---------------------------------------------
Resident Evil Strategy Guide by Alasdair Lo
System: Nintendo Gamecube
Date: 24 May, 2003
Version 1.15
---------------------------------------------
Contents
1. Introduction
2. Updates
3. Story
4. Characters
5. Basics
6. Jill's Scenario
7. Chris's Scenario
8. Tips and Tricks
9. Secrets
10. Conclusion
---------------
1. Introduction
---------------
Resident Evil, since released in 1996 has defined a new genre of video games
known
as survival horror. Seeing the great potential of the series, Capcom then
launched
a large series of Resident Evil Games including Resident Evil 2, Resident Evil
3:
Nemesis and Resident Evil : Code Veronica X, for many consoles including Sony
Playstation and Sega Dreamcast. In 2002, Nintendo somehow made a deal with
Capcom
that many of the Resident Evil games released in the future would become
Gamecube
exclusives, including this REmake, Resident Evil Zero and the long awaited
Resident
Evil 4, which is rather great, as this can attract more people to go buy a
Gamecube.
This REmake has much better graphics, voice acting and all cut-scenes are now
FMVs,
compared to the original Resident Evil.
In this guide, enemies, files and weapons will be introduced to you as you pick
them
up. Now, let us begin.
---------------
2. Updates
---------------
Version 1.15
Allowed Neoseeker to host this guide.
Version 1.1
Fixed some spelling and grammatical mistakes. Changed the format of Characters,
Basics
and Secrets section to alternate lines for easier reading. Added a tips and
tricks
section.
---------------
3. Story
---------------
It was July 1998, there were many bizarre murder incidents occurring in the
outskirts
of Raccoon City, a mid-western town in America. Victims were apparently eaten.
Due
to the heightened emotions of the citizens, the Raccoon Police Department has
sent
it special task force, the Special Tactics and Rescue Service to investigate the
affair. The weaker and less experienced Bravo Team was sent first, but contact
was
soon lost. Hence, the Alpha Team, led by Captain Albert Wesker was sent in. But
as
they landed, they discovered the abandoned helicopter of the Bravo Team, as well
as the remains of the body of Kevin, the pilot. A few moments later, the STARS
Alpha
Team was ambushed by a group of vicious zombie dogs and Joseph Frost, the
cameraman
was killed. The rest of the Alpha Team, excluding the coward Brad Vickers, who
flew
away, ran for a nearby old mansion to shelter from the dogs. That was when the
trouble
began.
---------------
4. Characters
---------------
Jill Valentine:
Jill Valentine is one of the 3 playable characters in the game. She is quite
intelligent,
and keeps her cool even when danger arrives. Her scenario is easier than that of
Chris's, as she has 8 item spaces, and is given a Lockpick from Barry to pick
simple
locks. For some strange reason, people refer to her as the "Master of
Lockpicking",
I just don't understand, if she did not own a Lockpick before Resident Evil 1,
how
could she be an experienced Lockpicker?

Chris Redfield:
This is the Star Character of this Resident Evil game. He used to be in the air
force.
Apart from this, he is the harder character in this game, as he only has 6 item
slots,
does not have the Grenade Launcher, and has to find Old Keys to open doors.
However,
he is the cooler character of the bunch, as his personal vendetta with Albert
Wesker
originated from this game.

Barry Burton:
He is Jill's partner. With a 44 Magnum in his hand, he is certainly the
ammunitions
expert of the STARS Alpha team. He is also a "family man" as he would do
anything
to keep his family safe, including betraying his best friends?

Rebecca Chambers:
She is a survivor of the STARS Bravo Team. Obviously a child prodigy, as she
graduated
from university at the age of 18. She is the medic for the Bravo Team, and can
heal
Chris's wounds for free in his scenario, which balances things a bit. However,
she
is rather emotionally weak.

Enrico Marini:
He is the captain of the STARS Bravo team. Apparently he discovered something
about
a traitor in STARS, and was promptly shot by a mystery man, either Barry or
Albert
Wesker. He is jealous of Chris, and is afraid he will replace him as No. 2 to
Wesker,
hence he thinks Chris is the double crosser.

Albert Wesker:
He is the leader of the STARS Alpha Team. With is trademark sunglasses, he
really
is a shady character. He has a dark side, and is working for Umbrella, even
before
he joined STARS. He has been using the STARS as test subjects in Umbrella's Bio
Organic
Weapon (BOW) research. Unfortunately, he has plans of his own?
---------------
5. Basics
---------------
Button Configuration Type A:
A: Open doors, examine surroundings, shoot while in Attack Stance
B: Hold while pushing the control stick or Directional Pad forward to run,
Cancel
Selection
C: 180 degree quick turn (Down + B also works)
X: Unused
Y: Status Screen
Z: Show Map
Control Stick or Directional Pad: Press up to move in the direction the
character
is facing, press down to backtrack, press left and right to rotate character
R: Attack Stance
L: Use Defense Item

Ammo usage:
As in many survival horror games, there are fewer handgun bullets relative to
the
enemies that are found in the game, so you must conserve ammo, and use the
knife!
However, I found out that ammo is only an issue in the earlier parts of the
game,
as stronger weapons like the shotgun become available, you can act as the
exterminator,
and kill anything that gets in your way.

Body Disposal:
A new feature of this Resident Evil remake are the Crimson Heads, revived
Zombies
that you took down earlier. Sometime after you killed a Zombie, it would get up,
get very red, and run towards you, swiping you with its claws. This is a Crimson
Head. To prevent them from coming back to life, always burn the Zombies' bodies
with
Kerosene from the fuel canteen and the lighter, or try to blow their heads off
in
a big SPLAT!

Files:
Files contain many clues to how to solve many puzzles in the mansion, so always
pick
them up if you are a beginner. However, if you are trying to complete the game
in
less than 3 hours, skip all files, and try to memorize the solutions to the
puzzles.

Health System:
You may notice that the character's health seemed to drop from Fine to Yellow
Caution
very quickly in this game. This is because Capcom has changed the health ranges
for
the status. They are now as follows:
Green Fine: 75% - 100% Health
Yellow Caution: 50% - 75% Health
Orange Caution: 25% - 50% Health
Red Danger: 0% - 25% Health
Poison: Health slowly drops
So don't worry even if you drop to caution, as there is still a lot of HP left
in
your player. The Poison condition is more specific, as the color of the
electrocardiogram is shown. So you will know when to heal yourself.

Map System:
Green rooms denote rooms that you have visited, and have taken all items from.
Red
rooms indicate rooms you have visited, but did not take all the items from. This
item can be a map, a file, ammo, a weapon or a key item. If you are stuck and
missing
an item, you should always search the red rooms again.
--------------------
6. Jill's Scenario
--------------------
*****MANSION*****
After running from the zombie dogs, Jill, Barry and Albert Wesker would arrive
at
the foyer of the mansion. After hearing a gunshot, Jill and Barry would go and
investigate. Their first room is... The Dining Room.
--------------------
Mansion Dining Room
--------------------
Ignore the Ink Ribbon for now, and run to the other end of the dining room. Jill
will be shown something disturbing by Barry, a pool of blood. Then go through
the
door to Barry's right.
--------------------
Kenneth Hallway
--------------------
Turn to Jill's left, run into the alcove. Someone is busy eating something, it's
STARS Bravo Team member Kenneth Sullivan! The Zombie notices you. The Zombie
looks
at you as if trying to say, "What are you looking at, pinhead" Then he will
march
towards you!
New Enemy! Zombie
Strength:
Handgun: 4-10 shots, decapitation may occur.
Shotgun: 1-2 shots, decapitation may occur if you aim upwards.
This is the most common enemy of Resident Evil, they march towards you slowly,
and
grab and bite you! You must be really careful in this game, as one bite can take
as much as 33% off your health! I suggest you use the Handgun against them. Or,
if
there is plenty of room, feel free to stab it with your knife, retreating a few
steps
between each stab. When you are on stairs, they can only spit goo at you, this
is
another time to use your knife.
Run away from this zombie and reenter the dining room.
--------------------
Mansion Dining Room
--------------------
Jill bursts in through the door, and tells Barry that there is a monster. What a
wimp! Anyway, Barry would shoot this zombie down with 3 shots of his 44 magnum.
What
kind of Zombie is this? Anyway, go back to the Mansion Foyer to report to
Wesker.
--------------------
Mansion Foyer
--------------------
Wesker is gone. Help Barry investigate, to investigate, simply run up the stairs
to the 2nd floor and back down. After this, Jill and Barry would separate to
search
for Wesker, and Jill will receive a Lockpick. Once you have control of Jill,
head
through the other double door in the 1st floor foyer.
--------------------
Mansion Anteroom
--------------------
There is a statue of a Woman Drawing Water, and something is shining in the jug.
To reach it, simply go to the other end of the room, and push the dresser a
little
bit to the right, then enter the gap and push the dresser outwards until it
touches
the statue, then you can get on the dresser and examine the statue for the item.
It's the Map of the Mansion 1F. If you want a Defense Item, then enter the gap,
into
the far end
There is a dagger on the table.
New Defense Item! Dagger
The dagger is the common defense item of the game, using it will cause Jill to
stab
the enemy in the head, causing him to let go. Note that you cannot use a defense
item when grabbed from behind. Sometimes, if you manage to decapitate a zombie,
the
dagger will fall to the ground and can be reused.
If you grab the Dagger, a Zombie will confront you when you exit, just stab him
with
the dagger and leave the room. Go all the way back to the Kenneth Hallway.
--------------------
Kenneth Hallway
--------------------
Head to where you first saw the zombie, examine Kenneth's body for a file, it is
his video tape.
New File! Kenneth's Film
It's the film that belonged to Kenneth. I need a video player to see what's
recorded
on it.
Head through the door.
--------------------
Birdcage Hallway
--------------------
Take the Handgun magazine from the birdcage, and the Green Herbs if you want.
Then
head up the stairs.
--------------------
Mirror Hallway
--------------------
Turn to Jill's right, and you will see a zombie staring at himself in a mirror.
Shoot
him down or stab him if you want to save ammo. Then turn right, through the
hall,
and pick up the Golden Arrow, examine it, the important part is the arrowhead.
If
you are playing on Normal Mode, there is another zombie around the corner, lure
him
back to the other zombie's body and try to shoot him down in a way so he will
fall
onto the other zombie's body. Then pick up the Handgun Magazine by the 2nd
mirror,
and head through the door to Jill's right.
--------------------------
Above Mansion Dining Room
--------------------------
There is a Zombie on the other side, ignore him, then turn to Jill's left, and
before
going through the double doors, grab the dagger, and go to the side of the
balcony
where the zombie once was. There is a statue, push it down to the dining room
via
the gap. Then go through the double doors.
--------------------
Mansion Foyer
--------------------
With your arrowhead, go through the door with the beautiful picture.
--------------------
Mansion Graveyard
--------------------
Head down the steps, using your knife to stab the zombie to death while on the
stairs.
Then lure the other half naked zombie to the steps and stab him too. There are
some
Shotgun shells in the grassy area where the half-naked zombie was standing. Then
go between the two fences, and use your arrowhead on the inscription. The tomb
opens,
and you can walk down. In the tomb, there are 4 faces, one with the eyes
removed,
one with the nose removed, one with the mouth removed, and one without eyes,
nose
or mouth. Go to the altar, there is a book. It is the book of curse. Take it.
Examine
the underside of it for a key, the Mansion Key, which is actually a Sword Key.
Then
you can read the book.
New File! Book of Curse
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.
Explanation: This tells you that you will have to find 4 masks to place onto the
four faces I mentioned earlier.
Head back to the Mansion Anteroom.
--------------------
Mansion Anteroom
--------------------
Unlock the previously locked emblem of a sword door. Go through.
--------------------
Dresser Hallway
--------------------
2 of the dressers can be pushed to reveal a Handgun Magazine and a dagger, as
Jill
goes through the hall, a window is smashed. Scared you, didn't it? Go through
the
door at the other end.
--------------------
Twisted Hall
--------------------
Unlock the first door you see with Jill's Lockpick, and go through.
Note: If you choose to go back to the dresser hallway, 2 Cerberus dogs will
burst
through the windows, and you will have to kill them, if you continue to the
foyer
at that point, Barry will give you 6 Acid Shells in the Foyer.
--------------------
Mansion Garden
--------------------
Go to the other end, and get the Chemical, which is actually a herbicide. Some
Cerberus
dogs will bark at you outside the fence, but they won't be able to come at you
unless
you return. Get the herbs if you have space, and exit.
--------------------
Twisted Hall
--------------------
Enter the next door you see.
--------------------
Bathroom
--------------------
This is the one and only bathroom in the mansion. Empty the bathtub, and a
zombie
pops up with an expression as if trying to say, "Oh! Why didn't you stop for me"
He tries to lunge at Jill, but Jill steps on his head with a big SPLAT! This
time
even Jill could not take it and throws up in the toilet! After this funny scene,
exit.
--------------------
Twisted Hall
--------------------
Go through the other set of double doors and ignore the other door. However, you
could always try your luck and go through, and enter the tea room, take the
shotgun,
and hope that Barry could save you from the lowering ceiling.
--------------------
Emblem Hallway
--------------------
Go through the first door you see.
--------------------
Mansion East Stairs
--------------------
Run up the stairs, stabbing the first zombie down, and try to stab the other 2
zombies
so that they fall on top of the first zombie you down.
Then enter the door on the 1st floor to the save room.
-------------------------------
Mansion East Stairs Save Room
-------------------------------
Take the Oil canteen and fill it with kerosene. There is a file on the floor
teaching
you how to dispose dead bodies of zombies.
New File! Body Disposal
Special instructions when disposing dead bodies
We have new information regarding those beings. They may appear to be dead but
in
fact they are able to come back to life. (1) However, there are ways to prevent
them
from becoming active again.
Currently there are two known methods (2) to cease their resurrection.
1. INCINERATION
2. DESTRUCTION OF THE HEAD
If further methods are discovered they will be notified immediately. (3)
Meanwhile to those of you who still have the will to live, oil has been placed
on
the first floor of the mansion. Take as much as you need.
You'll need something to light it with, which you'll need to find by
yourself.(4)
Explanations:
(1)Zombies in this game appear to be dead, but they will come back as Crimson
Heads
unless their bodies are disposed of.
(2)You can burn zombies or decapitate them to eliminate them permanently.
(3) A third way to permanently eliminate zombies is to shoot their legs or knee
caps
off.
(4)Tanks of kerosene are found on the 1st floor of the mansion, and Jill needs
to
find a lighter to light up the kerosene.
Deposit any unwanted items, then leave the room, taking the canteen with you.
--------------------
Mansion East Stairs
--------------------
Head up the stairs, to the door in the alcove, next to the door without a knob.
--------------------
Wooden Mount Hallway
--------------------
Again, try to kill the zombies in a way that they fall on top of each other,
then
take the Wooden Mount off the table, and enter the door to Jill's right.
--------------------
2nd floor Study
--------------------
There is a Handgun Magazine on the table with the chess set, as well as a Dog
Whistle,
take it. There is a crumpled memo with it.
New File! A Crumpled Memo
Today, Sir Spencer told me to hide something where no one could find it.
Well, I had this idea. I figured if I could somehow have it protected by a
dangerous
animal like the vicious canine that lives here, no one would be able to get near
it!
As far as I can tell, the mutt is always hanging around the second floor balcony
on the west side of the terrace, and he ought to come running at the sound of a
dog
whistle.
This is where you come in. The thing is, I reckon you're the only person that
can
get near that damn dog without risking a serious mauling.
Which means only you can put this collar on him. The object that Sir Spencer
wants
hidden is concealed inside.
You're the only one I can trust with this. Of course, you'll get something out
of
it as well. Remember that certain item that you've always wanted to get hold of?
Well, in exchange for your services, I just might be able to get it for you.
This
could work out well for both of us.
Jon Toleman
Explanation: The dog whistle is to be used on the 2nd floor balcony to attract a
certain dog who has a hidden item.
There is a lighter on the other desk, as well as the Botany Book.
New File! Botany Book
BOTANY ---Uses of Medicinal Herbs---
It is a well-known fact that there exist many plants that are credited with
medicinal
healing powers. Since ancient times, mankind has been healing wounds and
diseases
using various plants.
In this book, we will sample three herbs that are a native of the Arklay
Mountains
and briefly outline each of their medicinal qualities. Each herb has a distinct
color
and a distinct medicinal quality.
The green herb recovers physical strength. (1) The blue herb neutralizes natural
toxins. However, the red herb has no real effect by itself. We have found that
mixing
green and red herbs results in a magnified effect.(2)
We will outline the effects of red herbs with other herbs when we have more
data.
Meanwhile, feel free to experiment on your own, for true knowledge is best
acquired
through own experience. (3)
Explanations:
(1) To be precise, Green Herbs restore about a quarter of your health.
(2) A Green Herb and Red Herb mixture can restore full health.
(3) There are many other herb mixtures, each with different effects.
Head through the other door.
--------------------
Mansion East Stairs
--------------------
With both the lighter and the Fuel Canteen, you can burn Zombie bodies to
prevent
their resurrection. If the zombies are lying in a close pile, then all 3 can be
burnt
using one unit of Kerosene. Head through the unlocked door in the darker area of
the 2nd floor.
--------------------
Fireplace Room
--------------------
Get the Green Herb if you wish, then use the lighter on the fireplace. Some
carvings
on the metal board above will go red hot. Place the wooden mount on that plate,
and
the Mansion 2F Map will be branded onto the wood. Then you can have the 2nd
floor
map. Now go back to the Wooden Mount Hallway.
--------------------
Wooden Mount Hallway
--------------------
Go to the other unlocked door at the other end of the hall and unlock it. Go
through,
and you will be back in the foyer.
--------------------
Mansion Foyer
--------------------
Head through the double doors on the 2nd floor.
--------------------------
Above Mansion Dining Room
--------------------------
Avoid the zombie; go through the previously locked Sword Key door.
--------------------
Drug Room Area
--------------------
Unlock the first door you see with the Lockpick and go through.
--------------------
Westside Balcony
--------------------
This is where you have to blow your dog whistle. Brace yourself, as 2 Cerberus
dogs
are coming for you!
New Enemy! MA-39 Cerberus
Strength:
Handgun: 4-8 Shots, decapitation may occur.
Shotgun: 1-2 Shots
These hellhounds are one of the Bio Organic Weapons of Umbrella Inc. They try to
bite onto your hand, or will pounce on you, trying to bite your neck off. I
suggest
you face these dogs in a narrow hallway, so they cannot surround you.
After you kill the 2 dogs, pick up the sparkling item, it's a collar, examine it
to reveal a coin, then examine the underside of the coin to turn it into an
Imitation
of a Key. Use the Green Herbs if you get hurt. Then head back through the door
you
came in.
--------------------
Drug Room Area
--------------------
There are stairs here, so try to stab the 2 zombies to death on top of each
other.
Burn them. Then head down the stairs to find a body, burn that too. Then head
into
the room next to the body.
--------------------
Mansion Drug Room
--------------------
This is another save room. Deposit any unwanted items and the Sword Key, and
head
out.
--------------------
Drug Room Area
--------------------
Walk along the 1st floor hallway, and go through the other door which can be
unlocked
by the lockpick.
--------------------
Broken Shotgun Room
--------------------
In this room, you can get a Battery Pack, an Ink Ribbon in the drawer, as well
as
a broken shotgun. Refill your fuel canteen if you wish.
New Defensive Item! Stun Gun
The Stun Gun is the more powerful defensive weapon for Jill. It sends a large
jolt
of electricity through the enemy that grabs Jill. Simple as that.
With the Broken Shotgun, you can get the real thing in the tea room anytime you
wish.
TO do this, go back to the Twisted Hall, ignoring the zombies that may pop in
through
the windows, and enter the door that I told you to ignore earlier. Go through
the
square room to the tea room. Take the Shotgun off the hooks, and place the
broken
shotgun on it. Then the ceiling will not crush Jill, rendering her a Jill
sandwich!
New Weapon! Shotgun
Ammo: Shotgun shells in units of 6
The all time Resident Evil weapon is finally in your hands. It fires 12 gauge
shells.
Whenever zombies come out, you should aim upwards, and shoot when they are close
enough to you, then you may be able to decapitate them. Note that the
programmers
of this game know that you will be trying to use this technique a lot to save
time
from burning the Zombies, so it is now harder to decapitate zombies by this
method.
--------------------
Drug Room Area
--------------------
Go up the stairs, to the other door that can be unlocked from this side.
--------------------
Mirror Hallway
--------------------
With your Fuel Canteen and Lighter, burn the 2 zombies you killed earlier, then
run
past the other body on the floor. The zombie wakes up, and he seems to be in a
bad
mood, and hence begins the adventures of, Super Zombie!
New Enemy! Crimson Head
Strength:
Handgun: 6-10 shots
Shotgun: 1-2 shots
Crimson Heads are zombies that you have taken down earlier. If you fail to burn
them,
then they will wake up with claws and a much faster speed. They swipe at you,
and
bite you while you are confused. So take your shotgun out and get ready to
decapitate
them. If you want to use the handgun, you must give these guys plenty of room.
Head through the door behind the Crimson Head after you have killed him.
----------------------------
Obsessive Death Knight Room
----------------------------
This room got its name because the knights in this room have inscriptions that
treasure
death. Anyway, head up the stairs, taking the imitation of a key with you, and
remove
the Mansion Key, which is an Armor Key off the pedestal. The pedestal will go
down,
the walls become slightly narrower, and a spiky knight will come towards you!
Now,
you must quickly replace the imitation of a key onto the pedestal, or you will
become
Jill sandwich again! After this is down, the trap will be reset, and you can
return
to the Drug Room Area, however, this time, go there via the Sword Key door in
the
Dining Room balcony, you will soon find out why.
--------------------
Drug Room Area
--------------------
You will hear someone trying to break through the door to Jill's right. Open it,
there is a zombie on the west balcony, kill it now and head back in. Go down to
the
stairs to the drug room. Save if you wish, and take the Herbicide with you. Go
through
the Armor Key door.
--------------------
Tiger Eye Hall
--------------------
There is a battery pack in front of Jill. Go forward to the end of the hall way
and
enter the door.
--------------------
Greenhouse
--------------------
Place the Herbicide into the sprinkler, and turn the knob to the red side to
kill
the weird plant. Do not turn the knob to the green side, or the Green herbs will
be killed! When the plant is dead, go beyond it to get the death mask without
eyes.
Take the Green Herbs if you wish and exit.
--------------------
Tiger Eye Hall
--------------------
As you pass the windows, 2 zombies jump through! Ignore them, and run to the
door
to came through, and turn left, there are 2 rooms here, the one on the right is
the
keeper's room, and the one on the left is the Tiger Eye room. The door in the
middle
leads back to the Kenneth hallway.
--------------------
Keeper's Room
--------------------
There is a handgun magazine on the bed; on the table is the keeper's diary.
New File! Keeper's Diary
May 9, 1998
Played poker tonight with Scott and Alias from Security, and Steve from
Research.
Steve was the big winner, but I think he was cheating. Scumbag.
May 10, 1998 (1)
One of the higher ups assigned me to take care of a new creature. It looks like
a
skinned gorilla. Feeding instructions were to give it live animals. When I threw
in a pig, the creature seemed to play with it? tearing off the pig's legs and
pulling
out the guts before it actually started eating.
May 11, 1998 (2)
At around 5AM, Scott woke me up. Scared the shit out me, too. He was wearing a
protective
suit. He handed me another one and told me to put it on. Said there'd been an
accident
in the basement lab. I just knew something like this would happen. Those
bastards
in Research never sleep, even on holiday.
May 12, 1998
I've been wearing the damn space suit since yesterday. My skin's getting grimy
and
feels itchy all over. The goddamn dogs have been looking at me funny, so I
decided
not to feed them today. Screw 'em.
May 13, 1998
Went to the infirmary because my back is all swollen and feels itchy. They put a
big bandage on it and told me I didn't need to wear the suit anymore. All I
wanna
do is sleep.
May 14, 1998
Found another big blister on my foot this morning. I ended up dragging my foot
all
the way to the dog's pen. They were quiet all day, which is weird. Then I
realized
some of them have escaped. Maybe this is their way of getting back at me for not
feeding them the last three days. If anybody finds out, I'll have my head handed
to me.
May 16, 1998
Rumors going around that a researcher who tried to escape last night was shot.
My
entire body feels hot and itchy and I'm sweating all the time now. I scratched
the
swelling on my arm and a piece of rotten flesh just dropped off. (3) What the
hell's
happening to me?
May 19, 1998
Fever gone but itchy. Today hungry and eat doggie food.(3)
May 21, 1998
Itchy itchy Scott came ugly face so killed him. Tasty.(4)
4//itchy Tasty.
Explanations:
(1)This proves that this mansion is not researching something normal.
(2)The accident that scattered the T-virus in the mansion happened on 11 May,
1998.
(3) When a person is infected by T-Virus, his skin feels itchy, he may have a
fever,
and his flesh will begin to rot. Then their mind deteriorates.
(4)Apparently, the rationale for zombies to kill people is that they are hungry,
and humans have ugly faces! Ha ha!
After you have read the diary, attempt to leave, and the keeper will burst out
of
the closet! Maybe he thinks Jill has an ugly face! Ha ha! Anyway, kill him and
his
friend, and get the dagger in the closet, and then leave. Go through the middle
door
to the Kenneth hallway, and go all the way back to the Emblem Hallway via the
Twisted
Hallway, and get the Shotgun if you haven't done so.
--------------------
Emblem Hallway
--------------------
Go forward, and enter the Armor Key door to Jill's left.
--------------------
Stained glass gallery
--------------------
Go to the other end of the gallery, and you will see a picture of Lisa,
protected
by the three spirits, and Lisa will be wearing a green crown, a purple necklace
and
an orange bracelet. It's...
Puzzle Time! Stained Glass switches
To solve the puzzle, the stained glass with the bracelet must be orange, the
stained
glass with the necklace must be purple, and the glass with the crown must be
green,
to do this, press the switch of the bracelet picture on the side you came in,
and
press the switches of the necklace and crown pictures on the other side, then
press
the switch on Lisa's picture to open the wall. If you get it wrong, the crows
will
come and get you!
New Enemy! Crow
Strength:
Handgun 1 shot
Shotgun: 1 shot and group kill
Crows are just crows, and the T-virus has caused them to attack humans. But
however,
if you do not give them a sign that you are a threat, they'll just leave you
alone.
On the other side of the wall, there is a death mask without mouth. Take it and
go
through the metal gate.
--------------------
Mansion Graveyard
--------------------
Go down into the tomb and place the 2 death masks into their respective
positions.
2 of the chains holding the coffin will break lose! Scary Scary Scary! Anyway,
go
back to the Foyer.
--------------------
Mansion Foyer
--------------------
Head through the Armor Key door on the 2nd floor
--------------------
Eastside Balcony
--------------------
Walk along the balcony to see another disturbing sight. It is Forest Speyer of
STARS
Bravo Team. He has been severely mauled. Barry may be here, if he is, then he
will
give Jill the Grenade Launcher. If not, just get it yourself next to him. Take
the
dagger on the bench as well.
New Weapon! Grenade Launcher
Ammo: Grenade Shells, Acid Shells and Incendiary Shells in units of 6
The Grenade launcher is another old-time Resident Evil favorite. It holds 3
types
of shells, Grenade Shells, which are filled with high explosives, the weakest
type,
to be used against common heavily armored enemies and bosses, the Acid Shells,
which
are the 2nd most powerful, and are particularly effective against Hunters and
other
Reptilian enemies. The Incendiary Shells, which are the most powerful, as they
can
kill and burn zombies to crisp in one shot, and can be used against the Tyrant.
If Barry's not here, don't go beyond Forest to get the Green Herbs or he'll wake
up and attack Jill. Return to the Foyer and proceed to the Wooden Mount Hallway.
--------------------
Wooden Mount Hallway
--------------------
With your Armor Key, you can unlock the previously locked doors in this hall.
But
enter the double doors first.
--------------------
Knight Statue Room
--------------------
4 Knights will slide out. To open the grating in the other end, Jill must push
all
4 knights into their places in the correct order.
Puzzle Time! Knight Statue Push and Jewelry Box Puzzle
The correct order of pushing is as follows:
1. Upper Right Hand Knight
2. Lower Left Hand Knight
3. Lower Right Hand Knight
After this, the last knight will slide back in place by himself. Then you can
push
the switch in the centre and the grating will be released, giving you the
jewelry
box. If you press the switch too early, then poisonous gas will fill the room!
After getting the jewelry box, examine it. The inscription on the top says
"Sunshine
will awaken me", so you will have to get the heart on the sun to light up. To do
this, press the 2 switches on the wider rectangular sides of the box. Then the
Death
Mask without All will be yours. Then go back to the Mansion East Stairs.
--------------------
Mansion East Stairs
--------------------
There is an Armor Key door for you to unlock. Enter.
--------------------
Researcher's Quarters
--------------------
The door to Jill's right is the researcher's bedroom. Inside, there is an ink
ribbon,
a first aid box and a green herb behind the bed. The door to Jill's left is the
Researcher's study. There you may find Barry, trying to make out a damaged
document.
He will let you have a look. If not, examine the yellow folder in the room.
New File! Researcher's Will
There is a letter.
June 3, 1998
My dearest Alma,
Let me apologize for no being able to call you. A man wearing sunglasses (1)
didn't
permit any phone calls. Sorry Alma.
I sit here trying to think of where to begin, of how to explain in a few simple
words
all that's happened in my life since we last spoke, and already I fail. I hope
this
letter finds you well, and that you'll forgive the tangents of my pen; this
isn't
easy for me.
Even as I write, I can feel the simplest of concepts slipping away, lost to
feelings
of despair and confusion---but I have to tell you what's in my heart before I
can
rest. Alma, please believe that what I'm telling you is the truth.
The entire story would take hours for me to tell you, and time is short, so
accept
these things as fact: last month there was an accident in the lab and the virus
we
were studying leaked. All my colleagues who were infected are dead or dying, and
the nature of the disease is such that those still living have lost their
senses.
This virus robs its victims of their humanity, forcing them in their sickness to
seek out and destroy life. (2)
Even as I write these words, I can hear them, pressing against my door like
mindless,
hungry animals.(3)
Alma, I have survived only to see you again. But my efforts only delayed the
inevitable;
I am infected, and there is no cure for what will follow---except to end my life
before I lose the only thing that separates me from them.(4)
My love for you.
In an hour I'll have entered my eternal sleep where there is peace. Please
understand.
Please know that I'm sorry.
Martin Crackhorn
Explanations:
(1) Who is this man wearing sunglasses? Could it be...
(2) This explains the details of the accident that occurred in the mansion, and
the
reason for the zombies' behavior.
(3) If Barry were here, the contents before this mark would be torn out by
someone,
could be either Wesker or Barry himself.
(4) There is no cure for T-virus infection, anyone infected becomes a zombie.
After reading the will, Barry would have left you alone, now, go to the frame
hanging
on the wall next to the fish tank, and take the fish hook, then go to the frame
with
the insect specimens, take the lure of a bee, and combine it with the fish hook.
Then go to the frame with the fishing lures, and take the bee specimen. Place
the
Lure onto the frame, and the specimen by the other insect specimens. Then press
the
switch. A Wind Crest will be revealed. As Jill attempts to take it, the bee
specimen
comes to life and attacks her!
New Enemy! Bee
Strength
Handgun: 2 shots
Shotgun: 1 shot with group kill
Bees are just bees. When you see them, just ignore them, but if you kill them,
you
can have the pleasure of stomping them with a lovely SPLAT!
Take the Wind Crest, and deposit it into the Save Room.
------------------------------
Mansion East Stair Save Room
------------------------------
By the time you have returned, Barry should have left some Flame Rounds and a
First
Aid Spray with you, what a nice guy? Now head back to the Wooden Mount Hallway.
--------------------
Wooden Mount Hallway
--------------------
Enter the other Armor Key door in the hall.
--------------------
Richard Room
--------------------
Enter, go forward a bit to find Richard poisoned by what he says is a giant
snake.
Your quest is to bring him serum. There is serum on the shelf of the Mansion
drug
room. So go all the way back there to take the serum for him, otherwise he will
die,
and you will miss getting one of the weapons later. After you inject him with
the
serum or let him die, go through the other door in the room.
----------------------------
Dimly Lit Wooden floor room
----------------------------
There is a zombie here, so run up the stairs and dodge the zombie as he walks up
to you. Go through the other unlocked door in the room.
--------------------
Candlestick Room
--------------------
Light up the candles, and the zombie outside will burst in. Kill him, and then
take
the Handgun Magazines off the table and the shelved cupboard, there is another
cupboard
you can push aside, and when you enter the alcove, another zombie will surprise
you
inside. Dodge the zombie and take the musical score, or the Music-mid pages from
the cupboard inside. Afterwards, head all the way back to the Mansion Dining
Room.
--------------------
Mansion Dining Room
--------------------
In the Dining Room, you will notice a broken statue on the floor, remember? Take
the blue gemstone. This can be put into the Tiger statue in the Tiger Eye room
for
6 extra shotgun shells. Also take the Emblem off the top of the fireplace. Then
head
through the other door to the Kenneth Hallway.
--------------------
Kenneth Hallway
--------------------
There is a zombie in the way, shoot him down, and go past his body. Enter the
only
armor key door in this hallway.
--------------------
Entertainment Room
--------------------
There is a piano, but ignore it for the moment. Instead, head to a corner with a
cupboard; push it to the left a bit to reveal another Musical Score. Combine the
2 musical scores to create the Moonlight Sonata. Then use the score on the piano
to play it. A wall will open. Inside, there is a gold emblem. Take it, and the
wall
will close down. Now, place the other emblem into the slot and the wall will
reopen.
On the ground is an extract of Trevor's Diary.
New File! Trevor's Diary
Nov 24, 1967
Eleven days have past since arriving on this estate. How did I end up like this?
A guy in a lab coat came with a plate of skimpy meal and said to me, "Sorry to
put
you through this, but it's for security reasons." That's when it hit me. It all
makes
sense now. There are only two people that know the secret of this mansion, Sir
Spencer
and myself. If they kill me, Sir Spencer will be the only person that knows the
secret.
But for what purpose? It doesn't matter now. It's too dangerous here. My
family...
I hope they are right. I've decided to escape... Jessica, Lisa, I pray you are
safe.
Nov 26, 1967
How could I be so careless? I lost my favorite lighter-the one Jessica gave me
for
my birthday. Now it's going to be that much harder to get out this dark place.
Nov. 13th the date when my fate was sealed. My aunt was hospitalized just three
days
before that. Jessica and Lisa said that they were going to visit her. I wish I
could
be there with them. But wait, even as I'm writing my memory is coming back to
bme
more vividly. Just before I passed out, I remember the men tin the lab coats
said
something like "Most likely your family is already..." I pray for their safety.
Nov 27, 1967
Somehow I managed to get out that room. But getting out of this mansion won't be
as easy. I have to get past all the booby-traps... Tiger Eyes, Gold Emblem... I
have
to try to remember for my own sake...
Explanation: George Trevor was the architect that designed this ghastly mansion
in
1967. He was invited by Lord Spencer to visit his finished mansion. But by Nov
24,
George Trevor was imprisoned in the mansion to keep the Umbrella Company's
secrets.
As to what happened to Jessica and Lisa, play on to find out.
With your Gold Emblem, head back to the dining room.
--------------------
Mansion Dining Room
--------------------
Place the Golden Emblem in the slot, and the grandfather clock will spring open.
You can turn the gears inside the clock. It's another puzzle.
Puzzle Time! Clock Puzzle
Before you attempt the puzzle, take note of the painting to the left of the
clock,
A knight is using his short sword to stick into the chest of a second knight,
who
is sticking his long sword into the first knight's head. There is a clue, when
the
2 have ran each other through, the path to your destiny will open. This means
that
the minute hand of the clock must point towards the helmet and the hour hand of
the
clock must point into the armor. So you should turn the Large Gear to the right
or
left twice, creating a 6 o'clock position. Then the clock will move aside,
revealing
the Mansion Key, which is a Shield Key.
With the Shield Key, head back to the Dimly Lit Wooden Floor room and use the
shield
key to unlock the door.
--------------------
Attic
--------------------
Move into the screen, and a giant snake will appear. It's time for our first...
Boss Battle! Yawn 1
Fortunately, Richard will come with his Assault Shotgun to help you. While he is
distracting Yawn, grab the Death Mask without nose in a corner. Return fire with
your Shotgun for a while, and Yawn will appear to be dead. But he is not, and
Richard
pushes Jill out of the way, himself getting swallowed. But the snake looks at
you
in a way as if trying to say, "You little squirt, I think I'll have you for
dessert!"
Now, take his Assault Shotgun and go out of the room before you become Jill
Pudding!
If you were bitten by Yawn, you must get poisoned, and you will have to go all
the
way back to the drug room for serum.
With the last Death Mask in hand, head back to the Mansion Graveyard, taking
your
shotgun or Grenade Launcher with you.
New Weapon! Assault Shotgun
Ammo: Shotgun Shells in units of 6
Assault Shotgun is like the Shotgun, but it holds 10 shells. So each box of
Shotgun
shells you pick up cannot even fill up the entire gun.
--------------------
Mansion Graveyard
--------------------
Go down to the tomb, and insert the other 2 death masks, and the coffin will
drop
down. Walk close to it, and the body will awaken. He looks rather steamed up,
and
oh, Grandma, what bad breath you have! It's time for another...
Boss Battle! Crimson Head Prototype
Strength:
Shotgun: 3-4 Shots
Grenade Launcher with Grenade Rounds: 3-4 Rounds
This boss is rather slow for a Crimson Head in the beginning, but he will speed
up
when he gets close, open fire on him, and he should fall within one to two shots
Then you can kill him while he is on the ground.
When he is dead, walk by his coffin, pick up the Shotgun Shells and the Stone
and
Metal Object from the coffin. Press the switch and the gratings will come up.
Head
back to the East Stairs Save Room and take the Wind Crest with you because we
are
moving. Head back to the Emblem hallway.
--------------------
Emblem Hallway
--------------------
Avoid the Zombie and head out the door behind him.
--------------------
Courtyard Access
--------------------
Run along the walkway, ignoring the Cerberus dog, and place your Stone and Metal
Object onto the slot that says, to the defiler of the accursed coffin. The metal
door next to it should unlock. Enter.
--------------------
Tool shed
--------------------
Grab the Shotgun Shells, First Aid Spray and Battery Pack if you have room. Then
head down the steps to the door. You are now in the...
*****COURTYARD*****
--------------------
Cerberus Statue Path
--------------------
In the end of this path is a door locked. It says, "The gate will open when the
guard
dog's desires are fulfilled. It seems that we have a new puzzle on our hands.
Puzzle Time! The 2 Demanding Cerberuses
Examining the red eyed statue will tell you that this is the War Cry of Revenge.
The Blue eyed statue gives the Last Gasp of Destruction. So, we will have to
make
the red and blue weather vanes to point at the right direction. Examining the
sign
in the beginning of the path tells you that the Valley of Destruction is to the
North,
so set the blue vane to N. You can start and stop the vane's movement by
pressing
the switch. The Path of Revenge is to the West, so the Red vane should point to
the
West. After the puzzle is completed, the gate will open.
By the way, Barry will call you on the radio about some monster... chains...gun
unaffected.
I wonder what's wrong.
--------------------
Courtyard Graveyard
--------------------
There are crows here, but they will not attack you if you just walk. Walk to
Jill's
right at the junction and you will see 2 gravestones, place the Wind Crest onto
the
slot on the right tombstone, and A Moon, Star and Sun Crests will be revealed.
Examine
each crest's underside to protrude some shapes out. Then place the 3 crests onto
the slots in the left tombstone, and a Magnum Revolver will be magically
revealed!
New Weapon! Magnum Revolver
Ammo: Magnum Bullets
This is the most powerful weapon in the game. It can kill anything in one shot.
But
ammo is scarce, so save it for bosses, particularly the tyrant.
Walk to the other gate after you have done.
--------------------
Path outside Cabin
--------------------
You will hear some disturbing sounds, and you are left to play as Jill again.
Just
walk along the path and enter the Cabin.
--------------------
Cabin
--------------------
There is a Map of the Courtyard in here. There is also some family picture and
notes
and a typewriter for you to save.
New File! Family Picture and Notes
A family picture
There's a journal left by someone.
19
dadddy attached first
momm attached scond
iNside reD and sLimy
white and hard
not true moM where
dunno dadd
found mum again
whne atachd mommy
she move no more
she screaming
why?
Jst want to b with her
4
mom
where?
I mis you
Explanation: It seems that someone sadistic is obsessed with ripping off
people's
faces and attaching them to other people's faces. Who could this be?
Anyway, continue to explore this cabin and you will find an Item Box, there is
also
a Square Crank on top of a wooden cover in the dead end that follows. Now,
attempt
to leave with the crank, and someone will enter and hit Jill on the head hard,
knocking
her out. When Jill wakes up, she is confronted by a hideous mutated woman, by
the
name of Lisa Trevor. Don't even bother to fight her. She is invincible, just run
pst her, hoping you won't get hit, out of the shed, and all the way back to the
Tool
Shed, avoiding the zombie on the way.
--------------------
Tool Shed
--------------------
Go through the double doors
--------------------
Cerberus yard
--------------------
Go forward, and Jill will hear a transmission from Brad over the radio,
unfortunately
the radio is damaged so that Jill can only receive signals, but not transmit
any.
There are 3 Cerberus dogs in this yard. Run back to the double doors and kill
them
from afar. Then pick up the herbs and go through the gates
--------------------
Giant Pool
--------------------
The water level is too high, so use the Square Crank on the hole to Jill's left
to
lower the water level, then she can cross, go along the pathway to the elevator
on
the other side.
--------------------
Waterfall Area
--------------------
Ignore the crows and head through the gates.
--------------------
Path to Residence
--------------------
Get the Red Herb, and run along the path, dodging any snakes that get in your
way.
You will come to a door. Enter it and you will be in the Residence, more like
the
Staff Quarters.
New Enemy! Snake
Strength:
Handgun: 1 shot
Snakes are just the poisonous snakes we see every day. Most can be avoided, but
you
will have to kill one in this game later. If Jill gets bitten, she may get
poisoned,
otherwise very little damage will be done.
*****RESIDENCE*****
--------------------
Residence Entryway
--------------------
The Residence is the staff quarter of the Arklay Mountain Lab personnel. Now,
explore
this entryway and get the 3 blue herbs, you most likely will need it. There is
also
a lone crate, push it so that it covers the hole in the floor. Then enter the
first
single door from Jill's right.
------------------------------
Residence Storage Save Room
------------------------------
This is the only save room of the Residence. Take the Battery pack and the ink
ribbon,
refill your Fuel Canteen and save as you wish. Take the lighter with you. Then
head
out, to the hallway, and enter the double doors.
--------------------
Staff Common Room
--------------------
Surprise! Right above Jill's head is...
New Enemy! Giant Spider
Strength:
Handgun, 6-10 shots, abdomen may burst.
Shotgun: 2-3 shots
Spiders are arachnids that have been enhanced by the T-virus. They charge and
pin
you down, or spit poison which may cause poisoning. If you shoot them with the
handgun,
the spiders may die earlier if their abdomen bursts. But beware, the green goo
may
poison you, and baby spiders may come out. So leave the room, and the mess will
be
automatically gone.
Try to kill the spider with your handgun, because they are slow it won't be that
hard. There is another giant spider hanging on the wall, so head to the steps,
aim
up to shoot the spider down, and then aim down and shoot. The spider will lose a
leg or too before lying on its back and going stiff! Anyway, there is a first
aid
box, some green herbs, a Red Book, which is unprinted and shotgun shells for
Jill
to get. Take note of the 3 oil lamps that are red yellow and green. Light them
up
with your lighter, and you will see three different eye images, one with no
line,
one with 2 lines and one with 4 lines. There is also a pool table. On it are
balls
with numbers 2,3,4,5,6. Remember the color of the balls. Then return to the save
room, dumping any unnecessary items and the Red Book. Then return to the hallway
and climb over the boxes and enter the door on the other side. If Jill walks
over
the hole. A vine will come up and hurt her.
--------------------
Gallery Hallway
--------------------
Just run to the end of the hallway, and get the map of the Residence off the
wall.
Do not examine the hole. Then attempt to enter Room 002. Jill will overhear
Barry
talking to someone with the voice of Wesker. Then enter.
--------------------
Room 002
--------------------
Barry is inside, and he claims to be talking to himself, because all the
monsters
are freaking him out, he says.  Really???? Anyway, enter the first door you
see. It's
a bathroom. Walk over to the shining object. It's a Residence Key, the Key to
Room
001. Then you will hear someone entering. Attempt to leave, and a zombie bursts
in!
Use your handgun to kill it, or dodge it, I don't care, just head back to the
bedroom
area. You'll see 2 bookshelves. Push the left one forward and the right one to
the
right to reveal a ladder, but don't go down yet. There is also a file, the Plant
42 Report.
New File! Plant 42 Report
Four days have passed since the accident. The plant at Point 42 is growing at an
amazing rate.(1)
Although there are many unknown aspects about this plant, we know that in
comparison
with the other group of plants, the T-Virus has had a substantially stronger
affect
t on this one.
The T-Virus has drastically morphed its host's anatomy as well as its size.
Looking
at its current state, it's difficult to imagine its original appearance. Nowhere
on Earth will find anything like it.(2)
We've also found that PLANT 42 has two main source of acquiring its necessary
nutrients.
One source is through its root. Somehow it has rooted itself down in the
basement.
Immediately after the accident, a scientist went mad and destroyed the Aqua
Ring.
Ever since, the basement has been like a pool. (3) There is a high possibility
that
it's one of the chemicals in the water that's promoting the PLANT 42's rapid
growth.
However, we have yet to determine the specific chemical.
A bulb-like body of the PLANT 42 has been sighted hanging from the ceiling of
the
first floor. We are sure that it used the air ducts to reach the first floor.
Numerous
long tentacle-like vines are protruding from the bulb. (4)
We believe the vines are the second means of acquiring its nutrients. When the
PLANT
42 senses prey, it uses the tentacle-like vines to capture its prey. After doing
so, suckers on the vine drain the prey of its blood. (5)
We've also noticed that it has some intelligence. When it captures its prey, the
vines twine around the door to stop possible intruders.
Unfortunately, a several of our scientists have already fallen victim to this
PLANT
42. When we heard the victims from the survivors, they all observed one thing in
common:
When the uniform petal-like flaps open and reveal its vital internals, it has a
tendency
to become more aggressive. (6)
One witness reported that it was as if was trying to protect itself. Why it
behaves
the way it does is still unknown.
May 21, 1998
Henry Sarton
Explanations:
(1) PLANT 42 is named after the area which it is grown, that is Point 42.
(2) It is a T-Virus infected Plant.
(3) Later, Jill will explore the Aqua Ring, and like the file said, it will be
flooded
with water, and PLANT 42's roots can be found in one of the rooms.
(4) Jill will fight the PLANT 42 in a room on the 1st floor.
(5) This is one of the main attacks of the PLANT 42.
(6) The PLANT 42 is the most vulnerable when its internal organs are revealed.
So
Jill should shoot its body at that time.
Now, head back to the Residence Entryway, and use your new key to enter Room
001.
--------------------
Room 001
--------------------
Explore the bedroom first, there is a man who has just hung himself. Take the
Handgun
magazine and the Self Defense Gun. There is a suicide note.
New Weapon! Self Defense Gun
This is one of the most useless weapons of the game. It holds 2 bullets, and one
has already been fired. The best time to use it when you want to kill powerful
enemies
like Hunters. Dump this in an Item Box as soon as possible.
New File! Suicide Note
June 22, 1998
I had to do it. We ran from those thing-helping each other to survive. But
Robert
started to show the symptoms. I had to do it. Those damn things are pure evil.
There was no other way. He would have done the same if it were the other way
around.
After I put him out of his misery I had to just leave him in the bathroom. Now
I'm
probably the last one....How could this happen? I'll never forgive myself for
being
part of this project. Eventually I'll get what's coming to me, though. There's
no
way to escape from this nut house. It's just a matter of time now.
Everything is set. All I need is a little courage to get it done. Knowing that
I'll
leave many things undone is regret beyond words.
But, this is better than just waiting to turn into one of them. Please
understand
and at least let me end my life as a person.
There's a message on the back.
Linda, please forgive me...
Explanation:
This is just the suicide note of the last survivor of the T-Virus accident. He
apparently hung himself over a month ago. You will find Robert in the bathroom.
Enter the bathroom, and you'll see Robert on the floor, empty the bathtub. There
is a Control Room Key. After taking it, Robert may get up to say hi, just ignore
him and get back to Room 002.
--------------------
Room 002
--------------------
Climb down the ladder.
--------------------
Aqua Ring Access
--------------------
You are now in the Aqua Ring, as mentioned earlier in the file. Go along the
walkway
and you will see a big pool of water in your way. To make a bridge, push the 3
crates
into the water, start with the one closest to the pool. Then walk across the new
bridge you made, and take the green herb with you.
--------------------
Aqua Ring B1
--------------------
Run into the screen, and something in the water will come up and get Jill! It's
Jaws!
New Enemy! Fi-3 Neptune
Neptunes are shark BOWs created by Umbrella, they bite Jill bad. Luckily there
are
only 2 of them, but watch out for the bigger one, it can swallow Jill whole!
Ignore
them, just run for the double doors, unlocking it with your Control Room Key.
Enter!
Whew...
--------------------
Control Room
--------------------
Head down the ladder. There is an Aqua Ring Map, as well as a First Aid Kit,
heal
Jill if she gets bitten, and examine the whiteboard on the table. It says,
"Caution!
In case of drop in valve pressure, turn valve #n. Remember n, it can be 1, 2 or
3.
Then head to one of the control panels, displaying an error message. Attempt to
drain
the water. A Neptune crashes against the wall, oh no!
Puzzle Time! The High Pressure Barriers
Follow these instructions, and watch out! There is a critical meter, if it gets
to
Critical 100%, Jill will drown.
1. Turn to Jill's right, and activate the safety switch of the pressure shelter.
2. Activate the pressure shelter which is on the control panel right behind
Jill.
3. The shutters will go down halfway, saying that there is a loss in pressure.
Then
go back to the 3 valves near where you got the First Aid Kit, and then turn
valve
#n, which is the number on the whiteboard.
4. Repeat Steps 1 and 2, this time, the shutters will come down completely,
danger's
over! Whew...
Head through the other pressurized door that can now be opened.
--------------------
Aqua Ring Storage
--------------------
Search for Shotgun Shells in the pile of Dynamite. Then head through the double
doors,
not the gates.
--------------------
Aqua Ring B2
--------------------
The helpless Neptune sharks are bouncing helplessly now! Laugh at them, or kill
them
with one shot if you wish. Then head to the giant pool with the giant Neptune
shark.
Climb onto the platform and attempt to get the sparkling object. The Giant Shark
will charge at you, knocking the item into the water. Don't get it, or the shark
will eat you. Instead, push one of the control panels into the water, and
activate
the electricity. Giant Neptune will be fried to a crisp! Laugh hysterically.
Then
you can go into the water to get the item. It's a Gallery Key. Then head back to
the Aqua Ring Storage.
--------------------
Aqua Ring Storage
--------------------
Head through the gates this time.
--------------------
Aqua Ring Dump
--------------------
Get the Magnum bullets and climb the ladder. Then unlock the door, you will be
back
at the Aqua Ring Access. Head back to the Residence Storage, and take the Red
Book
with you. Then enter the Gallery in the Gallery Hall.
--------------------
Gallery
--------------------
Dodge the bees, and run into the hallway next to Room 003, and get the
Insecticide
Spray from the body which has apparently been stung to death by the bees. Return
to the Gallery Hall, and spray the Insecticide into the hole in the wall where
you
have got the map. The bees will be dead. Then you can go and get the Key to Room
003 off the desk where the beehive used to be. Enter Room 003.
--------------------
Room 003
--------------------
There is nothing in the bathroom, and when you examine the bookshelf, there is a
line of Bandage with Blood books, and a white book in between. It is the Organic
Chemistry Lab Experiment.
New File! Organic Chemistry Lab Experiment
The similarities in the cellular characteristics of the rapidly growing plant
infected
by the Tyrant Virus have been reported in the previous papers. However, while
repeating
these experiments, an interesting new fact becomes clear.
We learned that a chemical in the UMB family, UMB No. 20, contains a compound
that
that is toxic to the cells of the plant.
We have given UMB No. 20 a new name: V-JOLT. If calculations prove correct, when
V-JOLT is applied directly to the root of the plant, the entire plant should be
dead
within 5 second.
The V-JOLT can be made by simply mixing the VP and UMB chemicals in a specific
ratio.
However, extra care must be taken when handling these UMB chemicals. They have
been
known to generate toxic gases if mishandled.
The characteristics of each UMB chemical are as follows:
UMB No. 3  red
Yellow-6   yellow
UMB No. 7  green
UMB No. 10 orange
VP-017      blue
V-JOLT     dark brown
Explanation: This provides an alternate way to deal with the PLANT 42; you would
have to mix V-JOLT. This is optional, if you want to use V-JOLT, follow the
instructions
below:
Puzzle Time! Interesting Chemistry Experiment
1. To make V-Jolt, Jill has to return to the Gallery, and crack the coded lock
on
the door first. There are 3 pictures of eyes, similar to those on the oil lamps
in
the common room. If the image of a particular eye is on a particular colored
lamp,
press that eye image, and key in the number corresponding to the color on the
billiard
ball. For example, if the eye with 4 lines is on the red lamp, click that eye on
the lock and key in number 3. After cracking the lock, Jill can enter the
pharmaceutical
room.
2. In the pharmaceutical room, there are 4 empty bottles, take them all. Notice
the
scrawls on the wall, one reads: 1+3=4, 4+6=10, 1+6=7, 10+7=17, 17+3=20
Another reads: Water=1, Red=3, Purple=4, Yellow=6
3. There is Water, UMB No.3 and Yellow-6 to be found in different tanks. You use
the empty bottles to mix chemicals. Given the hints, you should know how to mix
the
chemicals.
4. Mix UMB No. 3 with water to create NP-004.
5. Mix NP-004 with Yellow-6 to create UMB No.10
6. Using another 2 bottles, mix Yellow-6 with water to create UMB No. 7
7. Mix UMB No. 7 with UMB No. 10 to create VP-017.
8. Mix UMB No. 17 with UMB No. 3 to create V-JOLT
9. With your V-JOLT, head back to the Aqua Ring B1, enter the security room.
PLANT
42's roots are there. Use the V-JOLT on the roots and they will retract. Then
return
to Room 003.
--------------------
Room 003
--------------------
Now, regardless of whether you have made V-JOLT or not, place the red book on
the
shelve, a simple puzzle begins.
Puzzle Time! Bandage with Blood
The whole point is to arrange the bindings of the book to create a picture of a
woman
lying down naked. To do this, exchange the 1st book with the 4th, 2nd book with
the
6th and the 3rd with the 7th. Then a door will be revealed. Enter.
--------------------
PLANT 42 Room
--------------------
Boss Battle! PLANT 42
Strength:
Shotgun: 11-13 shots
Barry: FMV scene
When you enter, Jill will be grabbed by the PLANT 42. If she made V-JOLT and
used
it on the plant, Barry will come in and burn PLANT 42 to pieces with his
flamethrower.
If not, PLANT 42 will release Jill, and you have to fight the plant woman to
plant.
Climb up the stairs and shoot at the Plant 42's bulb when it is open, while
avoiding
the pollen showers and the vine whips. Eventually after 11-13 shots of the
Shotgun,
the Plant will fall into pieces. Then grab the Mansion Key, which is a Helmet
Key
from the Fireplace and leave through the double doors, and return to the
Residence
Storage Save Room. On the way, Jill will meet Wesker. Apparently, Wesker has
left
her so as to protect himself form those strange creatures. He asks Jill to
return
to the Mansion to explore the locked rooms.
------------------------------
Residence Storage Save Room
------------------------------
Take the Self Defense Gun and Shotgun or Grenade Launcher with you, and then
return
to the Mansion. On your way back, there are a few things that you have to bear
in
mind. In the Waterfall area, 2 Cerberus dogs would have appeared. The Big Pool
area
will be infested by snakes. Jill can run past most of them, but there is one
hiding
next to the lamp that has to be taken out. When you return to the Tool Shed, you
will find some Grenade Rounds, a battery pack and a First Aid Spray, left by
Barry
to help you deal with the Monster in chains. The door in the Emblem hall leading
to the East Stairs has been fixed.
*****MANSION*****
--------------------
Emblem Hall
--------------------
Move a little forward and you will see the FMV of something coming for you from
the
Courtyard. Then, that thing will attack you, shoot it to death with one shot of
your
Self Defense Gun, and it would shout "Erageh chchchch..." before lying down
stiff.
But what was that thing?
New Enemy! MA-121 Hunter (Alpha)
Strength:
Shotgun: 2-3 shots
Grenade Launcher with Grenade Shells: 2-3 Rounds
Grenade Launcher with Acid Shells: 1-2 Rounds
The Hunters are one of Umbrella most successful series of BOWs. Made from
combining
the DNAs of humans and reptiles, the Hunter is very fast indeed, the Hunter
Alphas
are probably the most handsome Hunters in the series, unlike the other uglier
prototypes. I suggest you use heavy weapons like the Shotgun and Grenade
Launcher.
Acid Shells are particularly effective. Note that there are Red Hunters too, but
they are not Sweepers, as they are not poisonous. When Hunters die, they are
very
funny, they either lie on the ground, trying in vain to get up and crying
"Erageh
chchchch..." which may mean "I can get up! Somebody please help me!" before
lying stiff.
Or, they may suddenly hold their chest, and spread their arms out like Moses and
cry "Erageh chchchch..." which may mean "Why is the world so cruel to me?"
before falling
down! It's so funny!
Return to the East Stairs, don't go through the double doors, or you will have
to
fight 2 more Hunters that have torn the place up.
--------------------
Mansion East Stairs
--------------------
There are now 2 Hunters here, blast them with your Grenade Launcher or Shotgun,
then
save at the save room if you wish, then go up the stairs and enter the Fireplace
room.
--------------------
Fireplace Room
--------------------
Use your Helmet Key to unlock the door and then enter.
--------------------
Statue Room
--------------------
Push the statue between the 2 walls, as they come to make another Jill Sandwich,
they will stop because of the statue, then run back out, and enter the other gap
made by the wall, run to the opposite wall and press the switch. The walls will
come
back at Jill. Run out, and back to the statue. Push it onto the N Pad, and the
walls
will back up, and a wall will open. Inside, take the dagger and jump into the
hole.
Walk forward, pick up the Last Book Vol.1, and open it to reveal a Medal of
Eagle.
Then examine the tombstone. It's part two of Trevor's diary.
New File! Trevor's Diary
Nov. 29, 1967
I can't get out. I have tried every possible way to escape but only to be faced
with
the reality that I'm trapped.
I've been everywhere. The laboratory with the large glass tubes filled with
formaldehyde and those dark, wet and eerie caves... Wjat can I do?
At first I didn't want to believe my eyes. But that familiar high-heeled shoe in
the corridor... It was like reflex. One name came to my mind, Jessica!
I don't want to believe they sharte the same fate as me. No! I can't give up
hope.
I have to hope that they're alive.
Nov. 30, 1967
I haven't had anything to eat or drinkfor the past few dats. I feel like I'm
going
crazy.
Why is this happening to me? Why do I have to die like this?
I was too obsessed with designing this ghastly mansion. I should have known
better.
Nov. 31, 1967
It was a dark and damp underground tunnel. And another dead end. But even in the
darkness something caught up my eye.
Carefully, I lit the last match I had to see what it was.
A grtave! But deeply engraved into the stone was my nname!
"George Trevor"
At that instant, it all became clear to me. Those bastards knew from the
beginning
that I'd die here and I fell right into their trap.
But it's too late now. I'm losing it. Everything is becoming so far away.
Jessica...
Lisa... Forgive me.
Because of my ego, I got both of you involved in this whole damn conspiraacy.
Forgive
me. May God justify my death in exchange for your safety.
George Trevor
Explanation: Geroge Trevor was killed trying to escape this mansion and the
people
of Umbrella, already rather evil back in 1967, prepared this grave for him.
Press the switch, and a ladder will be revealed. Go down.
--------------------
Spider Hallway
--------------------
There is a Spider in front of Jill, kill it quickly with the handgun. There are
2
more giant spiders that can be killed from a long range. There is a Mansion B1
Map
on the wall as well as some Shotgun Shells by some cardboard boxes. Go through
the
only door.
--------------------
Damp Hallway
--------------------
If you were poisoned by the spiders, use the blue herb here. There are two
zombies.
Take them down from a distance and pick up the dagger. There is an elevator
power
switch in a damp corner behind one of the zombies. Activate it, then pick up the
Handgun Magazine on a dish and unlock the other door to Jill's right. It leads
to
the kitchen.
--------------------
Mansion Kitchen
--------------------
Take the dagger from the table, and kill the zombie in the way. Then explore the
room for an elevator. Take it up to the 2nd floor.
--------------------
Library Access
--------------------
Kill the 2 zombies here, and enter the first single door to the Jill's right.
The
double doors lead to the library, but it was jammed shut.
--------------------
Battery Storage
--------------------
There are some Magnum bullets, Acid Shells, a Battery Pack and most importantly
a
battery. Take them all and leave.
--------------------
Library Access
--------------------
Unlock the other single door and go through it, you are back in the mirror
hallway.
--------------------
Mirror Hallway
--------------------
If you have at least one inventory space open, then head through the door to the
Obsessive Death Knight Room, otherwise, deposit unneeded items into the Item Box
in the Mansion Drug Room. Remember to take your shotgun with you.
----------------------------
Obsessive Death Knight Room
----------------------------
Head to the other end, and unlock the Helmet Key door. You will be in the
library.
--------------------
Library
--------------------
Pick up the Green Herbs if you have room. Then go along the hallway and a crash
will
be heard. It's Yawn the snake! He still wants Jill Pudding!
Boss Battle! Yawn 2
Strength:
Shotgun Shells: 10-13 shots
Climb down the ladder, and lure Yawn into the narrow corridor, then Jill can
trick
the snake into the corridor and shoot at Yawn from behind! This cheap trick
guarantees
no damage will be given to Jill. If Jill were bitten she would not become
poisoned
this time, so don't worry. After Yawn is dead, he will crash into the
bookshelves
and a shining book will be revealed for Jill to collect. It is the Last Book
Vol.2,
inside is the Medal of Wolf. After this, head back to the Drug Room Area through
the door Jill came in.
--------------------
Drug Room Area
--------------------
Use the Helmet key to unlock the Helmet Key door to Jill's right.
--------------------
Trophy Room
--------------------
In this room, an eagle trophy is keeping an eye on Jill. Turn off the light,
there
are two gemstones hidden in the deer and bull trophies. To get them, push the 2
dressers
in front of the 2 trophies. Then, lean against the wall the eagle trophy is on
and
stand at a corner. It will focus on Jill, and then run forward, under the
trophy;
the eagle trophy will not follow. Then on the opposite corner, quickly climb
onto
the dresser and get the gemstone on the trophy. If you hear a clank sound, the
eagle
trophy has discovered Jill, and the gemstone will be stuck. Repeat until the 2
gemstones
are obtained. There is a dagger and Grenade Rounds near the 2 trophies, as well
as
a file on the table.
New File! Mail from Chief of Security
CONFIDENTIAL
Attn: Chief of Security
Date: July 22, 1998 2:13

X Day is drawing up on us. Execute the following procedures within one week.
Prompt
actions are demanded.
1. Lure S.T.A.R.S. to the estate, and obtain B.O.W.'s raw combat data against
S.T.A.R.S.
2. Collect two embryos of each mutated specimens as samples, excluding the
Tyrant.
Dispose of the Tyrant.
3. Ensure complete disposal of the Arklay Laboratory including all personnel and
test animals. Disguise their deaths as an accident. When the above procedures
are
executed, report to headquarters for further instructions.
If for some reason you are unable to execute the procedure by the deadline,
report
immediately. In case of emergency situations, report directly to the extension
number
5691.
Good Luck.
Umbrella Headquarters,
Umbrella Inc.
Explanation: This proves that Wesker belongs to Umbrella, and he is using the
S.T.A.R.S.
as test subjects against the BOWs in the mansion. The traitor!
Note: The yellow gemstone is to be used in the Tiger Eye Room, to obtain the MO
Disk.
Take the yellow one if you want the best ending. Otherwise, skip this gemstone
and
collect the red one only.
Then head back to the Mansion Foyer via the 1st floor drug room area. If Jill
took
the Yellow Gemstone, 2 Hunters will burst in through the windows, so be ready.
--------------------
Mansion Foyer
--------------------
Enter the Helmet Key door on the first floor.
--------------------
Organ Specimen Room
--------------------
There is another Trevor's Diary in the brown leather book
New File! Trevor's Diary
There's something handwritten.
It's not dated.
Nothing's changed.
I never thought that this room was designed as an experiment would pay off like
this.
I can hide here safely for a while, because nobody knows about the secret behind
this painting. Not even, Sir Spencer.
Painting of a mansion... In the back of the art room.
Explanation: This tells you the secret of the Mansion closet in the anteroom.
After
you beat the game, you can return with the closet key to enter the room to
change
costumes.
There is an Ink Ribbon in a drawer. Take it if you wish, then go through the
other
door.
--------------------
Large Mirror Room
--------------------
Ignore the zombie; pick up the dagger and the Jewelry Box. Combine the Red
Gemstone
with the box and puzzle pieces will fall out. You must solve this puzzle in
order
to open the box.
Puzzle Time! Umbrella Style Jigsaw Puzzle
There are in total 5 pieces. Press R and L to rotate the pieces, and A to place
them.
Use the control stick to move the selected piece. To solve the puzzle follow
these
steps.
1. Select the trapezium shaped piece, and rotate it so the side with 2 90-degree
angles faces upwards. Then place this piece in the lower right hand corner of
the
octagon.
2. Select the largest piece, rotate it so that the external side parallel to the
longest internal side faces upwards. Then place this piece at the top of the
octagon,
above the trapezium.
3. Take the 5 sided piece, and rotate it so the right angle is perpendicular to
the
bottom, then place it at the bottom, to the left of the trapezium.
4. Select the piece that looks like a pentagon but with a small kink sticking
out.
Rotate the piece so that the side with the kink faces downwards.
5. Take the last piece and rotate it so it fits into the centre hole. Then the
box
will open, revealing a broach, examine it to reveal an Emblem Key. Then head
back
to the Emblem Hall via the Stained Glass Gallery.
--------------------
Emblem Hall
--------------------
Use the Emblem Key to enter the Spencer Family Emblem door.
-------------------------
Spencer's Private Study
-------------------------
Turn on the lights first, and take the Shotgun Shells from the drawer, the
battery
pack and most importantly, the metal object. Then go back to the East Stairs
Save
Room to get the Square Crank and Battery, then head to the waterfall area of the
Courtyard.
*****COURTYARD*****
--------------------
Waterfall Area
--------------------
Explore the area to find a power-downed elevator with a slot for a battery.
Place
the battery in the slot and ride the elevator up.
--------------------
Cerberus Yard
--------------------
Go through the double gates.
--------------------
Giant Pool
--------------------
Use the square crank to raise the water level, and the waterfall will no longer
run.
Head back to the Waterfall Area with the elevator you came up with.
--------------------
Waterfall Area
--------------------
There is a passage revealed behind the waterfall, go in and climb the ladder
down.
--------------------
Mining Area
--------------------
Explore this entryway and you will notice a hexagonal hole next to an upside
down
bridge. Use the Ink Ribbon to save if you like, and deposit the Square Crank, as
it is completely useless now. Take your Grenade Launcher with you. Head through
the
door by the ladder.
---------------------------
Blood Stained Boulder Room
---------------------------
There is nothing of interest, but it gives you an idea of what will happen if a
boulder
crushes you. Go through the other door.
--------------------
Elevator Room
--------------------
There are 2 Handgun Magazines here, go through the other door after taking them.
--------------------
Enrico Room
--------------------
Go around the corner, and meet Enrico Marini, the leader of STARS Bravo Team. He
seemed to have found out that someone is a traitor. But just as he was about to
reveal
that guy's name, a mystery man shoots him dead. Then examine his body for a
Hexagon
Crank. Attempt to leave and a Hunter will come in to say hi. Blast him down!
Return
to the Mining Area, but be prepared, as there are 2 more Hunters waiting for you
in the Blood Stained Boulder Room. Don't worry, you have destroyed the last of
the
Hunters in the game.
--------------------
Mining Area
--------------------
Use the Hexagon Crank on the hole, and the bridge will turn right side up. Go
across
and take the green herb, you may need it.
--------------------
Boulder Room 1
--------------------
It seems to be a dead end here. Examine the boulder and attempt to leave. The
boulder
breaks lose! Run for your life! Run into the alcove and the boulder will crash
into
the wall, revealing a new door. Before doing so, take the Shotgun shells in the
alcove
where the boulder used to be. Head through the double doors.
-------------------------
Giant Giant Spider Room
-------------------------
Boss Battle! Giant Giant Spider
Strength:
Grenade Launcher with Grenade Shells: 5-6 Rounds
Greande Launcher with Acid Shells: 4-5 Rounds
Grenade Launcher with Incendiary Shells: 2 Rounds
This really is not a tough boss, as 2 Incendiary Shells can kill it. But I
suggest
using Grenade Shells in order to save Incendiary Shells for other enemies. The
Giant
Giant Spider attacks the same way as normal spiders. While you are fighting him,
2 more standard Spiders will come to assist the larger one (protecting their
mom,
perhaps?) Anyway, after you have killed him, walk out of the room, the spiders
will
be completely gone, and you can use the survival knife to hack away the spider
web.
Congratulations! You have just destroyed the last spider in the game!
After the fight, head through the other double doors you have unblocked.
--------------------
Map Hall
--------------------
In here, take the Courtyard B1 Map. Use a blue herb if Jill gets poisoned. Then
go
through the other door.
--------------------
Boulder Room 2
--------------------
Go to the hexagonal hole, and use the Hexagon Crank 3 times to reveal another
door.
The large boulder will break lose. Run into the alcove revealed. There is a
First
Aid Kit behind where the boulder used to be. Head through the revealed door.
--------------------
Statue Room
--------------------
There is a turning pad in the room, as well as a device which pushes outwards
when
the hexagon crank is used. Congrats kids, it's
Puzzle Time! Statue Puzzle
1. Push the statue in front of the brown device that pushes outwards.
2. Use the hexagon crank on the hole twice, once to push the statue out, the
second
time to move the statue back in.
3. Push the statue onto the turning pad to rotate it 90 degrees.
4. Push the statue away from the pad and onto it to rotate it another 90
degrees,
so that its back is facing the gap in the wall.
5. Push the statue in the gap.
A cylinder will be revealed. Take it and return to the elevator room.
--------------------
Elevator Room
--------------------
Explore one corner of the room for the elevator's power supply. There is a
shaft inside.
Take it and combine it with the cylinder. Examine the new cylinder shaft, and
turn
it for a code: IV II III I. Then place the cylinder shaft into the power supply.
Press the buttons in the order 4,2,3,1, and the elevator will rise up. Attempt
to
take it down and Barry will join you.
--------------------
Elevator Room B2
--------------------
The two will hear a voice, so go help Barry investigate. Go through the door.
--------------------
Lisa Circular Room
--------------------
Go along the corridor, and you will hear someone coming in. You will come to a
junction,
with 2 ways to go. However, Lisa Trevor will always be in your way regardless of
which way you choose. So when you see her, go back to the junction and head the
other
way. Eventually you will come to a door above some stairs enter it, before Lisa
bashes
you dead.
--------------------


Crate Transport Room
--------------------
In this room, push the crate into the transport machine, and activate it, the
crate
will be moved away. Then climb up the boxes to get a battery pack, a Handgun
Magazine,
and some Magnum Bullets. Head back to the Elevator Room B2, remember to lure
Lisa
onto one side of the junction, and then go back the other way.
--------------------
Elevator Room B2
--------------------
When you get near the elevator, Barry will ride the elevator up, leaving Jill
behind.
Barry, how could you do such a thing? Go down the ladder, the transport has
arrived
with the crate, so push it down into the garbage compactor and the crate will
break,
revealing a broken flamethrower. The nozzle is broken, so you cannot use it,
tough
luck! After this, go back to the Lisa circular room.
--------------------
Lisa Circular Room
--------------------
At the junction, first move to the left to lure Lisa away, then run through the
right
passage, pulling the lever on the way. Some hooks will be revealed. Then
continue
to run along the circular path, down the stairs until you see the hooks. Place
the
broken flamethrower on the hooks, and the door will unlock, go through it,
quick!
--------------------
Lisa's Room
--------------------
What a horrible place, it seems like some kind of a death cult's hideaway.
Anyway,
run past the table and into the water, run quickly, as there are snakes in the
water,
on the other side, you will find a Jewelry Box. Open it for the Stone Ring.
There
is another file inside.
New File! Family Picture and Notes
There's something written on the back.
Nov. 10, 1967
-Progenitor Virus administered (1)
.Jessica
Administered virus: Type-A
Plasmolyzing of tissue during cell activation.
Virus fusion: Negative
Action: Disposed
.Lisa
Administered virus: Type-B
Plasmolyzing of tissue during cell activation.
Virus fusion: Positive but delayed fusion.
Body modification: Observed constant results.
Status: Continue protective observation.
.George
Action: Terminated (Nov. 30, 1967)
There's a journal left by someone.
Nov. 14, 1967
I feel dizzy after that shot they gave me. I don't see Mom. Where did they take
her?
She promised that we would escape together. Did she escape alone and leave me
behind?
Nov. 15, 1967 (2)
I found Mom. We ate together. I was very happy.
But she was a fake. Not my real Mom. Same face but different inside.
Have to find Mom. Have to give face back to mother.
I got Mom's face back. Nobody can have my Mom except me. I attach her face to
me so
she doesn't go away.
Because Mom sad when I meet her without her face.
Nov. 17, 19 7 (3)
From inside box, scent of mommy. Maybe true mother there. Stone box hard. It
hurt.
Steel rope in the way. Can't see mother becuz 4 stones.
Explanations:
(1) Apparently, Jessica and Lisa Trevor were kidnapped by Lord Spencer, and were
used as test subjects for their new progenitor virus at that time. Jessica
showed
negative results, so she was useless for BOW research, and was killed. However,
Lisa
showed positive results, but the effects of the virus were slow, so she was kept
under protective observation. George Trevor died on Nov 31, 1967, as said
earlier
in his diaries.
(2) The viruses started to have effect on Lisa's logical thinking on this day,
she
is obsessed with faces since then, and she has been searching for her mom ever
since.
(3) Little did Lisa know that her mother was dead and placed in a coffin in the
altar.
The lid of the coffin was held shut by four rocks. She became more and more
desperate
in her search for her mommy, and this explains her behavior in this game. The
next
part of the diary was found in the cabin, which showed that by the 19th of
November,
1967, her intelligence level dropped so low that she could not understand the
basic
fundamentals of grammar and spelling.
With the Stone Ring, climb up the ladder. There is a green herb and a blue herb,
heal if necessary, and then climb up the other ladder.
--------------------
Cabin
--------------------
Surprised, aren't you. Jill is back in the cabin. Now, take the Metal Object
and combine
it with the stone ring for a second stone and metal object. Then head back all
the
way to the passage to the Courtyard Access, avoiding the zombies on the way.
*****MANSION*****
--------------------
Courtyard Access
--------------------
Take the other Stone and Metal Object from the slot, and return to the Mansion
Foyer
via the Stained Glass Gallery.
--------------------
Mansion Foyer
--------------------
Head down the stairs, and head down another flight of stairs underneath. There
is
a double door. Place the 2 Stone and Metal Objects onto the octagonal slots, and
it will unlock. You will hear a voice, does that sound familiar to you? There is
only one way to find out.
*****ALTAR*****
--------------------
Stairway Passage
--------------------
Take your Ink Ribbon and save! You can easily die soon. Then take the Medal of
Eagle
and the Medal of Wolf from the item box, go down the stairs and through the
door.
--------------------
Above Crypt
--------------------
Head down the stairs and down the ladder. You will find Barry.
--------------------
Crypt
--------------------
Barry seemed to be surprised that you were still alive. He pulls out his magnum
at
Jill! But Jill was fast, and snatched the gun away from him. She was just
beginning
to interrogate Barry when... Lisa, with her newly revealed eye on her back
enters the
scene!
Boss Battle! Lisa Trevor
"No time to talk, Jill! Hand me my gun!"
You will be given a choice whether to give the gun back to Barry. The choice is
yours.
If you choose yes, Barry will have his gun back and help you to distract Lisa
Trevor.
If you choose no, Barry will be knocked off the ledge into the bottomless pit!
You
get to keep Barry's 44 Magnum, though.
Regardless of what your choice was, there are 2 ways to defeat this seemingly
invincible
woman. The first way is by shooting it with your heavy weapon until Lisa falls
off.
Another way is to push the 4 stones mentioned in Lisa's diary to reveal the
contents
of the coffin. Lisa Trevor has found her mother at last after over 30 years.
Just
be careful not to get knocked off yourself. She cries, "Mother!" before jumping
off,
taking her skull with her. Meanwhile the gratings will open.
After the battle, examining the coffin will give you another file which causes
you
to feel sorry for Lisa and the Trevors.
New File! Family Picture and Notes
It's a letter.
To my Lisa,
Day by day I can feel my consciousness drifting further away. The shots given to
me by men in white clothes made some of mommy's itching go away. Today, they
gave
me another shot saying it was "nutrition."
When they give me the shots mommy's can think straight, but mommy's shocked and
sad
because mommy's unable to think of you all the time.
Mommy's afraid. Afraid of forgetting everything, especially the memories of you
and
daddy... what your faces look like, how we used to be together... They're all
starting
to disappear into somewhere dark in my mind.
Oh Lisa, I wish I could touch your face and hold you in my arms right now, so
that
I can hold on to our wonderful memories of you and daddy.
Lisa we can't stay here any longer. We have to escape!
Listen to me Lisa. Our chance to escape is the next time we go to that lab
together.
We'll bother pretend that we are both unconscious and when that man in white
clothes
is off guarded that will be our chance.
When we're on the outside, let's look for daddy together. Okay sweetie?
Be strong, Lisa.
Nov. 13, 1967
Jessica Trevor
Explanation: Poor Lisa, her mother has actually promised to escape with her, but
she was killed, and hence the promise was never made.
If Barry was killed, you can pick up his 44 Magnum and his photograph; feel
sorry
for what you have done!
New File! Barry's Photograph
This is the photograph that fell out of Barry's shirt just before he fell in to
the
pit. There's something written on the back.
We love you daddy,
From your sweet daughters,
Moira and Polly
Explanation: The reason why Barry betrayed Jill is because his wife and two
daughters
have been kidnapped by Wesker, and so he has to do whatever Wesker tells him,
otherwise
they will be killed.
New Weapon! Barry's 44 Magnum
This is definitely the most powerful weapon in the game! It can down anything,
even
the tyrant in one shot! Unfortunately, it uses .44 bullets, instead of .357
bullets,
so it cannot be reloaded.
If you haven't already done so, push the 4 stones into the pit, and the coffin
and
the gratings will open up. Go through the newly cleared path and take the
elevator
up.
--------------------
Fountain
--------------------
The large iron door cannot be opened. So simply insert the Medal of Wolf and the
Medal of Eagle in their respective positions in their respective slots around
the
fountain, and it will drain, revealing an elevator. Take the elevator down, and
prepare
to switch to Disc 2.
*****LABORATORY*****
--------------------
Laboratory B1
--------------------
After exiting from the elevator, you are in the laboratory. The locked door
cannot
be opened yet, so simply go down the ladder.
--------------------
Laboratory Entrance
--------------------
Take the Ink Ribbon and save if you wish, then go through the double doors,
taking
your Assault Shotgun, Lighter and Fuel Canteen with you.
--------------------
Laboratory B2
--------------------
There are 3 Zombies here, try to decapitate them all with your shotgun. If not,
just
use your fuel canteen to make some barbecued zombie, then head down the stairs
and
go through the gates, taking the MO Disc off the table with you if you want the
best
ending. (Note: You cannot have the best ending unless you have taken the MO Disc
in the mansion with the yellow gemstone in the Tiger Eye Room.)
--------------------
Laboratory B3
--------------------
There are 2 zombies here, decapitate them or burn them. There is a dagger on a
shelf.
Then head through the door next to the door Jill came in.
--------------------
Triple Lock Room
--------------------
Head through the other unlocked door in this room.
--------------------
X Ray Room
--------------------
There are 2 X-Rays in this room. Examine them, one belongs to Clark David,
another
belongs to Gail Holland. There is a note, "To use the electronic door, place the
initials in alphabetical order." It's time for another puzzle.
Puzzle Time! X-Ray Puzzle
Before doing attempting this puzzle, take the file from the computer. It's a
hint.
New File! Researcher's Letter
June 8th, 1998
My dearest Ada,(1)
By the time you read this letter, I will no longer be the person you once knew.
The
results of my test came out today, and as I suspected, it came out positive.
I feel like I am teetering on the edge of reason just thinking about my
impending
doom. I would give anything not to have to become one of them.
As far as I know, you are not infected. I sincerely hope things do not reach
such
a desperate pass, but if it has turned out that you are now the last person
remaining
alive, I want you to get the material from the Visual Data Room.
Then, activate the Self-Destruct System in the Power Room, and escape from here.
Please do everything in your power to make this whole accident public.
If everything is still running normally, you should be able to release all the
locks
using the Security System.
I have set up the terminal in the small security room so that you can log in to
the
system using my name, and your name as the password. (2)
You will need another password to release the lock of the door in Basement Level
Two where the Visual Data Room is located.
As a safety measure I have coded that password into an X-ray picture; a
roentgenogram.
I know you, and I'm sure you will be able to work it out without any trouble.
(3)
There is just one more thing... and it is my last request. I hope you never
have to
lay eyes on me in this state, but if you do happen to run into me in my hideous
form,
I beg you to put me out of my misery. I hope you understand.
Thank you, Ada.
Yours Truly,
John
Explanations:
(1) Ada Wong is an agent sent to spy on Umbrella. She most likely works for the
government. To know more about her, you should play Resident Evil 2.
(2) There is a security room with a computer terminal that can be used to unlock
the doors that are electronically locked, including the double doors on B2, and
the
room opposite the X-Ray Room. The Login User Name is John, and the password is
Ada.
(3) An additional password for the Visual Data Room on B2 can be found using the
X-ray puzzle.
With this information, place the X-Ray of Clark between that of Alex Becket and
that
of Ed Fisher. Then place the X-Ray of Gail to the right of that of Ed Fisher.
Then
press the blue switch in the room. An Orange light will be turned on. Alex
Becket's
Colon will turn red, Clark David's Esophagus will turn red, Ed Fisher's Liver
will
turn red. Gail Holland's Lungs will turn red. So, by arranging the first
letters of
these glowing organs, we get the word: Cell. This is the B2 password.
After this puzzle, head back to the Laboratory B3.
--------------------
Laboratory B3
--------------------
Head through the other unlocked double doors.
--------------------
Security Room
--------------------
Take the Magnum Bullets from the table, and by the computer, there is a File
New File! V-ACT
V-ACT Researcher's note
There is now evidence that when the host loses consciousness, the body goes into
a dormant state. During this time the virus becomes active and rapidly
transforms
and reconstructs the basic composition of the body.
The host eventually mutated into a humanoid creature. (We call them V-ACTs)
Its speed and amazing muscular development are particularly noteworthy. After
transformation, it becomes more agile and aggressive.
Already four of our researchers have died trying to feed it, turning the place
into
an instant blood bath.
(Ever since this tragic and barbaric accident, we have decided to call its king
"Crimson
Heads")
That dangerous and precious prototype specimen can't be left there. We have to
figure
out a way to deal with it. Termination is definitely not an option.
We finally decided to freeze the specimen and confine the body inside the
basement
of the backyard cemetery.
Explanation: This explains the formation of Crimson Heads from zombies.
Now, examine the computer, login using User Name: John and Password: Ada. Then
select
B2-F, enter password Cell. The Visual Data Room is now unlocked. Now, select
B3-F
that room is unlocked too. There is a First Aid Kit and a battery pack in the
cold
storage area. Take them if you wish and leave.
--------------------
Laboratory B3
--------------------
Go back to the Triple Lock Room.
--------------------
Triple Lock Room
--------------------
Enter the newly unlocked door.
--------------------
Refueling Room
--------------------
Kill the naked zombie, there is no need to burn them. Take the slide filter and
the
Incendiary Shells. Place the MO Disc into the black Gamecube like reader to
unlock
one of the triple locks if you want the best ending. Take the file, it's a FAX.
New File! V-ACT
To: Sanitation Division
Attn: Manager of Sanitation
From: Raccoon Disaster Contingency Committee
The contents of this fax are confidential and intended for the named addressee
only.
Any copying or disclosure of the contents of this fax to any third party is
strictly
forbidden by the sender.
After reading the contents of this fax, must be destroyed immediately.
We expect significant increase in the damage done by the recent T-Virus outbreak
than initially estimated. There are several concerns.
First concern
More than half of the researchers have been infected by the T-Virus and died. It
has also been reported that almost all of the survivors of this accident are
starting
to show symptoms of the T-Virus infection.
Second concern
Our Secret Security Patrol Team has also been completely eradicated. Therefore,
our
most secret research is in danger of public disclosure. Quick actions are
demanded
to prevent mass media coverage
Third concern
There is a high possibility that most of the specimens are running loose inside
the
compound. We expect many casualties to follow.
However yet unfortunate, these casualties underscore the success our research
results.
Actions must be taken to prevent our research results from being made public.
We suspect the first official intervention will come from the State Police and
S.T.A.R.S. We strongly recommend taking measures against them first.
Explanations: Apparently, Umbrella does not want their results to be made
public.
That is why having STARS nosing about is so "inconvenient".
Go back to the Laboratory Entrance, depositing any unneeded items, then go to
Laboratory B2.
--------------------
Laboratory B2
--------------------
Enter the double doors that are now unlocked.
--------------------
Visual Data Room
--------------------
Get the MO Disc on the shelf if you want the best ending. Take the first aid
spray
if you wish. Then head forward and play the film on the projector. You will see
some
2-D pictures of Umbrella's Bioweapons. But what is the T-002 Tyrant?
Afterwards, you
will see a photo of the BOW development team. Does that researcher with his
sunglasses
look a little bit familiar? There is a bar code on one of the slides. After
viewing
this interesting slideshow, place the slide filter into the projector.
Everything
will go red, and some of the numbers on the bar code will disappear, leaving
numbers
8462. This is the code of that passcode entry terminal. After keying in the
code,
a wall will open. Enter that alcove and get the Laboratory Key, which is
actually
the Key to the Power Area. There is a video player. Use it to play Kenneth's
Film.
You will see how pathetic Kenneth was! Why, he shot the Zombie with 5 shotgun
shells
and he still would not die! Kenneth must have been either a rotten shot, or the
shells
were made of rubber. Now you will know what a person sees before he was eaten by
a zombie! There are some Shotgun shelves on top of a chest of drawers, and a
Laboratory
Map, as well as some Security Protocols in some bookcases.
New File! Security Protocols
LEVEL ONE
Heliport/ For executive use only. This restriction does not apply in the event
of
an emergency.
BASEMENT LEVEL ONE
Passage to Heliport/ Entry is prohibited unless accompanied by a Consultant
Researcher
or the Chief of Security. Unauthorized persons entering the heliport will be
shot
on site. (1)
Elevator/ The elevator stops during emergencies.
BASEMENT LEVEL TWO
Visual Data Room/ For use by the Special Research Division only. All other
access
to the Visual Data Room must be cleared with Keith Arving, Room Manager.
BASEMENT LEVEL THREE
Prison/ Sanitation Division controls the use of the prison. At least one
Consultant
Researcher (E. Smith, S. Ross, A. Wesker) (2) must be present if viral use is
authorized.
Triple Lock Door/ Entry into the room is limited to the sole person who
deactivates
the lock with all of the Pass Codes. Accessing the exclusive Output Terminals
Located
in each section of the Senior Researchers deactivates the lock. (3)
Power Room/ In this room nitro compound is used as the primary fuel source of
power.
Access is limited to Headquarters Supervisors. This restriction may not apply to
the Consultant Researchers with special authorization.
Pass Code Output Terminals/ Use and access of the Output Terminals is limited to
authorized Senior Researcher.
BASEMENT LEVEL FOUR
Regarding the progress of "Tyrant" after the administration of T-Virus... (4)
(Illegible hereafter...)
Explanations:
(1) The door that will not open unless in a first class emergency leads to the
Heliport.
(2) It is now confirmed that Albert Wesker is a researcher for Umbrella, the
traitor!
(3) The Triple Lock Door leads to the prison, where Chris is held. The black
Gamecube
like Passcode Terminals are where Jill inserts the MO Discs to transmit the
codes.
(4) Jill will fight the tyrant for the first time in the Laboratory B4.
Head back to Laboratory B3.
--------------------
Laboratory B3
--------------------
Unlock the two Power Area doors here. Enter the double doors first.
--------------------
Code Storage
--------------------
Push the shelf in front of Jill to reveal some Shotgun Shells. If you want the
best
ending, go through the air vent. You will be in a surgery room. There are 2 bug
enemies
here, it's time to meet the...
New Enemy! Chimera
Strength:
Shotgun: 2-3 Shots
Chimeras are bug like enemies of this game. They claw swipe Jill, and sometimes
tries
to grab her while dangling form the air. The Shotgun is most effective against
them.
When they die, they dissolve in their own body fluid, which is rather gruesome.
After the Chimeras are dead, climb through the air vent to Jill's left. You are
on
the other side of the cold storage. There is a passcode entry terminal. Insert
the
MO Disc, and take the dagger with you. Then push the shelf forwards to get out.
--------------------
Laboratory B3
--------------------
Go through the other single door.
--------------------
Elevator Lobby
--------------------
There are 2 naked zombies here, kill them. Again, there is no need to burn them.
Go through the single door.
--------------------
Lab Lounge Save Room
--------------------
Get all the goodies, save if you wish, and if you have taken the MO Disc from
the
mansion, and want the best ending, take it out now. Exit.
--------------------
Elevator Lobby
--------------------
Go through the double doors.
--------------------
Power Room 1
--------------------
Go to Jill's right, you will see a Chimera. Kill him and go past him. Examine
the
fuel supply to get the empty fuel supply capsule. Now, go all the way back to
the
refueling room.
--------------------
Refueling Room
--------------------
Examine the refueling device, which is a circular door on the wall, and place
the
capsule inside. Now the capsule is filled with nitro.
"The main ingredient of this fuel is nitro compound. 'Running' can result in a
fatal
explosion." Get the message, if you run, the fuel gets shaken and will blow
Jill into
pieces! So walk! Don't Run! Now, walk back to Power Room 1.
--------------------
Power Room 1
--------------------
Walk to the fuel supply, and place the capsule inside. Then explore the room to
find
a single door. Kill the chimeras that pop out of the air vents and go through.
--------------------
Power Room 2
--------------------
Kill the chimeras that pop out of the air vents. There are 4 of them in total,
in
contrary to what most people say, an unlimited spawn. Kill them all, and pick up
the battery pack. If you want to see the best ending, then place your final MO
disc
into the reader. Then head through the double doors.
--------------------
Power Room 3
--------------------
Kill the 3 Chimeras, and go to the power supply terminal. Activate it. Go all
the
way back to the Elevator Lobby.
--------------------
Elevator Lobby
--------------------
Before you proceed, I strongly advise you to go to the save room, and take your
Grenade
Launcher loaded with Incendiary Shells, Magnum or Barry's 44 Magnum, as well as
3
to 4 full healing items. Then head to the elevator and activate it. If Barry was
still alive, he should join you. Ride the lift down.
--------------------
Laboratory B4
--------------------
Ignore the Shotgun Shells and head through the Bio Hazard Door.
--------------------
Tyrant Battle Room
--------------------
That's right, you have seen the true side of Wesker, but he seems to be
betraying
everyone, even Umbrella. Instead of disposing of the Tyrant as told, he wants to
keep it for himself and leave Umbrella behind! If Barry was still alive, he
would
first be following Wesker's orders, and Wesker will explain that he has
kidnapped
his entire family, and threatened Barry to help him destroy evidence. However,
Barry
comes to his senses, and shoots Wesker. After this long and informative FMV,
Wesker
will release the giant Humanoid creature with an exposed heart form his sleep.
However,
the Tyrant swipes him out, and is heading for Jill!
Boss Battle! T-002 Tyrant
Strength:
Grenade Launcher with Incendiary Shells: 6 Rounds
Magnum Revolver: 5 shots
Barry's 44 Magnum: 1 shot
Run past Tyrant as he heads to you. He won't swipe you. Then, using your best
weapon,
use the hit and run technique and the Tyrant will fall in no time. If Barry was
dead
and Jill has his Magnum, one shot will finish him off.
After this battle, examine Wesker's body for the last file in the game, the
observation
notes. If Barry was dead, examine his body for the Master Key. Then head to a
corner,
and use the computer there to unlock the Biohazard door. If Barry is in the
room,
examine his body and he will wake up, Wesker disappears. Exit. Take the lift
back
to B3 lobby.
New File! Observation Notes
The discovery of the G-Virus was in fact 21 years after the administration of
the
progenitor virus.
The "Prototype Parasite" which we had delivered from a laboratory in France was
administered to the sample specimen. The sample specimen took in the parasite
without
showing any signs of adverse reaction. (1)
The lack of any reaction was an unsolved mystery. But now everything is clear to
me now.
The "Prototype Parasite was incubating in the sample specimen's body for 21
years.
Then from that incubating state the prototype suddenly mutated. ("Evolved" may
be
a more appropriate word to describe it.)
This observation gave me more insight in my research. Through further
modification
and testing, I was able to derive a method to create the "G" that surpasses the
performance of the "T". (2)
This was the breakthrough that would change the course of the B.O.W.'s history.
I can't wait to see the look on Alexia's annoying face (3) when I finally
announce
my research. But unfortunately I'll have to wait a few more years to completely
verify
my findings.
William Birkin (4)
Explanations:
(1) The sample specimen was Lisa Trevor. Refer to the Wesker's Report 2 for more
information.
(2) The effects of the G-Virus are much more powerful than the effects of the
T-Virus.
Play Resident Evil 2 and you will see.
(3) Alexia Ashford is the girl genius who graduated from university in the age
of
10, and became a head researcher of Umbrella. To understand why William Birkin
hated
her so much, read Wesker's Report 2.
(4) William Birkin, the inventor of the G-Virus, came to a sticky end himself.
Play
Resident Evil 2 and you will see.
--------------------
B3 Lobby
--------------------
If Marry is alive, Wesker would have set off the Self Destruct System. Quickly
head
back to the Laboratory B1. If you wish to have the best ending, go to the triple
lock hallway, pull the 3 lock levers down, and the double doors will unlock, go
through
it to reach the prison. Open the door of the cell to free Chris. Then go all the
way back to Laboratory B1.
--------------------
Laboratory B1
--------------------
If the door was not unlocked already, use the Master Key to open the door. Go
through.
--------------------
Helipad Access
--------------------
Ignore the goodies on the floor, and run along the walkway. Brad will call you
to
signal him. Place the Fuse Unit onto its slot, and the life will be activated.
If
the self destruct system was activated, then a 3 minute countdown timer will
start.
Take the elevator up.
--------------------
Helipad
--------------------
On the helipad are some signal rockets. Use them to signal Brad. If Barry was
dead,
then it's the end of the game. Or else not, Barry and Chris, if you have freed
him
will come up, followed by... the Tyrant!
Boss Battle! T-002 Tyrant
Strength:
Rocket Launcher: 1 rocket
It is possible to get Barry killed in this fight. If the Tyrant grabs him and
you
do nothing, he will be killed. Otherwise, shoot 2 magnum rounds onto the Tyrant
and
he will try to charge swipe Jill. Run to his right, perpendicular of his route.
This
is because the Tyrant is left handed, and running to the right can increase the
chances
of avoiding this move. If you are swiped, use your full-healing item
immediately!
After several shots, Brad will throw you a Rocket Launcher.
New Weapon! Rocket Launcher
This is the ultimate Tyrant stopping weapon of the game. Make sure the Tyrant is
busy doing something else before you fire, or he can use his claw to deflect the
rocket. After just one hit, the Tyrant will be blown into a million pieces, and
Brad
will come down to pick you up. That's the end of the game! Enjoy the ending!
--------------------
7. Chris's Scenario
--------------------
*****MANSION*****
After running from the zombie dogs, Chris, Jill and Albert Wesker would arrive
at
the foyer of the mansion. After hearing a gunshot, Chris would go and
investigate.
Their first room is... The Dining Room.
--------------------
Mansion Dining Room
--------------------
Ignore the Ink Ribbon for now, and run to the other end of the dining room. Go
through
the door to the fireplace's right.
--------------------
Kenneth Hallway
--------------------
Turn to Chris's left, run into the alcove. Someone is busy eating something,
it's
STARS Bravo Team member Kenneth Sullivan! The Zombie notices you. The Zombie
looks
at you as if trying to say, "What are you looking at, pinhead" Then he will
march
towards you!
New Enemy! Zombie
Strength:
Handgun: 4-10 shots, decapitation may occur.
Shotgun: 1-2 shots, decapitation may occur if you aim upwards.
This is the most common enemy of Resident Evil, they march towards you slowly,
and
grab and bite you! You must be really careful in this game, as one bite can take
as much as 33% off your health! I suggest you use the Handgun against them. Or,
if
there is plenty of room, feel free to stab it with your knife, retreating a few
steps
between each stab. When you are on stairs, they can only spit goo at you, this
is
another time to use your knife.
Run away from this zombie and reenter the dining room.
--------------------
Mansion Dining Room
--------------------
Go back to the Mansion Foyer to report to Wesker.
--------------------
Mansion Foyer
--------------------
Wesker is gone, so is Jill. Take Jill's Handgun, and head through the other
double
door in the 1st floor foyer.
New Weapon! Handgun
Ammo: Handgun Magazine in units of 15
The first weapon of the REmake is just as useless as the knife in RE3. Zombies
actually
take 10 shots each time to kill with this weapon! Ammo is scarce, so try to use
your
knife more often until you have found the more powerful weapons in the game.
--------------------
Mansion Anteroom
--------------------
There is a statue of a Woman Drawing Water, and something is shining in the jug.
To reach it, simply go to the other end of the room, and push the dresser a
little
bit to the right, then enter the gap and push the dresser outwards until it
touches
the statue, then you can get on the dresser and examine the statue for the item.
It's the Map of the Mansion 1F. If you want a Defense Item, then enter the gap,
into
the far end
There is a dagger on the table.
New Defense Item! Dagger
The dagger is the common defense item of the game, using it will cause Chris to
stab
the enemy in the head, causing him to let go. Note that you cannot use a defense
item when grabbed from behind. Sometimes, if you manage to decapitate a zombie,
the
dagger will fall to the ground and can be reused.
If you grab the Dagger, a Zombie will confront you when you exit, just stab him
with
the dagger and leave the room. Go all the way back to the Kenneth Hallway.
--------------------
Kenneth Hallway
--------------------
Head to where you first saw the zombie, examine Kenneth's body for a file, it is
his video tape.
New File! Kenneth's Film
It's the film that belonged to Kenneth. I need a video player to see what's
recorded
on it.
Head through the door.
--------------------
Birdcage Hallway
--------------------
Take the Handgun magazine from the birdcage and the Green Herbs if you want.
Then
head up the stairs.
--------------------
Mirror Hallway
--------------------
Turn to Chris's right, and you will see a zombie staring at himself in a mirror.
Shoot him down or stab him if you want to save ammo. Then turn right, through
the
hall, and pick up the Golden Arrow, examine it, the important part is the
arrowhead.
If you are playing on Normal Mode, there is another zombie around the corner,
lure
him back to the other zombie's body and try to shoot him down in a way so he
will
fall onto the other zombie's body. Then pick up the Handgun Magazine by the 2nd
mirror,
and head through the door to Chris's right.
--------------------------
Above Mansion Dining Room
--------------------------
There is a Zombie on the other side, ignore him, then turn to Chris's left, and
before
going through the double doors, grab the dagger, and go to the side of the
balcony
where the zombie once was. There is a statue, push it down to the dining room
via
the gap. Then go through the double doors.
--------------------
Mansion Foyer
--------------------
With your arrowhead, go through the door with the beautiful picture.
--------------------
Mansion Graveyard
--------------------
Head down the steps, using your knife to stab the zombie to death while on the
stairs.
Then lure the other half naked zombie to the steps and stab him too. There are
some
Shotgun shells in the grassy area where the half-naked zombie was standing. Then
go between the two fences, and use your arrowhead on the inscription. The tomb
opens,
and you can walk down. In the tomb, there are 4 faces, one with the eyes
removed,
one with the nose removed, one with the mouth removed, and one without eyes,
nose
or mouth. Go to the altar, there is a book. It is the book of curse. Take it.
Examine
the underside of it for a key, the Mansion Key, which is actually a Sword Key.
Then
you can read the book.
New File! Book of Curse
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.
Explanation: This tells you that you will have to find 4 masks to place onto the
four faces I mentioned earlier.
Head back to the Mansion Anteroom.
--------------------
Mansion Anteroom
--------------------
Unlock the previously locked emblem of a sword door. Go through.
--------------------
Dresser Hallway
--------------------
2 of the dressers can be pushed to reveal a Handgun Magazine and a dagger, as
Chris
goes through the hall, a window is smashed. Scared you, didn't it? Go through
the
door at the other end.
--------------------
Twisted Hall
--------------------
Enter the second door you see in this room.
Note: If you choose to go back to the dresser hallway, 2 Cerberus dogs will
burst
through the windows.
--------------------
Bathroom
--------------------
This is the one and only bathroom in the mansion. Empty the bathtub, and a
zombie
pops up with an expression as if trying to say, "Oh! Why didn't you stop for me"
He tries to lunge at Chris, he falls to the ground, but Chris did not do
anything
and now has to kill him! You can ignore this zombie, take the old key from the
bathtub,
and run out, but this zombie will burst out of the door to the hallway later, so
it's better to kill him. Anyway, get the Old Key and leave.
--------------------
Twisted Hall
--------------------
Use the Old Key to unlock the first door you see upon entering this hallway.
--------------------
Mansion Garden
--------------------
Go to the other end, and get the Chemical, which is actually a herbicide. Some
Cerberus
dogs will bark at you outside the fence, but they won't be able to come at you
unless
you return. Get the herbs if you have space, and exit.
--------------------
Twisted Hall
--------------------
Go through the other set of double doors and ignore the other door.
--------------------
Emblem Door Hall
--------------------
Go through the first door you see.
--------------------
Mansion East Stairs
--------------------
Run up the stairs, stabbing the first zombie down, and try to stab the other 2
zombies
so that they fall on top of the first zombie you down.
Then enter the door on the 1st floor to the save room.
-------------------------------
Mansion East Stairs Save Room
-------------------------------
Take the Oil canteen and fill it with kerosene. There is a file on the floor
teaching
you how to dispose dead bodies of zombies.
New File! Body Disposal
Special instructions when disposing dead bodies
We have new information regarding those beings. They may appear to be dead but
in
fact they are able to come back to life. (1) However, there are ways to prevent
them
from becoming active again.
Currently there are two known methods (2) to cease their resurrection.
1. INCINERATION
2. DESTRUCTION OF THE HEAD
If further methods are discovered they will be notified immediately. (3)
Meanwhile to those of you who still have the will to live, oil has been placed
on
the first floor of the mansion. Take as much as you need.
You'll need something to light it with, which you'll need to find by
yourself.(4)
Explanations:
(1)Zombies in this game appear to be dead, but they will come back as Crimson
Heads
unless their bodies are disposed of.
(2)You can burn zombies or decapitate them to eliminate them permanently.
(3) A third way to permanently eliminate zombies is to shoot their legs or knee
caps
off.
(4)Tanks of kerosene are found on the 1st floor of the mansion.
Deposit any unwanted items, then leave the room, taking the canteen and Old Key
with
you.
--------------------
Mansion East Stairs
--------------------
Head up the stairs, to the door in the alcove, next to the door without a knob.
--------------------
Wooden Mount Hallway
--------------------
Again, try to kill the zombies in a way that they fall on top of each other,
then
take the Wooden Mount off the table, and enter the door to Chris's right.
--------------------
2nd floor Study
--------------------
There is a Handgun Magazine on the table with the chess set, as well as a Dog
Whistle,
take it. There is a crumpled memo with it.
New File! A Crumpled Memo
Today, Sir Spencer told me to hide something where no one could find it.
Well, I had this idea. I figured if I could somehow have it protected by a
dangerous
animal like the vicious canine that lives here, no one would be able to get near
it!
As far as I can tell, the mutt is always hanging around the second floor balcony
on the west side of the terrace, and he ought to come running at the sound of a
dog
whistle.
This is where you come in. The thing is, I reckon you're the only person that
can
get near that damn dog without risking a serious mauling.
Which means only you can put this collar on him. The object that Sir Spencer
wants
hidden is concealed inside.
You're the only one I can trust with this. Of course, you'll get something out
of
it as well. Remember that certain item that you've always wanted to get hold of?
Well, in exchange for your services, I just might be able to get it for you.
This
could work out well for both of us.
Jon Toleman
Explanation: The dog whistle is to be used on the 2nd floor balcony to attract a
certain dog who has a hidden item.
There is a Botany Book on the other desk.
New File! Botany Book
BOTANY ---Uses of Medicinal Herbs---
It is a well-known fact that there exist many plants that are credited with
medicinal
healing powers. Since ancient times, mankind has been healing wounds and
diseases
using various plants.
In this book, we will sample three herbs that are a native of the Arklay
Mountains
and briefly outline each of their medicinal qualities. Each herb has a distinct
color
and a distinct medicinal quality.
The green herb recovers physical strength. (1) The blue herb neutralizes natural
toxins. However, the red herb has no real effect by itself. We have found that
mixing
green and red herbs results in a magnified effect.(2)
We will outline the effects of red herbs with other herbs when we have more
data.
Meanwhile, feel free to experiment on your own, for true knowledge is best
acquired
through own experience. (3)
Explanations:
(1) To be precise, Green Herbs restore about a quarter of your health.
(2) A Green Herb and Red Herb mixture can restore full health.
(3) There are many other herb mixtures, each with different effects.
Head through the other door.
--------------------
Mansion East Stairs
--------------------
With both the lighter and the Fuel Canteen, you can burn Zombie bodies to
prevent
their resurrection. If the zombies are lying in a close pile, then all 3 can be
burnt
using one unit of Kerosene. Head through the unlocked door in the darker area of
the 2nd floor.
--------------------
Fireplace Room
--------------------
Get the Green Herb if you wish, then use the lighter on the fireplace. Some
carvings
on the metal board above will go red hot. Place the wooden mount on that plate,
and
the Mansion 2F Map will be branded onto the wood. Then you can have the 2nd
floor
map. Now go back to the Wooden Mount Hallway.
--------------------
Wooden Mount Hallway
--------------------
Go to the other unlocked door at the other end of the hall and unlock it. Go
through,
and you will be back in the foyer.
--------------------
Mansion Foyer
--------------------
Head back to the Kenneth Hallway.
--------------------
Kenneth Hallway
--------------------
Turn to Chris's right, shooting down the zombie. Then go past his body and down
the
stairs. Open the Sword Key Door. You are now in the kitchen
--------------------
Kitchen
--------------------
Take the old key from the shelf, and the dagger on the table. Attempt to leave.
Someone
is walking towards the kitchen! It's a zombie! Anyway, avoid the zombie and his
newly
woken friend and head back to the area Above Mansion Dining Room through the
door
you came in.
--------------------------
Above Mansion Dining Room
--------------------------
Avoid the zombie; go through the previously locked Sword Key door.
--------------------
Drug Room Area
--------------------
Unlock the first door you see with an Old Key and go through.
--------------------
Westside Balcony
--------------------
This is where you have to blow your dog whistle. Brace yourself, as 2 Cerberus
dogs
are coming for you!
New Enemy! MA-39 Cerberus
Strength:
Handgun: 4-8 Shots, decapitation may occur.
Shotgun: 1-2 Shots
These hellhounds are one of the Bio Organic Weapons of Umbrella Inc. They try to
bite onto your hand, or will pounce on you, trying to bite your neck off. I
suggest
you face these dogs in a narrow hallway, so they cannot surround you.
After you kill the 2 dogs, pick up the sparkling item, it's a collar, examine it
to reveal a coin, then examine the underside of the coin to turn it into an
Imitation
of a Key. Use the Green Herbs if you get hurt. Then head back through the door
you
came in.
--------------------
Drug Room Area
--------------------
There are stairs here, so try to stab the 2 zombies to death on top of each
other.
Burn them. Then head down the stairs to find a body, burn that too. Then head
into
the room next to the body.
--------------------
Mansion Drug Room
--------------------
This is another save room. Deposit any unwanted items, and head out.
--------------------
Drug Room Area
--------------------
Walk along the 1st floor hallway, and go through the other door which can be
unlocked
by an Old Key.
--------------------
Broken Shotgun Room
--------------------
In this room, you can get a Flash Grenade, an Ink Ribbon in the drawer, as well
as
a broken shotgun. Refill your fuel canteen if you wish.
New Defensive Item! Flash Grenade
The Flash Grenade is the more powerful defensive weapon for Chris. When he uses
it,
Chris will stuff the grenade into the monster's mouth, now that enemy is doomed,
because the Grenade will explode, taking the enemy's head with it in a big
SPLAT!
However, be advised to stay away form the Grenade as it can hurt Chris when it
blows.
With the Broken Shotgun, you can get the real thing in the tea room anytime you
wish.
TO do this, go back to the Twisted Hall, ignoring the zombies that may pop in
through
the windows, and enter the door that I told you to ignore earlier. Go through
the
square room to the tea room. Take the Shotgun off the hooks, and place the
broken
shotgun on it. Then the ceiling will not crush Chris
New Weapon! Shotgun
The all time Resident Evil weapon is finally in your hands. It fires 12 gauge
shells.
Whenever zombies come out, you should aim upwards, and shoot when they are close
enough to you, then you may be able to decapitate them. Note that the
programmers
of this game know that you will be trying to use this technique a lot to save
time
from burning the Zombies, so it is now harder to decapitate zombies by this
method.
--------------------
Drug Room Area
--------------------
Go up the stairs, to the other door that can be unlocked from this side.
--------------------
Mirror Hallway
--------------------
With your Fuel Canteen and Lighter, burn the 2 zombies you killed earlier, then
run
past the other body on the floor. The zombie wakes up, and he seems to be in a
bad
mood, and hence begins the adventures of, Super Zombie!
New Enemy! Crimson Head
Strength:
Handgun: 6-10 shots
Shotgun: 1-2 shots
Crimson Heads are zombies that you have taken down earlier. If you fail to burn
them,
then they will wake up with claws and a much faster speed. They swipe at you,
and
bite you while you are confused. So take your shotgun out and get ready to
decapitate
them. If you want to use the handgun, you must give these guys plenty of room.
Head through the door behind the Crimson Head after you have killed him.
----------------------------
Obsessive Death Knight Room
----------------------------
This room got its name because the knights in this room have inscriptions that
treasure
death. Anyway, head up the stairs, taking the imitation of a key with you, and
remove
the Mansion Key, which is an Armor Key off the pedestal. The pedestal will go
down,
the walls become slightly narrower, and a spiky knight will come towards you!
Now,
you must quickly replace the imitation of a key onto the pedestal, or you will
become
Chris Kebab! After this is down, the trap will be reset, and you can return to
the
Drug Room Area, however, this time, go there via the Sword Key door in the
Dining
Room balcony, you will soon find out why.
--------------------
Drug Room Area
--------------------
You will hear someone trying to break through the door to Chris's right. Open
it,
there is a zombie on the west balcony, kill it now and head back in. Go down to
the
stairs to the drug room. Save if you wish, and take the Herbicide with you. Go
through
the Armor Key door.
--------------------
Tiger Eye Hall
--------------------
There is a flash grenade in front of Chris. Go forward to the end of the hall
way
and enter the door.
--------------------
Greenhouse
--------------------
Place the Herbicide into the sprinkler, and turn the knob to the red side to
kill
the weird plant. Do not turn the knob to the green side, or the Green herbs will
be killed! When the plant is dead, go beyond it to get the death mask without
eyes.
Take the Green Herbs if you wish and exit.
--------------------
Tiger Eye Hall
--------------------
As you pass the windows, 2 zombies jump through! Ignore them, and run to the
door
to came through, and turn left, there are 2 rooms here, the one on the right is
the
keeper's room, and the one on the left is the Tiger Eye room. The door in the
middle
leads back to the Kenneth hallway.
--------------------
Keeper's Room
--------------------
There is a handgun magazine on the bed; on the table is the keeper's diary.
New File! Keeper's Diary
May 9, 1998
Played poker tonight with Scott and Alias from Security, and Steve from
Research.
Steve was the big winner, but I think he was cheating. Scumbag.
May 10, 1998 (1)
One of the higher ups assigned me to take care of a new creature. It looks like
a
skinned gorilla. Feeding instructions were to give it live animals. When I threw
in a pig, the creature seemed to play with it? tearing off the pig's legs and
pulling
out the guts before it actually started eating.
May 11, 1998 (2)
At around 5AM, Scott woke me up. Scared the shit out me, too. He was wearing a
protective
suit. He handed me another one and told me to put it on. Said there'd been an
accident
in the basement lab. I just knew something like this would happen. Those
bastards
in Research never sleep, even on holiday.
May 12, 1998
I've been wearing the damn space suit since yesterday. My skin's getting grimy
and
feels itchy all over. The goddamn dogs have been looking at me funny, so I
decided
not to feed them today. Screw 'em.
May 13, 1998
Went to the infirmary because my back is all swollen and feels itchy. They put a
big bandage on it and told me I didn't need to wear the suit anymore. All I
wanna
do is sleep.
May 14, 1998
Found another big blister on my foot this morning. I ended up dragging my foot
all
the way to the dog's pen. They were quiet all day, which is weird. Then I
realized
some of them have escaped. Maybe this is their way of getting back at me for not
feeding them the last three days. If anybody finds out, I'll have my head handed
to me.
May 16, 1998
Rumors going around that a researcher who tried to escape last night was shot.
My
entire body feels hot and itchy and I'm sweating all the time now. I scratched
the
swelling on my arm and a piece of rotten flesh just dropped off. (3) What the
hell's
happening to me?
May 19, 1998
Fever gone but itchy. Today hungry and eat doggie food.(3)
May 21, 1998
Itchy itchy Scott came ugly face so killed him. Tasty.(4)
4//itchy Tasty.
Explanations:
(1)This proves that this mansion is not researching something normal.
(2)The accident that scattered the T-virus in the mansion happened on 11 May,
1998.
(3) When a person is infected by T-Virus, his skin feels itchy, he may have a
fever,
and his flesh will begin to rot. Then their mind deteriorates.
(4)Apparently, the rationale for zombies to kill people is that they are hungry,
and humans have ugly faces! Ha ha!
After you have read the diary, attempt to leave, and the keeper will burst out
of
the closet! Maybe he thinks Chris has an ugly face! Ha ha! Anyway, kill him and
his
friend, and get the Old Key in the closet, and then leave. Go through the middle
door to the Kenneth hallway, and go all the way back to the Emblem Hallway via
the
Twisted Hallway, and get the Shotgun if you haven't done so.
--------------------
Emblem Hallway
--------------------
Go forward, and enter the Armor Key door to Chris's left.
--------------------
Stained glass gallery
--------------------
Go to the other end of the gallery, and you will see a picture of Lisa,
protected
by the three spirits, and Lisa will be wearing a green crown, a purple necklace
and
an orange bracelet. It's...
Puzzle Time! Stained Glass switches
To solve the puzzle, the stained glass with the bracelet must be orange, the
stained
glass with the necklace must be purple, and the glass with the crown must be
green,
to do this, press the switch of the bracelet picture on the side you came in,
and
press the switches of the necklace and crown pictures on the other side, then
press
the switch on Lisa's picture to open the wall. If you get it wrong, the crows
will
come and get you!
New Enemy! Crow
Strength:
Handgun 1 shot
Shotgun: 1 shot and group kill
Crows are just crows, and the T-virus has caused them to attack humans. But
however,
if you do not give them a sign that you are a threat, they'll just leave you
alone.
On the other side of the wall, there is a death mask without mouth. Take it and
go
through the metal gate, unlocking it with your Old Key.
--------------------
Mansion Graveyard
--------------------
Go down into the tomb and place the 2 death masks into their respective
positions.
2 of the chains holding the coffin will break lose! Scary Scary Scary! Anyway,
go
back to the Foyer.
--------------------
Mansion Foyer
--------------------
Head through the Armor Key door on the 2nd floor
--------------------
Eastside Balcony
--------------------
Walk along the balcony to see another disturbing sight. It is Forest Speyer of
STARS
Bravo Team. He has been severely mauled. Take the dagger on the bench. Return to
the Foyer and proceed to the Wooden Mount Hallway.
--------------------
Wooden Mount Hallway
--------------------
With your Armor Key, you can unlock the previously locked doors in this hall.
But
enter the double doors first.
--------------------
Knight Statue Room
--------------------
4 Knights will slide out. To open the grating in the other end, Chris must push
all
4 knights into their places in the correct order.
Puzzle Time! Knight Statue Push and Jewelry Box Puzzle
The correct order of pushing is as follows:
1. Upper Right Hand Knight
2. Lower Left Hand Knight
3. Lower Right Hand Knight
After this, the last knight will slide back in place by himself. Then you can
push
the switch in the centre and the grating will be released, giving you the
jewelry
box. If you press the switch too early, then poisonous gas will fill the room!
After getting the jewelry box, examine it. The inscription on the top says
"Sunshine
will awaken me", so you will have to get the heart on the sun to light up. To do
this, press the 2 switches on the wider rectangular sides of the box. Then the
Death
Mask without All will be yours. Then go back to the Mansion East Stairs.
--------------------
Mansion East Stairs
--------------------
There is an Armor Key door for you to unlock. Enter.
--------------------
Researcher's Quarters
--------------------
The door to Chris's right is the researcher's bedroom. Inside, there is an ink
ribbon,
an Old Key, a first aid box and a green herb behind the bed. The door to Chris's
left is the Researcher's study. Unlock it with the Old Key. Examine the yellow
folder
in the room for a file.
New File! Researcher's Will
There is a letter.
June 3, 1998
My dearest Alma,
Let me apologize for no being able to call you. A man wearing sunglasses (1)
didn't
permit any phone calls. Sorry Alma.
I sit here trying to think of where to begin, of how to explain in a few simple
words
all that's happened in my life since we last spoke, and already I fail. I hope
this
letter finds you well, and that you'll forgive the tangents of my pen; this
isn't
easy for me.
Even as I write, I can feel the simplest of concepts slipping away, lost to
feelings
of despair and confusion---but I have to tell you what's in my heart before I
can
rest. Alma, please believe that what I'm telling you is the truth.
The entire story would take hours for me to tell you, and time is short, so
accept
these things as fact: last month there was an accident in the lab and the virus
we
were studying leaked. All my colleagues who were infected are dead or dying, and
the nature of the disease is such that those still living have lost their
senses.
This virus robs its victims of their humanity, forcing them in their sickness to
seek out and destroy life. (2)
Even as I write these words, I can hear them, pressing against my door like
mindless,
hungry animals.
Alma, I have survived only to see you again. But my efforts only delayed the
inevitable;
I am infected, and there is no cure for what will follow---except to end my life
before I lose the only thing that separates me from them.(3)
My love for you.
In an hour I'll have entered my eternal sleep where there is peace. Please
understand.
Please know that I'm sorry.
Martin Crackhorn
Explanations:
(1) Who is this man wearing sunglasses? Could it be...
(2) This explains the details of the accident that occurred in the mansion, and
the
reason for the zombies' behavior.
(3) There is no cure for T-virus infection, anyone infected becomes a zombie.
Go to the frame hanging on the wall next to the fish tank, and take the fish
hook,
then go to the frame with the insect specimens, take the lure of a bee, and
combine
it with the fish hook. Then go to the frame with the fishing lures, and take the
bee specimen. Place the Lure onto the frame, and the specimen by the other
insect
specimens. Then press the switch. A Wind Crest will be revealed. As Chris
attempts
to take it, the bee specimen comes to life and attacks him!
New Enemy! Bee
Strength
Handgun: 2 shots
Shotgun: 1 shot with group kill
Bees are just bees. When you see them, just ignore them, but if you kill them,
you
can have the pleasure of stomping them with a lovely SPLAT!
Take the Wind Crest, and deposit it into the Save Room.
------------------------------
Mansion East Stair Save Room
------------------------------
By the time you have returned, Wesker should have left some Shotgun Shells, a
Handgun
magazine and a First Aid Spray with you, what a nice guy! Now head back to the
Wooden
Mount Hallway.
--------------------
Wooden Mount Hallway
--------------------
Enter the other Armor Key door in the hall.
--------------------
Richard Room
--------------------
Enter, go forward a bit to find Richard poisoned by what he says is a giant
snake.
Rebecca, of the Bravo Team is trying to save him, but she has no Serum. Your
quest
is to bring him serum. There is serum on the shelf of the Mansion drug room. So
go
all the way back there to take the serum for him, otherwise he will die, and you
will miss getting one of the weapons later. After Rebecca injects him with the
serum,
you will be back at the Drug Room, for now, you can return to let Rebecca treat
your
wounds for free! Then return to this room, dodge the zombie and go through the
other
door in the room.
----------------------------
Dimly Lit Wooden floor room
----------------------------
There is a zombie here, so run up the stairs and dodge the zombie as he walks up
to you. Go through the other unlocked door in the room.
--------------------
Candlestick Room
--------------------
Light up the candles, and the zombie outside will burst in. Kill him, and then
take
the Handgun Magazines off the table and the shelved cupboard, there is another
cupboard
you can push aside, and when you enter the alcove, another zombie will surprise
you
inside. Dodge the zombie and take the musical score, or the Music-mid pages from
the cupboard inside. Afterwards, head all the way back to the Mansion Dining
Room.
--------------------
Mansion Dining Room
--------------------
In the Dining Room, you will notice a broken statue on the floor, remember? Take
the blue gemstone. This can be put into the Tiger statue in the Tiger Eye room
for
6 extra shotgun shells. Also take the Emblem off the top of the fireplace. Then
head
through the other door to the Kenneth Hallway.
--------------------
Kenneth Hallway
--------------------
Enter the only armor key door in this hallway.
--------------------
Entertainment Room
--------------------
There is a piano, but ignore it for the moment. Instead, head to a corner with a
cupboard; push it to the left a bit to reveal another Musical Score. Combine the
2 musical scores to create the Moonlight Sonata. Then use the score on the piano
to play it. However, Chris cannot play the piano, and Rebecca comes in. She
tries
to play, but she needs time to practice. Just let her practice. In the meantime,
you can head back to the Dining Room, take the Emblem off the wall, and use the
Blue
Gemstone found there in the tiger eye room to have 6 extra shotgun shells if you
haven't done so. Sometime later, Rebecca can play the song correctly. A wall
will
open. Inside, there is a gold emblem. Take it, and the wall will close down.
Now,
place the other emblem into the slot and the wall will reopen. On the ground is
an
extract of Trevor's Diary.
New File! Trevor's Diary
Nov 24, 1967
Eleven days have past since arriving on this estate. How did I end up like this?
A guy in a lab coat came with a plate of skimpy meal and said to me, "Sorry to
put
you through this, but it's for security reasons." That's when it hit me. It all
makes
sense now. There are only two people that know the secret of this mansion, Sir
Spencer
and myself. If they kill me, Sir Spencer will be the only person that knows the
secret.
But for what purpose? It doesn't matter now. It's too dangerous here. My
family...
I hope they are right. I've decided to escape... Jessica, Lisa, I pray you are
safe.
Nov 26, 1967
How could I be so careless? I lost my favorite lighter-the one Jessica gave me
for
my birthday. Now it's going to be that much harder to get out this dark place.
Nov. 13th the date when my fate was sealed. My aunt was hospitalized just three
days
before that. Jessica and Lisa said that they were going to visit her. I wish I
could
be there with them. But wait, even as I'm writing my memory is coming back to
bme
more vividly. Just before I passed out, I remember the men tin the lab coats
said
something like "Most likely your family is already..." I pray for their safety.
Nov 27, 1967
Somehow I managed to get out that room. But getting out of this mansion won't be
as easy. I have to get past all the booby-traps... Tiger Eyes, Gold Emblem... I
have
to try to remember for my own sake...
Explanation: George Trevor was the architect that designed this ghastly mansion
in
1967. He was invited by Lord Spencer to visit his finished mansion. But by Nov
24,
George Trevor was imprisoned in the mansion to keep the Umbrella Company's
secrets.
As to what happened to Jessica and Lisa, play on to find out.
With your Gold Emblem, head back to the dining room.
--------------------
Mansion Dining Room
--------------------
Place the Golden Emblem in the slot, and the grandfather clock will spring open.
You can turn the gears inside the clock. It's another puzzle.
Puzzle Time! Clock Puzzle
Before you attempt the puzzle, take note of the painting to the left of the
clock,
A knight is using his short sword to stick into the chest of a second knight,
who
is sticking his long sword into the first knight's head. There is a clue, when
the
2 have run each other through, the path to your destiny will open. This means
that
the minute hand of the clock must point towards the helmet and the hour hand of
the
clock must point into the armor. So you should turn the Large Gear to the right
or
left twice, creating a 6 o'clock position. Then the clock will move aside,
revealing
the Mansion Key, which is a Shield Key.
With the Shield Key, head back to the Dimly Lit Wooden Floor room and use the
shield
key to unlock the door.
--------------------
Attic
--------------------
There are some shotgun shells on a shelf. Then move into the screen, and a giant
snake will appear. It's time for our first...
Boss Battle! Yawn 1
It is not worth wasting your ammo on this snake yet. Grab the Death Mask without
nose in a corner. Run out of the door! If you were bitten by Yawn, you must get
poisoned,
and you or Rebecca will have to go all the way back to the drug room to get
serum,
it depends whether you have saved Richard or not.
With the last Death Mask in hand, head back to the Mansion Graveyard, taking
your
shotgun with you.
--------------------
Mansion Graveyard
--------------------
Go down to the tomb, and insert the other 2 death masks, and the coffin will
drop
down. Walk close to it, and the body will awaken. He looks rather steamed up,
and
oh, Grandma, what bad breath you have! It's time for another...
Boss Battle! Crimson Head Prototype
Strength:
Shotgun: 3-4 Shots
This boss is rather slow for a Crimson Head in the beginning, but he will speed
up
when he gets close, open fire on him, and he should fall within one to two shots
Then you can kill him while he is on the ground.
When he is dead, walk by his coffin, pick up the Shotgun Shells and the Stone
and
Metal Object from the coffin. Press the switch and the gratings will come up.
Head
back to the East Stairs Save Room and take the Wind Crest with you because we
are
moving. Head back to the Emblem hallway.
--------------------
Emblem Hallway
--------------------
Avoid the Zombie and head out the door behind him.
--------------------
Courtyard Access
--------------------
Run along the walkway, ignoring the Cerberus dog, and place your Stone and Metal
Object onto the slot that says, to the defiler of the accursed coffin. The metal
door next to it should unlock. Enter.
--------------------
Tool shed
--------------------
Grab the Shotgun Shells, First Aid Spray and Flash Grenade if you have room.
Then
head down the steps to the door. You are now in the...
*****COURTYARD*****
--------------------
Cerberus Statue Path
--------------------
In the end of this path is a door locked. It says, "The gate will open when the
guard
dog's desires are fulfilled. It seems that we have a new puzzle on our hands.
Puzzle Time! The 2 Demanding Cerberuses
Examining the red eyed statue will tell you that this is the War Cry of Revenge.
The Blue eyed statue gives the Last Gasp of Destruction. So, we will have to
make
the red and blue weather vanes to point at the right direction. Examining the
sign
in the beginning of the path tells you that the Valley of Destruction is to the
North,
so set the blue vane to N. You can start and stop the vane's movement by
pressing
the switch. The Path of Revenge is to the West, so the Red vane should point to
the
West. After the puzzle is completed, the gate will open.
By the way, Wesker will call you on the radio about some monster... chains....
I wonder
what's wrong.
--------------------
Courtyard Graveyard
--------------------
There are crows here, but they will not attack you if you just walk. Walk to
Chris's
right at the junction and you will see 2 gravestones, place the Wind Crest onto
the
slot on the right tombstone, and A Moon, Star and Sun Crests will be revealed.
Examine
each crest's underside to protrude some shapes out. Then place the 3 crests onto
the slots in the left tombstone, and a Magnum Revolver will be magically
revealed!
New Weapon! Magnum Revolver
This is the most powerful weapon in the game. It can kill anything in one shot.
But
ammo is scarce, so save it for bosses, particularly the tyrant.
Walk to the other gate after you have done.
--------------------
Path outside Cabin
--------------------
You will hear some disturbing sounds, and you are left to play as Chris again.
Just
walk along the path and enter the Cabin.
--------------------
Cabin
--------------------
There is a Map of the Courtyard in here. There is also some family picture and
notes
and a typewriter for you to save.
New File! Family Picture and Notes
A family picture
There's a journal left by someone.
19
dadddy attached first
momm attached scond
iNside reD and sLimy
white and hard
not true moM where
dunno dadd
found mum again
whne atachd mommy
she move no more
she screaming
why?
Jst want to b with her
4
mom
where?
I mis you
Explanation: It seems that someone sadistic is obsessed with ripping off
people's
faces and attaching them to other people's faces. Who could this be?
Anyway, continue to explore this cabin and you will find an Item Box, there is
also
a Square Crank on top of a wooden cover in the dead end that follows. Now,
attempt
to leave with the crank, and someone will enter and hit Chris on the head hard,
knocking
him out. When Chris wakes up, he is confronted by a hideous mutated woman, by
the
name of Lisa Trevor. Don't even bother to fight her. She is invincible, just run
past her, hoping you won't get hit, out of the shed, and all the way back to the
Tool Shed, avoiding the zombie on the way.
--------------------
Tool Shed
--------------------
Go through the double doors
--------------------
Cerberus yard
--------------------
Go forward, and Chris will hear a transmission from Brad over the radio,
unfortunately
the radio is damaged so that Chris can only receive signals, but not transmit
any.
There are 3 Cerberus dogs in this yard. Run back to the double doors and kill
them
from afar. Then pick up the herbs and go through the gates
--------------------
Giant Pool
--------------------
The water level is too high, so use the Square Crank on the hole to Chris's left
to lower the water level, then she can cross, go along the pathway to the
elevator
on the other side.
--------------------
Waterfall Area
--------------------
Ignore the crows and head through the gates.
--------------------
Path to Residence
--------------------
Get the Red Herb, and run along the path, dodging any snakes that get in your
way.
You will come to a door. Enter it and you will be in the Residence, more like
the
Staff Quarters.
New Enemy! Snake
Strength:
Handgun: 1 shot
Snakes are just the poisonous snakes we see every day. Most can be avoided, but
you
will have to kill one in this game later. If Chris gets bitten, he may get
poisoned,
otherwise very little damage will be done.
*****RESIDENCE*****
--------------------
Residence Entryway
--------------------
The Residence is the staff quarter of the Arklay Mountain Lab personnel. Now,
explore
this entryway and get the 3 blue herbs, you most likely will need it. There is
also
a lone crate, push it so that it covers the hole in the floor. Then enter the
first
single door from Chris's right.
------------------------------
Residence Storage Save Room
------------------------------
This is the only save room of the Residence. Take the Flash Grenade and the ink
ribbon,
refill your Fuel Canteen and save as you wish. Take the lighter with you. Then
head
out, to the hallway, and enter the double doors.
--------------------
Staff Common Room
--------------------
Surprise! Right above Chris's head is...
New Enemy! Giant Spider
Strength:
Handgun, 6-10 shots, abdomen may burst.
Shotgun: 2-3 shots
Spiders are arachnids that have been enhanced by the T-virus. They charge and
pin
you down, or spit poison which may cause poisoning. If you shoot them with the
handgun,
the spiders may die earlier if their abdomen bursts. But beware, the green goo
may
poison you, and baby spiders may come out. So leave the room, and the mess will
be
automatically gone.
Try to kill the spider with your handgun, because they are slow it won't be that
hard. There is another giant spider hanging on the wall, so head to the steps,
aim
up to shoot the spider down, and then aim down and shoot. The spider will lose a
leg or too before lying on its back and going stiff! Anyway, there is a first
aid
box, some green herbs, a Red Book, which is unprinted and shotgun shells for
Jill
to get. Take note of the 3 oil lamps that are red yellow and green. Light them
up
with your lighter, and you will see three different eye images, one with no
line,
one with 2 lines and one with 4 lines. There is also a pool table. On it are
balls
with numbers 2, 3, 4, 5, 6. Remember the color of the balls. Then return to the
save
room, dumping any unnecessary items and the Red Book. Then return to the hallway
and climb over the boxes and enter the door on the other side. If Chris walks
over
the hole, a vine will come up and hurt him.
--------------------
Gallery Hallway
--------------------
Just run to the end of the hallway, and get the map of the Residence off the
wall.
Do not examine the hole. Then enter Room 002.
--------------------
Room 002
--------------------
Enter the first door you see. It's a bathroom. Walk over to the shining object.
It's
a Residence Key, the Key to Room 001. Then you will hear someone entering.
Attempt
to leave, and a zombie bursts in! Use your handgun to kill it, or dodge it, I
don't
care, just head back to the bedroom area. You'll see 2 bookshelves. Push the
left
one forward and the right one to the right to reveal a ladder, but don't go down
yet. There is also a file, the Plant 42 Report.
New File! Plant 42 Report
Four days have passed since the accident. The plant at Point 42 is growing at an
amazing rate.(1)
Although there are many unknown aspects about this plant, we know that in
comparison
with the other group of plants, the T-Virus has had a substantially stronger
affect
t on this one.
The T-Virus has drastically morphed its host's anatomy as well as its size.
Looking
at its current state, it's difficult to imagine its original appearance. Nowhere
on Earth will find anything like it.(2)
We've also found that PLANT 42 has two main source of acquiring its necessary
nutrients.
One source is through its root. Somehow it has rooted itself down in the
basement.
Immediately after the accident, a scientist went mad and destroyed the Aqua
Ring.
Ever since, the basement has been like a pool. (3) There is a high possibility
that
it's one of the chemicals in the water that's promoting the PLANT 42's rapid
growth.
However, we have yet to determine the specific chemical.
A bulb-like body of the PLANT 42 has been sighted hanging from the ceiling of
the
first floor. We are sure that it used the air ducts to reach the first floor.
Numerous
long tentacle-like vines are protruding from the bulb. (4)
We believe the vines are the second means of acquiring its nutrients. When the
PLANT
42 senses prey, it uses the tentacle-like vines to capture its prey. After doing
so, suckers on the vine drain the prey of its blood. (5)
We've also noticed that it has some intelligence. When it captures its prey, the
vines twine around the door to stop possible intruders.
Unfortunately, a several of our scientists have already fallen victim to this
PLANT
42. When we heard the victims from the survivors, they all observed one thing in
common:
When the uniform petal-like flaps open and reveal its vital internals, it has a
tendency
to become more aggressive. (6)
One witness reported that it was as if was trying to protect itself. Why it
behaves
the way it does is still unknown.
May 21, 1998
Henry Sarton
Explanations:
(1) PLANT 42 is named after the area which it is grown, that is Point 42.
(2) It is a T-Virus infected Plant.
(3) Later, Chris will explore the Aqua Ring, and like the file said, it will be
flooded
with water, and PLANT 42's roots can be found in one of the rooms.
(4) Chris will fight the PLANT 42 in a room on the 1st floor.
(5) This is one of the main attacks of the PLANT 42.
(6) The PLANT 42 is the most vulnerable when its internal organs are revealed.
So
Chris should shoot its body at that time.
Now, head back to the Residence Entryway, and use your new key to enter Room
001.
--------------------
Room 001
--------------------
Explore the bedroom first, there is a man who has just hung himself. Take the
Handgun
magazine and the Self Defense Gun. There is a suicide note.
New Weapon! Self Defense Gun
This is one of the most useless weapons of the game. It holds 2 bullets, and one
has already been fired. The best time to use it when you want to kill powerful
enemies
like Hunters. Dump this in an Item Box as soon as possible.
New File! Suicide Note
June 22, 1998
I had to do it. We ran from those thing-helping each other to survive. But
Robert
started to show the symptoms. I had to do it. Those damn things are pure evil.
There was no other way. He would have done the same if it were the other way
around.
After I put him out of his misery I had to just leave him in the bathroom. Now
I'm
probably the last one....How could this happen? I'll never forgive myself for
being
part of this project. Eventually I'll get what's coming to me, though. There's
no
way to escape from this nut house. It's just a matter of time now.
Everything is set. All I need is a little courage to get it done. Knowing that
I'll
leave many things undone is regret beyond words.
But, this is better than just waiting to turn into one of them. Please
understand
and at least let me end my life as a person.
There's a message on the back.
Linda, please forgive me...
Explanation:
This is just the suicide note of the last survivor of the T-Virus accident. He
apparently hung himself over a month ago. You will find Robert in the bathroom.
Enter the bathroom, and you'll see Robert on the floor, empty the bathtub. There
is a Control Room Key. After taking it, Robert may get up to say hi, just ignore
him and get back to Room 002.
--------------------
Room 002
--------------------
Climb down the ladder.
--------------------
Aqua Ring Access
--------------------
You are now in the Aqua Ring, as mentioned earlier in the file. Go along the
walkway
and you will see a big pool of water in your way. To make a bridge, push the 3
crates
into the water, start with the one closest to the pool. Then walk across the new
bridge you made, and take the green herb with you.
--------------------
Aqua Ring B1
--------------------
Chris walks forward to meet Richard, if he is still alive, then something will
come
up and eat him! It's Jaws!
New Enemy! Fi-3 Neptune
Neptunes are shark BOWs created by Umbrella, they bite Chris bad. Luckily there
are
only 2 of them, but watch out for the bigger one, it can swallow Chris whole!
Ignore
them, just run for the double doors, unlocking it with your Control Room Key.
Enter!
Whew...
--------------------
Control Room
--------------------
Head down the ladder. There is an Aqua Ring Map, as well as a First Aid Kit,
heal
Chris if he gets bitten, and examine the whiteboard on the table. It says,
"Caution!
In case of drop in valve pressure, turn valve #n. Remember n, it can be 1, 2 or
3.
Then head to one of the control panels, displaying an error message. Attempt to
drain
the water. A Neptune crashes against the wall, oh no!
Puzzle Time! The High Pressure Barriers
Follow these instructions, and watch out! There is a critical meter, if it gets
to
Critical 100%, Chris will drown.
1. Turn to Chris's right, and activate the safety switch of the pressure
shelter.
2. Activate the pressure shelter which is on the control panel right behind
Chris.
3. The shutters will go down halfway, saying that there is a loss in pressure.
Then
go back to the 3 valves near where you got the First Aid Kit, and then turn
valve
#n, which is the number on the whiteboard.
4. Repeat Steps 1 and 2, this time, the shutters will come down completely,
danger's
over! Whew...
Head through the other pressurized door that can now be opened.
--------------------
Aqua Ring Storage
--------------------
Search for Shotgun Shells in the pile of Dynamite. Then head through the double
doors,
not the gates.
--------------------
Aqua Ring B2
--------------------
The Neptune sharks are bouncing helplessly now! Laugh at them, or kill them with
one shot if you wish. Then head to the giant pool with the giant Neptune shark.
Climb
onto the platform and attempt to get the sparkling object. The Giant Shark will
charge
at you, knocking the item into the water. Don't get it, or the shark will eat
you.
Instead, push one of the control panels into the water, and activate the
electricity.
Giant Neptune will be fried to a crisp! Laugh hysterically. Then you can go into
the water to get the item. It's a Gallery Key. Then head back to the Aqua Ring
Storage.
--------------------
Aqua Ring Storage
--------------------
Head through the gates this time.
--------------------
Aqua Ring Dump
--------------------
Get the Magnum bullets and climb the ladder. Then unlock the door, you will be
back
at the Aqua Ring Access. Head back to the Residence Storage, and take the Red
Book
with you. Then enter the Gallery in the Gallery Hall.
--------------------
Gallery
--------------------
Dodge the bees, and run into the hallway next to Room 003, and get the
Insecticide
Spray from the body which has apparently been stung to death by the bees. Return
to the Gallery Hall, and spray the Insecticide into the hole in the wall where
you
have got the map. The bees will be dead. Then you can go and get the Key to Room
003 off the desk where the beehive used to be. Enter Room 003.
--------------------
Room 003
--------------------
There is nothing in the bathroom, and when you examine the bookshelf, there is a
line of Bandage with Blood books, and a white book in between. It is the Organic
Chemistry Lab Experiment.
New File! Organic Chemistry Lab Experiment
The similarities in the cellular characteristics of the rapidly growing plant
infected
by the Tyrant Virus have been reported in the previous papers. However, while
repeating
these experiments, an interesting new fact becomes clear.
We learned that a chemical in the UMB family, UMB No. 20, contains a compound
that
that is toxic to the cells of the plant.
We have given UMB No. 20 a new name: V-JOLT. If calculations prove correct, when
V-JOLT is applied directly to the root of the plant, the entire plant should be
dead
within 5 second.
The V-JOLT can be made by simply mixing the VP and UMB chemicals in a specific
ratio.
However, extra care must be taken when handling these UMB chemicals. They have
been
known to generate toxic gases if mishandled.
The characteristics of each UMB chemical are as follows:
UMB No. 3  red
Yellow-6   yellow
UMB No. 7  green
UMB No. 10 orange
VP-017      blue
V-JOLT     dark brown
Explanation: This does not help Chris much, as he cannot mix chemicals, but if
he
lets Richard die of poisoning, remember this file, as Rebecca has to use it to
make
Plant 42 let go.
Place the red book on the shelve, a simple puzzle begins.
Puzzle Time! Bandage with Blood
The whole point is to arrange the bindings of the book to create a picture of a
woman
lying down naked. To do this, exchange the 1st book with the 4th, 2nd book with
the
6th and the 3rd with the 7th. Then a door will be revealed. Enter.
--------------------
PLANT 42 Room
--------------------
Boss Battle! PLANT 42
Strength:
Shotgun: 11-13 shots
When you enter, Chris will be grabbed by the PLANT 42. If he let Richard die of
poisoning,
Rebecca will come in, and Chris asks her to make V-JOLT to kill the plant. Then
it's:
Puzzle Time! Interesting Chemistry Experiment
1. To make V-Jolt, Rebecca has to return to the Gallery, and crack the coded
lock
on the door first. There are 3 pictures of eyes, similar to those on the oil
lamps
in the common room. If the image of a particular eye is on a particular colored
lamp,
press that eye image, and key in the number corresponding to the color on the
billiard
ball. For example, if the eye with 4 lines is on the red lamp, click that eye on
the lock and key in number 3. after cracking the lock, Rebecca can enter the
pharmaceutical room.
2. In the pharmaceutical room, there are 4 empty bottles, take them all. Notice
the
scrawls on the wall, one reads: 1+3=4, 4+6=10, 1+6=7, 10+7=17, 17+3=20
Another reads: Water=1, Red=3, Purple=4, Yellow=6
3. There is Water, UMB No.3 and Yellow-6 to be found in different tanks. You use
the empty bottles to mix chemicals. Given the hints, you should know how to mix
the
chemicals.
4. Mix UMB No. 3 with water to create NP-004.
5. Mix NP-004 with Yellow-6 to create UMB No.10
6. Using another 2 bottles, mix Yellow-6 with water to create UMB No. 7
7. Mix UMB No. 7 with UMB No. 10 to create VP-017.
8. Mix UMB No. 17 with UMB No. 3 to create V-JOLT
9. With your V-JOLT, head back to the Aqua Ring B1, enter the security room.
PLANT
42's roots are there. Use the V-JOLT on the roots and they will retract. Then
return
to Room 003.
Regardless of whether V-JOLT was made, Chris still has to fight the PLANT 42. To
do this, run up the stairs to the balcony. When the plant opens its flap to
reveal
its internal organs, blast it with your shotgun, while avoiding the vine whips
and
pollen showers. It should die with in 13 shots. After it is dead, grab the
Mansion
Key, which is a Helmet Key from the Fireplace and leave through the double
doors.
Chris will meet Rebecca, and tell her about Richard's death. Go to the
pharmaceutical
room to have your wounds healed if you wish, and Rebecca cannot stand it anymore
and will break down and cry. Go back to the Residence Storage. On the way, Chris
will meet Wesker. Apparently, Wesker has left him so as to protect himself form
those
strange creatures. He asks Chris to return to the Mansion to explore the locked
rooms.
------------------------------
Residence Storage Save Room
------------------------------
Take the Self Defense Gun and Shotgun with you, and then return to the Mansion.
On
your way back, there are a few things that you have to bear in mind. In the
Waterfall
area, 2 Cerberus dogs would have appeared. The Big Pool area will be infested by
snakes. Chris can run past most of them, but there is one hiding next to the
lamp
that has to be taken out. When you return to the Tool Shed, you will find some
Shotgun
Shells, a Flash Grenade and a First Aid Spray, left by Wesker to help you deal
with
the Monster in chains. The door in the Emblem hall leading to the East Stairs
has
been fixed.
*****MANSION*****
--------------------
Emblem Hall
--------------------
Move a little forward and you will see the FMV of something coming for you from
the
Courtyard. Then, that thing will attack you, shoot it to death with one shot of
your
Self Defense Gun, and it would shout "Erageh chchchch..." before lying down
stiff.
But what was that thing?
New Enemy! MA-121 Hunter (Alpha)
Strength:
Shotgun: 2-3 shots
The Hunters are one of Umbrella most successful series of BOWs. Made from
combining
the DNAs of humans and reptiles, the Hunter is very fast indeed, the Hunter
Alphas
are probably the most handsome Hunters in the series, unlike the other uglier
prototypes. I suggest you use heavy weapons like the Shotgun and Grenade
Launcher.
Acid Shells are particularly effective. Note that there are Red Hunters too, but
they are not Sweepers, as they are not poisonous. When Hunters die, they are
very
funny, they either lie on the ground, trying in vain to get up and crying
"Erageh
chchchch..." which may mean "I can get up! Somebody please help me!" before
lying stiff.
Or, they may suddenly hold their chest, and spread their arms out like Moses and
cry "Erageh chchchch..." which may mean "Why is the world so cruel to me?"
before falling
down! It's so funny!
Return to the East Stairs, don't go through the double doors, or you will have
to
fight 2 more Hunters that have torn the place up.
--------------------
Mansion East Stairs
--------------------
There are now 2 Hunters here, blast them with your Shotgun, then save at the
save
room if you wish, then go up the stairs and enter the Fireplace room.
--------------------
Fireplace Room
--------------------
Use your Helmet Key to unlock the door and then enter.
--------------------
Statue Room
--------------------
Push the statue between the 2 walls, and the incoming walls will stop because of
the statue, then run back out, and enter the other gap made by the wall, run to
the
opposite wall and press the switch. The walls will come back at Chris. Run out,
and
back to the statue. Push it onto the N Pad, and the walls will back up, and a
wall
will open. Inside, take the dagger and jump into the hole.
Walk forward, pick up the Last Book Vol.1, and open it to reveal a Medal of
Eagle.
Then examine the tombstone. It's part two of Trevor's diary.
New File! Trevor's Diary
Nov. 29, 1967
I can't get out. I have tried every possible way to escape but only to be faced
with
the reality that I'm trapped.
I've been everywhere. The laboratory with the large glass tubes filled with
formaldehyde and those dark, wet and eerie caves... Wjat can I do?
At first I didn't want to believe my eyes. But that familiar high-heeled shoe in
the corridor... It was like reflex. One name came to my mind, Jessica!
I don't want to believe they sharte the same fate as me. No! I can't give up
hope.
I have to hope that they're alive.
Nov. 30, 1967
I haven't had anything to eat or drinkfor the past few dats. I feel like I'm
going
crazy.
Why is this happening to me? Why do I have to die like this?
I was too obsessed with designing this ghastly mansion. I should have known
better.
Nov. 31, 1967
It was a dark and damp underground tunnel. And another dead end. But even in the
darkness something caught up my eye.
Carefully, I lit the last match I had to see what it was.
A grtave! But deeply engraved into the stone was my nname!
"George Trevor"
At that instant, it all became clear to me. Those bastards knew from the
beginning
that I'd die here and I fell right into their trap.
But it's too late now. I'm losing it. Everything is becoming so far away.
Jessica...
Lisa... Forgive me.
Because of my ego, I got both of you involved in this whole damn conspiraacy.
Forgive
me. May God justify my death in exchange for your safety.
George Trevor
Explanation: Geroge Trevor was killed trying to escape this mansion and the
people
of Umbrella, already rather evil back in 1967, prepared this grave for him.
Press the switch, and a ladder will be revealed. Go down.
--------------------
Spider Hallway
--------------------
There is a Spider in front of Chris, kill it quickly with the handgun. There are
2 more giant spiders that can be killed from a long range. There is a Mansion B1
Map on the wall as well as some Shotgun Shells by some cardboard boxes. Go
through
the only door.
--------------------
Damp Hallway
--------------------
If you were poisoned by the spiders, use the blue herb here. There are two
zombies.
Take them down from a distance and pick up the dagger. There is an elevator
power
switch in a damp corner behind one of the zombies. Activate it, then pick up the
Handgun Magazine on a dish and unlock the other door to Chris's right. It leads
to
the kitchen.
--------------------
Mansion Kitchen
--------------------
Take the dagger from the table, and kill the zombie in the way. Then explore the
room for an elevator. Take it up to the 2nd floor.
--------------------
Library Access
--------------------
Kill the 2 zombies here, and enter the first single door to the Chris's right.
The
double doors lead to the library, but it was jammed shut.
--------------------
Battery Storage
--------------------
There are 2 boxes of Shotgun Shells, a Flash Grenade and most importantly a
battery.
Take them all and leave.
--------------------
Library Access
--------------------
Unlock the other single door and go through it, you are back in the mirror
hallway.
--------------------
Mirror Hallway
--------------------
If you have at least one inventory space open, then head through the door to the
Obsessive Death Knight Room, otherwise, deposit unneeded items into the Item Box
in the Mansion Drug Room. Remember to take your shotgun with you.
----------------------------
Obsessive Death Knight Room
----------------------------
Head to the other end, and unlock the Helmet Key door. You will be in the
library.
--------------------
Library
--------------------
Pick up the Green Herbs if you have room. Then go along the hallway and a crash
will
be heard. It's Yawn the snake! He still wants some Chris Cake!
Boss Battle! Yawn 2
Strength:
Shotgun Shells: 10-13 shots
Climb down the ladder, and lure Yawn into the narrow corridor, then Chris can
trick
the snake into the corridor and shoot at Yawn from behind! This cheap trick
guarantees
no damage will be given to Chris. If Chris were bitten he would not become
poisoned
this time, so don't worry. After Yawn is dead, he will crash into the
bookshelves
and a shining book will be revealed for Chris to collect. It is the Last Book
Vol.2,
inside is the Medal of Wolf. After this, head back to the Drug Room Area through
the door Chris came in.
--------------------
Drug Room Area
--------------------
Use the Helmet key to unlock the Helmet Key door to Chris's right.
--------------------
Trophy Room
--------------------
In this room, an eagle trophy is keeping an eye on Chris. Turn off the light,
there
are two gemstones hidden in the deer and bull trophies. To get them, push the 2
dressers
in front of the 2 trophies. Then, lean against the wall the eagle trophy is on
and
stand at a corner. It will focus on Chris, and then run forward, under the
trophy;
the eagle trophy will not follow. Then on the opposite corner, quickly climb
onto
the dresser and get the gemstone on the trophy. If you hear a clank sound, the
eagle
trophy has discovered Chris, and the gemstone will be stuck. Repeat until the 2
gemstones are obtained. There is a dagger and Shotgun Shells near the 2
trophies,
as well as a file on the table.
New File! Mail from Chief of Security
CONFIDENTIAL
Attn: Chief of Security
Date: July 22, 1998 2:13

X Day is drawing up on us. Execute the following procedures within one week.
Prompt
actions are demanded.
1. Lure S.T.A.R.S. to the estate, and obtain B.O.W.'s raw combat data against
S.T.A.R.S.
2. Collect two embryos of each mutated specimens as samples, excluding the
Tyrant.
Dispose of the Tyrant.
3. Ensure complete disposal of the Arklay Laboratory including all personnel and
test animals. Disguise their deaths as an accident. When the above procedures
are
executed, report to headquarters for further instructions.
If for some reason you are unable to execute the procedure by the deadline,
report
immediately. In case of emergency situations, report directly to the extension
number
5691.
Good Luck.
Umbrella Headquarters,
Umbrella Inc.
Explanation: This proves that Wesker belongs to Umbrella, and he is using the
S.T.A.R.S.
as test subjects against the BOWs in the mansion. The traitor!
Note: The yellow gemstone is to be used in the Tiger Eye Room, to obtain the MO
Disk.
Take the yellow one if you want the best ending. Otherwise, skip this gemstone
and
collect the red one only.
Then head back to the Mansion Foyer via the 1st floor drug room area. If Chris
took
the Yellow Gemstone, 2 Hunters will burst in through the windows, so be ready.
--------------------
Mansion Foyer
--------------------
Enter the Helmet Key door on the first floor.
--------------------
Organ Specimen Room
--------------------
There is another Trevor's Diary in the brown leather book
New File! Trevor's Diary
There's something handwritten.
It's not dated.
Nothing's changed.
I never thought that this room was designed as an experiment would pay off like
this.
I can hide here safely for a while, because nobody knows about the secret behind
this painting. Not even, Sir Spencer.
Painting of a mansion... In the back of the art room.
Explanation: This tells you the secret of the Mansion closet in the anteroom.
After
you beat the game, you can return with the closet key to enter the room to
change
costumes.
There is an Ink Ribbon in a drawer. Take it if you wish, then go through the
other
door.
--------------------
Large Mirror Room
--------------------
Ignore the zombie; pick up the dagger and the Jewelry Box. Combine the Red
Gemstone
with the box and puzzle pieces will fall out. You must solve this puzzle in
order
to open the box.
Puzzle Time! Umbrella Style Jigsaw Puzzle
There are in total 5 pieces. Press R and L to rotate the pieces, and A to place
them.
Use the control stick to move the selected piece. To solve the puzzle follow
these
steps.
1. Select the trapezium shaped piece, and rotate it so the side with 2 90-degree
angles faces upwards. Then place this piece in the lower right hand corner of
the
octagon.
2. Select the largest piece, rotate it so that the external side parallel to the
longest internal side faces upwards. Then place this piece at the top of the
octagon,
above the trapezium.
3. Take the 5 sided piece, and rotate it so the right angle is perpendicular to
the
bottom, then place it at the bottom, to the left of the trapezium.
4. Select the piece that looks like a pentagon but with a small kink sticking
out.
Rotate the piece so that the side with the kink faces downwards.
5. Take the last piece and rotate it so it fits into the centre hole. Then the
box
will open, revealing a broach, examine it to reveal an Emblem Key. Then head
back
to the Emblem Hall via the Stained Glass Gallery.
--------------------
Emblem Hall
--------------------
Use the Emblem Key to enter the Spencer Family Emblem door.
-------------------------
Spencer's Private Study
-------------------------
Chris will hear Rebecca scream, is she upstairs? Turn on the lights first, and
take
the Shotgun Shells from the drawer, the Flash Grenade and most importantly, the
metal
object. Then go back to the East Stairs Save Room to get the Square Crank and
Battery,
then you have a choice to make. You can either return to the 2nd Floor study
and kill
the Hunter that is attacking Rebecca, or simply go directly to the Waterfall
Area
of the courtyard. You ending is determined at this point. Cowards that leave the
scene will cause Rebecca to die. If Chris saved Rebecca, then he will tell her
that
he is leaving. Then go to the Waterfall Area of the Courtyard.
*****COURTYARD*****
--------------------
Waterfall Area
--------------------
Explore the area to find a power-downed elevator with a slot for a battery.
Place
the battery in the slot and ride the elevator up.
--------------------
Cerberus Yard
--------------------
Go through the double gates.
--------------------
Giant Pool
--------------------
Use the square crank to raise the water level, and the waterfall will no longer
run.
Head back to the Waterfall Area with the elevator you came up with.
--------------------
Waterfall Area
--------------------
There is a passage revealed behind the waterfall, go in and climb the ladder
down.
--------------------
Mining Area
--------------------
Explore this entryway and you will notice a hexagonal hole next to an upside
down
bridge. Use the Ink Ribbon to save if you like, and deposit the Square Crank, as
it is completely useless now. Head through the door by the ladder.
---------------------------
Blood Stained Boulder Room
---------------------------
There is nothing of interest, but it gives you an idea of what will happen if a
boulder
crushes you. Go through the other door.
--------------------
Elevator Room
--------------------
There are 2 Handgun Magazines here, go through the other door after taking them.
--------------------
Enrico Room
--------------------
Go around the corner, and meet Enrico Marini, the leader of STARS Bravo Team. He
thinks Chris is a traitor. Suddenly, a mystery man shoots him dead. Then examine
his body for a Hexagon Crank. Attempt to leave and a Hunter will come in to say
hi.
Blast him down! Return to the Mining Area, but be prepared, as there are 2 more
Hunters
waiting for you in the Blood Stained Boulder Room.
--------------------
Mining Area
--------------------
Use the Hexagon Crank on the hole, and the bridge will turn right side up. Go
across
and take the green herb, you may need it.
--------------------
Boulder Room 1
--------------------
It seems to be a dead end here. Examine the boulder and attempt to leave. The
boulder
breaks lose! Run for your life! Run into the alcove and the boulder will crash
into
the wall, revealing a new door. Before doing so, take the Shotgun shells in the
alcove
where the boulder used to be. There is a flamethrower on the hooks as well, take
it and the door behind Chris will lock up.
New Weapon! Flamethrower
This is actually a tool for unlocking the doors in this area. To unlock a door,
examine
the hook and set the Flamethrower on the hooks. There are no refills for this
weapon,
so just use it on the enemy that is about to come.
Head through the double doors.
-------------------------
Giant Giant Spider Room
-------------------------
Boss Battle! Giant Giant Spider
Strength:
Flamethrower: about 50%
This really is not a tough boss. The Giant Giant Spider attacks the same way as
normal
spiders. While you are fighting him, 2 more standard Spiders will come to assist
the larger one (protecting their mom, perhaps?) Anyway, after you have killed
him,
walk out of the room, the spiders will be completely gone, and you can use the
survival
knife to hack away the spider web. Just watch out for the Hunter outside.
Congratulations! You have just destroyed the last spider in the game!
After the fight, head through the other double doors you have unblocked.
--------------------
Map Hall
--------------------
In here, take the Courtyard B1 Map. Use a blue herb if Chris gets poisoned. Then
set the flamethrower and go through the other door.
--------------------
Boulder Room 2
--------------------
Go to the hexagonal hole, and use the Hexagon Crank 3 times to reveal another
door.
The large boulder will break lose. Run into the alcove revealed. There is a
First
Aid Kit behind where the boulder used to be. Head through the revealed door.
--------------------
Statue Room
--------------------
There is a turning pad in the room, as well as a device which pushes outwards
when
the hexagon crank is used. Congrats kids, it's
Puzzle Time! Statue Puzzle
1. Push the statue in front of the brown device that pushes outwards.
2. Use the hexagon crank on the hole twice, once to push the statue out, the
second
time to move the statue back in.
3. Push the statue onto the turning pad to rotate it 90 degrees.
4. Push the statue away from the pad and onto it to rotate it another 90
degrees,
so that its back is facing the gap in the wall.
5. Push the statue in the gap.
A cylinder will be revealed. Take it and return to the elevator room.
--------------------
Elevator Room
--------------------
Explore one corner of the room for the elevator's power supply. There is a
shaft inside.
Take it and combine it with the cylinder. Examine the new cylinder shaft, and
turn
it for a code: IV II III I. Then place the cylinder shaft into the power supply.
Press the buttons in the order 4,2,3,1, and the elevator will rise up. Take it
down.
--------------------
Elevator Room B2
--------------------
Go through the door.
--------------------
Lisa Circular Room
--------------------
Go along the corridor, and you will hear someone coming in. You will come to a
junction,
with 2 ways to go. However, Lisa Trevor will always be in your way regardless of
which way you choose. So when you see her, go back to the junction and head the
other
way. Eventually you will come to a door above some stairs enter it, before Lisa
bashes
you dead.
--------------------


Crate Transport Room
--------------------
In this room, push the crate into the transport machine, and activate it, the
crate
will be moved away. Then climb up the boxes to get a Flash Grenade, a Handgun
Magazine,
and some Magnum Bullets. Head back to the Elevator Room B2, remember to lure
Lisa
onto one side of the junction, and then go back the other way.
--------------------
Elevator Room B2
--------------------
Go down the ladder, the transport has arrived with the crate, so push it down
into
the garbage compactor and the crate will break, revealing a broken flamethrower.
The nozzle is broken, so you cannot use it, tough luck! After this, go back to
the
Lisa circular room.
--------------------
Lisa Circular Room
--------------------
At the junction, first move to the left to lure Lisa away, then run through the
right
passage, pulling the lever on the way. Some hooks will be revealed. Then
continue
to run along the circular path, down the stairs until you see the hooks. Place
the
broken flamethrower on the hooks, and the door will unlock, go through it,
quick!
--------------------
Lisa's Room
--------------------
What a horrible place, it seems like some kind of a death cult's hideaway.
Anyway,
run past the table and into the water, run quickly, as there are snakes in the
water,
on the other side, you will find a Jewelry Box. Open it for the Stone Ring.
There
is another file inside.
New File! Family Picture and Notes
There's something written on the back.
Nov. 10, 1967
-Progenitor Virus administered (1)
.Jessica
Administered virus: Type-A
Plasmolyzing of tissue during cell activation.
Virus fusion: Negative
Action: Disposed
.Lisa
Administered virus: Type-B
Plasmolyzing of tissue during cell activation.
Virus fusion: Positive but delayed fusion.
Body modification: Observed constant results.
Status: Continue protective observation.
.George
Action: Terminated (Nov. 30, 1967)
There's a journal left by someone.
Nov. 14, 1967
I feel dizzy after that shot they gave me. I don't see Mom. Where did they take
her?
She promised that we would escape together. Did she escape alone and leave me
behind?
Nov. 15, 1967 (2)
I found Mom. We ate together. I was very happy.
But she was a fake. Not my real Mom. Same face but different inside.
Have to find Mom. Have to give face back to mother.
I got Mom's face back. Nobody can have my Mom except me. I attach her face to
me so
she doesn't go away.
Because Mom sad when I meet her without her face.
Nov. 17, 19 7 (3)
From inside box, scent of mommy. Maybe true mother there. Stone box hard. It
hurt.
Steel rope in the way. Can't see mother becuz 4 stones.
Explanations:
(1) Apparently, Jessica and Lisa Trevor were kidnapped by Lord Spencer, and were
used as test subjects for their new progenitor virus at that time. Jessica
showed
negative results, so she was useless for BOW research, and was killed. However,
Lisa
showed positive results, but the effects of the virus were slow, so she was kept
under protective observation. George Trevor died on Nov 31, 1967, as said
earlier
in his diaries.
(2) The viruses started to have effect on Lisa's logical thinking on this day,
she
is obsessed with faces since then, and she has been searching for her mom ever
since.
(3) Little did Lisa know that her mother was dead and placed in a coffin in the
altar.
The lid of the coffin was held shut by four rocks. She became more and more
desperate
in her search for her mommy, and this explains her behavior in this game. The
next
part of the diary was found in the cabin, which showed that by the 19th of
November,
1967, her intelligence level dropped so low that she could not understand the
basic
fundamentals of grammar and spelling.
With the Stone Ring, climb up the ladder. There is a green herb and a blue herb,
heal if necessary, and then climb up the other ladder.
--------------------
Cabin
--------------------
Surprised, aren't you. Chris is back in the cabin. Now, take the Metal Object
and
combine it with the stone ring for a second stone and metal object. Then head
back
all the way to the passage to the Courtyard Access, avoiding the zombies on the
way.
*****MANSION*****
--------------------
Courtyard Access
--------------------
Take the other Stone and Metal Object from the slot, and return to the Mansion
Foyer
via the Stained Glass Gallery.
--------------------
Mansion Foyer
--------------------
Head down the stairs, and head down another flight of stairs underneath. There
is
a double door. Place the 2 Stone and Metal Objects onto the octagonal slots, and
it will unlock. You will hear a voice, does that sound familiar to you? There is
only one way to find out.
*****ALTAR*****
--------------------
Stairway Passage
--------------------
Take your Ink Ribbon and save! You can easily die soon. Then take the Medal of
Eagle
and the Medal of Wolf from the item box, go down the stairs and through the
door.
--------------------
Above Crypt
--------------------
Head down the stairs and down the ladder. You will find Wesker.
--------------------
Crypt
--------------------
Wesker is shooting at something, but what is it? He asks Chris to help him.
Boss Battle! Lisa Trevor
There are 2 ways to defeat this seemingly invincible woman. The first way is by
shooting
it with your heavy weapon until Lisa falls off. Another way is to push the 4
stones
mentioned in Lisa's diary to reveal the contents of the coffin. Lisa Trevor has
found
her mother at last after over 30 years. Just be careful not to get knocked off
yourself.
She cries, "Mother!" before jumping off, taking her skull with her. Meanwhile
the
gratings will open.
After the battle, examining the coffin will give you another file which causes
you
to feel sorry for Lisa and the Trevors.
New File! Family Picture and Notes
It's a letter.
To my Lisa,
Day by day I can feel my consciousness drifting further away. The shots given to
me by men in white clothes made some of mommy's itching go away. Today, they
gave
me another shot saying it was "nutrition."
When they give me the shots mommy's can think straight, but mommy's shocked and
sad
because mommy's unable to think of you all the time.
Mommy's afraid. Afraid of forgetting everything, especially the memories of you
and
daddy... what your faces look like, how we used to be together... They're all
starting
to disappear into somewhere dark in my mind.
Oh Lisa, I wish I could touch your face and hold you in my arms right now, so
that
I can hold on to our wonderful memories of you and daddy.
Lisa we can't stay here any longer. We have to escape!
Listen to me Lisa. Our chance to escape is the next time we go to that lab
together.
We'll bother pretend that we are both unconscious and when that man in white
clothes
is off guarded that will be our chance.
When we're on the outside, let's look for daddy together. Okay sweetie?
Be strong, Lisa.
Nov. 13, 1967
Jessica Trevor
Explanation: Poor Lisa, her mother has actually promised to escape with her, but
she was killed, and hence the promise was never made.
If you haven't already done so, push the 4 stones into the pit, and the coffin
and
the gratings will open up. Go through the newly cleared path and take the
elevator
up.
--------------------
Fountain
--------------------
The large iron door cannot be opened. So simply insert the Medal of Wolf and the
Medal of Eagle in their respective positions in their respective slots around
the
fountain, and it will drain, revealing an elevator. Take the elevator down, and
prepare
to switch to Disc 2.
*****LABORATORY*****
--------------------
Laboratory B1
--------------------
After exiting from the elevator, you are in the laboratory. The locked door
cannot
be opened yet, so simply go down the ladder.
--------------------
Laboratory Entrance
--------------------
Take the Ink Ribbon and save if you wish, then go through the double doors,
taking
your Assault Shotgun, Lighter and Fuel Canteen with you.
--------------------
Laboratory B2
--------------------
There are 3 Zombies here, try to decapitate them all with your shotgun. If not,
just
use your fuel canteen to make some barbecued zombie, then head down the stairs
and
go through the gates, taking the MO Disc off the table with you if you want the
best
ending. (Note: You cannot have the best ending unless you have taken the MO Disc
in the mansion with the yellow gemstone in the Tiger Eye Room.)
--------------------
Laboratory B3
--------------------
There are 2 zombies here, decapitate them or burn them. There is a dagger on a
shelf.
Then head through the door next to the door Chris came in.
--------------------
Triple Lock Room
--------------------
Head through the other unlocked door in this room.
--------------------
X Ray Room
--------------------
There are 2 X-Rays in this room. Examine them, one belongs to Clark David,
another
belongs to Gail Holland. There is a note, "To use the electronic door, place the
initials in alphabetical order." It's time for another puzzle.
Puzzle Time! X-Ray Puzzle
Before doing attempting this puzzle, take the file from the computer. It's a
hint.
New File! Researcher's Letter
June 8th, 1998
My dearest Ada,(1)
By the time you read this letter, I will no longer be the person you once knew.
The
results of my test came out today, and as I suspected, it came out positive.
I feel like I am teetering on the edge of reason just thinking about my
impending
doom. I would give anything not to have to become one of them.
As far as I know, you are not infected. I sincerely hope things do not reach
such
a desperate pass, but if it has turned out that you are now the last person
remaining
alive, I want you to get the material from the Visual Data Room.
Then, activate the Self-Destruct System in the Power Room, and escape from here.
Please do everything in your power to make this whole accident public.
If everything is still running normally, you should be able to release all the
locks
using the Security System.
I have set up the terminal in the small security room so that you can log in to
the
system using my name, and your name as the password. (2)
You will need another password to release the lock of the door in Basement Level
Two where the Visual Data Room is located.
As a safety measure I have coded that password into an X-ray picture; a
roentgenogram.
I know you, and I'm sure you will be able to work it out without any trouble.
(3)
There is just one more thing... and it is my last request. I hope you never
have to
lay eyes on me in this state, but if you do happen to run into me in my hideous
form,
I beg you to put me out of my misery. I hope you understand.
Thank you, Ada.
Yours Truly,
John
Explanations:
(1) Ada Wong is an agent sent to spy on Umbrella. She most likely works for the
government. To know more about her, you should play Resident Evil 2.
(2) There is a security room with a computer terminal that can be used to unlock
the doors that are electronically locked, including the double doors on B2, and
the
room opposite the X-Ray Room. The Login User Name is John, and the password is
Ada.
(3) An additional password for the Visual Data Room on B2 can be found using the
X-ray puzzle.
With this information, place the X-Ray of Clark between that of Alex Becket and
that
of Ed Fisher. Then place the X-Ray of Gail to the right of that of Ed Fisher.
Then
press the blue switch in the room. An Orange light will be turned on. Alex
Becket's
Colon will turn red, Clark David's Esophagus will turn red, Ed Fisher's Liver
will
turn red. Gail Holland's Lungs will turn red. So, by arranging the first
letters of
these glowing organs, we get the word: Cell. This is the B2 password.
After this puzzle, head back to the Laboratory B3.
--------------------
Laboratory B3
--------------------
Head through the other unlocked double doors.
--------------------
Security Room
--------------------
Take the Magnum Bullets from the table, and by the computer, there is a File
New File! V-ACT
V-ACT Researcher's note
There is now evidence that when the host loses consciousness, the body goes into
a dormant state. During this time the virus becomes active and rapidly
transforms
and reconstructs the basic composition of the body.
The host eventually mutated into a humanoid creature. (We call them V-ACTs)
Its speed and amazing muscular development are particularly noteworthy. After
transformation, it becomes more agile and aggressive.
Already four of our researchers have died trying to feed it, turning the place
into
an instant blood bath.
(Ever since this tragic and barbaric accident, we have decided to call its king
"Crimson
Heads")
That dangerous and precious prototype specimen can't be left there. We have to
figure
out a way to deal with it. Termination is definitely not an option.
We finally decided to freeze the specimen and confine the body inside the
basement
of the backyard cemetery.
Explanation: This explains the formation of Crimson Heads from zombies.
Now, examine the computer, login using User Name: John and Password: Ada. Then
select
B2-F, enter password Cell. The Visual Data Room is now unlocked. Now, select
B3-F
that room is unlocked too. There is a First Aid Kit and a battery pack in the
cold
storage area. Take them if you wish and leave.
--------------------
Laboratory B3
--------------------
Go back to the Triple Lock Room.
--------------------
Triple Lock Room
--------------------
Enter the newly unlocked door.
--------------------
Refueling Room
--------------------
Kill the naked zombie, there is no need to burn them. Take the slide filter and
the
Incendiary Shells. Place the MO Disc into the black Gamecube like reader to
unlock
one of the triple locks if you want the best ending. Take the file, it's a FAX.
New File! V-ACT
To: Sanitation Division
Attn: Manager of Sanitation
From: Raccoon Disaster Contingency Committee
The contents of this fax are confidential and intended for the named addressee
only.
Any copying or disclosure of the contents of this fax to any third party is
strictly
forbidden by the sender.
After reading the contents of this fax, must be destroyed immediately.
We expect significant increase in the damage done by the recent T-Virus outbreak
than initially estimated. There are several concerns.
First concern
More than half of the researchers have been infected by the T-Virus and died. It
has also been reported that almost all of the survivors of this accident are
starting
to show symptoms of the T-Virus infection.
Second concern
Our Secret Security Patrol Team has also been completely eradicated. Therefore,
our
most secret research is in danger of public disclosure. Quick actions are
demanded
to prevent mass media coverage
Third concern
There is a high possibility that most of the specimens are running loose inside
the
compound. We expect many casualties to follow.
However yet unfortunate, these casualties underscore the success our research
results.
Actions must be taken to prevent our research results from being made public.
We suspect the first official intervention will come from the State Police and
S.T.A.R.S. We strongly recommend taking measures against them first.
Explanations: Apparently, Umbrella does not want their results to be made
public.
That is why having STARS nosing about is so "inconvenient".
Go back to the Laboratory Entrance, depositing any unneeded items, then go to
Laboratory B2.
--------------------
Laboratory B2
--------------------
Enter the double doors that are now unlocked.
--------------------
Visual Data Room
--------------------
Get the MO Disc on the shelf if you want the best ending. Take the first aid
spray
if you wish. Then head forward and play the film on the projector. You will see
some
2-D pictures of Umbrella's Bioweapons. But what is the T-002 Tyrant?
Afterwards, you
will see a photo of the BOW development team. Does that researcher with his
sunglasses
look a little bit familiar? There is a bar code on one of the slides. After
viewing
this interesting slideshow, place the slide filter into the projector.
Everything
will go red, and some of the numbers on the bar code will disappear, leaving
numbers
8462. This is the code of that passcode entry terminal. After keying in the
code,
a wall will open. Enter that alcove and get the Laboratory Key, which is
actually
the Key to the Power Area. There is a video player. Use it to play Kenneth's
Film.
You will see how pathetic Kenneth was! Why, he shot the Zombie with 5 shotgun
shells
and he still would not die! Kenneth must have been either a rotten shot, or the
shells
were made of rubber. Now you will know what a person sees before he was eaten by
a zombie! There are some Shotgun shelves on top of a chest of drawers, and a
Laboratory
Map, as well as some Security Protocols in some bookcases.
New File! Security Protocols
LEVEL ONE
Heliport/ For executive use only. This restriction does not apply in the event
of
an emergency.
BASEMENT LEVEL ONE
Passage to Heliport/ Entry is prohibited unless accompanied by a Consultant
Researcher
or the Chief of Security. Unauthorized persons entering the heliport will be
shot
on site. (1)
Elevator/ The elevator stops during emergencies.
BASEMENT LEVEL TWO
Visual Data Room/ For use by the Special Research Division only. All other
access
to the Visual Data Room must be cleared with Keith Arving, Room Manager.
BASEMENT LEVEL THREE
Prison/ Sanitation Division controls the use of the prison. At least one
Consultant
Researcher (E. Smith, S. Ross, A. Wesker) (2) must be present if viral use is
authorized.
Triple Lock Door/ Entry into the room is limited to the sole person who
deactivates
the lock with all of the Pass Codes. Accessing the exclusive Output Terminals
Located
in each section of the Senior Researchers deactivates the lock. (3)
Power Room/ In this room nitro compound is used as the primary fuel source of
power.
Access is limited to Headquarters Supervisors. This restriction may not apply to
the Consultant Researchers with special authorization.
Pass Code Output Terminals/ Use and access of the Output Terminals is limited to
authorized Senior Researcher.
BASEMENT LEVEL FOUR
Regarding the progress of "Tyrant" after the administration of T-Virus... (4)
(Illegible hereafter...)
Explanations:
(1) The door that will not open unless in a first class emergency leads to the
Heliport.
(2) It is now confirmed that Albert Wesker is a researcher for Umbrella, the
traitor!
(3) The Triple Lock Door leads to the prison, where Jill is held. The black
Gamecube
like Passcode Terminals are where Chris inserts the MO Discs to transmit the
codes.
(4) Chris will fight the tyrant for the first time in the Laboratory B4.
Head back to Laboratory B3.
--------------------
Laboratory B3
--------------------
Unlock the two Power Area doors here. Enter the double doors first.
--------------------
Code Storage
--------------------
Push the shelf in front of Chris to reveal some Shotgun Shells. If you want the
best
ending, go through the air vent. You will be in a surgery room. There are 2 bug
enemies
here, it's time to meet the...
New Enemy! Chimera
Strength:
Shotgun: 2-3 Shots
Chimeras are bug like enemies of this game. They claw swipe Chris, and sometimes
tries to grab him while dangling form the air. The Shotgun is most effective
against
them. When they die, they dissolve in their own body fluid, which is rather
gruesome.
Another funny thing to do is to allow them to grab Chris, and then use the Flash
Grenade on them. It will blow up, and the Chimera will lose its head while
hanging
from the ceiling, and green goo will flow out from its neck, and it takes a
whole
6 seconds before it lets go and falls to the ground!
After the Chimeras are dead, climb through the air vent to Chris's left. You
are on
the other side of the cold storage. There is a passcode entry terminal. Insert
the
MO Disc, and take the dagger with you. Then push the shelf forwards to get out.
--------------------
Laboratory B3
--------------------
Go through the other single door.
--------------------
Elevator Lobby
--------------------
There are 2 naked zombies here, kill them. Again, there is no need to burn them.
Go through the single door.
--------------------
Lab Lounge Save Room
--------------------
Get all the goodies, save if you wish, and if you have taken the MO Disc from
the
mansion, and want the best ending, take it out now. Exit.
--------------------
Elevator Lobby
--------------------
Go through the double doors.
--------------------
Power Room 1
--------------------
Go to Jill's right, you will see a Chimera. Kill him and go past him. Examine
the
fuel supply to get the empty fuel supply capsule. Now, go all the way back to
the
refueling room.
--------------------
Refueling Room
--------------------
Examine the refueling device, which is a circular door on the wall, and place
the
capsule inside. Now the capsule is filled with nitro.
"The main ingredient of this fuel is nitro compound. 'Running' can result in a
fatal
explosion." Get the message, if you run, the fuel gets shaken and will blow
Chris
into pieces! So walk! Don't Run! Now, walk back to Power Room 1.
--------------------
Power Room 1
--------------------
Walk to the fuel supply, and place the capsule inside. Then explore the room to
find
a single door. Kill the chimeras that pop out of the air vents and go through.
--------------------
Power Room 2
--------------------
Kill the chimeras that pop out of the air vents. There are 4 of them in total,
in
contrary to what most people say, an unlimited spawn. Kill them all, and pick up
the battery pack. If you want to see the best ending, then place your final MO
disc
into the reader. Then head through the double doors.
--------------------
Power Room 3
--------------------
Kill the 3 Chimeras, and go to the power supply terminal. Activate it. Go all
the
way back to the Elevator Lobby.
--------------------
Elevator Lobby
--------------------
Before you proceed, I strongly advise you to go to the save room, and take your
Magnum,
as well as 3 to 4 full healing items. Then head to the elevator and activate it.
If Rebecca was still alive, she should join you. Ride the lift down.
--------------------
Laboratory B4
--------------------
Ignore the Shotgun Shells and head through the Bio Hazard Door.
--------------------
Tyrant Battle Room
--------------------
That's right, you have seen the true side of Wesker, but he seems to be
betraying
everyone, even Umbrella. Instead of disposing of the Tyrant as told, he wants to
keep it for himself and leave Umbrella behind! If Rebecca was still alive,
Wesker
will shoot her down. After this long and informative FMV, Wesker will release
the
giant Humanoid creature with an exposed heart form his sleep. However, the
Tyrant
impales Wesker, creating a Wesker flavored kebab, and is heading for Chris!
Boss Battle! T-002 Tyrant
Strength:
Magnum Revolver: 5 shots
Run past Tyrant as he heads to you. He won't swipe you. Then, using your best
weapon,
use the hit and run technique and the Tyrant will fall in no time. After this
battle,
examine Wesker's body for the last file in the game, the observation notes. If
Rebecca
was dead, examine his body for the Master Key. Then head to a corner, and use
the
computer there to unlock the Biohazard door. If Rebecca is in the room, examine
her
body and she will wake up. Exit. Take the lift back to B3 lobby.
New File! Observation Notes
The discovery of the G-Virus was in fact 21 years after the administration of
the
progenitor virus.
The "Prototype Parasite" which we had delivered from a laboratory in France was
administered to the sample specimen. The sample specimen took in the parasite
without
showing any signs of adverse reaction. (1)
The lack of any reaction was an unsolved mystery. But now everything is clear to
me now.
The "Prototype Parasite was incubating in the sample specimen's body for 21
years.
Then from that incubating state the prototype suddenly mutated. ("Evolved" may
be
a more appropriate word to describe it.)
This observation gave me more insight in my research. Through further
modification
and testing, I was able to derive a method to create the "G" that surpasses the
performance of the "T". (2)
This was the breakthrough that would change the course of the B.O.W.'s history.
I can't wait to see the look on Alexia's annoying face (3) when I finally
announce
my research. But unfortunately I'll have to wait a few more years to completely
verify
my findings.
William Birkin (4)
Explanations:
(1) The sample specimen was Lisa Trevor. Refer to the Wesker's Report 2 for more
information.
(2) The effects of the G-Virus are much more powerful than the effects of the
T-Virus.
Play Resident Evil 2 and you will see.
(3) Alexia Ashford is the girl genius who graduated from university in the age
of
10, and became a head researcher of Umbrella. To understand why William Birkin
hated
her so much, read Wesker's Report 2.
(4) William Birkin, the inventor of the G-Virus, came to a sticky end himself.
Play
Resident Evil 2 and you will see.
--------------------
B3 Lobby
--------------------
If Rebecca is alive, she will go to set off the Self Destruct System. Quickly
head
back to the Laboratory B1. If you wish to have the best ending, go to the triple
lock hallway, pull the 3 lock levers down, and the double doors will unlock, go
through
it to reach the prison. Open the door of the cell to free Jill. Then go all the
way
back to Laboratory B1.
--------------------
Laboratory B1
--------------------
If the door was not unlocked already, use the Master Key to open the door. Go
through.
--------------------
Helipad Access
--------------------
Ignore the goodies on the floor, and run along the walkway. Brad will call you
to
signal him. Place the Fuse Unit onto its slot, and the life will be activated.
If
the self destruct system was activated, then a 3 minute countdown timer will
start.
Take the elevator up.
--------------------
Helipad
--------------------
On the helipad are some signal rockets. Use them to signal Brad. If Rebecca was
dead,
then it's the end of the game. Or else not, Rebecca and Jill, if you have freed
her
will come up, followed by... the Tyrant!
Boss Battle! T-002 Tyrant
Strength:
Rocket Launcher: 1 rocket
It is possible to get Rebecca killed in this fight. If the Tyrant grabs her and
you
do nothing, she will be killed. Otherwise, shoot 2 magnum rounds onto the Tyrant
and he will try to charge swipe Chris. Run to his right, perpendicular of his
route.
This is because the Tyrant is left handed, and running to the right can increase
the chances of avoiding this move. If you are swiped, use your full-healing item
immediately! After several shots, Brad will throw you a Rocket Launcher.
New Weapon! Rocket Launcher
This is the ultimate Tyrant stopping weapon of the game. Make sure the Tyrant is
busy doing something else before you fire, or he can use his claw to deflect the
rocket. After just one hit, the Tyrant will be blown into a million pieces, and
Brad
will come down to pick you up. That's the end of the game! Enjoy the ending!
--------------------
8. Tips and Tricks
--------------------
There is another way to permanently eliminate Zombies. Using the handgun or
Shotgun,
try to aim down at his legs. If you strike lucky, the zombie's legs will be
blown
off, or you will hear a crunch sound, the zombie's knee caps are popped. Either
way,
because it is impossible for the zombie to run at you anymore, there is no point
of letting it resurrecting, and the zombie will be gone for good.

Zombies are very dumb in this game. On stairs, they do not bite you, they only
spit
goo. Use this as an advantage and slowly knife them to death!

Don't even try to burn the body that was already there in the Mirror Hallway.
No matter
how fast you are, he will still wake up as a Crimson Head!

There is a cheap way of killing Hunters. The trick is to let them jump at you,
and
while he is in mid-air, shoot him with one shot of the Handgun and he will
collapse
on the ground. At this point, massive damage has been done to the Hunter, and he
can be taken down in as few as 4 shots!

There is a flaw in the programming of all Resident Evil games. Because of the
lack
of memory, the programmers at Capcom had to program it in a way so that only one
type of enemy can be found in a room. Use this to an advantage. Ignore the
zombies
in some of the rooms, and by the time you are back from the Residence, they will
be replaced as Hunters. This can save you much ammo in the long run.

Contrary to popular belief, the spawn of Chimeras are limited. There are only up
to 4 in a room. So now all of you players can be merry and play the
exterminator.
The shotgun was obsolete as a weapon at that stage, anyway.
--------------------
9. Secrets
--------------------
Complete the game in Normal Mode in 5 hours or less to unlock an infinite
Samurai
Edge Handgun. This is easy to complete regardless of who you play as. Just know
where
all the things are beforehand.

Complete the game in Normal Mode in 3 hours or less to unlock the infinite
Rocket
Launcher. This is harder, to do this, you should play as Jill, and try to skip
every
cut-scene you come across, you should also try to skip any optional events like
saving
Chris. However, my best record was 2:56:13 play time, and I did everything
except
rescuing Chris. Playing with a stopwatch in hand can also work.

Complete the game in Normal mode once to unlock the Real Survival Mode. In this
mode,
Item boxes are independent of each other, and what you put in an item box cannot
be accessed from another item box.

Beat the game in Normal Mode with both characters to unlock the Invisible Enemy
mode,
where all enemies are Invincible. One Dangerous Zombie will also be unlocked at
the
same time. He is Forest Speyer, with many Grenades strapped to his chest, much
like
a terrorist. Do not shoot him or you will be blown to bits!

Beating the game can unlock 2 costumes for each character, but I will not reveal
them as I couldn't care less. They are found in the closet in the Mansion
Anteroom.
--------------------
10. Conclusion
--------------------
For simplicity, I will only let GameFAQs and Neoseeker publish this guide.
Honestly, I am glad that the entire Resident Evil series has been ported to the
Gamecube,
because it used to be a Playstation exclusive, so I cannot play any of the
games,
now is my chance to catch up.
You can read this guide or print it out for further reading. Just do not copy
it!
Bye now.
Copyright 2003 Alasdair Lo (kylohk@netvigator.com)