____  ____  ___  ____  ____   ____  _  _  ____
             (  _ \( ___)/ __)(_  _)(  _ \ ( ___)( \( )(_  _)
             (    / )__) \__ \ _)(_  )(_) ) )__)  )  (   )(
             (_)\_)(____)(___/(____)(____/ (____)(_)\_) (__)
                         ____  _  _  ____  __
                        ( ___)( \/ )(_  _)(  )
                         )__)  \  /  _)(_  )(__
                        (____)  \/  (____)(____)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              Resident Evil
                             FAQ/Walkthrough

                               Version 1.0

          By: Admodieus (John Misczak) and JTrost (Jarred Trost)
                   john@nintensity.com, jtrost@Route24.net

     This guide is property of the Nintensity (http://www.nintensity.com).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Table of Contents
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1) Version History
2) Introduction
3) Story
4) Controls
5) Characters
6) Game Overview/FAQ
7) Walkthrough
8) Weapons/Items
9) Bosses
10) Puzzles
11) Secrets/Codes
12) Copyright/Contact Information
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
1) Introduction
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Resident Evil, known as Biohazard in Japan, is the game that set a standard for
all survival/horror games. Sure, Alone in the Dark created the genre, but it
wasn't until Resident Evil that many gamers thought it was worth fighting with
the controls and camera angles. That being said, the original Resident Evil
featured two playable characters, Chris Redfield and Jill Valentine, each with
a slightly different quest and weapons. After that, Capcom went on to make
Resident Evil 2, Resident Evil 3: Nemesis, and Resident Evil: Code Veronica.
After these, Capcom pledged RE exclusive to GameCube, save Resident Evil
Online, which will grace the PS2. To start off their slew of RE remakes, Capcom
decided to graphically update the first Resident Evil. However, in the process,
they changed the mansion around, and now the game is 70% new. Capcom also plans
to release their all new game, Resident Evil 0 featuring Rebecca Chambers and a
ex-Navy Seal this fall along with the remake of Resident Evil 2.


So where does this lead us? One hell of a GameCube game. It graphically beats
every GameCube game thus far, plus it brings a more mature game to the system,
along with great gameplay. Needless to say, this is the perfect example of what
a GameCube can and should be. Even though you may find the controls quirky, set
it to the third control setting - analog support ;). Even with odd camera
angles true to the survival/horror series, Resident Evil will scare you
shitless - like it did to us.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2) Version History
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Version 1.1
-------------

A small error in Jill's guide was fixed with the Grenade Launcher as well as
some spacing issues in the extensive item section.


Version 1.0
--------------

It's finally complete! Complete walkthroughs for both characters (fully
in-depth, too) and all other sections are complete. ENJOY!


Version 0.5
--------------
The walkthrough for Chris is now up to the Residence. I have gotten a bunch of
emails about Jill's walkthrough - don't worry. We'll finish that up very
shortly. Also added is the infamous G. Launcher code for Jill in the secrets
section. I'm real sorry about not replying to email - a bunch of stuff got
deleted due to Klez, so send it again. Also, thanks for your compliments about
being the most informative guide out there.

Version 0.4
--------------

Added Puzzles and Bosses section, updated items section and updated both
character's walkthroughs. Enjoy!

Version 0.3
--------------

Story, Items, Secrets, Controls, and Character sections are complete. The
walkthrough for Jill and Chris are started, but not even halfway complete yet.
All that's left to come is the COMPLETE walkthrough.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3) Story
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A spokesperson at the Raccoon City Police Department reported that an
investigation helicopter of the special task force, S.T.A.R.S. Bravo Team, is
missing.

According to the announcement from the Raccoon City Police Department, the team
was sent in to investigate the Arklay Mountain and Raccoon Forest area, where a
number of people have been reported missing.  Contact with the team has been
lost since the last communication before dawn.

The Raccoon City Police Department suspects the team has been involved in some
trouble.  Now it will send the S.T.A.R.S. Alpha Team to investigate and collect
information from witnesses.

Recently there have been a number of bizarre murders reported near Raccoon
City.  This incident is likely to make Raccoon City residents feel even more
uneasy.

The special task force S.T.A.R.S. (Special Tactics and Rescue Service) was
founded in 1996 under control of the Raccoon City Police Department to
counteract increasing city terrorism and other crimes.
--------------------------------------------------------------------------

To tie this in with the Resident Evil storyline, this is needed:

Resident Evil(remake or not) is currently the first game in the series.
Resident Evil 0, due to release in Fall 2002, will be a prequel and explain
what happened to the Bravo team and how Rebecca became mixed up in the Umbrella
mess and how she survived.

Resident Evil 2 takes place in Racoon City, with Claire Redfield and Leon, a
new RPD recruit, taking on the T-Virus spread throughout the city. Furthmore,
the game sets up the plot for Resident Evil 3: Nemesis, in which Jill returns
with a new male character named Carlos. It takes place during RE2, so at some
points they seem to intersect. In the game, Jill gets a vaccine to become
immune from the T-Virus. This and the currently last game in the series, Code
Veronica, sets up the plot for the highly awaited Resident Evil 4.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4) Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=======================================================================
Control Set-Up A
=======================================================================

D-Pad
------------
Up Moves Forward
Down Moves Backward
Right rotates right
Left rotates left


Analog Stick
-------------
Rotate in the direction pressed


A Button
--------------
Confirms Menu Selections
Examines items/action button
Fires weapon while weapon is readied


B Button
--------------
Cancels Menu Selections
Makes character run


X Button
--------------
Not Used


Y Button
--------------
Displays subscreen/inventory


Z Button
--------------
Displays map of current area/building


R Button
-------------
Readies weapon to fire


L Button
-------------
Switches targets while weapon is readied
Uses Defense Item (if set to Manual)


C-Stick
-------------
Does an 180 degree turn

=======================================================================
Control Set-Up B
=======================================================================

D-Pad
------------
Rotate in direction pressed

Analog Stick
-------------
Rotate in the direction pressed


A Button
--------------
Walks forward


B Button
--------------
Walks backwards


X Button
--------------
Not Used


Y Button
--------------
Confirms Menu Selections
Examines items/action button
Fires weapon while weapon is readied


Z Button
--------------
Displays map of area/building


R Button
-------------
Readies weapon to fire


L Button
-------------
Switches targets while weapon is readied
Uses Defense Item (if set to Manual)


C-Stick
-------------
Does an 180 degree turn


Start Button
-------------
Displays subscreen/inventory


=======================================================================
Control Set-Up C
=======================================================================

D-Pad
------------
Rotates in direction pressed


Analog Stick
-------------
Rotate in the direction pressed
Down moves backward

A Button
--------------
Confirms Menu Selections
Examines items/action button
Fires weapon while weapon is readied


B Button
--------------
Cancels Menu Selections


X Button
--------------
Displays subscreen/inventory


Y Button
--------------
Displays map of area/building


Z Button
--------------
Not Used


R Button
-------------
When slightly clicked, walks
When fully clicked, runs


L Button
-------------
Readies weapon to fire


C-Stick
-------------
Does an 180 degree turn



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5) Characters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


==========================
Chris Redfield
==========================

Chris Redfield is a outstanding member of the S.T.A.R.S. Alpha Team. Not too
educated in formulas and puzzle-solving, Chris is all about using firepower to
solve problems. Only having six item slots and no lock pick, you may find
yourself trekking back to item boxes more often with Chris.

Chris meets up with Rebecca Chambers, Albert Wesker and Jill Valentine in
Resident Evil, but comes into no contact with Barry in his quest.


==========================
Jill Valentine
==========================

Jill Valentine isn't really a shotting type of girl, but rather relies on her
puzzle skills. She took a couple chemistry courses and has mastered the piano.
Jill has eight item slots and carries a lock pick, which does not require her
to use Old Keys. Jill is the easier of the two characters in Resident Evil.

Jill meets Barry Burton, Albert Wesker and Chris Redfield in her quest, but
never sees Rebecca Chambers.


==========================
Barry Burton
==========================

Barry is a long-time S.T.A.R.S. veteran who carries a high-powered six-bullet
chamber magnum. Barry becomes a little shady as the game progresses, and it'll
take a while to learn what's going on. Barry has a change of heart at the end;
don't be too quick to judge him, or you might pay dearly. Barry loves his
family, namely his wife and two daughters, and will do anything to protect
them.


==========================
Rebecca Chambers
==========================

A member of the S.T.A.R.S. Bravo team, Rebecca is a nurse who likes to play the
piano in her off-time. You'll see her treat Richard if you save him in time and
you if you get bitten by Yawn the first time through. Rebecca is also a little
wimpy and can't handle herself, just like Jill, and may need some saving from
time to time. Do your best to protect and help her; it'll pay off in the long
run.


==========================
Albert Wesker
==========================

Albert Wesker is the captain of the S.T.A.R.S. Alpha team, and also a scientist
at Umbrella. What does this mean? You'll find out later in the game, as he
talks to Barry about certain things. Wesker is very proficient with a gun and
always wears dark shades-perhaps he's hiding something? Wesker helps out Chris
more than Jill, so don't expect much if you're playing with the fiesty female.


==========================
Brad Vickers
==========================

Brad is the helicopter pilot of Alpha Team, and, as you see in the opening
cinema, a real coward. He'll try to gain radio contact with the team throughout
the game, but all the ground team's radios are broken and can only receive
incoming signals. Brad helps you out in the end, and perhaps saves your life
besides getting you out of there alive.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6) Game Overview/FAQ
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Zombie Fighting
-----------------

Resident Evil is a survival/horro game, so you'll encounter many scary
creatures, such as zombies, mutant dogs, skinless gorillas, mutated plants,
snakes, sharks, and many more. Along the way, you can run from these creatures
which may cause problems later. Or you can stay and fight. Since ammo is
scarce, if you fight many zombies, you may want to take the non-gunfight way of
defeating most bosses. Zombies are quick easy to avoid due to their slow speed;
dogs, hunters, crimson heads, and sharks aren't so easy.


Defense Items
----------------

A new addition to the GameCube version of RE is defense items. When a zombie
grabs you, you can use these (if you previously picked up one) to get them off
of you. Jill and Chris both share the dagger, while the taser is exclusive to
Jill and the flash grenade to Chris. Use these wisely, and I recommend leaving
them set to Automatic so the computer can use them right away, then set them to
Manual later if you want to preserve them a bit. These are vital to fighting
crimson heads and sometimes even dogs.


This isn't Half-Life
----------------------

You will never find healing items, lots of ammo for every weapon, and defense
items in one room at one time in the game. Even though they're quite scarce in
HL, they don't exist in RE. You'll never get ammo for all your guns, health,
and defense items all in one, even when Barry/Wesker dump off some supplies at
the E Stairs save room. Also, enemies don't drop ammunition, so you'll have to
search every nook and cranny of every room to keep yourself equipped. Oh yeah,
no secruity guards (coughBarneycough) to sacrifice either.


Crimson Heads
------------------

Crimson Heads are annother new feature to this version of Resident Evil. After
a certain event, such as getting the Imitation of a Key, or after a certain
amount of time, a Crimson head will come back to life once you walk over it.
These now have improved speed and power, and will come flying at you. There are
two ways to avoid letting a zombie become a Crimson. The first is the harder.
Taking its head off will not allow the head to turn crimson, thus making it a
Crimson Head. You can take them off with a gun, pop a grenade in with Chris and
shoot it, or step on it in a cutscene with Jill. The second way is to burn the
zombie with either fire grenade shells or burning it with kerosene and the
lighter. Obviously, you're restricted to using kerosene as Chris since only
Jill gets the grenade launcher.


Healing Items
------------------

Stockpile healing items. The first time through, I had no clue how to open
first-aid boxes until I discovered how to at the final boss fight. When I
learned how, I had a collection of 20 healing items, such as mixed herbs and
first aid sprays. Use regular herbs when you can, and try to mix red and green
herbs to make a 100% healing item. First Aid Sprays act the same. Check the
Items/Weapons section for more.


Bosses
---------------

Most bosses have more than one way to kill them. Take, for example, the Neptune
Shark and Plant 42. You can fry the Neptune Shark by electricuting him through
water and a fuse box, or just fire away until he's dead. With Plant 42, you can
fire at his middle part until he kicks the bucket, or have Jill/Rebecca mix
V-JOLT then take it down to the plant's roots in Aqua Ring B1 and kill it from
the ground up. Explore different options, and try to conserve ammo as much as
possible, such as knifing the spider to death in the Catacombs.


Game Order
---------------

If it's your first time palying Resident Evil or even if you mastered the old
Playstation game, here is the preferred order to go through things to unlock
every single thing:

1)Jill on Easy
2)Chris on Easy
3)Jill on Normal
4)Jill on Normal(if you didn't unlock both Samurai Edge and RL first time)
5)Chris on Normal
6)Jill on Real Survival
7)Jill on Invisible Mode

And from there, you can do whatever you want. Keep in mind though that once you
complete the game on Normal with both Chris and Jill One Deadly Zombie mode is
activated next time you choose "Once again...". The only way to avoid this is
to choose Real Survival or Invisible mode, so be cautioned.


RUN!
---------

Quite possibly the best thing to do when you encounter a zombie in an open
space is just run by him. Unlike Crimson Heads, Hunters, Chimeras, and Dogs,
they are slow and have no long range projectiles. This will save you ammunition
for two zombies, since if you kill it, it would come back later as a Crimson
Head, and make you watse more ammo to put it back down. Hunters, dogs, Crimson
Heads and Chimeras are a different story, since they are both fast and strong,
not to mention hard to outrun without sustaining damage.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7) Walkthrough
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A note to all readers: Resident Evil is all about improvising. Not everything
will happen exactly like its written in this guide; for example, if you don't
get a headshot or burn a zombie earlier on, when the guide instructs you to
head back to, say, the Drug Room, you'll have to dispose of the Crimson Head
first. Improvise when necessary, but try to follow the guide as closely as
possible if you're truely stuck. Also, if you use the East Stairs door with the
crumbling doorknob too many times, you may have to go around using the hallway
where the dogs jump through the windows. Try to meet up at the point we talk
about in the guide, even though you had to use a little detour.


About This Guide
-------------------
    We're dedicated to bring you the most accurate andhelpful guide out there.
Therefore, we'll try to explain what to actually do in each room. If you're not
clear on something, please email or IM us and we'll gladly give you the answer.
However, please read the guide for your character before emailing. If it's
already answered in the guide, you shouldn't expect a reply.


=======================================================================
Jill Valentine Walkthrough
=======================================================================

Jill Valentine is the easier of the two characters in Resident Evil. She's
better than Chris at puzzles, can mix the chemicals to make V-JOLT, is able to
play the piano, and is decent at protecting herself. However, she needs Barry
to bail her out quite often, so if you're in trouble (First zombie encounter)
head to Barry and let him handle it. However, don't be too fond of Barry. If
you do, you'll find yourself heart-broken later in the game.


Starting Items:

Handgun
Survival Knife

--------------------------------------------------------------------

And it Begins
=-=-=-=-=-=-=
As you enter the mansion, only Wesker and Barry remain.  Chris is missing.
You'll end up searching the Dining Room on 1F with Barry.  Upon entering, Barry
will discover a fresh pool of blood.  As he examines this, you must go about an
investigation of your own.

Start by entering the door near the fireplace.  Once in this corridor, walk to
the left near the window.  Upon entering this area, a disgusting zombie eating
cut scene pops up on the screen.  Don't waste any bullets on this guy.  Simply
run back to Barry.  As you rush back into the Dining Room, Barry will take care
of the zombie.  He then decides to report this back to Wesker.  There are two
items you need in the Dining Room: the Wooden Emblem above the fireplace, and
the Ink Ribbon on the Dining Room table.  After collecting these, exit back
into the Main Hall.

Wesker is gone.  Search the Main Hall for him for a few minutes.
Unfortunately, your results will come back negative.  Wesker is missing, and
you and Barry must split up to find him.  Barry goes back to the Dining Room,
while you must search the room opposite the Dining Room door.

Once you enter the double doors, you will notice a glistening object inside the
stone statue.  Go over to the statue and push it the right just enough so that
you can slide into the room behind it.  Don't explore this room quite yet.
Instead, walk back into the main room, and from your current position you will
be able to push the dresser up against the statue.

Now hop onto the statue, and grab the object.  You will discover that it is a
map of the first floor.  Take it.  It will be useful.  Now go back to the room
that the dresser was previously covering.  Walk all the way to the back of it,
and grab the defense dagger.  Once you do this, a zombie will corner you.  Try
to escape without confronting him, but this may be impossible.  If the zombie
does try to attack you, simply use your defense dagger on him and run.  Don't
shoot him.

The Sword Key
=-=-=-=-=-=-=
Now go back out to the main room, then into the Main Hall, then into the Dining
Room (don't save, yet), then back into the room where you met the first zombie.
 The zombie that you met before will be in the hallway of this room, so avoid
that for now.  You will discover the mangled corpse of Kenneth once you're
here.  Examine his body and take the videotape.  Move on to the Raven Room.  In
this room, there are three objects, but you only need to grab two of them.
Beside the cage on the table is a Handgun Magazine.  This is quite useful.  Now
go beside the stairs to find two Green Herbs.  Only take one for now.

This is a good time to learn about item management.  Jill is able to hold only
eight items at a time, so you must be cautious what items you decide to pick
up.  Right now you should have six items in stock: Survival Knife, Handgun,
Handgun Magazine, Ink Ribbon, Herb, and Wooden Emblem.  That means you can only
carry two more items.

Throughout the game, you will find Item Chests, which will allow you to store
items.  These chests are universal; meaning you can put an item in one chest,
and take it out in another.  In the case we're in right now, we must loose one
item before our first item chest so that we can pick up all required items.
Lucky for us that we picked up that herb, which will probably be used before
the first item chest.

Now back to the game.  Run up the stairs in the Raven Room, and go into the
Upstairs Corridor.  There is one zombie in here, so you must be fast on your
feet.  You don't want to kill this guy yet because if you do he'll come back as
a Crimson Head and eat you alive if you're not ready for him.  Once you enter
the room, take the first right, and run as fast as you can to the end of the
corridor.  There are two items you have to pick up here.  The first one, the
Arrow, will be glistening, so pick it up.  The second one is another Handgun
Magazine.  Pick it up as well.  Lucky for you that the two Handgun Magazines
combine, so they only take up one slot.

Now access your item screen, and examine the Arrow.  You will discover that the
head can be removed.  So now you have the Arrowhead.  Run into the hallway
opposite the mirror, and go through the unlocked door.  You are now in the
upstairs Dining Room (2F).  Investigate the ledge near the door you just came
through to find another defense dagger.  Run around the opposite side, and you
will see a zombie.  Kill it.  This should take 5-10 bullets.  Do you see that
statue?  Do you see the hole in the railing?  It's time to break stuff.  Push
the statue in front of the hole in the railing, then push it down to Dining
Room 1F.  Something falls out.  We will collect that later.  For now, exit the
Dining Room 2F through the double doors.

Now you can finally see the massive upstairs hallway.  Too bad every door in
this hallway is locked.  But we're about to change that.  Run down the first
set of stairs, and look closely at the wall.  Do you notice an inconsistency?
There's a small notch on the wall.  That is the entrance to the Graveyard.
It's time to go tomb robbing!

Once outside, run down the stairs.  Then go to the left, and you should find
yourself in front of a large tomb.  Do you notice the arrowhead-shaped notch?
Do you have an arrowhead-shaped item?  You better.  Use the Arrowhead on the
arrowhead-shaped notch, and the tomb will open.  I hope you like stairs because
there are a lot of them here.

You are now inside the Machine Room.  To the left of the entrance are four
tombstones.  Examine each one.  One doesn't have eyes.  One doesn't have a
nose.  One doesn't have a mouth.  Once doesn't have eyes, a nose, or a mouth.
Take note of that.  Run over to the opposite side of the room, and grab the
glistening object.  It is the Book of Curse.  Take it and examine it.  It
contains the following text:

The four masks,
a mask that speaks no evil...
a mask that smells no evil...
a mask that sees no evil...
a mask that cannot speak, smell or see evil...
When all four fall into place, evil will awaken.

Examine the back of the book to find the Sword Key.  The Book of Curse will be
automatically discarded.

The Save Rooms
=-=-=-=-=-=-=-=
Now get your butt back upstairs because there's a mansion in there that isn't
going to explore itself.  Go to the closer door on the left side of the
hallway.  Use the Sword Key to unlock it.  Right now there is nothing important
in this hallway that you need.  There is the Wooden Mount, but you don't need
that quite yet.  Run through the U-Shaped corridor and go into the very last
door you see.  You need two items in this room: the Handgun Magazine (that will
be automatically combined with your other bullets), and a dog whistle.  Both of
these are found just to the left of the door by the chessboard.  Once you pick
up the whistle, you will discover a note underneath it.  Read it.  It tells you
where (2F Balcony) and how (blow it) to use it.  No time for that now, though.
Pick up the lighter while you're here.  We won't use that right now, but we'll
get into it later.

Walk over to the large desk on the other side of the room.  Go to the far
left-hand part of the desk, and search that area for another file.  Read it.
You will also discover a blank journal on the desk, but that's isn't important.
 Now we must find the East Stairs Save Room.  Throughout the game, you will
grow to love that room.

Walk out the opposite door you came in and run.  There will be a zombie right
by you that's hungry.  Run down the stairs.  Once on the first floor again,
you'll have to prove your agility by avoiding another zombie.  There is not
enough room to battle this one, but you will do it a little later.  Run to the
backside of this small room.  If you have already used the Green Herb we picked
up earlier, grab the other one across from the door.  If you have not used it,
then that's good news.  Leave the other Green Herb there.  Now enter the door.

We're finally here.  We're at the East Stairs Save Room.  In a minute, we'll
find the Medical Room, which will prove to be just as useful as this one, but
concentrate on this room for now.  Do you see that large bin in the back of the
room?  Go open it.  You will find goodies already in there.  Do the following:

1. Deposit the Whistle
2. Deposit the Green Herb (only if you didn't use the one from the Raven Room)
3. Deposit the Wooden Emblem
4. Deposit the Survival Knife
5. Take out the Handgun Magazine

Now go to the statue screen, and combine the two Handgun Magazines.  Now
collect the miscellaneous items located throughout the room.  Deposit them all.
 We will eventually use them, but not now.  Now do you see that Typewriter?  Go
over to it and save your game.  Then go deposit the Ink Ribbon.

Now it's time to go find the other room of salvation in this mansion.  Do you
remember where the Dining Room 2F is?  Well go back upstairs, into the room
where you got the whistle, back into the U-shaped corridor, into the hallway,
and through the double doors on the other side of the hallway.  Go unlock the
furthest door with the Sword Key.  Once inside, ignore all doors.  Simply find
the stairs, and go run down them.  Use a defense item on the zombie if you have
to.

Once you're downstairs on 1F again, run down the long hallway, and unlock the
door at the end of it on the right wall with your lock pick.  Once inside,
there are two items that you need a Fake Shotgun, and an Ink Ribbon.  The Fake
Shotgun is on the same wall as the door at the very end.  Grab it.  The Ink
Ribbon is in the desk drawer.  Take it.

Now head back to the stairs, but don't go up them.  Right beside the stairs is
the Medical Room.  Remember this place.  You will need to get here quickly a
little while later.  Go over to the typewriter and save your game.  Then go
over to the Item Chest and deposit your Ink Ribbon.   Before leaving this room,
you should have the following items:

1. Handgun
2. Handgun Magazine
3. Fake Shotgun
4. One Green Herb

The Shotgun
=-=-=-=-=-=
So far in the game, you have only used your Handgun.  And while it may be a
worthy weapon, it isn't exactly ideal for getting some of the bigger jobs done
in this game.  Next we'll be heading to the Shotgun Room where we will pick up
the Shotgun, and hopefully have a good 'ole zombie blastin' time!

Thus far in the game, we haven't killed any zombies.  That's because once a
zombie is dead it will come back to life... with a vengeance.  Once a zombie
arises from the dead, it becomes a Crimson Head, which you will learn more
about later in the lab.  Crimson Heads are quick zombies who don't go down very
easily.  There are only two ways to permanently kill a zombie.  Either you need
to incinerate it (which we'll do most of the time), or you must blow its head
off.  Blowing the head off is more of a luck thing, but it can be done,
especially with a shotgun.


Incineration
=-=-=-=-=-=
Enough talk already, let's shoot us then burn us some zombies.  Remember where
the East Stairwell is?  Head back up the stairs, into Dining Room 2F, into the
hallway, into the U-Shaped corridor, and then into the last room in the
hallway.  Once we're in the Eastern Corridor, go to the end of the hallway,
make a right, unlock the door at the end, discard the Sword Key, and head back
down to the Save Room.

Ah, the Save Room.  Doesn't this place feel so relaxing after all of that work
avoiding zombies?  Well now the game is going to get that much more fun.  Take
the Fuel Canteen out of the Item Box, and fill it up with kerosene using the
bottle next to the door.  Make sure you have your lighter with you as well.
Take out an Ink Ribbon while you're at it.  We'll want to save in the Dining
Room 1F.  You should currently have these items with you:

1. Handgun
2. Handgun Magazine
3. Fake Shotgun
4. Fuel Canteen
5. Lighter

Now head back out to the East Stairs room, and fire your Handgun at the zombie.
 Keep on firing until he goes down.  This is where a healthy thumb comes into
good use because you'll have to fire as rapidly as possible.  Use a defense
item if needed, but it probably isn't needed.  After the zombie is dead, go
over to the body and use the Fuel Canteen on it.  I bet melting zombie flesh
smells very refreshing.

Now remember that zombie at the top of the stairs?  Go scorch him as well, and
make sure you do it with a passion.  Now that those two guys are gone for good,
head back downstairs and into the East Stairs Save Room.  Refill your Fuel
Canteen and exit.  Go to the hallway off the East Stairs room, and go through
the door.  In the next room is another zombie.  Blow his head off, or if you're
not an expert marksman, resort to that good 'ole burning method.  Just make
sure you get rid of him one way or another.  Now make your way through the
double doors.

Now you'll be in another hallway (aren't you glad there aren't this many
hallway's in your house?).  Go through the first door you see.  It will be a
small square room.  Go into the next room.  Welcome to the Shotgun Room.  There
are three items in this room.  Go over to the coffee table and take the Ink
Ribbon and defense dagger.  Now head over to the Shotgun Holder, and take the
Shotgun.  Now put the Fake Shotgun on the Shotgun Holder.  You have yourself a
new gun.  Now exit back into the hallway.

Now head back to the East Stairs Save Room.  Deposit your Shotgun, the Fuel
Canteen (fill it up first), and your Lighter.  Yes, I know we worked hard to
get these items, but they will make themselves more useful in due time.  You
should now have these items:

1. Handgun
2. Handgun Magazine
3. Ink Ribbon
4. Herb (beginners might need this one, but it's optional)
5. Sword Key

The Grenade Launcher
=-=-=-=-=-=-=-=-=-=-=
Head back into the hallway that leads to the Shotgun Room.  There are many
twists and turns in this place.  The next door you should see is the Bathroom.
Ironically enough, it's the only bathroom in the whole mansion.  With all of
the people who worked and lived there, think how annoying it would be if the
toilet ever got backed up.  Anyway, drain the water out of the bath.  A zombie
is inside, but Jill steps on its head.  She then runs over to the toilet where
she lets out a nice barf.  However, she doesn't flush.  I'm sure the bathroom
will smell yummy after a while.  Examine the bathtub to find a defense dagger.
Grab it and go back into the Hallway.

There are two doors left in the hallway to be explored.  Forget the one
opposite of where you are standing when you exit the bathroom (it leads to the
Patio), and go through the other, unlocked door.  I hope you like running
because you'll be doing a lot of it in this next corridor.  Two dogs will jump
through the windows, and will want to attack you.  You have no time for them
now, so just run away and use the Sword Key to get to the next room.

Remember this room?  It's where you got the map.  Exit through the double doors
into the Main Hall.  Here you will see Barry.  Being the nice guy he is (for
now, anyway), he gives you some acid rounds.  How nice of him.  Now all we need
is the grenade launcher itself.

There is one door that you have not entered yet in the upstairs hallway.  Go
enter it and make sure you have your shotgun with a few bullets.  Run outside
on this balcony and you will eventually come upon an old Bravo Team member,
Forrest.  He's dead, and will soon become a zombie.  The Grenade Launcher is
also here, so pick it up, but don't use it quite yet.  Go further onto the
balcony and you will see some herbs.  No time for those now!  Forrest just woke
up and he wants a piece of Jill (then again, don't all of us want her ;) ). 
Shoot him with the shotgun or handgun, and heal yourself according to the
amount of damage you received.

Go back into the Dining Room and then into hallway off the Dining Room.  Use
your new
Grenade Launcher to toast the zombie in the hallway.  Run to the end of the
hallway, make the turn, and go down the steps.   Unlock the door.  You will now
be asked to discard the Sword Key.  Now enter the Basement, but ignore the
zombies.  On the island (the counter in the middle of the Kitchen), there is a
Handgun Magazine.  Grab it and get out of there.  Do you remember where the
Medical Room is?  Well we're heading back there.  You need to memorize the
place of this location.

Go back to the Dining Room, into the Main Hall, up the stairs, into the double
doors, in the door furthest from you, down the stairs, and into the room beside
the stairs.  Now here are the items that you'll want:

1. Shotgun
2. Handgun (no magazine)
3. Whistle
4. A Herb
5. Another Herb (optional)
6. Fuel Canteen
7. Lighter

Armor Key
=-=-=-=-=-=
Save.  Head up the stairs.  Start to go back to the door you came in at, but
you'll see another greenish door before that.  Use your lock pick to unlock it.
 Welcome to Balcony 2F.  Blow the whistle; take out the shotgun, and pray to
whatever God you believe in because you're about to face two dogs.  Once they
come near you, blast them with the Shotgun.  Do that until they are dead.  The
Shotgun isn't a rapid-fire weapon, so the dogs may get you a little, but that's
what the Herbs are for.

After this, discard the Whistle and pick up the Collar.  Examine the Collar,
push the button, and a coin comes flying out.  It's a good thing it didn't hit
Jill in the eye.  An emergency trip to the Hospital wouldn't be the best thing
to do right now.  Examine the Coin, and it will change into the False Key.
It's time to get the Armor Key.

Go unlock the door on the other side of the balcony.  Head back down to the
Dining Room 1F, and into the hallway.  Go through the Raven Room again, and up
the stairs.  Now keep on going straight and through the door.  This is the Trap
Room.  Head up the stairs and around the corner until you see the Armor Key.
Pick it up.  Well will you look at this.  The walls are caving in, and the
armored knights are about to smash you.  Yet you need that Armor Key.  Hmm...
Didn't we just get a False Key?  Try using that on the pedestal.  Everything's
okay now.

Now head back down into the previous room.  A zombie should be lying on the
floor in this hallway.  Burn him.  Now go through the doorway and you'll see
another zombie.  Use your agility and marksmanship to kill this guy.  Burn him
too.

Now head back out to Dining Room 2F, back to the upstairs hallway, into the
U-Shaped corridor, down the East Stairs, and into the East Stairs Save Room.
Take the following items with you:

1. Handgun
2. Handgun Magazine
3. Armor Key
4. Lighter (No canteen)

Wind Crest
=-=-=-=-=-=
Save and leave.  Head back up the stairs and turn left.  Unlock and enter the
first door you see.  Go through the door on the left where you will meet up
with Barry.  Read the file he gives you.  Once he leaves, take the Lure near
the desk, the Lure of a Bee near the door, and the Bee Specimen on the other
side of the door.  Combine the Lure and the Bee Lure.  Now put the newly
combined specimen on the rack to the right of the door, and the other one on
the other rack and press the button.

A live bee will pop out.  Kill it then step on it a few times just to show it
who's boss.  Now grab the Wind Crest and go into the other door.  There are two
items here that are rather unimportant, but grab them anyway and go put
everything in the Item Chest.

Richard
=-=-=-=
Go back to the U-Shaped corridor and into the first room in the hallway.  Here
you will see Richard.  He claims he was just bitten by a HUGE snake, and he
needs Serum to survive.  Well guess where it's at!  It's in the Medical Room.
I told you to memorize this place.  Head into the upstairs hallway, into Dining
Room 2F, into the furthest door, and down the stairs.  Go through the door next
to the stairs and search the medicine cabinet.  You will find the Serum.  Take
it back to Richard in the Richard Corridor, and give him the Serum.

There are two Green Herbs by him.  Grab only one of them.  Now head through the
door to get into the Attic Hallway.  Take a left in the hallway, and work your
way back to the door.  This is the Servant's Dining Room, and has a rather well
hidden item.

Shield Key
=-=-=-=-=
The very first thing you want to do here is light the candle with your lighter.
 Now pull up your map using Z.  Do you notice a small portion of space outside
of the room?  That small portion of space is covered up by an armoire.  Put
that map away now.  Go to the far wall of the room and look for the armoire.
Now go on the left side of this thing and push it.  A zombie is inside, and
he'll be rather hard to kill, so you have two options.  First, you can use a
defense weapon on him, or second, you can shoot him until he falls to the
ground.  Either way once he falls you must run over to the shelves and grab the
Musical Score.

Now head back out into the U-Shaped corridor and go to the East Stairs
corridor.  Now work your way down the stairs and into the East Stairs Save
Room.  Change your inventory so you have the following items:

1. Handgun
2. Handgun Magazine
3. Wooden Emblem
4. Musical Score
5. Green Herb
6. Armor Key

Head back up the stairs, into the U-Shaped Corridor, into the Upstairs Hallway,
down into the Main Hall, to the Dining Room, then finally the attached hallway.
 There are two other doors in this hallway and you must unlock the furthest one
with the Armor Key.  Do so and go inside it.

Welcome to the Piano Room.  There is an Ink Ribbon on the table bar.  Grab it
and head back into the small corner of shelves.  Do you see that one shelf
sticking out?  Push it until a glistening object appears.  Grab it, and combine
it with the Musical Score to form the Moonlight Sonata.  Use it on the Piano to
hear a lovely tune.

After Jill finishes showing off her musical ability, a secret chamber will
open.  Go in there and take the Golden Emblem.  The door will close.  Use the
Wooden Emblem on the pedestal to open it back up.  There is another glistening
object on the ground.  Read it, then exit back into the Dining Room.

Now that we're back into the Dining Room, we'll want to put the Golden Emblem
above the fireplace.  This will cause the clock to open.  Go examine the gears
of the clock.  The object of this puzzle is to change the time to 6:00.  In
order to do this, we must move the large gear to the right two times.  Easiest
Puzzle Ever.  Grab the Shield Key and get out of there.

By now you should be pretty comfortable with the layout of the mansion, so I'm
going to leave it up to you to get back to the East Stairs Save Room with
little direction.  This time inside the U-shaped Corridor, grab the Wooden
Mount.  Now head down the East Stairs and go into the Save Room.  Save your
game and grab these items:

1. Shotgun
2. Handgun (No Magazine)
3.  Armor Key
4. Shield Key
5. Green Herb

Yawn & Death Mask I
=-=-=-=-=-=-=-=-=-=-=
Head back to the U-Shaped Corridor and into the Richard Corridor.  Grab the
other Green Herb there and head back to the Attic Hallway.  Now climb up the
three or four steps there and unlock the door.  Discard the Shield Key.  Enter
and you will be introduced to Yawn the Snake.  You two will be on a first name
basis before the end of the game, so you better get use to his company.

Before the battle begins, however, Richard comes in with his Automatic Shotgun.
 Yawn immediately begins to attack you and Richard.  This first part of the
battle is easy, and Yawn should go down with little effort.  However, Richard,
being a clumsy snake food he is, gets eaten.  Lucky for you that he drops his
Automatic Shotgun.  Pick that sucker up and finish Yawn off.  This is also an
easy battle.

Now with Yawn gone, there are two items you need from here.  First search the
near shelves for Shotgun Shells.  Then head to the back of the room to get
yourself the first Death Mask.  Do you remember those tombstones in the Machine
Room?  There are four Death Masks hidden throughout the mansion and out next
goal is to get all of them.  Once we have all of the Death Masks, we can
explore areas outside of the mansion, but let's take this one step at a time.

Death Mask II
=-=-=-=-=-=-=
If you were attacked by Yawn, you must now get yourself some Serum.  Get it in
the same place you got Richard's.  Save if you like.  One way or another get
back into the U-Shaped Corridor (doesn't this place feel like a second home?).
Unlock the double doors with the Armor Key.  This is the Gas Room.  There are
four mobile knights that you must move back into place.  If you do not, and you
press the button on the center pedestal, poisonous gas will kill you.  We have
given each statue a number.  You must move the statue corresponding with the
number.  Do the following steps:

1     3
2     4

Push statue 1
Push statue 4
Push statue 3
Push statue 1
Push statue 2
Push statue 3
Push statue 4
Push statue 2
Push statue 4

Now go press that button to see what's behind door #1.  It's a box!  Examine it
to open it and get the second Death Mask.

Death Mask III
=-=-=-=-=-=-=
Find your way back to the East Stairs Save Room, but don't deposit the second
Death Mask.  If you didn't save before, do so now.  Take the following items
with you:

1. Handgun
2. Handgun Magazine
3. Armor Key
4. Green Herb
5. Automatic Shotgun (Load it up, but don't take extra ammo with you)
6. Death Mask I
7. Death Mask II

Now head through the door in the East Stairs Room.  Go to the wall opposite of
the door you entered, and unlock that room.  Run to the very end of this room
and press the button.  Crows will start attacking you, but they will be little
threat with your big bad Automatic Shotgun.  Now the goal of this puzzle is to
get the opposite pictures to turn the same color.  See below

    4            5            6
Green     Purple     Red
    3            2            1

Mess around with the paintings until you get those colors.  After you do, go
push the button on the painting at the end of the hall, and collect your Death
Mask.  Unlock the Graveyard gate while you're at it, and go through.  Get your
butt back inside the tombstone and into the Machine Room.  Put the three Death
Masks on the corresponding tombstones and head back into the Crow Room and into
the next corridor (the one where we got the Shotgun).

Death Mask IV
=-=-=-=-=-=-=
Now it's time to head to the Patio.  There is one door in this hallway that you
have not unlocked.  Unlock it, and go outside.  Turn the corner and you will
you see a brown bag.  Pick it up.  Also get yourself a Red Herb and a Green
Herb if you already used your last one.  Combine them.  When used, these two
Herbs will fully sure you.

Now let's get back inside.  Go through the double doors and back into the
Statue Room, then make your way into the Dining Room.  Go back up to Dining
Room 2F, and eventually find your way back down by the Medical Room.  Don't go
in it, however.  Instead go into the last door in this hallway and unlock it.
Discard the Armor Key.

Go straight once you get inside this door, and you will come upon the Plant
Room.  Dump the Herbicide into the Water Machine beside the door.  Turn the
knob to the red section, and start the water.  The plants will die, allowing
you to cross past them and get the final Death Mask.  Collect a herb or two if
you have inventory room.  Head back out into the main are of this wing and into
the long hallway beside the main door.  There are more rooms to explore, but
they are not important.  Unlock the door at the end of the hallway, but don't
go through it.  It leads to the hallway beside Dining Room 1F.

Go back to the Medical Room, and switch your items:

1. Automatic Shotgun (No rounds, you'll find these in a bit)
2. Handgun (Just incase)
3. Wind Crest
4. Green + Red Herb Mixture
5. Death Mask IV
6. Green Herb (optional)

Save your game and head for the Graveyard.

Crimson Zombie in Machine Room
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You've already been to the Machine Room two times before, so you know where it
is.  Go back there and put the final Death Mask in its resting-place.  You will
now see a very tummy-troubling cut-scene where a coffin, with blood pouring
from it, drops to the ground with a loud bang.  Now all you have to do is open
it.

Upon opening the coffin, a really mad Crimson Zombie is revealed.  The best
thing to do is to run to the corner, turn around with the C-Stick, and fire
your Automatic Shotgun.  Once he reaches you, run to the other end of the room
and pick up the Shotgun ammo.  Reload if you have to, and fire.  He should die
before he reaches you again.

Lisa in the Cabin
=-=-=-=-=-=-=-=
Now collect the medallion from the chest and head back to the Crow Room via the
Graveyard.  Now exit back into the hallway and enter the gate.  A dog will
start chasing you, but just run from him.  Don't turn your back or anything;
just run.  Put the medallion in the hole, which unlocks the door to the Shed.
Go down the stairs in the shed, and grab the First Aid Spray along the way.
Once outside again, start running down the path.  You will eventually receive a
radio message from Brad asking for you to return the message, but your radio
doesn't work.  Ah well...

Along the way down the path, you will see two direction-telling deals.  Turn
the red one to west, and the blue one to north.  This will open up the gate to
the Crow Graveyard.  Inside the Graveyard, crows will try to attack you.  They
are not worth the Shotgun bullets, though, so just ignore them and get your job
done ASAP.  Now enter the graveyard, and take the first right.  You will come
upon two gravestones.  Use the Wind Crest on the right one to receive three
more crests.

Examine each crest, and push a button on each one.  Now use these three crests
on the left gravestone.  You will receive the Magnum, the ultimate weapon that
you will be able to use throughout the game.  Don't use it now, though, instead
head out the opposite gate you entered.

Run down this path until you come upon an old cabin.  Enter the cabin and work
your way all the way to the very back, past the Item Box.  Once here, you will
pick up a Square Crank.  Go back to the Item Box, and get these items:

1. Handgun
2. Handgun Magazine
3. Automatic Shotgun
4. Shotgun Rounds (if you have any)
5. Square Crank
6. One Green Herb

Now save your game.

On your way out, you will be knocked over the head by what sounds like
handcuffs.  When you awaken, you will be introduced to the nemesis of Resident
Evil, Lisa.  By the end of the game, you will learn that Lisa was a sweet,
innocent girl who was taken in as a lab rat by Umbrella, which resulted in her
sickly deformation.

Lisa is invincible, so don't try to kill her.  Instead, run.  If she hits you,
you'll have to use a Green Herb.  Three hits from this bitch spells eternal
rest for you.  Escape out of the Cabin, and grab a Green Herb if you must.  Use
the map to get back to the Crow Graveyard, and ultimately the Shed.

Now that you're in the Shed, pull out your Shotgun because you'll have some
dogs to deal with now.  Open up the large Shed door, and poise a killing
position.  Shoot the dogs as they come at you, and you'll have little trouble.
Head up the stairs and into the Pool Area.  Use the Square Crank to drain the
pool, and work your way to the other side.  Now get your butt in the elevator,
and go up.

Once here, go down until you see another elevator.  It's missing a battery.  It
looks like we'll be spending the next part of our adventure looking for a
battery.  Head up and to the left, exiting into the Residential Entrance.  Once
here, you'll get another message from Brad, but your radio still doesn't work.
As you're walking through here, snakes will fall to the ground.  Run past them,
and enter the Residence.

Residence
=-=-=-=-=
There are many herbs in here, but don't you mind those now.  Instead run to the
end of the hall where you will see a wooden crate.  Push that crate over the
leftmost hole in the floor, and climb over it.  Go into the next room, and work
your way to the second door.  Jill will overhear a conversation between Barry
and Wesker (Barry claims he was talking to himself, but as the Wesker Report
proves, Barry was not doing that).  After that, go to the end of the hall and
collect the Residence Map.  Shoot the incoming bees with one Shotgun bullet.

Enter Room 002, and go into the Bathroom.  Drain the tub and collect the key to
Room 001.  Go back out into the hall, out the door, over the crate, and into
Room 001 on the furthest wall.  Here you will find a man who committed suicide,
and his suicide note.  There's a bunch of goodies on and around his desk, so
take them.  Make sure you get the Control Room Key.  Go into the Bathroom and
drain the tub for a defense weapon.  Exit that room, and go into the big double
doors.  You may want to deposit the Square Crank into the Item Box in the room
across the hall from Room 001 first.

Inside the double doors is a huge spider.  Use your Shotgun to kill it.  Now go
up to the pool table and get out pen and paper.  Copy down the color of each
ball, and its corresponding number.  This will become important very soon.  Now
head down to the bar and get the Shotgun Shells and the Red Book.

Go back into the Residential Save Room, collect the Ink Ribbon and save.   Take
out these items:

1. Handgun
2. Handgun Magazine
3. Control Room Key
4. Red Herb
5. First Aid Spray

Shark Tank
=-=-=-=-=-=
You won't be doing a lot of shooting in the next area, so you won't need many
guns.  Head back to Room 002.  Inside here, push the rightmost shelf to the
right to unveil a ladder leading downward into the Shark Tank.  I hope you like
seafood because we'll be making some real shortly.

There are three crates in the Shark Tank Corridor.  Push them into the small
gap in the floor, and walk across.  Enter the door, and begin RUNNING, I
repeat, RUNNING to Jill's left.  The sharks will attack you if you're too slow,
so make sure you run until you reach a door.  This is the Control Room door.
Unlock it and discard the key.

Climb down the ladder, and go to the left so you can grab the Shark Tank Map.
Now it's time to drain the Shark Tank.  Each button/lever has been numbered in
the crude drawing below, but it's pretty easy to follow:

      1
3          2  |  4

Now do the following:
Push button 1
Push button 2
Pull lever 3
Go to Area 4
 -There are 3 buttons.  Try each one until the shield guard raises.
Push button 2
Pull lever 3
Push button 1

Now it's time to go fry Neptune!  Grab the First Aid Kit and open it.  You
won't need this, but it's good to have.  Walk out the door, and go to the right
and up some.  Enter this door.  Now walk all of the way to the end of the tank,
and you will see Neptune.  Climb up onto the small platform, and try to grab
the Gallery Key.  It is glistening, so it's hard to miss.  There are two
strategies for beating Neptune:

Strategy 1 - As soon as Neptune is finished with his sporadic twitching, it's
time to make some fried shark (it's just too bad you can't take any of that
delicious shark meat home with you).  Start by pushing the small machine to
your right into the water.  Now face the machine that should now be on your
left, flip the lever, and let the good times roll.  This is the better of the
two ways to kill Neptune for the simple fact that you don't use any ammunition.
Strategy 2 - Don't waste the handgun bullets with this guy. Just stand in one
spot and fire the shotgun at him until he dies. Do not go into the water,
though. If you do, he will eat you.

Now go grab the Gallery Key.  Run back out the door and into the double doors
by the Control Room.  Grab the Magnum Bullets on the crates, and climb up the
ladder.  Now you're back in the Shark Tank Corridor.  Head back up the ladder,
and make your way back to the Residential Save Room.


Plant 42
=-=-=-=
Grab these items:
1. Grenade Launcher
2. 6 Rounds of any kind
3. Handgun
4. Red Book
5. Handgun Magazine
6. Gallery Key

Use the Gallery Key to unlock the Gallery Door, and discard the key.  Now take
out your handgun and shoot the bees as they come towards you.  Afterwards, grab
the magazine off of the center table and head for the far hallway.  Grab the
INSECTICIDE SPRAY off of the dead body, and head back out of the Gallery Room
and into the hallway.  At the end of this hallway is a small hole.  Use the
INSECTICIDE SPRAY on the hole.  This kills the bees.  Now head back to the dead
body.  Go to the end of this hallway and grab the 003 Room Key.  Go unlock the
nearby door, and go in.  Immediately go to the bookshelf and grab the white
book.  Replace it with the RED BOOK.  The goal of this puzzle is to arrange the
books so that the binds form a picture of a nude woman. You have all seen them
before, so now itís time to put that once useless knowledge to good use. The
initial order of the books are completely random, but this is an easy puzzle to
figure out.  Now the Plant 42 Room should be unlocked.  Grab the nearby file to
read about Plant 42.  Now you have to make a decision.  There are two ways to
kill Plant 42, and you must choose one.  They are outlined below:

Strategy 1 - Climb up the ladder, and stand either diagonal or adjacent to
Planet 42 (your choice, there is no real advantage). Fire either your shotgun,
acid rounds, or flame rounds at this thing. Watch out for his tentacles. They
can do some minor damage if they hit you. About 4-6 shots from acid or flame
rounds should take care of this guy. Now go down the ladder and investigate the
fireplace for the helmet key. Now return to the shed. Barry will leave you some
must-need ammo, and he will also fix the door leading from the east stairs to
the door room.

Strategy 2 - Look up those chemistry books cause we'll making some V-JOLT!
After you kill the spiders in the double door room in the Residence, light the
three lamps and write down how many eyelashes for each color. Then go to the
pool table, and write down the number of each color ball(i.e. Orange-5, Red-2,
etc.). Now go to the Wasp Room and find the lock mechanism. Select an eye
pattern, then hit the number of the ball that's the same color of the eye
pattern(thanks to your notes). Now go in there and: (1) Mix UMB 3 with water to
get UMB 4. (2) Mix UMB 4 with Yellow 6 to get UMB 10. (3) Mix Yellow 6 with
water to get UMB 7. (4) Mix UMB 7 with UMB 10 to get UMB 17. (5) Mix UMB 17
with UMB 3 to get V-Jolt. Get the empty bottles first, then fill them with
those materials. Backtrack to the Aqua Ring, and enter the door with the roots
in it. Use the V-JOLT, then go back to the Plant 42 room. It will grab you, but
Barry or Wesker will come in and burn its ass with a flamethrower.

Grab the Ink Ribbon and make sure you save before you go kill Plant 42.  After
that disgusting thing is gone, go examine the fire place for the helmet key.
Now letís go back to the mansion.  Before this, though, grab these items and
save.

1. Shotgun/Handgun
2. Shotgun Ammo (if you have it, otherwise take a magazine)
3. Helmet Key
4. Kerosene
5. Fuel Canteen

From this point on, the game moves very fast, and youíll have to save and
withdrawal/deposit  items depending upon your skill level.  Youíve made your
way through most of this game, and you should be able to trust your own
judgment, so do so and attend the save rooms when you feel fit to.

Back to the mansion
=-=-=-=-=-=-=-=-=-
First thing is first; head upstairs to the Armor Key room and unlock that door.
 Donít enter it, just unlock it.  Now exit back into the hallway with the
mirror and enter the first door you see.  You should be by the stairs for the
Medical Save Room.  There is another door here.  Unlock it, but donít enter it.
 Now do you remember those double doors opposite the ones of the dining room?
Go into the locked single door next to it. It seems like some weird research
place. Ignore most of it and continue to a hall, then into a door. Defeat the
zombie inside, then grab the Jewelry Box. You can't open this yet, but be
patient; we soon will be able to. Get out of this room to the main hall, then
go into the cemetery and head into the door to the stained glass puzzle room.
Exit this room, then head into the East Stairs room. There are two hunters in
here. Slowly walk up and dispose of the one on your level, then wait for the
other to jump down from the balcony. Be careful they don't jump and take your
head off with one swipe. After you've cleared the area out, go up the stairs
and head down the long hallway, past where you found the Wind Crest.

Return to the Basement
=-=-=-=-=-=-=-=-=-=-=
Go in the unlocked door and then head to the other side of the room and open
this door with the Helmet Key.  You can now discard the Helmet Key!  Here is a
little puzzle. You must push the statue into the holder on the other side of
the room. However, each time you are detected on the floor, the walls close in,
making you escape and then push the switch to put them back in their original
place. A clue: You don't need to actually shove it into the niche in the wall.
You just need to have it lined up with it, and the game will pull it into the
hole.  You wonít get this puzzle your first time, but just be patient with it,
and keep on trying.  After that's done, the done will open. Go in and drop down
the hole. Pick up the book then examine the pages to get the Eagle Medal.

Now examine the grave and push the switch, then head down the steps. Now, here
is a little basement area. Nothing is too hard, just some spiders and zombies.
Dispose of them with the shotgun, then head through a door. Soon, you'll be
faced with a fork: take the path that looks like a door has been ripped off the
grating, and continue down that until you transfer the power on the large box.
Now head back and take the other path and enter the kitchen. Be prepared
because as soon as you enter, a Crimson or two will charge at you. Dispose of
them or not, but head to the now working elevator and go up. Once you're on the
second floor, kill the two zombies walking around, then go into the
mini-storeroom. Pick up the battery and magnum rounds (and shotgun rounds if
you can) and head out the single locked door.

MO Disk I
=-=-=-=-=
Hey, remember this hallway? It was the one you got the area in. Anyway, head
out the nearest door, then prepare yourself for two more hunters. Shotgun works
best. Head in the door that once required the sword key, then go down and into
the save room. Deposit the magnum rounds, Eagle Medal and Battery, then go back
up stairs. Head to the hallway then open the left locked door with the Helmet
Key, and go in. Immediately grab the ammo off the furniture, then turn off the
light. Push both dressers next to a moose head, then climb up on one and stand
next to it. The Eagle should follow you and lock in place for a second, making
taking the one jewel impossible. Quickly descend from the dresser and head to
the other one and take the other jewel. Wait the for statue to lock in place,
then grab the other jewel.

Head back down to the save room, get the Jewelry Box and Red Jewel in your
inventory, then combine them. Yay, a puzzle. Fit the large pieces in first and
form a border, then use the smaller ones to fill in the gaps. Once all the
pieces are fitted in, it will open and you'll get the Broach. Examine it and it
will form the Broach Key. Deposit it for now and head down the hallway from
this save room, then go into the door at the end, not on the side. Here, head
to Chris' left and go in the door to Chris' left, and insert the Yellow Jewel.
The tiger should turn and give you the first MO Disk. Now, exit this room, then
the creepy hallway and start going back to the Drug Room. Hunters should crash
in through the windows. Dispose of them, then go to the save room, deposit the
MO Disk, withdraw the Broach Key, and set off. Climb the stairs, and be careful
- there may be a hunter waiting on the right side of the stairs as you come up.
Go down the brief part with the door where you got the Jewels from, and unlock
the other door. This puts you back in that arrow hallway, correct? Dispose of
the Crimson(s). Now, go back up to that blade trap. Head all the way past it
and open the last door requiring the Helmet Key. Dispose of it.

Yawn Returns
=-=-=-=-=-=-=
Make your way around the hallway, picking up some herbs. Head for the later,
then watch the scene as Yawn enters...again! Quickly descend down the ladder
and start running around the bookcase. Slow-ass Yawn will be behind you,
allowing you to stop for a second and unload a shotgun shell up his ass before
starting to run again. Do this until he rears up and dies, letting another book
fall out. Pick up the book, then examine the pages to get the Wolf Medal. Now,
head to the East Stairs save room, then out to that Spencer Crest Door. Unlock
it with the Broach Key, then go in. You should hear a scream sooner or later.
Head out of the room, up the stairs in at the East Stairs, then go out into
that U-Shaped corridor and then into the room where you found the Dog Whistle.
Rebecca cornered by a hunter! No, she's mine, ugly! Blast him as you would
other hunters, rescuing her. Now, exit, and head back down to the East Stairs
room. Make sure you have only these items with you:

1) Pistol
2) Shotgun
3) Shotgun Rounds
4) Battery
5) Crank

Head to the hallway with the Spencer Crest room and reenter. Turn on the light
and grab the Metal Object from the table. Deposit it in the item box, then go
back into that corridor, then into the beginning of the courtyard. Head into
the tool shed, then go through the double doors. Run to the other side of this
area and open up the double gates. Climb down the ladder then up the other side
and dodge the snakes, taking the elevator down. In this fountain area, go down
the small collection of steps then insert the Battery into the space provided.
Take the elevator up, then head through the double gate doors once again. Use
the Crank to fill that pit up with water, then go BACK and take the newly
powered elevator down. Now the waterfall down here has stopped, exposing a nice
corridor. Head down here and descend down the ladder to enter the Catacombs.

The Catacombs
=-=-=-=-=-=-=-
IMMEDIATELY head in to the door to Jill's right. Take the path without the
boulder and go in the door. Head over to the elevator control panel and open
it, taking the Shaft. Keep heading through, going through another door. Head
down this winding path until you reach....Enrique? He seems a little too pissed
off. And soon enough, you'll see why. Those boots looked like....well, ignore
it for now. Search his body for ANOTHER crank, then attempt to leave. You
should hear the door opening. Then you'll see what opened it. Kill the hunter,
then go back to the elevator room, then back to the original room. Two hunters
in here; dispose of both. Head back to the first catacomb hallway, then
continue down it. Dispose of the first crank you got, and take the ink ribbon
out. Pick up the ink ribbon off the ledge, save, then deposit your newly
combined ink ribbons in the item box...again. Now, head down the path of this
hallway which you haven't been to yet, and use the new Crank to flip the...er,
path.  Head to the large boulder, then turn around and run back. Looks like it
has other plans. Quickly run to the door which you entered from, which will be
locked. But the boulder doesn't follow you there, instead crashing through the
wall. Now, pick up the Shotgun shells where the boulder used to be, then follow
the hole in the wall that the rock made and enter the double doors.

Black Widow
=-=-=-=-=-=-
This is a very easy boss if you have the shotgun. Simply stand in one spot, aim
for the huge spider, and start shooting. It may get a hit or two in on you, but
don't worry about that. But above everything else, making sure you stay still
and just keep shooting.   There are two baby spiders as well. One will emerge
immediately after the battle. Two shotgun bullets will kill this one. The other
will come out a bit later, and surprise you if you're not expecting it. Kill
it. This one is actually easier done than said.

Find the survival knife on the stack of boxes, then cut the webs blocking the
escape doors.  Continue going through, then head to the upside down area. Use
the crank three times and then a boulder will come at you. Use the C-Stick to
perform a 180 degree turn and run into the hallway with the door. The boulder
should go by, allowing you to go back to the right sided area and then left
into a door. Here, you're met with a statue puzzle.

Statue Puzzle
=-=-=-=-=-=-
See the brown rectangle in the wall?  Push the statue up against that, then use
the hexagonal crank to push the statue out.  Once it is out, use the crank
again.  Now push the statue onto the circular platform in the middle of the
floor.  Now push it off the platform, and then back on again.

See the small niche in the back of the room?  Push the statue into that, and
collect your prize.

Fixing the Lift
=-=-=-=-=-=-=
Head ALL the way back to the elevator room, combining the shaft with your new
cylinder to form the cylinder shaft. Set it in the elevator control panel, then
hit the buttons in the order of 4231. The elevator should be activated; go down
via it.  Barry will meet you before you go down, and he promises to wait for
you while you check out the dangerous site.  Here, go through the door you see.
Oooh, creepy corridors with - LISA!  As soon as you see her, head back out the
doors to Barry and youíll see him leave!  What a jackass!

Lisa Trevor Returns
=-=-=-=-=-=-=-=-=-
Just like the first time, run away from this thing. You will meet her in a cave
area with different paths, so evading her will require some proactive thinking,
but it can be done.  Whatever path you head first, she'll be there, so turn
around and head the other way. Do not attempt to get to the door with the
pulled in clips near it; instead go to the door standing all by itself. Here,
collect magnum rounds, a flash grenade and pistol ammo off the shelf, then push
the box onto the freight carrier and hit the switch. Now, head back to the Lisa
hallway then out the first door you entered. Go to Chris' left and head down
the ladder, then push the box under the garbage compactor, then activate it.
Pick up the Broken Flamethrower. Go back to the Lisa room, and lure her out.
Now, get to where she first was and flip the lever. Now, go to the clips that
are now hanging out and put the Flamethrower on them. Head through the now
opened door.

Here's a long bedroom filled with water. Wade through it, ignoring the snakes,
then pick up the Jewelry Box at the other side. Open it to get the Stone Ring.
Now, head up the ladders until you reach...the cabin? Well, no Lisa this time.
Open the item box and get the Metal Object, then combine it with the Stone
Ring. Head back through the courtyard until you get to the Tool shed. Here,
exit it, then get the Stone and Metal Object you used to open the door to the
tool shed; you won't need to go back there anymore. Head to the Main Hall, then
go DOWN the steps on either side and insert both stone and metal objects.
Uh-oh...is that the sound you heard when you first entered the forest? Anyway,
head in the doors, withdraw the eagle and wolf medals from the item box below,
save, then keep heading down.

Here, you'll find Barry at the altar. Soon, Lisa will barge through. YouĎll
have two options, either give Barry his gun back, or donít.  You better give it
back.  Otherwise Barry dies!  Your job is to push the four stones in the pit
below. This will expose her mother's face, which Lisa will take and jump off
the side. Now, head through the door Lisa came through, and go up the elevator.
At the fountain, insert the Wolf and Eagle Medals into the indentations,
lowering the water. Go down the steps then in the elevator. Choose to go down.

                SWITCH FROM GAME DISC 1 TO GAME DISC 2


The Laboratory
=-=-=-=-=-=-=-
Follow the vary linear path until you get to the item box and typewriter. Make
sure to save your game, then continue on. Here, watch out for 2 zombies - take
it slow and conserve ammunition by trying for a headshot with the shotgun.
Make sure you burn them.  After that's done, do not go down the stairs but
instead to the left and pick up the MO Disk off the table. Now go down the
steps and through the double doors.

Once through, take the path opposite the nearby door and kill the zombie.
Follow that path straight, then open the door on Jill's left. Go to the
computer terminal, and type JOHN as your username and ADA as your password (the
names will come up later in RE2). Unlock the 3rd Level Basement doors first,
then try to unlock the 2nd level. When it prompts you for a password, enter
CELL. Unlock those doors, then return to the double gated doors, but do not go
in those but instead the single door next to it. Go down the hallway and go to
the door on Jillís LEFT, not the right. Here, kill the zombie, then work your
way around to the MO Disk reader (looks familiar, eh?) and insert the MO Disk.
Exit the room and flip the one switch on the level lock. Go back upstairs and
into the door next to the table where you found the MO Disk. Grab another disk
off one of the shelves, then go to the combination lock and enter 8462, opening
the door. Pick up the Lab key. You can watch Kenneth's film here too...it
reminds you of the loss of your teammates. Go to the slide projector before you
leave and view it. That Umbrella staff team...is that...Wesker? Turn around and
leave, and backtrack to the item box. Withdraw the last MO Disc you got
earlier, and head back downstairs through the Double gate doors. Go straight
this time and dispose of the zombie. Enter the doors to Chris' left and push
the shelf back. Crawl through the hole in the wall.

The MO Disks
=-=-=-=-=-=-=
Quickly take out the Chimera and blow the other one up that comes from another
hole. Insert the second MO Disc into the reader, then go back to the lever lock
and throw the next lever. Go back to the double doors that you used to get to
the SECOND MO Disc reader, and go forward to the single door. Open it then
discard the Lab Key. Quickly continue forward, and take a right, entering the
furnace room. Go right and find the farthest path. Take out the Chimera then
take the Empty Fuel Supply Capsule. Ok, remember the room with the FIRST Mo
Disk reader? Return to that, and examine the little bubble thingy on the wall.
Put the Fuel Capsule in that, and when it's done, slowly walk to the door and
exit. NOTE: WHEN YOU HAVE THE FULL FUEL SUPPLY CAPSULE WITH YOU, WALK. DO NOT
ATTEMPT TO RUN OR YOU WILL BLOW UP DUE TO THE UNSTABLE CHEMICALS. Make your way
back to where you found it, and insert it there.

Now, go back down the path until you reach the entrance to this room, but this
time take the leftmost path. Kill the Chimeras then go in the door. Go directly
straight and insert the last MO Disc. Now go back halfway and take the lower
path to the control room. Activate the elevator, then leave this room, the
second furnace room, then the original furnace room. Hit the last MO Disc
lever, then save your game in the Lab Lounge save room, near the furnace room.
Take these items with you:

1)Grenade Launcher
2).357 Magnum
3)Extra Magnum Rounds(at least 20)
4)Assault Shotgun
5)First Aid Spray

Enter Tyrant
=-=-=-=-=-=
Go left to the save room and reach the elevator. Call it, and Barry should
reach you. Ride the elevator down with her, and go in. The mastermind behind
all of this is....Wesker? That creep! He'll shoot Rebecca, but don't worry
about her now. You have a job to finish. He'll release the Tyrant, which will
knock him out and supposedly kill him. Now, the Tyrant turns on you. Equip the
magnum, fire a shot, then run backwards, firing shots. It should take 5 magnum
rounds to bring him down. After that, go over and hit A near Barry to get him
up. He should be okay.  However, Wesker activated the self-destruct sequence
before he supposedly died, so you have to get out of there.  Go back up the
elevator, then she'll suggest you split up.  First, go to that place where you
hit the MO Disc levers. Hit them if they're not all down, then go through the
door. Head down the steps then go into the cell. Chris! Supposedly, Wesker
tricked him and left him there to rot. Anyway, exit the cell and go up the
stairs and through the doors. Go through the double gated doors, up more steps,
and make your way to the very first Lab save room. Go up the ladder there, then
go through the emergency escape door.

The Final Confrontation
=-=-=-=-=-=-=-=-=-=-=-
Here, collect some healing items if needed, then go straight ahead through the
catwalks. Pick up the Fuse part, then head to the elevator. Chris and Barry
will hear some noise, and go off to eliminate it. Put the Fuse part in the
electricity box holder space, then go up the elevator. Once on the helipad,
grab the Signal Rockets and use them. Chris and Barry should join you now. But
somebody else wants to crash the party. Bursting through the roof, Tyrant makes
an appearance. He knocks Chris out, so it's only you and Barry. Equip the
magnum if you haven't done so and fire like heck. Get ready to run in case he
suddenly turns and charges at you. Keep doing this for about a minute.

After Tyrant has been damage enough, Brad throws you a Rocket Launcher and
tells you to use it. Pick it up and make sure that the Tyrant is distracted
before firing; otherwise, he'll deflect your shot. Once you hit it, the Tyrant
will blow up, allowing you, Chris, and Barry to fly into the rising sunlight.


=======================================================================
Chris Redfield Walkthrough
=======================================================================

Chris is the tougher character of the two in Resident Evil, so I don't suggest
you start with him. For one, he lacks true firepower in the form of the Grenade
Launcher, replaced with the close-range Flamethrower. Second, he can carry only
6 items at a time compared to Jill's eight. Lastly, Chris doesn't have somebody
to bail him out when he's in trouble, but that also means he doesn't get
betrayed, if you know what I mean.


Starting Items:

Survival Knife
Lighter

-----------------------------------------------------------------------

==========================================================================
                            Area 1 Start
==========================================================================

As the game starts out, Chris, Jill, and Wesker are chased into the mansion.
There's no sign of Barry or anybody else from Alpha or Bravo team. So you'll be
the lucky one to go into the Dining Room by yourself and explore. The first
thing you'll want to do is grab the Ink Ribbon off the table, but don't save
quite yet. They only come in packages of three, so learn to space your saves
out. Now, head to the opposite side of the room from where you came in and head
in the door. Take a left and you'll watch your first zombie munching on
something other than Fruit Loops. Seeing as you have just a knife and this
zombie just devoured you buddy who had a fully-loaded gun, what shall we do?
You can figure it out, but other people including myself will high-tail it out
of there back into the dining room, then retreat into the main hall. Head into
the center of the first floor and watch the cinema scene. Either Sir Albert
(Wesker)/Jill was forgetful or maybe they just left a little gift for you.
Obviously, pick it up, and head into the double-doors opposite of the Dining
Room.

Head to the dresser and press your action button to climb over it, then again
to descend on the other side. Head to the end of this long hallway and claim
your first defense item, the dagger. Now try to leave - try being the key word,
as you're ambushed by yet another zombie. I'm usually all up for unloading
bullets into their ass until they die, but you only have 15 shots right now, so
try to avoid him and/or shoot him until he falls, then run. Push the dresser
out until it's right next to the bowl the statue is holding, then climb up and
snatch the 1F Map (Mansion). Exit this room and go through the Main Hall back
to the Dining Room. Then head back to where you saw the zombie munching
Kenneth, press your action button to get a video tape(doesn't take a spot in
your inventory), then head through the nearest door.

Here, go forward until you reach the lighted room. Search the bird cage for a
handgun magazine, then go to the two green herbs, pick them up, then combine
them. Go up the stairs, open the door, then hang a quick right (Chris' right)
and take out the zombie waiting for you. Run down to the end of the hallway and
pick up the GOLDEN ARROW and the Handgun Magazine. Inspect the Golden Arrow for
the Arrowhead. Now exit by the nearby door.

A zombie is on the other side of the room. Since it'll take him a while to get
to you, run to the double doors or try to get a headshot. Either way, leave by
the double door and head to the landing between the two flights of steps. Hit
your action button there and Chris will open the door, heading outm into the
cemetary. Now you want to make it to the one noticeable grave. Head along the
pathway until you find a tombstone with something that looks like an arrowhead
can be inserted. Insert the Arrowhead, and once the grave opens, go down and
head to the table. Take the Book of Curse, then examine the back of it. Take
the sword key and backtrack all the way to the second floor of the dining room
(the one with the circular pathway with the zombie you tried to get a headshot
on or run from). Open the door next to the one where you killed your first live
zombie, then head to the stairs. Stand at the top of the stairs for a bit, then
move to behind them. A zombie will come up, allowing you to get an easy
headshot. Now, head down the steps and go into door with a zombie body lying
nearby, which happens to be the Mansion Drug Room and also a save room. Use the
Ink Ribbon to save, then head to the item box, withdraw the Handgun
magazine(should combine with your other Handgun ammo), deposit the ink ribbon,
deposit the survival knife and have the following items:

1) Handgun
2) Handgun Magazine(s)-Make sure they're combined to only take up one slot
3) Sword Key
4) Herb Mixture(The two green herbs you mixed from the room with the bird cage)

Now head out to the 2F Dining Room again, then return to the Main Hall again
via the double doors. Go to the opposite side of the top floor and open the
only other door that you can with the Sword Key.

Head all the way through this hallway and go to the last possible door. Here,
you'll want to pick up the Dog Whistle. This will be mandatory to getting the
Armor Key, which is the next large step in advancing in the mansion. Also pick
up another handgun magazine, which should combine with your others. Now head
out the only other door and be ready to take down a zombie. Use your new
magazine to pump some lead in his 'hide, then run downstairs. Crap, another
zombie! You can lure him up the steps for an easy head shot, which means no
resurrection. Run into the door below the steps, and you've finally made it to
the E. Stairs save room. Deposit the Dog Whistle, Herb Mixture, and Sword Key,
then pick up the items on the floor and table. An Old Key and and a kerosene
canteen are among them. Make sure you take the Old Key with you, but you can
deposit the canteen if you want. Save with an ink ribbon, then take the
following and leave the room:

1) Handgun
2) Handgun Magazine
3) Old Key
4) Sword Key

Now, you wanna backtrack all the way to where the Drug Room. Once there, don't
go in, but instead go down the hall and unlock the one door with your only Old
Key. Discard it, then go in and pick up the Ink Ribbon, Broken Shotgun, and
Flash Grenade. Now run back to the Drug Room save room, deposit the broken
shotgun and ink ribbon, grab a herb if you want, and run all the way back to
the E. Stairs save room. When you get there, pick up the broken shotgun from
the item box, then head in the door on the bottom of the first floor. Choose to
go through even though it has an almost-broken doorknob. Hang a left and go
through the double-doors. Go in the first door you spot, then go to the other
door in that square room. Go to the shelf in the back of the current room, take
the Shotgun, and place the fake shotgun in it's place. Pick the dagger up off
the table, grab the Ink Ribbon, then make your way back through the square
room, the double doors, and finally the E Stairs Save Room. Deposit the Ink
Ribbon and Herb, pick up the Sword Key and the Dog Whistle, and prepare to go
hunting - for some masks.

The first step to getting the masks is getting the Armor Key. To get the Armor
Key, we'll first need another Old Key. Go back through the door with the
almost-broken door handle, and go back to where you got the shotgun, but don't
go in that square room. Instead, go down the hallway until you reach another
door, which is the bathroom.

Enter the bathroom, then pull the plug in the bathtub. A zombie will come out,
then fall on the floor. Easy headshot. Aim down and move until your gun is
aimed at its skull, then fire. Now search the bathtub. You'll pick up an old
key. Now head ALL the way back to the stairs above the Drug Room. Make your way
to the green looking door that will require the Old Key. Use it and go through.
Heal your wounds on the herbs straight ahead, then make your way around the
balcony until you get to a place where it has a small ramp downwards. Blow the
dog whistle, and two dogs will come running. Run and shoot them with the
handgun and use defense items if they jump on you. Once both of them are dead,
pick up the glowing item. It's a dog collor - a reason to celebrate. Examine
the front and press the switch. You'll get a coin. Turn the coin over and
examine it, and you'll get the Imitation of a Key. This will prove very useful
very shortly. Exit this balcony by the only other door that you didn't come in
on, then head down the steps in the Main Hall and enter the Dining Room again.

Now, keep going until you reach the room with the bird cage which held a
handgun magazine. There will now be crows in it, but they won't attack you
unless you shoot them - so don't. Go up the steps, open the door, and RUN
across this room - ignore the zombie that rises up to attack. Go up the steps
in the next room, and take the Armor Key. Now, once the trap starts, put the
Imitation of a Key in its spot to deactivate the trap. Simple, eh? Head back to
the Dining Room then to the Main Hall. Get ready, because we're about to try
out your nice new Armor Key.

Go up the steps and head to the one door that required the sword key. Head  to
the first door on the character's right when the camera shifts views, and open
it using the Armor Key. Run in and view the scene with Rebecca and Richard.
Serum, eh? Now we need to backtrack to the serum room. Do this quickly or
Richard will die, and you'll never get the Assault Shotgun. The serum room is
the drug room, to put it simply. Go all the way back, perhaps slaying a Crimson
Head on the way, and search the shelf next to the item box for the serum. Pick
it up then run all the way back to Richard and Rebecca. After giving the serum
to Richard, you and Rebecca will choose to move him to a more secure area, such
as the Drug Room (again). Now, exit this place and don't go up the steps, but
the other way and open the only remaining locked door with your Armor Key.
Here, pick up the Flash Grenade off the furniture, then hang a quick
right(Chris' right) and head down the hallway until you enter a door close to
the Tiger Statue room. This is the researcher's room. Go and read his diary,
then try to head back out. Tackle the two zombies, then pick up another Old
Key. Now, remember that room in the double doors opposite the dining room with
the statue that held the map of the first floor in it? Yep, that's where we're
going, amigo. Backtrack through the 2F outdoor balcony into the main hall, then
into this room.

Open the door at the other end with the Sword Key. Now, head through this hall
quickly. The glass breaking will clue you in on the return trip. Now, exit
through the door on the other side, then go in the large green door that
requires an old key. Enter it, and head all the way down the fenced area until
you reach the wheelbarrow. Examine it and pick up the chemical. Now, return to
the hall where a bit of glass broke from those windows. DO NOT GO THE OTHER WAY
UNLESS YOU WANT TO WASTE AMMO ON 4 ZOMBIES. Here, walk carefully, as a dog will
jump through each of the two windows. Use your pistol or even shotgun and
defense items to take them both down. Now, head back to the Drug Room via the
second floor balcony. Let Rebecca heal your wounds from the dogs (if any) then
head back in that door opposite the staircase. Here, head down the hallway and
past the windows into a room with a large plant around the fountain. Go to the
water tank and insert the chemical. Turn the lever to red and watch the plant
die. Now, run by it and grab the Death Mask off the wall. Yay, your first mask.
Now, go back to the Drug room, deposit the Death Mask, and head back out to
that hallway that contained the door where you found Rebecca and Richard.
Continue down and enter the locked double doors using the Armor Key. Here, you
are faced with an Armor Knight Puzzle. Here's a quicky solution:

1     3
2     4

Now do the following:
Push statue 1
Push statue 4
Push statue 3
Push statue 1
Push statue 2
Push statue 3
Push statue 4
Push statue 2
Push statue 4

All four knights should be pushed back against the wall now.  Push the button
on the center pedestal and collect your prize, another death mask. Now, to get
the third death mask and probably the hardest. Head into that room where you
found Richard, and continue through. Go in the door at the end of this room and
turn to Chris' left and blast that zombie back to hell. Go down the path it was
guarding to a tiny little room. Head over to the little candle and light it
using Chris' built in lighter. Search the room for some handgun and shotgun
ammunition, then push the one shelf out of the way. Be careful not to rush in
there and be grabbed! Take your time and pop a cap in his dead head. After he's
dead, pick up the Piano pages and head to the Main Hall. From here, go to the
Dining Room and then exit from the door into that long 1F Hallway. Turn
opposite the side of your dead comrade, Kenneth, and kill the zombie that
awaits. Go in the room that requires the Armor Key, and head all the way around
to a bunch of shelves. Push the one out of the way and grab the Piano Cover.
Combine the Piano Cover and Piano Pages to make the Piano Score, then use it on
the piano. Next, we see Chris attempting and failing miserably to play the
large instrument. And Rebecca. being the girl with half of a brain, says,

"That sounded like the Moonlight Sonata..."

More like somebody torturing a cat. Anyway, let her play and miss it on the
last note, then say yes to let her practice some more. Now, exit this room into
that hallway with a now dead zombie, and head around the corner and down the
steps. Use your Sword Key here and then discard it if it asks you. Here, kill
the zombie moving around, then pick up the Old Key and attempt to leave. Watc
the nice little FMV, then blow his ass up too, and finally leave. Head back
upstairs and around the corner, then take the quickest way to the East Stairs
save room, but do not actually go in the save room. Go out the door with the
somewhat-broken handle, and turn to Chris' right. Blow a cap in this zombie
too, then head in the normal door(not the iron gate one) and walk up to the
first stained glass portrait. Hit the switch to make it orange. Now run around
this wall to the other side and hit the switches on the second and third
portraits, seeing as the one that is now orange is the first. The second and
third portraits should now be purple and green, respectively. Now walk up to
the nice stained glass picture of Lisa and press the switch. Viola! Pick up the
Death Mask, then open that iron gate with your Old Key. Head through the
cementary to the Main Hall, then to the Dining Room. Grab the Wooden Emblem
from above the fireplace, then go to the piano room. Rebecca should be done
practicing and will get it right once you activate the cinema scene with her. A
wall will rise up. Go to the statue and take the Gold Emblem. Down goes the
wall. Insert the Wooden Emblem. Up goes the wall. Now exit this room and head
to the Dining Room. Put the Golden Emblem where the Wooden was, and a latch on
the clock will swing open. Go over to it. The objective here is to get the
clock to 6:00, thus making them run each other through. Once that's done, the
clock will slide out of the way and reveal the Shield Key. Pick it up and head
to the room where you met Richard and Rebecca. Go through the door again and
climb up the steps to the previously locked door. Unlock it, then discard the
Shield Key. N

Now, you're ready to face your first boss. Walk towards the center of the room,
and watch the scene as Yawn descends from the rafters. Now, I highly suggest
you don't waste a single bullet on him. Run to the other side of the room, grab
the Death Mask, and run back to the door to exit. If you got bitten by the
snake, you'll take control of Rebecca once Chris feels woozy in the hallway; in
case of this, just make her run to the Drug Room, get the Serum off the shelf,
then come back and administer it to Chris. If he has not been bitten, then just
continue as normal. Now that you have the last Death Mask, make a quick stop to
any save room. After opening the item box, take the following with you:

1) Handgun
2) Shotgun
3) Death Mask I
4) Death Mask II
5) Death Mask III
6) Death Mask IV

Now, head to the main hall, then the cementary. Once there, go to the place
where you got the Book of Curse, aka the Sword Key. Go to the gravestones in
this mechanical room and insert the masks. The coffin will fall. Go over to it,
shotgun equipped, and examine it. A huge, freezing Crimson Head will pop out.
Get ready to pop some lead in this baby! Empty six shotgun shells into it, one
at a time, then pull out your handgun if it's not dead (god forbid) and empty
some bullets into it until it falls. Run to the coffin, hit the switch, pick up
the Stone & Metal Object and the Shotgun Shells. Reload your Shotgun, then head
back up to the cementary. Go through that gate door where you found the death
mask after solving the stain glass puzzle, and head around that room to the
exit. Head back to the East Stairs Save Room. Here, go up the stairs after
withdrawing the Armor Key. Open the door in the middle of the hallway with the
Armor Key, then head to the door behind Chris. Grab the Old Key and Ink Ribbon,
then head to the door opposite of the one you just went in. Use the last Old
Key, then head all the way to the other side of the room. Grab the Lure, then
go to the plaque with the specimens in it. Grab the Golden Bee from that, then
combine it with the Lure to get the Golden Lure. Go over to the Lure plaque and
take the Bee Specimen. Now, insert the Golden Lure where the Bee Specimen was,
then go place the Bee Specimen where the Golden Bee was. Press the button, and
attempt to take the crest. The bee is alive! It's alive! Take two bullets and 5
seconds and kill the thing. Now, grab the crest and head back to that hallway
with the door leading into the stain glass puzzle room.

      Now, go past the downed zombie and into another gated door. Follow this
path about halfway until you hear bushes rustling. Turn around and blow that
dog's skull off. Now, continue on and insert the Stone & Metal Object here. The
door will unlock, allowing you passage. Grab some supplies from this shack, and
down the stairs to the one door. Head, you'll face a puzzle with roosters. Go
to the Red Rooster and press the switch when the rooster is about to face West,
thus making it stop on the W. Go to the Blue Rooster and do the same thing,
except making it stop on N for North. The two dog statues should face away from
each other, unlocking the gate. Head through it.

     Nice little graveyard for ya. Head up the middle path and insert the Wind
Crest in the right tombstone. Take the Moon, Star, and Sun crests. Examine the
back of each to get the indentations to raise up, then place each in the left
tombstone to get the .357 Magnum Revolver. SAVE THIS FOR THE FINAL BOSS. DO
NOT, I REPEAT, DO NOT USE THIS BEFORE I SAY SO OR YOU WILL BE DEEPLY SORRY.
Since Chris lacks a high-powered weapon for the lab, the magnum is his only
hope. Go back down the middle path and go through the other gate. Immediately
you hear a groan and the rattling of chains. Remember that, as you will forever
hate that sound. Follow the dirt trail all the way up to the little cabin.
Here, grab the map of the Courtyard inside it, then head around to the very
back and get the Crank. Save if you need to, then attempt to head back out.
Lisa Trevor, now a mutated freak, will knock you out. Once you get back up, RUN
AWAY! Leave the cabin. She, unlike Nemesis, won't pursue you through doors. You
can't defeat her yet, so don't waste ammunition. Go all the way back the dirt
trail, gate, rooster road to that little tool shed. Head through the other door
this time, and be prepared to take on three dogs. One at a time is fine, but
they seem to gang up on you, so use the shotgun when needed. After they are
disposed of, go up the ramp to the double-door gate. Here, head to the pillar
on the left and use the Crank to lower the water. Climb down, cross the strip
of land, then climb up again. Follow the path around and take the elevator
down. Deeeeep down.

     Here, immediately head to Chris' right, your left. Ignore the crows as
usual. You can pick up a few herbs, but you probably won't need to unless you
were badly damaged from the dogs on the way in. Enter another section of the
Courtyard through the door, and you'll find some more herbs and a long, winding
grassy path. Follow it while dodging the snakes. Eventually, you'll come to
what looks like a beat up wooden cabin - welcome to the Residence. No pun
intended.

==========================================================================
                            AREA 1 COMPLETE!
==========================================================================


==========================================================================
                            AREA 2 START
==========================================================================


The Residence is basically a little dormitory that makes you go on long hunts
for a key that will only open one door. Discard whenever the game prompts you;
you won't need that key anymore.

As you enter, go straight ahead and into the double doors. As you enter, a
large spider descends on the wall above the door. Shotgun time. Blast this
sucker until it dies, then run around the gate to the lower level. Blast that
spidey too and grab the red book off the table. Now, go back out the double
doors and push the crate over the hole diagonal to the other crates. Climb over
the crate then descend it from the other side, then go through the door.

Here, continue through the hallway and go past Room 002 to the large piece of
paper on the wall. Pick it up as it is the Map of the Residence, then DO NOT
examine the hole, but instead go into Room 002. Afterwards, go in the bathroom
and pick up the Residence Key. Now, exit Room 002, go through the long winding
hall then exit that door and you'll see the crates again. Push the crate you
originally pushed forward a bit, then climb up it and over. This allows you not
to be grabbed by Plant 42's tentacle and have unnecessary damage inflicted on
you. Now, go into Room 001. You'll hear some large creaking sound. That's a
zombie that hanged itself. Go in the bathroom, drain the bathtub and take the
Control Room Key. Kill the zombie that rises up. Exit the bathroom, then walk
past the hanging zombie and grab the Self-Defense Gun and some ammo for other
guns. Exit Room 001 and head into the room across from it, a save room. Deposit
the Self-Defense gun and unnecessary items, but take the Pistol, Shotgun, and
Control Room Key. Go back to Room 002 and move the left most shelf back then
the middle shelf to the right, revealing the ladder far back in the room. Go
down the ladder, then work your way around the basement tunnels. Push all three
crates into the water to form a floating bridge, then continue on until you get
to double doors that are somewhat submerged in water. Enter, and view the
cutscene. That was a pretty sweet death, eh? Richard escapes the wrath of one
boss only to be snuffed by another. Anyway, continue along the path and open
the first door you reach using the Control Room Key. Try to dodge the sharks;
don't waste ammo on them.

Once in the Control Room, climb down the ladder. Go inside the actual room and
hit the switch to drain the water. Wha? Pressure? Critical 10%? WHAT? First, go
over to the panels on Chris' right and release the safety. Now, go over to the
left control panels and try the pressure switch. It will fail. Go back out to
the ladder, then the oil tanks. Hit the switch on tank #1, then go back in the
release the safety again along the right control panel. Hit the pressure switch
on the right control panel to lower unbreakable walls and stop the countdown,
then drain the water. This time it will actually work. Exit the actual control
room, but don't go up the ladder. Instead go the opposite way into a door that
looks like it should be in a submarine. After this, continue straight ahead and
through a single door. Here, you'll find all that was drained from up above.
Run forward and blow the first shark you see lying on the ground with a shotgun
shell. Pick up the Assault Shotgun Richard dropped (10 cartridges!) then run
forward and climb up the steps. Attempt to take the Gallery Key but the Neptune
Shark will knock it down. Push the one box on Chris' right into the water, then
hit the switch to turn on the electricity. Watch the sharky fry, then go in the
water and pick up the key. Backtrack all the way through this hallway through
the door, then go through the double gated doors on your right. Pick up the
Magnum rounds off a shelf, then go up the ladder and unlock the door then go
through. You're back in the basement hallways. Now, go up the ladder leading to
Room 002. Kill the zombie waiting for you, then go back to the Residence save
room. Once there, save and take these items with you:

1) Pistol
2) Assault Shotgun
3) Self-Defense Gun
4) Gallery Key
5) Red Book

Now, head to the Gallery, which is right next to Room 002. Discard the key and
head in. Ignore the bees and head to the small hallway with the deceased man.
Take the Insecticide then head out of the Gallery. Go next to that hole where
you took the Residence Map and use the insecticide. Now go back in the gallery
and travel ALL the way down that hallway where you found the man with the
insecticide. Grab the Residence Key, then head into the room marked Room 003.
Take the gray book from the shelf of red ones, then insert the red one in. The
goal to this puzzle is to form a picture of a naked lady. The easiest way to
solve this piuzzle is to think of it as a small island instead of a naked lady.
Start with the incline, then the top-most point, then the decline. Sooner or
later, you'll form the picture and a shelf will move out of the way, revealing
a boss room. Enter, then climb up the steps after the FMV. Wait for the plant
to open it's inner inner core while dodging its tentacles, then fire your self
defense gun first, followed by the Assault Shotgun. After around 5-8 hits, it
should be done for. Walk down the stairs then head to the fireplace and take
the Mansion Key. Guess what? it's that damn Helmet Key, which means we have to
go back to the mansion. Back way? Nope, we have to go through the courtyard
again with new monsters. Anyway, exit this room via the double doors and watch
the FMV with Rebecca. Go out in the main hall and go towards the exit door. Is
that...Wesker? Yes indeed! The dude with the kick-ass sunglasses returns.
Listen to what he has to say, then walk past the bees he downed (You're
battling mutant plants and evil sharks and the captain gets a few bees...sigh).
and don't bother with the crates; Plant 42 is dead, so the tentacles will no
longer bother you. Save in the save room, then prepare to exit the Residence.
Follow the same winding path you took in, but when you get to the fountain
area, dispose of the 2 or 3 dogs that attack you. It's best to blow one away
when it's still laying down. After that, go up the elevator, dodge the falling
snakes, then continue into the Toolshed, picking up some ammo and health
supplies, then head for the mansion. Once inside, go forward, then view an
INCREDIBLE FMV..wait a second, isn't that the path you took? Shit, it's getting
closer....when you gain control, turn around and blast the shit out of that
thing with your shotgun. Congraluations, you just downed your first
hunter...they will now be the biggest nuissance. Go into the stained glass
puzzle room, out through the cementary, and into the Main Hall. We're back
where it all began.


==========================================================================
                            AREA 2 COMPLETE!
==========================================================================


==========================================================================
                            AREA 3 START
==========================================================================

First thing is first; remember those double doors opposite the ones of the
dining room? Go into the locked single door next to it. It seems like some
weird research place. Ignore most of it and continue to a hall, then into a
door. Defeat the zombie inside, then grab the Jewelry Box. You can't open this
yet, but be patient; we soon will be able to. Get out of this room to the main
hall, then go into the cementary and head into the door to the stained glass
puzzle room. Exit this room, then head into the East Stairs room. Two hunters
in here. Slowly walk up and dispose of the one on your level, then wait for the
other to jump down from the balcony. Be careful they don't jump and take your
head off with one swipe. After you've cleared the area out, go up the stairs
and head down the long hallway, past where you found the Wind Crest. Go in the
unlocked door and then head to the other side of the room and open this door
with the Helmet Key. Here is a little puzzle. You must push the statue into the
holder on the other side of the room. However, each time you are detected on
the floor, the walls close in, making you escape and then push the switch to
put them back in their original place. A clue: You don't need to actually shove
it into the niche in the wall. You just need to have it lined up with it, and
the game will pull it into the hole. After that's done, the done will open. Go
in and drop down the hole. Pick up the book then examine the pages to get the
Eagle Medal.

Now exmine the grave and push the switch, then head down the steps. Now, here
is a little basement area. Nothing is too hard, just some spiders and zombies.
Dispose of them with the shotgun, then head through a door. Soon, you'll be
faced with a fork: take the path that looks like a door has been ripped off the
grating, and continue down that until you transfer the power on the large box.
Now head back and take the other path and enter the kitchen. Be prepared
because as soon as you enter, a Crimson or two will charge at you. Dispose of
them or not, but head to the now working elevator and go up. Once you're on the
second floor, kill the two zombies walking around, then go into the
mini-storeroom. Pick up the battery and magnum rounds (and shotgun rounds if
you can) and head out the single locked door.

Hey, remember this hallway? It was the one you got the area in. Anyway, head
out the nearest door, then prepare yourself for two more hunters. Shotgun works
best. Head in the door that once required the sword key, then go down and into
the save room. Deposit the magnum rounds, Eagle Medal and Battery, then go back
up stairs. Head to the hallway then open the left locked door with the Helmet
Key, and go in. Immediately grab the ammo off the furniture, then turn off the
light. Push both dressers next to a moose head, then climb up on one and stand
next to it. The Eagle should follow you and lock in place for a second, making
taking the one jewel impossible. Quickly descend from the dresser and head to
the other one and take the other jewel. Wait the for statue to lock in place,
then grab the other jewel.

Head back down to the save room, get the Jewelry Box and Red Jewel in your
iventory, then combine them. Yay, a puzzle. Fit the large pieces in first and
form a border, then use the smaller ones to fill in the gaps. Once all the
pieces are fitted in, it will open and you'll get the Broach. Examine it and it
will form the Broach Key. Deposit it for now and head down the hallway from
this save room, then go into the door at the end, not on the side. Here, head
to Chris' left and go in the door to Chris' left, and insert the Yellow Jewel.
The tiger should turn and give you the first MO Disk. Now, exit this room, then
the creepy hallway and start going back to the Drug Room. Hunters should crash
in through the windows. Dispose of them, then go to the save room, deposit the
MO Disk, withdraw the Broach Key, and set off. Climb the stairs, and be careful
- there may be a hunter waiting on the right side of the stairs as you come up.
Go down the brief part with the door where you got the Jewels from, and unlock
the other door. This puts you back in that arrow hallway, correct? Dispose of
the Crimson(s). Now, go back up to that blade trap. Head all the way past it
and open the last door requiring the Helmet Key. Dispose of it.

Make your way around the hallway, picking up some herbs. HEad for the later,
then watch the scene as Yawn enters...again! Quickly descend down the ladder
and start running around the bookcase. Slow-ass Yawn will be behind you,
allowing you to stop for a second and unload a shotgun shell up his ass before
starting to run again. Do this until he rears up and dies, letting another book
fall out. Pick up the book, then examine the pages to get the Wolf Medal. Now,
head to the East Stairs save room, then out to that Spencer Crest Door. Unlock
it with the Broach Key, then go in. You should hear a scream sooner or later.
Head out of the room, up the stairs in at the East Stairs, then go out into
that U-Shaped corridor and then into the room where you found the Dog Whistle.
Rebecca cornered by a hunter! No, she's mine, ugly! Blast him as you would
other hunters, rescuing her. Now, exit, and head back down to the East Stairs
room. Make sure you have only these items with you:

1) Pistol
2) Shotgun
3) Shotgun Rounds
4) Battery
5) Crank

Head to the hallway with the Spencer Crest room and reenter. Turn on the light
and grab the Metal Object from the table. Deposit it in the item box, then go
back into that corridor, then into the beginning of the courtyard. Head into
the tool shed, then go through the double doors. Run to the other side of this
area and open up the double gates. Climb down the ladder then up the other side
and dodge the snakes, taking the elevator down. In this fountain area, go down
the small collection of steps then insert the Battery into the space provided.
Take the elevator up, then head through the double gate doors once again. Use
the Crank to fill that pit up with water, then go BACK and take the newly
powered elevator down. Now the waterfall down here has stopped, exposing a nice
corridor. Head down here and descend down the ladder to enter the Catacombs.


IMMEDIATELY head in to the door to Chris' right. Take the path without the
boulder and go in the door. Head over to the elevator control panel and open
it, taking the Shaft. Keep heading through, going through another door. Head
down this winding path until you reach....Enrique? He seems a little too pissed
off. And soon enough, you'll see why. Those boots looked like....well, ignore
it for now. Search his body for ANOTHER crank, then attempt to leave. You
should hear the door opening. Then you'll see what opened it. Kill the hunter,
then go back to the elevator room, then back to the original room. Two hunters
in here; dispose of both. Head back to the first catacomb hallway, then
continue down it. Dispose of the first crank you got, and take the ink ribbon
out. Pick up the ink ribbon off the ledge, save, then deposit your newly
combined ink ribbons in the item box...again. Now, head down the path of this
hallway which you haven't been to yet, and use the new Crank to flip the...er,
path. Head through the apparent door, then pick up the almighty Flamethrower!
Head to the large boulder, then turn around and run back. Looks like it has
other plans. Quickly run to the door which you entered from, which will be
locked. But the boulder doesn't follow you there, instead crashing through the
wall. Now, pick up the Shotgun shells where the boulder used to be, then follow
the hole in the wall that the rock made and enter the double doors.

SPIDER BOSS! Use the Flamethrower, for this is the only chance you will get to
use. Burn the first big one, then take out the small ones that follow. Find the
survival knife on the stack of boxes, then cut the webs blocking the escape
doors. Here, you can get a map of the catacombs, then deposit the flamethrower
on the clips hanging from the wall, which will unlock your escape doors way
back there. Continue going through, then head to the upside down area. Use the
crank three times and then a boulder will come at you. Use the C-Stick to
perform a 180 degree turn and run into the hallway with the door. The boulder
should go by, allowing you to go back to the rightsided area and then left into
a door. Here, you're met with a statue puzzle.

See the brown rectangle in the wall?  Push the statue up against that, then use
the hexagonal crank to push the statue out.  Once it is out, use the crank
again.  Now push the statue onto the circular platform in the middle of the
floor.  Now push it off the platform, and then back on again.

See the small niche in the back of the room?  Push the statue into that, and
collect your prize.

Head ALL the way back to the elevator room, combining the shaft with your new
cylinder to form the cylinder shaft. Set it in the elevator control panel, then
hit the buttons in the order of 4231. The elevator should be activated; go down
via it. Here, go through the door you see. Oooh, creepy corridors with - LISA!
Whatever path you head first, she'll be there, so turn around and head the
other way. Do not attempt to get to the door with the pulled in clips near it;
instead go to the door standing all by itself. Here, collect magnum rounds, a
flash grenade and pistol ammo off the shelf, then push the box onto the freight
carrier and hit the switch. Now, head back to the Lisa hallway then out the
first door you entered. Go to Chris' left and head down the ladder, then push
the box under the garbage compactor, then activate it. Pick up the Broken
Flamethrower. Go back to the Lisa room, and lure her out. Now, get to where she
first was and flip the lever. Now, go to the clips that are now hanging out and
put the Flamethrower on them. Head through the now opened door.

Here's a long bedroom filled with water. Wade through it, ignoring the snakes,
then pick up the Jewelry Box at the other side. Open it to get the Stone Ring.
Now, head up the ladders until you reach...the cabin? Well, no Lisa this time.
Open the item box and get the Metal Object, then combine it with the Stone
Ring. Head back through the courtyard until you get to the Toolshed. Here, exit
it, then get the Stone and Metal Object you used to open the door to the
toolshed; you won't need to go back there anymore. Head to the Main Hall, then
go DOWN the steps on either side and insert both stone and metal objects.
Uh-oh...is that the sound you heard when you first entered the forrest? Anyway,
head in the doors, withdraw the eagle and wolf medals from the item box below,
save, then keep heading down.

Here, you'll find Wesker at the altar. Soon, Lisa will barge through. Let
Wesker keep shooting her; your job is to push the four stones in the pit below.
This will expose her mother's face, which Lisa will take and jump off the side.
Now, head through the door Lisa came through, and go up the elevator. At the
fountain, insert the Wolf and Eagle Medals into the indentations, lowering the
water. Go down the steps then in the elevator. Choose to go down.

                SWITCH FROM GAME DISC 1 TO GAME DISC 2

==========================================================================
                            AREA 3 COMPLETE!
==========================================================================


==========================================================================
                            AREA 4 START
==========================================================================


Follow the vary linear path until you get to the item box and typewriter. Make
sure to save your game, then continue on. Here, watch out for 2 zombies - take
it slow and conserve ammunition by trying for a headshot with the shotgun.
After that's done, do not go down the stairs but instead to the left and pick
up the MO Disk off the table. Now go down the steps and through the double
doors.

Once through, take the path opposite the nearby door and kill the zombie.
Follow that path straight, then open the door on Chris' left. Go to tbe
computer terminal, and type JOHN as your username and ADA as your password (the
names will come up later in RE2). Unlock the 3rd Level Basement doors first,
then try to unlock the 2nd level. When it prompts you for a password, enter
CELL. Unlock those doors, then return to the double gated doors, but do not go
in those but instead the single door next to it. Go down the hallway and go to
the door on Chris' LEFT, not the right. Here, kill the zombie, then work your
way around to the MO Disk reader (looks familar, eh?) and insert the MO Disk.
Exit the room and flip the one switch on the level lock. Go back upstairs and
into the door next to the table where you found the MO Disk. Grab another disk
off one of the shelves, then go to the combination lock and enter 8462, opening
the door. Pick up the Lab key. You can watch Kenneth's film here too...it
reminds you of the loss of your teammates. Go to the slide projector before you
leave and view it. That Umbrella staff team...is that...Wesker? Turn around and
leave, and backtrack to the item box. Withdraw the last MO Disc you got
earlier, and head back downstairs through the Double gate doors. Go straight
this time and dispose of the zombie. Enter the doors to Chris' left and push
the shelf back. Crawl through the hole in the wall.

Quickly take out the Chimera and blow the other one up that comes from another
hole. Insert the second MO Disc into the reader, then go back to the lever lock
and throw the next lever. Go back to the double doors that you used to get to
the SECOND MO Disc reader, and go forward to the single door. Open it then
discard the Lab Key. Quickly continue forward, and take a right, entering the
furnace room. Go right and find the farthest path. Take out the Chimera then
take the Empty Fuel Supply Capsule. Ok, remember the room with the FIRST Mo
Disk reader? Return to that, and examine the little bubble thingy on the wall.
Put the Fuel Capsule in that, and when it's done, slowly walk to the door and
exit. NOTE: WHEN YOU HAVE THE FULL FUEL SUPPLY CAPSULE WITH YOU, WALK. DO NOT
ATTEMPT TO RUN OR YOU WILL BLOW UP DUE TO THE UNSTABLE CHEMICALS. Make your way
back to where you found it, and insert it there.

Now, go back down the path until you reach the entrance to this room, but this
time take the leftmost path. Kill the Chimeras then go in the door. Go directly
straight and insert the last MO Disc. Now go back halfway and take the lower
path to the control room. Activate the elevator, then leave this room, the
second furnace room, then the original furnace room. Hit the last MO Disc
lever, then save your game in the Lab Lounge save room, near the furnace room.
Take these items with you:

1)Assault Shotgun(With 10 bullets in it)
2).357 Magnum
3)Extra Magnum Rounds(at least 20)
4)First Aid Spray

Go lef tof the save room and reach the elevator. Call it, and Rebecca should
reach you. Ride the elevator down with her, and go in. The mastermind behind
all of this is....Wesker? That creep! He'll shoot Rebecca, but don't worry
about her now. You have a job to finish. He'll release the Tyrant, which will
knock him out and supposedly kill him. Now, the Tyrant turns on you. Equip the
magnum, fire a shot, then run backwards, firing shots. It should take 5 magnum
rounds to bring him down. After that, go over and hit A near Rebecca to get her
up. She was wearing a bullet-proof vest, so Wesker's shot didn't hurt her. Go
back up the elevator, then she'll suggest you split up. She'll go activate the
self-destruct sequence, and you must get out and meet her at the elevator.
First, go to that place where you hit the Mo Disc levers. Hit them if they're
not all down, then go through the door. Head down the steps then go into the
cell. Jill! Supposedly, Wesker tricked her and left her there to rot. Anyway,
exit the cell and go up the stairs and through the doors. Go through the double
gated doors, up more steps, and make your way to the very first Lab save room.
Go up the ladder there, then go through the emergency escape door.

Here, collect some healing items if needed, then go straight ahead through the
catwalks. Pick up the Fuse part, then head to the elevator. Rebecca dn Jill
will hear some noise, and go off to eliminate it. Put the Fuse part in the
electricity box holder space, then go up the elevator. Once on the helipad,
grab the Signal Rockets and use them. Jill and Rebecca should join you now. But
somebody else wants to crash the party. Bursting through the roof, Tyrant makes
an appearance. He knocks Jill out, so it's only you and Rebecca. Equip the
magnum if you haven't done so and fire like heck. Get ready to run in case he
suddenly turns and charges at you. Keep doing this for about a minute.

After Tyrant has been damage enough, Brad, the same coward who ran in the
beginning and has been trying to contact you all game, drops a Rocket Launcher
and tells you to use it. Pick it up and make sure that the Tyrant is
distracted, like charging at Rebecca before firing; otherwise, he'll deflect
your shot. Once you hit, the Tyrant will blow up, allowing you, Rebecca, and
Jill to fly into the rising sunlight.

==========================================================================
                            AREA 4 COMPELTE!
==========================================================================


Now that you've finished the game with Chris, you'll get his first Alternate
Costume. See the secrets sections for more things you can unlock by beating the
game under certain difficulties and times.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8) Weapons and Items
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Resident Evil is incredibly puzzle oriented and therefore holds a chestfull of
items for you to find, collect, combine, examine, and use. Each item is
different in its own way, and no matter how much they look alike (Barry's 44
Anaconda and the regular .357 Magnum) you'll find they have quite major
differences. If you're sure you have the correct item and are using it
properly, try a different location; detection is a major role of this game.


Herbs
Green - 25% Cure
Blue - Poison Cure
Red - No Effect
Green + Green - 50% Cure
Green + Red - 100% Cure
Green + Blue - 25% Cure, Poison Cure
Green + Green + Green - Full Cure
Green + Green + Blue - 50% Cure, Poison Cure
Green + Blue + Red - 100% Cure, Poison Cure

Weapons
Defense Knife
Holds: N/A
Range: Short
Damage: Little
Where : Start game with it.

The knife is the most basic weapon in Resident Evil, hence it is the most
worthless.  It is virtually useless throughout your adventure, and in the long
run itíll cost you more damage than it will give out.  In fact, the only time
that it is recommended that you use this knife is to break the spider web after
killing the Black Widow.

Handgun
Holds : 15
Range : Long
Damage : Some
Where : Jill - Start with it. Chris - Main Hall.

The handgun will be the only weapon that you will have through your first part
of the mansion, and you will learn to make good use of it.  Zombies and dogs
make the best victims.  Use this ammunition sparingly, and remember to always
aim for the head.

Shotgun
Holds : 6
Range : Long
Damage : A lot
Where : Shotgun room.  Replace with broken shotgun.

This is one of the more useful weapons out there, but you wonít use it for
long.  As Jill, after your first encounter with Yawn the Snake, Richard will
drop his Automatic Shotgun, which will be much more efficient.  As Chris,
Richard will drop it before Neptune devours him.

Automatic Shotgun
Holds : 10
Range : Long
Damage : A lot
Where : Dropped by Richard  Jill - First battle with Yawn. Chris - Bottom of
Shark Tank.

The Automatic Shotgun is like the regular one, except it holds ten bullets
instead of six.  This will be the main gun that you use throughout the game,
and will be the best weapon to kill many bosses with.  However, it is not
recommended that you kill zombies and dogs with the shotgun.

Grenade Launcher
Holds - 6 (Acid Rounds, Flame Rounds, and Grenade Rounds)
Range : Moderately Long
Damage : GREAT
Where : Jill - Berry gives it to you. Chris - N/A

This weapon is one of the more useful ones, and it gets the job done quicker
than a shotgun.  There are three different types of rounds for this weapon,
which makes it very versatile.  It is best used in emergency situations when
you are unexpectedly attacked, or run out of all other ammo.  It also makes for
a nice weapon to use in the final TYRANT battles, but itís not as efficient as
the magnum.

Flamethrower
Holds : N/A
Range : N/A
Damage : N/A
Where : Chris - N/A. Jill - N/A

Magnum
Holds : 6
Range : Long
Damage : A Great Deal
Where : Crow Graveyard.  Deposit Wind Crest into grave.  Put the three crests
you get in the next grave to unlock the magnum.

The magnum is undoubtedly the most powerful and useful gun in the game.  It is
highly recommended that you sparingly use all of the ammo you receive, and save
at least ten bullets for the last two battles with TYRANT.

Rocket Launcher
Holds : 4
Range : Very Long
Damage : Oblivious
Where : You will get this weapon just seconds before the end of the game.

Use it to destroy TYRANT once and for all.  Make sure you take a few steps back
before firing this thing because the amount of damage it does it enormous.
Unfortunately, you only get to use one of the four bullets.

Items
001 Key
Found : 002 Room Bathroom.  Drain bathtub.
Check : Nothing Special
Use : 001 Door
Combine : N/A
Slots : 1

003 Key
Found : Gallery
Check : Nothing Special
Use : 003 Door
Combine : N/A
Slots : 1

Armor Key
Found : Trap Room
Check : Nothing Special
Use : Armor Key Doors
Combine : N/A
Slots : 1

Arrowhead
Found : Upstairs Corridor
Check : Arrow part breaks off.
Use : Graveyard
Combine : N/A
Slots : 1

Arrow
Found : From broken arrowhead.
Check : Nothing Special
Use : Graveyard
Combine : N/A
Slots : 1

Battery 1
Found : Library Corridor Closet
Check : Nothing Special
Use : Elevator in Courtyard.
Combine : N/A
Slots : 1

Blue Jewel
Found : Eagle Room
Check : Nothing Special
Use : Tiger Statue
Combine : N/A
Slots : 1

Book of Curse
Found : Tomb
Check : Back.  Get Sword Key.
Use : N/A
Combine : N/A
Slots : 1

Broken Shotgun
Found : Utility Room
Check : Nothing Special
Use : Shotgun Room
Combine : N/A
Slots : 1

Brooch
Found : Inside Jewelry Box
Check : Changes into Spencer Key
Use : N/A
Combine : N/A
Slots : 1

Coin
Found : From Collar
Check : Turns into False Key
Use : N/A
Combine : N/A
Slots : 1

Collar
Found : 2F Balcony
Check : Turns into Coin
Use : N/A
Combine : N/A
Slots : 1

Control Room Key
Found : Room 001
Check : Nothing Special
Use : Shark Tank
Combine : N/A
Slots : 1

Cylinder
Found : Caves Puzzle Room
Check : Nothing Special
Use : Shark Tank
Combine : Shaft to make Cylinder Shaft
Slots : 1

Cylinder Shaft
Found : From combined Cylinder and Shaft
Check : Nothing Special
Use : Elevator Control Panel
Combine : N/A
Slots : 1

Dog Whistle
Found : Book Room
Check : Nothing Special
Use : Second Story Balcony
Combine : N/A
Slots : 1

Eagle Medal
Found : Inside Last Book Vol. 1
Check : Nothing Special
Use : Circular Pool.  Put on Eagle Statue.
Combine : N/A
Slots : 1

False Key
Found : From Coin
Check : N/A
Use : Trap Room
Combine : N/A
Slots : 1

Fuse Unit
Found : Final Corridor
Check : Nothing Special
Use : Elevator in Laboratory leading to Heliport.
Combine : N/A
Slots : 1

First Aid Kit
Found : Numerous Places
Check : Top to open.  Contains First Aid Spray or Herbs.
Use : Whenever.  Cure Yourself.
Combine : If herbs, combine with other herbs (see herbs section).
Slots : 1

Flare
Found : Heliport Entrance
Check : Nothing Special
Use : Anywhere in Heliport
Combine : N/A
Slots : 1

Fuel Canteen
Found : East Store Room
Check : Nothing Special
Use : Zombies
Combine : Lighter (does this automatically)
Slots : 1

Fuel Capsule
Found : Power Room 2
Check : Nothing Special
Use : Fill up in MO Disk Room 1, use in Power Room 2.
Combine : N/A
Slots : 1

Gallery Key
Found : Bottom of Shark Tank
Check : Nothing Special
Use : Resident House in Gallery Door.
Combine : N/A
Slots : 1

Golden Emblem
Found : Piano Room
Check : Nothing Special
Use : Dining Room
Combine : N/A
Slots : 1

Helmet Key
Found : Planet 42 Room
Check : Nothing Special
Use : Helmet Key Doors
Combine : N/A
Slots : 1

Herbicide
Found : First Story Patio
Check : Nothing Special
Use : Plant Room.  Put in water machine.
Combine : N/A
Slots : 1

Hexagonal Crank
Found : Enrichís Body
Check : Nothing Special
Use : Hexagonal Holes
Combine : N/A
Slots : 1

Insecticide
Found : Gallery.  Check corpse.
Check : Nothing Special
Use : Residents Hallway 2
Combine : N/A
Slots : 1

Jewelry Box
Found : N/A
Check : See engraving approximately 4cm in diameter.
Use : None.
Combine : Red Jewel.  Solve puzzle to get Brooch.
Slots : 1

Jewelry Box 2
Found : Lisaís Room
Check : Metal Object Outline inside.
Use : N/A
Combine : N/A
Slots : 1

Last Book Volume 1
Found : Crusher Room
Check : Get Eagle Medal
Use : N/A.
Combine : N/A
Slots : 1

Last Book Volume 2
Found : Library
Check : Get Wolf Medal
Use : N/A.
Combine : N/A
Slots : 1

Lighter
Found : Study (Jill)
Check : Nothing Special
Use : Light fires, incinerate zombies.
Combine : N/A
Slots : 1

Lure
Found : Lure Room
Check : Nothing Special
Use : N/A
Combine : Yellow Fish Lure
Slots : 1

Master Key
Found : TYRANT Room (Only get if Rebecca or Barry die)
Check : Nothing Special
Use : Unlock Heliport
Combine : N/A
Slots : 1

Metal Object
Found : Spencer Room
Check : Nothing Special
Use : N/A
Combine : Metal Object Outline
Slots : 1

Metal Object Outline
Found : Jewelry Box 2
Check : Nothing Special
Use : N/A
Combine : Metal Object
Slots : 1

MO Disk 1
Found : Tiger Statue.  Insert Yellow Jewel.
Check : Nothing Special
Use : One of the Three MO Disk Stations.
Combine : N/A
Slots : 1

MO Disk 2
Found : Projection Room
Check : Nothing Special
Use : One of the Three MO Disk Stations.
Combine : N/A
Slots : 1

MO Disk 3
Found : Outside Projection Room
Check : Nothing Special
Use : One of the Three MO Disk Stations.
Combine : N/A
Slots : 1

Moon Crest
Found : Crow Graveyard
Check : Underside.  Push button.
Use : Crow Graveyard
Combine : N/A
Slots : 1

Moonlight Sonata
Found : From Music Book
Check : Nothing Special
Use : Piano
Combine : N/A
Slots : 1

Music Score
Found : Servant's Dining Room
Check : Nothing Special
Use : N/A
Combine : Music Book Cover
Slots : 1

Music Book
Found : Piano Room
Check : Nothing Special
Use : N/A
Combine : Music Score
Slots : 1

Old Key
Found : Researcherís Bedroom, Keeperís Bedroom, Kitchen, East Storage Room,
Bathroom
Check : Nothing Special
Use : Researcherís Study, Patio, Graveyard, Utility Closet, Western Terrace
Combine : N/A
Slots : 1

Power Room Key
Found : Projection Room
Check : Nothing Special
Use : Unlock two Power Room Doors
Combine : N/A
Slots : 1

Red Fish Lure
Found : Lure Room
Check : Nothing Special
Use : Display Shelf without Button
Combine : N/A
Slots : 1

Serum
Found : Medical Room
Check : Nothing Special
Use : In Richard Corridor.  Cure Richard with it.
Combine : N/A
Slots : 1

Serum 2
Found : Medical Room
Check : Nothing Special
Use : In Richard Corridor.  Cure Chris with it. (Find as Rebecca)
Combine : N/A
Slots : 1

Shaft
Found : Main Lift of Caves
Check : Nothing Special
Use : N/A
Combine : Cylinder to make Cylinder Shaft
Slots : 1

Shield Key
Found : Dining Room
Check : Nothing Special
Use : Attic Corridor
Combine : N/A
Slots : 1

Spencer Key
Found : From Brooch
Check : Nothing Special
Use : In door with Spenser Emblem engraving.
Combine : N/A
Slots : 1

Square Crank
Found : Cabin
Check : Nothing Special
Use : Pool
Combine : N/A
Slots : 1

Star Crest
Found : Crow Graveyard
Check : Underside.  Push button.
Use : Crow Graveyard
Combine : N/A
Slots : 1

Stone & Metal Object
Found : Crypt
Check : Nothing Special
Use : Shed Door, Alter Entrance
Combine : N/A
Slots : 1

Sun Crest
Found : Crow Graveyard
Check : Underside.  Push button.
Use : Crow Graveyard
Combine : N/A
Slots : 1

Sword Key
Found : Check Book of Curse
Check : Nothing Special
Use : Sword Key Doors
Combine : N/A
Slots : 1

Wolf Medal
Found : N/A
Check : Nothing Special
Use : Circular Pool.  Put on Wolf Statue.
Combine : N/A
Slots : 1

Wind Crest
Found : Lure Room
Check : Nothing Special
Use : Crow Graveyard
Combine : N/A
Slots : 1

Wolf Medal
Found : Inside Last Book Vol. 2
Check : Nothing Special
Use : Circular Pool
Combine : N/A
Slots : 1

Wooden Emblem
Found : Dining Room
Check : Nothing Special
Use : Piano Room
Combine : N/A
Slots : 1

Wooden Mount
Found : U Corridor
Check : Nothing Special
Use : Fireplace Room
Combine : N/A
Slots : 1

X-Ray 1
Found : X-Ray Room
Check : Nothing Special
Use : X-Ray Board
Combine : N/A
Slots : 1

X-Ray 2
Found : X-Ray Room
Check : Nothing Special
Use : X-Ray Board
Combine : N/A
Slots : 1

Yellow Fish Lure
Found : Lure Room
Check : Nothing Special
Use : Display Shelf with Button
Combine : Lure
Slots : 1

Yellow Jewel
Found : Eagle Room
Check : Nothing Special
Use : Tiger Statue
Combine : N/A
Slots : 1

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9) Bosses
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bosses are usually found at the end of a lengthy section or area, depending on
the location. For instance, in the Residence, the Neptune Shark marks the end
to the Aqua Ring section, but not the Residence area; that's where Plant 42
comes in. Usually, you'll be able to tell when a boss is coming up from
documents, appearances, or other survivors that will inform you and give you
clues on the enemy.



==============================
Yawn the Snake Battle 1
==============================
Jill - You only fight this guy if you gave Richard the serum. Once you find the
shield key, you can unlock the door to Yawn. Richard will come in and help you
in the first part of the battle. The best strategy is to stand beside Richard
and fire with shotgun ammo at Yawn. He will eventually pass out. However, after
a short cut-scene, he will come back to life and eat Richard. Richard will drop
his automatic shotgun. Grab that (it should be loaded w/ 6 bullets) and shoot
Yawn with it until he dies.

Chris - You will fight Yawn regardless of Richardís state, but the hard part of
this battle is that Richard will not help you.  It is best to evade Yawn by
running, turning around with the C-Stick, firing, and running again.  This
isnít a very difficult battle, but bring a green herb or two with you just in
case.

==============================
Crimson Zombie in Machine Room
==============================
After you find the four Death Masks, the casket will drop from the machine room
ceiling. Go examine the casket, and a crimson zombie will jump out. The Shotgun
is the best weapon to use here.  You could surely use your Grenade Launcher,
but itís best to save that for tougher fights.  This guy will run after you, so
whenever he gets close make sure you run away, use the C-Stick to turn around,
and fire the Shotgun again.  This guy is relatively easy.  After he's dead, go
push the button in the casket to open the door, and collect a small prize while
you're at it.

==============================
Neptune Shark
==============================
Strategy 1 - Try to grab the key.  As soon as heís finished with his sporadic
twitching, itís time to make some fried shark (itís just too bad you canít take
any of that delicious shark meat home with you).  Start by pushing the small
machine to your right into the water.  Now face the machine that should now be
on your left, flip the lever, and let the good times roll.  This is the better
of the two ways to kill Neptune for the simple fact that you donít use any
ammunition.

Strategy 2 - Don't waste the handgun bullets with this guy. Just stand in one
spot and fire the shotgun at him until he dies. Do not go into the water,
though. If you do, he will eat you.

==============================
Plant 42
==============================
Strategy 1 - Climb up the ladder, and stand either diagonal or adjacent to
Planet 42 (your choice, there is no real advantage). Fire either your shotgun,
acid rounds, or flame rounds at this thing. Watch out for his tentacles. They
can do some minor damage if they hit you. About 4-6 shots from acid or flame
rounds should take care of this guy. Now go down the ladder and investigate the
fireplace for the helmet key. Now return to the shed. Barry will leave you some
must-need ammo, and he will also fix the door leading from the east stairs to
the door room.

Strategy 2 - Look up those chemistry books cause we'll making some V-JOLT!
After you kill the spiders in the double door room in the Residence, light the
three lamps and write down how many eyelashes for each color. Then go to the
pool table, and write down the number of each color ball(i.e. Orange-5, Red-2,
etc.). Now go to the Wasp Room and find the lock mechanism. Select an eye
pattern, then hit the number of the ball that's the same color of the eye
pattern(thanks to your notes). Now go in there and:

(1) Mix UMB 3 with water to get UMB 4.
(2) Mix UMB 4 with Yellow 6 to get UMB 10.
(3) Mix Yellow 6 with water to get UMB 7.
(4) Mix UMB 7 with UMB 10 to get UMB 17.
(5) Mix UMB 17 with UMB 3 to get V-Jolt.

Get the empty bottles first, then fill them with those materials. Backtrack to
the Aqua Ring, and enter the door with the roots in it. Use the V-JOLT, then go
back to the Plant 42 room. It will grab you, but Barry or Wesker will come in
and burn its ass with a flamethrower.

==============================
Yawn the Snake Battle 2
==============================
After you get the helmet key from Planet 42, return to the room where you
received the armor key. At the end of this room in another door. Unlock it. If
youíre Jill, bring the acid rounds that Barry left you in the shed.  If youíre
Chris, youíll have to rely on the shotgun, which will make for a tougher
battle.  Collect the two green herbs at the beginning of the room. You may need
these, you may not. After walking through a long corridor, Yawn will emerge.
Climb down the ladder, and stand at the base of it.  Now follow the strategy
that corresponds with your character.

Jill - Pull out the acid rounds, aim at Yawn, and fire them like there is no
tomorrow. It should only take about 5 acid rounds to kill him. If you get
attacked, cure yourself with the green herbs. After the battle, investigate the
bookshelf area to find a medallion.

Chris - This is a much tougher battle this time, but like the first battle you
must evade Yawn.  The best way to do this is to run around the book shelves and
wait for him to catch up.  When you see him, fire as many times as you can,
then run to the other side, and do it again.

==============================
Black Widow
==============================
This is a very easy boss if you have the shotgun. Simply stand in one spot, aim
for the huge spider, and start shooting. It may get a hit or two in on you, but
don't worry about that. But above everything else, making sure you stay still
and just keep shooting.

There are two baby spiders as well. One will emerge immediately after the
battle. Two shotgun bullets will kill this one. The other will come out a bit
later, and surprise you if you're not expecting it. Kill it. This one is
actually easier done than said.

==============================
Lisa Trevor 2
==============================
Just like the first time, run away from this thing. You will meet her in a cave
area with different paths, so evading her will require some proactive thinking,
but it can be done.

==============================
Lisa Trevor 3
==============================
Now you finally get to kill the bitch. If youíre playing as Jill, firstly and
most importantly, GIVE BARRY HIS GUN BACK! There are 2 strategies to beat Lisa.

Strategy 1 -  Stand your ground, and wait for her to come close to you. Start
firing when she is close, and Barry will do the same. When she's down, get
closer to her and keep firing. This is the harder of the two ways, and I don't
suggest you do this. Either you or Barry can be killed in a blink of an eye.

Strategy 2  - There are 4 stone statues in the corner of the arena. Simply push
them into the pit, and Lisa will jump in after them.

==============================
Tyrant Battle 1
==============================
After the cinema scene, pull out your magnum and take one shot at him from
where you are standing. Now use the C-Stick to turn around, and RUN for the
door. Once you're at the door, use the C-Stick again to turn around. Aim for
the Tyrant, and fire. Keep firing until he falls down. Don't worry, he won't
get back up... quite yet.

==============================
Tyrant Battle 2
==============================
NOTE: If Barry or Rebecca did not survive the first battle with Tyrant, or were
not there at all, then you will not fight Tyrant a second time.  You will
simply be taken to the ending.

Make sure you have at least 2-4 defense items with you because Tyrant likes to
pick you up. Simply hold your ground in this battle, and fire at him with
whatever you got (magnum or any type of grenade ammo works the best). If he
hits you, your health will be brought down to caution, so cure yourself then go
back in.

If you are far away from him, he will use his tentacles. These things will
knock you to the other side of the helicopter platform, and it'll take you a
while to recover.

If you are close to him, he will try to pick you up. This is where the defense
items come in handy. If he picks you up, simple press L. While he's trying to
recover from the attack, shoot him again and again.

Eventually, Brad will throw you a rocket launcher. Now you want to run away
from him, turn around, and fire. One shot with this sucker is all it takes.


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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10) Puzzles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Puzzles. Some like them, some hate them. If you're fond of games such as Chu
Chu Rocket, Mario's Picross, etc. you'll enjoy most of Resident Evil. If you
don't, you're in for one long game. Usually, around 2-5 items are involved in
puzzles and quests, and the one for the Helmet Key is incredibly long,
including the Musical Pages, Musical Score, Wooden Emblem, Gold Emblem, and
finally the Key itself, needed to unlock one lousy door. The Residence is
especially full of puzzles to get a key for one door, so be prepared to do some
walking, backtracking, and reading of documents to reveal clues.


==============================
Trap Room Puzzle
==============================

First, get the dog whistle from the Book Room on 2F.  Now go to Dining Room 2F,
and enter the farthest door on the left.  Once inside, enter the tan door.  If
you are Jill, you will be able to use your lock pick.  If you are Chris, you
will need a Small Key.  Now youíre on 2F Balcony.

Once here, blow the dog whistle.  You will immediately hear the sound of two
dogs barking.  Pull out your shotgun, and shoot them whenever they come close
to you.  Two shots should take care of them.  Now investigate the area around
the dogís carcasses, and pick up the collar.  Examine the collar to get the
coin.  Examine the coin to get the False Key.

Now go to the Trap Room with the False Key.  Pick up the Armor Key from its
pedestal.  The walls will cave in on you, a knight will block your way
backwards, and another deadly knight will start to come towards you.  Place the
False Key on the Armor Keyís pedestal, and everything will be okay.

==============================
Gas Room Puzzle
==============================

Now that you have the Armor Key, you will be able to enter the Gas Room off of
the U-Shaped corridor.  Once you enter this room, four statues of armored
knights will move themselves forward.  For ease, the knights have been numbered
in the crude drawing below.

1     3
2     4

Now do the following:
Push statue 1
Push statue 4
Push statue 3
Push statue 1
Push statue 2
Push statue 3
Push statue 4
Push statue 2
Push statue 4

All four knights should be pushed back against the wall now.  Push the button
on the center pedestal and collect your prize.

==============================
Clock Puzzle
==============================
After you retrieve the Gold Emblem, return to the Dining Room and put it where
you took the Wooden Emblem.  Now go examine the clock.  This is a very simple
puzzle.  Push the BIG GEAR to the RIGHT two times, so the time is 6:00.  In
return, you will get the shield key.  Now itís time to fight Yawn the Snake.

Picture Room Puzzle:
Again, for ease, the pictures have been numbered in the crude drawing below.

6     5     4
3     2     1

Now do the following:
Push picture 1
Push picture 2
Push picture 4
Push picture 5
Push picture 1
Push picture 2
Push picture 6

Now go examine the picture at the end of the hall to get the Death Mask.

==============================
Control Room Puzzle
==============================
Again, for ease, each button/lever has been numbered in the crude drawing
below.

      1
3          2     4

Now do the following:
Push button 1
Push button 2
Pull lever 3
Go to Area 4
 -There are 3 buttons.  Try each one until something happens.
Push button 2
Pull lever 3
Push button 1

Now itís time to go fry Neptune!

==============================
Red Book Puzzle
==============================
Take the book with blank pages.  Replace it with the Red Book.  The goal of
this puzzle is to arrange the books so that the binds form a picture of a nude
woman.  You have all seen them before, so now itís time to put that once
useless knowledge to good use.  The initial order of the books are completely
random, but this is an easy puzzle to figure out.

==============================
Eagle Puzzle
==============================
Push one dresser up to the deerís head, one up by the bullís head.  Now turn
the lights out.  Climb up onto the dresser by the deer, and walk around the
small area until you hear the eagle click.  Now climb down from the dresser,
and walk against the wall to the bull.  Make sure the eagle cannot see you.
Now climb up onto the dresser by the bull, and take the yellow gem.

Now do the same thing in order to get the red gem in the deerís eye.

==============================
Cave Puzzle
==============================
See the brown rectangle in the wall?  Push the statue up against that, then use
the hexagonal crank to push the statue out.  Once it is out, use the crank
again.  Now push the statue onto the circular platform in the middle of the
floor.  Now push it off the platform, and then back on again.

See the small niche in the back of the room?  Push the statue into that, and
collect your prize. Combine this with the shaft to get the Cylinder Shaft to
power up the Catacomb elevator.

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11) Secrets/Codes
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Samurai Edge
---------------

Complete the game in 5 hours or less to unlock the Samurai Edge, which has
infinite ammo. The gun will replace the survival knife in either Jill's or
Chris' quest.

NOTE: It says in the screen when you unlock the Samurai Edge that it's "Barry
style". This is most likely taken from the way Barry fires his gun, in sets of
three shots. If you notice, the Samurai Edge does the same thing.


Rocket Launcher
-----------------

Complete the game in 3 hours or less to unlock the Rocket Launcher, which also
has infinite ammo. it will replace the survivial knife in either character's
quest, or if you already have the Samurai Edge, it will be in the first item
box you come across.


Grenade Launcher Round Trick
-------------------------------

To accomplish this, you must have rounds in the Grenade Launcher, and also a
seperate set of rounds, preferrably incinerary.

1) Deposit everything in your item box but leave the first item slot in the box
open. Put the G. Launcher in the first inventory slot and the extra rounds in
the second.
2) Close the Item Box.
3) Equip the G. Launcher, then open the Item Box.
4) Select the extra rounds, then put them in the first item box slot.
5) Select the extra rounds in the box and choose to combine them with the G.
Launcher.
6) Viola! Extra rounds! Close the inventory and reopen it to have around 255
rounds, enough to last you the entire game!



New Character Costumes
-------------------------

Completing the game once with a character will unlock one hidden costume for
that character, and completing it a second time will unlock the second hidden
costume for him/her. You'll get the Closet Key, which will be in the first item
box you come across. Use it in the room with the statue holding the map in its
bowl. The Hidden door is the tall vertical painting behind the movable dresser.
Go in and use the rack on the right for your first costume, and the rack on the
left for your second costume.


New Modes
--------------

Finishing the game on normal mode the first two times will unlock Real Survivor
and Invisible Enemy modes, respectively. Finishing the game on normal with both
Chris and Jill at least once will initiate One Deadly Zombie mode, which has
your old S.T.A.R.S. buddy, Forrest, strapped with explosives chasing you. Use a
defense item or shoot him once and you go boom with him.


Different Endings
------------------

Let your partner character die at some point(Barry/Rebecca) and do not rescue
Jill/Chris from their cell to get new endings. Experiment with these to unlock
all 12 different endings in Resident Evil.



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12) Copyright/Contact Information
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This document is copyright 2002-2003 John Misczak/Jarred Trost. All rights
reserved.
You may not reproduce or use this guide without seeking our permission
first. All characters and logos are trademarks of Capcom. All rights reserved.

Please email us at john@nintensity.com/jtrost@Route24.net or contact John on
AIM
at Admodieus if you have any questions.

         This guide is property of the Nintensity
(http://www.nintensity.com).