FAQ/Walkthrough by CrankyMonkey675

Updated: 04/19/03 | Printable Version

                              Resident Evil 0
                            By: CrankyMonkey675

Table of Contents
3.Before the Mansion...
6.Survival Tips
-Umbrella Research Facility
-Facility Basement
-Umbrella Research Facility (revisited)
-Umbrella Laboratory
8.Boss Battles
10.Monster List
12.Leech Hunter Rewards


Greetings.  Welcome to my first Resident Evil 0 FAQ for the Nintendo 
Gamecube.  Please remember that this FAQ is a copyright of myself, and 
WEBSITE IN ANY WAY.  If you'd like this guide on your website, please 
e-mail me first and I'll give you permission.  Please note that this 
guide WILL CONTAIN SPOILERS, so read at your own risk.  Now, on to the 

This walkthrough for Resident Evil 0 can be found at the following 



2/20/03-Added an explanation to end some sort of confusion everyone 
seems to have...

2/10/03-Added a monster list to the FAQ and fixed some minor mistakes.

2/9/03-Added all the files found in the game.  More updates to come 

1/31/03-Official start of this FAQ.

3.Before the Mansion...

(This was taken from the instruction booklet)


Several "unusual" murder cases had occurred in Raccoon City, a suburb 
in the Midwest.

Gravely, Raccoon City police reviewed reports of groups of "people-
eating monsters" attacking civilians' houses.  The order came down: 
send in the elite S.T.A.R.S. team to investigate.

The S.T.A.R.S. Bravo team went in first.  Unfortunately, due to 
inexplicable engine trouble, they had to make an emergency landing...

They touched down in a dense, dark forest.  This was the beginning...of 
the nightmare!


Control Stick: Up-Walk forward
               Down-Walk backward
               Left/Right-Turn to that direction

A-This is the action button.  Use this to examine your surroundings, 
open doors, and pick up items.

B-Hold this to run.

Y-Brings up the menu.  

Partner-Decide which actions you want your partner to do.  Attack will 
have your partner help you in battle.  Idle will have him/her not 
attack.  You can work as a team by selecting Team, or split up by 
selecting Solo.
Map-View the map
File-Review the files you have collected
Options-Brings you to the game options.
Exit-Return to the game.

X-Switch characters

Z-View map

R-Hold this button to aim your weapon, then press A to fire.

Control Stick down + B: Perform a 180 turn to quickly run away from 


Rebecca Chambers
Age: 18

Rebecca is the newest and youngest member of the Bravo Team.  She has 
the ability to store chemicals in her mixing set and mix herbs.  
Rebecca has very poor stamina, and can't move large or heavy objects.

Billy Coen
Age: 26

Billy is an ex-marine who was sentenced to death for murdering 23 
people.  Billy has great stamina and can move heavy objects.  His 
downfall is he can't mix herbs or chemicals.

Albert Wesker
Age: 38

Wesker is the captain of the Alpha Team.  He lures his team into the 
Spencer Mansion to use them as test subjects against their experiments.  
His whereabouts are unknown after RE1, but he makes a comeback in 

William Birkin
Age: 36

Birkin is Wesker's partner.  He is the creator of the G-Virus, which 
surpasses the T-Virus.  After being attacked by Umbrella in RE2, his 
only option was to inject the G-Virus in order to survive, thus 
mutating him into a horrid monster.

James Marcus
Age: Deceased

Marcus is the creator of the Progenitor Virus, the base of the T-Virus.  
He often used leeches for his experiments, and eventually grew an 
obsession for them.  He was mysteriously murdered, but somehow, his 
research had mysteriously continued.

6.Survival Tips

Here is some advice for you to survive in this survival/horror.

-Conserve ammo.  There is not much ammo in the game, so don't go 
trigger-happy on whatever monster you see.  Use only if you really have 

-Dodge monsters.  If you can, dodge zombies so you don't waste ammo on 
them.  They are very slow and very dumb, so it shouldn't be that hard.

-If you're in a room with a lot of monsters, have your partner aid you 
in combat.  

-Always keep at least one mixed herb with you.  Every monster in the 
game can bring you down to low health within a matter of seconds, so 
keep one handy.

-Only save right after you have done an important accomplishment.  Just 
like ammo, there is not a lot of ink ribbons, so save wisely.


After the opening cinema ends, the game begins.

"The door to safety is shut.  There is no turning back..."

Main Car
There's nothing to do here so go to the door on your left.  (Other 
doors are locked.)

Stairway Car
After the cinema, kill all the zombies in the room.  After another cut-
scene, go through the door at the end of the car.

Cabin Car
Go through the first door to your left

Passenger Cabin
Take the handgun ammo next to the bed and the file on the chair.  Now 

Cabin Car
Go in the next room.

Save Room
Take the green herb in the room then leave.

Cabin Car
Run to the end of the car and pick up the Train Key.  After the cut-
scene with Billy and Edward, kill the two Cerberus.  Now backtrack to 
the Main car.

Main Car
After a cut-scene, go to the other end of the car and use the Dining 
Key to unlock the door. 

Dining Car (1st floor)
Since Billy is blocking the way out, and the automatic door isn't 
working, go upstairs.  Don't forget to take the file on the corner 

Dining Car (2nd floor)
Once the FMV ends, you will have to fight a Leech zombie.  Instead of 
wasting ammo on it, simply leave the room to end the battle.  Once the 
cinema is over, you will now have control of Billy.  Go to the end of 
the room and climb the ladder.

Train Roof 1
Make your way forward and go around the hole.  USE REBECCA to reattatch 
the cables.  Once this is done, leeches will attack Rebecca and knock 
her into a room where she will be trapped.  As Billy, go back into the 
Dining Car.

Dining Car (2nd floor) (Billy)
Go downstairs.

Dining Car (1st floor) (Billy)
Go through the automatic door now that power is restored and turn the 
corner.  Switch to Rebecca and send down all her ammo via service 
elevator.  Also, send down the Train Key (Conductor Key) and the Green 
Herb.  Now switch back to Billy and proceed to the main car.

Main Car (Billy)
Go through the door at the end and watch out for the zombies.

Stairway Car (Billy)
Watch the zombies roaming around and go through the door at the end.

Cabin Car (Billy)
Go to the end of the car and use the Conductor's Key to unlock the 

Conductor's Room (Billy)
Take the Train Map on the wall.  Go to the cabinet next to the desk and 
take the Briefcase.  Stock up on health, take the file on the floor, 
then press the button next to the door to let out a ladder.  Climb 

Lounge Car (Billy)
As you make your way across this large room, a cut-scene will play.  
Don't worry, nothing will happen, yet...  Go through the door at the 
end of the room.

2nd Story Car (Billy)
Pick up the Ice Pick on the dining shelf and go down the hallway into 
the door on your right.

Closet Room (Billy)
Ah yes, plenty of goodies in here.  Pick up the Hunting Gun on the bed 
and the shells at the foot of the bed.  Also take the First-Aid Spray 
(you may very well need it)  Now leave.

2nd Story Car (Billy)
Backtrack to the Lounge Car.

Lounge Car (Billy)
Proceed forward a little bit, and then watch as the first boss of the 
game makes its entrance.  (Look at the boss section to see how to fight 
this boss)  After the easy battle, run to the wreck at the end and take 
the Panel Opener.  Now go down the ladder.

Conductor's Room (Billy)
From here, backtrack all the way back to the Dining Car (1st floor)

Dining Car (1st floor) (Billy)
Go to the service elevator and send Rebecca the Ice Pick.  Switch back 
to Rebecca and use the Ice Pick on the door to release the doorknob.  
Exit the room.

Dining Car (2nd floor) (Rebecca)
Go down the stairs. (Notice the zombie on fire, :P)

Dining Car (1st floor)
Reunite with Billy and use the panel opener on the panel next to the 
refrigerator.  Climb through the hole.

Storage Car
Kill the two Cerberus and take the Gold Ring in the animal cage.  
Combine it with the Briefcase and go through the door at the end.

Rear Car
Split up the team and have Billy walk over to the switch on the 
railing.  Have him flip it and don't move him at all.  Switch to 
Rebecca and take the Hookshot off its mount.  Reunite and go back 

Storage Car
Unlock the door and go through.

Dining Car (1st floor)
Watch out for the new zombie and go to the main car.

Main Car
There are a lot more zombies here now, so watch yourself.  Proceed 
through the door at the end.

Stairway Car
Go to your immediate left and look out the window.  You will see an 
inaccessible ladder.  Before you do anything, have your partner go 
upstairs so the zombies in the room won't attack him/her.  Now use the 
Hookshot to climb to the roof.

Train Roof 2
Move forward toward a hole.  Jump down.

Zombie Cabin
Dispose of the zombie and pick up the Ring Box next to the closet.  
Examine it to open the box and take the Silver Ring.  Leave the room.

2nd Story Car
The eggs that were here are now hatched and the leeches are ready to 
eat.  Reunite with your partner and head downstairs.

Stairway Car
Head to the door at the other end of the car.

Cabin Car
Go to the end of the car where the electronic car is.  If you haven't 
already, combine the Silver Ring with the Briefcase.  Examine it to 
open it and take the Blue Keycard.  Use this on the electronic door and 
go through.

Engine Car
Walk past the dead bodies and go through the door.

Driver's Compartment
If you watched the previous FMV, you will learn that the train will be 
destroyed.  It's up to you to stop the train before it runs off a 
cliff.  Choose who will stay behind. (I recommend Rebecca)  After you 
receive the Brake Manual, you will resume play.  Take the Magnetic Card 
right in front of you and the Handgun Ammo under the cabinet.  From 
here, backtrack ALL THE WAY to the Rear Car.

Rear Car
Walk left and use the Magnetic Card on the device.  You will now have 
to input a code.  You have to press the numbers to add up to the total 
shown.  In my last game, my total was 81.  The code is:

Driver's Compartment
You will now switch back to whoever you left behind.  You have to do 
the same thing you did in the in the Rear Car, but this time you can't 
see the numbers you are adding up so far.  My total was 36, so the code 

                             END TRAIN

You have managed to stop the train, but you're not out of danger yet.  
You will now explore where it all started...

"Are the faint sounds of footsteps those of survivors?"

Train Wreck
Any items that you left behind in the train are now scattered on the 
floor.  Take what you need, dodge the zombies and exit through the door 
to the south.

Jump in the sewage and go down the path to another ledge you can climb.  
Go up the ladder.

                    Umbrella Research Facility

Main Hall
Go down the stairs and head towards the east hall.

East Dining Room
Kill the zombies in the room and go around the table.  Take the handgun 
ammo on the corner table, and then go through the door in the kitchen 

East Hall
To your left is a boiling room, but you can't proceed because of the 
intense steam.  Go down to your right and through the door.

Evil Statue Room
Kill the two zombies here and take the Black Statue.  Head to your left 
and take the Shotgun (yay!)  Take the Gasoline if you wish.  Head back 
to the bigger area of the room and climb the ladder in the corner.

Walk past the "dead" zombie and take out the army of zombies.  Watch 
out for the zombie that comes to life.  Take the Green Herbs if you 
need to, then head to the end to unlock the door.  Go through...

Conference Room
Go into the seating area and take the file from the desk.  Then go 
through the single door in the corner.

Main Hall
Go in front of the statue right in front of you and put the Black 
Statue on the plate.  Now stay on the 2nd floor and head to the room on 
the West Side of the facility.

Lounge Room
Take the file on the table, and then take the Crank from the nightstand 
by the windows.  Watch the cut-scene as crows burst through the windows 
and get your butt out of there!

Main Hall
Head to the Conf. Room

Conference Room
Head to your left and go through the door.

Fire Hall
Kill the zombies here and enter the double doors.

Computer Room
Take the Facility Map from the podium; take Microfilm A off the desk in 
front of the painting, head to your left.  You will see a platform and 
a non-working crank.  Split up the team and have Rebecca stand on the 
platform.  Before you send her up, give her the Shotgun and any ammo 
for it.  Now use the Crank on the lever to send her up.

Attic (Rebecca)
As soon as the platform stops, ready your Shotgun.  A giant roach will 
drop from the ceiling.  Blast its brains out and move forward.  Another 
one will fall, so take care of that one, too.  You will see a clock, 
but it is missing the minute hand.  I guess we're going to have to look 
for it, right?  Anyway, go through the door up the stairs.

Courtyard (Rebecca)
Watch out for the crows and take some Green or Red herbs is needed.  Go 
across the room and through the door.

Mechanical Room (Rebecca)
Take a look at this gigantic room.  Head forwards and go down the 
stairs.  Go to the door AT THE END and unlock the door.  Now switch to 

Computer Room (Billy)
Leave the room.

Fire Hall (Billy)
Go right and watch out for that hard-to-see zombie.  Go through the 

Conference Room (Billy)
Go through the double doors.

Main Hall (Billy)
Head left and go through the door in the corner.

Mechanical Room
Reunite with Rebecca.  Now give the Shotgun back to Billy (he'll need 
it pretty soon) and any ammo for it.  Also, give him all of your 
Handgun ammo.  Head back upstairs and go to crank near the door.  Split 
up the team and have Billy turn the crank to raise the cage.  As 
Rebecca, go down a little and climb down the ladder.  Go toward where 
the cage was and take the Facility Key. (Fire Key)  A cut-scene will 
play where the next boss captures Rebecca.  (Look up the boss section 
to see how to fight this boss.)  Once the battle is over, even out the 
ammo between them, and head back downstairs and through the first door 
to your left.

White Statue Room
Kill the two roaches in here then claim your prize on the sofa, the 
Grenade Launcher.  I suggest you have Rebecca use this weapon.  Go 
forward and take the White Statue near the blue door.  Leave the room.

Mechanical Room
Take the door to your left.

Main Hall
Go to the statue with the plates and place the white statue on the 
plate.  The plates are still uneven, so we need to look for something 
to add to the statues.  Go downstairs and into the east dining room.

East Dining Room
Where did these zombies come from?  Go forward and use the Fire Key on 
the door.

Go to the second counter and take the Fuel Canteen.  Combine it with 
Billy's lighter and take the gasoline if you wish.  Leave the room.

East Dining Room
Head back to the main hall.

Main Hall
Go upstairs and into the Conf. Room

Conference Room
Go through the door to your left.

Fire Hall
Head back through the double door.

Computer Room
Head to your left and use Billy's lighter on the lamp.  This will 
unlock the door.  Go through.

Stay where you are and kill occupied zombies.  Head forward and climb 
the ledge.  Take a few steps forward and you will see a bookshelf that 
stands out.  Push it to the side and take the Book of Good.  Examine 
the side of it to open it and take the Angel Wings.  Leave the room.

Computer Room
From here, backtrack to the main hall.

Main Hall
Take the White Statue from the plate and combine it with the Angel 
Wings.  The plates are still quite uneven, so we have to find the 
missing wing on the evil statue.  Go through the double doors.

Conference Room
Head back to the fire hall.

Fire Hall
No, don't get ahead of me, we're not going throughout he double doors 
this time, :) go to the end of the hall and use the Fire Key on the 
door.  You can throw away the key now; you don't need it anymore.

Study Room
Go forward and push the table far enough so you can push it left.  
Before you do that do, press the switch in the corner of the room next 
to the mirror.  This will turn on the light and reveal something on the 
deer head.  Push the table under it and take the Iron Needle.  Before 
you leave, take the Handgun ammo, Shotgun Shells and the file.  Leave 
the room.

Fire Hall
Go back to the Conf. Room

Conference Room
Go back to the main hall

Main Hall
Head toward the East Side of the mansion and through the door in the 

Mechanical Room
Head upstairs and through the single door near the crank.

Go across the room and through the door.

Go to the clock and use the Iron Needle on it (which is the missing 
hand) in one of the files you collected it says a password, which is 
"8:15".  Manipulate the hands so that the time is 8:15.  Now the two 
doors with the clock symbols are now unlocked.  From here, backtrack to 
the main hall.

Main Hall
Head to the East Side and pass the door in the corner and go into the 
white door.

Fireplace Study
Take out all the zombies in here and go to the fireplace.  Take the 
Shotgun Shells on the floor along with the Microfilm B on the fireplace 
itself.  Take the file before you leave.  Leave the room.

Main Hall
Head downstairs and go towards the West Side of the mansion and through 
the door.

West Hallway
Go to the end of the hall and through the clock door.  If curiosity 
gets to you, go ahead and enter the door to your left into the 
restroom.  There's a green herb in there, but you will run into 
something on your way out...

Projection Room
Kill the zombies in this room, and then use the Microfilms on the 
projector.  You will receive a Microfilm Image and a MO Disk.  Go 
around the desk take the Handgun ammo at the end.  Now leave...

West Hallway
On your way out, you will run into a Leech zombie.  This thing is 
extremely tough, so don't waste your ammo on it.  If you have a Molotov 
Cocktail, by all means, use it.  Run past it with the best of your 
evasive abilities and back into the main hall.

Main Hall
Run upstairs and through the double doors.

Conference Room
Go into the seating area and onto the stage.  Use the MO Disk on the 
computer to activate the other computers in the seating area.  The code 
you must input varies, so I can't give you a direct answer.  Here's an 
                        MICROFILM IMAGE

                  0     1            2     3
                  4     5            6     7
                  8     9            A     B
                  C     D            E     F

Let's say you get the code "0A".  Split up the team and have one 
character stand by the "0" computer and the other stand by the "A" 
computer.  Once you are set, press the button, then quickly switch to 
the other character and press the button.  

After that, all the doors blocked by the knight statues will open.  Go 
into the knight door in the same room.

Knight's Hall
Dispose of the zombies here and go into the double doors.

Marcus's Office
Run forward and take the Handgun ammo of the shelf.  Then go right and 
take the Napalm Rounds and the Ink Ribbon.  Go to the front of the room 
and take a look at the chessboard.  You will see that the White King is 
in checkmate, so now we have to reenact this game with the big chess 
set in the middle of the room.  MOVE THE WHITE KING ONLY!  MOVING THE 
the King forward two spaces, then go around a push it towards the edge 
of the board to the right, then push the piece next to the castle.  If 
you did it right, the chess board on the desk will move aside revealing 
a book.  Take the Book of Evil and examine it to take the Demon Wing.  
Along with this, you'll get another file.  Leave the room.

Knight's Hall
Go right towards the end of the hall.

Sleeping Quarters
Kill the zombies here and take the file off the bed.  Leave...

Knight's Hall
Go back through the knight double door.

Conference Room
Run to the main hall.

Main Hall
Go to the statue and take the Black Statue from the plate.  Combine it 
the Demon Wing, then place it back on the plate.  A cut-scene will play 
showing the Marcus painting lowering, revealing a secret path.  Go 
ahead and take this path...

                          FACILITY BASEMENT
"You are entering an insane place..."

Basement Hallway
Dodge the spiders here and run all the way to the end of the hallway.

Basement Save Room 1
Take the file off the desk and stock up on some herbs.  There's a Blue 
Herb in here in case the spiders poisoned you.  Also, SAVE YOUR GAME!!!  
Now proceed through the door near the typewriter.

Torture Room 1
Run around the pillar and to the far corner.  There is an open shaft in 
which Rebecca can climb through.  Examine the shaft and let her climb 

Torture Room 2 (Rebecca)
Sheesh, this place isn't so nice.  Anyway, run forward and turn left to 
pick up the file on the floor.  Make a U-turn and run to the power 
conductor on the wall.  You have to get the needle on the 75 mark, so 
here's how to do it:

               Up      Up     Down     Up     Up

This will restore power and unlock the doors in the basement.  Also, 
back in the East Hall, the steam in the boiling room is now gone.

Torture Room (Billy)
Once the cinemas are over, it's time to rescue Rebecca!  LEAVE THE 

Basement Save Room (Billy)
Watch out for the monkey in here and leave through the other door.

Basement Hallway (Billy)
Run all the way to the end and up the stairs.

Main Hall (Billy)
Run down the steps and through the east double doors.

East Dining Room (Billy)
Go into the kitchen area and through the door.

East Hallway (Billy)
RUN LEFT this time and go down the stairs.  Continue around the boiler, 
down the steps and through the door.

Ring of Statues Room (Billy)
Turn left and go to the other end of the room.  Turn right, then make 
another sharp right and into the room.

Basement Save Room 2
Ok, we've saved Rebecca and learned Billy's history!  Good deal, eh?  
Take the Ink Ribbon and save if you wish.  Leave the room.

Ring of Statues Room
Kill the monkeys in here and go to the animal statues.  You have to 
light the torches in the correct order, from the weakest animal to the 
strongest.  The order is:

              Deer, Wolf, Horse, Tiger, Snake, Eagle

Doing this will raise the gate.  Go through and take the door to the 
first door to the right.

Basement Tablet Room
Take the Handgun ammo from the desk and the Grenade Rounds off the bed.  
Go to the fireplace and take the Unity Tablet.  Leave.

Ring of Statues Room
Go to the door at the end of the hall.

Basement Sleeping Quarters
Quickly take the file off the desk before the zombies notice you.  Now 

Ring of Statues Room
Go to where the save room is, but take the other door instead.

2nd Floor Basement
Run down the steps and dodge the spiders.  Take the first door you see.

Sewage Room
Don't panic, the roaches are too busy with their meal and won't attack 
you.  Go around them and take the Locker Key.  Ok, now you can panic.  
The roaches must've planned this attack...Run away and leave the room.

2nd Floor Basement
Go to the end of the hallway.

Combat Room
Run up the steps and split up the group.  Use the Locker Key on the 
locker to get a Delirium Case.  Examine it to get the code to open the 
case.  Inside the case are Handgun Parts.  Combine it with Billy's 
Handgun (recommended) to get the Custom Handgun.  Take control of 
Billy, equip him with the Grenade Launcher and run down the steps and 
into the combat area.  Place Billy in front of the gate in front of the 
screen and switch to Rebecca.  Press the L button to lower the gate in 
front of him.  Switch back and move forward to collect the Acid Rounds.  
Mess around with the controls until Billy is in front of a red button.  
Have him press it and prepare for combat.  Two Hunters will be 
released, but they can be quickly taken care of using the Acid Rounds.  
Once they're dead, take the Facility Key, (Water Key) regroup and 
backtrack all the way to the East Hallway in the facility.
                      END FACILITY BASEMENT

               UMBRELLA RESEARCH FACILITY (revisited)

East Hallway
Run out of the boiler area and take the first door you see.

East Dining Room
Kill the zombies in your way and go through the double doors.

Main Hall
Go up the stairs, turn right and take the door in the corner.

Mechanical Room
Take the first door to the left.

White Statue Room
Go to the other end of the room, use the Water Key and throw it away.  
Before you go in, have a Molotov Cocktail handy.

Water Hall
Take the first door to your immediate left.

Security Room
Ready your Cocktail.  Go right and dispose of the Leech zombie in your 
way.  Once that is taken care of, look around the security area and 
take the Vise Handle.  Leave the room.

Water Hall
Round the corner and kill this Leech zombie as well.  Take the first 
door to your right.

Piano Bar
Run towards the piano and split up.  Have Billy play the piano and 
Rebecca go through the secret passage.  When you take the Battery, the 
door will close.  Play the piano again to open it.  Before you leave, 
take the Magnum Rounds in the secret room.

Water Hall
Take the door at the end of the hall.

Go right and take the door at the end.

Vise Room
Kill the zombies here and go around the corner.  Use the Vise Handle to 
release the Obedience Tablet.  Take some Shotgun Ammo on the shelf, 
then leave.

Go to the door at the other end of the hallway.

Testing Room
Take any items in here that you will need.  Leave the room.

Great, another Leech zombie.  Dodge or kill the bastard and take the 
door to your right.

Water Hall
Round the corner and take the door at the end.

White Statue Room
Take the other door out.

Mechanical Room
Take the door to your left.  

Main Hall
Run down the stairs to the first floor and take the front door out of 
the mansion.

Front Yard
Turn right and insert the Battery into the slot.  This will lower the 
elevator with a crate on it.  Push the crate out of the elevator, 
towards the front door of the mansion and towards the pillar with the 
item on top.  Climb up the crate and take the Discipline Tablet.  Go 
back in the mansion.

Main Hall
We now have all the tablets!  Head back upstairs and through the door 
in the corner.

Mechanical Room
Head up the stairs and dodge the roaches.  Go through the knight door 
at the end of the room.

Run around the room and climb down the ladder.  Insert the three 
tablets and prepare for Disc 2.

                              DISC 2

If you watched the FMV, the Observatory lowered one floor.  The double 
door across from the ladder is now unlocked.  BEFORE YOU GO THROUGH, GO 
BACK AND GET THE HOOKSHOT, it will be needed soon.  While you're in 
there, stock up on items as well.  Once you're all set, go through the 
double door.


Church Yard
Run along the pathway toward the front of the church.  The door is 
locked, so take a right into the little patio.  Split up and have 
Rebecca stand on the top left square.  This will unlock the door to the 
church.  Give Billy all of her ammo and take the Handgun ammo on the 
floor.  Now enter the church...

Altar (Billy)
Nothing much here.  Run down the aisle and take a right through the 

Church Save Room (Billy)
There's plenty of goodies in here, so stock up on ammo.  SAVE THE GAME, 
then exit the room.

Altar (Billy)
A cut-scene will play introducing another boss. (Look up the boss 
section to see how to fight this boss.)  Once the battle is over, 
switch to Rebecca.

Church Yard (Rebecca)
Enter the church.

Regroup from here and have either character use the Hookshot on the 
hole in the roof.

Church Roof
Run down and climb down the ladder.

Church Yard
Go to the switch next to the ladder and flip it.  This will restore 
power to the elevator on the side of the church.  Go to the gate and 
unlock it.  From here, regroup and go down the elevator.

Church Hallway
Run down a little and go through the door at the end.

Run and turn the left corner.  Take the file from the desk.  Don't mind 
the dead body yet, and have REBECCA use the Hookshot on the hole on the 

Research Room (Rebecca)
Take the file from the chair and ready your weapon.  Round the corner, 
take the Gasoline and kill the Leech zombie.  Once he's dead, go to 
what it was guarding and take the Leech Capsule.  On your way out, take 
the Laboratory Map off the wall.

2nd Floor Hallway (Rebecca)
Press the button right in front of you to raise the wall, letting out a 
Leech zombie...great.  Turn around and turn left.  Take the first door 
on the right.

Cable Car Port (2nd Floor) (Rebecca)
Save here if you wish and take the Empty Bottle.  Combine it with 
Gasoline if you have any, take the Green Herb then leave.

2nd Floor Hallway (Rebecca)
Take the door at the end of the hallway.

Poisoning Room (Rebecca)
WALK left and shoot the zombie pretending to be dead.  Don't mind the 
other zombie for now and take the Shotgun Shells off the shelf along 
with the file on the table.  Run to the gas chamber and fill your 
Mixing Kit with the Red Chemical.  Take the double doors.

NOTE: If you somehow sent Billy up here instead of Rebecca, then you'll 
be wondering what to do since Billy can't hold chemicals.  Switch to 
Rebecca and go into the CHURCH HALLWAY.  Take the RED CHEMICAL then 
backtrack all the way to the CONFERENCE ROOM in the Facility.  Take the 
double doors into the KNIGHT'S HALL.  Go to the end of the hallway and 
through the single door into the SLEEPING QUARTERS.  Take the GREEN 
CHEMICAL.  Combine it with the Red Chemical and go back to the LIBRARY 
in the Church.  Send the STRIPPING AGENT to Billy using the service 
elevator and have him use it on the LEECH CAPSULE.  Voila!

Surgery Room (Rebecca)
There are a lot of zombies in here, so I recommend you use the Grenade 
Launcher to kill them quickly.  Go around the corner and into the first 
opening to the left.  Take the First-Aid Spray.  Go out and take a 
right.  Go around the gurney and pick up the file.  Now run to the 
green tank and take the Green Chemical.  Combine this with the Red 
Chemical to get the Stripping Agent.  Now combine this with the Leech 
Capsule to get the Leech Charm.  Run to the entrance to this level and 
send the Leech Charm to Billy.  Also, send any Molotov Cocktails to him 
as well.
Library (Billy)
If you had Billy on attack mode while you were Rebecca, then you should 
notice a dead zombie on the floor :).  Go to the service elevator next 
to the typewriter and take the Leech Charm.  Exit the room.

Church Hallway (Billy)
Quickly kill the Leech zombie and go to the end of the hall.  Use the 
Leech Charm on the Marcus door.  Go through...

Marcus's Study (Billy)
I must say that this room is pretty decent.  Go to the shelf next to 
the desk and take the file along with the Input Reg. Coil.  Then run 
around the desk and take the Handgun ammo.  Now take the door next to 
the desk.

Statue Room (Billy)
Kill the zombies in here and take the Leech Charm from the statue's 
hand.  Leave.

Marcus's Study (Billy)
Leave the room through the other door.

Church Hallway (Billy)
Run back to the library.

Library (Billy)
Go to the service elevator and send Rebecca the Leech Charm.  Switch 

Surgery Room (Rebecca)
Take the Leech Charm from the elevator and use it on the Marcus door in 
the same room.

Disposal Room
Watch out for the two zombies on the floor.  Run around the corner and 
pick up the Sterilizing Agent.  Leave this god-forsaken room...

Surgery Room (Rebecca)
Leave the room through the double doors.

Poisoning Room (Rebecca)
Use the Sterilizing Agent on the machine to get rid of the poison in 
the chamber.  Enter the chamber now that it's safe and pick up the 
Breeding Rm. Key.  The two zombies in the room will now come to life, 
so kill or dodge them.  Leave through the single door.

2nd Floor Hallway (Rebecca)
Run straight to the door at the end and use the Breeding Rm. Key.

Breeding Room (Rebecca)
Ready your Shotgun and round the corner. Kill the two Hunters around 
the corner and take the file on the floor.  Go to the cage and take the 
Dial.  Leave the room.

2nd Floor Hallway (Rebecca)
Run back to the poison room.

Poisoning Room (Rebecca)
Go through the double doors.

Surgery Room (Rebecca)
Send the Dial to Billy via Service Elevator.  Switch characters.

Library (Billy)
Take the Dial and exit the room.

Church Hallway (Billy)
Round the corner and use the Dial on the metal door.  If you read the 
file you got from the Poisoning Room, you should know the combination.  
If not, the combination is 4863.  Go through the door...

Cable Car Port (1st Floor) (Billy)
After the cut-scene, go to the switch in the corner and pull it to move 
the overhead ladder next to the second floor platform.  Then pick up 
the Output Reg. Coil that was just revealed.  Switch characters.

Surgery Room (Rebecca)
Leave the room.

Poisoning Room (Rebecca)
Go through the door in front of you.

2nd Floor Hallway (Rebecca)
Take the metal door to your left.

Cable Car Port (2nd Floor) (Rebecca)
Go to the ladder that was moved toward the platform and climb down.

Cable Car Port (1st Floor)
Regroup and give either Billy or Rebecca the Input and Output Reg. 
Coils and the Hookshot.  Run to corner of the room in front of the door 
to this room and use the Hookshot there.

Cable Car Port (2nd Floor)
You are now in the control area.  Pick up the ammo in here and insert 
the Reg. Coils into the device.  This will restore power to the cable 
car as well as the whole room.  Return to the first floor using the 

Cable Car Port (1st Floor)
Before you get into the cable car, give Rebecca ALL of Billy's weapons,  
ammo and health if you have any.  Ditch the Grenade Launcher and 
Hookshot as well.  Now try to enter the cable car...

Billy has been attacked and you've lost him for now.  You are now 
Rebecca for the whole thing until you find Billy.  Someone or something 
has turned off the power, so now we must restore it.  Evade the Leech 
zombie and climb the ladder.

Cable Car Port (2nd Floor)
Run back in the control area and put the Output Reg. Coil back into its 
spot.  Go back down the ladder.

Cable Car Port (1st Floor)
Dodge the Leech zombie and enter the cable car.

Cable Car
Take the Magnum from the dead guy's (don't worry, this one won't come 
to life) and start the car.  Once you're at the other side, exit the 

Cable Car Port
Go up the flight of steps and go through the door.

Elevator Area
Run across the room and enter the door.

Elevator Save Room
Stock up on health and ammo and SAVE THE GAME.  Leave the room.

Elevator Area
Run toward the screen and take the platform down.  Run along the 
pathway and into the door at the end.

Security Area 1
Go along the path until you reach the end.  Take a look at the security 
monitors, (look familiar?)  Take the Elevator Key (U Key) and ready 
your Shotgun.  As you leave, two Hunters will ambush you.  Kill them 
then leave the room.

Elevator Area
Go back up the rising platform and into the save room.

Elevator Save Room
Use the U Key on the control panel to bring the elevator to your level.  
Leave the room.

Elevator Area
Run to where the rising platform is.  The huge elevator is now there.  
Go around to the side and press the button to take it down.

Security Area 2
Head right and go head towards the red elevator.  After the cinema, 
take the Elevator Key and go to the other side of the huge elevator.  
Use the Elevator Key on the switch and prepare for battle 
with...TYRANT, (look up the boss section to see how to fight this 
boss.)  After the battle, take the elevator.

Inside the Elevator
You have a choice on which floor to go to.  Lvl. 1 takes you back to 
the crash site.  You can go through the mansion and take any items you 
may have left behind.  Lvl. 2 takes you to a hallway with Magnum Rounds 
and a Hunter.  Lvl. 3 is the floor you're currently on.  When you're 
ready, go to Lvl. 4.
                             END CHURCH

                         UMBRELLA LABORATORY

"You must survive in order to expose this nightmare..."

Laboratory Entrance
After the cinema, walk forward and go through the door.

Control Room
Take the gasoline to your left and continue forward into the power 
supply area.  Save your game if you wish then check out the control 
panel.  The panel should look somewhat like this:

                    O      O    
                O   X      O   O

                O   O      O   O

                    O      O   
                O   X      X   O

                O   O      O   O

The marks with X are the ones you press.  This will restore power to 
the whole laboratory.  After this, run out the room and take the 
elevator down.

Sub Control Room
Kill all the zombies here and run around the room.  Take the Green and 
Red Herbs if you wish and take the door.

Metal Catwalk
As you go forward, a Leech zombie will ambush you.  The best thing to 
do here is to dodge it, but if you must, kill it.  Take the door at the 
end of the catwalk.

Billiards Room
Kill or dodge the zombies and take the Laboratory Map off the wall, 
then go downstairs.

Forklift Room
You'll notice a forklift in here, but there's no power.  Go to the 
other end of the room and go through the door.

Drainage Room
Don't bother exploring this room yet, but take the Shotgun Shells in 
the cabinet.  Run to the other side and leave the room.

Walkway Room
Go down the steps and through the door.

Sewage Room
All right, we're reunited with Billy!  After the cinema, even out your 
items and go back to the walkway room.

Walkway Room
Run up the stairs and through the door.

Drainage Room
Split up and have Rebecca stand by the controls.  Control Billy and 
climb down the ladder.  You'll see two wooden crates and a blue metal 
crate.  The set up is like this:

                      |WW |           W=Wooden Crate  --=Rotating Gate
                      | M |           M=Metal Crate
                      -----           |=Wall 
                      |   |
                     |    |           
                      | W |
Hop over the first wooden crate and push the metal crate to the right.  
Jump on the metal crate, then switch to Rebecca.  Rotate the gate 
right.  Now as Billy, jump down the front side of the crate (facing the 
screen) and push it all the way to the top.  Now push the first wooden 
all the way to the end to put it in place.  Now go to the other crate 
and push it along the same path as you did with the other crate.  Use 
the extra space in the wall to push it to the end and into its place.  
In the end, it should look a little bit like this:
                    |  M|
                    |   |
                    |   |
                   |    |

Climb back out of the pool and use Rebecca to fill the pool with water.  
Run to the other side of the room and use the wooden crate bridge to 
the other side.  Pick up the Handle, regroup, then leave the room.

Forklift Room
Run up the stairs near the forklift.

Billiards Room
Exit the room using the door.

Metal Catwalk
Run to the door on the left and use the Handle on it.  Enter the room.

Boiler Room
Kill the naked zombies in here and run to the right.  Watch out for the 
zombie on the floor and take the Handgun ammo.  Go around and take the 
ladder up.

Squared Walkway
Run around the room and take the file from the dead body.  There's also 
a Red Chemical container here, so add it to your Mixing Set.  Watch out 
for that zombie and go back down the ladder.

Boiler Room
Go left and take the door at the end.

Sleeping Quarters Walkway
Kill the two Hunters here and proceed through the door at the end.

Sleeping Quarters Save Room
You can relax now, we're in a save room.  Pick up the Handgun Ammo on 
the bed, Napalm Grenades on the floor and a First-Aid Spray on the 
desk.  There are also some Green Herbs here.  Save if you wish, and 
before you leave take the file from the bed near the door you haven't 
gone through yet.

Purification Room
Run down the stairs and take the door at the bottom.

Sewage Walkway
Go to the end and through the door.  NOTE: A Lurker may jump out of the 
water, so be careful.

Gondola Room
Kill the zombies here.  There's a control panel here, but it's missing 
the Motherboard.  Collect the file and the Shotgun Shells.  Go to the 
lift and make sure BOTH CHARCTERS ARE ON THE LIFT.

Battle Room
Curious about the name?  Have both characters equipped with their 
strongest weapons then keep running around the boiler.  Just when you 
thought it was gone, it comes back...TYRANT. (Look up the boss section 
to see how to fight this boss)  After the battle, go to the end of the 
of the room and press the button.  This will lower a ladder.  Climb up.

Battle Room (2nd Floor)
Run around and take the Motherboard.  Go back down the ladder.

Battle Room
Backtrack to the Gondola Room.

Gondola Room
Go to the control panel and use the Motherboard.  Call the gondola and 
use Rebecca to climb in the box and take her to the other side.

Dam Control (Rebecca)
Go to the lever and switch it.  This will release water in the dam and 
reveal a hidden passageway.  Turn left and take the door there.

Research Room (Rebecca)
Quickly kill the roach in here and go to the other end of the room.  
Take the Industrial Water from the desk, then take the Blue Chemical 
right next to you.  Mix the Blue and Red Chemical to create Sulfuric 
Acid.  Finally, combine the Industrial Water and the Sulfuric Acid to 
get Battery Fluid.  Unlock the door next to you, then switch to Billy.

Gondola Room (Billy)
Exit using the door near you.

Sewage Walkway (Billy)
Go through the door at the end.

Purification Room (Billy)
Go up the stairs and through the door.

Sleeping Quarters Save Room
Leave through the other door.

Sleeping Quarters Walkway (Billy)
There are zombies in here now.  Dodge them then take the door at the 

Boiler Room (Billy)
Take the handle door at the other side of the room.

Metal Catwalk (Billy)
Take the door to your left.

Billiards Room (Billy)
Argh, there are naked zombies here now.  Kill them then go downstairs.

Forklift Room (Billy)
Take the door to your right.

Drainage Room (Billy)
Go through the door at the other side.

Walkway Room (Billy)
Go down the stairs and through the door.

Sewage Room (Billy)
Go right and go through the door at the end.

Research Room
Regroup, then go downstairs.

Containment Room
The battery needed for the forklift is on a high shelf.  Use Billy to 
give Rebecca a boost and collect the Battery.  Once you get it, a cut-
scene will play showing the roaches bursting out of their capsules.  
Just quickly run upstairs.

Research Room
Combine the Battery with the Battery Fluid.  From here, go back to the 
forklift room.

Forklift Room
Go to the side of the forklift and insert the Battery to get it 
working.  Split up and have one of them climb on top of the crate.  Use 
the other character to activate the forklift.  Take the Keycard and 
backtrack all the way to the Battle Room (room where you fought Tyrant)

Battle Room
Take the only door here.

Dam Walkway
Go to the end and take/use the Green Herbs if you want.  Climb down the 
ladder and watch out for the Lurker that pops out.  Go to the door at 
the end of the walkway.

Power Generator Room
Kill the zombies here and use the Keycard on the door.  

Now is the time to stock up on ammo, gather healing items and SAVE YOUR 
GAME.  Once you're ready, proceed through the electronic door...

Final Hallway
Take your last run down the hallway and through the door.

The Queen's Room
This is where you will learn everything about Marcus's past.  After the 
cinema, you will fight THE QUEEN LEECH. (Look up the boss section to 
see how to fight this boss.)  Once you've taken down the Queen, pick up 
the two Shaft Keys.  Go to the door and have each character use a key 
on the two devices.  Go through the door.

The Last Save Room
This is it, you're almost there!  Take all the goodies here (plenty of 
them) and SAVE YOUR GAME!  Go on the elevator and press the button to 
go up.  Prepare for your last battle...(Look up the boss section to see 
how to fight this boss.)


8.Boss Battles
Boss #1-Giant Scorpion
Location: Lounge Car of Train
Difficulty: Easy
Attacks: Pincer Swipe
The very first boss of Resident Evil 0.  Despite its size, this boss is 
very easy.  Equip your Hunting Gun and wait for it to get closer (or 
you can run up to it.)  Aim down at its head and shoot it.  This will 
stun the scorpion.  Repeat this a few more times to end the battle.  Be 
careful once you've killed it, it will swing its pincers wildly and can 
still hurt you.

Boss #2-Giant Centipede
Location: Mechanical Room of Facility
Difficulty: Easy
Attacks: None really, just don't touch it.
This boss runs around the room then stops in one area for a little bit.  
While it's sitting there, shoot it with everything you got.  Even 
though it doesn't really attack you, don't touch it while it's moving 
around, you'll still get hurt.  Eventually, you'll kill it and free 

Boss #3-Giant Bat
Location: Altar of Church
Difficulty: Medium
Attacks: Mini-Bats, Swipes at you with wing, Picks you up and scratches 
Now the battles are getting tougher.  Equip your Shotgun and keep 
shooting.  Now only will you shoot the bat, but also its children.  It 
will come down and swipe at you, but it won't do much damage to you.  
Later in the battle, it will pick you up and dangle you.  Just mash the 
buttons to free yourself faster.  

Boss #4-Tyrant
Location: Security Area 2
Difficulty: Medium-Hard
Attacks: Scratches you with claw, Lunges at you with claw
Ah yes, a battle with the legendary Tyrant.  Use the Magnum for this 
battle.  Use it and abuse it.  Run circles around it so it won't attack 
you as much, it's all about hit and run in this battle.  His lunge 
attack does massive damage, so watch out for that.

Boss #5-Rematch with Tyrant
Location: Battle Room of Laboratory
Difficulty: Hard
Attacks: Scratches you with claw
Tyrant is now back for revenge.  This battle is harder because you are 
trapped between it and a dead end.  The only option you have is to 
shoot it and don't stop.  You will get damaged a couple of times, but 
you should be able to take it down before it gets too serious.

Boss #6-Queen Leech (1st Form)
Location: Queen's Room of Laboratory
Difficulty: Hard
Attacks: Swipes you with claw, Grabs you with tentacles, and pounces on 
This boss looks like an overgrown Leech zombie.  Now is the time to 
YOU MUST.  When she grabs your partner, shoot it as much as you can.  
After a hard-fought battle, she goes down...or does she?

Location: Helicopter Pad of Laboratory
Difficulty: Very Hard
Attacks: Scratches you, Pounces on you
Now this thing is just plain ugly.  For the first part, blast it away 
with all you got until a cut-scene plays.  Now you take control of 
Billy.  Distract the Queen while Rebecca runs around the room and 
releases a switch for the roof.  Once Rebecca opens for switches, the 
roof opens and the Queen is defeated with one final shot from the 

Ammo: 9MM Bullets
Rate of fire: Medium
Power: Low

The standard weapons of the Resident Evil series.  It is suggested to 
use this gun most of the time (preferably against the zombies) to save 
ammo for the bigger weapons.
Ammo: Shotgun Shells
Rate of fire: Low
Power: High

This gun holds 2 shells at a time, but it is very strong.  You don't 
use this gun very long, but it does have its uses.
Ammo: Shotgun Shells
Rate of fire: Low
Power: High

This is a very effective gun and may make this adventure easier.  Use 
this against the bigger monsters to take them out easier.  You can also 
use this to decapitate zombies, killing them instantly.
Ammo: Grenade Rounds, Napalm Rounds, Acid Rounds
Rate of fire: low
Power: Very High

One of the high-power weapons.  Use this ONLY against the bigger 
monsters because ammo is scarce for this weapon.  As you can see, it 
can hold three types of rounds.  Grenade rounds being the explosive 
type, Napalm being the flame type, and Acid being the strongest of all 
the rounds.
Ammo: 9MM Bullets
Rate of fire: Medium
Power: Medium

It's your typical handgun with a scope equipped to it.  This increases 
its chance of decapitating a zombie.
Ammo: Empty Bottle combined with Gasoline
Rate of fire: N/A
Power: High

A Resident Evil 0 exclusive.  This is most effective against those damn 
Leech zombies.  I recommend using this ONLY against those things.
Ammo: Magnum Rounds
Rate of fire: Medium
Power: Extremely High

One of the strongest guns in the game.  I suggest you use this gun 
against the bigger monsters or bosses.  Shooting this weapon against a 
zombie will decapitate them every time.  Ammo is scarce, so watch 
yourself when using it.
Ammo: Sub-machine gun ammo
Rate of fire: Extremely High
Power: Very High

You get this gun if you get an A ranking for the game.  This is one of 
my favorite guns to use because it can take down any foe within a 
matter of seconds.  Once you unlock this gun, the ammo for it is 
scattered throughout the game as well, so keep an eye out for them.
Ammo: Rockets
Rate of fire: Low

The strongest weapon in the game.  The Rocket Launcher kills ANY enemy 
instantly.  To get this weapon, get an S ranking for the game (3:30 
hours or less)

10.Monster List
The basic enemy of the Resident evil series.  They are really slow, but 
their bite is worse than their speed.  Despite it being one of the 
weakest enemies, they can hurt you a lot.  It is best to take this 
enemy down from a distance.  A second strategy is to use your Shotgun 
and wait until a zombie is close then blow its brains out.  
Decapitating a zombie with the Handgun is totally random, but once your 
Hangun is equipped with the Custom Parts, decapitation rates increase.  
When a zombie grabs you, go nuts on your controller to free yourself 
more quickly.

Another basic enemy.  These zombie dogs are very agile, but shooting 
them is not that difficult.  The run around a little bit before 
attacking, so use this time to shoot.  Ususally you are attacked by two 
of these at a time so have your partner aid you.  You only see these in 
the first part of the game, so you don't have to worry about them later 

You don't see much of this enemy in the game, but they are still a 
nuisance.  Keep moving when they take flight so they won't peck the 
heck (no pun intended) out of you.  Don't bother wasting ammo on them 
for they are extremely weak.

Another weak enemy.  These guys could be as annoying as Crows.  They 
latch on to you for a little bit before they start hurting.  There's 
only a couple of areas where these guys actually attack, but other than 
that you can step on them for a nice squishing sound.  Again, don't 
shoot these things, they're not worth the ammo.

Argh how I despise this enemy.  These enemies are extremely tough and 
take a lot of firepower to take down.  What makes things worse is once 
you've unloaded a ton of ammo on it, it explodes causing intense damage 
to you if you're close.  The best way to kill it is to use Napalm 
Grenades on it, or use a Molotov Cocktail.  Not only will you kill it 
quickly, it won't explode either.

These are the giant roaches.  Another hard-to-kill enemy and take a lot 
of ammo to take down.  Use the Shotgun or anything stronger on these 
enemies.  They attack in pairs, so it's best to have your partner with 

These are the damn dirty apes.  They normally attack in groups and are 
very agile.  Using the Handgun against these things may not be the best 
choice.  Killing these things can be difficult because they can run 
circles around you and attack from behind.  Shotgun or anything more 
damaging is recommended.

A Resident Evil classic.  These things look like overgrown reptiles.  
They are extremely agile and can kill you very quickly.  Much like 
killing a Plauge Crawler, use a Shotgun or anything stronger against 
it.  The Handgun can work too, but make sure you're a distance away.

Probably the most hated enemy in the game.  These overgrown frogs can 
kill you INSTANTLY, no matter how good your health is.  They randomly 
jump out of the water, so if one jumps out and latches on to your 
partner, quickly shoot it so it will let go and run away.

Location: You start with it

*Note that button names may differ depending on the controller type 

Press Y Button during play.

*You cannot view the screen in the following circumstances.
-During event movies
-When taking damage
-When weapon is readied

*The following functions are available on the screen.

             Equip Weapon
             Use Item
             View Map
             View File
             Leave Item...etc.

               View Map
Select the MAP item on the Status Screen.
(You can also press the Z BUTTON during play).

*If you do not have a map for the area, you can only see locations 
already visited.

               Reading the MAP
Blue room: 
   Your current location
Green Room:
   Visited locations
No color:
   Locations not yet visited
Red door:
   Locked door
Yellow door:
   Unlocked door

While viewing the MAP, you can view the Item List by pressing the A 

*The following information is available on the Item List:
-Left items
-Locations of left items.

                       Pushing Objects
Some "objects" can be moved in certain directions.  Use the Control 
Stick to push these "objects".
(You can also use the Control Pad).

          Climbing/Dismounting from raised platforms.
Press the A BUTTON to climb onto waist-high surfaces.  (You can also 
climb onto movable objects).

                        Equipping Weapons
Choose your Weapon from the items on the Status Screen, and select the 
"Equip" command.  (You can only use a weapon if it is equipped).

                        Attack Stance
Press the R BUTTON.  (You turn toward the nearest enemy with the 
currently equipped weapon).

While in Attack Stance, press the A BUTTON
(You attack with the currently equipped weapon).

                       Quick Turn
Press the B BUTTON while pressing Down on the Control Stick or on the 
Control Pad.

                    Check Item Details
Choose the item at the Status Screen, and select the "Examine" command.
Location: You get this when Billy joins you.

                    Character Switching
*Not that button names may differ depending on the controller type 

                    Character Switching
A system that enables you to control the two lead characters, Rebecca 
and Billy, and use their different abilities to progress through the 
game.  The character you currently control is THE MAIN CHARACTER.  The 
character you do not control is called THE PARTNER CHARACTER.

              Controlling the Partner Character.
The Partner Character generally moves independently.  (You can use the 
C STICK to control the Partner Character).  Selecting "Partner" on the 
Status Screen allows you to assign instructions to the character.

*Solo: Both characters move independently.
*Team: Partner moves with the Main Character.
*Attack: Partner attacks automatically.
*Idle: Partner will not attack.

*You can also press the START/PAUSE Button to switch between 
Independent and Cooperative Action.

                    Switching Characters
Press the X BUTTON at the Status Screen to switch between characters.

To overcome obstacles, you will need to evaluate the circumstances and 
switch characters as needed.

                     Exchanging Items
When your Partner Character is nearby, you can exchange items on the 
Status Screen.
*Choose the item from the Main Character's item box, and select the 
"Exchange" command.

                   Character Attributes:
Rebecca, a member of S.T.A.R.S., has the following attributes:

Can combine Herb-related items.
Is weak defensively.
Can use a mixing set to combine chemicals.

                   Character Attributes:
Billy, a former Marine, has the following attributes:

Cannot combine Herb-related items.
Is strong in combat.
Can push large objects.

             If the Partner Character is Attacked
Both the Main and Partner Characters will DIE if they take too much 
You should always keep an eye on their condition.
A Partner being attacked in a different room will call for help over 
the radio.
If your partner does call, go to help as quickly as possible.

                 Cooperating with Your Partner
Some puzzles cannot be solved by only one character.
When you are stuck, try to see if using your partner will help.
Location: You start the game with it

                 Court Order for Transportation 1598A-7635

Prisoner name: Billy Coen
ID Number: D-1036
Former Second Lieutenant, Marine Corps
Age: 26
Height: 5ft. 9in.
Weight: 163 lbs.
Transfer Destination: Regarthon Base

Convicted of First Degree Murder.
Court marshaled and sentenced to death by 0703 rd Military Tribunal.

Sentenced to be carried out upon arrival.

                           Samuel Regan,
                         Dunell Marine Base
Location: Passenger Cabin of Train

                        Passenger's Diary
                            July 14th

Orders came from the boss today.

Looks like we're in charge of investigating the remains of the Arklay 
Mountains laboratory.
We're moving in two groups, with us in the initial group, assigned to 
start checking what's left of the abandoned experiment.

                     July 16th

Unfortunately, the test production of B.O.W. (Type-Y139) had to be 
suspended because of this investigation.

It's the same with Type-Y139.  There's still so much we don't know 
about responses to the crustacean t-virus.  There's a lot of 
interesting research left...

Depending on the species and nurturing conditions, only minute doses of 
"t" bring about remarkable changes in solidity, size, multiplication of 
internal toxins and brain development.  If these effects can be 
controlled, a powerful weapon could be produced.

But the sudden development of the shell results in a corresponding 
fragility.  Certain areas become exceedingly weak.
Problematically, one of these areas is the head carapace.

This lab we are going to - were they pursuing the same research?  It 
would certainly help to find data and samples that would help us in our 

                            June 19th

The day is finally approaching...I am growing more anxious.
The Raccoon City newspapers and TV stations are full of reports about 
the bizarre murders in the suburbs.
It can't be the virus.  Can it?  If it is...

No.  I can't think of that now.  I have to concentrate on this 
investigation and make sure it goes smoothly.
Location: Save Room of Train

                     Investigation Orders

(Stained with blood, some sections are illegible).

8 miles north of Raccoon City, in the Arklay Mountains, lies our 
comp ny's Management Training facility.  It was shut down   years ag .
No, w  are conducting a preliminary  tudy into the re-opening of the 
faci ities.

First Investigation Unit is alre dy on-site and opening the 
investi ation.  I want yo r team to provide suppo t.
The following orders  re Will m Bark    and 1s   l ves  
Gat o  Un t.

...(the rest is torn and unreadable).
Location: Dining Car (1st Floor) of Train

                     Notice to Supervisors

When closing the dining car, supervisors are asked to switch off the 
automatic doors after ensuring all staff have vacated the car.

The main automatic door power switch is located on the roof of the 
fifth car.
Inspections will take place when the train is garaged.

After inspections are complete, use the ladder at the rear of the 
second floor of the dining car.

                       Umbrella Corp.
                   Maintenance Department 
Location: Conductor's Room of Train

                    Note from Conductor 

The key card for the Driver's Compartment is in my bag as always.
But I need the other guy's key too to open the damn thing.

But, it looks like I've lost it somewhere.
If it was a normal key, someone would be sure to turn it in, but this 
key is different...

I'll look for it too, but if you happen to find it, please hand it in.
Thanks in advance.
Location: You get it after acquiring the Hookshot.

                     Hookshot's Operator's Manual

This device should only be used when inspecting difficult-to-access car 
roofs, or when connecting special trains.  Return to its proper 
location after use.

1.Where to use.
There is a ladder outside the small window by the 1st floor section 
door of the third carriage.
Fire the device so that it hooks high onto the ladder.

2.Using the Winch to Climb.  After securing the hook, use the winch to 
lift yourself up.
*This grappling hook can only lift one person at a time.  Be aware that 
the unit may be damaged if lifting more than 80kg.
Location: You get it when you must stop the train.

                           Brake Operation Manual

Using the Brake control.  The following steps are necessary to operate 
the brakes:

Step 1: Activating the controls.
Brake controls are located in the following locations:

-First car Driver's Compartment.
-Rear deck of the fifth car.
To activate the system, you must insert the magnetic card into the 
device in the fifth car.
This will supply power to both sets of controls.

Step 2: Enter the Rear Deck Code.
Enter the code for the rear deck unit to release lock.
After this the Driver's Compartment code can be input.

Step 3: Enter Driver's Compartment Code
Enter the code for the Driver's Compartment unit to remove lock.
Upon completion of these three steps the manual brakes will be 
available for use.
Location: Conference Room of Facility

                       Regulations for Trainees

Training facility Mission

This Training facility will raise a new generation of model employees 
to serve the future of Umbrella Corp.

Applying the strictest and most rigorous training standards, this 
facility will, without regard for gender, race or creed, produce only 
the best candidates to be the global future leaders of Umbrella 

We look forward to the development of your leadership qualities.

Training facility Guidelines


These three words are the basic principles which govern Umbrella 
Corporation employees, and are to be considered the Law of this 

Keep these words in mind at all times.  Devote yourselves to your 
training, and bring honor to yourselves and the corporation.

                           James Marcus
                       Umbrella Corporation
                    Management Training facility.
Location: Lounge Room of Facility

                        Notice to All Staff

(This document is very old.  Much of the writing is illegible).

Regular meetings of the Vaccine Research and Infectious Agents teams 
will be held.

Both meetings are Security Level 5, and will be held in the following 
1F W Operations Control Room
2F SE Meeting Room

The entry code shall be
Thank you.
Location: Study Room of Facility

                   Assistant Director's Diary

                         September 2nd 

A useless bunch of trainees, as always.
Where does headquarters find these idiots?

We did get a couple of decent ones, though, so can't complain I guess.
William and Albert.  They might have a future.

                        September 25th

Scholar Will.  Practical Al.  They really are opposites.
And they're always competitive in everything they do.
There's something ruthless and cruel about them both...

                          October 7th

Got a sudden call from the director.

It was to tell me to encourage a rivalry between those two!
It's the first time since this Training facility was built that 
Director Marcus has ever shown interest in anything other than his 

Well, whatever.  Orders are orders.
I'm going to have them tearing at each other's throats.
Location: Fireplace Study of Facility

                       A Verse of Poetry

                  The Moon bows to the Earth
              The Earth swears loyalty to the Sun
         And the great Law of the Sun Governs all things.

                   This itself is the keystone,
                       The pointer to glory
         All our hands Cannot open the door to the heaven.
Location: Projection Room of Facility

(Shows an overhead image of the Conference Room)

                           Microfilm Image

An image resulting from overlaying microfilms A and B

Numbers appear on the seats of the conference room.
Location: Marcus's Office of Facility

                          Marcus' Diary 1

                           December 4th

We finally did it...the new virus!

We have called it the "Progenitor".
I want to carry it back and start detailed investigations immediately.

                            March 23rd

Spencer says he's going to start a company.
Well, I don't care, as long as I can continue my research into 

He can do what he likes...

                            August 19th

Spencer keeps asking me to be the director of his new Training 
Maybe it's because of the business, but he's becoming intolerably 

But, maybe I can turn this to my advantage.  I need a special facility 
to properly explore all this virus' secrets.

A place where no one will get in the way...

                           November 30th

Damn that Spencer...He came to complain to me again today.  He thinks 
of "Progenitor" as nothing more than a money-spinning tool.  Fool!

But if his influence continues to grow, it can only be bad for my 

If I'm to properly develop "Progenitor", I must strengthen my own 
position too.

                          September 19th

At last...

I've discovered a way to build a new virus type with "Progenitor" as a 
Mixing it with leech DNA was the breakthrough I needed...

I call this new virus "t", for "tyrant".

                           October 23rd

It's no good!  I can't hope for real progress experimenting on mere 
Only humans can be a proper mammalian subject for the experiments.  
Otherwise, I'll never make any real progress...

                          November 15th

Someone seems to suspect something about my experiments...
...but, perhaps it's just my imagination.

Well, if anyone does get too close, they may find themselves 
unexpectedly "assisting" in my research!

                          January 13th

At last, they are ready.  My wonderful leeches!
Those of low intelligence, they will never have the privilege of 
tasting this sense of joy and satisfaction!

Now, finally, I can move against Spencer.  Soon I will control 

                          January 31st

The devices I set to protect my work have been disturbed.
It appears someone came looking for "t" and the leeches.  Fool.
No doubt the work of Spencer's group.

                          February 11th

Today, I gain found evidence of tampering around the entrance to the 

If that is what they're after, I must find a suitable way to deal with 
them.  Perhaps I should have William and Albert smoke out the pests...
Those two are the only ones I trust.  Apart from my beloved leeches, of 

But Spencer...It wouldn't end there, would it?
I will announce "t" at the next directors meeting, and collect my just 
Location: Sleeping Quarters of Facility

                   First Investigation Unit Notes

We are searching the facility, and it looks like a lot of chemicals 
Fortunately, the storage tanks are still all full.

We have just started and there is still a lot we don't know, but it 
appears that the chemicals can be mixed to produce the substances.

The chemicals are scattered all about.  Not because of the accident, 
more a result of plain mismanagement.
When we re-open the facilities, we will have to develop a system for 
dealing with these chemicals.

(Something is scrawled on the back of the note).

Red+Blue=Sulfuric Acid
Green+Red=Stripping Agent
Location: Basement Save Room 1 of Facility Basement

                Correctional Institute Inmates List

Mathews, K.  Deceased.  Disposal Complete.
Midge, D.  Deceased.  Disposal Complete.
Keith, W.  Preserved as specimen
Savage, C.  Transported to research facilities.

Royce, M.  Transported to research facilities.
Davids, A.  Preserved as specimen.
Clarke, A.  Transported to research facilities.
Ellens, J.  Transported to research facilities.

Terrence, O.  Deceased.  Disposal Complete.
Kait, A.  Transported to Arklay laboratory.
Gerry, O.  Deceased.  Disposal Complete.
Scott, S.  Transported to research facilities.

Mitchel, F.  Transported to research facilities.
Kerry, T.  Transported to Arklay laboratory.
Roberts, A.  Transported to research facilities.

(Transported individuals to be deleted from the records).
Location: Torture Room 2 of Facility Basement

                    About the Power Regulator

Due to the recent lightning strike, the power regulator continues to be 

I wouldn't really matter about the power, except for the fact that the 
boiler room equipment is on the same grid.

The equipment is so run down.  I'll probably have to have it fixed up 
all the time.

If you wish to exit rapidly set the indicator to 70.

Check first though that everything is connected to the chain.
Location: Basement Sleeping Quarters of Facility Basement

                    Management Trainee's Diary

What is it that Director Marcus is researching all the time?  And 
what's with his weird interest in leeches?

Interest...?  Seems more like love at times...

Rumor has it that there's something dangerous about those leeches.
It is true that when Dennis just touched one he got ill with fever.

Again today...
There were those horrible moans.  Beyond that door.

"Let sleeping dogs..."
Even if the Director tells me, I no want to end up like Dennis.

That poor bastard.
Scratching and scratching.  Makes me itch jost watching him.

Must maybe go IF can but hwo
Dennis gone.  I go

Location: Library of Church

                           Marcus' Diary 2

(This page has been torn out).

Trouble is unlikely, but I closed my babies up in a special capsule.  
But it won't be safe if I hold on to it myself.  I'll hide it in that 
"To hide a leaf, put it in a forest".

To open the capsule, the special stripping agent is necessary.  No way 
Spencer's lackeys could figure out how to make it...
Location: Research Room of Church

                      Laboratory Manager's Diary

Today, under Director Marcus' orders, I changed the platform entry 

Later, I asked him what the source of the entry code was.  He told me 
it was based on something significant in his children's growth.

But, the director's a loner; he isn't married, and he sure doesn't have 
any children...
What did he mean?
Location: Poisoning Room of Church

                         Leech Growth Records

                          February 3rd, 1978

Administrated "t" into 4 leeches.  Their will to survive leads them 
first to parasitism and predation.  Then they breed and multiply.  Such 
a single-minded biology makes them attractive candidates for bio-
weapons research.  Afterwards, no major changes observed.

                          February 10th, 1978

7 days since administration of "t".  Rapid growth to double former 
size, signs of transformation emerging.  Spawning successful.  They 
DOUBLE THEIR NUMBERS in one hour, but their ravenous appetites lead 
them to cannibalism.  Hastened to increase food supply, but lost 2.

                            March 7th, 1978

Provided them with live feed, but lost HALF when the live food fought 
back.  However, the leeches are learning from experience, and are 
beginning to exhibit group attack behavior.  They are also ceasing 
cannibalism.  Their evolution is exceeding expectations.

                            April 22nd, 1978

The leeches no long exhibit individual behavior, even when not feeding.  
They move as a collective.
They consume everything I offer with remarkable efficiency.

                            April 30th, 1978

An employee has stumbled onto my experiments.  Can a human be a food 
source?  How will the leeches respond?

                             June 3rd, 1978 

A day worthy of commemoration.  Today they began to mimic me!
Surely they recognize their father...
Wonderful children.  No one will take you away...
Location: Surgery Room of Church

                        Investigator's Report

Dr. Marcus.  Co-founder, with President Spencer, of the Umbrella 
Corporation.  Disappeared 20 years ago.  The results of his research 
have been kept under wraps for all that time.

The reason became clear here at the Training facility run by Dr. 
...well, not here exactly, but underground.  When we ventured below, we 

There we found the evidence of Dr. Marcus' research into the T-virus 
prototype called "Progenitor".  The evidence of years of hideous 
experimentation that used company employees as guinea pigs.

We cannot know how many were forced to become subjects, but based on 
the evidence, no less than twenty individuals were involved; some of 
them taken deliberately to keep the corporation's secret safe.

Where the doctor is now, I don't know.  But considering the recent 
rapid growth of Umbrella Corporation, I can't imagine that this 
research is continuing.

No...his experiment lives and continues to grow in the dark.
Those things, the "fruit" of his research, they fill this facility.

(The rest of the notebook pages are missing).
Location: Marcus's Study of Church

(Shows a picture of three high-school graduates)

(There's something written on the back of the photograph).

To James,
To Commemorate 
your Graduation, 1939
Location: Breeding Room of Church

                             B.O.W. Report

Research to date has shown that when the Progenitor virus is 
administered to living organisms, violent cellular changes cause a 
breakdown in the system.  Furthermore, no satisfactory method has been 
found to control the organisms for use as weapons.

Clearly, greater coordination at the cellular level is essential to 
enable further growth.  I conducted a number of experiments in an 
effort to find a breakthrough.  This is my report:


Perhaps because these ancient animals have been genetically stable for 
millennia, when administered with the progenitor virus they exhibit 
only explosive, high-energy growth and increased aggressiveness.
It is extremely difficult to envision using them as B.O.W..


Injecting a frog with the virus resulted in an increase in leaping 
power and abnormal tongue growth.  However, no change in mental ability 
was observed.  Furthermore, an abnormal appetite resulted in the test 
subject randomly attacking all moving objects.  Usefulness for B.O.W. 
is limited.


The progenitor virus was merged with monkey's cellular DNA, resulting 
in increased fertility.  The resulting young exhibited improved 
aggressiveness and some increased mental capacity.  (As a side effect, 
visual power was lost, but this was offset by an improvement in hearing 

However, they were unsatisfactory as weapons.
It does seem that no progress can be made without making humans the 
base organism.
Location: Squared Walkway of Laboratory

                      Investigator's Report 2

We should have finished with this dump long ago.  When this all 
started, did anyone expect that there would be guns blazing away like 

We weren't told a thing about these creatures attacking us at the 
briefing...Guess they were a surprise to the head honchos too.  The 
things in the woods - just starting to attack people.  That had to be 
planned.  Someone deliberately scattered that virus, no doubt about it.

But the guards, our fellow soldiers, they must still be around...
Well, whatever.  Don't have to worry about that anymore.

What I've got to worry about is whether to use my last bullet on 
myself, or on a friend...
That's the only decision I have to make.
Location: Sleeping Quarters Save Room of Laboratory

                        About Batter Fluid

                           Battery Fluid
The fluid used in batteries is a diluted solution of mixed water and 
sulfuric acid.
Both must be of high purity.

When fully charged, battery fluid should have a specific gravity of 
1.280+0.010 at 20 degrees C.

                        Battery Acid Purity
Take care that the dilute sulfuric acid solution is of a sufficient 
Location: Gondola Room of Laboratory

                  Treatment Plant Manager's Diary

Damn it!  Why is normal industrial waste being delivered here?  This is 
and Umbrella Corporation facility.  We can't deal with this volume of 
material.  Plus they're sending us contaminated materials that we can't 
process.  What are we supposed to do with it?

Well, looks like they're closing it down.  Not surprising, using it 
like they did.  Had to be done, but...it was pretty sudden.  It's not 
like they cared until now.  Anyway, as long as I get out of here, I 
don't care what they do.

12.Leech Hunter Rewards

Here are the rewards you get depending on how many Leech Charms you 

100 Leeches:Unlimited Ammo
90-99 Leeches: Magnum Revolver
60-89 Leeches: Unlimited ammo for the Hunting Gun
30-59 Leeches: Unlimited ammo for the Handgun
1-29 Leeches: Sub-Machine Gun ammo


There you have it, my walkthrough for one of the best Resident Evil 
games in the series.  Remember, if you'd like this guide on your 
website, E-MAIL ME FIRST!  Other than that, I hope my guide was helpful 
to you and if you have any questions, feel free to e-mail me.

(c) of GameFAQS and CrankyMonkey675