A strategy / walkthrough guide written by marshmallow
for the Gamecube title... 

 ___        _    _         _     ___      _ _    
| _ \___ __(_)__| |___ _ _| |_  | __|_ _ (_) |   Version 1.0
|   / -_|_-< / _` / -_) ' \  _| |  _|\ V / | |   Date: 5/26/02
|_|_\___/__/_\__,_\___|_||_\__| |___| \_/|_|_|

           R   E   B   I   R   T   H

          Chris Redfield Walkthrough 
              Scenario: "HARD"

New horrors in old places. Old horrors in new places. Powers yet to be 
unleashed, a motley crew of dogged heroes, and a mansion full of bloodthirsty 
genetic bio-weapons in ridiculously over extravagant Gamecube glory await you 
in this, yes, BRAND NEW (or close enough) Resident Evil game...now was that a 
run on or what?

But this isn't just any lame-brain, shabby, thrown together or stolen 
walkthrough! Oh no! That would be far too simple...


==============================================================================
   0.   TABLE OF CONTENTS
==============================================================================

1. Introduction
2. Meet the Star
3. Guests for Tea
4. Chris Walkthrough
    - Chapter 1
    - Chapter 2
    - Chapter 3
    - Chapter 4
    - Chapter 5

5. Variable Tree
6. Ammo List
7. Revision History
8. Legal / End Notes


==============================================================================
   1.   INTRODUCTION
==============================================================================


Summer, summer, free from the toil of school and life. Free to write, free to 
play. Free to entertain you all night and day! I wanted to come back with a 
Nintendo game. Preferably one that's not Dr. Seuss. Resident Evil: Rebirth 
just seemed appropriate. Problem: too many walkthroughs. Problem: too many 
n00bies. Problem: Nintendoholic blatantly stole my trademark layout because 
he's too lazy to make his own (imitation is the sincerest form of flattery and 
all of that I suppose). Problem: Quizmaster seriously used up all my ideas in 
terms of funny "ha ha!" jokes to use throughout the game and wrote a quality 
Jill guide! No fair! 

But there's still one last refuge left for a washed up writer like myself. A 
foreboding, empty corner where only two things are evident: Chris Redfield is 
the star. And his game makes the n00bies cry to Mommy.

I'm there.


==============================================================================
   2.   MEET THE STAR
==============================================================================


Chris Redfield! he's our man, if he can't do it, no one can! Unfortunately, 
not very many people enjoy his game. Why? Well....

CHRIS REDFIELD SUCKS BECAUSE....

1. Six item slots compared to Jill's cavernous eight. Forget using herbs.

2. Instead of using a pin like the master of unlocking, us poor Chris players 
   must collect 'old keys' to open up locked doors. 

3. No grenade launcher. 

4. Can not collect the shotgun early like Jill can. He has to lug around the 
   broken shogun and make like Indiana Jones with the switch-a-roo (unless you 
   enjoy becoming pizza).

On the otherhand...


CHRIS REDFIELD ROCKS ALL BECAUSE...

1. Chris is nearly twice as strong as Jill. Proof: Jill can only survive one 
   super lunge from the Tyrant 2. Chris can survive two, and he'll still have 
   life left for a small smack! Chris can take some serious abuse. This makes 
   up for the lack of room for herbs.

2. Chris can get out of a zombie's grip faster than Jill can in most 
   circumstances (keep tapping 'A' and rolling the stick).

3. Rebecca Nurse is better than Barry in that she will heal you completely in 
   certain locations.

4. Hand grenades anyone? This is easily the best defense weapon. Instant 
   decapitation for zombies and (if you can get them to grab you) Hunters. 
   Sweet animation, sweet result. I'm dying of a stomach ache over here.

5. Old keys are very close to where they are needed and, in fact, add depth to 
   the game because you get to explore exotic, fun filled places (like the 
   bathroom for Jill is optional; here, giving a Zombie a bath is needed). 

6. Shotgun rapage. Chris gets more shotgun ammunition than Jill AND can easily 
   acquire the assault shotgun, which is an extra 10 rounds for free, fires 
   faster, and is about 1.5x as powerful. This makes the old shotgun look like 
   a corkgun. Bring out the boom stick baby!

7. Chris doesn't have tantalizing breasts or an ass to stare at while climbing 
   high ladders. This makes it easiest to concentrate (uh huh!).

8. No matter what, you get to see Wesker skewered by his own creation like a 
   speed induced Mexican kid killing his pinata with a shish-ka-bob spike. No 
   more of that "Premature!" and silly slapping aside stuff. 


IN CONCLUSION... 
 
Chris's game rocks! The only reason to play Jill's game after becoming 
familiar with Chris is to do speed runs (or to be a pervert). The grenade 
launcher, frankly, makes the game super easy even on hard, because it has 
about the same power as a magnum. Chris, on the other hand, only gets the 
magnum and shotgun. So let's rock this crap!  



==============================================================================
   3.   GUESTS FOR TEA
==============================================================================


Zombie: This is what happens when your regular jo-shmoe is infected with the 
        T-Virus, a rotting walker of death with a taste for warm flesh. 
        Zombies make their main mark in the first half of the game, but then 
        quickly diminish in number once you start acquiring heavy firepower. 
        However, until then, all you have to defend yourself from their 
        rotting teeth is a pistol and any knives or hand grenades you can 
        find. 
	
        There are three ways to deal with zombies. (1) The hardest but by far 
        most economical and reasonable way is to avoid them. There are several 
        ways to do this...if you are in a tight space, try to lead the zombie 
        to one side of the hall. When they are about to get you, run on the 
        opposite side. Always remember: you can touch their back or side, just 
        don't get near their outstretched arms. That's when you get trapped in 
        their grip! If this happens, tap A and furiously wiggle the control 
        stick, this way you can get free as fast as possible. Sometimes you 
        can run by their arms and they won't grab you, but it's risky. 

        (2) Pump them full of pistol rounds until they fall. This is the most 
        common in tight hallways or areas in which dodging them is made all 
        the more difficult by the surroundings. Once they fall quickly run by. 
        Most zombies only take 4-5 bullets until they trip over themselves. 
        Also, if you're really caught offguard by a zombie, aim down at their 
        legs. Sometimes only one shot will cause their knee to give way! AND 
        if you blow their knee cap out (you'll hear a loud splat noise) they 
        will die instantly and NOT turn into a Crimson.

        (3) Shoot them until they die. With the pistol, this can take an 
        insane amount of bullets (almost a clip) due to their immense strength 
        as opposed to other RE titles. This is also a VERY bad idea unless you 
        decapitate them (with the pistol it is pure luck, with the shotgun it 
        happens about 8/10 times if you aim up at their melon head). Why? 
        Because later you'll have to deal with Crimsons (see below), which 
        aren't very good at tea parties.

	  An interesting note about zombies in this game is that they can follow 
        you...e.g. sometimes if you run in another room they will burst 
        through doors and chase you down! This happens frequently in the first 
        half of the game.

                         *             *                *

	  BUT, overall, I find that capping zombies in the leg is the best 
        strategy with the pistol. With only 2-4 shots the zombie will usually 
        fall or at least stop in its tracks, allowing you to run by. And about 
        1/3 of the time you will blow their kneecaps out, meaning they die 
        instantly and you won't have to worry about Crimsons. The chance of 
        blowing their knees out seems much higher than getting a headshot! 

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

Crimson: Crimsons, code name V-ACT, are zombies that have fallen and have 
         metamorphisized like a butterfly. But the end result isn't too 
         pretty...Crimsons are superficially about the same as zombies, but 
         with small differences. For one, they have lost most of their flesh. 
         Also, their skin is reddish, especially their head which appears in a 
         dark red, almost purple tone (Durrr, maybe the color of crimson?). 
         The most obvious change are their foot long claws dangling from their 
         arms.

	   Crimsons do not resurrect after a certain amount of time, only after 
         a certain event. For example, any zombies dead when you acquire the 
         Armor Key will become a crimson. Later in the game, you can exit/re-
         enter a room and any zombie that died will be a crimson instantly. 
         Whatever the cause, you want to put them down fast. Crimsons do twice 
         the damage of a zombie and can run as fast as you, and will chase you 
         up staircases and all over the place. A shotgun shell to the face is 
         the best antidote, sending his red head rolling across the floor like 
         a bowling ball. Crimsons, once killed, are dead for good.

	   Note: to make sure a Crimson does not resurrect, you must decapitate 
         or burn the original zombie. Burning is out of the question: Chris 
         has no grenade launcher and no time for silly fuel! So just run past 
         zombies and if you happen to knock a head off trying to get by, well 
         just giggle like a schoolgirl and move on.

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

Cerebus: By their appearance, I'd say these mutts want their doggy-chow and 
         they want it NOW! Flesh falling off, inflamed eyes, and a taste for 
         delicious flesh drives these four legged zombie dogs to annoy the 
         living shit out of you as you attempt to make your way through their 
         areas. Chris can take a ridiculous amount of hits from a dog and 
         still be in fine mode, unlike Jill. Throughout the entire game you 
         only have to kill the dog that has the collar around his putrid neck. 
         Every other cerebus can be avoided by running in a zig-zag pattern.

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

Crow + Bee: More annoying than dangerous, these T-infected vermin will swarm 
            and bite/sting constantly. However, running full tilt usually 
            leaves them in the dust. You'll find that bees can be taken care 
            of in a special way! Ooooh Orken man! 

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

Adder: Tiny poisonous vipers that rain from the sky or waft in the water, 
       Adders tend to find some inexplicable way to poison you even if you're 
       no where close to them. Shrugging in confusion and using a blue herb 
       that is always near by is the best answer. Don' even bother to kill 
       these waste of polygons.

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

Neptune: A great white with a nasty infection, they reside in the aqua ring 
         and will chase you in an attempt for some delicious Chris chyme! 
         Don't bother shooting at them; you'll get yours when you drain their 
         life source. Ho, ho, ho!

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

Woolies: Woolly tarantulas with a poisonous grip! Terrifying, until you 
         realize their AI is broken. Feel free to run by their gaping jaws 
         and watch in wonder as they sit there, doing their spider thing, 
         spinning their spider web. Yawn!

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

Hunter: These bad boys are the cream of the genetic crop. Engineered bio-
        weapons meant only for one thing: killing. These guys remind me of 
        velociraptors from Jurassic Park: they emit a bone chilling shriek and 
        then leap 20 feet across gaps or stair railings! A hunter can kill you 
        fast with a leap to your head, usually ripping out the jugular with 
        their huge, curved claws. However, armed with the boom stick, these 
        guys will fly. 2-3 shells will put them down for the count. However, 
        be careful and try to do this from a distance. Sometimes a hunter will 
        not stall from the power and will keep running or jumping at you 
        regardless! Once a Hunter is air-borne MOVE because they can not be 
        stopped and your health will be evaporated. One magnum round will kill 
        them if you're desperate.

        Hunters appear in the mansion after plant 42 is killed. They also
        infect the Catacombs. 

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

Chimera: A grotesque splicing of human and insect genetic material results in 
         this terrible abomination. Chimeras hide in vents until you run by, 
         then they spill out en masse and tear you apart with long, sickle 
         tipped arms. Solution? RUN! The streams that come out of the vents 
         are INFINITE anyway. The only chimera you have to kill is the one 
         near the area you plug the power capsule into.

         Note: Chimeras love to dangle on the ceilings and begin to strangle 
         you! However, let yourself get caught in their arms and a grenade 
         will result in quite a funny death animation.

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

Bosses: These guys aren't too nice. You'll find giant Mario style piranha 
        plants, Anaconda-esque size snakes, Jaws's grand daddy, and the 
        ultimate killing machine meant for military application in a new world 
        order. I will discuss them individually in the walkthrough as I come 
        to them.



==============================================================================
   4.   CHRIS WALKTHROUGH "HARD MODE"
==============================================================================



I'm going to assume you know the layout of the mansion fairly well and 
understand how to access the major items of the game (otherwise how did you 
get all the way to hard mode?). However, there's one thing you must realize 
when following my walkthrough: NEVER EVER pick something up unless I say it's 
OK. I will hold your hand the entire way so don't worry, everything I say has 
a logic behind the insanity (usually). With that said, pick hard, pick Chris, 
and SPARKLE! SPARKLE! Off we go...


The game can be divided into five recognizable and logical parts. The first 
piece of pie has been served...



==============------------------------------------------------================
************       Chapter One:   The Spencer Mansion          *************** 
************  ------------------------------------------------ ***************
************ /                                                \ **************
=============                                                  ===============



In my humble opinion this is the most difficult part of Chris's game. Lots of 
items to collect, few inventory spaces, TONS of difficult zombies yet a lack 
of ammunition and herbs. However, with this walkthrough you'll be much better 
off, especially in terms of running out of space.


------------------------------------------------------------------------------
Collecting the "Handgun":
------------------------------------------------------------------------------

Items we will find:
Handgun

OK, I'm confused...in the introductory cinema Chris saved Jill with his 
pistol. Now he doesn't have one? That makes a lot of sense! Anyway, I'm going 
to assume you have the rocket launcher (since it can't be turned off once you 
earn it) so this walkthrough will take that into account. It shouldn't be a 
problem -- JUST DON'T USE IT! Have some self respect. Don't worry about it 
"stealing" a space from you...without the rocket launcher you'd have the knife 
anyway.

Chris starts off in the dining room. Run along the table and open the door, 
then turn left. This triggers the movie of the zombie tearing Kenneth limb 
from limb -- insert your tail in-between your legs and run! Go all the way 
back to the dining room, and exit into the FOYER. This is the main hall of the 
mansion. After another cinema, the HANDGUN will be right in front of you. 

------------------------------------------------------------------------------
Collecting the "Swordkey":
------------------------------------------------------------------------------

Items we will find:
Golden Arrow
Handgun clip
Arrowhead
Book of Curse
Sword Key

Return to Kenny's body, the zombie is gone for now. Enter the door, run 
through the raven room (ignoring the herb), run up the stairs, and enter the 
yellow hallway. Run past the mirror, the fat/bald zombie is easy to get past 
because he's facing the wall. See that nice, shiny item sticking out of the 
statue? Tap it for the GOLDEN ARROW. Once you see the handgun clip get ready 
because a zombie will be shambling from around the corner -- 4-5 rounds will 
make him fall, so quickly collect the clip and enter through the top door (the 
other is locked from the other side).

You now stand in the second floor of the dining room. Return to the foyer 
through the double doors. Go down the staircase and enter the small door at 
the top of the stairs to enter the graveyard. The first zombie is avoided by 
running around the long way, or wherever his long arms aren't pointing. 
Quickly run up to the edifice, go to the inventory screen and examine the 
golden arrow to get the ARROWHEAD. Use this to open the secret door in the 
grave, run down the long stairs, and collect the BOOK OF CURSE in the flame 
crypt. Examine the book and twirl the view so you can see the backside -- pull 
the key from the back. This is the SWORD KEY.

------------------------------------------------------------------------------
Reaching the first "Safe Room":
------------------------------------------------------------------------------

Items we will find:
Dagger
Old Key 
Chemical

Quickly run back up the stairs, away from the fire crypt. Nine out of ten 
times the zombies will be nice and allow you to run through without a hassle, 
but if they want a hug you may have to knock them down with some pistol 
rounds. Regardless, run back into the foyer.

Run down the stairs to the ground level, run to the right and into the double 
doors. This is the art room; ignore the map and the dagger in the back room is 
usually used on the zombie that comes to get you, so I skip it. Unlock the 
door with your shiny sword key of justice to enter the checker floored hallway 
(AKA dog hallway). No dogs for you, however, unless you come in the other way. 
The first piece of furniture can be moved to get a valuable DAGGER. Everything 
else is empty so run to the end...

The metal door to the left is locked. Solution? Bathroom! We need a break 
anyway. Unplug the tub to let the water out and oh my dear my little Louie! A 
zombie falls out. As you regain control run to the tub, search for the OLD KEY 
(everyone's favorite item), do a 180 spin and GET THE FARK OUTTA THERE! No 
need to even shoot that zombie once. Unlock the metal door and enter the 
outside garden. Collect a green herb and the red herb and make an ultra herb. 
Collect the CHEMICAL (full inventory) and enter the mansion again. Run all the 
way down the hall (the zombie from the bathroom will break out, but don't 
worry we won't see it the rest of the game) and all the way to the end where a 
set of double doors await! Through them, open the door on the left.

Welcome to the eastern stairwell. Nice and bright from the chandelier and the 
lightning helps as well. From here everything on the east side of the mansion 
is accessible, more or less. The door you just came in from is funny. If you 
go back through (DON'T) two times the doorknob will break, which means you'd 
have to go the long way. But getting to the point...go forward and quickly run 
past the zombie in the center and into the safe room underneath the stairs.

OK we're in the safe room, now what?

------------------------------------------------------------------------------
Collecting the "Armor Key":
------------------------------------------------------------------------------

Items we will find:
Old key
Handgun clip
Dog Whistle
Collar
Coin 
Imitation Key 
Green Herb
Armor Key

Safe room again remember? Well first off go to the magic box and dump off the 
rocket launcher or knife (whichever you have), ultra herb, and chemical. Pick 
up the old key on the table, ignore the fuel canteen, we don't have the space 
or the time to be bothered about burning zombies. Leave with the following:

1. Handgun
2. Handgun clips
3. Sword key
4. Old key
5. empty
6. empty

As you exit the safe room hug the wall and run down FAST! You will barely miss 
the zombie's arms. Run up the stairs and turn right, peeking around the corner 
to get the zombie's attention. As he sees you do a 180 and run back to the top 
of the stairs, then shoot him until he falls, then run by fast. Open the door 
behind him to enter the red hallways (AKA Richard hallways or U corridor). A 
zombie will be right on top of you. Wait until he turns in your direction, 
then run straight to the wall your character is facing and run along his side 
to avoid his arms. Open the door at the end to enter the study, collecting the 
shiny DOG WHISTLE and the not so shiny handgun clip near it. Exit the same way 
you came in.

As you get back into the red hall, you will see the zombie's back, and he is 
slowly turning. Run along his backside and go all the way and turn the corner. 
Begin shooting a zombie you can't see until you hear him fall, then go all the 
way to the end. Open the door using the sword key and VOILA! We're back in the 
foyer, second floor. Continue across, open the double doors, and we're on the 
balcony to the dining room. Go up and unlock the far door, again using the 
sword key. 

This is the WESTERN STAIRWELL! Unlike the eastern stairwell it is dark and 
gloomy. With the power of the old key, you may open the way to the dog 
terrace. If you need so, use the herb patch, if not let it be. Run until you 
see the stairs going down...don't go down them, but continue until you see a 
door. Unlock it, then turn a 180 and blow the whistle via your inventory. Two 
canines thirsty for human delight will come romping in...begin shooting your 
pistol before you see them for maximum damage before it comes for melee 
battle! And this is a nice spot, because the dogs will get stuck on each 
other. Once they are both dead pick up the shiny, sparkly item to collect the 
DOG COLLAR. Run back to the herbs, refresh yourself, and go back into the 
western stairwell. Discard the dog whistle as prompted.

Knock down the zombie to get past, retreating slightly if necessary. Go around 
the stairs, ignore the door, and unlock the door at the end. We are back 
inside the yellow corridor...go past the mirror, ignore the herb, and open the 
door at the end (don't even bother trying to fight the Crimson that awakes). 

As Quizmaster noted, this is the overly ambitious and waste-of-cash trap o' 
death! This should be familiar by now. Jack the ARMOR KEY, examine the collar 
to get the coin, examine the back of the coin to get the IMITATION KEY, slap 
that in Indiana Jone's style and we are free to leave in one peace.


------------------------------------------------------------------------------
Saving Richard darling:
------------------------------------------------------------------------------

Items we will find:  
Dagger
Death Mask
Handgun clip
Jewelry Box
Old key x2
Serum

Exit the death trap into the yellow corridor, grab the herb, turn left and 
FASTER THAN GREASED LIGHTNING open the door back into the western stairwell. 
If not, prepared to get mauled by being in the center of a crimson/regular 
zombie sandwich. Go down the stairs, evading the vomit zombie, and open the 
door with your new armor key. This is what I call the dark corridors, which 
happens to connect to the corridor where you saw the first zombie. Turn left 
and open the door in the middle of the wall -- across from the tiger room -- 
to access the bedroom of some workers. Collect the pistol clip from the bed 
and hey, someone is locked in the closet! Let's rescue them! *ambush by two 
zombies* Well isn't that a dandy. You won't be able to avoid taking damage 
from the first zombie unless you aim down and are lucky enough to hit his 
knees enough, otherwise just let him nibble on you, then push him down and 
quickly grab the old key from the closet. Do a 180 and with luck you won't get 
hurt by the zombie near the entrance. Use the herb from the golden corridor to 
heal.

Unlock the door at the end and you'll find yourself back in the first corridor 
with Kenny's body. See the zombie in the distance? Shoot until he falls (about 
1/2 the time I get a headshot for some reason) and run past, all the way to 
the end, to get to the beautiful (but desperately in need of some MR. CLEAN 
action) kitchen. Discard the sword key as prompted. Grab the annoyingly bright 
SUPPPA SPARKLY old key from the shelf and attempt to exit back into the dark 
hallways. A zombie will enter, and another will flank you from behind 
(although he is a crawler). Don't even fire a bullet, just run back to the 
crawler, back to the table, and wait for the upright zombie to choose a side. 
Then you go around the other side -- simple eh? 

Return to the foyer via the dining room. Go up the stairs and unlock the door 
in the back on the second floor and collect the dagger on the bench near our 
departed Forrester. Return to the foyer and enter the red hallways. Ignore the 
first door and be careful of the zombie around the blind corner (lure it out 
then drop it). Unlock the heavy metal doors with the Armor Key and be prepared 
for a terrible puzzle...

push the statues back in a crazy random order!

Back right
front left
front right
back left slides into place

Trigger the switch and collect your prize: A JEWELRY BOX! Oh baby. Examine the 
long sides to find switches, activate both to open the box and claim your 
second prize of the evening: a death mask. Fun for the entire family! Exit 
into the red hallway, return to the door I told you to ignore. Unlock it with 
the armor key and you'll have an objective: save Richard by collecting the 
serum! Which is in the safe room of the western stairs...no problem!

Steps back: 
1. Run back to foyer
2. Run to double doors up top.
3. Go across the top of the dining room.
4. Voila! 

Go into the safe room and collect the serum from the shelf after putting the 
death mask into the box. Then go backwards and to Richard. After a series of 
cinemas, you will be teleported across the mansion back into the safe room of 
the western stairs...which is a GOOD THING.


------------------------------------------------------------------------------
Rebecca needs her "practice":
------------------------------------------------------------------------------

Items we will find:
Broken shotgun
Hand grenade
Death mask
Handgun clip
Music notes 2x 
Moonlight Sonata

Rebecca will heal you, then you should do some item re-arranging. Leave with 
the following items:

1. Handgun
2. Handgun clips
3. Armor key
4. Chemical
5. Old keysx2
6. empty

Exit the safe room and run in the opposite direction of the stairs, drop the 
zombie, and open the locked door (leaving you one old key left). Inside, 
collect the grenade and the broken shotgun. Exit, and use the grenade on the 
zombie that is around the corner -- he is so tough and takes forever to knock 
down it seems, and you'll keep coming around this area anyway. Go through the 
door into the dark halls and go straight ahead, opening the door to the garden 
area. 

Put the CHEMICAL into the water pump and then feel free to collect and use a 
herb with your free space if you need the health. When you're ready, turn the 
switch to red and the mutant plant tentacles guarding the death mask will be 
killed. Collect said mask and exit, backtracking to the safe room (keep 
running even as the zombies break through the windows). Store the death mask 
and broken shotgun into the magic box for later.

Climb the stairs, go around (dropping any would be threats) and return to the 
foyer via the dining room balcony. Before that, however, find a way to push 
the statue with the sparkling item off the side without the zombie messing you 
up -- by this time in the game he will be waiting for you to come out the 
western stairs door, instead of hanging around the statue, so it's cake. Drop 
the statue and then continue to the foyer, 2f. Go across and enter the Richard 
hallway and go to where Richard used to be, then through the next door. The 
zombie here is almost impossible to avoid and a waste to drop, I just let him 
nibble on me then throw him down. 

Then there's the dark service room. Collect the handgun clip from the table 
then use the lighter (Chris has it all the time, check the upper right of the 
inventory screen) on the candle so you can examine things. Push the cabinet 
out of the way and UH OH! The zombie from the hall came in! Quickly go behind 
the cabinet and NOOOO! Another zombie! Lure this one out and play keep away as 
you slowly wait for the zombies to move around the table until you can go back 
behind the cabinet and collect the MUSIC NOTES from the shelf. You should have 
one item space left (unless you have no reserve pistol clips). Quickly exit 
this claustrophobic death trap. Use the herbs on the ground if you're in 
caution. Return to the foyer.

Go to the ground level and enter the dining room, ignoring the sparkle from 
the statue you pushed over the ledge. We'll come back for that much later in 
the game. Instead, go into the Kenny hallway and shoot the zombie at the end 
until he falls, then unlock the door on the left wall using the Armor Key. 
This is the grand piano room! Push the shelf that sticks out so you can 
collect the other MUSIC NOTES. 

Combine with the other music note to form the MOONLIGHT SONATA. Stand in front 
of the piano and use this and Rebecca will come. Since Chris is tone deaf it 
is up to her to save the day!!! Oh wait she sucks as well. We'll let her 
practice and come back later, maybe she'll get some l337 piano skillz. Or 
something.


------------------------------------------------------------------------------
Clearing out the East Wing:
------------------------------------------------------------------------------

Items we will find:
Bee Specimen
Bee Lure 
Hook
Wind Crest
Death mask
Shotgun 
Dagger 
Herb 
Red Herb

Your inventory should look like this as you leave the piano room:

1. Handgun
2. Handgun clips
3. Armor Key
4. Old key
5. empty
6. empty

Return to the foyer, climb the stairs, and enter the Richard hallway. Several 
zombies will burst from doors, your job is to run if possible but if you need 
to, drop them with the pistol to the legs (and I hope you have some defense 
items). There's a LOT of zombies here...fight and scratch your way to the 
eastern stairs. Instead of going down the stairs, open the door nearest it 
using the armor key. Open the locked door with the last old key and enter the 
lab. 

Collect the hook from the far wall, then the bee lure (yellow) from the panel. 
Combine these to form the bee lure. Do not hit the switch yet. Collect the 
other red bee -- the "bee specimen." Put the bee lure where the specimen was 
and put the specimen where the lure was resting. Now hit the switch, the panel 
will lift, and the WIND CREST is yours for the taking. This allows you to get 
the uber-powerful magnum revolver later. Exit before the single wasp stings 
you in the balls.

Collect the red herb, then go to the other door to enter a bedroom. Circle 
behind the bed and keep hitting the action button to acquire the herb 
(impossible to see, but it's there). Combine red + green for an ultra herb, 
then get the old key from the shelf. If you did everything correctly and in 
the right order you will have enough space. Now return to the stairs, run 
down, evade the zombie's grasp, and enter the safe room. Collect the handgun 
clip and health spray (thanks Wesker). Arrange your inventory so it looks as 
so:

1. Handgun (no extra clips needed)
2. Armor key
3. Old key
4. Broken shotgun
5. empty
6. empty

Evade the zombie again and open the door with the cracked door knob (ground 
level). Go through the double doors in the foreground and enter the shotgun 
room. Collect the dagger, collect the SHOTGUN (boom, boom, baby!) and put the 
broken shotgun in its place. Retreat through the double doors and unlock the 
door to the LIGHT PUZZLE ROOM EXTRAVAGANZA! This will also be, finally, the 
death of the Armor Key as long as you used it on the door to the Forrest 
balcony (Where Jill gets the grenade launcher). If you didn't do this, you're 
terrible at following directions, should be shot, gagged, etc. Thankfully I 
took the handgun clips out of the list...I thought a lot of people would mess 
up like that. CUZ YOU SUCK! 

Anyway...

We all know how to solve the light puzzle, right? If not...

Steps:
1. Turn the first painting RED.
2. Turn the last yellow painting GREEN.
3. Turn the second-to-last painting PURPLE.
4. Activate switch

Use the old key on the gate, freeing yourself of old keys forever. Then pick 
up the death mask and stroll into the graveyard.

Hey, I wonder if Rebecca is done yet...?


------------------------------------------------------------------------------
Collecting the Final Death Mask:
------------------------------------------------------------------------------

Items we will find:
Emblem
Golden Emblem
Shield Key
Death Mask

From the graveyard head into the foyer, down the stairs, into the dining room, 
GRAB THE EMBLEM, go into the dark hall, drop the zombie, and into the piano 
room we go. After the hidden door opens collect the GOLDEN EMBLEM. Then 
replace it with the regular emblem to escape. Return to the dining room and 
put the golden emblem where the regular emblem rested above the fireplace. 
With the power of pixie dust, the grandfather clock will open. Go over there 
to investigate this, Dick Tracy style. 

Another puzzle...that makes no sense. Random numbers time!

Move the LARGE gear to the RIGHT two times in a row. Then refuse to move 
anymore. After some little effects and lightning, the SHIELD KEY is yours. 

Go foyer --> Richard/Red/U hallway --> Richard's old resting place
 
Use the shield key to open the large doors, then discard as prompted. After 
the awesome cinema showing Yawn, the giant, Anaconda shaming SNAKE OF DOOM AND 
DESTRUCTION! He also enjoys walks on the beach. Simply run by and collect the 
death mask of death (oh yeah) in the back corner. No need to fire a single 
round.

DON'T get bit. If you do, you'll play as Rebecca and have to get Chris serum. 
Which is really, really boring and a waste of time. So don't be stupid and get 
bit, eh?


------------------------------------------------------------------------------
Collecting the "Stone and Metal Object":
------------------------------------------------------------------------------

Items we will find:
Shotgun ammo
Stone and Metal Object

Exit Yawn's domain, avoiding zombies, and go to the eastern stairs (bright 
light!). Enter the safe room and set up your inventory as so.

1. Shotgun
2. Death mask 
3. Death mask  
4. Death mask
5. Death mask
6. Wind crest

Exit through the shattered doorknob door -- it is now broken from that side, 
but it's OK because we don't need it anymore. Go into the light puzzle 
painting room, graveyard, and down into the fiery crypt. Place the death masks 
on the appropriate faces and the coffin will fall to reveal... 
 
COFFIN HENRY?! 
 
No silly goose! 

ABRAHAM LINCOLN?!

No silly bear!

He's just the first Crimson Head ever (you'll get a note on this later). And 
he's friggin' TOUGH. It takes three shells before he falls down, so you need 
to be more mobile than in other difficulty settings. Strategy: fire one 
shotgun blast --> run --> fire shotgun blast --> repeat

After four or five shells he will die, again. Actually that's his third time 
dying (person -> zombie -> crimson -> really, really dead. Really!). Grab the 
STONE AND METAL OBJECT from the coffin and hit the switch to open the exit.

As you reach the top, circle around to the adjacent area next to the fiery 
grave entrance. This plot of land is seemingly empty, but some shotgun shells 
are in the back corner. Keep tapping search, you'll get them.

WHATEVER YOU DO!!!!!...

DON'T reload the shotgun. Later we'll get a much better boom stick and any 
shells in this weaker version can't be used in the newer one. So yeah...this 
shotgun should have maybe one or two shells, depending on random chance. Go 
through the light puzzle room, use the last shells to clear the zombies 
blocking the metal door (DON'T RELOAD) and go through. Deselect shotgun so you 
won't accidentally reload. :) Then insert the stone and metal object into the 
hole to open the door.

 


==============------------------------------------------------================
************       Chapter Two:   The Residence                *************** 
************  ------------------------------------------------ ***************
************ /                                                \ **************
=============                                                  ===============


This stretch of Resident Evil is mostly puzzle related. The enemies are 
sprinkled lightly, and most can be avoided easily. The amount of zombies can 
be counted on one hand...the only thing to really watch out for is the final 
boss for the section, plant 42! 


------------------------------------------------------------------------------
Collecting the "Crank":
------------------------------------------------------------------------------

Items we will find:
Health spray
Hand grenade 
Shotgun shells
Sun Emblem
Star Emblem
Moon Emblem
Magnum revolver
Square crank

We now stand in a gardener's shed. Pick up the health spray, hand grenade, and 
the shotgun shells and go through the door at the bottom of the stairs. We'll 
come back for the other door later.

We are now outside the mansion, otherwise known as the COURTYARD. How 
quaint...what's to stop Chris from running through the forest and to safety, 
again? I forgot...Anyway, the idea of this next puzzle is to control the dog 
statues so they face opposite directions. To do this, make the red weather 
vane face WEST and make the blue vane face NORTH. This is insanely easy to 
remember due to the fact that they are both in the lower right hand corner 
when you go to select it (weird!). Stroll through the now open gate.

This graveyard is infested with Hitchcock's favorite pet, but they'll prove to 
be of little threat, mostly just cawing at you. Head over to the right hand 
tombstone and insert the WIND CREST, forcing the tumbler to rotate, revealing 
three more crests: SUN, MOON, and STAR. Take all of these and go to the left 
hand tombstone. Open up your inventory screen and examine the backside of each 
crest -- push all the buttons and protruding lines will extend, allowing these 
crests to fit in the tombstone. After all the crests are fitted into the left 
tombstone the tumbler will rotate, revealing the GODLY AND UBER 
POWERFUL...revolver magnum. Don't plan on using it for quite awhile, however. 

Exit through the gates.

After jogging the equivalent of a marathon, Chris reaches the mysterious Cabin 
of mysteriousness! Although you should know who owns it ANYWAY. Maneuver 
through the twisty path until you reach the magic box, put EVERYTHING inside. 
Then do a 180, jump down, and collect the SQUARE CRANK from the woodpile. 
Everyone's favorite item, right? EVER!



------------------------------------------------------------------------------
Reaching the "Residence":
------------------------------------------------------------------------------

Items we will find:
null

Ready for some serious running? I hope so! Break out the Gatorade action.

Run all the way back to the gardener's shed. Then open the double doors...then 
run past the dogs, up the steps, and through the rusty gate. Next, run to the 
pillar and insert that hot and heavy crank in the hole for some turning action 
(this also drains the water). Climb down the ladder, run across, climb the 
next ladder, and run to the elevator. Down we go!

I hope you're not winded yet. Pansy.

Run past the dogs, around the waterfall, and through the door. Then run, 
Forest, RUN!!!! Down the path! Snakes will fall mysteriously from the sky but 
that's OK, the Residence is up ahead...can you make it through the door? UhhH!

*collapse*


------------------------------------------------------------------------------
Collecting the "Control Room Key":
------------------------------------------------------------------------------

Items we will find:
Herb
Red book
First Aid Box - Mixed herbs
001 Room Key
Self defense gun
Control Room Key

Residence is soooooo easy compared to the mansion, you don't even need a gun. 
Run to the far double doors, then run to the left (avoiding the giant spider 
about to pounce) and pick up the herb. Go back and around, up the stairs, down 
the middle stairs, and collect the RED BOOK and the first aid box. Examine the 
top of the box to get a blue/green herb mix. Exit into the main hallway.

See the hole where the tentacle of PAIN AND ANNOYANCE comes out of if poor 
Chris tries to cross? See the box that fits over the hole? I think it's pretty 
easy to solve this "puzzle." Push the box over the hole, climb over the box, 
and through the door.

I'll call this the twisty hallway. Mainly because it is...twisty...and stuff. 
Go to the 002 room, go to the bathroom, collect the 001 Room Key, and exit 
back into the main hall. Use the key on the...001 door? OF COURSE! It makes 
sense almost. Before heading in, however, go to the safe room and grab the 
hand grenade. Stroll on over to the magic box and leave with this...

1. Magnum
2. Red book
3. empty
4. empty
5. empty
6. empty

Head into the now unlocked 001 dorm room, where we're all familiar with the 
scientist who shot his friend and then hung himself due to zombie infection. 
Hey! Let's grab that gun, the "self defense gun." We'll need it later. Then go 
into the bathroom, drain the water, and grab the CONTROL ROOM KEY. Bolt out of 
this place as the zombies come to life...they will not follow, however. Return 
to the 002 room in the twisty hallway.


------------------------------------------------------------------------------
Collecting the "Gallery Key":
------------------------------------------------------------------------------

Items we will find:
Green herb
Magnum clip
Assault shotgun
Gallery Key

Once in the 002 room, note the zombie that came out of NOWHERE. I blame the 
Clinton administration. This zombie is brain dead (even for a zombie!) because 
I can usually run right by his arms and I won't get grabbed. If not, your hand 
grenade will rip him a new one. Push the bookcases out of the way and climb 
down the ladder.

Welcome to the aqua ring! Now for a puzzle that a retarded orangutan without 
hands could solve. Push the crate nearest the water into the gap. Then push 
the 2nd closest crate into the gap...then the last crate into the gap. NOW YOU 
CAN CROSS THE GAP! *audience gasps in amazement* Wait until you see the next 
part.

Pick up the herb and enter the ring itself, you'll find yourself knee deep in 
water. Richard (WTF is he doing here? And how?) will sacrifice himself so you 
don't get eaten by Jaws's great grandfather. Well, technically it's the BIG 
MAMA NEPTUNE! Quickly run around the ring to the first door you see. If you 
get bit -- which you probably will unless you luck out -- use the green herb 
to get back to fine. Enter the control room.

This puzzle is fun, and in hard mode it'll be cut fairly close. 

Steps:

1. Read the white sheet of paper to get the correct valve number.
 
2. Go to the far window and attempt to drain the water.

3. Release the safety lock (console to the right).

4. Release the shelter mechanism by pulling down the lever on the console to 
the left. This will fail.

5. Go to the oil pipes and turn whichever number was on the white sheet.

6. Release the pressure again.

7. Pull down the emergency shelter mechanism lever again. This will work this 
time.

8. Go to the far window console and drain the water. Yay all the sharkies are 
DEAD!

Exit through the door. This is a garbage dump, apparently. Before going to the 
bottom of the shark tank be SURE not to miss the MAGNUM CLIP before the door. 
It's sparkly as hell but can be confused for a reflection from the lights if 
you run past without paying attention. Now, don't worry about the baby shark 
that's flopping all over the place. Just laugh at its misfortune and pick up 
the ASSAULT SHOTGUN next to it. This sexy thang is more powerful, shoots 
faster, and holds 10 shells compared to the regular's six. Rock it baby, rock 
it.

We all know about the BIG mama Neptune, right? Climb up, attempt to get the 
key, it falls because of Neptune, push the console into the water, flip the 
switch, watch Neptune become a main dish for Long John Silver's (we need some 
hush puppies and those crunchy things and we're all set), then collect the 
orgasmically refreshing GALLERY KEY.

Did I just say that? Nah.


------------------------------------------------------------------------------
Collecting the "Helmet Key":
------------------------------------------------------------------------------

Items we will find:
Insecticide Spray
Room 003 Key
Helmet Key


Backtrack to the trash room where you got the magnum clip and exit through the 
metal double gate. Climb the tall ladder (I prefer Jill for this. Not sure 
why...ahem) and unlock the door, dumping you to the ladder that leads back to 
the Residence. Heading on up...

This zombie likes us and we can run past and have about 1/10 chance of not 
getting caught. I wuv you too!

Open the gallery door with the gallery key, discard as prompted. Run through 
the hornets, around the corner, and inspect the dead body to collect the 
INSECTICIDE SPRAY. Run back to the curvy hallway and run all the way to the 
end. Collect the map off the wall but do NOT look through the hole (trust me 
on this one). Use the spray through this hole and all the wasps will die 
painful deaths. That's what you get for being annoying fodder enemies...

All right then, the order of the day is to pick up the ROOM 003 KEY from the 
wasp nest (near the dead guy that was stung to death). Use this on the...003 
room door? Yes! Good job chimpy. 

Go to the bookshelf and prepare for the greatest puzzle in Resident Evil 
history. Pull the white book out and insert the red book (you've been carrying 
it long enough). Notice the pictures on the sides? It's your job to rearrange 
the books until they form the picture of a Roman style, naked woman. Nekkid 
lady is right. If you can't do this without help you need to have a serious 
talk with your parents. In the meantime...


(book at the left end is 1, right end is 8)

exchange book 1 with 4
book 2 with 7
book 3 with 8

Ta da. Your chronic masturbation delight. The shelf slides aside to reveal the 
door to Plant 42's domain. 

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Plant 42
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Run up the staircase directly in front of the single door (not near the double 
door exit). At the top of the stairs equip the SELF DEFENSE GUN and wait until 
you hear the plant's core open up, then run and shoot the single bullet (it 
has the power of several magnum rounds), then select the regular magnum and 
you'll be able to get at least one shot off. As the core closes run back to 
the top of the stairs...you are safest in this corner as you wait for the core 
to open again. 2-3 more magnum rounds will kill it. Using this strategy it is 
entirely possible to not even get hit once.

Total: one self defense gun shot, 4 magnum bullets. 

After the death animation (which is nice and juicy) walk to the fireplace and 
collect your prize for the ENTIRE RESIDENCE SCENARIO....the "Helmet Key." 


------------------------------------------------------------------------------
Returning to Spencer Mansion:
------------------------------------------------------------------------------

Items we will find:
Red herb
Blue herb
Shotgun shells
Dagger

Exit the plant 42 room via the double doors and pick up the red herb that's 
right there. Rebecca will come out and unlock the chemical room and give the 
option of healing you. Whatever you do, go back to the safe room at the start 
of the Residence. Arrange your inventory as such...

1. Assault shotgun
2. Shotgun shells
3. Helmet key
4. empty
5. empty
6. empty

It's time to return to the mansion. Before leaving the Residence, be sure to 
get a blue herb, because you will likely be poisoned on the way back. And if 
not, just use it anyway. Better to be safe than sorry. Once back into the 
gardener's shed you will get some shotgun shells and a dagger thanks to 
Wesker. He also fixed the broken doorknob door by the east stairs! WESKER IS 
THE MAN! Heil Wesker!

Go through the door...


==============------------------------------------------------================
************   Chapter Three:  Return to Spencer Country       *************** 
************  ------------------------------------------------ ***************
************ /                                                \ **************
=============                                                  ===============


This entire chapter can be done with only the shotgun and visiting one magic 
box. Just listen to everything I say and it'll go smooth like butter and the 
boomstick will be your new GOD.


------------------------------------------------------------------------------
Collecting the "Emblem Key":
------------------------------------------------------------------------------

Items we will find:
Dagger x2
Jewelry Box
Blue Gemstone
Shotgun shells 
Red Gemstone 
Broach
Emblem Key

As soon as we step into the mansion a Hunter bursts in behind us, two or three 
shells will put him down. Thank god there's not such a thing as CRIMSON 
HUNTERS! That'd be fun though. Enough rambling, go into the LIGHT PAINTING 
PUZZLE ROOM and go into the graveyard. Head into the foyer, go down the stairs 
to ground level. Unlock the door next to the art room (double doors) using the 
Helmet key and head inside, revealing another quasi-art display. Maneuver 
through the tangled path of objects and go through the hall to enter a mirror 
room with a single zombie. I prefer to ignore him, but a decapitation can be 
fun for all. Pick up the dagger and JEWELRY BOX. Ignore the herb unless you 
need healing for some reason. Exit back into the foyer.

Enter the dining room and collect the BLUE GEMSTONE that we knocked over the 
edge a long time ago. Enter the dark hallway and go to the tiger room and 
insert the gemstone into the tiger head, revealing some shotgun shells (you 
should have almost 30 by now! This sounds like a lot but it'll just be enough 
for this entire chapter). Exit the tiger room and go into the WESTERN 
STAIRWELL (decap the zombie blocking the door).

Go up the stairs, go right, and unlock the door using the Helmet key. Inside, 
turn off the lights via the light switch and collect the dagger from near the 
yellow gem (the other sparkly is a useless handgun clip). Push the cabinet 
against the red eyed moose head and then run to the other side of the room, 
allowing the security cameras disguised as eagle statues to focus on you. Now 
run UNDER them, climb the cabinet, and collect the RED GEMSTONE from the moose 
head. If you do this too slow you'll need to try again...running under the 
eagles make them ignore you. 

Open up the inventory screen and combine the red gemstone into the jewelry 
box, opening up a nice little puzzle. I'm gonna be an ass and just say to use 
the puzzle solution graphic in GameFAQs...no point in wasting my time with 
crappy ASCII solutions. :) 

Once opened up, you receive the broach. Examine the broach to get the SPENCER 
EMBLEM KEY. Oh baby where have you been all my life?!

 
------------------------------------------------------------------------------
Rescuing Rebecca / Unlocking the Spencer Treasure:
------------------------------------------------------------------------------

Items we will find:
Shotgun shells
Hand grenade
Metal object

Exit the animal head room and run around the stairs, finding your way to the 
balcony of the dining room. Watch out, a pair of Hunters are making their 
rounds here, but only one is in your way, and a single shotgun blast will 
knock it down. Run by and exit into the foyer.

Run across the second floor and go into the Richard/Red/U hallways. Several 
zombies and Crimson heads have teleported here since you were in the 
Residence, but we have the boomstick, and their heads are so loosely attached 
to their shoulders. Make them all pay...and enter the EASTERN STAIRWELL 
(bright light!). Wait by the door and two hunters will leap to your position; 
need I remind you how much the shotgun owns these two guys? Run down the 
stairs and go through the fixed door (formerly the broken doorknob door, AKA 
formerly known as Prince Jacob Heimer Smith Jr.). See the door with the fancy 
smancy markings? Open it with the Spencer Key and enter his office. 

*SCREEAMMMM*  HAAAAAAAALLLLLLLP!!!!!!! *SCREEEEAAAMMMM*

Rebecca needs help! But she can wait. Turn on the light and collect the 
shotgun shells in the drawer, the hand grenade on the shelf (it's semi hard to 
see because it doesn't sparkle as usual) and the METAL OBJECT next to it. 
Exit.

Go into the fixed door, back into the eastern stairs. Go into the safe room 
and dump the metal object into the magic box. Run up the stairs and go into 
the Richard/Red/U hallws, go up, and into the room where we originally got the 
dog whistle. Rebecca cowers in fear as the slowest Hunter in history 
slowly...walks...menacingly. Doing that Hunter jive. Three shotgun shells 
later and Rebecca will be back to dry humping Chris as per usual. 

******AND YES RESCUING REBECCA IS WORTH IT!*******

Without her, the last part of the game sucks worse than the Lakers (e.g. no 
ultra cool Tyrant II fight).


------------------------------------------------------------------------------
The Tale of Two Books:
------------------------------------------------------------------------------

Items we will find:
Last Volume Red 
Last Volume Blue 
Shotgun shells x2
Dagger
Hand grenade
Battery
Magnum clip

Exit through the door Rebecca is closest to and run ALL the way down the 
hallway and open the door here, far from the light of the chandelier. Use the 
herb on the ground only if you're injured, we need every inventory space we 
can muster. Unlock the door using the Helmet key.

In this squeezing room of fun, push the statue of the naked woman all the way 
to the wall. Don't worry, the statue will keep you from getting killed by the 
walls. Now backtrack and run behind the right wall, flick the switch to reset 
the walls, do a quick 180 and run back to the statue in the middle. Push it to 
its final resting spot (the dark square in front of the empty cavity) before 
the walls come back and make you a Chris sandwich (I'd prefer a Jill sandwich 
myself!). This causes a secret door to open, so go in and fall through the 
hole in the floor. Collect the LAST VOLUME (red).

Here rests George Trevor...hey let's deface his grave! Push the button and 
climb down the ladder. Uh...nice grave! More like underground hallways filled 
with hairy spiders. In the fork, turn RIGHT and go all the way to the end and 
collect the shotgun shells near the cardboard boxes (a LOT of people miss 
these). Go back to the fork and turn left, going through the door.

Use the blue herb if you were poisoned, if not skip it. Kill these zombies so 
easily it's not even funny, pick up the dagger, and run through the gate. OK, 
this is the generator. It is in 4 inches of water and is, apparently, ruined. 
"Reset power? Yes / no." Yes makes the power go back on. UHHHHH...sure. It's a 
video-game --> as believable as zombies I suppose. :)

Try not to trip over the zombies and then unlock the door here. Well spank my 
ass and call me Susie Anne Meyers...we're back in the kitchen! AND IT STILL 
NEEDS MR. CLEAN ACTION! Regardless, go to the back, blow the zombie away and 
activate the now working elevator (or lift for you British bastards). Take it 
down to a hallway filled with 2-3 zombies, all but one that is easily avoided. 
Ignore the herbs and the double door (since it can't be opened and the herbs 
are a waste). Go through the single door to find a TREASURE TROVE! We get: 
magnum clip, shotgun shells, hand grenade, and the BATTERY. Your inventory is 
now full and should look like this...

1. Assault shotgun
2. Assault shotgun shells
3. Last volume (red)
4. Magnum clip
5. Battery
6. Helmet key

Exit the treasure room, blow away the zombie, and unlock the door. Another 
surprise: we are back in the yellow corridor! And it's full of zombies and a 
crimson. But you have the stick of boomdom, they shall cower from your powah! 
Make your way to the room with the overly useless and ambitious trap (where 
you got the Armor key near the start of the game). Unlock the door at the very 
end using the Helmet key and discard when prompted, leaving you one precious 
item space left. Go in and...UH OH!!!!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Yawn
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Yawn bursts through a window behind you, so quickly do a 180 and climb down 
the ladder. Yawn is just behind ya! The main trick to this battle is to keep 
moving and stay in the direction he ISN'T looking at, and when he starts 
looking at you maybe shoot one more shot then move somewhere else...simple, 
yet effective. Try to be close enough so you can aim up at his head, however. 
If you shoot there he takes more damage. Depending on where you hit him, he 
dies in anywhere from 8-14 shotgun shells (the tail or body being the least 
damage, head/neck being the most). You should have 20+ shells so this is no 
problem. 

As Yawn dies the bastard messes up the library!!! But he also reveals the 
shiny object of our most secret desires: the LAST VOLUME II (blue). 


------------------------------------------------------------------------------
Unlocking the "Catacombs":
------------------------------------------------------------------------------

Items we will find:
null

With Yawn's death we are finished with the Spencer Mansion proper. Backtrack 
all the way across to the EASTERN STAIRWELL (if you need directions still you 
should give up) and go to the safe room. Dump the two books and the magnum 
shells, exit with this set-up...

1. Assault shotgun
2. Assault shotgun shells *
3. Battery
4. Crank (sorry)
5. empty
6. empty

* Depending on your skill, this number might be very low, or if this is your 
first time, you might have no shells left after Yawn. With practice you should 
have at least five reserve shells. But if you have none or very few, put the 
magnum here.

Go through the fixed door and go into the gardener's shed, then through the 
double doors. Run past the dogs, up the stairs, through the rusted door, down 
the ladder, across the bridge, up the ladder, and take the elevator to the 
waterfall area. Go to the broken elevator across the waterfall and put the 
battery into the slot, then use the elevator, which returns you to the dog 
garden area. Go to the area where you drained the water and use the crank to 
make the water come back (hot and wet baby). 

Return to the dog garden and use the new elevator to return to the waterfall 
area. But instead of a waterfall, there is a gaping tunnel. And at the end of 
this hot and steamy hole of love is...a ladder. What else were you expecting 
you? Sick fuck.


==============------------------------------------------------================
************       Chapter Four:  Catacomb Boredom             *************** 
************  ------------------------------------------------ ***************
************ /                                                \ **************
=============                                                  ===============


I hate this part of the game, it is so boring and pointless. Also short, 
thankfully. There is a total of four hunters, only two which really have to be 
killed. There is a boss, but the flame-thrower will make it bow down. Then 
there's useless puzzles. Oh well...go us!


------------------------------------------------------------------------------
Collecting the "Hexagonal Crank":
------------------------------------------------------------------------------

Items we will find:
Hexagonal Crank

As you climb down the ladder from the entrance go through the door that's 
right there. Run all the way to the end of the various rooms until you find 
that Enrico guy. Watch the cinema, inspect his body, and collect the HEXAGONAL 
CRANK. 


------------------------------------------------------------------------------
Collecting the "Cylinder":
------------------------------------------------------------------------------

Items we will find:
Herb
Flame-thrower
Survival Knife
Blue herb
First Aid Kit (health spray)
Cylinder

Attempt to exit Enrico's room and be careful as a Hunter bursts through the 
door -- one shotgun shell will stun him, so run past. In the room with the 
staircase two hunters will totally block your path, let them line up for you 
and several shotgun shells or your magnum will put them down with ease. Run up 
the stairs and exit back to the entrance of the catacombs.

Run forward to the safe area. Dump your magnum if you used it and also dump 
the regular square crank, we don't need that anymore. Go up to the pillar and 
use the HEXAGON CRANK on it to reveal the new path. Go across, collect the 
herb before the door, and go inside. Here, take the FLAME-THROWER off the 
hooks (this locks the door behind you). Run up to the huge boulder, do a 180, 
and RUN as the Indiana Jones music plays (or it should) and the boulder rolls 
behind you. Find safe haven by the door alcove and the boulder will slam into 
the fragile wall, creating a new path to the...

=-=-=-=-=-=-=--==-=--==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Giant Spider of Anti-Climatic Moments
=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=


You have the flame-thrower. He is an eight legged freak. Fire vs. hairy beast. 
Who wins? I don't know, but 4-5 seconds of flames to the spider's body will 
kill it with no effort. Viva la flame-thrower!

Collect the survival knife in the corner by the boxes and use it to slash away 
the webbing blocking the exit door. Use the blue herb or green herb as needed. 
Set the flame-thrower into the hooks and the next door will unlock. Oh great! 
We get to use the HEXAGON CRANK on the hole THREE TIMES! Then the path will 
open and oh no...another boulder *yawns*. Run to the now open path to avoid 
the boulder. If you want, go to where the boulder was resting before it came 
down to get a first aid kit (inside is a health spray). Go through the next 
door and it's...

                      !!! ULTRA SUPER HAPPY PUZZLE TIME !!! 


Another naked woman statue pushing puzzle, how quaint.

The objective is to push the statue back to its cavity. Problem: it's facing 
the wrong way. Push it to the dark slit on the far wall, then use the HEXAGON 
CRANK on the hole. This causes the statue to be pushed away from the wall by 
the dark wall. Now push the statue away from the wall and on to the golden 
circle in the middle of the room. This will turn the statue 90 degrees. Push 
the statue off the golden ring, then push it back on to cause it to turn 
another 90 degrees, finally facing the correct direction. Push the statue off 
the circle and all the way to the cavity. Shove that lady in there baby.

Our prize? A cylinder. Gag me with a monkey spoon.


------------------------------------------------------------------------------
Collecting the "Stone and Metal Object 2":
------------------------------------------------------------------------------

Items we will find:
Shaft
Cylinder shaft 
Green herb x2
Hand grenade
Broken flame-thrower
Jewelry box
Stone Ring
Stone and Metal Object

Backtrack all the way to the safe area at the start of the catacombs. On the 
way back you'll find a Hunter, but the path is so wide open you should be able 
to run around if you're fast. Arrange your inventory as so:

1. Cylinder
2. Metal object
3. Empty
4. Empty
5. Empty
6. Empty

Return to the foot of the ladder and go through the door, run down the stairs, 
and go to the far side of the third room. Open the elevator console and take 
out the SHAFT. Combine the shaft and cylinder to get the...CYLINDER SHAFT? 
Makes sense in a sick sort of way. Insert this into the console and enter the 
numbers: 4 2 3 1 in that order and the elevator will be operational. Going on
down...

Go through the door and welcome to the Lisa hallways. At the fork, turn left 
and Lisa will appear on that side. But we really want to go on the right side 
-- haha, tricked you stupid logic machine! Run down the short stairs and 
collect the two herbs, combine for a super herb. Go back up the stairs and go 
through the door on the left side. Here, push the crate onto the transport 
machine and press the shiny red button to send it to a far away land. Climb 
the boxes to find two shiny objects. One is a pistol clip, which is useless. 
The other one is a hand grenade, which is fun even for blind people! So let's 
get that.

Exit back into the Lisa hallway. Backtrack to the elevator.

Run down the wooden path, climb down the ladder, and get ready for some down 
and dirty hardcore pushing action. Push the crate from the transport machine 
to the crushing machine, then push the shiny red, M&M like button that flashes 
in a seductive way (who could resist?). The box is crushed and the BROKEN 
FLAME-THROWER is yours. 

Go back to the Lisa hallway. Use the same trick (feint going left, but go 
right) and activate the large phallic lever on the wall. This causes a set of 
hooks to extend from nearby. Go down the stairs and follow the path, then set 
the broken flame-thrower on the hooks to unlock the heavy iron door. Do you 
need an invitation silly?

Go around this creepy room, into the sewers with the snakes that never hit you 
unless you stop dead in your tracks and await 20 seconds. Into Lisa's bedroom 
(mmm!) and collect the JEWELRY CASE from the shelf. Examine the case -- no 
stupid puzzle required -- to collect the STONE RING. Combine the STONE RING 
with the METAL OBJECT to acquire the...STONE AND METAL OBJECT. Yes. 


------------------------------------------------------------------------------
Finding the Path:
------------------------------------------------------------------------------

Items we will find:
Stone and Metal Object 1
Eagle Medal
Wolf Medal

Climb the two ladders in a row to go through a secret trapdoor and be back in 
Lisa's cabin in the courtyard. Dare I say, return to the mansion? 

I'll wait.

Back yet? Great! Go through the blue door in the gardener's shed and collect 
the STONE AND METAL OBJECT from the cavity (no need to go back to the 
courtyard). Go through the LIGHT PUZZLE PAINTING ROOM, through the graveyard, 
and into the foyer. Run down the stairs to the ground level and go behind the 
staircase. Examine the heavy double doors to get the creepy sounds, then 
insert both STONE AND METAL OBJECTS to unlock these mysterious doors. Don't be 
afraid...run on in!

Rush down the stairs and open the item box, taking out both LAST VOLUME BOOKS 
(red & blue). After running down 3,123 sets of stairs and ladders you will be 
in the altar where Lisa's mom is buried. Wesker will distract Lisa, allowing 
you to push all four pillars off the side. When all four are down Lisa will 
throw herself off the side and the door will open.

At the end of all of this fancy smancy stuff is a huge water fountain with two 
large statues on either side. One is a wolf, the other is an eagle. Examine 
the middle pages of both books and you will find the EAGLE MEDAL from the red 
book and the WOLF MEDAL in the blue book. Insert each medal into their 
appropriate place and the fountain/lake will drain, revealing a secret 
elevator at the end of a spiral staircase.

Going on down... 


==============------------------------------------------------================
************       Chapter Five:  Hidden Agendas               *************** 
************  ------------------------------------------------ ***************
************ /                                                \ **************
=============                                                  ===============


Disc 2. If you know what you're doing, all of this takes about 10 minutes. 
Remind me again why they didn't make each disc for the specific character? 
E.g. Jill Disc and Chris Disc. Oh well, too much logic I suppose!


------------------------------------------------------------------------------
Collecting the "Power Key":
------------------------------------------------------------------------------

Items we will find:
Hand grenade
Power key

Climb down the ladder to the safe room, leave with the following.

1. Magnum
2. Assault shotgun
3. empty
4. empty
5. empty
6. empty

Exit the safe room. In my run I had five hand grenades and 4 knives...so 
zombies won't be a problem! You could kill them all with hand grenades, but 
it's not necessary since they're cake to dodge. Run down the stairs and open 
the double steel doors.

Turn to Chris's left and shoot the zombie with the magnum, instant decap. You 
could also use a hand grenade, but make sure this zombie is dead. Run down the 
corridor and open the double doors here.

Run behind the body bags hanging in the freezer and get the hand grenade off 
the shelf (shiny thingy). Then go to the computer and it's time for some l337 
|-|4x0r1Ng. Oh god yes.

Login Name: JOHN 
Password: ADA 

I love these sound effects.

Unlock floor B-2F. Password: CELL 
 
Unlock B-3F. No password required. Cancel, exit. We just unlocked two doors, 
hooray. Exit the room, backtrack to the long stair area with the zombies, and 
open the door in the back. 

Go to the white console on the wall. Password: 8 4 6 2

Bing! Go the secret entrance that opens and acquire the POWER ROOM KEY.


------------------------------------------------------------------------------
Restoring power to the lift:
------------------------------------------------------------------------------

Items we will find:
Shotgun shells
First aid kit (green herb)
Fuel supply capsule 
Nitro core
Hand grenade

Backtrack down the stairs and go down the corridor to Chris's left and ignore 
the double doors and go to the two locked doors, unlock them both using the 
power key and then discard as prompted. GO into the double doors and push the 
shelf back, then pick up the box of shotgun shells on the side. Exit and go 
through the single door this time.

Go straight and you will be in a naked zombie sandwich (ewww). One guards the 
broken elevator and will disappear later, so just kill the one guarding the 
Chimera halls. One magnum round will send his head rolling. Go into the 
Chimera halls.

In the first room go up (Chris's right) and use another magnum round to send 
the Chimera here flying back. Go up to the console and pick up the FUEL SUPPLY 
CAPSULE. Run back to the double steel doors that lead to the zombie stair 
area. Go through the door to the left of this, pick up the first aid kit box 
(ripoff of one green herb inside) and go into the other door (not the x-ray 
room).

OK this zombie needs to put some pants on! Send it to zombie paradise with a 
magnum round, then insert the capsule into the refueling station. Now WALK 
(try running if you want some explosive death suicide fun action!) all the way 
to where the capsule was. Insert the capsule to restore energy. Now run 
through all the Chimeras (picking up the hand grenade if you want, it's in a 
corner of the red room. You may get mauled trying to get it though) and in the 
final orange room you must push the button on the computer to reactivate the 
elevator. 


------------------------------------------------------------------------------
Fighting the Tyrant I:
------------------------------------------------------------------------------

Items we will find:
Shotgun shells
Health spray

Return to the broken elevator except be sure to take a detour into the safe 
room right before. Pick up the health spray and shotgun shells. Exit with the 
following:

1. Magnum revolver
2. Magnum clips
3. Assault shotgun
4. Assault shotgun shells
5. Health spray
6. empty

Take the elevator down, down, down. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT:    Tyrant I
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This guy is a bad ass! And I love Chris's game -- always a skewered Wesker 
hahah!

This fight is easy because the Tyrant is just waking up. Run past his right 
side to get behind him right at the start. Go to the corner and for some 
reason Tyrant will sit there, allowing you 3-4 free shots with whatever weapon 
you want. After he starts moving you better too, fall back down the side of 
the capsules holding immature Tyrants and give the Tyrant coming your way 
everything you have. He should fall right before he gets to you. It takes 
roughly 7 magnum rounds or 9-10 shotgun shells to kill him (try aiming up with 
the shotgun for more damage once he gets close, then you can do as many rounds 
as the magnum). It's easy to not even get hit here.

After the fight, deactivate the locking mechanism and wake up Rebecca.


------------------------------------------------------------------------------
Escaping the Spencer Mansion:
------------------------------------------------------------------------------

Items we will find:
Fuse
Signal Rockets

Run to the start of the laboratory, Rebecca will set off the emergency self 
destruct system. Climb the ladder in the first safe room and open the heavy 
doors that are now unlocked. Run all the way to the end and grab the fuse. 
Insert the fuse in the elevator's electrical plug and take the elevator up. 
Take the signal rockets and use it on the ground and...!

------------------------------------------------------------------------------
The Final Confrontation AKA TYRANT II BATTLE:
------------------------------------------------------------------------------

Items we will find:
ending?

This is really fun to mess around with. Allow the Tyrant to grab Rebecca and 
you can splurge all your magnum bullets into him at once, doing serious 
damage. Then switch to the boomstick and let him have it. Don't let him hold 
Rebecca too long or he will do a really sick and sweet looking skewering of 
her that made Wesker's death look normal by comparison. You should see it at 
least one...lol!

The trick is to use Rebecca to make sure the Tyrant is always distracted by 
her so you can stay nice and healthy. If he starts walking towards you...RUN! 
He's gonna do that running bitch style smack of death that sends you flying 30 
feet, which is not a good thing in most circumstances. Also, it can be amusing 
to let him grab you. Usually he would instant kill you with his 5 foot sword 
arm, but if you have grenades or knives you can actually deal him a lot of 
damage. 

Chris can take 2 hits from Tyrant and live, 3 = death. Use healing items after 
2 hits of any kind.

After he takes enough damage or you stall long enough, Brad drops the rocket 
launcher of Tyrant ownage. Sometimes he can block it, but he's only delaying 
the inevitable.



Game over man, game over.




==============================================================================
   5.   VARIABLE TREE
==============================================================================


 CAUSE: Letting Richard die to snake poison
EFFECT: When you reach plant 42 you will take control of Rebecca and be forced 
        to make the J-VOLT chemical, which is boring and pointless. Especially 
        since Chris will have to fight plant 42 anyway. 

 CAUSE: Not saving Rebecca from the hunter
EFFECT: No Tyrant II fight. This will make baby Jesus cry and throw a tantrum.

 CAUSE: Collecting all 3 MO discs and rescuing Jill via the Gamecube consoles. 
EFFECT: Slightly "better" ending where Jill talks some and uh...yeah, it's not 
        worth it! Maybe do it once just to see it. 2 MO discs are out in the 
        open in the Umbrella Labs, the other is obtained by getting the YELLOW 
        GEMSTONE (same room and method as the red gemstone) and putting it in 
        the tiger statue. 

        The GameCube consoles are what you put the MO discs into to deactivate 
        one of the three locking mechanisms. One is on a desk near the door to 
        the room where the power key is. Another GameCube is in the red room 
        of the Chimera hallways (from the entrance, go straight ahead and 
        you'll find it in a dead end). The last GameCube is in the other door 
        unlocked by the power key that I ignore in the walkthrough. You'll 
        need to kill some Chimeras and push some shelves to get to it.


==============================================================================
   6.   HARD AMMUNITION LISTS
==============================================================================

 
I will only list ammunition for the shotgun and magnum, for Chris's hard mode. 
There is no need to even list the handgun clips...


------------------------------------------------------------------------------
Magnum Revolver:
------------------------------------------------------------------------------

1. First clip is in the magnum when you find it.

2. Second clip is in the aqua ring. After draining the water there is a room 
   full of trash bags and boxes. Look at the floor, and wait. See it? A 
   flashing icon of ORGASMIC PLEASURE! It's so easy to blend in because it 
   looks like a reflection. But it is, in reality, the most often missed 
   magnum clip in the game...mainly because it is only there as Chris, on hard 
   mode.

3. Same room as the battery pack.

Total: 18 magnum rounds 


------------------------------------------------------------------------------
Shotgun / Assault Shotgun:
------------------------------------------------------------------------------

1. Shotgun by default (six shells)

2. Assault shotgun by default (10 shells)

3. There's a box in the seemingly empty square of land in the graveyard. Keep 
   checking the far back corner, you'll get it.

4. Push the statue in the second floor of the dining room so it crashes and 
   breaks. Pick up the blue gem from the debris and insert it into the tiger 
   statue (across from the Keeper's bedroom). Result: box o' shottie shells.

5. Found in the gardener's shed right before the courtyard.

6. Found in the gardener's shed after Wesker does his second drop.

7. Found in the Spencer office room, the one that requires the Spencer Broach 
   Key (search the desk drawer).

8. In the secret tunnel found beneath George Trevor's grave that has all the 
   spiders, there is a fork in the path. Turn RIGHT and go all the way to the 
   end to find a pile of cardboard boxes. Search these for the shotgun shells. 
   This is missed by most people.

9. The treasure trove where the battery is located.

10. Go through the double doors in the laboratory that requires the power key. 
    Push the shelf out of the way and the shotgun shell box will be shining 
    brightly in the corner.

11. Last safe room, located near the elevator that leads to Tyrant I. 
 

Total: 70 shotgun shells




==============================================================================
   7.   REVISION HISTORY
==============================================================================



Note: Newer updates will appear on top, pushing older updates towards the 
      bottom.


------------------------------------------------------------------------------
Sunday, May 26th, 2002 (Version 1.0):
------------------------------------------------------------------------------

Version 1.0 released.



==============================================================================
   8.   LEGAL / END NOTES
==============================================================================

This FAQ cannot be used in magazines, guides, books, etc. or in any other form 
of printed or electronic media involved in a commercial business, in part or 
in whole, in any way, shape, or form, PERIOD. It may not be given away freely, 
as a "bonus" or "prize", or given away with the game itself, etc. This FAQ 
cannot be used for either profitable or promotional purposes, regardless of 
the situation. Breaking any of these rules is in direction violation of U.S. 
and international law. Any characters, names, places, or miscellaneous objects 
are copyright their respective companies. I am in no way affiliated with 
Nintendo, Capcom, nor any companies that were/are involved with this game. 

This document is (c) 2002 marshmallow (David Gibbons)
All rights reserved



                             ~ End Document ~