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    FAQ/Walkthrough by Minesweeper

    Version: 2.1 | Updated: 08/14/02 | Printable Version | Search This Guide

    "This document Copyright 2001-2002 Nathan Norris"
    
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        Resident Evil: Playstation version - FAQ/Walkthrough Version 2.1
        By: Minesweeper (Nathan Norris) Email:  minesweeper1@hotmail.com
                                                Minesweeper2@hotmail.com
    
    ***********************************************************************
    
    Last updated:  8/14/02
    
    Table of Contents
    
    1:  Introduction
    2:  Revision History
    3:  E-mail Policy
    4:  Game Strategies
    5:  Jill Walkthrough
    6:  Chris Walkthrough
    7:  Weapons
    8:  Enemies
    9:  Thanks
    10: Copyright
    
    -----------------------------------------------------------------------
    
    1:  Introduction
    
    Hello, and welcome to Minesweeper's Resident Evil FAQ/Walkthrough for the
    Playstation.  Since I am a loyal fan of survival horror, I felt it was my
    moral duty to do a guide on my favorite oldie Playstation game, Resident
    Evil.  You will be faced with many puzzles, tricks, and traps throughout
    your adventure, but I will be here to help you along when you run into
    trouble.  Now, to quote S.D. Perry, "BRING ON THE NIGHT..."
    
    -----------------------------------------------------------------------
    
    2:  Revision History
    
    Version 1.0 7/01/01 - First Edition
    
    ***********************************************************************
    
    Version 1.1 7/22/01 - I have redone the copyright and added a new e-mail
    policy.  These changes are also being made to all my other documents so that
    readers will be informed.
    
    ***********************************************************************
    
    Version 1.2 11/26/01 - This is another copyright revision.  www.psxcodez.com
    will be hosting my guides now so I am adding that to it.
    
    ***********************************************************************
    
    Version 1.3 12/20/01 - Not much today really, just revising the Game
    Strategies a little.
    
    ***********************************************************************
    
    Version 2.0 4/28/02 - MASSIVE update today.  I've totally revamped the
    entire walkthrough, and added two new sections on weapons and enemies.  I've
    also moved the Email Policy to the top.
    
    ***********************************************************************
    
    Version 2.1 8/14/02 I have a small copyright revision today and a new email 
    address.  http://faqs.ign.com may now host my guides, and my new email 
    address is minesweeper2@hotmail.com.
    
    -----------------------------------------------------------------------
    
    3:  E-mail Policy
    
    I have received a lot of stupid e-mail in the past, but now it is starting
    to get ridiculous so I am going to start enforcing what kinds of messages
    will and will not get answered.
    
    Please DO:
    
    - read the whole document before sending a question.  If you have time to
    waste your life away on video games, then you have enough time to scan my
    document for a few minutes for an answer to a problem.
    
    - put the name of the game in the message topic.  It makes it A LOT easier
    for me to pick out which messages are on games and which are not.  Also if
    the name is not there, I might accidentally delete it, thinking it is junk
    mail.
    
    - spell correctly.  I won't be able to help much with your problem if you
    send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1
    lvl ok thnks gby."
    
    - send a message in English.  I can barely read Spanish, let alone translate
    Japanese.  You wouldn't believe how many messages I have received in some
    foreign languages that I don't even know which continent they are from.
    
    - be polite.  Any mail with excessive flaming will be instantly deleted.
    
    Please DO NOT:
    
    - write the title of the message as "About your walkthrough" or something
    vague that.
    
    - send advertisements.  These will be considered junk mail and will be
    deleted instantly.
    
    - ask me something that is already answered in the walkthrough or the
    manual.  C'mon, would you rather spend a few minutes skimming my guide, or
    would you rather spend a few hours, days, or even weeks waiting for me to
    get back to you?
    
    - forget to include the name of the game in the message or on the title.  I
    am not a psychic.  I cannot tell what game you are after if you do not
    include the name in it.
    
    - send me a message in any language other than English.  The only other
    language I can barely understand at all is Spanish, and even then, I can
    hardly form simple sentences.  So don't send the message in any language
    besides English or I simply won't be able to help you.
    
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    4:  Game Strategies
    
    ---------------
    YOUR CHARACTERS
    ---------------
    
    **************
    JILL VALENTINE
    **************
    She is the easier of the two to play this game with, as she begins the game
    with a HANDGUN, she can pick locks, hold two more items than Chris, doesn't
    have to rely on the partner character to do everything, finds the BAZOOKA,
    and a bunch of other things.
    
    I don't like playing as her, due to the fact her quest is so easy and
    boring.  The only reason to play as her, unless you are a beginner, is for
    speed games.  Her only disadvantage is that she can take lesser damage than
    Chris can before biting it.  People who are rookies should try her game
    first.
    
    **************
    CHRIS REDFIELD
    **************
    This guy's scenario is a lot harder than Jill's.  He has to go looking for
    extra keys, must complete puzzles that Jill could normally skip over, needs
    other characters to do everything for him, gets a FLAMETHROWER(and even
    then, only for one small part), holds a measly six items, and begins the
    game with only the COMBAT KNIFE.
    
    His only edge is the fact that he can suffer more damage than Jill, so you
    shouldn't spend inventory space hauling around healing items.  Play with him
    if you want a real challenge.
    
    ---------------
    SUPPORTING CAST
    ---------------
    
    *************
    ALBERT WESKER
    *************
    He is the mission's commander, calling all the shots.  Oddly, he doesn't
    seem very concerned about what's going on, as if his mind is in another
    place.
    
    ************
    BARRY BURTON
    ************
    Jill's partner character.  He has questionable detective skills, like
    staring at unimportant bloodspots for hours on end and forgetting to
    handcuff suspects.  Has the worst voice acting in the history of video
    games.  "Chris is our ol' partner ya know."
    
    It's almost like Mr. Ed did his voice!  He also supplies weapons for all
    team members, which would explain why Chris is armed at the beginning of the
    game only with a highly...lethal...KNIFE!  Expect to hear lots of Barry
    bashing from me throughout Jill's walkthrough.
    
    ****************
    REBECCA CHAMBERS
    ****************
    She is the partner character of Chris.  She is the newest member of this
    elite police unit at age 18(!) and often nervous around other members for
    fear of making a mistake.  Like Barry, she has some of the worst acting I
    have ever seen, because she sounds like someone who auditioned for a Barbie
    commercial.
    
    Also has questionable detective skills, but doesn't bungle to as great an
    extent as Barry.  She's a newbie so she has an excuse.  What's yours Barry?
    You've been a policeman for over 15 years. :)
    
    --------------
    COMBAT TACTICS
    --------------
    
    ********
    AUTO AIM
    ********
    This feature is only available in the Directors Cut version of this game.
    If you've got the original edition, then you get no auto-aim!  Anyway, if
    you do have auto-aim, it will assist you greatly.  It'll be really handy in
    targeting fast enemies like zombie dogs or crows.  Also auto-aim will be
    useful when going around blind corners.  If you are unsure if an enemy is
    hiding around a corner and the camera won't let you see back there, then
    move around the corner and hold R1.  If your character auto-aims something,
    you know there are enemies around the corner.
    
    *************
    WHEN TO SHOOT
    *************
    You cannot shoot enemies at a distance when they are flat on the ground.
    You must stand next to them and shoot down.  If a zombie is rising or
    falling from the floor, don't shoot because your bullets will magically pass
    through them,
    
    ***********
    IS IT DEAD?
    ***********
    Okay, so you shot a zombie five times and it's on the ground.  It's dead,
    right?  Not so fast there.  It may just be waiting for you to walk past so
    it can chomp on your knee.  The easiest way to tell if an enemy is dead is
    if a blood pool spreads around it.  Also if there is threatening music, it
    will end when all enemies in the area are dead.  One last thing, if you have
    the Directors Cut version, then you can turn away from an enemy.  Hold R1.
    If the enemy's not dead, your character will auto-aim it.
    
    *********************
    ONE HIT SHOTGUN KILLS
    *********************
    If you wait for a zombie to get roughly arms-length away, you can point your
    shotgun up and blow their head off in one shot!  It can also work with dogs,
    but you'll need real good timing.
    
    **********
    DIRECTIONS
    **********
    This game is played in with preset camera angles at fixed locations, like in
    a movie.  Due to this, it can be easy to get confused over directions.
    Whenever I say left or right, I mean it from the character's perspective.
    Whenever I use directions like north, south, east, and west, check the map
    to see what direction it is.
    
    ---------------
    ITEMS AND FILES
    ---------------
    
    **************
    FILES AND MAPS
    **************
    You will find many documents during your investigation of the Spencer
    Estate.  These papers will provide clues as to what the heck is going on
    around here, as well as give hints as to solving puzzles.  For the sake of
    beginners, I'm telling you to pick them up.  I'll also give a brief
    description of what's in each of them.
    
    *********
    INVENTORY
    *********
    The game will only allow you to carry around eight items as Jill, and six
    items as Chris.  I will tell you good inventory setups for both characters,
    but you still may have to backtrack a few times if you pick up unnecessary
    items, especially as Chris.
    
    ****
    KEYS
    ****
    Keys are items you need to unlock doors.  There are typically only a few
    doors you can use a key on.  When you use a key on the last door it can be
    used to unlock, you will be asked if you wish to throw it away.  Do so,
    because there are no more doors that will need it.
    
    *************
    HEALING ITEMS
    *************
    These are extremely vital to survival.  If you don't have your health you
    don't have anything.  The majority of the game, a healing item should be in
    your inventory at all times, but every now and then, I will not allow you to
    take a healing item with you.  This is usually because I am trying to make
    room for a place where you will take another healing item, so you won't be
    unprotected for long.
    
    If you're a newcomer to the Resident Evil universe, you're probably a little
    confused about how to use the RED HERBS, BLUE HERBS, and GREEN HERBS you
    find about the estate.  The GREEN HERB will heal you 1/3 of your health, the
    BLUE HERB will cure POISON status, and the RED HERB must be mixed with a
    GREEN HERB to have an effect.  RED HERBS cause GREEN HERBS to have triple
    the healing power, which will totally fill up your life meter.
    
    This is a chart on what kind of mixes you can do and what their effects will
    be.  By the way, you must mix the ingredients in order from left to right
    for some of these to work:
    
    GREEN =                 1/3 health
    GREEN + GREEN =         2/3 health
    GREEN + GREEN + GREEN = full health
    
    BLUE =                  cure poison
    GREEN + BLUE =          1/3 health and cure poison
    GREEN + GREEN + BLUE =  2/3 health and cure poison
    
    RED =                   nothing
    RED + GREEN =           full health
    RED + GREEN + BLUE =    full health and cure poison
    
    ***********
    INK RIBBONS
    ***********
    You need these to save at TYPEWRITERS, but I will usually not tell you where
    they are because you get so many more than you could ever need for even
    several games.  They are typically found around TYPEWRITERS, so you usually
    won't need to look far.  Be careful, as the game progresses, there will be
    decreasing numbers of these around TYPEWRITERS, so early in the game you may
    want to grab a few in save rooms and keep them in your chest in case of
    emergencies.
    
    I'll only tell you to save when there's a really dangerous situation around
    the corner, but feel free to save as often as you like.
    
    ************
    GUNS N' AMMO
    ************
    These are VERY important for escaping this deathtrap alive.  At the start of
    the game you will have virtually no ammo and weak weapons so you may want to
    run from enemies at first.  Later, as you progress, you will have so much
    ammo and powerful guns you'll be swimming in them.  You'll then be able to
    kill almost anything.
    
    For the majority of the game, we will be packing the SHOTGUN and the BAZOOKA
    for Jill's game and the SHOTGUN and the MAGNUM for Chris.  The HANDGUN will
    be used some at the start, but we will ditch it early in Part One.
    
    The COMBAT KNIFE will hardly be used at all.
    
    -----------------------------------------------------------------------
    
    5:  Jill Walkthrough
    
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         _   _   _       _
        | | | | | |     | |
        | | | | | |     | |
    __  | | | | | |     | |
    | |_| | | | | |___  | |___
    |_____| |_| |_____| |_____|
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     ___
    |  _  | |  _  | |  _  | |_   _|   /_  |
    | |_| | | |_| | | |_| |   | |       | |
    |  ___| |  _  | |  _  /   | |       | |    -  THE MANSION
    | |     | | | | | | \ \   | |      _| |_
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    In the late afternoon of July 25, 1998, a helicopter flies over the Raccoon
    Forest district of Raccoon City.  Seven people are inside.  Their names are
    Jill Valentine, Chris Redfield, Barry Burton, Rebecca Chambers, Joseph
    Frost, Brad Vickers, and Albert Wesker.  They make up the Alpha Team of the
    S.T.A.R.S. unit of the Raccoon City Police Department.
    
    Their mission is to rescue the Bravo Team who disappeared here, and
    investigate the strange murders that have been occurring in the woods.  The
    latter was the Bravo Team's original objective.
    
    Jill sees smoke rising from the trees.  Brad lands the helicopter close to
    the smoke as the sun slowly fades behind the Arklay Mountains.  A mist
    envelops the area.  As they move closer to the black cloud, they discover
    the Bravo Team's helicopter.  No one is around, but for a strange reason a
    lot of their gear is still there.
    
    Alpha Team begins searching the area for their missing teammates.  After a
    few moments, Joseph shouts "Hey! Come here!"  He pulls something out of the
    grass.  It's a S.T.A.R.S. Beretta...with a hand still attached!
    
    Joseph screams and drops the gun as a dark shape swoops over him and pins
    him to the ground.  The other Alpha members look in terror as more dark
    shapes arrive and proceed to tear Joseph apart.  It's a pack of wild dogs,
    but these dogs have flesh decaying from them!  The rest of the Alpha Team
    opens fire and kills the animals, but not before Joseph is killed.
    
    Brad gets scared and lifts off without the rest of his team.  Chris yells
    "No!  Don't go!" but his cry is futile as the helicopter flies out of sight.
      Suddenly, more dogs appear.  The Alpha Team flees through the forest while
    firing shots to keep the dogs at bay.  Chris spots a mansion in the fog and
    tells Jill to run to it.  Jill, Wesker, and Barry manage to get inside, but
    Chris is missing...
    
    They may think they have made it to safety, but in fact this nightmare is
    far from over.  You now determine the fate of this mission.  Good luck!
    
    MAIN HALL
    Now that the team is temporarily safe, they examine their surroundings.
    Jill tries to go back outside to look for Chris, but Wesker stops her with
    the cry of "STOP IT!  Don't open THAT door!"  Just then, a gunshot is heard
    in the distance.  Wesker orders Barry and Jill to investigate, while he
    "handles this."  What is there to handle in this room anyway?
    
    DINING ROOM
    After entering the room, Barry says, "A dining room."  Bright boy.  Now,
    equip your HANDGUN and run along the table after Barry.  Then, all of a
    sudden, a smudge on the floor grabs Barry's attention.  "WHAT!  What IS
    this?"  Barry declares.  Jill then says, "What is IT?"  Barry shouts,
    "BLOOD!"
    
    He then asks you to look for more clues while he "examines" the blood on the
    floor, as if expecting it to move or something.  Go out the door near where
    Barry is crouching.
    
    EAST WHITE HALL
    Don't bother trying any of the other doors you see here, because every one
    of them is locked.  Instead, go to the small alcove at the end of the
    corridor.  You will see someone who looks like he's...chewing...on a body!
    He turns around to look at you and he has a rotten face.  It's like he's
    a...ZOMBIE!  Shoot the zombie and examine the body.
    
    When you check the body, you discover it's Kenneth Sullivan's body!  He was
    one of the members of the Bravo Team, but now he's dead.  If you check the
    body two more times, you will get two CLIPS.  Go back to the DINING ROOM.
    
    DINING ROOM
    Jill runs back into the room, but before she can tell him what happened, the
    zombie comes back to life and lurches through the door.  Barry blasts it
    with his gun, and Jill says "Kenneth was killed too, maybe by this
    creature!"  Are you blind Jill?  It was chewing on his neck!  She says that
    they should go back and report this to Wesker, and Barry nods in agreement.
    
    Take the EMBLEM from over the fireplace, then leave through the double doors
    on the other end of the room.
    
    MAIN HALL
    Hey!  Where did Wesker go?  When Barry tells you to help find him, look
    underneath the staircase, or go upstairs then come back down.  Barry says
    they should split up and hunt for Wesker and the others, starting on the
    first floor.
    
    He says he will check the DINING ROOM again, and Jill says she will try the
    doors on the other side of the hall.  Before leaving, he gives you a
    LOCKPICK, as you're the Master of Unlocking.  This LOCKPICK will be a very
    good friend of yours during Part 1 of the game.  You are now alone.  Leave
    through the blue doors as Jill said she would.
    
    ***OPTIONAL***
    If you want to, you can get INK RIBBONS at the TYPEWRITER next to the
    stairs.  Also, if you'd like a nasty surprise, try to go out the front door.
    ***OPTIONAL***
    
    BLUE ROOM
    There are many nice paintings in this room, and a statue of a woman and a
    vase in the center of the place.  If you examine this statue closer, you
    will see a rolled-up paper inside the bowl it's holding.  Push the
    stepladder over to the statue, and you will be able to get the 1ST FLOOR
    MAP.  When you have finished exploring, unlock the door near the curtained
    door with the LOCKPICK.
    
    ***OPTIONAL***
    You can push the display case away from the door with the curtain and find a
    hidden area.  There is a zombie on the floor that will bite your knee if you
    walk over him before killing him.  If you don't want to waste ammo, you can
    slide around on the right side.  On the shelf, you will find INK RIBBONS.
    ***OPTIONAL***
    
    L-SHAPED HALL
    Look at the "creepy stuff" in the display cases on the inner wall if you
    want to, then turn down the hall and run.  Why?  Because dogs leap through
    the windows.  Now get to the other door at the end of this hall before
    you're torn to shreds like poor Joseph.
    
    ***OPTIONAL***
    You can get a CLIP hidden under a moveable case, but you'll be pretty much
    forced to kill the dogs because the case-moving process is so slow.  I don't
    think it's really worth the effort.
    ***OPTIONAL***
    
    WEST WHITE HALL
    Ignore the rusted iron door you see, because you don't have the right key
    for it yet.  Instead, pick up the GREEN HERB on the floor and go down the
    hall a little.
    
    ***OPTIONAL***
    You will see another door and it leads to the MANSION BATHROOM.  You can
    search around in there if you want to, but you won't find anything except
    toiletries.
    ***OPTIONAL***
    
    WEST WHITE HALL
    Continue down the hall, and at the very end you will be between a set of
    double doors, and a single door.  Take the single door.
    
    CONNECTING CHAMBER
    There is nothing here to see, so why don't we go to the next room?
    
    LIVING ROOM
    On the wall, you can see a SHOTGUN on a gun rack.  Since all you have right
    now is a peashooter, why not take it?  Note how the hooks rise up after you
    remove it from the rack.  Oh it's probably nothing...  Why don't you just
    leave the room and look for something to try out your new gun on?
    
    CONNECTING CHAMBER
    Oh crap!  The ceiling is falling and the door out of here is locked!  Stay
    calm though, help is on the way.  After a moment or two, Barry will arrive
    and kick the door open.  He shouts for Jill to get out of there.  Jill leaps
    out the door just before the ceiling fills up the room.
    
    WEST WHITE HALL
    Barry remarks "That was too close!  You were almost a jibble sandwich!"
    Jill thanks Barry for saving her life.  Then she gets irritated with him
    because he wasn't searching the other side of the house like he was supposed
    to.
    
    Real smart, Jill.  He saves you, then you get angry at him because he wasn't
    supposed to keep you from becoming a jibble sandwich, he was supposed to be
    staring at a bloodspot on the floor.  Jill thanks her one last time, then he
    starts back to the east wing.  Take the double doors nearby.
    
    ***NOTE***
    If you don't want to see this sequence, then you can get the BROKEN SHOTGUN
    from the other side of the house and use it to keep the wall hooks down
    while you escape with the good SHOTGUN.  It's not really worth it if you're
    playing as Jill.  However, if you don't come to this room first thing, then
    Barry won't save you from the ceiling trap and you WILL need the BROKEN
    SHOTGUN to get the good SHOTGUN.
    ***NOTE***
    
    DARK CORRIDOR
    Shoot the two zombies you see, then take the door on the south side of the
    hall.
    
    ART GALLERY
    You find yourself in a hall of portraits, with ugly crows on the track
    lighting.  Don't concern yourself with them, because as long as you don't
    shoot, they won't attack you.
    
    Note that each painting shows a stage of a person's life, and that there is
    a switch beneath each painting, except for the first one that is entitled
    "From Cradle to Grave."  Hmm...cradle to grave...I know!  You should press
    each switch under the painting in order from birth until death.  If you
    can't figure out what order to go in, here is the solution:
    
    1. Newborn baby
    
    2. Infant
    
    3. Lively boy
    
    4. Young man
    
    5. Tired middle-aged man
    
    6. Bold-looking old man
    
    7. The painting entitled, "The End of Life"
    
    If you pressed the buttons in the correct order, the "End of Life" painting
    will crash to the floor and you will find the STAR CREST behind it.  You can
    now leave the room.
    
    If you got the order wrong, the crows will attack.  Leave the room and when
    you return they will be docile again.  The puzzle will reset so you can
    start over.
    
    DARK CORRIDOR
    If you are wondering what you are supposed to do with that STAR CREST you
    found, then take the door in the alcove on the north side of the hall.
    
    COVERED PATH
    Go down the stone walk and you will see a dog.  Kill him with your HANDGUN,
    because dogs take about the same amount of the more powerful SHOTGUN SHELLS
    to kill anyway.
    
    When the dog is dead, examine the door at the end of the corridor.  It's
    locked, but there is a panel to the left of the door.  On the panel you
    read:
    
    "When the sun sets in the west
    And the moon rises in the east,
    Stars will begin to appear in the sky
    And wind will blow towards the ground.
    Then the gate of new life will open."
    
    Also note that there are four holes in the panel, shaped like that STAR
    CREST you have.  The poem gives out the names of each of the crests you need
    to find to unlock the door:  Sun, Moon, Star, and Wind.  You already have
    one, so there are still three more to find inside the mansion somewhere.
    Place the STAR CREST in the diagram, then leave.
    
    DARK CORRIDOR
    Unlock the black door near the double doors.
    
    WEST STAIRS HALL
    Shoot the zombie at the bottom of the stairs, then take the GREEN HERB
    nearby.  Go through the little door under the stairs.
    
    STORAGE ROOM
    Welcome to your first save room.  Take the white bag of the incredible
    CHEMICAL and organize your inventory at the CHEST nearby:
    
    HANDGUN, CLIP
    EMBLEM, CHEMICAL
    
    Go back out.
    
    WEST STAIRS HALL
    Go upstairs.
    
    EAST STAIRS LANDING
    Two zombies approach from either side when you arrive at the landing.  Pelt
    each of them until dead.  Don't worry about killing the zombie lurking at
    the east end of the hall if he is there.  He is guarding an area you won't
    need to go to until much later in the game, and by then he'll be long gone.
    Take the door that is in the offshoot to the right of the staircase.
    
    RED PASSAGEWAY
    A zombie approaches from a few steps away.  Kill him and go the way he
    WASN'T in front of, to the left.  Skip over the OPTIONAL section if you
    don't want to get an extra file.
    
    ***OPTIONAL***
    If you want to, you can go to the RED ROOM which is right at the end of the
    hall. On the table in there, you will find the BOTANY BOOK.  This book will
    provide hints on how to mix the RED HERBS, GREEN HERBS, and BLUE HERBS you
    will find around the Spencer estate.
    
    According to the book, the GREEN HERB is used to heal wounds, the BLUE HERB
    is used to cure poisons, and the RED HERB is used to triple the effects of
    GREEN HERBS.  Keep these tips in mind for the rest of the game.  Leave out
    the same door you used to get in.
    ***OPTIONAL***
    
    RED PASSAGEWAY
    Go around the corner past the locked blue doors, and you will see another
    zombie.  Kill him and take the door at the west end of the hall because the
    door on the south side of the hall is locked also.
    
    UPPER MAIN HALL
    You run into Barry-boy again up here.  After some small talk, he says he has
    "a weapon, it's really powerful...especially against living things!"  WOW!
    He then hands over some ACID ROUNDS, which is a type of ammunition for the
    BAZOOKA.
    
    Hey, Barry, that's not a weapon!  It's ammo you dummy!  He then runs off
    back to the DINING ROOM, to look at his pet bloodspot, I suppose.  The next
    door we are going to is the other door on the west side of this balcony.  Go
    through it.
    
    BLOODY CORRIDOR
    There's not much to see here except for some bloodstains on the floor and
    the wall.  If you examine them Jill will hope to herself that this blood
    isn't from her teammates.  Leave out the other door besides the one you used
    to enter.
    
    OUTDOOR BALCONY
    Out here, you get a nice view of the woods, and you also find another dead
    body of one of your Bravo teammates, Forest Speyer.  He got pecked to death
    by crows, but at least he still has his BAZOOKA with him.  Take the gun, but
    be careful not to accidentally check the body or Hitchcock's little friends
    will attack.  Leave out the door you used to get in.
    
    BLOODY CORRIDOR
    Go out the other door.
    
    UPPER MAIN HALL
    Run across the balcony to the double doors on the western side of the hall.
    
    DINING ROOM BALCONY
    Arrghh, it's that awful ticking again.  Kill off the deadheads here.  Don't
    be afraid to use your BAZOOKA if you run out of ammo for your HANDGUN.
    
    Go to the statue up here and push it through the hole in the balcony
    railing.  I don't know why we are doing it, there's no logical reason.
    Anyway, you'll hear a crash below as the statue hits the floor.  Take the
    door on the far side of the room.
    
    WEST STAIRS LANDING
    Kill the two zombies lurking around, then go down the stairs.  The two doors
    you see up here are locked.  One needs a HELMET KEY and the other needs a
    pass code.  You won't get either of these until around Part 3, so ignore the
    doors for now.
    
    WEST STAIRS HALL
    Immediately go into the space beneath the stairs and you will see a door.
    Go through it.  If you get to it fast enough the zombie milling around close
    by won't even see you.
    
    MEDICAL ROOM
    Don't you just love the music that plays in save rooms?  Anyway, you're
    probably running low on CLIPS at this point, so we'll dump the HANDGUN for
    awhile and go with the SHOTGUN.  Heal yourself if necessary, then organize
    your inventory like this:
    
    SHOTGUN, EMBLEM
    CHEMICAL
    
    Leave this room.
    
    WEST STAIRS HALL
    I recommend you dodge the zombies hanging around here, the corridor is wide
    enough to pull it off.  The first one's easy, he is hiding under the stairs
    and should pose no threat.  Go past the right side of the column to pass
    number two, then move back to the left side of the hall to get past number
    three.  Take the brown door at the end of the hall.
    
    GREEN CORRIDOR
    Zip past the zombie you see immediately and go down the hall he was
    guarding.  You will come to a little black door at the end.
    
    WATER GARDEN
    Don't try to walk past the fountain, lest killer vines attack you.  Instead,
    go to the little pump by the windows and pour the CHEMICAL into it.  The
    vines will die, giving you access to the most important item in this part of
    the game, the ARMOR KEY.
    
    Take it from the ornament on the window.  Grab all the RED HERBS and GREEN
    HERBS you can from this room, then combine them so that you are left with
    two RED-GREEN MIXTURES, and a GREEN-GREEN MIXTURE.  Leave the room.
    
    GREEN CORRIDOR
    Blow down the corridor and past the zombie again, but this time turn right.
    Kill the zombie at the intersection of the hall, then use your LOCKPICK to
    unlock the door on the right side of the corridor.
    
    KEEPER'S BEDROOM
    Take the CLIP off of the bed, then examine the desk.  When you do so, a
    zombie will pop out of the closet.  Blow his stupid face off then get back
    to your examination of the desk.
    
    You will find the KEEPER'S DIARY on the desk.  The keeper says he had to
    take care of a "new creature," given to him by a "researcher."  A day later,
    there was an accident in a lab somewhere on the estate, which kind of
    explains the previous entry.  The guy says he has to wear a space suit now,
    and he's annoyed with it.
    
    He feels itchy now, and asks the doctor about it.  He gives him a big
    bandage and tells him he doesn't need the space suit anymore.  The keeper is
    glad, though now rotten chunks of flesh are falling off of his body.  The
    rest of the diary, you may notice the words are getting simpler and simpler,
    and then the diary concludes with the words "Itchy.  Tasty."  It's pretty
    obvious what's happened to him I believe.
    
    I guess this somewhat explains why the heck there are zombies and monsters
    around, because of some lab that's on the grounds.  Leave the room.
    
    GREEN CORRIDOR
    Turn left and take the door near the zombie you left alive.
    
    WEST STAIRS HALL
    Unlock the nearby black door with the ARMOR KEY.
    
    ARMORY
    There isn't much firepower left for you to take I'm afraid.  At least you
    can get a CLIP off of the shelf and SHOTGUN SHELLS after you unlock the
    drawer in the desk.
    
    You can also get the BROKEN SHOTGUN here to use on the rack to get the good
    SHOTGUN.  However, if you already got past the ceiling trap with Barry's
    help, then there is absolutely no reason to take this item.  Leave.
    
    WEST STAIRS HALL
    Dodge the zombies and go to the MEDICAL ROOM.
    
    MEDICAL ROOM
    Open up the CHEST:
    
    SHOTGUN, SHOTGUN SHELLS
    ARMOR KEY, EMBLEM
    CLOSET KEY (optional)
    
    If you don't have the CLOSET KEY, it's because you haven't completed the
    game with the extra good ending yet.  Don't sweat it if you don't have it.
    Leave.
    
    WEST STAIRS HALL
    Enter the GREEN CORRIDOR once again.
    
    GREEN CORRIDOR
    Turn right and run to the door at the very end of the corridor.
    
    WEST WHITE HALL
    This place is familiar, but instead of looking at Kenneth's dead body,
    unlock the door next to the double doors at the east end of the hall.
    
    PIANO BAR
    There is seemingly nothing to do here.  There don't seem to be any items
    around. Anyway, walk around the piano and in the back alcove you will find
    two bookcases.  Push away the one in front of the other one, and take the
    MUSIC NOTES hidden on the shelf.
    
    Use the MUSIC NOTES on the piano, and Jill will do a superb recital of the
    "Moonlight Sonata."  Jill is so good at playing the piano she can even do it
    while holding a SHOTGUN in her hands!  This triggers the opening of a secret
    passage in the wall.
    
    Go inside and you will see a statue with a GOLD EMBLEM on it.  Note that it
    looks a lot like the EMBLEM you have with you.  Maybe you should try placing
    the GOLD EMBLEM above the fireplace in the DINING ROOM.  But after you take
    the GOLD EMBLEM, the wall seals up again.  Place the wooden EMBLEM in its
    place and that will fix the problem right up.  Exit this room.
    
    WEST WHITE HALL
    You remember where the DINING ROOM is?  It's behind the only door on the
    south side of the hall.
    
    DINING ROOM
    Plant the GOLD EMBLEM over the fireplace and that annoying ticking will
    finally cease.  The grandfather clock will chime three times, then move
    aside to reveal a secret compartment.  Take the SHIELD KEY here.
    
    Next, search behind the table to find the remains of the statue you smashed
    for no logical reason.  In it's remains, you'll find a beautiful BLUE JEWEL.
      Leave out the double doors.
    
    MAIN HALL
    Use the ARMOR KEY on the little door near the double blue doors on the east
    side of the MAIN HALL.  Enter into it.
    
    GLOBE ROOM
    Walk past the sculpture this room was named for, and take the CLIP off the
    shelf.  Then walk past the other shelves on your left.  A zombie will
    approach from the left.  After removing his head from his body, unlock the
    desk he was guarding.  A box of SHOTGUN SHELLS is what you'll get.  Now,
    take the door on the east end of this little hall.
    
    PLAYROOM
    There are no threats here but a crawler zombie.  Kill him and then heal up
    with the two GREEN HERBS on the floor.  Right now, you should have two
    inventory slots left.  You should take only ONE GREEN HERB.  You will need
    the space for something important a little later.  Exit the room.
    
    ***OPTIONAL***
    If you don't mind having to run to a save room to reorganize your inventory,
    then take all the GREEN HERBS.  Also, you may note the other door in here.
    You can only open that door if you have the CLOSET KEY, which you receive by
    getting the extra good ending on your last game.  Inside the CLOSET, you'll
    be able to change into Jill's alternate costumes if you want to.
    ***OPTIONAL***
    
    GLOBE ROOM
    Go back to the MAIN HALL.
    
    MAIN HALL
    Mount the stairs.
    
    UPPER MAIN HALL
    Go to the eastern side of the hall to the door to the RED PASSAGEWAY.
    
    RED PASSAGEWAY
    Go past the first door and use the ARMOR KEY on the double blue doors.
    
    KNIGHT ROOM
    Hmm, two grates, two statues, one red button, crap, what are we supposed to
    do here?  I know!  Push the statues over the grates, then press the red
    button and see what happens!  Make sure both grates are covered just right,
    then press the shiny red button on the floor.  The cabinet in the back of
    the room will open.  Take the SUN CREST from the cabinet, then leave the
    room.
    
    If you mess up covering the grates, or push them away from the holes after
    pressing the button, then poison gas will leak into the room!  Quickly exit
    before you are poisoned or die!  When you walk back inside again, everything
    will be as it was before, as if nothing had happened.
    
    RED PASSAGEWAY
    Unlock the brown door with the ARMOR KEY, the one you passed on the way to
    the KNIGHT ROOM.
    
    RICHARD'S HALL
    You will see two GREEN HERBS on the floor, but leave them there for now.  As
    you round the bend, you see poor Richard on the floor with a nasty bite
    wound.  He tells you he was bitten by a giant, poisonous snake.  He then
    sends you out of the room looking for the SERUM, while raving about terrible
    demons.
    
    You will not be able to go past this room until you get the SERUM for
    Richard.  He will die approximately 15 minutes after you find him.  Not that
    it matters, there's no real benefit to saving him in time, except it will
    spare you a few small inventory difficulties.  Anyway, back to the
    walkthrough.
    
    RED PASSAGEWAY
    As you exit the room, your map automatically lights up.  A red dot will show
    you the room where the SERUM is.  In this case, its the MEDICAL ROOM.  Let's
    be on our way there.  Go into the UPPER MAIN HALL.
    
    UPPER MAIN HALL
    Run across the balcony to the DINING ROOM BALCONY.
    
    DINING ROOM BALCONY
    Go to the next room.
    
    WEST STAIRS LANDING
    Go down the stairs.
    
    WEST STAIRS HALL
    Go into the MEDICAL ROOM.
    
    MEDICAL ROOM
    Take the SERUM from the shelf and organize your inventory like this:
    
    If you want to fight an upcoming boss:
    BAZOOKA, ACID ROUNDS
    SHIELD KEY, SERUM
    ANY HEALING ITEMS YOU NEED (leave at least one open spot)
    
    If you want to avoid the boss and not fight:
    SHOTGUN, SHOTGUN SHELLS
    SHIELD KEY, SERUM
    ANY HEALING ITEMS YOU NEED (leave at least one open spot)
    
    You might want to save your game, as this boss encounter can be a little
    tricky if this is your first time playing.  Leave.
    
    ***NOTE***
    Fighting this approaching boss has no real benefit.  To me it's nothing but
    a waste of ammo and health.  You will expend much less of both if you try to
    avoid the boss, but you'll need to be good at maneuvering and evading
    attacks.
    ***NOTE***
    
    WEST STAIRS HALL
    Go back up the stairs.
    
    WEST STAIRS LANDING
    Go back to the DINING ROOM BALCONY.
    
    DINING ROOM BALCONY
    Take the double doors.
    
    UPPER MAIN HALL
    Go to the door across from the doors you used to enter.
    
    RED PASSAGEWAY
    Take the first door you see.
    
    RICHARD'S HALL
    If you have the inventory space, take the two GREEN HERBS.  Now go to
    Richard and let him have the SERUM, if he's still alive.  If you took too
    long to get back he'll be dead.  A groan and a moan later, he'll give up his
    COM. RADIO and then he dies.  Search him twice for a CLIP, then enter the
    next room.
    
    ATTIC CORRIDOR
    A zombie approaches out of sight from the hall to the left.  Kill him and
    then go up the short stairs to the door there.  Unlock the door with the
    SHIELD KEY then discard the key.
    
    ATTIC
    Gather up your courage and walk towards the columns in the middle of the
    room.  YIKES!  It's that giant snake Richard told you about!
    
    #######################################################################
    BOSS FIGHT 1 - THE GIANT SNAKE
    
    If you want to avoid the snake, read the EVASION strategy.  If you want to
    fight, use the FIGHTING strategy.
    ****************
    EVASION STRATEGY
    ****************
    For those who wish to avoid the snake with as little squabble as possible,
    follow these directions.  When you regain control, you can see some small
    shelves in the back corner of the room.  Run towards them and you will miss
    a lunge from the snake.  After he lunges,  curve towards the pillar with the
    boxes.  Run past the pillar and turn right.  Swipe the SHOTGUN SHELLS off
    the barrels if you have time.
    
    Now, run around the wall and into the walled-in place where the snake
    appeared from.  Take the MOON CREST from its hidey-hole and try to run back
    out.  By now the snake has probably caught up and is blocking the passage.
    You will likely get bitten here, but it's okay if you have healing items.
    Now, run back out of the attic.
    
    *****************
    FIGHTING STRATEGY
    *****************
    Now, for those who want to hang tough and tangle with the snake, read here.
    Take some distance from the snake and let loose with your BAZOOKA.  ACID
    ROUNDS are especially effective.  Be careful about your aim.  The head is
    the only vulnerable spot, and since the snake often slithers along the
    ground, it is a difficult target to hit.
    
    Don't get it too close to the snake either, or it will encircle you and
    prevent you from moving.  Monitor your health status, because if it gets too
    low, the snake will try to swallow you, killing you in one attack!  After
    about 3-6 hits, the snake will give up and run away.  You can now take the
    MOON CREST and leave.
    #######################################################################
    
    ***NOTE***
    If you still have it do NOT use the SERUM AT ALL until you get out of here
    with the MOON CREST.  Otherwise, you may get bitten again by the snake.  No
    BLUE HERB in the entire game can cure the snake's venom, and since there are
    no other SERUMS to find, you will be stuck in permanent POISON status for
    the rest of the game.
    ***NOTE***
    
    ATTIC CORRIDOR
    Just after going down the steps, Jill passes out from the poison (if you
    were bitten during the battle).  Barry will arrive and take you to the
    MEDICAL ROOM if you gave the SERUM to Richard.  If you were not bitten
    during the fight at all, then no cutscene will occur and you will stay in
    the ATTIC CORRIDOR.
    
    Also, if you still have the SERUM with you and were bitten, then Jill will
    ask to take it.  Do as she says, and you will stay right where you are.  If
    you are still in the ATTIC CORRIDOR, go to the MEDICAL ROOM.  I'm sure you
    can find it again, as we've already been there and back a few times.
    
    MEDICAL ROOM
    Jill wakes up on the cot in this room if you were bitten during the fight
    with the snake and didn't have the SERUM.  Organize your inventory:
    
    HANDGUN, CLIP
    BLUE JEWEL, SUN CREST
    MOON CREST
    
    Leave.
    
    WEST STAIRS HALL
    Dodge the zombies and go to the GREEN CORRIDOR.
    
    GREEN CORRIDOR
    Remember that little door in the offshoot I told you not to go to?  Well go
    there now.
    
    TIGER ROOM
    Put the BLUE JEWEL in one of the tiger's eyes.  The statue will then rotate
    to reveal the fourth and final crest, the WIND CREST!  Now you can finally
    open up the back door at get out of here!  Leave.
    
    GREEN CORRIDOR
    Enter the black door at the end of the hall.
    
    WEST WHITE HALL
    Enter the door to the DINING ROOM.
    
    DINING ROOM
    Go to the MAIN HALL.
    
    MAIN HALL
    Go up the stairs.
    
    UPPER MAIN HALL
    Turn right and enter the RED PASSAGEWAY.
    
    RED PASSAGEWAY
    Enter the door right after the blue doors.
    
    EAST STAIRS LANDING
    Go down the stairs.  Are you getting tired of these one-sentence room
    directions?  Don't worry, we're almost to where we need to go.
    
    EAST STAIRS HALL
    Bypass the save room and go to the door at the end of the hall.
    
    DARK CORRIDOR
    Go into the door that is by itself in the dark offshoot.
    
    COVERED WALK
    Plug the SUN CREST, the MOON CREST, and the WIND CREST in the plate.  After
    all the crests are secure in the diagram, you will hear the door unlock.
    Enter.
    
    TOOL SHED
    Welcome to the courtyard area of the Spencer estate.  Push the stepladder
    forward some so you can stand on the side where you get on it.  Push it to
    the shelf and take the SQUARE CRANK.  Leave out the double doors.
    
    UPPER COURTYARD
    YES!  Two RED HERBS, three GREEN HERBS, and just around the corner, three
    BLUE HERBS.  Take the two RED HERBS and the three GREEN HERBS.  Ignore the
    BLUE HERBS for now, or dogs will pounce upon you.  You'll face two dogs at a
    time in most of the areas out here.
    
    After you take the RED HERBS and the GREEN HERBS, mix them to make two
    RED-GREEN MIXTURES.  Now, fire off one shot from your gun to "wake up" the
    dogs.  They'll come charging into your little corner.  Stay where you are
    and fire off a bullet at a dog when it gets close.  When the dog stands up
    again, fire another bullet to put it back down.  Repeat until both dogs are
    dead.
    
    Your COM. RADIO will beep after you kill the dogs.  That's Brad in the
    helicopter trying to hail you.  Press the RADIO button in the inventory
    screen and Jill will try to contact him.  Unfortunately, the COM. RADIO
    doesn't seem to be working.
    
    Grab the BLUE HERBS and mix them with your RED-GREEN MIXTURES to make BROWN
    MIXTURES.  Go down the western path.  At the end you'll find a broken
    elevator you can't use right now, and on the wall nearby the GARDEN MAP is
    posted.  Take the map, then go through the rusted iron gates at the northern
    end of this place.
    
    WATER RESERVOIR
    Follow the stone path to a post with a square hole in it.  Use the SQUARE
    CRANK to drain the water from the reservoir.  Go to the little ladder and
    jump down onto the new path.  Run across the pool and climb up the other
    ladder.
    
    As soon as you're on the other side, start running hard.  The reason is
    because little snakes are falling from the trees on the sides of the path,
    and they are infinite.  Eventually you will come to a small platform
    elevator.  Board it and go down.
    
    LOWER COURTYARD
    Just like in the UPPER COURTYARD, fire one shot to "wake up" the dogs, then
    stand near the elevator and fire shots at the dogs that get close.  When
    they get up shoot them again.  Repeat until they are dead.  Go through
    another squeaky iron gate to the next area of the courtyard.  If you want to
    get by without fighting, scrape along the water near the waterfall to avoid
    contact with the dogs.
    
    COURTYARD PATH
    I'd recommend you flee from the dogs this time, because the next time you
    come this way the dogs will be gone.  Run in a zigzag pattern to evade them
    and get to the door at the end.
    
    If you must kill them, repeat the method above with your back to the "lower"
    wall in the first camera angle.  Take the door at the very end of the path.
    If you've got the item space, take the two GREEN HERBS and two BLUE HERBS
    near the entrance gate.
    
    -----------------------------------------------------------------------
                                END OF PART ONE
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    --------------------
    THE LIGHTER SUBQUEST
    --------------------
    
    There is a LIGHTER you can find in a bedroom on the second floor near the
    EAST STAIRS LANDING.  This LIGHTER is used for the small task of lighting a
    candle in a room for extra ammo, and getting the 2ND FLOOR MAP.  If you want
    to do this little subquest, read below.  We will start at the EAST STAIRS
    LANDING.
    
    EAST STAIRS LANDING
    Unlock the door just to the left of the stairs with the ARMOR KEY.  Enter.
    
    STAG ROOM
    Take the door to the left.
    
    UPSTAIRS OFFICE
    Press the switch hidden in the bug display case to empty an aquarium.  Push
    the aquarium away from the back corner of the room, then push the bookcase
    into its place to reveal a cabinet.  The cabinet contains a bag of EXPLOSIVE
    ROUNDS.  Also, you can find INK RIBBONS in the pocket of the lab coat
    hanging on the rack.  Leave.
    
    If you want to, you can read the RESEARCHER'S WILL on the desk.  He says a
    virus he and his fellow scientists were experimenting with here infected
    him.  He says his fellow workers are even now mindlessly clawing at his door
    as he writes.  He ends saying that by the time she reads this, he'll be one
    of those zombies.
    
    ***NOTE***
    If you wait until you complete Part 2 to get this letter, the top half will
    be torn off and missing...  I wonder why?
    ***NOTE***
    
    STAG ROOM
    Take the door across from you.  Be careful, because a zombie might come in
    through the door from the hall.
    
    TWIN BEDROOM
    Take the RED HERB, the CLIP hidden behind the right bed, and the LIGHTER off
    the shelf.  Leave.
    
    STAG ROOM
    If there's a zombie or two in here, then evade it and get out into the hall.
    
    EAST STAIRS LANDING
    Run east down the hall, and kill the zombie hiding around the corner if
    there is one there.  Go through the door at the end.
    
    FIREPLACE ROOM
    There's not much to see in here, apart from a fireplace with a white paper
    over it.  Use the LIGHTER to start a fire, and the white paper will become
    the 2ND FLOOR MAP.  Take the GREEN HERB you find in here if you need it, and
    leave the room through the blue door.  The other door in here needs a key
    you won't find till much later.
    
    EAST STAIRS LANDING
    Enter the RED PASSAGEWAY.
    
    RED PASSAGEWAY
    Go into the door after the blue doors.
    
    RICHARD'S HALL
    Go to the next door.
    
    ATTIC CORRIDOR
    Turn left at the fork and take the door at the end of the hall.
    
    PRIVATE DINING ROOM
    Get the INK RIBBONS from the table, then search the cabinet on the left for
    a CLIP.  Light the candles on the table with the LIGHTER.  Now push away the
    left bookcase to reveal a secret room.  Grab the ACID ROUNDS in the cabinet
    hidden back here.  If you try to get them without lighting the candles
    first, it'll be too dark to pick them up.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     ____
    |  _  | |  _  | |  _  | |_   _|   /__  \
    | |_| | | |_| | | |_| |   | |        / /
    |  ___| |  _  | |  _  /   | |       / /    -  THE GUARDHOUSE
    | |     | | | | | | \ \   | |      / /__
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    ENTRY CORRIDOR
    Directly in front of you are some BLUE HERBS next to a stand with other
    plants on it.  You can also see the statue next to them there is
    texture-mapped.  This is used to cover the hole in front of a door down the
    hall.
    
    If you don't cover it, a plant vine will shoot out and grab you by the neck,
    robbing you of a little health.  Push the statue east down the hall, then
    south down the hall the hole is in.  Cover the hole and you'll never have to
    worry about the vine again, unless of course you're stupid enough to move
    the statue away again.  Take the door across the hall from the door marked
    001.
    
    ***OPTIONAL***
    Beyond the red doors is the GAME ROOM, where you'll get your first encounter
    with the giant spiders.  You can find INK RIBBONS on one of the tables, and
    a CLIP on top of a barrel in here.  You can just ignore the spiders, because
    they don't cause much damage.  The most dangerous thing about them is that
    they can poison you, but this is easily fixed by using a BLUE HERB.
    ***OPTIONAL***
    
    GUARDPOST
    Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the bookshelf.  Next,
    heal yourself to FINE status and organize your inventory at the save box:
    
    SHOTGUN, SHOTGUN SHELLS
    BAZOOKA
    
    Leave.
    
    ENTRY CORRIDOR
    Go to the door across the hall with a sign above it that says "001."
    
    001 BEDROOM
    Blow both zombies' heads off, then unlock the desk to find some SHOTGUN
    SHELLS.  Next, go to the bed and take the RED BOOK off the bed.  If you
    check it, you will notice that it is empty.  Why take an empty book, you
    ask?  Well, don't worry.  Even the strangest objects in a RE game always
    eventually serve some purpose.  Take the little door by the entrance.
    
    001 BATHROOM
    Walk to the bathtub and drain the water.  On the bottom is the C. ROOM KEY.
    Take the key and leave.
    
    001 BEDROOM
    
    Enter back into the hall.
    
    ENTRY CORRIDOR
    Walk past the hole you covered up with the statue and take the door back
    there.
    
    IVY HALL
    Don't worry at all about any of that ivy covering the walls.  None of it is
    dangerous.  Take the first door you come to.
    
    WASP ROOM
    As soon as you enter run diagonally across the room to the dark corner
    there.  Charge into it and take the 002 DORMITORY KEY off the desk.  Then
    turn tail and run quickly out to the same door you used to enter.  The
    reason?  There are three billion wasps zipping out of that hive to get you,
    and if you don't move fast, you'll be covered with them and stung over and
    over till you die.
    
    ***NOTE***
    If you'd take the time to notice between the wasp attacks, you would
    discover that the double doors in here are being "obstructed by something on
    the other side."  Wonder what could be blocking those doors?  Also note the
    door with the keypad.  Unless you're going to go on the V-JOLT subquest
    detailed at the end of the walkthrough for Part 2, there's no reason to
    bother unlocking this door.
    ***NOTE***
    
    IVY HALL
    Run further down to the end of the hall.  Unlock the door with the 002
    DORMITORY KEY then discard it.  Before you go charging in, push aside the
    statue on the left.  Take all three GREEN HERBS you find hidden behind it,
    and make a GRAY HERB MIXTURE.  Now enter the door.
    
    002 BEDROOM
    Run to the little desk and take the SHOTGUN SHELLS inside it.  You can also
    get the DORMITORY MAP on the wall.  On the bed you'll find the PLANT 42
    REPORT, which discusses more on this accident that's happened here.  It also
    tells you the name of the virus which is making all these zombies and
    monsters.  It's called the T-Virus.
    
    It says there's this giant plant in the guardhouse that mutated after being
    infected with the T-Virus, and that it looks for nutrition by getting it
    from the flooded basement, and by sucking blood from people caught in its
    vines.  It also says that it blocks a door, which is probably explains that
    door in the WASP ROOM that won't open
    
    Hey look, two texture-mapped bookcases.  Shove them aside to reveal a
    ladder.  Go down it, into the "secret" passage.
    
    ***OPTIONAL***
    In the 002 BATHROOM, you'll find a CLIP, but you'll have to waste a shell on
    a zombie.  It's not really worth it as the HANDGUN'S not terribly useful
    anymore.
    ***OPTIONAL***
    
    BASEMENT CORRIDOR
    Here we get to have fun with boxes!  Or not.  Further ahead, a pool of water
    blocks the hall.  You have to push the three boxes into the water to form a
    makeshift bridge to get across.
    
    Run around the corner and shove the box around the corner.  Now push the box
    forward to the wall across the hall, then shove it a
    looooooooooooooooooooong way down the hall near the corner.  Don't go too
    far, or you'll have to start all over!  Next, push the box closest to the
    water pool into it.  Then go to the second box that was behind it and push
    that box into the pool.  And lastly, shove the box you pushed all the way
    down the hall to the wall and then into the pool.  You now have a box bridge
    to cross the pool of water.
    
    Umbrella really needs to hire some better architects.  What idiot puts a
    giant pool in the middle of the hall, but no bridge to cross it?  Come to
    think of it, why put a pool in the middle of the hall at all?  Anyway, go
    down the hall some more and you will see the rest of the hall is submerged
    in water...  Go into the water and open the double doors.  Leave the GREEN
    HERBS where they are for now.
    
    NEPTUNE DEVELOPMENT LAB
    You now find yourself in a GIANT room, with it totally flooded by water.
    Immediately begin running around the right side of the giant water tanks in
    the middle of the room.  Don't bother looking at the first door you pass.
    Eventually, you will come to two doors together.
    
    Move a little closer, and you will see an POV shot of something following
    you underwater.  As it turns out, it is a shark code-named Neptune and her
    two babies.  But unfortunately for them, you are already at the doors that
    will allow you to escape.  Unlock the left door with the C. ROOM KEY, the
    one on the right doesn't even have a keyhole!  Discard the key and enter.
    
    DRAINAGE CONTROL ROOM
    Walk over to the panel with the flashing light and pull the lever.  All the
    water will drain out of the basement.  On your way out, press the flashing
    button to unlock the room next door.
    
    NEPTUNE DEVELOPMENT LAB
    You can hear a flapping noise, but ignore it for now.  Enter the door
    nearby.
    
    BASEMENT ARMORY
    Yes!  Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves!  And
    also, you can see a little sparkle on the shelf to the right.  Take the 003
    DORMITORY KEY and leave.
    
    NEPTUNE DEVELOPMENT LAB
    Run back to the exit and you will see the source of that flapping sound.
    Hahaha, it looks like Jaws and its babies are now struggling for their
    lives.  Leave.  Don't bother shooting them, because you won't need to come
    back to this room again unless you wanted to do the V-JOLT subquest.
    
    BASEMENT CORRIDOR
    Run back to the ladder at the end of the hall.  Take the GREEN HERBS if you
    need them.
    
    002 BEDROOM
    Go back into the hall.
    
    IVY HALL
    Run back down the hall to the next door.
    
    WASP ROOM
    Run across the room to the door marked "003."  Unlock that door and discard
    the 003 DORMITORY KEY.
    
    003 BEDROOM
    Immediately enter the door to the left.
    
    003 BATHROOM
    Blow the zombie's face off then take the FLAME ROUNDS off the floor.  Leave.
    
    003 BEDROOM
    If you unlock the desk in this room, you'll get INK RIBBONS.  Notice the
    bookshelf.  One row has nothing in it but red books, except for one white
    book.  Take the white book and read the "V-JOLT" REPORT.
    
    In it, it will tell you about UMB No.16, also known as V-JOLT.  This is a
    chemical that can destroy Plant 42's roots in a matter of seconds, if poured
    on the root in the basement.  You don't have to do this, but it will make
    the upcoming fight with Plant 42 a little easier.  If you want to go on this
    subquest, read the V-JOLT subquest section at the end of Part 2.
    
    Now, put the RED BOOK in the place of the white book to open up yet another
    secret passage.  Equip your BAZOOKA and enter the secret door.
    
    CONFERENCE ROOM
    #######################################################################
    BOSS FIGHT 2 - PLANT 42
    
    Whoa!  That's one really big plant!  Don't worry though, this fight will be
    much easier than the one with the snake back in the mansion.
    
    In this fight, Plant 42 will use three attacks.  The first one is dropping
    plaster from the ceiling with its vines.  This is easy to evade as long as
    you stay on the move.  You can tell when and where it's going to fall when a
    lot of white dust trickles down from the ceiling.  This will be its primary
    attack during the fight.
    
    Its second attack is vine whipping.  This is no problem as long as you don't
    get too close to Plant 42.  It's last and most deadly attack is the blood
    sucker.  If you get caught in one of its vines, it will suck a lot of blood
    from you.  This damages you a lot, but it won't be a problem as long as you
    don't get too close to Plant 42.  This fight's not too hard though.  It only
    takes 3-5 rounds of any flavor of rounds from the BAZOOKA to kill it.
    
    After you defeat it, the plant shrivels up.  Jill decides to go closer to
    get a better look.  Big mistake.  It grows back to full size again, and one
    of the vines grabs her.  But then, it's Barry to the rescue!  He destroys
    the plant with a FLAMETHROWER, and it degenerates into a blob of purple mush
    in the middle of the floor.
    
    ***NOTE***
    If you don't want Barry to help you destroy Plant 42, then do the V-JOLT
    subquest.  Plant 42 will be a little weaker during the battle, and it will
    die after you cause it to shrivel up the first time.
    ***NOTE***
    
    #######################################################################
    
    Jill then thanks him for saving her life again.  He responds with a
    enthusiastic "Yeeeeeehhhhhh."  After talking to him, go to the fireplace to
    find the HELMET KEY.  Leave through the double doors.
    
    WASP ROOM
    Run across the room to the door on the far left.
    
    IVY ROOM
    Jill hears gunshots close by, and sees it's Wesker shooting some wasps.
    After he finishes up his target practice, he says that you should go back to
    the mansion to look for more clues.  He then runs off again rather hastily,
    while saying he's "counting on you."  Run over the wasps Wesker shot down if
    you want to, then enter the door beyond them.
    
    ENTRY CORRIDOR
    Go to the GUARDPOST.
    
    GUARDPOST
    You should stock up on heavy artillery here and save, because things are
    going to get tougher very soon.  Here is what you should put in your
    inventory:
    
    BAZOOKA, ACID ROUNDS
    HELMET KEY, HEALING ITEM
    
    Leave.
    
    ENTRY CORRIDOR
    Run to the front door to the west and exit.
    
    COURTYARD PATH
    You can hear your radio beeping as you exit.  Turn on the COM. RADIO if you
    want to, but you still won't be able to contact Brad, as the RADIO hasn't
    fixed itself since you contacted him last.  Run for the gate at the other
    end of this passageway.
    
    LOWER COURTYARD
    Run past the dogs if you didn't kill them and go back to the little
    elevator.
    
    WATER RESERVOIR
    You're going to have to make another run through the snakes to get back to
    the other gate that leads to the exit.  Run like crazy past the
    snake-spawning trees, go through the pool, and then leave out the gate.
    
    UPPER COURTYARD
    Dodge the dogs and go back to the TOOL SHED.
    
    TOOL SHED
    Go to the next door.
    
    COVERED WALK
    Run down the path to the back door of the mansion.  Make sure you have your
    BAZOOKA at the ready when you walk in.
    
    -----------------------------------------------------------------------
                                  END OF PART TWO
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    -------------------
    THE V-JOLT SUBQUEST
    -------------------
    
    In this subquest, you will make a chemical called the V-JOLT to help destroy
    Plant 42.  This is totally optional for Jill and quite unnecessary as Plant
    42 doesn't take a lot less damage from the BAZOOKA.  If you must, this is
    how you do it.  Start in the ENTRY CORRIDOR.
    
    ENTRY CORRIDOR
    Go to the double red doors.
    
    GAME ROOM
    Turn left and run to the pool table in the back corner.  Check the side of
    the table facing away from the dart board.  You'll get a code that says
    "345".  Remember this number.  Leave the room and don't bother to mess with
    the spiders.
    
    ENTRY CORRIDOR
    
    Go down the corridor guarded by the vine.  Go into the door behind it.
    
    IVY HALL
    Enter the next door you come to.
    
    WASP ROOM
    Turn left and go to the other door you can see in the camera angle.  Check
    the keypad next to it.  Input 345 into the keypad to unlock the door.
    Enter.  I guess next time you'll memorize the code so you don't have to do
    all that extra crap, huh?
    
    CHEMICALS LAB
    This is where you will make the V-JOLT.  You can solve this puzzle yourself
    if you want to by reading the notes on the wall, or you can try my
    directions.  There are many chemicals in here that can be lethal if handled
    improperly, so do exactly as I say or you may make a substance that creates
    a poison gas!:
    
    1 - Gather up three EMPTY BOTTLES.
    
    2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTY
    BOTTLE with UMB NO. 2.  Mix the UMB NO.2 with the WATER to make NP-003.
    
    3 - Fill an EMPTY BOTTLE with UMB NO.4.  Mix the UMB NO.4 with NP-003 to
    make UMB NO.7.
    
    4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMB
    NO.4.  Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.
    
    6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.
    
    7 - Repeat STEP 2.
    
    8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!
    
    Leave the lab.
    
    WASP ROOM
    Leave out the door to the right.
    
    IVY HALL
    Turn right and go down the hall to the door marked "002".
    
    002 BEDROOM
    Go to the "secret" ladder.
    
    BASEMENT CORRIDOR
    Run down the passageway to the double doors.
    
    NEPTUNE DEVELOPMENT LAB
    Turn right and enter the first door you see.
    
    MESS HALL
    Go to the other side of the room where the plant's root is.  Pour the V-JOLT
    on it to make the root wither and die.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |___  |
    | |_| | | |_| | | |_| |   | |      ___| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE MANSION REVISITED
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    DARK CORRIDOR
    Upon entry, you'll get a warm welcome from a creature that will become the
    bane of your existence for the rest of the game, the hunter.  They're faster
    than you, they're more resilient than you, and they can cut your head off if
    you are in CAUTION or worse.
    
    But, in your hands, you hold the most powerful anti-hunter weapon in the
    series, the BAZOOKA.  Let him have a grenade in the face then unlock the
    door on the northern wall that needs the HELMET KEY.
    
    ***NOTE***
    This place will now be crawling with Hunters wherever you go.  In a way,
    they have replaced all the zombies you killed earlier!  Stick to this
    walkthrough or you will get your head cut off, I promise you that.  Also, in
    this part you'll start making decisions that will influence what ending you
    get at the end of the game.
    ***NOTE***
    
    STUDY
    Walk over to the desk and turn on the lamp.  On the desk are MAGNUM ROUNDS,
    but you should only bother to pick them up if you want to go on the MAGNUM
    subquest, which is in the OPTIONAL AREAS section at the end of Part 3.  Jill
    doesn't really need the MAGNUM as the BAZOOKA is adequate protection.  Take
    the DOOM BOOK I from the shelf, then leave the room.
    
    DARK CORRIDOR
    Take the other door here on the northern wall.
    
    EAST STAIRS HALL
    Stay right where you are and get your BAZOOKA at the ready.  You'll hear a
    "tic, tic" noise.  This is the noise hunters make when they are walking
    around.  You will soon learn to loathe it.  Anyway, when you see the hunter
    come around the corner, blast him.
    
    Notice the little paper hanging on the wall.  Barry wrote it, and it tells
    you he left some bullets in the back room in case of trouble.  Go into the
    little door beneath the stairs.
    
    STORAGE ROOM
    When you enter, you will see many items on the floor that Barry left for
    you, including ACID ROUNDS, a FIRST AID SPRAY, and some SHOTGUN SHELLS.  For
    being so stupid, Barry sure knows how to pick the right presents!  Take
    everything and then organize your inventory at the CHEST:
    
    HANDGUN, CLIP
    BAZOOKA, EXPLOSIVE ROUNDS
    ARMOR KEY
    
    This will likely be the last time we use the HANDGUN anymore in the game, so
    after we put it back in the CHEST again, it will stay there for good.  Also
    pretend from now on that all the CLIPS you see are things of your
    imagination.  Go into the hall.
    
    EAST STAIRS HALL
    Equip your HANDGUN and go up the stairs.
    
    EAST STAIRS LANDING
    Walk up the stairs.  You can see a hunter down the hall has its back to you.
      You now want revenge for that scare that was pulled on you when you came
    back here.  Shoot him in the back with the HANDGUN then run down the short
    stairs again.  Wait here for the hunter to slowly walk down the hall.
    
    When he sees you at the bottom of the short stairs, he'll be in a frenzy to
    reach you, but due to the limits in the enemy AI, he can't walk down the
    stairs to get you.  From the safety of this place, you can pelt him with the
    HANDGUN till he dies pathetically.  Walk back up the stairs.  Now this time,
    walk to the right.
    
    When the camera changes to show a hunter hiding around the corner, slowly
    walk backwards into its view.  When it sees you and comes running, rush back
    to the stairs and you can take him out as easily from there as the last one.
      Now this time go back down to the first floor.
    
    EAST STAIRS HALL
    Run to the black door at the south end of the hall.
    
    DARK CORRIDOR
    Get that BAZOOKA ready and open the double doors.
    
    EAST WHITE HALL
    Run down the hall.  As you turn the corner near the bathroom, a hunter pops
    up from around the next corner.  While he shrieks angrily, give him an
    grenade to the head to quiet him down.  Equip your HANDGUN again and unlock
    the metal door nearby with the ARMOR KEY.
    
    BACK PORCH
    Shoot up all the zombies with the HANDGUN then collect the SIX (!) GREEN
    HERBS they were guarding.  Make two GRAY MIXTURES and leave.
    
    EAST WHITE HALL
    Enter the double doors at the other end of the hall.
    
    DARK CORRIDOR
    Enter the door just to your right.
    
    EAST STAIRS HALL
    Run to the STORAGE ROOM.
    
    STORAGE ROOM
    Set up your inventory like this:
    SHOTGUN, SHOTGUN SHELLS
    HELMET KEY, ONE OR MORE HEALING ITEMS (two should be enough)
    
    You could also bring the BAZOOKA, due to its good stopping power, but it's
    difficult to handle in the coming battle. I HIGHLY recommend you save, as
    the fight with the second-toughest boss in the game is near.  Leave.
    
    EAST STAIRS HALL
    Go up the stairs.
    
    EAST STAIRS LANDING
    Turn left and go all the way down the hall to the last door.
    
    FIREPLACE ROOM
    Go take the GREEN HERB near the fireplace if you want it, then unlock the
    other door in this small room with the HELMET KEY.
    
    BALLROOM
    Go over and check the piano, because maybe you're supposed to play another
    tune here to solve a puzzle.  Whoops, I guess not...
    
    #######################################################################
    BOSS FIGHT 3 - THE GIANT SNAKE:  THE REMATCH
    
    Looks like an old friend has returned to greet you, only this time, you
    don't have to worry about poison since you have already taken the SERUM.
    While the snake tries to pound you, he makes a large hole in the floor, then
    you take over control.
    
    Shoot the snake a few times from where you are standing, then run to the
    other side of the room and shoot from there.  NEVER lose your cool and get
    into a war of attrition with the snake or it will kill you for sure.  You
    must be mobile if you want to stay alive.  Also be sure to carefully monitor
    your health so it doesn't drop too low, otherwise the snake will swallow you
    whole!
    
    If you have the BAZOOKA, you could try to use it too.  It's difficult to aim
    it well though because of the arc of the shots.  The fast moving target
    doesn't help either.
    #######################################################################
    
    After the battle, check the hole near the piano, and who should walk in but
    ol' Barry.  He walks over to you, right through the snake melting in the
    middle of the floor and casually says, "Jill, have you found anything
    INTERESTING?"  Oh nothing much, just killed a giant mutated snake, how 'bout
    you?  He asks if you would like to go down the hole using his rope.  Jill
    says yes and she goes down.
    
    SECRET TOMB
    Being the clumsy fool he is, Barry drops the rope by accident and says he'll
    go look for another one.  Meanwhile, you are stranded in this secret room,
    with nothing to occupy your interest except for a tombstone.  If you check
    it, you will discover a secret switch.  Press the switch and another secret
    passage will open up.
    
    ***IMPORTANT NOTE!***
    You can either stay here and wait like a good girl for Barry to come back,
    or you can run off without him and go down the ladder.  If you run off
    without him, you'll get one of the bad endings at game completion.  If you
    stay and wait, there will be still a chance at getting all the endings.
    
    Waiting for him has far more benefits anyway.  You can read them in the room
    description below.  Skip the next BALLROOM description if you decide to
    leave Barry behind.
    ***IMPORTANT NOTE!***
    
    BALLROOM
    Barry says he's sorry to which Jill responds "I didn't know *that* was going
    to happen."  He then gives you a PASS NUMBER, which will be beneficial to
    you should you decide to do the MAGNUM subquest.  It'll open up the door
    with the pass code pad at the WEST STAIRS LANDING. Barry'll then run off
    again rather hastily, leaving you alone.  Climb down the rope again.
    
    SECRET TOMB
    Take the secret passage you opened up before.
    
    BASEMENT CORRIDOR 1
    A zombie comes from the other end of the hall.  Blow his head off, then
    investigate the right fork in the hall.  You will find another zombie and a
    box of SHOTGUN SHELLS.  Blow off his head too, then take the SHOTGUN SHELLS
    and leave through the only door here.
    
    BASEMENT CORRIDOR 2
    Run around the corner and another corner and you can see two zombies
    snacking on another fellow deadhead.  I recommend you leave them alone.  If
    you kill all of them, all you will get as a reward is two GREEN HERBS.  Go
    to the next door.
    
    KITCHEN
    Don't bother looking around for supplies, because there is nothing here but
    bloodstains and other crap.  It's no big deal, but if you try to take the
    door across from the one you used to enter, you will be attacked by a
    smarty-pants zombie that knows how to open doors and walk down stairs.
    
    Go to the other side of the room and blast the sleeping zombie on the floor.
      Take the elevator to the second floor of the mansion.
    
    2F ELEVATOR LANDING
    A zombie is immediately coming for you when you enter.  Blow his head off.
    If you look to your immediate left, you will see another zombie.  There is
    another corridor beyond him, but there is little there but more zombies and
    a handful of herbs.  You will only need to venture down the MARBLE CORRIDOR
    back there if you decide to go after the MAGNUM.
    
    See why I never get the MAGNUM as Jill?  You have to do so much extra stuff
    get it, you don't even find much ammo for it, and you don't really need it.
    If you really care about obtaining the MAGNUM that much, I'll say again to
    look at the OPTIONAL AREAS section at the end of Part 3.
    
    Anyway, take the door you saw past the first zombie.
    
    SMALL CLOSET
    Take both bags of EXPLOSIVE ROUNDS off the shelves and take the BATTERY off
    the chair.  Jill suggests using it on the elevator in the courtyard that
    wasn't operational before.
    
    ***IMPORTANT NOTE!***
    Now that you have the BATTERY, you can leave the mansion and move on to Part
    4.  If you want the extra good ending though, I recommend you explore a
    little more and get the MO DISK before leaving.  This item is necessary for
    achieving the best ending in the game.  If you want to just move on and get
    this part over with, then skip everything between the row of stars below,
    and start reading again at the next line of stars.  I'll meet you there in a
    moment.
    ***IMPORTANT NOTE!***
    
    ***********************************************************************
    
    2F ELEVATOR LANDING
    Run past the elevator and take the GREEN HERB if you want it from the
    alcove.  Continue running and you will see a pair of blue doors with a
    zombie standing guard.  Ignore him for he is far too slow to get you before
    you can get to the doors.
    
    LIBRARY 1
    A zombie homes in on you from the right.  Blast him in the head.  If you're
    going to go get the MAGNUM, then unlock the desk near where the first zombie
    was to receive MAGNUM ROUNDS.  There's another zombie standing around behind
    the bookcase.  Kill him and take the SCRAPBOOK if you want it.  It has
    newspaper articles detailing the murders that are being caused in the Arklay
    Mountains which is where you are.
    
    It's a little funny that in one article the writer encourages readers to go
    out and look for the fierce wild dogs that have been spotted in the
    mountains.
    
    ***OPTIONAL***
    If you run back to the place where they came from, you can see a
    texture-mapped bookcase.  Push it away to reveal a secret door.  Enter if
    you wish, but after you are done looking around in the SECRET STUDY, take
    the other non-secret door in the room.
    
    You don't have to go in there, because there is nothing to obtain except INK
    RIBBONS and a CLIP on the shelf.  But, if you look out the window, you can
    see a heliport all lit up like a heavenly gate out of this place.  The
    picture you see of the heliport looks pretty cool.  I like to look at it so
    much that I often come here despite the fact there is nothing important to
    obtain.
    ***OPTIONAL***
    
    LIBRARY 2
    Run around in here until you collide with a texture-mapped statue and one in
    the wall that has a button.  Press the button to shine a light on a spot on
    the floor.  Shove the moveable statue to that spot to make a bookshelf roll
    aside, revealing a desk.  Take the MO DISK off the desk and leave.
    
    LIBRARY 1
    Exit through the blue double doors.
    
    ***********************************************************************
    
    2F ELEVATOR LANDING
    Go back to the elevator and take it down.
    
    KITCHEN
    Run to the door by the lockers if you waited for Barry.  If you didn't wait
    for Barry back in the BALLROOM, you'll have to make a dangerous detour
    through the first floor.  On a positive note though, it is a good way to
    snag the MAGNUM on the way out should you decide to get it now.
    
    There won't be any rope for you to climb out on in the SECRET TOMB if you
    didn't wait on him.  I'll detail the way you go if you waited for Barry
    first, then the alternate way out if you decided to be a meanie and leave
    Barry behind.
    
    ****************
    WAITED FOR BARRY
    ****************
    BASEMENT CORRIDOR 2
    Run to the door at the other end of the hall.
    
    BASEMENT CORRIDOR 1
    Run back to the ladder.
    
    SECRET TOMB
    Climb the rope.
    
    BALLROOM
    Exit via the door.
    
    FIREPLACE ROOM
    Leave through the blue door.
    
    EAST STAIRS LANDING
    Run down the hall and take the stairs.
    
    EAST STAIRS HALL
    Enter the STORAGE ROOM.
    
    *********************
    DIDN'T WAIT FOR BARRY
    *********************
    1F ELEVATOR LANDING
    Walk past the elevator and leave out the double doors.
    
    WEST WHITE HALL
    Zip past the hunter you're standing behind, then tag the door on the left
    side of the hall to quickly escape the second hunter.  Unless you have some
    hard-hitting artillery like the BAZOOKA, you're going to get killed trying
    to kill them.
    
    DINING ROOM
    Head for those double doors you walked through with Barry so long ago at the
    start of the game.
    
    MAIN HALL
    Run across the hall to the blue doors.
    
    BLUE ROOM
    Take the southeast door.
    
    L-SHAPED CORRIDOR
    Run underneath the giant spiders on the ceiling, and take the door at the
    end of the hall.
    
    EAST WHITE HALL
    Take the double doors at the end of the winding hallway.
    
    DARK CORRIDOR
    Take the black door to your right.
    
    WEST STAIRWELL
    Enter the STORAGE ROOM.
    
    *************************
    ROUTES JOIN TOGETHER HERE
    *************************
    STORAGE ROOM
    Set up your inventory like this:
    
    BAZOOKA, GRENADE ROUNDS (whichever type has the most ammo)
    BATTERY, SQUARE CRANK
    
    Leave.
    
    EAST STAIRS HALL
    Run to the black door.
    
    DARK CORRIDOR
    Enter the door in the dark offshoot.
    
    COVERED PATH
    Either kill the hunter or zig left, then zag right to evade it.  Enter the
    TOOL SHED.
    
    TOOL SHED
    Run to the double doors.
    
    UPPER COURTYARD
    Take the rusty gate again.
    
    WATER RESERVOIR
    Run across the pool and evade the snakes again.  Take the lift down.
    
    LOWER COURTYARD
    Instead of going to the guardhouse, this time we are going to go investigate
    the area where the other elevator is.  Put the BATTERY in the slot to get
    the lift working again, then take it up.
    
    UPPER COURTYARD
    Go to the rusty gate yet again.
    
    WATER RESERVOIR
    Go back to the post where the square hole is and use the SQUARE CRANK to
    raise the water level again.  Go back out the gate.
    
    UPPER COURTYARD
    Take the elevator in the back alleyway down.
    
    LOWER COURTYARD
    Run to the little walkway between the pools and climb down the ladder.  Down
    below, you'll be in a whole different world!
    
    -----------------------------------------------------------------------
                              END OF PART THREE
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    -------------------
    THE MAGNUM SUBQUEST
    -------------------
    
    In this quest you will get the MAGNUM, a very powerful handgun that can
    destroy hunters with only one bullet.  Jill does not have to do this,
    because she has the BAZOOKA, which you find a lot of ammo for.  While Chris
    gets a relatively small amount of ammo for the MAGNUM, Jill will find even
    less!  Plus the hunters will cause more damage to Jill.  If you want to go
    on this dangerous subquest for Jill, read the mini-walkthrough below.  We'll
    start in the KITCHEN.
    
    KITCHEN
    Try to take the door to the stairs then blast the smarty-pants zombie who
    knows how to go down stairs and open doors.  Now take the door to the
    stairs.
    
    1F ELEVATOR LANDING
    Leave out the double doors.
    
    WEST WHITE HALL
    Hey, we're back here again, only now there are hunters!  Fortunately, the
    one in front of you is facing away from you.  Run full speed and brush past
    his right shoulder.  Then escape into the door to the right before the
    hunter down the hall and the one you touched can sandwich you and chop you
    up.
    
    GREEN CORRIDOR
    Walk a little until you hear a "tic, tic", then stop where you are and point
    your BAZOOKA down the hall.  When you hear the screech of the hunter stand
    still.  When he gets close, hit him with a grenade.  Now, slowly walk down
    the hall.  Another hunter will pop out of the alcove that has the door to
    the TIGER ROOM.  Blast him as well.  After he is dead, charge down the hall
    and enter the WEST STAIRS HALL.
    
    WEST STAIRS HALL
    Run from the Hunters around here, they are easily evaded thanks to the wide
    hall.  Enter the MEDICAL ROOM.
    
    MEDICAL ROOM
    Heal yourself fully and organize your inventory:
    
    BAZOOKA, GRENADE ROUNDS (any flavor)
    HELMET KEY, MAGNUM ROUNDS
    
    Leave.
    
    WEST STAIRS HALL
    Quickly get up the stairs before the hunters have a chance to attack.
    
    WEST STAIRS LANDING
    Take one step forward then turn and aim your SHOTGUN to the left manually.
    Blast the hunter hiding offscreen till he dies.  Walk forward and unlock the
    door to the left with the HELMET KEY.  Discard the key and enter.
    
    TAXIDERMY ROOM
    Sorry, but you can't take the hunting rifles from the display.  However, you
    can take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf.  You can
    also get the ORDERS from the table near the rocking chair.
    
    It seems that somebody around here is supposed to have all of you S.T.A.R.S.
    dead, as well as destroying this whole place so nobody will know all of the
    monsters were here.  This person also needs to obtain combat data on the
    monsters, as well as embryos.  I wonder who's the guy who received this.
    
    Push the stepladder under the deer head over the fireplace.  Next go over to
    the door and turn off the light switch.  Strange how this whole mansion only
    has two light switches in it, dontcha think?
    
    Walk over to the taxidermy again, but this time you can see one of the
    deer's eyes glowing...climb up the stepladder to get the RED JEWEL from the
    deer's eye socket.  Now go down again and leave the room.
    
    WEST STAIRS LANDING
    You can hear a hunter's footsteps, but he's way on the other side of the
    railing, so you can easily get away down the stairs without a fight.  Be
    careful though, he can stick his claws through the railing if you get too
    close.
    
    WEST STAIRS HALL
    Run down the hall evading the hunters.  Enter the GREEN CORRIDOR.
    
    GREEN CORRIDOR
    Go to the door in the little alcove.
    
    TIGER ROOM
    Put the RED JEWEL in the tiger statue and at long last you'll get your hands
    on the MAGNUM!
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _   _
    |  _  | |  _  | |  _  | |_   _|   | | | |
    | |_| | | |_| | | |_| |   | |     | |_| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE UNDERGROUND CAVES
    | |     | | | | | | \ \   | |         | |
    |_|     |_| |_| |_|  \_\  |_|         |_|
    
    -----------------------------------------------------------------------
    
    ENTRANCE TUNNEL
    Cool place huh?  Green limestone surfaces, water dripping from cracks in the
    walls, monsters lurking around every dimly lit corner...yeah, the perfect
    place. Take the door near the ladder.
    
    BARRY'S CORRIDOR
    If you waited for Barry back in the BALLROOM, he'll just kind of pop up out
    of nowhere and greet you heartily.  He asks if you would like to help look
    for the owner of the "voice coming from this hole."
    
    If you want one of the good endings, say yes to the first question and agree
    to go with him, then say no to the next question and opt to go first.  You
    can also say no to going with him, then no again to staying where you are.
    
    On the other hand, if you left Barry behind at the BALLROOM in Part 3, then
    he won't be here.  You don't have any chance of getting the good endings
    now.  Whatever happens, take a door.  It doesn't matter which one as they
    lead to the same room.
    
    GENERATOR ROOM
    In this place is a large chamber, the largest one in this area.  There is a
    large pit in the center of the room, surrounded by safety ropes.  And next
    to that, is a room with a broken generator.  Why is all of this here I
    wonder?
    
    Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the shelf in front of
    the generator, then run to the door in the northeast corner of this area.
    
    ENRICO'S ROOM
    Run around the corners and witness Enrico's supernatural power of
    identifying people by *only* the sound of their footsteps!  Enrico then says
    that there is a traitor in their midst, but before he can reveal him, he is
    shot by someone hiding offscreen.  IF Barry's with you, he'll quickly run
    over to Enrico because he wants to see Enrico's new bloodspot.  Idiot.
    
    It looks like you will have to chase the assassin alone.  If you want a
    CLIP, you can search Enrico twice for it.  I say you should leave it behind,
    because now the HANDGUN is almost worthless against the new powerful
    enemies.  Run back down the hall and you will see the shooter dropped
    something.  Take the HEX CRANK and leave.
    
    GENERATOR ROOM
    Run down the hall to the right.  A hunter'll ambush you, but I recommend you
    run from it since you will never have to come back to this room again.
    
    BARRY'S CORRIDOR
    A hunter confronts you here.  You should also dodge him because you'll never
    visit this room again either.
    
    ENTRANCE TUNNEL
    Go down the corridor and you will bump into a pit blocking the corridor.
    Use the HEX CRANK on the little hole near the pit to rotate it around to the
    top of the corridor, like it's on a giant wheel.  Jill is a lot stronger
    than she looks, a LOT stronger.  Run to the door on the other side of where
    the pit once was.
    
    BOULDER DASH 1
    This corridor appears to be a dead end at first.  Well, since you're here,
    why don't you go and examine that big rock at the end of the corridor.  It
    appears to be texture-mapped, so you know something good's about to happen!
    Go back down the corridor and the boulder somehow shakes loose.
    
    Run, run, run for that door alcove or you'll be a Jill sandwich!  After you
    manage to evade it, the boulder crushes through a wall, opening up another
    passageway.  Before you go there though, run back to where the boulder was
    to find some FLAME ROUNDS.  Before you can reach them however, a hunter
    walks in through the door.
    
    Get the FLAME ROUNDS then step back into the corridor.  Aim your BAZOOKA and
    get ready.  When the hunter sees you, it will let out a scream.  Press the
    fire button and hit him with a grenade.  After he is dead, go to the hole
    the boulder made in the wall.  Get your BAZOOKA fully loaded then step
    through the door.  People with arachnaphobia, beware!
    
    BLACK WIDOW'S LAIR
    #######################################################################
    BOSS FIGHT 4 - THE BLACK WIDOW
    
    This is the easiest boss in the game.  It's only attack really is a more
    powerful version of the acid spray that the smaller spiders use.  Pause in
    front of the spider, then move out of the way of the acid spray.  You can
    now get a free shot because the spider has to momentarily stop after using
    an acid spray.
    
    Blast it several times with the BAZOOKA.  It won't even last through a full
    magazine!  Now exit the room briefly to make all the baby spiders vanish.
    Make sure the music completely stops before you leave, otherwise the spider
    will totally recover when you come back in!
    #######################################################################
    
    BOULDER DASH 1
    Turn around and run back in again.
    
    BLACK WIDOW'S LAIR
    Take the COMBAT KNIFE glittering in the background, and use it to hack away
    the spider web from the exit door.  Leave after the web completely
    disappears.
    
    SNAKE TUNNEL
    Enter the door to the left.
    
    CAVES OFFICE
    Take the FIRST AID SPRAY off the table and organize your inventory:
    
    BAZOOKA, GRENADE ROUNDS (any flavor)
    HEX CRANK, DOOM BOOK I
    
    Leave.
    
    SNAKE TUNNEL
    Ahhh!  The tunnel's crawling with snakes!  Get to the door at the other
    extreme end of the hall.
    
    BOULDER DASH 2
    Run through the doorway to the right into another long tunnel which houses
    another boulder, but before you decide to shake it from it's resting place,
    notice the texture-mapped floor and the hexagonal hole to the left.  Use the
    HEX CRANK on the hole three times to move the part of the corridor without a
    wall to the left side of the hall.  This will reveal a hidden door.
    
    ***IMPORTANT NOTE!***
    This time you don't have to trigger the boulder rolling at you if you don't
    want to.  If you want a chance at the extra good ending though, then you'll
    have to do the boulder dash again to get the second MO DISK.  If you skipped
    over the first MO DISK though, then there's no point in getting this one.
    That is unless you don't mind running all the way back to the library in the
    mansion from here.  Anyway, read below for getting the second MO DISK:
    
    Run up to the boulder then run away to make it move, then duck into the new
    alcove you revealed.  It'll be much easier than the last boulder.  In fact,
    you'll be practically to safety when it starts rolling!  Go back to where
    the boulder was to find the second MO DISK, and also the UNDERGROUND MAP
    posted on the wall.
    ***IMPORTANT NOTE!***
    
    Go to the door in the secret alcove.
    
    STATUE ROOM
    Let's see what we have to work with here...  A hexagonal hole, a differently
    colored floor tile, a locked cabinet, and a statue.  The solution is easy to
    figure out.  Simply push the statue on the lighter-colored tile to open the
    cabinet.  But unfortunately, the statue is against the wall, so we can't
    push it over there.
    
    Instead, push the statue along the wall until the statue and the light tile
    are perpendicular to the wall, then use the HEX CRANK on the hole twice to
    make a wall pop out, then retract again.  This will push the statue away
    from the wall so you can move it to the tile.  Do that at this time and take
    the DOOM BOOK II from the cabinet when it opens.  Leave.
    
    BOULDER DASH 2
    Run back down the long hall to the room with the other door.  Take the fork
    you haven't explored yet and you will find an elevator.  Take the lift out
    of this dark and dreary place.
    
    HIDDEN FOUNTAIN
    As you get off the lift, you may note the steel doors nearby.  They are
    welded shut so you can't open them.  It's okay though.  Don't worry about
    them.  Walk to the right and you'll find a small fountain.  If you examine
    the indentations on the pool, you'll see there's one of an eagle, and one of
    a wolf.
    
    Now, check those two DOOM BOOKS you have.  Rotate them so you are facing
    where they open, and press X.  The books will open up.  The DOOM BOOK I will
    give you the EAGLE MEDAL, and the DOOM BOOK II will give you the WOLF MEDAL.
      Place these medals in their corresponding holes on the indentations on the
    fountain.
    
    The water will drain out and yet another secret passage will be revealed,
    but don't go in there yet.  Instead, take as many GREEN HERBS and BLUE HERBS
    as you can carry first, then go down the steps of the fountain to an
    elevator.  Take the elevator down.
    
    -----------------------------------------------------------------------
                              END OF PART FOUR
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    There are none for Jill or Chris.  You will explore every room in the caves
    and see pretty much everything before you are allowed to leave here, even if
    you don't stick to the walkthrough.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |  ___|
    | |_| | | |_| | | |_| |   | |     | |___
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE SECRET LABORATORY
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    ENTRANCE ROOM
    Wow, first a beautiful mansion, then the simple design of the guardhouse,
    next dark and dreary caves, now finally a military complex.  Don't bother
    checking the door with the flashing light, because it will only open under a
    "first class emergency."  Well, that's what the sign next to it says anyway.
      Take the ladder down.
    
    EMPTY ROOM
    Well, it's almost completely empty except for a chest.  Go over to it and
    organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    MO DISK, MO DISK (if you have them)
    
    Leave through the door.
    
    B2 STAIRS LANDING
    Blast both zombies' heads off, then check the desk near the "VISUAL DATA
    ROOM" for the third and final MO DISK.  Take the stairs down.
    
    ***IMPORTANT NOTE!***
    If you have collected all three MO DISKS during the game, now is the time to
    put them to good use.  There are three pass code machines around the
    laboratory.  You have to use each of these machines with the MO DISKS to get
    pass codes to unlock the prison on B3, so you can rescue Chris and have a
    chance at the extra good ending.
    
    If you want to skip over this task, then that's okay.  I'll mark off the
    areas you can skip with rows of stars, so you'll know what and what not to
    do.
    ***IMPORTANT NOTE!***
    
    LABORATORY MAIN CORRIDOR
    Whoa, this is the best music on the whole CD!  You can see a zombie dead
    ahead, but instead of engaging him, turn right and enter those doors.  Try
    to avoid zombies in this hall as they regenerate every time you pass through
    this area.
    
    BACK HALLWAY
    This is the corridor that contains the door for your pass codes.  You don't
    have any yet, so just ignore that door for now.  Take the door you see to
    your immediate left.
    
    SCIENTIST'S QUARTERS
    Turn on the lights, then take the RESEARCHER'S LETTER off the desk.  Read it
    and it will tell you someone's log-in name and password for the security
    system:  JOHN is the log-in name and ADA is the password.  It also says the
    password to unlock the VISUAL DATA ROOM we passed upstairs, but
    unfortunately it is in code.
    
              |\/| /\ |\ |\/|
    It says:  |/\| \/ |  |  |
              |  | /\ |  |  |
    
    What you must do now is shove the texture-mapped bookcase aside to reveal a
    hidden switch.  Push the switch and now the room will be lit with black
    lights, or that's what I think they are.  Run to the picture in the corner
    and you will see letters next to their item:  TREE, APPLE, MAN, and WOMAN.
    
    If you turn off the blacklights, the item's name will be in code again.
    Turn the blacklights on and off until you match the letters of the alphabet
    with the code.  In the end, you should get the password, which is MOLE.  Be
    sure to memorize the password on your next run through the game, so you
    don't have to come into this room and do all this mess again.  Leave.
    
    BACK HALLWAY
    Leave out the double doors you used to enter.
    
    LABORATORY MAIN CORRIDOR
    Run straight ahead down the hall, and enter the first set of doors you see.
    
    SMALL LAB
    Start up the computer you see in the corner.  After watching Umbrella's logo
    appear, enter your log-in name as JOHN and your password as ADA.  The
    computer will then load a menu giving you access to the door locks in parts
    of the complex.
    
    Press B2 first.  The computer will then ask for the password you deciphered
    from the letter.  Type in MOLE.  After unlocking that door, press B3.  The
    computer will unlock the door there.  This will also give you the maps of
    levels B2 and B3 of the laboratory.  After doing that, press Cancel and log
    out.  Leave.
    
    ***OPTIONAL***
    If you want to, you can take the SLIDES on the floor, and then view them
    later in the VISUAL DATA ROOM.
    ***OPTIONAL***
    
    LABORATORY MAIN CORRIDOR
    Turn right and go up the stairs.
    
    B2 STAIRS LANDING
    Enter the double doors just ahead.
    
    VISUAL DATA ROOM
    Walk over to a metallic panel on the left wall.  Open the panel and press
    the bright red button underneath.  A column on the opposite wall will slide
    aside to reveal a secret bookcase, and, more importantly, the LAB KEY.  Take
    it and leave.
    
    ***OPTIONAL***
    If you got the SLIDES from the SMALL LAB, then you can use them on the slide
    projector on the table to view Umbrella's lineup of all the monsters you've
    been battling thoughout the game.  The last one shows a humanoid creature
    you haven't seen yet, called Tyrant.  Looks big and bad doesn't it?  More
    noteworthy however, is the picture of the R & D Staff at the end.
    Hey...isn't that Wesker on the far right?
    
    Also, you can get the SECURITY SYSTEM FILE from the other bookshelf in the
    corner.  You'll read about various features of the lab.  Note the "A.
    Wesker" in the Prison section.  Is this all really a coincidence?  Or does
    Wesker actually work for Umbrella?
    ***OPTIONAL***
    
    B2 STAIRS LANDING
    Take the stairs down.
    
    ***********************************************************************
    
    LABORATORY MAIN CORRIDOR
    Enter the double doors to the right.
    
    BACK HALLWAY
    Enter the door on the right wall.
    
    RECREATIONAL ROOM
    Blast the approximately three billion zombies in here, then use the MO DISK
    on the pass code output machine to get PASS CODE 01.  Also, you might want
    to check out the FAX in the depression in the wall.  It appears to be to the
    same guy who had the ORDERS in the TAXIDERMY ROOM back in the mansion.  The
    document persuades the receiver to quickly gather up the research data and
    blow up the complex.  Still wondering who this operative is?  Leave.
    
    BACK HALLWAY
    Leave out the double doors that you used to enter.
    
    ***********************************************************************
    
    LABORATORY MAIN CORRIDOR
    Run down the hall ahead of you yet again, but this time bypass the first set
    of doors.  Instead, blast the zombie in your way.  Then take the second set
    of double doors (the one with the blue light) and unlock it with a loud
    "KA-CLUNK!" and the LAB KEY.  Discard it afterwards.
    
    ***********************************************************************
    
    B3 ELEVATOR LANDING
    Take the first set of doors you see.
    
    AUTOPSY ROOM
    Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably the
    most difficult puzzle in the game.  The goal is to get the stepladder under
    the ventilation hole in the wall.  Unfortunately, there is a switch in front
    of the hole that will trigger poison gas if anything is put on top of it,
    including you.  You must first cover the holes in the floor with the boxes
    while still leaving enough room for the ladder.  I'll try my best to help
    you here.  Listen CAREFULLY:
    
    1 - Push the ladder against the operating equipment in front of the door.
    
    2 - Push the box that is not completely blocked by the operating table away
    from it, towards the holes.  When you have enough room, push it towards the
    broken vent cover on the floor. Next, shove it over the hole on the right
    when the box has enough clearance from the button.
    
    3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the opposite
    wall from the door.  Then push it to the right side of the operating table.
    Be sure to leave enough room on either side of the ladder for you to pass
    by.
    
    4 - Push the remaining box alongside the operating table until you have
    enough clearance to push it towards the holes.  Then push it over the left
    hole.
    
    5 - Lastly, push the ladder over the button.  You will hear it activate, but
    the boxes are blocking the gas.  Climb through the little tunnel.
    
    MORGUE
    Go to the pass code output machine ahead of you and use an MO DISK to get
    PASS CODE 02.  Ignore the MAGNUM ROUNDS on the shelf unless you were hungry
    enough for firepower to go on the subquest for the MAGNUM in Part 3.  Unlock
    the door and exit.
    
    LABORATORY MAIN CORRIDOR
    Take the other set of double doors to your left.
    
    ***********************************************************************
    
    B3 ELEVATOR LANDING
    Kill the zombies and go to the double doors on the far right side of the
    hall.
    
    POWER ROOM 1
    That's a lotta noise!  You are now in Chimera territory.  Run from these
    suckers, because they are really hard to hit and fighting will only cost you
    more health.  At the moment, you are at a junction.  Turn right and go
    straight down this path until you get to a dead end with a operating
    terminal.  Turn on the panel, then backtrack to the junction again.  This
    time go left.  Run along the outer wall of the room and you will collide
    with a door.  Enter it.
    
    POWER ROOM 2
    ***********************************************************************
    
    Go straight down this hall and you will bump into a pass code output
    machine.  Use your last MO DISK to get PASS CODE 03.  Yippee!  We got all
    the pass codes!
    
    ***********************************************************************
    
    Turn left at the fork and the hall will lead you to double doors.  Enter
    them.
    
    POWER ROOM 3
    In here, the noise of machinery escalates to an almost deafening level.  Run
    around the left side of the big machine in the middle of the room, and you
    will find a terminal.  Activate the terminal to switch on the elevator.
    Leave.  There's nothing more to do here.
    
    POWER ROOM 2
    Whoa, that last room was so loud it almost makes this one seem quiet!  Run
    down the hall and turn left at the fork,  then leave out the door.
    
    POWER ROOM 1
    Run straight along the outer wall and you will bump into the doors that will
    take you out of Chimera territory.  Of course you should take them.
    
    B3 ELEVATOR LANDING
    Run ahead and take the door on the right wall.
    
    LAB GUARDPOST
    Take the GREEN HERB and the FLAME ROUNDS.  Prepare your inventory:
    
    BAZOOKA, EXPLOSIVE ROUNDS
    FLAME ROUNDS, ACID ROUNDS
    THREE HEALING ITEMS
    
    Make sure you are fully healed up and have a fully loaded BAZOOKA.  Leave.
    
    B3 ELEVATOR LANDING
    Turn right and go down the hall to the elevator.  Press the flashing button
    to start up the elevator.  Barry will then again appear from nowhere.  You
    and him will both board the elevator and go down.
    
    B4 ELEVATOR LANDING
    Everything in this room is automatically done for you.  ALBERT WESKER IS THE
    TRAITOR!!!  And Barry is also helping him by holding you at gunpoint.  It
    turns out Albert has blackmailed Barry into helping him by holding his
    family as hostages.  Wesker orders Barry to leave.  He obeys, then Wesker
    reveals he really doesn't have anything planned if Barry refuses to help.
    
    If you didn't leave behind Barry in the BALLROOM and answered his questions
    correctly in the caves, he'll come back and conk Wesker on the head with his
    MAGNUM.  Jill forgives him for his actions, then he asks if they could go
    see Tyrant.  Jill agrees, as Barry has saved her life too many times to
    count tonight.
    
    If you didn't meet the correct conditions, Barry won't come and Wesker will
    escort you into the lab.  Either way, you'll have to go into the Tyrant's
    room.  The walkthrough will split here depending upon who accompanies you
    into the lab.  If Barry goes with you, read the WITH BARRY path.  If Wesker
    is the one escorting you in, read the WITH WESKER path below the WITH BARRY
    path.  Type in Ctrl + F and type WITH WESKER if you want to get there and
    avoid spoilers.
    
    **********
    WITH BARRY
    **********
    TYRANT DEVELOPMENT LAB
    Barry and Jill stride into the lab and gaze at the most hideous creature in
    this game, the Tyrant.  Jill asks Barry to try to kill it, but instead he
    just happens to press the button on the Star Wars-like control panels that
    releases the Tyrant instead.  And what does Barry do?  He just kind of
    stands there and lets himself get slashed.  Now it's up to you to defeat
    Tyrant.
    
    #######################################################################
    BOSS FIGHT 5 - THE TYRANT
    
    Tyrant's not so tough, despite how vicious it looks.  Basically all you have
    to do to defeat Tyrant is stay out of its reach and fire from a distance.
    Watch out though, if you do get in its grasp, Tyrant'll hit you up good with
    its various combo slashes.
    
    Start by running away from Tyrant to one corner of the room.  Fire off a
    grenade from there when Tyrant gets in range, then run to the next corner
    and fire off another grenade from there.  Repeat until dead.  Like the
    spider, it won't even last through a whole magazine of any flavor.  Looks
    like the ultimate bioweapon is really the ultimate failure.
    #######################################################################
    
    Check on Barry after the fight.  He will get up and say he "was really
    careless."  That doesn't begin to describe what he's been doing throughout
    this game!!!  After the quick dialogue, leave the room.
    
    If you were brought in by Wesker, take the MASTER KEY he dropped, then press
    the door lock button on the computer next to the Tyrant tube.  The door will
    unlock, and then you can leave.
    
    B4 ELEVATOR LANDING
    Wesker is gone...and now the alarm is going off!  This place could now
    explode at any time!  Barry and Jill automatically board the elevator.
    
    B3 ELEVATOR LANDING
    Head for the door leading to the LABORATORY MAIN CORRIDOR.
    
    LABORATORY MAIN CORRIDOR
    Chimeras have now replaced the zombies.  If you got all the PASS CODES, it's
    time to save Chris!  If you didn't get the codes, then just skip over
    everything after this row of stars and star reading again at the next row.
    
    ***********************************************************************
    
    Turn right and run down the hall until you bump into the stairs again.  Take
    the double doors next to them.
    
    BACK HALLWAY
    Finally, you can go in and see what's behind these solidly locked doors.
    Run to the other set of double doors at the end of the hall and input all
    three pass codes to unlock the door.  Enter.
    
    PRISON HALL
    Run to the end of the hall and open the door.
    
    PRISON CELL
    In here, you'll meet Chris.  Wesker locked him up in here while you were
    having your adventure.  Chris thanks you for freeing him, then you two take
    off.
    
    PRISON HALL
    Run back to the other door.
    
    BACK HALLWAY
    Chris runs off on his own, why does everyone in Resident Evil always insist
    on "splitting up to cover more ground?"  Anyway, run for the double doors at
    the other end of the hall.
    
    ***********************************************************************
    
    LABORATORY MAIN CORRIDOR
    Run up the nearby stairs.
    
    B2 STAIRS LANDING
    Blow away all the zombies with the BAZOOKA.  Hey, the game's almost over, so
    there's no need to be conserving ammo anymore!  Go to the door they were
    guarding.
    
    EMPTY ROOM
    Organize your inventory for the last time, and this one's really simple to
    set up:
    
    AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)
    
    I know I didn't put any weapons down, but you won't need them, trust me. :)
    Go up the ladder.
    
    ENTRANCE ROOM
    Go open the door with the flashing light, a self-destruct sequence
    definitely qualifies as a first class emergency!
    
    EMERGENCY EXIT
    Run down the corridor, on the way, you'll get one last radio message from
    Brad, then you will come to an elevator with the battery pulled out.  Put
    the BATTERY on the floor into the slot and the elevator will activate.
    Also, the tape announces there are three minutes until the barbecue, so
    you'd better hurry up and go in the elevator!
    
    HELIPORT
    Immediately after exiting, go to the little red box on the right.  Take a
    FLARE, then stand in the middle of the helipad where the H is and use the
    FLARE. After a long moment, Brad comes with the helicopter.  It doesn't
    really matter where you use the FLARE though, because Brad will come anyway.
       Looks like it's all over....CRASH!!!  Uh oh, Tyrant is back, and badder
    than ever.
    
    #######################################################################
    BOSS FIGHT 6 - THE TYRANT:  THE REMATCH
    
    Don't even bother shooting at him if you ignored my command not to bring
    weapons, because Tyrant is now almost invincible.  Instead, run along the
    white line making a square around the helipad and never stop moving.
    Whenever you get too far away, Tyrant will run after you with a charging
    swipe, but as long as you keep running, it will almost always miss.  Watch
    out if you see Tyrant extent his claw, because that special attack is almost
    unavoidable.
    
    Check your health often and heal when in orange CAUTION or in DANGER.  When
    about 30 seconds are left on the clock, Brad will drop a ROCKET LAUNCHER to
    Jill.  Quick!  Run over and grab it!  After you pick it up, quickly equip
    it.  You've only got four ROCKETS, so don't miss.  After evading Tyrant's
    next attack, aim and fire at him.
    
    If you manage to fire off that lucky shot, the Tyrant will then be blown
    into a pile of smoking bone and flesh.
    #######################################################################
    
    After you kill the Tyrant, Brad will fly down and pick you up, plus whoever
    you rescued during the game.  You'll then lift off from the helipad and fly
    off into the morning sunset.  The mansion will then be blasted by the
    triggering system.  Congratulations!  You've defeated Jill's game!  Now, if
    you want a bigger challenge, I suggest you try Chris's game.
    
    ***********
    WITH WESKER
    ***********
    TYRANT DEVELOPMENT LAB
    Wesker pushes you over to Tyrant's glass tube, and Jill will gaze at it.
    Wesker brags about the creature's awesome power, while Jill is very sad that
    he actually performed experiments on humans to create this horrible beast.
    Wesker then punches commands into the computer next to the Tyrant and
    releases him.
    
    The Tyrant walks towards Jill, but suddenly it turns upon Wesker instead and
    impales him.  By the way, note the key that falls out of Wesker's pocket
    while Tyrant's holding him...  Anyway, you'll now have to defeat Tyrant to
    escape.
    
    If you want to know how to beat Tyrant, then read the WITH BARRY path and
    look at the TYRANT DEVELOPMENT LAB part.  After you beat Tyrant, take the
    MASTER KEY Wesker dropped, then press the door lock button on the computer
    next to the Tyrant tube.  The door will unlock, and then you can leave.
    
    B4 ELEVATOR LANDING
    Board the elevator.
    
    B3 ELEVATOR LANDING
    Head for the door leading to the LABORATORY MAIN CORRIDOR.
    
    LABORATORY MAIN CORRIDOR
    If you have all the PASS CODES, you can go save Chris now.  Read the WITH
    BARRY path and look at the between the rows of stars for how to save him.
    If you didn't get the codes though, just ignore it because you can't save
    Chris now.  Run up the nearby stairs.
    
    B2 STAIRS LANDING
    Blow away all the zombies with the BAZOOKA.  Hey, the game's almost over, so
    there's no need to be conserving ammo anymore!  Go to the door they were
    guarding.
    
    EMPTY ROOM
    You'll find Barry badly wounded and nearly dead in this room.  Jill tells
    him that Wesker is dead, and he is glad of that.  He gives you a photo and
    asks you to give it to his family, as his last wish.  He then slumps to the
    floor and dies.  On the back of BARRY'S PICTURE you'll read:
    
    "My dearest Moria and Poly
    
    I hope you will grow up to be strong and beautiful women and help to cheer
    up your mother.  Your father will be watching you all from heaven.
    
    Dad"
    
    Make sure you have the MASTER KEY with you when you go up the ladder, and
    also be sure to have at least one item slot open.  Go up the ladder.
    
    ENTRANCE ROOM
    Use the MASTER KEY to unlock the door with the flashing light.
    
    EMERGENCY EXIT
    On the way down the hall, you'll get one last radio message from Brad,
    urging you to hurry.  Run to the end of the corridor, and place the battery
    in the slot next to the elevator.  Take the elevator up.
    
    HELIPORT
    Take the FLARE from the small box nearby and use it anywhere in the heliport
    to signal Brad to rescue you.  Tyrant won't appear a second time here if you
    didn't save Barry.  You and (maybe) Chris will climb into the helicopter and
    leave the mansion behind.  While you're flying away though, the Tyrant
    appears from the mansion.  He'll stare up at your helicopter and growl as
    you're making your escape.
    
    -----------------------------------------------------------------------
                             END OF JILL'S SCENARIO
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    Well, rescuing Chris is kind of a subquest, if you don't care about getting
    a good ending.  You can skip over the AUTOPSY ROOM puzzle, the MORGUE, the
    RECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a less
    than perfect ending.
    
    -----------------------------------------------------------------------
    
    6:  Chris Walkthrough
    
    -----------------------------------------------------------------------
    ______   _   _   _____    _   _____
    |  ___| | | | | |  _  |  | | |  ___|
    | |     | |_| | | |_| |  | | | |___
    | |     |  _  | |  _  /  | | |___  |
    | |___  | | | | | | \ \  | |  ___| |
    |_____| |_| |_| |_|  \_\ |_| |_____|
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     ___
    |  _  | |  _  | |  _  | |_   _|   /_  |
    | |_| | | |_| | | |_| |   | |       | |
    |  ___| |  _  | |  _  /   | |       | |    -  THE MANSION
    | |     | | | | | | \ \   | |      _| |_
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    In the late afternoon of July 25, 1998, a helicopter flies over the Raccoon
    Forest district of Raccoon City.  Seven people are inside.  Their names are
    Jill Valentine, Chris Redfield, Barry Burton, Rebecca Chambers, Joseph
    Frost, Brad Vickers, and Albert Wesker.  They make up the Alpha Team of the
    S.T.A.R.S. unit of the Raccoon City Police Department.
    
    Their mission is to rescue the Bravo Team who disappeared here, and
    investigate the strange murders that have been occurring in the woods.  The
    latter was the Bravo Team's original objective.
    
    Jill sees smoke rising from the trees.  Brad lands the helicopter close to
    the smoke as the sun slowly fades behind the Arklay Mountains.  A mist
    envelopes the area.  As they move closer to the black cloud, they discover
    the Bravo Team's helicopter.  No one is around, but for a strange reason a
    lot of their gear is still there.
    
    Alpha Team begins searching the area for their missing teammates.  After a
    few moments, Joseph shouts "Hey! Come here!"  He pulls something out of the
    grass.  It's a S.T.A.R.S. Beretta...with a hand still attached!
    
    Joseph screams and drops the gun as a dark shape swoops over him and pins
    him to the ground.  The other Alpha members look in terror as more dark
    shapes arrive and proceed to tear Joseph apart.  It's a pack of wild dogs,
    but these dogs have flesh decaying from them!  The rest of the Alpha Team
    opens fire and kills the animals, but not before Joseph is killed.
    
    Brad gets scared and lifts off without the rest of his team.  Chris yells
    "No!  Don't go!" but his cry is futile as the helicopter flies out of sight.
      Suddenly, more dogs appear.  The Alpha Team flees through the forest while
    firing shots to keep the dogs at bay.  Chris spots a mansion in the fog and
    tells Jill to run to it.  Jill, Wesker, and Barry manage to get inside, but
    Chris is missing...
    
    They may think they have made it to safety, but in fact this nightmare is
    far from over.  You now determine the fate of this mission.  Good luck!
    
    MAIN HALL
    Now that the team is temporarily safe, they examine their surroundings.
    Jill mutters "I don't know what happened..."  Then Chris mutters in an even
    stupider voice "Baaaarry, whaaaare's Baaaarry?"  Wesker suggests he's
    probably dead.  Just then, a gunshot is heard in the distance.  Chris offers
    to go and check, as he's the best armed member of the team...with his trusty
    COMBAT KNIFE!
    
    DINING ROOM
    There doesn't seem to be anything noteworthy in this room, so why don't you
    take the next door?
    
    EAST WHITE HALL
    Don't bother trying any of the other doors you see here, because every one
    of them is locked.  Instead, go to the small alcove at the end of the
    corridor.  You will see someone who looks like he's...chewing...on a body!
    He turns around to look at you and he has a rotten face.  It's like he's
    a...ZOMBIE!
    
    Since all you are armed with is a COMBAT KNIFE, I'd recommend you lure the
    zombie away from the corpse instead of fighting him.  Expect to take a hit
    or two if you decide to fight the zombie.
    
    When you check the body, you discover it's Kenneth Sullivan's body!  He was
    one of the members of the Bravo Team, but now he's dead.  If you check the
    body two more times, you will get two CLIPS.  Go back to the DINING ROOM.
    
    DINING ROOM
    You're scared to death now, so you should run back to your teammates like
    the coward you are.  Take the EMBLEM and leave through the double doors on
    the other end of the room.
    
    MAIN HALL
    Hey!  Where did Wesker and Jill go?  Chris looks around the hall for a bit,
    then sees something black on the floor.  It turns out to be Jill's gun.
    Take her HANDGUN, then go upstairs.
    
    UPPER MAIN HALL
    Enter the double doors to the west.
    
    DINING ROOM BALCONY
    Equip the HANDGUN, and shoot the zombie that approaches from the right side
    of the balcony.  After you kill him, equip your good ol' COMBAT KNIFE, and
    run down the left side of the balcony.  You'll see a zombie behind a statue.
      You can save some ammo here by sticking the blade through the statue to
    hit the stuck zombie on the other side.
    
    After you kill the zombie, shove the statue through the hole in the railing.
      You'll hear a loud crash below as the statue breaks.  Go through the door
    in the northwestern corner of the area.
    
    WEST STAIRS LANDING
    Kill all the zombies around here with the HANDGUN.  If you want to save a
    little ammo, stab them with the COMBAT KNIFE when they're down.  Go
    downstairs after you defeat all the enemies.  Both doors up here are locked.
    
    WEST STAIRS HALL
    Go into the area next to the stairs.  Enter the door here.  If you do it
    fast enough the zombie in the corner won't even register you're there.
    
    MEDICAL ROOM
    As you enter the room, somebody attacks you with a can of bug spray.  Chris
    yells "WHOA!  What is it?"  "What?  OH!  OH NO!" responds the assailant.
    It's Rebecca Chambers, the newest member on the S.T.A.R.S. team.
    
    Rebecca apologizes for macing you, and Chris introduces himself.  She then
    ponders why the helicopter crashed, because she serviced it recently.  I
    think Rebecca just answered her own question there.  Anyway, now that you're
    free to move, take the sparkling SWORD KEY from the bed.  Go to the CHEST
    and organize your inventory:
    
    HANDGUN, CLIP
    SWORD KEY
    
    Try to leave.  Rebecca then asks if she could help you by tagging along.
    
    ***IMPORTANT NOTE!***
    This question will affect the outcome of the game.  Unlike Jill, you'll
    determine the ending you'll get very early at this time.  If you want a good
    ending at the end of the game, say "Yes" to her question.  She'll then say
    that she has to stay here and prepare something.
    
    If you say no, Rebecca will stay here and won't wander about the mansion.
    If you come back to this room during Part One, she'll be able to treat your
    status to full health up to three times.  The bad part of this is that
    there's a chance you'll end up with a bad ending.
    ***IMPORTANT NOTE!***
    
    After making your choice, Chris will leave the room.
    
    WEST STAIRS HALL
    I recommend you dodge the zombies in this hall every time you come through
    here, because the hallway is wide enough to pull it off.  The first zombie's
    no problem, because he's out of the way under the stairs.  The second zombie
    is at the pillar.  Run past on the right side to get past him.  To pass the
    third zombie, go past on the side he's not looking at.  Finally, get to the
    door at the other end of the hall.  It's near the black door.
    
    GREEN CORRIDOR
    Turn right and run down that hall, ignoring the first zombie.  Run past the
    second zombie at the intersection, then shoot him.  This way you won't get
    sandwiched between this zombie and the ones coming from behind.  Unlock the
    door on the right with the SWORD KEY.  Enter.
    
    KEEPER'S BEDROOM
    Take the CLIP off of the bed, then examine the desk.  When you do so, a
    zombie will pop out of the closet.  Run around the bed where you're out of
    his grasp and shoot him from there.  After he is dead, search the closet for
    SHOTGUN SHELLS.
    
    On the desk, you will find the KEEPER'S DIARY.  The keeper says he had to
    take care of a "new creature," given to him by a "researcher."  A day later,
    there was an accident in a lab somewhere on the estate, which kind of
    explains the previous entry.  The guy says he has to wear a space suit now,
    and he's annoyed with it.
    
    He feels itchy now, and asks the doctor about it.  He gives him a big
    bandage and tells him he doesn't need the space suit anymore.  The keeper is
    glad, though now rotten chunks of flesh are falling off of his body.  The
    rest of the diary, you may notice the words are getting simpler and simpler,
    and then the diary concludes with the words "Itchy.  Tasty."  It's pretty
    obvious what's happened to him I believe.
    
    I guess this somewhat explains why the heck there are zombies and monsters
    around, because of some lab that's on the grounds.  Leave the room.
    
    GREEN CORRIDOR
    Go to the black door at the south end of the corridor.
    
    WEST WHITE HALL
    Look familiar?  Instead of looking at Kenneth's corpse again, run for the
    door at the end of the hall near the double doors.  Unlock it with the SWORD
    KEY and enter.
    
    PIANO BAR
    Run around the piano to find two bookcases, one of them texture-mapped.
    Push away the texture-mapped bookcase to reveal the MUSIC NOTES. Take the
    MUSIC NOTES to the piano and use them there.  Unfortunately, Chris knows
    nothing about music.  Rebecca then catches up to Chris.  "It's me Chris,"
    says Rebecca.  About two minutes later, Chris says "Is that you Rebecca?"
    No of course it's not Rebecca, Chris, it's the evil demon Samael disguised
    as Rebecca!
    
    I don't know why, because there isn't any logical reason to be playing a
    piano in a time of crisis like this.  Anyway, Rebecca tries to play
    "Moonlight Sonata,"  but she can't get it right.  She then asks you if she
    could stay here and practice.  It doesn't matter what you say, because she
    will stay right here until she gets the song right.  She'll be ready for you
    in about 8 minutes.  Leave.
    
    WEST WHITE HALL
    Enter the only door on the left side of the hall.
    
    DINING ROOM
    Look at the rubble of the statue on the other side of the table and take the
    BLUE JEWEL.  Go back the way you came.
    
    WEST WHITE HALL
    Go down the hall, and enter the door on the north side of the hall.
    
    GREEN CORRIDOR
    Take the door in the alcove just ahead of you.
    
    TIGER ROOM
    Put the BLUE JEWEL in the tiger, and it will swivel to give you the WIND
    CREST!  Take it and leave.
    
    GREEN CORRIDOR
    Go back out the black door to the south.
    
    WEST WHITE HALL
    Enter the DINING ROOM.
    
    DINING ROOM
    Leave out the double doors.
    
    MAIN HALL
    Go to the blue double doors on the eastern side of the hall.
    
    BLUE ROOM
    There are many nice paintings in this room, and a statue of a woman and a
    vase in the center of the place.  If you examine this statue closer, you
    will see a rolled-up paper inside the bowl it's holding.  Push the
    stepladder over to the statue, and you will be able to get the 1ST FLOOR
    MAP.  When you have finished exploring, unlock the door near the curtained
    door with the SWORD KEY.  Discard the key when asked.
    
    ***OPTIONAL***
    You can push the display case away from the door with the curtain and find a
    hidden area.  There is a zombie on the floor that will bite your knee if you
    walk over him before killing him.  If you don't want to waste ammo, you can
    slide around on the right side.  On the shelf, you will find INK RIBBONS.
    ***OPTIONAL***
    
    L-SHAPED HALL
    Look at the "creepy stuff" in the display cases on the inner wall if you
    want to, then turn down the hall and run.  Why?  Because dogs leap through
    the windows.  Now get to the other door at the end of this hall before
    you're torn to shreds like poor Joseph.
    
    ***OPTIONAL***
    You can get a CLIP hidden under a moveable case, but you'll be pretty much
    forced to kill the dogs because the case-moving process is so slow.  I don't
    think it's really worth the effort.
    ***OPTIONAL***
    
    WEST WHITE HALL
    Ignore the rusted iron door you see, because you don't have the right key
    for it yet.  Heal up with the GREEN HERB nearby if you need to, then go down
    the hall.  Take the first door you come to.
    
    MANSION BATHROOM
    Unlike Jill, Chris will actually find something of value here.  Drain the
    tub of the dirty water, and you'll find a SMALL KEY.  Take the SMALL KEY
    from the tub and leave the room.
    
    WEST WHITE HALL
    Continue down the hall, and at the very end you will be between a set of
    double doors, and a single door.  Take the double doors nearby.
    
    ***IMPORTANT NOTE!***
    Don't try to go into the LIVING ROOM to get the SHOTGUN as Chris, because
    nobody will come to save him if you do.  Apparently Rebecca is afraid of
    breaking her nails while kicking open doors.  Chris has to have the BROKEN
    SHOTGUN before he can get the good SHOTGUN.
    ***IMPORTANT NOTE!***
    
    DARK CORRIDOR
    Shoot the two zombies you see, then take the door on the south side of the
    hall.
    
    ART GALLERY
    You find yourself in a hall of portraits, with ugly crows on the track
    lighting.  Don't concern yourself with them, because as long as you don't
    shoot, they won't attack you.
    
    Note that each painting shows a stage of a person's life, and that there is
    a switch beneath each painting, except for the first one that is entitled
    "From Cradle to Grave."  Hmm...cradle to grave...I know!  You should press
    each switch under the painting in order from birth until death.  If you
    can't figure out what order to go in, here is the solution:
    
    1. Newborn baby
    
    2. Infant
    
    3. Lively boy
    
    4. Young man
    
    5. Tired middle-aged man
    
    6. Bold-looking old man
    
    7. The painting entitled, "The End of Life"
    
    If you pressed the buttons in the correct order, the "End of Life" painting
    will crash to the floor and you will find the STAR CREST behind it.  You can
    now leave the room.
    
    If you got the order wrong, the crows will attack.  Leave the room and when
    you return they will be docile again.  The puzzle will reset so you can
    start over.
    
    DARK CORRIDOR
    If you are wondering what you are supposed to do with the STAR CREST and
    WIND CREST you found, then take the door in the alcove on the north side of
    the hall.
    
    COVERED PATH
    Go down the stone walk and you will see a dog.  Kill him with your HANDGUN.
    When the dog is dead, examine the door at the end of the corridor.  It's
    locked, but there is a panel to the left of the door.  On the panel you
    read:
    
    "When the sun sets in the west
    And the moon rises in the east,
    Stars will begin to appear in the sky
    And wind will blow towards the ground.
    Then the gate of new life will open."
    
    Also note that there are four holes in the panel, shaped like that STAR
    CREST you have.  The poem gives out the names of each of the crests you need
    to find to unlock the door:  Sun, Moon, Star, and Wind.  You already have
    one, so there are still three more to find inside the mansion somewhere.
    Place the STAR CREST in the diagram, then leave.
    
    DARK CORRIDOR
    Unlock the black door near the double doors.
    
    WEST STAIRS HALL
    Shoot the zombie at the bottom of the stairs, then take the GREEN HERB
    nearby.  Go through the little door under the stairs.
    
    STORAGE ROOM
    Welcome to your first save room.  Take the white bag of the incredible
    CHEMICAL and organize your inventory at the CHEST nearby:
    
    HANDGUN, CLIP
    EMBLEM, CHEMICAL
    SMALL KEY
    
    Go back out.
    
    EAST STAIRS HALL
    Go back out the black door to the south.
    
    DARK CORRIDOR
    Go out the double doors to the east.
    
    EAST WHITE HALL
    Run all the way back down the hall.  Take the door you used to get in here
    the first time.
    
    L-SHAPED CORRIDOR
    Run past the dogs to the other door.
    
    BLUE ROOM
    Go out the blue double doors.
    
    MAIN HALL
    Go to the double doors across the hall from you.
    
    DINING ROOM
    Leave out the door to the northwest.
    
    WEST WHITE HALL
    Let's go see if Rebecca's gotten any better at playing the piano.  Go into
    the PIANO BAR.
    
    PIANO BAR
    If Rebecca has improved her playing, she'll call you over to the piano and
    ask you to listen to her song.  After she's completed the song perfectly, a
    secret door will open in the wall.  Go inside and take the GOLD EMBLEM from
    the statue.  This causes the wall to go down again and seal you inside.  Use
    the regular EMBLEM to keep the door open so you can get out of here.  Don't
    mind Rebecca, because she's temporarily become a statue.
    
    WEST WHITE HALL
    Run back to the DINING ROOM.
    
    DINING ROOM
    Put the GOLD EMBLEM where the regular EMBLEM used to be.  The grandfather
    clock will then chime three times, and slide aside to reveal a secret
    compartment.  Take the SHIELD KEY from the hidden shelf, then go back into
    the WEST WHITE HALL.
    
    WEST WHITE HALL
    Run to the first door on the left.
    
    GREEN CORRIDOR
    Run straight down the hall until you get to the open area with the zombie.
    Kill both zombies and run down the corridor they were protecting.  Enter the
    door at the end of the passageway.  You are likely very low on ammo at this
    point, but don't worry, help will be on the way very soon!
    
    WATER GARDEN
    Don't try to walk past the fountain, or you will be attacked by killer
    vines.  Pour the CHEMICAL into the pump at the back of the room and the
    plants in the fountain will die, giving you access to one of the most
    important keys in the game, the ARMOR KEY.  Take the ARMOR KEY.  Ignore the
    HERBS on the floor for now, we'll come back a little later to pick them up.
    
    GREEN CORRIDOR
    Run down the hall and enter the first door you see.
    
    WEST STAIRS HALL
    Enter the black door near you with the ARMOR KEY.
    
    ARMORY
    Take the BROKEN SHOTGUN off the shelf.  Finally, we can go deactivate the
    trap protecting the real SHOTGUN!  Also, get the CLIP from the shelf, then
    go over to the desk and use the SMALL KEY there for a box of SHOTGUN SHELLS.
      Leave.
    
    WEST STAIRS HALL
    Dodge the zombies and go to the MEDICAL ROOM.
    
    MEDICAL ROOM
    Organize your inventory:
    
    HANDGUN, HANDGUN BULLETS
    
    Leave.
    
    WEST STAIRS HALL
    Enter the door close by the black door again.
    
    GREEN CORRIDOR
    Go back to the WATER GARDEN.
    
    WATER GARDEN
    Take two RED HERBS and two GREEN HERBS to make two RED-GREEN HERB MIXTURES.
    Then take the last two GREEN HERBS and leave.
    
    GREEN CORRIDOR
    Run down the hall and enter the first door you see.
    
    WEST STAIRS HALL
    Run down the hall and enter the MEDICAL ROOM.  Dump the HERBS and organize
    your inventory:
    
    HANDGUN, HANDGUN BULLETS
    ARMOR KEY, BROKEN SHOTGUN
    CLOSET KEY (optional)
    
    In case you are wondering what the CLOSET KEY is, you earn it from
    completing a previous game with the extra good ending.  Don't sweat it if
    you don't have the key.  Leave.
    
    WEST STAIRS HALL
    Go upstairs.
    
    WEST STAIRS LANDING
    Run around the railing and enter the door back there.
    
    DINING ROOM BALCONY
    Run out the double doors.
    
    UPPER MAIN HALL
    The next door we are going to is the far right door on the west wall.
    
    BLOODY CORRIDOR
    There's not much to see here except for some bloodstains on the floor and
    the wall.  Take the SMALL KEY near the first door.  Take the door at the
    eastern end of the hall.
    
    OUTDOOR BALCONY
    Out here, you get a nice view of the woods, and you also find another dead
    body of one of your Bravo teammates, Forest Speyer.  He got pecked to death
    by crows, but at least he still has a CLIP with him.  Take the gun, but be
    careful not to accidentally check the body or Hitchcock's little friends
    will attack.  Leave out the door you used to get in.
    
    BLOODY CORRIDOR
    Go out the other door.
    
    UPPER MAIN HALL
    Go downstairs.
    
    MAIN HALL
    Unlock the little door near the blue doors with the ARMOR KEY.
    
    GLOBE ROOM
    Walk past the sculpture this room was named for, and take the CLIP on the
    shelf.  Then walk past the other shelves on your left.  A zombie will
    approach from the left.  After shooting him, trade the SMALL KEY for the
    SHOTGUN SHELLS at the desk.  Leave if you want to back into the hall.
    
    ***OPTIONAL***
    If you want to, you can to the playroom through the door in the eastern
    alcove.  There are no threats there but a crawler zombie.  You can get two
    GREEN HERBS here if you don't mind having to run to a save room to
    reorganize your inventory, then take all the GREEN HERBS.
    
    Also, you may note the other door in here.  You can only open that door if
    you have the CLOSET KEY, which you receive by getting the extra good ending
    on your last game.  Inside the CLOSET, you'll be able to change into Chris's
    alternate costumes if you want to.
    ***OPTIONAL***
    
    MAIN HALL
    Take the blue doors on the eastern wall.
    
    BLUE ROOM
    Run to the door across from you.
    
    L-SHAPED CORRIDOR
    Run down the hall to the opposite door.
    
    EAST WHITE HALL
    Remember that one door you skipped over near the double doors?  Go to that
    one.
    
    CONNECTING CHAMBER
    There is nothing here, so why don't you go to the next room?
    
    LIVING ROOM
    Take the SHOTGUN off the wall, then put the BROKEN SHOTGUN in its place to
    keep the hooks down and disable the trap.  At long last we finally got the
    stinkin' SHOTGUN!
    
    CONNECTING CHAMBER
    Since the hooks are still down under the weight of the BROKEN SHOTGUN, the
    ceiling will not crush you and you can safely exit.
    
    EAST WHITE HALL
    Enter the double doors nearby.
    
    DARK CORRIDOR
    Enter the door in the same camera angle.
    
    EAST STAIRS HALL
    Enter the door under the stairs.
    
    STORAGE ROOM
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    ARMOR KEY, SHIELD KEY
    HEALING ITEM
    
    You might want to save, because a tough boss fight is about to occur.
    
    EAST STAIRS HALL
    Go upstairs.
    
    EAST STAIRS LANDING
    Go left and blow off that zombie's face, then turn right and kill the zombie
    over there.  You can ignore the zombie at the west end of the hall, because
    he's guarding an area you don't need to go to until Part Three.  By then
    he'll be long gone.  Go into the alcove and unlock the door there.  Go
    through it.
    
    RED PASSAGEWAY
    Kill the zombie to your left.
    
    ***OPTIONAL***
    If you want to, you can go to the RED ROOM to the right.  On the table in
    there, you will find the BOTANY BOOK.  This book will provide hints on how
    to mix the RED HERBS, GREEN HERBS, and BLUE HERBS you will find around the
    Spencer estate.
    
    According to the book, the GREEN HERB is used to heal wounds, the BLUE HERB
    is used to cure poisons, and the RED HERB is used to triple the effects of
    GREEN HERBS.  Keep these tips in mind for the rest of the game.  Leave out
    the other door in here.
    ***OPTIONAL***
    
    RED PASSAGEWAY
    Go left and unlock the blue doors you come to.
    
    KNIGHT ROOM
    Hmm, two grates, two statues, one red button, crap, what are we supposed to
    do here?  I know!  Push the statues over the grates, then press the red
    button and see what happens!  Make sure both grates are covered just right,
    then press the shiny red button on the floor.  Eureka, the cabinet in the
    back of the room opened.  Take the SUN CREST from the cabinet, then leave
    the room.
    
    RED PASSAGEWAY
    Continue right down the hall.  Kill the zombie you find around the corner,
    then unlock the door on the south wall.
    
    RICHARD'S HALL
    You will see two GREEN HERBS on the floor at the corner.  Use them if you
    need to heal up to FINE condition.  Continue on and you will see Richard's
    dead body.  If you examine his corpse twice, you will get a CLIP, but you
    won't need to use the HANDGUN much anymore.  Open the door past his body.
    
    ATTIC CORRIDOR
    Kill the zombie in the hall to the left, then go up the short stairs and
    unlock the door at the top with the SHIELD KEY.  Discard the key afterwards.
    
    ATTIC
    Gather up your courage and walk towards the columns in the middle of the
    room.  YIKES!  It's that giant snake Richard told you about!
    
    #######################################################################
    BOSS FIGHT 1 - THE GIANT SNAKE
    
    If you want to avoid the snake, read the EVASION strategy.  If you want to
    fight, use the FIGHTING strategy.
    
    ****************
    EVASION STRATEGY
    ****************
    For those who wish to avoid the snake with as little squabble as possible,
    follow these directions.  When you regain control, you can see some small
    shelves in the back corner of the room.  Run towards them and you will miss
    a lunge from the snake.  After he lunges,  curve towards the pillar with the
    boxes.  Run past the pillar and turn right.  Swipe the SHOTGUN SHELLS off
    the barrels if you have time.
    
    Now, run around the wall and into the walled-in place where the snake
    appeared from.  Take the MOON CREST from its hidey-hole and try to run back
    out.  By now the snake has probably caught up and is blocking the passage.
    You will likely get bitten here, but it's okay if you have healing items.
    Now, run back out of the attic.
    
    *****************
    FIGHTING STRATEGY
    *****************
    Now, for those who want to hang tough and tangle with the snake, read here.
    Take some distance from the snake and let loose with your BAZOOKA.  ACID
    ROUNDS are especially effective.  Be careful about your aim.  The head is
    the only vulnerable spot, and since the snake often slithers along the
    ground, it is a difficult target to hit.
    
    Don't get it too close to the snake either, or it will encircle you and
    prevent you from moving.  Monitor your health status, because if it gets too
    low, the snake will try to swallow you, killing you in one attack!  After
    about 3-6 hits, the snake will give up and run away.  You can now take the
    MOON CREST and leave.
    #######################################################################
    
    ATTIC CORRIDOR
    As you exit the room, Chris is overtaken by the poison.  If you said Rebecca
    could wander the mansion, she will then enter and say that she will go look
    for the SERUM.  You will now get to play as Rebecca for a few minutes.  She
    has only 15 bullets for her HANDGUN.  Fortunately we have already cleared
    out a lot of the rooms as Chris, so this won't be a major problem.
    
    On the other hand, if you said no, Rebecca will lug your huge butt back to
    the MEDICAL ROOM and you'll be in FINE status again.  Read past this next
    section until you get to the section that applies if you said no.
    
    One last thing, if you weren't poisoned at all during the battle, you'll
    simply remain in the ATTIC CORRIDOR.  Go to the STORAGE ROOM.  I'll be with
    you there past the ROUTES JOIN TOGETHER HERE heading.
    
    *******************
    SAID YES TO REBECCA
    *******************
    RICHARD'S HALL
    As you exit the room, your map automatically lights up.  A red dot will show
    you the room where the SERUM is.  In this case, its the MEDICAL ROOM.  Let's
    be on our way there.  Go into the RED PASSAGEWAY.
    
    RED PASSAGEWAY
    Go to the door to your left.
    
    UPPER MAIN HALL
    Run across the balcony to the DINING ROOM BALCONY.
    
    DINING ROOM BALCONY
    Go to the next room.
    
    WEST STAIRS LANDING
    Go down the stairs.
    
    WEST STAIRS HALL
    Go into the MEDICAL ROOM.
    
    MEDICAL ROOM
    Take the SERUM from the shelf and leave.
    
    WEST STAIRS HALL
    Go back up the stairs.
    
    WEST STAIRS LANDING
    Go back to the DINING ROOM BALCONY.
    
    DINING ROOM BALCONY
    Take the double doors.
    
    UPPER MAIN HALL
    Go to the door across from the doors you used to enter.
    
    RED PASSAGEWAY
    Take the first door you see.
    
    RICHARD'S HALL
    Enter the next door.
    
    ATTIC CORRIDOR
    Rebecca gives Chris the SERUM.  When he revives, he will be in whatever
    state he was in when the battle with the snake ended.  Your time to play as
    Rebecca is now over and you'll be playing as Chris again. Leave.
    
    RICHARD'S HALL
    Go to the next door.
    
    ******************
    SAID NO TO REBECCA
    ******************
    MEDICAL ROOM
    Exit the room.
    
    WEST STAIRS HALL
    Head upstairs.
    
    WEST STAIRS LANDING
    Go around the railing to the door at the southern end of the room.
    
    DINING ROOM BALCONY
    Run across to the double doors.
    
    UPPER MAIN HALL
    Go across the balcony to the RED PASSAGEWAY door.
    
    *************************
    ROUTES JOIN TOGETHER HERE
    *************************
    RED PASSAGEWAY
    Enter the first door past the blue doors.
    
    EAST STAIRS LANDING
    Go down the stairs.
    
    EAST STAIRS HALL
    Enter the save room.
    
    STORAGE ROOM
    Organize your inventory:
    
    HANDGUN, CLIP
    MOON CREST, SUN CREST
    
    Leave.
    
    DARK CORRIDOR
    Go into the door that is by itself in the dark offshoot.
    
    COVERED WALK
    Plug the remaining CRESTS into the diagram, then the door next to you will
    unlock.  Finally you can get out of the mansion!  Go through the door.
    
    TOOL SHED
    Welcome to the courtyard area of the Spencer estate.  Push the step ladder
    forward some so you can stand on the side where you get on it.  Push it to
    the shelf and take the SQUARE CRANK.  Leave out the double doors.
    
    UPPER COURTYARD
    YES!  Two RED HERBS, three GREEN HERBS, and just around the corner, three
    BLUE HERBS.  Take the two RED HERBS and two GREEN HERBS.  Ignore the BLUE
    HERBS for now, or you be pounced upon by dogs.  While Jill faced two dogs in
    every part of the courtyard area, Chris will have to take on three at a
    time.
    
    After you take the RED HERBS and the GREEN HERBS, mix them to make two
    RED-GREEN MIXTURES.  Now, fire off one shot from your gun to "wake up" the
    dogs.  They'll come charging into your little corner.  Stay where you are
    and fire off a bullet at a dog when it gets close.  When the dog stands up
    again, fire another bullet to put it back down.  Repeat until both dogs are
    dead.
    
    Grab the BLUE HERBS and mix them with your RED-GREEN MIXTURES to make BROWN
    MIXTURES.  Go down the western path.  At the end you'll find a broken
    elevator you can't use right now, and on the wall nearby the GARDEN MAP is
    posted.  Take the map, then go through the rusted iron gates at the northern
    end of this place.
    
    WATER RESERVOIR
    Follow the stone path to a post with a square hole in it.  Use the SQUARE
    CRANK to drain the water from the reservoir.  Go to the little ladder and
    jump down onto the new path.  Run across the pool and climb up the other
    ladder.
    
    As soon as you're on the other side, start running hard.  The reason is
    because little snakes are falling from the trees on the sides of the path,
    and they are infinite.  Eventually you will come to a small platform
    elevator.  Board it and go down.
    
    LOWER COURTYARD
    Just like in the UPPER COURTYARD, fire one shot to "wake up" the dogs, then
    stand near the elevator and fire shots at the dogs that get close.  When
    they get up shoot them again.  Repeat until they are dead.  Go through
    another squeaky iron gate to the next area of the courtyard.  If you want to
    get by without fighting, scrape along the water near the waterfall to avoid
    contact with the dogs.
    
    COURTYARD PATH
    I'd recommend you flee from the dogs this time, because the next time you
    come this way the dogs will be gone.  Run in a zigzag pattern to evade them
    and get to the door at the end.
    
    If you must kill them, repeat the method above with your back to the "lower"
    wall in the first camera angle.  Take the door at the very end of the path.
    If you've got the item space, take the two GREEN HERBS and two BLUE HERBS
    near the entrance gate.
    
    -----------------------------------------------------------------------
                                END OF PART ONE
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    --------------------
    THE LIGHTER SUBQUEST
    --------------------
    
    There is a LIGHTER you can find in a bedroom on the second floor near the
    EAST STAIRS LANDING.  This LIGHTER is used for the small task of lighting a
    candle in a room for extra ammo, and getting the 2ND FLOOR MAP.  If you want
    to do this little subquest, read below.  We will start at the EAST STAIRS
    LANDING.
    
    EAST STAIRS LANDING
    Unlock the door just to the left of the stairs with the ARMOR KEY.  Enter.
    
    STAG ROOM
    Kill the zombie in here, then take the door to the left.
    
    UPSTAIRS OFFICE
    Press the switch hidden in the bug display case to empty an aquarium.  Push
    the aquarium away from the back corner of the room, then push the bookcase
    into its place to reveal a cabinet.  The cabinet contains a box of SHOTGUN
    SHELLS.  Also, you can find INK RIBBONS in the pocket of the lab coat
    hanging on the rack.  Leave.
    
    If you want to, you can read the RESEARCHER'S WILL on the desk.  He says
    he's infected by a virus he and his fellow scientists were experimenting
    with here.  He says his fellow workers are now mindlessly clawing at his
    door as he writes.  He ends saying that by the time she reads this, he'll be
    one of them.
    
    ***NOTE***
    If you wait until you complete Part 2 to get this letter, the top half will
    be torn off and missing...  I wonder why?
    ***NOTE***
    
    STAG ROOM
    Take the door across from you.  Be careful, because a zombie might come in
    through the door from the hall.
    
    TWIN BEDROOM
    Take the RED HERB, the SHOTGUN SHELLS hidden behind the right bed, and the
    LIGHTER off the shelf.  Leave.
    
    STAG ROOM
    If there's a zombie or two in here, then evade it and get out into the hall.
    
    EAST STAIRS LANDING
    Run east down the hall, and kill the zombie hiding around the corner if
    there is one there.  Go through the door at the end.
    
    FIREPLACE ROOM
    There's not much to see in here, apart from a fireplace with a white paper
    over it.  Use the LIGHTER to start a fire, and the white paper will become
    the 2ND FLOOR MAP.  Take the GREEN HERB you find in here if you need it, and
    leave the room through the blue door.  The other door in here needs a key
    you won't find till much later.
    
    EAST STAIRS LANDING
    Enter the RED PASSAGEWAY.
    
    RED PASSAGEWAY
    Go into the door after the blue doors.
    
    RICHARD'S HALL
    Go to the next door.
    
    ATTIC CORRIDOR
    Turn left at the fork and take the door at the end of the hall.
    
    PRIVATE DINING ROOM
    Search the cabinet on the left wall for a CLIP.  Light the candles on the
    table with the LIGHTER.  Now push away the left bookcase to reveal a secret
    room.  Grab the SHOTGUN SHELLS in the cabinet hidden back here.  If you try
    to get them without lighting the candles first, it'll be too dark to pick
    them up.
    
    -----------------------------------------------------------------------
    _____   _____   _____   _____     ____
    |  _  | |  _  | |  _  | |_   _|   /__  \
    | |_| | | |_| | | |_| |   | |        / /
    |  ___| |  _  | |  _  /   | |       / /    -  THE GUARDHOUSE
    | |     | | | | | | \ \   | |      / /__
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    ENTRY CORRIDOR
    Directly in front of you are some BLUE HERBS next to a stand with other
    plants on it.  You can also see the statue next to them there is
    texture-mapped.  This is used to cover the hole in front of a door down the
    hall.
    
    If you don't cover it, a plant vine will shoot out and grab you by the neck,
    robbing you of a little health.  Push the statue east down the hall, then
    south down the hall the hole is in.  Cover the hole and you'll never have to
    worry about the vine again, unless of course you're stupid enough to move
    the statue away again.  Take the door across the hall from the door marked
    001.
    
    ***OPTIONAL***
    Beyond the red doors is the GAME ROOM, where you'll get your first encounter
    with the giant spiders.  You can find INK RIBBONS on one of the tables, and
    a CLIP on top of a barrel in here.  You can just ignore the spiders, because
    they don't cause much damage.  The most dangerous thing about them is that
    they can poison you, but this is easily fixed by using a BLUE HERB.
    ***OPTIONAL***
    
    GUARDPOST
    Take the FIRST AID SPRAY and the CLIP off the bookshelf.  Next, heal
    yourself to FINE status and organize your inventory at the save box:
    
    SHOTGUN, SHOTGUN SHELLS
    
    Leave.
    
    ENTRY CORRIDOR
    Go to the door across the hall with a sign above it that says "001."
    
    001 BEDROOM
    Blow both zombies' heads off, then walk to the stand near the closet.
    You'll find a SMALL KEY hidden inside the cup there.  Use the SMALL KEY on
    the desk nearby to get SHOTGUN SHELLS.  Go into the small door near the
    entrance door.
    
    001 BATHROOM
    Walk to the bathtub and drain the water.  On the bottom is the C. ROOM KEY.
    Take the key and leave.
    
    001 BEDROOM
    Enter back into the hall.
    
    ENTRY CORRIDOR
    Walk past the hole you covered up with the statue and take the door back
    there.
    
    IVY HALL
    Don't worry at all about any of that ivy covering the walls.  None of it is
    dangerous.  Take the first door you come to.
    
    WASP ROOM
    As soon as you enter run diagonally across the room to the dark corner
    there.  Charge into it and take the 002 DORMITORY KEY off the desk.  Then
    turn tail and run quickly out to the same door you used to enter.  The
    reason?  There are three billion wasps zipping out of that hive to get you,
    and if you don't move fast, you'll be covered with them and stung over and
    over till you die.
    
    ***NOTE***
    If you'd take the time to notice between the wasp attacks, you would
    discover that the double doors in here are being "obstructed by something on
    the other side."  Wonder what could be blocking those doors?  Also note the
    door with the keypad.  If you told Rebecca to stay at the mansion, then
    there's no reason to bother unlocking this door.
    ***NOTE***
    
    IVY HALL
    Run further down to the end of the hall.  Unlock the door with the 002
    DORMITORY KEY then discard it.  Shove aside the statue nearby to discover
    three GREEN HERBS.  USE them to make a GRAY HERB MIXTURE.  Now enter the
    door.
    
    002 BEDROOM
    Because you don't have a SMALL KEY, you can't get the SHOTGUN SHELLS in the
    locked desk.  You can however get the DORMITORY MAP on the wall.  On the bed
    you'll find the PLANT 42 REPORT, which discusses more on this accident
    that's happened here.  It also tells you the name of the virus which is
    making all these zombies and monsters.  It's called the T-Virus.
    
    It says there's this giant plant in the guardhouse that mutated after being
    infected with the T-Virus, and that it looks for nutrition by getting it
    from the flooded basement, and by sucking blood from people caught in its
    vines.  It also says that it blocks a door, which probably explains that
    door in the WASP ROOM that won't open.
    
    Hey look, two texture-mapped bookcases.  Shove them aside to reveal a
    ladder.  Go down it, into the "secret" passage.
    
    ***OPTIONAL***
    In the 002 BATHROOM, you'll find a CLIP, but you'll have to waste a shell on
    a zombie.  It's not really worth it as the HANDGUN'S not terribly useful
    anymore.
    ***OPTIONAL***
    
    BASEMENT CORRIDOR
    Here we get to have fun with boxes!  Or not.  Further ahead, a pool of water
    blocks the hall.  You have to push the three boxes into the water to form a
    makeshift bridge to get across.
    
    Run around the corner and shove the box around the corner.  Now push the box
    forward to the wall across the hall, then shove it a
    looooooooooooooooooooong way down the hall near the corner.  Don't go too
    far, or you'll have to start all over!  Next, push the box closest to the
    water pool into it.  Then go to the second box that was behind it and push
    that box into the pool.  And lastly, shove the box you pushed all the way
    down the hall to the wall and then into the pool.  You now have a box bridge
    to cross the pool of water.
    
    Umbrella really needs to hire some better architects.  What idiot puts a
    giant pool in the middle of the hall, but no bridge to cross it?  Come to
    think of it, why put a pool in the middle of the hall at all?  Anyway, go
    down the hall some more and you will see the rest of the hall is submerged
    in water...  Go into the water and open the double doors.  Leave the GREEN
    HERBS where they are for now.
    
    NEPTUNE DEVELOPMENT LAB
    You now find yourself in a GIANT room, with it totally flooded by water.
    Immediately begin running around the right side of the giant water tanks in
    the middle of the room.  Don't bother looking at the first door you pass.
    Eventually, you will come to two doors together.
    
    Move a little closer, and you will see an POV shot of something following
    you underwater.  As it turns out, it is a shark code-named Neptune and her
    two babies.  But unfortunately for them, you are already at the doors that
    will allow you to escape.  Unlock the left door with the C. ROOM KEY, the
    one on the right doesn't even have a keyhole!  Discard the key and enter.
    
    DRAINAGE CONTROL ROOM
    Walk over to the panel with the flashing light and pull the lever.  All the
    water will drain out of the basement.  On your way out, press the flashing
    button to unlock the room next door.
    
    NEPTUNE DEVELOPMENT LAB
    You can hear a flapping noise, but ignore it for now.  Enter the door
    nearby.
    
    BASEMENT ARMORY
    Yes!  Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves!  And
    also, you can see a little sparkle on the shelf to the right.  Take the 003
    DORMITORY KEY and leave.
    
    NEPTUNE DEVELOPMENT LAB
    Run back to the exit and you will see the source of that flapping sound.
    Hahaha, it looks like Jaws and its babies are now struggling for their
    lives.  Don't bother shooting them, because they can't move fast enough to
    get you.  Go to the single door on the eastern wall.
    
    MESS HALL
    In here, you can see a huge plant root, which is the one mentioned in the
    PLANT 42 REPORT upstairs.  You can also see a sparkle on the box next to the
    root.  Take the SMALL KEY here and leave.
    
    BASEMENT CORRIDOR
    Run back to the ladder at the end of the hall.  Use the GREEN HERBS if you
    need to heal up.
    
    002 BEDROOM
    You can now use the SMALL KEY you got in the basement to unlock the desk for
    some SHOTGUN SHELLS.  Go back into the hall.
    
    IVY HALL
    Run back down the hall to the next door.
    
    WASP ROOM
    Run across the room to the door marked "003."  Unlock that door and discard
    the 003 DORMITORY KEY.
    
    003 BEDROOM
    If you unlock the desk in this room, you'll get INK RIBBONS, so it's not
    really worth looking for the SMALL KEY for this one.  Notice the bookshelf.
    One row has nothing in it but red books, except for one white book.  Take
    the white book and read the "V-JOLT" REPORT.  In it, it will tell you about
    UMB No.16, also known as V-JOLT.  This is a chemical that can destroy Plant
    42's roots in a matter of seconds, if poured on the root in the basement.
    If you told Rebecca to stay at the mansion, then there's no reason to deal
    with this task.
    
    Now, put the RED BOOK in the place of the white book to open up yet another
    secret passage.  Equip your SHOTGUN and enter the secret door.
    
    CONFERENCE ROOM
    Whoa!  That's one really big plant!  If you told Rebecca she could wander
    the mansion, Plant 42 will nab Chris and he'll yell.  Rebecca will be in the
    WASP ROOM and she'll hear Chris's cries for help.  She'll run in.  Chris
    will throw the V-JOLT report, telling her to use it to make the chemical to
    destroy the root.  Read the route marked below for how to make the V-JOLT
    and use it.
    
    On the other hand, if you told Rebecca to stay in the MEDICAL ROOM back in
    the mansion, you'll simply kill Plant 42 by yourself.  You can skip straight
    to the boss strategy if you told her no.
    
    *******************
    SAID YES TO REBECCA
    *******************
    WASP ROOM
    A map lights up and another flashing red dot shows you where to go when you
    have the chemical ready.  It's the MESS HALL in the basement.   Run across
    the room to the door on the far left.
    
    IVY ROOM
    Turn left and enter the door you run into there.
    
    ENTRY CORRIDOR
    Go to the double red doors.
    
    GAME ROOM
    Turn left and run to the pool table in the back corner.  Check the side of
    the table facing away from the dart board.  You'll get a code that says
    "1245".  Remember this number.  Leave the room and don't bother to mess with
    the spiders.
    
    ENTRY CORRIDOR
    Go down the corridor guarded by the vine.
    
    IVY HALL
    Enter the next door you come to.
    
    WASP ROOM
    Turn left and go to the other door you can see in the camera angle.  Check
    the keypad next to it.  Input 1245 into the keypad to unlock the door.
    Enter.  I guess next time you'll memorize the code so you don't have to do
    all that extra crap, huh?
    
    CHEMICALS LAB
    This is where you will make the V-JOLT.  If you tried to do this puzzle as
    Chris, you wouldn't have been able to because he doesn't know how to handle
    chemicals.  You can solve this puzzle yourself if you want to by reading the
    notes on the wall, or you can try my directions.  There are many chemicals
    in here that can be lethal if handled improperly, so do exactly as I say or
    you may make a substance that creates a poison gas!:
    
    1 - Gather up three EMPTY BOTTLES.
    
    2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTY
    BOTTLE with UMB NO. 2.  Mix the UMB NO.2 with the WATER to make NP-003.
    
    3 - Fill an EMPTY BOTTLE with UMB NO.4.  Mix the UMB NO.4 with NP-003 to
    make UMB NO.7.
    
    4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMB
    NO.4.  Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.
    
    6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.
    
    7 - Repeat STEP 2.
    
    8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!
    
    Leave the lab.
    
    WASP ROOM
    Leave out the door to the right.
    
    IVY HALL
    Turn right and go down the hall to the door marked "002".
    
    002 BEDROOM
    Go to the "secret" ladder.
    
    BASEMENT CORRIDOR
    Run down the passageway to the double doors.
    
    NEPTUNE DEVELOPMENT LAB
    Turn right and enter the first door you see.
    
    MESS HALL
    Go to the other side of the room where the plant's root is.  Pour the V-JOLT
    on it to make the root wither and die.  The game now moves back to where
    Chris is.
    
    CONFERENCE ROOM
    The plant drops Chris as it withers up...or does it?  The plant bounces back
    and now you must kill it for good.
    
    ******************
    SAID NO TO REBECCA
    ******************
    The plant simply picks Chris up, then throws him to the floor again.  You
    now have to kill it.
    
    *************************
    ROUTES JOIN TOGETHER HERE
    *************************
    #######################################################################
    BOSS FIGHT 2 - PLANT 42
    
    Don't worry, this fight will be much easier than the one with the snake back
    in the mansion.  In this battle, Plant 42 will use three attacks.  The first
    one is dropping plaster from the ceiling with its vines.  This is easy to
    evade as long as you stay on the move.  You can tell when and where it's
    going to fall when a lot of white dust trickles down from the ceiling.  This
    will be its primary attack during the fight.
    
    Its second attack is vine whipping.  This is no problem as long as you don't
    get too close to Plant 42.  It's last and most deadly attack is the blood
    sucker.  If you get caught in one of its vines, it will suck a lot of blood
    from you.  This damages you a lot, but it won't be a problem as long as you
    don't get too close to Plant 42.  This fight's not too hard though.  It only
    takes 8-10 SHOTGUN SHELLS to defeat it if its roots have been killed.  If
    they weren't, Plant 42 will take several more shots.
    
    ***NOTE***
    If you said no to Rebecca back in the mansion, Plant 42 will shrivel up part
    of the way through the battle.  This does not mean it's dead!  It will grow
    back again shortly.   This is the cue that you only need a couple more shots
    to kill it.
    ***NOTE***
    
    After you defeat it, Plant 42 finally degenerates into a ball of mush.
    #######################################################################
    
    Search the fireplace in the room to get the HELMET KEY, then exit out the
    double doors.
    
    WASP ROOM
    If Rebecca helped you defeat Plant 42, you'll meet her here.  The first
    thing Chris says is "We got...to the ROOT...of the problem!"
    Hahaha...you'll really impress the ladies with that one.  Rebecca will give
    you a COM. RADIO, and then she'll go into the CHEMICAL LAB.  If you want to,
    you can go into the CHEMICAL LAB where Rebecca went to, and she can treat
    your wounds from the battle with Plant 42.
    
    On the other hand, if Rebecca's still hanging around the mansion, you won't
    get to hear any bad dialogue or get the radio I'm afraid.  When you are done
    around here, run to the door that leads to the IVY HALL.
    
    IVY HALL
    Chris runs into Wesker finishing up some target practice.  After he's done
    shooting the wasps, Chris asks if he knows where Jill is.  He says they were
    attacked by a strange creature, and they got separated.  Wesker orders Chris
    to go back to the mansion to hunt for more clues, then walks off.  Let's do
    what he says, because you've just about searched this whole building.
    
    ENTRY CORRIDOR
    Go past the hole in the floor.  As we have killed the plant attached to the
    vine, the vine will not attack, even after the statue is moved again.  Enter
    the GUARDPOST.
    
    GUARDPOST
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    HELMET KEY
    
    Before you go, I recommend you save your game.  The game is going to up the
    ante in a short while.  When you are all set, leave.
    
    ENTRY CORRIDOR
    Turn left and leave out the front door.
    
    COURTYARD PATH
    If you have it, you'll hear your radio beeping as you exit.  That's Brad
    trying to hail you.  You don't have to answer him, as the radio is broken
    and you can't respond to his messages anyway.  Run for the
    wonderfully-squeaking gate at the end of the pathway.
    
    LOWER COURTYARD
    Go to the little elevator near the waterfall.
    
    WATER RESERVOIR
    You're going to have to make another run through the snakes.  Run like crazy
    past the trees, then go through the pool and out the gate.
    
    UPPER COURTYARD
    Go back to the TOOL SHED.
    
    TOOL SHED
    Go to the next door.
    
    COVERED WALK
    If you didn't get the COM. RADIO from Rebecca at the guardhouse, then Chris
    will find one lying on the ground here.  Run down the path to the back door
    of the mansion.  Make sure you have your SHOTGUN fully loaded and at the
    ready when you walk in.
    
    -----------------------------------------------------------------------
                                  END OF PART TWO
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    There are none in Part Two for Chris, because you either have to do the
    V-JOLT quest, or you can't do it.  It depends upon what you say to Rebecca
    back in the mansion.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |___  |
    | |_| | | |_| | | |_| |   | |      ___| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE MANSION REVISITED
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    DARK CORRIDOR
    Upon entry you get a warm welcome from a creature that has become the bane
    of every RE player's existence, the hunter.  They're faster than you,
    they're more resilient than you, and they can cut your head off if you are
    in CAUTION or worse.  Let him have a few SHOTGUN SHELLS in the face.
    
    If you told Rebecca to stay in the MEDICAL ROOM back in Part 1, Chris will
    say that he has to go find her.  If you want a good ending, you'll have to
    go to the WEST STAIRS HALL and rescue her.  Enter the left door on the north
    side of the hall.  This one needs the HELMET KEY.
    
    ***IMPORTANT NOTE!***
    This place will be crawling with Hunters wherever you go.  In a way, they
    have replaced all the zombies you killed earlier!  Stick to this walkthrough
    or you will get your head cut off, I promise you that.
    ***IMPORTANT NOTE!***
    
    STUDY
    Walk over to the desk and turn on the lamp.  On the desk are MAGNUM ROUNDS.
    Take them because it is vital that Chris gets the MAGNUM, unlike Jill.  Turn
    around and take the DOOM BOOK I from the bookshelf, then leave.
    
    DARK CORRIDOR
    Take the door in the same camera angle as the double doors.
    
    EAST STAIRS HALL
    Stay right where you are and get your SHOTGUN ready.  You'll hear a "tic,
    tic" noise.  This is the noise hunters make when they are around.  You will
    soon learn to loathe it.  Anyway, when you see the hunter come around the
    corner, blast him over and over till he dies.  Notice the little paper
    hanging on the wall.  It was written by Wesker, telling you that he left
    some supplies for you in the STORAGE ROOM.  Go into the little door beneath
    the stairs.
    
    STORAGE ROOM
    When you enter, you will see many items on the floor that Wesker left for
    you, including a CLIP, a FIRST AID SPRAY, and some SHOTGUN SHELLS.  Wesker's
    really nice.  Take everything and put it in the chest.  Organize your
    inventory:
    
    HANDGUN, CLIP
    
    This will likely be the last time we use the HANDGUN anymore in the game, so
    after we put it back in the chest again, it will stay there for good.  Also
    pretend from now on that all the CLIPS you see are things of your
    imagination.  Go into the hall.
    
    EAST STAIRS HALL
    Equip your HANDGUN and go up the stairs.
    
    EAST STAIRS LANDING
    Walk up the stairs and go left.  You can see a hunter down the hall has its
    back to you.  You now want some pay back for that rude surprise you got upon
    coming back to the mansion.  Shoot him in the back with the HANDGUN then run
    down the stairs again, but don't go ALL the way down them.
    
    Wait here for the hunter to slowly walk down the hall.  When he sees you at
    the bottom of the stairs, he'll be in a frenzy to reach you, but they forgot
    to teach him in bioweapon school how to walk down stairs.  From the safety
    of the stairs, you can pelt him with the HANDGUN till he dies pathetically.
    Walk back up the stairs.
    
    Now this time, walk to the right.  When the camera changes to show a hunter
    hiding around the corner, slowly walk backwards into its view.  When it sees
    you, start running back to the stairs and you can take him out as easily as
    the last one.  Now this time go back down the stairs all the way.
    
    EAST STAIRS HALL
    Go into the save room.
    
    STORAGE ROOM
    Organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    ARMOR KEY
    
    Leave.
    
    DARK CORRIDOR
    Get that SHOTGUN ready and open the double doors.
    
    EAST WHITE HALL
    Run down the hall.  As you turn the corner near the bathroom, a hunter pops
    up from around the next corner.  While he shrieks angrily, give him several
    SHOTGUN SHELLS to the head to quiet him down.  Unlock the metal door nearby
    with the ARMOR KEY.
    
    BACK PORCH
    Blow the heads off all the zombies back here, then collect the six (!) GREEN
    HERBS they were protecting.  Use them to make two GRAY HERB MIXTURES.  Go
    back inside again.
    
    EAST WHITE HALL
    Enter the double doors at the other end of the hall.
    
    DARK CORRIDOR
    Enter the door close by on the right.
    
    EAST STAIRS HALL
    Run to the STORAGE ROOM.
    
    STORAGE ROOM
    Set up your inventory like this:
    
    SHOTGUN, SHOTGUN SHELLS
    HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)
    
    I HIGHLY recommend you save, as the fight with the second-toughest boss in
    the game is near.  Leave.
    
    EAST STAIRS HALL
    Go up the stairs.
    
    EAST STAIRS LANDING
    Turn left and go all the way down the hall to the last door.
    
    FIREPLACE ROOM
    Go take the GREEN HERB near the fireplace if it's there and you need it,
    then unlock the other door in this small room with the HELMET KEY.
    
    BALLROOM
    Go over and check the piano, because maybe you're supposed to play another
    tune here to solve a puzzle.  Whoops, I guess not...
    
    #######################################################################
    BOSS FIGHT 3 - THE GIANT SNAKE:  THE REMATCH
    
    Looks like an old friend has returned to greet you, only this time, you
    don't have to worry about poison since you have already taken the SERUM.
    While the snake tries to pound you, he makes a large hole in the floor, then
    you take over control.
    
    Shoot the snake a few times from where you are standing, then run to the
    other side of the room and shoot from there.  NEVER lose your cool and get
    into a war of attrition with the snake or it will kill you for sure.  You
    must be mobile if you want to stay alive.  Also be sure to carefully monitor
    your health so it doesn't drop too low, otherwise the snake will swallow you
    whole!
    
    If you have the BAZOOKA, you could try to use it too.  It's difficult to aim
    it well though because of the arc of the shots.  The fast moving target
    doesn't help either.
    #######################################################################
    
    After the battle, check the hole near the piano.  The game asks if you want
    to jump down the hole.  Be prepared, once you go down there, there's no
    turning back!
    
    SECRET TOMB
    You are now stranded in this secret room, with nothing to occupy your
    interest except for a tombstone.  If you check it, you will discover a
    secret switch.  Press the switch and another secret passage will open up.
    Take the ladder down.
    
    BASEMENT CORRIDOR 1
    A zombie comes from the other end of the hall.  Blow his head off, then
    investigate the right fork in the hall.  You will find another zombie and a
    box of SHOTGUN SHELLS.  Blow off the zombie's face, take the SHOTGUN SHELLS
    and take the only door down here.
    
    BASEMENT CORRIDOR 2
    Run around the corner and another corner and you can see two zombies
    snacking on another fellow deadhead.  Since they seem to be content with
    their meal, why don't we leave them alone?  Run to the next door.  Even if
    you kill all of them, all you will get as a reward is two GREEN HERBS.
    
    KITCHEN
    Don't bother looking around for ammunition, because there is nothing here
    but bloodstains and other crap.  Take the SMALL KEY off the counter, and
    next go to the other side of the room and blast the zombie on the floor.
    Then take the ancient elevator to the second floor of the mansion.
    
    2F ELEVATOR LANDING
    A zombie is immediately coming for you when you enter.  Blow his head off
    and enter the door immediately behind them.
    
    ***OPTIONAL***
    To the right of this door, you'll encounter another zombie.  Beyond this
    zombie is another door that leads to the MARBLE CORRIDOR.  Little resides
    there other than more zombies and a handful of HERBS.  You should only
    bother to go back there if you're in need of healing items.  Chris can't
    even unlock the door at the end of the hall to get to the WEST STAIRS
    LANDING.  It would have been a cool shortcut if he could have.
    ***OPTIONAL***
    
    CLOSET
    Take both boxes of SHOTGUN SHELLS off the shelves and take the BATTERY off
    the chair.  Chris will suggest using it to move the broken elevator in the
    courtyard.
    
    ***IMPORTANT NOTE!***
    Now that you have the BATTERY, you can leave the mansion and move on to Part
    4.  If you want the extra good ending though, I recommend you explore a
    little more and get the MO DISK before leaving.  This item is necessary for
    achieving the best ending in the game.  If you want to just move on and get
    this part over with, then skip everything between the row of stars below,
    and start reading again at the next line of stars.  I'll meet you there in a
    moment.
    ***IMPORTANT NOTE!***
    
    ***********************************************************************
    
    2F ELEVATOR LANDING
    Run past the elevator and take the GREEN HERB if you want it from the
    alcove.  Continue running and you will see a pair of blue doors with a
    zombie standing guard.  Ignore him for he is far too slow to get you before
    you can get to the doors.
    
    LIBRARY 1
    A zombie homes in on you from the right.  Blast him in the head.  Use the
    SMALL KEY to unlock the desk near where the first zombie was to receive
    MAGNUM ROUNDS.  There's another zombie standing around behind the bookcase.
    Kill him and take the SCRAPBOOK if you want it.  It has newspaper articles
    detailing the murders that are being caused in the Arklay Mountains which is
    where you are.
    
    It's a little funny that in one article the writer encourages readers to go
    out and look for the fierce wild dogs that have been spotted in the
    mountains.
    
    ***OPTIONAL***
    If you run back to the place where they came from, you can see a
    texture-mapped bookcase.  Push it away to reveal a secret door.  Enter if
    you wish, but after you are done looking around in the SECRET STUDY, take
    the other non-secret door in the room.
    
    You don't have to go in there, because there is nothing to obtain except INK
    RIBBONS and a CLIP on the shelf.  But, if you look out the window, you can
    see a heliport all lit up like a heavenly gate out of this place.  The
    picture you see of the heliport looks pretty cool.  I like to look at it so
    much that I often come here despite the fact there is nothing important to
    obtain.
    ***OPTIONAL***
    
    LIBRARY 2
    Run around in here until you collide with a texture-mapped statue and one in
    the wall that has a button.  Press the button to shine a light on a spot on
    the floor.  Shove the moveable statue to that spot to make a bookshelf roll
    aside, revealing a desk.  Take the MO DISK off the desk and leave.
    
    LIBRARY 1
    Exit through the blue double doors.
    
    ***********************************************************************
    
    2F ELEVATOR LANDING
    We are now going to go get the MAGNUM.  Take the elevator down.
    
    KITCHEN
    Try to take the door to the stairs then blast the smarty-pants zombie who
    knows how to go down stairs and open doors.  Now take the door to the
    stairs.
    
    1F ELEVATOR LANDING
    Leave out the double doors.
    
    WEST WHITE HALL
    Hey, we're back here again, only now there are hunters!  Fortunately, the
    one in front of you is facing away from you.  Run full speed and brush past
    his right shoulder.  Then escape into the door to the right before the
    hunter down the hall and the one you touched can sandwich you and chop you
    up.
    
    GREEN CORRIDOR
    Walk a little until you hear a "tic, tic", then stop where you are and point
    your SHOTGUN down the hall.  When you hear the screech of the hunter wait
    still.  When he gets close, blast him over and over till he dies.  Now,
    continue to slowly move down the hall.  Another hunter will pop out of the
    alcove that has the door to the TIGER ROOM.  Blast him as well.  After he is
    dead, charge down the hall and enter the WEST STAIRS HALL.
    
    WEST STAIRS HALL
    If you said yes to Rebecca to wander the mansion at the start of the game,
    run from the Hunters around here, because they are easily evaded thanks to
    the wide hall.  Enter the MEDICAL ROOM.
    
    On the other hand, if you told Rebecca to stay in the MEDICAL ROOM at the
    start of the game, she'll be cornered under the stairs by a hunter.  She
    probably came out to find the bathroom.  If you want a good ending, kill the
    hunter and rescue her.  Chris will tell her they have to find the others,
    and says he'll go first to look for them.
    
    If you want a bad ending, then go into the MEDICAL ROOM  and come back out
    again.  You'll hear Rebecca scream.  Chris will call out a heartfelt
    "Rebeccaaaaaaa!" then he'll sink sadly to the floor in regret.
    
    Whatever the scenario, go into the MEDICAL ROOM.
    
    MEDICAL ROOM
    Heal yourself fully and organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    HELMET KEY, MAGNUM ROUNDS
    
    Leave.
    
    WEST STAIRS HALL
    Quickly get up the stairs before the hunters have a chance to attack.
    
    WEST STAIRS LANDING
    Take one step forward then turn and aim your SHOTGUN to the left.  Blast the
    hunter hiding offscreen till he dies.  Walk forward and unlock the door to
    the left with the HELMET KEY.  Discard the key and enter.  In case you're
    wondering, Chris cannot open that door with the pass code pad.
    
    TAXIDERMY ROOM
    Sorry, but you can't take the hunting rifles from the display.  However, you
    can take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf.  You can
    also get the ORDERS from the table near the rocking chair.
    
    It seems that somebody around here is supposed to have all of you S.T.A.R.S.
    dead, as well as destroying this whole place so nobody will know all of the
    monsters were here.  This person also needs to obtain combat data on the
    monsters, as well as embryos.  I wonder who's the guy who received this.
    
    Push the stepladder under the deer head over the fireplace.  Next go over to
    the door and turn off the light switch.  Strange how this whole mansion only
    has two light switches in it, dontcha think?
    
    Walk over to the taxidermy again, but this time you can see one of the
    deer's eyes glowing...climb up the stepladder to get the RED JEWEL from the
    deer's eye socket.  Now go down again and leave the room.
    
    WEST STAIRS LANDING
    You can hear a hunter's footsteps, but he's way on the other side of the
    railing, so you can easily get away down the stairs without a fight.  Be
    careful though, he can stick his claws through the railing if you get too
    close.
    
    WEST STAIRS HALL
    Run down the hall evading the hunters.  Enter the GREEN CORRIDOR.
    
    GREEN CORRIDOR
    Go to the door in the little alcove.
    
    TIGER ROOM
    Put the RED JEWEL in the tiger statue and at long last you get your greedy
    hands on the MAGNUM!  Leave.
    
    GREEN CORRIDOR
    Leave through the black door to the south.
    
    WEST WHITE HALL
    QUICKLY get to the door to the left to avoid becoming a hunter sandwich.
    
    DINING ROOM
    This room is clear of hunters thankfully.  Leave out the double doors.
    
    MAIN HALL
    There are also no hunters around here to ruin your day.  Leave out the blue
    double doors.
    
    BLUE ROOM
    Three rooms in a row and still no hunters in sight...where are those guys?
    Did they run and hide like sissies when they found out we got to the MAGNUM?
      Anyway, leave out the right door.
    
    L-SHAPED CORRIDOR
    The dogs are gone, replaced by two spiders.  Just keep running and they'll
    never catch you.
    
    EAST WHITE HALL
    Boldly run down this hall to the double doors as you killed off this room's
    only hunter already.
    
    DARK CORRIDOR
    Go to the EAST STAIRS HALL.
    
    EAST STAIRS HALL
    Enter the STORAGE ROOM.
    
    STORAGE ROOM
    Set up your inventory like this:
    
    MAGNUM, MAGNUM ROUNDS
    BATTERY, SQUARE CRANK
    
    Leave.
    
    EAST STAIRS HALL
    Run to the black door.
    
    DARK CORRIDOR
    Enter the door in the dark offshoot.
    
    COVERED PATH
    Either kill the hunter, or zig left, then zag right to evade it.  Enter the
    TOOL SHED.
    
    TOOL SHED
    Run to the double doors.
    
    UPPER COURTYARD
    Be careful, the dogs will be relentless in this part if they're still alive.
      Get to the gate.
    
    WATER RESERVOIR
    Run across the pool and evade the snakes again.  Take the lift down.
    
    LOWER COURTYARD
    Instead of going to the guardhouse, this time we are going to go investigate
    the area where the other elevator is.  Put the BATTERY in the slot to get
    the lift working again, then take it up.
    
    UPPER COURTYARD
    Go to the squeaky gate again.
    
    WATER RESERVOIR
    Go back to the post where the square hole is and use the SQUARE CRANK to
    raise the water level again.  Go back out the gate.
    
    UPPER COURTYARD
    Take the elevator back down.
    
    LOWER COURTYARD
    Run to the little walkway between the pools and climb down the ladder.  Down
    below, you'll be in a whole different world!
    
    -----------------------------------------------------------------------
                              END OF PART THREE
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    None for Chris, unless you are suicidal enough to try to collect all the
    items you missed during your first run through the mansion.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _   _
    |  _  | |  _  | |  _  | |_   _|   | | | |
    | |_| | | |_| | | |_| |   | |     | |_| |
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE UNDERGROUND CAVES
    | |     | | | | | | \ \   | |         | |
    |_|     |_| |_| |_|  \_\  |_|         |_|
    
    -----------------------------------------------------------------------
    
    ENTRANCE TUNNEL
    Cool place huh?  Green limestone surfaces, water dripping from cracks in the
    walls, monsters lurking around every dimly lit corner...yeah, the perfect
    place. Take the door near the ladder.
    
    GENERATOR ROOM
    In this place is a large chamber, the largest one in this area.  There is a
    large pit in the center of the room, surrounded by safety ropes.  And next
    to that, is a room with a broken generator.  Why is all of this here I
    wonder?
    
    BARRY'S CORRIDOR
    When you enter now, the corridor will be empty, but you can bet that's going
    to change by the time you leave!  Anyway, take the FLAMETHROWER off the wall
    and take the door to the right.  It's time to go find those hunters and make
    some frog legs for dinner!
    
    GENERATOR ROOM
    In this place is a large chamber, the largest one in this area.  There is a
    large pit in the center of the room, surrounded by safety ropes.  And next
    to that, is a room with a broken generator.  Why is all of this here I
    wonder?
    
    Take the either the FIRST AID SPRAY or the SHOTGUN SHELLS off the shelf in
    front of the generator, then run back to the door you passed on the way
    here.  You don't have the inventory space for both.  You could dump the
    FLAMETHROWER a little later and come back, but it will be much too dangerous
    to come back here in a little bit.  I say leave behind the SHOTGUN SHELLS as
    health is a much bigger concern right now.
    
    ENRICO'S ROOM
    Run around the corners and talk to Enrico.  He then says that you are a
    double-crosser, but before he can shoot you, he is shot himself by someone
    hiding offscreen.  Chris yells if somebody's back there, like they'd show
    themselves if he asked!  He hears footsteps running away, then ponders what
    Enrico meant by double-crosser.
    
    If you want a CLIP, you can search Enrico twice for it, but now the HANDGUN
    is almost worthless against the new powerful enemies, so I say you should
    leave it behind.  Run back down the hall and you will be ambushed by
    hunters.  Barbecue them with the FLAMETHROWER.  They'll try to run around
    your flame shield, so be sure you keep turning towards them.  On the way
    out, you'll see the shooter dropped something.  Take the HEX CRANK and
    leave.
    
    GENERATOR ROOM
    Run down the hall to the right.  You'll get ambushed by a hunter, but I
    recommend you run from it since you will never have to come back to this
    room again.
    
    BARRY'S CORRIDOR
    A hunter pops out of the alcove with the exit door.  Kill him because you'll
    probably get slashed to death while trying to put the FLAMETHROWER back on
    its rack to unlock the door.  You won't be able to take the FLAMETHOWER out
    of here, so you might as well use up the ammo.
    
    ENTRANCE TUNNEL
    Go down the corridor and you will bump into a pit blocking the corridor.
    Use the HEX CRANK on the little hole near the pit to rotate it around to the
    top of the corridor, like it's on a giant wheel.  Run to the door on the
    other side of where the pit once was.
    
    BOULDER DASH 1
    This corridor appears to be a dead end at first.  Well, since you're here,
    why don't you take the FLAMETHROWER and go examine that big rock at the end
    of the corridor?  It appears to be texture-mapped, so you know something
    good's about to happen!  Go back down the corridor and the boulder somehow
    shakes loose.
    
    Run, run, run for that door alcove or you'll be killed!  After you manage to
    evade it, the boulder crushes through a wall, opening up another passageway.
      Before you go there though, run back to where the boulder was to find some
    MAGNUM ROUNDS.  Before you can reach them however, a hunter walks in through
    the door.
    
    Get the MAGNUM ROUNDS then step back into the corridor.  Hide in the corner
    at the hidden shelf, aim your FLAMETHROWER, and get ready.  When the hunter
    gets close enough, barbecue him!  After he is dead, go to the hole the
    boulder made in the wall.  Get your MAGNUM fully loaded then step through
    the door.  People with arachnaphobia, beware!
    
    BLACK WIDOW'S LAIR
    #######################################################################
    BOSS FIGHT 4 - THE BLACK WIDOW
    
    This is the easiest boss in the game.  Its only attack really is a more
    powerful version of the acid spray that the smaller spiders use.  Pause in
    front of the spider, then move out of the way of the acid spray.  You can
    now get a free shot because the spider has to momentarily stop after using
    an acid spray.
    
    Blast it a couple times with the MAGNUM.  It won't even last through a full
    magazine!  Now exit the room briefly to make all the baby spiders vanish.
    Make sure the music completely stops before you leave, otherwise the spider
    will totally recover when you come back in!
    #######################################################################
    
    BOULDER DASH 1
    Turn around and run back in again.
    
    BLACK WIDOW'S LAIR
    Use your FLAMETHOWER to burn away the web from the exit door.  You'll need
    at least 105 fuel.  If you don't have enough fuel, take the COMBAT KNIFE
    glittering in the background.  Use it to hack away the spider web.  Leave
    after the web completely disappears.
    
    SNAKE TUNNEL
    Enter the door to the left.
    
    CAVES OFFICE
    Take the FIRST AID SPRAY off the table and organize your inventory:
    
    MAGNUM, MAGNUM ROUNDS
    HEX CRANK, DOOM BOOK I
    FLAMETHROWER
    
    Leave.
    
    SNAKE TUNNEL
    Ahhh!  The tunnel's crawling with snakes!  Get to the door at the other
    extreme end of the hall.  Put the FLAMETHROWER on the rack next to the door
    to unlock it, then leave.
    
    BOULDER DASH 2
    Run through the doorway to the right into another long tunnel which houses
    another boulder, but before you decide to shake it from it's resting place,
    notice the texture-mapped floor and the hexagonal hole to the left.  Use the
    HEX CRANK on the hole three times to move the part of the corridor without a
    wall to the left side of the hall.  This will reveal a hidden door.
    
    ***IMPORTANT NOTE!***
    This time you don't have to trigger the boulder rolling at you if you don't
    want to.  If you want a chance at the extra good ending though, then you'll
    have to do the boulder dash again to get the second MO DISK.  If you skipped
    over the first MO DISK though, then there's no point in getting this one.
    That is unless you don't mind running all the way back to the library in the
    mansion from here.  Anyway, read below for getting the second MO DISK:
    
    Run up to the boulder then run away to make it move, then duck into the new
    alcove you revealed.  It'll be much easier than the last boulder.  In fact,
    you'll be practically to safety when it starts rolling!  Go back to where
    the boulder was to find the second MO DISK, and also the UNDERGROUND MAP
    posted on the wall.
    ***IMPORTANT NOTE!***
    
    Go to the door in the secret alcove.
    
    STATUE ROOM
    Let's see what we have to work with here...  A hexagonal hole, a differently
    colored floor tile, a locked cabinet, and a statue.  The solution is easy to
    figure out.  Simply push the statue on the lighter-colored tile to open the
    cabinet.  But unfortunately, the statue is against the wall, so we can't
    push it over there.
    
    Instead, push the statue along the wall until the statue and the light tile
    are perpendicular to the wall, then use the HEX CRANK on the hole twice to
    make a wall pop out, then retract again.  This will push the statue away
    from the wall so you can move it to the tile.  Do that at this time and take
    the DOOM BOOK II from the cabinet when it opens.  Leave.
    
    BOULDER DASH 2
    Run back down the long hall to the room with the other door.  Take the fork
    you haven't explored yet and you will find an elevator.  Take the lift out
    of this dark and dreary place.
    
    HIDDEN FOUNTAIN
    As you get off the lift, you may note the steel doors nearby.  They are
    welded shut so you can't open them.  It's okay though.  Don't worry about
    them.  Walk to the right and you'll find a small fountain.  If you examine
    the indentations on the pool, you'll see there's one of an eagle, and one of
    a wolf.
    
    Now, check those two DOOM BOOKS you have.  Rotate them so you are facing
    where they open, and press X.  The books will open up.  The DOOM BOOK I will
    give you the EAGLE MEDAL, and the DOOM BOOK II will give you the WOLF MEDAL.
      Place these medals in their corresponding holes on the indentations on the
    fountain.
    
    The water will drain out and yet another secret passage will be revealed,
    but don't go in there yet.  Instead, take as many GREEN HERBS and BLUE HERBS
    as you can carry first, then go down the steps of the fountain to an
    elevator.  Take the elevator down.
    -----------------------------------------------------------------------
                              END OF PART FOUR
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    There are none for Jill or Chris.  You will explore every room in the caves
    and see pretty much everything before you are allowed to leave here, even if
    you don't stick to the walkthrough.
    
    -----------------------------------------------------------------------
    ______   _____   _____   _____     _____
    |  _  | |  _  | |  _  | |_   _|   |  ___|
    | |_| | | |_| | | |_| |   | |     | |___
    |  ___| |  _  | |  _  /   | |     |___  |  -  THE SECRET LABORATORY
    | |     | | | | | | \ \   | |      ___| |
    |_|     |_| |_| |_|  \_\  |_|     |_____|
    
    -----------------------------------------------------------------------
    
    ENTRANCE ROOM
    Wow, first a beautiful mansion, then the simple design of the guardhouse,
    next dark and dreary caves, now finally a military complex.  Don't bother
    checking the door with the flashing light, because it will only open under a
    "first class emergency."  Well, that's what the sign next to it says anyway.
      Take the ladder down.
    
    EMPTY ROOM
    Well, it's almost completely empty except for a chest.  Go over to it and
    organize your inventory:
    
    SHOTGUN, SHOTGUN SHELLS
    MO DISK, MO DISK (if you have them)
    
    Leave through the door.
    
    B2 STAIRS LANDING
    Blast both zombies' heads off, then check the desk near the "VISUAL DATA
    ROOM" for the third and final MO DISK.  Take the stairs down.
    
    ***IMPORTANT NOTE!***
    If you have collected all three MO DISKS during the game, now is the time to
    put them to good use.  There are three pass code machines around the
    laboratory.  You have to use each of these machines with the MO DISKS to get
    pass codes to unlock the prison on B3, so you can rescue Chris and have a
    chance at the extra good ending.
    
    If you want to skip over this task, then that's okay.  I'll mark off the
    areas you can skip with rows of stars, so you'll know what and what not to
    do.
    ***IMPORTANT NOTE!***
    
    LABORATORY MAIN CORRIDOR
    Whoa, this is the best music on the whole CD!  You can see a zombie dead
    ahead, but instead of engaging him, turn right and enter those doors.  Try
    to avoid zombies in this hall as they regenerate every time you pass through
    this area.
    
    BACK HALLWAY
    This is the corridor that contains the door for your pass codes.  You don't
    have any yet, so just ignore that door for now.  Take the door you see to
    your immediate left.
    
    SCIENTIST'S QUARTERS
    Turn on the lights, then take the RESEARCHER'S LETTER off the desk.  Read it
    and it will tell you someone's log-in name and password for the security
    system:  JOHN is the log-in name and ADA is the password.  It also says the
    password to unlock the VISUAL DATA ROOM we passed upstairs, but
    unfortunately it is in code.
    
              |\/| /\ |\ |\/|
    It says:  |/\| \/ |  |  |
              |  | /\ |  |  |
    
    What you must do now is shove the texture-mapped bookcase aside to reveal a
    hidden switch.  Push the switch and now the room will be lit with black
    lights, or that's what I think they are.  Run to the picture in the corner
    and you will see letters next to their item:  TREE, APPLE, MAN, and WOMAN.
    
    If you turn off the blacklights, the item's name will be in code again.
    Turn the blacklights on and off until you match the letters of the alphabet
    with the code.  In the end, you should get the password, which is MOLE.  Be
    sure to memorize the password on your next run through the game, so you
    don't have to come into this room and do all this mess again.  Leave.
    
    BACK HALLWAY
    Leave out the double doors you used to enter.
    
    LABORATORY MAIN CORRIDOR
    Run straight ahead down the hall, and enter the first set of doors you see.
    
    SMALL LAB
    Start up the computer you see in the corner.  After watching Umbrella's logo
    appear, enter your log-in name as JOHN and your password as ADA.  The
    computer will then load a menu giving you access to the door locks in parts
    of the complex.
    
    Press B2 first.  The computer will then ask for the password you deciphered
    from the letter.  Type in MOLE.  After unlocking that door, press B3.  The
    computer will unlock the door there.  This will also give you the maps of
    levels B2 and B3 of the laboratory.  After doing that, press Cancel and log
    out.  Leave.
    
    ***OPTIONAL***
    If you want to, you can take the SLIDES on the floor, and then view them
    later in the VISUAL DATA ROOM.
    ***OPTIONAL***
    
    LABORATORY MAIN CORRIDOR
    Turn right and go up the stairs.
    
    B2 STAIRS LANDING
    Enter the double doors just ahead.
    
    VISUAL DATA ROOM
    Walk over to a metallic panel on the left wall.  Open the panel and press
    the bright red button underneath.  A column on the opposite wall will slide
    aside to reveal a secret bookcase, and, more importantly, the LAB KEY.  Take
    it and leave.
    
    ***OPTIONAL***
    If you got the SLIDES from the SMALL LAB, then you can use them on the slide
    projector on the table to view Umbrella's lineup of all the monsters you've
    been battling thoughout the game.  The last one shows a humanoid creature
    you haven't seen yet, called Tyrant.  Looks big and bad doesn't it?  More
    noteworthy however, is the picture of the R & D Staff at the end.
    Hey...isn't that Wesker on the far right?
    
    Also, you can get the SECURITY SYSTEM FILE from the other bookshelf in the
    corner.  You'll read about various features of the lab.  Note the "A.
    Wesker" in the Prison section.  Is this all really a coincidence?  Or does
    Wesker actually work for Umbrella?
    ***OPTIONAL***
    
    B2 STAIRS LANDING
    Take the stairs down.
    
    ***********************************************************************
    
    LABORATORY MAIN CORRIDOR
    Enter the double doors to the right.
    
    BACK HALLWAY
    Enter the door on the right wall.
    
    RECREATIONAL ROOM
    Blast the approximately three billion zombies in here, then use the MO DISK
    on the pass code output machine to get PASS CODE 01.  Also, you might want
    to check out the FAX in the depression in the wall.  It appears to be to the
    same guy who had the ORDERS in the TAXIDERMY ROOM back in the mansion.  The
    document persuades the receiver to quickly gather up the research data and
    blow up the complex.  Still wondering who this operative is?  Leave.
    
    BACK HALLWAY
    Leave out the double doors that you used to enter.
    
    ***********************************************************************
    
    LABORATORY MAIN CORRIDOR
    Run down the hall ahead of you yet again, but this time bypass the first set
    of doors.  Instead, blast the zombie in your way.  Then take the second set
    of double doors (the one with the blue light) and unlock it with a loud
    "KA-CLUNK!" using the LAB KEY.  Discard it afterwards.
    
    ***********************************************************************
    
    B3 ELEVATOR LANDING
    Take the first set of doors you see.
    
    AUTOPSY ROOM
    Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably the
    most difficult puzzle in the game.  The goal is to get the stepladder under
    the ventilation hole in the wall.  Unfortunately, there is a switch in front
    of the hole that will trigger poison gas if anything is put on top of it,
    including you.  You must first cover the holes in the floor with the boxes
    while still leaving enough room for the ladder.  I'll try my best to help
    you here.  Listen CAREFULLY:
    
    1 - Push the ladder against the operating equipment in front of the door.
    
    2 - Push the box that is not completely blocked by the operating table away
    from it, towards the holes.  When you have enough room, push it to towards
    the broken vent cover on the floor.  Next, shove it over the hole on the
    right when the box has enough clearance from the button.
    
    3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the opposite
    wall from the door.  Then push it to the right side of the operating table.
    Be sure to leave enough room on either side of the ladder for you to pass
    by.
    
    4 - Push the remaining box alongside the operating table until you have
    enough clearance to push it towards the holes.  Then push it over the left
    hole.
    
    5 - Lastly, push the ladder over the button.  You will hear it activate, but
    the boxes are blocking the gas.  Climb through the little tunnel.
    
    MORGUE
    Go to the pass code output machine ahead of you and use an MO DISK to get
    PASS CODE 02.  Ignore the MAGNUM ROUNDS on the shelf unless you were hungry
    enough for firepower to go on the subquest for the MAGNUM in Part 3.  Unlock
    the door and exit.
    
    LABORATORY MAIN CORRIDOR
    Take the other set of double doors to your left.
    
    ***********************************************************************
    
    B3 ELEVATOR LANDING
    Kill the zombies and go to the double doors on the far right side of the
    hall.
    
    POWER ROOM 1
    That's a lotta noise!  You are now in Chimera territory.  Run from these
    suckers, because they are really hard to hit and fighting will only cost you
    more health.  At the moment, you are at a junction.  Turn right and go
    straight down this path until you get to a dead end with a operating
    terminal.  Turn on the panel, then backtrack to the junction again.  This
    time go left.  Run along the outer wall of the room and you will collide
    with a door.  Enter it.
    
    POWER ROOM 2
    ***********************************************************************
    
    Go straight down this hall and you will bump into a pass code output
    machine.  Use your last MO DISK to get PASS CODE 03.  Yippee!  We got all
    the pass codes!
    
    ***********************************************************************
    
    Turn left at the fork and the hall will lead you to double doors.  Enter
    them.
    
    POWER ROOM 3
    In here, the noise of machinery escalates to an almost deafening level.  Run
    around the left side of the big machine in the middle of the room, and you
    will find a terminal.  Activate the terminal to switch on the elevator.
    Leave.  There's nothing more to do here.
    
    POWER ROOM 2
    Whoa, that last room was so loud it almost makes this one seem quiet!  Run
    down the hall and turn left at the fork,  then leave out the door.
    
    POWER ROOM 1
    Run straight along the outer wall and you will bump into the doors that will
    take you out of Chimera territory.  Of course you should take them.
    
    B3 ELEVATOR LANDING
    Run ahead and take the door on the right wall.
    
    LAB GUARDPOST
    Take the GREEN HERB and the MAGNUM ROUNDS.  Prepare your inventory:
    
    MAGNUM, MAGNUM ROUND
    THREE HEALING ITEMS
    
    Make sure you are fully healed up and have a fully loaded MAGNUM.  You might
    wanna save too, because a battle's approaching.  Leave.
    
    B3 ELEVATOR LANDING
    Turn right and go down the hall to the elevator.  Press the flashing button
    to start up the elevator.  If you saved Rebecca back in the mansion, she
    will appear from nowhere and join you at the elevator.  She says she finally
    caught up with you after seeing you in the courtyard.  They take the
    elevator down.
    
    B4 ELEVATOR LANDING
    Everything in this room is automatically done for you.  ALBERT WESKER IS THE
    TRAITOR!!!  He's planning on double-crossing not only you, but Umbrella as
    well, and he says he's got everything he needs so that he's untouchable.
    He's planning to kill you, and blow up this entire laboratory, so nobody
    will find out about this accident.
    
    If Rebecca's with you, Chris yells at Wesker that he's been murdering his
    teammates, then asks if he killed Enrico too.  Wesker says "Yeah, like
    this," then shoots Rebecca.  NOOOOOOOOO!!!  NOT BARBIE-GIRL!!!
    
    In either scenario, you'll end up being escorted into the lab by Wesker.
    The walkthrough will now split between whether or not Rebecca was with you
    when you got here.  If Rebecca's with you, then read the strategy below.  If
    Rebecca's not with you, then skip past that and start reading when you see
    the next section.  Press Ctrl + F and type in WITHOUT REBECCA to get to that
    section and avoid spoilers.
    
    ************
    WITH REBECCA
    ************
    TYRANT DEVELOPMENT LAB
    Wesker pushes Chris into the lab and shows him the most hideous creature in
    this game, the Tyrant.  Chris laughs at it, amused that this failure is his
    savior.  Wesker gets ticked off and releases the creature.  But instead of
    destroying Chris like it's supposed to, it turns on Wesker and impales him
    on its claw.  It's up to you to defeat Tyrant now.
    
    #######################################################################
    BOSS FIGHT 5 - THE TYRANT
    
    Tyrant's not so tough, despite how vicious it looks.  Basically all you have
    to do to defeat Tyrant is stay out of its reach and fire from a distance.
    Watch out though, if you do get caught in its grasp, Tyrant'll hit you up
    good with his various combo slashes.
    
    Start by running away from Tyrant to one corner of the room.  Fire off a
    grenade from there when Tyrant gets in range, then run to the next corner
    and fire off another grenade from there.  Repeat until dead.  Like the
    spider, it won't even last through a whole magazine of the MAGNUM.  Looks
    like Chris was right about the ultimate bioweapon being the ultimate
    failure.
    #######################################################################
    
    Afterwards, examine the computer near Wesker's corpse to unlock the door to
    the room so you can get out of here.
    
    B4 ELEVATOR LANDING
    Chris will walk out and see Rebecca alive and well, thanks to a bullet-proof
    vest.  It would have to be paper-thin to fit under *that* tiny shirt.
    Anyway, Chris sarcastically says Wesker is now sleeping with the ultimate
    failure, and they board the elevator and leave.
    
    B3 ELEVATOR LANDING
    Rebecca stops Chris and says they should blow this place to smithereens.
    WHY???  That would destroy all the evidence that could be used to shut
    Umbrella down!  But, Chris returns to his stupid streak again and says that
    it's probably the only way out of here.
    
    It is not, all Chris would have had to have done is check Wesker for his
    keys.  What an idiot.  Oh well, there had to be a sequel, so Capcom did have
    to make it so this place blows up.  After the conversation, enter the
    LABORATORY MAIN CORRIDOR.
    
    LABORATORY MAIN CORRIDOR
    The zombies have now been replaced by Chimeras.  If you got all the PASS
    CODES, it's time to save Jill!  If you didn't get the codes, then just skip
    over everything after this row of stars and star reading again at the next
    row.
    
    ***********************************************************************
    
    Turn right and run down the hall until you bump into the stairs again.  Take
    the double doors next to them.
    
    BACK HALLWAY
    Finally, you can go in and see what's behind these solidly locked doors.
    Run to the other set of double doors at the end of the hall and input all
    three pass codes to unlock the door.  Enter.
    
    PRISON HALL
    Run to the end of the hall and open the door.
    
    PRISON CELL
    In here, you'll meet Jill.  Wesker locked her up in here while you were
    having your adventure.  Jill thanks you for freeing her, then you two love
    birds take off.
    
    PRISON HALL
    Run back to the other door.
    
    BACK HALLWAY
    Jill runs off on her own, some gratitude.  Why does everyone in Resident
    Evil always insist on "splitting up to cover more ground?"  Anyway, run for
    the double doors at the other end of the hall.
    
    ***********************************************************************
    
    LABORATORY MAIN CORRIDOR
    Run up the nearby stairs.
    
    B2 STAIRS LANDING
    Blow away all the zombies with the MAGNUM.  Hey, the game's almost over, so
    there's no need to be conserving ammo anymore!  Go to the door they were
    guarding.
    
    EMPTY ROOM
    If you freed Jill, she'll tell you to hurry up.  Before you do that,
    organize your inventory for the last time, and this one's really simple to
    set up:
    
    AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)
    
    I know I didn't put any weapons down, but you won't need them, trust me. :)
    Go up the ladder.
    
    ENTRANCE ROOM
    Go open the door with the flashing light, a self-destruct sequence
    definitely qualifies as a first class emergency!
    
    EMERGENCY EXIT
    Run down the corridor, on the way, you'll get one last radio message from
    Brad, then you will come to an elevator with the battery pulled out.  Put
    the BATTERY on the floor into the slot and the elevator will activate.
    Also, the tape announces there are three minutes until the barbecue, so
    you'd better hurry up and go in the elevator!
    
    HELIPORT
    Immediately after exiting, go to the little red box on the right.  Take a
    FLARE, then stand in the middle of the helipad where the H is and use the
    FLARE.  After a long moment, Brad comes with the helicopter.  Looks like
    it's all over....CRASH!!!  Uh oh, Tyrant is back, and badder than ever.
    
    #######################################################################
    BOSS FIGHT 6 - THE TYRANT:  THE REMATCH
    
    Don't even bother shooting at it if you ignored my command not to bring
    weapons, because Tyrant is now almost invincible.  Instead, run along the
    white line making a square around the helipad and never stop moving.
    Whenever you get too far away, Tyrant will run after you with a charging
    swipe, but as long as you keep running, it will almost always miss.  Watch
    out if you see Tyrant extent his claw, because that special attack is almost
    unavoidable.
    
    Check your health often and heal when in orange CAUTION or in DANGER.  When
    about 30 seconds are left on the clock, Brad will drop a ROCKET LAUNCHER to
    Chris.  Quick!  Run over and grab it!  After you pick it up, quickly equip
    it.  You've only got four ROCKETS, so don't miss.  After evading Tyrant's
    next attack, aim and fire at him.
    
    If you manage to fire off that lucky shot, the Tyrant will then be blown
    into a pile of smoking bone and flesh.
    #######################################################################
    
    After you kill the Tyrant, Brad will fly down and pick you up, plus whoever
    you rescued during the game.  You'll then lift off from the helipad and fly
    off into the morning sunset.  The mansion will then be blasted by the
    triggering system.  Congratulations!  You've defeated Chris's game!
    
    ***************
    WITHOUT REBECCA
    ***************
    Wesker pushes Chris into the lab and shows him the most hideous creature in
    this game, the Tyrant.  Chris laughs at it, amused that this failure is his
    savior.  Wesker gets ticked off and releases the creature.  But instead of
    destroying Chris like it's supposed to, it turns on Wesker and impales him
    on its claw.  By the way, notice the key that falls out of Wesker's pocket
    while Tyrant is holding him...
    
    It's up to you to defeat Tyrant now.  If you want to know how to beat
    Tyrant, then read the WITH REBECCA path and look at the TYRANT DEVELOPMENT
    LAB part.  After the battle, take the MASTER KEY Wesker dropped, then press
    the door lock button on the computer next to the Tyrant tube.  The door will
    unlock, and then you can leave.
    
    B4 ELEVATOR LANDING
    Board the elevator.
    
    B3 ELEVATOR LANDING
    Head for the door leading to the LABORATORY MAIN CORRIDOR.
    
    LABORATORY MAIN CORRIDOR
    If you have all the PASS CODES, you can go save Chris now.  Read the WITH
    REBECCA path and look at the between the rows of stars for how to save him.
    If you didn't get the codes though, just ignore it because you can't save
    Chris now.  Run up the nearby stairs.
    
    B2 STAIRS LANDING
    Blow away all the zombies with the BAZOOKA.  Hey, the game's almost over, so
    there's no need to be conserving ammo anymore!  Go to the door they were
    guarding.
    
    EMPTY ROOM
    It doesn't really matter what's in your inventory as long as you have one
    empty slot and the MASTER KEY.  Go up the ladder.
    
    ENTRANCE ROOM
    Use the MASTER KEY to unlock the door with the flashing light.
    
    EMERGENCY EXIT
    On the way down the hall, you'll get one last radio message from Brad,
    urging you to hurry.  Run to the end of the corridor, and place the battery
    in the slot next to the elevator.  Take the elevator up.
    
    HELIPORT
    Take the FLARE from the small box nearby and use it anywhere in the heliport
    to signal Brad to rescue you.  Tyrant won't appear a second time here if you
    didn't save Barry.  You and (maybe) Jill will climb into the helicopter and
    leave the mansion behind.  While you're flying away though, the Tyrant
    appears from the mansion.  He'll stare up at your helicopter and growl as
    you're making your escape.
    
    -----------------------------------------------------------------------
                             END OF CHRIS'S SCENARIO
    -----------------------------------------------------------------------
    
    OPTIONAL SUBQUESTS
    
    Rescuing Chris is kind of a subquest, if you don't care about getting a good
    ending.  You can skip over the AUTOPSY ROOM puzzle, the MORGUE, the
    RECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a less
    than perfect ending.
    
    -----------------------------------------------------------------------
    
    7:  Weapons
    
    COMBAT KNIFE
    ============
    LOCATION - in inventory at start of game
    FIRE RATE - slow
    POWER - very weak
    
    It's almost worthless, until you have mastered it.  Even then it's not that
    good.  It has a VERY short range and causes little damage.  About ten
    slashes will kill just ONE zombie.  The only good reason to use it is to
    hack away the web from the exit door of the BLACK WIDOW'S LAIR in the
    underground caves.  At least you don't need any kind of ammo for it.
    
    HANDGUN
    =======
    LOCATION -
    Jill - In inventory at start of game
    Chris - MAIN HALL, Mansion 1F
    FIRE RATE - quick
    POWER - weak
    
    This little popgun is the only real weapon you have at the start of the
    game.  You also will have little ammo for it at the beginning, so be careful
    not to waste bullets on it.  Thankfully, most of the enemies at the start of
    the game are zombies.  The HANDGUN is perfect for zombies because they're
    very slow.
    
    Two advantages of the HANDGUN is that it's accurate over long distances, and
    you'll find a lot of ammo for it later in the game.  Unfortunately, it's
    difficult to use later in the game because all the enemies get real tough.
    
    SHOTGUN
    =======
    LOCATION - LIVING ROOM, Mansion 1F
    FIRE RATE - medium
    POWER - above average
    
    I think this is the best overall weapon in the whole game.  Its ammo is
    fairly common, it's got a wide spread so it's easy to aim, and it can kill
    zombies in one hit.  Aim the gun up at their heads when they're close to
    blast their heads off, killing them instantly.
    
    BAZOOKA (Jill only)
    =======
    LOCATION - OUTDOOR BALCONY, Mansion 2F
    FIRE RATE - slow
    POWER - strong
    
    Only Jill gets this fine weapon.  You'll find a lot of ammo for it, and the
    ammo also comes in three flavors:  Explosive, Fire, and Acid, in order of
    power.  There are exceptions though, because some elements are better on
    certain enemies than others.  It's difficult to aim though, because the
    shots travel in an slow arc.  You'll have to be at about medium distance for
    the shots to connect.  Anyway, it's a fairly good weapon to use against
    bosses or hunters.
    
    MAGNUM
    ======
    LOCATION - TIGER ROOM, Mansion 1F
    FIRE RATE - quick
    POWER - strong
    
    Do not be fooled by this weapon's size, because this is the most powerful
    weapon behind the ROCKET LAUNCHER.  It'll take down hunters in one or two
    shots, and make mincemeat out of bosses.  It fires almost as fast as the
    HANDGUN, and its bullets are also just as accurate as the ones the HANDGUN
    uses.  A big problem is that you'll only find 36 MAGNUM ROUNDS during the
    entire game, counting the ones the gun is already loaded with when you get
    it.  So, use it exclusively on hard enemies and bosses, and DON'T waste
    shots.
    
    FLAMETHROWER (Chris only)
    ============
    LOCATIONS - BARRY'S CORRIDOR, Courtyard B1/BOULDER DASH 1, Courtyard B1
    FIRE RATE - continuous
    POWER - below average
    
    This is probably the most entertaining of the weapons in the game.  You'll
    be able to fry those hunters with ease with this, because it hurts them
    while putting up a flame shield in front of you.  Be sure to rotate so the
    hunters can't get around your cover.  Also, be careful not to waste ammo on
    it, because you only have nine seconds of fuel for each gun and no refills.
    
    Chris will find this weapon twice in the caves, on racks next to doors.
    This gun also doubles as a key.  You have to put it on the rack next to a
    couple of doors to unlock them, so you can't take it out of the caves with
    you.  You might as well use up what little ammo it has before you have to
    dump it.  It can also be used to burn away the spider web on the exit door
    in the BLACK WIDOW'S LAIR.
    
    ROCKET LAUNCHER
    ===============
    LOCATIONS - HELIPORT, Laboratory 1F/in inventory at start of game
    FIRE RATE - very slow
    POWER - very strong
    
    You get this at the end of the game when Tyrant is after you.  Brad will
    throw it to you when 30 seconds are left on the clock.  You only get four
    rockets for it when Brad throws it to you, so don't miss Tyrant.  You can
    also earn an infinite ammo version of this weapon by defeating the game in
    under three hours.  That's the only requirement to get it.
    
    You can't aim it up or down, so you won't be able to hit enemies on the
    floor or on the ceiling overhead.  It also takes a moment to heft the
    launcher because of its heavy weight, and it fires...very...slowly.  This is
    all made up for by the fact it is EXTREMELY powerful.  It'll kill any
    non-boss enemy in one hit, though it's difficult to use on fast moving
    enemies like dogs or crows.  Tyrant will be blown to pieces with one rocket,
    literally.
    
    -----------------------------------------------------------------------
    
    8:  Enemies
    
    ZOMBIES
    =======
    They are the good ol' warhorses of Resident Evil.  They appear almost
    everywhere, but that's okay because they're easy to kill.  They have two
    attacks.  If you get caught by them, they'll bite you several times before
    they let you go.  This causes quite a bit of damage, but as long as you
    don't get grabbed by them you'll be okay.  Their second attack is the acid
    vomit.  It only causes minor damage, plus using this attack stuns them
    momentarily so you can better your position.
    
    To kill them well, just stay out of their reach and fire at a distance.  If
    you knock them down, then you'll have to stand over them and shoot down to
    hit them.  While they are getting up from the floor or falling down you
    can't hit them, so don't try.
    
    ZOMBIE DOGS
    ===========
    Poor Joseph got killed by these guys in the opening.  They are VERY fast and
    hard to hit.  If they tag you, they'll bite you once and then loop around
    again for another bite.  If you're at low health, sometimes they'll jump on
    you and then tear your throat open, killing you instantly.  One weakness is
    that when you first enter a room, they'll just be walking around and won't
    attack unless you get near or fire a weapon.
    
    To kill them easily, first make sure they are all on one side of you,
    because they frequently travel in packs.  Keep your back to a wall so they
    can't get behind you.  Fire off one shot to "wake up" the dogs if you
    haven't alerted them yet.  They'll all come at you.  Fire when they get
    close to knock them down.  When they sit up and growl, fire another shot to
    put them down again.  You can effectively kill a pack of dogs with a HANDGUN
    using this method.
    
    If a dog's all alone, you can kill it easily by shooting once to knock it
    down.  Then, stand over it and repeatedly fire down at it.  If you're right
    next to the dog, you won't have to wait for it to stand up again and growl.
    
    CROWS
    =====
    Yeah, Hitchcock's little friends made it into this game too.  You'll only
    face them in two rooms though.  They'll only attack you if you do a certain
    thing in the room.  In the ART GALLERY, they'll attack if you get the puzzle
    wrong or fire a weapon, and in the OUTDOOR BALCONY they'll attack if you
    check Forest's body.
    
    They're not a big deal.  One shot from anything will kill them.  They're
    hard to hit though because of the way they zoom about.  Plus they always
    travel in packs.  If a crow gets next to you, it'll peck you several times
    before your character can swat it away.  It only causes minor damage.  If
    you cause the crows to attack, I recommend you just run away because they're
    more of an annoyance than a threat.
    
    SMALL SNAKES
    ============
    These fall into the same category as the crows.  They're more of an
    annoyance than a serious threat.  One shot from anything will kill them.
    However, when you encounter them, they'll spawn infinitely and you'll never
    be able to kill them all.  Their bite is also poisonous, so you'll probably
    need to use a BLUE HERB if you fight them.  I recommend you just run away
    from the snakes.
    
    WASPS
    =====
    Again another enemy that's more annoying than deadly.  You'll meet them
    while you're getting the 002 DORMITORY KEY in the guardhouse.  If you take
    the key or stand still to long in the room, they'll come out of their hive
    and start attacking you.  Be careful that you don't get surrounded by them
    or you'll have a hard time escaping.  If you shoot them they'll fall to the
    floor.  Run over them on the floor with your boots or they'll get up and
    start flying again.  Also, they are infinite, so you can't kill them all.
    
    GIANT SPIDERS
    =============
    These big things are usually crawling around on the ceiling when you first
    enter the room.  If you run under them they'll flop down.  They can poison
    you with their spit, or they can bite you and take off some health.  If
    you've got the SHOTGUN or something more powerful, then they're easy to
    kill.  The spiders are more creepy than deadly.  However, after you kill
    them, over a dozen little spiders will be released!
    
    LITTLE SPIDERS
    ==============
    These guys appear after you kill their mother.  They are another annoying
    enemy.  Sometimes they'll leap at you and take off a tiny bit of health.
    They are easily killed with any gun, or by simply stepping on them with your
    foot.
    
    NEPTUNE AND ITS BABIES
    ======================
    You'll only encounter these zombie sharks in the basement of the guardhouse.
      When you first enter the area, it'll be flooded with water.  The sharks
    can easily keep up with you because you move much slower through water than
    on land.  If they touch you, you'll get bitten and have some health removed.
      While the water is filling the basement, you can't kill them.
    
    However, after you drain away the water in the CONTROL ROOM, they'll be
    helplessly floping around on the floor, unable to attack you.  You can kill
    them if you want to, but it's a waste of ammo because they can't hurt you
    anyway.
    
    HUNTERS
    =======
    You will run into these mean green fighting machines after you return to the
    mansion from the guardhouse.  They are probably the most dangerous enemies,
    and unfortunately they are quite common in the second half of the game.
    
    They are very dangerous because they can outrun you.  Their favorite way to
    attack is to run at you quickly.  When they reach you, they'll slash you
    over and over rapidly, with barely enough time between hits to fire a shot.
    Beware the double slash death combo where two slash you one after the other
    so you can't shoot at all.  They also jump as they are moving towards you,
    making them tough targets.  If you've got low health, they can even cut off
    your head, killing you in one attack.
    
    So, how do you deal with these cheap shots?  First, you should let them come
    to you rather than you going to them.  If you enter a room and start to hear
    that "tic, tic" noise, then stand still and let the hunter find you.  When
    it screeches to announce that it sees you, start shooting away.  The BAZOOKA
    or the MAGNUM is best because they can kill hunters in one or two shots.  It
    can be done with a SHOTGUN, but it'll take four shells to kill them.
    
    Second, take them on one at a time.  Only let yourself be attacked by one
    hunter at a time so you won't get caught in their infamous double slash
    death combo.  It's really hard to stay unhurt while two are coming after you
    at the same time.  This is easy to do if you follow the first tip of letting
    them come to you.
    
    CHIMERAS
    ========
    You'll first meet them in the power rooms in the secret laboratory.  They
    run around on the ceiling, like monkeys.  They'll slash down at you with
    their claws.  They can also come down to the floor and attack you there.
    They'll also jump on your back and slash at your neck.  If you've got low
    health, they'll even slit your throat and kill you in one attack.
    
    I would just run away from these guys, because they're a huge pain to kill.
    If you must kill them, use the BAZOOKA or MAGNUM.  Aim up to hit them if
    they're on the ceiling.  If you can, kill them on the floor.  They lose a
    lot of their advantage while they're walking around on the ground.  You'll
    know they're dead when those little white things on their backs fall off.
    
    -----------------------------------------------------------------------
    
    9:  Thanks
    
    - Thanks to my dad for giving me jobs to do to pay for my Playstation 2  and
    this game!
    - Thanks to Capcom!  I am really looking forward to Resident Evil: Code
    Veronica X.
    - Thanks to S.D. Perry for her brilliant novelization of the Resident Evil
    series!
    - BIG, Big thanks to GameFaqs, THE best video game site on the net!
    
    -----------------------------------------------------------------------
    
    10:  Copyright
    
    This guide is the sole property of Nathan Norris, author of this guide.
    Don't rip off this guide in part or whole, or I will be forced to act
    against you.  Don't rip off this guide then alter it to death and claim it
    as your own.  This guide may not be used for ANY profitable reasons
    whatsoever, even if no money is made.
    
    I'm tired of all these websites requesting my guides for their sites, so
    from now on, these are the only sites that may use my guides:
    
    www.gamefaqs.com
    www.neoseeker.com
    www.gameadvice.com
    www.psxcodes.com
    http://faqs.ign.com
    
    This makes it very simple for me to keep track of what state each version is
    in each site.  If you find this guide on some other site, and it is
    incomplete, go to www.gamefaqs.com. before requesting help from me.  Since
    gamefaqs.com is the first place I send every piece of my work, they are sure
    to have the most up-to-date version of my guides.
    
    Also, if you find this guide on www.cheatcc.com, notify me immediately.
    They have ripped off of me before and I'm not gonna let them do it again.
    
    I bid you farewell.
    
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