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    FAQ/Walkthrough by ChandooG

    Version: 0.0 | Updated: 10/06/04 | Printable Version | Search This Guide

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    WELCOME TO THE COMPLETE GUIDE FOR...
    
    
    .______    _______  _____. __   _______   _______ .__   __. .________.
    |   _  \  |   ____|/     ||  | |       \ |   ____||  \ |  | |        |
    |  |_)  | |  |__   |  (--`|  | |  .--.  ||  |__   |   \|  |`---|  |-`
    |      /  |   __|  \   \  |  | |  |  |  ||   __|  |  . `  |    |  |
    |  |\  \-.|  |____.-)   | |  | |  '--'  ||  |____ |  |\   |    |  | 
    | _| `.__||_______|____/  |__| |_______/ |_______||__| \__|    |__|
                       ___________    ____  __   __      
                      |   ____\   \  /   / |  | |  |     
                      |  |__   \   \/   /  |  | |  |     
                      |   __|   \      /   |  | |  |     
                      |  |____   \    /    |  | |  `----.
                      |_______|   \__/     |__| |_______|
                                         
                      
       
                       There are only three STARS members left.. 
                            we dont know where Barry is..
    
    
    
    
    Welcome to my complete walkthrough for Resident Evil , this walkthrough
    can be used with the PlayStation version, and also the PC version of 
    the game. This walkthrough is complete in all formats and I have made 
    sure as to leave nothing out.
    
    This walkthrough is brought to you by Adnan Javed, better known as 
    ChandooG on the GameFAQ's message boards and as A-J among his friends 
    and many many forums. 
    
    Keep in mind first off that the walkthrough contains spoilers so if
    you would rather not spoil the story of the game then I would advice
    you to close this window and go play the game, I do not wish to make
    the game less-enjoyable for anyone, so use this walkthrough mainly
    for pointers and information as you please.
    
    Put in the RE Cd, watch the awesome intro and get ready to rumble..
    
    
    
    Quick overview
    --------------
    
    
      
                                  REISDENT EVIL
                               Complete Walkthrough
                                 By Adnan Javed
                                    Alias AJ
                     ChandooG on gamefaqs.com message boards
                         Returnofthemaniac@hotmail.com
                                  adnanj@Gmail.com  
                               Original ver SEP/27/04
    
                       www.planetdreamcast.com/residentevil
                       www.rebiohazard.com *under repairs*
    
    
    
    
     _____     _   _            ___ 
    |_   _|___| |_| |___    ___|  _|
      | | | .'| . | | -_|  | . |  _|
      |_| |__,|___|_|___|  |___|_|  
                                 _           _   
                     ___ ___ ___| |_ ___ ___| |_ 
                    |  _| . |   |  _| -_|   |  _|
                    |___|___|_|_|_| |___|_|_|_|  
                                                                       
                                                     
    How the CODE feature works
    --------------------------
    
    This search feature thingy is the latest trend among walkthroughs
    so I'll use it too hehe, if you instantly want to jump to a section
    rather then scroll up down trying to find it then, just hit Ctrl+F
    to open the search bar, type the 4 letter code which is written in
    front of the topic in question and hit search, you will be taken
    immediately to that area.
    
    
    
                   ________________________________________________
                   |   |                                    |      |
                   |No |        Description                 |Code  |
                   |___|____________________________________|_____ |
                   |   |                                    |      |
                   |1. |   Version history                  | vhis |
                   |   |                                    |      |
                   |2. |   Information                      | infx |
                   |   |                                    |      |
                   |3. |   Introduction                     | ino9 |
                   |   |                                    |      |
                   |4. |   Story                            | st00 |
                   |   |                                    |      |
                   |5. |   Controls                         | crl0 |
                   |   |                                    |      |
                   |6. |   Characters                       | ci99 |
                   |   |                                    |      |
                   |7. |   Enemies                          | mns1 |
                   |   |                                    |      |
                   |8. |   Weapons                          | wnps |
                   |   |                                    |      |
                   |9. |   Beginner's Info                  | bnfo |
                   |   |                                    |      |
                   |10.|   Complete Walkthrough             | wtrs |
                   |   |         -JILL                      | wtrj |
                   |   |         -CHRIS                     | wtrc |
                   |   |                                    |      |
                   |11.|   Endings                          | eddd |
                   |   |                                    |      |
                   |12.|   Items                            | gils |
                   |   |                                    |      |
                   |13.|   Game Files                       | gifs |
                   |   |                                    |      |
                   |14.|   Cheats                           | tc&c |
                   |   |                                    |      |
                   |15.|   Time Line                        | ttml |
                   |   |                                    |      |
                   |16.|   Trevor's Notes                   | tvrn |
                   |   |                                    |      |
                   |17.|   Boss Strategies                  | bssb |
                   |   |                                    |      |
                   |18.|   My review of Resident Evil       | mrv0 |
                   |   |                                    |      |
                   |19.|   Legal Information                | lgll |
                   |   |          - Site's hosting this     |      |
                   |   |          - Contacting information  |      |
                   |   |          - Ending words            |      |
                   |___|____________________________________|______|
    
    
    
    NOTE : The boss strategies are at the end so as not to give out
           too much spoilers since my descriptions are so elaborate.
    
    
    Got anything to ask about the game, or this Guide, then dont 
    hesitate in dropping me an email off at..
    
    Returnofthemaniac@Hotmail.com
    adnanj@gmail.com
    
    
    
    1.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                     _            _   _     _               
     _ _ ___ ___ ___|_|___ ___   | |_|_|___| |_ ___ ___ _ _ 
    | | | -_|  _|_ -| | . |   |  |   | |_ -|  _| . |  _| | |
     \_/|___|_| |___|_|___|_|_|  |_|_|_|___|_| |___|_| |_  |
                                                       |___|  
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    vhis
    
    OCTOBER 4th
    -----------
    I have started initial work on the walkthrough, about to do
    some of the starting sections, will leave the main walkthrough
    part for later days, since I've been on a really hectic schedule
    with my exams and all.. I dont know how many days it can take
    me to complete this.
    
    
    OCTOBER 5th
    -----------
    Completed all of the general sections, finished a bit of the
    walkthrough part too, its progressing nicely.
    
    OCTOBER 6h
    ----------
    Jill's part is completely done, and im 30 percent through
    writing Chris's part, this could take me till the 10th if
    I continue being lazy.
    
    
    
    
    2.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
           _     ___                   _   _         
          |_|___|  _|___ ___ _____ ___| |_|_|___ ___ 
          | |   |  _| . |  _|     | .'|  _| | . |   |
          |_|_|_|_| |___|_| |_|_|_|__,|_| |_|___|_|_|
                                                              
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    infx
    
    Name : Resident Evil 
                                                                       
    Platform : Sony PlayStation (also PC and SATURN)
                                                                       
    Release dates :  EU : 08/1996
                     JP : 03/31/96
                     US : 05/22/96
                                                                       
    Game Genre : Survival Horror 
                                                                       
    ESRB Rating : Mature, 18+
                                                                       
    Playable characters : 3
                                                                       
    Game Modes : Single player
                                                                       
    Number of Endings : Plenty, 8 or so
                                                                       
    Boss Fights : 6 max 
    
                                                                       
    -----
    
    Personal Information
                                                                       
    Author name : Adnan Javed
                                                                       
    Alias : A-J , ChandooG
                                                                       
    Author age : 17
                                                                       
    Contact : Returnofthemaniac@hotmail.com
    
    Comments : This is THE king of all survival horror games
               any fan of the genre who has not played this
               game does not deserve to be a part of it.
    
    
    
    3.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
          _     _             _         _   _         
         |_|___| |_ ___ ___ _| |_ _ ___| |_|_|___ ___ 
         | |   |  _|  _| . | . | | |  _|  _| | . |   |
         |_|_|_|_| |_| |___|___|___|___|_| |_|___|_|_|
                                                 
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    ino9
    
    This is it folks, this is what started everything, this is what
    started a new trend of survival horror gaming which would go on
    to change the face of video gaming for EVER. Resident Evil first
    made its appearance on the still struggling new console Sony's
    PlayStation. Before this game, Capcom and co were known for the
    Street Fighter franchise and the Mega Man games, but Resident Evil
    is now one of their most celebrated game series and it has made
    several equally successful spin-off's like Dino Crisis and Devil
    May Cry and Onimusha, all based on the same tried and tested
    formula that started with Resident Evil.
    
    This game won several best game of the year awards from various
    sources and along with FFVII became one of the benchmark games
    of the new console that boosted its sales into millions. Now
    on to the game shall we, Resident Evil can be said to be inspired
    from the Alone In the Dark series, a very old survival horror
    series which is known for its odd controls. Resident Evil took
    the same formula but presented it a hundred times better then
    any one could have anticipated, and with a full audio cast of
    actors and real time and computer generated movies which featured
    real life actors, this game still is a cult classic even today.
    
    But as its always been common, a great game comes with its own
    share of great problems, the first of which was the name issue,
    in Japan the game was originally titles Biohazard which still is
    the REAL name for the series, but in the western and European
    this name couldn't be used because of the copy right act by BIOHAZARD
    the rock band. But that was a minor problem. The biggest problem
    how ever was the issue with the censored movies and black and
    white opening fmv. This happened because at that time the US
    video gaming market was not so lenient about violence in video
    games. So they black and whited the opening fMV to hide the color
    of the real blood, and several provocative shots like the hero
    of the game smoking a cigarette were censored out.
    
    People got pretty pissed off about that believe me lol. But for
    better or for worse Resident Evil made its way to the US and hit
    the shelves with an even bigger bang then in Japan, the game 
    literally disappeared off shelves and sold tons and tons of
    copies boosting both the survival horror genre and capcom to
    instant stardom. This truly is one of the best games ever made.
    
    
    FROM CAPCOM
    -----------
    
    Resident Evil
    
    For years a secluded mansion and its grounds have been the site of 
    top-secret biotechnic experiments. The research staff has been funded 
    by a respected (if slightly unethical) corporation. Theweekly 
    laboratory reports have been increasingly vague and now they have 
    stopped completely. Recent gory attacks near the mansion have lead 
    torumors of unnatural canines on the prowl. Something has gone 
    terribly wrong.
    
    Two S.T.A.R.S. teams (Special Tactics and Rescue Squad) are sent to 
    investigate these strange and gruesome developments. Bravo Team 
    mobilizes first and disappears almost immediately. Alpha Team follows, 
    urgently driven towards the mansion. As either Chris Redfield or Jill 
    Valentine, two valuable parts of the Alpha team, youwork yourway inside. 
    Everything is quiet... too quiet.
    
    PlayStation and the PlayStation logos are registered trademarks of 
    Sony Computer Entertainment Inc.
    
    
    
    4.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                        _               
                    ___| |_ ___ ___ _ _ 
                   |_ -|  _| . |  _| | |
                   |___|_| |___|_| |_  |
                                   |___|
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    st00
    
    
    
    
    1998 RACCOON CITY :
    Bizarre murder cases have recently started in raccoon and the people
    of the good city are terrified to get out of their homes now, families
    who mostly lived on the outskirts of the town were attacked by a 
    group of about 10 people, victims were eaten, thats the best way 
    to describe it.
    
    -----
    
    Right then, the saga starts off after brutal incidents start to happen
    frequently in the out skirts of an American sub urban city known as
    Raccoon City, the attacks were growing ever so frequently and the
    citizens of the good city were starting to fear for their lives, which
    was always in great perils. Eye witness reports said that the families
    that were attacked were assaulted by a group of people from 5 to 10 at
    max. The bad part was that the victims weren't just killed, they were
    eaten. Flesh and meat, all of it. Finally the Raccoon City Police
    Department was forced to take extreme action and their special forces
    unit STARS. Special Tactics And Rescue Services, was called up for
    the job.
    
    STARS was divided into two groups, and they sent the BRAVO group which
    comprised of the lesser experienced members first to do a recon check
    on the forest area surrounding the city, which was rumored to be the
    hide out of these vicious man eating people. The BRAVO team started
    off well but contact with them was abruptly lost, their chopper also
    disappeared in the forest region, probably crash landed or something
    and there was no radio contact from any of the team members.
    
    Finally, the Alpha team, the veterans, were sent into the same forest
    area one day later to find the whereabouts of their partners, the
    Alpha team , led by Captain Albert Wesker, soon discovered the BRAVO's
    abandoned and wrecked chopper, there was no one in there, but most of
    their equipment was still inside. This strikes the team as very odd
    and they spread around the immediate area trying to find any traces of
    what might have happened.
    
    Searching around the forest, Alpha team members Joseph found a severed
    hand which was holding a cop issued Barrette, but before he could inform
    the rest, all hell broke loose. Joseph was attacked and immediately
    killed by a bunch of rabid dogs which rotting flesh. The rest of the
    team darted to rwads a lit house in the middle of the forest, not all
    of them were able to make it inside though. Once inside, they discover
    that the residents of this mansion were not too friendly at all. Infact
    they were hungry for fresh meat.
    
    
    5.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                             _           _     
                 ___ ___ ___| |_ ___ ___| |___ 
                |  _| . |   |  _|  _| . | |_ -|
                |___|___|_|_|_| |_| |___|_|___|
                                   
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    crl0
    
    This is the default control scheme of the game.
    
    
    D-PAD UP    : Move character forward
    D-PAD DOWN  : Move character backwards
    D-PAD LEFT  : Turn character left
    D-PAD RIGHT : Turn character right
    
    START       : Open the inventory menu
    SELECT      : Nothing
    
    R1          : Aim weapon
    
    Circle      : Nothing
    Square      : Press this with the Dpad to run
    X           : Check, press this with R1 to fire
    Triangle    : Cancel, escape menu's and files.
    
    
    
    
    
    6.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                _                   _               
            ___| |_ ___ ___ ___ ___| |_ ___ ___ ___ 
           |  _|   | .'|  _| .'|  _|  _| -_|  _|_ -|
           |___|_|_|__,|_| |__,|___|_| |___|_| |___|
    
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    ci99
    
        CHRIS REDFIELD :
        **************
    
    Age : 25
    Height : 5ft 11in
    Weight : 177 lbs
    Blood type : O
    Team : STARS Alpha
    
    This is Chris redfield, who is no doubt the hero of the game , and
    the strong man type person, still a young lad Chris was kicked out
    of the airforce because of his rude behavior towards his senior
    officers and his friendship over his orders. Shortly after Chris
    was kicked out his old friend Barry Burton asked him to join the
    newly formed STARS branch in raccoon city, a well developed city
    in the mid western part of the US. Chris didn't want to let go of
    such a good offer and so he became a member of STARS , here Chris
    made several friends and became an active cop and a member of STARS
    who are called upon for dangerous missions and for search and
    rescue operations.
    
    Chris is a rash man who has a rowdy attitude and sometimes he can
    go out of his limits to do what he wants to do, that is why he was
    kicked from the airforce, but Chris cares for his sister more then
    anyone on the planet, guess it runs in the redfield genes.
    
    Chris is not only a young man but he's also in top physical shape
    of his life and he's also a smart man so he can improvise on many
    things when it comes down to that , Chris has used his strength
    and intelligence to solve many previous cases, but recently a new
    case has been around and Chris cant wait to get his hands on this
    one. Chris cares for his team mates just like his brothers and
    sisters and he would be willing to sacrifice his life for each
    and everyone of them. This is why Chris has a quiet kind of
    respect among everyone.
    
    
         JILL VALENTINE :
         **************
    
    Age : 23
    Height : 5ft 5in
    Weight : 111 lbs
    Blood : B
    Team : STARS Alpha
    
    The so called "intelligent one" of the STARS members Jill stands
    quiet up to her name, not only is she smart but she's a very
    attractive young woman combining beauty and brains at the same
    time, at her young age Jill has already done more then what many
    people are unable to do in their entire lifetimes, just like Chris
    Jill also cares for his team more then anything else and she has
    saved her comrades life more then once in the field of battle
    along side Chris Redfield, Jill has this unusual ability to be
    good with any kind of machinery that is why she is also part-
    mechanic for the STARS alpha team, she can handle anything on
    her own, whether it be a fully functioning APC carrier or even
    a simple lockpick, or even if its a piano, she can do it all.
    
    What many people find hard to believe is that Jill is an ex member
    of the delta force at the age of 23, and its because she was with
    those guys that she has acquired extensive combat training and a
    strong will to fight for whats right, Jill can handle a gun almost
    as good , if not better then Chris can, but being a woman she has
    less resilience to damage naturally, but her brain works double
    time and her smartness and common sense make up for that, she can
    do things much easier compared to the grunts .
    
    
        ALBERT WESKER :
         *************
    
    Age : 38
    Height : 6ft
    Weight : 186 lbs
    Blood  : O
    Team : STARS Alpha
    
    Captain wesker is what can be described as the perfect role model
    for the new recruits who join the force, named as the *cool guy*
    of the squad wesker is always cool calm and collected and he
    never looses his focus, neither his sun glasses, wesker always
    has his glasses on whether in the middle of a mission , or inside
    the RPD sitting in the STARS office, maybe thats why he is termed
    as the cool guy. Wesker was called to the Raccoon City police
    department because of his extensive combat knowledge and his
    smart battle field abilities. Wesker has saved more lives then
    he's killed in combat all because of his skills and his ability
    to remain cool during a heated encounter.
    
    Albert wesker quickly rose in the ranks when he joined the RPD and
    pretty soon he opened his own STARS division inside the Raccoon
    police department and was rightfully chosen as the commander of
    this new unit. Now he heads the ALPHA and the BRAVO teams into
    dangerous missions. He is a good captain as good as his skills,
    and almost everybody listens to what he's saying. Although wesker
    seems to be only leading the STARS at this time there is something
    else going on with him, and when the rumors about the murders start
    wesker starts to get tense.
    
    
         BARRY BURTON :
         ************
    
    Age : 38
    Height : 6ft
    Weight : 196 lbs
    Blood  : A
    Team : STARS Alpha
    
    Barry Burton is perhaps the most senior member of the STARS when
    it comes to combat experience, he has been a member of the SWAT
    team for 16 years and he has bucket full of military experience.
    It is because of this experience that he was one of the top names
    in the list when the STARS was newly formed and they were looking
    for recruits, after doing some part time work in both SWAT and
    the STARS Barry quit the SWAT force and became a full time member
    at the Raccoon Police Department. He is one of those weapons experts
    who can talk about guns and their ammo for hours, and that is why
    he is the weapons supplier for the team, its his job to prep up the
    teams before the missions and provide them with the suitable weapon.
    If thetas not enough he's got a collection of guns in the office
    aswell and he repairs broken weapons while sitting in his desk at
    the STARS office in the RPD.
    
    But Barry has another side to him aswell, its his family side, Barry
    is one of the truth and justice kind, he has a real soft spot in his
    heart for his family and will be willing to do anything to anyone
    if provoked on that matter, other then that Barry also has a good
    spot for all his team mates and acts like the father figure of the
    team, even though he isn't that old himself. He was also responsible
    for recruiting Chris Redfield in the STARS after he was kicked out
    of the airforce.
    
    
         REBECCA CHAMBERS:
         ****************
    
    Age : 18
    Height : 5ft 2in
    Weight : 93 lbs.
    Blood type : AB
    Team : STARS Bravo
    
    Rebecca chambers is the record setting youngest member in the history
    of the STARS division anywhere, she is only 18 now and she's a full
    time member of the STARS BRAVO team, but she wasn't recruited for her
    combat skills, infact she is in the team because of her extraordinary
    skills as a medic, she can use almost any kind of chemicals to their
    full healing extent, also an expert with herbs and other stuff like
    that Rebecca is the perfect person to have around when in a tough
    battle, she can heal any member if she has the right equipment and
    she can even take care of herself if it calls for it. Not as strong
    as the other members of the team but she tends to stay away from
    action for the most part for herself.
    
    A little quiet and nervous around the other members because she knows
    herself that she's a rookie but Rebecca is always looking for chances
    to make herself up to the others and show them that she means
    business that is why she agreed to head out with the BRAVO team when
    called for, her gun controlling is amazingly well for her age and
    one can guess that she will be as good as Chris or Jill when she
    reaches their age. This is Rebecca's first full-time op so she is a
    bit worried about it but as long as her team is with her she has
    nothing to worry about.
    
    
    
         ENRICO MARINI :
         *************
    
    Age : 41
    Height : 6ft 3in
    Weight : 186 lbs
    Blood type : O
    Team : STARS Bravo
    
    Enrico Marini is the proud captain of the BRAVO's, he is a true
    leader and has a leading quality which not alot of people have.
    Enrico treats his team like they are his own family and in return
    the BRAVO team also respects him a lot. When the BRAVO team was 
    asked to head into the forests Enrico led his team bravely into 
    the forests.
    
    
         BRAD VICKERS :
         ************
    
    Brad Vickers is the full time pilot for the STARS Alpha team, but
    its actually strange how he got this far because he has about zero
    enthusiasm of heading into the combat field head on, whenever the
    team go for an opp brad always sticks in the chopper because he has
    a terrible fear of dying, the whole team is aware of his habits and
    thus have given him the nickname chicken heart. Brad is known to
    abandon the team at times of danger and he's been scolded more then
    once for this. Even though Chris has been known to be a good pilot
    and he can take over for brad anytime but he's also good in combat
    so the STARS need this guy to be a full pilot for the ALPHA team.
    
    
    
    7.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                                    _         
                  ___ ___ ___ _____|_|___ ___ 
                 | -_|   | -_|     | | -_|_ -|
                 |___|_|_|___|_|_|_|_|___|___|
                                 
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    mns1
    
    
    
    NOTE : The boss strategies are at the end so as not to give out
           too much spoilers since my descriptions are so elaborate.
    
    
    Here is a list of the monsters you may find during the course
    of the game, unlike my previous guides. The BOSS descriptions
    will be separately placed near the end of the guide for easy
    and non spoiling reference.
    
    
    ZOMBIES
    *******
    
    These are the regular enemies you find in any RE game, in this 
    case these are the researchers of the mansion who have turned 
    into zombies due to the T virus, zombies basically bite you from 
    front or behind, if a zombie falls down they sometimes grab you're 
    legs and have a bite out of them. Pretty easy to kill but its just 
    best to avoid zombies if they are less and the area is wide enough 
    to escape. Along the game you will find various kinds of zombies, 
    there are zombies later who can only spit acid at you and can't 
    bite, and later you'll even find the famous naked zombies. They
    can do down on anywhere from 3 to 6 or more handgun bullets.
    When the shotgun is equipped, aim high to take their heads off
    for a 1 hit kill.
    
    
    CEREBRUS
    ********
    
    This is proof that the T virus also affects animals, these are 
    the dogs which have turned vicious due to the virus, their flesh 
    is hanging over their bodies, they move pretty quick but their 
    attacks wont do a lot of damage, easily killable by the knife if 
    there are only 1 or 2 around, otherwise use you're gun.  Once you 
    shoot a dog he falls down for a few seconds and gets up after a 
    while, that is the time to keep on shooting it while its still 
    down and they'll soon die.
    
    
    BEE's
    *****
    
    Even though they dont take too much ammo to kill , but its still
    not right to waste your ammo on such a stupid things, these bee's
    are about as big as a large sized watermelon, they wont do too
    much damage to the characters upon a sting, but the annoying thing
    is that they can poison you, each single sting can, and the even
    more annoying thing is that they always come out in pairs of 5 or
    greater. Simple advice, just run.
    
    
    CROWS
    *****
    
    Every thing is the same as the bee's except that they cannot
    poison you. Same rule. RUN.
    
    
    SNAKES
    ******
    
    You'll only run into them one or two times in the entire game,
    nothing to them really, they're just slow and sluggish snakes
    who do nothing more then poison you to annoy the hell out of 
    the player, the basic advice when you see the snakes fall down
    from the branches is to just run and dont even stop for a second
    you can easily avoid encounter with them entirely. So do that.
    
    
    HUNTERS
    *******
    
    The hunters have the record of being in every resident evil
    game so far and they are no exception, in fact this should be 
    their first appearance as far as timeline is considered, the 
    hunters in appearance look like gorilla's but mutated all 
    over and completely green in color, and they are complete 
    with razor sharp claws which are unavoidable, the hunter can 
    do different type of attacks, either they will run right up 
    to the character and slash to the body area, this can cause 
    heavy damage and you should check your health after each attack, 
    the second attack it does is jump towards you from a distance 
    and slash you in mid air. If your health is low you'll be dead 
    instantly. 
    
    
    CHIMERA's
    *********
    
    The hunter's cousins as I like to call them, you will only run
    into Chimera's much later in the game, but that doesn't mean
    they're easy or anything. Chimera's have the very annoying
    tendency to attack the characters from the ceilings which is
    really damaging and annoying to say the least, when you
    come up against a chimera then dont ever run in a straight
    line or your their toys. Always run in zig zag pattern so
    as not to get hurt, and if your fighting, nothing short of
    the shotgun should be used on them. Three or more shots.
    
    
    SPIDERS
    *******
    
    Fought very rarely in the game, these giant tarantula's will
    inflict poison if they spit acid on you, and if you kill
    them normally, i-e blowing them with a shotgun, they will
    leave behind hundreds of smaller spiders, really annoying.
    To prevent that from happening kill them with fire like
    the flame thrower for chris and flame rounds for Jill.
    
    
    SHARKS
    ******
    
    Fought only in one area in the entire game, its just useless
    to stand in one place and shoot at them because the big shark
    will definitely get you if your slow, just run away, drain the
    water and they're as good as dead.
    
    
    
    
    8.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                 _ _ _ ___ ___ ___ ___ ___ ___ 
                | | | | -_| .'| . | . |   |_ -|
                |_____|___|__,|  _|___|_|_|___|
                              |_|              
    
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    wnps
    
    
    STARS 9mm Barrette
    ------------------
    
    Fully Loaded: 15 rounds
    Ammo: 9mm ammo clips
    
    This is the basic weapon given to every STARS member for a
    standard op, Jill will have this gun from the start of the
    game but Chris would have lost his, but he will find Jill's
    gun in the main hall and start using it. This gun is ideal
    for taking out a single or two zombies in the area but dont
    rely on it too much, the smaller enemies like the crows and
    bees are the perfect target for this gun, later on when you
    have plenty of shotgun shells, put this one in the storage
    bin for good.
    
    
    Shotgun
    -------
    
    Fully Loaded: 7 rounds
    Ammo: Shotgun Shells
    
    One of the most useful weapons in the game, it can take
    out any normal zombie with one shot or two at the most, if
    there is a group of zombies coming at you then just aim
    straight and fire off two or three shells and the spread
    shot ability of the shotgun will take down almost all the
    zombies in a wide radius quickly. When you manage to gain
    quiet a few shotgun shells then your better off turning
    this into your primary weapon rather then the handgun.
    
    
    Bazooka
    -------
    
    Fully loaded: 240 rounds
    Ammo: Explosive, Fire or Acid grenades
    
    This is Jill's best weapon in the game and sadly only Jill
    can use it, you wont get it in Chris's game, this weapon
    has three different kinds of ammo each with its own perks, 
    the normal bazooka ammo works perfect against zombies and
    can even take out hunters in 2 rounds, the strongest one's
    are acid rounds which can take out any hunter in 1 ammo
    flat. Ammo for this gun varies from different kinds but
    they're all strong enough to carry around. A good weapon.
    
    
    Colt Python
    -----------
    
    Fully Loaded: 6 rounds
    Ammo: .357 rounds
    
    This is probably the second most powerful gun in the game,
    second only to the rocket launcher, this gun can take off
    zombies heads and it can kill all other normal enemies with 
    one shot, its THAT powerful. Unfortunately ammo for this
    gun is so scarce that its best off left for the bosses
    of the game, even hunters are no match for the fury of
    this baby. But like I said, save the bullets for the boss
    fights. You'll need them.
    
    
    Flame Thrower
    -------------
    
    Fully Loaded: 100%
    Ammo: none
    
    Only Chris can find this weapon in the area with the running
    boulders, the only good thing about this gun is that its fun 
    to use, other then that you only get it for a matter of 3 rooms 
    and the only thing you fight in-between is the large spider, 
    the fuel for the fire will burn out quiet quickly so its almost 
    useless to use this weapon.
    
    
    Rocket Launcher
    ---------------
    
    Fully Loaded: 4 rockets
    Ammo: None
    
    There are only 2 ways you can get access to this beautiful
    looking weapon, the first is by getting the good ending where
    you will have to finish the final boss at the end of the
    game with the rocket launcher, other is by finishing the
    game with a time less then 3 hours, you will be asked to
    save the game and once you start with the saves game, you
    will find this baby in your inventory. The most powerful
    weapon in the game. End of discussion.
    
    
    
    
    9.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
          _           _                    _     ___     
         | |_ ___ ___|_|___ ___ ___ ___   |_|___|  _|___ 
         | . | -_| . | |   |   | -_|  _|  | |   |  _| . |
         |___|___|_  |_|_|_|_|_|___|_|    |_|_|_|_| |___|
                 |___|                                   
                                 
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    bnfo
    
    Here is a list of beginner's information tips that just about
    everyone should know of.
    
    Ammo is precious :
                      Yes it is, you will often find yourself stuck
    with alot of ammo for a single gun or very little ammo, so little
    so that you wouldn't want to waste it any where, thats what we're
    asking you to do, try to save your better gun ammo for the later
    stages in the game where the going gets really tough, the shotgun
    is the perfect weapon to be used as a primary gun in the later
    half of the game so you should try to get every shotgun shells
    box there is in the game.
    
    What the Herb :
                   Yes herbs, you'll need these if you want to live
    through out the game, you'll find three basic kinds of herbs,
    the green one's are the basic healing one's. The blue one's will 
    only cure poison, the red one's though useless on their own will 
    increase the healing effect three times if combined with the green 
    herb, and since there are plenty of green herbs through out the 
    mansion, you can always have a spare full health combo in your 
    inventory.
    
    Ink ribbon :
                You will need these ribbons if you wish to save your
    game and not be forced to go through an area again if you happen
    to die, thats why these things are important. You can find ink
    ribbons in only a few area's but they should be enough to get
    you through the game, always keep some ink ribbons in the storage
    item chest.
    
    Snapping heads :
                    With the shotgun you will notice that the early
    zombies die mostly in a single shot but later on in the game you
    will face zombies that will not die even after taking two or three
    straight shots to the gut, in those cases you should let the 
    zombie come close to you then raise the barrel of the gun and
    fire at their heads, the head will explode and you will kill
    the zombie in a single shot, if there are more zombies very
    close then they will loose their heads too. Its fun lol.
    
    The Hunters :
                 Remember one thing when your facing the hunters, 
    they can run 10 times faster then your hero's can so its almost
    use less trying to run away from them, they WILL catch you and
    hit you, so its better off if your the one who hits them first.
    You can surprise them from the behind and kill them, note that
    it takes around 4 shells from the shotgun.
    
    Running away :
                  If your in a wide open area where you have only
    one zombie to face, then its never a bad choice to run away
    from it, dodge it and exit the other side of the area, its
    not always good to fight and waste ammo in an area where you
    know you wont be coming back too, so keep an eye out for area's
    you can escape through.
    
    
    HEALTH CHART
    ------------
    
    # Health Chart #
    
    The health meter in this game is very similar to any other Resident
    evil game, you'll see the similar green line thingy which I dont
    know the exact word for, but the rest of it is pretty obvious,
    here are the health status's.
    
    GREEN FINE :
    This means that your character is in top shape and they have their
    health between 75% and 100%, its best to always keep your character
    in green fine status. Unlike other resi games how ever your characters
    turning and running speeds will not be affected, so you can run away
    just as easily.
    
    YELLOW CAUTION :
    This means that your character is suffering a little bit and that
    their health is between 50 % and 75 %. Unlike other resi games how 
    ever your characters turning and running speeds will not be affected, 
    so you can run away just as easily. If your health is in status then 
    its best to use just a green herb as most. 
    
    ORANGE CAUTION :
    This means that your character is not in a bad way and that their
    heath is between 25% and 50 %. Unlike other resi games how ever 
    your characters turning and running speeds will not be affected, 
    so you can run away just as easily. But if your in this mode then 
    its best to use a double herb healing item immediately. Hunters 
    are able to do head removing shots from this level on.
    
    RED DANGER :
    This is the death row, when your character is between 0 % and 25 %
    they go from bad to worse, Unlike other resi games how ever your 
    characters turning and running speeds will not be affected, so 
    you can run away just as easily.. If in this mode immediately 
    find something to heal and use it, no need to be the hero now. 
    Hunters will definitely kill you if you wander into them .
    
    
    
    # Herb Mixing Chart #
    
    Here are the herb mixing charts and the basic explanation of the
    result you'll get.
    
    
    1 green + 1 green = 2 greener
    This will restore medium health at once
    
    1 green + 1 green + 1 green = 3 greener
    This combo will restore full heath without question
    
    1 green + 1 red = full healer
    This combo will restore full health without question
    
    1 green + 1 red + 1 blue = Super healer
    This combo will not only restore your health but also
    poison cured and makes you temporarily invulnerable.
    
    1 green + 1 blue = Small poison curer
    This combo will restore small amount of health aswell as the poison.
    
    1 green + 1 green + 1 blue = medium poison curer
    This combo will restore half of your health and poison cured aswell.
    
    1 green
    quarter of your health is restored
    
    1 blue
    poison is restored
    
    1 red
    unable to act itself, this boosts the other herbs powers
    
    first aid spray
    instant full health but no cure for poison
    
    
    
    
    10.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                    _ _   _   _                   _   
          _ _ _ ___| | |_| |_| |_ ___ ___ _ _ ___| |_ 
         | | | | .'| | '_|  _|   |  _| . | | | . |   |
         |_____|__,|_|_,_|_| |_|_|_| |___|___|_  |_|_|
                                             |___|    
                                 
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    wtrs
    
    NOTE : I have separately done the Chris and Jill walkthrough's
    and since Jill's game is much easier her walkthrough comes first
    here too, so scroll down to Chris's walkthrough if thats what
    your looking for.
    
    
    
    
    ****************************************************************
    ----------------------------------------------------------------
    
       | o |   |      \   |  __  |    ___   __  _|_  o  __   ___
    (__, | |_, |_,     \__| (__( |_, (__/_ |  )  |_, | |  ) (__/_
    
    wtrj
    ****************************************************************
    ----------------------------------------------------------------
    
    
     #############################
    #                            #
    #       THE MANSION          #
    #                            #
    #############################
    
    
    The game will start off with a little prologue and then you will
    be shown the opening FMV, black and white or color that depends
    on the version of the game your playing, any way, during the
    opening FMV, the ALPHA team finds the downed chopper of the
    BRAVO team, but they are soon attacked by some un dead zombie
    dogs who kill one of their members Joseph Frost immediately.
    Chris Jill Barry and Wesker make it to an abandoned mansion in
    the middle of the forest. Chris suddenly disappears from the
    main entrance of the mansion. Jill Barry and Wesker are the
    only one's left now.
    
    The game will start in the Main Hall of the giant mansion, the
    remaining hero's will first wonder what a place like this is
    doing here, Jill then realizes that Chris is missing, but before
    she can open the door leading outside, Wesker stops her, and at
    the same time they hear a gun shot from some where inside the
    mansion. Wesker wonders if thats Chris, Jill and Barry head out
    to the direction where the shot was heard from. Wesker remains
    in the hallway to secure the area. Barry and Jill walk into the
    Dining room.
    
    Once in here, Barry will walk forward, and when your finally
    in control of Jill for the first time in the game, move around
    the tables to get a hang of the controls, open the inventory
    screens to see what they look like and equip Jill's handgun too
    while your at it. Once your done checking. Run forward to the
    direction where Barry went and you'll have another scene.
    
    Barry found some blood on the floor but they dont know who's
    blood it is, he hopes its not Chris's blood. When your back in
    control of Jill after this scene, you can take the WOODEN EMBLEM
    from the cavity right in front of you but I would advice to let
    it remain here for the time being. Instead turn right and enter
    the door at the right wall from where you are.
    
    In this new area, head down the screen and head around the corner
    and you'll have a FMV. A zombie is eating one of the BRAVO team
    members Kenneth, Kenneth's head falls off and the zombie see's
    Jill. Now when your back in control, the zombie will rise up and
    attempt to bite Jill. Walk a few steps back and shoot it with the
    handgun a couple of times. It should fall down and stay down in a
    few shots. After that check the dead body of Kenneth two times to
    receive two extra handgun ammo clips. Exit back to where Barry is.
    
    Once back here another scene will begin, Barry will see Jill and
    before she can tell him about Kenneth, the zombie will break 
    through the door and will attempt to rush the characters, Barry
    will blow its head off with his colt python. After they're done
    talking Jill suggests that they report this to Wesker. Once your
    back in control, head back to the main hall of the mansion.
    
    Wesker is no where to be seen, Barry will tell you to help look
    for him, at this time run behind the staircase and run out from
    the other end, once at the other end the scene will proceed. Barry
    will start to get creeped out but after some talking he'll decide
    to go and check the dining room again. Before leaving how ever, he
    hands Jill a Lock Pick. Jill thanks him and Barry gets on his way.
    
    Now your truly in free control for the first time. When your
    ready, turn around and enter the large blue doors at the other
    end of the hall from the door leading to the Dining Room. You will
    come out in an art room of some sorts, at the center of which is
    a statue. Head around the statue, and push the small stairs until
    they align with the statue, climb the stairs and take the FIRST
    FLOOR MAP off the state top. Now see that other small opening in
    this very room, push the cabinet from out of its way and run in
    there. You'll find another zombie at the end of this hallway, but
    he's playing dead. You can either run up to him so be can bite you
    but die instantly, or shoot him from safety. After he's dead check
    the area behind him and you should find an INK RIBBON.
    
    From here head back to the statue area, and check on the only
    other door besides the one we came in here from, Jill will open
    that door with her Lock Pick and you can enter.
    
    In the next area you'll see a lot of windows on the left wall and
    some cabinets on the other side, run forward and a zombie dog will
    break through a window, kill it here and now and carry on down the
    hallway, when you go around the corner and other dog will break
    through a window, kill this one too. Now check the center one of
    the three cabinets and push it upwards the screen, you'll find
    another handgun ammo clip here. Exit through the door at the end
    of the hallway.
    
    WOWZERS, detail shot lol. Anyway, in this strange camera hallway 
    first run forward and check the red door, you'll see that it is
    locked. Now start heading down the hallway and enter the first
    door you see, its a toilet. There's nothing in here. Exit the 
    toilet. Continue down this hallway and at the end you'll face 
    two doors, one on the right wall and one of the left wall, enter 
    the double doors on the right wall first.
    
    In here,  just fun for the other door, in this trophy room head for
    the other end of the room and you'll find a shotgun hanging on the
    wall, take it and you'll notice the flaps holding the shotgun will
    rise. What could this mean eh ?. There's also an ink ribbon on
    the table here, take it if you wish and exit back to the previous
    room. Uh oh. 
    
    Here all the doors will get locked and the ceiling will start
    falling down on you, your trapped, cant go back or forward, but
    dont fret, soon enough Barry will come to help and he will kick
    the door open for you, Jill escapes safely thanks to Barry, but
    she's a bit skeptical that shouldn't Barry be checking the other
    side of the hallway, Barry says that he needed to check on a
    thing, Jill thanks him again and he walks off. Now you have a
    SHOTGUN !!!.
    
    Head for the single door on the left wall this time and enter.
    Once in here immediately you'll notice two doors on the left
    wall and a zombie, dodge around the zombie and head for the
    far corner of this hall, you'll notice at the other end a single
    door and a path leading off to another door which we wont take
    for now. Enter the single door.
    
    You'll come out in a room full of paintings. This is actually
    a puzzle room. Check the painting right in front of the door we
    entered from and it'll say from cradle to grave or something
    like that. Now head around the corner and head to the end of
    the hallway, along the way you'll see paintings with stages of
    a man's life on them. At the end is a single paining, dont touch
    that one yet.
    
    Now start checking the paintings in order from birth to death.
    First check the new born baby, there's a switch at the bottom,
    press it. Then check the infant, then the lively boy, then the
    young man. Then the middle age'd man. Then the old man and after
    that finally check the final painting at the end of the hall, 
    if you checked the paintings in the right order then it will
    fall off revealing a STAR CREST , take it. If you didn't do 
    the paintings in the right order then you'll be attacked by
    a dozen or so wild crows. Exit back.
    
    Back in the hallway, head towards the door we originally came
    in here from but dont enter it, instead enter the blue door
    next to it. You will unlock it from your side. In here you
    will immediately see a zombie coming for you, kill it quickly.
    Then run down the hall, dont go up the stairs yet, check the
    area behind the stairs and here you'll find a green herb and
    another door. Enter it.
    
    This is the first official save and item room in the game,
    dump the combat knife and the shotgun in the item box for
    the time being, and if there is any handgun clips inside it
    take it, after that check near the item  box and you'll find
    a CHEMICAL, take it. Save your game at the type writer present
    in this room if you wish, then exit.
    
    Once back outside, take the stairs to the second floor. Up
    here, climb the smaller set of stairs and shoot the nearest
    zombie to you, dont bother going to the area up wards into
    the screen, all the doors there are locked for now. Instead
    head in the down ward direction of the zombie which you just
    killed. You will see 2 doors, one locked from your end. Enter
    the other door into the red hallway.
    
    From where you enter, immediately head down the screen and
    enter the door at the end, here run up to the file and take
    it, this will tell you a bit about the basic herbs. Nothing
    more for us here to exit back through the door we came in
    from. This time run forward, past the door we originally came
    in from, kill the zombie or two thats in your path and head
    around the corner of the red hallway, you will see a huge
    door in the central area but its locked for now. Head around
    the other corner too and another door will be on the right
    wall, this one is locked too. Head to the very end of the
    red hallway and enter through the door at the end.
    
    Here you will come out in the 2F mansion balcony, looking
    over the main hall, you will see Barry here too, Jill and
    Barry will have a little convo , Barry will tell Jill that
    he found a weapon strong enough to kill those monsters, and
    then he'll hand you over a pack of Acid rounds, but we dont
    have a grenade launcher to use it :(. Barry will soon run
    off, and when your back in control of Jill, time to get us
    a grenade launcher.
    
    From where your at right now, head in the downward right
    direction, and on the same wall with the door we just came 
    out of, there's another door at the end, enter it. In here, 
    run forward and while observing the huge blood patches on 
    the floor, enter the other door at the end. You will come 
    out in a balcony. Here run forward and you will find another 
    of your dead team members, this one is Forest speyer. He's 
    got a grenade launcher sitting next to him, so take it. 
    You will be attacked by crows once you check him so be 
    quick on your escape. Exit out of the same door we came 
    in from.
    
    Now exit back to the mansion 2F where we just met Barry, and
    this time head in the same door that Barry used, you'll come
    out in a balcony over looking the dining room. Here you will
    immediately see a statue with something blue on it, on the
    right side of the balcony. There are two zombies in here,
    I will advice you to kill them since they will cause trouble.
    
    After killing them, start pushing the statue down the screen
    and take it in line with the place where the railing is broken.
    Then push the statue down the broken area. It will fall down
    into the dining room, we dont need to check it right now so
    dont worry about it. Head towards the only other door in this
    long balcony besides the one we entered from, and enter it.
    
    You'll come out in a green hallway, here run forward around
    the corners and you'll spot a few zombies, so many for such
    a cramped hallway. There is a stair case leading down to
    the first floor here too but its accessible from the other
    side of the area. Kill , yes, kill, all the zombies and head
    around the other side. There are also two doors on the far
    area of the room but they're both locked. Take the stairs
    down to the 1st floor.
    
    Here, head to the area behind the stairs and you'll notice
    a door on the left wall, enter it. This is the medical room, 
    remember its location since we'll be coming back here in a
    hurry later on. This is also a save room so save your game
    if you wish, if you put the CHEMICAL in the item box then
    take it out right now. Exit back to the previous hallway.
    
    Now run down the hallway, there might be a total of three
    zombies in this entire hall, each easily avoidable so you
    really should not waste ammo. Now head to the very end of
    the hallway, there are two doors here, the one on the right
    wall is locked right now so enter through the only other
    door. 
    
    Here you will spot a zombie right in front of you, dispose
    of it and ignore the path heading off left for now, instead
    head down the screen, take the path heading in that direction
    and enter the single door at the end of the path. Immediately
    you'll start hearing a loud noise of the water pumping machine.
    
    Your in a small garden of sorts, there is something on the
    other side of the fountain but the deadly veins will not let
    you go to the other side, so head over to the water pumping
    machine and use the CHEMICAL on it, the veins will die quickly.
    Now head to the other side and check on the wall, you'll find
    a MANSION KEY, check this key from your inventory menu and
    rotate it, you'll find a carving of armor and the key's name
    will change to the ARMOR KEY.
    
    Note that besides that there are plenty of herbs in this room
    so remember its location if your ever in need of health. Exit
    back to the hallway now.
    
    Before anything, head back through the door we originally 
    came in this hall from, now check the door on the right wall
    and you will open it with the ARMOR KEY, inside, check the
    shelf near the door for handgun bullets and a broken shotgun
    which is completely useless now that we have the real one.
    Also check the desk at the end, open it with Jill's Lock pick
    and inside you'll find a box of shotgun shells. Exit back to
    the previous hallway, then back to the one we just came out of.
    
    This time around, head for the path heading off left, you
    will see a small alcove heading inside with a door in it
    but its not important now, instead keep heading down the
    hallway and open the door on the right wall with your lock
    pick. Inside, take the handgun ammo off the bed, and head
    around to the study desk, there is a file here but before
    you can take it a zombie breaks out of the closet and tries
    to surprise you, kill it quickly. Inside the closet there's
    also a box of shotgun shells, take it and then read the file
    that is the Keeper's diary, who I think we just killed.
    
    Now exit back to the previous hallway, this time head to
    the door at the very end, you will unlock it from your side.
    Head through it and you will be back in the Kenneth hallway,
    where we encountered the first zombie. Make your way to the
    nearby Dining room.
    
    Back in the dining room, time for some work. First head for
    the broken statue which we pushed off the balcony, take the
    blue shining thing here, its a BLUE JEWEL. Also take the
    EMBLEM near the blood. Head back to the Kenneth hallway.
    Back again to the white hallway. This time head for the
    small alcove and the door in it, remember. Inside you will
    see a tiger's head statue with holes in the eye sockets. Use
    the BLUE JEWEL we just found on it, the statue will rotate
    revealing the WIND CREST. Take it.
    
    Now make your way to the Kenneth hall, this time head UP
    in the hallway, opposite direction from Kenneth's body.
    You'll find 2 doors at the end, the bigger one is locked
    but you can unlock the small one with your lockpick. Enter
    it. Inside you will be in a piano bar now.
    
    Here, run to the area around the piano and push the cabinet
    here, you'll find some MUSICAL NOTES on the other side, take
    them, then head for the piano where the keys are and use the
    MUSICAL NOTES, Jill can read musical notes so she will start
    to play the piano, the music is actually the MOON LIGHT SONATA
    by BEETHOVEN. After the music is finished one of the walls on
    the side will open up revealing a small hallway behind it.
    
    Enter it, at the end you will find a gold EMBLEM on a statue, 
    but taking it will cause the hallway to close down again. So
    what do we do, if you have the wood EMBLEM with you, then use
    it after taking out the gold EMBLEM and the wall will open 
    again. Make your way outside and head back to the DINING ROOM.
    
    Once back here, head to where the wood EMBLEM was and use
    the gold EMBLEM in its place, the grand father clock in the
    dining room will stop and move on the side revealing something
    behind it. Check it and its another MANSION KEY. Check it from
    the inventory menu and it will turn into the SHIELD KEY.
    
    Only one major area left to check, from the Dining room, head
    back to the MAIN HALL, and take the grand stair case to the
    second floor. Once here, head into the RED HALLWAY, im sure
    you remember it, once inside head forward and turn around the
    corner, remember the huge door at the center area, you can now
    open it with the ARMOR key, so do that. Enter it. You will
    come into a display room full of suits of armor. There are
    2 move-able statues, 2 holes in the ground and one switch in
    the center, so what do we do. 
    
    Obviously, first push the two move able statues over the holes
    and make sure they're properly covered, then press the switch
    in the center and you will see one of the display cases at the
    end lowering, check behind it and you'll find your third crest
    the SUN CREST. If you didnt cover the holes properly then the
    area will begin filling with poisonous gas causing serious harm.
    
    With the crest in hand, exit back to the red hallway. Now there
    is only one door left locked in this hallway, its the one near
    the door leading to the 2F main hall. Open it with the ARMOR
    KEY. Enter it, run around the corner and another scene will begin.
    
    Jill will find another one of her BRAVO partners, Richard, who
    is injured badly, looks like he was attacked by some sort of
    huge poisonous snake, Richard tells you that there is some serum
    in the mansion. Jill will tell him that she'll go get it.
    
    Once your back in control of Jill, do you remember the medical
    room we checked before, the one behind the other stairs leading
    down to the first floor, I think you guys might know where it
    is located. So make your way there. Its not that far away.
    
    Once you reach the medical room, check the shelves with bottles
    on it on the left of the room and Jill will find the serum, but
    before you exit, I will advice you to save your game and take
    the shotgun out of the item box, dump the handgun now for good
    since you should have a couple of shotgun shells handy. Now make
    your way back to Richard.
    
    No matter how fast you were in bringing the serum to Richard, 
    there is no way to save him and he will eventually die after
    talking some more crap and handing Jill his radio. Check his
    dead body and you may or may not find handgun ammo. Now enter
    through the only other door in this hall. In this further
    smaller hallway, you'll see a small stair case leading up to
    a door, and a path heading off to the right.
    
    Ignore the path for now and for ever, kill the lurking zombie
    here, and take the small stairs up, open the door using your
    SHIELD KEY, the game will tell you that the key is useless
    now so discard it, after that enter through the door into the
    attic of the mansion.
    
    Here, run forward and you'll see a HUGE snake coming out of
    a hole in the corner of the attic, this is the first boss
    fight in the game.
    
    
    BOSS FIGHT 1 : YAWN, the first coming
    -------------------------------------
    
    This will be your first, but not the last fight with this big
    ass snake, now the fight will start with the Yawn coming out of
    a hole in the back side of the attic, if you have quick eyes
    then you would also notice that there is another CREST behind
    the yawn, now there are two methods to finish this fight. But
    first, you should take note that even a single attack from this
    snake can inflict poison status on you, but dont worry about
    that, it will just lead to another scripted event.
    
    Method 1
    --------
    Use this method if you have plenty of shotgun shells, now as
    soon as the fight starts, take aim with your shotgun and start
    firing off in the yawn's direction, if its close to you then
    take special care to aim right at its head, inflicting maximum
    damage. After a couple of shells, the yawn will retreat back to
    the hole it came out of , and the boss fight is over. Now go
    and collect the final CREST, the MOON CREST from there and exit
    the attic. If your hurting for some shotgun shells, then there
    is one box in the attic, take that before leaving.
    
    Method 2
    --------
    This is my kinda method, as soon as the boss fight starts, you
    should take note of your surrounding, right in the middle of
    the attic is a pillar, now what you want to do is lure the snake
    so that it tries to go around the pillar, now dash for the CREST
    and take it, getting out will be the harder part but you should
    manage to do it, take the box of shotgun shells before exiting
    and escape the attic without firing a single shot.
    
    ----
    
    All right, I dont care which method you chose, after escaping the
    attic, climb down the small stairs, if you were bitten by the
    snake then jill will collapse because of the poison, but someone
    will enter the room, you dont see who it is. Jill will wake up
    in the medical room fully refreshed, she thinks that Barry might
    have saved her. Now in the medical room, take out all 4 of the
    CREST's from the item box and place them in your inventory, give
    the handgun a permanent place in the item box. Exit the medical
    room and head for the hallway with the painting room, the one
    where we solved the painting puzzle remember.
    
    NOTE : If you were not bitten by the snake, then you will have
    to continue normally after the boss fight, no sequence at all.
    
    Right then, you should have all 4 of the crests in your menu.
    Once you are back in that hallway, head to the very end, across
    from the door to the painting puzzle room, there may be a zombie
    in the way, enter the steel door at the end.
    
    Your in a partially open area, there might by some zombie dogs
    here, if they are then kill them, then make your way to the end
    of the straight passage. At the end you will find another steel
    door which is locked, there is a panel besides it, read it and
    you will read a little poem about the 4 CRESTS, after that put
    all four of them in one by one. The door shall unlock.
    
    Enter through it, you'll come out in a small shed, here walk a
    bit forward, you'll see some moveable stairs, move them to the
    wall on the right side where there is something shining in a
    high place, align the stairs with that and climb them, you
    will find a CRANK up there. Take the crank, and exit out of the
    double doors, the only other one's besides the one we came in
    from in this area.
    
    
     #############################
    #                            #
    #        THE GARDEN          #
    #                            #
    #############################
    
    
    You will come out in a garden area, here you will see 3 zombie
    dogs, ignore the path heading right of the screen for now and
    head down the screen, around the bushes and enter the gate at
    the other end.
    
    In here, run forward and you will be blocked by a small lake,
    head to the right side of the lake and at the end you will
    find a small control box with a hole for a crank in it, use
    the crank we just found here and you will see the water falling
    down in the other direction, now the path is clear. Head back to
    the starting area of this room and you will see a ladder leading
    down where there was once water, climb down the ladder, run 
    through the now empty area, climb the ladder up on the other end
    and start dashing straight. Small poisonous snakes will start
    falling down from the trees above, but ignore them, its very
    easy. Keep running till you reach the end of the walk way and
    a small elevator. Take it down.
    
    You'll enter a wide courtyard, you should take note of a few
    things here, first off you will notice that the water fall
    that we have just created by using the crank is blocking
    something behind it, you cannot see what it is until we do
    something about the water. Also in the far wall of the place
    you'll find a second elevator but its battery is taken out,
    so you'll need a battery to get it working.
    
    Besides that there is just one door you can go through, oh
    and did i mention that there are some zombie dogs here too, 
    they are easily avoidable so ignore them and head through
    the door. Another straight walk way. You will find some
    herbs near the door we entered from.
    
    Run forward and turn the corners, until you reach the very
    end of the walk way, where a door is waiting for you, oh
    and there will be some zombie dogs in here too but thanks
    to the wide area's you can easily dodge them. Enter the single
    door at the end and you'll enter the guard house area.
    
    
    
     #############################
    #                            #
    #        GUARD HOUSE         #
    #                            #
    #############################
    
    
    First thing you'll notice in the guard house is the push-able
    statue in front of you, now move a bit forward and you'll see
    some herbs, turn around the corner and run forward, you will
    see three doors in clear view and one path heading off right.
    There is a hole in that path, if you cross over the path
    then a vine will come out of it and strangle you, it will
    drain some of your health quickly. If you want to save some
    health then move the moveable statue near the entrance door
    all the way here and cover this hole. With that done, its time
    to start exploring.
    
    Now from the entrance of the guard house, enter the first door, 
    this is a save room, enter it, save your game in here if you
    wish, check the shelves near the typewriter to find grenade ammo
     and a first aid spray. Take it all, and exit the save room
    when your done.
    
    Now enter the door right in front of the save room, this is
    the dorm 001. In here, you'll see another door right next
    to you, enter it into the bathroom. In the bathroom there
    will be nothing more, check the tub in front of you, and drain
    the water in it, you'll find a C.ROOM KEY in it. Take it and
    exit the bathroom.
    
    In the dorm, head forward towards the bed, kill the 2 zombies
    in here, and take the RED BOOK off the bed, then check the
    study desk and open it using the lock pick, inside you'll
    find a box of shotgun shells. Exit back to the opening hall.
    
    This time head for the big red door you see above you, enter
    it, this is the bar room area. In here you will face 2 big
    spiders, kill them but it would be as easily if you dont
    kill them since they're really easy to dodge. In the bar head
    for the area top of the screen, here take the iNK RIBBON off
    the round table and the handgun ammo off the barrel. Now head
    for the bottom area of the bar.
    
    Here you will see a pool table, check all the four sides of
    it and you will find a code written, 3..4..5 something like
    that. Remember this and exit the bar room are entirely.
    
    This time head for the area where we blocked the vine with the
    statue, there is a door at the end here, so enter it. You will
    come out in another hallway. In this hallway, head forward and
    enter the first door you see.
    
    In here, run forward and you'll spot several doors, check the
    door which is the nearest to the one we came in from and it
    will have a dial pad next to it, remember the code we found
    earlier, enter it here, and the door shall unlock. Dont enter
    it yet. Head around corner and at the far corner near the big
    hornet's nest you'll find a key under it. Take it, this is
    the DORMITORY KEY, and quickly dash out of this area to the 
    previous hallway. Remember that the bee's will start attacking 
    you as soon as you get near the nest so you gotta be quick.
    
    Back at the hallway, continue down and at the end you will
    find another locked door, before entering it, push the
    second move able statue and behind it you will find some
    more herbs, after taking what you need, open the door with
    the DORMITORY KEY and discard it. Enter the door afterwards.
    
    Your in dorm room 003 now, enter the bathroom first hand
    and kill the zombie inside, check the sink and you'll find
    more handgun ammo. Take it and exit back to the dorm. In
    the room, head near the bed and use the lock pick to open
    the study desk, some more shotgun shells inside. Read the
    Plant 42 file on the bed. After that, in the corner you will
    see 2 shelves you can move.
    
    PS. You will also find the dormitory map here.
    
    Move the shelves out of the way and you will find a ladder
    behind them leading down, take the ladder down. In this
    off colored straight hall, run forward, and keep running
    you'll see three wooden boxes along the way. At the end
    your path will be blocked by some water, and you have to
    think or some other way to get past it. Wood floats in water
    doesnt it ?.
    
    Now, you have to do the most boring task of pushing the
    boxes until they are placed in the water, this can take
    alot of time so dont go to sleep. After you have successfully
    done that, you would be able to cross the boxes, which are
    now formed as a bridge, and cross over. At the other side
    keep running till you reach the end of the hallway, you
    will see that the water level has risen alot. Enter the
    large doors at the end. You'll enter the Water tank. Be aware.
    
    In the water ring, DONT head for the upper area, I-e the area
    to jill's left. Head down the screen, and DONT bother entering
    the first door you see, instead walk around the huge tank and
    start running in that direction where there are 2 doors. But
    before you can reach them, you will have a little sequence of
    something coming after Jill from under the water. ITS A SHARK !!.
    
    As soon as your back in control of Jill after that scene, keep
    running towards the doors, the right one cannot be opened
    normally, so use the C.PANEL KEY we found earlier on the left
    door and enter it. In here, check the panel on the left side
    of the room and the water level will sub side also you will
    hear a clicking sound. Head back to the water tank area.
    
    This time check the door at the left and you will be able to
    enter it, this is a storage room, here most of the stuff is
    wet but you can still find 2 boxes of shotgun and handgun
    bullets EACH. Also, check the shimmering thing, its another
    DORMITORY KEY. Take it and exit.
    
    Head back to the door we originally entered from, you'll see
    the sharks along the way, but without water to go through, 
    they are as harmless as a small puppy. Make your way back
    all the way to the Dormitory room we came to this place from.
    
    Once your back at the dorm room, head back to the area with
    the bee's nest in it, remember that. Back in that area there
    are 2 more doors here we haven't checked. There is a double
    door on the far side, which we wont be able to go through, so
    ignore that one completely. Open the final small door with the
    DORMITORY KEY we just found and enter it. Its the final dorm
    room. In here, like before head into the bathroom first.
    
    In here, kill the single zombie, then take the FLAME rounds for
    your bazooka off the floor, after that exit, back in the dorm
    open the study desk with your lock pick and this time there's a
    ink ribbon inside. After that check the book shelf in the back
    side of the room, take the white book out of the row of red
    books and read the V-JOLT file. After that, put the RED BOOK
    we found a while ago in here and a shelf on the side will move
    revealing a door behind it. Enter the door with your shotgun
    equipped when your ready. 
    
    
    
    BOSS FIGHT 2 : PLANT 42
    -----------------------
    
    Unlike Chris's game, the boss fight will begin as soon as you
    enter this room, you will spot the huge plant in front of you
    and all you can do is fight it if you want to live, the boss
    itself is quiet easy as all you have to do is shoot at it a
    couple of times, the shotgun works best against this boss. 
    While fighting him be sure not to stay in the same place for
    a long time becasue the boss will hit the ceiling and cause
    some of it to fall down on where you were standing. The best
    method to fight this boss is to fire a shell, then run around
    a bit, then fire another shell, then round around a bit more.
    Repeat the steps until the fight is over.
    
    ----
    
    After you've hit it enough, the plant will compress itself,
    Jill will move in for a closer look but it will decompress
    itself and capture Jill in one of its veins, after that Barry
    suddenly walks in the room with a (what the hell) Flame thrower
    in hand, and crisps the plant in a matter of seconds. After
    some more talk you should get back in control of Jill.
    
    Once your back in control check the chimney in this room
    and you will find a MANSION KEY in here, check and rotate
    it and it will turn into the HELMET KEY. After taking it
    exit back to the previous area.
    
    Once back here, exit entirely to the hallway before the dorm
    room area itself, you will have a scene here, Wesker will be
    here shooting at a few wild bee's. He is surprised to see 
    Jill here, but after some talking he will order her to go
    back to the mansion since there are plenty of locked doors
    there they haven't checked. Then he walks off.
    
    Once your back in control of Jill, its time to head back
    to the mansion, before that take a visit to the item box
    room and deposit all the useless items here, keep the shotgun
    and all of its shells as your primary weapon. Exit the guard
    house entirely when your done.
    
    In the first garden area, you will start hearing beeps from
    the radio Richard gave us, check the radio from your inventory
    and you will have a scene, Brad still circling in the chopper
    asks if there is anyone alive. Jill's radio can only receive
    messages so she's unable to transmit a rescue message. When 
    your back in control, head all the way back to the shed and
    back into the mansion. You should know the way.
    
    
     #############################
    #                            #
    #     MANSION REVISITED      #
    #                            #
    #############################
    
    
    Once your back in the shed you found the crank in, head back
    inside the mansion, be warned how ever that you are about to
    come face to face with a new enemy which will be a complete
    pain in the ass from now on. Forget the zombie, the HUNTERS
    will be infesting the mansion from now on.
    
    Right then, when you enter the hallway outside the art puzzle
    room, run forward and you will see a FMV sequence or something
    following the hero's and rushing towards them from the garden
    area. It will reach the room Jill is in and open the door.
    
    IN-game now you will spot the hunter, and it will immediately
    spot you too, dont wait for it to start attacking, you do the
    first attack and shoot it with the shotgun shells, if it falls
    down after taking one shell then keep your aim at it and shoot
    it again as soon as it stands back up again. Thats just one of
    them.
    
    After you've killed it, on the same wall where the blue door
    , leading to the save room with the chemical, is there is a
    second door which we couldnt check before since it was locked
    before. Now you can enter it with the HELMET KEY. Enter it.
    
    In here, first run forward and turn the table lamp on to shed
    some light in the room, after that take the MAGNUM rounds off
    the table, also take the DOOM BOOK 1 from the shelf on the
    side of the room. Exit out once your done. Enter the blue
    door this time and make your way to the save room where we
    found the CHEMICAL in.
    
    Here you will find another HUNTER, kill it cautiously, before
    entering the save room you will notice a white note on the
    wall outside, check it and it will be from Barry, he has put
    in some supplies there for us. How nice lol.
    
    Enter the save room, take the shotgun shells and the first aid
    spray off the floor, DONT FORGET the acid rounds here too and 
    save your game right now since we're going for another boss 
    fight in a little while. Keep a loaded shotgun with you and 
    take out the BAZOOKA with all the rounds you've collected so 
    far, you should still have the acid rounds that barry gave and
    the one's from right now, they're gonna come in handy.
    
    Now, exit out of the save room and climb the stairs to the
    second floor. Here, remember I told you to ignore the up going
    path before, this time head there, and enter the first door you
    see on the right hand wall along the path using the ARMOR KEY.
    
    If you had put the ARMOR KEY in the item box before then take
    it out now and open that door with it.
    
    Inside there's a deer head right in front of you, but it wont
    come to life lol. Okey there are three doors here, the one we
    came in from, one on the upper and one on the lower wall. Take
    the upper door first, you'll come out in a researchers room.
    
    Here, first run forward and read the researcher's file off the
    table, after that check the insect case near the entrance door
    and you'll find a switch inside, use it and you'll see the
    water drain out of the aquarium in the other corner of the room.
    Now head towards the aquarium from the side corner around the
    brown shelf, and push the aquarium so that the path is clear for
    you to push the brown shelf. Now push the brown shelf and check
    the cavity behind it, you'll find EXPLOSIVE ROUNDS, check the
    researchers coat before exiting for Ink ribbons. Then EXIT.
    
    This time check the door on the lower wall, here run forward
    and take the lighter off the top of the cabinet, and check 
    near the bed for a herb. After that exit this area entirely.
    Back to the hallway where we used the ARMOR key to enter this
    room in the first place.
    
    This time head for the very end of the hallway and enter the
    door at the end, in this room check the chimney and use the
    lighter we just found to light it, the slate above it will
    turn into the second floor map, too later for this now but
    whatever. Take the herb in the corner and open the only other
    door in this room with the HELMET KEY. Enter it but be ready.
    
    In this wide room run forward and you'll see a piano at the
    end of this room, not again, but before you can play the
    piano, the HUGE snake will come out of the fire place to
    get its revenge. It will try to attack Jill but miss and make
    a hole in the floor, and the fight is on.
    
    
    BOSS FIGHT 3 : YAWN, the second coming
    --------------------------------------
    
    This time its a fight to the death and there is no escaping
    for the snake, we'll do with it entirely. The good news for
    this fight is that the snake has lost its ability to poison
    you, the bad news is that its very dangerous even without it.
    Now you should take out the Bazooka and equip it with the
    ACID ROUNDS. The snake will be very close to you when the
    fight starts, so I would advice you to get some room between
    you and it. Run near the door where we entered this room from
    and start potting its head with ACID rounds from a distance.
    This fight is really not that hard and dont worry if you are
    hit a few times, you did bring a healing item or two with you
    didnt you !? .. after not so many acid rounds the snake will
    slither and die. 
    
    -------
    
    After the fight good ol' Barry will walk in the room, see's 
    the large snake decomposing and calmly asks Jill " find any
    thing interesting " .. okey.. Jill and Barry will look at 
    the hole the snake made together and Jill decides to go down
    it thanks to a rope that Barry is carrying.
    
    Once down there, the rope will break and Barry will run
    off saying that he will go and look for another one. This
    is your moment of good or bad ending decision, you can either
    stay here for a minute or two and trust Barry, or you can
    check the grave, for a switch which reveals a ladder.
    
    BUT I ADVICE YOU TO STAY HERE AND WAIT FOR BARRY SINCE WE
    ARE AIMING FOR THE BEST ENDING IN THE WALKTHROUGH.
    
    ---
    
    All right, after a minute or two Barry will come back and 
    throw down another rope, Jill will climb back up, Barry
    will be ashamed of what happened, but hey, it happens. After
    that Barry will hand you a PASS CODE file, once he leaves the
    room and your back in control of Barry. Escape this room.
    
    Now we have to go a place where we can use this pass code
    to begin with, and I just know the place.
    
    Remember the medical room, the staircase which leads to the
    second floor from there, there were 2 locked doors up there
    that we couldnt open before. Make your way there, but first
    be sure to save your game at the medical save room.
    
    Once your done saving, take the stairs near the medical room
    up to the second floor, there is a door near it, you can open
    that door with the HELMET KEY. Open it, the key will be useless
    now so discard it. Enter the room.
    
    The room will be lit and there will be a light switch near you
    turn it off to make the room dark, but dont turn the light switch 
    on. Inside the room, run to the far corner and you will find 
    another deer head statue, there's something shimmering in its 
    eye socket and we have to see what it is. There are a small 
    moveable stairs near the statue, push them so they are in line 
    with the statue head. Climb the stairs and check, you will find 
    the RED JEWEL.
    
    After taking it, go to the light switch and turn it on. Now check
    the file on the table for some interesting details. After reading
    through it check the shelf behind the table with the file for a
    box of shotgun shells and magnum rounds. Exit the room now.
    
    NOTE : I should really remind you that these halls will now
    be filled with hunters so you should always keep your guard up
    and a spare healing item in your inventory.
    
    Right then, now I shall ask you to make a little side trip
    but it will end with a huge reward, believe me. Now from where
    you are right now, take the stairs down to the first floor, and
    make your way to the tiger head statue room, remember where we
    placed the first jewel to get a crest item. Dodge or kill all
    the hunters along the way and get to that place. Once your at
    that room, use the RED JEWEL we just got on the statue and it
    will rotate around revealing.. a... COLT PYTHON !!! WOO !.
    
    Take it, now make your way back to stairs near the medical
    room and go to the second floor from it. Beyond the door we
    just opened with the HELMET KEY, there is another door at the
    end of the hall, check that door and if Barry did give you the
    pass code then Jill will enter it automatically and open it.
    
    Enter it after you open it. Inside run towards the camera
    and head down the screen from the area where you see a zombie
    eating another zombie, run down this long hallway, and near
    the door at the exit you will find another zombie and some
    herbs, take the herbs since we'll probably need them. Enter
    the door at the end.
    
    In here, you will see a zombie in front of you, kill it and
    run forward, the hall will continue down but there's a door
    in the middle, enter it. In here you'll find some important
    things. A BATTERY, and some EXPLOSIVE ROUNDS, upon picking
    up the battery Jill will think to herself that she can now
    solve the court yard elevator problem. Exit this little room
    when your done.
    
    Back here, head down the hallway and kill the zombie, there's
    an elevator here but dont take it just yet, instead run down
    the hall, there's a herb or two in the small inlet, take it
    if you wish, then enter the large blue doors at the end of
    the hall. Your in a huge library now.
    
    In this area, kill the zombie in front of you then open the
    study desk with the lock pick and you'll find more magnum
    rounds inside. Head down through the shelves of books and
    you'll find a move able brown shelf, push it to the side
    and enter the door behind it. Inside you'll find some more
    ammo, check the open window and Jill will spot a helipad in
    the distance, maybe we can escape, but the problem is getting
    there alive.
    
    Exit back to the library, and run straight forward from where
    you came out of, you'll find another zombie and a big file
    titled SCRAP BOOK here, read through it. There's only one
    more door in this library we can go, head through the only
    left door. You'll come out in another library.
    
    In here, dont run straight forward but head around the
    corner, you will spot a move able statue in the other corner
    but we dont know where to push it yet, there is a switch on
    the wall here, push it and a light in one corner of the library
    will get lit, THAT is where you have to push the move able statue.
    After the statue is in that place, turn the light off and a
    small part of the book shelf will move revealing an item
    behind it. Its a MO DISC. TAKE IT !!..
    
    NOTE : THE MO DISC IS AN ESSENTIAL ITEM FOR GETTING THE GOOD
    ENDING, NEVER FORGET THEM.
    
    Now exit the library entirely, and remember the elevator we
    passed before entering the library, take it. The elevator will
    automatically take you down. Once your out of the elevator head
    around the corner of where your at and you'll see a downed zombie
    its not dead, so blow its brains out. After that head for the
    only unlocked door in the library. There is one more door but it
    is locked from the other side.
    
    Once you get near the other door a FMV will play in which you
    will see a zombie walking down some stairs and open the door
    we were just about to open, then the zombie will come out right
    in front of you. If you had the shotgun in your hand, blow its
    head as soon as your back in control. Now exit out of the door
    that the zombie came in from, climb up the stairs immediately
    next to you and once up the stairs, head forward and enter the
    door at the end of the hall. You will come out in a familiar
    room. This is KENNETH's room, where we saw the first zombie.
    
    NOTE : Now there is nothing left for us to do in the mansion at
    all, and we have to get back in the garden area. So ignore all
    else and head for the back exit.
    
    SECOND NOTE : IF you dont have the crank in your inventory
    then go to ANY nearest item box and take the crank out of the
    item box and put it in your inventory, ASAP. Remember that.
    
    
    
     #############################
    #                            #
    #     GARDEN REVISITED       #
    #                            #
    #############################
    
    
    We're only here for a very small while so get to it.
    
    First before anything else I would ask you to take a herb or
    two from the first room in the garden since where we're going
    there wont be much healing items and we'll need it.
    
    Right then, back at the garden, proceed as you would normally
    and take the elevator down to the main courtyard area. After
    you've reached the court yard head for the second broken elevator
    and use the battery that we have in the battery slot next to it.
    Now take this newly working elevator back up and you will come 
    out in the first room of the garden area again.
    
    Head back to the area where we used the crank when we first
    came here, remember, and use the crank on the panel AGAIN. The
    water level will rise again and the water fall will stop. Now
    head for the second elevator again and take it down to the
    court yard. The water fall would have stopped and you can now
    see whats behind there. Its a ladder going down. Take it.
    
    
    
     #############################
    #                            #
    #        CATACOMBS           #
    #                            #
    #############################
    
    
    Right then, this is probably the most confusing area in the
    entire game, now before you start, I would just like to tell
    you that I hope you brought the following items, if not then
    dont hesitate in taking a trip to the guard house save room
    to go get them.
    
    * SHOTGUN and all of its shell
    * PYTHON and all of its shells
    
    So from where you start in the catacombs, enter the door to
    your immediate left, dont even bother checking the first room
    out as there's nothing. In the second area, you will run into
    Barry, how he got here is a mystery but he will tell Jill that
    he just heard someone's voice from this place. He will ask if
    Jill is you want to go with him, select YES. okey, then asks 
    if you wish for Barry to go check it out first, decline his 
    offer and GO FIRST
    
    NOTICE : THIS IS ALSO AN IMPORTANT CHOCIE IN GETTING THE
    GOOD ENDING.
    
    Now you and Barry will go along for a little while, once your
    back in control head out of the little alcove your in and head
    up the screen, enter the door at the very end. In the new area
    run forward and try to enter the next door, but a hunter will
    break through before you can. Barry kills it though.
    
    Enter the door after your done here, run forward and another
    scene will start. Jill and Barry will run into Enrico, captain
    of the STARS BRAVO team who is mysteriously still alive. But
    before he can reveal too much he is shot by some unknown assassin
    who runs off, we never get to see who it was.
    
    After that, Barry will tend to the dead Enrico, once your back
    in control of Jill, run back to the door of this area, along
    the way you'll run into a hunter, kill it. After that take the
    CRANK (its a different one) from the floor near the exit.
    
    Now make your way back to the first area of the catacombs,
    once your back in the first area head down the hall, and head
    around the corner, there will be a type writer here so if you
    happen to have some ink ribbons, save your game. After saving
    head around the next corner and run as far as you can. There is
    a chasm in the floor and a panel on the wall besides you. Use
    the new crank we found and the whole damn chasm will shift its
    position. Now after the moving is done head across and enter the
    door at the very end of the hall.
    
    In this new area, run ahead and head up the screen, you will
    see a HUGE rock here, get near the rock and then head back down
    but before you can get completely down the whole damn rock will
    start moving. Now you have to dash towards the alcove before the
    rock crushes you. After you've reached safety and the boulder
    has passed. Head back to the area where the boulder once stood
    and check the cavity in the wall behind it. You will find some
    FLAME rounds for your grenade launcher here.
    
    A hunter would have walked into the room by now, dispose of it
    and head for the area where the boulder crashed into the wall.
    There will be a gap there now, head through it and enter the
    door at the end of this gap. Boss fight time.
    
    
    BOSS FIGHT 4 : BLACK WIDOW
    --------------------------
    
    Do you remember those big ass spiders we fought in the guard house
    area, this is just the same, except its way bigger then them and
    it will take a lot more ammo to kill this bad boy. But the basic
    fighting routine is the same, and yes this one can also poison
    you so you have to be on guard. Okey, so this is the fight
    situation, besides the door you entered from, there is one more
    door in this area but it is covered with spider webbing's. Now
    on the top corner of this room there is a combat knife sitting
    on a barrel. You can Finnish this fight in 2 methods.
    
    METHOD 1
    --------
    This is the manly method, take out the colt python or the shotgun
    which ever suits you more and start shooting the spider, note that
    there is a very high chance of you getting poisoned during this
    battle but we'll find a blue herb after wards so dont worry about
    it. So, the boss moves really fast and can poison you, but its
    general attack does not do that much damage, so you can easily
    stand toe to toe with it and emerge the victor. After killing it
    about a thousand small spiders will come out of it, dont bother
    with them, just exit out of this area and come back in again and
    they will disappear. Take the combat knife and cut the webbing's
    on the other door. Enter it after wards.
    
    METHOD 2
    --------
    This is the very dangerous but fast method, the trick with this
    one is that you ignore the boss, immediately go and pick up
    the combat knife off the barrel and start cutting away at the
    webbing's, the boss will be right on your ass attacking you ever 
    so frequently, so just hope to god that you can cut the webbing's 
    before the boss cuts you. After the door is completely open enter 
    through it.
    
    ---------
    
    
    After the fight is over ony way or the other and you've gone
    through the door with the webbing's on it, once you get to the
    other side head towards Jill's left hand side and enter the door
    at the end of the hallway, this is a save room, and there's an
    item box in here to, save your game if you wish to and if you
    were poisoned in the previous boss fight there is a blue herb
    in this room as well. Also a first aid spray and an INk ribbon
    are present. Sort your inventory again, place the older crank
    in the item box but keep the new one, also take out the DOOM 
    BOOK 1. Then save your game if you wish and exit out of the 
    door we came in from.
    
    Now run to the opposite end of the hallway and enter the other
    door at this end of the hallway, in the next area head up the
    screen and continue down this path, you will see another boulder
    at the end, but dont get near it, instead near where there is
    a chasm on the upper wall, use the new crank on the hole three
    times so the chasm shifts to the left side wall. Now head for
    the boulder and trigger it, enter the safe area and let the
    boulder pass you, then check the area behind it and you'll find
    a second MO disc. After that head to the chasm on the wall we
    just created and enter the door there.
    
    Inside, you'll run into another small puzzle, there is a patch
    of light at one place in the room, if you walk over it a small
    part of the wall rises up to show something behind but it closes
    as soon as we move off the light. There is also a moveable statue
    in the room but its stuck with a wall so we cant push it in a
    general direction. There is ALSO a hole in the wall for a crank.
    
    First use your crank on the hole and a part of the wall will come
    out entirely, remember that part, now use the crank again to make
    the wall go back inside. Now push the moveable statue to where the
    wall came out of and THEN use the crank, the statue will move
    along with the wall. Use the crank again to restore the wall to
    its original state and the statue will be push able in all directions
    now. Push the statue over the patch of light and take the item.
    Its the DOOM BOOK 2.
    
    Now we have 2 doom books in our inventory, exit out of this room.
    Head back to where we entered this room from originally but this
    time head down the path, take the elevator at the end of the path.
    
    You will come out in an open area with a few herbs near you, use
    them to restore your health if needed, then run to the center of
    this courtyard like area and you'll see a big fountain with two
    holes on either side, which shapes of an eagle and a wolf.
    
    Now check your doom book 1 from your inventory, and rotate it so
    that the part where the pages are visible is in front, then press
    the action button again and the book will open up revealing a
    EAGLE MEDAL inside it. Do the same to the other book for the
    WOLF MEDAL. Now use the two medals on their respective holes on
    the sides of the fountains and another FMV will begin. The
    fountain will open up revealing a elevator.
    
    Head to the elevator and take it down, we're about to enter the
    final parts of the game, the Labs.
    
    
     #############################
    #                            #
    #       UMBRELLA LABS        #
    #                            #
    #############################
    
    
    Listen to the funky music and get ready, from where you exit out
    of the elevator run forward and you'll see a huge door and a
    ladder leading down. The door is closed and cannot be opened
    under normal circumstances. Take the ladder down. You will come
    in a small room with a item box in it. Take out both the MO
    disc's and put them in your inventory. Then exit out of the
    other door in this room.
    
    Your in floor B2 of the LAB, remember that for now. Allright
    in this room, run forward and you'll see some zombies, mind
    you the zombies at this place are much more stronger then before
    and the best method to kill them is by head shots with the shotgun.
    The handgun is virtually use less at this point.
    
    After killing the zombie, take note of the staircase leading down
    but dont take it yet. Instead head for the little passage to the
    left of it. There is a door here with the place "Visual Data room"
    but its locked, next to the door is a desk with the third and the
    final MO DISC. There are also 2 herbs in this area too. Take them
    if you need to, now head down the stairs.
    
    Now your in floor B3, remember that as well. Now from where you
    come down, there is a door right in front of you, enter it. In
    this next door again, enter the door right next to you. 
    
    In this room run forward and read the diary, its a sad read if
    you ask me, the diary will hint to the puzzle's answer, i'll
    just tell you what it is when we need to figure it out so lets
    head out of this room for now. Head to the main room of B3 floor
    now. Once back there run to the right of the area, and then enter
    the door on the same wall as the staircase, this is the computer
    room. First check the computer here.
    
    The computer will ask you to enter a user name and password.
    Enter the user name JOHN and password ADA. Then the computer
    will ask you to select floor. Select B2 and it will ask you to
    enter another password, enter MOLE. This will unlock the Visual
    Data room, after that select B3 on the computer, this will unlock
    another door we don't know about yet.
    
    Before exiting this room take the SLIDE's off the floor, now
    exit the computer room. Back in the main hall of B3, head back
    up the stairs to floor B2. Enter the visual data room which is
    now open. In here check the cabinet near the door we entered
    from for a story revealing file, afterward run to the far corner
    of the room where you will see a projector. Use the slides we 
    just found on the projector and you will start to understand what
    this all is about.
    
    Now check the small panel on the left wall to the projector and
    open it, press the switch in there and one of the pillars in this
    very room will move to reveal something shimmering behind. Take it.
    This is the LAB KEY.
    
    Now head out of this room and take the stairs back down to the
    B3 floor. Enter the nearest door again ( to the hallway with the
    door leading to John's diary room ), but in this hallway, this
    time run forward and enter the second door you come up to. 
    
    In here you will face several zombies, shotgun their heads off
    and when the room is clear of zombies take the file off the
    wall, it will reveal even more about whats going on. Then run
    past the HOT poster and at the far corner of the room you will
    find a strange machine. Use one of the MO disc's on it and it
    will give you a passcode. We dont know what this is for, for now.
    
    Now exit back to the previous hallway, this time head to the other
    end of the room and you will see a big door which is locked by
    three passcodes, we already found one of them but we have to find
    the remaining two. Exit back to the main hall of floor B3.
    
    This time head down the screen while dodging or fighting the 
    famous naked zombies down here, once your touching the south wall
    start heading towards Jill's left, you will run across a door that
    is locked from the other side and you can't open it just yet.
    
    At the end of this hallway you will find a huge door, you can open
    it with your new LAB KEY, discard it afterwards and enter the door.
    In the new area run forward and enter the first door you see on the
    left wall. You will come out in a small lab like room.
     
    In this room you will notice two moveable crates and a switch in
    the center, do you remember that little puzzle we did in the room
    with the suits or armor, we have to do the same here thing here but
    you should know that the switch is pressure sensitive and it will
    be triggered when you even walk over it. So carefully push the two
    boxes around the room till you have covered both the vent holes in
    the room with the moveable crates, after that is done, push the
    moveable stairs over the switch so that it is lined with the vent
    hole. Now climb up the stairs and enter the vent hole.
    
    Now you will come out in a small morgue, if you triggered the switch
    pre maturely then the poison that was spreading in the other room
    will also come in here through the vent. But we wont be here for
    long, in this morgue check the shelf in the far corner of the room
    to find more magnum rounds. After that check the other corner of
    the room to find another MO DISC machine, use the second MO DISC on
    it and you'll get the second passcode. Now exit the morgue via the
    only door here. You will come out in the main hall of floor B3.
    
    Enter the huge door we used the lab key to open. This time run past
    the lab door and run forward till you come at an intersection, there
    is a path heading up and one heading down and one door right in front
    of you. Enter the front door first, its a save room. Save your game
    if you wish and check the item box to reorganize your inventory.
    
    After that check the shelf in this room for an ink ribbon, now
    when your done exit this room entirely and head down the screen
    at the intersection. Enter the big doors at the end.
    
    You will come out in the first POWEE ROOM. In here you will come
    across the new type of enemy, the CHIMERA. In here run straight
    forward and make your way across the area while dodging the 
    chimera's and enter the door at the end.
    
    In the second power room, run straight forward, dont take any
    turns, and at the end of this straight path you will find the
    third and final MO DISC machine, use the final disc on it and
    you will get the final code. After taking it head back towards
    the starting part of this room and take the path turning left
    when you can, now continue down this pathway while dodging or
    fighting the chimera's and keep running till you reach the end
    of the hall, where a big door is waiting for you.
    
    Enter it, now your in the main generator room, and the noise is
    unbearable. In here run towards Jill's left and check the machine
    and you will turn the power back on to the blacked out areas.
    
    Now run back to the first power room, and continue towards the
    exit door as if we were exiting the power room area entirely.
    But from the main door, turn towards the left of the screen and
    continue down this path until you reach the end of it where there
    is a computer console on a wall. Turn that on and you would have
    turned the power back on to the main elevator.
    
    Now, exit the power room area entirely and head back to the save 
    room and save your game since we're about to face a big boss.
    Take the grenade launcher or Python (I prefer it) with all of
    its ammo if you dont already have it equipped and exit the 
    save room.
    
    This time head up the screen at the intersection and at the end
    you will find a huge elevator, turn the elevator power on by
    the panel on its side, and try to board it but before you can
    its good ol' Barry again, he comes in the area suddenly and after
    a little chat between Barry and Jill, they both decide to head
    down the elevator together.
    
    After you've reached down the elevator be prepared for an eye 
    opening scene as the traitor will be revealed. Its Albert Wesker, 
    the leader of STARS and he's the one who set them up. After some 
    talking Wesker  will order Barry to go up and he agree's like 
    a puppet. After that Jill asks him what umbrella want with Barry
    but Wesker says that he's just using Wesker for his own purposes.
    
    After that Wesker tells Jill that he'll show her the tyrant
    and stars walking with her towards the huge door behind him.
    But little did Wesker know that Barry was listening to his
    conversation, and he'll knock Wesker out with a blow to the
    head. After that Barry and Jill decide to check what wesker was
    talking about and they enter the lab.
    
    In here you will introduced to the Tyrant, the ultimate biological
    weapon, who is sleeping in the stasis tube. Barry tries to kill
    its life support but accidentally drains the water out of the
    stasis tube, the Tyrant comes to life and breaks through the
    glass, and knocks Barry out with a punch to the chest. After
    that it turns towards Jill and the fight is on.
    
    
    BOSS FIGHT 5 : TYRANT, first fight
    ----------------------------------
    
    This is the first fight with this big mother of a monster. As
    soon as this fight starts the first thing you should do is get
    some serious space between you two, since the tyrant is still
    weak and sluggish from its slumber it will not do any running
    attacks on you and will just walk slowly like Frankenstein.
    
    Take out the Colt Python from your inventory and after you've
    gotten to a good distance, start shooting at it, if it gets
    a little too close then retreat back a few more paces since
    its claw attack can do a massive amount of damage. This fight
    shouldn't last that long and the tyrant will go down after a
    few perfect aimed shots. The fight is over.
    
    -------
    
    After this fight is over run towards Barry and check on him.
    He will be just fine. Now exit the lab area to the room where
    you last saw Wesker. Once here wesker would have disappeared
    by now, and a triggering system has been activated. The mansion's
    self defense system is on and its going to blow. All we have to
    do now is find Chris and escape.
    
    Head back up the elevator and up here Barry will run off to
    the power room to find wesker, (he won't). When your back
    in control here run to the save room and save your game since
    its going to be your last save in the game. After that head
    back to the main hall of floor B3.
    
    In here, run in the hallway which had the triple coded door
    in it. In here head for the door and since we should have all
    three of the codes by now , the door will open. Enter the
    newly opened door. Inside run forward and enter the only other
    door. Another scene.
    
    Jill will finally meet up with Chris who has been locked in
    this little prison room thanks to Wesker, after the chit chat
    is done, escape this room and head back out the tripled locked
    door. Once here Chris will run ahead and tell you to hurry too.
    Now exit to the main hall of floor B3 yourself.
    
    Back here quickly head up the stairs to the floor 2F. Once here
    make your way to the room with the item box, here you should
    run into Barry, use the item box one last time and take out
    all the healing items from inside it, but be sure to keep
    ONE space free.
    
    Once your done sorting out your inventory for the final time
    head up the small ladder back to the first room we came out
    of after using the eagle and wolf medals. Remember.
    
    Here your entire party will reunite, I mean Chris Barry and
    Jill. See the huge doors in front of you, they were locked
    before but the triggering system has unlocked them. Enter
    those doors and run forward in the linear hallway. In the
    middle of it you will have a little scene in which Brad will
    automatically contact the radio and start saying that this is
    his last call, if there is anyone listening give him some 
    sort of sign since he's running out of fuel.
    
    After the scene is over run to the end of the hall and you
    will find an elevator here, its battery socket is empty but
    luckily there is a battery just s foot away from it. Take it
    and put it in the socket. Another scene will start now, Chris
    and Barry will stay down to take care of the approaching 
    monsters and will ask Jill to go up and signal Brad.
    
    By the way you now have only three minutes before the entire
    mansion explodes. Jill will automatically take the elevator
    and make it to the roof of the mansion. From where you come
    out of, there is a box right next to you, check it and you
    will find a FLARE inside. Use it anywhere and Jill will fire
    it signaling the chopper to come down.
    
    The chopper will arrive safely, but before it can land entirely
    a corner of the roof breaks from the inside out and the angry
    Tyrant jumps to the roof. Its time for the final boss fight.
    
    
    
    BOSS FIGHT 6 : TYRANT, final fight
    ----------------------------------
    
    This is it folks, the moment of truth, this is the final
    boss fight of the entire game and its based on a strict
    time since you have less then two and a half minutes to
    finish this one, there are two methods you can proceed.
    
    Method 1
    --------
    Take out the Colt Python, and start blasting away at the tyrant
    with it, now that the tyrant is fully awake from its sleep it
    will run towards you at great speed and do a running claw
    attack which will damage you a whole lot. Use a herb immediately
    after this sort of attack. Continue your firing on the tyrant
    while dodging its claw and keeping an eye on the timer, after
    you've hit it sufficiently, Brad will drop off a Rocket Launcher
    from the helicopter and will ask Jill to destroy the monster.
    Do so, take the Rocket launcher from the center of the helipad
    and take a good aim at the tyrant. Fire one and its all over.
    
    Method 2
    --------
    If your less on ammo then use this method, from when the boss
    fight starts, you start running around in circles, and make
    sure that the tyrant doesn't get you, keep an eye on the
    timer, we have to keep on running till only 30 seconds are
    left on the clock. Once the time reaches there Brad will drop
    the Rocket launcher from the chopper anyhow. Grab it and
    quickly kill the tyrant since the time is running out.
    
    ----
    
    The tyrant will look towards the chopper as the huge Rocket
    flies towards it, it strikes the tyrant and blows him up into
    small pieces. The fight is over. The chopper will come and
    land now and it will take all the remaining members to safety
    before the mansion explodes.
    
    If you have been following this walkthrough then you should
    have both Chris and Barry with you and you will now view the
    best ending for Jill.
    
    The chopper flies off right as the mansion explodes under it.
    Jill, all tired and exhausted, falls asleep on Chris's shoulder
    who is still thinking about the whole incident. He looks at
    Barry who is checking the chambers of his revolver, probably
    for the next encounter. The chopper flies off into the sunrise
    and the game is over.
    
    
    END..
    
    
    
    
    ****************************************************************
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    (___ |  ) |  ' | __)      |  ' (__/_ (__|  |  | (__/_ |_, (__|
    wtrc
    
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     #############################
    #                            #
    #       THE MANSION          #
    #                            #
    #############################
    
    
    The game will start off with a little prologue and then you will
    be shown the opening FMV, black and white or color that depends
    on the version of the game your playing, any way, during the
    opening FMV, the ALPHA team finds the downed chopper of the
    BRAVO team, but they are soon attacked by some un dead zombie
    dogs who kill one of their members Joseph Frost immediately.
    Chris Jill Barry and Wesker make it to an abandoned mansion in
    the middle of the forest. Barry suddenly disappears from the
    main entrance of the mansion. Jill Chris and Wesker are the
    only one's left now.
    
    The game starts off in the main hall of this gigantic mansion.
    Chris and Wesker speculate that Barry didnt make it and Jill
    mourn's his death. Suddenly a gunshot echo's through the halls
    Wesker asks Chris to investigate it out, Jill tells him to be
    careful and just like that Chris walks off to the door where
    the noise came from alone.
    
    You will come into the Dining room, first thing you'll notice is
    that Chris has less inventory space compared to Jill and he does
    not have his handgun, only a combat knife. Now run forward in the
    direction where the grand father clock is, ignore the EMBLEM on
    the corner for now, enter the door on the right wall.
    
    In here, run down the screen, and head around the corner of the
    hall. Here you will have a scene, a zombie is eating one of the
    BRAVO team members, Kenneth. The head of Kenneth falls off and
    the zombie suddenly faces Chris. S***.
    
    Unlike Jill, we dont have a handgun and fighting with the knife
    is hard as hell so screw this zombie, quickly check on the dead
    body Kenneth three times to get 2 handgun ammo clips, you should
    be able to do this before the zombie can turn around completely.
    After taking the ammo, quickly rush back to the door of the
    Dining room. Back in the dining room, head straight for the main
    hall area.
    
    Once in here, you will see Wesker and Jill have disappeared, Chris
    finds Jill's gun on the floor and takes it. Now where the hell did
    those two go. Once your in control of Chris and we can explore this
    huge manor completely.
    
    Quickly, head up the grand staircase to the second floor of the
    mansion. Up here, turn to the right side and dash towards the door
    you see on the right wall but dont enter it, instead head south of
    THAT door and you will find another door in the corner. Enter this
    one. In this small area check the shimmering thing right behind you
    its a SMALL KEY.
    
    NOTE : Where Jill could use the lock pick to open all sorts of
    desks and some doors, Chris will need small keys for the desks
    and he will find an entirely new mansion key for some doors.
    
    After taking the small key, head forward and enter the door near
    the big spots of blood on the floor. In the balcony area run forward
    and check the dead guy, he is Forest Speyer, another member of the
    BRAVO team, he may or may not hold a clip of handgun ammo on him.
    No grenade launcher, sorry.
    
    Exit back to the 2F main hall of the mansion. Once your back here
    head towards the other door on the right wall, the one north of
    the balcony room. Inside you'll come in a Red hall. Remember that
    name. Since we'll be using it a lot.
    
    In the red hall, run forward and you'll spot one door, which is
    locked. There may be a zombie straight forward, shoot it with the
    gun until its down, then head around the corner, there is a big
    door in the center area but its locked too. Head around the other
    corner and you'll run into another zombie here, there are two
    doors on this side of the hallway. Only one is open, which is the
    one at the very corner. Enter it.
    
    In this room, run forward and take the botany book off the table
    and read through it. It will tell you about some basic herbs.
    Then exit through the only other door in this area. You'll come
    out in a small area with stairs leading down to the first floor.
    
    Run forward, dodge any zombies you see here, and take the stairs
    down to the first floor, from where you come down the stairs, kill
    the single zombie in this room and take the herb in the area 
    behind the stairs, there's a door here too. Enter it.
    
    This is the first save room of the mansion, officially. In here you
    will find a CHEMICAL near the item box, take it and place it in
    the item box for safe keeping. Also put the combat knife in the
    box permanently and take out any clips inside it. Afterwards exit
    back to the previous area. We just came here for the chemical.
    
    There is another door here but its locked from the other side so
    forget about it. Head back up the stairs, you cannot enter the
    red hall from the same door we used to get here since its knob
    is broken from your side. Instead check the door directly north
    of the one we came FROM. The one behind the zombie standing here
    and you will directly go out in the red hall.
    
    From the red hall make your way back to the 2F main hall of the
    mansion. Once back here, head directly to the left end of the
    second floor and enter the double doors at this corner.
    
    You will come out in a area which over looks the dining room. In
    here you will immediately see a statue on the right side with a
    zombie behind it, you can kill the zombie easily. After killing
    it start pushing the statue upwards into the screen until you have
    it in line with the part of the railing which is broken. Push the
    statue down the broken part and it will crash into the dining room.
    Forget about it for now.
    
    There is another zombie in here but its easy to avoid. Now head
    for the only other door in this area and enter it. You will come
    out in a green hall.
    
    In here run forward and around the corner, you will see a stair
    case leading down but you can take it from the other side of the
    room, and there are 2 or 3 zombies in the way, these zombies will
    not bite you but instead throw acid spit on you if you get close
    to them so its easy to dodge all of them even though the hall 
    itself is quiet cramped. Dodging is the best thing since you wont
    have much ammo at this point, head around and take the stairs down
    to the first floor.
    
    Down here head for the area behind the stairs, ignore the zombie
    here and immediately enter the door here. You'll come in the
    medical room, remember this name for later on.
    
    In here you will have a little introduction to Rebecca Chambers,
    probably the only survivor of the BRAVO team alive in the mansion.
    She will tell a little about their crash, when your talk scene is
    done run forward and take the MANSION KEY off the bed, check it
    from your inventory menu and rotate it and it will turn into the
    SWORD KEY. This is a save room but you probably dont have an
    ink ribbon, save if you do. Use the item box to take the CHEMICAL
    we found in the other save room out and put it in your inventory.
    
    When you try to exit Rebecca will ask you if you want her to come
    and help, select whatever you want, it won't make a difference in
    our game.
    
    Now exit the save room, back in the previous hallway, head down
    the screen and run around the pillar dodging the zombie here, it
    can easily be done believe me. At the end of the hall you'll run
    into two doors, the one on the right wall is locked and we cant
    open it yet. Enter the only other door.
    
    You'll come out in a white hall. In here ignore the path heading
    left for now and run down the screen, you will see another path
    heading down the screen with a zombie there, if you can lure the
    zombie to the open area and dodge around him, run down the path
    and enter the door at the end. You will be in a garden and the
    loud sound of the water machine is pretty apparent.
    
    In here there is something on the other side but there are deadly
    vines in the water who wont let you go past, so head for the water
    pumping machine and use the chemical we have on it. The wines will
    quickly die. Now head across the area without any fears and take
    the other MANSION KEY off the wall. Check it in your inventory to
    turn it into the ARMOR KEY.
    
    NOTE : Besides that there are also quiet a few herbs in this room
    so you should automatically remember the location of the room in
    case you need some emergency herbs and you dont have any in your
    inventory.
    
    With the new key in hand, head back to the white hall. In here 
    run back to the door we originally came in here from and head
    back through it again. Back in the previous hallway, this time 
    check the door on the right wall and you can open it with the
    ARMOR KEY. Enter it.
    
    Inside check the shelf on the right of the entrance and you'll
    find a handgun ammo clip and a BROKEN SHOTGUN. Take these two
    items, also check the desk in this room too, if you still have
    the SMALL KEY then you can open the desk to find some SHOTGUN
    SHELLS. Really important these.
    
    Your inventory should be around full now so head back to the 
    medical room and dispose of the broken shotgun and the shells
    in the item box. Now head all the way back to the white hall.
    
    Once back here, this time head for the hall leading off left, on
    the way you'll notice a small path heading off in the wall with
    a zombie in front of it, there is a door there but its not our
    concern for now. Run further down the hallway, there's a door at
    the end of the hall and one on the right wall, you can enter the
    one on the right wall thanks to the ARMOR KEY. Enter it.
    
    In here, take the handgun clip off the bed, then head around the
    bed to where the desk is. Check the file here but before you can
    a zombie will break through the closet behind you and try to eat
    you. Kill it quickly. Now check the file, its the keepers diary
    who I think we just killed. Check inside the closet and you will
    find another box of shotgun shells. Take all these and exit back
    to the white hallway.
    
    Now check the door at the end of the hall, you will unlock it
    from your side, head through it. You will come out in a familiar
    area, this is the Kenneth hall, where we saw the first zombie in
    the game. Head through the door which leads to the Dining room
    at this point. In the dining room check the area with the rubble
    of the statue we pushed off the second floor, take the shimmering
    blue item, its a BLUE JEWEL.
    
    Now head back to the kenneth hall and back to the white hall
    from there. This time head for the small area in the wall and
    enter the door at the end of it. Inside you will see a statue of
    a tiger head, use the BLUE JEWEL on it and the statue will turn
    around revealing an important item behind it, its the WIND CREST.
    
    After taking it head back out to the kenneth hallway, this time
    head up the screen to the part we haven't check yet. At the top
    corner of this room you will find 2 doors, the big one cannot
    be opened from this side, but you can open the red door with the
    SWORD KEY. Enter it, its a piano bar.
    
    In here run around the piano and move the shelf that can be
    moved, behind it you will find some musical notes. Take them and
    head for the piano keys area. Use the musical notes there. The
    game will tell you that Chris does not know how to read music.
    But fortunately Rebecca walks in, she takes the lead and attempts
    to play the piano with the musical score. But she isnt perfect.
    She will ask you to let her practice for a while, select yes and
    exit out of the piano bar.
    
    We'll come back to Rebecca in a little while. Now make your way
    to the Dining room and back through it to the Main hall. Once in
    here head exactly opposite of the dining room door and enter the
    big blue doors you see here. You will come out in an art gallery
    or some sort. In here you'll see a statue in the middle of the
    room, behind it is a moveable staircase, move it so that it comes
    in line with the back area of the statue, then climb the stairs
    and take the map of the first floor off the statue.
    
    Check the door and open it with your SWORD KEY. The game will
    tell you that the key is useless now, so discard it. But dont
    enter through the door just yet. Instead push the small cabinet
    which is blocking an inlet area in this very room. After pushing
    it out of the way, head to the area behind it and at the end you
    will find a zombie playing dead. Just run into it so it grabs
    Chris's ankle, it'll die automatically. Check the area behind it
    to find some INK RIBBONS. Now head back to the main art area and
    enter the door we just unlocked.
    
    In this hall, run forward and before you can turn around the bend
    a dog will break through the window, kill it right now, then turn
    around the corner, another dog will break through another window
    kill this one too. Now on the second side of the hallway you'll
    see three cabinets on the right wall, the center one can be moved.
    Move it UPwards in the screen and you will find a handgun clip
    under it. Take it then enter the door at the end of the hallway.
    
    WOWZERS.. DETAIL!!.. lol. 
    
    In this strangely shaped hallway, first take the herb and heal
    yourself if your hurt, then open the red door with the ARMOR KEY
    and enter through it, you'll come out in an open area with a
    fence around it and some zombie dogs lurking outside the fence.
    On the other corner of this room are some herbs but if you try
    to get to them the dogs will jump the fence and will attack you.
    So ignore this area completely. Back to the hallway.
    
    Now continue to run down the hallway and enter the first door
    that comes in line, its a toilet and there's nothing in it.
    Back to the hallway, once back here continue your way down the
    hallway admiring the paintings along the way, at the end of the
    hall you'll run into two doors, a double door on the left wall
    and a single door on the right wall. Ignore the single door for
    now and enter the double door.
    
    In here you'll come in a dark hallway with a zombie in front of
    you, kill it ASAP. Then take note of the two doors on the left
    wall, one's brown and one's blue. Ignore both of them for now,
    and head down the hallway, there's only one door on the right
    at the far corner and a small path leading off to another far
    door on the left wall. Enter the door near you first.
    
    You will come out in another art gallery of sorts, but there
    are a dozen or so crows sitting on the poles above, they wont
    attack you how ever. This room is a puzzle room actually, check
    the first painting in front of you when you enter and it will
    say something like from birth to death something.
    
    Now head around the corner and head to the end of the hallway, 
    along the way you'll see paintings with stages of a man's life 
    on them. At the end is a single paining, dont touch that one yet.
    
    Now start checking the paintings in order from birth to death.
    First check the new born baby, there's a switch at the bottom,
    press it. Then check the infant, then the lively boy, then the
    young man. Then the middle age'd man. Then the old man and after
    that finally check the final painting at the end of the hall, 
    if you checked the paintings in the right order then it will fall 
    off revealing a STAR CREST , take it. If you didnt do the 
    paintings in the right order then you'll be attacked by a dozen 
    or so wild crows. Exit back.
    
    With the crest in hand, this time head to the small path leading
    off to another door, kill the zombie along the way and enter the
    steel door at the end. You will come out in an open area with
    some zombie dogs in it, kill the dogs if you wish or just avoid
    them and run to the very end of this area, there will be another
    steel door but its locked, check the panel next to it and you'll
    find a small poem, you have to place the 4 crest's in here for
    the door to open. We've already found two of them, so if you
    still have the two in your inventory or just the one we picked
    just now, enter it in the panel. Now exit back to the dark hall.
    
    Back here, remember the two doors on the right wall, unlock the
    blue door from your side and enter through it, you'll come out
    in a familiar place, this is the hall which has the door which
    leads to the first save room, where we got the CHEMICAL from.
    Head back in the save room and re set your inventory, save your
    game if you wish, take out the BROKEN shotgun from the item box
    and place it in your inventory. You'll know why. Exit the save
    room and head back to the dark hall.
    
    Once back here, take the door we originally came in here from,
    and this time head to the single door I told you to ignore at
    first. In this new area just run for the other door and enter
    it. You'll come out in a trophy room or some sort, in the far
    corner of it is a shotgun on a rack, take the working shotgun
    and place the broken shotgun in its place. With the shotgun in
    hand now, exit back to the previous hallway, in fact make your
    way back to the save room where we got the CHEMICAL from.
    
    In here, place the shotgun in the item box for now, make sure
    that you have the ARMOR key with you and exit the save room.
    Head up the stairs to the 2F and make your way to the red hall.
    Once back in here, head around the corner and open the big door
    in the middle with your ARMOR key. Enter it. 
    
    You will come into a display room full of suits of armor. There 
    are 2 move-able statues, 2 holes in the ground and one switch in
    the center, so what do we do. 
    
    Obviously, first push the two move able statues over the holes
    and make sure they're properly covered, then press the switch
    in the center and you will see one of the display cases at the
    end lowering, check behind it and you'll find your third crest
    the SUN CREST. If you didnt cover the holes properly then the
    area will begin filling with poisonous gas causing serious harm.
    
    Back in the red hall, check the only one door we haven't checked
    so far, it will unlock with the ARMOR KEY, Dont bother entering 
    this room for now, as we dont need to. Put the ARMOR KEY in the
    item box next time you reach any.
    
    With the sun crest in hand, its time to make another stop at
    any suitable save room, and put this crest in the item box
    as well. Now it time to check on Rebecca, so go and check on
    how she is doing at the Piano bar. But before you go there.
    Head for the dining room and take the wooden EMBLEM off the
    place where it is. Now head for the piano bar.
    
    Once you reach back there Rebecca will tell Chris that she
    practiced it and she starts playing the piano again, she plays
    is perfectly and when she's finished a corner of the wall in
    the bar will rise up to reveal an area behind it. GO there,
    you will find a small statue with a gold EMBLEM on it, if you
    take the gold EMBLEM then the path closes again, so after taking 
    it, place the wooden EMBLEM in its place, now exit back to the 
    dining room and place the gold EMBLEM where the wooden one used 
    to be. The grand father clock will move aside and reveal a 
    shimmering item behind it. Check it its the third MANSION KEY. 
    Check it from your inventory menu and it will turn into the 
    SHIELD KEY.
    
    After taking the shield key, head back to the main hall of
    the mansion, and take the grand staircase to the second floor.
    Head back into the red hall, and enter the final door we opened
    with the ARMOR KEY. Inside run forward and take the 2 green
    herbs from the center area, we'll need them. Run a bit more
    forward and you will see the dead body of Richard, another former
    BRAVO team, his body has some huge teeth marks on it.
    
    Enter the door at the end. In this small area quickly run ahead
    ignoring the zombie AND the path leading off to the left entirely
    and climb the stairs, check the door and open it with the SHIELD
    KEY, the key is useless now so discard it.
    
    Enter the attic, once in here run forward and a HUGE ass snake
    will come out of a hole in the far corner of the attic, there's
    something important where the snake came out of, but for now.
    This boss fight just started.
    
    
    
    BOSS FIGHT 1 : YAWN, the first coming
    -------------------------------------
    
    This will be your first, but not the last fight with this big
    ass snake, now the fight will start with the Yawn coming out of
    a hole in the back side of the attic, if you have quick eyes
    then you would also notice that there is another CREST behind
    the yawn, you should take note that even a single attack from 
    this snake can inflict poison status on you, but dont worry 
    about that, it will just lead to another scripted event.
    
    If we were playing with Jill, this fight would be alot easier
    but Chris has some serious issues, so the only method I would
    advice you to take against this boss is the run quickly and
    grab the crest method.
    
    This is my kinda method, as soon as the boss fight starts, you
    should take note of your surrounding, right in the middle of
    the attic is a pillar, now what you want to do is lure the snake
    so that it tries to go around the pillar, now dash for the CREST
    and take it, getting out will be the harder part but you should
    manage to do it, take the box of shotgun shells before exiting
    and escape the attic without firing a single shot.
    
    -------
    
    Back outside the attic, drop down the small stairs, IF you were
    bitten by the snake during the course of the battle then you
    will have the following scene, otherwise the game will proceed
    normally as if nothing happened.
    
    Chris will collapse because of the poison, Rebecca will walk in
    and notice Chris, now its her job to find some serum for him.
    We will take control of Rebecca for a little while now, do you
    remember the medical room where we first met Rebecca for the
    first time ? Sure you do, head there.
    
    Once you've made it all the way to the medical room, check the
    shelf with bottles on it and Rebecca will find the serum, take
    it and its time to head back to Chris. Once your back in the
    room Chris is in, Rebecca will automatically give Chris the serum 
    and Chris will wake up in a little while. After some more chit 
    chatting with Rebecca, she will run off again and you will be 
    back in control of Chris.
    
    Curing poison is one thing but if you had any physical damage
    during that battle and your status went from good to bad then
    it will still remain after the scene, use the herbs we found
    in the Richard hallway to cure yourself.
    
    Now we have all the crests we need. So make your way to the
    CHEMICAL SAVE ROOM, it should not be terribly far from your
    current position. Once your back there, take out all of the
    crests from the inventory. They should be 4, three if you
    placed one earlier in the panel.
    
    Now head to the dark hall and to the steel door, head back to
    the panel and use the remaining crests on the panel, once all
    four are placed inside it. The door shall unlock.
    
    Enter through it, you'll come out in a small shed, here walk a
    bit forward, you'll see some moveable stairs, move them to the
    wall on the right side where there is something shining in a
    high place, align the stairs with that and climb them, you
    will find a CRANK up there. Take the crank, and exit out of the
    double doors, the only other one's besides the one we came in
    from in this area.
    
    
    
     #############################
    #                            #
    #        THE GARDEN          #
    #                            #
    #############################
    
    
    You will come out in a garden area, here you will see 3 zombie
    dogs, ignore the path heading right of the screen for now and
    head down the screen, around the bushes and enter the gate at
    the other end.
    
    In here, run forward and you will be blocked by a small lake,
    head to the right side of the lake and at the end you will
    find a small control box with a hole for a crank in it, use
    the crank we just found here and you will see the water falling
    down in the other direction, now the path is clear. Head back to
    the starting area of this room and you will see a ladder leading
    down where there was once water, climb down the ladder, run 
    through the now empty area, climb the ladder up on the other end
    and start dashing straight. Small poisonous snakes will start
    falling down from the trees above, but ignore them, its very
    easy. Keep running till you reach the end of the walk way and
    a small elevator. Take it down.
    
    You'll enter a wide courtyard, you should take note of a few
    things here, first off you will notice that the water fall
    that we have just created by using the crank is blocking
    something behind it, you cannot see what it is until we do
    something about the water. Also in the far wall of the place
    you'll find a second elevator but its battery is taken out,
    so you'll need a battery to get it working.
    
    Besides that there is just one door you can go through, oh
    and did I mention that there are some zombie dogs here too, 
    they are easily avoidable so ignore them and head through
    the door. Another straight walk way. You will find some
    herbs near the door we entered from.
    
    Run forward and turn the corners, until you reach the very
    end of the walk way, where a door is waiting for you, oh
    and there will be some zombie dogs in here too but thanks
    to the wide area's you can easily dodge them. Enter the single
    door at the end and you'll enter the guard house area.
    
    
    
     #############################
    #                            #
    #        GUARD HOUSE         #
    #                            #
    #############################
    
    In the first area of the guard house, run forward and take the
    herbs if you wish to, now continue to the path heading right 
    while taking note of the moveable statue near the door we
    entered from. You will see three doors clearly visible, also
    there is a path heading off somewhere to the right, its got
    a door at the end too, but along the way there is a hole in
    the floor, if you cross over it a vine will come out of it and
    strangle Chris for some health loss.
    
    Push the moveable statue all the way over this hole and this
    problem will not happen again voilah. Now then, its time for
    some exploring. From the entrance of the guard house, enter
    the first door on the right wall. This is a save room with
    an item box in it, on the shelves near the type writer you
    will find a first aid spray and a handgun ammo clip. Take all
    those, now save your game if you wish. Also re configure your
    inventory from the item box, put the handgun and all of its
    ammo in the item box and take out the shotgun and any shells
    that you have. The shotgun is our primary gun for now.
    
    Once your done, exit the save room, back in the hallway, enter
    the door right in front of the save room door on the left wall.
    This is a dorm room. Enter it. Once inside, immediately to
    Chris's left is another door, enter it, it will take you to
    the bathroom of the dorm. In here, drain the tub of all the
    water and then check. There's a C.ROOM KEY inside it. Take it
    and exit back to the dorm room.
    
    Back in the dorm room, run forward and kill any zombies you
    see here, take the RED BOOK off the bed, if you happen to
    have found any SMALL KEY's that I haven't mentioned here then
    use one of those to open the desk to find some shotgun shells.
    There's also a small key in this room, search for it.
    Now exit the dorm room.
    
    Back in the hallway, this time head up the screen to the big
    red doors on the top. Enter them, once in here you'll be in
    a bar room. Immediately head UP the screen from where you
    enter, take the ink ribbons off the round table and the handgun
    ammo off the barrel. Now head back towards the door, but dont
    enter it. Instead head to the DOWN area this time, turn to
    where the pool table is, check all the 4 sides of the table
    and you'll find a code on one of them. The code can change
    from time to time so remember it. I cannot tell you what it
    might be specifically.
    
    Now exit back to the guard house main hallway. This time head
    for the area where we pushed the statue to cover the vine, and
    enter the door at the end of that path. You will come out in a
    new hallway, lets call this one BROWN hallway for now.
    
    In the brown hallway, run forward and enter the first door you
    come across, you'll come out in another creepy room, now from
    where you come out, you'll see another door with a panel next
    to it, go to the panel and enter the code we just found on the
    table. The door will unlock, but dont enter it yet. Instead 
    head to the other end of the area. You will see 2 doors and a
    path heading off left. Both the doors can't be opened yet so
    head to the left area. At the end of this area is a wild bee's
    nest and a key under it. Take it. Its the DORMITORY KEY.
    
    Exit back to the brown area quickly after picking this key up
    since it will trigger the bee's to come out of their nest and
    attack you, they can inflict poison damage so be quick.
    
    Back in the brown hallway, head further down it and at the end
    you'll find another door, ignore it for now and move the statue
    near it, behind the statue will be some herbs, take them or not
    depending on what your current situation is. Now use the key we
    picked up to open the door, discard the key and enter the door.
    
    In here, dont bother entering the dorm bathroom as there is
    nothing inside. Head down to the bed area and check the file on
    the bed, its the Plant 42 report. Read it, and if you do have
    (highly unlikely) small keys then use one to open the study desk
    for more shotgun shells. Then push the two move able shelves in
    the far corner of the room to reveal a ladder heading down  
    behind them. Head down it.
    
    PS. You will also find the dormitory map here.
    
    In this off colored straight hall, run forward, and keep running 
    you'll see three wooden boxes along the way. At the end your path 
    will be blocked by some water, and you have to think or some other 
    way to get past it. Wood floats in water doesnt it ?.
    
    Now, you have to do the most boring task of pushing the boxes 
    until they are placed in the water, this can take alot of time 
    so dont go to sleep. After you have successfully done that, you 
    would be able to cross the boxes, which are now formed as a 
    bridge, and cross over. At the other side keep running till you 
    reach the end of the hallway, you will see that the water level 
    has risen alot. Enter the large doors at the end. You'll enter 
    the Water tank. Be aware.
    
    In here quickly run to Chris's right, dont run up the screen
    for the love of god, on your way down enter the first door that
    you see on the south wall. In here run forward and you will see
    some huge roots, I bet there's an equally big plant above it.
    There's also a small key in this room, take it and exit back
    into the water tank. Remember the location of this room.
    
    This time run straight ahead from where you come out, you will
    spot two doors on the far wall, but before that you'll probably
    be attacked by a big shark, the door on the right cannot be
    opened normally so ignore it, open the one on the left with the
    C.ROOM KEY and enter. In here first use the flashy light panel,
    this will dry out the water from the entire area, after that
    check the second panel near the door we came in from and you
    will hear a distant lock sound. Now exit to the water tank and
    enter the door on the right which should be open now.
    
    Yhis is a small storage room, even though most of the equipment
    here has been ruined by the water, you can still find 2 boxes of
    shotgun shells and 2 handgun clips, also take the shining item
    in here, its another DORMITORY KEY. Now exit the water tank.
    
    Infact make your way to the dorm room we originally came down
    the ladder to this place from, once your back in that room exit
    into the brown hallway.
    
    Once back in the brown hallway, go and enter the first door we
    entered originally again, this time run forward and among the
    two doos, open the small one with the key we found and discard
    it. Inside is another dorm room. Make sure your shotgun is 
    equipped and loaded.
    
    First head in the dorm bathroom, in here kill the single zombie
    and take the handgun ammo clip off the sink, then exit back to
    the room, in the room run forward and at the far end check the
    book shelf. Take the white book out of the red row, its a file
    too. Its the V-JOLT file, remember it well. Now place the RED
    BOOK we've had in our inventory in this row and the red row is
    complete.
    
    Now another shelf will move showing you another hidden door,
    head inside and you'll see another scene. Chris will see plant
    42 inside. But the plant grabs Chris and start so suck the life
    out of him. Suddenly Rebecca walks into the area, Chris tells
    her about the plant roots and throws the V-JOLT file to her
    automatically. Now Rebecca exits the area and we have to make
    something to kill the plant roots.
    
    NOTE : This is worth noting that Rebecca's appearance here is 
    determined by what you told her when you met her for the first
    time in the mansion medical room, if you told her to stay there
    and dont help then she will not come and you will have to kill
    the plant boss as Chris's, which gets very hard. But if you
    said yes then Rebecca WILL appear, and with this root thing it
    will make the boss easier.
    
    So, according to the file we have to make this chemical by
    mixing together several different chemicals which can kill
    the plant root in a little while, but where's the chemical
    room. Do you remember the door we opened with the code we got
    off the pool table but didnt enter it before, well that is
    your chemical room, enter it as Rebecca.
    
    Inside, first take about three empty jars, then check where 
    each of the chemicals are, here's a explanation.
    
    So basically what you have to do is make the desired chemical
    that you can create the right chemical. Check on the writings
    written on either side of the chemical room and it will tell
    you what the right orders of the chemical you want to mix are
    also it will tell you about the chemicals.
    
    Note that WATER is UMB 1 and you can get that from the sink
    all you want, the remaining two chemicals are on the shelves
    for you to take. I wont spoil you or tell you what you want to
    do here step by step since its already easy enough.
    
    --
    
    Once you have the desired chemical in your hand, and you are
    playing as Rebecca dont forget that, quickly exit to the brown
    hall, and make your way to the door at the end of the hall. Take
    the ladder down to the underground area, and head into the water
    tank area. Remember the room where we saw those huge roots ?.
    
    Head inside that room and use the V JOLT while standing next to
    the roots, they will contract and die. Rebecca automatically
    exits the room. The action now shifts to the above floor.
    
    
    BOSS FIGHT 2 : PLANT 42
    -----------------------
    
    Now the plant will let go of Chris Redfield and compress itself
    as if its dead, but when Chris gets up the plant comes back to
    life again, and we have to kill its upper part to finish it off.
    The boss itself is quiet easy as all you have to do is shoot 
    at it a couple of times, the shotgun works best against this 
    boss.  While fighting him be sure not to stay in the same place 
    for a long time because the boss will hit the ceiling and cause
    some of it to fall down on where you were standing. The best
    method to fight this boss is to fire a shell, then run around
    a bit, then fire another shell, then round around a bit more.
    Repeat the steps until the fight is over.
    
    
    ---
    
    After the plant has been killed, move to the fire place in this
    room, and check in it, you will find the final MANSION KEY which
    is actually the HELMET KEY upon further checking, now exit through
    the big double doors in the plant room. You will come out directly
    in the previous greenish room.
    
    Rebecca will be standing here, she and Chris will have another
    little chat in which Chris thanks her and all, now Rebecca tells
    her that she found some chemicals she can help with and she runs
    off into the chemical room. If you want to get your health restored
    for free then give her a visit at this time.
    
    Once your done with this, exit back to the brown hall. Another scene
    will happen here, Chris will run into Wesker who is killing some
    bee's. He will be er.. happy to see Chris alive, Chris will ask
    where Jill is but Wesker has no idea as well. Then Wesker asks Chris
    to go and check the mansion since there are a lot of locked doors in
    there. Thank you captain obvious.
    
    After Wesker leaves the area, make your way back to the first save
    room in the guard house. Once back here save your game if you wish
    and re organize your inventory, nothing short of the shotgun and
    all of its shells should be in it. Now exit the guard house area
    entirely. Head back to the mansion.
    
    Head through the garden the same way we came from originally, and
    make your way into the shed which leads into the mansion. Be ready
    since a new kind of enemy is about to infest the mansion.
    
    
    
     #############################
    #                            #
    #     MANSION REVISITED      #
    #                            #
    #############################
    
    
    Once your back in the shed you found the crank in, head back
    inside the mansion, be warned how ever that you are about to
    come face to face with a new enemy which will be a complete
    pain in the ass from now on. Forget the zombie, the HUNTERS
    will be infesting the mansion from now on.
    
    Right then, when you enter the hallway outside the art puzzle
    room, run forward and you will see a FMV sequence or something
    following the hero's and rushing towards them from the garden
    area. It will reach the room Chris is in and open the door.
    
    IN-game now you will spot the hunter, and it will immediately
    spot you too, dont wait for it to start attacking, you do the
    first attack and shoot it with the shotgun shells, if it falls
    down after taking one shell then keep your aim at it and shoot
    it again as soon as it stands back up again. Thats just one of
    them.
    
    Now after you kill it one of the two things will happen, either
    nothing and you will proceed with the game normally. Or you will
    have a scene in which Chris will hear Rebecca's scream coming 
    from somewhere in the mansion. If that happens then quickly make
    your way to the room where we got the Botany Book from, you'll
    find Rebecca inside and she is cornered by a hunter. Quickly kill
    the hunter or else its game over for Rebecca.
    
    NOTE : The above scene only happens if you told Rebecca to stay
    in her place when you first met her and if you take a really long
    time to get through the guard house area. Its very rare.
    
    Im just assuming that it didn't happen, all right so from the dark
    hall where we fought the first hunter, check the second door on
    the same wall with the blue door on it, it couldn't be opened
    previously but thanks to the HELMET key we can open it. Head in.
    Inside this dark room, quickly run forward and turn the light of
    the desk lamp on. Then check the item thats next to it, its a
    box of magnum rounds !!. Also take the red DOOM BOOK 1 from the
    side shelf and exit.
    
    This time make your way through the blue door and head towards the 
    Chemical save room. You will run into another hunter along the way 
    but you know how to kill 'em.
    
    Outside the chemical save room's door you'll find a notice on
    the wall, its from Wesker, he's stashed some ammo for us inside.
    How nice of him. Head inside, take all the ammo you see here and
    also the first aid spray and put it in the item box, we'll need
    all this later. Also, before leaving the save room, go and take
    the ARMOR KEY out of it. Now exit.
    
    Back outside, head up the stairs to the second floor, once at
    the second floor, head UP the screen, to the area we haven't been
    to for now. Here, you will see a hunter facing the other side, 
    kill it quickly. Now along the path you will come to a door which
    is locked, you can open it with the ARMOR KEY. They key might go
    useless now so discard it. Enter this room.
    
    You will come out in a small room with a deer head in front of
    you, there's one door to the above and one door at the bottom
    wall. Enter the top door first. You'll come into a researchers
    room. First read the file off the desk at the end, now check on
    the insect board near the entrance door and press the switch in
    it. You'll see the aquarium drain out of water. Now head to the
    corner of the aquarium, the corner which is with the brown shelf
    and push it aside so that the brown shelf can be safely pushed
    in that direction. Now push the brown shelf and check the cavity
    behind it, you'll find more Shotgun SHELLS inside. Take them and
    exit back to the previous room.
    
    Once back here, check the door on the bottom wall, inside take the
    lighter off the cabinet, also check behind the second bed to find
    another clip of handgun ammo. Now exit back to the previous room
    and exit back to the previous hall entirely.
    
    Back here, run down to the very end of the hallway, we've never
    been here before. Enter the door at the end you see. In this
    small room, run forward and take the herb, use it if you are 
    injured. Now see the fire place, use the lighter we just picked
    on it and the slate above it will turn into the 2F map. Take it.
    Besides the door we entered from there's one more door here. Use
    the SHIELD KEY to open it. But for the love of god. DONT ENTER.
    UNLESS YOU HAVE PLENTY OF SHOTGUN SHELLS. INFACT DONT ENTER.
    
    Return back to the chemical room save room, and dispose of the
    lighter and any thing useless, only keep the shotgun and shells
    and the helmet key in your inventory, also keep a herb or two if
    you have them stored in your item box. Now make your way back to
    the door we came back from.
    
    Head inside, and you will run into a huge art room. In here run
    forward and you'll notice another piano, oh man not again. Check
    on the piano but before you can do anything, the huge ass snake
    comes back out of the fire place, it attacks Chris but misses and
    makes a hole in the floor. This time the fight is personal and its
    till death.
    
    
    BOSS FIGHT 3 : YAWN, the second coming
    --------------------------------------
    
    This time its a fight to the death and there is no escaping for 
    the snake, we'll do with it entirely. The good news for this fight 
    is that the snake has lost its ability to poison you, the bad news 
    is that its very dangerous even without it. The snake will be very 
    close to you when the fight starts, so I would advice you to get 
    some room between you and it. Run near the door where we entered 
    this room from and start potting its head with shotgun shells from 
    a distance. This fight is really not that hard and dont worry if 
    you are hit a few times, you did bring a healing item or two with 
    you didnt you !? .. after not so many shells the snake will 
    slither and die. 
    
    
    -----
    
    
    After the boss fight is over, you should heal yourself first off, 
    then check on the hole that the snake made prior to the boss fight
    and drop down it. Down here, run forward and you'll see a small
    grave..creepy. Check the grave and Chris will find a switch on it,
    press it and the grave will open revealing a ladder heading down.
    
    Down here listen to the funky music and start running from where
    you come out, you will see 2 zombies eating another zombie, and
    there are herbs near them too, if you have some spare shells then
    kill the zombies and take the herbs since we'll need them. After
    that make your way to the end of the hallway and enter the door.
    Another linear hallway awaits you, lke before make your way to
    the end of the hall avoiding all confrontation and unlock the door
    at the end from your side and enter it.
    
    You'll come in the kitchen of the mansion, all this to get to a
    friggin kitchen. Sheesh. In the kitchen on one of the counters
    you'll find a small key. TAKE IT. Now head to the area to the
    RIGHT of chris from the entrance, DONT head in the other direction
    yet. On the right side you will see a zombie who is playing dead
    and a passage behind him. Get rid of the zombie permanently and
    head the area behind him. There's an elevator back there, take
    it up.
    
    From where you come out of the elevator, there will be a gap in
    the wall near you, in it are a few herbs. Take them if you feel
    like it. Down the screen from the elevator is a big blue door,
    dont bother entering it yet. Ignore the zombie here too, head
    UP the screen from the elevator and turn around the corner. Here
    you will see a single door in the way and the path further heading
    forward. IGNORE THE FORWARD PATH. You cant go there, instead for
    now just enter the small door along the path.
    
    This is a small storage area, inside you will find a battery and
    a few boxes of shotgun shells. When you take the battery, Chris
    will himself say that he can now solve the courtyard problem, I
    think we know what to do now. But first. Exit this small room,
    head towards the direction of the elevator again, but this time
    run past it and enter the Big Blue doors. Its a huge library.
    
    In this area, kill the zombie in front of you then open the study 
    desk with the small key and you'll find more magnum rounds inside. 
    Head down through the shelves of books and you'll find a move able 
    brown shelf, push it to the side and enter the door behind it. 
    Inside you'll find some more ammo, check the open window and 
    Chris will spot a helipad in the distance, maybe we can escape, 
    but the problem is getting there alive.
    
    Exit back to the library, and run straight forward from where
    you came out of, you'll find another zombie and a big file titled 
    SCRAP BOOK here, read through it. There's only one more door in 
    this library we can go, head through the only left door. You'll 
    come out in another library.
    
    In here, dont run straight forward but head around the corner, you 
    will spot a move able statue in the other corner but we dont know 
    where to push it yet, there is a switch on the wall here, push it 
    and a light in one corner of the library will get lit, THAT is 
    where you have to push the move able statue. After the statue 
    is in that place, turn the light off and a small part of the 
    book shelf will move revealing an item behind it. Its a MO DISC. 
    TAKE IT !!..
    
    NOTE : THE MO DISC IS AN ESSENTIAL ITEM FOR GETTING THE GOOD
    ENDING, NEVER FORGET THEM.
    
    Exit the library entirely now, make your way back to the elevator
    and take it back down to the kitchen. Once your down in the kitchen
    head to the other side of the huge kitchen we haven't been to yet.
    In the corner is a door but before you can reach it you will have
    a little FMV sequence of a zombie coming down some stairs and 
    opening a door.
    
    The door was the one right in front of you and the zombie will
    pop out right in front of Chris. Quickly blow its head off and
    when thats done exit through the same door that the zombie used
    to get to you. In here quickly run up the set of stairs that is
    right in front of you. Up the stairs, head around the corner and
    enter the door at the end.
    
    You will now come out in a familiar area, this is the kenneth hall
    where we saw the first zombie remember, but there should be a 
    hunter here now. Run forward and dodge the hunter if you can and
    enter the door leading into the WHITE HALLWAY.
    
    Now the following part is really difficult but the reward at the
    end will be very good, so if you want to risk it for something
    good then continue on. In the white hall, you should know what
    the way to the medical save room is, quickly make your way there
    while dodging all the hunters in the way. Once your in the medical
    save room, save your game just for the hell of it. Get some free
    space in your inventory but make sure that you are carrying the
    HELMET KEY.
    
    Now with that done, exit the medical room and take the stairs
    right next to you up to the second floor. From where you come
    up there will be a hunter very close to you, quickly dispose of
    it. Now check this side of the stairs, there are two doors here, 
    one on the far wall and one on the left wall near you. The one
    on the far wall can not be opened. period. Open the door on the
    left wall with your helmet key, if it becomes useless discard it.
    Enter the door.
    
    You will come in some sort of taxidermy room with a lot of animal
    heads inside it. Before anything turn the light switch off near
    where you came in from, the room will go dark. Run forward and 
    you will see a bright shining item in the deer head's eye socket.
    Luckily there is a move able staircase next to it, so while staying
    in the dark, move the stairs next to the deer head and climb it to
    retrieve the item. Its a RED JEWEL.
    
    Now turn the lights back on and take the other items in the room, 
    there is a very revealing file in the center table, also there is
    a box of shotgun shells and magnum rounds each on the shelf behind
    the file. DONT forget to take that. Exit this room now and make
    another trip to the medical save room.
    
    Put all useless items in the item box but keep the RED JEWEL with
    you, with that in hand exit the medical room and make your way to
    the white hall. Once your at the white hall make your way to the
    tiger statue room, remember. Once in here, by the way there will
    be a hunter right outside it so be careful.
    
    Use the RED JEWEL on the tiger statue and it will move aside and
    you can get the other item behind it, its a COLT PYTHON !!!.
    WOO HOO.
    
    Take the Colt Python, and make your way all the way to the chemical
    save room, its a bit far from your current position but that is
    where we're going any way, so make your way there.
    
    Once you've reached the chemical save room, use the item box and
    make sure that you have the battery and the crank in your inventory.
    Exit the chemical save room now, make your way back through the
    dark hallway to the steel door and enter the shed leading into the
    garden again, we're heading for the garden again.
    
    
     #############################
    #                            #
    #     GARDEN REVISITED       #
    #                            #
    #############################
    
    
    We're only here for a very small while so get to it.
    
    First before anything else I would ask you to take a herb or two 
    from the first room in the garden since where we're going there 
    wont be much healing items and we'll need it.
    
    Right then, back at the garden, proceed as you would normally and 
    take the elevator down to the main courtyard area. After you've 
    reached the court yard head for the second broken elevator and use 
    the battery that we have in the battery slot next to it. Now take 
    this newly working elevator back up and you will come out in 
    the first room of the garden area again.
    
    Head back to the area where we used the crank when we first came 
    here, remember, and use the crank on the panel AGAIN. The water 
    level will rise again and the water fall will stop. Now head for 
    the second elevator again and take it down to the court yard. 
    The water fall would have stopped and you can now see whats 
    behind there. Its a ladder going down. Take it.
    
    
    
     #############################
    #                            #
    #        CATACOMBS           #
    #                            #
    #############################
    
    
    Right then, your in the most confusing area of the game now, so
    from where you come down the ladder. Quickly enter the door to 
    Chris's right. Ignore the path heading down for now as there's 
    nothing for us there. 
    
    Inside this new area, check the panel next to the door and you
    will be able to pick up a FLAME THROWER from it, but the panel
    will lock the door, this means that if we wish to go back out
    of this place we'll need to place the flame thrower back in.
    
    NOTE : The flame thrower has really less fire power but it can
    stop an enemy in its track if your firing continuously, but be
    warned how ever as the fuel burns out really quickly.
    
    Right then, so from where you start, after taking the flame
    thrower, head down the path and down the screen, take the door
    at the end. You will come out in a weird place, run forward and
    check the generator like area to find some shotgun shells and
    a first aid spray. Enter the door we came from in here.
    
    Back here, this time run to the exact opposite direction of
    the hall, and enter the door at the end. In this area quickly
    run forward, you'll see another door in front of you on the
    right wall. Enter it.
    
    In this tunnel area, run forward around the corners and at the
    end a scene will take place. Chris will find the STARS BRAVO
    captain injured but alive, Enrico, he thinks that Chris is the
    traitor in the STARS and tries to shoot him, but before he can
    some one else shoots Enrico and runs off, we never get to see
    who it is. After Enrico is dead, check his dead body for another
    clip of handgun ammo. Now head back the path we entered from in
    this area.
    
    Along the path you will be ambushed by a hunter, get rid of it
    and run towards the door, near the door you will find another
    CRANK on the floor, take it and exit. Now exit back all the way
    to where we got the flame thrower from. Put the flame thrower
    back on the panel and exit through the door back to the first
    area in the catacombs.
    
    Once your back here, run down the hall and around the corner, 
    in the middle area you'll find a type writer but I doubt that
    you brought any ink ribbons, now continue down the path and
    around the second corner, run as far as you can until your
    path is blocked by a chasm in the floor. Take note of the panel
    near you and use the new CRANK we found on the hole. The whole
    damn chasm will move and you will be able to cross over.
    
    Cross over the chasm and enter the door at the end, you will
    come out in another area with a flame thrower panel. Take this
    one too, so now head up this area and you will see a huge rock
    aka a boulder standing still there, check on it and try to run
    back to the in-area near the flame thrower panel. The boulder
    will start to run towards you and you have to dash like hell.
    
    Once you reach near the door, the character will automatically
    avoid the boulder and it will go into the south wall creating
    a huge hole there. But ignore the hole for now, instead head up
    the screen where the boulder once used to be. There is a cavity
    in the wall there, before you can reach it a hunter will walk in
    this room, ignore it for now and check the cavity for some more
    shotgun shells.
    
    Now that we have a free flame thrower to use, try to kill the
    hunter with it, but if its getting harder then just kill it
    with the shotgun. Now check the hole that the boulder made in
    the wall. Head through it and enter the door at the end of the
    hole. Its another boss fight time.
    
    
    BOSS FIGHT 4 : BLACK WIDOW
    --------------------------
    
    Do you remember those big ass spiders we fought in the guard house
    area, this is just the same, except its way bigger then them and
    it will take a lot more ammo to kill this bad boy. But the basic
    fighting routine is the same, and yes this one can also poison
    you so you have to be on guard. Okey, so this is the fight
    situation, besides the door you entered from, there is one more
    door in this area but it is covered with spider webbing's. Now
    on the top corner of this room there is a combat knife sitting
    on a barrel. You can Finnish this fight in 2 methods.
    
    METHOD 1
    --------
    This is the manly method, take out the colt python or the shotgun
    which ever suits you more and start shooting the spider, note that
    there is a very high chance of you getting poisoned during this
    battle but we'll find a blue herb after wards so dont worry about
    it. So, the boss moves really fast and can poison you, but its
    general attack does not do that much damage, so you can easily
    stand toe to toe with it and emerge the victor. After killing it
    about a thousand small spiders will come out of it, dont bother
    with them, just exit out of this area and come back in again and
    they will disappear. Take the combat knife and cut the webbing's
    on the other door. Enter it after wards.
    
    METHOD 2
    --------
    This is the very dangerous but fast method, the trick with this
    one is that you ignore the boss, immediately go and pick up the 
    combat knife off the barrel and start cutting away at the webbing's, 
    the boss will be right on your ass attacking you ever so frequently, 
    so just hope to god that you can cut the webbing's before the boss 
    cuts you. After the door is completely open enter 
    through it.
    
    Alternate METHOD 2
    ------------------
    Since Chris can use the flame thrower unlike Jill, you can just
    run up to the webbing and burn the hell out of it with the flame
    thrower, mind you it will cut through the webbing alot quicker
    then the knife will. So it should be safer.
    
    ---------
    
    
    After your through one way or the other, in the next area, first
    run to Chris's left hand side and enter the door at the end, be
    aware of the small snakes falling down here. Inside the door, you
    will come in a save room with item box, there's also an ink ribbon
    here and a first aid spray, there's also a blue herb here, use it
    if you were poisoned during the previous battle. Now sort your
    inventory, TAKE THE DOOM BOOK 1 out, and put the OLDER crank in
    the item box, keep the new one though.
    
    Now exit the save room, this time head to the entirely opposite
    direction of this hall, near the door on the other end of the
    wall will be a panel for you to put the flame thrower in, you
    will not be able to open the door unless you put it in so do
    that. Once the door is open go through it.
    
    In the next area head up the screen and continue down this path, 
    you will see another boulder at the end, but dont get near it, 
    instead near where there is a chasm on the upper wall, use the 
    new crank on the hole three times so the chasm shifts to the 
    left side wall. Now head for the boulder and trigger it, enter 
    the safe area and let the boulder pass you, then check the area 
    behind it and you'll find a second MO disc. After that head to 
    the chasm on the wall we just created and enter the door there.
    
    Inside, you'll run into another small puzzle, there is a patch
    of light at one place in the room, if you walk over it a small
    part of the wall rises up to show something behind but it closes
    as soon as we move off the light. There is also a moveable statue
    in the room but its stuck with a wall so we cant push it in a
    general direction. There is ALSO a hole in the wall for a crank.
    
    First use your crank on the hole and a part of the wall will come
    out entirely, remember that part, now use the crank again to make
    the wall go back inside. Now push the moveable statue to where the
    wall came out of and THEN use the crank, the statue will move
    along with the wall. Use the crank again to restore the wall to
    its original state and the statue will be push able in all 
    directions now. Push the statue over the patch of light and take 
    the item. Its the DOOM BOOK 2.
    
    Now we've got the two doom books in our inventory, exit out of
    this room and head for the door we came in this area from, but
    dont enter it, instead head south this time and at the end of
    the south path you will see an elevator going up. Take it up.
    
    You will come out in an open area with a few herbs near you, use
    them to restore your health if needed, then run to the center of
    this courtyard like area and you'll see a big fountain with two
    holes on either side, which shapes of an eagle and a wolf.
    
    Now check your doom book 1 from your inventory, and rotate it so
    that the part where the pages are visible is in front, then press
    the action button again and the book will open up revealing a
    EAGLE MEDAL inside it. Do the same to the other book for the WOLF 
    MEDAL. Now use the two medals on their respective holes on the 
    sides of the fountains and another FMV will begin. The fountain 
    will open up revealing a elevator.
    
    Head to the elevator and take it down, we're about to enter the
    final parts of the game, the Labs.
    
    
     #############################
    #                            #
    #       UMBRELLA LABS        #
    #                            #
    #############################
    
    
    Listen to the funky music and get ready, from where you exit out
    of the elevator run forward and you'll see a huge door and a
    ladder leading down. The door is closed and cannot be opened
    under normal circumstances. Take the ladder down. You will come
    in a small room with a item box in it. Take out both the MO
    disc's and put them in your inventory. Then exit out of the
    other door in this room.
    
    Your in floor B2 of the LAB, remember that for now. All right
    in this room, run forward and you'll see some zombies, mind
    you the zombies at this place are much more stronger then before
    and the best method to kill them is by head shots with the shotgun.
    The handgun is virtually use less at this point.
    
    After killing the zombie, take note of the staircase leading down
    but dont take it yet. Instead head for the little passage to the
    left of it. There is a door here with the place "Visual Data room"
    but its locked, next to the door is a desk with the third and the
    final MO DISC. There are also 2 herbs in this area too. Take them
    if you need to, now head down the stairs.
    
    Now your in floor B3, remember that as well. Now from where you
    come down, there is a door right in front of you, enter it. In
    this next door again, enter the door right next to you. 
    
    In this room run forward and read the diary, its a sad read if
    you ask me, the diary will hint to the puzzle's answer, i'll
    just tell you what it is when we need to figure it out so lets
    head out of this room for now. Head to the main room of B3 floor
    now. Once back there run to the right of the area, and then enter
    the door on the same wall as the staircase, this is the computer
    room. First check the computer here.
    
    The computer will ask you to enter a user name and password.
    Enter the user name JOHN and password ADA. Then the computer
    will ask you to select floor. Select B2 and it will ask you to
    enter another password, enter MOLE. This will unlock the Visual
    Data room, after that select B3 on the computer, this will unlock
    another door we don't know about yet.
    
    Before exiting this room take the SLIDE's off the floor, now
    exit the computer room. Back in the main hall of B3, head back
    up the stairs to floor B2. Enter the visual data room which is
    now open. In here check the cabinet near the door we entered
    from for a story revealing file, afterward run to the far corner
    of the room where you will see a projector. Use the slides we 
    just found on the projector and you will start to understand what
    this all is about.
    
    Now check the small panel on the left wall to the projector and
    open it, press the switch in there and one of the pillars in this
    very room will move to reveal something shimmering behind. Take it.
    This is the LAB KEY.
    
    Now head out of this room and take the stairs back down to the
    B3 floor. Enter the nearest door again ( to the hallway with the
    door leading to John's diary room ), but in this hallway, this
    time run forward and enter the second door you come up to. 
    
    In here you will face several zombies, shotgun their heads off
    and when the room is clear of zombies take the file off the wall, 
    it will reveal even more about whats going on. Then run past the 
    HOT poster and at the far corner of the room you will find a 
    strange machine. Use one of the MO disc's on it and it will give 
    you a passcode. We dont know what this is for, for now.
    
    Now exit back to the previous hallway, this time head to the other
    end of the room and you will see a big door which is locked by
    three passcodes, we already found one of them but we have to find
    the remaining two. Exit back to the main hall of floor B3.
    
    This time head down the screen while dodging or fighting the famous 
    naked zombies down here, once your touching the south wall start 
    heading towards Chris's left, you will run across a door that is 
    locked from the other side and you can't open it just yet.
    
    At the end of this hallway you will find a huge door, you can open
    it with your new LAB KEY, discard it afterwards and enter the door.
    In the new area run forward and enter the first door you see on the
    left wall. You will come out in a small lab like room.
     
    In this room you will notice two moveable crates and a switch in
    the center, do you remember that little puzzle we did in the room
    with the suits or armor, we have to do the same here thing here but
    you should know that the switch is pressure sensitive and it will
    be triggered when you even walk over it. So carefully push the two
    boxes around the room till you have covered both the vent holes in
    the room with the moveable crates, after that is done, push the
    moveable stairs over the switch so that it is lined with the vent
    hole. Now climb up the stairs and enter the vent hole.
    
    Now you will come out in a small morgue, if you triggered the switch
    pre maturely then the poison that was spreading in the other room
    will also come in here through the vent. But we wont be here for
    long, in this morgue check the shelf in the far corner of the room
    to find more magnum rounds. After that check the other corner of
    the room to find another MO DISC machine, use the second MO DISC on
    it and you'll get the second passcode. Now exit the morgue via the
    only door here. You will come out in the main hall of floor B3.
    
    Enter the huge door we used the lab key to open. This time run past
    the lab door and run forward till you come at an intersection, there
    is a path heading up and one heading down and one door right in front
    of you. Enter the front door first, its a save room. Save your game
    if you wish and check the item box to reorganize your inventory.
    
    After that check the shelf in this room for an ink ribbon, now
    when your done exit this room entirely and head down the screen
    at the intersection. Enter the big doors at the end.
    
    You will come out in the first POWEE ROOM. In here you will come
    across the new type of enemy, the CHIMERA. In here run straight
    forward and make your way across the area while dodging the 
    chimera's and enter the door at the end.
    
    In the second power room, run straight forward, dont take any
    turns, and at the end of this straight path you will find the
    third and final MO DISC machine, use the final disc on it and
    you will get the final code. After taking it head back towards
    the starting part of this room and take the path turning left
    when you can, now continue down this pathway while dodging or
    fighting the chimera's and keep running till you reach the end
    of the hall, where a big door is waiting for you.
    
    Enter it, now your in the main generator room, and the noise is
    unbearable. In here run towards Chris's left and check the machine
    and you will turn the power back on to the blacked out areas.
    
    Now run back to the first power room, and continue towards the
    exit door as if we were exiting the power room area entirely.
    But from the main door, turn towards the left of the screen and
    continue down this path until you reach the end of it where there
    is a computer console on a wall. Turn that on and you would have
    turned the power back on to the main elevator.
    
    Now, exit the power room area entirely and head back to the save 
    room and save your game since we're about to face a big boss.
    Take the shotgun shells or Python (I prefer it) with all of
    its ammo if you dont already have it equipped and exit the 
    save room.
    
    This time head up the screen from the intersection and at the
    end of the upper path you will find an elevator, turn its power
    back on from the switch on its right side but before you can
    head down it. Rebecca will come running into the room, damn I
    thought she was dead or something. Oh well... Rebecca will be
    glad that she finally caught up to Chris at last, they both
    decide to go down the elevator together.
    
    Once you've reached down the elevator, be ready for the entire
    story to be revealed to you. Down here, Chris and Rebecca will
    run into Wesker who is standing in front of some huge doors.
    Chris has already figured out that Wesker was playing a double
    agent and is actually a member of Umbrella, they have a hot
    exchange of words between them, when Chris says that Wesker is
    the one who killed Enrico, Rebecca butts in and wesker shoots
    her. yeAH !!!.. Wesker then forces Chris to get in the big lab
    behind him.
    
    IN here, another scene, Chris will see the huge tyrant monster
    inside the stasis tube, its sleeping for now. Wesker says that
    this is his ultimate creation, but Chris thinks that its a failed
    experiment and starts laughing. Wesker, obviously pissed, releases
    the tyrant from its sleep but the tyrant turns on Wesker and kills
    him in front of Chris. After disposing of Wesker, the tyrant spots
    Chris, and the boss fight is on.
    
    BOSS FIGHT 5 : TYRANT, first fight
    ----------------------------------
    
    This is the first fight with this big mother of a monster. As
    soon as this fight starts the first thing you should do is get
    some serious space between you two, since the tyrant is still
    weak and sluggish from its slumber it will not do any running
    attacks on you and will just walk slowly like Frankenstein.
    
    Take out the Colt Python from your inventory and after you've
    gotten to a good distance, start shooting at it, if it gets
    a little too close then retreat back a few more paces since
    its claw attack can do a massive amount of damage. This fight
    shouldn't last that long and the tyrant will go down after a
    few perfect aimed shots. The fight is over.
    
    -------
    
    After this fight is over, laugh over Wesker's dead body and exit
    the lab, outside you will see Rebecca fine and well, NOOOOO !.
    Apparently she was wearing a bullet proof vest and thats what
    saved her. Now back in control of Chris, head back to the
    elevator and take it back up.
    
    Once back up here, you will have another scene in which Rebecca
    and Chris decide that its better if they blow up this entire
    mansion since there's tons of deadly information still here.
    Rebecca will go alone to set off the triggering system and now
    we have to go and look for Jill.
    
    Exit this hall and make your way back to the main hall of B3.
    Here you will hear the announcement from the computer that the
    triggering system has been activated now, this means the mansion
    will explode in a little while, we'd better hurry.
    
    In here, run in the hallway which had the triple coded door
    in it. In here head for the door and since we should have all
    three of the codes by now , the door will open. Enter the newly 
    opened door. Inside run forward and enter the only other door. 
    Another scene. 
    
    Chris will finally have found Jill who is all right, she was
    locked in here thanks to Wesker, but its all okey now and we
    can concentrate on escaping.
    
    Now exit this room and head back to the hallway, Jill will
    run off ahead and tell Chris to hurry too, once your back
    in control of Chris, run quickly to the main hall of floor
    B3 and take the stairs up to the floor B2. Once here make
    your way to the item box room where the elevator is. In here
    you will meet up with Jill again, time to use the item box
    for the last time, set it up like this.
    
    Take the Python, all of its ammo, three healing items and
    keep the final slot empty. Now take the ladder back up to
    the B1 floor where we originally came into the lab from.
    
    Here your entire team will meet up, Enter the huge door in
    front of you which was locked before, but its unlocked now
    thanks to the triggering system. Enter through the door and
    run down this linear hallway.
    
    In the middle of it you will have a little scene in which Brad 
    will automatically contact the radio and start saying that this 
    is his last call, if there is anyone listening give him some 
    sort of sign since he's running out of fuel.
    
    After the scene is over run to the end of the hall and you will 
    find an elevator here, its battery socket is empty but luckily 
    there is a battery just s foot away from it. Take it and put it 
    in the socket. Another scene will start now, Jill and Becky will 
    stay down to take care of the approaching monsters and will ask 
    Chris to go up and signal Brad.
    
    By the way you now have only three minutes before the entire
    mansion explodes. Chris will automatically take the elevator
    and make it to the roof of the mansion. From where you come
    out of, there is a box right next to you, check it and you
    will find a FLARE inside. Use it anywhere and Chris will fire
    it signaling the chopper to come down.
    
    The chopper will arrive safely, but before it can land entirely
    a corner of the roof breaks from the inside out and the angry
    Tyrant jumps to the roof. Its time for the final boss fight.
    
    
    
    BOSS FIGHT 6 : TYRANT, final fight
    ----------------------------------
    
    This is it folks, the moment of truth, this is the final boss 
    fight of the entire game and its based on a strict time since 
    you have less then two and a half minutes to finish this one, 
    there are two methods you can proceed.
    
    Method 1
    --------
    Take out the Colt Python, and start blasting away at the tyrant
    with it, now that the tyrant is fully awake from its sleep it will 
    run towards you at great speed and do a running claw attack which 
    will damage you a whole lot. Use a herb immediately after this 
    sort of attack. Continue your firing on the tyrant while dodging 
    its claw and keeping an eye on the timer, after you've hit it 
    sufficiently, Brad will drop off a Rocket Launcher from the 
    helicopter and will ask Chris to destroy the monster. Do so, 
    take the Rocket launcher from the center of the helipad and take 
    a good aim at the tyrant. Fire one and its all over.
    
    Method 2
    --------
    If your less on ammo then use this method, from when the boss
    fight starts, you start running around in circles, and make
    sure that the tyrant doesn't get you, keep an eye on the
    timer, we have to keep on running till only 30 seconds are
    left on the clock. Once the time reaches there Brad will drop
    the Rocket launcher from the chopper anyhow. Grab it and
    quickly kill the tyrant since the time is running out.
    
    ----
    
    The tyrant will look towards the chopper as the huge Rocket
    flies towards it, it strikes the tyrant and blows him up into
    small pieces. The fight is over. The chopper will come and
    land now and it will take all the remaining members to safety
    before the mansion explodes.
    
    The ending FMV will now start, if you did get the good ending
    then all of your team will be alive. Chris Jill and Rebecca will
    get into the chopper and it will take off just in time as the
    mansion starts to explode. Chris will still be thinking about the
    mansion incident, Jill falls asleep on Chris's shoulder because of
    exhaustion, Rebecca is also sleeping on the seat on the other side.
    Chris looks at his partners, raises a rare smile and the chopper
    flies off into the sun rise . The game is over.
    
    
    THE END
    ------
    
    
    
    
    
    1.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                              _ _             
                    ___ ___ _| |_|___ ___ ___ 
                   | -_|   | . | |   | . |_ -|
                   |___|_|_|___|_|_|_|_  |___|
                                     |___|    
     
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    eddd
    
    Here is a list of the different endings you can get in the game, 
    the methods to obtain them and what you will get in that ending.
    
    
                       CHRIS REDFIELD's ENDINGS
                       ------------------------
    
    
    
    BEST ENDING : Chris, Rebecca and Jill survive.
    -----------   mansion explodes.
    
    How to get :
                Make sure that you keep both of your partner characters
    alive during the game, Rebecca should stay alive if the hunter has
    has trapped, and you must rescue Jill from the pass coded room in
    order to get this ending.
    
    In this ending, Chris Jill and Rebecca will escape the mansion on
    the chopper right as the mansion starts to explode under their feet.
    After the chopper has reached the safe distance, both Jill and 
    Rebecca will fall asleep because of the tiring mission, and Chris
    will still be thinking about the loss of their partners during this
    incident. He will look at his partners, and raise a rate smile.
    The chopper flies into the sun rise and the game ends.
    
    
    GOOD ENDING : Chris and Rebecca survive, Jill is MIA
    -----------   mansion explodes.
    
    How to get :
                To get this ending make sure that you keep Rebecca alive 
    through out the game, to do that proceed as if you were going for the
    best ending but dont rescue Jill from the prison cell, just head for 
    the ending.
    
    In this ending Chris and Rebecca will make it into the chopper as
    the mansion starts to explode under their feet, Chris tries to
    get his mind off his partner's loss and talks to Rebecca about her
    first mission, and says that she did a good job, but this case was
    just too weird for anyone to handle. Their friends didn't die in vain.
    
    
    AVERAGE ENDING : Chris and Jill survive, Rebecca is dead
    --------------   mansion does not explode.
    
    How to get :
                To get this ending you must get Rebecca killed, that is
    really hard to do. First when you meet her tell her to stay in the
    mansion, then intentionally take a lot of time to finish the entire
    guard house area. When you reach the mansion Rebecca will be trapped
    by a hunter and you must save her, but instead of saving her, exit
    the room she's in. The hunter will kill Rebecca.
    
    In this ending, Chris and Jill will board the chopper and escape
    but the mansion will not explode since the triggering system was
    not activated. Chris and Jill hold hands while thinking about the
    loss of their friends, back down at the mansion, the tyrant is 
    now roaming free in the forest. The chopper heads off home.
    
    
    BAD ENDING : Chris survives, Jill MIA, Rebecca dead
    ----------   mansion does not explode.
    
    How to get : 
                Get Rebecca killed by the above method, and when you
    reach the final parts of the game, dont help out Jill in the cell
    and just make for the helipad. In this ending you will not have
    to fight the tyrant a second time. You can escape quickly.
    
    In this ending, Chris will be alone in the chopper thinking about
    the death of his friends, in the NON-censored version of the game,
    he takes out a cigarette and starts smoking, but in the cut game
    he just sits there in style and the chopper heads off home. The
    mansion did not explode so the tyrant is loose in the forest now.
    
    
    
    
                       JILL VALENTINE's ENDINGS
                       ------------------------
    
    BEST ENDING : Jill, Chris and Barry survive
    -----------   mansion explodes
    
    How to get :
                For this ending, make sure that Barry is alive, after
    the second snake fight, wait there for Barry to drop the rope, and
    in the catacombs area agree to go first yourself. Barry should be
    alive by the ending, also save Chris from the cell before exiting.
    
    In this ending, Jill Chris and Barry will escape the mansion on the
    chopper as it starts to explode under their feet, Jill tired from
    the missions falls asleep on Chris's shoulder, Chris looks over at
    Barry who is checking the barrel's of his revolver, probably for 
    the next encounter, as the chopper heads off into the sun rise.
    
    
    GOOD ENDING : Jill and Barry survive, Chris MIA
    -----------   mansion explodes
    
    How to get :
                For this ending, you must keep Barry alive by following
    the methods of the good ending, just do all that until you reach the
    ending parts, dont save Chris from the cell and head for the ending.
    
    In this ending, Barry and Jill will escape the mansion on the
    chopper right as it starts to explode under their feet, in the
    chopper Barry looks at the picture of his family, Jill asks him
    about the picture, but Barry says that he's sorry for Chris. Jill
    still believes that Chris is alive and she'll find him. The chopper
    flies off into the sun rise.
    
    
    AVERAGE ENDING : Jill and Chris survive, Barry is dead
    --------------   mansion does not explode.
    
    How to get :
                To get this ending, you must make sure that Barry does
    not live through the incident, to do that first off do not trust
    Barry after the second snake fight and head down from the grave.
    Then in the catacombs dont go with Barry, later near the ending
    when wesker tells Barry to go back up, he does not knock Wesker
    out and you can see Barry about to die in the ladder/item box room.
    He hands Jill his family's picture and dies.
    
    In this ending, Chris and Jill will board the chopper and escape
    but the mansion will not explode since the triggering system was
    not activated. Chris and Jill hold hands while thinking about the
    loss of their friends, back down at the mansion, the tyrant is 
    now roaming free in the forest. The chopper heads off home.
    
    
    BAR ENDING : Jill survives, Chris MIA, Barry is dead
    ----------   mansion does not explode.
    
    How to get :
                To get this ending you must follow all the steps from
    the above ending to get Barry killed, but also make sure that you
    do not save Chris from the prison cell. You will not have to fight
    the tyrant a second time and the ending will play as soon as you
    reach the heliport.
    
    In this ending, Jill be alone on the chopper, she will take her 
    barrette off and comb her hair, she's still sad about the loss of
    her friends. The chopper heads off home but the tyrant is still
    loose in the forest as the triggering system did not go off.
    
    
    
    12.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                       _ _                 
                      |_| |_ ___ _____ ___ 
                      | |  _| -_|     |_ -|
                      |_|_| |___|_|_|_|___|
                         
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    gils
    
    Here is a list of all the items you can find in the game
    written in the alphabetical order. You can siff through
    this list to find the right item your looking for if you
    can't find it normally.
    
    
    002 KEY
    -------
                                                                 
    Found : Under the nest of the bee's in the guard house
    This key will open the door leading into the dorm room no
    002 for you. Enter it and discard the key.
                                                                 
                                                                 
    003 KEY
    -------
                                                                 
    Found : In the water tank, one shelf of the storage room
    Open the door to the final dorm room with this key, and
    discard it when your done. Leads to Boss fight.
                                                                 
                                                                 
    ARMOR KEY
    ---------
                                                                 
    Found : Behind the deadly vines in the small garden in mansion
    You can open various doors which are locked with a sign of armor
    on them, discard this key when your done.
                                                                 
                                                                 
    BATTERY
    -------
                                                                 
    Found : Storage room near library and near escape elevator
    Use the first battery in the court yard on the elevator battery
    slot, use the second one on the slot of the escape elevator.
                                                                 
                                                                 
    BAZOOKA
    -------
                                                                 
    Found : Only Jill can use it, found on Forest's dead body
    The bazooka is one of the best weapon in the game, the ammo
    comes in three different kinds, explosive, fire, and acid.
                                                                 
                                                                 
    BARETTA
    -------
                                                                 
    Found : Jill has her with her, Chris finds it in the mansion hall.
    This is the basic gun in the game, plenty of ammo to go by, but
    not that powerful. Discard it after you've got enough shells.
                                                                 
                                                                 
    BLUE JEWEL
    ----------
                                                                 
    Found : Dining room after pushing statue down the open balcony
    Use this jewel on the tiger statue in the white hall, and it will
    move around to the side revealing the wind crest.
                                                                 
                                                                 
    BROKEN SHOTGUN
    --------------
                                                                 
    Found : Small room opened with the armor key, near medical room
    This is an optional thing as Jill but playing as Chris you must
    have this if you want to retrieve the working shotgun.
                                                                 
                                                                 
    CHEMICAL
    --------
                                                                 
    Found : Chemical save room, the room under the stairs in west wing
    Use this chemical on the open water pumping machine in the small
    garden area to kill the vines that block your path onward.
                                                                 
                                                                 
    COLT PYTHON
    -----------
                                                                 
    Found : After using the red jewel on the tiger statue in mansion
    This is the most powerful gun in the game, keep any ammo you find
    for it safe for the ending parts of the game. Kills in 1 shot.
                                                                 
                                                                 
    COMBAT KNIFE
    ------------
                                                                 
    Found : Starting inventory, also in the black widow boss room
    The combat knife is a last resort weapon when your all out of
    other ammo, also you need it to cut the webbing's in the boss room.
                                                                 
                                                                 
    C.ROOM KEY
    ----------
                                                                 
    Found : Drain the bathroom tub in dorm room 001
    You will need this key to access the door to the control room
    in the water tank area. Discard after wards.
                                                                 
                                                                 
    DOOM BOOK 1
    -----------
                                                                 
    Found : Inside study room in west wing of mansion, locked door.
    Flip the book to its side and press the check button, the book
    will open to reveal the eagle medal inside it. That's all.
                                                                 
                                                                 
    DOOM BOOK 2
    -----------
                                                                 
    Found : Secret room in the catacombs area, use crank 3 times.
    Flip the book to its side and press the check button, the book
    will open to reveal the wolf medal inside it. That's all.
                                                                 
                                                                 
    EAGLE MEDAL
    -----------
                                                                 
    Found : Check inside the doom book 1, you'll find it.
    Use it on one of the sides of the fountain after you've gotten
    out of the catacombs area to open the elevator.
                                                                 
                                                                 
    EMBLEM
    ------
                                                                 
    Found : Dining room on mansion 1F, check near the blood.
    Use this one in place of the gold emblem in the piano bar
    after the passage closes down to open it again.
                                                                 
                                                                 
    EMPTY BOTTLE
    ------------
                                                                 
    Found : Chemical room in the guard house are, a total of 4.
    Use the bottles to store various chemicals also found in the
    same room, needed to make the V-JOLT chemical.
                                                                 
                                                                 
    FIRST AID SPRAY
    ---------------
                                                                 
    Found : Various places, check around.
    These will restore your health to full in just a single use
    but be warned that they do not cure poison status.
                                                                 
                                                                 
    FLAME THROWER
    -------------
                                                                 
    Found : 2 different can be found in catacomb passage ways.
    A very quick draining weapon, very weak in power but it can
    cut through the webbing's quickly allowing you a quick escape.
                                                                 
                                                                 
    FLARE
    -----
                                                                 
    Found : Heliport, use this to initiate the final boss fight.
    Use the flare anywhere on the heliport and you will either
    start the final fight or the ending, depends on your ending.
                                                                 
                                                                 
    GOLD EMBLEM
    -----------
                                                                 
    Found : Secret passage behind piano bar room. 1F mansion
    Take out the gold emblem from its place and put it where the
    other emblem used to be to reveal an item.
                                                                 
                                                                 
    HELMET KEY
    ----------
                                                                 
    Found : Check the fire place after you've killed plant 42.
    You can open various doors which are locked with a sign of 
    helmet on them, discard this key when your done.
                                                                 
                                                                 
    HEXAGON CRANK
    -------------
                                                                 
    Found : Tunnel where you meet Enrico, after he's been shot
    You can use this crank to move the chasms's in the catacomb
    floor around, also to reveal the secret passageways.
                                                                 
                                                                 
    INK RIBBON
    ----------
                                                                 
    Found : All over the shop, just check around
    You will definitely need these if you want to save your
    game, a must item. Always have a few in the item box.
                                                                 
                                                                 
    LAB KEY
    -------
                                                                 
    Found : You can find this in the visual data room, press switch
    Check it to see its real name, Power room key, use it to open
    the big door in the corner of main hall B3.
                                                                 
                                                                 
    LIGHTER
    -------
                                                                 
    Found : Room to the south of researcher's diary room
    Only used twice, once use it to reveal the second floor map
    and secondly use it to light the candles in room before yawn fight.
                                                                 
                                                                 
    LOCK PICK
    ---------
                                                                 
    Found : Barry will hand this to you at the start of Jill's game.
    You can use it in various places, you can either open some doors
    with this or open study desks to open them to get items.
                                                                 
                                                                 
    MO DISCs
    --------
                                                                 
    Found : Three of them atleast, the first one in library. second
            one in the catacombs, third one outside visual data room.
    Use these MO disc's on the MO disc machines to reveal the three
    pass codes you'll need to rescue your partner characters.
                                                                 
                                                                 
    MOON CREST
    ----------
                                                                 
    Found : In the attic room where you fight yawn for the first time.
    Use this with the other crest's on the panel to open the shed 
    which will lead you into the garden area.
                                                                 
                                                                 
    MUSIC NOTES
    -----------
                                                                 
    Found : Push the cabinet aside in the piano bar room to find them.
    Jill can use the music notes herself, but you'll need to give 
    Rebecca some time to practice as Chris. Takes alot of time.
                                                                 
                                                                 
    RADIO
    -----
                                                                 
    Found : Rebecca gives it to Chris, Richard gives it to Jill
    The radio is broken so all you can do is receive messages from
    it, you can listen to various messages from Brad in it.
                                                                 
                                                                 
    RED BOOK
    --------
                                                                 
    Found : Dorm room 001 in the guard house area.
    Use this red book in place of the white book to fill in the
    red book row, this will open the plant 42 boss fight room.
                                                                 
                                                                 
    RED JEWEL
    ---------
                                                                 
    Found : Inside the deer head in the taxidermy room 2F mansion.
    Use it on the tiger statue to reveal the colt python, the best
    gun in the entire game, its optional but really worth the effort
                                                                 
                                                                 
    ROCKET LAUNCHER
    ---------------
                                                                 
    Found : Brad will drop this to you during the final tyrant fight.
    The rocket launcher is the ultimate weapon, aim at the tyrant
    and fire at him to blow him into several pieces, to end the game.
                                                                 
                                                                 
    SERUM
    -----
                                                                 
    Found : Medical room, same room where you meet Rebecca as Chris.
    You will need this serum in Jill's game when you first meet Richard
    or in Chris's game if he gets poisoned, Rebecca will get it.
                                                                 
                                                                 
    SHIELD KEY
    ----------
                                                                 
    Found : Behind classic clock in dining room after using gold emblem.
    The shield key only opens one door in the entire game, this will
    lead you into the attic for the first fight with the Yawn.
                                                                 
                                                                 
    SHOTGUN
    -------
                                                                 
    Found : Sitting room, use the broken shotgun to re-set the trap.
    The shotgun is one of the best guns in the game, it can take out
    any normal zombie in one shot by aiming up for a head shot.
                                                                 
                                                                 
    SLIDES
    ------
                                                                 
    Found : On the floor of the computer room, floor B3 of labs.
    Use the slides with the projector in the visual data room, you
    will learn the code names for all umbrella experiments and more.
                                                                 
                                                                 
    SMALL KEY
    ---------
                                                                 
    Found : Many places, check for shimmering items.
    Chris does not have the lock pick to start off so he has to find
    these small keys which will open the desks with ammo's for him.
                                                                 
                                                                 
    SPECIAL KEY
    -----------
                                                                 
    Found : You start with it if you finish game under 3 hours
    Head for the room with the big mirror on it, in the corner of
    the room is the closet door, open it for new costumes.
                                                                 
                                                                 
    SQUARE CRANK
    ------------
                                                                 
    Found : On the ledge in the shed leading to the garden
    Use it on the panel in the garden area to lower the level
    of the water, use it again to raise the water level again.
                                                                 
                                                                 
    STAR CREST
    ----------
                                                                 
    Found : In the room with the paintings puzzle. Solve it.
    Use this with the other crest's on the panel to open the shed 
    which will lead you into the garden area.
                                                                 
                                                                 
    SUN CREST
    ---------
                                                                 
    Found : Solve the little puzzle in the suit or armor room.
    Use this with the other crest's on the panel to open the shed 
    which will lead you into the garden area.
                                                                 
                                                                 
    SWORD KEY
    ---------
                                                                 
    Found : Medical save room where you meet Rebecca as Chris.
    Use it on various doors where Jill would normally use the
    Lock pick, discard it after its no longer useable.
                                                                 
                                                                 
    V-JOLT
    ------
                                                                 
    Found : Made after mixing the chemicals in the right order.
    Use this on the roots of the plant to make the boss fight
    easier, optional for Jill but mandatory for Chris.
                                                                 
                                                                 
    WIND CREST
    ----------
                                                                 
    Found : Behind the tiger statue after using the blue jewel.
    Use this with the other crest's on the panel to open the shed 
    which will lead you into the garden area.
                                                                 
                                                                 
    WOLF MEDAL
    ----------
                                                                 
    Found : Check inside the doom book 2, you'll find it.
    Use it on one of the sides of the fountain after you've gotten
    out of the catacombs area to open the elevator.
    
    
    
    
    13.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                        ___ _ _         
                       |  _|_| |___ ___ 
                       |  _| | | -_|_ -|
                       |_| |_|_|___|___|
    
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    gifs
    
    Here is a list of files you can find in the game, they are
    written in alphabetical order. (from A to Z)
                                                                 
                                                                 
                                                                 
    
                        BARRY's PICTURE
                        ---------------
                                                                 
    Something is written on the back of the picture. "My dearest 
    Moira and Poly. I hope you will grow up to be a strong and 
    beautiful woman and help to cheer up mother. Your father will 
    watching you all from heaven. Dad"
                                                                 
                                                                 
                                                                 
                        BOTANY BOOK
                        -----------
                                                                 
    As you may know, there are many plants that have medicinal 
    effects. Since ancient times, humans have been healing wounds 
    and diseases using various plants.
    
    In this book, we're going to sample three herbs that grow around 
    the  Raccoon Mountains and give their outlines as examples of 
    those plants  with medicinal properties.
    
    Each herb has different colors and different effects as medical 
    plants: the green one recovers physical strength, the blue one 
    neutralizes  natural toxins, while the red herb does not have 
    any affect by itself. The red herb is only effective when it is 
    mixed with other herbs.
    
    For example, if you mix this herb with the herb that recovers 
    physical strength, the recovery effect will be tripled. By 
    adjusting the amount and experimenting with these three herbs, 
    you can create various kinds of medicines. But I'll leave the 
    details in your hands, because that is the best way to acquire 
    true knowledge.
                                                                 
                                                                 
                                                                 
                        FAX
                        ---
                                                                 
    To: General Manager of Sanitation Division
    
    From: Special Committee on Disasters Raccoon Special Research Dept.
    
    This memorandum is strictly confidential and must be destroyed as 
    soon as it is understood. Regarding the "T-Virus" outbreak which 
    occurred recently, this Committee conducted a field survey. 
    According to the results, estimates on the amount of damage caused 
    by the accident are considerably greater than reported earlier. 
    
    First, although it is very difficult to obtain accurate data in 
    terms of actual numbers, it is thought that more than half of the 
    researchers died after exposure to the "T-Virus". The body count 
    will almost likely increase since nearly all of the survivors 
    show symptoms peculiar to the "T-Virus". 
    
    Second, our security system is still in operation. However, our 
    special security guard squad has been nearly destroyed. Because 
    of that, research information considered by our company to be top 
    secret has been made available to outsiders.  ounter-measures 
    should be taken as soon as possible. 
    
    Finally, many of the "subjects" from the experiments have escaped 
    and are out of control. We believe that some of the researchers 
    were killed by these "subjects" and their bodies were mutilated. 
    By a curious coincidence, these events are proof of the success 
    of our research. However, there is also a very high risk that 
    this news may be leaked to the press if we don't act immediately. 
    
    The condition is very serious. Our operation to cover-up the 
    situation is difficult to attain, however we hope the problem 
    will be solved quickly. We are especially concerned that the 
    State Police and S.T.A.R.S. are intervening too quickly. We 
    need to act on this situation as well.
                                                                 
                                                                 
                                                                 
                        KEEPER's DIARY
                        --------------
                                                                 
    May 9, 1998
    At night, we played Poker with Scott the guard, Alias and Steve 
    the Researcher. Steve was really lucky, but I think he was 
    cheating. What a scumbag.
    
    May 10, 1998
    Today, a high ranking researcher asked me to take care of a new 
    monster.  It looks like a gorilla without any skin. They told me 
    to feed them live food. When I threw in a pig, they were playing 
    with it... tearing off the pig's legs and pulling out the guts 
    before they actually ate it.
    
    May 11, 1998
    Around 5 o'clock this morning, Scott came in and woke me up 
    suddenly. He was wearing a protection suit that looks like a 
    space suit. He told me to put one on as well. I heard there 
    was an accident in the basement lab. It's no wonder, those 
    researchers never rest, even at night.
    
    May 12, 1998
    I've been wearing this annoying space suit since yesterday. 
    My skin grows musty and feels very itchy. By way of revenge, 
    I didn't feed those dogs today. Now I feel better.
    
    May 13, 1998
    I went to the medical room because my back is all swollen 
    and feels itchy. They put a big bandage on my back and the 
    doctor told me I did  not need to wear the space suit any 
    more. I guess I can sleep well tonight.
    
    May 14, 1998
    When I woke up this morning, I found another blister on my 
    foot.  It was annoying and I ended up dragging my foot as I 
    went to the  dogs pen. They have been quiet since morning, 
    which is very unusual.  I found that some of them escaped. 
    I'll be in real trouble if some 
    of the higher-ups find out.
    
    May 15, 1998
    Even though I didn't feel well, I decided to go see Nancy. 
    It's my first day off in a long time. But I was stopped by 
    the guard on the way out.  They say the company has ordered 
    that no one leave the grounds. I can't  even make a phone 
    call. What kind of joke is this?!
    
    May 16, 1998
    I heard a researcher who tried to escape from this mansion 
    was shot last night. My entire body feels burning and itchy 
    at night. When I was scratching the swelling on my arm, a 
    lump of rotten flesh dropped off. What the hell is happening 
    to me?
    
    May 19, 1998
    Fever gone but itchy.
    Hungry and eat doggy food.
    Itchy itchy Scott came.
    Ugly face so killed him.
    Tasty.
    
    4
    Itchy.
    Tasty.
                                                                 
                                                                 
                                                                 
                        ORDERS
                        ------
                                                                 
    TOP SECRET
    July 22, 1998 2:13
    
    To the Head of the Security Department
    "X-Day" is approaching. Complete the following orders within 
     the week.
    
     Lure members of S.T.A.R.S. into the lab and have them fight 
      with the B.O.W. in order to obtain data of actual battles. 
     Collect two embryos per B.O.W. type making sure to include 
      all species except for Tyrant. 
     Destroy the Arklay lab including all researchers and lab 
      animals in a manner which will seem accidental. 
    
     White Umbrella
                                                                 
                                                                 
                                                                 
                        PASS CODE 1
                        -----------
                                                                 
    PASS CODE No.1
    "I swear by myself", declares the Lord, "that because you have
     done this and have not withheld your son, your only son,
    (Genesis 22:16)
                                                                 
                                                                 
                                                                 
                        PASS CODE 2
                        -----------
                                                                 
    I will surely bless you and make your descendants as numerous 
    as the stars in the sky, and as the sand on the seashore. 
    Your descendants will take possession of the cities of their 
    enemies,
    (Genesis 22:17)
                                                                 
                                                                 
                                                                 
                        PASS CODE 3
                        -----------
                                                                 
    and through your offspring all nations on earth will be
    blessed, because you have obeyed me."
    (Genesis 22:18)
    
                                                                 
                                                                 
                        PLANT 42 REPORT
                        ---------------
                                                                 
    4 days have passed since the accident and the plant at point 42 
    is growing amazingly fast.
    
    It has been effected by the T-Virus differently than other 
    plants have been and shows unique shape in addition to its 
    size. Looking at the way it behaves, it is now difficult to 
    determine what kind of plant it was originally.
    
    There are two ways in which Plant 42 gathers nutrition. The 
    first is through its root that reaches into the basement. 
    Immediately after the accident, a scientist went mad and broke 
    the water tank in the basement. Now the basement is filled with 
    water. It is easily imaginable that some chemical elements were 
    blended in the water and promotes the incredibly fast growth of 
    Plant 42. 
    
    Another part of Plant 42 from the basement grows through the 
    duct and hangs down like so many bulbs from the ceiling of the 
    first floor. Many vines come out of those bulbs and they are 
    the second resource for its nutrition.
    
    Once sensing movement, Plant 42 shoots its vines around the 
    prey and holds it. Then it starts sucking up blood, using the 
    suckers located at the back of its vine.
    
    It also has some intelligence. It blocks the door by twining 
    its vines around it especially when it captures prey or is 
    sleeping. Several staff members have already fallen victim to this.
    
    May 21, 1998
    Henry Sarton
                                                                 
                                                                 
                                                                 
                        RESEARCHERS LETTER
                        ------------------
                                                                 
    June 8, 1998
    Dear Ada,
    
    Ada, by the time you read this, I'll be something... different. 
    Today's test turned out to be positive, just as I expected. I 
    feel like going crazy when I think about becoming one of them.
    
    Ada, you're not infected and I hope you never will be. In case 
    you're the last one left, take the material in the Visual Data 
    Room and go to the Power Room to operate the Triggering System 
    before you escape.  And make all this public through the media.
    
    If everything is in order, all the locks can be opened by the 
    security system. You can access the system if you log in with 
    my name from the terminal in the small lab and enter the password. 
    The password is your name. To unlock the door at B2 where the 
    Visual Data Room is located, you'll need to access with our 
    names first and then enter another password.
    
    I've written the code below. I'm sure you'll understand it 
    easily. And this is my last hope - if you find me completely 
    changed, please kill me yourself.
    
    PASSWORD:
    | \/ | /\ |\ | \/ |
    | /\ | \/ |  |    |
    |    | /\ |  |    |
    
    Yours, John
                                                                 
                                                                 
                                                                 
                        RESEARCHERS WILL
                        ----------------
                                                                 
    My dear Alma,
    The fact that you have received this letter is both a joy and a 
    sadness for me. I could not even talk to you because of that guy 
    in the sunglasses. Alma, be calm and read this.
    
    I think I've told you that I moved to a pharmaceutical company's 
    lab. They headhunted me. Last month, there was an accident in the 
    lab and the virus we were studying escaped. All my colleagues who 
    were infected by the virus are dead. To be accurate, they've become 
    the living dead. They still wander around. Some of them are 
    knocking on my room door  desperately right now. But there's 
    no sign of intelligence in their eyes. That cursed virus takes 
    away all humanity from the human brain. Love, joy, sorrow, fear, 
    humor... eternally.
    
    And Alma, even the memories of the days I spent with you...
    Yes, I'm infected.I did everything I could, but I could only delay 
    the progress by a few days. The most frightening thing is, that I 
    forget more about you by the day. So I chose a peaceful death, 
    rather than become the living dead. Within an hour, I will have 
    entered my eternal sleep. I do hope you'll understand my decision...
    
    Goodbye and Forever Yours,
    Martin Crackhorn
                                                                 
                                                                 
                                                                 
                        SCRAPBOOK
                        ---------
                                                                 
    RACCOON TIMES MAY 27, 1998
    ANIMAL ATTACK? WOMAN MUTILATED
    
    May 20. At around 10pm a 20-year old young woman's body was found 
    by a passer-by on the left bank of Marble River in the Older District 
    of Raccoon City. Raccoon police assume it to be a grizzly or other 
    animal's doing because there are teeth marks along her mutilated 
    arms and left foot that show considerable power. Since she was 
    wearing a hiking boot on her remaining foot, it has been determined 
    that she was attacked in the Arklay Mountains and fell into the 
    river. They are hurrying to identify this woman.
    
    
    RACCOON WEEKLY JUNE 16, 1998
    MONSTERS IN ARKLAY MOUNTAINS?
    
    Some people claim they've seen monsters in the Arklay Mountains. 
    The monsters are supposedly about the same size as large dogs 
    and usually run in a pack as wolves do. This may sound like a 
    group of ordinary wild dogs, but these monsters are surprisingly 
    fierce and hard to hurt. They say these dogs won't bother you 
    unless you wake them, so you smart readers should stay out of 
    the Arklay Mountains for the time being. But if you're looking 
    for adventure, check it out! You wanna try?
    
    
    RACOON TIMES
    MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED
    
    Due to excessive disasters in the Arklay Mountains, the city 
    authorities have decided to block the road leading to the foothills.
    At the same time, Raccoon police intend to begin the search for lost 
    people with the help of S.T.A.R.S. team members. They expect great 
    difficulty because of the vast size of the Arklay Mountains and the
    primeval forest that covers most of the area. Also people are still
    reporting sightings of grotesque monsters in the mountains.
                                                                 
                                                                 
                                                                 
                        SECURITY SYSTEM MANUAL
                        ----------------------
                                                                 
    BASEMENT LEVEL 1
    HELICOPTER PORT
    
    Executives and Government Officials only on helicopter port.
    This restriction may not apply in case of an accident.
    
    PASSAGE TO THE HELICOPTER
    
    No one is allowed to enter unless they are attended by a 
    Research Consultant or Security Director. All others will 
    be shot on sight.
    
    ELEVATOR
    
    The elevator stops during all emergencies.
    
    BASEMENT LEVEL 2
    VISUAL DATA ROOM
    
    Visual Data Room is within the control of Special Research 
    Division. Keith ArVing, the Room Manager, is designated to 
    have jurisdiction over room usage.
    
    BASEMENT LEVEL 3
    PRISON
    
    Sanitation Division controls the usage of the prison. 
    Consultant Researchers (E. Smith, S. Ross, A. Wesker) must 
    be present if virus is used.
    
    TRIPLE LOCK DOOR
    
    No one is allowed to enter unless he presents all pass code 
    documents. Pass code documents must be created on the 
    specialized output machine by the Chief Researcher of each block.
    
    POWER ROOM
    
    Only Headquarters Supervisors may enter. This restriction 
    may not apply in the Consultant Researcher has received 
    special instructions.
    
    PASS-CODE OUTPUT MACHINE
    
    No one is allowed to use the pass code output machine but 
    the Chief Researchers.
    
    BASEMENT LEVEL 4
    TOP SECRET
    
    Regarding the progress of "Tyrant" after the use of t-virus...
    (Remaining document is unreadable)
                                                                 
                                                                 
                                                                 
                        V-JOLT REPORT
                        -------------
                                                                 
    As I stated in the last report, there are some common features 
    found in the cells of the plant infected by the Tyrant virus. We 
    also have found another interesting fact through some experiments.
    
    We found an element that destroys these plant cells rapidly in 
    "UMB No. 16", one of the series of UMB chemicals that we used 
    for that  experiment. We named this "UMB No. 16" as "V-JOLT".
    
    In our calculation it will take less than 5 seconds to destroy 
    Plant 42 if we put the "V-JOLT" directly on the root.
    
    You need to mix some of the UMB series chemicals in a specific 
    order to create a "V-JOLT". But the UMB series chemicals may 
    generate a poisonous gas which is harmful to the human body. 
    Extreme caution should be taken when handling these chemicals.
    
    Following are the types of UMB series chemicals and their brief 
    characteristics.
    
    UMB No.2 Red NP-003 Purple 
    UMB No.4 Green Yellow-6 Yellow
    UMB No.7 White
    UMB No.13 Blue (stimulating smell)
    V-JOLT (UMB No.16) Brown
    
    
    
    14.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                         _           _       
                     ___| |_ ___ ___| |_ ___ 
                    |  _|   | -_| .'|  _|_ -|
                    |___|_|_|___|__,|_| |___|
    
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    tc&c
    
    
                        UNLOCKABLE CHEATS
    
    Taken from Resident Evil : The Survivor's Guide
               (www.planetdreamcast.com/residentevil)
    
    
    SPECIAL KEY
    -----------
                                                                 
    Finish Resident Evil with either Chris or Jill, after the 
    credits roll and it shows your time and number of saves. 
    Another screen appears displaying the Special Key and the 
    wardrobe room. You are given the opportunity to save your 
    game, start a new game using that saved game. You'll notice 
    that you have the special key in your inventory. Find the 
    Mansion's Wardrobe room and use the key to open the door 
    next to the mirror. There you can change your character's 
    clothes (Jill wears a low cut top and jeans. Chris wears a 
    leather jacket and brown pants).
                                                                 
                                                                 
    ROCKET LAUNCHER
    ---------------
                                                                 
    Finish Resident Evil with either Chris or Jill in under 3 
    hours. You see a different ending, once its done rolling you 
    should see a rocket fly by near the center of the screen. It 
    asks you if you want to save your game, save it and start a 
    new game with that file. Check your inventory and you'll 
    notice that you're carrying a rocket launcher and when you 
    look at the amount of ammo it should show the infinity symbol.
                                                                 
                                                                 
    VIOLENT ENDING
    --------------
                                                                 
    Get the unlimited ammo Rocket Launcher (see above), and beat 
    the game. You'll see a new violent ending. You will see your
    characters getting killed by different enemies in it. Really
    awesome to watch.
                                                                 
                                                                 
                    DIRECTORS CUT VERSION ONLY CHEATS
                    ---------------------------------
                                                                 
                                                                 
    INFINITE COLT PYTHON
    --------------------
                                                                 
    Play the game as either Chris or Jill in the advanced mode, 
    and rescue all your team mates. Let the credits roll and save 
    the game when it asks you. Start a new game using that file 
    and check inventory, you'll notice that you have a Colt Python 
    with unlimited ammo
                                                                 
                                                                 
    DOUBLE ITEMS
    ------------
                                                                 
    Hold Right on the control pad for three seconds with Advanced 
    Highlighted. Advanced should change from gray to green. This 
    code gives you twice as many bullets and ink ribbons as well 
    as increases your weapon strength.
                                                                 
                                                                 
                    SEGA SATURN VERSION ONLY CHEATS
                    -------------------------------
                                                                 
    Yes folks, there actually WAS a Sega Saturn version of this game.
                                                                 
    ALTERNATE COSTUMES
    ------------------
                                                                 
    Start a new game, when the text appears "They have escaped into 
    the mansion" Hold the L and R buttons on the second controller 
    until the game starts. Your character will be wearing his/her 
    alternate costume.
                                                                 
                                                                 
    BATTLE MODE CODE
    ----------------
                                                                 
    On the title screen using the second controller, push the start 
    button while holding X, Y, and Z buttons. Battle mode should now 
    be available.
                                                                 
                                                                 
                                                                 
    ----------
    
    ALL VERSIONS :
                                                                 
                                                                 
    ALTERNATE SCENES AND MAKE YOUR GAME EASIER (Jill only)
    ------------------------------------------
                                                                 
    This is not a cheat, its more of a glitch, well not a glitch too
    its sort of an in-game thing, it can be done for all versions as
    far as I know. This is a bit big so read through it entirely to
    understand what and how it changes Jill's game. It only works in
    Jill's game by the way.
    
    From the start of the game when your in the Dining room and Barry
    is checking on the blood, head back to the main hall and Wesker
    will send you back to the Dining room automatically. Try to exit
    back to the main hall once more and Barry will get up and say
    " Lost courage already, its not like you "
    
    When this happens, run from the side which has the grand father
    clock towards Barry, when Jill is near the clock, the Kenneth
    hallway door will open and the zombie who was supposedly eating
    him will come out into the Dining room. He will try to eat Jill
    but Barry will shoot its head off from where he was sitting. Now
    Supposedly when this happens, it will make your game easier and
    the enemies will go down quickly, I haven't noticed anything
    personally so I can't comment it.
    
    But thats not all, after that continue to the main hall like you
    normally would for the Wesker scene, After Barry gives you the
    Lock Pick and heads off, immediately head for the Second floor
    and enter the Forest room where the Grenade Launcher is. Once you
    get in here, Barry will come in Behind you and aim his gun at you.
    But after realizing its Jill, Barry will walk up to Forest's body
    and GIVE you the grenade launcher.
    
    If the above series of scene's happened, then when you reach the
    dormitory area, before you can enter the 002 DORM room, Jill will
    hear Barry talking to some one inside, the other person's voice
    is not clear. When Jill enters the other person would have gone
    and Barry will just blow off the whole deal by saying that he
    was talking to himself because of the tension. Then he says that
    he should get some fresh air and exit the area. 
    
    The rest of the game will proceed normally, but by doing the
    above series of scenes you should get an early idea that Barry
    might be up to something.
                                                                 
                                                                 
    -----------
    
    
    
                          TIPS 
                          ----
    
    
    * Want to save some ammo, when your on the balcony above the
      dining room with the statue, get behind the statue so that
      the zombie is on the other side, the zombie will not be able
      to get to you but you can easily slash away with the knife
      from the safety of the statue, saves a couple of bullets.
    
    * Want to see a terrifying scene ? When your in the main hall
      of the mansion, try to exit out of the main mansion doors, 
      the character will avoid a close call with the zombie dogs
      but it can only be done once. After that the character will
      wimp out and not open the door entirely.
    
    * If a zombie has fallen down and your not so sure if its dead
      or not, then there are two things you can do, either if you
      have the auto aim system on, the character will automatically
      aim towards the downed zombie, otherwise walk RIGHT next to
      the zombie, and press the back button, if the zombie is dead
      then the character will just walk back normally, if it is
      alive then the character will do a cautious back walk.
    
    * Whats a tip section without the shotgun trick, its pretty
      obvious from all the RE games that when you have the shotgun
      equipped aim high and take off the zombie's head in a single
      shot, if your in an area with a lot of zombies in it then
      dont hesitate to shoot at mid level, thanks to the wide
      scatter of the shotgun you can take out 3 or 4 zombies at
      the same time, this really helps saving the ammo.
    
    * When you have a couple of herbs in front of you, be sure to
      always have atleast one red and green herb combo in your
      inventory, it does the same healing as a first aid spray,
      I-e restores your health completely, add a blue herb to it
      and it'll cure poison too.
    
    * Always remember the location of the item box rooms in the
      mansion area since you'll run out of inventory space on
      A LOT of occasions, especially in Chris's game, clear out
      the zombies or hunters on or near the path leading to 
      these save rooms so that you can head in and out easily.
    
    * If you ever start hearing beeping sounds from your character
      then check the radio item from your inventory at that exact
      moment, you can catch a convo or two from Brad in the chopper.
    
    * This tip only applies for the directors cut version of the game
      you will notice in that version that the Barreta you normally
      would have is silver now, its a custom version now. With the
      custom Baretta you can easily score head shots over zombies
      which makes it an awesome weapon to use against zombies in
      all stages of the game. Even the naked zombies.
    
    
    
    
                  GAMESHARK CODES FOR NA VERSION
                  ------------------------------
    
    
    
    Infinite Health 1
     300C51AC 008C 
    
    Infinite Health 2
     800B8BC6 0301
     800B8BC8 FF00
     800B8BCC 00FF
     800C51AC 0060 
    
    Overall Game Playing Time At End of Game is 00'00'00 
     800C867C 0000 
    
    Play As Chris With Jill's Voice & Storyline 
     800C8668 0000 
    
    Play As Jill With Chris's Voice & Storyline 
     800C8668 0001 
    
    Turn Knife Into Rocket Launcher 
     D00C8784 0001
     800C8784 FF0A 
    
    All Weapons, Key Items, Keys, F.-Aid Spray In Chest 
        (GS 2.2 Or Higher Needed!) 
     50000902 0001
     800C8724 FF02
     50000102 0001
     800C8736 0F1B
     50000D02 0001
     800C8738 0F1D
     50000302 0001
     800C8752 0F2C
     50001302 0001
     800C8758 0F30 
    
    
    
    15.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                 _   _              _ _         
                | |_|_|_____ ___   | |_|___ ___ 
                |  _| |     | -_|  | | |   | -_|
                |_| |_|_|_|_|___|  |_|_|_|_|___|
      
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    ttml
    
    NOTE : This is a brief time line, which leads to the events
           of the first Resident Evil game.
    
    NOTE 2 : Time line derived from the official Resident Evil
             website. 
    
    
    
    
    1950's
    Doctor James Marcus, Lord Edward Ashford and Ozwell E Spencer 
    discover the mother virus.
    
    1953
    Birth of Kenneth J. Sullivan S.T.A.R.S. Bravo Team Scout.
    Deceased July 23, 1998 inside Spencer Mansion.  Devoured 
    by Zombie.
    
    1957
    Birth of Enrico Marini.  Captain of the S.T.A.R.S. Bravo Team.
    Wounded during Spencer Mansion penetration.  Killed July 23,
    1998 by a single gunshot wound.  Murderer unknown; possibly
    Barry Burton under the command of Albert Wesker.
    
    1960's
    Birth of Albert Wesker, captain of STARS Alpha team
    
    Early 1960's
    Alexander ashford graduated with a Ph.D in biogenetics and 
    joins his father in research for the mother virus.
    
    1960
    Birth of Barry Burton.  Ex S.W.A.T. team member; currently 
    part of S.T.A.R.S. Alpha Team.  Working under threats to his 
    family by Albert Wesker.  Competent helicopter pilot.
    
    1961
    Michael Warren, an engineer, moves to Raccoon city and begins 
    work the city's cable car system.  He eventually becomes mayor.
    
    1963
    New york city architect George Trevor is hired by spencer 
    to build a huge mansion in the arklay forest.
    
    Birth of Brad Vickers.  Part of S.T.A.R.S. Alpha Team. Known 
    as "chickenheart" he pilots the helicopter (and abandons 
    the team) during a botched team disembark at the Spencer 
    Mansion.
    
    1967
    
    November 10, 1967
    Progenitor Virus administered to Jessica and Lisa Trevor, wife 
    and daughter of famed architect, George Trevor.  Kidnapped and 
    held in the Spencer Mansion, Jessica eventually dies, Lisa lives.
    Trevor's Diary: George Trevor's aunt becomes ill and is sent 
    to a nearby hospital. Jessica and Lisa Trevor intend to visit 
    her.
    
    November 13, 1967
    Trevor's Private Papers: Architect George Trevor arrives at the 
    Spencer Mansion, which he designed over a five-year period for 
    Lord Ozwell E. Spencer.  Spencer tells Trevor that Trevor's 
    family has recently departed to visit a sick aunt. Both gentlemen 
    feast in the dinning room before viewing the mansion's art 
    collection. Trevor mentions the house's "numerous secrets."
    Lisa Trevor's Letters: Part torture subject, part bio-experiment,
    Jessica Trevor writes a final, emotional note to her daughter,
    pleading for an escape plan and fearing the worst is upon them.
    
    November 14, 1967
    Trevor's Private Papers: Trevor views Lord Spencer's collection 
    of European paintings and parchments.  Spencer tells Trevor he is
    contemplating turning the residence into a seaside resort. He 
    also wishes to start an "international industrial medicine company."
    The company's name would be "Umbrella."
    
    Lisa Trevor's Letters" Lisa Trevor feels dizzy from the shot 
    she was given four days ago.  She wants to escape the mansion, 
    but her mother hasn't returned.
    
    November 15, 1967
    Lisa Trevor's Letters: Lisa finds her mother and they eat 
    together. Lisa is happy until she realizes her mother is a 
    "fake" and "different inside." She locates her mother's face, 
    peels it off her skull, and attaches it to herself.
    
    November 18, 1967
    Lisa Trevor's Letters: Lisa mentions a coffin under the house 
    where her mother rests.  Little else of the letter is comprehensible.
    Trevor's Private Papers: Trevor notes in his diary that his wife and
    children have not returned from their Aunt Emma's.  There are no
    telephones, so he can't check their whereabouts.  Trevor heads to a
    second floor terrace.  Large crows perch here; Trevor feels strange,
    as if he is being watched.  He spies a lower courtyard with a ladder
    leading down into a hole  this wasn't in his design.
    
    November 20, 1967
    Trevor's Private Papers: Trevor notices that the shotgun gave Lord
    Spencer has been swapped for a broken one.  Trevor is alarmed at his
    family's disappearance, and his employer wants him back at work.
    
    November 21, 1967
    Trevor's Private Papers:  Trevor is ushered into an enclosed
    reception chamber, where a man in a white lab coat tells Trevor
    that his family is dead.  Trevor feels pain in the back of his
    neck; he falls to the floor.
    
    November 24, 1967
    Trevor's Private Papers: Trevor is imprisoned in the room' the
    man in the white coat brings him "revolting" food.  Only he and
    Spencer know the mansion's terrible secrets.  He mentions
    preternatural entities roaming the manor grounds.  Trevor wonders
    if Spencer is testing the mansion's "secret mechanisms" on him.
    A strange ant-like creature lands on Trevor tramples a number of
    them.  Trevor's Diary also notes these occurrences.
    
    November 26, 1967
    Trevor's Diary: George Trevor loses his favorite lighter  the one
    Jessica gave him.
    
    November 27, 1967
    Trevor's Private Papers: George Trevor escapes from his room, but
    the mansion is securely locked.  He mentions Crests, an eye needed
    for a statue, and a Golden Emblem.  He hasn't time for these games.
    
    November 29, 1967
    Trevor's Private Papers:  Trevor begins to lose his mind.  He stumbles
    upon a room with a giant plant growing through it.  He describes it
    as "absurdly gigantic." Trevor escapes the mansion and moves through
    a laboratory, in to a cave system.  He mentions high-heeled shoes.
    He hopes his wife escaped by this route.  Trevor's diary entries
    become increasingly disjointed.  He hasn't had food or water for
    days. He feels trapped.
    Trevor's Diary: Trevor continues to ramble on about being trapped,
    writing about large glass tubes and wet, eerie caves.
    
    November 31, 1967
    Trevor's Private Papers: Trevor is in the dark.  He scrambles through
    a secret tunnel that ends in a damp chamber.  Something monstrous
    looms in the shadows.  With his final match, he illuminates the room.
    Near him is a headstone carved with his name carved into it.  Trevor
    scrawls a final goodbye to his wife.
    
    Sometime in 1967
    It is assumed that Lord Ozwell Spencer and Alexander Ashford completed
    the experiment known as the T-virus.
    
    Sometime in 1967
    The Special Tactics and Recovery Squad (or S.T.A.R.S.) is formed in
    New York City as a special branch of the police force.  Its specially
    trained troops deal with cult-affiliated terrorism.
    
    
    1969
    Birth of Forest Speyer, S.T.A.R.S. Bravo Team sniper and vehicle
    specialist.  Deceased July 23, 1998 on a balcony inside Spencer 
    Mansion. Devoured by an unknown entity.
    
    1970
    Estimated "birth" of Alfred Ashford and Alexia Ashford, twins in a
    long line of Ashfords.  Their father Alexander (along with Lord
    Spencer) created the T-virus.  The twins then experimented on
    Alexander, turning him into a "Nosferatu".  After the nvention
    of the T-Veronica Virus, Alexia enters a cryogenic state chamber to
    mutate and strengthen her powers.
    
    1971
    Birth of Joseph Frost, S.T.A.R.S. Bravo Team vehicles specialist,
    who joined Alpha Team under orders from Albert Wesker.
    Deceased July 23, 1998 on Spencer Mansion grounds.
    Devoured by zombified hounds.
    
    1972
    The Raccoon City chapter of S.T.A.R.S. is established.
    
    1973
    Birth of Chris Redfield S.T.A.R.S. Alpha Team member.  Dishonorably
    discharged from the Air Force, Chris is recruited from S.T.A.R.S. by
    Barry Burton.
    
    1975
    Birth of Richard Aiken, S.T.A.R.S. Bravo Team communications specialist.
    Bitten to death July 23, 1998 on Spencer Mansion grounds.
    
    14th Feb 1975
    Birth of STARS alpha team member Jill valentine.
    Current status. Active.
    
    1978
    Wesker's Report II: Albert Wesker arrives at the Arklay Laboratories
    ignoring the Umbrella president and remaining aloof to the other staff.
    He commences research on the Ebola Virus, and attempts to create a
    Bio Organic Weapon (B.O.W. Entities).  Wesker first encounters the
    "woman," a creature who has been constantly experimented on with
    multiple viral strains since her first injection on November 10, 1967.
    
    1980
    Birth of Rebecca Chambers, S.T.A.R.S. Bravo team medic and part-time
    pianist.  One day before Alpha Team's arrival in Raccoon Forest,
    she investigates a mysterious train.  Albert Wesker shoots her in the
    chest, but she survives and escapes the mansion.
    Her status is currently active.
    
    1981
    Birth of Steve Burnside.  An immature but good-hearted child, he is
     held on the remote Rockfort Island with his father as a prisoner
    of Umbrella, Inc.
    
    July 27, 1981
    Wesker's Report II: Ten-year old Alexia Ashford is given permission
    to head up Umbrellas' remote Antarctic research station.  Her family's
     reputation is legendary (her father, Alexander Ashford first
    discovered the T-virus), although Alexander's son, Alfred, is
    useless.  Wesker vows to commence research on the laboratory's older
    workers, but Dr. William Birkin ins envious of Alexia and isn't
    mentally capable of helping Wesker.  An imprecise killing machine,
     name the Zombie, is created.  However its infection ration isn't
    perfect.  The "woman" still lives ,l and Wesker is surprised at
    how resilient she has become.
    
    1983
    
    January 30, 1983
    Alfred's Diary: Alfred Ashford, inside the secret Umbrella Antarctic
    base keeps a diary where he mentions a hidden passageway, accessible
    only by using three family brooches.  He cannot retrieve his father's
    brooch.
    
    February 17, 1983
    Alfred's Diary:  Alfred manages to secure the brooches and enter the
    sealed room.  He makes a shocking discovery-his DNA was spliced from
    a family ancestor and surrogate mother; both Alfred and Alexia are
    experiments.  Angry and jealous that his father chose Alexia (she
    exhibits genius intelligence, but Alfred does not), Alfred is determined
    to avenge his blundered birth.
    
    March 3, 1983
    Alfred's Diary: Alfred and Alexia begin to experiment using the
    T-Veronica Virus on a "human body" they find- most likely their
    father.  Alfred worries that the family butler will find out
    about this macabre experiment.
    
    April 22, 1983
    Alfred's Diary: Alexander Ashford is turned into a freakishly
    mutated being that comes to be known as "Nosferatu," and he's
    locked away in a secret basement room.  Alexia, meanwhile,
    continues to experiment on herself, and she informs Alfred that
    she needs to be frozen for 15 years before the T-Veronica Virus
    can completely consume her Alfred, now alone, mentally degenerates
    completely.
    
    December 31, 1983
    Wesker's Report II: Wesker hears that Alexia died after injecting
    herself with the T-Veronica Virus.  He can't rely on Alfred to
    help with research.  Wesker begins to wonder why Ozwell Spencer
    locate the laboratory here, especially as Wesker believes other
    species (both animal and vegetable) could be affected by the virus.
    He realizes that placing a base in the Antarctic wasn't so crazy
    after all.  The "failure" at the laboratory (the woman infected
    back in 1967) has been forgotten. Wesker's true intentions- that
     he's been planted in the Umbrella organization by another company 
    are still secret.
    
    
    1986
    Birth of Sherry Birkin, daughter of Umbrella scientists, Doctor
    William Birkin and Annette Birkin.  Sherry wears a small neck
    pendant that carries the G-virus.  Albert Wesker's forces may be
    holding her against her will.
    
    1987
    Residents of Raccoon City elect Michael Warren (the engineer who
    pioneered the town's cable car system) mayor of Raccoon City.
    Warren holds this position until the town is destroyed; he dies
    in the nuclear explosion.
    
    1988
    Wesker's Report II: Wesker can't believe Birkin is bringing life into
    the world when he works in such a place, especially as work has begun
    on the Tyrant, a genetically superior soldier.  However, very few
    "test subjects" could survive with the T-Virus inside them; most turn
    into Zombies.  Only 10 people in the United States have the correct
    DNA.  Hear the Umbrella France has recently started the Nemesis Project,
    Wesker requests appropriate samples, realizing that a tremendous
    soldier can now be created.   The Nemesis parasite has a short life
    expectancy outside of the host body, so Wesker resolves to plant
    the Nemesis parasite into the "woman."  The results are surprising 
    she devours the parasite and lives.  Wesker switches his research
    completely and begins to work on the "failure".
    
    1992
    After five years as mayor of Raccoon City, Michael Warren begins to
    rely heavily on Umbrella's "charitable" donations.  The money helps
    to build a hospital, a public utility works, a municipal building,
    and helps "keep the public peace."
    
    1993
    The newly appointed Raccoon City chief of police, Brian Irons, begins
    to take bribes from Umbrella, Inc. to ignore the disappearance of
    locals, Umbrella's "experimental" areas of the city, and other
    atrocities.  Chief Irons becomes more erratic.
    
    1995
    
    July 31, 1995
    Wesker's Report II: Wesker returns to the Arklay Laboratories after
    a four-year absence.  Birkin heads the G-Virus experiment that Wesker
    began.  The G-Virus continuously mutates its host, creating a creature
    that resurrects itself from the dead.  Spencer spends less and less time
    at the Raccoon facility.  A new lead researcher named John arrives,
    and the experiment on the "woman" begin to turn violent  she rips
    the faces off careless researchers and wears them on her hunched
    back.  She is destroyed, but Wesker wonders what Spencer has in
    store for Umbrella.
    
    1996
    While Mayor Warren and Police Chief Irons stonewall any protests,
    Umbrella, Inc. is permitted to construct the Arklay Laboratories
    near the old Spencer Mansion, away from the main business district,
    but still within Raccoon City Limits.
    
    1997
    Barry Burton leaves his job as S.W.A.T. team sergeant to become
    a full-time member of S.T.A.R.S. Burton recruits Chris Redfield,
    and both move to Raccoon City to revamp the S.T.A.R.S. team there.
    Ada Wong, a spy infiltrating the Umbrella organization to gain more
    information on their viral experiments, manages to become intimate
    with an Umbrella researcher named John. The Raccoon City Police
    Department moves into the disused Raccoon City Art Gallery.
    Artwork remains in the building during the move, but many more
    expensive paintings and statues arrive shortly afterward.  They
    belong to Chief Irons.
    
    1998
    
    April 25, 1998
    Manager's Diary: A technician is hired to manage Arklay Laboratories
    and "disposal" facility.  The lab is near the mansion, disguised as
    a factory.
    
    May 10, 1998
    Keeper's Diary: The keeper looks after a new specimen, which may be
    a Chimera.  The beast dismembers and disembowels its meat (a wild pig)
    before eating. Secretary's Diary: Chief Irons acquires another 
    disgusting painting; a naked human, being hanged.
    
    May 11, 1998
    Keeper's Diary: A T-Virus leak shuts down the Arklay Laboratories
     basement area. The keep dons a haz-mat (hazardous materials) suit.
    
    May 12, 1998
    Keeper's Diary:  the Keeper feels "musty" and "itchy" after 24 hours
    in the haz-mat suit.
    
    May 13, 1998
    Keeper's Diary: The Keeper goes to the laboratory clinic when his
    itchy back becomes swollen.  He removes his haz-mat suit, and they
    bandage his back.
    Prisoner's Diary: On Rockfort Island, a prisoner complains that
    his cell "stinks of death." He shares a bunk bed with an
    "interesting" fellow named Bob.
    
    May 14, 1998
    Keeper's Diary:  A blister appears on the Keeper's foot; he
    hobbles to the dog pen.  Some of the hounds have escaped.
    Manager's Diary: Arklay Laboratories tests a special, but
    unstable, gas that decomposes living cells.
    
    May 15, 1998
    Keeper's Diary: An armed guard prevents the Keeper from leaving
    or making phone calls.
    
    May 16, 1998
    Keeper's Diary: A scientist is shot trying to escape from the
    secured Laboratory.  That night, a piece of rotting flesh falls off
    the Keeper's arm.
    Prisoner's Diary: Bob says that he was the assistant to Alfred
    Ashford, but was imprisoned over "a tiny little mistake."
    
    May 17, 1998
    The T-Virus accidentally saturates a laboratory plant in Arklay
    Laboratories, creating Plant 42.  An angry researcher floods the
    mansion's lower rooms, freeing sharks infected with the T-Virus.
    
    May 19, 1998
    Keeper's Diary: The T-Virus metamorphosis is almost complete.
    The Keeper attacks and eats the guard.
    
    May 20, 1998
    A female hiker is found on the bank of the Marble River.  The body
    shows signs of animal lacerations.
    Manager's Diary" Despite possessing a keycard, the Manager is 
    accidentally locked inside a "treatment room" in the Arklay 
    Laboratories. Prisoner's Diary: Military personnel move Bob to 
    a building from people never return.
    
    May 21, 1998
    Plant 42 Report: Umbrella researcher Henry Sarton writes about 
    a mutating plant that attacks by crushing its victims in its 
    vines or by bloodletting with its tendrils.  This monster has 
    preyed on several scientists.
    
    May 27, 1998
    The Raccoon Times writes a report on the discovery of the dead hiker.
    The police think a grizzly bear attacked her.
    
    June 7, 1998
    Manager's Diary: Staff members are becoming unruly and will not 
    correctly dispose of experimentations.
    
    June 8, 1998
    Researcher's Note: John, a researcher, tells his sweetheart how 
    to correctly exit the Arklay Laboratories.  Pass codes are mentioned.
    
    June 16, 1998
    The Raccoon Weekly runs a story about strange "dog-like" creatures
    roaming the Arklay Mountains near the Spencer Mansion.  The paper
    urges people to try to photograph or capture a specimen.
    
    July 9, 1998
    The Raccoon Times: "Mystery in the Arklay Mountains" reports that
    local authorities closed the roads into the wilderness area; they
    summoned S.T.A.R.S. to help investigate.  Grotesque monsters are
    still in the area, and more families have vanished.
    
    July 16, 1998
    Manager's Diary: Bodies in the facility are still being dumped
    into exterior containers and not burned per instructions.  The
    plant disposal system cannot cope with "demand." The workers feel
    a little strange, they're taking medicine, but it isn't working.
    
    July 22, 1998
    White Umbrella: A clandestine organization give strict orders about
    an "X-Day." S.T.A.R.S. members are to be lured into a laboratory to
    battle the mutating experiments.
    Suicide Note: A researcher, writing to his wife, details a viral
    outbreak in the Arklay Laboratories.  He destroys his colleague
    with an ornate pistol and then hangs himself.
    
    
    
    16.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
          _                                  _           
         | |_ ___ ___ _ _ ___ ___    ___ ___| |_ ___ ___ 
         |  _|  _| -_| | | . |  _|  |   | . |  _| -_|_ -|
         |_| |_| |___|\_/|___|_|    |_|_|___|_| |___|___|
      
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    tvrn
    
    
    Note : Not many people are familiar with the original Trevor's
    notes, in the first Resdent Evil's beta, these notes were supposed
    to be scattered through out the mansion describing the fate of the
    person who had actually designed the entire mansion. But it was
    scrapped from the final version because it was just too much info
    for a single game.
    
    This information can be found on various Resident Evil related
    websites as its been leaked on the internet for quiet some time.
    
    In the Resident Evil remake Capcom included a shorter version of
    the Trevor's letters as a diary. 
    
    
    -----
    
    November 13th 1967
    
    After having finished my work and leaving New York I finally arrived
    at the Mansion around 6.00pm. The hall is very spacious. The central
    stairs leading to the second floor are also impressive. All these
    things make me nostalgic all over again. Designing the plans of this 
    place is the work I'm most proud of.
    
    From the day I first showed the model to Ozwell E. Spencer in his
    office, until the completion of the building, took me 5 years. 
    Spencer's orders were really difficulty and I had to call upon all of
    my energy and ingenuity to realize it. At first sight no one would 
    suspect anything to be out of the ordinary. While turning to face me, 
    Lord Spencer shakes the white hairs from his shoulders.
    
    He has an impressive stature, and at the first glance, one can feel
    that he has a high level of self-confidence. He initially announces me
    that my wife Jessica and my daughter returned to visit their aunt Emma,
    who is ill, and then we lift our glasses and toast. We are only ones to
    know about the numerous secrets contained within this building. Deeply
    satisfied with the complicity, we taste the wine.
    
    The dining room is amazing. There is an incredible variety of food
    laid out hammoniously on a large table in mahogany wood. When someone
    would raise their eyes, they could see a statue of a goddess, in
    "Rodin" style, on the second floor which seems to observe is with
    desire. But despite all this splendor, the banquet can only be enjoyed
    by two guests (Spencer and I). We only hear the quiet clicking noise of
    the clock needles. Ahhh, if only Jessica and Lisa were there.
    
    According to Spencer, they arrived three days before me and
    appreciated the house well. Lisa in particular benefited from the
    Spencer's kindness and was able to use the piano among others. She
    reportedly played the "Moonlight Sonata" of Beethoven (her specialty).
    In this evening of full moon where the melody seemed to surpass the
    satellite floating above the forest which surrounds the house, Spencer
    had congratulated my wife for this superb moment. I imagine proudly
    that their two faces had to illuminated with pleasure.
    
    November 14th 1967
    
    Lord Spencer guided me around in the mansion. He opened the doors of
    several rooms. Those rooms are decorated with the most marvelous at
    pieces : painting of De Vinci, sculpture of Raphael... In one of the 
    rooms the eye of a stuffed beast has strangely sparkled, and in 
    another room armors of Middle Age Knights were aligned in good order 
    close to their captain.
    
    All these art pieces were collected by Lord Spencer during past years
    and he deserves well to be one of the richest man on earth. "Do you 
    like that ? I wish to use this residence as a seaside resort, for a 
    new company. I foresaw that, not only for the employees, but also for 
    the guests could use it." 
    
    His project is to design an international industrial medicine company. 
    He told me that its company would be called "Umbrella". But I wonder 
    why he hid as many things in his residence. He can say that he wants 
    to make a seaside resort but it's exaggerated. Even in the case his 
    actions had been led by his passion.
    
    November 18th 1967
    
    My family hasn't come back yet. "Is aunt Emma that sick ?". I doubt it. 
    The telephone is not installed, which is not very convenient. I went out 
    to second floor terrace to clear my mind. Crows, perched on a rail, 
    looked at me and pushed strange croaking. I had a dark intuition. I 
    continuously have the strange impression of being observed... I saw 
    an astonishing thing, in a small court. It is a ladder leading down 
    into an underpass, which is masked by a waterfall."It is not my work. 
    When was this thing built then ?"
    
    
    November 20th 1967
    
    There is no trace of the shotgun my wife had offered Spencer for is
    birthday. I'm smoking a cigarette in the room where a broken shotgun
    can be found and estimate that it can fool people and pass for the
    original. I wonder who exchanged Spencer's shotgun for this unusable
    shotgun and why ? Neither my wife nor my daughter have reappeared and 
    I getting very concerned. My rich employer informed me that my family 
    and I couldn't remain at the mansion any longer and when I suggested 
    that I could join them tomorrow, he laughed and said that it was 
    useless to worry myself like that.
    
    November 21st 1967
    
    Luggage was gathered and somebody led me into a large room, without
    openings, on the first floor reserved for the receptions. As the Lord
    hadn't arrived yet, I was observing the painting in company of a man in
    a white blouse. He was one of the three unknown men on the courtyard.
    "Life is rich and short". On the painting, which were exposed on the
    wall, time was represented by the life of a man, from his birth to his
    death.   "Your family died, now" -laughed the man while he was looking 
    at me styly. Time seemed to stop. What was he talking about ? At the 
    same moment I felt a terrible pain at the bottom of my neck, and I 
    broke down on the floor.
    
    November 24th 1967
    
    How could he have become this kind of man ? What happened here ? And
    what is the objective of this company called "Umbrella" ? I was 
    imprisoned in this room and time passed slowly. "The objective is 
    to keep all this as a secret, and since you are an unknown...". One
    day, a man in a white blouse said this to me while bringing revolting
    food. What secret is more important than a human life ?
    
    Lord Spencer and me are the two only ones to know the secrets of this
    manor, and if I die, he will be the only holder of this knowledge. Is
    it for that reason we have these creatures which prowl around the 
    premises of the Manor ? I cannot remain here and be eaten of worse. It
    is necessary that I escape from here. The question is to know if, 
    since the beginning, I didn't quite simply build my own prison. When 
    I was creating this manor, and in accordance with Lord Spencer's 
    strange fascination for enigmas, I conceived a way to escape for 
    who ever would find himself imprisoned there.
    
    It would seem that Lord Spencer wants to test this mothod on me... At 
    this moment, one of the countless creatures which infest the floor and 
    the ceiling, fell from the ceiling onto my body. For an unknown reason, 
    it seemed to attract them. I jumped instinctively backwards and while 
    getting upright I trampled a great number of them. What are these 
    creatures ? Ants ?
    
    November 27th 1967
    
    I finally succeeded to escape from this room. But nobody can exit from 
    the Manor on snap of a finger. You need the crests, the missing eye from 
    the Tiger's statue and the Gold Emblem. I can't occupy myself find 
    something else ! I have no time for this.
    
    November 28th 1967
    
    I can't find the words for it. A plant, absurdly gigantic, fills a
    whole room. God could not have created such a thing.
    
    November 30th 1967
    
    It is impossible to get out. It is impossible to come out of the room. 
    A phantom laboratory, leading into a kind of underground cave without 
    visible exit. And finally, I found it :   One of the high-heeled shoes 
    and the memory, that behind all it I will find a passage. Jessica. 
    Were my wife and my daughter subjected to the same destiny as me ? No, 
    I will escape at all cost, as they did before me.
    
    December 5th 1967
    
    My throat is dehydrated. I didn't eat for many days and I don't know
    how much time I'll still resist. I am becoming insane. Why ? Because 
    I am like a rat, hopeless trying to escape from a laboratory labyrinth. 
    Does my fascination for the abnormal architect of this residence was 
    no reprehensible ?
    
    December 7th 1967
    
    I am in a dark and wet underground secret conduit. And there, suddenly, 
    something monstrous opposite of me... I scrape my last match with a 
    trembling hand. A tombstone is here with my name engraved on it. What 
    kind of a psychopath would make a similar thing ?   "George Trevor" 
    isn't me ? Spencer calculated since the beginning, that I would come 
    up to here to take my breath, and prepared my tomb. Realizing, with 
    success, to direct my attention away from each useful way to escape. 
    Jessica, please forgive me. Little time... It's the time that remains 
    me before joining you in paradise.
    
    -   George Trevor
    
    
    
    
    17.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
     _                      _           _           _         
    | |_ ___ ___ ___    ___| |_ ___ ___| |_ ___ ___|_|___ ___ 
    | . | . |_ -|_ -|  |_ -|  _|  _| .'|  _| -_| . | | -_|_ -|
    |___|___|___|___|  |___|_| |_| |__,|_| |___|_  |_|___|___|
                                               |___|            
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    bssb
    
    
    Here are the Boss strategies listed separately for your reading
    pleasure. Chris and Jill's strategies are separated.
    
    
    
    BOSS FIGHT 1 : YAWN, FIRST ENCOUNTER
    ------------------------------------
    
    CHRIS REDFIELD
    --------------
    If we were playing with Jill, this fight would be alot easier
    but Chris has some serious issues, so the only method i would
    advice you to take against this boss is the run quickly and
    grab the crest method.
    
    This is my kinda method, as soon as the boss fight starts, you
    should take note of your surrounding, right in the middle of
    the attic is a pillar, now what you want to do is lure the snake
    so that it tries to go around the pillar, now dash for the CREST
    and take it, getting out will be the harder part but you should
    manage to do it, take the box of shotgun shells before exiting
    and escape the attic without firing a single shot.
    
    
    JILL VANELTINE
    --------------
    
    Method 1
    
    Use this method if you have plenty of shotgun shells, now as
    soon as the fight starts, take aim with your shotgun and start
    firing off in the yawn's direction, if its close to you then
    take special care to aim right at its head, inflicting maximum
    damage. After a couple of shells, the yawn will retreat back to
    the hole it came out of , and the boss fight is over. Now go
    and collect the final CREST, the MOON CREST from there and exit
    the attic. If your hurting for some shotgun shells, then there
    is one box in the attic, take that before leaving.
    
    Method 2
    
    This is my kinda method, as soon as the boss fight starts, you
    should take note of your surrounding, right in the middle of
    the attic is a pillar, now what you want to do is lure the snake
    so that it tries to go around the pillar, now dash for the CREST
    and take it, getting out will be the harder part but you should
    manage to do it, take the box of shotgun shells before exiting
    and escape the attic without firing a single shot.
    
    
    BOSS FIGHT 2 : PLANT no 42
    --------------------------
    
    CHRIS REDFIELD
    --------------
    First make the V-JOLT chemical as Rebecca and put it on the roots
    of the plant, see the walkthrough for that.
    
    Now the plant will let go of Chris Redfield and compress itself
    as if its dead, but when Chris gets up the plant comes back to
    life again, and we have to kill its upper part to finish it off.
    The boss itself is quiet easy as all you have to do is shoot 
    at it a couple of times, the shotgun works best against this 
    boss.  While fighting him be sure not to stay in the same place 
    for a long time becasue the boss will hit the ceiling and cause
    some of it to fall down on where you were standing. The best
    method to fight this boss is to fire a shell, then run around
    a bit, then fire another shell, then round around a bit more.
    Repeat the steps until the fight is over.
    
    
    JILL VALENTINE
    --------------
    Unlike Chris's game, the boss fight will begin as soon as you
    enter this room, you will spot the huge plant in front of you
    and all you can do is fight it if you want to live, the boss
    itself is quiet easy as all you have to do is shoot at it a
    couple of times, the shotgun works best against this boss. 
    While fighting him be sure not to stay in the same place for
    a long time becasue the boss will hit the ceiling and cause
    some of it to fall down on where you were standing. The best
    method to fight this boss is to fire a shell, then run around
    a bit, then fire another shell, then round around a bit more.
    Repeat the steps until the fight is over.
    
    
    
    BOSS FIGHT 3 : YAWN, SECOND ENCOUNTER
    -------------------------------------
    
    CHRIS REDFIELD
    --------------
    This time its a fight to the death and there is no escaping for 
    the snake, we'll do with it entirely. The good news forthis fight 
    is that the snake has lost its ability to poison you, the bad news 
    is that its very dangerous even without it. The snake will be very 
    close to you when the fight starts, so I would advice you to get 
    some room between you and it. Run near the door where we entered 
    this room from and start potting its head with shotgun shells from 
    a distance. This fight is really not that hard and dont worry if 
    you are hit a few times, you did bring a healing item or two with 
    you didnt you !? .. after not so many shells the snake will 
    slither and die. 
    
    
    JILL VALENTINE
    --------------
    This time its a fight to the death and there is no escaping
    for the snake, we'll do with it entirely. The good news for
    this fight is that the snake has lost its ability to poison
    you, the bad news is that its very dangerous even without it.
    Now you should take out the Bazooka and equip it with the
    ACID ROUNDS. The snake will be very close to you when the
    fight starts, so I would advice you to get some room between
    you and it. Run near the door where we entered this room from
    and start potting its head with ACID rounds from a distance.
    This fight is really not that hard and dont worry if you are
    hit a few times, you did bring a healing item or two with you
    didnt you !? .. after not so many acid rounds the snake will
    slither and die. 
    
    
    
    BOSS FIGHT 4 : BLACK WIDOW aka BIG SPIDER
    -----------------------------------------
    
    CHRIS REDFIELD
    --------------
    METHOD 1
    
    This is the manly method, take out the colt python or the shotgun
    which ever suits you more and start shooting the spider, note that
    there is a very high chance of you getting poisoned during this
    battle but we'll find a blue herb after wards so dont worry about
    it. So, the boss moves really fast and can poison you, but its
    general attack does not do that much damage, so you can easily
    stand toe to toe with it and emerge the victor. After killing it
    about a thousand small spiders will come out of it, dont bother
    with them, just exit out of this area and come back in again and
    they will disappear. Take the combat knife and cut the webbings
    on the other door. Enter it after wards.
    
    METHOD 2
    
    This is the very dangerous but fast method, the trick with this
    one is that you ignore the boss, immmediately go and pick up the 
    combat knife off the barrel and start cutting away at the webbings, 
    the boss will be right on your ass attacking you ever so frequently, 
    so just hope to god that you can cut the webbings before the boss 
    cuts you. After the door is completely open enter 
    through it.
    
    Alternate METHOD 2
    
    Since Chris can use the flame thrower unlike Jill, you can just
    run up to the webbing and burn the hell out of it with the flame
    thrower, mind you it will cut through the webbing alot quicker
    then the knife will. So it should be safer.
    
    
    JILL VALENTINE
    --------------
    METHOD 1
    
    This is the manly method, take out the colt python or the shotgun
    which ever suits you more and start shooting the spider, note that
    there is a very high chance of you getting poisoned during this
    battle but we'll find a blue herb after wards so dont worry about
    it. So, the boss moves really fast and can poison you, but its
    general attack does not do that much damage, so you can easily
    stand toe to toe with it and emerge the victor. After killing it
    about a thousand small spiders will come out of it, dont bother
    with them, just exit out of this area and come back in again and
    they will disappear. Take the combat knife and cut the webbings
    on the other door. Enter it after wards.
    
    METHOD 2
    
    This is the very dangerous but fast method, the trick with this
    one is that you ignore the boss, immmediately go and pick up
    the combat knife off the barrel and start cutting away at the
    webbings, the boss will be right on your ass attacking you ever 
    so frequently, so just hope to god that you can cut the webbings 
    before the boss cuts you. After the door is completely open enter 
    through it.
    
    
    
    BOSS FIGHT 6 : TYRANT Ist ENCOUNTER
    -----------------------------------
    
    CHRIS REDFIELD
    --------------
    This is the first fight with this big mother of a monster. As
    soon as this fight starts the first thing you should do is get
    some serious space between you two, since the tyrant is still
    weak and sluggish from its slumber it will not do any running
    attacks on you and will just walk slowly like frankestein.
    
    Take out the Colt Python from your inventory and after you've
    gotten to a good distance, start shooting at it, if it gets
    a little too close then retreat back a few more paces since
    its claw attack can do a massive amount of damage. This fight
    shouldn't last that long and the tyrant will go down after a
    few perfect aimed shots. The fight is over.
    
    
    JILL VALENTINE
    --------------
    This is the first fight with this big mother of a monster. As
    soon as this fight starts the first thing you should do is get
    some serious space between you two, since the tyrant is still
    weak and sluggish from its slumber it will not do any running
    attacks on you and will just walk slowly like frankestein.
    
    Take out the Colt Python from your inventory and after you've
    gotten to a good distance, start shooting at it, if it gets
    a little too close then retreat back a few more paces since
    its claw attack can do a massive amount of damage. This fight
    shouldn't last that long and the tyrant will go down after a
    few perfect aimed shots. The fight is over.
    
    
    
    BOSS FIGHT 7 : TYRANT, IInd ENCOUNTER
    -------------------------------------
    
    CHRIS REDFIELD
    _-------------
    Method 1
    --------
    Take out the Colt Python, and start blasting away at the tyrant
    with it, now that the tyrant is fully awake from its sleep it
    will run towards you at great speed and do a running claw
    attack which will damage you a whole lot. Use a herb immediately
    after this sort of attack. Continue your firing on the tyrant
    while dodging its claw and keeping an eye on the timer, after
    you've hit it sufficiently, Brad will drop off a Rocket Launcher
    from the helicopter and will ask Jill to destroy the monster.
    Do so, take the Rocket launcher from the center of the helipad
    and take a good aim at the tyrant. Fire one and its all over.
    
    Method 2
    --------
    If your less on ammo then use this method, from when the boss
    fight starts, you start running around in circles, and make
    sure that the tyrant doesn't get you, keep an eye on the
    timer, we have to keep on running till only 30 seconds are
    left on the clock. Once the time reaches there Brad will drop
    the Rocket launcher from the chopper anyhow. Grab it and
    qucikly kill the tyrant since the time is running out.
    
    
    JILL VALENTINE
    --------------
    Same as above.
    
    
    
    
    18.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                               _           
                   ___ ___ _ _|_|___ _ _ _ 
                  |  _| -_| | | | -_| | | |
                  |_| |___|\_/|_|___|_____|
                              
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
    mrv0
    
    Here is how i reviewed this game.
    
    Graphics 8/10
    
    You guys have to give some well deserved credit because at the
    time of its release it was one of the most beautiful games ever
    created, and not only that, it had real actors !!.. thats is
    what matters, plus the gore looks almost real in the movies and
    this was probably one of the earliest games to make use of CG
    rendered sequences. A job well done for its own time. This game
    is frickin awesome .
    
    Sound 9/10
    
    This sound doesn't include the voice acting, that deserves its
    own space later, any way the game was full on sounds from the
    screeching roars of the hunters to the real life sounds of your
    weaponry, it was all well done. 
    
    Music 8/10
    
    I dont know what to say about this really, the music for a game
    like this is not meant to stick out, its supposed to stay in
    the background to creep you out, sure the music in the labs 
    area was a bit loud but it was all okey. I loved the ending
    credit theme, Still Dawn.
    
    Voice acting 100/10
    
    Oh yeah NOW we're talking, this game STILL has my favorite cast
    of voice actors, with some really memorable lines like Chris's
    " NO DONT GO" and Barry's ultra cool " HOPE ITS NOT CHRIS's BLOOD"
    are still spoken by the fans of the Resdient Evil community, in
    all reality the voice acting was the thing i was most impressed
    when i first played the game way back in 1996/7.
    
    Story 9.9/10
    
    The game's selling points included an awesome story which diverted
    from the usual fantasy stories of the games of its time and focused
    on a more realistic style of story telling, what I mean to say is
    that the kind of story thats presented in the game is good enough
    to be believed as a real story. Its just that good.
    
    
    Overall 10/10
    
    This is the father of the modern trend of survival horror games
    and i highly recommend any one who has never played this game
    before to pick it up and have a go at it just for the hell of
    it, sure the remake on the GameCube is good too but it can never
    match up to the original game which made the series what it is
    today. This game super rules.
    
    
    
    19.
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*!*!*
     _             _    _     ___                   _   _         
    | |___ ___ ___| |  |_|___|  _|___ ___ _____ ___| |_|_|___ ___ 
    | | -_| . | .'| |  | |   |  _| . |  _|     | .'|  _| | . |   |
    |_|___|_  |__,|_|  |_|_|_|_| |___|_| |_|_|_|__,|_| |_|___|_|_|
          |___|                                                   
    
    !*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*!*!*
    lgll
    
    LEGAL LAWS 
    ----------
    
    MUST READ !! 
    
    This guide was made only for the purpose of helping other people, 
    and I dont intend to use it for profit, and I would really really 
    appreciate it if no one else does it too. This guide is as free as 
    everyone of us is. Use it nicely. The following sites have are the 
    special sites who this guide belongs too in full right...  
    
    ( PS ... this doesnt mean that other sites cant use the guide, any site
    which I want this guide to go to and any site which tells me before
    using it shall be allowed )
    
    www.planetdreamcast.com/residentevil
    www.rebiohazard.com
    www.gamefaqs.com
    faqs.ign.com
    www.neoseeker.com
    www.cheathappens.com
    www.gamerhelp.com
    www.supercheats.com
    
    On another note I dont think I need to mention that this guide is also
    protected by the international copyright laws and that makes it about
    as illegal as any bad thing for anyone to plagiarize it, I ask everyone
    to keep there eyes open and if they ever see this guide being used for
    the wrong reasons then please dont hesitate to contact me and I shall
    see what I can do about it, dont think of this as a joke because
    plagiarism is not that uncommon nowadays, several great authors works
    are plagiarized for money and thats.. very VERY bad..
    
    This guide was made by Adnan Javed , better known as ChandooG on the
    Gamefaqs message boards, I made this guide just for the people for 
    free to be used as a source of making your game easy and enjoyable... 
    or if you dont understand in those words or you think of using this 
    guide for profitable purposes then know this that I have a very 
    qualified lawyer in my family :) get the picture.
    
    Resident Evil all its characters and all the logo's are copyright of 
    capcom co. I am in no associated with capcom and this guide is an 
    un official work. Resident Evil is a registered trademark of capcom co. 
    CAPCOM ARE LIKE GODS. RESPECT Them.
    
    
    * CONTACTING INFORMATION
      ----------------------
    
    
    Want to drop an email to me ?! please make sure of the following things
    before sending me an email
    
    * look in the walkthrough for any puzzle or monster related questions
      first.. dont find it there.. mail me.
    
    * Please DONT mail me about how good you are in the particular game
      and how bad i suck.. hehe those will go to the trash ASAP
    
    God any question about the game ?
    
    Use this address : Returnofthemaniac@hotmail.com
                     or adnanj@gmail.com
    
    
    * CREDITS AND THANKS
      ------------------
    
    * God of course for making the whole world like it is today
      and a special thanks for making me lol ;-)
    
    * My hands, i can say without a doubt that i may be one of
      the fastest typers alive.
    
    * GameFaqs.com , for allowing people such as me to show off
      their writing skills, or even learn that common men can
      also make walkthrough's for games, I mean three years ago
      I didnt know what a FAQ was.
    
    * All the people who use this walkthrough for making their
      game easy, not for their profitable gains, a special
      thanks to the web sites who use it by asking my permission
      first , and keeping it in its original unedited .txt format.
    
    * The Survivor's Guide Network, for most of the cheats of the
      game and other information.
    
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        |  |___| \__    \__   |   |    |    |
      _ |  |   |\/      /     |   |   _|    |
     (_/   |   |/\___/  \___/ |   |_/(/\___/