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    FAQ/Walkthrough by Minesweeper

    Version: 1.5 | Updated: 06/07/03 | Printable Version | Search This Guide

    "This document Copyright 2003 Nathan Norris"
    
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    Resident Evil 0: Gamecube Version
    
    FAQ/Walkthrough - Version 1.5
    Last Updated    - 4/8/03
    Written By      - Minesweeper (Nathan Norris)
    Email           - minesweeper2[at]hotmail[dot]com
    
    (PLEASE READ "CONTACT POLICY" BEFORE EMAILING)
    
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    -Table of Contents-
    
    1:  Introduction
    2:  Revision History
    3:  Game Basics
    4:  Main Game Walkthrough
    5:  Leech Hunter Walkthrough
    6:  Weapons Section
    7:  Enemies Section
    8:  File Transcripts
    9:  Secrets
    10:  Thanks
    11:  E-mail Policy
    12:  Copyright
    
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    1:  INTRODUCTION
    
    Welcome to my Resident Evil 0 guide!  Resident Evil 0 was delayed for a very 
    long time.  Originally it was intended for the Nintendo 64 when it was 
    announced in 1999.  Later, it was going to come out on Gamecube, and now 
    finally, in 2002, this magnificent game has finally arrived!  It was well 
    worth the wait, and the transition from Nintendo 64 to the Gamecube has been 
    a great move.  Now though, you actually have to beat the game...  That's 
    where this walkthrough comes in.  Hopefully, it'll be able to get you 
    through any difficulties you experience while you play this game.  I hope my 
    guide can make Resident Evil 0 a more enjoyable experience than it was 
    before!
    
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    2:  REVISION HISTORY
    
    VERSION 1.0 - 3/18/03 - 140 KB
    
    First Edition.  Walkthrough, Game Basics, Weapons Section, Enemies Section, 
    and Secrets all added on and completed.  I still need to recheck the bottom 
    half of the walkthrough though...
    
    **************************************************
    
    VERSION 1.5 - 4/8/03 - 177 KB
    
    The first version of this guide was rushed, and I believe it showed.  
    Hopefully, now that I've rechecked it, it will be mostly free of the errors 
    that were in it.  Also, I have added on and completed the File Transcripts 
    section.
    
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    3:  GAME BASICS
    
    ***********************************************************************
    BASIC MOVEMENTS
    ***********************************************************************
    
    BUTTON FUNCTIONS
    ================
    CONTROL STICK, CONTROL PAD - move character
    
    C STICK - move partner character
    
    A BUTTON - confirm selection
               examine surroundings
               action
               use weapon when R BUTTON is depressed
    
    X BUTTON - change characters
    
    Y BUTTON - display inventory screen
    
    Z BUTTON - display map
    
    R BUTTON - ready weapon
    
    B BUTTON - cancel selection
             - run while moving character
    
    START BUTTON - switch trace mode on/off
    
    L BUTTON - change targets while holding R BUTTON
    
    MOVING ABOUT
    ============
    This is the most basic of all controls.  If you're a newbie to Resident
    Evil, then you'll need to spend about an hour or so before you can get used
    to the odd way your characters walk around.  Pressing up on your control
    stick does NOT move them up, it moves them in the direction they are facing. 
      This can be very disorienting at first.  To turn, you have to push left or
    right on the stick to rotate your character.  They move like remote control
    cars almost.  You WILL get used to it eventually, so don't get discouraged
    when you get killed the first few times because you got stuck turning a
    corner.
    
    FIRING A WEAPON
    ===============
    This is another control function that gets a lot of newbies confused at the
    start.  To fire a weapon, you must hold down the R BUTTON to make your
    character ready the weapon.  You can't shoot unless you're holding the R
    BUTTON.  Next, to fire your weapon, press the A BUTTON.  When you're firing
    a weapon you have to stand still, so make sure you have enough distance
    between you and your enemies.  Also, this game has auto aim, which means
    you'll automatically turn to face the closest enemy when you ready your
    weapon.  If there's a zombie behind you, press R and you'll instantly turn
    to face it.  Note that you can also change targets while aiming by pressing 
    the L BUTTON.
    
    180 SPIN
    ========
    This move was newly introduced in Resident Evil 3 for Playstation.  By 
    tapping down twice on the Control Stick or pressing Control Pad + B Button, 
    you can instantly turn around 180 degrees.  It's helpful because if an 
    enemy's getting too close for comfort and you're facing the wrong way, you 
    can quickly spin around and start running.  It's helpful when you need to 
    back up from enemies while you're shooting at them.
    
    CHARACTER SWITCHING
    ===================
    Whenever you press the X button, you'll be able to switch back and forth 
    between controlling Rebecca and Billy.  However, you can also control the 
    character you're not playing as by using the C STICK, if they're in the same 
    room as the one you're controlling.  You can only make them walk or run, 
    depending upon how hard you press down on the stick.  You can't make them 
    fire their weapon or anything.
    
    TRACE MODE
    ==========
    Pressing the START BUTTON toggles the Trace Mode.  When Trace Mode is 
    active, the partner character will follow your character around.  You can 
    also tell them in your inventory screen whether to attack enemies with you 
    or not attack at all.  If you do order them to attack, they usually will 
    shoot at whatever you're shooting at or being attacked by.
    
    ***********************************************************************
    HEALTH
    ***********************************************************************
    
    ELECTROCARDIOGRAM
    =================
    In your inventory, you check your health on this.  As you take damage, the
    meter will decrease to mirror your health.  There are several statuses you
    can be in.
    
    FINE - Everything's A'OK.  You've taken little damage and you have no need
    of using healing items.
    
    YELLOW CAUTION - You've taken some damage from the enemies.  One GREEN HERB
    will usually fix you right up.  If not, then two will definitely take care
    of it.
    
    ORANGE CAUTION - You've sustained quite a few hits and your character will
    start to move about more slowly as he or she clutches at her stomach.  You
    should heal immediately, because you've lost over 2/3 of your health.  Two
    GREEN HERBS or a FULL HEALING ITEM ought to be used if you're in this
    status.
    
    DANGER - You're about to die!  You'll also be moving a little more
    slowly because your character is clutching at his or her wounds.  Find
    medical supplies IMMEDIATELY!!!  You'll need a FULL HEALING ITEM to take you
    back up to FINE status.
    
    POISON - If you're hit with an attack that can poison you, you could enter
    this status.  You'll move as if in ORANGE CAUTION or in DANGER status.  Find
    a BLUE HERB quickly because you're gradually losing health as time passes.  
    It's also hard to tell what your health is when you're in this status, since 
    your electrocardiogram simply reads POISON.
    
    HEALING ITEMS
    =============
    If you're a newcomer to the Resident Evil universe, you're probably a little
    confused about how to use the Red Herbs, Blue Herbs, and Green Herbs you
    find around the place.  This is what each healing item does:
    
    GREEN HERB - heals 1/3 of your health.
    
    BLUE HERB - cures poison.
    
    RED HERB - has no effect by itself, but if you mix it with a GREEN HERB the 
    mixture will be able to heal you completely.
    
    FIRST AID SPRAY - heals you completely.
    
    GREEN CHEMICAL (from green storage tanks) - cures poison.
    
    This is a chart on what kind of mixes you can do and what their effects will
    be:
    
    GREEN =                 1/3 health
    GREEN + GREEN =         2/3 health
    GREEN + GREEN + GREEN = full health
    
    BLUE =                  cures poison
    GREEN + BLUE =          1/3 health and cures poison
    GREEN + GREEN + BLUE =  2/3 health and cures poison
    
    RED =                   nothing
    RED + GREEN =           full health
    RED + GREEN + BLUE =    full health and cures poison
    
    ***********************************************************************
    ITEMS, DOCUMENTS, AND MAPS
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    INVENTORY SCREEN
    ================
    This is what you will use to manage all three of the things in the heading
    above.  From here you can access your weapons and defense items, reread
    files you've found about the mansion, and check maps you've either made
    yourself or found lying about the mansion.
    
    ITEM LIST -
    On the right side of your screen is all the items you have in
    your possession at the current time.  The left side of the screen shows your 
    partner character's inventory.  Make sure both of your characters have at 
    least one weapon and ammo for it in your inventory at ALL TIMES.  Also, make 
    sure one of your characters has at least one healing item with him or her at 
    ALL TIMES.  You can't ward off the undead if you don't have guns, and you 
    can't do anything to heal damage unless you're carrying about some medical 
    supplies.  Be sure to train your eyes and look about carefully for small 
    glimmers and sparkles, which indicate items.
    
    Both characters are only given six item slots, so you must manage your 
    inventory carefully.  Avoid carrying around large weapons like the Shotgun, 
    unless you need them for tough enemies.  Large weapons take up two item 
    slots.  For the most part, you should stick to carrying around only your 
    Handguns, since they're small, and you can find lots of ammo for them.
    
    NEW ITEM MANAGEMENT FEATURES -
    There aren't any item boxes to leave all your stuff in like in the other 
    Resident Evils.  In its place, we have the LEAVE feature.  When you use this 
    feature, you can drop items on the floor.  Finally the Resident Evil 
    characters have some common sense!  However, you can only leave a limited 
    amount of items laying about in one room.  There are also a few places you 
    can't leave items at all, like on the roof of the train. I advise you keep 
    all your stuff in a central location, like the Main Hall of the mansion, so 
    that the items are easily accessible.  We now also have the EXCHANGE 
    feature, where characters can give and take items from each other.  You'll 
    probably be using this feature a lot during the game.  You must be near your 
    partner character to exchange items.
    
    CHARACTER ITEMS -
    Next to your characters' inventories is one slot for their special items.  
    These character-exclusive items take up no room in the regular inventories.  
    Rebecca has a Mixing Set that allows her to mix herbs as well as other 
    chemicals.  Billy has a Lighter to light things with, but he can't use it at 
    first because the Lighter is empty.  You'll have to find Lighter Fluid 
    somewhere in the game before you can use it.
    
    KEYS
    ====
    These are VERY important to getting around.  If you try doors
    that are locked, you might get a clue as to what key is needed to unlock the
    door.  For example, a door that has a "fire motif" needs the Fire Key.  Keep 
    keys on you as much as possible.  As soon as you have unlocked all doors 
    that need the key, you'll be asked if you want to discard the key. Do so, 
    because there aren't any more doors that will open for your key.  This also 
    opens up some inventory room.
    
    FILES
    =====
    You'll be finding many documents throughout your travels, which will provide
    useful clues for proceeding through the game.  Make sure you pick up files
    you find whenever you can.  They'll allow you to get through the game
    a lot quicker, plus they don't absorb any inventory space.  I'll tell you
    where to find them during the game because they will be useful to beginners.
    
    MAPS
    ====
    These will be your best friends in the game before you get to learn the
    layout of the game.  As you move around the game, your characters will draw 
    their own map.  However, you can get the whole map if you find it hidden 
    somewhere in the area you are exploring.
    
    The colored dots on your map indicate items your character has found and 
    left on the floor.  If you press the A BUTTON, a list will pop up showing 
    what items the dots represent.  Press left and right on the CONTROL STICK to 
    see what you left where.
    
    The arrows are your characters.  Yellow doors are doors that are unlocked, 
    or doors that you have the key to.  Red doors are doors that are locked, and 
    ones that you can't unlock right now.  Gray areas are rooms you haven't 
    visited yet, dark green areas are rooms you have visited, and the blue area 
    is the room you're currently in.
    
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    CHARACTER MANAGEMENT
    ***********************************************************************
    
    CHARACTERS
    ==========
    BILLY COEN
    
    Advantages
    - greater physical strength
    - more stamina
    - greater accuracy
    
    Disadvantages
    - large character
    - can't mix herbs
    
    Billy is the best character for fighting, since he can suffer more hits than 
    Rebecca.  Also, since he has greater accuracy, he has a bigger chance of 
    getting headshots than Rebecca.  His physical strength will also make him 
    important for solving some puzzles.  Unfortunately, since he has a large 
    physical figure, it's difficult for him to slip around enemies.  He is also 
    the very first Resident Evil character ever who can't mix herbs.  Make sure 
    you have Rebecca close by to heal him with herbs whenever he gets hurt.
    
    REBECCA CHAMBERS
    
    Advantages
    - can mix herbs and other chemicals
    - small character
    
    Disadvantages
    - low physical strength
    - low stamina
    - lower accuracy
    
    Rebecca is the best character for doing "behind the scenes" stuff.  While 
    Billy is fighting off the enemies, she can make herbs to heal herself and 
    him as well.  Also, while she's not too good at fighting, she makes a great 
    character for solving puzzles with.
    
    INVENTORY MANAGEMENT
    ====================
    You should let Billy carry around the large weapons like the Shotgun, while 
    making Rebecca carry around the healing items and the puzzle items.  Billy 
    is stronger than Rebecca and has greater accuracy, so he's the best for 
    carrying around the guns.  Since Rebecca's weak, but knows how to mix 
    things, she should keep the medical supplies and use them when needed to 
    heal the two characters up.  Never carry around Ink Ribbons, and just leave 
    them next to Typewriters.  You'll almost always find three Ink Ribbons next 
    to each Typewriter, so carrying Ink Ribbons around is usually a waste of 
    inventory space.  The only time you should carry Ink Ribbons is to replenish 
    a save room when you run out of Ink Ribbons for that room.
    
    PARTNER COMMANDS
    ================
    There are several things you can do to interact with the characters.  You 
    can press the X BUTTON to instantly change characters, and (if both 
    characters are in the same room) you can also press the START BUTTON to 
    switch on and off Trace mode.  Also, you can order your character to attack 
    or not to attack when enemies are around.  Note that all of these features 
    can be done through the inventory screen.
    
    You should always have Trace mode on, unless it's absolutely necessary that 
    you switch it off.  These times when you need to switch it off are when the 
    game forces the characters to separate, or when you need to solve a puzzle.  
    Also, always make your partner character attack enemies.  While you're doing 
    that, you should only let your partner character use a Handgun unless you're 
    fighting tough enemies.  Your partner character has a tendency to waste ammo 
    when he or she attacks.  For example, he or she might try blasting harmless 
    leeches with the Shotgun.
    
    When you have Trace mode on, the partner character can also follow you from 
    room to room.  As long as the partner isn't attacking or being attacked by 
    an enemy, they will always be with you in the next room, no matter how far 
    behind they area.  When you want to retreat, make sure your partner isn't 
    fighting when you hit the door to the next room.  He or she might get left 
    behind.
    
    Make sure your partner character is in a safe place when you leave him or 
    her behind.  Your partner character can be attacked by enemies and killed 
    when you're not watching.  If this happens, he or she will call you on the 
    radio for help.  You should immediately change characters if this happens so 
    you can take care of the problem.
    
    ***********************************************************************
    COMBAT TACTICS
    ***********************************************************************
    
    STICK TOGETHER!
    ===============
    Always keep your two characters together, unless it's absolutely necessary 
    you must separate them because of ingame events.  It's much easier to take 
    on enemies if you have somebody covering your back.  When you're caught in a 
    enemy's grasp, your partner could shoot at it to make it let you go.
    
    LET THE MAN HANDLE THIS
    =======================
    Billy is much stronger than Rebecca.  He can take a lot more punishment from 
    enemies before biting it.  Also, he has greater accuracy than Rebecca.  
    Therefore, he's best for leading the way into a fight.  Give him the big 
    weapons whenever you use them.
    
    MEDIC!
    ======
    Rebecca is a weak character, so she's not too good for taking on enemies.  
    However, she is the only character that knows how to mix herbs, so she's 
    vital for keeping your two charaters healed up.  Let Rebecca carry around 
    the medical supplies and the puzzle items, since she's not too good at 
    fighting.  Rebecca's the medic after all, so she should have the healing 
    items.
    
    OPEN YOUR EARS!
    ===============
    The first thing to do upon entering a new room is to listen for sounds that
    indicate monsters are in the area.  Stand still for a few moments and listen
    for sounds like groaning, shuffling footsteps, barking, screeching, etc.
    It'll keep you from accidentally running into a potential ambush.
    
    WONDER WHAT'S AROUND THE CORNER...
    ==================================
    There are a few ways to see if there are enemies hiding offscreen, just
    waiting to pop up and surprises you.  The easiest way is to make use of auto
    aim.  Edge past a corner you can't see around, and press R.  If your
    character autoaims something, there's a monster or two back there.
    
    Also, you can use the mirrors hanging on the wall.  They're usually nothing
    but a cool detail, but you can also use them to see enemies that are behind
    corners.  Look for shadows on the walls and floors too.  If you can see a
    moving shadow that's not your own, then most likely it belongs to an enemy
    creature.
    
    FIGHTING
    ========
    In general, the closer you are to the enemy, the more damage your shots will
    inflict.  This is especially true with the Shotgun.  However, it's usually
    not safe to stand next to an enemy.  If you're using a weak weapon, like the
    HANDGUN, fire from a distance.  If you want to use the Knife, then I suggest
    you trap an enemy behind an object (like a box) and hack away.  There's also 
    a way to kill zombies in one hit with the Shotgun.  Stand right next to them 
    and fire up at their heads.  This kills them in one hit.
    
    FINISH HIM!
    ===========
    Most people like to use the same gun througout fighting with the enemies.  
    While this does get the job done in killing the enemies, there's a more 
    efficient way to do the job.  Try firing one or two shots from a powerful 
    weapon to knock down a strong enemy, like a hunter.  While the hunter's 
    climbing to his feet, take out your Handgun and shoot him a few times to 
    finish him off.  This can often save you a lot of more powerful ammunition.  
    It's more efficient to kill a hunter with one Napalm Grenade and one Handgun 
    Bullet than two Napalm Grenades.  However, you might want to make sure the 
    enemy you're trying to kill is alone before you do this, since another one 
    could come in and screw things up.
    
    IS IT DEAD?
    ===========
    You've busted five caps into that zombie's arse and now it's lying flat on
    the floor.  It ought to be okay to go on right?  Not necessarily.  The enemy
    might just be pretending to be dead, so that when you walk past it'll get up
    again and surprise you.  There are three ways to tell if a monster is really
    dead for good.  If you see a blood pool spreading around the corpse, then
    the enemy is dead.  Try turning away from the enemy then pressing R.  If the
    enemy isn't dead, then your character will autoaim it.  The last way is if
    there is threatening music playing.  When all enemies in the area are
    killed, the music will stop.
    
    YOU CAN'T CATCH ME SLOWPOKE!
    ============================
    In this game, you don't have much ammo to use.  You simply can't kill
    everything that gets in your way or you'll be out of bullets in no time.  If
    you can evade an enemy and not fight, DO IT!  You can fake out enemies by
    going to one side of the hall, then zipping past on the other side when the
    enemy gets close to the wall on one side.  This is especially important to
    avoiding leech zombies.
    
    I'M OUTTA BULLETS!
    ==================
    Keep a careful count on how many shots you have left in your clip.  When you 
    run out of bullets, your character will automatically reload.  This will 
    leave him or her wide open to attack for a second or two.  Always reload via 
    the inventory screen when you can.  It's frustrating and deadly when you try 
    to shoot at an oncoming enemy, and then your character starts fumbling for 
    the next clip instead of firing.
    
    ***********************************************************************
    PUZZLES
    ***********************************************************************
    
    In between the action sequences, you'll have to solve some puzzles to gain
    items necessary to move on.  There are a few general tips that can be used
    to solve most of the puzzles.
    
    EXAMINE THE AREA CAREFULLY
    ==========================
    Usually, you'll get all the clues you need to solve the puzzles in the rooms
    you find them in.  Check your surroundings and see what your character says 
    about them.  Look for strange holes and other things that seem to be out of 
    place.  You'd be amazed how much easier the puzzles become simply by 
    examining something in the room.
    
    EXAMINE ITEMS CAREFULLY
    =======================
    Use the CHECK feature in your inventory screen to check items.  Rotate them
    and look at all sides of them.  You may find an essential item you're
    looking for just by flipping an item over and looking at it from a different
    angle.  It's especially important that you open up any books you find.  You
    do this by looking at the pages of the book opposite the spine, like you'd
    open an ordinary book.
    
    SPLIT UP
    ========
    Some puzzles require your characters to split up to solve them.  If 
    nothing's working, try making your characters part company for a little 
    while and then try messing with the puzzle again.
    
    LISTEN TO CLUES AND DIALOGUES
    =============================
    If you listen to what your fellow comrades tell you, read any papers you
    come across, and read the descriptions you get by checking surroundings,
    some of these puzzles will be a heck of a lot easier to solve.
    
    ***********************************************************************
    SAVING
    ***********************************************************************
    
    To save your game, you'll need to find a Typewriters, and have at least one
    Ink Ribbons in your possession.  These Ink Ribbons can usually be found near
    Typewriters, so looking for them isn't that big a pain.  However, I'll tell
    you where they are for the newbies' sakes.  I usually won't tell you when to
    save, but feel free to save as often as you'd like.  However, I will warn
    you when there's a sticky situation coming up and I'll advise you to save
    then.  The rooms that contain these Typewriters are usually safe havens, so
    go to a save room whenever you start getting put down by the monsters.
    
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    4:  WALKTHROUGH
    
    THIS WALKTHROUGH IS FOR NORMAL MODE.  There will be more items on Easy, and 
    the game in general won't be as hard as Normal.  There will be fewer items 
    on Hard, and the game in general will be harder than Normal.
    
    At the start of the game, we hear the narrator speak about all the events 
    that have occured in the other Resident Evils.  He says that in order to 
    understand questions about the future games, we must look at the events 
    before the first game.  We now see a train speeding through Raccoon Forest.  
    A man in a robe is standing on a cliff as he watches the train go by.  
    Suddenly, the train is attacked by a swarm of leeches and everyone on board 
    is killed by them.  The train continues to speed on through the night as the 
    robe guy surveys all of this.
    
    Two hours later, the S.T.A.R.S. Bravo team flies over Raccoon Forest to 
    investigate the murders that have been occuring in the area.  Rebecca says 
    via voiceover that her team was never prepared for what they were going to 
    face.  Suddenly, the helicopter's engine erupts into flames, and Edward 
    Dewey makes an emergency landing in the forest.  Everybody jumps out, excpet 
    for Kevin who is to watch the helicopter.
    
    Rebecca then sees a wrecked military police van in the distance, with 
    several dead soldiers around it.  Rebecca then finds a file in a nearby box 
    explaining that the van was transporting a criminal named Billy Coen.  He 
    was to be excecuted at his destination for his crimes.  The other team 
    members believe he is the one responsible for making the van crash, since 
    his body isn't among the others.  Enrico orders his team to search the area 
    for Coen.
    
    Rebecca walks through the forest, and then she sees the same train that was 
    attacked in the opening.  It's idle on the tracks and not moving though.  As 
    she approaches it, rain begins to thunder down from above.  Rebecca jumps 
    inside the train.  Little does she know what jumping on that train is going 
    to result in for her...
    
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    ______   _____   _____   _____     ___
    |  _  | |  _  | |  _  | |_   _|   /_  |
    | |_| | | |_| | | |_| |   | |       | |
    |  ___| |  _  | |  _  /   | |       | |    -  THE TRAIN
    | |     | | | | | | \ \   | |      _| |_
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
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    PASSENGER CAR 2
    The Dining Car door to the east is locked right now, so you should take the 
    door to the west.  If you're new to Resident Evil though, you might want to 
    practice running back and forth down the aisle a few times to get used to 
    the controls.  Also, make sure you read PLAYER'S MANUAL 1 in your inventory 
    screen too.
    
    PASSENGER CAR 1
    Rebecca hears a voice, and she asks if someone's there.  She then notices a 
    rotting corpse sitting in the seat, with a switched-on pocket radio nearby.  
    She switches off the radio, but suddenly the corpse rises up to attack her!  
    Before she can run away, two more zombies appear in the aisle behind her!  
    After the cutscene is over, only shoot the lone zombie that's blocking the 
    aisle to the west.  More zombies will respawn here the next time you come 
    through this passage anyway.  Take the door the zombie was blocking.
    
    ***NOTE***
    If you do decide to kill all the zombies, you'll get a special cutscene.  In 
    the scene, Rebecca will wonder how the people were still alive when they 
    looked so dead.
    ***NOTE***
    
    SLEEPING CORRIDOR 2
    Go down the corridor a little, and take the first door on the right.
    
    ROOM 202
    Get the HANDGUN AMMO near the bunkbeds, and get the PASSENGER'S DIARY from 
    the desk's chair.  Hmm, it seems this passenger wasn't off on a casual 
    vacation getaway...  Leave the the room.
    
    SLEEPING CORRIDOR 2
    Take the door next to Room 202.
    
    ROOM 201
    This is the only save room on the entire train, so you can expect you'll be 
    coming here a few times if this is your first time through the game.  Get 
    the GREEN HERB near the bed, and then get the INVESTIGATION ORDERS from the 
    bed.  They're stained with blood though, so you can't read everything on the 
    message.  However, it's quite obvious from this file this passenger also 
    isn't on vacation like the person who owned that diary.  You should leave 
    the INK RIBBONS where they are, since there aren't any other typewriters on 
    this train to save at.  Leave the room.
    
    SLEEPING CORRIDOR 2
    Head west to the end of the hall.  The door to the next car is locked, but 
    the corpse near the door is holding something.  Take the TRAIN KEY from its 
    grasp.  Rebecca hears footsteps behind her, and discovers it's Billy Coen.  
    Looks like Rebecca just might become his next victim...  However, Billy 
    decides to just forget talking and walks away.  Rebecca yells he's under 
    arrest, but Billy shows he's already got handcuffs on as he strolls off.  
    Suddenly, a person crashes through the window.  It turns out to be Edward 
    Dewey from Rebecca's team!  Edward warns that the forest is full of zombies 
    and monsters before he passes away.  Suddenly, a zombie dog crashes through 
    the window after Edward!
    
    Start shooting at the dog as soon as the scene is over.  After you kill it, 
    start going east back towards the cars you came from.  Another dog jumps 
    through the window.  Shoot this one down as well.  Once the threatening 
    music ends, take the HANDGUN AMMO from Edward's corpse, and check the Train 
    Key's tag to make it the Dining Car Key.  Leave through the door at the east 
    end of the hall.
    
    PASSENGER CAR 1
    Gun down the new zombies, and walk up the stairs at the east end of the 
    aisle.
    
    SLEEPING CORRIDOR 1
    In here, you'll find a GREEN HERB and three billion strange eggs...I really 
    don't wanna be around when those eggs start hatching...  Go back downstairs 
    since the eggs are blocking the corridor.
    
    PASSENGER CAR 1
    Take the door to your left.
    
    PASSENGER CAR 2
    You'll get a radio message from Enrico.  Enrico says he found a document 
    that says Billy was accused of killing 23 people.  He says that Rebecca 
    should watch her back around him since Billy probably won't think twice 
    about killing her.  Go towards the east end of the car.  As you do that, new 
    zombie will appear in this room.  Kill it, and use the Dining Car Key to 
    unlock the eastern door.  Throw away the key and go through that door.
    
    DINING CAR KITCHEN
    Billy appears here and says that they should cooperate because of all the 
    monsters on this train.  Rebecca refuses his help though, since she doesn't 
    trust him.  She says she can handle herself.  Billy says that he'll just 
    wait here while she tries to fix the situation.  Get the NOTICE TO 
    SUPERVISORS on the table near the stairs.  It says the power switch to the 
    dead automatic door nearby is on the roof of this car.  Maybe you should go 
    up on the roof and see if you can fix it.  Head up the stairs.
    
    RESTAURANT
    Start walking east.  Rebecca sees a man sitting at a table at the end of the 
    car.  But, like an idiot, Rebecca decides to go look a little closer.  Rule 
    #1 of horror stories: never talk to people who look alive but are sitting 
    still quietly.  Anyways, as Rebecca tries to talk to the man, the body tears 
    itself apart and dissolves into small leeches.  The leeches then form 
    together into a "leech zombie."  This leech zombie has the face of the man 
    it once appeared to be!  Anyways, just run away from the leech zombie and 
    head for the stairs.  It's not worth wasting your ammo on this creature.
    
    As Rebecca is getting down the stairs, the leech zombie bursts apart and all 
    the leeches zip towards Rebecca.  She screams as they cover her whole body.  
    Suddenly, there are gunshots and the leeches blast apart.  All of the 
    leeches fall off of Rebecca in a pile at her feet, while Billy comes closer. 
    Suddenly, a few of the leeches spring towards Billy, but he shoots them down 
    with some skillful marksmanship.  Rebecca thanks Billy with a thumbs up.
    
    Suddenly, they hear somebody singing outside the car.  The two see a strange 
    man standing outside the train, who looks like he just stepped out of a 
    Final Fantasy game or something.  Anyways, the leeches are crawling towards 
    his feet as he sings in the rain.  Rebecca and Billy wonder who he is.  
    Suddenly, the train starts up!  Billy says that they have to cooperate if 
    they want to escape alive.  Rebecca finally agrees to take Billy's help, but 
    she says she will shoot him if he tries anything suspicious.  Billy agrees, 
    and even tosses Rebecca some extra HANDGUN AMMO!  He says that they can 
    contact each other at any time they wish since they both have radios.
    
    Anyway, once the scene is over, you'll get the PLAYER'S MANUAL 2.  Make sure 
    you read it so you can learn about the character's characteristics and how 
    to control them so they work together.  Head to the window at the western 
    end of the car and use the ladder there to get onto the train's roof.
    
    DINING CAR ROOF
    I would really hate to be up here!  Cold rain and wind, a slippery roof 
    where a misstep could send you tumbling to a nasty fall on the ground 
    below...yeeesh...  Anyway, walk along the roof of the train and go towards 
    the sparking device at the other end of the car.
    
    ***"LET'S SPLIT UP!"***
    Whoever repairs the broken switch to the automatic door will be attacked by 
    a slime creature.  The character will then fall into the the PANTRY below, 
    and the other character will have to rescue him/her somehow.  I would have 
    Rebecca stay trapped in the Pantry while Billy tries to get her out, since 
    the first boss fight's coming up in a little bit.
    ***"LET'S SPLIT UP!"***
    
    Anyway, repair the switch and let that character have a nice fall into the 
    Pantry.
    
    PANTRY
    (TRAPPED CHARACTER)
    Get the HANDGUN AMMO and the GREEN HERB on the counter, and then get the 
    TRAIN KEY from the counter near the jammed door.  Examine the tag on the key 
    to make it the CONDUCTOR'S KEY.  Place the Conductor's Key in the dumbwaiter 
    and send it to the first floor.  Switch to the second character.
    
    ***NOTE***
    You might also want to send down your Handgun Ammo and healing items next to 
    the free character, since the trapped character's not going to do anyting 
    except stand around in the Pantry and stare at the wall.
    ***NOTE***
    
    DINING CAR ROOF
    (FREE CHARACTER)
    Go back inside via the ladder.
    
    RESTAURANT
    Walk through the restaurant to the stairs again.
    
    DINING CAR KITCHEN
    Go through the automatic door you activated, and get the Conductor's Key 
    from the dumbwaiter since you put it in there as the trapped character.  Go 
    west to Passenger Car 2.
    
    PASSENGER CAR 2
    Run west through the cabin to the door to Passenger Car 1.  Kill the new 
    zombie if you want to.
    
    PASSENGER CAR 1
    Go west again to the far door.
    
    SLEEPING CORRIDOR 2
    Run to the next to last door at the end of the hall and use the Conductor's 
    Key to unlock that door.
    
    CONDUCTOR'S OFFICE
    If you're Rebecca, take the RED HERB and the GREEN HERB in this room.  Use 
    it to make a RED-GREEN MIXTURE.  Look in the cabinet next to the desk to 
    find a BRIEFCASE.  You can't open it though, because it's locked.  There's 
    two round holes in the front too.  It looks like they'd fit something.  If 
    you look at the papers in front of the desk, you can get the NOTE FROM 
    CONDUCTOR.  The conductor says he needs somebody's key to open his briefcase 
    so he can get the Driver's Compartment key card.  He says it's different 
    from a normal key too.  You had better keep an eye out for that special key.
    
    Take the TRAIN MAP posted on the bulletin board to the left of the door, and 
    also press the shiny red button.  A hatch will open in the ceiling, and a 
    ladder will extend down.  Climb up the ladder.
    
    "ECLIPTIC SALON"
    As you run through this room, you'll hear a screech and some rumbling on the 
    roof...  If you're still up to it though, keep heading down the car to the 
    next door.
    
    SLEEPING CORRIDOR 1
    Take the sparkling ICE PICK from the cart nearby, and take the first door 
    you come to.  The rest of the corridor's blocked by leech eggs.
    
    ROOM 101
    I wonder if this is Barry Burton's brother's cabin, judging from all the 
    artillery in it.  You'll find a FIRST AID SPRAY, HANDGUN AMMO, SHOTGUN AMMO, 
    the HUNTING GUN, and INK RIBBONS.  It's a good thing this stuff's here, 
    because your first boss fight's just around the corner.  Organize your 
    inventory:
    
    - Handgun
    - Handgun Ammo
    - First Aid Spray
    - Knife (if Billy)
    
    Drop the Ice Pick and the Briefcase temporarily, so you'll have more room to 
    store medical supplies and ammo in.  You might want to leave the Hunting Gun 
    here for now, since it takes up a lot of room in your inventory.  Take it if 
    you want to though, if only just for the fight in the next room.
    
    SLEEPING CORRIDOR 1
    Walk back into the "Ecliptic Salon."
    
    "ECLIPTIC SALON"
    As you walk down the passageway, a giant scorpion crashes through the 
    ceiling!  If you want to get out of here, you'll have to kill that monster.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 1 - GIANT SCORPION
    
    The scorpion will attempt to push you against the door you came through by 
    charging down the narrow passageway.  He'll try to make you back up by 
    hitting you with his stinger and his claws.  Also, sometimes the scorpion 
    will wave his claws around in pain when you hit him.  This animation can 
    hurt you.
    
    This scorpion has a severe weakness though.  A gunshot from any gun or a 
    stab from the Knife will make the scorpion recoil in pain, if you aim down 
    at its body.  Shots to the stinger won't affect the monster at all.  This 
    animation also cancels the scorpion's attacks, unless he puts his claws in 
    front of his face.
    
    For the whole battle, aim downwards with the Hunting gun or the Handgun, and 
    shoot the scorpion whenever he gets next to you.  That'll make him back off. 
      He'll then stupidly walk forward to get hit again.  Keep repeating this 
    pattern over and over till the scorpion dies.  I heard on the 
    www.gamefaqs.com Resident Evil 0 messageboard that you can use the knife 
    here if you want to save ammo.  Watch out if you do use the knife though, 
    because sometimes the scorpion will attack outside of the knife's damage 
    range.  Stand back after you kill the scorpion, because his waving claws can 
    hurt you.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    If you dropped the Ice Pick earlier to save inventory room, go back and pick 
    it up now.  Leave the Briefcase where it is though, because you won't need 
    it until you find two other items anyway.  You might want to drop the Knife 
    while you're at it.  Get the PANEL OPENER near the gaping hole in the 
    ceiling, and climb down the ladder.
    
    CONDUCTOR'S OFFICE
    Go out into the hall.
    
    SLEEPING CORRIDOR 2
    Head east to Passenger Car 1.
    
    PASSENGER CAR 1
    Head east to Passenger Car 2.
    
    PASSENGER CAR 2
    Head east to the Dining Car Kitchen.
    
    DINING CAR KITCHEN
    Walk into the kitchen through the automatic door, and use the dumbwaiter to 
    send the Ice Pick to the trapped character.  Switch characters.
    
    PANTRY
    (TRAPPED CHARACTER)
    Get the Ice Pick from the dumbwaiter, and use it to pick out what's blocking 
    the keyhole of the door.  Go through the door.
    
    RESTAURANT
    Run downstairs before you get attacked by the flaming zombies.
    
    DINING CAR KITCHEN
    ("LET'S REGROUP!")
    Use the Panel Opener on the hatch next to the refrigerator to open it.  
    Crawl through the crawlspace.
    
    FREIGHT CAR
    As you enter, two zombie dogs will break out of animal cages.  Shoot them 
    down.  Be sure you relish this moment, because believe it or not this is the 
    last time you'll see the zombie dogs in this game.  Gather up the SHOTGUN 
    SHELLS, the FIRST AID SPRAY, and the GAS TANK from the nearby shelf.  Also, 
    get the GOLD RING from the right dog cage.  Take the door on the east end of 
    the car.
    
    REAR DECK
    On the wall, you can see a HOOKSHOT, but you can't take it because it's 
    secured by bars.  Throwing the nearby switch on the railing makes the bars 
    retract, but they go back down as soon as you let go of the lever.  Make 
    your characters go into solo mode in this room.  Have one character throw 
    the switch and hold it.  Then, switch to the other character and take the 
    HOOKSHOT from the wall mount.  You'll also get the HOOKSHOT OPERATOR'S 
    MANUAL.  It explains that only one person can use the Hookshot at a time, so 
    that means whenever you use it you'll have to split up.  Be sure you read 
    the note about the window in the third car.  Go back inside the train.
    
    FREIGHT CAR
    Unlock the kitchen's door and head inside.  Shut the door after you!
    
    DINING CAR KITCHEN
    Blow away the zombie that pops out of the refrigerator, and take the EMPTY 
    BOTTLE.  Combine the Empty Bottle with the Gas Tank to make a batch of 
    MOLOTOV COCKTAILS.  Head west to Passenger Car 2.
    
    PASSENGER CAR 2
    Head west to Passenger Car 1.  Just run away from the new zombies, because 
    more zombies will respawn the next time you need to come through here.
    
    PASSENGER CAR 1
    ***"LET'S SPLIT UP!"***
    You'll have to temporarily part because only one of you can use the HOOKSHOT 
    to get up on the roof.  It's no biggie though, because you'll only be apart 
    for a couple of minutes.
    ***"LET'S SPLIT UP!"***
    
    Have one character use the Hookshot at the window to the left of the door.
    
    PASSENGER CAR 1 ROOF
    (HOOKSHOT CHARACTER)
    Walk along the roof and jump down through the hole you come to.
    
    ROOM 102
    Kill the zombie that confronts you in this room.  Drop the Hookshot, because 
    you won't need it for awhile.  Take the JEWELRY BOX in the closet, and open 
    it to get the SILVER RING.  You can also get another KNIFE here if you want 
    it.  Change characters.
    
    PASSENGER CAR 1
    (NON-HOOKSHOT CHARACTER)
    Go upstairs.
    
    SLEEPING CORRIDOR 1
    Change characters.
    
    ROOM 102
    (HOOKSHOT CHARACTER)
    As you try to open the door out of here, the baby leeches in the corridor 
    start busting out of thier eggs...  Go through the door anyway though, since 
    it's the only exit from this room.
    
    SLEEPING CORRIDOR 1
    ("LET'S REGROUP!")
    Eeww, lots of slime and leeches everywhere...  Leeches are no big deal 
    though, because they're more disgusting than dangerous.  Go into Room 101.
    
    ROOM 101
    Get the BRIEFCASE again, and use the Gold Ring and the Silver Ring on it.  
    This will unlock the case.  When you open the case you find a BLUE KEYCARD.  
    Grab the Hunting Gun here as well.  Organize your inventory.
    
    REBECCA
    - Handgun
    - Handgun
    - Handgun Ammo
    - Full Healing Item
    - Blue Keycard
    
    BILLY
    - Hunting Gun
    - Shotgun Ammo
    - Molotov Cocktails
    
    Head down the stairs to Passenger Car 1.
    
    PASSENGER CAR 1
    Go into Sleeping Corridor 2.
    
    SLEEPING CORRIDOR 2
    Go into Room 201.
    
    ROOM 201
    You might want to save your game, and gather up all your weapons, healing 
    items and stuff on the train.  Something important is about to happen.
    
    SLEEPING CORRIDOR 2
    Use the Blue Keycard on the door at the east end of the hall, and then 
    discard it.  You now have access to the engine car!  Before you walk out 
    there though, a cutscene interupts.
    
    A man in green combat gear is standing on the engine car's walkway, and he's 
    saying into a radio that the train has been secured.  On the other end of 
    the transmission, we see Albert Wesker and William Birkin receiving the 
    message.  Birkin is wondering how in the world both the mansion and the 
    train could have been infected with the T-Virus even though they're more 
    than three miles away.
    
    Wesker says that's irrevelant, and he says that the train must be destroyed. 
      While the soldier on the train talks to Wesker, he's attacked by leeches.  
    His partner in the cockpit runs out to help him, but he's also swarmed over 
    by the leeches.  They're both killed very quickly.  Anyway, don't let that 
    scare you off!  Run through the door you just unlocked.
    
    ENGINE CAR WALKWAY
    The gunfire from the dying soldiers has damaged the engine.  Now the train's 
    picking up speed!  If this keeps up it will crash!  Run inside the engine 
    car and see if you can do something to stop the train.
    
    COCKPIT
    Billy says that the train's going to derail, and that they have to stop the 
    train fast.  You'll find a BRAKE OPERATION MANUAL after the cutscene.  It 
    explains how to operate the brakes on the train.
    
    ***"LET'S SPLIT UP!"***
    Once you've read that file, you'll be asked who's going to stay behind in 
    the car while the other one goes to hit the switch at the end of the train.  
    On the way to the back of the train though, you'll encounter a new wave of 
    zombies.  Billy's the best choice for running to the end of the train, since 
    he has more strength.  The only benefit for Rebecca is that you'll get to 
    see a special cutscene if you pick her.
    ***"LET'S SPLIT UP!"***
    
    (RUNNING CHARACTER)
    Once you've made your choice, you have three and a half minutes to stop the 
    train.  Take the two boxes of HANDGUN AMMO and give them to the staying 
    character.  Organize your inventory:
    
    RUNNING CHARACTER
    - Hunting Gun
    - Shotgun Ammo
    - Magnetic Card
    - Healing Item
    
    Take the MAGNETIC CARD on the counter in front of the windshield.  Head out 
    through the door.
    
    ENGINE CAR WALKWAY
    Run east to Sleeping Corridor 2.  If you keep running the freshly-zombified 
    soldiers won't have enough time to get up and attack.
    
    SLEEPING CORRIDOR 2
    As you run down the hallway, notice that Edward's corpse and the corpse that 
    you got the first Train Key from are both gone...  The key corpse has now 
    become a zombie, and he's waiting for you near the east exit of the car.  
    However, you don't have to go that way.  The way the zombie's blocking leads 
    to a zombie gauntlet anyway.  Take the alternate path by going into the 
    Conductor's Office.
    
    CONDUCTOR'S OFFICE
    Climb up the ladder.
    
    "ECLIPTIC SALON"
    Run to the door at the east end of the room.
    
    SLEEPING CORRIDOR 1
    Hit the stairs at the east end of the hall, while avoiding the leeches.
    
    PASSENGER CAR 1
    Take the door to your left.
    
    PASSENGER CAR 2
    If you're playing as Rebecca, you'll get a special scene in this room.  
    You'll see the now-undead Edward Dewey feasting on another corpse.  He then 
    turns around and walks towards Rebecca.  Rebecca asks Edward to stop, but 
    it's no use.  If you're playing as Billy, this scene won't occur since Billy 
    doesn't know Edward.  Anyway, just shoot Edward and run to the next door 
    before the other zombie can attack.
    
    DINING CAR KITCHEN
    Run through the kitchen and into the Freight Car.  Shut the door after you!
    
    FREIGHT CAR
    Run to the door at the other end of the room.
    
    REAR DECK
    Use the Magnetic Card on the console to the right of the door.  It's now 
    time for a little arithmetic...  You will be shown the number 36, 67, or 81 
    on the display.  What you must do is press the buttons on the keypad ten 
    times so that the numbers add up to what number is being displayed.  Here 
    are some easy solutions:
    
    36 - 3, 3, 3, 3, 3, 3, 3, 3, 3, 9
    67 - 7, 7, 7, 7, 7, 7, 7, 7, 7, 4
    81 - 8, 8, 8, 8, 8, 8, 8, 8, 8, 9
    
    COCKPIT
    (STAYING CHARACTER)
    Once you've solved that puzzle, you'll have to do the same puzzle at the 
    front of the train with the other character.  The only difference is that 
    you can't see the number as you're adding it up.  That shouldn't be any big 
    deal though, since the solutions are above.
    
    The brakes are pulled, but the train won't stop!  It thunders down a 
    junction and nearly flies off the track as it goes around a corner.  The 
    train finally stops after it crashes through a barricade and rolls over in a 
    tunnel.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     ____
    |  _  | |  _  | |  _  | |_   _|   /__  \
    | |_| | | |_| | | |_| |   | |        / /
    |  ___| |  _  | |  _  /   | |       / /    -  THE TRAINING FACILITY
    | |     | | | | | | \ \   | |      / /__
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    TRAIN TUNNEL
    The two characters climb out of the wreckage and meet up together again.  
    Billy says they need to find a way out of this place.  All the items that 
    weren't in your inventory (if you found them before) when the train crashed 
    will be scattered across the floor here.  However, there's also several 
    zombies around.  The only item that you really need to take is the HOOKSHOT, 
    so you might just want to grab that and forget fighting the zombies for the 
    rest of the items.  Whip out the Hunting Gun if you want to fight though.  
    Head for the door on the south side of the tunnel.
    
    SEWER TUNNEL
    This looks kind of like Resident Evil 3, doesn't it?  Anyway, jump down into 
    the sewer water and wade to the ladder at the other end of the passage.
    
    MAIN HALL
    Billy pops open a hatch at the top of the ladder.  The couple finds 
    themselves inside a large mansion.  Billy reads "Umbrella Research Center" 
    from underneath the Umbrella symbol on the floor.  Rebecca walks up to a 
    portarit on the stairs, and is shocked to discover that the man's face is 
    the same as the one of the leech zombie she saw on the train.  She reads the 
    name "James Marcus" from beneath the picture.
    
    Meanwhile, the two are being watched by Wesker and Birkin on a surveilance 
    monitor.  Wesker identifies Rebecca for Birkin, but he doesn't know who 
    Billy is.  Suddenly, an announcement comes over on the PA system.  It's a 
    speech by James Marcus, which outlines the pillars of the company's motto.  
    Wesker and Birkin wonder who played the message, when they see the robe guy 
    appear on their video screens.
    
    He claims that he scattered the virus on the train and in the mansion as 
    revenge on Umbrella.  He then sings a song, and some leeches assemble 
    themselves into a man that looks just like James Marcus.  The robe guy says 
    that Marcus was assasinated ten years ago, and says that Wesker and Birkin 
    helped that to happen.  He laughs at them.
    
    Since this room is in the center of the mansion, you should use it as your 
    home base.  This is a great place to leave your items when you run out of 
    inventory room.  Anyway, after the scene is over, go over to the typewriter 
    area on the east side of the stairs.  Here you will find a RED HERB and a 
    GREEN HERB, a Typewriter, INK RIBBONS, and HANDGUN AMMO.  Use the herbs to 
    make a RED-GREEN MIXTURE.  Organize your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Handgun
    - Handgun Ammo
    - Molotov Cocktails
    - Healing Item
    
    The first door you should try is the one on the the west side of the first 
    floor.
    
    WEST 1ST FLOOR CORRIDOR
    Go down the hallway some, and take the first door into the little boys' 
    room.  DON'T go to the end of the hall.
    
    RESTROOM
    Run past the urinals and pick up an EMPTY BOTTLE at the corner where the 
    bathroom stalls begin.  Get the GAS TANK and the GREEN HERB at the end of 
    the passageway.  Use the Gas Tank with the Empty Bottle to get another batch 
    of MOLOTOV COCKTAILS.  A leech zombie will appear while you're leaving the 
    room, but just sprint past it and don't bother fighting.  You'll never have 
    to come back to this room again anyway.
    
    WEST 1ST FLOOR CORRIDOR
    If you went to the end of the hall, you'll be confronted by another leech 
    zombie while you're on your way out of here.  Quickly sprint past it and hit 
    the door to the Main Hall before he can attack.
    
    MAIN HALL
    The next door you should try is the western door on the second floor 
    balcony.
    
    LIVING ROOM
    Get the NOTICE TO ALL STAFF from the coffee table in the middle of the room. 
      Make sure you note the rooms mentioned in the file, as well as the entry 
    code "8:15."  Next, search the cabinet in here to find a CRANK HANDLE.  
    After you pick it up, crows will crash through the windows.  Just ignore 
    them and get back into the Main Hall.  It's not worth wasting bullets on 
    them.
    
    MAIN HALL
    Organize your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Handgun
    - Handgun Ammo
    - Shotgun Shells
    - Healing Item
    
    Take the double doors on the east side of the first floor.
    
    BANQUET HALL
    Gun down all the zombies in this room.  Pick up the HANDGUN AMMO on the 
    table to the southeast, then take the door past the counter.
    
    EAST 1ST FLOOR CORRIDOR
    Don't bother trying to go through the basement, because the furnace's steam 
    blast is blocking the path.  Instead, take the door to the east.
    
    STORAGE ROOM
    Kill the zombies in the room, and take the BLACK STATUE from the podium in 
    here.  Also, be sure you get the SHOTGUN and the GAS TANK behind the storage 
    shelves.  Climb up the ladder in here.
    
    NORTH TERRACE
    Shoot all the zombies on the balcony.  Watch out, because another zombie 
    will appear from behind you while you're fighting the zombies on the other 
    end of the balcony.  Collect the two GREEN HERBS at the midway point of the 
    balcony, then unlock the door at the west end of the walkway.
    
    AUDITORIUM
    Take the REGULATIONS FOR TRAINEES from a desk in the next to last row of 
    desks.  From what I've seen in the other Resident Evil games, the candidates 
    that came from this "proud" facility haven't been able to lead the Umbrella 
    corporation well, considering how many outbreaks there have been and labs 
    destroyed.  Anyway, there's another typewriter, some INK RIBBONS, and 
    SHOTGUN SHELLS on the east side of the room to collect.  Before you head to 
    the next new area, you might want to stop in the Main Hall through the 
    double doors.
    
    MAIN HALL
    Place the BLACK STATUE on the scale held by the statue in front of you.  Go 
    back into the Auditorium.  Organize your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    - Crank Handle
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    
    AUDITORIUM
    Take the door in the southwest corner of the room.
    
    WEST 2ND FLOOR CORRIDOR
    Shoot the zombies in this room, but don't use your Shotgun right now.  Have 
    Rebecca stand back while Billy fights with the Handgun.  Take the double 
    doors you come to.  The red door at the end of the hall is locked anyway.
    
    LIBRARY
    Take the TRAINING FACILITY MAP from the desk in front of you, and get the 
    MICROFILM A from the desk behind the counter.  You can also get INK RIBBONS 
    near the computer counter.  Do you see the elevator on the other side of the 
    room?  Use the Crank Handle on the winch next to it.
    
    ***"LET'S SPLIT UP!"***
    Rebecca will have to ride the lift while Billy stays down here to turn the 
    crank.  Give her the Shotgun and the Shotgun Ammo.  Make sure she has three 
    item slots free.
    ***"LET'S SPLIT UP!"***
    
    CLOCK TOWER(tm)
    (REBECCA)
    Kill the cockroaches that attack you after you get off the lift with the 
    Shotgun.  Grab the HANDGUN AMMO from the table in this room, and be sure you 
    note the clock with the minute hand missing.  Take the only door in this 
    room.
    
    SOUTH TERRACE
    This place is only infested with crows, so you shouldn't have any trouble 
    here.  Take the GREEN HERB near the railing, and pick up the RED HERB hidden 
    behind the park bench that's against the railing.  Combine the herbs to make 
    a RED-GREEN MIXTURE.  Go through the rusty door on the other side of the 
    balcony.
    
    SPECIMEN STORAGE AREA
    If you climb down the ladder into the pit to the west, you can see a sparkly 
    underneath a cage.  However, the cage is too heavy to move, so you'll have 
    to find a way to raise it.  It looks like you could use the crank machine on 
    the eastern wall to get the cage up, but Rebecca's not strong enough to do 
    it.  Go down the stairs to the east, and unlock the brown door at the end of 
    this hall.  Go through the door.
    
    MAIN HALL
    Switch to Billy.
    
    LIBRARY
    (BILLY)
    Run into the hall again.
    
    WEST 2ND FLOOR CORRIDOR
    Go into the Auditorium.
    
    AUDITORIUM
    Walk into the Main Hall.
    
    MAIN HALL
    ("LET'S REGROUP!")
    Leave the Microfilm A in this room.  Organize your inventory:
    
    BILLY
    - Shotgun
    - Shotgun Ammo
    - Healing Item
    
    REBECCA
    - Handgun
    - Handgun Ammo
    
    You might want to save your game, since things are about to get a bit tricky 
    in a minute.  Take the brown door on the second floor balcony to the 
    Specimen Storage Area.
    
    SPECIMEN STORAGE AREA
    Take the door near the one you used to get in here.
    
    ART ROOM
    Kill the roaches in this room with the Shotgun.  Take the WHITE STATUE on a 
    pedestal, the SHOTGUN AMMO in the fireplace, and the GRENADE LAUNCHER on the 
    couch.  Leave.
    
    SPECIMEN STORAGE AREA
    Organize your inventory:
    
    BILLY
    - Shotgun      (or Grenade Launcher)
    - Shotgun Ammo
    - Handgun
    - Handgun Ammo
    - Healing Item
    
    Make Billy rotate the crank at the top of the stairs to raise the cage in 
    the pit.  Have Rebecca pick up the FACILITY KEY (aka Fire Key) that was 
    under the cage.  Don't make Billy accidentally let go of the crank though, 
    or the cage will fall on Rebecca and she'll die!  After Rebecca picks up the 
    key, a giant centipede crashes through the sewage gate near her.  You must 
    now fight the monster as Billy to rescue Rebecca!
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 2 - GIANT CENTIPEDE
    
    Basically, all the centipede will do is run around the room in a preset 
    figure-eight pattern, while stopping to hurt Rebecca some.  If you get in 
    its way the centipede will hurt you.   It's as simple as that.  First, it 
    will hurt Rebecca until you shoot it.  Then, it will run north towards the 
    northwest corner of the room.  After it circles around the back of the 
    column there, it will stop to hurt Rebecca again.  After you shoot it, the 
    centipede will head south.  It'll then circle around the right side of the 
    column and it'll repeat the pattern all over again.  Be careful though, 
    sometimes the centipede DOES break from it's usual pattern.
    
    As long as you know where the centipede's going to go, you shouldn't even 
    get hit at all during this battle.  Simply stay out of the centipede's path 
    and shoot at it with the Handgun.  When it stops to hurt Rebecca, shoot it 
    with your bigger gun to stop it from doing that.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After the fight is over, the centipede will die, and it will release 
    Rebecca.  Rebecca thanks Billy for helping her out.  Go downstairs and take 
    the door to the Main Hall.
    
    MAIN HALL
    Place the White Statue on the scales next to the Black Statue.  Organize 
    your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Handgun
    - Handgun Ammo
    - Fire Key
    - Healing Item
    
    Take the double doors on the east side of the first floor.
    
    BANQUET HALL
    Watch out for the new zombies in this room.  Use the Fire Key on the red 
    door in this room.
    
    KITCHEN
    I dunno about you, but I was totally expecting something to just bust into 
    this room while I was searching it for the first time.  There's no music, 
    there's an open window, and there's even howling wind.  Oh well...  Take the 
    EMPTY BOTTLE underneath the meat table, and the LIGHTER FLUID on top of the 
    other table.  Combine the Lighter Fluid with Billy's Lighter so that you can 
    use it.  Leave the room.
    
    BANQUET HALL
    Go into the Main Hall again.
    
    MAIN HALL
    If you've got a Gas Tank in here, use it with the Empty Bottle to make 
    MOLOTOV COCKTAILS.  Drop the Molotovs and the Gas Tank, then run upstairs 
    and take the double doors on the north wall.
    
    AUDITORIUM
    Take the door on the east wall.
    
    WEST 2ND FLOOR CORRIDOR
    Go through the double doors.
    
    LIBRARY
    Use Billy's filled-up Lighter on the candle next to the door behind the 
    counter.  This will unlock the door.  Go through it.
    
    BOOK STORAGE ROOM
    Kill the zombies in this room.  Take the GRENADES from the shelf on the 
    lower floor, then jump up to the higher ledge.  While playing as Billy, 
    shove aside the shelf in front of the other shelves to reveal the BOOK OF 
    GOOD.  Examine the book in your inventory, and open it.  Inside, you'll find 
    the ANGEL WINGS.  Leave.
    
    LIBRARY
    Go into the hallway again.
    
    WEST 2ND FLOOR CORRIDOR
    Use the Fire Key on the red door at the west end of the hall, and then 
    discard the key.  Go through the red door.
    
    MOOSE OFFICE
    Run around the desks, and you'll come to a table blocking the aisle.  Push 
    it down the aisle and as far straight as it will go, and then push it in 
    front of the fire place where a moose head is on display.  A glowing red 
    button is near the fireplace.  Doesn't this seem a little...familiar?  Press 
    the glowing red button in the corner to turn on the lights.  Look at the 
    moose head.  Ah yes, the old stuffed-animal-light-switch trick from Resident 
    Evil.  Get the IRON NEEDLE from on top of the moose head.  Next, get the 
    HANDGUN AMMO off the table, and the SHOTGUN AMMO on the shelf in the corner.
    
    Also, pick up the ASSISTANT DIRECTOR'S DIARY on another desk.  It seems 
    Albert Wesker and William Birkin were trained here, and that the director 
    was encouraged to make them rivals...  It's interesting that we now know 
    where those two were trained.  Leave.
    
    WEST 2ND FLOOR CORRIDOR
    Head to the door at the other end of the corridor.
    
    AUDITORIUM
    Go into the Main Hall.
    
    MAIN HALL
    Grab the White Statue from the scales, and combine it with the Angel Wings 
    to make it the Statue of Good.  Put the statue back in its place, and take 
    the brown door on the second floor balcony to the Specimen Storage Area.
    
    SPECIMEN STORAGE AREA
    Go upstairs and take the door at the south end of the room, near the crank 
    machine.
    
    SOUTH TERRACE
    Run to the door at the other end of the balcony.
    
    CLOCK TOWER(tm)
    Use the Iron Needle on the clock.  If you remember, the Notice to All Staff 
    said the password was "8:15."  So, set the clock for 8:15 by pointing the 
    long hand at "III" and the short hand at "VIII."  The clock will then chime, 
    and it will start up.  This will unlock the white door on the east side of 
    the Main Floor balcony, as well as another door at the end of the East 1st 
    Floor Corridor.  Leave the room.
    
    SOUTH TERRACE
    Run to the door at the other end of the balcony.
    
    SPECIMEN STORAGE AREA
    Head downstairs and take the door to the Main Hall.
    
    MAIN HALL
    Take the white door on the east side of the second floor balcony.
    
    2ND FLOOR MEETING ROOM
    Kill all the zombies in this room.  Get A VERSE OF POETRY on the table.  
    Ahhh...this brings back memories of the PSX Resident Evil about that poem 
    under the crest plate.  Anyway, get the SHOTGUN AMMO near the fireplace, and 
    the MICROFILM B on top of the mantel.  Go back into the Main Hall.
    
    MAIN HALL
    Get the MICROFILM A if you left it in this room.  Head downstairs and take 
    the door on the west side of the first floor.
    
    WEST 1ST FLOOR CORRIDOR
    Sprint past the leech zombie if he's here and hit the white door at the end 
    of the corridor.
    
    1ST FLOOR MEETING ROOM
    Kill all the zombies, and get the HANDGUN AMMO at the front of the room.  
    Use Microfilm A and Microfilm B on the projector in the back of the room.  
    You'll now see an overhead diagram of the Auditorium.  It shows the 
    Auditorium's desks with numbers to label them as well.  The diagram looks 
    like this:
    
                                    (stage)
    
                                 [0][1] [2][3]
                                 [4][5] [6][7]
                                 [8][9] [A][B]
                                 [C][D] [E][F]
    
    After you have viewed the film, an MO DISK will eject from a device next to 
    the microfilm projector.  Jeez, I'm sick of these MO Disks.  They're in like 
    every other Resident Evil game now.  Anyway, take it and the MICROFILM 
    IMAGE.  Leave the room.
    
    WEST 1ST FLOOR CORRIDOR
    Sprint past the leech zombie again and get through the door at the other end 
    of the hall.
    
    MAIN HALL
    Organize your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Handgun
    - Handgun Ammo
    - MO Disk
    - Healing Item
    
    Go into the Auditorium.
    
    AUDITORIUM
    Head to the podium at the front of the room, and insert the MO Disk into the 
    computer installed there.  The game will then give you a random two-digit 
    code to input.  Your character will then notice that there's no input device 
    nearby.  What you are supposed to do is use the diagram on the Microfilm 
    Image to find the consoles on the desks that represent the same digits in 
    the diagram, and then press the two at about the same time.
    
    Have your two characters split up and stand at both of the consoles.  Make 
    the first character press in the first digit, and then quickly switch to the 
    second character so he/she can input the second digit.  This will unlock all 
    the three knight doors around the house.  Go through the knight door in the 
    northwest corner of this room.
    
    BACK HALLWAY
    Shoot the zombies in this hall, and then go through the double doors.
    
    CHESS OFFICE
    This room has a chess theme to it.  There's a giant chessboard in the middle 
    of the floor with some pieces on them.  Don't push them around yet though.  
    Examine the chessboard on the desk at the other end of the room.  What 
    you're supposed to do is put the pieces on the giant chessboard in the same 
    positions as the ones on the small chessboard.
    
    From the camera's perspective, push the white king (the one with the cross 
    on top of it) down three squares, then right one square, and then up two 
    squares.  If you mess with any of the other pieces, you could trigger the 
    flow of poison gas into the room!  Once the white king is in the right 
    position, the small chessboard will slide aside to reveal the BOOK OF EVIL.  
    Take it, and you'll also find MARCUS' DIARY 1.
    
    It seems he developed the T-virus, and he's been very hard at work with it.  
    Too bad Spencer's trying to disrupt his research.  He's also created some 
    leeches, and he trusts them more than most people... He must really be 
    paranoid!  Anyway, open the Book of Evil to get the BLACK WING.  Also, take 
    the HANDGUN AMMO on the counter on the east side of the room, and the NAPALM 
    GRENADES on the west side of the room.  There's also INK RIBBONS on the 
    table in here if you want them.  Leave the room.
    
    BACK HALLWAY
    Go to door at the west end of the hall.
    
    INFIRMARY
    Kill all the zombies in the room.  Make sure you get the FIRST INVESTIGATION 
    UNIT NOTES from the cabinet near the beds.  Read the note at the end of it 
    that says: "Red + Blue = Sulfuric Acid, Green + Red = Stripping Agent".    
    Next, gather up all the supplies in the room.  Take the FIRST AID SPRAY 
    nearby, and the two BLUE HERBS on the shelf on the other side of the room.  
    Do you see the green tank in the corner?  Make sure that Rebecca gets that 
    GREEN CHEMICAL from the tank in her Mixing Set before you leave.  After you 
    get it, leave the room.
    
    BACK HALLWAY
    Go into the Auditorium.
    
    AUDITORIUM
    Head into the Main Hall.
    
    MAIN HALL
    Take the BLACK STATUE from the scale nearby and combine it with the Black 
    Wing.  Put the completed STATUE OF EVIL back on the scale.  The statues will 
    now be in balance with each other.  This will open a secret passage behind 
    Marcus' portrait.  Organize your inventory:
    
    BILLY
    - Grenade Launcher
    - Handgun
    - Handgun Ammo
    - Healing Item
    
    REBECCA
    - Handgun
    - Handgun Ammo
    
    You might want to save your game before you go down through the new 
    passageway.
    
    SECRET CORRIDOR
    Down here, you'll encounter several giant spiders.  Use your Grenade 
    Launcher to kill them.  Take the door at the end of the hallway.
    
    BASEMENT OFFICE
    Get the TRAINING FACILITY BASEMENT MAP off the wall, and grab the GREEN HERB 
    and the BLUE HERB on the floor.  You should also read the CORRECTIONAL 
    INSTITUTE INMATES LIST on the lighted desk.  Take the other door in this 
    room.
    
    SQUARE CELL
    Go over to the ventilation hole in the opposite corner of the room.
    
    ***"LET'S SPLIT UP!"***
    Rebecca will have to go through the ventilation hole alone.  However, she 
    won't need any special powerful weapons, since you won't have to actually 
    fight any enemies while you're separated from Billy.  So, you should let 
    Billy have the supplies Rebecca has.
    ***"LET'S SPLIT UP!"***
    
    Let Billy push Rebecca into the ventilation hole.
    
    TORTURE CHAMBER
    Rebecca looks around after she gets in the room, and she sees there's many 
    torture devices in this room.  Unfortunately, the only door out of this 
    freaky place is locked.  Read the ABOUT THE POWER REGULATOR note lying on 
    the ground near the door.  It'll tell you that you need to set the indicator 
    in this room to 70 if you want to get out.  Go to the power indicator in the 
    corner.  You want the needle to stop on the 70 marker.  To solve this 
    puzzle, press every switch up except for the third one.  Press that one 
    down.  This will unlock the door of the room you're in, one in the Secret 
    Corridor, and it will get rid of the steam flow in the East 1st Floor 
    Corridor
    
    After the doors are unlocked and stuff, we see that the man in the robe is 
    watching Rebecca poke about in the basement.  He says to her that she's 
    trespassing in her territory, and that he's very territorial.  He releases a 
    flock of mutant baboons, as strange as that sounds.  One of them finds 
    Rebecca and she's knocked back onto a patch of weak floor.  She falls 
    through it, and now she's just barely holding onto the edge of a hole.
    
    Meanwhile, Wesker and Birkin are at Birkin's laboratory, and they're 
    discussing what to do about the man in the robe.  Wesker says that he'll 
    lead his S.T.A.R.S. teams to the Spencer Mansion, while Birkin says he'll 
    set off the self-destruct system at the robe guy's mansion to deal with him.
    
    SQUARE CELL
    (BILLY)
    You gotta save Rebecca!  Run back into the Basement Office.
    
    BASEMENT OFFICE
    Take the other door in the room.  Move fast enough and you won't have to 
    fight with the mutant baboon.
    
    SECRET CORRIDOR
    Take the black door that was unlocked by the power indicator puzzle.
    
    DARK ROOM
    Kill all the zombies in this room, and then take the three boxes of HANDGUN 
    AMMO off the table.  You can also get a GAS TANK and SHOTGUN AMMO in here as 
    well.  Take the door you used to get in, because the next door only leads to 
    the dead end Torture Chamber room.
    
    SECRET CORRIDOR
    Run for the stairs to the Main Hall.
    
    MAIN HALL
    Organize your inventory:
    
    BILLY
    - Grenade Launcher
    - Handgun
    - Handgun Ammo
    - Healing Item
    
    Take the double doors on the east side of the first floor.
    
    BANQUET HALL
    Take the northern door past the counter.
    
    EAST 1ST FLOOR CORRIDOR
    Head down the stairs into the boiler room.  You can now pass by the boiler, 
    since steam's no longer coming out.  There's two GREEN HERBS, a RED HERB, 
    and a BLUE HERB here, but you should leave them alone for now since Billy 
    can't mix herbs.  Take the door at the bottom of the stairs past the boiler.
    
    ANIMAL STATUE ROOM
    Kill the baboons in this room.  Take the hall on the west side of the room, 
    and grab the HANDGUN AMMO from the spider webs at the first corner.  At the 
    second corner, take the door in the right passageway.
    
    HOLE ROOM
    ("LET'S REGROUP!")
    Billy will drag Rebecca out of the hole and he'll save her.  After Rebecca's 
    safe, Enrico calls her and asks if she found Coen.  Rebecca thinks for a 
    moment, and she decides to lie that she didn't find him to keep him safe.  
    Rebecca's sad that she's already disobeying orders on her first mission.  
    She then asks Billy what caused him to be arrested.  She says she won't 
    judge him for what he says.
    
    Billy says that last year his Marine team was sent to Africa to intervene in 
    a civil war.  His team was to storm a guerilla camp.  However, everybody on 
    the team died except for four before they could finish their mission.  Billy 
    then says that there wasn't a guerilla hide out, and that his leader ordered 
    them to kill a whole village of innocent people so they wouldn't go home 
    empty handed.  Billy tried to stop them, but he was unsuccessful.  Rebecca 
    asks if he really did execute those people.  Billy says it doesn't matter, 
    since Rebecca said she wasn't going to judge him.  He says all he can really 
    do now is keep running or serve out his sentence.
    
    After the cutscene is over, leave the room.
    
    ANIMAL STATUE ROOM
    Go through the door close to the one you just came out of.
    
    CAVES CORRIDOR
    In here, you'll face more spiders.  You should run away, because you 
    probably don't want to use up any more Grenade Launcher ammo.  Take the 
    first door you come to.
    
    WATER PIPE ROOM
    Kill the roaches feasting on one of their own, and then grab the LOCKER KEY 
    they were in front of.  Leave.
    
    CAVES CORRIDOR
    Take the double doors at the end of the hall.
    
    COMBAT ROOM
    Go up the stairs in front of you into a weapon maintenance room.  
    Unfortunately, all the guns in here have been taken apart or trashed and are 
    useless.  However, there is some ammo lying around.  Get the HANDGUN AMMO 
    and the SHOTGUN AMMO on the shelves.  There's also MAGNUM AMMO hidden in a 
    cabinet under where the Shotgun Ammo is.
    
    Use the Locker Key on the locker in here to find a DURALUMIN CASE.  If you 
    check the case, you'll be told that there's a number written on the corner 
    that says "385."  Input 385 into the combination on the case to open it.  
    Inside, you'll find HANDGUN PARTS.  Combine them with one of your Handguns 
    to make it more accurate.  I'd give the upgraded gun to Billy, since he's 
    got better accuracy and has a better chance of getting headshots on zombies.
    
    Move Billy to the combat area at the bottom of the stairs, while keeping 
    Rebecca at the control console for the combat area in the weapons room.  
    It's better for him to do this next part, since he'll have to fight soome 
    tough enemies down there in a second.  You'll now have to solve a puzzle to 
    start the combat sequence.  Here's the solution below:
    
    1. Make Rebecca press the left switch on the console.
    
    2. Move Billy west past where the gate went down, and have him pick up the 
    ACID GRENADES.
    
    3. Make Rebecca press the center switch on the console.
    
    4. Move Billy north past where the gate went down.
    
    5. Make Rebecca press the center switch again.
    
    You'll now be in an area where there's a red button and a sparkly behind a 
    gate.  Get your Grenade Launcher loaded up with those Acid Rounds.  If you 
    press the button, you'll start a combat sequence where you must fight two 
    hunters.  You'll be locked into the room until you defeat your opponents.  
    You could get Rebecca down here, but she'd probably just get in the way.  
    Fire immediately after the cutscene is over to hit the first hunter.  Shoot 
    him until he dies, then kill the next hunter.  The combat sequence will be 
    over once they are dead, and the doors will unlock.  Take the FACILITY KEY 
    from the hunter pen, and check it to make it the WATER KEY.  Leave the room.
    
    CAVES CORRIDOR
    Hurry past the spiders, and take the door at the top of the stairs at the 
    other end of the hallway.
    
    ANIMAL STATUE ROOM
    In this room, you have a puzzle to solve.  There's a ring of statues in the 
    middle of the room, and each of them has a small torch next to them.  If you 
    check the gate blocking a nearby doorway, you'll be told to "rekindle the 
    flames of life from the spirits of the weak!"  What you must do is light the 
    statue torches with Billy's Lighter in the order from weakest to strongest.  
    If you read the inscriptions for each animal and see what each of them says, 
    you can figure out this puzzle with some simple logic.  However, if you 
    can't figure it out on your own, here's the order below:
    
    1. Deer
    2. Wolf
    3. Horse
    4. Bear
    5. Snake
    6. Eagle
    
    After the gate is open, take the first door you come to in the new corridor.
    
    PRISON BUNKS 1
    Take the UNITY TABLET from the fireplace, and the EMPTY BOTTLE from a table. 
      Leave.
    
    ANIMAL STATUE ROOM
    ***NOTE***
    You don't have to go to the Prison Bunks 2 at the end of this hall if you 
    don't want to.  There's nothing in there but two zombies and the MANAGEMENT 
    TRAINEE'S DIARY.  The diary does make for some interesting reading though...
    ***NOTE***
    
    Take the door at the east end of the room.
    
    EAST 1ST FLOOR CORRIDOR
    Go up into the boiler room, and take the door to the Banquet Hall.
    
    BANQUET HALL
    Go into the Main Hall.
    
    MAIN HALL
    Dump the Unity Tablet here, and organize your inventory:
    
    BILLY
    - Custom Handgun
    - Handgun Ammo
    - Gas Tank
    
    REBECCA
    - Handgun
    - Handgun Ammo
    - Molotov Cocktails
    - Healing Item
    - Water Key
    
    Take the brown door on the east side of the second floor balcony.
    
    SPECIMEN STORAGE AREA
    Take the door near the one you used to get in.
    
    ART ROOM
    Use the Water Key on the blue door, and discard it.  Go through that door.
    
    BAR CORRIDOR
    Take the door next to you after entering this hall.
    
    SURVEILLANCE ROOM
    Turn left and walk into the next part of the room.  You'll be ambushed by a 
    leech zombie.  I would just sprint past that thing, grab the VISE HANDLE on 
    the shelves in the surveillance station, then get out.  If you must kill it 
    though, use your Molotov Cocktails.  By the way, if you notice, this is the 
    place where that robe guy was at while he was watching your characters and 
    taunting Wesker and Birkin...
    
    BAR CORRIDOR
    Run past the leech zombie here, or use your Molotovs to kill it quickly. 
    Take the door on the left side of the hall.
    
    BAR ROOM
    So a guy and a girl walk into a bar...eh, I hate "walk into a bar" jokes.  
    Anyway, get Rebecca to play the piano in the corner.  It seems that she 
    can't really play all that good, unfortunately.  I suppose that would make 
    sense, considering you had to give her time to practice in the original 
    Resident Evil before she could play Moonlight Sonata correctly.  Anyway, 
    have Billy play the piano instead.  He's not bad for a tough guy who was 
    kicked out of the Marines!  My gosh, Resident Evil characters have some 
    crazy talents...  Anyway, a wall slides aside in this room to reveal a 
    secret room.  Looks like the old "piano-secret-room" puzzle made it into 
    this game along with the old "stuffed-animal-light-switch" puzzle.
    
    Send Rebecca inside the secret room, whichis full of fine liquors.  Maybe 
    the drinks are hidden in this room so the under-age trainees won't try to 
    sneak a drink or something...  Anyway, collect the MAGNUM AMMO in here, and 
    the EMPTY BOTTLE on the floor.  Use the Empty Bottle with the Gas Can to 
    make more MOLOTOV COCKTAILS.  Last, take the BATTERY from the slot in the 
    wall, and the secret room will slam shut.  Uh oh, now we've got the old 
    "take-item-secret-room-seals" ploy going on!  Unfortunately, you can't get 
    out this time with the old Indiana Jones switcheroo trick, so get Billy to 
    play the piano outside to get the room to open.  Leave.
    
    BAR CORRIDOR
    Take the door to your right.
    
    WORK CORRIDOR
    Go through the door to your right.
    
    METAL SHOP
    These zombies haven't been doing very good on their metal shop projects as 
    you can see, so punish them for their shoddy workmanship with a hail of 
    lead.  Go into the southeast corner of the room, and you'll find a tablet 
    held in by a vise.  Use the Vise Handle here to release the tablet.  Take 
    the OBEDIENCE TABLET and leave.
    
    WORK CORRIDOR
    Take the door at the opposite end of the hall.
    
    DISSECTION ROOM
    As nasty as this room is, you should pay it a visit.  There's a lot of 
    supplies in here.  You can get HANDGUN AMMO and a FIRST AID SPRAY on the 
    tables outside the glass booth.  Inside the booth, you'll also find a RED 
    HERB and a GREEN HERB under the dissection table, and an EMPTY BOTTLE on the 
    floor nearby.  Leave after you get all the stuff.
    
    WORK CORRIDOR
    Run past the new leech zombie in this hall, since you're never coming back 
    to this room again anyway.  Take the door in the middle of the hall.
    
    BAR CORRIDOR
    Take the door at the other end of the hallway.
    
    ART ROOM
    Go to the door at the other end of the hallway.
    
    SPECIMEN STORAGE ROOM
    Take the door to the left back into the Main Hall.
    
    MAIN HALL
    Head out through the front door.  Don't worry about any stupid dogs jumping 
    through the door to getcha.
    
    MANSION FRONT
    If you're thinking about running out of here into the woods, you're not 
    going to be able to.  Thanks to a conveniently collapsed bridge over a 
    chasm, and some well-placed iron fences, there's nowhere to go but back 
    inside.  Before you do that though, go to the east side of the area and use 
    the battery in the slot near the cargo elevator.  Activate the lift to bring 
    the elevator down with a crate.  Push the crate over to the tall column on 
    the bridge, since it has a glimmering object on it.  Take the DISCIPLINE 
    TABLET here.  You've got all three tablets now.  Head back inside the 
    mansion.
    
    MAIN HALL
    Organize your inventory:
    
    BILLY
    - Shotgun      (or Grenade Launcher)
    - Shotgun Ammo (or Grenade Launcher ammo)
    - Hookshot
    - Healing Item
    
    REBECCA
    - Custom Handgun
    - Handgun
    - Handgun Ammo
    - Obedience Tablet
    - Discipline Tablet
    - Unity Tablet
    
    YOURSELF
    - Resident Evil 0 Case
    - Disc 2
    
    SPECIMEN STORAGE AREA
    Watch out for the new roaches that have infested this area.  If you run, you 
    should be able to get past them though.  Head upstairs and take the knight 
    door to the north.
    
    OBSERVATORY
    Grab the HANDGUN AMMO from the boxes to your left, and go around the 
    catwalk.  Jump down into the central area of the room, and use all of the 
    tablets on the podium beneath the telescope.  You'll now be prompted to load 
    Disc 2 into your Gamecube.  Do so at this time.  After you have put in Disc 
    2 and removed Disc 1, the observatory will sink into the water some to give 
    access to a bridge.  The other door in this room will unlock after that 
    happens.  Go through the unlocked door.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |___  |
    | |_| | | |_| | | |_| |   | |      ___| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE LABORATORY
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    CHAPEL EXTERIOR
    This is cool!  We've got a sweet soundtrack, great scenery, and everything!  
    With the chapel rising up out of the water like that, and bats circling 
    around it, it almost feels like Castlevania or something.  Anyway, if you 
    walk up to the chapel door, you'll be told that it's locked and it doesn't 
    have a keyhole.  To the right of the door though is a small building.  
    Inside that building there's a pressure plate on the top left corner (from 
    the camera's view) that will unlock the door to the chapel.
    
    ***LET'S SPLIT UP!***
    Whoever stands on the pressure plate must stay there while the other 
    character goes inside the Chapel.  The person that enters the Chapel will 
    have to fight a boss, so I advise you send in Billy.  Give the character 
    that goes inside the Shotgun or the Grenade Launcher, as well as the 
    Hookshot and a healing item.
    ***LET'S SPLIT UP!***
    
    CHAPEL
    This room has cool decor, but there are no items here to collect.  Take the 
    door to the right of the altar at the front of the room.
    
    CHAPEL OFFICE
    Inside this room, you'll find a Typewriter, INK RIBBONS, and SHOTGUN SHELLS 
    and NAPALM GRENADES.  Take the ammo for the gun you're using, and walk back 
    outside.  You might want to save your game here.
    
    CHAPEL
    As you walk into the room again, a giant bat will fly through a hole in the 
    ceiling!  It's time for a boss fight!
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 3 - GIANT BAT
    
    This huge ugly will basically fly around the room while coming down to hit 
    you every so often.  Also, sometimes the bat can pick you up and take you 
    for a ride before he drops you on the floor again.  Later in the fight, the 
    giant bat will also be joined by a flock of smaller bats.  These bats can 
    also divebomb at you to hurt you.  That's not the only bad thing about them. 
      Sometimes, your character will aim at them instead of the giant bat.
    
    To deal with this boss, get on one side of the room and fire at the giant 
    bat whenever he gets close.  When the smaller bats come, try to keep them 
    and the large bat on one side of you, so you'll be aiming in the general 
    direction of the large bat when you shoot.  You should only focus on the 
    large bat, because the smaller ones will vanish when you kill it.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After the fight, walk over to the entrance doors to the chapel.  You'll get 
    a camera shot showing the hole in the roof, and the game will suggest that 
    you use something to climb up there.  Use the Hookshot here to get onto the 
    roof.
    
    CHAPEL ROOF
    Run across the roof and climb down the ladder you come to.
    
    CHAPEL EXTERIOR
    Throw the switch near the ladder to activate the elevator in this area.  
    Pick up the RED HERB near the gate.  Unlock the gate and open it.
    
    ("LET'S REGROUP!")
    
    Take the new elevator down.
    
    LOWER LAB CORRIDOR
    Take the door at the other end of the hallway.
    
    REFERENCE ROOM
    You might want to go back to the mansion to get the Shotgun or the Grenade 
    Launcher (whichever one you left behind), their ammo, and some Molotov 
    Cocktails.  You won't be going back to the mansion again (unless you need to 
    get items) so you should bring your guns and ammunition with you.  Leave 
    behind your medical supplies, since you'll find plenty in the place where 
    you are right now.  This room is a good place to leave your items for the 
    time being.
    
    On a table in this room, you'll find MARCUS' DIARY 2.  He says he closed his 
    "babies" up in a special capsule, and that a Stripping Agent is required to 
    open it.  Do you remember how the First Investigation Unit Notes in the 
    Infirmary said to make the Stripping Agent?  You need to mix a Red Chemical 
    and a Green Chemical together to make it.
    
    ***"LET'S SPLIT UP!"***
    On one end of the room, you'll come to a hole in the ceiling.  One of the 
    characters will have to use the Hookshot to get to the upper floor, while 
    the other one will have to stay down here.  The two chemicals required to 
    make the Stripping Agent are upstairs, but if you've been following my 
    walkthrough, you should already have gotten the Green Chemical in the 
    Infirmary.
    
    If that's the case, I advise you to send Billy to the upper floor, since the 
    upstairs rooms are crawling with zombies and monsters.  If you didn't get 
    the Green Chemical back at the mansion though, you could send Rebecca up 
    there to spare yourself the trouble of having to run back to the Infirmary 
    again.  Be careful that Rebecca doesn't get hurt by the enemies though.
    
    Also, make sure the downstairs character has a gun equipped and is standing 
    away from the zombie in the corner of the Reference Room.  That zombie will 
    wake up while the upstairs character is exploring around.
    ***"LET'S SPLIT UP!"***
    
    Organize your inventory:
    
    UPSTAIRS CHARACTER
    - Shotgun
    - Shotgun Ammo
    - Molotov Cocktails
    - Hookshot
    
    DOWNSTAIRS CHARACTER
    - Custom Handgun
    - Handgun Ammo
    - Molotov Cocktails
    - Healing Item
    
    Send one character through the hole in the ceiling with the Hookshot.  Make 
    sure the downstairs character has a gun equipped and is standing away from 
    the zombie in the corner of the Reference Room.  That zombie will wake up 
    while the upstairs character is exploring around.
    
    LEECH STORAGE ROOM
    (UPSTAIRS CHARACTER)
    Drop the Hookshot and get your Molotov Cocktails out.  On a chair near the 
    hole, you'll find the LABORATORY MANAGER'S DIARY.  Note the part about the 
    platform passcode being related to the growth of Marcus' "children."  Grab 
    the GAS TANK on the shelf nearby as well.  After you walk around the corner, 
    you'll be confronted by a leech zombie.  Quickly throw some Molotovs at that 
    ugly thing to make it go away.
    
    You should see an EMPTY BOTTLE on the shelf across from the big specimen 
    tubes, so pick it up and use it to make more Molotov Cocktails.  Lastly, 
    examine the glowing blue cabinet near the specimen tubes.  It contains 
    several leech samples.  Press the button on the cabinet, and it will glow 
    red.  One of the capsules will also give off it's own unique glow.  Take the 
    LEECH CAPSULE, and leave through the door in this room.  On the way out, 
    grab the LAB MAP posted on the wall next to the door.
    
    UPPER LAB CORRIDOR
    Press the glowing button on your right.  This will make a wall in the Lower 
    Lab Corridor raise up to reveal another section of the hallway.  However, 
    this will also release a new leech zombie into that hall.  Change to the 
    downstairs character.
    
    REFERENCE ROOM
    (DOWNSTAIRS CHARACTER)
    Equip your Molotov Cocktails, and go out into the hallway.
    
    LOWER LAB CORRIDOR
    Hit the leech zombie with a few Molotovs to kill it. If Rebecca is your 
    downstairs character, take the RED HERB and the GREEN HERB here and mix them 
    into a RED-GREEN MIXTURE.  Get her to take the RED CHEMICAL from the red 
    container in this new hallway as well.  If you already have the Green 
    Chemical, she will mix them together to make the STRIPPING AGENT.  If you 
    don't have the Green Chemical, run back to the mansion and get it now so you 
    can make the Stripping Agent.  Switch characters.
    
    UPPER LAB CORRIDOR
    (UPSTAIRS CHARACTER)
    Take the second door on the right side of the hall.
    
    UPPER CABLE CAR PLATFORM
    Up here, you can find a GAS TANK, an EMPTY BOTTLE, a GREEN HERB, a 
    Typewriter, and some INK RIBBONS.  Make some more Molotov Cocktails here if 
    you want to.  Leave.
    
    UPPER LAB CORRIDOR
    Take the door to your right.
    
    GAS CHAMBER ROOM
    Kill the sleeping zombie across the room from the green capsules.  Collect 
    the SHOTGUN AMMO he was in front of, and read the LEECH GROWTH RECORDS.  Be 
    sure you note the numbers that have been colored in the file.  If you put 
    the numbers together, you should get the number "4863".  Be sure you 
    remember it for later.  If you're Rebecca, be sure you get the RED CHEMICAL 
    in this room from the red tank.  Leave the room through the double doors.
    
    OPERATING ROOM
    Kill all the zombies in this room.  In the first operating cubicle with the 
    overturned table, you can get a FIRST AID SPRAY on the shelf.  When you 
    search the second cubicle, you'll find a tank of the GREEN CHEMICAL, as well 
    as the INVESTIGATOR'S REPORT.  It's somewhat interesting, but you already 
    know most of the info in it by now I expect.
    
    If you're Rebecca, get the GREEN CHEMICAL in this lab so you can make the 
    STRIPPING AGENT if you haven't already.  Use it on the LEECH CAPSULE to get 
    the BL. LEECH CHARM.  Send it down to the lower floor with the dumbwaiter in 
    this room.  If you're just Billy though, send the Leech Capsule down to the 
    Reference Room so Rebecca can use her Stripping Agent on it.  Leave the room 
    through the double doors.  Change to the downstairs character.
    
    LOWER LAB CORRIDOR
    (DOWNSTAIRS CHARACTER)
    Go inside the Reference Room.
    
    REFERENCE ROOM
    Kill the zombie if he wakes up, and take the BL. LEECH CHARM (or LEECH 
    CAPSULE) from the dumbwaiter.  If it's the Leech Capsule, use the Stripping 
    Agent on it now to get out the Bl. Leech Charm.  Leave the room.
    
    LOWER LAB CORRIDOR
    Use the Bl. Leech Charm on the blue door with Marcus' bust on it.  This will 
    unlock the door.  Go through the blue door.
    
    MARCUS' OFFICE
    Get the HANDGUN AMMO in the drawer of the desk, then look at the sparkly 
    next to the skeleton.  Take the INPUT REG. COIL here.  You'll also discover 
    an OLD PHOTOGRAPH of Marcus from when he graduated from college.  Your 
    character will then thumb through a photo album, and he or she will say that 
    the robe guy must be Marcus' son or grandson.  Take the door next to the 
    office desk.
    
    MARCUS' PRIVATE ART ROOM
    Kill the zombies, and then take the GR. LEECH CHARM from the statue in the 
    corner.  Leave.
    
    MARCUS' OFFICE
    Go out into the hall.
    
    LOWER LAB CORRIDOR
    Go into the Reference Room.
    
    REFERENCE ROOM
    Send the Gr. Leech Charm up to the character on the upper floor.  Switch 
    characters.
    
    OPERATING ROOM
    (UPSTAIRS CHARACTER)
    Take the GR. LEECH CHARM from the dumbwaiter.  Use it on the nearby green 
    door to unlock it.  Go through that door.
    
    MORGUE
    Step around the sleeping zombie poking out the small door on the right side 
    of the aisle, and blast the crawler coming towards you.  Grab the 
    STERILIZING AGENT on the floor, and the HANDGUN AMMO off the operating 
    table.  Leave.
    
    OPERATING ROOM
    Take the double doors into the Gas Chamber Room.
    
    GAS CHAMBER ROOM
    Use the Sterilizing Agent on the console next to the gas chamber to purify 
    the air in there.  Open up the gas chamber and take the BREEDING RM. KEY.  
    Run out of the chamber before the zombie on the floor can fully stand up.  
    Sprint past the zombie that stands up while you're on your way out as well.  
    Take the single door out of here.
    
    UPPER LAB CORRIDOR
    Unlock the black door with bars by using the BREEDING RM. KEY.  Discard it 
    and go through that door.
    
    BREEDING ROOM
    Get your Shotgun ready when you walk into this room.  When you walk around 
    the shelf with broken cages, you'll be attacked by two hunters at once.  
    Blast them to death, and then get the DIAL from one of their cages.  Also, 
    collect the B.O.W. REPORT from the small pile of cages near the hunter 
    cages.  It's kind of interesting to hear what the Progenitor virus does to 
    all the families of animals.  Anyway, leave the room.
    
    UPPER LAB CORRIDOR
    Go into the Gas Chamber Room.
    
    GAS CHAMBER ROOM
    Take the double doors in front of you.
    
    OPERATING ROOM
    Send the Dial down to the lower character by using the dumbwaiter.  Switch 
    characters.
    
    REFERENCE ROOM
    (DOWNSTAIRS CHARACTER)
    Get the DIAL out of the dumbwaiter and leave the room.
    
    LOWER LAB CORRIDOR
    Use the DIAL on the door that has a hole for the dial.  Input the code 
    "4863" to unlock the door.
    
    LOWER CABLE CAR PLATFORM
    Cool, it's the cable car from Resident Evil 2.  Your character will call the 
    other character on the radio, and he/she will tell the other character that 
    there's a cable car here they can use to escape.  After the cutscene, throw 
    the switch on the wall near the cable car to send a platform with a ladder 
    over to the upper balcony.  In this way, you can now easily travel between 
    the upper and lower floors of the lab.  This will also expose an OUTPUT REG. 
    COIL where the platform was before.  Take it, and then switch characters.
    
    OPERATING ROOM
    (UPSTAIRS CHARACTER)
    Go into the Gas Chamber Room.
    
    GAS CHAMBER ROOM
    Take the door in front of you.
    
    UPPER LAB CORRIDOR
    Take the door at the other end of the hall.
    
    LEECH STORAGE ROOM
    Pick up the HOOKSHOT that you dropped at the start of this part.  Leave.
    
    UPPER LAB CORRIDOR
    Take the door to the Upper Cable Car Platform.
    
    UPPER CABLE CAR PLATFORM
    Climb down the new ladder.
    
    LOWER CABLE CAR PLATFORM
    ("LET'S REGROUP!")
    
    ***"LET'S SPLIT UP!"***
    One character will need to use the Hookshot to get into the cable car's 
    control room.  It's no big deal though, since you'll only be apart for like 
    thirty seconds.
    ***"LET'S SPLIT UP!"***
    
    Have one character take the Hookshot, the Input Reg. Coil, and the Output 
    Reg. Coil.  There's a hole in the bottom of the upper balcony.  Let the 
    character with the Hookshot use it to climb up there.
    
    UPPER CABLE CAR PLATFORM
    You can dump the Hookshot forever now, since you won't need it anymore for 
    the rest of the game.  You'll now be standing inside the control room for 
    the cable car area.  Look behind the black chair you see in the first camera 
    shot for SHOTGUN AMMO. Plug the Input Reg. Coil and the Output Reg. Coil in 
    the console to power up the cable car line and the room.  Unlock the room 
    door, and go out onto the platform.  Climb down the ladder.
    
    LOWER CABLE CAR PLATFORM
    
    ***"LET'S SPLIT UP!"***
    When you try to board the cable car, Billy will be attacked by a killer 
    baboon and he'll fall off the ledge.  Make sure that whatever you give to 
    Billy you won't need again for awhile.
    ***"LET'S SPLIT UP!"***
    
    Organize your inventory:
    
    BILLY
    - Grenade Launcher
    - Shotgun
    - Shotgun Ammo
    - Handgun
    
    REBECCA
    - Custom Handgun
    - Handgun Ammo
    - Magnum Ammo
    - Healing Item
    
    You can leave behind your Molotov Cocktails and the Gas Tank, since you'll 
    only be encountering two leech zombies for the rest of the game.  In fact, 
    the first of those two is about to attack right now!  Once Billy is gone 
    after trying to board the cable car, Rebecca will get attacked by a leech 
    zombie and the power in the room will go out.  Run away from the leech 
    zombie, since you have lots of space to evade it here.  Make Rebecca climb 
    the ladder to the upper part of the room.
    
    UPPER CABLE CAR PLATFORM
    Go into the control room.  Those stupid leeches are messing with the power 
    console!  Slap the OUTPUT REG. COIL back in the console where it belongs to 
    rstore power again, then climb back down the ladder.
    
    LOWER CABLE CAR PLATFORM
    Jump inside the cable car, while avoiding the leech zombie.
    
    CABLE CAR
    Take the MAGNUM from the dead body's grasp (don't worry, he won't jump at 
    you when you try to take it).  Send the cable car on its way by operating 
    the panel near the dead body.  Exit the cable car when it stops.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _   _
    |  _  | |  _  | |  _  | |_   _|   | | | |
    | |_| | | |_| | | |_| |   | |     | |_| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE FACTORY
    | |     | | | | | | \ \   | |         | |
    |_|     |_| |_| |_|  \_\  |_|         |_|
    
    -----------------------------------------------------------------------
    
    FACTORY CABLE CAR STATION
    Take the GREEN HERBS nearby if you need to heal up, but otherwise leave them 
    there.  Head up the stairs.  Ignore the first door, and take the second door 
    at the top of another set of stairs.
    
    FACTORY TURNTABLE
    HOLY CRAP!  This is the same tram turntable from Resident Evil 2!  Too bad 
    this place doesn't have a sweet soundtrack like it does in the other game 
    though.  Clever idea hiding the new door behind those barrels... Anyway, 
    take the small elevator in front of you down.  Walk along the ledge and take 
    the door you come to.
    
    SURVEILANCE STATION
    Walk along the catwalk till you get to a place where there is a place with 
    security monitors.  If you notice, this is the place where Wesker and Birkin 
    were at when you saw them in their first two cutscenes.  If you examine the 
    monitor, you'll see a strange humanoid creature inside a tube.  I'd hate to 
    run into that thing...*hint hint, wink wink, nudge nudge.*  Anyway, take the 
    sparkling FACTORY KEY near the monitors.  On your way out of here, you'll be 
    attacked by hunters.  You can run past them easily enough, but if you're too 
    scared, blast them with the Magnum.
    
    FACTORY TURNTABLE
    Take the elevator up, and go through the door on the left side of the 
    warehouse.
    
    TURNTABLE CONTROL ROOM
    In here, you can get HANDGUN AMMO, GRENADES, the FACTORY MAP, INK RIBBONS, 
    and a Typewriter.  There's also a FIRST AID SPRAY inside the cabinet.  If I 
    were you, I would take the Grenades over all the other items if I didn't 
    have much inventory space.  Don't try to run off and play Resident Evil 2 in 
    enhanced graphics by heading down the ladder, because its cover is tightly 
    sealed.  Instead, use the Factory Key on the console with the keyhole to 
    bring the turntable up to the surface.  You might want to save, because 
    things are going to get tough in a minute.  Leave the room.
    
    FACTORY TURNTABLE
    Board the turntable and press the button on the console there.  The 
    turntable will then lower deep into the ground.
    
    LAB TURNTABLE STATION
    Again, don't try to play Resident Evil 2 again by going into the security 
    room or the door to the main shaft, because you can't.  Instead, go to the 
    sparkly near the elevator.
    
    Rebecca will then hear the elevator coming up.  The doors open, 
    and...ENRICO?!...steps out.  How in the world did he get from here to the 
    Spencer Mansion?  Anyway, he says that Bravo Team was supposed to have 
    arrived before him.  He says that the path they're on leads to an old 
    mansion that Umbrella uses for research.  He tells Rebecca to follow him.  
    Rebecca then says she has to find Billy.  Enrico tells Rebecca to just 
    forget about him, but Rebecca insists that she has to look for him.  Enrico 
    agrees, and tells her to be careful.  Rebecca says via voiceover that she 
    never saw him again.
    
    ***NOTE***
    If you have to sacrifice an item to pick up the Elevator Key, you can place 
    it in the area with the rubble and the other elevator.  After you use the 
    key, you can pick up the item again.
    ***NOTE***
    
    Anyway, pick up the ELEVATOR KEY there, and walk to the other end of the 
    room where there's a pile of rubble and an elevator.  Get your Magnum ready, 
    and use the Elevator Key on the panel next to the elevator.  Suddenly, 
    Rebecca is confronted by the humanoid creature she saw on the video monitor 
    upstairs!  After Rebecca dodges one of its blows, the creature breaks a 
    panel, and a wall lowers that shuts Rebecca into the room with the monster!
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 4 - PROTO-TYRANT
    
    The Proto-Tyrant has two attacks.  The first attack is to slash at you if 
    you get too close to him.  In his second attack, he'll leap at you, and then 
    he'll follow up with a wide-arc slash.  However, since this Tyrant isn't 
    fully developed yet, it hesitates for a long time before and after attacks.
    
    Run to one side of the room.  When the Proto-Tyrant is about to jump, start 
    running towards the other side of the room where he's standing.  Run past on 
    the side that his giant claw isn't on.  Hopefully, his wide slash will miss. 
      Shoot him a couple times while he gets ready for his next strike.  Repeat 
    the pattern until you kill him.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Once the Tyrant is dead, the elevator will arrive.  Board it.
    
    ACCESS ELEVATOR
    I call the elevator this name because basically every major area of the game 
    is accessible from this elevator.  The first level is the Train Tunnel in 
    the Training Facility, the second level is a Shaft Catwalk that leads back 
    to the Factory Cable Car Station, the third level is the one you're already 
    on, and the fourth level is the last area of the game, the Treatment Plant.  
    Let's visit the Shaft Catwalk first.  Head for the second level.
    
    SHAFT CATWALK
    There's a hunter here, but it won't attack immediately.  Grab the MAGNUM 
    AMMO at the shelf to your right.  If you're patient, you can wait by the 
    elevator for the hunter to come to you.  He'll be in plain view and you'll 
    be able to easily take him down before he can attack.  After you nail him 
    with the Magnum, grab the HANDGUN AMMO off the barrels at the first corner.  
    When you get to the other end of the catwalk, you'll find a GREEN HERB and a 
    RED HERB, as well as a new door.  If you unlock this door and go through it, 
    you'll be back at the Factory Cable Car Station again.  Unless you need to 
    go there for some reason, get on the elevator again.
    
    ACCESS ELEVATOR
    Go down to level four.  On the way down, you'll see that the robe guy's 
    watching you on his monitors.  While he's playing with his leeches, he says 
    he says playtime is over, and that it's time to die.  Exit out of the 
    elevator when it gets to the fourth level.
    
    CANAL BRIDGE
    Rebecca looks in the waterway below and sees Billy, unconscious, hanging 
    onto a concrete block.  Suddenly, a large shape is seen in the water, and it 
    knocks Billy away from the block.  Billy wakes up and tries to swim, but 
    he's sucked into a hole before he can do anything.  Take the door in front 
    of you.
    
    POWER GRID ROOM
    Take the GAS TANK nearby, and run into the control room.  In here, you'll 
    find a Typewriter, HANDGUN AMMO, and INK RIBBONS.  Look at the flashing red 
    diagram on the wall.  This is the power grid of the plant.  You must choose 
    three nodes on the grid to use to restore power.  Each node can power up 
    other nodes up to two nodes away.  If you don't get all the nodes with the 
    three choices you're given, you'll fail the puzzle.  Here's a rough diagram 
    of the power grid.  Nodes are represented by 0's and X's.  Click on the ones 
    that are indicated by X's:
    
                                       0*****0
                                       *     *
                                       *     *
                                 0*****X*****0*****0
                                  *    *         * *
                                    *  *       *   *
                                 0*****0     0     0
                                 *     * * * *     *
                                 *     *  0  *     *
                                 *     * *   *     *
                                 *     0     0     *
                                 *  ** *     *     *
                                 ***   *     *     *
                                 0     X     X*****0
                                 *     *     *     *
                                 *     *     *     *
                                 0*****0     0*****0
                                     *
                                   *
                                 0
    
    After you've solved the puzzle, the whole plant will now have power.  Take 
    the elevator outside the control room down.
    
    FAN ROOM
    Kill the two zombies here, and pick up an EMPTY BOTTLE near a control panel. 
    Use it with your Gas Tank to get some MOLOTOV COCKTAILS.  You'll need them 
    in a second.  Also, you can find a GREEN HERB and a RED HERB here for a 
    RED-GREEN MIXTURE.  Take the door to the next hall.
    
    BREAK CATWALK
    Break out your Molotovs, because a leech zombie is going to run around the 
    corner in front of you.  Hit him with your Molotovs to make him go away.  
    Take the door at the end of the catwalk, since the first one doesn't have a 
    doorknob.
    
    BREAK ROOM
    Kill the lone zombie in here.  In the corner near the stairs, you can find 
    an EMPTY BOTTLE and the TREATMENT PLANT MAP.  Head down the stairs to the 
    next area.
    
    FORKLIFT AREA
    You can see an item glittering on the ledge above the forklift.  
    Unfortunately, the forklift doesn't have a Battery in it, so you can't ride 
    on the forklift's box to reach the object.  You'll be able to find a GREEN 
    HERB and a RED HERB down here though.  Take them, and then go to the door to 
    the next area.
    
    WATER POOL ROOM
    Well, now we've got the old "push-boxes-fill-water-pool" puzzle from 
    Resident Evil 2.  This game borrows a *little* too much from the other 
    titles, I think.  Unfortunately, there's a metal crate in the pool that 
    Rebecca's not strong enough to push.  You'll have to bypass the puzzle for 
    now.  Take the SHOTGUN AMMO in the locker near the control console, and hit 
    the next door.
    
    LEECH STAIRCASE
    Run down the stairs while stomping on leeches, and go into the next room.
    
    REUNION ROOM
    In this room, you'll meet up with Billy again.  He washed up here from the 
    canal.  Rebecca wakes him up, and he seems to be okay.  Billy sees a pile of 
    skeletons in the corner.  He says that it was probably the results of Marcus 
    testing the mother virus.  Leave the room through the door you used to get 
    in, since the other door is locked.
    
    LEECH STAIRCASE
    Run up the stairs again.
    
    WATER POOL ROOM
    Now that Billy's with you, you can solve this puzzle.  The goal of the 
    puzzle is to push the boxes into a row at the bottom end of the pool, so 
    that when the pool is filled with water you'll have a box bridge to the next 
    room.  Have Billy stand in the water pool to push the crates, since he's 
    strong enough to push every crate, even the metal one.  Rebecca should be 
    stationed at the control console for the pool to rotate the gate and fill up 
    the pool.  Anyway, this is the pool layout at the start of the puzzle:
    
                     top           KEY
                    ______         [] = wooden box
                   |      |        {} = metal box
              l    |[][]  |  r     <>^V = directions to push boxes in
              e    |  {}  |  i             |
              f   _|------|  g     ------  | = rotating gate
              t  |_       |  h             |
                   |__[]__|  t
    
                    bottom
    
    Follow these steps to solve this puzzle.
    
    1. Push the metal crate to the right wall of the pool.
                    ______
                   |      |
                   |[][]  |
                   |   >{}|
                  _|------|
                 |_       |
                   |__[]__|
    
    2. Rotate the gate to the right.
                    ______
                   |      |
                   |[][]  |
                   |   |{}|
                  _|   |  |
                 |_    |  |
                   |__[]__|
    
    3. In the set of the two wooden boxes at the top part of the pool, push the 
    left one all the way down to the bottom end of the pool.
                    ______
                   |      |
                   |V []  |
                   |V  |{}|
                  _|V  |  |
                 |_ V  |  |
                   |[][]__|
    
    4. Push the last wooden box at the top of the pool all the way to the bottom 
    of the pool in the same fashion, but leave the box in front of the gate on 
    the left side of the pool.
                    ______
                   |      |
                   |<<<<< |
                   |V  |{}|
                  _|V  |  |
                 |_ [] |  |
                   |[][]__|
    
    5. Push the metal box to the top end of the pool.
                    ______
                   |    {}|
                   |     ^|
                   |   | ^|
                  _|   |  |
                 |_ [] |  |
                   |[][]__|
    
    6. Stand in the lower portion of the pool as Billy, and rotate the gate to 
    the left as Rebecca.
                    ______
                   |    {}|
                   |      |
                   |      |
                  _|------|
                 |_ []    |
                   |[][]__|
    
    7. Stand in the grate portion of the pool, and push the free box all the way 
    to the right.
                    ______
                   |    {}|
                   |      |
                   |      |
                  _|------|
                 |_ >>>>[]|
                   |[][]__|
    
    8. Rotate the gate to the left.
                    ______
                   |    {}|
                   |      |
                   |   |  |
                  _|   |  |
                 |_    |[]|
                   |[][]__|
    
    9. Push the last wooden box into the row with the other wooden boxes to 
    finish the puzzle!
                    ______
                   |    {}|
                   |      |
                   |   |  |
                  _|   |  |
                 |_    |V |
                   |[][][]|
    
    Fill the pool with water now, and use your new box bridge to get the HANDLE 
    on the other side of the pool.  Leave out the door near the pool's ladder.
    
    FORKLIFT AREA
    Head up the stairs.
    
    BREAK ROOM
    Take the door out of here.
    
    BREAK CATWALK
    If you killed the leech zombie before, this catwalk will now have zombies on 
    it.  Use the Handle on the door with no doorknob.  You can now open the 
    door.  Now press the action button rapidly to open the...whoops, wrong game. 
      Just press A to open the door, sorry!
    
    LOWER PIPE ROOM
    In this room you'll run into naked zombies.  If you go right from the door, 
    you'll encoutner a couple of them and a sleeping zombie.  At the end is some 
    HANDGUN AMMO.  If you go left from the door, you'll be confronted by two 
    naked zombies, as well a ladder and a door that lead to new areas.  Take the 
    ladder first.
    
    UPPER PIPE ROOM
    Kill the zombie up here.  Next, grab the two GREEN HERBS you find here, and 
    get Rebecca to take the RED CHEMICAL from the red tank up here.  Last, get 
    the INVESTIGATOR'S REPORT 2 from a corpse in the corner.  It seems this 
    guy's about to die, and he's worried he may have to kill himself or some of 
    his freshly zombified friends.  Anyway, take the ladder down again.
    
    LOWER PIPE ROOM
    Take the door down here that you haven't tried yet.  Get your big guns 
    ready.
    
    LODGINGS CATWALK
    Two hunters will be on you right after you enter this room.  Be sure to use 
    your big guns like the Shotgun or the Magnum to keep them at bay.  After 
    they're dead, take the door at the other end of the catwalk.
    
    LODGINGS
    Finally, another save room!  This one's even got the nice piano music, so 
    you know that you'll be totally safe here.  If it wasn't playing, I'd 
    probably be expecting that dead body on the bed to leap up... Anyway, inside 
    this room, you'll find NAPALM GRENADES, HANDGUN AMMO, a FIRST AID SPRAY, a 
    GREEN HERB, a RED HERB, INK RIBBONS, and a Typewriter.
    
    You can also get the ABOUT BATTERY FLUID memo.  Note the part that says you 
    need mixed water and Sulfuric Acid to make the battery fluid.  If you 
    remember back a long time ago, the First Investigation Unit Notes said that 
    you can make Sulfuric Acid by mixing a Red Chemical and a Blue Chemical.  
    You've already got the Red Chemical, so you still need to get the Blue 
    Chemical somewhere.
    
    Organize your inventory:
    
    BILLY
    - Grenade Launcher
    - Healing Item
    - Custom Handgun
    - Handgun Ammo
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    - Healing Item
    
    Go to the next door in this room.
    
    WATER STAIRCASE
    Run down the stairs while stomping on leeches.  Hit the next door.
    
    RESEVOIR CATWALK
    Run across the bridge to the next door.
    
    GONDOLA ROOM
    Kill all the naked zombies up here.  Do it with Handgun Ammo, since you need 
    to save your more powerful bullets.  Grab the SHOTGUN AMMO in the corner, as 
    well as the TREATMENT PLANT MANAGER'S DIARY.  It seems industrial waste was 
    being brought here that the guy in charge couldn't process, and then the 
    plant was closed down.  Oh well.  Also, note the missing Motherboard from 
    the console.  Take the elevator down.
    
    LOWER WASTE WATER POOL
    Walk past the first door you see, and get your big guns ready.  Tyrant will 
    climb out of the waste water pool, and he'll be looking for a fight.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 5 - PROTO-TYRANT: THE REMATCH
    
    The Proto-Tyrant has two attacks.  The first attack is to slash at you if 
    you get too close to him.  In his second attack, he'll leap at you, and then 
    he'll follow up with a wide-arc slash.  However, since this Tyrant isn't 
    fully developed yet, it hesitates for a long time before and after attacks.
    
    Run to one side of the room.  When the Proto-Tyrant is about to jump, start 
    running towards the other side of the room where he's standing.  Run past on 
    the side that his giant claw isn't on.  Hopefully, his wide slash will miss. 
      Shoot him a couple times while he gets ready for his next strike.  Repeat 
    the pattern until you kill him.  Be careful that your partner doesn't get 
    hurt too much during this fight.  In fact, you might just want to leave your 
    partner out of the fight, since he/she will probably just get in the way.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After Mr. Proto Baggins is down for the count again, press the button at the 
    end of the pathway.  A ladder will lower down for you to use.  Climb up it.
    
    UPPER WASTE WATER POOL
    Get the MOTHERBOARD up here, and climb down the ladder again.
    
    LOWER WASTE WATER POOL
    The door you didn't take yet in this room leads to the Dam Passage.  It's a 
    dead end right now, since water is flowing over the path.  However, you can 
    get two GREEN HERBS there if you want them.  Anyway, use the elevator in 
    this room.
    
    GONDOLA ROOM
    Use the Motherboard on the control panel for the gondola.
    
    ***"LET'S SPLIT UP!"***
    Rebecca's the only person small enough to ride in the gondola, so she'll 
    have to be by herself for awhile.  Organize her inventory:
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    - Healing Item
    ***"LET'S SPLIT UP!"***
    
    Send Rebecca on her way in the gondola now.
    
    DAM CONTROL ROOM
    Go to the green console near the window.  Pull the lever there.  Water will 
    stop flowing over the catwalk in the Dam Passage.  Billy can now use that 
    catwalk.  Get the ACID ROUNDS near the destroyed staircase, and switch 
    characters.
    
    GONDOLA ROOM
    (BILLY)
    Take the elevator down.
    
    LOWER WASTE WATER ROOM
    Take the door in this room.
    
    DAM PASSAGE
    Take the Green Herbs if you need to heal up.  Run over the new catwalk.  
    Keep running so that the Lurkers jumping out of the water don't get you.  
    Climb up the ladder and go through the door there.
    
    TURBINE ROOM
    Kill the zombies that come to get you.  After they're dead, take the SHOTGUN 
    AMMO from near the thrumming machinery on the outer wall, and the HANDGUN 
    AMMO from the destroyed staircase.  Unlock the nearby door.  Go through it 
    and shut that door after you!
    
    LOWER PLANT LAB
    Change characters.
    
    DAM CONTROL ROOM
    (REBECCA)
    Take the door on the north wall.  Shut that door after you!
    
    UPPER PLANT LAB
    Blast the giant roach that tries to get you.  Take the ACID ROUNDS from 
    under a desk, and get the INDUSTRIAL WATER on a nearby table.  Also, get the 
    BLUE CHEMICAL from the blue tank in this room.  If you got the RED CHEMICAL 
    from the Upper Pipe Room earlier, then you should have SULFURIC ACID now.  
    Mix together the Industrial Water and the Sulfuric Acid to get BATTERY 
    FLUID.  Unlock the door near the blue tank and head downstairs.
    
    LOWER PLANT LAB
    ("LET'S REGROUP!")
    Can you see the item on the shelf over there?  Since neither of the 
    characters is tall enough to reach up there, have Rebecca climb up on 
    Billy's shoulders to get the EMPTY BATTERY.  Before you can do anything more 
    though, roaches jump out of the tubes in this room to attack.  Kill both of 
    them, then mix the Battery Fluid with the Empty Battery to get the HI-POWER 
    BATTERY.  Head upstairs.
    
    UPPER PLANT LAB
    Take the door in the corner by the blue tank.
    
    REUNION ROOM
    Take the next door.
    
    LEECH STAIRCASE
    Run upstairs and take the next door.
    
    WATER POOL ROOM
    Run to the next door.
    
    FORKLIFT AREA
    Plug the Hi-Power Battery into the slot in the forklift, and have one of the 
    characters stand on the forklift's crate while the other makes the crate 
    rise up.  Get the KEYCARD up there.  Well, this game's almost over now...  
    You need to use the Keycard in the Turbine Room to get access to the final 
    area of the game.  For now though, I'll guide you to the Lodgings to make 
    preparations to finish the game.  Take the stairs up.
    
    BREAK ROOM
    Kill the new zombies here.  Head to the next door.
    
    BREAK CORRIDOR
    Take the door with the big handle on it.
    
    LOWER PIPE ROOM
    Take the door in here.
    
    LODGINGS CATWALK
    Kill the new zombies here.
    
    LODGINGS
    It's time to prepare for the final fight!  If you haven't already, you might 
    wanna gather up all your supplies you left around the gaming environment and 
    bring them to the Lodgings.  The Access Elevator you used to get here should 
    be able to get you to most of the places in this game.  Just make sure the 
    paths you use to transport items are clear of enemies.
    
    Organize your inventory:
    
    BILLY
    - Grenade Launcher
    - Grenade Ammo
    - Grenade Ammo
    - Keycard
    - Healing Item
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    - Magnum
    - Magnum Ammo
    - Healing Item
    
    Save your game too!  Take the door to the Lodgings Catwalk when you're 
    ready.
    
    LODGINGS CATWALK
    Take the door at the other end of the walkway.
    
    LOWER PIPE ROOM
    Take the circle handle door to the Break Catwalk.
    
    BREAK CATWALK
    Go to the Break Room to the left.
    
    BREAK ROOM
    Head downstairs.
    
    FORKLIFT AREA
    Take the door to the next room.
    
    WATER POOL ROOM
    Head to the next door.
    
    LEECH STAIRCASE
    Run down the stairs while stomping on leeches.  Get to the next door.
    
    REUNION ROOM
    Head to the next door.  Watch out for frogs.
    
    UPPER PLANT LAB
    Go downstairs.
    
    LOWER PLANT LAB
    Go to the next door.  Shut that door after you!
    
    TURBINE ROOM
    Use the Keycard on the door with the keycard reader, and then throw away the 
    card.  Go through the door.
    
    CALM PASSAGEWAY
    Before you hit the next door, you'll find some MAGNUM AMMO.  Take it, and go 
    to the next door.
    
    PARTY ROOM
    Inside this room, you'll find hundreds, maybe thousands of leeches.  The 
    robe guy appears on a nearby catwalk and welcomes you to his "party."  The 
    man suddenly becomes Dr. Marcus.  He tells in a cheesy Southern accent how 
    he was assasinated by Spencer.  After we see how he was shot to death by gas 
    mask soldiers, we see William Birkin and Albert Wesker walk into the lab.  
    Wesker says, "Ah, time to die doctor..."  Birkin then says in a cheesy mad 
    scientist kind of way, "*I* will take over your research! Hah hah hah!"
    
    We then see Marcus' body being dumped into water.  However, Marcus' leech 
    creation finds him, and it goes inside of him.  The virus it carries brings 
    him back to life.  The young Marcus then says to Billy and Rebecca that 
    he'll have his revenge on Umbrella, and that "the world will burn in an 
    inferno of hate!"  Mmmkay...what exactly does that mean?  Anyway, Billy says 
    he's gonna pay, amd Marcus says back that they'll see who's gonna die.  
    Suddenly, Marcus mutates into a leech monster himself and proceeds to attack 
    Rebecca and Billy.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 6 - JAMES MARCUS
    
    Marcus has two attacks.  First, he can whip you with his tentacles, and 
    second, he can pick you up and give you a smacking while he holds you.  
    Later in the battle, he'll also spawn more tentacles.
    
    However, this fight's not all that hard as long as you've got lots of fire 
    power.  If you keep shooting him up, he might not even be able to attack you 
    since he's too busy recoiling from your hits.  Make sure you take advantage 
    of the time he wastes to sprout more tentacles to score some free hits.  If 
    you want to you can also keep running around the perimeter of the room, and 
    pause for a second to shoot at Marcus every so often.  Marcus is kind of 
    slow, so he has trouble keeping up with you.  If you need MAGNUM AMMO, 
    you'll find some in the southeast corner of the room.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After Marcus is dead, he will drop two SHAFT KEYS.  Give one to each 
    character.  Next, head for the door on the southern wall.  Plug the gold 
    Shaft Key into the left console as one character.  Then, change to the 
    second character and plug the silver Shaft Key in to the right console.  
    When both of the keys are in the consoles, the door will unlock.
    
    CARGO ELEVATOR SHAFT
    Here you can find a Typewriter, INK RIBBONS, HANDGUN AMMO, SHOTGUN AMMO, 
    GRENADES, two FIRST AID SPRAYS, a GREEN HERB, and a RED HERB.  Take what you 
    can carry, and then organize your inventory:
    
    BILLY
    - Shotgun
    - Shotgun Ammo
    - Magnum
    - Magnum Ammo
    - Healing Item
    
    REBECCA
    - Grenade Launcher
    - Grenade Ammo (or Healing Item if you don't have another type of ammo)
    - Grenade Ammo (or Healing Item if you don't have another type of ammo)
    - Healing Item
    - Healing Item
    
    Board the elevator and start it up.  As Rebecca and Billy head up, the Leech 
    Queen appears in the tunnel and starts chasing after the lift.  Also, 
    there's a self destruct sequence announcement.  It seems Birkin's made good 
    on his promise to blow this place up.  Anyway, Billy says the only spoken 
    swear word in this game, and the Leech Queen crashes into the elevator 
    platform.  Billy and Rebecca are sent flying into a room at the top of the 
    shaft, while the Leech Queen hurtles after them.
    
    HELIPORT
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    BOSS FIGHT 7 - LEECH QUEEN
    
    All the Leech Queen will try to do is waddle across the floor so that it can 
    hit you with its belly flops, acid spits, and other attacks.  For the first 
    part, keep shooting at Queeny for awhile with your more powerful guns.  Be 
    careful that she doesn't trap you in a corner, because it's hard to get 
    around her.  Also, there are some catwalks you can stand on around here.  
    The monster can only hit you with her acid spit when you're standing on 
    those, so they are great places to seek cover.  However, like Marcus, if you 
    shoot the monster fast enough with heavy firepower, it won't even be able to 
    attack you since it's getting hit hard by your attacks.
    
    After some beating, the Leech Queen shrieks.  Rebecca looks up, and sees 
    that sunlight is hitting the creature.  She says that the monster can't 
    handle daylight.  Billy orders her to open the windows, while he tries to 
    use his charm to distract her majesty.  You'll get the GATE OPERATION 
    MANUAL, but you don't have to read it since Rebecca will do what it says 
    automatically.
    
    During the second part of the battle, you need to provide covering fire as 
    Billy so Rebecca will be able to open the windows.  Unfortunately, the Leech 
    Queen will focus primarily on attacking her.  Shoot at the monster as Billy, 
    and hopefully it will decide to attack you instead of her.  When it does 
    starts chasing you, stop shooting at it and lead it away from Rebecca.  
    Stand on the catwalks for cover.  The leech queen will usually decide to go 
    after Rebecca again when she finishes operating a locking mechanism, so 
    that's when you need to shoot it again to make it come after you.  It will 
    also stop chasing you if you don't shoot at it much, so start shooting again 
    when the monster loses interest in you.
    
    If Rebecca gets badly hurt during this second part of the fight, you can use 
    your inventory screen to heal her up.  Also, if you get close to Rebecca, 
    you can exchange items.  Be sure you do that if you run out of ammo.
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After Rebecca manages to open all the windows, the monster shrieks in agony 
    as the sunlight hits it.  Rebecca finds a powerful magnum revolver, and 
    throws it over to Billy.  Billy fires one shot at the Queen, and the monster 
    is blasted into a million pieces by the shot.  The pieces fall down the 
    cargo elevator as the mansion self destructs.  Billy and Rebecca manage to 
    escape the mansion though before it blows.
    
    We later see them standing on a cliff in Racoon Forest.  Billy takes off his 
    handcuffs and throws them away.  Rebecca looks down below and sees the 
    Spencer Mansion, which is the mansion from the original Resident Evil.  
    Rebecca then takes Billy's dog tags.  She says "Officially, Billy Coen is 
    dead."  Billy says back "Yeah...I'm just a zombie now!"  They give each 
    other a salute, before Rebecca walks off.  Billy says "Thank you, 
    Rebecca..." as she walks away.
    
    -----------------------------------------------------------------------
    #######################################################################
    -----------------------------------------------------------------------
    
    5:  LEECH HUNTER WALKTHROUGH
    
    ***************************************************************************
    5A - OVERVIEW
    ***************************************************************************
    
    UNLOCKING THE GAME
    ==================
    You unlock this game after you beat the main game once.  It will be 
    available from the Extra option when you reload your save file.
    
    OBJECTIVE
    =========
    The goal of this game is to run around the Training facility while 
    collecting as many leech charms as possible.  When you are ready to exit the 
    mansion, you can run out the front door and escape.  After you escape, 
    you'll get a reward based upon how many leeches you collected.  If one of 
    the characters is killed, the game will end automatically and the dead 
    character's Leech Charms will not be counted in the final tally.  This may 
    sound simple, but it's a fairly challenging game.  It's also quite fun as 
    well.
    
    LEECH CHARMS
    ============
    There are 100 Leech Charms in all in the mansion.  There are 50 Blue Leech 
    Charms and 50 Green Leech Charms.  Only Billy can hold Blue Leech Charms, 
    and only Rebecca can hold Green Leech Charms.  You can store 10 Leech Charms 
    in one item slot, and you cannot drop Leech Charms once you have picked them 
    up.  This means that as the game progresses, you'll have less and less 
    inventory room to carry around items thanks to the Leech Charms.  Also, when 
    you have collected around 95 or so Leech Charms, enemies will respawn in the 
    rooms again.
    
    RANDOM ITEMS
    ============
    This game randomly sets up items.  The Leech Charms will usually be in the 
    about the same places on different playthroughs, but the colors could be 
    different.  Also, the game can randomize what color the herbs are that you 
    find.  Last, ammo can also be switched around a little.  What kinds of ammo 
    you find usually depend upon whether you have the Magnum or the 
    Submachinegun in your game.  Here's a list of the locations of some of the 
    more noteworthy items in the game:
    
    MAGNUM/SUBMACHINEGUN -
    You can only get one of these two per game.  The weapon that the game 
    selects will always be in the same place though.  The gun will be lying on 
    the floor in the Square Cell, past the Basement Office at the end of the 
    Secret Corridor.  The Secret Corridor begins at the Main Hall where Marcus' 
    portrait usually is, so it's not a long walk from there from the start of 
    the game.  Watch out for those psychotic monkeys guarding the gun though.
    
    SHOTGUN -
    You can find not one, but TWO Shotguns while you are playing this game!  The 
    first Shotgun is in the Sewer Tunnel that you can reach from the ladder in 
    the Main Hall.  It's hidden underneath the murky water where you see the 
    Shotgun Ammo floating on the surface.  The second Shotgun is in the Torture 
    Chamber.  You can get there by going through the Secret Corridor, taking the 
    first door you come to, and then taking the next door in that room.
    
    GRENADE LAUNCHER -
    There are also two Grenade Launchers in this game, but one of them will only 
    be loaded with one or two shots of a random ammo type, while the other one 
    will have 30 shots of some ammo type.  The first one is in the Dissection 
    Room off of the Work Corridor, near the place where you find the Bar.  The 
    second could either be in the Water Pipe Room, or it could be in the Prison 
    Bunks 1 room.  Both of those are near the Animal Statue Room in the 
    basement.  You should go for the one near the Animal Statue Room first, 
    since that's the one that's loaded with 30 shots every time.  You should 
    just ignore the one in the Dissection Room, because you'll waste a lot of 
    inventory room to pick it up.
    
    FIRE KEY -
    There are two places the Fire Key can be located.  It can be in the Train 
    Tunnel, or it can be in the Water Pipe Room off of the Caves Corridor in the 
    basement.  You'll need that key to unlock two rooms where a multitude of 
    Leech Charms are being stored.  However, you should forget about the Fire 
    Key at first, since the rooms are only full of Leech Charms.  Remember that 
    you should not pick up any charms till after you have cleaned out the house.
    
    TACTICS
    =======
    FIGHTING
    --------
    Since Billy is the stronger character, he should lead the way into fights.  
    Give him the more powerful weapons like the Shotgun.  Let Rebecca carry 
    around the medical supplies, since she can make medicine out of the herbs 
    you find.  During zombie fights, Rebecca should stand behind Billy to offer 
    covering fire in case he gets grabbed.  If you're fighting anything apart 
    from zombies, you might want to consider leaving Rebecca out of the fight 
    completely.  Let Billy fight the monsters alone with a powerful weapon.
    
    LEECH CHARM MANAGEMENT
    ----------------------
    While Leech Charms will suck up your inventory space as you collect them, 
    there's an easy way to get around this problem.  When you first start the 
    game, ignore all the Leech Charms you see and don't pick any of them up.  
    Instead, go around the mansion and kill everything that moves (unless I say 
    otherwise in the walkthrough).  Once the mansion has been cleaned out, you 
    can safely move around and gather up all the Leech Charms.  There won't be 
    any enemies after you, and you won't have to worry anymore about losing 
    inventory room.
    
    Just make sure that you get the Leech Charms in the Main Hall and the 
    Auditorium last, so that you don't get jumped by the respawning enemies when 
    your Leech Charm total nears 100.  To be safe, you might also want to save a 
    few Leech Charms in some of the rooms that connect to the Main Hall, like 
    the Banquet Hall.
    
    HEALTH
    ------
    Health is more precious in this game than ammo.  There's a definite lack of 
    medical supplies about the mansion.  However, this is made up due to the 
    fact that there's a ton of guns and ammo lying all over the place.  Don't 
    hesitate to use your more powerful ammo if you get caught in a tight spot.  
    Still, while there may be a lot of ammo lying around, you need to use it at 
    the right times.  Otherwise, you may get caught with only Handguns to defend 
    yourself against hunters or something.
    
    ENEMIES
    -------
    ZOMBIES -
    Unless the zombies are close, never use anything but the Handguns on them.  
    If they're starting to close in, whip out the Shotgun and blow off some 
    heads.  Also, if you see a zombie taking a nap or crawling on the floor, 
    poke it with a Knife until it dies to conserve bullets.  Let Billy do this 
    task, since he has a longer reach with the Knife.  Make sure to stab from 
    the side or the back if you can, so you'll have less of a chance of getting 
    a knee bite.
    
    HUNTERS -
    The best weapon to use on them would be the Submachinegun.  The bullets will 
    keep them at bay until they die.  The Shotgun and the Grenade Launcher are 
    also good, but they're not as reliable since they have slow fire rates.  If 
    you miss your shot, there's a very good chance the hunter will get in a blow 
    before you can kill it.  Also, when you knock down a hunter, be evil and 
    stand over it while shooting to keep it down till it dies.  I discourage 
    using the Magnum.  You should save it for the leech zombies.
    
    By the way, you can also try to save a little of your more powerful ammo by 
    knocking a hunter down with your more powerful weapon, and then finishing it 
    off with your Handgun.  Shotgun Shells or Grenades can blast them off their 
    feet, which will give you a lot of time to take them out with the Handgun.  
    Killing a hunter with one Napalm Grenade and one Handgun Bullet is more 
    efficient than using two Napalm Grenades.
    
    SPIDERS -
    These guys are really annoying, because it's possible to get poisoned by 
    them.  Blue Herbs are a bit rare in Leech Hunter, so avoid getting poisoned 
    at all costs.  Use the Shotgun or the Grenade Launcher to take them out 
    fast, before they can spit their poison on you.  You can also try to finish 
    them off with the Handgun after using strong weapons, but it doesn't work as 
    well since spiders usually won't fall down like a hunter does when it is hit 
    with a strong weapon.
    
    BABOONS -
    There's also a handful of killer baboons running about in the rooms in the 
    basement where you find the Magnum/Submachinegun.  I would just run away 
    from them, since they are only guarding one Leech Charm.  You can easily 
    slip in, grab the items, and get away before they do too much damage.  They 
    also aren't worth killing since they absorb a lot of ammo and they inflict a 
    ton of pain in a very short time.
    
    LEECH ZOMBIES -
    Use your Submachinegun or the Magnum for these guys, but don't shoot them 
    until they are in their leech form.  You can't kill leech zombies if they 
    are in their human form.  As a bonus, your shots inflict more damage when 
    they are in their leech form.  Keep shooting them till there's nothing left 
    but their legs.  Get close to the legs so they swell, then run out of the 
    room.  If the legs start swelling while you exit the room, they will be gone 
    when you come in again.  Note that the two Leech Zombies in the bathroom 
    area off of the Main Hall aren't guarding any Leech Charms.  Thus, you 
    should just run past them, grab the items, and leave without fighting.
    
    THE GAME PLAN
    =============
    I've divided this minigame into a few objectives for you.  While all you 
    really need to do is get the Leech Charms and leave, this game's much easier 
    if you plan ahead what you're going to do.  Here's the list of objectives I 
    go by when I play this game.  This method works very well for me.
    
    OBJECTIVE 1 - Secure weapons and ammunition, while killing the monsters 
    around the house.
    
    OBJECTIVE 2 - Count (but DO NOT pick up) the Leech Charms in the Main Hall 
    and the Auditorium.  Subtract the amount from 100.  This is how many Leech 
    Charms you need to find in the rest of the house.
    
    OBJECTIVE 3 - Collect all the Leech Charms in the house, except for the ones 
    in the Main Hall and the Auditorium.  Keep searching until you have the same 
    amount of Leech Charms as the answer you get from Objective 2.
    
    OBJECTIVE 4 - After you have confirmed that you have all the Leech Charms in 
    all the rooms except for the Main Hall and the Auditorium, collect the Leech 
    Charms in those two rooms.  Exit the house afterwards.
    
    If you stick to these objectives, then you'll be able to blow through the 
    monsters efficiently with your powerful weapons.  Then, you won't have to 
    worry about getting attacked while you collect those Leech Charms.  Finally, 
    if you save the Leech Charms in the Main Hall and the Auditorium for last, 
    you won't have to deal with any respawning monsters on the way out.  This 
    plan makes this minigame much easier and less intimidating in my opinion.
    
    ***************************************************************************
    5B - WALKTHROUGH
    ***************************************************************************
    
    Before we begin with the walkthrough, please keep in mind that this guide is 
    aimed at getting you an A rank so you can get the Infinite Ammo powerup.  If 
    you're going after something lesser, then you won't need to get all 100 
    Leech Charms.  See how many you need here for what you want:
    
    E = 0-29 LEECHES: Submachine Gun bullets in Rebecca's inventory at the start 
    of the main game
    D = 30-59 LEECHES: infinite ammo for Handguns
    C = 60-89 LEECHES: infinite ammo for Hunting Gun
    B = 90-99 LEECHES: Magnum Revolver in Room 202 on the train in the main game
    A = 100 LEECHES: infinite ammo for all weapons
    
    Right, it's time to start the walkthrough.  Let's complete Objective 1 now.
    
    =============================================================
    OBJECTIVE 1 - Secure weapons and ammunition, while killing the monsters 
    around the house.
    =============================================================
    MAIN HALL
    First, change characters to Billy.  Organize your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    
    Maybe you oughta switch off the game's music at this point and get your own 
    CDs out.  You'll probably go insane listening to the game's music if you 
    keep it on.  I prefer Grand Theft Auto Vice City's VROCK soundtrack.  
    Anyway, take the door on the west side of the first floor, into what I like 
    to call "Leechie's Corner."
    
    WEST 1ST FLOOR CORRIDOR
    (BILLY)
    Quickly run around the corner and hit the door to the Restroom.
    
    RESTROOM
    In the sink, you'll find MACHINEGUN AMMO or SHOTGUN AMMO.  If you get 
    Machinegun Ammo, you're getting the Submachinegun later.  If you get Shotgun 
    Ammo, you're getting the Magnum later.  Whatever the ammo type, take it.  
    Then, turn around and grab the HANDGUN AMMO from the broken stall at the 
    corner.  Get out of there fast before the leech zombie transforms into its 
    leech form.  There's no need to kill this enemy, since there are no Leech 
    Charms here.
    
    WEST 1ST FLOOR CORRIDOR
    Turn left and run down the hall.  Take the door past the leech zombie you 
    encounter.
    
    1ST FLOOR MEETING ROOM
    Gather the HERBS in this room, then leave.
    
    WEST 1ST FLOOR CORRIDOR
    Sprint past the leech zombie and don't bother to fight him.  He's not 
    guarding any Leech Charms like his friend in the bathroom.  Go back into the 
    Main Hall.
    
    MAIN HALL
    ("LET'S REGROUP!")
    Organize your inventory:
    
    BILLY
    - Handgun
    - Handgun Ammo
    - Shotgun Ammo (if you have it)
    
    REBECCA
    - Handgun
    - Handgun Ammo
    - Healing Item
    
    Head through the trapdoor to the left of the grand staircase on the first 
    floor.
    
    SEWER TUNNEL
    Go down into the water, and you should see a box of SHOTGUN AMMO floating in 
    the water.  Collect the ammuntion, then check the place where it was 
    floating again to find a SHOTGUN.  Leave this room the same way you got in.  
    The next door only leads to a dead end room full of hunters.  You shouldn't 
    be wasting your ammo on them just yet.
    
    MAIN HALL
    Head upstairs and take the door on the western side of the balcony.
    
    LIVING ROOM
    Shoot down all the crows, then leave.  There's a HANDGUN on the table, but 
    you don't really need it.
    
    MAIN HALL
    Go to the east side of the balcony and take the door there.
    
    2ND FLOOR MEETING ROOM
    There's a lot of zombies running around in this room, but you can't see them 
    yet because they are out of the camera shot.  Stay near the door and kill 
    them as they appear in your view, so you won't get surprised by them.  After 
    they're all dead, leave the room.
    
    MAIN HALL
    Have Rebecca wait in this room.  Go through the door in the middle of the 
    grand staircase as Billy.
    
    SECRET CORRIDOR
    Use the Shotgun to kill all four of the spiders in this hallway.  Once 
    they're all dead, call Rebecca in.  Head to the first door in this hallway.
    
    DARK ROOM
    Kill all the zombies in this room.  Use the Shotgun if they get a little 
    close.  Head to the next door once they're all down.  Make Rebecca wait in 
    this room for a second though.
    
    TORTURE CHAMBER
    Hunters will be all over you as soon as you enter this room, so watch out.  
    As Billy, use the Shotgun to kill the hunters.  Afterwards, call Rebecca in, 
    and pick up the other SHOTGUN and SHOTGUN AMMO.  Leave.
    
    DARK ROOM
    Go into the Secret Corridor.
    
    SECRET CORRIDOR
    Have Rebecca wait in this room.  Make sure Billy's got at least two item 
    slots free.  Send Billy through the door at the end of the hall.
    
    BASEMENT OFFICE
    You'll encounter mutant monkeys here, but don't bother to shoot at them.  
    They absorb way too much firepower to be worth killing.  Just hit the door 
    to the next room before they can hurt you.
    
    SQUARE CELL
    In this room, make a quick right turn and go around the pillar in the middle 
    of the room.  You should see a white sparkly on the floor.  Swipe the 
    SUBMACHINEGUN (or the MAGNUM and MAGNUM AMMO) off the floor.  Keep running 
    around the pillar and hit the door before the monkeys can getcha.
    
    BASEMENT OFFICE
    Sprint past the monkeys again and get out of there into the Secret Corridor.
    
    SECRET CORRIDOR
    Regroup with Rebecca and head upstairs.
    
    MAIN HALL
    Organize your inventory:
    
    (IF YOU GOT THE SUBMACHINEGUN)
    BILLY
    - Submachinegun
    - Machinegun Ammo
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    - Handgun
    - Handgun Ammo
    
    (IF YOU GOT THE MAGNUM)
    BILLY
    - Shotgun
    - Shotgun Ammo
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Magnum
    - Magnum Ammo
    - Handgun
    - Handgun Ammo
    
    Go into the Auditorium.
    
    AUDITORIUM
    Grab the KNIFE from the typewriter table.  Have Rebecca wait in this room 
    for now while Billy goes through the knight doors.
    
    BACK CORRIDOR
    Start shooting at the hunter that attacks you as soon as you enter the room. 
      Move up a camera angle, and wait here for the other two hunters to appear 
    so you can shoot them.  You won't get ambushed by them in this way.  Call 
    Rebecca in, and go to the door at the end of the hall.  You can't go through 
    the double doors here anyway.
    
    INFIRMARY
    Kill the zombies in this room, then have Billy throw away his Handgun in 
    favor of the CUSTOM HANDGUN lying on the bed here.  Take the HERB(s) or the 
    FIRST AID SPRAY in this room, then leave.
    
    BACK CORRIDOR
    Head to the door at the other end of the hall.
    
    AUDITORIUM
    Have Rebecca wait here for a moment, while Billy takes the other door on 
    this side of the room.
    
    WEST 2ND FLOOR CORRIDOR
    Again, kill the hunter that first attacks you when you come in the room, 
    then wait for the other two hunters to file around the corner before you 
    start shooting at them.  Call Rebecca in once they're all dead.  Go through 
    the double doors.
    
    LIBRARY
    Kill the two zombies in this room, then go to the door behind the counter.  
    Again, have Rebecca wait here temporarily.
    
    BOOK STORAGE ROOM
    Kill the walking zombies in this room from the door, because a sleeping 
    zombie is right in front of you.  If you had called Rebecca in, you would 
    have gotten an automatic knee bite.  Once they're dead, stab the sleeper to 
    death with the Knife to save ammo.  Search the corpse the zombies were 
    eating to find HANDGUN AMMO.  If it's not there though, climb up to the 
    higher ledge and search the hollow where the candle is.  It will be there 
    instead.  Leave.
    
    LIBRARY
    Regroup with Rebecca and exit through the double doors.
    
    WEST 2ND FLOOR CORRIDOR
    Go into the Auditorium.
    
    AUDITORIUM
    Head into the Main Hall.
    
    MAIN HALL
    Organize your inventory:
    
    BILLY
    - Submachinegun (or Magnum)
    - Machinegun Ammo (or Magnum Ammo)
    - Handgun
    - Handgun Ammo
    - Knife
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    - Handgun
    - Handgun Ammo
    
    MAIN HALL
    Go to the brown door on the west side of the second floor balcony.
    
    SPECIMEN STORAGE AREA
    Go upstairs, but pause after you reach the top.  There will be roaches all 
    over the wide open area out there, but they can't attack you if you stand 
    between the stairs and the cage here.  Peck away at them with your Handguns 
    till they're all dead.  Don't use a Knife here, because they can attack you 
    from farther away than you can with the Knife.
    
    Once they're all dead, walk near the knight doors.  You'll find MAGNUM AMMO 
    (if you got the Magnum) or a random type of GRENADE AMMO (if you got the 
    Submachinegun).  If you got Grenade Ammo, I'd just ignore it since it's only 
    one shot.  However, if you get Magnum Ammo, take it even if it is just one 
    shot.  You can put it in your inventory without filling up another item slot 
    anyway.  Go to the knight doors to the right of the stairs.
    
    OBSERVATORY
    Kill the zombie on the catwalk with you.  Next, shoot the two walking 
    zombies down in the lower area from up here.  Once they are dead, climb down 
    the ladder and use the Knife to stab the sleeping zombie to death.  It's 
    right in front of the ladder.  Take the GREEN HERB and leave the room.
    
    SPECIMEN STORAGE AREA
    Go downstairs and take the door on the left side of the hall.
    
    ART ROOM
    Kill the two roaches that attack you with your Handguns.  Use the Shotgun if 
    they get too close for comfort.  Leave Rebecca in this room and send Billy 
    through the blue door.
    
    BAR CORRIDOR
    Get out your Submachinegun or your Magnum.  Ignore the brown door next to 
    you, because it leads to a room with a leech zombie and nothing else.  
    Instead, walk around the corner and you'll see another leech zombie.  Let 
    him transform into his leech form, then start shooting at him.  When you 
    break him down to his last legs, stand next to him so he starts swelling up. 
      Quickly exit the room before you get blasted by the explosion.
    
    ART ROOM
    Regroup with Rebecca and go back through the blue door.
    
    BAR CORRIDOR
    Take the door at the end of the hall, but have Rebecca wait here for a 
    moment.
    
    WORK CORRIDOR
    You'll see a leech zombie after you enter the room.  Let him transform into 
    his leech form, then start shooting at him.  When you break him down to his 
    last legs, stand next to him so he starts swelling up.  Quickly exit the 
    room before you get blasted by the explosion.
    
    BAR CORRIDOR
    Regroup with Rebecca, then go back into the Work Corridor.
    
    WORK CORRIDOR
    Take the door to the right.
    
    METAL SHOP
    Kill all the walking zombies, then take out the Knife and stab the zombie 
    crawling on the floor to death.  Leave after everything in this room's dead.
    
    WORK CORRIDOR
    Take the door at the other end of the hall.  Have Rebecca wait out in this 
    hall.
    
    DISSECTION ROOM
    Mow down the two hunters in here.  They'll both attack from your front.  You 
    can get a GRENADE LAUNCHER under the table in the dissection booth, but it 
    only has one or two shots in it of some random type of Grenade Ammo.  I'd 
    just leave it where it is, since you're wasting two item slots for very 
    little ammo.  Leave the room.
    
    WORK CORRIDOR
    Go through the door in the middle of the hall.
    
    BAR CORRIDOR
    Take the first door on the right side of the hall.
    
    BAR ROOM
    Use the Knife to stab all the sleeping zombies to death.  After you're done, 
    drop the Knife and pick up the RED-GREEN MIXTURE that the zombie nearest the 
    door was protecting.
    
    BAR CORRIDOR
    Take the door to your right, but let Rebecca wait in this hall.
    
    BAR CORRIDOR
    Take the door at the other end of the hallway.
    
    ART ROOM
    Go to the door at the other end of the hallway.
    
    SPECIMEN STORAGE ROOM
    Take the door to the left back into the Main Hall.
    
    MAIN HALL
    You should have used up the Machinegun Ammo clip or the Magnum Ammo box by 
    now.  Organize your inventory:
    
    (IF YOU GOT THE SUBMACHINEGUN)
    BILLY
    - Submachinegun
    - Custom Handgun
    - Handgun Ammo
    
    REBECCA
    - Shotgun
    - Shotgun Ammo
    - Handgun
    - Handgun Ammo
    
    (IF YOU GOT THE MAGNUM)
    BILLY
    - Shotgun
    - Shotgun Ammo
    - Handgun
    - Handgun Ammo
    
    REBECCA
    - Magnum
    - Handgun
    - Handgun Ammo
    
    Take the double doors on the east side of the first floor.
    
    BANQUET HALL
    Stay near the door and kill the three zombies in this room as they appear 
    onscreen.  Grab the KNIFE from the counter near the door, and head into the 
    door at the north end of the room.
    
    EAST 1ST FLOOR CORRIDOR
    Let Billy equip the Knife.  Use it to stab all the sleeping zombies to 
    death.  Drop the Knife when you're done.  Go downstairs and take the door 
    past the furnace.  Leave Rebecca in this room for now, and go into the next 
    room as Billy.
    
    ANIMAL STATUE ROOM
    Get Billy ready with his two-slot weapon.  Walk through the door that opens 
    when you solve the animal statue puzzle, and start blasting at the hunter 
    that attacks you.  After he's dead, call Rebecca into the room and regroup.  
    Take the first door in the corridor past the animal statue door.
    
    PRISON BUNKS 1
    Kill all the zombies in this room.  Watch out for Edward, because he's 
    slightly tougher than the other deadheads.  If the GRENADE LAUNCHER is here, 
    take it.  It'll be loaded with a random ammo type.  If you've got the 
    inventory room, grab the two HERBS as well.
    
    ANIMAL STATUE ROOM
    Take the door at the end of this room.
    
    PRISON BUNKS 2
    Kill all the zombies in the room.  You might have to use the Shotgun here, 
    since you're in tight quarters.  Take the HERBS in this room if you have 
    inventory space and leave.
    
    ANIMAL STATUE ROOM
    Have Rebecca wait in the animal statue corridor.  Equip Billy with his 
    two-slot weapon again and send him to check out the western passageway.  A 
    hunter will ambush you when you turn the first corner of that hall, so be 
    ready for him.  Once he's dead, take the door in the left offshoot.
    
    HOLE ROOM
    Kill all the zombies in the room.  You might have to use the Shotgun here, 
    since you're in tight quarters.  Leave once they are dead.
    
    ANIMAL STATUE ROOM
    Take the other door nearby.
    
    CAVES CORRIDOR
    Run past the spiders for now and take the first door you come to in this 
    hallway.
    
    WATER PIPE ROOM
    If you didn't find the Grenade Launcher in the Prison Bunks 1 room, it will 
    be here instead.  Kill the giant roaches that attack you, then grab the 
    GRENADE LAUNCHER if it's here.  If the FIRE KEY is here, take it.  Be 
    willing to sacrifice a Healing Item to pick it up, since you're almost done 
    fighting the monsters.  If it's not here, then you can take the GREEN HERB 
    if you want it.  Leave Rebecca in this room temporarily, and go outside as 
    Billy.
    
    CAVES CORRIDOR
    As Billy, use the Grenade Launcher to clean the spiders out of the hallway.  
    Call Rebecca into the room and head back upstairs, because the Combat Room 
    at the end of the hall only has one Leech Charm in it and nothing else.
    
    ANIMAL STATUE ROOM
    Grab the HERB or the FIRST AID SPRAY in the animal statue hall if you've got 
    room for it.  Take the door at the east end of the room.
    
    EAST 1ST FLOOR CORRIDOR
    Go to the door at the east end of the hall.  Have Rebecca wait here while 
    Billy moves into the next room.  Get Billy ready with one of the powerful 
    weapons.
    
    STORAGE ROOM
    Get ready to start shooting right after you get into this room.  Three 
    hunters will be homing in on you right after the door animation's over.  
    Watch out for the last hunter that's waiting to ambush you when you walk 
    around the shelves.  Call Rebecca in, grab the HERB here, and leave via the 
    ladder.
    
    NORTH TERRACE
    Shoot all the zombies, then unlock and go through the door at the end of the 
    balcony.
    
    AUDITORIUM
    Head into the Main Hall.
    
    MAIN HALL
    Head down to the hatch on the first floor, and go down through it.
    
    SEWER TUNNEL
    Go through the tunnel and hit the door at the other end of it.  You might 
    want Rebecca to stand back for now.  Have Billy equip the most powerful 
    weapon you have in the inventory.  It's time for the "hunter arena."
    
    TRAIN TUNNEL
    I don't know about you, but this is my favorite part of Leech Hunter.  When 
    I have the Submachinegun, taking down all those hunters in a flurry of 
    bullets feels awesome.  It feels like Grand Theft Auto Vice City or 
    something.  Anyway, mow down all five of the hunters with you big guns.  Use 
    whatever you want here, since you're almost done fighting the monsters.  If 
    you already have the Fire Key, you can leave.  If you don't, then check 
    behind the wrecked car at the other end of the room for it.  There's a GREEN 
    HERB here, but it's too late in the game to worry about health.  Leave 
    afterwards.
    
    SEWER TUNNEL
    Regroup with Rebecca and go back into the Main Hall.
    
    MAIN HALL
    Head upstairs into the Auditorium.
    
    AUDITORIUM
    Take the single door on the west side of the room.
    
    WEST 2ND FLOOR CORRIDOR
    Run down the hall and use your Fire Key to unlock the red door there.
    
    MOOSE OFFICE
    The last monsters you must kill are in this room.  Fortunately, they're just 
    sleeping zombies.  Kill the first one hiding behind the desk before you 
    reach the table blocking the aisle, then shoot the second zombie past the 
    blocking table.  Shoot the last one in front of the fireplace.  Leave 
    afterwards.
    
    WEST 2ND FLOOR CORRIDOR
    Go into the Auditorium.
    
    AUDITORIUM
    Go into the Main Hall.
    
    MAIN HALL
    Take the double doors on the east side of the first floor.
    
    BANQUET HALL
    Use your Fire Key on the red door in here, and then discard the key.
    
    ***NOTE***
    If you want to, you can use your remaining ammunition to kill the mutant 
    baboons in the Basement Office and the Square Cell.  I never do it though, 
    since they're only guarding one Leech Charm.  It's easier to run around them 
    than to kill them.
    ***NOTE***
    
    You have now completed Objective 1.  The fun part of Leech Hunter's over I'm 
    afraid.
    
    =============================================================
    OBJECTIVE 2 - Count (but DO NOT pick up) the Leech Charms in the Main Hall 
    and the Auditorium.  Subtract the amount from 100.  This is how many Leech 
    Charms you need to find in the rest of the 
    house.=============================================================
    
    This objective's kind of self-explanatory.  Anyway, to get an accurate count 
    of the Leech Charms in the Main Hall and the Auditorium, make sure you 
    "touch" all of them in those rooms.  You touch a charm by pressing A next to 
    it, and then pressing B to cancel the command to pick it up.  You can then 
    look on your map screen and count the charms in the items list to see how 
    many are there.  Be very careful not to accidentally collect any of the 
    charms in these two rooms.
    
    Now, when you subtract the amount you count in the Main Hall and the 
    Auditorium from 100, this is how many Leech Charms you need to find in the 
    other rooms in the house.  It's time to begin the dull, monotonous task of 
    traveling through the house all over again to find those Leech Charms...
    
    =============================================================
    OBJECTIVE 3 - Collect all the Leech Charms in the house, except for the ones 
    in the Main Hall and the Auditorium.  Keep searching until you have the same 
    amount of Leech Charms as the answer you get from Objective 2.
    =============================================================
    
    I'm not gonna list all the Leech Charm locations here, because I think that 
    would be silly.  Most of the leeches are easy enough to find anyway without 
    a list.  Instead, I'll make a list of some of the more commonly missed Leech 
    Charms that you might overlook.
    
    - KITCHEN/In the back of the room near the stove there's a trash can.  
    Search this trashcan TWICE, because there are TWO Leech Charms in there, not 
    one.
    
    - LIVING ROOM/In the cabinet where you find the Crank Handle in the main 
    game.
    
    - BOOK STORAGE ROOM/On top of the raised platform, there's a Leech Charm 
    hidden behind one of the railing's pillars.  This one is missed by many 
    people.
    
    - SPECIMEN STORAGE AREA/There's a Leech Charm hidden behind a crate on the 
    south side of the room, near the door that won't open during Leech Hunter.  
    This one is easy to miss because you won't see it until you're almost on top 
    of it.
    
    - COMBAT ROOM/Beneath a desk near the locker where you go the Handgun Parts 
    in the main game.
    
    You will find Leech Charms in almost every room in the mansion.  Go through 
    almost the entire house while you look for the charms.  You should be able 
    to drop your weapons now, since you've virtually cleaned out the entire 
    house.  If you want to get around faster while you're going to get the 
    charms, de-equip your weapons.  You run faster without a gun equipped.  
    Don't get discouraged if the search takes a while.  Like it says when you 
    click the HOW TO PLAY option at the start: "They're definitely there, 
    somewhere!"
    
    However, remember not to search the Restroom area again off of the Main 
    Hall, because you won't find any Leech Charms there.  Also, take care to 
    remember that if you're following this walkthrough there are still a few 
    mutant monkeys alive in the Basement Office and the Square Cell off of the 
    Secret Corridor.  When you go to collect the one Leech Charm in the Square 
    Cell, don't bother fighting.  Just grab the charm, and get out of there 
    before you get hurt too much.
    
    Most important of all, please remember to not pick up the Leech Charms in 
    the Main Hall and the Auditorium yet.  If you do that, then your hard work 
    towards getting infinite ammo might be all for nothing.  Remember that the 
    monsters will respawn when you get around 95 charms.  If you take the charms 
    from the Main Hall early, you might not be able to get to the rest of the 
    charms.  The respawning monsters will be in the way, and you won't have any 
    room for weapons in your inventory to kill them.
    
    Once you have searched every room in the house and gotten the same number of 
    Leech Charms as the answer in Objective 2, go to the Main Hall or the 
    Auditorium.  You have completed Objective 3 now.  Don't worry, Objective 4 
    will take you much less time to complete.
    
    =============================================================
    OBJECTIVE 4 - After you have confirmed that you have all the Leech Charms in 
    all the rooms except for the Main Hall and the Auditorium, collect the Leech 
    Charms in those two rooms.  Exit the house afterwards.
    =============================================================
    
    I don't really need to elaborate on this step.  Just do what it says.  If 
    you got all 100 Leech Charms, then congratulations and enjoy your new 
    infinite ammo powerup!  If not, then I hope you're willing to come back and 
    try again for bottomless clips on all wepaons.
    
    -----------------------------------------------------------------------
    #######################################################################
    -----------------------------------------------------------------------
    
    6:  WEAPONS SECTION
    
    *****
    KNIFE
    *****
    CLIP SIZE - limitless
    FIRE RATE - slow
    AMMO ITEM - none
    AMMO FREQUENCY - what it's "loaded" with
    POWER - weak
    LOCATION - PART 1/In Billy's inventory at the start of the game, and in Room 
    102.
    
    This knife is just as useless as it was in the past RE's in my opinion, with
    the exception of Code Veronica.  It's very difficult to kill even a zombie
    with it.  To attack, you have to be standing within attacking distance of
    the enemy.  So to use it, you're basically forced to engage in a slap match,
    where you and your foe trade blows until somebody dies.
    
    It is good if you can trap your enemy behind a box or something and then
    hack at them while they're trapped.  Also, you might be able to take out a 
    sleeping and/or crawling zombie with this, since they move slowly.  You 
    should only use this if you're TOTALLY out of ammo, if you are playing a 
    knife game, or if the enemy you're hacking at is trapped or sleeping.
    
    ********
    HANDGUNS
    ********
    CLIP SIZE - 15
    FIRE RATE - fast
    AMMO ITEM - Handgun Ammo
    AMMO FREQUENCY - common
    POWER - below average
    LOCATION - PART 1/In each character's inventory at the start of the game
    
    These will be the weapons you'll use the most throughout the game, since the 
    ammo for them is easy to find and these guns are small enough that they only 
    take up one inventory slot.  Keep your distance from enemies while you're 
    using these weapons, since their stopping power is below average.  These 
    guns are accurate over long range, so you'll usually hit your enemy no 
    matter what the distance.  Also, sometimes these weapons get random 
    headshots.  Headshots with these guns are rare though, so don't count on one 
    to come when you need it.
    
    ****************
    MOLOTOV COCKTAIL
    ****************
    CLIP SIZE - limitless
    FIRE RATE - slow
    AMMO ITEM - Gas Tank + Empty Bittle
    AMMO FREQUENCY - somewhat uncommon
    POWER - average
    LOCATION - various places
    
    These are fun to use, but they're not good on many monsters.  Also, your 
    characters throw them a little slowly.  Rebecca throws them slightly faster 
    than Billy though.  However, they are perfect for taking out the leech 
    zombies.  Three Molotovs will usually kill one.  The leech zombie won't even 
    blow up when you kill it this way.  It'll simply collapse to the floor.
    
    ***********
    HUNTING GUN
    ***********
    CLIP SIZE - 2
    FIRE RATE - medium
    AMMO ITEM - Shotgun Ammo
    AMMO FREQUENCY - uncommon
    POWER - average
    LOCATION - PART 1/On the bed in Room 101.
    
    This is the first shotgun you'll find.  I believe this is an all around 
    great gun.  It has considerable power.  You can also easily decapitate 
    zombies with it by aiming up at their heads.  When they're almost close 
    enough to lunge at you, fire the gun.  This'll usually blow it off.  If you 
    fire while the zombie is lunging though, there's a chance its head won't get 
    blown off.  Being able to blow off zombie heads not only looks cool, but 
    saves ammo as well.  The only problem with this weapon is its small clip.  
    You'll have to reload after every other shot.
    
    *******
    SHOTGUN
    *******
    CLIP SIZE - 7
    FIRE RATE - medium
    AMMO ITEM - Shotgun Ammo
    AMMO FREQUENCY - uncommon
    POWER - average
    LOCATION - PART 2/Leaning against a shelf in the Storage Room on the first 
    floor.
    
    This is the second shotgun you'll get.  It's basically the same as the 
    Hunting Gun, except it's got a much larger clip.  You'll probably want to 
    throw away the Hunting Gun once you find this weapon.  Use the same tactics 
    you would with the Hunting Gun.
    
    ****************
    GRENADE LAUNCHER
    ****************
    CLIP SIZE - limitless
    FIRE RATE - somewhat slow
    AMMO ITEM - Grenades, Napalm Grenades, Acid Grenades
    AMMO FREQUENCY - somewhat rare
    POWER - above average
    LOCATION - PART 2/On a couch in the Art Room on the second floor.
    
    This is a versatile weapon, since it has several types of ammo.  Each type 
    of ammo is good for certain monsters.  Grenades are good for zombies, Napalm 
    Grenades are good for leech zombies, and Acid Grenades are good for Hunters 
    and bosses.  The fire rate's slow though, and the projectile travels in a 
    slow arc.  You might want to make sure your target is near, so that you 
    don't miss it.  Also, use this weapon sparingly, since ammo for it is a 
    little scarce.
    
    **************
    CUSTOM HANDGUN
    **************
    CLIP SIZE - 15
    FIRE RATE - very fast
    AMMO ITEM - Handgun Ammo
    AMMO FREQUENCY - common
    POWER - below average
    LOCATION - PART 2/Created after you mix the Handgun Parts from the Combat 
    Area in the basement with a Handgun.
    
    This weapon is almost exactly the same as an ordinary Handgun.  However, it 
    can fire slightly faster, and it has a better chance of getting headshots 
    than an ordinary Handgun.
    
    ******
    MAGNUM
    ******
    CLIP SIZE - 8
    FIRE RATE - somewhat slow
    AMMO ITEM - Magnum Ammo
    AMMO FREQUENCY - rare
    POWER - high
    LOCATION - PART 3/In a dead body's grasp in the Cable Car.
    
    Not only is this weapon ridiculously powerful, it's small enough that it 
    only needs one item slot!  It only takes one shot to kill just about any 
    non-boss enemy.  It's also got the accuracy of a Handgun.  However, ammo for 
    this gun is VERY rare.  Only use it on bosses, and maybe a hunter on 
    occasion.
    
    **************
    SUBMACHINE GUN
    **************
    CLIP SIZE - 100%
    FIRE RATE - very high
    AMMO ITEM - Machinegun Ammo
    AMMO FREQUENCY - very rare
    POWER - below average
    LOCATION - SPECIAL/in Leech Hunter minigame, or unlocked for the regular 
    game after getting an A rank in the regular game.  It will be in Billy's 
    inventory at the start of the game.
    
    This weapon throws out a lot of lead over a very short time.  Because it has 
    rapid fire, you can hold up enemies with the bullets so that they can't get 
    to you.  However, each individual bullet isn't very strong, so you will have 
    to use multiple shots to kill enemies.
    
    ***************
    MAGNUM REVOLVER
    ***************
    CLIP SIZE - 5
    FIRE RATE - somewhat fast
    AMMO ITEM - Magnum Ammo
    AMMO FREQUENCY - very rare
    POWER - very high
    LOCATION - SPECIAL/In Room 202 on the train after getting a B in the Leech 
    Hunter minigame.
    
    This is a much more powerful version of the first Magnum.  It also is small 
    enough to only need one item slot.  However, Magnum Ammo's extremely rare, 
    so you probably won't get to play with this gun very much until you unlock 
    infinite ammo.
    
    ***************
    ROCKET LAUNCHER
    ***************
    CLIP SIZE - limitless
    FIRE RATE - slow
    AMMO ITEM - none
    AMMO FREQUENCY - what the gun's loaded with
    POWER - very, very high
    LOCATION - SPECIAL/Unlocked after getting an S rank in the regular game.  It 
    will be in Rebecca's inventory at the start of the game.
    
    This is the most powerful weapon in the game.  One shot will kill almost 
    anything.  You'll usually get instant headshots on zombies whenever you use 
    this gun.  There's a long time lag between shots though, so make sure not to 
    miss.  Also, since the rockets travel a little slow, it's tricky to use on 
    fast enemies.
    
    -----------------------------------------------------------------------
    #######################################################################
    -----------------------------------------------------------------------
    
    7:  ENEMIES SECTION
    
    *******
    ZOMBIES
    *******
    DIFFICULTY - Easy-Hard (depends upon situation)
    Of course the ol' zombie had to be in this game.  They are nowhere near as 
    hard to kill as they were in the REmake.  They will simply try to get up to 
    you so they can bite you.  They also have an acid spit, but it's easy to 
    dodge as long as you keep running.
    
    There are also crawling and sleeping zombies in this game.  Crawling zombies 
    will crawl across the floor to get to you.  If they manage to grab your 
    foot, they'll chomp on it awhile before your character stomps their head to 
    pieces.  This will kill the zombie, but it will cost you some health.  The 
    sleepers are basically the same as the crawlers, but they don't move and 
    pretend to be dead.  You can tell if it's really alive though because a 
    sleeper's head will move to watch you.  Usually, standing zombies will fall 
    once before they really die.  Make sure you check to see if they're really 
    dead by pressing the R BUTTON, or by looking for a blood pool.
    
    Any weapon is good for putting them down, since they move very slowly.  The 
    most economical gun for taking them out with would be the Handguns.  Several 
    shots or so can drop them.  Handguns also have the random chance of getting 
    a headshot.  Headshots can kill zombies with one hit.  They're very rare 
    though, so don't count on getting one when you need it.  The Custom Handgun 
    has a slightly better chance of getting headshots.  You can also kill 
    zombies in one shot with the Shotgun.  Aim it up at their head when they get 
    close, and fire.  This will blow their head off most of the time.  Fire 
    before they lunge at you though.  Usually the headshot won't work if they're 
    in the lunging animation.  If the zombie you're attacking has been floored, 
    use the Knife if you have it to save ammo.
    
    ****
    DOGS
    ****
    DIFFICULTY - Easy
    WHO LET THE DOGS OUT?...urgh, I hate that song.  Anyway, since someone let 
    them out, you'll have to deal with them.  They are extremely fast and can be 
    upon you in seconds.  They can chomp on your arm to slow you down a lot.  
    They also always travel in twos, but for some strage reason you only see 
    them in the whole game.
    
    Unfortunately, they have a big weakness that you can exploit to make them 
    mostly harmless.  They are very weak to even Handgun Ammo.  One shot will 
    knock them down.  The dog will fall to the floor, where you can easily shoot 
    it over and over on the ground until it dies.  Make sure you keep the dogs 
    on one side of you.
    
    *************
    LEECH ZOMBIES
    *************
    DIFFICULTY - Hard
    A leech zombie basically looks like a giant walking lump of boogers, as 
    somebody I heard put it once.  The way they walk looks incredibly funny as 
    well, and so does their theme music.  I don't know about you, but these 
    three features make them too funny for me to take them seriously.  Anyway, 
    despite how funny they look, they are dangerous.
    
    When you first see a leech zombie, it will usually be in a human-like form 
    that walks slowly.  They might try to hit you, but this is a rare occurence. 
      You cannot kill them when they are like this, but you can inflict damage 
    on them until they're at next to zero health.
    
    When one sees you though, it will transform into a more rubbery form.  After 
    the leech zombie transforms, it will start running after you.  It can either 
    slap you with its rubbery limbs from afar, or it can grab you up close and 
    "bite" you like a normal zombie.  As you shoot at the leech zombie, you may 
    notice it falls apart from the shots.  When you have destroyed all of its 
    body except for the legs, the legs will run up to you and they'll start 
    swelling.  Get away from the swelling legs, because they will explode in a 
    moment and they'll heavily damage you.
    
    These guys are really annoying, since they take a ridiculous amount of 
    bullets to kill.  However, they're very weak to fire.  Three Molotov 
    Cocktails or a few Napalm Grenades will destroy a leech zombie.  If you set 
    them on fire, they also will just fall to pieces on the floor rather than 
    going for a kamikaze explosion.  The leech zombie is also just about the 
    only enemy that the Molotov Cocktails are good on.
    
    *******
    LEECHES
    *******
    DIFFICULTY - Super Easy
    These little leeches infest some rooms.  Sometimes they'll try to climb up 
    your body to attack you, but sometimes they won't even move at all.  They 
    also appear if you don't use fire weapons to kill leech zombies.  Just run 
    away and don't waste your ammo on them.  You can easily step on them to kill 
    them anyway.
    
    *******
    ROACHES
    *******
    DIFFICULTY - Medium
    Umbrella's got a serious bug problem.  They really need to hire an 
    exterminator.  Anyway, these guys will try to run up to you and hit you.  
    They can also jump on you and pin you to the floor.
    
    If you've got a Handgun and lots of room, you can easily kill them.  Roaches 
    pause when they're hit by Handgun Ammo, so you can keep shooting them over 
    and over so that they won't be able to get to you.  If you're in a tight 
    spot, you'll definitley want a bigger gun like the Shotgun.
    
    *****
    CROWS
    *****
    DIFFICULTY - Easy
    As long as you don't fire a weapon or get too close, they might not attack.  
    If you are stupid enough to fire a gun and alert them, then I suggest you 
    run out of there because it's difficult to hit them as they flutter about.  
    One shot from anything will kill them.  All they do really is peck at your 
    head.
    
    *******
    SPIDERS
    *******
    DIFFICULTY - Medium
    The spiders have been beefed up from the REmake.  They're actually a threat 
    now.  They can cling to walls and ceilings, which means they can spring 
    ambushes from above.  Basically, they'll run up to you, and try to bite you. 
      They can also spit poison.  This poison spit is a little easy to dodge if 
    you keep running though.  Make sure you've got a Shotgun or something ready 
    for them.
    
    *******
    BABOONS
    *******
    DIFFICULTY - Hard
    These enemies are extremely annoying.  They can run up to you in a flash, 
    and they can hack at you with their claws.  They can also hop on your back 
    and give you a nasty hacking while you try to throw them off.  Since they 
    are primates, they are also agile creatures.  They can hop for quite a 
    distance.  Also, for being so small, these little buggers can take a lot of 
    damage.  It takes up to three Shotgun Shells to kill one of them.
    
    *******
    HUNTERS
    *******
    DIFFICULTY - Hard
    These guys are the elite bioweapons of the game, behind leech zombies.  They 
    can outrun you, they can survive a lot of damage, and they can drain your 
    health completely in mere seconds.  The attack they usually use is to stand 
    right next to you and slash at you with their large claws.  They also do 
    this annoying jump slash high into the air.  It creates a lot of confusion 
    when they jump over you, and it can also cause a lot of damage if it 
    connects.  One new ability they have is to pin you to the ground.  If you 
    have low health, they'll cut your head off after they've pinned you down.
    
    *******
    LURKERS
    *******
    DIFFICULTY - Medium
    These are giant frogs that sometimes jump out of the water when you pass by 
    pools.  They have very long tounges.  If one manages to catch you with its 
    tounge, quickly break loose before it can swallow you.
    
    -----------------------------------------------------------------------
    #######################################################################
    -----------------------------------------------------------------------
    
    8: FILE TRANSCRIPTS
    
    ***************************************************************************
    8A - FILE 1
    ***************************************************************************
    
    =====================================
    PLAYER'S MANUAL 1
    =====================================
    LOCATION: PART 1/In your inventory at the start of the game.
    
                                 Player's Manual 1
    
    = Note that button names may differ depending on the controller type 
    selected.
    
                                View Status Screen
    
    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 Button.
    
    = The following information is available on the Item List
    - Left items
    - Location 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 wasit-high surfaces.  (You can also climb 
    onto moveable 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 towards the nearest enemy with the currently 
    equipped weapon).
    
                                   Attacking
    
    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.
    
    =====================================
    PLAYER'S MANUAL 2
    =====================================
    LOCATION: PART 1/Added to your inventory after you defeat the leech zombie 
    in the Restaurant.
    
                                Player's Manual 2
    
                               Character Switching
    
    = Note that button names may differ depending on the controller type 
    selected.
    
                               Character Switching
    
    A system taht 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 called 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 the 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
    
    Rebecca, a member of the 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
    
    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 Character will die if they take too much damage.  
    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.
    
    =====================================
    COURT ORDER FOR TRANSPORTATION
    =====================================
    LOCATION: PART 1/In your inventory at the start of the game.
    
                   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 
    the 0703 rd Military Tribunal.  Sentenced to be carried out upon arrival.
    
                                     Samuel Regan,
                                       Commander,
                                  Dunell Marine Base
    
    =====================================
    HOOKSHOT OPERATOR'S MANUAL
    =====================================
    LOCATION: PART 1/Obtained after finding the Hookshot on the Rear Deck.
    
                            Hookshot Operator's Manual
    
                                     -WARNING-
    
    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.
    
                                   Instructions
    
    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 80 kg.
    
    =====================================
    INVESTIGATION ORDERS
    =====================================
    LOCATION: PART 1/Found on a bed in Room 201.
    
                              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 .
    
    Now, w  are conductiong a preliminary           tudy into the re-opening of 
    the faci ities.  First Investigation Unit is alre dy on-site and opening th 
    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).
    
    =====================================
    NOTICE TO SUPERVISORS
    =====================================
    LOCATION: PART 1/Found on a table near the stairs in the Dining Car Kitchen.
    
                            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
    
    =====================================
    PASSENGER'S DIARY
    =====================================
    LOCATION: PART 1/On the desk chair in Room 202.
    
                             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.  Probematically, one of 
    those areas is the head carpace.
    
    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 research.
    
                                 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.
    
    =====================================
    BRAKE OPERATION MANUAL
    =====================================
    LOCATION: PART 1/Automatically obtained after entering the Cockpit.
    
                           Brake Operation Manual
    
    Using the Brake control.  The following three 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 Rear Deck Code.
    
    Enter the code for the rear deck unit to release the 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 the lock.
    
    Upom completion of these three steps the manual brakes will be available for 
    use.
    
    =====================================
    NOTE FROM CONDUCTOR
    =====================================
    LOCATION: PART 1/In the papers near the desk in the Conductor's Office.
    
                             Note from Conductor
    
    The key card for the Driver's Compartment is in my bag as always.  But I 
    need the otehr 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.
    
    =====================================
    REGULATIONS FOR TRAINEES
    =====================================
    LOCATION: PART 2/On a desk in the Auditorium.
    
                           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 Corporation.  We look forward to the development of your leadership 
    qualities.
    
                        Training facility Guidelines
    
                       Discipline.  Obedience.  Unity.
    
    These three words are the basic principles which govern Umbrella Corporation 
    employees, and are to be considered the Law of this facility.  Keep these 
    words in mind at all times.  Devote yourself to your training, and bring 
    honor to yourselves and the corporation.
    
                                James Marcus
                                  Director,
             Umbrella Corporation Management Training Facility.
    
    ***************************************************************************
    8B - FILE 2
    ***************************************************************************
    =====================================
    NOTICE TO ALL STAFF
    =====================================
    LOCATION: PART 2/on the coffee table in the Living Room.
    
                              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 
    locations:
    
    1F W Operations Control Room
    2F SE Meeting Room
    
    The entry code shall be
    
    "8:15"
    
    Thank you.
    
    =====================================
    MARCUS' DIARY 1
    =====================================
    LOCATION: PART 2/in the secret compartment with the Book of Evil in the 
    Chess Office.
    
                             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 "Progenitor".  He can do what he likes...
    
                              August 19th
    
    Spencer keeps asking me to be the director of his new Training facility.  
    Maybe it's because of the business, but he's becoming intolerably pushy.
    
    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 research.  
    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 base.  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 rodents. 
      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 everything...
    
                             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 again found evidence of tampering around the entrance to the labs.  
    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 leeches, of course.  But 
    Spencer...  It wouldn't end there, would it?
    
    I will announce "t" at the next directors meeting, and collect my just 
    rewards...
    
    =====================================
    ASSISTANT DIRECTOR'S DIARY
    =====================================
    LOCATION: PART 2/On a desk in the Moose Office.
    
                         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 both of them...
    
                                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 research.
    
    Well, whatever.  Orders are orders.  I'm going to have them tearing at each 
    other's throats.
    
    =====================================
    ABOUT THE POWER REGULATOR
    =====================================
    LOCATION: PART 2/On the ground near the door in the Torture Chamber.
    
                          About the Power Regulator
    
    Due to the recent lightning strike, the power regulator continues to be 
    inoperative.  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.
    
    =====================================
    A VERSE OF POETRY
    =====================================
    LOCATION: PART 2/On the table in the 2nd Floor Meeting Room.
    
                            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.
    
    =====================================
    MANAGEMENT TRAINEE'S DIARY
    =====================================
    LOCATION: PART 2/On the table in the Prison Bunks 2 room.
    
                         Management Trainee's Diary
    
    What is it that Director Marcus is researching all the time?  And what's 
    with his wierd 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 a fever.
    
    Again today...
    
    There were those horrible moans.  Beyond that door.  "Let sleeping dogs..."  
    No way I'l go near them.  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
    Hungry...
    
    Help
    
                                       Mom.
    
    =====================================
    MICROFILM IMAGE
    =====================================
    LOCATION: PART 2/Obtained after viewing the two Microfilms in the 1st Floor 
    Meeting Room.
    
                                    (stage)
    
                                 [0][1] [2][3]
                                 [4][5] [6][7]
                                 [8][9] [A][B]
                                 [C][D] [E][F]
    
                                Microfilm Image
    
    An image resulting from overlaying microfilms A and B
    
    Numbers appear on the seats of the conference room.
    
    =====================================
    INMATES LIST
    =====================================
    LOCATION: PART 2/On a desk in the Basement Office.
    
                      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).
    
    =====================================
    1ST INVESTIGATION UNIT NOTES
    =====================================
    LOCATION: PART 2/On a bed in the Infirmary.
    
                       First Investigation Unit Notes
    
    We are searching the facilities, and it looks like a lot of the chemicals 
    survived.  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 new 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
    
    =====================================
    MARCUS' DIARY 2
    =====================================
    LOCATION: PART 3/On a desk in the Reference Room.
    
                                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 place.
    
    "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...
    
    ***************************************************************************
    8C - FILE 3
    ***************************************************************************
    =====================================
    OLD PHOTOGRAPH
    =====================================
    LOCATION: PART 3/On a shelf in Marcus' Office.
    
                 (picture of Marcus at his school graduation)
    
          (There's somethign written on the back of the photograph).
    
    To James,
    To Commemorate your Graduation, 1939
    
    =====================================
    INVESTIGATOR'S REPORT
    =====================================
    LOCATION: PART 3/near the operating table with the "thing" on it.
    
                             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. Marcus...
    ..well, not here exactly, but underground.  When we ventured below, we 
    understood...
    
    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 secrets 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).
    
    =====================================
    LEECH GROWTH RECORDS
    =====================================
    LOCATION: PART 3/On a table in the Gas Chamber Room.
    
                            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.  Spawnin 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 exceedingly 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 30nd, 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 worth of commemoration.  Today they begin to mimic me!  Surely they 
    recognize their father...  Wonderful children.  No one will take you away...
    
    =====================================
    LABORATORY MANAGER'S DIARY
    =====================================
    LOCATION: PART 3/In a chair in the Leech Storage Room.
    
                          Laboratory Manager's Diary
    
    Today, under Director Marcus' orders, I changed the platform entry code.  
    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?
    
    =====================================
    B.O.W. REPORT
    =====================================
    LOCATION: PART 3/On a pile of cages in the Breeding Room.
    
                                 B.O.W. Report
    
    Research to date has shown that when the Progenitor virus is administered 
    into 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:
    
                                    Insecta
    
    Perhaps because these ancient animals have been genetically stable for 
    millenia, when administered with the progenitor virus they exhibited only 
    explosive, high-energy growth and increased aggressiveness.  It is extremely 
    difficult to envision using them as a B.O.W..
    
                                    Amphibia
    
    Injecting a frog with the virus resulted in an increase in leaping growth 
    and abnormal tounge 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.
    
                                    Mammalia
    
    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 ability).  However, 
    they were unsatisfactory as weapons.
    
    It does seem that no progress can be made without making humans as the base 
    organism.
    
    =====================================
    ABOUT BATTERY FLUID
    =====================================
    LOCATION: PART 4/On a bed in the Lodgings.
    
                              About Battery Fluid
    
                                 Battery Fluid
    
    The fluid used in batteries is a diluted solution of mixed water and 
    sulfuric acid.  Both must be of a 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 purity.
    
    =====================================
    INVESTIGATOR'S REPORT 2
    =====================================
    LOCATION: PART 4/On a corpse in the Upper Pipe Room.
    
                           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 this?  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 descision I have to make.
    
    =====================================
    TREATEMENT PLANT MANAGER'S DIARY
    =====================================
    LOCATION: PART 4/In a box in the Gondola Room, near the Shotgun Ammo.
    
                      Treatment Plant Manager's Diary
    
    5/10
    Damn it!  Why is it normal industrial waste being delivered here?  This is 
    an 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?
    
    7/24
    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.
    
    =====================================
    GATE OPERATION MANUAL
    =====================================
    LOCATION: PART 4/Automatically obtained after defeating the Leech Queen in 
    the first round in the Heliport.
    
                             Gate Operation Manual
    
    To open the Heliport in case of emergency, follow the procedures below:
    
                              Removing the lock:
    
    There are four locking mechanisms in the room which must be activated in 
    this order:
    
    1. Southwest side
    2. Northwest side
    3. Southeast side
    4. West side
    
    Turn each of the mechanisms' handles to unlock the gate.
    
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    9:  SECRETS SECTION
    
    I give credit to www.gamefaqs.com for this information.
    
    END GAME REWARDS
    ================
    At the end of the game, you'll get a rank.  This rank is determined by how 
    long it took you to finish the game.  The lower the time, the better the 
    ranking you'll get.  There are no other variables that can affect your rank. 
      These are the rewards you get based on rank:
    
    B-E = (over 5 hours): Leech Hunter minigame and Closet Key
    
    A = (between 3 hours, 30 minutes and 5 hours): Submachine Gun, Leech Hunter 
    minigame, and Closet Key
    
    S = (under 3 hours, 30 minutes): Rocket Launcher, Submachine Gun, Leech 
    Hunter minigame, and Closet Key
    
    (NOTE: You can only unlock the Closet Key and Leech Hunter if you're playing 
    on Easy.  If you want the Submachine Gun and the Rocket Launcher, you'll 
    have to play on Normal or Hard.)
    
    The Closet Key will allow you to unlock a closet in Room 101 on the train, 
    where you can get the characters' special costumes.  It will be in Rebecca's 
    inventory at the start of the game.  Rebecca gets the Cowgirl costume from 
    Resident Evil on Gamecube as well as a skimpy Leather outfit.  Billy gets a 
    blue Jacket costume.
    
    You can play Leech Hunter by loading the file you completed the game with, 
    and then clicking on the Extra option that appears.
    
    When unlocked, the Rocket Launcher will be in Rebecca's inventory at the 
    start of the game, and the Submachine Gun will be in Billy's inventory at 
    the start of the game.
    
    LEECH HUNTER REWARDS
    ====================
    At the end of the Leech Hunter minigame, you'll get a rank.  This rank is 
    determined by how many leeches you found during the course of the game.  The 
    more leeches you have, the better the ranking you'll get.  There are no 
    other variables that can affect your rank.  These are the rewards you get 
    based on rank:
    
    E = 0-29 leeches: Submachine Gun bullets in Rebecca's inventory at the start 
    of the regular game
    
    D = 30-59 leeches: infinite ammo for Handguns
    
    C = 60-89 leeches: infinite ammo for Hunting Gun
    
    B = 90-99 leeches: Magnum Revolver in Room 202 on the train in the regular 
    game
    
    A = 100 leeches: infinite ammo for all weapons
    
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    10:  E-MAIL POLICY
    
    ***************************************************************************
    Please DO:
    ***************************************************************************
    
    - put the name of the game in the subject title and/or in the message
    itself.  It's VERY IMPORTANT the name of the game is in the subject.  I have
    numerous spam filters set up to catch certain messages.  If you only put in
    the game's title in the subject, the message has a much better chance of 
    getting through.  Not only that, I will know what game you're talking about. 
      I've got more guides out there than just this one, so it's critical I know 
    what game you need help on.
    
    - read the guide BEFORE you send an email.  At least read the sections that 
    could probably answer your question.  Use Ctrl + F to help you seek out 
    specific items.  This goes for you contributors as well.  Sometimes people 
    have contributed things that have already been posted in this guide.
    
    - use proper spelling and grammar.  Don't write something like: "hym an dou
    ha vecodez furt his game."  You may not think it's a big deal, but I
    appreciate it when somebody takes the time to type out a message correctly.
    
    - send a message in English.  English is the only language I can effectively
    communicate with.  I know a little Spanish, and a handful of random words
    from other languages, but that's about as far as my knowledge of foreign
    languages goes.
    
    ***************************************************************************
    Please DO NOT:
    ***************************************************************************
    
    - send emails in excess of 100KB without prior warning.  Klez virus
    emails have been pouring into my email accounts every day.  Since the emails
    always exceed 100KB, I delete them the moment I see them.  If you send some
    large attachment, then there's a very good chance I'll delete the message
    right away without looking at it.
    
    - ask me to send you a copy of my guide.  If you want a copy of my guide,
    just go to an address where it's being displayed, click "File" on top of
    your screen, and then click "Save As."
    
    - send several messages at once.  It's okay if you accidentally hit the send
    button twice or something, but please don't spam my inbox with three or more 
    messages at the same time.  Put everything that you want to talk about in 
    one email.
    
    EMAIL
    ===========================
    minesweeper2(at)hotmail(dot)com
    
    (Replace "(at)" with "@", and "(dot)" with ".")
    
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    11:  THANKS...
    
    - to everybody who encouraged me to write this guide, especially CVXFREAK.
    - to Capcom for producing the Resident Evil series.
    - to all the sites for hosting this document, especially www.gamefaqs.com.
    
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    12:  COPYRIGHT
    
    This document is the intellectual property of Nathan Norris.  This document
    is only for private use.  You may save it to your hard drive, and print it
    out without permission.  What you may NOT do without permission is post it
    on a website (for profitable or non-profitable reasons).  This document may
    not be sold or bought for any reason.  It must be accessible free of charge
    on any website it is displayed on.  Only these sites have permission to use
    my guides:
    
    www.gamefaqs.com
    www.neoseeker.com
    www.gameadvice.com
    www.faqs.ign.com
    
    If you find this guide on some other site, and it is incomplete, go to
    www.gamefaqs.com. before requesting help from me.  www.gamefaqs.com is the
    first place I send every piece of my work, so they are sure to have the most
    up-to-date version of my guides.
    
    WWW.CHEATCC.COM IS FORBIDDEN FROM HOSTING THIS DOCUMENT UNDER ANY
    CIRCUMSTANCES.
    
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