Jill Walkthrough by MKim

Version: 0.0.7 | Updated: 03/05/00 | Printable Version

             Resident Evil (known as Biohazard in Japan),
    Resident Evil: Director's Cut (Biohazard Director's Cut in Japan),
     and Resident Evil Director's Cut Dual Shock Edition (Biohazard
                  Director's Cut Dual Shock Edition)
                         Jill Valentine Manual
                        For the Sony PlayStation
                 Compiled by Mark Kim (Vesther Fauransy)
                              Alpha 0.0.7
                            Text Build 3115
           Date of Completion: March 5, 2000 (No time given)
          Date of Public Release: March 5, 2000 (No time given)

Copyright Information
---------------------
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 trademarks.

 Resident Evil, Resident Evil 2, Biohazard, Biohazard 2, Chris Redfield,
 Claire Redfield, Jill Valentine, Barry Burton, Albert Wesker, Rebecca
 Chambers, Leon S. Kennedy, and any Resident Evil/Biohazard-associated
 characters (whether living or dead) and any material/event associated
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TO MAKE THINGS SIMPLE, THIS FILE IS MINE AND _NONE_ CAN DISPUTE IT!!!!!
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firms that might have stole people's hard work in the past?).

========================================================================
IMPORTANT GAME DATA

Make: Resident Evil, Resident Evil: Director's Cut, Resident Evil
Director's Cut Dual Shock Edition
Developer: Capcom at Japan
Publisher: Capcom USA, Inc.
Premiere Release Date: 1996
Preferred Platform: Sony PlayStation
Number of Players: 1 Player ONLY
Recommended Peripherals (ALL RELEASES): At least 1 Memory Card
ESRB Rating: Mature for high amounts of gore, explicit scenes of
violence, and scenes of body dismemberment.
Game Owner's Website: http://www.capcom.co.jp (For Capcom Co, LTD),
http://www.capcom.com (for Capcom USA, Inc.)

========================================================================
HISTORY OF THE FAQ

May 12, 1999
--------------
After spending 2-3 days writing, compiling, and completing the tiresome
Chris Redfield Manual, it's time for me to write a descriptive manual
for Jill Valentine.  Why many speedsters like Jill?  Well, people can
beat the game faster with Jill, but why I want to write my own Jill
Manual?  Well, it's because I want people to read a very descriptive
manual instead of having to struggle reading Speed Guides that have
been flying throughout the Internet.

May 17, 1999
------------
Minor Updates.  Nothing major.  Only the Chris Manual gets a major-time
update due to some change of plans in reducing time even for beginners.

May 20, 1999
------------
Teeny-bitty update today.  Nothing major with the exception that I may
be able to get Resident Evil Director's Cut (now supports Dual Shock)
because of my love for the first release of this game.

March 5, 2000
-------------
Again, this FAQ covers BOTH THE ORIGINAL RELEASE AND THE DIRECTOR'S
CUT PLUS DIRECTOR'S CUT DUAL SHOCK.  I have tried my best to finish
covering just about every ounce of the Arranged Mode in this FAQ as
much as I can, but I don't know if I have completed this just yet.  If
anything is missing, then please let me know of anything missing.

Being more of a Redfield Freak in the world of Survival Horror, I had
many reasons why my motto on any Resident Evil Game would be "Redfields
are first".  That is the case in Resident Evil because I chose to update
my Chris Manual first before Jill.  To tell you the truth, Resident Evil
Nemesis (Biohazard Last Escape in Japan) is only a side-story to Resident
Evil 2 and it's not necessary to own the game at all.  If there was
a really good Resident Evil game to own next on your Biohazard line-up,
then it would be Resident Evil Code Veronica for the Dreamcast.  Be
sure to buy a Sega Dreamcast after reading this massively changed update.

Also, trusting Barry is JUST PLAIN CAKE.  Having played Jill's rather
wimpy game several times, I found out that it is VERY EASY TO TRUST
BARRY.  I've read Mark Stephenson's FAQ regarding about this.  Although
in his case there will be some penalties for not trusting Barry at all,
I think you can still trust Barry all the way, and still get a kick-ass
time.  Anyway, I've edited some parts of the FAQ so that you would be
able to trust Barry "The Vincent Merken" way.  Just remember trusting
Barry is PLAIN OLD CAKE.  Rescuing Chris is not necessary because taking
time to rescue Chris will only add unnecessary minutes in your overall
game time.  However, for a beginner, you need to rescue Chris.

I would like to tell you that my Resident Evil PDFs are now proudly
mirrored at GameFAQs (The Video and Computer Game Archives).  This will
add the extra convenience you might need just in case you run into a
really tough puzzle to solve.  I recommend that you print these PDFs
out and SAVE them for future reference.

THERE WILL BE A LOT OF BUGS SO PLEASE GIVE ME ANY RANTINGS ABOUT ANY
BUGS, ERRORS, OR OTHER FLAWS THAT YOU FIND IN THIS FAQ BECAUSE AS OF
THIS UPDATE, THERE ARE AN AWFUL AMOUNT OF BUGS THAT MIGHT BE IN THIS
DOCUMENT.  Please copy and paste the flawed areas of the FAQ and I'll
try to take action.  As always, this document has been carefully created
in respect to all copyright laws and international treaties.  Please
notify me IMMEDIATELY if you find any offensive material in this document.

========================================================================
TABLE OF CONTENTS

- Newsflash
- Overview and Reason
- Differences between Chris Redfield and Jill Valentine
- Items for Jill Valentine
- The Mansion Investigation
- The Guardhouse
- First Hunter Fandango
- The Caves
- The Labratory
- The Barry Burton Manifesto
- Do's and Dont's
- Resources of this document
- Acknowledgements

========================================================================
NEWSFLASH

** AN IMPORTANT RANT **

My policy still stands: I WILL NOT ACCEPT ANY E-MAILED REQUESTS FOR ANY
WEBMASTER WHO WISHES TO MIRROR THIS WORK ANYMORE.  This has been a
strict policy by myself and will definitely endure for the life of me.
I really hate it when I see outdated versions of my work at any
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requesting permission to mirror any of my works will be filtered
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If you see this file at ANY OTHER SITE than these permitted sites,
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As always, newer versions of this document can be found at Verasnaship
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exact).  If you have any suggestions, bug busts, or other things that
you need to share with me, please point your browser to my convenient
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full rights to the Mail Form.  However, you are forbidden by sending
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This document must be viewed on a monotype font like Courier New or the
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Linux users should follow the directions on how to align this document
correctly.

========================================================================
OVERVIEW AND REASON FOR THIS DOCUMENT

Due to the fact that I have failed to purchase either Resident Evil or
Resident Evil: Director's Cut when it first came out, I am in a
latecoming in this document.  However, since my cousin is kind enough to
lend me Resident Evil (provided that I returned the game back to him, I
lended him Resident Evil 2), I have went to GameFAQs.com and looked
everywhere for a reliable document based upon Chris Redfield and Jill
Valentine.  However, all I can only find are Speed Guides, which was
intended to help you get the Rocket Launcher.  Most of these speed guides
just omit the MO Disc part of the game, which is crucial to get the
Special Key.

On the other hand, there are two authors before me who has done a good
job (FOR THE LEAST) getting the OK Ending (Rescue and/or accept Rebecca
for Chris, Trust Barry completely for Jill).  Vincent Merken and Josh
Harring are to be thanked because much of my expertise came from these
two strong survivors.  Also, take some time to thank Mark Stephenson
for pointing out the endings for each character.  I wouldn't have been
a much better Biohazard survivor without these three strong survivors.

Among the authors who I have to thank, it is Vincent Merken who is
possibly the strongest survivor in the Internet.  He can beat Jill's
scenario in only 95 minutes (or less) without saving (I'm assuming he
didn't save at all).  He also has beaten Leon's First Scenario (in
Resident Evil 2, I've read his document!) in 95 minutes (or less) with
NO SAVES AT ALL!  It's possible to beat the game in under 3 hours
without saving, but since you can't play your PlayStation for more than
2:30, I will have to state out some recommended save locations.  The
amount of save positions will be 6, meaning that you need to avoid
picking up Ink Ribbons often, which wastes time.  I'll tell you my
recommendations from time to time.

I recommend that you read this document over and over again and try
to picture the scenario you are to be in.  Also, some puzzles can be
such a pain in the ass, so there is a 50/50 chance that I will need
to "PDF-my-ideas" at my website.  I have Adobe Acrobat and I can't wait
until I can get a Camera so I can describe these time-wasters through
a PDF Document to service you better.

For those of you who will be using this document as a Walkthrough, I
will try to explain as many items as I can.  For those of you who will
be using it as a Speed Guide, I WILL POINT OUT WHETHER OR NOT THE CHUNK
OF TEXT IS OPTIONAL.  Remember, running is good: it reduces the amount
of playing time overall.

Jill can carry 8 items (Chris can only carry 6) but it's still a good
idea to carry NO MORE THAN ONE TYPE OF WEAPON AND WEAPON AMMO AT A TIME
since that should AT LEAST give you two more item spaces for storing
some unexpected items.

Jill has a Shotgun, Magnum, and a Bazooka (with Acid, Fire, and Explosive
Capabilities) meaning that she has more ammo than Chris.  Part of the
reason why I will tell you that the Magnum will be an optional item in
the Walkthrough is because readers who are experts won't need the Magnum
but beginners may need the Magnum in order to succeed.

Jill can't withstand as much punishment as Chris can so you will have
to be careful not to be taking any hits at all.  If you do, then this
means that you will have to search around the game finding curative
herbs, wasting LOTS OF TIME and narrowing your odds of grabbing the
Rocket Launcher by the time you beat the game.

I'm not going to mention any grabbing of files and/or any unnecessary
areas to explore since they are useless and a waste of time.  Only the
important areas (and/or any area that has items) are explored upon.

Note: I'm going to mention Vincent Merken's name throughout this document
when we are playing Ignore because he's the one who discovered this
art of speed.  You have Vincent Merken to thank because he's the strongest
survivor in the Resident Evil World.  This is true because if you are
not going to be grabbing the Magnum later in the game, then mastering
Vincent Merken's art of ignore is EXTREMELY IMPORTANT as you are really
constraining the amount of ammo you can use.  Also, try running around
the sides of any enemy whenever the corridor permits.  This saves time
for most of the time.  If the corridor's too narrow, then just knock
the foe down and RUN AS FAST AS YOU CAN before the foe retaliates!

Make any adjustments that you need according to your speed and/or fun
needs.  The order listed in this document covers ONLY WHAT IS MINIMALLY
IMPORTANT to get the Rocket Launcher.  Omit the Optional Areas if you
want but doing this means that you have to cut down the amount of ammo
you can carry at once.

Ignore all the Beeps as they are worthless in the game.

For this _huge_ update, I will include variations regarding about the
differences between the normal and the arranged games.  Notice that the
Arranged Games were meant for experts.  In an Arranged Game, don't
try to clear the game quickly as surviving is a lot harder in this mode.
The only thing that you should do on the Arranged Game is to WORK
VERY CAREFULLY.  You can achieve very fast times in a normal game, but
just work carefully your first couple of times in Arranged Game.

Enough rambling, onto the more important stuff.

Note: At the time of completion of this document, I have a brand new
Resident Evil/Resident Evil 2 FAQ Page that should answer all of those
questions I've been receiving via e-mail in regards to Resident Evil 2.
Most of your questions should be answered by just reading this document,
any of my Resident Evil 2 Speed Guides, or any Resident Evil/Resident
Evil 2 Big Pain Puzzle PDFs that I already have online by just pointing
to http://www.verasnaship.net/text/biohazard.html on your browser.  You
will need Adobe's Acrobat Reader (http://www.adobe.com) to view the Big
Pain Puzzle Documents displayed in my Resident Evil FAQ Page.

========================================================================
CHRIS AND JILL DIFFERENCES

It's obvious to know the pluses and minuses for playing as Chris and Jill.
This is crucial to your success in this mission of survival.  Pluses are
high points, and minuses are low points.

Chris Redfield
--------------
+ Able to withstand lots of damage
- Does not have Beretta at start of game.
- Only able to use a Magnum and Shotgun as power-ups
- Can only carry 6 items at once
- You should accept Rebecca's offer for help when you first meet her
- Small Keys required to open drawers
- Additional Mansion Key

Jill Valentine
--------------
+ 8 Item Capacity
+ Magnum, Shotgun, and Bazooka (with three elements) as power-ups
+ No Sword Mansion Key
+ Lockpick for certain doors and for drawers
+ Some areas can be cleared faster (as per Vincent Merken)
+ Starts out with Beretta
- If Jill takes three bites from Zombies, it's over.
- Must have more healing stuff since she can't take lots of hits.

I like Chris's game because it's more challenging and the replay value
of Chris's game is higher than Jill's.  Unfortunately, if you DO have the
Rocket Launcher, then the game BECOMES SOOOOOOO BORING since you can kill
just about anything (with the exception of the Plant Boss) in one hit.
Start a new game and select Jill (If you are an expert, then you are
better off playing Chris's game instead) and let's get rocking!

========================================================================
AVAILABLE ITEMS FOR JILL

Beretta
-------
Weakest hand gun in the game.  A Nine-Millimeter Semi-Automatic that uses
low-power bullets.  Usually, a Beretta kills Zombies in plenty of hits,
but becomes useless in later parts of the game.  15 bullets in a chamber.

Combat Knife
------------
Too weak: You can only use it as a Close-Range Weapon, meaning that you
take the risk of getting bitten or damaged.  Don't use this weapon unless
you need to destroy the Spider Web Blockage, more on this later.

First Aid Sprays
----------------
These ration-like potions completely restore your health, but you don't
recover from a poisin as opposed to a Blue Herb.

Herbs
-----
Herbs restore your life depending on what type of Herb you use.  Here
are the combinations, types, and the effects (BTW, Herbs are
combinable, and please note that you can't use a Red Herb alone):

- 1 Green Herb: Restores life, only 1/3rd of a First Aid Spray
- 2 Green Herbs: Restores life, only 2/3rd of a First Aid Spray
- 3 Green Herbs: Restores life as much as a First Aid Spray
- Blue Herb: Neutralizes Poisons
- Green and Red Herb: Restores life equivalent to a First Aid Spray
- Green, Red, and Blue Herb: Restores life equivalent to a First Aid
  Spray and neutralizes poisons
- Blue Herb and up to 2 Green Herbs: Restores life only up to 2/3rd of
  a First Aid Spray, but neutralizes poisons.

Clip
----
Bullets for Beretta Handgun.  Weakest bullets in the game

Remington Shotgun
-----------------
Concentrated blasts hit multiple targets.  The closer you are to a
zombie, the more damage you can do in one shot.  Variety in shots are
the best feature in the Shotgun.  Only the Magnum is better to use on
bosses.  Uses Shotgun Shells.  Up to 7 shells in chamber.

Shells
------
For the Remington 10-Gauge.  Spreads through a wide range when fired.

Colt Python (Magnum)
--------------------
Similar in design as with a Colt SAA, but with TONS MORE POWER THAN
its earlier counterparts.  The most powerful handgun available, its
size is something laughable as it can kill Zombies in one shot and
is the only weapon that will defeat bosses more easily.  The weapon
Barry uses.  A high-caliber weapon with Magnum burst.  Jill doesn't
need this weapon (unless you think Jill would benefit from the Colt
Magnum's added strength) really since she has a 3-element Bazooka
in her arsenal later in the game.

DOT 50 Bullets
--------------
Magnum bullets for the Python.  Produces a higher caliber burst
radius than a normal bullet.  Wider range than a normal bullet.  Not
as concentrated as a Shotgun shell, and ammo is scarce, so be sure to
save this for more powerful enemies.

Bazooka
-------
A weapon that can use three elements of power: Explosion, Acidity,
and Fire.  Doesn't have as much range as a Shotgun neither these
rounds have concentrated blasts so don't use them for long-range
combat.  Use the Shotgun for concentrated combat instead.

Explosive Rounds
----------------
Also named Grenade Rounds, produces a really high radius of explosion
that blows anything that it touches.  Hunters, Lab Monsters, and the
Tyrant usually suffer from its explosion.  Works against certain boss
monsters as well.

Acid Rounds
-----------
I call these bullets Dip Rounds since these rounds will cause the
foe's skin to overheat when it hits.  Hunters and Tyrant usually fall
for this type of round, though it will be the Snake that falls for
these kind of rounds

Fire Rounds
-----------
Rounds that burn anything that touches.  Used to burn down any Spider
Web Blockages and any plants that live.

Rocket Launcher
---------------
The weapon used to destroy Tyrant.  Destructive Power, though not as
concentrated as the Shotgun.

Ink Ribbon
----------
Use this in front of a typewriter to save your game.  Limited saves in
this game, so use them wisely.

Lockpick
--------
Opens drawers and doors requiring Chris to use the Sword Key earlier
in the game.

------------------------------------------------------------------------
Other Items
------------------------------------------------------------------------

Armor Key
---------
Opens doors that has a carving of an armor.

Shield Key
----------
Opens doors that has a carving of a Shield

Helmet Key
----------
Opens doors that has a carving of a Helmet

Jewels
------
Used to give the Tiger eyes to see.  If you use a jewel to increase the
Tiger's vision, then he'll give you an item.  A Blue Jewel can be acquired
by breaking the Statue at the 2nd floor of the Dining Room.  The Red Jewel
can be obtained by moving the Staircase right in front of the Deer and
turning the lights off and pulling out its eye.

Crests
------
There are four crests: Sun, Wind, Moon, and Star.  Use all of them to gain
access to the Garden.

Square Crank
------------
Used to control the Water Level at the Pool

Hex Crank
---------
Primarily used in the caves, the Hex Crank is a matter of making ends
meet or not.

Dormitory Keys
--------------
The Room 002 key opens the locked Dormitory Room 2 door.  The Room 003
key opens the locked Dormitory 3 door.

Control Room Key
----------------
Opens the door to the Control Room at the basement underneath the
Dormitories.

Empty Bottle
------------
Use it to fill it with a chemical.  Since you cannot use the chemical
without using an Empty Bottle (The file tells you that the chemicals
are dangerous), you are required to have one of these.  You basically
only 3 of these in order to solve the Math Chemical Puzzle near the end
of the Dormitory Stage but if you want to make habitual trips to the
Item Box, you can take all four.  If you want to save time, don't bother
with the V-Jolt Puzzle.

Serum
-----
Have Jill give poor Richard Aiken a shot by grabbing this bottle and
racing as fast as possible to neutralize poor Richard, who's dying because
of deep Snake bites.

Doom Books
----------
Books containing medals that opens up the door to the Secret Labratory.

Red Book
--------
An item used in the Dormitories, you use this book to open a door that
is blocked by a cabinet in Dormitory Room 3.

Wolf and Eagle Medals
---------------------
Medals that are used to access the secret lab

Lab Key
-------
Opens the door the the main lab.

Slide
-----
Unimportant item.  Shows you the Tyrant Virus project.

MO Discs
--------
Discs that are used in Pass Code Machines.  There are three MO Discs
in the Mansion.  First one can be found at the Mansion's Library.  The
second one can be found at the Caves.  The third one can be found at
the Secret Labratory.  These discs are crucial to rescue Jill in the
secret lab.

Flare
-----
Used to signal Brad Vickers at the end.  Triggers the Tyrant Final
Battle, only if the Triggering system has been activated.

Lighter
-------
Useless in the game.  Only lights up dark corridors and to obtain the
map near the second Snake confrontation in Mission 3.

Empty Bottle
------------
Used to fill in Chemicals during the final stretch of Mission 2 in
this document.  Nuff said.

Chemicals
---------
Used in the Pharmeceutical Room near the end of Mission 2, you need to
use your Math Imagination in order to create the V-Jolt, which will
destroy the roots of Plant located at the basement of the Guardhouse.
If you are just a beginner, then you will need to do the Chemical Puzzle
to beat the Plant without damage.  More on this later.

========================================================================
INVESTIGATING THE MANSION

Mission: Find clues to the mysterious incident surrounding within.

------------------------------------------------------------------------
Dining Room Investigation
------------------------------------------------------------------------

Entering the Mansion, you've found out that Chris has mysteriously
disappeared all of a sudden.  Hearing a gun sound, Albert Wesker stated
that it's Chris.  Jill tries to open the door but Albert Wesker told Jill
not to do so because it's too dangerous.  Barry Burton tells Jill that
Chris is an old partner of his.  Wesker orders both Jill and Barry to
start out their investigation at the left side of the Mansion.  Wesker
voluntarily agrees to stay at the hall just in case something happens.

You are now inside a Dining Room, and as you approach the Chimney,
Barry becomes puzzled why there's blood near the Chimney.  After
hearing the annoying speech, just proceed to the door at the right side
of the Chimney (There is an Emblem on top of the Chimney, but you
basically don't need it now unless you are just a beginner).  Head
leftwards and rightwards and just skip the Zombie FMV.  Return back
to the Dining Room where you will tell Barry that something's wrong
is going on.  The Zombie makes his way inside the Dining Room and Barry
will blow up the Zombie's head with his Magnum.  Leave the dining room
and head back to the Main Hall in the first floor.

Note: I HATE LISTENING TO SPEECHES MORE THAN ONCE. :P

Returning to the hall, you see that Wesk-man has all of a sudden
disappeared without warning.  You wonder what is happening, so you
check at your left side (in the back of the staircase to see if Wesker
is hiding or not) but to no avail: Wesker is gone completely.  Right
after the unsuccessful search for Wesker, Barry gives you a lockpick
and tells you to use the Lockpick whenever you are encountering any
doors that Chris had to open up with the Sword Key and to unlock
locked drawers with it.  Barry will tell you to investigate the right
side of the Mansion right now and if anything happens, then meet Barry
at the Main Hall (guaranteed).

Beginner: Now that we have found out that Wesker has _mysteriously_
disappeared, take the Ink Ribbon (right at the Typewriter) located
left of the stairs.

Advanced: OK so Wesker _did_ disappear.  Remember the better you are
in the game, the less items you will need in the world of survival
horror.  Remember that Jill has less vitality than Chris so avoid
taking too many hits.  Ignore the Ink Ribbon--you don't need it.
Just skip right into the Red Staircase.

Variation 1
-----------
Normal Game: Anyway, with Wesker gone, take the red staircase and
enter the BOTTOMMOST door to the right. Since you are issued a lockpick
by Barry, there will be no Small Keys in the game.  Just head straight
until you can see a door to your right.  Go near the slain Forest and
when you are close *just right*, take the Bazooka (initially loaded with
6 Explosive Rounds).  Don't investigate Forest's body or you will be
attacked by Crows!  Return back to the Main Hall.

Director's Cut: Here, we will be doing the same thing as with the Normal
Game, except that we will now approach Forest.  Forest will now become
a zombie and he will bite you.  You will need to destroy Forest before
advancing any further.  Once you off Forest, pick up the Armor Key right
where Forest used to be sitting down at.  You need to judge whether it's
worth the risk of using the initial ammunition enclosed inside the
Bazooka or not.

Optional Area for the Advanced Game
-----------------------------------
Go back to the Main Hall and descend through the stairs.  Go to the
upper-right door at the lower floor of the Main Hall and use the Armor
Key.  You will be transported into a new room shortly.  There should be
a Beretta Clip at the Mirror.  Be careful because many zombies are
lying in wait right here.  Head a left, and head another left.  Open the
drawer with the Small Key and grab yourself 7 Shotgun Shells.  Turn
around and approach the door.  Now go inside the closet and locate the
room which required the Special Key in the original game.  Now change
your clothes to whatever you want and return back to the Main Hallway
in the Second Floor.  Go to the upper-right door at the Second Floor
Main Hall.  Unlike the original game, you will definitely need at least
two power-up weapons (Bazooka and Shotgun) in this toughie.

You are back inside the Main Hall.  Although Chris has two options
varying upon difficulty, Jill *should* have enough ammunition for now
so just take the upper-right door at the upper floor of the Main
Hall.  You *should* have just about enough ammunition as opposed to
Chris's game.  Well, since I've finally understood what Vincent Merken
was saying on his walkthrough, let's take the upper-right door on the
second floor of the hall, shall we?

Note: Jill has more ammunition than Chris but for speed considerations,
don't waste too much ammo and don't kill too much.

------------------------------------------------------------------------
Obtaining the Chemical
------------------------------------------------------------------------

You are now inside a rather dark corridor which is filled with nothing
but zombies.  If you have followed my suggestion, then Jill should have
about 15 bullets and 6 Explosive Rounds once you are inside this
corridor.  The corridor is rather narrow and the zombies will be blocking
your way so it's rather hard to ignore them without a scratch.  You may
want to just knock them out and just run hard.  If you are a beginner,
then you might be running out of ammo very quickly.  Be really thrifty
with your ammo because in the beginning of the game you will have scarce
ammo.

NOTE: Use your Bazooka sparingly because you'll need the Bazooka for
stronger enemies.

A tip on dealing with Zombies: The only time you will have to waste ammo
on those darn zombies is whenever there's not enough room to ignore them
unscathed.  If this is severely the case, then just knock them out and
run hard.  Keep in mind that doing this will only ensure that they will
return the next time you come back, so watch your ammo at all times.

ADVANCED GAME WARNING: There will be an insane amount of zombies right
here, so be prepared to take some mandatory damage.  If you think that
this mode will be a real pain in the ass, then just visit GameSages
or Cheat Code Central (http://www.cheatcc.com and
http://www.gamesages.com respectively) for a trick on how to double
the amount of ammunition you need in the Arranged Mode.

Go to the very final door at the corridor, since all doors are locked.
Later on the game, you will find out that you will be able to access all
of the rooms provided that you've founded the correct items.  If you
are playing the Advanced Mode for Director's Cut, then you can unlock
the first door at your right when you go inside the red hallway, but
I personally would wait until later on.

You are now inside a mysterious library.  There's particularly nothing
to do in the library for now, so just go to the next door that you see
beyond the door that you've opened up.  Once you are at the rightmost
staircase on the upper floor, work your way towards the staircase
because we are now pretty much cramped up in Item Space right now.
Although Jill can carry 8 items instead of 6, please keep in mind that
you will be grabbing a relatively high amount of items so you will
need to make planned trips to the Safe Room.  If you are playing the
Director's Cut, be sure you visit either Cheat Code Central or Secrets
of the GameSages for Arranged Game Cheats since playing the Arranged
without the Secret Double Ammo Code can prove to be super-suicide.

Hopefully, you are now at the lower rightmost staircase of the mansion.
There will be one zombie in the original game, two zombies in the Arranged
Mode.  Deal with those bozos and make your way inside the safe room.
Before you get inside the Safe Room, there should be an herb at the
left of you.  Only take herbs if your health is not at 100%.  If you have
been ignoring the zombies really carefully, then you shouldn't need that
herb right now.

------------------------------------------------------------------------
Inside the Safe Room
------------------------------------------------------------------------

Congrats.  You are now inside a safe room.  First of all, take the
Chemical (Broken Shotgun in the Arranged Mode) and then go to the Magic
Box.  At this point of the game, Jill should only be carrying the
following items:

* Beretta (just in case)
* Clip (be sure you combine them all)
* Chemical
* Bazooka with Explosive Rounds

For the Arranged Mode, you will probably need the following items:

* Beretta and Clip (just in case, be sure you combine all the clips
  and bonus bullets before leaving)
* Bazooka with Explosive Rounds
* Armor Key
* One healing item just in case the going gets tough.

Beginners: After dumping everything inside the Magic Box with the
exception of the Beretta, Clip, the Bazooka with Explosive Rounds,
and the bonus bullets, combine all the clips that you have right now
and save the game.  After saving the game, dump the Ink Ribbon into
your Magic Box and leave the safe room.  Climb up the stairs and
continue on.

Advanced: There is no need to save since you have became a lot better
in the game ever since you first played the game.  Just leave the Safe
Room and climb up the stairs.

Climb up the stairs and head a right.  Keep on pinning up at the dead-end
(watch out for that reluctant zombie) and unlock the door.  Get inside
the door and head a left.  Keep on going forward until you reach the door
at the dead-end, which _should_ lead right back into the Upper floor of
the Main Hall.

Once you have arrived in the second floor of the Main Hall, pick and
eat your boogers while hearing the cheesey time-wasting speech (Damn those
time-wasting cheesey speeches) and at the conclusion of the speech, grab
6 Acid Rounds from Barry.  However, thinking that Barry needs stronger
weapons later on, Barry shows you that the Magnum is all that he needs
to fight (I HAVE THIS!!! *shows magnum*).  After grabbing 6 Acid Rounds,
board the bottom door at the right side of the Upper Floor Main Hall and
keep on proceeding until you see Forest pecked to death by the Crows.
Press the X button when you are *just about* near the Bazooka as pressing
X while near to Forest will trigger Crows coming up (which wastes time
as well and increases danger in the room).  Return back to the Main Hall
on the Second Floor, and take the leftmost door on the upper floor of
the Main Hall.

------------------------------------------------------------------------
Getting the Armor Key (In Normal Mode)
------------------------------------------------------------------------

Note: This part ONLY Works on the Original version of the game.

Walk on the leftmost side of the Dining Room.  You may need to knock-out
the Zombie on the left before proceeding.  I personally would try to push
the Statue out of the Second Floor of the Dining Room (to save time later
on, just push the statue forward and when you are at an area where there
isn't any rails, drag the statue out of the Second Floor) right now since
Jill's game was meant for speed (but STILL use this guide as a Walkthrough).
Walk to the double-doors on the right side of the second floor.

The Zombies in the Staircase Hall spit acid, so we are going to play a
game of "IGNORE" (as Vincent Merken stated on his Resident Evil Jill Speed
Guide) as these Zombies are nothing compared to those Zombies who bite.
Walk to the side of the Zombie as the acid will do damage to your health.
Descend to the Staircase, BUT DON'T ENTER THE SERUM ROOM JUST YET.

Get out of the Serum Room and head right.  To avoid the Zombie at the right
intersection, hug the Right Wall.  Now make your way towards the door at
the dead-end (Ignore the Zombie near the dead-end by hugging the left
wall) and take that door.  Head straight and into the Nursery (Ignore the
Zombie by running around him) and place the chemical where the lid is
supposed to be placed at.

The Plant should die and you should now have access to the Armor Key.

Optional Area: If you think you need more healing items
-------------------------------------------------------
There should be two red herbs and three green herbs at the left of the
fountain.  Grab the Red Herbs first and grab a Green Herb.  If your
inventory becomes full, combine a Green Herb with a Red Herb and grab
another Green Herb, and do the same thing.  Since Jill does not have
as much stamina as Chris does, I would highly recommend getting AT LEAST
two red herbs and two green herbs so that you have two mixed herbs in
your Inventory.
------------------------------------------------------------------------

Head back to the door leading to the leftmost staircase at the first
floor of the Mansion (Be careful because there may be a Zombie in the
narrow corridor if you ignored him, knock him out and board the door).
Open the first door you see at your left with the Armor Key.

The Broken Shotgun should be at the same cabinet you see the Clip at.
For time purposes, BE SURE THAT YOU GRAB THE SHOTGUN BEFORE MEETING UP
WITH BARRY IN THE SECOND FLOOR OF THE MAIN HALL so that you will save
some time this way.

The Shotgun shells should be at the locked drawer.  Unlock the drawer
with the Lockpick and grab the Shells.  Grab the clip if you want to
(though you may not need it any longer) and get back inside the Green
Hall.  OPTIONAL: Go to the Serum Room and you should see an Ink Ribbon
on the Bed.  Dump the Beretta and the Clip since you don't need it any
longer.

This time head right and KO the Zombie blocking the narrow corridor.
Enter the door located at the dead-end and make your way to the Dining
Room.  Grab the Emblem in the back of the Chimney and the Blue Jewel
near the Vase and head to the Main Hall and upstairs using the red
staircase.

Optional: For Seven more Shotgun Shells
---------------------------------------
Unlock the right door you see (on your way back to the Dining Room) with
the Lockpick and forget the Clip at the bed.  Go to the desk and try to
read the useless file at the desk.  A Zombie should come out from the
Closet.  Kill the Zombie and grab the Shotgun Shells.  Now return to the
Dining Room and do the aforementioned steps.
------------------------------------------------------------------------

Optional Area: If you need more Shotgun Shells, and if you have started
the game with a Special Key in your Inventory
-----------------------------------------------------------------------
Unlock the door left of the double doorcase at the right side of the
Red Staircase using the Armor Key.  Next to the Mirror you should be
able to get a Clip.  Turn left and face the Zombie.  Knock out the
Zombie and unlock the Drawer and get the shells.  If you have the
Special Key in your inventory, then go to the door facing against the
drawer that you have obtained the shells from, leading into the Closet.
There should be an Ink Ribbon at the right side somewhere in the Bed.
There should be Herbs near the mirror, but be careful of the crawling
Zombie.  Ignore the Crawling Zombie by walking circles around him and
unlock the Closet Door using the Special Key.  Change your clothes and
get back inside the Main Hall on the First Floor and board the second
floor of the Main Hall.
------------------------------------------------------------------------

Open the first Right door that you see (BUT DON'T GO INSIDE THE ROOM JUST
YET) and open the double doorcase, using the Armor Key for both rooms.  Go
inside the Double Doorcase and JILL'S GOT A FIRST PUZZLE TO SOLVE!!!

Note: I hate puzzles.  But that's Capcom's formula between Survival Horror
anyway.  You'll notice that puzzles drain time away from you. =P

Here's the lowdown: Push the first statue that you see rightwards of the
poison vent.  Make sure that the Statue is overlapping the first poison
vent that you see.  Move forward and you should see another statue.  Move
the statue upwards until it is in the same row as with the second Poison
Vent.  Push the statue leftwards until it overlaps the second Poison Vent.
Once you're sure that you have overlapped both Poison Vents with the
Statues, press the switch.  If you see the door opening up to reveal
access to the Sun Crest.  Grab the Sun Crest and leave.

Note: I'm planning to do a PDF File for this puzzle so that you can see
how I get this done.  I'll let you know via FAQ update in the future.

Optional Area: For more shells and a Red Herb.  Highly recommended due
to Jill's low vitality.
------------------------------------------------------------------------
Now that you've got the Sun Crest, I personally would drop any unnecessary
items in the Chemical Room's Magic Box before doing this.  You've unlocked
the door with your Armor Key.  I personally would take the door at the
left of the Deer Carving first.  As opposed to Chris, Jill won't have to
contend with that bothersome Zombie (since her vitality is rather low).
Drain the Fish Canister by flipping the switch as the Spider Frame.  Move
the Fish Canister towards the right wall and move the closet towards the
front wall (but not towards the bag!).  Get the Explosive Rounds inside the
small doors.  Inside the bag, there should be an Ink Ribbon.  Now it's
time to go to the bedroom right of the Deer Carving.  There is a LIGHTER
at the Cabinet but if you are playing this game for speed, there is no
need for it since it's primarily used to light up a dark storage room
with seven Shotgun Shells and to get the map at the room on the leftmost
corridor at the rightmost upper staircase.  Grab the lighter if you want
(but if you play Ignore for about 85% of the time, there is basically
no need to get it) but be sure to get the Shells at the right side of
the right bed and the Red Herb at the left side of the left bed.  Let's
get out of here and let's take the rightmost door on the rightmost
staircase at the Second Floor.
------------------------------------------------------------------------

------------------------------------------------------------------------
The Armor Key (Arranged Mode)
------------------------------------------------------------------------

Climb up the stairs and head a left.  At the first door you see at the
right, unlock the door with the Armor Key.  Be really careful when
enetering the room because there are A LOT OF ZOMBIES in this room.
Head to Jill's left whilst dodging the zombies.  At your right,
there is a switch that should drain all the water from the Fish
Tank.  Press the switch and then move the Fish Tank towards the desk.
Now move the cabinet towards the same wall that the Fish Tank is at
to reveal a hidden door that will contain the first half of the Moon
Crest.  Inside the bag, there should be an Ink Ribbon.  I personally
would just grab the half of the Moon Crest since I have just about
enough saves.  Turn around and head towards the door.  Go straight
(careful of those damn zombies) and board the door you see at your
front.  Grab the lighter from the cabinet and if you have enough item
space, grab the shotgun in the sides of one of the beds.  Leave the
bedroom and board the door at your right.  You may be cramped up for
Item Space so I highly recommend that you go back to the Safe Room
(it's the same safe room that you've got the broken shotgun at) and
keep only the Beretta, Shells, and the Clip.  Go back upstairs and
make a right.  Now open the door you see at the dead-end.  Hopefully,
you've kept the Armor Key because you will still be needing it.  At
the safe room, if you are still cramped up, then just dump the shells
for now.  Once you board the door at the dead-end, head a left, and
turn right until you see a door at the right of you.  Open the door
up with the Armor Key.  Now all you need to do is to get both Knight
Statues to cover up the poison vents.  Push the Knight Statuettes so
that they cover up the Sarin Vents.  Now after making sure that both
Knight Statuettes cover both Sarin Vents completely, press the Red
Switch and you should find an Emblem behind the trap door.  Grab the
Emblem and leave this room right away.  From the doors, head a right
and then turn right.  Open the door at your left and keep on going
forward until you see Richard Aiken.  It appears that poor Richard
has been biten by a Strichninous Snake. He tells you to get the Serum
for him.  Do Jill a favor.  Go back to the Main Hall.  There are herbs
at the apex if your health is less than 100%.  If you have been really
careful throughout, then you won't need any herbs right now.  At the Main
Hall at the Second Floor, go forward towards the left door at the
Upper Floor.  You will be inside the Dining Room at the Upper Floor.
Push the statue to an area that has no rails and drag the statue out
of the second floor so that the statue will break.  Be careful of the
zombies when doing this.  After dragging the statue out of the upper
floor of the Dining Room, go forward and head a right.  Head another
right and board the doors at the left.  Go forward until you reach
a T-Intersection.  Head right at the T-Intersection and descend through
the stairs.  Be careful of the zombies who are blocking your way at
the leftmost upper staircase as they may bite as opposed to just
spitting acid in the Normal Mode.  Now quickly enter the Serum Room
and go to the Magic Box immediately.  Keep only the Shells, Small Key,
Broken Shotgun, and the Armor Key.  You will be walking around with no
weapons right here so you need to dodge valiantly to survive.  If you
are just a beginner in Arrranged Mode, then you definitely will want
to save your game first.  Grab the Serum at the cabinet and get out of
the Serum Room.  Head a right and run hard because the Dogs are here.
Dodge the dogs and open up the the right door that you see with the
Armor Key.  Inside the study room, open up the drawer and get 7 more
Shotgun Shells, and at the cabinet, grab the Colt Python and equip the
Python right away.  Get out of the room and head a right.  Board the
very dead-end door quickly because the dogs are persistent.  Now head
right and run towards the dead-end.  Board the dead-end door and head
a right, thus making your way back to the Dining Room.  My Note: You
don't need the Broken Shotgun right now unless you're hurting for more
firepower.  Now make your way back to the Main Hall at the First Floor
and board the Red Staircase.  From the red staircase, board a right and
take the top-right doorcase on the Second Floor.  Take the very first
door that you see at your right and keep on going forward until you see
Beckie and Richard.  Hopefully you should be fast enough.  If not, then
please feel free to make any necessary adjustments.  After Richard
gives you his radio from the moment of his death, return back to the
Main Hall on the Second Floor and board the Red Staircase once again.
Go to the First Floor Dining Room and grab the Weather Crest from the
broken Statue.  Board the door at the right of the Chimney and head a
right.  Next to the double doorcase, there should be a left door locked
with a carving of a sword.  Get inside the Piano Room and clip the apex
of the Piano and push the cabinet towards the right wall.  Grab the
Music Notes and use the Music Notes in front of the Piano.  Jill
_should_ have the Emblem with her by the time she does this.  Play
the Moonlight Sonata and a secret door will open.  Trade emblems and
then go back to the Chimney.  Insert the Gold Emblem on top of the
Chimney and you will see a Blue Jewel that you can take on the back
of the Grandfather clock.  Go to the Tiger Room (at the Green Corridor)
and place the Blue Jewel on his right eye.  He will give you a Shield
Key and you can fight the snake if you want to, but just wait.

This looks like a really wordy paragraph but I had to intentionally do
this so that you only have the Shotgun and the Chemical to worry about
after having Beckie practice for a while.

------------------------------------------------------------------------
Richard Aiken
------------------------------------------------------------------------

Let's head rightwards onto the door that will lead to the main hall in
the second floor.  HOWEVER, BEFORE YOU EVEN TRY TO GO INTO THE DOOR THAT
LEADS TO THE MAIN HALL SECOND FLOOR (You've already used the Armor Key
anyway).  You will run into Richard Aiken and he will tell you to get the
Serum at the Serum Room (You know where it is now since a map-flash will
ring up before you depart).  Now keep in mind that you will only have a
limited time (No explanation) before Richard dies naturally of the Snake
Poison, so try to be quick right over here.  BTW Just before Richard
there should be at least two herbs left of the pillar.  You really don't
need them now: save them for the Snake.  After examining Richard Aiken,
YOU WILL NEED AT LEAST FOUR ITEM SPACES FOR THE EMBLEM PUZZLE, BLUE JEWEL,
AND THE SERUM.  If you haven't dumped any unneeded items yet, then we shall
do so when we arrive at the Serum Room.

Go to the Main Hall at the Second Floor and descend into the First Floor
of the Main Hall using the Red Staircase.  Grab the Ink Ribbon at the
Typewriter near the stairs and go back inside the Dining Room.  At the
right side of the vase (I'm going to assume that you've already pushed
the statue off the second floor, if not, then do that Statue Puzzle
mentioned earlier in this document), grab the Blue Jewel.  Now grab the
Emblem near the Chimney before boarding the door at the right side of the
Chimney.  Go back to the Green Corridor by heading right and left.  Walk
*a little bit* straight and when you see a narrow intersection, board
right and into the doors that lead to the Tiger Room.  Insert the Blue
Jewel inside the Tiger and grab the Wind Crest.  Now let's get back
inside the Serum Room and FOR THE LEAST KEEP THE BAZOOKA, ACID ROUNDS,
ANY EMBLEMS THAT YOU HAVE ALREADY PICKED UP, AND ONE HEALING ITEM.  Grab
the Ink Ribbon at the bed (if you haven't done so already) and keep the
Ink Ribbon (because I'm going to save just before Richard and the Snake).
Get out of the Serum Room (with the Serum at the shelves) and head back
to the Green Corridors, and back inside the Kenneth Hallway (You know
the way already).  Now head left and head to the single doorset near the
double doors to your left.  Walk around the Piano, and push the Cabinet
to the extreme right and grab the Music Notes.  Use the Music Notes at
the Piano and the door should now open up (Jill can read music).  Get
inside the secret passage and at the dead-end, grab the Gold Emblem.
Replace the hole with the Dining Room Emblem and the door will re-open.
Get out of the Piano room and head back to the Chimney and place the Gold
Emblem in the back of the Chimney.

The Clock should make way for the Shield Key hiding behind the Clock all
along.  If you have not grabbed the Blue Jewel just yet, grab the Blue
Jewel now and just grab the Shield Key right away.

Exit out of the Dining Room back inside the Main Hall.  Now board the
red staircase and head to the topmost right door on the second floor and
head towards the first doorcase at your right that you see and back to
Richard Aiken.  Hopefully, you should be fast enough.  If not, feel free
to make any necessary adjustments.

SAVE 1: Before giving Richard Aiken the Serum and before the Snake Fight.

------------------------------------------------------------------------
Snake-Time!!!
------------------------------------------------------------------------

You see Richard knowing that he won't even make it whether you're fast
enough to give him the Serum or not.  He gives you a Radio before dying.
Now it's time to make the Snake pay for Richard's death.  Be sure that
you grab the Green Herbs that you saw before meeting up with Richard
before going any further.

Now you should be in a corridor where there's a stairway that leads right
into the Attic.

Optional Area: For more Grenade Rounds
--------------------------------------
Note: This area requires the Lighter.

Head left and kill and/or ignore the Zombie with caution because he spits
damaging acid at you.  Head towards the door that you see in the Dead-End.
Light up the Candle with the Lighter.  Push the cabinet towards the same
wall as with the door that you've came from.  Go inside the secret door
that you see and take the Grenade Rounds from the Cabinet.  Get out of the
room and into the Attic.
------------------------------------------------------------------------

Get inside the attic and run forward until you see the Snake coming out
of the hole that is guarding the Moon Crest.  Try not to get trapped by
the Snake as HE WILL SWALLOW YOU IN A GRUESOME WAY.  Instead, leave
yourself some room for error by running as far from the snake as you
can.  On top of the left barrels, there are some Shotgun Shells.  IF YOU
WANT THE SHOTGUN SHELLS, DO IT QUICK BEFORE YOU GET SWALLOWED BY THE
SNAKE!!!  Now run to the hole where the Snake came out and get the Moon
Crest.  IF THE SNAKE TRAPS YOU WHILE YOU ARE COMMENCING TO GRAB THE MOON
CREST, THEN YOU ARE GUARANTEED TO BE GRUESOMELY SWALLOWED BY THE SNAKE!!!
YUCK!!!  After getting the Moon Crest, get out of the attic (No need to
fight the snake for now).

Death Sequence
--------------
I HATE TO WRITE THIS IN CAPS, BUT IF THE SNAKE HAS TO KILL YOU, THEN HE
WILL START SWALLOWING YOU FROM THE TORSO AND WILL CHEW YOU UP INSIDE
HIS MOUTH, WITH BLOOD COMING OUT FROM HIS MOUTH!!!  A SICKENING LUNCH
FOR THE SNAKE.  NUFF SAID.

If you are POISONED by the Snake (It's possible to get away unpoisoned
though the Snake will always get his man), then Barry will take you all
the way back to the Serum Room and your health will be fully restored.
If not, then just get out of the attic, keep heading straight until you
see the door that you've unlocked with the Armor Key, head rightwards,
head left, and head left and take the first door at your right.  Head to
the Staircase and head to the Chemical Room and take the Crests that
you've dumped earlier on.  Get out of the Staircase at the right side of
the mansion and head towards the door.  Face right and kill the Zombie
and take the first door at your left and skip ahead to the Artwork Puzzle.

Note: Be sure to check your condition often because if your condition
wave isn't green, then be sure to use a healing item as any condition wave
that isn't green means that you are not well!

A note courtesy of Vincent Merken
---------------------------------
This trick takes some time to master but once you can avoid getting
bitten by the snake, the odds of getting away unscathed is 9 out of 10.
All you need to do is to just make sure that you leave out some room so
that you can have the Snake bite nothing but thin air.  Take the Moon
Crest and then run quickly but make sure that the Snake is not poised
to trap you at all.  If the snake misses you 100% by the time you get out
of the attic, then you should be able to get away unscathed.

------------------------------------------------------------------------
Into the Guardhouse
------------------------------------------------------------------------

OK, now that Jill has been transported back inside the Serum Room (since
the Snake always gets its man).  You only need the Shotgun, Shells, and
the Bazooka (No ammo needed just yet) and the three crests that you've
been nabbing earlier on.  Now head back to the Main Hall on the First
Floor and take the bottommost door at the right side of the Main Hall.
Head towards the door at the right side of the blocked corridor and keep
heading straight, towards the twisting corridors, and right into the
dead-end double doorcase.

Optional Area: More Healing Items
---------------------------------
Note: This one requires the Armor Key

Since Jill's vitality is lower than Chris's, it's obvious that your
condition does not fall below FINE at all costs.  If you've been using
your Healing Items recklessly, next time around, use them wisely.  When
you enter the room right after the room where you first meet two dogs,
there should be an "Armor-Carved" door as you walk forward.  Unlock the
door with the Armor Key.  Now enter the "cookyard" (I call it because
there's an oven outside), but be careful of the dogs.  There should be
plenty of herbs near the stove.  Take as many as you want and once you
can't take anymore, get back inside the twisting corridor.  Be sure to
mix up the herbs for the best possible effect.  I really don't recommend
going inside here unless you really need more Healing Items since this
is a massive time-waster.
------------------------------------------------------------------------

Note: This would be the best time to get the Shotgun right now.  If you
didn't get the Shotgun earlier in the game, make sure that you take the
Broken Shotgun before the door leading to the Green Corridor (if you have
not done so already) by using the Armor Key.  Take ONLY the Broken Shotgun
with you and go back to the Main Hall.  Take the Twisting Corridors and
go to the Music Room.  Take the Shotgun and replace the bin with the
Broken Shotgun.  Equip the Shotgun.  I'll see you at the Chemical
Safe Room.

Here, go to the Magic Box and make sure that you have the following:

Original Mode:
* Shotgun and Shells, plus the Bazooka and Explosive and Fire Rounds
* All the Weather Crests that you have accumulated thus far

Arranged Mode:
* Shotgun and Shells PLUS the Bazooka and the Explosive and Fire Rounds
* All the Weather Crests that you have accumulated thus far including
  the Moon Crest Half.

If you are hurtin, then heal yourself now, because this is the last
time you will be able to heal up.  Leave the Gardening Safe Room and
exit out of the Rightmost Staircase Corridor using the door that leads
to the desolate corridor (the door at the Narrowest corridor).  Turn
right and off the Zombie and head forward.  Take the door at the left
side of the Angle Cam and forget the zombie coming from the narrow
corridor for now.

Note: The rest of this part will apply to both Original and Arranged
Modes.

Puzzle time once again!  Don't fire your gun or you may get pecked to
death as crows are infesting this Art Gallery.  You will need to press
the switches in the following order:

1. Newborn
2. Infant
3. Boy
4. Young Man
5. Middle-Aged Man
6. Bold-Looking Man
7. Picture of Death

Pay special attention to the text as you press the switches.  If you can
get the order correct, then you will get the Star Crest.  You will be
clued by "Picture of a (Whatever)".  You will be given a confirmation if
you want to press it or not.  PRESS THE SWITCHES IN THE CORRECT ORDER
OR IT WON'T WORK.  Start over again if you get the order wrong.  With
the Star Crest, let's get out of the Art Gallery, off the Zombie blocking
the narrow corridor to the white corridor leading to the Garden.  As you
are near the door that leads to the Garden House (Gartenlaube), there will
be a riddle involving the elements of weather.  Kill or ignore the dog
if you want.  Insert all weather crests on the Weather Picture and the
door will open.

You are now inside the Garden House.  Push the staircase a little bit
forward until it's at the same line as the hard-to-reach Square Crank.
Push the Staircase against the wall with the Square Crank.  Climb up
the Staircase and grab the Crank.  Take the Double Doorcase and enter
the Garden.  At the left of the Double Doorcase leading into the Garden,
there is a small key on top of the barrels.

You are now at the Garden.  There are two Red Herbs at the right side of
the double doorcase and possibly plenty of Green Herbs near the Double
Doorcase.  Mix them up and get ready because we are going to ignore the
dogs in a game of cat and dog.  Head to the gate that leads to the Pool.

When you arrive at the pool, head straight and head left.  Use the
Square Crank to levitate the Water at the Pool so that you can cross
the pool without getting wet.  Cross the Pool, climb the ladder, and
ignore the snakes and take the elevator leading to the Sewer of the
Pool.  Run to Chris's right and head to the gate at Chris's right.
Play ignore on those pesky dogs (as we should save ammo for stronger
foes).  Head to the gate and onto the Triangular Corridor leading
all the way to the Guardhouse.

At the left side of the gate there are two Blue Herbs.  Definitely
grab the Green Herbs at the right side of the gate and play another
session of ignore by walking towards the door leading to the Guardhouse.
The dogs do minimal damage (though faster than a Zombie), but you should
be able to easily dodge them with skill and wit.  Enter the Guardhouse
through the wooden doors that you see.  Mission 1 cleared.

Usually, Advanced Players can get through this mission in only 30-35
minutes, depending on the amount of goof-ups that you indulge on.

========================================================================
THE GUARDHOUSE

Mission: Retrieve the Helmet Key.

------------------------------------------------------------------------
Welcome to the Guardhouse
------------------------------------------------------------------------

As you enter the Guardhouse, there's a statue as you enter by, but I
wouldn't bother with it since it wastes time and that Plant doesn't do
too much damage as you cross the intersection leading either into the
Billard or to the rest of the Guardhouse.  Hopefully, you've taken an
overdosage of Herbs (since overdosing on herbs will also make you
temporarily invincible).  If not, then I will tell you how to block
Plant's tentacles in a future Acrobat PDF Publication.

Cross right and definitely enter the right door before the right
intersection that leads to the rest of the Guard House.

Save 2: Definitely before you start your infiltration for the Helmet
Key.

Inside the Safe Room, there should be Explosive Rounds and a First Aid
Spray.  I definitely would leave the Clip alone, since we are not using
the Beretta anymore.  Keep only the Shotgun and the Shells (so that you
have four free spaces).  You may need the Grenade Launcher (You only
need the Explosive Rounds at this point, don't reload your grenade
launcher for now) but Jill should have enough item slots to go on.  Once
you're loaded, let's start our mission to retrieve the Helmet Key.

Optional Area: If you have not been using your Ink Ribbons wisely
-----------------------------------------------------------------
FOR ONE THING, I WOULD NEVER GO INSIDE THIS ROOM AT ALL BECAUSE EVEN
THOUGH THERE IS AN INK RIBBON AND POSSIBLY A SMALL KEY INSIDE, THE
ROOM ITSELF IS EXTREMELY DANGEROUS BECAUSE OF THE SPIDERS THAT LURK
AROUND THE BILLARD.  Just concentrate on obtaining the Ink Ribbon (I
don't want to explain how to get the Ink Ribbon right here since I
NEVER, EVER, EVER GO INSIDE THE BILLARDS).  Once you get the Ink
Ribbon, get out right away so that you don't get poisoned.  Once you
get the Ink Ribbon, save your game and take note of this: USE YOUR
INK RIBBONS WISELY!

Nuff said, let's start retrieving the Helmet Key.

------------------------------------------------------------------------
Dormitory Room 1
------------------------------------------------------------------------

Enter the left door just before the intersection leading to either the
Billards and the rest of the Guardhouse.  I personally would go inside
the bathroom first (Door's at the left of the Dormitory Entrance) and
drain the muddy water from the Bathtub to retrieve the Control Room
Key.

Exit out of the bathroom and proceed through your exploration inside
the Dormitory Room.  There are two zombies inside the dormitory room
but knowing that you've got the Shotgun now, I don't have to tell you
how to deal with them.

Once you off the zombies, open up the drawer with the Lockpick to
reveal Seven Shotgun Shells and grab the Red Book from the bed.  Once
you get the Red Book and the Control Room Key, exit out of the Dormitory
Room 1, and head rightwards to the corridor leading to  the rest of the
Guardhouse.  Don't worry about Plant choking you because he does lousy
damage (even though Jill's vitality may be lower, the damage done by
Plant is rather laughable).

Walk through the corridor and take the first door that you see.  Head
leftwards to the Bee Hive that has a table with the Key to Dormitory
Room 2.  Once you grab the key, the bees will attack you!  Walk away
from the door that you have entered (don't enter the chemical door
as you need to use the Keypad, and you came from the Left Door of the
Angled Cam) and quickly press action so that you don't get stings in
your body.

------------------------------------------------------------------------
Dormitory Room 2
------------------------------------------------------------------------

Work your way to Dormitory Room 2 and use and discard the Key to
Dormitory Room 2.  Now let's take a peek inside Dormitory Room 2.

Optional Area: If you need some healing, be my guest
----------------------------------------------------
Push the Statue against the dead-end and you should be able to obtain
three Green Herbs.  Pick them up and combine the three herbs so that
you will get a Triple-Herb.  After you get some healing assistance, let's
get inside Dormitory Room 2.  I personally would wait until after I
descend into the ladder to get some healing items along the way.
------------------------------------------------------------------------

Time to get inside Dormitory Room 2.  Forget the bathroom as I see no
importance inside Dormitory Room 2's bathroom (with the exception of
the Zombie and a clip at the sink, which you don't need anyway).  Before
you even try to access the ladder, take the Shotgun Shells at the locked
drawer, using Jill's tokened Lockpick.

Let's access the ladder.  Push the leftmost closet all the way back and
push the rightmost closet against the right side of the wall.  Now access
the ladder and board the basement.

The music can become annoying here.  Another puzzle is waiting (Boy, I
hate puzzles!). :P  Head straight and turn left.  You should see a box
right as a camera angle is changing.  Push the box towards the wall at
the right of the ladder until you are able to push it against the right
side of the corridor.  Keep on pushing the box towards until you see two
to three boxes near the bottom of the cam angle.  Don't push it near the
boxes or you may have to climb up the ladder to reset the puzzle, which
wastes time.  Push the box near the pool blocking your path towards the
water first.  Now push the box near the left side of the straight
corridor into the water next.  Finally, push the box near the ladder
against the left side of the water blockage and push the box all the
way into the pool.  You should be able to make a bridge.

BTW right after making a Boxed Bridge, you can go ahead and grab the
two herbs at the left side of the corridor just before crossing the
Boxed Bridge, but I would do that right after I retrieve Dormitory Key
3 and 14 Shells for the least.

Note: At the time of publication, I have already created an Acrobat
version of this puzzle since the puzzle itself can be frustrating to
say in words alone.

Cross the Box Bridge, and get Jill's lower part of the body inside the
water and enter the door.  Once you open the double doorset, move to
Jill's right, and head left.  Head another left and when you see the
two doors, definitely take the door to your left (since the right door
has no keyhole).  Use and discard the Control Room Key.  Turn left and
flip the switch to drain the water away.  There should be a switch at
the right side of the door.  Flip that switch and the door right of the
control room door should open.  Access the right door.  There are two
clips at the right of you (You wouldn't want them anyway), but AHHH,
there are 14 Shotgun Shells in front of you and Dormitory Key 3 at the
right of you (on the next Cam Angle).  Grab the 14 Shells and the Dorm
Key 3 and let's get out of the basement.  Go straight, then right, and
yet another right and take the double doorcase, leading to the boxed
bridge, all the way back to the ladder, out of Dormitory Room 2, and
finally back to the corridor and at the same door we took to retrieve
Dormitory Key 2.

Optional Area: Not enough Ink Ribbons?
--------------------------------------
Since Jill has a lockpick, there is no need to bother with the Root Room
just yet.  Just head to Dorm Room 3 like you would with Chris, but this
time, when you get to the locked drawer, use Jill's tokened Lockpick and
retrieve the Ink Ribbon from the drawer.  Since I'm only allowing up to
Six Saves, I doubt that you need it.  I just want you to save some time
for the least, OK?
------------------------------------------------------------------------

This time, instead of going to the table with the Bee Hive, unlock Dorm
Room 3 with the Dorm Key 3.  Discard Dorm Key 3 and let's enter Dorm Room
3.

------------------------------------------------------------------------
Dormitory Room 3
------------------------------------------------------------------------

Let's go inside the Bathroom first since there Fire Shots on the floor.
Hopefully, you've got enough item space to store your first mag of Fire
Shots.  After getting the Fire Shots, you need to get the White book in
the row of Red Books and replace the missing book with the Red Book that
we had earlier on.  You should now be able to enter the door concealed
underneath the cabinet.  Go inside and you will face Plant, one of the
tougher bosses in the game.

From this point on, Jill has two options:

* Play along Rebecca's mini quest in Chris's game like you would when
  you played as Beckie trying to rescue Chris from Plant.  Like Beckie's
  second mini-quest, you have to play First Grade Math this time around.

* To save time, all you need to do is to either have Fire or Explosive
  Shots plugged in to your bazooka before fighting Plant.  Plant isn't
  an easy foe to break, but since Barry will break you loose, don't worry
  about your ammo expenditure.

Either way, Plant is HARD TO KILL!

Optional Area: Math-Time!
-------------------------
If you decided to make V-Jolt, then go to the door left of the door Jill
entered from the corridor right after he got choked by the Plant with
minimal damage.  Use the Keypad and punch in 345 and open the door.  Enter
the door and we've got a Chemical Puzzle to solve!

Note: If the 345 code has been entered, then the code may not work in
subsequent games.

WARNING: YOU NEED AT LEAST THREE FREE ITEM SPACES FOR THIS PUZZLE.

Grab the Empty bottle at Jill's right and fill it with Umb Number 2.
Now grab the Empty bottle near the sink and fill it with Water.  Combine
Umb 2 and Water to get NP-003.  Fill the Empty bottle with Umb 2 once
again and grab the empty bottle on the opposite side of the door.  Fill
it with Umb 4.  Mix Umb 4 and 2 to get Yellow-6.  Fill the Empty bottle
with Umb 4 and mix it with NP-003 to get Umb 7.  Mix Yellow 6 and Umb 7
to get Umb 13.  Fill one empty bottle with Umb 2 and the other with Water.
Combine the Water and Umb 2 to get NP-003.  Mix the NP-003 with Umb 13 to
complete the V-Jolt Puzzle.  Get out of the Chemical room and go back to
the Corridor, all the way back to Dorm Room 2, descend into the ladder,
back to the Basement, cross the Box Bridge, go up, left, and finally,
the single door that you see in the cam angle, which is the door containing
the roots of Plant.  Use the V-Jolt near the plant and get out of the room.
Return to Dorm Room Number 3 and now face the wrath of Plant.

------------------------------------------------------------------------
Plant Showdown
------------------------------------------------------------------------

If you decided not to make V-Jolt, then you will have to face the Plant.
The preferred weapon is either Explosive Shots or Acid Shots.  It will
take about 3-5 hits to destroy it.  Watch out for the acid on the top of
the ceiling since it will damage you.  Find a good spot to unload at Plant
(be sure to see blood coming out) and get the aiming right as you can miss.
Check your condition during the fight and heal if your condition lowers
down to DANGER.  Once Plant is defeated, Jill will be grabbed by Plant and
Barry will come out to rescue Jill by burning Plant with the Flame Thrower.
After some chit-chat, get the Helmet Key at the Chimney and exit out of
the Plant Room using the Double Doors.  Mission 2 Completed.

------------------------------------------------------------------------
The Arranged Game Schedule for the Guardhouse
------------------------------------------------------------------------

This part will ONLY apply to the Arranged Mode Games.

You will need the following items:

* Shotgun and Shells, Bazooka and two types of Rounds: Explosive and
  Fire.

Right after you switch items at the Safe Room, go inside the bar and
look for a Red Book.    Quickly get it and WATCH OUT FOR THOSE SPIDERS.
If you want extra ammo, then go inside the room where there used to be
a Control Room Key and a Red Book at the Bed in the Original Game.
You should be able to get 7 Shotgun Shells.  Get out of the room.

Now head rightwards to the corridor leading to the rest of the
Guardhouse.  Don't worry about Plant choking you because he does lousy
damage (probably none at all).

Walk through the corridor and take the first door that you see.  Head
leftwards to the Bee Hive that has a table with the Key to Dormitory
Room 2.  Once you grab the key, the bees will attack you!  Walk away
from the door that you have entered (don't enter the chemical door
as you need to use the Keypad, and you came from the Left Door of the
Angled Cam) and quickly press action so that you don't get stings in
your body.

Work your way to Dormitory Room 2 and use and discard the Key to
Dormitory Room 2.  Now let's take a peek inside Dormitory Room 2.
You can get some healing at the statue blocking the Herbs near the
locked Dorm Room 2, but only take it if you are hurting.

Time to get inside Dormitory Room 2.  Enter the Bathroom (careful of
the zombies) and then drain the sink and grab the Dorm Room Key 3.
Leave the Bathroom and return to the corridor.  Return back to the
corridor where you got the Dorm Room Key 2 at.  Use and Discard Dorm
Key 3 at the door of Dorm Key 3.  Get inside Dorm Room 3.

Let's go inside the Bathroom first since there Fire Shots on the floor.
Hopefully, you've got enough item space to store your first mag of Fire
Shots.  After getting the Fire Shots, you need to get the White book in
the row of Red Books and replace the missing book with the Red Book that
we had earlier on.  You should now be able to enter the door concealed
underneath the cabinet.  Go inside and you will face Plant, one of the
tougher bosses in the game.

From this point on, Jill has two options:

* Play along Rebecca's mini quest in Chris's game like you would when
  you played as Beckie trying to rescue Chris from Plant.  Like Beckie's
  second mini-quest, you have to play First Grade Math this time around.

* To save time, all you need to do is to either have Fire or Explosive
  Shots plugged in to your bazooka before fighting Plant.  Plant isn't
  an easy foe to break, but since Barry will break you loose, don't worry
  about your ammo expenditure.

Either way, Plant is HARD TO KILL!

Optional Area: Math-Time!
-------------------------
If you decided to make V-Jolt, then go to the door left of the door Jill
entered from the corridor right after he got choked by the Plant with
minimal damage.  Use the Keypad and punch in 345 and open the door.  Enter
the door and we've got a Chemical Puzzle to solve!

Note: If the 345 code has been entered, then the code may not work in
subsequent games.  Also, you will need to create a Boxed Bridge and
avoid the Neptunes while doing this.

WARNING: YOU NEED AT LEAST THREE FREE ITEM SPACES FOR THIS PUZZLE.

Grab the Empty bottle at Jill's right and fill it with Umb Number 2.
Now grab the Empty bottle near the sink and fill it with Water.  Combine
Umb 2 and Water to get NP-003.  Fill the Empty bottle with Umb 2 once
again and grab the empty bottle on the opposite side of the door.  Fill
it with Umb 4.  Mix Umb 4 and 2 to get Yellow-6.  Fill the Empty bottle
with Umb 4 and mix it with NP-003 to get Umb 7.  Mix Yellow 6 and Umb 7
to get Umb 13.  Fill one empty bottle with Umb 2 and the other with Water.
Combine the Water and Umb 2 to get NP-003.  Mix the NP-003 with Umb 13 to
complete the V-Jolt Puzzle.  Get out of the Chemical room and go back to
the Corridor, all the way back to Dorm Room 2, descend into the ladder,
back to the Basement, cross the Box Bridge, go up, left, and finally,
the single door that you see in the cam angle, which is the door containing
the roots of Plant.  Use the V-Jolt near the plant and get out of the room.
Return to Dorm Room Number 3 and now face the wrath of Plant.

If you decided not to make V-Jolt, then you will have to face the Plant.
The preferred weapon is either Explosive Shots or Acid Shots.  It will
take about 3-5 hits to destroy it.  Watch out for the acid on the top of
the ceiling since it will damage you.  Find a good spot to unload at Plant
(be sure to see blood coming out) and get the aiming right as you can miss.
Check your condition during the fight and heal if your condition lowers
down to DANGER.  Once Plant is defeated, Jill will be grabbed by Plant and
Barry will come out to rescue Jill by burning Plant with the Flame Thrower.
After some chit-chat, get the Control Room Key at the Chimney.  Exit
through the double doorcase and board your quest to get the Helmet Key.

Time to get inside Dormitory Room 2 again.  Forget the bathroom as I see
no importance inside Dormitory Room 2's bathroom (with the exception of
the Zombie and a clip at the sink, which you don't need anyway).  Before
you even try to access the ladder, take the Shotgun Shells at the locked
drawer, using Jill's tokened Lockpick.

Let's access the ladder.  Push the leftmost closet all the way back and
push the rightmost closet against the right side of the wall.  Now access
the ladder and board the basement.

The music can become annoying here.  Another puzzle is waiting (Boy, I
hate puzzles!). :P  Head straight and turn left.  You should see a box
right as a camera angle is changing.  Push the box towards the wall at
the right of the ladder until you are able to push it against the right
side of the corridor.  Keep on pushing the box towards until you see two
to three boxes near the bottom of the cam angle.  Don't push it near the
boxes or you may have to climb up the ladder to reset the puzzle, which
wastes time.  Push the box near the pool blocking your path towards the
water first.  Now push the box near the left side of the straight
corridor into the water next.  Finally, push the box near the ladder
against the left side of the water blockage and push the box all the
way into the pool.  You should be able to make a bridge.

BTW right after making a Boxed Bridge, you can go ahead and grab the
two herbs at the left side of the corridor just before crossing the
Boxed Bridge, but I would do that right after I retrieve the Helmet
Key and 14 Shells for the least.

Note: At the time of publication, I have already created an Acrobat
version of this puzzle since the puzzle itself can be frustrating to
say in words alone.

Cross the Box Bridge, and get Jill's lower part of the body inside the
water and enter the door.  Once you open the double doorset, move to
Jill's right, and head left.  Head another left and when you see the
two doors, definitely take the door to your left (since the right door
has no keyhole).  Use and discard the Control Room Key.  Turn left and
flip the switch to drain the water away.  There should be a switch at
the right side of the door.  Flip that switch and the door right of the
control room door should open.  Access the right door.  There are two
clips at the right of you (You wouldn't want them anyway), but AHHH,
there are 14 Shotgun Shells in front of you and the Helmet Key at the
right of you (on the next Cam Angle).  Grab the 14 Shells and the Helmet
Key and let's get out of the basement.  Go back to the corridor where
Albert Wesker will now be practicing his shooting at.  Congrats.  You
have completed a tough Mission 2.

========================================================================
THE FIRST HUNTER SHOWDOWN

Mission: Using caution to encounter Hunters, find the Battery needed to
run an inoperable elevator at the Courtyard and gain access to the
Caves.

------------------------------------------------------------------------
Getting back into the Mansion
------------------------------------------------------------------------

With Plant defeated and the Helmet Key retrieved, get out of the Plant
Room all the way back to the corridor we took just after we got choked
by Plant earlier on.

Now we run into Albert Wesker, who's finished up with some shooting
practice.  Jill wanted to know where Wesker was at, but Wesker claims that
he has personal reasons.  Wesker is glad that Jill is safe, but now orders
Jill to use the Helmet Key to unlock doors that were locked just because
of the Helmet Key.  Jill goes back to the Mansion proud with the Helmet Key.
Now let's go back to the mansion and open up those doors.

Go forward right into the door after the Wesker chit-chat and take a
left.  Take another left again and board the door.  Just head to the gate
and ignore all the radio beeps (You have no time to talk to Brad anyway).

Let's ignore all the dogs as we don't have any time to mess with them.
Walk forward and board the elevator that we have previously taken on our
way to the Guardhouse.  Skillful dodging of the dogs will enable you to
get away from the sewers without damage.  Now let's cross the pool again
and back in the garden we go.  Go back in the Garden House, right back
inside the door that leads to the White Vined Corridor, and back inside
the dark corridor, now proud that we have the Helmet Key.

Back in the Dark Corridor, we want to take a left and unlock the first
door with the Helmet Key, but we have a Hunter coming after us!  Just
skip the Hunter FMV by pressing the Start Button.  Quickly unlock the
first left door we see (which was locked earlier in the game because
of the Helmet Carving) and enter inside the study room before the Hunter
injures you.

Now we are inside a Study Room.  Flip the Switch on so that we can get
a clear view of the room.  On the table are Magnum Rounds.  At the left
cabinet, there should be Doom Book 1.  Now let's get out of the room and
take the white door to our left, while ignoring the Hunter (Remember
Vincent Merken's definition of IGNORE) QUICKLY AND VALIANTLY.

NOTE: On the Arranged Mode, this room is optional.  It contains the first
MO Disc and some Magnum Bullets.  Although you don't need to go inside
this room, it's worth going inside because you need those Magnum Bullets.
Later on, when you become better in the game, you can proceed with less
Magnum Bullets and even with less ammo in your expenditure.

Note: Since Jill has the bazooka, there is no need to take the Magnum
Rounds unless you would benefit from the extra firepower.

Let's make our way back inside the Chemical Safe Room (You probably know
where it is by now, there's no need for me to repeat this over and over
again)...BUT WE'VE GOT ANOTHER HUNTER COMING DEAD TOWARDS US!  You can
ignore the hunter by running circles around him, but it's difficult to
escape unscathed because the corridor is pretty narrow.  If you think it's
too difficult to ignore the Hunter (because the corridor's painfully
narrow), then just use about 3-6 Shells on him.  ARGH!

We should be inside the Chemical Room where Barry has left out 15
Beretta Bullets, 6 Acid Shots, and a First Aid Spray.  Pick them
all up and let's go upstairs.  Go to the Item Box and definitely make
sure that you have the Helmet Key, Shotgun, Shells, and AT LEAST ONE
SET OF MIXED HERBS (RED AND GREEN) OR A FIRST AID SPRAY since the Snake
is NOT NICE.

Save 3: Either before fighting the Snake once again or right after you
get the Battery, I personally would wait until I commence to get out
of the Mansion before saving but hey, the less you save, the better you
will be.

------------------------------------------------------------------------
Snake: The Revenge
------------------------------------------------------------------------

Ready? Take the staircase and head leftwards.  Kill the hunter (You should
be far away to jack him up without being scratched) using about 6-8 shots
of your Shotgun and proceed to the Leftmost Door.  Take the Green Herb
left of the Chimney and unlock the door at the right wall using the Helmet
Key.

Note: You can run at the right side of the wall to avoid the Hunter's
punch when you try to ignore him, but I would personally kill the Hunter
since I'm going to be waiting for Barry to drop a better rope.

Optional Area: If you are lost in the Second Floor
--------------------------------------------------
Use the lighter DIRECTLY AGAINST THE CHIMNEY.  The Paper should turn into
a map and you can take the map with you.
------------------------------------------------------------------------

Let's try to play the Piano at the top-right portion of the room.  UH-OH,
IT'S SNAKE-TIME ONCE AGAIN!!!  He's pretty pissed that he didn't have his
daily lunch the first time you met him in the attic.  Good news: He's not
poisonous.  Bad News: You must defeat him if you want to proceed.  This is
a hard fight but you should try to plug in those Acid Shots into the Bazooka
right now, since they defeat the Snake more easily.  Try to hit Snake on his
head (his weak point) while trying to avoid getting bitten by running
around circles as he's following you.  Probably about 3-6 Acid Shots should
do the trick.  During the fight, BE SURE TO CHECK YOUR CONDITION as the
same gory death scene will apply if he is to kill you (YUCK!).  Once the
Snake is silenced, go inside the Hole.  Be sure that you can hit Snake as
you can miss.

Investigate the hole and Barry will come out.  You will descend downwards
to the rope.  When the rope falls down, Barry will get another rope.  Fiddle
with the gravestone to reveal a ladder.  Now go back to where the rope used
to be at and wait for Barry.  After a while, Barry will hand you out the
Pass Code, which you don't need anyway.  After Barry splits up, descend
back to the hole, and take the ladder located at the grave.

Notes: If you waited for Barry to drop a stronger rope, then you can
finish Mission 3 faster than you think.  If you don't then you can't
go back up once you enter the gravestone.  Note that waiting for Barry
to drop a better rope is EASY and trusting Barry is ALL CAKE.

------------------------------------------------------------------------
Getting the Battery (for the Original Mode)
------------------------------------------------------------------------

After the fight against the Snake, descend through the hole and WAIT
FOR BARRY TO DROP A BETTER ROPE.  Once you waited Barry to get a better
rope, then you will go into a conversation with Barry and you will get
a useless item. Go straight (Careful, there's a Zombie, be sure that you
are in the farthest possible sideways to avoid getting bitten) until you
see the door that leads to yet another corridor.

Note: Jill BASICALLY does not need any Magnum bullets since she's got
this Bazooka that doubles as a multi-purpose Monster Cleaner, but I'll
point out the Magnum Bullets anyway if you are a beginner (but only to a
certain extent since the Shotgun and the Bazooka is all what you need).

Optional Area: For Seven more Shotgun Shells
--------------------------------------------
Right after you descend through the ladder, there should be an intersection
leading to a dead end with seven Shotgun Shells.  Be careful of the Zombie
blocking the Shells.  Grab the Shells ONLY IF YOU CAN IGNORE THE ZOMBIE
WITHOUT TAKING DAMAGE.  If you think you may get bitten, then you'd better
off the Zombie before taking the shells.  Now turn around, go straight,
left, straight, and finally right via another door that comes towards us.
Watch out for that damn Zombie as you make your way towards the door
in front of us.
------------------------------------------------------------------------

Head straight and turn left.  Now head right until you see a door at your
right side.  Don't head left and kill the zombies for two herbs as it's
really just a trap (You should have plenty of Mixed Herbs by now).  Take
the door at the right.

Let's head to the Elevator, leading to the highest floor on the Mansion.
You will take a hit from the zombie guarding the Elevator, so just decap
his head by crushing his head.  Onto the elevator we go!

After we arrive on the Second Floor of the Mansion, there will be a
Zombie at your right.  Off him.  Go straight and onto the first door that
you see.  There should be a battery.  Grab the Battery.  Why not grab both
Explosive Rounds (Remember, one pack of Explosive Boxes are worth 6 rounds
each) before leaving?  Before you board the elevator, there should
be an herb at the right side of the Elevator.  Eat the Herb to restore
your health.

Optional Area: EVEN MORE HERBS
------------------------------
One thing to know: Please keep in mind that Jill's energy is much lower
than Chris's so if you are a beginner, then it's kinda recommended. Take
a right, and take a left throught the door that leads to a gray corridor.
There should be a Zombie, two green herbs, and a Blue Herb at your left.
Off the Zombie and take the two green herbs and mix them so that you will
get a stronger herb.  Forget the Blue Herb and let's either Get the MO
Disc or (if you don't want to see Chris again, something that I don't
want to do), head back to the elevator back into the kitchen.
------------------------------------------------------------------------

Optional Area: Getting the first MO Disc in the Original Mode
-------------------------------------------------------------
You can board the elevator right away after getting the Battery, but
since a beginner would benefit from the best ending, we would have to
take the blue double doorcase at the right of the elevator.  Once we
enter the doors, there will be a Zombie coming at the right side of us.
Let's off this guy with the Shotgun.  Now open the locked drawer to
reveal some AHHH, Magnum Bullets.  Turn around, head straight, and
head right.  You should see a door that's not concealed by a closet.

Enter the door, turn right, and take the second corridor that you see.
Flip the switch on and push the Statue towards the light.  Once you push
the statue fully against the shelves, push it against the light and there
should be a secret passage.  Go inside the Secret Passage and get the MO
DISC.  Leave the dark library and head back to the Elevator (You know what
I'm talking about anyway).

Optional Area: Two more saves
-----------------------------
Walk leftwards right after you grab the Magnum Bullets.  Push the Cabinet
hugging the pillar that is hugging the wall.  You should get a secret
passageway.  Go inside.  There should be an Ink Ribbon at the table.  Get
it.  Forget the Clip at the cabinet as you don't need the Beretta anymore.
Leave and provided that you have gotten the First MO DISC, go back to the
Kitchen.  Definitely I would NEVER WANT ANY MORE THAN SIX SAVES IN THIS
GAME.
------------------------------------------------------------------------

If you have waited Barry to drop a stronger rope, then proceed ALL THE
WAY BACK TO THE AREA YOU'VE WAITED BARRY TO DROP A STRONGER ROPE.  Go
to the Staircase at the rightmost side at the Mansion, and get inside
the Safe Room.  You will need the Bazooka with any kind of rounds that
you might need.  Also, keep the Battery and the Square Crank before you
get out of the Safe Room.  I'll see you in the section, "Getting out of
the Mansion".

If you DID NOT wait Barry to drop a better rope, then head rightwards,
and another right and once you reach the same line as the door that you
used to enter the Kitchen, head another right and as you take the door,
A ZOMBIE COMES IN THROUGH THE BELFRY!  Off the zombie and take the
rightmost door of the Kitchen. Climb up the stairs and unlock the double
doorcase.  Now continue to follow along.

Note: Advanced players can live without the Python but Beginners might
need it.

We are still inside the Mansion, but we are back in the Living Hall, but
we are NOW TRAPPED BY TWO SMART HUNTERS!  Dodge the Hunters with Caution
and take the door leading to the Green Hall.  Make your way back to the
Serum Room but DON'T GO INSIDE THE SERUM ROOM JUST YET (Unless you need
to dump any herbs that you don't need).  Instead, climb up the stairs,
head left, and unlock the first door that you see using and discarding
the Helmet Key (Careful, there is a Hunter, so dodge him with wit and
courage).

Puzzle-Time again!  Push the Staircase until you can climb up and reach
the Deer Carving at the same line.  Turn off the switch, climb up the
staircase and pull its eye out to get the Red Jewel.  Leave the room and
get back inside the staircase (Remember, there is a Hunter sneaking
through the hallway) and descend through the Staircase.

No time to go inside the Serum Room, let's head back to the Tiger Room
(You know how to get there anyway) and let's place the Red Jewel on the
left eye to reveal the COLT PYTHON AT LAST!!!  Grab the Python and leave.
Remember, when you are inside the Green Hall, Hunters will be there so
if you are going to be using Vincent Merken's art of Ignore, then YOU
MUST BE EXTREMELY CAREFUL AS IT'S NEARLY HARD TO DODGE A HUNTER WITHOUT
TAKING DAMAGE.

------------------------------------------------------------------------
Getting the Battery in the Arranged Mode
------------------------------------------------------------------------

After the fight against the Snake, descend through the hole and WAIT
FOR BARRY TO DROP A BETTER ROPE.  Once you waited Barry to get a better
rope, then you will go into a conversation with Barry and you will get
a useless item. Go straight (Careful, there's a Zombie, be sure that you
are in the farthest possible sideways to avoid getting bitten) until you
see the door that leads to yet another corridor.

Optional Area: For Seven more Shotgun Shells
--------------------------------------------
Right after you descend through the ladder, there should be an intersection
leading to a dead end with seven Shotgun Shells.  Be careful of the Zombie
blocking the Shells.  Grab the Shells ONLY IF YOU CAN IGNORE THE ZOMBIE
WITHOUT TAKING DAMAGE.  If you think you may get bitten, then you'd better
off the Zombie before taking the shells.  Now turn around, go straight,
left, straight, and finally right via another door that comes towards us.
Watch out for that damn Zombie as you make your way towards the door
in front of us.
------------------------------------------------------------------------

Head straight and turn left.  Now head right until you see a door at your
right side.  Don't head left and kill the zombies for two herbs as it's
really just a trap (You should have plenty of Mixed Herbs by now).  Take
the door at the right.

Head to the Elevator, leading to the highest floor on the Mansion.  You
will take a hit from the zombie guarding the Elevator, so just decap
his head by crushing his head.  Onto the elevator we go!

After we arrive on the Second Floor of the Mansion, there will be a
Zombie at your right.  Off him.

Optional Area: 12 more Explosive Rounds
---------------------------------------
Go straight and onto the first door that you see.  Grab the 12 Explosive
Rounds that are there (Remember, one pack of Explosive Rounds are worth
6 Explosive Shots) and leave.  Before you board the elevator, there
should be an herb at the right side of the Elevator.  Eat the Herb to
restore your health.

Optional Area: EVEN MORE HERBS
------------------------------
One thing to know: Please keep in mind that Jill's energy is much lower
than Chris's so if you are a beginner, then it's kinda recommended. Take
a right, and take a left throught the door that leads to a gray corridor.
There should be a Zombie, two green herbs, and a Blue Herb at your left.
Off the Zombie and take the two green herbs and mix them so that you will
get a stronger herb.  Forget the Blue Herb and let's either Get the MO
Disc or (if you don't want to see Chris again, something that I don't
want to do), head back to the elevator back into the kitchen.
------------------------------------------------------------------------

Note: Jill BASICALLY does not need any Magnum bullets since she's got
this Bazooka that doubles as a multi-purpose Monster Cleaner, but I'll
point out the Magnum Bullets anyway if you are a beginner.

Take the blue double doorcase at the right of the elevator.  Once we
enter the doors, there will be a Zombie coming at the right side of us.
Let's off this guy with the Shotgun.  Now open the locked drawer to
reveal some AHHH, Magnum Bullets.  Turn around, head straight, and
head right.  You should see a door that's not concealed by a closet.

Enter the door, turn right, and take the second corridor that you see.
Flip the switch on and push the Statue towards the light.  Once you push
the statue fully against the shelves, push it against the light and there
should be a secret passage.  Go inside the Secret Passage and get the
Doom Book 1.  Leave the dark library, but walk leftwards right after
you grab the Magnum Bullets.  Push the Cabinet hugging the pillar that
is hugging the wall.  You should get a secret passageway.  Go inside.
There should be a battery somewhere in this room.  Get it.  Forget the
Clip at the cabinet as you don't need the Beretta anymore.  Leave and
provided that you have gotten both the Doom Book 1 and the Battery,
immediately go back to the Kitchen.

If you have waited Barry to drop a stronger rope, then proceed ALL THE
WAY BACK TO THE AREA YOU'VE WAITED BARRY TO DROP A STRONGER ROPE.  Go
to the Staircase at the rightmost side at the Mansion, and get inside
the Safe Room.  You will need the Bazooka with any kind of rounds that
you might need.  Also, keep the Battery and the Square Crank before you
get out of the Safe Room.  I'll see you in the section, "Getting out of
the Mansion".

If you DID NOT wait Barry to drop a better rope, then head rightwards,
and another right and once you reach the same line as the door that you
used to enter the Kitchen, head another right and as you take the door,
A ZOMBIE COMES IN THROUGH THE BELFRY!  Off the zombie and take the
rightmost door of the Kitchen. Climb up the stairs and unlock the double
doorcase.  Now continue to follow along.

We are still inside the Mansion, but we are back in the Living Hall, but
we are NOW TRAPPED BY TWO SMART HUNTERS!  Dodge the Hunters with Caution
and take the door leading to the Green Hall.  Make your way back to the
Serum Room and go inside the Serum Room because your inventory might be
full from this point on.  Right in the Serum Room, drop everything but
the following:

* The Battery
* Bazooka and ANY KIND of rounds
* Some form of healing (just in case)

Leave the Serum Room after adjusting your inventory and board the stairs,
head left, and unlock the first door that you see using and discarding
the Helmet Key (Careful, there is a Hunter, so dodge him with wit and
courage).

Puzzle-Time again!  Push the Staircase until you can climb up and reach
the Deer Carving at the same line.  Turn off the switch, climb up the
staircase and pull its eye out to get the Red Jewel.  Leave the room and
get back inside the staircase (Remember, there is a Hunter sneaking
through the hallway) and descend through the Staircase.

No time to go inside the Serum Room, let's head back to the Tiger Room
(You know how to get there anyway) and let's place the Red Jewel on the
left eye to grab 4 Magnum Magazines, WHOO-HOO!!!  This may look like
an unnecessary pick-up but hey, life's easier with the Colt Python
as Josh Harring outlined in his Chris Guide.  For beginners, I would
take all 4 nuts, but Advanced Players can take less or you may want to
be discretive based upon your experience.  I'll leave this one up to
you but just make sure that you have sufficient amount of Python Ammo
for the challenges that lie ahead.  Now leave.

Remember, when you are inside the Green Hall, Hunters will be there so
if you are going to be using Vincent Merken's art of Ignore, then YOU
MUST BE EXTREMELY CAREFUL AS IT'S NEARLY HARD TO DODGE A HUNTER WITHOUT
TAKING DAMAGE.

------------------------------------------------------------------------
Getting out of the Mansion
------------------------------------------------------------------------

OK, let's get out of the Mansion now.  We want to make our way back to
the Main Hall in the First Floor.  Through the Double Doors at the right
side, and on the right door on the Blue Room.

Barry Note: If you have waited for Barry to get a stronger rope, then
right after getting the Battery (Battery and Doom Book 1 in Arranged
Mode), just go to the place where you've waited Barry to get a better
rope, and then just go inside the Safe Room to drop any unnecessary
items).  And then go back to the Courtyard (Careful of the hunters,
though).  And I'll see you at the Gartenlaube!

Note: You can now grab the Ink Ribbon hidden behind the cabinet blocking
the left door without being bitten by the Zombie guarding the cabinet with
the Ink Ribbon, but there will be an Ink Ribbon at the Caves and in the
Underground Lab so there is no need to grab the Ink Ribbon at the Left
Room if you are playing the game for speed.

We are going to use Vincent's art of ignore on the long run right now
since we don't have time to mess with these lowlives blocking our way.
The spiders on the Collection Corridor are easily laughed at (since we
can dodge them without damage).  However, the Hunter at the twisting
corridor is something to worry about because the corridors are narrow
and he can REALLY JACK YOU if you are not careful.  Either way, let's
head towards the double doors through the end of the twisting corridor.

Head to the White Door and back inside the Chemical Safe Room.  You only
need the Magnum Rounds, the Square Crank, the Python, and the Battery with
you (Take an herb with you if you are seriously hurt).  Get out and let's
head to the same corridor we took to solve the Crest Puzzle.

From the Garden House and through the Garden, we are going to ignore the
dogs that we've ignored since Mission 1 in this Walkthrough.  Take the
gates and cross the Pool.  Take the elevator that leads to the Bottommost
Courtyard and head straight until you see a Battery Hole (Be sure to use
Vincent Merken's Art of Ignore while dealing with those pesky dogs).  Place
the battery on the hole and board the Elevator.  Dodge the dogs and return
to the Pool.  Head to the same area you've used the Square Crank back from
Mission 1 in this Walkthrough.  Use the Crank and leave the Pool by coming
back where you came from.

Ignore the dogs (Run skillfully in circles) and board the same elevator
that wasn't operable without the battery (There's a Garden Map, but I
personally wouldn't take it unless you are just a newbie).  Board the
Elevator and Walk Forward.  Board the ladder and now you are inside the
Caves!  Boy, we are now out of the Mansion for good!  Mission 3 Completed.

========================================================================
THE CAVES

Mission: Gain Access to the Underground Labratory

------------------------------------------------------------------------
Meeting up with Enrico
------------------------------------------------------------------------

Your first task would be to meet up with Enrico.  When you descend right
into the ladder, there is a door to the right.  Take the door to the right
and you will run into Barry.

Since it's dark and you can't see anything, you have either a choice on
going with Barry or just going alone.  Here are the outcomes that will
determine if you can get the Special Key at the end or not:

* If you say YES when you are asked if you want to go with Barry, you
  will also be given another question if you want Barry to lead or not.
  If you choose YES, then YOU MUST FOLLOW BARRY ALL THE WAY UNTIL YOU
  MEET UP WITH ENRICO.  IF YOU WENT WITH BARRY IN THE CAVES AND IF YOU
  FAIL TO STAY CLOSE TO HIM, THEN THIS COUNTS AS NOT TRUSTING BARRY, AND
  YOU WON'T BE ABLE TO GET THE SPECIAL KEY.  Note that you MUST take the
  left door if you want Barry to survive.

* If you say YES when you are asked if you want to go with Barry, BUT IF
  YOU SAY NO WHEN YOU ARE ASKED IF YOU WANT BARRY TO GO FIRST, then Barry
  will follow you all the way.  I call this "The Vincent Merken way of
  trusting Barry 100% again" since this is the easiest way of Trusting
  Barry.  Provided that you waited for Barry to drop a stronger Rope
  back in Mission 3, you should be able to get the OK Ending for the
  least.

* If you say NO when you are asked if you want to go with Barry, you
  will be also asked another question.  IF YOU SAID NO ON QUESTION 1,
  THEN SAY YES ON THE SECOND QUESTION AS THIS IS IMPORTANT TO KNOW IF YOU
  SAID NO ON QUESTION 1.  When you regain control of the game, GO TO THE
  LEFT DOOR (Head straight, face left, go straight, and board the Left
  Red Door).  Choose the right door and you'll get a ticket to the bad
  ending so if you want the Triggering System to be set, say Yes in the
  second question (if you said NO on question 1) and board the left door.
  Provided that you've waited for Barry to drop a stronger rope back on
  Mission 3, you should be able to get an OK Ending if you said No, but
  YES and went to the Left Door.  Kudos to Vincent Merken on this.

* If you say NO on both questions, you'll only get a one-way ticket to
  the Tyrant Ending at the end, and Barry will die inside the caves.  If
  you want to have a better ending, then you need to do one of the three
  aforementioned items.  Kudos to Vincent Merken again for this item.

When you board the Left Door, notice that you will have to go forward
and all the way right.  This can get really confusing because the cave
itself can be a blind area to describe in words.

Note: The right door is probably the nearest door, but I personally would
take the Left Door instead.  Be sure to follow Barry all the way if you
permitted Barry to lead the way.

Optional Area: Not Enough Explosive Shots?  Well...
---------------------------------------------------
Go up directly after the square rail and you should be able to find
some power tralala housing a First Aid Spray and 7 Explosive Shots.  Both
of them are on top of the Power Rail, for the least TAKE THE FIRST AID
SPRAY.  Now turn around, go back, and take a left through the corridor.
Now we are ready to follow along...
------------------------------------------------------------------------

Now from the Square Rail, you want to head rightwards until you can see
the door to your left.  Enter that door.  Go forward until you see Enrico.
Enrico is severely wounded and he tells Jill if anyone is there with him.
Barry is with Jill and Enrico pities them.  Enrico tells Jill and Barry
that the STARS are now doomed: There is a traitor and it was all plotted
from the start by Umbrella.

------------------------------------------------------------------------
Getting the Hex Crank
------------------------------------------------------------------------

Original Mode
-------------
Enrico gets shot down and Jill is sad just because Enrico gets shot.  We
all of a sudden hear footsteps and Jill wants to know who the traitor is.
Barry is now investigating Enrico's body to see who the traitor is.  Go
back to where you came from and grab the Hex Crank on your way out.

Arranged Mode
-------------
Enrico gets shot down and Jill is sad just because Enrico gets shot.  We
all of a sudden hear footsteps and Jill wants to know who the traitor is.
Barry is now investigating Enrico's body to see who the traitor is.
Examine Enrico's body and grab the Hex Crank.  After getting the Hex
Crank, go back to where you came from and grab the Hex Crank on your way
out.

Now we want to head leftwards towards the Right Door on the Right Wing.
Ignore the Hunter that is trying to annoy you in this seemingly blind
corridor.  The corridor should be long enough to exert the Art of Ignore
(Copyright Vincent Merken) on the Hunter.  Proceed to the door that you
see by just coming forward.

Head right and head back to the door that has the Flamethrower at the
wall in Chris's game.  Dodge the Hunter with your skill and wit (Save
your Bazooka Rounds for the Spider and Tyrant) and you are back to the
entrance corridor of the area.  Turn right and keep on going until you
see a Hex Hole.  Use the Hex Crank and board the Door that was blocked
through the Hex Puzzle.

Entering the next room, head rightwards until you are close to the boulder.
Turn around and keep on running (The Boulder should move to kill now) and
be sure to run to the door that you used to enter this Boulder Room to save
yourself from the Boulder.

DEATH SEQUENCE: I HATE TO TYPE THIS IN ALL CAPS, BUT IF YOU FAIL TO DODGE
THE BOULDER, YOU WILL GET SPLOOGED BY THE BOULDER!  EEEWWWWW!!!!!

Hopefully, you were able to return to the Doorway by the time the Boulder
was passing you by.  Go right and at the Dead End there should be some
Fire Shots aloft.  I personally would take the Fire Shots.  However,
A HUNTER HARASSES YOU AS YOU TRY TO ENTER THE AREA THAT THE BOULDER HAS
CUT A PATH UPON!  Dodge the Hunter and keep on going forward.  Near the
now-defunct Boulder, head right onto the double doorcase.

------------------------------------------------------------------------
Largest Spider in the Planet
------------------------------------------------------------------------

NOW LOOK AT THE SIZE OF THE SPIDER, I'M GOING TO DIE RIGHT NOW!!!  What
a monster.  The acid vomits will poison you so be careful that you don't
get attacked.  Plug in the Explosive Missiles or the Fire Shots onto your
Bazooka and hit the Spider with about 3-6 Explosive and/or Fire Missiles.
Once you defeat the Spider, backtrack so that no small spiders will attack
you for killing its mother.

Turn around and return to the same room that you first saw the Giant
Spider *SCREAM*.  Since the next double doorcase is blocked by Webs,
you will need to take the Combat Knife with you and equip it.  Clear a path
by using the Combat Knife to cut the web and board the double doors.
Disequip afterwards because you don't need any weapons afterwards.

Note: Fire Rounds are also reasonable for taking out the Web blocking the
double doorcase.

------------------------------------------------------------------------
Getting out of the caves (Original Mode)
------------------------------------------------------------------------

Whoa, now we are inside a crucial Save Room.  At the table there should
be an Ink Ribbon and a First Aid Spray.  Right of the Magic Box, there
should be a Blue Herb, eat the Blue Herb just in case you are poisoned.
At the Magic Box, you only need the Shotgun, Shells, the Hex Crank, and
(YES) Doom Book 1.

If you are a beginner, then you may want to save.  Usually six saves
should suffice.

Exit out of the Safe Room and face right.  Ignore the Snakes by running
_hard_ to the Red Door near the Flamethrower Plate (Note that there is
NO Flame Thrower in Jill's Game).  Board that door.

Head rightwards and now head leftwards.  Walk near the boulder and turn
around.  Run (The Boulder should now be rolling to kill) to your extreme
right and head right on the Intersection.  The Boulder should miss.

Optional for Original Mode: For MO Disc 2
-----------------------------------------
Right after the Boulder passes you by, turn around and go all the way
back to where you saw triggered the Boulder.  There should be an MO DISC
at the left side of the wall.  Turn around and there should be a Hex
Hole at your right.  Use the Hex Crank two times to open the path to
get the Blue Doom Book.  Take left and enter the right door.

Puzzle-time again *picks and eats his boogers in dismay*.  Go forward
until you see a statue.  Line the statue up at the same line as with
the switch that will open the door to the Doom Book when pressed.
There should be a Hex hole that will push the statue.  Use the Hex
Crank twice to push the statue.  Now the statue should be pressed
towards the switch without trouble.  Have the statue press the switch
and grab Doom Book 2 from the mini-drawer.  Leave.

Head left and right.  Walk all the way back to where you first
entered this corridor, but THIS TIME AROUND, DON'T TAKE THE DOOR.
Walk all the way right until you see an elevator lift.  Take the
Elevator Lift.

------------------------------------------------------------------------
Getting out of the caves (Arranged Mode)
------------------------------------------------------------------------

Whoa, now we are inside a crucial Save Room.  At the table there should
be an Ink Ribbon and a First Aid Spray.  Right of the Magic Box, there
should be a Blue Herb, eat the Blue Herb just in case you are poisoned.
At the Magic Box, you only need the Shotgun, Shells, the Hex Crank, and
(YES) Doom Book 1.  You basically don't need any weapons here because
the snakes are easily avoidable by error.

If you are a beginner, then you may want to save.  Usually six saves
should suffice.

Exit out of the Safe Room and face right.  Ignore the Snakes by running
_hard_ to the Red Door near the Flamethrower Plate (Note that there is
NO Flame Thrower in Jill's Game).  Board that door.

Head rightwards and now head leftwards.  Walk near the boulder and turn
around.  Run (The Boulder should now be rolling to kill) to your extreme
right and head right on the Intersection.  The Boulder should miss.

Right after the Boulder passes you by, turn around and go all the way
back to where you saw triggered the Boulder.  There should be the
Doom Book 2 at the left side of the wall.  Turn around and there should
be a Hex Hole at your right.  Use the Hex Crank two times to open the
path to get the Labratory Key.  Take left and enter the right door.

Puzzle-time again *picks and eats his boogers in dismay*.  Go forward
until you see a statue.  Line the statue up at the same line as with
the switch that will open the door to the Doom Book when pressed.
There should be a Hex hole that will push the statue.  Use the Hex
Crank twice to push the statue.  Now the statue should be pressed
towards the switch without trouble.  Have the statue press the switch
and grab the Labratory Key from the mini-drawer.  Leave.

Head left and right.  Walk all the way back to where you first
entered this corridor, but THIS TIME AROUND, DON'T TAKE THE DOOR.
Walk all the way right until you see an elevator lift.  Take the
Elevator Lift.

------------------------------------------------------------------------
Accessing the Labratory Entrance
------------------------------------------------------------------------

Head rightwards until you can see a fountain requiring the use of an
Eagle and Wolf Medal.  At the carving of the Wolf, check Doom Book 2
by turning to the pages of the book and press X to view the contents
of the book.  You should get the Wolf Medal now.  Place the Wolf Medal
on the Wolf Carving.

Go to the Eagle Carving and go to the Item Screen.  Examine Doom Book 1
by checking the item and pressing X when you can see the pages to release
the Eagle Medal.  Use the Eagle Medal at the Eagle Carving.

Now we have access to the Secret Lab.

Optional Area: For more herbs
-----------------------------
Just before you see the fountain requiring the use of the Wolf and Eagle
Medals, you will see two green and two blue herbs at your left.  You don't
need the Blue Herbs (since we are not facing any more poisonous creatures
from this point on.  I personally would mix up the two herbs so that if
I am in Caution, then I can use the Double Herb right away and heal myself.
------------------------------------------------------------------------

Take the door that just opened and board the Stairs.  Now enter the
elevator and YOU ARE NOW IN THE FINAL STRETCH IN THE GAME.  Mission 4
completed.

While Vincent Merken tells you the exact time you MUST be at when you
finish each area, I would say that if you are playing a game of speed
in Original Mode, then you should be at roughly 70 minutes for a good
chance of a kick-ass time.  Please remember that these figures and this
FAQ was intended as a blue print for your plans only.

========================================================================
THE UNDERGROUND LABRATORY

Mission: Solve the case!

As expected, Capcom has saved the higher technical stuff for the last.
It seems that Capcom has done a good job with the suspense part so far.
Now let's solve the case!

------------------------------------------------------------------------
Unlocking the Electronically Locked Doors
------------------------------------------------------------------------

Go through the ladder at your left.  Now as you board the ladder, there
is a Magic Box.  Take only the Shotgun and the Shells (Your meat and
potatoes).  Leave the MO Discs in the Magic Box for now because you're
hurting for space if you are shooting for the Special Key.  If you
don't care about the MO Discs, then provided that you can keep Barry
alive, you'll get an acceptable ending, but not as hot as opposed to
having Chris and Barry with you).  Leave the Magic Box Room using the
door.

Turn to your right and we've got Zombies.  Off them or ignore by
skillfully dodging them.  As you turn right, there are two green herbs
at your right as well.  IF YOU NEED THE HERBS RIGHT NOW, BE SURE THAT
YOU MIX THE HERBS SO THAT YOU HAVE ONE FREE SPACE FOR THE THIRD MO DISC.
I personally wouldn't grab the Herbs right now so that I would have some
healing with me near the end of the game.

Descend down the stairs whether you've ignored or off the zombies.  Now
the music is beginning to give me lots of stress.  Head leftwards and
keep going left until you see a door that doesn't require the use of
the Lab Key.

Now go straight and there should be a computer.  Turn the Computer On.
When the system asks you for your username and password, enter JOHN as
the Login and ADA as your password.  Try to unlock the doors at B2 first.
You should get a "Permission Denied" message.  Now enter MOLE as your
password and the doors at B2 should unlock (Chris sticks his middle
finger in front of the computer!).  Now unlock the doors at B3.  After
unlocking the doors on both floors, power off the system and leave the
room.  Don't bother with the slides that are in front of the system
that you used to unlock the electronic locks as it's useless in this
walkthrough.

Note: In the Arranged Mode, there should be an MO Disc somewhere in the
shelves of this room where you are trying to access the electronically
locked doors.  You don't have to get the MO Disc but if you want the
best ending, then this is an important item to get.

------------------------------------------------------------------------
Getting the Labratory Key (Original Mode)
------------------------------------------------------------------------

Head to your right and board the stairs once again.  Off the Zombie that
is guarding the doors leading to the Presentation Room.

Optional: If you want to get the best ending in the game, then you should
grab the MO Disc that is at the right of the double doorcase before you
enter the Presentation Room.  I know this sucks but hopefully this should
be the last MO Disc!

Inside the Presentation Room, head to the left side of the Table.  Flip
the lever open and press the switch.  Go to the right side of the table
(The pillar is no longer blocking access to the Lab Key) and grab the
Lab Key.  Now get out of the Presentation Room and board the Stairs once
again.

Now we are ready to get inside the lab.  Prepare yourself for the worst
as these foes are now incredibly strong!

------------------------------------------------------------------------
The final MO Disc (Arranged Mode)
------------------------------------------------------------------------

Note: For Arranged Mode Players, this entire section of this FAQ can be
skipped.

Head to your right and board the stairs once again.  Off the Zombie that
is guarding the doors leading to the Presentation Room.

Inside the Presentation Room, head to the left side of the Table.  Flip
the lever open and press the switch.  Go to the right side of the table
(The pillar is no longer blocking access to the MO Disc) and grab the
Lab Key.  Now get out of the Presentation Room and board the Stairs once
again.  Hopefully, this should be the last MO Disc that we will get in
the game!

Now we are ready to get inside the lab.  Prepare yourself for the worst
as these foes are now incredibly strong!

------------------------------------------------------------------------
Accessing the Central Labratory and Turning on the Power
------------------------------------------------------------------------

Once you finished descending through the stairs, head straight and head
left.  You can ignore the Naked Zombies if you want but if the corridor
is too narrow, you may need to off them.  Remember: RUNNING IS GOOD.  You
have Vincent Merken to thank for this evasion skill.

I hate the Naked Zombies because they are INDEED the strongest of all
zombies in the game.  Now keep on going left until you see the Lab Door
that is locked.  Unlock the door using the Lab Key (and discard the Lab
Key) and let's go inside the Labratory!

Head straight and off the three zombies using the Shotgun up close.  If
you don't have any time to waste with the Zombies, then for the least
off the Zombie blocking your way as you make your way towards the
Intersection.  You want to head right into the Power Room, which IMHO
is a lot more intricate than the Caves.

Optional Area: Need some healing while ignoring the Lab Monsters?
-----------------------------------------------------------------
I hate the Lab Monsters, not because they hang up the ceiling and damage
you with a punch, but they are ANNOYING AND ARE TRULY A PAIN IN THE ASS!
I highly would recommend coming inside the safe room as you come into the
Intersection because you can then fill one empty slot with some sort of
healing food.  At the bed, there is a Blue Herb at the left and a Green
Herb at the right.  At the Closet, there should be an Ink Ribbon and 6
more Magnum Rounds.  Keep only the Three MO Discs, the Magnum, and the
Magnum Rounds.  Be sure to take AT LEAST ONE full-strength healing item
before leaving the room.  I personally would save my game even though
this mission is relatively short.
------------------------------------------------------------------------

Ready for the Power Room?  Let's go!  Head rightwards and keep on walking
through the Right Rails until you see a computer.  Flip the switch on to
access the power of the lab.  Turn around and go straight, head right, and
another right and board the single doorset to proceed onto the next room.

Be very careful that you don't get head-jacked by the Lab Monsters.  They
are the most annoying foes in the game (Only the Hunters are worse), but
the best way to deal with these jokers is to Ignore them all the way (since
you can't kill them that easy anyway).

Now we are in the second part of the Power Room.  Here's the lowdown on
how to deal with this room filled with nothing but annoying Lab Monsters:

IF YOU DO HAVE THE THREE MO DISCS WITH YOU, head to your left until you
see a Pass Code Panel.  Use one MO DISC and retrieve Pass Code Number 3.
Turn around and head leftwards and head left.  Head left and keep turning
left until you see a double doorset that leads to the Power Generator
Device Room.  Be careful of the Lab Monsters that will try to Reaper Lock
you.

Note: If you didn't collect any MO Discs ever since Mission 3 of this
document, then just forget the Pass Code Panel.  You won't get the best
ending if you didn't take time to obtain the MO Discs.  If you have
waited for Barry to drop a better rope and if you've protected Barry
at the caves, then you can get one of the better endings.  Remember
that keeping Barry alive is TOTALLY CAKE.  If Barry is dead, then you've
got some serious problems.

Now that we are inside the Power Generator Room, Head left and head right.
There should be a computer at your right.  Connect the power of the
Elevator.  Now the Elevator should be operable.  Leave the Generator Room
now.

Arranged Mode: There will be Lab Monsters in this room so be on your
guard.  Somewhere in this room there should be a Battery that leads
to the Heliport.  Search for the Battery and take it.  I personally
would take the Battery right after I provide the power to the Tyrant
Research Room.  Make sure that you look around this room for the
Battery as you can't waste any time trying to wander around as long
as you can.

Get out of the Power Room using the same path you've used to enter the
Generator Room back into the Central Lab Corridor.  USE SKILL TO IGNORE
THOSE NASTY LAB MONSTERS AT ALL COSTS!

Head back towards the Labratory Corridor and right into the Elevator and
flicker on the switch.  Now let's see what's behind that once-defunct
elevator.

Note: Go to the Safe Room and go to the Magic Box right away.  For
beginners, I would definitely save for the final time before I can
fight Tyrant because this chunk of area is pretty the hardest of all.
At the Magic Box, keep ONLY the Bazooka and the Acid Rounds.  Now get out
of the room and proceed along to the Elevator and turn on the switch.
Now board the elevator and continue along.  Remember if you are playing
a game for speed, then saves won't matter.

If Barry is still alive from the caves or if you couldn't help wait
for Barry to drop a stronger rope, then Barry will come with you.
If Barry died at the caves, then oh well.  You will get the BAD Ending
as Wesker won't set the Triggering System.  Barry or not, let's get
inside the lab.

------------------------------------------------------------------------
Albert Wesker and the Tyrant
------------------------------------------------------------------------

Note: This applies in both modes.

Assuming that you *do* have Barry with you, you will now...

EXCUSE ME ALBERT, BUT WHERE DID YOUR LOYALTY GO?!!!  Barry points his
Python right at Jill's head (!) and Wesker tells Barry that he has done
a great job.  Wesker reveals his true self right in front of Jill's
Face, and then tells Barry to wait somewhere in the lab.  Jill is kinda
pissed to hear just about every ounce of this "treacherous" conversation
with Wesker.

Assuming that you _have_ waited for Barry to get another rope and that
you have kept him alive in the caves, Barry will gut-punch Wesker and
you will get into a conversation with Barry.  Barry tells Jill that he
recommends that you see how Tyrant is developed.  Jill agrees with Barry
and both are now entering the Tyrant Lab.

Note: If you enter the lab with Albert Wesker, then you've got serious
problems, kid.  Trusting Barry IS ALL CAKE like I said before.  All you
need to do is to wait for Barry to drop a stronger rope (I know this
wastes time but it's worth it) and to go with Barry but lead the way
in the caves (to protect him).

Barry and Jill will get into a conversation stating that they can't
afford Tyrant to live on.  Barry then uses the computer to release
Tyrant and is shocked to find out how dangerous the Tyrant is.  Barry
condemns Tyrant and he gets gut-punched.  Now Jill has to stop Tyrant
before she gets punched to death.

NOW IT'S TYRANT-TIME!

Get out of the Tyrant's way (You may have to take a hit since he's so
close to you) and try to run to safety.  Plug Acid Rounds into your
Bazooka. When you can get a clean shot with Tyrant, jack him a few times
with your Acid Rounds and sway around.  Repeat until Tyrant goes down.
DO NOT GET TOO CLOSE WITH TYRANT AS HIS PUNCHES ARE POWERFUL!!!

After defeating Tyrant, go examine Barry and he will revive.  You can't
exit out of the room unless Barry is back to life.

From this point on, the rest of this FAQ will ONLY apply if Rebecca is
still alive.  When Jill and Barry exit out of the lab, you will notice
that Albert Wesker has started the Triggering System for some reason...
You'll have to play Dreamcast's Resident Evil: Code Veronica for some
hard evidence on this, though.

------------------------------------------------------------------------
Is Rebecca OK?
------------------------------------------------------------------------

Note: This section will only apply if Rebecca is still alive since
Mission 3.

OK OK so let's see if Rebecca is dead or not.  However, when you see
Rebecca once again, you will realize that Beckie didn't suffer a fatal
wound because of her bullet-proof plating!  That's good for the
Beckster because I don't even want to see a woman die in front of my
face! =)  Again, for the remainder of this FAQ, from "Is Rebecca OK?"
to the end of this document will ONLY apply if Rebecca is still alive
ever since Mission 3 of this document.

Note: The scene Mark Stephenson mentioned on his FAQ is the most
confusing piece of information of all time.  If you see such scene,
then follow the directions mentioned on Josh Harring's FAQ because
if you follow along Josh Harring's FAQ, then it would save some
time even though Rebecca will have to die through the hands of the
Serum Room Hunter.  In other words, according to Vincent Merken, if
you are playing a game of speed in the Original Mode, then your
speed will try its best to keep Rebecca for the least.  Either way,
this Rebecca Alive or Dead issue still needs some confirmation as
I will have to re-rent Resident Evil Director's Cut at Family Video.

The bad ending may be the crappiest ending of all time but if you
were behind both Josh Harring and Vincent Merken regarding about this
confusion 100%, then you can still get a good time even though you
won't be able to rescue anyone.  Let me know about this.  Follow
along Stage 3 like you would with Vincent Merken's Jill Walkthrough.
Let me know if by following along Merken's Jill Guide will trigger
a scene (Rebecca Screaming, Hunter after Rebecca) Mark Stephenson
mentioned on his FAQ.  YOUR HELP IS NEEDED TO CONFIRM THIS!!!

Back in the Main Lab Cooridor, Beckie tells you that she will set off
the triggering system.  If you have already met with Jill before you
fought Tyrant, then get out of the lab.  If not, then follow along.

If you are playing a game of speed, then just get out of the Lab and
then head back to the area that you have entered via the Fountain.  Make
sure that you do the following:

What to do at the Safe Box
--------------------------
* At the Safe Box near the "entering ladder", have ONLY 5 full-strength
  healing items.  Save one space for the Battery and the flare, though.

* For Arranged Games, have 5 full-strength healing items PLUS the battery
  that you have obtained earlier on.

========================================================================
THE BARRY MANIFESTO

Mission: Solve the case!

NOTE: This only applies if you have waited for Barry to drop a stronger
rope back in Mission 3 and if you kept Barry alive during the caves.

------------------------------------------------------------------------
Rescuing Chris Redfield
------------------------------------------------------------------------

Note: This is optional.  If you want the special key, then you will need
to read on.

If you have gotten Pass Code 3 earlier on, and if you have 2 MO DISCS
left, then go to the Magic Box and take the 2 MO DISCS out (with some
healing as well if necessary) because we are now going to rescue Jill.
Head straight and turn left.  Take the door at your right and you'll
get YET ANOTHER PUZZLE (CAPCOM, I HATE PUZZLES!) TO SOLVE!!!!!

This is probably the most intricate puzzle to solve in the game.  This
is so because you're going for the best ending in the game.  Here's how
to deal with this:

At the room that you've entered, there should be 7 more shotgun shells
at the examination table.  Move the upmost Umb Box so that it will cover
the Poison Vent right of the switch.  Now move the bottommost Umb Box
upwards until you're sure that you can push it without any disruption.
Push the stairs *just right* and make sure that it doesn't touch the
switch yet (Make sure you line up the Stairs at the same line as with
the switch).  Once you've got the stairs just right, push it up until
you can't move it anymore.  Now push the bottommost box leftwards.  Make
sure that you are able to push the box downwards now because you will
be using the Bottom Box to overlap the left vent.  Push the box downwards
and move it to the left vent (Be sure to line up the Bottom Most Box at
the same line as with the left vent).  Now move the Stairs to the Switch.
There should be no Poison Gas coming out.  Climb up the stairs and board
the Ventilator Switch.

On the next room, there should be Magnum Rounds on the Cabinet.  Turn
around and walk forward.  There should be a Pass Code Panel.  Use one
MO Disc and retrieve Pass Code 2.  Turn around, head forward, and head
right and get out of the room.

Note that as opposed to Chris's storyline, Albert Wesker _already_
pulled the Triggering System right after the fight against Tyrant.

Turn right (Be careful of the Lab Monsters who will try to reaper lock
you. =P) and head another right and head towards the left door near the
stairs.  Walk forward and head towards the right door.

Off the Naked Zombies with a close-contact shot from the Shotgun.  Once
you killed all zombies with the Shotgun, there should be a Pass Code
Panel at the Dead End.  Use the MO Disc and retrieve Pass Code 1.  Now
you should have all three Pass Codes!

Optional Area: John's Room
--------------------------
At the door to your left is John's Room.  Flip the switch on and at
the left of the drawing, there is a Green Herb.  If you are hurt by
those pesky Lab Monsters during your quest to turn on the power, then
I would highly recommend this room.
------------------------------------------------------------------------

Exit out of the room, head a right and face towards the Pass Code
Authenticator.  Once you've inserted all the Pass Codes inside the
Authenticator Box, the door opens.  Go inside the corridor and at the
dead end, you should be able to board inside the cell and bail Chris out
of the cell.

Let's get out of Chris's cell, and it's time to get out of the lab right
now!  When the staircase is at Jill's left, BOARD THE STAIRS TO AVOID
CONTACT WITH THAT ANNOYING LAB MONSTER.

It's time to go back to the area we boarded when we took the lift to the
lab back in Mission 4.

Jill _should_ use any Shotgun or Explosive Rounds that she has remaining
to off the remaining zombies.  Head leftwards, and another leftwards, and
board the door at your left.

Meeting with Chris at the ladder, ALL YOU ONLY NEED IS 7 FULL-STRENGTH
HEALING ITEMS.  Leave one empty space for the Battery and the Flare (In
the Arranged Mode, you will need 7 Full-Strength Healing Items, and the
Battery).  Now let's go to the ladder.  Now take the door at your left.

Note: If you are playing Arranged Mode, then you should already have the
battery.  You should have nothing but the Battery, and the rest
full-strength Healing Items.

========================================================================
THE BARRY BURTON MANIFESTO

Mission: Get out of the lab that is going to blow up!

NOTE: This only applies if you have trusted Barry 100%.  To verify this,
know if you are going inside the Tyrant's lab with Barry or Wesker.

------------------------------------------------------------------------
Getting out of the lab
------------------------------------------------------------------------

At the twisting corridor, just walk forward (You will have to listen
up to a Brad Message) and when you reach a Battery, grab it, and plug
the Battery inside the empty Battery Hole.  Now the Three-Minute Warning
is triggered.  In the Arranged Mode, the Battery is inside the same room
where you have turned on the Power for the Lab.

WARNING: YOU ONLY HAVE THREE MINUTES FROM THIS POINT ON IN ORDER TO BEAT
THE GAME.

VARIATIONS
----------
* If you have resuced Chris, then Chris will tell Jill to get in contact
  with Brad because he wants Jill to give him a chance to play Mr. Nice
  Guy.  Barry will aim right at the Tyrant with his trademarked Colt
  Python.  Now all Jill has to do is to obey Chris's request to get
  in contact with Brad right now.  Don't worry: Chris will hold Tyrant
  off as much as he can alongside Barry.

* If you DID NOT rescue Chris but if Barry is still alive, then Barry
  will tell Jill that he will try to hold the Tyrant off as much as he
  can.  Barry will tell Jill to get in contact with Brad Vickers while
  he holds Mr. T off.  Like it or not Jill, you'll have to leave Barry
  alone (because he's going to hold Tyrant off) and obey Barry's orders
  to get in contact with Brad right away!!!!

------------------------------------------------------------------------
The Tyrant Returns
------------------------------------------------------------------------

Take the flare at the right side of you as you exit the elevator.  Walk
a bit forward and use the Flare to trigger Brad to land his helicopter
down.  However, TYRANT COMES THROUGH AND WILL ATTACK YOU WITH CHEAP
ATTACKS!!!

Tyrant Again!  He's a lot tougher than in the Tyrant Research Room.  He
attacks you with a Running Uppercut and a very blistering push attack
that will send you flying!  Keep on running at least 90 degrees when he's
doing his running uppercuts and he should miss.  Be careful of his push
attacks as it's harder to dodge than his Running Uppercuts.  Be sure to
check your health pretty often and heal when seriously hurt.  With only
around 30 seconds left before detonation, Brad drops down a Rocket
Launcher.

QUICKLY GRAB THE ROCKET LAUNCHER AND AIM AND FIRE AT TYRANT AND MAKE SURE
THE ROCKET WILL HIT THE TYRANT AS YOU CAN MISS.  If you run out of rockets,
then I don't know how you will be able to cope with the Tyrant.

Note: If you are playing Resident Evil Director's Cut Dual-Shock, make
sure that Auto-Aiming is turned on before play.

Provided that you've got a good aim at Tyrant, he will blow up, and now
you can sit back and enjoy the ending.

------------------------------------------------------------------------
The End
------------------------------------------------------------------------

Endings:

* If you beat the game alone, or with Chris, and if you didn't trust
  Barry 100%, then you will get a Bad Ending, known as the "Unrewarding
  Tyrant Ending."  REMEMBER THAT WHAT I HAVE SAID IN THE BEGINNING OF THE
  FILE THAT IT IS REALLY EASY TO TRUST BARRY.  All you need to do is to
  WAIT FOR BARRY TO DROP A STRONGER ROPE, and go with Barry BUT HAVE
  BARRY FOLLOW YOU.  If you didn't follow the Vincent Merken way of
  trusting Barry, then you've got some serious problems as trusting
  Barry IS ALL CAKE and always will be.

* If you beat the game without Chris, but if you have trusted Barry 100%,
  then you will get an OK Ending.  You get to see the Mansion Explode, but
  you don't get the Special Key.  Remember if you are playing a game of
  speed, then there's no need to rescue Chris but for beginners, I don't
  think this should be an ending for you.

* If you beat the game rescuing Chris, and if you have trusted Barry 100%
  (AND I MEAN ALL-THE-WAY), then you will get the BEST Ending, the ending
  that beginners *should* get.  You will also see an explosion and you
  will get a Special Key that you can use.  Now just find the Closet.

* If you can beat the game in under 3 hours, then you should get the
  Infinite Ammo Rocket Launcher.  Now you can beat the game in under 2
  hours with this weapon, but now the game is boring because about 90%
  of the enemies can be defeated in one shot. =(

Some notes courtesy of Vincent Merken
-------------------------------------
Failure to trust Barry doesn't disqualify you from getting the
Infinite Ammo Rocket Launcher, so don't get pissed if you finished the
game in under 3 hours.  You will still be able to get the Rocket Launcher
provided that your total playing time was under the 3 hour mark.  At
first, I thought that your actions depend on Barry's survival.  Receiving
a message from Vincent, I've received verification that the game itself
tries really hard to make sure that Barry and/or Rebecca remain alive,
even though you want the Bad Ending.  Only kidnapped Chris or Jill are
dependant on whether you grabbed all three MO Discs or not.

MY OWN NOTES
------------
I've read a trick book published by GameFan and there's a trick regarding
about grabbing the Rocket Launcher in Resident Evil.  They say "Beat the
game without rescuing anyone".  Well, this is full of bull because I've
trusted Barry and rescued Chris and my time STILL went under 3 hours,
meaning that I've got the Rocket Launcher.  The same thing even though
you only trusted Barry 100%, or rescued no one at all.  I'm saying this
to prove GameFan Mag wrong about the Rocket Launcher Trick.  You only
need to prove that you can beat the game in under 3 hours for the Rocket
Launcher. That's all.  It doesn't have anything to do whether you rescued
anyone or not.

In conclusion, I'm hoping that this walkthrough enabled you to finish the
game in 2:30 or less.  If not, omit parts of the walkthrough until you
can go under 3 hours.

On a side note, if this FAQ didn't enable you to beat this game in
either under 2 or 3 hours (usually under 2 hours would be world-class),
then you can just skip any unnecessary steps mentioned in this FAQ since
every drop of time counts.  Remember this FAQ is for blueprint purposes
only as your style of playing might be different from mine's.

Now here's the most frequently asked question:

Q: How come you offer PDF's on certain puzzles for Resident Evil and
   Resident Evil 2?  Where can I get these PDF's at?

A: There are bound to be some puzzles that can either be a pain-in-the-
   ass to solve or they might take a lot of tricky timing to perfect, or
   for a beginner, it might become a major time waster in the game, thus
   adding unnecessary ticks on the clock to your overall performance.
   As much as you want to be fast, I want to help as well.  From time to
   time, I reserve every right to offer PDF versions of some of the
   puzzles in Resident Evil and Resident Evil 2.  Keep in mind that
   when I consider creating a PDF for a Resident Evil Puzzle or so-so,
   only the toughest puzzles will be covered.  I've started this PDF
   mania when I realized that an optional puzzle in the original Resident
   Evil took a lot of tricky timing and became a total time waster that
   it added too much unnecessary time to my performance.  The same thing
   occurred with the harsh entrance towards the Umbrella Secret Lab in
   the second Resident Evil.  To my belief, words sometimes can't cover
   an entire complex puzzle, something that most FAQ authors are aware
   of.  By releasing a PDF-style FAQ on certain puzzles that are billed
   as either major time-wasters or tricky-timing events, a beginner
   may benefit from the graphics displayed in the PDF rather than have
   to struggle wasting several seconds just to get the timing right.
   And PDFs can only be found at Verasnaship Interactive's Resident Evil
   Frequently Asked Questions Stable at this following location:
   http://www.verasnaship.net/text/biohazard.html.

Q: Will you create an FAQ or a speed guide for Resident Evil 3 Nemesis
   or Biohazard 3 Last Escape?

A: HELL NO!!!  This is just a side-story to Resident Evil 2.  Upholding
   my beliefs that Resident Evil is basically the Redfields' story, I
   would stay away from this game, but I would rent it just to learn some
   devious secrets regarding about the bastard Umbrella Company that is
   causing trouble with their dangerous experiments.  Henry LaPierre has
   a totally kick-ass FAQ available at http://www.gamefaqs.com for
   Biohazard 3 Last Escape/Resident Evil 3 Nememsis.  However, the real
   sequel is the all-Redfield Resident Evil Code Veronica for the Sega
   Dreamcast.  I highly recommend that you stay away from Resident Evil
   3 Nemesis and just buy a Sega Dreamcast and wait until Resident Evil
   Code Veronica is released.

Q: How about those Game Shark Codes?

A: Duh...You can find them by pointing http://www.cmgsccc.com on your
   favorite browser.

Well, that's all.  Happy Zombie hunting!

========================================================================
THE DO'S AND DONT'S

Again, this FAQ can only appear in the following sites:

* Verasnaship Interactive (http://www.verasnaship.net)
* GameFAQs (http://www.gamefaqs.com)
* Cheat Code Central (http://www.cheatcc.com)
* Secrets of the Game Sages (http://www.gamesages.com)
* Game Shark Code Creators Club (http://www.cmgsccc.com)

Why?  Because these sites are the only ones that keep all original work
updated and up-to-date.

Technically speaking, Verasnaship Interactive is the location that you
can ALWAYS find the newest versions of my FAQ fresh from the garden.
GameFAQs does a good job mirroring ONLY 100% work and keeps FAQs updated
and up-to-date.  Cheat Code Central, Secrets of the GameSages, and
the Game Shark Code Creator's Club does a good job in keeping all of
their mirrored FAQs and their _yucky_ cheats up-to-date.  However, if
PDFs based upon Resident Evil is what you need, then only Verasnaship
Interactive has it.

* DO NOT place this file in your web site directly.  Only the five
  aforementioned sites have an exclusive right to mirror this file.

* You can make a link to my Resident Evil FAQ Page.  The only rules that
  I would like to enforce is that you link ONLY to an HTML or an
  Interactive Web Page.  The link to this page is:

  - http://www.verasnaship.net/text/biohazard.html

* Before you even think about linking to GameFAQs, please read the site's
  fine print _CAREFULLY_ at the following URL:

  - http://www.gamefaqs.com/features/legal/

* After reading GameFAQs's fine print, please read Brad Templeton's
  Linking Rights Essay at the following location:

  - http://www.templetons.com/brad/linkright.html

My advice?  Link to http://www.verasnaship.net instead in order to get
the latest version of my FAQs _FIRST_ to avoid possible complaints.

========================================================================
DOCUMENT RESOURCES

* Vincent Merken
* Mark Stephenson
* Tu Dang
* Joshua Harring

You can find their work at http://www.gamefaqs.com.  Be sure to use the
Search Engine found at the Index.HTML Page.

========================================================================
ACKNOWLEDGEMENTS

-  Capcom for starting the Survival Horror Craze with Resident Evil
   (known as Biohazard in Japan).

-  Vincent Merken, Josh Harring, Tu Dang, and Mark Stephenson for
   motivating me to become a speed player with their own FAQs.  You can
   read their FAQs at http://www.gamefaqs.com (Use the Search Engine).

-  Henry LaPierre for providing a high-quality FAQ for Biohazard Last
   Escape and Resident Evil Nemesis.  Although I'm more into the
   "All-Redfield" Resident Evil Code Veronica for Dreamcast, I should
   give Henry the Vesther Respect for such a kick-ass walkthrough for
   a game that "reveals the dirtiest secrets from Umbrella".

-  Vincent Merken for being the strongest warrior in the World of
   Survival Horror

-  Both Jim Irwin and Brandon W. Dennis for motivating me to become a
   speed-minded Resident Evil 2 player with their FAQs.  Their FAQs are
   also stored at http://www.gamefaqs.com (Use the Search Engine).  Reason
   why I credit Jim and Brandon is because the interface from my Claire
   Speed Guide on Resident Evil 2 is ported over into this insanely heavy
   document.

-  GameFAQs for being the largest stable of Original Work alike

-  Imagine Games Network for being the best Video Gaming Community of
   the web.

-  GameSages for providing codes that do not require use of a Game Shark

-  Game Shark Code Creators Club for providing many patched cheats for
   the world of Survival Horror.

-  Kao Megura for reaching the 5MB Milestone.  Let's face it--He's been
   doing FAQs since 1995!!!

-  Vincent Merken (again) for fixes leading to this update.

-  marshmallow for helping many Nintendo loyalists "have their way" with
   some of the more difficult Nintendo games ever created.

This document is dedicated to the loving memory of Princess Diana of Wales
and Fashion Designer Gianni Versace.  We need to stop destroying people
for a stupid reason right now.

** END OF DOCUMENT **

Unpublished work (c) 1999-2000 Mark Kim.  All Rights Reserved
Resident Evil: Known as Biohazard in Japan.  TM and (c) Capcom.  All
Rights Reserved.