown.  Of course, that   +
+ isn't the same order that the picture dictates, so  +
+ open them in the order red (lava), green (forest),  +
+ blue (sea).  At this point the brown (earth) drawer +
+ will unlock and you can take out the LUGER REPLICA. +
+ This item serves no practical purpose whatsoever in +
+ the main game, but it does allow you to unlock      +
+ Steve in the battle game you'll get after you beat  +
+ the rest of the game.                               +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

MTF (CHRIS):

+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ [OIL PRESSURE PUZZLE]                               +
+                                                     +
+ The notice attached to the puzzle reads as follows: +
+                                                     +
+ Manual Operation                                    +
+                                                     +
+ 1. Supply oil to the 10 liter tank using 3          +
+    cylinders.                                       +
+ 2. The standard oil amount must be maintained.  If  +
+    oil isn't at the standard amount of 7 liters,    +
+    the device will not activate.  Be careful.       +
+                                                     +
+ Basically, what you're trying to do here is to get  +
+ the oil level at ten.  Selecting 3 will add 3       +
+ liters, 5 will add 5, and selecting 10 will dump    +
+ the whole thing again.                              +
+                                                     +
+ Select 3 four times.  Notice how it limits itself   +
+ at ten.  Select 10 to dump the oil, then pick the   +
+ reduced 3 and a 5.  This will even it out to the 7  +
+ you need.                                           +
+                                                     +
+ ALETERNATIVE METHOD:                                +
+ Select 3 twice and then 5.  Notice how the 5 does   +
+ not refill because you have only used up 4 liters   +
+ of oil. Pick 3 twice and the reduced 5 again.  This +
+ will even it out to the 7 you were looking for.     +
+++++++++++++++++++++++++++++++++++++++++++++++++++++++

=========================
=  11: BOSS STRATEGIES  =
=========================

AIRPORT (CLAIRE):

-------------------------------------------------------------------------------
|+[BOSS FIGHT #1: TYRANT (I)]+                                                |
|+[DIFFICULTY: INFANTILE]+                                                    |
|This critter can be really easy or really hard, depending on if you know what|
|you're doing.  First, unload your ACID ROUNDS into him.  If he sits, STOP    |
|FIRING.  For some reason he can't be hurt as much when he's squatting.  DO   |
|NOT run towards him either, or he'll swing those meaty fists right into you  |
|for some considerable damage.  Instead, wait for him to get up, then repeat  |
|the process, reloading with FLAME ROUNDS and GRENADE ROUNDS as necessary.    |
|Save the BOW GAS ROUNDS for later on.  Be sure you're in close range when you|
|use the GRENADE ROUNDS, as they don't have the range of the others, just stay|
|at a safe enough distance, as the Tyrant is a free swinger.  Six ACID ROUNDS,|
|plus six FLAME ROUNDS, plus two GRENADE ROUNDS at close range will drop him. |
|If you keep at enough of a distance, you can kill him without getting hit.   |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #2: TYRANT (II)]+                                               |
|+[DIFFICULTY: MEDIUM]+                                                       |
|As the scene notes, the Tyrant has a large spike coming out of his right fist|
|now and worse yet, you're fighting in close quarters.  Start out by firing   |
|all your BOW GAS ROUNDS into him.  By this time he's probably close enough to|
|start swinging at you, beginning with some left-right hooks and moving up to |
|a full-on smash into the ground.  Two of those smashes will put you into the |
|orange level of caution, so watch out.  In the meantime, you should unload   |
|four of your remaining GRENADE ROUNDS into the Tyrant.  Once you've done     |
|that, turn around and use the panel to  set the catapault off, which will    |
|send a large box of explosives into the Tyrant, killing him or at least      |
|launching him into the south Atlantic on fire and severely damaged.  It's    |
|pretty crucial that you come out with one or two GRENADE ROUNDS in the       |
|GRENADE LAUNCHER, as this will make the next boss fight that much easier.    |
-------------------------------------------------------------------------------

BASE (CLAIRE):

-------------------------------------------------------------------------------
|+[BOSS FIGHT #3: NOSFERATU]+                                                 |
|+[DIFFICULTY: MEDIUM]+                                                       |
|I suppose you're wondering how a blindfolded man whose legs are tied together|
|can be considered a medium level threat.  Nosferatu's primary attack is to   |
|emit a purple cloud of poisonous gas.  To add insult to injury, the gas will |
|eventually poison you, making the game more complicated later, and the gas   |
|will knock you out of the zoom function on the SNIPER RIFLE as it does       |
|damage.  He primarily does this attack when you move too far away from him,  |
|but not quite far enough.  Instead of running to the far end of the platform,|
|go towards the lower portion of it and stand somewhat close to the edge.     |
|There's no exact science to this, if you're at a good distance you'll usually|
|just see a hazy outline when you zoom in on him.  Once you're in position,   |
|aim at him and zoom in on the exposed heart area and fire when the shot is   |
|clear.  If you scored a direct hit, he'll make a distinct noise.  As he      |
|approaches, run back a little farther to keep the gas from poisoning you.    |
|Repeat this process until you run out of ammo.  That's right, the SNIPER     |
|RIFLE has one shot less than you need to put him away.  Equip your GRENADE   |
|LAUNCHER, get into range, and continue to fire into him.  Those one or two   |
|GRENADE ROUNDS you had left should drop him like a fly... er, ant... and     |
|allow you to save Steve and escape from the base.  If at all possible, try to|
|kill him without getting poisoned.  It will save you a lot of time later on. |
|Alternatively, it IS possible to zoom in directly on the center of           |
|Nosferatu's heart and kill him in one shot, but you can play dozens of times |
|before you'll get lucky enough to perform this feat, so don't bank on it.    |
-------------------------------------------------------------------------------

MTF (CHRIS):

-------------------------------------------------------------------------------
|+[BOSS FIGHT #4: GULP WORM]+                                                 |
|+[DIFFICULTY: INFANTILE]+                                                    |
|Some of you may be familiar with the gravedigger in RE3.  The gulp worm poses|
|similar threats, only substitute the deadliness for being a tremendous       |
|nuiscance.  The worm's first attack is to come up close to you and rear up   |
|for a few seconds and howling.  The howl will knock down rocks from above,   |
|which can and will hurt you.  You can see the worm coming by watching the    |
|floor spew rocks near you, so run in the opposite direction from these.  If  |
|the worm knocks you down, you might have the chance to get off one shot      |
|before he dives again, AVOID GETTING HIT.  The worm will follow this attack  |
|up by burrowing; wait for it to bury itself and then run towards where it    |
|came from, though any open area will suffice.  The worm will chase you and   |
|resurface very briefly to try to hit you, but if you stay in motion, it can  |
|be avoided easily enough (DON'T TRY TO SHOOT IT LIKE THIS).  The cycle merely|
|repeats from there; the fight isn't long by any means, but you are almost    |
|constantly moving.  Four to six explosive arrows will do him in, though, as  |
|an alternative, you can waste about twenty-five percent of your ASSAULT RIFLE|
|ammo to produce a similar effect.  Staying in motion is the key to winning   |
|this battle, though a fast trigger finger doesn't hurt either.               |
-------------------------------------------------------------------------------

BASE (CLAIRE II):

-------------------------------------------------------------------------------
|+[BOSS FIGHT #5: STEVE TYRANT]+                                              |
|+[DIFFICULTY: IMPOSSIBLE]+                                                   |
|Immediately turn around using the quick turn and run like hell in the other  |
|direction.  You can't attack Steve, you can't do anything to slow him down,  |
|so sprint for the gate that is even now closing.  You also cannot avoid his  |
|axe attack, and two hits from it will knock you down to the orange level of  |
|caution, so at that point it would be wise to use one of the full healing    |
|items you brought along.  You will probably be hit at least twice.           |
-------------------------------------------------------------------------------

BASE (CHRIS II):

-------------------------------------------------------------------------------
|+[BOSS FIGHT #6: ALEXIA I]+                                                  |
|+[DIFFICULTY: RELATIVELY EASY]+                                              |
|I'll make one thing clear right now: UNDER NO CIRCUMSTANCES SHOULD YOU CHARGE|
|AT ALEXIA.  With some enemies you can do this as a means of faking them out, |
|but if you try it on Alexia, she will execute you Nemesis-style except you'll|
|be covered in flames in addition to having a tentacle rammed through your    |
|face.  That said, spin around and make a run for a safe distance and begin   |
|firing your MAGNUM at her.  About six shots will do, and since you should    |
|have about eleven left, this poses no problems.  Just be weary that she will |
|periodically do her flamethrower attack on you and you will probably be hit  |
|by it, so heal periodically and keep moving when you have to.                |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
|+[BOSS FIGHT #7: ALEXIA II]+                                                 |
|+[DIFFICULTY: MEDIUM]+                                                       |
|Start unloading into her with your MAGNUM.  Alexia II attacks by spraying you|
|with acid while her minions, the little tentabeasts, run around and slap you.|
|Ignore these leeches and try to constantly seek safe ground to fire on.  If  |
|you run too far up on the screen, as in closer to the door, you'll get bitch-|
|slapped by a tentacle, which has been known to result in getting poisoned.   |
|Keep standing your ground where you can and fire into her with the MAGNUM    |
|until she transforms into her flying form.  If you run out of MAGNUM ROUNDS, |
|keep at it with the SHOTGUN.  After so many rounds of this, there's one more |
|cut scene where Alexia will be mauled by her ant creatures, turning her into |
|a dragonfly monster (I don't get it).  This, of course, means that the LINEAR|
|LAUNCHER is done charging, so grab it, zoom in on her like you did with the  |
|SNIPER RIFLE and fire.  Hail to the king, baby.                              |
-------------------------------------------------------------------------------

===================
=  12: 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)

WEAPONS / AMMO
This section covers anything used to kill or that can be combined with another
item to kill.

-------------------------------------------------------------------------------
COMBAT KNIFE
DISK 1, PRISON; DISK 2, MTF (CHRIS), BASE (CHRIS II)
FOUND IN: PRISON CELL (CLAIRE), DEFAULT (CHRIS), MANSION MAIN HALL (ALEXIA I
ENCOUNTER)
This weapon is a veteran survivor's first choice.
-------------------------------------------------------------------------------
HANDGUN (CLAIRE)
DISK 1, PRISON
HOLDS 15 BULLETS
FOUND IN: WATCH TOWER
M93R
An Italian handgun which uses 9mm X 19 rounds.
-------------------------------------------------------------------------------
M93R PART
DISK 1; PRISON
FOUND IN: (open second DURALUMIN CASE)
The M93R can be modified with this.
-------------------------------------------------------------------------------
CUSTOM HANDGUN
DISK 1, PRISON
HOLDS 20 BULLETS
FOUND IN: (combine M93R PART with HANDGUN (CLAIRE))
M93R Burst
It's an M93R equipped with a stock.
It can be adjusted to fire 3 bullets in succession.
-------------------------------------------------------------------------------
HANDGUN (CHRIS)
DISK 2, MTF (CHRIS)
FOUND IN: DEFAULT
Glock 17
A large size handgun that uses 9mm x 19 rounds.
-------------------------------------------------------------------------------
ENHANCED HANDGUN
DISK 2, MTF (CHRIS)
HOLDS 18 BULLETS
FOUND IN: FACILITY WEAPONS STORAGE (use workbench)
Modified Glock 17.
It's a modified Glock 17.
-------------------------------------------------------------------------------
HANDGUN BULLETS
BOTH DISKS, ALL PARTS
HOLDS 15 BULLETS
FOUND IN: PRISON CELL, PRISON HALLWAY, WATCH TOWER, MESS HALL, PRISON BUNKROOM
(2), BROKEN BRIDGE, PALACE MAIN HALL, BATHROOM, PALACE SAVE ROOM, LONG HALLWAY,
ARMORY, WATERWAY, WAITING ROOM, SHUTTER CORRIDOR (2), SEWER BALCONY (2), JEEP
ROOM, ELEVATOR HALL, ALFRED'S STUDY, RESIDENCE ENTRYWAY, RESIDENCE HALL, RUINED
DINING ROOM, CONFERENCE ROOM, ANATOMIST'S ROOM, CREMATION ROOM, TORTURE ROOM,
CRATE ROOM, INFORMATION ROOM, FACILITY WEAPONS STORAGE, CASINO, AIRPORT SAVE
ROOM, WORKER'S BUNKROOM (4), MACHINE ROOM (2), B.O.W. ROOM, BASE STORAGE (2),
CAVE, TANK ROOM, HARRIER SAVE ROOM, CHEMICAL STORAGE, UPPER JEEP ROOM, ALBINOID
ROOM, POWER SAVE ROOM, STERILE ROOM, ALEXIA'S LAB (2), BASE WEAPONS STORAGE
(3), MANSION SAVE ROOM, SMALL DINING ROOM, ALEXANDER'S LAB
9mm x 19 Rounds
These can be used with the M93R and the Glock 17.
-------------------------------------------------------------------------------
M-100P (2 SLOTS)
DISK 1, PRISON
FOUND IN: PRISON BUNKROOM
A semi-automatic pistol which has a large sized special magazine.
This handgun enables precise rapid shooting with little recoil.
-------------------------------------------------------------------------------
BOW GUN
DISK 1, MTF (CLAIRE)
FOUND IN: RESEARCH ROOM
Cross Bow Handgun
A powerful bow gun which is mainly used for hunting.
-------------------------------------------------------------------------------
BOW GUN ARROWS
DISK 1, PALACE, AIRPORT, MTF (CLAIRE); DISK 2, BASE (CLAIRE), MTF (CHRIS)
HOLDS 30 ARROWS
FOUND IN: WATERWAY, CARGO ROOM, FACILITY SAVE ROOM, TANK ROOM, FACILITY YARD,
LOCKER ROOM (3), SAUNA, INFORMATION ROOM, RUINED DINING ROOM, TORTURE ROOM,
B.O.W. ROOM, BASE SAVE ROOM, MORTUARY SAVE ROOM, CAVE, SOUTH TURNTABLE
An iron-made arrow for use with a bow gun.
-------------------------------------------------------------------------------
BOW GUN POWDER
DISK 1, PALACE; DISK 2, BASE (CLAIRE), 
HOLDS 10 POWDERS
FOUND IN: (open 1st DURALUMIN CASE), CASINO, WORKER'S BUNKROOM
This is gun powder for a bow gun arrow.
-------------------------------------------------------------------------------
GUN POWDER ARROWS
BOTH DISKS, ANY PART
FOUND IN: (combine EXPLOSIVE POWDER with BOW GUN ARROWS)
An iron bow gun arrow combined with gun powder.
-------------------------------------------------------------------------------
GOLD LUGERS (2 SLOTS)
DISK 1, MTF (CLAIRE)
FOUND IN: (Steve gives these to you in exchange for the SUB MACHINE GUN)
The grip is nicely decorated.
It uses 30 Luger rounds.
-------------------------------------------------------------------------------
SUB MACHINE GUN (2 SLOTS)
DISK 1, MTF (CLAIRE); DISK 2, MTF (CHRIS)
FOUND IN: MORTUARY SAVE ROOM (CHRIS)
Ingram
A 38-caliber submachine gun.  It uses DOT380 ammo.
-------------------------------------------------------------------------------
GRENADE LAUNCHER
DISK 1, MTF (CLAIRE)
FOUND IN: AUXILIARY PRISON
M79 G. Launcher
This use 40mm rounds.
-------------------------------------------------------------------------------
FLAME ROUNDS
DISK 1, PRISON; DISK 2, MTF (CHRIS), BASE (CLAIRE II)
HOLDS 6 ROUNDS
FOUND IN: SECURITY HALL, SEWER BALCONY, MANSION SAVE ROOM
A special bullet filled with napalm gel.
-------------------------------------------------------------------------------
BOW GAS ROUNDS
DISK 1, PRISON
HOLDS 3 ROUNDS
FOUND IN: SECURITY HALL
These anti-B.O.W. gas bullets are filled with gas.
-------------------------------------------------------------------------------
GRENADE ROUNDS
DISK 1, MTF (CLAIRE), AIRPORT; DISK 2, MTF (CHRIS), BASE (CLAIRE II)
HOLDS 6 ROUNDS
FOUND IN: AUXILARY PRISON, CONTROL ROOM, AIRPORT SAVE ROOM, SECRET TUNNEL,
MANSION SAVE ROOM 
These can be used with the M79 Grenade Launcher.
-------------------------------------------------------------------------------
ACID ROUNDS
DISK 1, MTF (CLAIRE); DISK 2, MTF (CHRIS)
HOLDS 6 ROUNDS
FOUND IN: EXPERIMENT ROOM, FACILITY WEAPONS STORAGE, HARRIER SAVE ROOM,
INFORMATION ROOM
A special bullet filled with sulfuric acid.
-------------------------------------------------------------------------------
ASSAULT RIFLE (2 SLOTS)
DISK 2, BASE (CLAIRE)
FOUND IN: BASE WEAPONS STORAGE
The AK47 Assault Rifle
It uses 7.62mm bullets.
-------------------------------------------------------------------------------
A. RIFLE CLIP
DISK 2, MTF (CHRIS),
FOUND IN: TYRANT STORAGE
These are bullets for an AK47.
-------------------------------------------------------------------------------
SNIPER RIFLE (2 SLOTS)
DISK 2, BASE (CLAIRE)
HOLDS 7 SHOTS
FOUND IN: MINING ROOM
MR7
This is an American bolt action rifle.
You can snipe a distant enemy with its scope.
-------------------------------------------------------------------------------
SHOTGUN
DISK 2, MTF (CHRIS)
HOLDS 7 SHELLS
FOUND IN: SEWER BALCONY
SPAS 12
A combat shotgun developed for military use.
It uses 12 gauge shell
-------------------------------------------------------------------------------
SHOTGUN SHELLS
DISK 2, MTF (CHRIS), BASE (CHRIS I, CLAIRE II, CHRIS II)
FOUND IN: HARRIER CORRIDOR, HARRIER SAVE ROOM, CHEMICAL STORAGE, OIL ROOM,
INFORMATION ROOM, MODEL ROOM (2), BASE STORAGE, POWER SAVE ROOM, STERILE ROOM,
MANSION SAVE ROOM, MANSION STUDY
12 Gauge Shells
These can be used with the SPAS 12
-------------------------------------------------------------------------------
MAGNUM
DISK 2, BASE (CHRIS I)
HOLDS 6 BULLETS
FOUND IN: BASE WEAPONS STORAGE
Colt Python
An American Gun.  It uses 357 magnum rounds.
-------------------------------------------------------------------------------
MAGNUM BULLETS
DISK 2, BASE (CHRIS I)
HOLDS 6 BULLETS
FOUND IN: STERILE ROOM
Magnum Cartridge
This contains powerful bullets for a magnum gun.
-------------------------------------------------------------------------------
LINEAR LAUNCHER (2 SLOTS)
DISK 2, BASE (CHRIS)
INFINITE ROUNDS
FOUND IN: UPPER ANTHILL ROOM
Anti-B.O.W. Linear Launcher
An advanced weapon developed to handle B.O.W.s.
-------------------------------------------------------------------------------
DURALUMIN CASE
DISK 1, PALACE, PRISON; DISK 2, BASE (CHRIS)
FOUND IN: BATHROOM, CREMATION ROOM, BASE STORAGE
The case is locked.
There must be a key hole somewhere.
(Flip to handle)
It's secured by a simple lock.
I could open this if I had a lockpick.
(With LOCKPICK)
It's secured by a simple lock.
Use the lockpick?
(Yes)
1) Bow Gun Powder was in the case.
2) An enchancement part for the M93R was inside the duralumin case.
3) Magnum rounds were in case.
-------------------------------------------------------------------------------




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: PRISON CELL, BARRACKS, MESS HALL, BROKEN BRIDGE (2), COURTYARD,
PALACE SAVE ROOM, FACILITY SAVE ROOM (2), CONTROL ROOM (2), INFORMATION ROOM,
RESIDENCE HALL, CONCEALED PASSAGE, SECRET PASSAGE, CASINO (2), CAROUSEL,
AIRPORT SAVE ROOM (2), MACHINE ROOM (5), B.O.W. ROOM, BASE SAVE ROOM, BASE
STORAGE, MORTUARY SAVE ROOM, CAVE, HARRIER CORRIDOR, TYRANT STORAGE, MODEL
ROOM, SECRET TUNNEL, ALBINOID ROOM (2), POWER SAVE ROOM (2), ICE HALL (2), ANT
HILL CORRIDOR (2), ALEXIA'S LAB, PLAYROOM, MANSION SAVE ROOM, Y-SHAPED HALL
(2), SMALL DINING ROOM (2), ALEXANDER'S LAB (2), SECURITY ROOM (2)
This was made by breeding the herb from Raccoon city.
-------------------------------------------------------------------------------
BLUE HERB
DISKS 2, BASE (CLAIRE), MTF (CHRIS), BASE (CHRIS I)
FOUND IN: MOTH HALLWAY (N/A), B.O.W. ROOM, BASE STORAGE, CAVE, HARRIER
CORRIDOR, HARRIER SAVE ROOM (N/A), CHEMICAL STORAGE, ALBINOID ROOM, POWER SAVE
ROOM, ICE HALL, ALEXIA'S LAB
This was made by breeding the herb from Raccoon city.
-------------------------------------------------------------------------------
RED HERB
DISK 1, PALACE, MTF (CLAIRE), PRISON; DISK 2, MTF (CHRIS), BASE (CLAIRE II)
FOUND IN: LONG HALLWAY, FACILITY MAIN HALL, CREMATION ROOM, CHEMICAL STORAGE,
SEWER BALCONY (2), MANSION SAVE ROOM
This was made by breeding the herb from Raccoon city.
-------------------------------------------------------------------------------
FIRST-AID SPRAY
DISK 1, ALL PARTS EXCEPT AIRPORT; DISK 2, BASE (CLAIRE and CHRIS II)
FOUND IN: SECURITY HALL, BATHROOM, RESIDENCE ENTRYWAY, ANATOMIST'S ROOM, MODEL
ROOM, WORKER'S BUNKROOM, MANSION STUDY
This spray fully restores your vitality.
-------------------------------------------------------------------------------
INK RIBBON
BOTH DISKS, ALL PARTS (EXCEPT CLAIRE II)
FOUND IN: PRISON HALLWAY, PALACE SAVE ROOM, WAITING ROOM, FACILITY SAVE ROOM,
MODEL ROOM, UPPER CAROUSEL, SEAPLANE, WORKER'S BUNKROOM, BASE SAVE ROOM (2),
BASE STORAGE, MORTUARY SAVE ROOM, HARRIER SAVE ROOM, SEWER BALCONY, POWER SAVE
ROOM, MANSION SAVE ROOM, SMALL DINING ROOM
Use this with a typewriter to save your progress.
-------------------------------------------------------------------------------



CHARACTER SPECIFIC ITEMS
These items can be found in the "Standard" part of the item screen.

-------------------------------------------------------------------------------
LIGHTER (CLAIRE, CHRIS)
FOUND IN: DEFAULT (CLAIRE), CAVE (CHRIS)
An oil lighter.
You can use it to light a dark area.
-------------------------------------------------------------------------------
FAMILY PICTURE
FOUND IN: DEFAULT (STEVE)
It's a picture of Steve and his parents.
-------------------------------------------------------------------------------
LOCKPICK
FOUND IN: PRISON CELL (CLAIRE)
Lockpick.
A simple lock can be opened with this.
-------------------------------------------------------------------------------



PUZZLE ITEMS
These items are involved in the solving of puzzles.

-------------------------------------------------------------------------------
EXTINGUISHER
DISK 1, PRISON; DISK 2, BASE (CHRIS I)
FOUND IN: EXECUTION ROOM
You can extinguish fire with this.
-------------------------------------------------------------------------------
EMPTY EXTINGUISHER
DISK 1, PRISON
FOUND IN: (use EXTINGUISHER)
It's an empty extinguisher.
I must fill it with the extinguishant before I can use it.
-------------------------------------------------------------------------------
BRIEFCASE
DISK 1, PRISON
FOUND IN: GRAVEYARD
A case made of metal.
The case seems to be closed.
Maybe if you examine it closely...
(Flip to handle)
There's a button.
Push it?
(Yes)
TG-01 was inside the briefcase.
There was also an explanation document for the special alloy TG-01.
-------------------------------------------------------------------------------
TG-01
DISK 1, PRISON
FOUND IN: (examine BRIEFCASE)
Newly developed special alloy.
It cannot be detected by a metal detector.
-------------------------------------------------------------------------------
STEERING WHEEL
DISK 1, PALACE
FOUND IN: ARMORY
This is used to steer a ship.
(Flip over)
It's a wheel used to steer a ship.
It has a octa-shaped projection.
-------------------------------------------------------------------------------
HEMOSTATIC
DISK 1, MTF (CLAIRE)
FOUND IN: FACILITY SAVE ROOM
Medicine that is used to stop bleeding.
It should be used on someone who is wounded.
-------------------------------------------------------------------------------
SKELETON PICTURE
DISK 1, MTF (CLAIRE)
FOUND IN: EXPERIMENT ROOM
A human skeleton is outlined in blood...
-------------------------------------------------------------------------------
EARTHENWARE VASE
DISK 1, PALACE
FOUND IN: PORTRAIT ROOM
An earthenware vase with a nice flower design.
(Flip to top)
There appears to be something inside.
Take it?
(Yes)
The queen ant's object was in the vase.
-------------------------------------------------------------------------------
QUEEN ANT OBJECT
DISK 1, PALACE
FOUND IN: (examine EARTHENWARE VASE)
A queen ant object that contains a red ruby.
-------------------------------------------------------------------------------
KING ANT OBJECT
DISK 1, PALACE
FOUND IN: CASINO
A king ant object that contains a blue sapphire.
-------------------------------------------------------------------------------
MUSIC BOX PLATE
DISK 1, PRIVATE RESIDENCE; DISK 2, CHRIS BASE (II)
FOUND IN: ALEXIA'S ROOM (BASE)
This plate is needed for a music box to play.
-------------------------------------------------------------------------------
RUSTED SWORD
DISK 1, PRISON
FOUND IN: ARMOR ROOM
It's rusted and cannot be used as a weapon.
-------------------------------------------------------------------------------
PIANO ROLL
DISK 1, PRISON
FOUND IN: ARMOR ROOM
Roll paper that is used for an auto-play piano.
If you set it, the music on the paper will be played.
-------------------------------------------------------------------------------
CONTROL LEVER
DISK 1, AIRPORT (CLAIRE)
FOUND IN: SEAPLANE
This seems to have been removed from a control panel.
-------------------------------------------------------------------------------
BAR CODE STICKER
DISK 2, BASE (CLAIRE)
FOUND IN: B.O.W. ROOM
An identification sticker used to sort the loads.
-------------------------------------------------------------------------------
GAS MASK
DISK 2, BASE (CLAIRE)
FOUND IN: B.O.W. ROOM
Protect yourself from poison gas with this.
-------------------------------------------------------------------------------
PLANT POT
DISK 2, BASE (CLAIRE)
FOUND IN: BASE SAVE ROOM
A plant pot.  It appears to be an ordinary one.
(Flip to bottom)
Something is posted here.
Take it?
(Yes)
The Machine Room Key was found at the bottom of the pot.
-------------------------------------------------------------------------------
LUGER REPLICA
DISK 2, MTF (CHRIS)
FOUND IN: HARRIER SAVE ROOM
A replica gun modeled after the Luger.
It has nice decoration on it.
It can't be used as a weapon.
-------------------------------------------------------------------------------
BATTERY PACK
DISK 2, MTF (CHRIS)
FOUND IN: HARRIER CORRIDOR
A large capacity battery pack.
This must be used to operate a big machine...
-------------------------------------------------------------------------------
CLEMENT SIGMA
DISK 2, MTF (CHRIS)
FOUND IN: CHEMICAL STORAGE
It's a chemical used to dissolve enhanced alloy.
-------------------------------------------------------------------------------
CLEMENT ALPHA
DISK 2, MTF (CHRIS)
FOUND IN: FACILITY WEAPONS STORAGE
It's a chemical used to dissolve enhanced alloy.
-------------------------------------------------------------------------------
CLEMENT MIXTURE
DISK 2, MTF (CHRIS)
FOUND IN: (combine CLEMENT SIGMA and CLEMENT ALPHA)
Mixture of alpha type and sigma type.
this can dissolve the enhanced alloy Diploid.
-------------------------------------------------------------------------------
TANK OBJECT
DISK 2, MTF (CHRIS)
FOUND IN: UPPER JEEP ROOM
A miniature old tank is placed on the base.
-------------------------------------------------------------------------------
PAPER WEIGHT
DISK 2, BASE (CHRIS)
FOUND IN: BASE SAVE ROOM (use HALBERD on wall)
A tool used to hold documents so they don't scatter.
I can't figure out the meaning of the designs on it's top and bottom but this
item seems to be related to Umbrella Inc.
-------------------------------------------------------------------------------
BLUE JEWEL
DISK 2, BASE (CHRIS I and II)
FOUND IN: STATUE HALL
A large blue sapphire.  It could be a decoration.
-------------------------------------------------------------------------------
RED JEWEL
DISK 2, BASE (CHIRS I and II)
FOUND IN: STATUE HALL
A large red ruby that appears to be a decoration.
-------------------------------------------------------------------------------
VALVE HANDLE
DISK 2, BASE (CLAIRE)
-------------------------------------------------------------------------------
OCTA VALVE HANDLE
DISK 2, BASE (CLAIRE AND CHRIS I)
FOUND IN: (use the cutter in the BASE STORAGE), MINING ROOM
A tool used to open/close the valve.
-------------------------------------------------------------------------------
SOCKET
DISK 2, BASE (CHRIS I)
FOUND IN: STATUE ROOM
This appears to be some kind of socket.
It has an octagonal hollow (examine hollow)
-------------------------------------------------------------------------------
SQ. VALVE HANDLE
DISK 2, BASE (CHRIS I)
FOUND IN: STATUE ROOM (combine with SOCKET) 
An Octa-shaped valve handle with a square socket.
-------------------------------------------------------------------------------
CRYSTAL
DISK 2, CLAIRE BASE (II)
FOUND IN: BASE PRISON
A well-polished crystal.
It contains a card inside.
I could obtain the card if I could crack the crystal.
-------------------------------------------------------------------------------



KEYS
These items are used to unlock doors.

-------------------------------------------------------------------------------
HAWK EMBLEM
DISK 1, PRISON
FOUND IN: COMPUTER ROOM
An emblem carved with a hawk symbol.
It appears to be made of pure gold.
-------------------------------------------------------------------------------
SP. ALLOY EMBLEM
DISK 1, PRISON
FOUND IN: (use TG-01 on 3D duplicator)
A picture of a hawk is carved on it.
It's made of newly-developed alloy TG-01.
-------------------------------------------------------------------------------
PADLOCK KEY
DISK 1, PRISON
FOUND IN: EXECUTION ROOM
A simple key.
A padlock may be opened with this.
-------------------------------------------------------------------------------
ID CARD
DISK 1, PALACE
FOUND IN: PALACE SAVE ROOM
An ID Card for an Umbrella employee.
(Flip over)
The word "NTC0394" is written on it.
-------------------------------------------------------------------------------
BIOHAZARD CARD
DISK 1, AIRPORT (CLAIRE)
FOUND IN: CARGO ROOM
A card key shining in silver.
You can use this at the military training facility.
-------------------------------------------------------------------------------
EAGLE PLATE
DISK 1, MTF (CLAIRE), PALACE; DISK 2, MTF (CHRIS)
FOUND IN: MODEL ROOM, CONFERENCE ROOM, ALBANOID ROOM
Ashford family's crest.
An eagle grasps a gold halberd.
The indigo blue plate portion appears to be made of special alloy.
-------------------------------------------------------------------------------
EMBLEM CARD
DISK 1, MTF (CLAIRE)
FOUND IN: FACILITY BALCONY
This is a card key shining in indigo blue.
You can use this ar the military training facility.
-------------------------------------------------------------------------------
ARMY PROOF
DISK 1, MTF (CLAIRE); DISK 2, AIRPORT (CHRIS)
FOUND IN: CONTROL ROOM; BOARDING PLATFORM
A hex shaped stone object.
A picture of a jeep is carved on it.
-------------------------------------------------------------------------------
AIR FORCE PROOF
DISK 1, PRIVATE RESIDENCE; DISK 2, AIRPORT (CHRIS)
FOUND IN: UPPER CAROUSEL; BOARDING PLATFORM
A hex shaped stone object.
A picture of a fighter is carved on it.
-------------------------------------------------------------------------------
NAVY PROOF
DISK 1, PALACE; DISK 2, AIRPORT (CHRIS)
FOUND IN: COURTYARD; BOARDING PLATFORM
A hex shaped stone object.
A picture of a submarine is carved on it.
-------------------------------------------------------------------------------
GOLD KEY
DISK 1, MTF (CLAIRE)
FOUND IN: MODEL ROOM
A golden key.
The Ashford family's crest is carved on it.
-------------------------------------------------------------------------------
SILVER KEY
DISK 1, PRIVATE RESIDENCE
FOUND IN: ALEXIA'S ROOM
A key made of pure silver.
The Ashford family's crest is carved on it.
-------------------------------------------------------------------------------
GLASS EYE
DISK 1, PRISON
FOUND IN: ANATOMIST'S ROOM
An eyeball model that is made of glass.
-------------------------------------------------------------------------------
SILVER DRAGONFLY
DISK 1, PRIVATE RESIDENCE
FOUND IN: CAROUSEL
A dragonfly object.
It is designed so its wings can be detached.
Detach the wings?
(Yes)
The dragonfly wings have been detached.

A dragonfly object.  All the wings are removed.
-------------------------------------------------------------------------------
AIRPORT KEY
DISK 1, AIRPORT (CLAIRE)
FOUND IN: OIL ROOM
It's a key for the motor-driven shutter.
The word "K-402" is written on its tag.
-------------------------------------------------------------------------------
MINING ROOM KEY
DISK 2, BASE (CLAIRE)
FOUND IN: BASE WEAPONS STORAGE
A key used to open the door of the mining room.
-------------------------------------------------------------------------------
DETONATOR
DISK 2, BASE (CLAIRE)
FOUND IN: BASE WEAPONS STORAGE
A heat-sensitive detonator.
-------------------------------------------------------------------------------
MACHINE ROOM KEY
DISK 2, BASE (CLAIRE)
FOUND IN: (flip over PLANT POT and examine it)
A key used to open the door of the machine room.
-------------------------------------------------------------------------------
CHEM. STORAGE KEY
DISK 2, MTF (CHRIS)
FOUND IN: UPPER JEEP ROOM
A key made of metal.
The word "Chemical Warehouse" is on its tag.
-------------------------------------------------------------------------------
DOOR KNOB
DISK 2, MTF (CHRIS)
FOUND IN: SOUTH TURNTABLE
This must have been removed from a door somewhere.
However, the knob is not broken.
-------------------------------------------------------------------------------
TURN TABLE KEY
DISK 2, MTF (CHRIS)
FOUND IN: MODEL ROOM
It's a key used to move the turn table.
-------------------------------------------------------------------------------
HALBERD
DISK 2, MTF (CHRIS)
FOUND IN: (combine CLEMENT MIXTURE with EAGLE PLATE)
It's an object that has been placed on the eagle plate.
It's made of gold and looks like a middle-age halberd.
-------------------------------------------------------------------------------
ALFRED'S RING
DISK 2, BASE (CHRIS I)
FOUND IN: CRYO STORAGE
It appears the jewel portion can be removed.
Take the jewel? (Yes)
The metal portion has been removed and you've obtained the Alfred's Jewel.
-------------------------------------------------------------------------------
ALFRED'S JEWEL
DISK 2, BASE (CHRIS I)
FOUND IN: EXAMINE ALFRED'S RING
A blue jewel that has been attached to Alfred's ring.
-------------------------------------------------------------------------------
ALEXANDER'S PIERCE
DISK 2, BASE (CHRIS I)
FOUND IN: UPPER SHIPPING ROOM
It appears the jewel portion can be removed.
Take the jewel? (Yes)
The metal portion has been removed and you've obtained the Alexander's Jewel.
-------------------------------------------------------------------------------
ALEXANDER'S JEWEL
DISK 2, BASE (CHRIS I)
FOUND IN: EXAMINE ALEXANDER'S PIERCE
A green jewel that has been attached to a pierce.
-------------------------------------------------------------------------------
ALEXIA'S CHOKER
DISK 2, BASE (CHRIS II)
FOUND IN: MANSION MAIN HALL
It appears the jewel portion can be removed.
Take the jewel? (Yes)
The metal portion has been removed and you've obtained the Alexia's Jewel.
-------------------------------------------------------------------------------
ALEXIA'S JEWEL
DISK 2, CHRIS BASE (II)
FOUND IN: EXAMINE ALEXIA'S
A Red jewel that has been attached to a choker.
-------------------------------------------------------------------------------
WING OBJECT (4)
DISK 2, BASE (CHRIS I & II) (4)
FOUND IN: ANT HILL CORRIDOR, PLAYROOM (2), ALEXANDER'S LAB
It appears to be Dragonfly's wings.
It seems to be a part of something.
-------------------------------------------------------------------------------
DRAGONFLY OBJECT
DISK 2, CHRIS BASE (II)
FOUND IN: SMALL DINING ROOM
It's a dragonfly object that is missing its wings.
-------------------------------------------------------------------------------
GOLD DRAGONFLY
DISK 2, CHRIS BASE (II)
FOUND IN: (combine WING OBJECTs with DRAGONFLY OBJECT)
A dragonfly object made of jewels and gold.
All of the wings are attached.
-------------------------------------------------------------------------------
SECURITY CARD
DISK 2, BASE (CLAIRE II, CHRIS II)
FOUND IN: BASE PRISON (break CRYSTAL)
A card used to release the security lock.
-------------------------------------------------------------------------------
STERILE ROOM KEY
DISK 2, BASE (CHRIS II)
FOUND IN: BASE STUDY
A biohazard symbol is carved on it.
-------------------------------------------------------------------------------



SPECIAL ITEMS
These items appear after completing the game under certain circumstances.

-------------------------------------------------------------------------------
ROCKET LAUNCHER (2 SLOTS)
DISK 1, PRISON
FOUND IN: DEFAULT (CLAIRE, A-RANK)
Another name for a Rocket Launcher is Bazooka.
You can defeat most enemies with one shot.
-------------------------------------------------------------------------------

==============================================
=  13: UNANSWERED QUESTIONS / PARTING SHOTS  =
==============================================

* THE [PLO]T-VIRUS

In RE3, Jill was infected by the t-virus for around three days.  In every other
RE game, people were infected for days before they started showing symptoms and
succumbing to the full effects of the infection.  On Rockfort Island, it hits
them so quickly, that their dinners are still warm by the time Claire is out
and about.  And it managed to infect absolutely everything on the island
including the graveyard.  BLARG!

* WESKER AND RODRIGO

This is really a two-part question, but what injured Rodrigo in the first
place?  He holds his side like it was a gut shot, but who would've shot him?
Which brings me to the second point about how Wesker supposedly has a special
ops team running around the island, but you never hear gunfire, see their
bodies, or experience their influence aside from Wesker doing his thing and
sending out the hunters.  I can't really go with ther assumption that some of
the zombies are former members of Wesker's force either, but that could serve
to explain a point or two.  The whole thing's rather vague.

* ALFRED ASHFORD

The reigning champ of speed cross-dressing until 1998.  He will be missed.  And
this guy seriously cannot catch a break; even his self-destruct system sucks!

* SOMEWHERE IN THE SOUTH ATLANTIC...

...there's a Tyrant, possibly still alive, possibly in chunks, floating around
in the water.  Why doesn't this worry anyone else?  Also, Rockfort Island is
still there, near as I can figure.

* WESKER VS ALEXIA

I'm still trying to determine what being infected with T-Veronica, which to
my recollection is T-virus + ant DNA, does to give one the ability to spray
fire at will.  I also find it amusing that, despite morphing into a hideous
ant mutant, Alexia went out of her way to morph out some hair-resembling
tentacles on the top of her head after transforming, because one must always
look their best when taking over the world, hideous ant mutant or no.

* "SOMEONE'S IN THE KITCHEN WITH DNA!"

It may just be me, but the whole CODE: VERONICA REPORT sounded like a bunch of
faux-intellectual hooey to me, not that I know anything about genetics.  Could
serve to emphasize the whole Alexander and Alfred not being quite as s-m-r-t as
they were supposed to be point, but it does raise an interesting question, that
is, who the heck is the mother?  I suppose it doesn't matter, but for a family
that likes to fawn on some distant ancestral matriarch, it sure seems kind of
odd that no one mentions these things.  Speaking of which, what exactly did the
original Veronica DO that made her so special anyway?

* AUTO-AIM

I'm playing through battle mode with Wesker, my trusty knife at my side.  I try
to target the zombie in front of me, but instead, I am directed to the
explosive barrel that my knife can't even pop.  What's wrong with this picture?

* THE GAME, OVERALL

The reason why the publishing of this walkthrough was so delayed was because
I truly did not like this game.  The entire plot felt like a "bad trip".  It
played out like a B sci-fi movie.  In certain instances, I had to shut it off
after certain cut-scenes because I couldn't stop laughing.  There was little
suspense; I don't think I was scared once.  While all survival/horror games
are, to some degree, contrived, this game truly felt like the whole ordeal was
all too convenient.  Alexia comes out just in time to see her brother and wreck
Claire and Steve's escape!  Miraculously, Chris can find a way out of the
bombed training facility!  Chris found a socket to make the octa-valve square
again!  Alexia doesn't care enough to hurt Claire!  I could come up with
examples all day long (and the voice acting was a joke, can no one pronounce
"sorry" without it coming out "sore-y?).

It's one of those "good concept, flawed in the execution" scenarios, but it is
canon, and unlike Gaiden, cannot be ignored no matter how little sense it
makes.

====================================
=  14: 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: The first time I played through this I was reading a guide I wasn't too
happy with for numerous reasons.  Mostly, I would play the game in spurts
and then be redirected to a place from my save room that I couldn't remember
how to get to.  I've always had fun with the RE series anyway, I thought I'd
have a little fun writing a detailed, quick FAQ for it, partially for my own
usage.
-------------------------------------------------------------------------------
Q: Where did you save when you were playing through this?

A: Well, as usual, when I was actually playing through and not writing the FAQ,
I tried to keep the saves to the minimum.  As for Chris, I think I skipped the
save until the default one as you enter Antarctica, then saved in the POWER
SAVE ROOM since that's really the only one you have before the end of it all.
-------------------------------------------------------------------------------
Q: So how many times did you beat the game?

A: Officially, thrice this time around.  The reason being I kind of got fed up
with the details of the game once I got through Claire's portion, and wouldn't
touch the game or the walkthrough for a while.  At that point, I had only
finished the walkthrough to Alfred's big speech, so going through the whole
mess again was almost a necessity.  Plus, since this is the longest RE game
to date, I wanted to make sure this guide allowed for optimal speed.  The third
time it was just me trying to decipher the A-ranking.
-------------------------------------------------------------------------------
Q: How long did it take you?

A: First time through, when I was still screwing around for the most part, it
took me 4:40:57.  Good enough for a B-ranking, but not quite A material.
Second time it took me 3:02:27 following it directly and not screwing around
and somehow, I still got a B-ranking, despite saving only three times.  Third
time through, I got all of the MAPS, all of the FILES, didn't save except for
the Disk 2 switch, and completed it in 2:59:41 with an A-ranking.  Since
completing the game in under three hours isn't entirely reasonable, I'd say it
was a combination of the previous three factors.
-------------------------------------------------------------------------------
Q: What system was this ported from?

A: I've heard it was the Japanese version of Code: Veronica Complete for the
Dreamcast.  I can't confirm this, seeing as how I don't 1) own a Dreamcase or
a PS2 (at this time) and 2) import games whenevr possible.  I've noticed a few
subtle differences from the recycled FAQs, namely, the D.I.J. Diary is placed
in the file register around the time Claire gains access to the Casino in the
regular game (as opposed to at the end) and Rodrigo seems to be strangely
absent from the Battle Mode.  In other versions of the game, he would be hiding
behind a bunch of boxes in the Lower Turntable Room, or so I've heard.  There's
also no option to change the difficulty level.
-------------------------------------------------------------------------------
Q: Why not have Claire take the Nosferatu down with another weapon and leave
the GRENADE LAUNCHER for Chris?

A: There aren't a ton of rounds later on in the game.  Chris needs bullets
for taking out zombies (plus the CUSTOM HANDGUN vs Nosferatu bit gets tedious,
I've tried it), same principle with the ASSAULT RIFLE, and the BOW GUN with GUN
POWDER ARROWS is all but crucial in killing hunters early on, while there's no
part that you should really NEED the GRENADE LAUNCHER considering the kind of
ammo it spends to get the job done.
-------------------------------------------------------------------------------
Q: What happens if I don't give Rodrigo the HEMOSTAT?

A: Not much.  Claire keeps her lighter, which means Chris never gets the SUB
MACHINE GUNS.  Additionally, without the LOCKPICK, Claire can't get the goodies
around the base or open any of the DURALUMIN CASEs.  The Gulp Worm fight also
loses some of its meaning.
-------------------------------------------------------------------------------
Q: If I left an item on Rockfort as Claire, will it still be there for Chris
to pick up?

A: Absolutely, provided you can reach it.
-------------------------------------------------------------------------------
Q: I ignored your good advice and took the DOOR KNOB early.  What now?

A: A HUNTER will now join you in the CHEMICAL STORAGE.  Have fun with that.
-------------------------------------------------------------------------------
Q: Are there enemies in the areas where scanner machine are before you trigger
them?

A: Yep, typically a horde of zombies.
-------------------------------------------------------------------------------
Q: Hey, why didn't you have me take a better weapon for fighting Alexia II?

A: I decided to sacrifice power for healing versatility.  If enough people
can't hack it, I'll put in a disclaimer warning about it.
-------------------------------------------------------------------------------
Q: Who is the D.I.J.?

A: Short answer is the mouse that Claire sees running out when she opens the
locker in Antartica.  Long answer is that there's been quite a bit of
speculation as to who this mouse might be.  Some thought this might be the
Ashford's butler, mutated somehow.  This is unreasonable even considering the
standard set by this game, though the whereabouts of Scott Harman are still
unknown and probably will remain so.  My own theory is that Alexander Ashford
admits to being capable of manipulating the intelligence gene, and he had to
start somewhere, so this particular mouse is one of his research subjects.
Seems like the simplest answer, though no one seems to have any clear idea of
what D.I.J. stands for.

========================
=  15: FUTURE UPDATES  =
========================

I'm planning on updating this as soon as I fully recover from my experiences
writing it.

Some things I may add/fix in the future are...

*ASCII art (oh, the pain... help)
*Damage chart for the enemies
*Corresponding updates in the items section for where to find what goodies
 you can get from the battle mode game
*Wesker's Report, 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.

======================
=  16: 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.
Despite my attitude, I can be pretty helpful.

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.  Common speaking English,
no 1337, no ebonics, 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, and most importantly, 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, 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.  E-mails are usually the best route
as I'm not around the message boards on GameFAQs too often; they slow me down
from writing the next guide and debates as to whether or not Gaiden is canon
HURT (though I think I successfully resolved that debate).

=====================
=  17: 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.

-- 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.

-- The Smashing Pumpkins, they made fine music.  I had to do this because of
   Alfred's "rat in a cage" comment.

-- Modest Mouse, see above, except I had to do this because of Antartica.

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 2004-2005 Muchitsujo