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    FAQ/Walkthrough by RMcGregor

    Version: 1.0 | Updated: 04/26/02 | Printable Version | Search This Guide

    
            PREPARE TO ENTER THE WORLD OF SURVIVAL HORROR
                             ...AGAIN...
    
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     ==============================================================
     ============= The Final Guide to: Resident Evil ==============
     === By New-Blood.com & RESitez.com Webmaster  Rob McGregor ===
     ==============================================================
    
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     ==      ==    ==  ==  ==      = Resident Evil (PS)           =
     ======  ==    ==  ==  ==      = RE: Directors Cut (PS)       =
     ======  ==    ==  ==  ==      = RE: DC Dual Shock Ver. (PS)  =
     ==      ==    ==  ==  ==      = Resident Evil (DOS/Windows)  =
     ==       =    =   ==  ==      = Resident Evil (Sega Saturn)  =
     ######    ####    ##  ######  =                              =
     ######     ##     ##  ######  ================================
    
     ==============================================================
     =                                                            =
     =  Last Updated = 07:12AM (NZST) 26/04/2002                  =
     =  Current Version = 1.0                                     =
     =  E-Mail = mcgregorr@xtra.co.nz                             =
     =  Websites = RE Fan: A New Blood - www.residentevilfan.com  =
     =             RESitez - http://www.resitez.com               =
     =                                                            =
     ==============================================================
    
     -----------
     LEGAL NOTES
     -----------
    
     No portion of this walkthrough may be reproduced without
     written or e-mail permission from me. You may contact me at
     mcgregorr@xtra.co.nz for any authorizations, comments, or
     corrections or additions.
    
     If you wish to put this walkthrough on a web site, e-mail
     notification is needed. If you do wish to use this on a page
     in HTML please DO make sure you tell me before doing so with
     information on how and where it will be used. This document
     may not be sold or used for profit in anyway, shape or form
     PERIOD!
    
     This walkthrough is not authorized by, endorsed, or associated
     in any way with Capcom Entertainment Ltd. or any associated or
     affiliated company. This walkthrough should not be confused
     with any publication that is distributed by Capcom
     Entertainment Ltd. or any associated or affiliated company.
     Resident Evil (Biohazard), all characters locations etc. (c) &
     TM Capcom Entertainment Ltd. (c) & published by Capcom
     Entertainment Ltd., Virgin Interactive Inc. and Eidos
     Interactive Ltd. 1996-1998, 2002.
    
     May I add, to people making Resident Evil webpages this is a
     note to you: I FORBID any webpage to use this walkthrough
     without my PERMISSION. I see many web pages using other
     Resident Evil/Biohazard walkthroughs on their webpages without
     the right to use them, or having them chopped up. If I find
     this used in any form on any pages other than the ONES I
     SPECIFY I will peruse action. If you wish to use this guide,
     please contact me at mcgregorr@xtra.co.nz telling me how and
     where it will be used and I will notify you with permission.
    
     All original text copyright 1998-1999, 2002, to me (Rob
     McGregor).
    
     ==============================================================
    
     -------------------------
     1.0 -  Table Of Contents
     -------------------------
    
     1.0  - Table Of Contents
            1.1 - Updates
            1.2 - Introduction
            1.3 - Notes
     2.0  - The World Of Survival Horror
            2.1 - Basic Info
            2.2 - Story Blurb
            2.3 - Characters
                  2.3.1  - Barry Burton
                  2.3.2  - Joseph Frost
                  2.3.3  - Chris Redfield
                  2.3.4  - Jill Valentine
                  2.3.5  - Brad Vickers
                  2.3.6  - Albert Wesker
                  2.3.7  - Richard Aiken
                  2.3.8  - Rebecca Chambers
                  2.3.9  - Enrico Marini
                  2.3.10 - Forest Speyer
                  2.3.11 - Kenneth J. Sullivan
                  2.3.12 - Edward Dewey
            2.4 - Enemies
                  2.4.1  - Zombies
                  2.4.2  - Cerberus (Dogs)
                  2.4.3  - Hunters
                  2.4.4  - Bees
                  2.4.5  - Crows
                  2.4.6  - Spiders
                  2.4.7  - Chimera
                  2.4.8  - Yawn (Large Snake)
                  2.4.9  - Neptune (Large Shark)
                  2.4.10 - Black Tiger (Large Spider)
                  2.4.11 - Plant 42
                  2.4.12 - Tyrant-002
            2.5 - Weapons
            2.6 - Playing Tips And Hints
                  2.6.1  - Deciding On Playing As...
                  2.6.2  - Herbal Mixing
                  2.6.3  - Rebecca Helps
                  2.6.4  - Listen For The Sounds Of The Undead
                  2.6.5  - Take Note Of Attack Patterns
                  2.6.6  - Aiming
                  2.6.7  - Pool Of Blood
                  2.6.8  - Shotgun Kills
                  2.6.9  - Item Ordinance
                  2.6.10 - Enemies
                  2.6.11 - RUN! RUN! RUN!
                  2.6.12 - Being Attacked
                  2.6.13 - Trap/Puzzle Notes
                  2.6.14 - Directors Choice
                  2.6.15 - Sega Saturn Changes
                  2.6.16 - The Overlooked Inventory Use
     3.0  - Resident Evil Original & Advanced Guide
            3.1 - Chris Redfield
                  3.1.1  - Welcome To Your Death
                  3.1.2  - A Spray In the Face
                  3.1.3  - And then came the dogs...
                  3.1.4  - ...and then the Snake...
                  3.1.5  - Wind + Moon + Sun + Stars = New Death?
                  3.1.6  - Oh, and don't forget the weed, man!
                  3.1.7  - Crap! The hunters, always with...
                  3.1.8  - Great, I just stood in some intestines!
                  3.1.9  - Gee, no, not a lab. What will...
                  3.1.10 - Wesker's Savior
                  3.1.11 - The Ultimate Bio-Faliure
                  3.1.12 - Ending Conditions
                  3.1.13 - How To Kill Rebecca
            3.2 - Jill Valentine
                  3.2.1  - The Mansion Surprise
                  3.2.2  - The Evil has Arrived... Somewhat
                  3.2.3  - The Second Floor Is Above
                  3.2.4  - Research and the Virus
                  3.2.5  - The Crests of Death
                  3.2.6  - A Beast of Enormous Size
                  3.2.7  - The Gate of New Life
                  3.2.8  - Little GuardHouse of Horrors
                  3.2.9  - The Guards of Destruction
                  3.2.10 - Traitors, Boulders, Spiders, what next?
                  3.2.11 - The Rise and Fall of the T-Virus
                  3.2.12 - The Tyrant Unleashed
                  3.2.13 - The Tyrant's Resurrection
                  3.2.14 - Other Endings
                  3.2.15 - How To Kill Barry
            3.3 - Changes/Comparisons/Scenes
                  3.3.1  - Costumes
                  3.3.2  - Bonus Items/Secrets Changes
                  3.3.3  - Item Location Changes QL
                  3.3.4  - Scene Changes
                  3.3.5  - Scene Changes Caused by Advanced Mode
     4.0  - Sega Saturn Battle Mode
     5.0  - (Full) Item List/Location Guide
     6.0  - Files
            6.1  - Botany Book
            6.2  - Keeper's Diary
            6.3  - Researchers Will
            6.4  - Orders
            6.5  - Pass Number
            6.6  - Plant 42 Report
            6.7  - Fax
            6.8  - Scrapbook
            6.9  - Security System
            6.10 - Researchers Letter
            6.11 - "V-Jolt" Report
            6.12 - Pass-Code 01
            6.13 - Pass-Code 02
            6.14 - Pass-Code 03
            6.15 - Barry's Picture
     7.0  - Secrets (and Codes)
     8.0  - F.A.Q.
     9.0  - Review
     10.0 - Credits & Misc.
    
     ==============================================================
    
     --------------
     1.1 - Updates
     --------------
    
     1.0 - Guide completed to the best of my ability. Everything I
           could think of covering is in here. If this guide is
           added to GameFAQ's and doesn't have a dot beside it
           saying it's a full guide I'll be surprised.
    
           Anything I've messed up, are missing, or whatever I'll
           be glad to know about. I could only manage the time to
           replay the game once through with both Chris and Jill
           most of this relied upon old notes and my memory. I'm
           confident I have 99% of everything correct.
    
    
     0.5 - Guide begun in the middle of 2001. With the announcement
           of the Biohazard remake, the guide project was stopped.
           On the near release of the remake I felt nostalgic and
           decided to finish up the guide.
    
    
     0.0 - Background Placed together from both notes and original
           guides by myself.
    
           1999-2002     - Various content from New-Blood.com
           Early 1999    - Original PlayStation Guide written,
                           later published on EvilGaming.net
           Jan 1998      - Personal Sega Saturn Battle Mode Notes
           December 1997 - Personal Directors Cut Guide/Notes
           November 1996 - Personal Resident Evil notes.
    
     ------------------------
     Current Permissions List
     ------------------------
    
     Sites who can carry this guide are as follows:
    
     gamefaqs.com - GameFAQ's
     anewblood.com/new-blood.com - New Blood (my site)
     biohazardextreme.com - BHX Network
    
     ==============================================================
    
     -------------------
     1.2 - Introduction
     -------------------
    
     Resident Evil.
    
     These words most PlayStation owners have heard. Probably most
     Dreamcast, Nintendo, PC, and various other gamers also. :-D It
     doesn't mean all of them like the game but most people I know
     have played it and liked it. Okay, well yes I need more
     friends who don't. I do enjoy other games beside it, but
     Resident Evil is my favorite game. Of course that wasn't the
     case when I first saw it in 1996.
    
     I was one of the people who didn't think it was a great game.
     I saw it at a local electronics store, and thought it was
     stupid. I watched as the nervous looking store clerk exclaimed
     how the game was doing so well in the USA. I watched as a
     balding old man, probably in his mid-to-late forties control
     Chris across the 2nd floor of the dining room, yelling that he
     had no idea what to do while saying it was one of the best
     games he had seen. To me it looked like another 3rd Person
     adventure game I didn't want to touch. I decided to continue
     on, and left the store to do something else with my dollar.
     While I was there I never saw a single zombie, or any of the
     FMV, and so only assumed the game sucked. Boy was I wrong.
    
     About a week later, I was around at my friends house. Both my
     friend and my friend's brother were raving about this game.
     Seeing as this was the first time I had heard the title,
     Resident Evil, I had no idea that it was the same game I had
     seen at the store. He brought it in and showed it to me.
     Looking at the back cover I realized it was the same game, but
     after hearing stuff about it I decided to give it a shot.
     After seeing what lead up to where I had seen the old man
     playing, I had decided I liked it. And that's where the
     Resident Evil Legacy started for me.
    
     And so here I am, over six years later, writing a FAQ devoted
     to Resident Evil, the game that started it all, in all it's
     various incarnations on other systems, and it's remake on
     Gamecube. This is my favorite game, both in the series and
     ever, and I feel ashamed that I've never attempted anything to
     show this (okay so maybe I have my website... but it's there
     to cover everything).
    
     So... Yes. I'm writing another Resident Evil guide to add to
     the pile of guides already available on the net. Why? Well
     basically it's my attempt at trying a guide on a well known
     game. Besides the fact that I'm going to cover every format of
     the game available at this time.
    
     So why did I begin this project? Well it has it's origins in
     a couple of things. Besides the fact RE1 is still my fav,
     sometime in the early part of 1999 I wrote a couple of guides
     for both Jill's and Chris' scenarios in Resident Evil. It's
     was very rough being my first ever guide writing. The basis
     of this guide is on that original guide, edited and added too
     though. *whew!*
    
     The other day, while being nostalgic with my old files, I came
     across these guides and with the remake in mind decided that I
     wanted to make a major guide to all versions which I could
     share with Resident Evil fans. And with this I believe I could
     show something worthwhile.
    
     Okay, so what should you expect from this guide that others
     don't? Well I will strive to give this guide completeness for
     all versions, something which other guides don't have, it will
     also be my version of it, so it's always good to have
     something new to look at. Should you hate this guide and then
     want something else (speed guides or think there is a guide
     just plain better than this one) then I suggest you go ahead
     and use it instead, but as most people say, don't knock it
     until you try it. :-P
    
     I'll leave this as is, and just add more notes when they
     spring to mind, other than that I hope this guide can be of
     help to those who are just entering the world of Survival
     Horror, or those who are returning for another go.
    
     Good Luck,
     - Rob
    
     ==============================================================
    
     ------------
     1.3 - Notes
     ------------
    
     These are the various notes you should know before using this
     guide.
    
     Firstly, this guide is mainly split into various actual guides
     covering various versions and editions. This is what each
     covers.
    
     Original:
    
     - Resident Evil PlayStation - The one and only original, so
                                   this fits perfectly.
     - Resident Evil DOS/Windows - The PS version on your computer.
                                   Also fit for this section.
                                   Additional notes on changes are
                                   included.
     - Resident Evil Sega Saturn - Released as nearly the same way
                                   as the original PS version.
                                   Changes in the game will be
                                   noted here also and given their
                                   own section(s).
     - Resident Evil Directors   - All versions of the original PS
       Cut, and REDC Dual Shock    version. Training has 2X items
       Ver. PlayStation -          and ammo such as ink ribbons and
       Training & Original Modes   bullets. Still the same old game
                                   besides though.
    
     Advanced:
    
     - Resident Evil Directors   - The alternate version of
       Cut, and REDC Dual Shock    Resident Evil. Items and enemies
       Ver. PlayStation -          in different locations, and a
       Advanced/Arrange Mode       harder difficulty level.
    
    
     Battle:
    
     - Resident Evil Sega Saturn - A full guide to the Battle Mode.
                                   What you should expect to find
                                   and what you'll need.
    
     Remake:
    
     - Resident Evil Gamecube    - The remake of Resident Evil.
                                   Content will not be covered in
                                   this guide. See CVXFREAK's
                                   guide at GameFAQ's instead for
                                   Remake coverage.
    
    
     On top of that this guide will have other sections on cheats,
     the weapons and items, and all of the other basic info you
     should know, all in one package to be the largest collected
     source of info on the original Resident Evil.
    
     Name Abbreviations (if I remember to use them):
    
     RE = Resident Evil
     REDC = Resident Evil Directors Cut
     REDS = Resident Evil Directors Cut Dual Shock Version
     RESS = Resident Evil Sega Saturn
     REPC = Resident Evil for DOS/Windows
     REGC = Resident Evil Gamecube
    
     ==============================================================
    
     -----------------------------------
     2.0 - The World Of Survival Horror
     -----------------------------------
    
     "They escaped into the mansion where they thought it was safe.
      Yet..."
    
     What Resident Evil guide wouldn't be complete with all the sub
     sections to give you details on part of the game. In this case
     this section covers all the info for the versions that is the
     same, or is of note. Read on.
    
     ==============================================================
    
     -----------------
     2.1 - Basic Info
     -----------------
    
     Resident Evil
     Developer: Capcom Co. Ltd. Japan
     Published by: Capcom/Virgin Interactive
     Format - PlayStation, PC-CD Rom, Sega Saturn
     Number of Players: 1 Player Only
     Original PlayStation Release Dates:
     JPN - 22/3/96
     US - 30/3/96
     EU - 8/96
    
     Resident Evil: Directors Cut
     Developer: Capcom Co. Ltd. Japan
     Published by: Capcom/Virgin Interactive
     Format - PlayStation
     Number of Players: 1 Player Only
     PlayStation Release Dates:
     JPN - 25/9/97
     US - 30/9/97
     EU - 11/97
     Extra - Released with playable demo disk of RE2.
           - Re-released with Dual Shock in 1998.
    
     Resident Evil Remake
     Developer: Capcom Co. Ltd. Japan
     Published by: Capcom
     Format - Gamecube
     Number of Players: 1 Player Only
     Release Dates
     JPN - 22/3/02
     US - 30/4/02
     EU - ?
    
     // Game History
    
     Rumors had been circulating. Capcom was having losses in the
     industry due to poor reception of more sequel's. Sure Street
     Fighter was good, but the series was starting to loose it
     shine. Capcom needed a hit and they needed it quickly. The
     latest next generation console, the PlayStation, being made
     by newcomers to the console scene, Sony, who were only known
     at the time for other general electrical goods seemed to be
     the best choice as they had lined up various other games for
     the console. It was one that wouldn't be regretted by Capcom.
    
     Biohazard (Resident Evil) was originally envisioned as a
     First Person shooter then later a two player game. Due to
     restrictions of the console, that idea was put off for both
     of these ideas. The origins of the game come down to a few
     things. Mostly the various Zombie movies made through the
     years, and an old game on the Nintendo Entertainment System
     called Sweet Home. This game was based in a mansion full of
     monsters, where there was also booby traps and surprise
     scares all around. Although it wasn't related to Biohazard
     in anyway, the game did give inspirations to the creators
     (Connections are also made between Resident Evil and the
     original Alone In The Dark. Although there are questions as
     to if this really had anything to do with the planning of
     the title).
    
     Planning and development went forward. Many who saw the game
     early said it was a sure fire hit. The game was continually
     making headlines even before it was finished. Biohazard
     (Resident Evil) was released in 1996, and the success it
     gained was unimaginable. The game breathed a new lot of
     atmosphere, coined a new genre' (Survival Horror) and was so
     good that it was voted PlayStation game of the year for 1996
     by the US public. Even with all this good stuff going on,
     there was a lot of rage from fans who found out the opening
     video had been cut from it's original version.
    
     During the next year, people screamed for a sequel. Along
     with that, due to public demand Capcom released a version for
     the Sega Saturn, and with Virgin Interactive's help, a PC
     version also. Resident Evil was also re-released twice on
     PlayStation, as a not-so Directors Cut, and Dual Shock
     Versions. On the cards until early in 2000 was a Game Boy
     version, but this was scrapped due to the game not living up
     the standards of what Capcom wanted out of it.
    
     With 2002 Capcom has released a remake of the original, a
     "remake" that isn't really just a remake but has enough new
     material to be considered a new game.
    
     // Game Versions
    
     Resident Evil
     -------------
    
     Released for: PlayStation, PC, Sega Saturn
     Released: 1996, 1997
    
     The original Resident Evil, released for PlayStation in March
     of 1996. On top of the originals, both PC and Sega Saturn
     versions (released in 1997) had some special details to them.
    
     The PC version contained two extra weapons which can be earnt
     or hacked out of the files, it also contained an uncut opening
     sequence. The Sega Saturn version, which was released in 1997,
     had its on mini-game. Also some versions on the Saturn are
     known to have the opening video uncut.
    
     Resident Evil Directors Cut
     ---------------------------
    
     Released for:  PlayStation
     Released: 1997
    
     Resident Evil: Directors Cut was a re-release of the original
     Resident Evil. Inside it contained both the original
     Resident Evil, a training mode, and an Advanced mode which
     had costumes changed and unlocked from the start, new enemy
     and item placements, and various other goodies.
    
     On top of that the game came with a demo of the long awaited
     Resident Evil 2 game due out early in 1998.
    
     Resident Evil Directors Cut Dual Shock
     --------------------------------------
    
     Released for: PlayStation
     Released: 1998
    
     Re-re-released of Directors Cut. Advanced became Arrange.
     Featured a remixed soundtrack (app. sounds like midi music
     :-P) and Dual Shock additions.
    
     Resident Evil Gameboy
     ---------------------
    
     Released for:  Game Boy Color
     Released: Never
    
     Production Canceled. Originally being developed by HotGen for
     release in early 2000. According to gaming sites, Capcom
     decided that the game wasn't living up to the standards it
     should have.
    
     Resident Evil (aka. RE Rebirth)
     -------------------------------
    
     Released for: Gamecube
     Released: 2002
    
     2002. With it brings the Resident Evil series to the Nintendo
     GameCube and the first of the title is an entire overhaul of
     the original title. New scenes, actors, graphics, videos,
     additional weapons, locations, characters, and enemies. More
     bonus modes and so on.
    
     This version is not covered by this guide because of it's vast
     changes. Check out the guides for the title at GameFAQs.com
     for coverage. Or my part time Remake website Biohazard Cubed @
     http://cubed.biohazardextreme.com
    
     ==============================================================
    
     ------------------
     2.2 - Story Blurb
     ------------------
    
     A missing team and helicopter. Mysterious cannibal murders. A
     mansion located in the middle of a forest. Strange creatures.
     A hidden mysterious secret. What is the Resident Evil?
    
     A series of gory attacks in the area surrounding a remote
     biotech lab brings in S.T.A.R.S. (Special Tactics and Rescue
     Squad) to investigate. On arrival, Bravo Team communications
     are abruptly cut off. Now it's up to your team.
    
     You arrive at the isolated mansion under-powered and on the
     run. Arm yourself with anything you can find: knives, pistols,
     shotguns, and flame-throwers - search for hidden rounds to
     stay alive!
    
     There are puzzles to solve, traps to disarm, and mysteries to
     uncover while trying to avoid a blood bath with the freaks of
     nature that populate the mansion. Each lurking horror you
     survive brings you closer to the source of the "Resident Evil"
    
     ==============================================================
    
     -----------------
     2.3 - Characters
     -----------------
    
     // Alpha Team
    
     2.3.1     | Barry Burton
     -----     | Age: 38
               | Height: 6 ft (186 cm)
               | Weight: 197 lbs. (89.3 kg)
               | Blood Type: A
               | Assignment: Weapons Specialist
    
     Chris Redfield's old friend and partner. Former SWAT team
     member, Barry maintains and supplies weapons for all
     S.T.A.R.S. members. He had over 16 years of experience, and
     has lead many projects to success. Barry is a trusted ally,
     but has had some trouble with his wife and 2 daughters
     recently. He may look or sound depressed at times.
    
     Barry acts very strange for the good reason that you shall
     find out while playing Resident Evil. Of course the first
     thing you seem to notice about him is that he's quite clumsy
     and does many  very stupid things during the game. I think the
     idea was that he was like this because of the stress he's
     under, but instead it comes across as it being the way he is
     and you can't help but laugh at the things he does or says
     (master of lockpicking comes to mind right now).
    
     Of course you also can't help but feel that Barry is a great
     help in certain situations, especially when Jill is in a lot
     of trouble. You'll find he comes to her rescue very often
     while exclaiming "What IS this?" and perhaps killing anything
     that might be a threat to Jill or himself. It's actually
     something you'll notice often with Barry, his overstatements
     on things or the repeat usage of 'what is this'. Yet again
     something I laugh at often during the game.
    
     Being a member of the N.R.A. he cares deeply about his gun and
     the use of guns, but that care is overshadowed even more for
     love of his wife & children which comes first, and the
     welfare of his fellow teammates secondly. It seems Barry is
     very much a person to help out his team mates, but as I
     mentioned earlier it might not be of as much help as it should
     be.
    
     During the first part of Jill's game (the only scenario he
     appears in) he'll turn up quite often as you search the
     mansion for clues. He may even give you a weapon or ammo in
     order to help you around the mansion. As the game goes on
     Barry will turn up in vital moments and help you on the quest
     to finding the answers to what is going on through clues he
     and items that he finds around the mansion.
    
     You'll never get to play as Barry, which is a real shame, but
     during the game he'll be using a Magnum ("I HAVE this!") and
     Flame-thrower as weapons.
    
     On a side note, Ash Jhonen runs an interesting little website
     devoted to Barry Burton called "A Bevy of Barry" at
     http://badassbarry.evilgaming.net. It's worth your time to
     check out.
    
         Appearances in other RE Games:
           - Resident Evil 3: Nemesis
                Barry appears in a small cameo role as the pilot of
                the rescue helicopter in one of the two endings. He
                also appears as one of the epilogue file characters
                which explains why he appears in the game.
    
     ==============================================================
    
     2.3.2    | Joseph Frost
     -----    | Age: 27
              | Height: 5 ft 10 in (179 cm)
              | Weight: 159 lbs. (72.3 kg)
              | Blood Type: B
              | Assignment: Vehicle Specialist
    
     Previous member of S.T.A.R.S. Bravo Team, and already
     stationed in Raccoon City, Joseph was recently promoted to
     serve as vehicle specialist for Alpha Team. Many members of
     Bravo Team are jealous of his promotion, but he was moved up
     by Wesker himself, Joseph is young, enthusiastic and very
     curious.
    
     Well, what can I really say about Joseph Frost. Well honestly,
     there is nothing much really. He dies at the start, by being
     pounced upon by the cerberus in the open area near the
     mansion. At least Joseph gave the rest of the team a warning
     about the approaching dogs and, if you can see the uncut
     version of the opening, then you get to see his shotgun skills
     and gory death... Perhaps with RE Zero we might learn some
     more about him. Perhaps not.
    
     ==============================================================
    
     2.3.3    | Chris Redfield
     -----    | Age: 25
              | Height: 5 ft 11 in (181 cm)
              | Weight: 177 lbs. (80.5 kg)
              | Blood Type: O
              | Assignment: Marksman
    
     After being kicked out of the Air Force, Chris became a
     drifter until he met Barry Burton. Barry recruited him for the
     newly formed S.T.A.R.S. Now Chris has been reassigned to a
     smaller unit at Raccoon City headquarters to prove himself
     quickly. Chris is a tough guy who possesses both a strong
     mentality and great vitality.
    
     Chris is the main male character in Resident Evil and also the
     harder option of the two main characters in the game.
     Personality wise, he does seem to come across as being quite
     dense at various times during the game, like he wouldn't know
     what was happening, but I'd have to say that he is quite the
     opposite, much smarter that he looks. Chris has a very
     protective role over people, especially females, such as Jill
     and his sister Claire, though there isn't much of a given
     chance to show this in Resident Evil. Chris is also a smoker,
     but due to censorship the opening video scenes were removed
     from the US and European PlayStation versions. You can find
     the uncensored opening online if you look around and it is
     included in some PC versions.
    
     Because Resident Evil has a lot less character development
     than a lot of titles out there, finding a real focus on
     characters can be a problem, for example we never find out why
     Chris was kicked out of the Air Force for, and can only
     speculate from other reports. Chances are, from the details of
     Jill's Diary in Resident Evil 3, Chris has a anger problem and
     this could have resulted in him leaving the air force.
    
     Chris has a general assortment of weapons during Resident
     Evil, from a combat knife, you can also get a Beretta Handgun,
     Shotgun, Magnum, Flame Thrower and Rocket Launcher. Details on
     each of the weapons can be found in the weapons section.
    
     Chris holds less items than Jill (6 instead of Jill's 8) and
     this makes the game harder with him. He also has to pick up
     one more key instead of using a Lockpick. Chris also has a
     partner with Rebecca, if that's good or bad is your call, but
     she is useful for giving you healing items when you need them.
     At one or two stages you may be required to play as Rebecca to
     do various tasks (getting serum or mixing chemicals).
    
         Appearances in other RE Games:
           - Resident Evil 2 Dual Shock
                Chris appears in the Extreme Battle Mode as a bonus
                character which you need to unlock.
           -  Resident Evil Code Veronica
                Chris is the male lead you play as later in the
                game.
    
     ==============================================================
    
     2.3.4    | Jill Valentine
     -----    | Age: 23
              | Height: 5 ft 5 in (166 cm)
              | Weight: 111 lbs. (50.4 kg)
              | Blood Type: B
              | Assignment: Machine Expert
    
     An intelligent soldier that has saved many S.T.A.R.S. members
     from danger in the past, Jill has been reassigned to Raccoon
     City just like Chris. She is excellent with special
     mechanical devices such as lock picks. Jill has strong moral
     convictions and fights for what she believes in. While she has
     a great capacity for holding items, her small vitality puts
     her at a disadvantage.
    
     Jill is probably most people's first choice as their character
     in Resident Evil. Her easier mission, larger item carrying
     ability and more powerful weapon selections make the game very
     good for Resident Evil beginners. Jill seems to be a little
     unaware to things going on around her at times during Resident
     Evil, even though she is supposed to be intelligent, well
     according to the info from Capcom anyway.
    
     Arguments are caused about her past. From her return in
     Resident Evil 3, we learn she is ex-delta force (something
     which makes no sense by her age-yet again this is Capcom's
     info for you), but according to the book, for which some
     people cling to too much like a holy Resident Evil bible or
     something, it seems Jill used to be a thief because of her
     father, the job that made her "the master of lock picking."
    
     How Jill ended up as a STARS member is still unknown. If we
     were to go and follow the SD Perry novels path, it would seem
     her jailbird father told he to get out of the family business
     and join the other side of the law. Either way, and yet again
     against Capcom's info where she has quit in RE3 due the
     problems of being a STARS member, it seems she is proud of her
     accomplishments and being part of the STARS unit regardless of
     the problems happening within Resident Evil.
    
     Jill's weapon assortment is powerful. Bazooka (with 3 types of
     ammo), Shotgun, Magnum, Beretta, and of course the standard
     combat knife. Details on each of the weapons that Jill uses
     can be found in the Resident Evil weapons section here.
    
     Jill holds more items than Chris (8 instead of Chris' 6) and
     this makes the game easier as you'll have to do less item
     juggling and combining. She also has a lockpick which gives
     you access to doors and draws that Chris will have to use keys
     with. Barry will also give you the occasional piece of ammo,
     but unlike Chris with Rebecca, you will never get the chance
     to play as him.
    
         Appearances in other RE Games:
           - Resident Evil 3: Nemesis
                Jill takes the main role in Resident Evil 3.
    
     ==============================================================
    
     2.3.5    | Brad Vickers
     -----    | Age: 35
              | Height: 5 ft 9 in (174 cm)
              | Weight: 134 lbs. (60.8 kg)
              | Blood Type: O
              | Assignment: Pilot
    
     Brad is a computer expert and excels in information gathering.
     Unfortunately, his fear of dying draws much heat from his
     fellow soldiers.  His lack of enthusiasm for rushing into
     danger has earned him the nickname "Chickenheart." While Chris
     is a qualified pilot, Brad has become the helicopter pilot for
     Alpha Team.
    
     You never see actually Brad in the game, you only ever hear
     him a few times. Of course everyone believes he is worthy of
     dying seeing as he is the cause of why the Alpha Team is stuck
     where they are.
    
     Flying off in the teams helicopter, having no luck finding the
     mansion close by, then finding them and waiting until the
     mansion's about to blow up before chucking the Rocket
     Launcher. Others believe he's the most realistic character in
     the series, fleeing in the face of danger.
    
     Brad has later returned in both Resident Evil 2 and Resident
     Evil 3, making him the character to appear in the most number
     of games. Well perhaps that is if you count him for this game.
    
         Appearances in other RE Games:
           - Resident Evil 2
                Brad is a Hidden Zombie who holds the special
                locker key. To see him you need to make it to the
                Police Station without picking up any items then
                go under the stair area. He's tough, taking up to
                30 bullets.
           - Resident Evil 3: Nemesis
                Brad has a minor staring role until Nemesis puts an
                end to is.
    
     ==============================================================
    
     2.3.6    | Albert Wesker
     -----    | Age: 38
              | Height: 6 ft (183 cm)
              | Weight: 186 lbs. (84.5 kg)
              | Blood Type: O
              | Assignment: Mission Leader
    
     Wesker has risen quickly inside the S.T.A.R.S. organization
     and currently leads the Alpha Team.  Viewed by many as a "cool
     guy," from his snappy haircut to his perpetual shades, Wesker
     was recruited by a headhunter for his sharp insight and
     eventually founded the S.T.A.R.S. unit in Raccoon City.
    
     What can I say about Wesker? Well not much or else I'll be
     talking about the depth of the game again (a problem I have if
     you've read any of the other characters bios I've written up
     :-D). Regardless, Wesker is certainly a favorite character of
     all the Resident Evil games to a lot of people, so much that
     it's lead me to believe it's the reason why Capcom decided to
     bring him back for Code Veronica. Though you really need to
     play both Resident Evil and Code Veronica to really see why
     that is confusing so many people right now. Wesker is the
     quiet captain of the Raccoon City S.T.A.R.S. and the leader of
     the Alpha Team. You won't see him often, but when you do you
     will be sent on another mission to figure out what is going on
     in the mansion.
    
     While that might not sound correct for a team leader, it's
     what he does. Wesker just pops up when the moment is right, at
     various points through the game. He takes on his role as the
     leader of the S.T.A.R.S. by telling you what your mission
     objectives are. It seems odd though that while he tells you to
     do some things he doesn't follow it himself. One such example
     of this problem is him telling you to save ammo and supplies
     while he's sitting there shooting BEES for no real reason.
     Though this was changed in the Directors Cut version to
     spiders, which makes a bit more sense.
    
     Wesker, as I mentioned before, shows up in Code Veronica. With
     the release of Code Veronica complete to Dreamcast and
     PlayStation 2, they are hoping to add more info on his return
     and his background while adding more action to the game.
     Wesker has also been shown and/or mentioned in just about
     every Resident Evil game to date, and I doubt that's a thing
     which will change anytime soon.
    
         Appearances in other RE Games:
           - Resident Evil Code Veronica
                Wesker returns in a main staring role.
    
     ==============================================================
    
     // Bravo Team
    
     2.3.7    | Richard Aiken
     -----    | Age: 23
              | Height: 5 ft 8 in (172 cm)
              | Weight: 138 lbs. (62.5 kg)
              | Blood Type: AB
              | Assignment: Communications
    
     A very important member of S.T.A.R.S. serving as Bravo's
     communications expert.  The only link back to headquarters for
     teams out in the field, Richard actually has to pull double
     duty as radioman for both units since Alpha Team really has no
     trained operator, except for Jill (who has a knack for
     technology). A very positive person, Richard greets new
     members warmly.
    
     Richard comes across as being very helpful, but this doesn't
     help due to the fact that he is suffering from wounds from
     being bitten by a "large...snake...also...poisonous..." Yes,
     he's just lying there on the floor, spluttering out words of
     monsters in his terrible death acting. You might have to be
     prepared to try and get him some serum too. In the end though
     he does give you some ammo, and perhaps a Com. Radio, so it
     can't all be so bad then.
    
     ==============================================================
    
     2.3.8    | Rebecca Chambers
     -----    | Age: 18
              | Height: 5 ft 3 in (161 cm)
              | Weight: 93 lbs. (42.1 kg)
              | Blood Type: AB
              | Assignment: Medical Personnel
    
     The youngest member of the group, Rebecca has been recruited
     for her knowledge of field medicine and First Aid. She is
     nervous around other members, both because of her age and due
     to her lack of experience.  Rebecca is eager to please and
     will take on any task assigned to her without hesitation.
    
     What can I write about Rebecca Chambers. Well lets start at
     her loud attitude. Now if I were to go with the Capcom info
     (above) then I would assume the loud attitude is her
     enthusiasm for her work, the "eager to please" part of the
     info up above. I do have to say that Rebecca does come in
     handy during Chris game very often, actually probably too many
     times, is what I really tell you. Of course, yes as most would
     say, she's really annoying at times and so that's the down
     point of having her there so often during the game. A good
     example of all this would be the piano part, but without going
     into details, you need to see the scene, if you tell her not
     to it becomes this little fight between her and Chris.
    
     Overall most people enact their revenge on Rebecca's attitude
     by letting a hunter kill her off when they get the chance (and
     there are a few ways of doing this too). Of course by doing
     that you can't go and get the best ending possible in Chris'
     game of Resident Evil, you need Rebecca alive to do that.
    
     During the game Rebecca will heal Chris, help him solve
     puzzles, make chemical mixes, get him items, and perhaps even
     save his life a couple of times. You will play as Rebecca in
     perhaps one or even a couple of situations throughout Chris'
     game (though it's nothing too hard for the sake of making
     Rebecca look... well I'm not sure). During this time you will
     see she is only armed with a Beretta with a measly 15 bullets
     and a first aid spray. It's obvious she's not made for
     fighting.
    
     Rebecca also turns up during Chris' game, like Barry does in
     Jill's game, to help along the story a bit. I'm not sure if
     that's exactly right to say if it is more story over help, as
     you may have noticed from the list above she does end up
     helping Chris a lot. However against what a lot of people say,
     I think Rebecca isn't one of the worse characters in the
     series, nor one of the best mind you. I will say for certain
     had Chris had no supporting character like Rebecca his game
     may have been a heck of a lot tougher to play.
    
     Rebecca has been mentioned a couple of times during Resident
     Evil 2. She also has a file in the Nintendo 64 version of the
     game and her photo turns up in just about every version of
     Resident Evil 2 also. She is also set to be the main character
     of Resident Evil Zero, a game set before Resident Evil. How
     this is to be pulled off is still yet to be revealed, but I
     have my theories. :)
    
         Appearances in other RE Games:
           - Resident Evil Zero
                Rebecca has the staring role in the yet to be
                released, Resident Evil Zero.
    
     ==============================================================
    
     2.3.9    | Enrico Marini
     -----    | Age: 41
              | Height: 6 ft 3 in (190 cm)
              | Weight: 183 lbs. (83 kg)
              | Blood Type: O
              | Assignment: Mission Leader
    
     Bravo Team's leader, and Wesker's second in command for the
     S.T.A.R.S. unit. Enrico feels threatened by the arrival of the
     Alpha Team, thinking that Chris or Barry may end up replacing
     him as #2 to Wesker.  Nonetheless, Enrico is a dedicated
     S.T.A.R.S. operative and is always proud to lead the unit when
     Wesker lets him.
    
     Enrico is the second in command an seems to know a lot, there
     is even a chance he was in on the background story of the
     game, though perhaps we shall never find out about that.
     Enrico seems cool enough but he doesn't sound like he trusts
     Chris. I would believe it may have something to do with
     Chris' high chances of replacing Enrico as 2nd in command.
     Oddly enough he doesn't act like this towards Barry who you
     would think would actually be the next in line to be 2nd in
     command. Weird.
    
     ==============================================================
    
     2.3.10   | Forest Speyer
     ------   | Age: 29
              | Height: 6 ft (183 cm)
              | Weight: 157 lbs. (71.1 kg)
              | Blood Type: A
              | Assignment: Vehicle Specialist
    
     Forest is a great sniper in addition to his duties as Bravo's
     vehicle specialist. He is a consummate professional, and his
     work earns him great respect from the other members. He
     instantly clicks with Chris, and it seems they'll end up good
     teammates.
    
     Forest was a likable fellow until he was attacked by one of
     RE's many creatures and went to hide on an outside porch, in
     which he was attacked again by crows and killed. In Resident
     Evil: Directors Cut he comes back to life as a zombie and we
     have to put him down again with whatever weapons we have.
     Forest suffers a terrible fate either way. Poor old Forest. It
     was really too bad no one was around to yell "Run Forest!
     Run!" when the crows attacked. I'm really sorry, I just had to
     use that horrid joke somehow.
    
     ==============================================================
    
     2.3.11   | Kenneth J. Sullivan
     ------   | Age: 45
              | Height: 6 ft 2 in (188 cm)
              | Weight: 213 lbs. (96.5kg)
              | Blood Type: O
              | Assignment: Field Scout
    
     A quiet but very talented field scouting officer.  Also is an
     expert in chemistry. He wonders why his chemical experience
     would be necessary in Raccoon City but quickly discounts his
     hesitancy since Wesker himself sought him to enlist in
     S.T.A.R.S.
    
     In Resident Evil, all we see of Kenneth is his legs have he's
     been killed. Nothing more than that. But in Biohazard (or any
     other version of the game with uncut movies) we get to see his
     face, though half eaten. From a standpoint on the plot behind
     the game, I can only assume that Kenneth's great skills in
     chemistry probably would have been of good use if he had not
     died.
    
     ==============================================================
    
     2.3.12   | Edward Dewey
     ------   | Age: 26
              | Height: 6 ft 3 in (193 cm)
              | Weight: 247 lb (112.1kg)
              | Blood Type: A
              | Assignment: Pilot
    
     Nothing. The Instructions had nothing but his name mentioned
     in the TOP SECRET mission briefing.
    
     As for me, I dunno, I get asked by people all the time who he
     is. You supposedly only see his hand in the opening of the
     game, if that is his hand, and that's that.
    
     Thanks to Satine for providing Dewey's stats from her
     Official Biohazard guidebook. :)
    
     ==============================================================
    
     ---------------
     2.4 - Monsters
     ---------------
    
     Here's a guide to all the beasties of Resident Evil.
    
     2.4.1.   | Zombies
    
              // Weapon Hit Guide
    
              | Knife: 7-9 strikes
              | Handgun: 3-10 bullets (Except for REDC Headshot)
              | Shotgun: 1-3 shells
              | Bazooka w/Grenade: 1 round
              | Bazooka w/Acid: 1 round
              | Bazooka w/Flame: 1 round
              | Magnum: 1 bullet
              | Rocket Launcher: 1 rocket
    
     Your typical zombie comes in an all familiar fashion if your
     used to "Romero Zombies" as these guys are based upon. Rotting
     members of the location your in; covered in tattered clothing,
     blood smeared, and perhaps missing body parts. They relive to
     eat your live warm flesh and other bodily parts. Simply put,
     Resident Evil wouldn't be Resident Evil without these un-dead
     foes.
    
     The zombies in Resident Evil are the various workers of the
     mansion and grounds, from maintenance staff to various
     researchers and technicians. Out of the whole series the
     Resident Evil zombies are probably the toughest versions out
     there, even though their attacks are limited and speed is very
     slow. The Directors Cut editions of the zombie family
     especially are tough, causing large amounts of damage,
     sometimes just with only a single bite.
    
     // Attacks
    
     Bites
     -----
    
     Your normal zombie attack are bites to your characters neck.
     Getting too close to a zombie will allow them to latch on and
     start nibbling away. If a zombie does do this then your best
     chance to get rid of them is to bash the action and
     directional buttons.
    
     Leg Bites
     ---------
    
     Coming close to a downed zombie will usually result in them
     grabbing onto your leg and taking a bite. To get rid of them,
     you should bash the buttons in a normal fashion till your
     character takes steps to killing the zombie, either by
     crushing or kicking its head.
    
     Vomit
     -----
    
     On those rare occasions when Zombies feel the need to chunder
     instead of feed you may feel the results. Basically when ever
     a zombie decides to throw it's acidic bile over you, try to
     step back to avoid it from hitting you.
    
     // Fighting Tactics
    
     Distant
     -------
    
     For distant shots against zombies you don't need anything more
     than your handgun for which you can pick off zombies as they
     slowly walk towards you. Their speed will allow you to do this
     with ease. Just make sure to target the closest zombie if
     there is many and to try and get more space if they are
     getting too close to you.
    
     Close Range
     -----------
    
     If you have the shotgun equipped then zombies will give you no
     problems at close range. By holding the shotgun up high until
     the zombie comes into range and the firing it, you will take
     their head clean off their shoulders. A nice one hit kill
     skill that every Resident Evil player must learn.
    
     Other
     -----
    
     If the zombie is on the floor then a shot or two with any
     weapon should kill them. For any zombie the handgun and
     shotgun should be all you need to take them out. Using other
     weapons on the zombies is only a waste of ammo.
    
     ==============================================================
    
     2.4.2.   | Cerberus (Dogs)
    
              // Weapon Hit Guide
    
              | Knife: 9-10 strikes
              | Handgun: 3-10 bullets
              | Shotgun: 1-5 shells
              | Bazooka w/Grenade: 1-2 rounds
              | Bazooka w/Acid: 1-2 rounds
              | Bazooka w/Flame: 1-2 rounds
              | Magnum: 1-3 bullets
              | Rocket Launcher: 1 rocket
    
     When the T-Virus attacks the mansion's security dogs, this is
     the result you will get. A rotting zombie dog which wants more
     than the postman's leg, I can tell you that well from
     experience. The hell hounds themselves pose little threat
     compared to most enemies, but they usually appear in small
     packs of 2 to 3 whenever you encounter them.
    
     Their attacks are very limited and their very predictable to
     take down, especially with the handgun. The shotgun being used
     as a normal weapon seems to take more shots to take them out
     and so if you use it then you'll probably be wasting ammo
     doing so. Most of the time in Resident Evil you will find them
     walking around pointlessly in outdoor areas, though they are
     known to be able to pull out the shock effect during the game
     and then turn up in places you don't expect them to be found
     in.
    
     // Attacks
    
     Jumping Bite
     ------------
    
     The main things the dogs do is run up towards you and do a
     jumping bite. While these are predictable because they are the
     only attack they do and can be seen coming a mile away, if
     their about to jump there is little you can do to avoid it. If
     your about dead and a dog jumps to bite you they'll knock your
     character down and lock their jaws around your neck.
    
     Confusion
     ---------
    
     While this isn't really an attack, I thought I better add this
     info for Resident Evil players. The Cerberus have a tendency
     to run in circles either before or after making an attack,
     making it very hard to lock on to them (except for Directors
     Cut which has Auto Aim). Simply I can't give any hints to this
     as all you need to do is re-aim quick enough, and only you can
     do that. :)
    
     // Tactics
    
     Distance
     --------
    
     For distant shots against the Cerberus you don't need anything
     more than your handgun. As they run towards them fire a shot
     to knock them back. Continue to repeat this until you hear
     them yelp and die.
    
     Close Range
     -----------
    
     Using the handgun again can be great at close range. By coming
     close to a downed dog and shooting downwards at it each time
     it tries to stand back up you will be able to kill it with no
     problems. This works even better if you can corner it like
     shown in the picture to the left. This however is difficult if
     there is more than one dog around to kill as you'll probably
     be attacked from behind also. If this happens you should use a
     distant stance and pick them off as mentioned above.
    
     Close Range w/Shotgun
     ---------------------
    
     Using the shotgun while the dogs are in the air will knock
     them down and should kill them in one shot. The problem with
     this tactic is that there can be some trouble with the timing
     and the games collision detection. Still its a good thing to
     know if your low on ammo.
    
     ==============================================================
    
     2.4.3.   | Hunters
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: 6-24 bullets
              | Shotgun: 3-5 shells
              | Bazooka w/Grenade: 1-3 rounds
              | Bazooka w/Acid: 1-3 rounds
              | Bazooka w/Flame: 1-3 rounds
              | Magnum: 1-4 bullets
              | Rocket Launcher: 1 rocket
    
     Large green monsters with claws... could they be frog, lizard
     or anything else? I'm not so sure myself, but I will say this,
     they are a bunch of tough buggers to beat. Watch out for their
     head swipe is the first thing I say to any RE newbie. They are
     a tough bunch to beat by any standards. Truly, while later
     editions could give you little to no problems, the Hunters of
     Resident Evil have to be one of the most difficult general
     enemies of the entire Resident Evil series thus far.
    
     From what it seems these Bio Organic Weapons were supposedly
     created by some accident (at least what the Survivor files
     lead us to believe) but used, enhanced, and later perfected
     (perhaps) by Umbrella Inc. for the use of maximum security in
     the mansion and mansion grounds (if this is correct where they
     were kept is never shown in the game).
    
     // Attacks
    
     Claw
     ----
    
     The hunters main attack is using their sharp claws to slice at
     your character. Most of the time this can't be avoided too
     well, but usually can be prevented by taking down the hunter
     quick enough.
    
     Jumping Slash
     -------------
    
     If there is something that will annoy you about the hunters
     more than anything it's their jumping attacks. Right when your
     setting up a shot the will jump and run into to slash at you.
     Hopefully there is enough space between you and where they
     land to get off a shot and drop them. On occasions they will
     jump over you. You should use this to your advantage.
    
     Head Swipe
     ----------
    
     If your low on health this attack may happen. This shot was
     very hard to get too mind you :) If this happens to you, then
     your dead. That's all there is to it.
    
     // Tactics
    
     Distant
     -------
    
     As long as their back isn't turned (hitting them in the back
     does little to no damage) the shooting them at a distance is
     recommended for battling the Hunters. If you don't have the
     Colt Python yet the best weapon to use is the Shotgun which
     will take out the hunters in 4-8 shots or with the bazooka
     which will take a small number of hits depending on what type
     of rounds your using, Acid Rounds are usually best.
    
     Close Range
     -----------
    
     In close range you should be using the same weapons and trying
     to knock the Hunters back so they can't swipe at you often if
     at all. The simple tactic is to take them out as quickly as
     you possibly can.
    
     ==============================================================
    
     2.4.4.   | Bees
    
              // Weapon Hit Guide
    
              | Knife: 1 strike
              | Handgun: 1-3 bullets
              | Shotgun: 1 shell
              | Bazooka w/Grenade: 1 round
              | Bazooka w/Acid: 1 round
              | Bazooka w/Flame: 1 round
              | Magnum: 1-2 bullets
              | Rocket Launcher: 1 rocket
    
     *pop* - *pop*. What's that sound? It's me wasting ammo on
     these bees is what it is. Oversized because of the outbreak
     in the mansion, these bees come at your in an infinite
     number, making your run fast or waste some ammo.
    
     Seriously though, besides the fact that they can poison you,
     you shouldn't waste your time bothering about these guys and
     you should just leave the one area they are found in.
    
     // Attacks
    
     Sting
     -----
    
     The bees will come close to you and sting you. Occasionally
     also they will latch on to your character until they throw
     them onto the ground. As mentioned above, on occasions their
     sting can poison you.
    
     // Tactics
    
     Pre-Tactics
     -----------
    
     This is simply, as mentioned above, the action where your
     character grabs the bee and throws it to the ground.
    
     Shooting
     --------
    
     If you want some target practice and have some ammo to spare,
     sure have a go. Though I think your wasting your time.
    
     Running
     -------
    
     This is what I advise you to do when you see them coming. It's
     not worth standing around shooting or allowing yourself to be
     stung.
    
     ==============================================================
    
     2.4.5.   | Crows
    
              // Weapon Hit Guide
    
              | Knife: 1-2 strikes
              | Handgun: 1-2 bullets
              | Shotgun: 1 shell
              | Bazooka w/Grenade: 1 round
              | Bazooka w/Acid: 1 round
              | Bazooka w/Flame: 1 round
              | Magnum: 1 bullets
              | Rocket Launcher: 1 rocket
    
     Beady eyes, sharp claws, sharp beaks, and very much crazy.
     Heck that shrill cry should send a tingle up anyone's spine. I
     still remember the first time I heard the crows while I
     stumbled around the mansion... something I can't forget even
     now.
    
     Always found in a small flock, these birds can cause a lot of
     damage in a little amount of time. Most of the time that you
     will find them in the game however it takes something to spook
     them before they attack so be careful with what you do when
     you hear or see them around. You might just trigger an attack.
    
     // Attacks
    
     Clawing and Pecking
     -------------------
    
     The standard attacks of the crows are just as this, clawing
     and pecking at you. You should button bash to get out of the
     lock then run. It's the best way to escape getting trapped in
     the same position again. Their other attack is what I call the
     dive-bomb. It is where the crows sit on the ground and the
     come swooping in to make a flying pass but don't actually
     attack. You can use this to your advantage in someway because
     it allows you to shoot them out of the air if you see it
     coming. However seeing as a dive-bomb sometimes becomes an
     attack the best way to avoid it is just to run out of the way.
     They will miss if you move at the right time.
    
     // Tactics
    
     Shooting
     --------
    
     Shooting them with just about any weapon works well, but I'd
     say using anything above the Handgun is wasting ammo. You can
     knife them easily also when they do their "dive bomb" attack,
     so this could also be another option if you do have your
     knife.
    
     Running
     -------
    
     When in doubt sprint for the exit. Most of the time this is
     the best thing to do if you have a large group of crows
     chasing after you. It saves you health and ammo.
    
     ==============================================================
    
     2.4.6.   | Spiders
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: 5-18 bullets
              | Shotgun: 2-7 shells
              | Bazooka w/Grenade: 1-3 round
              | Bazooka w/Acid: 1-4 round
              | Bazooka w/Flame: 1-3 round
              | Magnum: 1-3 bullets
              | Rocket Launcher: 1 rocket
    
     Spiders (sometimes referred to as "Web Spinners") never really
     caused much problems as far as I remembered approaching the
     game for the 100th time or so... still their poison did a tad
     bit of damage to me, and then there was the black tiger.
     Whooboy.
    
     While some people I know hate spiders and basically will
     either kill everyone in the game they meet or run away, I tend
     to go for the latter and just run through any areas that they
     populate.
    
     There are 3 types of spiders in the game, one large boss
     (which has it's own section), your standard ingame ones, and
     smaller spiders which run around doing nothing but jumping up
     and biting you or allowing you to stand all over them, killing
     them. All are rather easy to kill and for the most part can
     also be avoided too if you wish them to be.
    
     // Attacks
    
     Acid
     ----
    
     The easy to avoid acid spit is the Spiders main attack. Once
     you see it coming (the spiders sit still to do it) you can
     avoid it easily by moving out of range. If you wish to fight
     them this time where they sit still can also be used as an
     advantage to fire off a shot or two, as long as you do have
     some distance between yourself and the spider so as you don't
     get hit by the acid in the process.
    
     Body Blow
     ---------
    
     If you get in the path of a moving spider occasionally they'll
     smack into you with their bodies, causing your character to
     make a sound and be hit back a little. If this does any damage
     I'm not sure, it probably does but regardless it can leave
     you open to be hit by Acid or another spider if your not that
     lucky.
    
     Jumping Bite
     ------------
    
     The small spiders, which do basically no damage anyway,
     perform this attack where they will jump up at your legs and
     take a bite. More of an annoyance than a problem.
    
     // Tactics
    
     Shooting
     --------
    
     Spiders are quite easy to take out at a distance. Just about
     any weapon is good against them as they can be affected by
     standard bullets, along with the affects of the 3 types of
     Bazooka rounds. The problems you can face is the spiders
     walking on the roof, though usually when you get close to them
     or fire off a shot they will drop from the roof anyway.
    
     Running
     -------
    
     This is what I choose to do in most cases, basically avoiding
     the enemy. Spiders are slow and easy to avoid, so running
     through areas they are located in is very easy to do,
     especially if they are on the roof. Especially for killing any
     spiders, running and leaving the room will get rid of any
     small spiders scrambling about when you come back in.
    
     ==============================================================
    
     2.4.7.  | Chimera
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: 5-30 bullets
              | Shotgun: 2-7 shells
              | Bazooka w/Grenade: 1-6 round
              | Bazooka w/Acid: 1-6 round
              | Bazooka w/Flame: 1-6 round
              | Magnum: 1-4 bullets
              | Rocket Launcher: 1 rocket
    
     These guys puzzled me. I sat there thinking about what kind of
     creatures they really seemed to be. I wish I hadn't because
     before long I had one clinging to Jill's back and slashing at
     her throat. Still now I have no clue what exactly these things
     originally were, but it's probably better that I don't think
     about it while playing the game like last time or else I might
     end up being killed again.
    
     Found in the lab sections nearer the end of the game, these
     odd roof scuttling creatures love to do no more than slice at
     you with their sickle clawed arm. Their easy to avoid if you
     keep running through sections you find them in, they are
     basically hard to take out with just about everything except
     for the Colt Python, and they are a real pest if you can't
     handle them correctly even with it.
    
     // Attacks
    
     Hanging Swipes
     --------------
    
     An attack where the Chimera's hang upside down to the ceiling
     and drop their arms down to attack. The attack also has a wide
     range. This is easy to avoid if you see it coming, though if
     their right above you then chances are you won't be able to do
     much about it. After it happens move quickly.
    
     Uppercut
     --------
    
     If you get caught in this I advise you to check your health
     because it does a serious amount of damage. This one is a
     little harder to see coming because they can sometimes fake
     you out. The uppercut starts when they run up to you but on
     occasions they just jump to the roof and do a hanging swipe.
     I'm not sure of any real evasive tactics, just watch out and
     try to run to avoid.
    
     Throat Slash
     ------------
    
     Another high damage move. This time the chimera will jump on
     your back stopping you from moving and will slash your throat
     with it's claw. This doesn't happen so often, but when it does
     there is really nothing you can do for stopping it.
    
     // Tactics
    
     Shooting
     --------
    
     My choice is not to fight these guys as much as I can, however
     if you have to use anything to take them out it should be the
     Colt Python. It will stop you from having to waste your time
     while killing them. You have to keep in mind it may take at
     least 2 shots if not more to take them out while they jump
     around and all.
    
     Running
     -------
    
     Simple. Run. Run fast. Move quickly and know the layout well.
     Do what you need and do it quickly. :)
    
     ==============================================================
    
     2.4.8.   | Yawn (Large Snake)
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: ??? bullets
              | Shotgun: 8-10 shells
              | Bazooka w/Grenade: 3-8 round
              | Bazooka w/Acid: 3-8 round
              | Bazooka w/Flame: 3-8 round
              | Magnum: 5-12 bullets
              | Rocket Launcher: 1 rocket
    
     If there was ever a creature to scare me, it would be snakes.
     I don't think I ever want to touch one, let alone come close
     to one, and meeting the "Yawn" in Resident Evil made me ever
     so much sure of that point.
    
     Okay, well I better be honest here actually... I'm not
     actually afraid of snakes, I just needed to write a good intro
     like this. :)
    
     You will meet this snake twice during the game, the first time
     it will block you from a goal and the second time it will open
     a path way for you. During the first battle you can be
     poisoned from it's bite(s) in which you may get help or have
     to get serum for yourself. You cal also take various tactics
     with the monster. The second battle is "to the death" so to
     speak. You'll just have to make sure that you have enough fire
     power to stop it. In both encounters I advise you have saved
     before fighting it.
    
     // Attacks
    
     Bite
     ----
    
     The "Yawn's" only real attack. Attacks from the oversized
     snake are single bites to the legs of your character as it
     passes by you. You should also know that if it stands up to
     attack that you should quickly check your health, as it only
     does this when your on danger.
    
     // Tactics
    
     First Encounter - Shooting
     --------------------------
    
     Acid Rounds. Simply if your going to fight as Jill you need to
     be using these. Capcom were nice enough to leave some in a
     room near to where the large snake is, but you need the
     lighter to see where they are.
    
     For Chris you have no choice but to use the Shotgun. There are
     some extra shells in the attic room you will battle the snake
     with also if you need some more ammo.
    
     First Encounter - Running
     -------------------------
    
     What you need to do, is try to trick the large snake in to
     coming around things away from you. You can first do this as
     soon as you have control of your character again. Just stand
     there until the snake moves around the back of the pole. You
     have to be quick. Usually you will end up getting bitten once
     or twice (even worse if you get trapped), but it is
     occasionally possible to make it without being hit at all.
    
     Second Encounter - Shooting all the Way
     ---------------------------------------
    
     Again, Acid Rounds and Shotgun Shells are the method here. If
     you've taken all the time to get the Colt Python first by all
     means feel free to use it. Having a First Aid Spray or some
     mixed herbs on you won't hurt either seeing as your going to
     need to make your way through many enemies on the section open
     to you after the battle.
    
     ==============================================================
    
     2.4.9.   | Neptune (Large Shark)
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: ??? bullets
              | Shotgun: ??? shells
              | Bazooka w/Grenade: ??? rounds
              | Bazooka w/Acid: ??? rounds
              | Bazooka w/Flame: ??? rounds
              | Magnum: ??? bullets
              | Rocket Launcher: ??? rockets
    
     Don't you just love instant deaths? What, you don't? Heck you
     better watch out when the Neptune comes swimming your way. It
     can swim fast, it can leap distances, it can fly high... well,
     not really the last one so as much. But I did see it leap out
     of the water and latch it's jaws around my characters head. I
     wonder if there was anyone out there stupid enough to try path
     and get that scene more than once. If there is I pity them for
     it.
    
     There are some simply solutions to getting around the
     Neptune(s). When you get into a large watery area pick the
     path on the characters right, and when you get the FMV of the
     Neptune around make sure you run as fast as you can through
     the water. Later on you will get a type of revenge by leaving
     the Neptune's high and dry. You can even shoot them if you
     have the ammo to waste, though it's not really needed.
    
     // Attacks
    
     Bite
     ----
    
     Taking a bite at your legs and pulling you around a bit is
     basically the Neptune's only attack. If your low on health
     though you will suffer a fate worse than a small nibble to the
     legs. To avoid this you'll need to run.
    
     Swallow
     -------
    
     If you pick the wrong direction when confronting the area they
     are found, or your low on health when near to the Neptune's,
     you will be instantly killed by the largest Neptune. It jumps
     out of the water and takes you down.
    
     // Tactics
    
     Running
     -------
    
     When picking the right direction to take you will have to run
     to the correct door (shown here) and use the key. You'll be a
     little slowed down by the water but should be able to make it
     inside before the Neptune gets too close to you.
    
     ==============================================================
    
     2.4.10.  | Black Tiger (Large Spider)
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: 10-20 bullets
              | Shotgun: 7=12 shells
              | Bazooka w/Grenade: 5-10 rounds
              | Bazooka w/Acid: 5-10 rounds
              | Bazooka w/Flame: 5-10 rounds
              | Magnum: 5-7 bullets
              | Rocket Launcher: 1 rocket
    
     In the underground is the king of all spiders, three times as
     large, three times as powerful, requiring three times the ammo
     to kill. This large spider, refereed to in most official
     guides as the "Black Tiger" isn't as hard to kill as you'd
     think, as long as you have a powerful weapon (which at this
     point in the game-you will have).
    
     It's attacks are very limited meaning you have easy chances to
     kill it, but don't get too cocky as if you're hit by it a few
     times you'll be set to become part of the webbing on the
     walls.
    
     // Attacks
    
     Acid
     ----
    
     The only real attack the Tiger does is an acid spit, which is
     just like the normal spiders except there is three times the
     amount. Occasionally it will also do the body blow if it gets
     close, but if your shooting it, it usually just moves left and
     right, not closer to you.
    
     // Tactics
    
     Shooting
     --------
    
     The best way to take this guy out is to move around it
     shooting it at it's side as best you can with the bazooka or
     magnum. Considering it also likes to move to a better position
     before attacking you should be able to take it out with no, or
     little damage this way.
    
     ==============================================================
    
     2.4.11.  | Plant 42
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: 25+ bullets
              | Shotgun: 10-18 shells
              | Bazooka w/Grenade: 5-10 rounds
              | Bazooka w/Acid: 5-10 rounds
              | Bazooka w/Flame: 5-10 rounds
              | Magnum: 8-15 bullets
              | Rocket Launcher: ???
    
     I remember first reading the files about Plant-42 in the game,
     swearing the hopes to never to have to battle this thing, that
     somehow it was going to be missed out on. Too bad Capcom
     didn't feel like giving me a break for once. I remember
     finding the first couple of times playing RE that Plant 42 was
     very tough. This was mostly caused because of the fact you
     would need to move every once and a while and then reset your
     aim on the plant.
    
     The Directors Cut edition made this problem go away with the
     auto aiming. Simply running to a new location and pressing R1
     would let you reset your aim on the plant, making it much more
     simple. Of course there is another way around the plant, that
     is if you want to be making your way into a chemical store
     room to mix up a little bit of the V-Jolt and get rid of the
     plant easier with this chemical mixture.
    
     // Attacks
    
     Vine Whip
     ---------
    
     Coming too close to the plant will let it hit you with it's
     vines. You'll be knocked forward and your character will fall
     to the ground. This can occasionally leave you open for
     another hit also. To avoid being hit by the plants vines all
     you need to do is stick close to the walls.
    
     Acidic Roof Drop
     ----------------
    
     I had no idea what else to call this. Simply, as you stand
     targeting the plant, bits of the roof will fall down. Your
     indication is little drops falling before a large chunk will
     drop, and if your character is underneath it, it will cause
     damage to them. To avoid this keep an eye on the drops of bits
     of the roof. Before the large bit drops run forward a few
     steps to avoid being hit.
    
     // Tactics
    
     Shooting
     --------
    
     Jill - Bazooka. Flame rounds are good. So are acid.
    
     Chris - Trusty old shotgun will do the trick.
    
     Run around the walls taking potshots at the plant until you
     get a cut scene. Be careful of it's attacks and you'll be
     fine. A green herb or two might be needed if you think you'll
     get hit. As mentioned above this is easier to do in the
     Directors Cut edition, where the auto aim will allow you to
     target the plant easily.
    
     V-Jolt Mixture
     --------------
    
     Making the V-Jolt will allow you to kill the root in the
     basement, but it might not be enough and so you'll have to
     fight a weaker version of the plant also. The guide will tell
     you how to make the V-Jolt.
    
     ==============================================================
    
     2.4.12.  | Tyrant-002
    
              // Weapon Hit Guide
    
              | Knife: ?? strikes
              | Handgun: 10-25 bullets (1st Enc.)
              | Shotgun: 8-12 shells  (1st Enc.)
              | Bazooka w/Grenade: 5-8 rounds (1st Enc.)
              | Bazooka w/Acid: 5-8 rounds (1st Enc.)
              | Bazooka w/Flame: 5-8 rounds (1st Enc.)
              | Magnum: 3-10 bullets (1st Enc.)
              | Rocket Launcher: 1 rocket (Both Enc.)
    
     In the red corner, wearing no trunks, and a pulsating heart,
     the undisputed "Ultimate Biological Weapon", Tyrant Model 002.
     Well I'm not sure about the Ultimate Biological Weapon thing
     but that's what... ooh, I can't say that. It gives away a big
     point which some people may not know about. Regardless even
     with later models being much better, the Tyrant type is still
     known as the "Ultimate Biological Weapon."
    
     Anyway, in both times that it is possible to fight the Tyrant
     are fairly easy. The first requires little more than a few
     shots from the Colt Python and the second time you encounter
     the Tyrant is only really requiring some good controlling of
     your character to get around without being attacked. This
     second time encounter is dependent on what ending you are
     going to get as if it is a lower grade ending you won't face
     the Tyrant a second time in the game.
    
     // Attacks
    
     Claw
     ----
    
     A simple attack the Tyrant does as it is walking around. A
     single claw strike against your character. Does a small amount
     of damage depending on which version of the Tyrant your
     facing.
    
     Slash
     -----
    
     During the second battle the Tyrant will make a running slash
     at you. As shown in the screen this is easy to dodge by
     running away from the direction he is heading towards.
    
     Claw Smash
     ----------
    
     During the second battle with the Tyrant, should he pull out
     his larger claw and come running for you he can sometimes use
     it as a backhanded attack and smack you across an area of the
     heliport. This can be disorientating if you slide backwards
     over a couple of screen changes.
    
     Stab
     ----
    
     Again with the second battle, although it does happen a
     sometimes in the first, should you have enough health and the
     Tyrant is close instead of using the claw to hit you he will
     stab at you with it. It does a fair bit of damage though, so
     check your health and heal if you need it.
    
     Skewer
     ------
    
     If your on the end of this I can say your dead. In both
     battles should you be on danger and the Tyrant attacks, you
     will be impaled upon his claw. Not the greatest thing to
     happen.
    
    
     // Tactics
    
     1st Encounter
     -------------
    
     Colt Python, Colt Python, Colt Python. Before battling the
     first form of the Tyrant you need to have the Colt with about
     a full round (6 shots) of ammo. While he usually only takes 3
     shots, depending on the version and how the game feels it may
     take more than this. You should also have a back up weapon
     just in case. All you need to do is run and wait on one side
     of the room and shoot at him as he comes close. Repeat until
     he is dropped.
    
     Final Battle
     ------------
    
     Fill all but one slot with herbs. While you probably wont need
     more than one, if any at all, be prepared. You'll need the
     other single slot for items. All you need to do here on the
     heliport once you've lit the flare is run in circles avoiding
     the Tyrant, until the clock gets around or just under 30
     seconds. At this time Brad will drop the rocket launcher. Run
     in, grab it, line up your shot and fire. If you targeted well
     enough one shot will be all you need.
    
     ==============================================================
    
     --------------
     2.5 - Weapons
     --------------
    
     Here is a list of weapons you'll get in Resident Evil. To
     equip a weapon, go into the inventory and click on a weapon.
     Simply click "Equip" and you'll have that weapon to use. To
     use the weapon hold the aim button and use the action button
     to fire. To target use the direction pad/keys to aim.
    
     ==============================================================
    
     Weapon: Knife
     Description: "This doesn't seem to be enough for this
                   mission."
     Who gets it: Chris, Jill
     Ammo is: N/A
     Holds: N/A
     Best on: Crows attacking but nothing else.
    
     Known as the lowest form of self defense, the Combat Knife is
     usually something people chuck into the chest at the first
     chance they get. During Resident Evil though they do make use
     of the Knife through being used on some spider webs. Of course
     you find a second knife in the location it is needed for
     anyway, because you know, you won't be carrying this thing in
     your inventory at the time.
    
     If your good enough at Resident Evil and want a challenge I
     advise you to take on the knife challenge. It's sure to make
     that next game of Resident Evil all that much more exciting.
    
     Found: Jill : Check your inventory.
    
            Chris: Check your inventory.
    
     ==============================================================
    
     Weapon: Handgun - Beretta M92F
     Description: "Beretta M92FS Automatic loaded with 9mm
                   bullets."
     Who gets it: Chris, Jill
     Ammo is: Handgun Bullets
     Holds: 15 bullets
     Best on: Zombies, Dogs.
    
     S.T.A.R.S. standard issue handgun. The Beretta will be your
     trusty weapon for most of the first part of Resident Evil. Of
     course for Chris you wont get it until about 5 minutes into
     the game. The handgun is at is best for long range combat,
     especially with slow enemies, such as zombies. Taking on
     Hunters with this weapon would be a foolish idea indeed.
    
     For the DC Version you can get a Custom Edition of the
     Beretta. It has a certain percentage where shooting zombies
     you maybe able to take off their heads like with the Colt
     Python. This gun is much needed for the Advanced/Arranged
     version of the game.
    
     The Beretta take Clips of 15 bullets. These are very common
     and can be found just about anywhere, usually sitting on
     objects around the mansion. You can carry a maximum of 250
     bullets in one slot, along with 15 in the gun.
    
     Found: Jill : Not much of a problem here, Jill will find her
                 : gun in her starting inventory. Equip and start
                 : firing.
    
            Chris: After returning to the main hall, Chris will
                 : find it empty except for a weapon on the floor.
                 : Jill's Beretta. You'll be able to take it to
                 : use.
    
     ==============================================================
    
     Weapon: Shotgun - Remington M870
     Description: "Remington M870. A pump-action shotgun."
     Who gets it: Chris, Jill
     Ammo is: Shotgun Shells
     Holds: 7 Shells
     Best on: Dogs, Hunters (sometimes)
    
     Upon searching the mansion you should come across this
     excellent Zombie killing weapon. The Remington is an even
     better weapon when used aiming high at the zombies heads. It
     also has good use when dogs jumping at you, shooting them
     while they are in the air, you should be able to take them out
     with one shot also.
    
     The shotgun is not as good for use with Hunters as they
     usually take a few shots to go down, and within those few
     shots they get a good chance to swipe you a few times.
    
     To earn the shotgun, you may also need the broken shotgun, the
     location of this will be found in the items section as well as
     noted in the guide itself.
    
     The Shotgun takes seven shells found in crates. These are
     located at a few locations around the mansion, sometimes found
     in pairs. You can carry a maximum of 250 shells in one slot,
     along with 7 in the shotgun.
    
     Found: Jill &: The shotgun is hanging on a holder in the
            Chris : middle of the east wing of the mansions 1st
                  : floor. However while Jill can take it right
                  : away, Chris can't. This is because there is a
                  : trap after you take it. Jill will be saved by
                  : Barry if she takes it early, but otherwise
                  : you'll need to take the broken shotgun and put
                  : it on the holder after you take the shotgun to
                  : disarm the trap. While Chris and Jill can find
                  : the broken shotgun and use it. For Chris it is
                  : the only way.
    
     ==============================================================
    
     Weapon: Colt Python
     Description: "Powerful gun can be loaded with .357 magnum
                   rounds."
     Who gets it: Chris, Jill
     Ammo is: Magnum Rounds
     Holds: 6 Rounds
     Best on: Everything really.
    
     The Colt Python has gotta be one of the better weapons of the
     game. With it you can feel confident to take on most opponents
     with ease. The Colt can take the head off a zombie, kill a
     hunter in a shot or two, and even knock around a Tyrant with
     little problem. It's awesome firepower makes it a good weapon
     in your collection, but it's lack of ammo can hinder your use
     of it.
    
     Originally concepts have shown that it was planned that some
     of the ammo in the game would have been Dum Dum rounds but
     these were removed before the game went out.
    
     The Colt Python holds one full round of six bullets. Ammo is
     very rare until nearer the end of the game, so I suggest only
     using it when you really need it. With the Directors Cut
     edition, beating the advanced/arrange game in under 3 hours
     will give you the Colt Python with unlimited ammo.
    
     Found: Jill &: To get the Colt Python you'll need the Red
            Chris : Jewel. Once gained you can take it and use it
          Original: on the Tiger Statue in the the statue room on
                  : the 1st floor of the mansion. Doing so will
                  : gain you the Python.
    
            Jill &: In the Directors Cut edition you will find the
          Chris DC: magnum on the shelf where the Broken Shotgun
          Advanced: usually is found. The small room off the
                  : Mansion west wings bottom stairwell. You will
                  : need a key to enter the room.
    
     ==============================================================
    
     Weapon: Bazooka
     Description: "A launcher (that) can be loaded with various
                   rounds."
     Who gets it: Jill
     Ammo is: Bazooka Rounds (Acid, Flame, and Explosive)
     Holds: 6 Rounds
     Best on: Snake, Hunters (Acid), Plant 42, Zombies, Dog
              (Flame), Everything and anything else :) (Explosive)
    
     The Bazooka is just as good as the Colt Python when you look
     at it, but only Jill can use this weapon in the game. The
     Bazooka uses 3 types of ammo which are color coded for ease.
     The three rounds are Explosive Rounds (in the grey container),
     Flame Rounds (in the red container), and Acid Rounds (in the
     yellow container).
    
     The Bazooka can be used against just about any enemy, and with
     the various ammo is very effective. The only let down with the
     Bazooka when compared to the Grenade Launchers of the later
     evils is that you have to use all 6 shots of the ammo before
     you can load a new lot of the same or another type.
    
     The Bazooka holds one full case (six shots) of one type of
     round. Ammo is common, though there are less of some types
     than others.
    
     Found: Jill : Jill's strongest weapon is found out on the 2nd
                 : Floor terrace with Forest. However caution is
                 : required regardless of the edition your playing.
                 : Either Crows will attack if you look at the dead
                 : Forest, or if your playing the Directors Cut,
                 : he'll get up and attack you. Depending on your
                 : choices or weapons (i.e. if you got the Shotgun
                 : by Barry saving your ass), instead of finding
                 : only Forest out here you will find Barry and he
                 : will hand you the Bazooka.
    
     ==============================================================
    
     Weapon: Flame-thrower
     Description: "Can throw flame for 9 sec. with max. fuel."
     Who gets it: Chris
     Ammo is: Flame-thrower Fuel
     Holds: 250% Fuel
     Best on: Large Spider (Only Just)
    
     I really think the in-game description says it all. The
     Flamethrower really sucks and is mainly a waste of item space
     for Chris, and so it's only useful as part of a puzzle. You
     can find two of them, but you can only use them for a while as
     afterwards you need them to unlock doors to move farther on.
    
     Of course it's not much of a problem putting them down, seeing
     as they aren't that much of a good weapon anyway. The flame is
     mostly good for organic creatures such as spiders, and their
     webs. *hint-hint*
    
     The Flamethrower holds a small amount of fuel, which as
     mentioned, goes down quickly. There is supposed to be a refill
     (supposedly also some copies had a fuel refill in an area in
     the underground). The fuel item exists on all versions, though
     you may need to hack it out with a Gameshark or Save Game
     editor.
    
     Found: Chris: Found easily by an entry door you need to grab
                 : this to make it past another door later on. The
                 : lever it sits on locks that door and so you need
                 : it to open that door with another one of these
                 : panels.
    
     ==============================================================
    
     Weapon: Rocket Launcher
     Description: "One shot can destroy any target."
     Who gets it: Jill, Chris
     Ammo is: Rockets
     Holds: 4 (Or Unlimited as secret)
     Best on: Everything Slow (Anything but Hunters and the Snake)
    
     The king of weapons in Resident Evil. The Rocket Launcher is
     used in-game to rid yourself of the Tyrant in certain
     situations. You will have 4 shots to take the Tyrant out,
     though all you will need is one shot.
    
     If you finish the game in under 3 hours you can earn it for
     use in the game with Unlimited Ammo. This makes the game all
     that much more fun as you run through the game taking revenge
     by shooting everything in a shot or two.
    
     As I mentioned, this shows just how destructive the Rocket
     Launcher is, but the let down for this is that the Launcher
     can be slow to use due to the characters having to lift it to
     shoulder height before being able to fire. For this reason you
     shouldn't try to use it on anything which appears close to you
     or moves too fast to target well.
    
     Found: Jill &: If you've gotten yourself to the helicopter pad
            Chris : and you are being attacked by the Tyrant again
                  : then you just need to avoid him and wait.
                  : Depending on how quick you were to begin with
                  : Brad will drop the Rocket Launcher in the
                  : middle of the pad sometime when there is less
                  : than 40 seconds left. You need to run in, grab
                  : it, and kill the Tyrant. You can also get the
                  : Rocket Launcher if you finish the game in under
                  : 3 hours (PlayStation & Saturn editions only).
                  : To know if you've got it, at the end of the
                  : credits a rocket will go across the screen.
    
     ==============================================================
    
     Bonus Weapons
     -------------
    
     For the PC version 2 additional bonus weapons can be gained.
     The Ingram MAC-10 and the Minimi. Both of these are earned
     through completing the game in under 3 hours with Jill or
     Chris. Both use 9mm Ammo but are unlimited and fire rapidly,
     taking anything out with ease.
    
     ==============================================================
    
     -----------------------------
     2.6 - Playing Tips And Hints
     -----------------------------
    
     2.6.1 - Deciding On Playing As Chris Or Jill First
     --------------------------------------------------
    
     The first choice you have when you start the game is who you
     will play as first. It is for this reason that I have decided
     to help with this part by showing you info about the
     characters.
    
    
     Chris Redfield
     --------------
    
     Firstly, Chris has a lot more health, so this is the first
     thing for him that you should think about. Unfortunately, it's
     the only good thing about his mission. He has it tough indeed.
     Chris' stronger weapons are also low on ammo. He has a deal of
     shotgun shells, but there will be points where you will run
     low. Magnum bullets are in even less supply as you'd expect.
    
     Of a small point, you have to face the first zombie with no
     gun (I can only assume Chris' dropped his gun from between the
     time you see him shooting in the video and when they get in
     the hall) but you can run from that. Chris can also only carry
     six items at a time, which means you have to be good at
     juggling items around or be happy with making a lot of box
     stops.
    
     To open some locks will require a small key. There are many of
     these found in his game, and they usually open drawers to find
     ammo. You can get help from Rebecca at times, but this is very
     dependent of the situation. All of this adds up to make
     Chris' game an interesting, and challenging experience indeed.
    
    
     Jill Valentine
     --------------
    
     Jill's mission is somewhat easier than Chris' one. Firstly she
     has the Bazooka on top of the Shotgun and Magnum, thus adding
     more range to her actions, on top of that there is also a lot
     more ammo for her weapons.
    
     She has two more slots than Chris for carrying items, 8 slots
     makes item organization a lot easier than 6, even though it is
     only 2 slots difference.
    
     Instead of not having a gun at the start like Chris, she does
     and it can be used to kill the first enemy. Her game is also
     quicker as she gets help in places (Barry and the shotgun
     scene for example) quite a lot. Instead of the small keys
     Chris has, she gets a lockpick (also from Barry) which will
     open the things Chris' small keys will.
    
     The downside to using Jill is her health, it's very low. A few
     good attacks from zombies or other enemies can mean lights
     out. It is for this reason, that you should make sure you
     carry or have a good amount of health in storage.
    
     (For the PC version Jill has the added ease of being able to
      save unlimitedly with no ink ribbons - if you're playing the
      PC version think of this as an additional item slot saving
      ability)
    
    
     As for the conclusion of this, I would say for the first time
     you play you should use Jill to learn the ropes until you
     think you can take on Chris' mission, but the final choice is
     up to you if you pick Chris' or Jill's mission.
    
    
     2.6.2 - Herbal Mixing
     ---------------------
    
     Each herb has a different effect, but when mixed together the
     powers they possess are boosted in different results.
    
     The herb power-ups can be mixed using the "combine" command
     for varying, but very beneficial results. This will also save
     storage space for holding puzzle items. Here is a listing of
     some herbal combinations and the outcomes:
    
     1 green + 1 green         = 80% health recovery
     1 green + 1 blue          = 20% health recovery + antidote
     1 green + 1 red           = Full health recovery
     1 green + 1 red + 1 blue  = Cure (in that order)
     3 green combined          = Full health.
    
    
     2.6.3 - Rebecca Helps
     ---------------------
    
     When playing as Chris, anytime after you first meet Rebecca
     and before when you save her from the Hunter, return to the
     save room and she will heal you for nothing.
    
    
     2.6.4 - Listen For The Sounds Of The Undead
     -------------------------------------------
    
     Some enemies make noises, so it's important to listen out for
     them. You'll be able to hear most enemies long before you can
     see them. Also certain attacks have certain noises which may
     help you tell what is coming outside of your current screen.
    
    
     2.6.5 - Take Note Of Attack Patterns
     ------------------------------------
    
     Dogs require to be up on all four legs before you can shoot
     them, zombies can attack your legs etc. Make sure you stay
     away of what enemies can do, especially if you can't see them
     on your screen. Again here noise can help.
    
    
     2.6.6 - Aiming
     --------------
    
     Besides Resident Evil Directors Cut, aiming in the various
     versions of Resident Evil requires you to aim for your enemy.
     This is very difficult for some faster enemies (Hunters
     especially).
    
     Actually most of these notes on aiming your weapons to avoid
     being hit and wasting ammo.
    
     In Directors Cut, when you press R1, you will lock on to the
     closest enemy. But pressing L1 will allow you to lock onto
     other targets.
    
     For the original you need to take a general guess at an aimed
     shot and if you aren't careful can end up wasting ammo
     instead. The larger the target the easier job you'll have
     landing a shot, however try and make sure you are happy with
     your aim before you try.
    
    
     2.6.7 - Pool Of Blood
     ---------------------
    
     Enemies are dead (again) when a pool of blood spreads around a
     downed enemy. Also some enemies will make noises when killed,
     again these noises are also worth taking note of.
    
    
     2.6.8 - Shotgun Kills
     ---------------------
    
     Waiting for a zombie to come close make sure you have the
     shotgun drawn and pointing up, when it is about to grab you
     fire your gun and you should be able to blow the head of the
     zombie right off.
    
     You can do this easily in the Directors Cut version. Even with
     hunters when they jump. Just make sure your ready to shoot at
     the right time. This same jump technique also works with the
     cerberus.
    
    
     2.6.9 - Item Ordinance
     ----------------------
    
     Make sure you arrange your items wisely. You should only carry
     what you think you need. This also means you shouldn't pick up
     everything you find. There are many rooms with items you don't
     need, and should only pick up when you need them (herbs for
     health etc.). Just take note of where things are and return
     for them when you're in need.
    
    
     2.6.10 - Enemies
     ----------------
    
     You don't have to kill everything in your way. Basically you
     should only kill things in your way, or in locations where you
     will continue to move through frequently.
    
     They don't call this SURVIVAL horror for nothing.
    
    
     2.6.11 - RUN! RUN! RUN!
     -----------------------
    
     Basically anytime you aren't solving a puzzle or picking up an
     item you should have your finger firmly planted on the run
     button. Not only will this speed your time up, but it will
     also help you evade enemies and travel distances quicker.
    
    
     2.6.12 - Being Attacked
     -----------------------
    
     Should you be attacked by anything that will freeze your
     movement quickly tap control buttons to get out of the attack.
     This is important in certain situations, especially with large
     groups of the same enemy. Getting 2 hunters on you is
     extremely bad as they may start playing games of tennis with
     you, taking turns at swipes until you're dead.
    
    
     2.6.13 - Trap/Puzzle Notes
     --------------------------
    
     Should you spring a trap or screw up a puzzle, run for the
     exit of the room. Most chances this will finish the trap, or
     reset the puzzle it allowing you to get past it again. The
     only trap where this is not possible is the shotgun trap.
    
    
     2.6.14 - Directors Choice
     -------------------------
    
     With the Directors Cut versions you have the choice of
     Training, Original, and Advanced/Arranged.
    
     Original is the first version of Resident Evil and has a good
     mix of ammo, enemies, and difficulty.
    
     Training is the same as Original only giving you 2 times the
     ammo and taking the damage down to lower levels making it far
     easier.
    
     Advanced (Or Arrange if you're playing REDS) is the super
     difficulty level. Items have changed locations, enemies are in
     different places, and damage is high. Hunters can even head
     swipe you on near full health. Not for the newcomer of the
     series.
    
     You might want to choose wisely which mode you wish to take
     first.
    
    
     2.6.15 - Sega Saturn Changes
     ----------------------------
    
     While the Sega Saturn version is roughly similar there are a
     few changes made to the main game. These include:
    
     - New enemies
    
     In the underground are new skinned version of the Hunter.
     These bug-like Hunters are called "Tics" but remain unchanged
     strategy and attack wise from normal Hunters.
    
     - Second Tyrant
    
     In Chris' game or any of Jill's where Barry does not come into
     the Tyrant's B4 lab, there will be a second Tyrant to fight
     before you leave the lab. Let's hope you have enough ammo.
    
     - New costumes
    
     Both Chris and Jill have new Saturn only bonus costumes.
    
    
     2.6.16 - The Overlooked Inventory Use
     -------------------------------------
    
     - Weapon
    
     To equip a weapon, go into the inventory and click on a
     weapon. Simply click "Equip" and you'll have that weapon to
     use. To use the weapon hold the aim button and use the action
     button to fire. To target use the direction pad/keys to aim.
    
     - Item
    
     To use a item, stand in front of what you wish to use it for,
     go into the inventory and click on the item. Simply click
     "Use" and you'll have that item used. After using a key for
     all it is needed for, you will probably be asked if you wish
     to drop the key. Do so, as you won't need it for anything
     else. You can reload your gun by selecting it and combining
     the ammo at anytime, which will also help you not get hit
     while reloading your weapon.
    
     ==============================================================
    
     -------------------------------------
     3.0 - Original & Advanced Walkthrough
     -------------------------------------
    
     Finally, we're here. This section covers an entire guide for
     both Chris and Jill in the original release of Resident Evil as
     well as "Original", "Training", and "Advanced"/"Arranged"
     modes of the Directors Cut edition.
    
     This will also get you through the Sega Saturn mode, keeping
     in mind the aforementioned changes (section 2.6.15 above).
    
     ==============================================================
    
     ------------------------
     3.1 - Chris' Walkthrough
     ------------------------
    
     Here is Chris' Walkthrough. This guide is to get the Good and
     Good+ Endings. To get the other two follow the instructions at
     end of the walkthrough.
    
     This is not a speed walkthrough; it's just so people can get
     the best out of Resident Evil. There are many rooms, which are
     not mentioned in this Walkthrough, these contain extra ammo,
     healing items, and files. Feel free to search these rooms at
     your choice and collect other items when required.
    
     Also there will be times where you will have to go to save
     rooms to put items away. When you do this is also up to you.
    
     Other than this, everything for the game is explained, so I'd
     advise use of this guide only if you are stuck on a certain
     area, wish to get through the game quickly, and don't care if
     puzzle answers are given to you exactly.
    
     Excuse my sometimes sarcastic titles for each section. I have
     no idea what I was thinking when I wrote them, but I liked
     most of them enough to keep them. :)
    
     If there is any thing important such as a movie of variation
     it will be marked like this:
    
     What it is:
     -----------
     Info   Info    Info   Info
     Info   Info    Info   Info
    
     Advanced/Arrange alterations will be included in boxes like
     so:
    
    
         // TITLE \\__________________________________________
        |                                                     \
        |  INFO                                               |
        |        INFO                                         |
        |_____________________________________________________|
    
    
     Well here is the walkthrough.
    
    
     -----------------------------
     3.1.1 - Welcome To Your Death
     -----------------------------
    
     Items In This Area:
     -------------------
     Clips (x2)
     Ink Ribbon
    
     FMV Video:
     ----------
     Once you have selected Chris, you'll be shown a FMV of what
     happened to get the S.T.A.R.S. in this situation.
    
     Scene:
     ------
     After the movie style character intro, there will be a short
     intro. You'll hear a gun shot and Captain Wesker will send you
     to go find out what it is.
    
     Once you're in the dining room run down to the other end of
     the table. Go in the other door and go to Chris' left and
     around the corner.
    
     CGI Video:
     ----------
     You hear a ripping of flesh and a pool of blood comes across
     the floor as a person looks over their shoulder, blood down
     it's front and in it's teeth. It's a zombie.
    
     Now you can stay and dodge the zombie and get the Clips (x2)
     or run. I think it is best to dodge it, grab the clips and
     run. Go to the Main Hall.
    
     Scene:
     ------
     When you arrive in the Hall you will find that Wesker and Jill
     are not there.
    
     Go pick up the gun on the floor. It's Jill's Beretta. Now go
     to the back of the table with the typewriter on it and take
     the Ink Ribbon. Now go across the hall and enter through the
     blue double doors.
    
     ---------------------------
     3.1.2 - A Spray In the Face
     ---------------------------
    
     Items In This Area:
     -------------------
     1st Floor Map
     Ink Ribbon
     Clip (x2)
     Sword Key
     Shells
     Wooden Crest (Emblem)
     Blue Jewel
     Wind Crest
     Music Notes
    
     You will find yourself in a gallery with a large statue in the
     middle. You can get the 1st floor map out of it by pushing the
     steps up to it and then climbing the steps.
    
     You can also push the chest out of they way and follow the
     hall down. There is a zombie on the floor, which you can kill
     or run past (Chris' left side) and search the shelves for an
     ink ribbon.
    
     Go back to the gallery and out to the main hall.
    
     Go up the stairs, to the second floor, and head to Chris'
     right staircase. Now go down the wall of the side of the 2nd
     floor hall that your on and enter the other door. Take the
     small key on the shelf. Follow the hall down to the other
     door.
    
     You will be on a terrace, follow it until you find Forest
     Speyer. He's been pecked to death by crows. Take his clip and
     run from the crows like mad back to the main hall.
    
    
         // ARMOR KEY \\______________________________________
        |                                                     \
        | In the Advanced game, here with Forest you'll find  |
        | the Armor Key. Getting this key earlier than you    |
        | would normally means major changes will happen to   |
        | the games advancement through the mansion. You will |
        | do some similar and different events, however they  |
        | will eventually lead to the same conclusions.       |
        |                                                     |
        | With this key you can be lead to Richard early and  |
        | also open doors you normally couldn't until after   |
        | you'd been to the medical room where Rebecca is in  |
        | the normal version of the game.                     |
        |_____________________________________________________|
    
    
     Enter through the double doors on the other side of the hall.
     You will be on the second floor of the dining room. Kill the
     zombies then push the statue off the edge of the 2nd floor
     through the gap. Now exit through the other single door in
     this hall. Go kill the three zombies here and go down the
     stairs. Kill the next two zombies and go into the closest door
     to the stairs.
    
     Scene:
     ------
     You will be sprayed by something. It turns out to be Rebecca
     Chambers the newest member of S.T.A.R.S. Bravo Team. You will
     talk for a bit.
    
     Put away anything you won't need, like the combat knife. Go
     over to the bed and pick up the Sword Key. Now leave the room.
    
    
         // SWORD KEY \\______________________________________
        |                                                     \
        | In the Advanced game, the Sword Key won't be in the |
        | medical room with Rebecca, instead you'll find it   |
        | in the small dining room near the attic. Before you |
        | can get to it, you'll need to move a cupboard and   |
        | also light the candle's with the lighter to see.    |
        |                                                     |
        | The lighter is in it's usual place (one of the      |
        | researchers bedrooms on the 2nd floor), accessible  |
        | with the Armor Key, just like the areas leading to  |
        | the room with the key in it.                        |
        |_____________________________________________________|
    
    
     Video:
     ------
     Rebecca will talk then you will be asked: "Will you take
     Rebecca with you? Yes/No" Pick yes. Rebecca will talk a while,
     and then you will leave.
    
     Note: Anytime you go back there, Rebecca will heal you for
     nothing if you want.
    
     Kill the other zombie in the hall as you make your way around.
     You can't go through the door on the right wall because it is
     locked, so you will have to go through the other door beside
     it.
    
     Once through, kill the two zombies here and head down the
     right hallway. You can go into the room in the little bit with
     the zombie in it off the hall. Inside is a tiger statue, but
     you can't do anything here right now. The door on the opposite
     wall has a clip, a file paper, and a zombie hiding in the
     closet with some shells. Unlock and go out the door at the end
     of the hall.
    
     You will find yourself in a familiar looking hall. Go back the
     zombie hall, down to the door leading to the dining room. Once
     inside grab the wooden crest off the back wall and the remains
     of the statue you destroyed, down the side of the dining table
     for the Blue Jewel.
    
     Go back to the Tiger statue room and use the Blue Jewel on the
     statue to get the Wind Crest.
    
    
         // WIND CREST \\_____________________________________
        |                                                     \
        | For the Advanced mode of Resident Evil you'll find  |
        | the Wind Crest moved to the Art Gallery, replacing  |
        | the Star Crest's location. Solve the painting       |
        | puzzle and you'll be give this crest.               |
        |_____________________________________________________|
    
    
         // BLUE JEWEL \\_____________________________________
        |                                                     \
        | In the ruins of the statue you pushed over earlier  |
        | will be the Sun Crest instead of the Blue Jewel in  |
        | the Advanced mode.                                  |
        |                                                     |
        | The Blue Jewel is found behind the Clock in the     |
        | Dining Room instead, and to access that you have to |
        | go Emblem swapping. More on that below.             |
        |_____________________________________________________|
    
    
         // EMBLEM \\_________________________________________
        |                                                     \
        | A little bit of a change in the advanced game.      |
        | Instead the Emblem (Wooden Crest) is located on the |
        | 2nd floor in the armor room where the Sun Crest is  |
        | in the original game. You should already have the   |
        | Armor Key as noted earlier, so unlocking the room   |
        | is no problem. Once you have it you can return to   |
        | the dining room and continue with the puzzle.       |
        |_____________________________________________________|
    
    
     Go back to the Zombie hall, and go the far upper end. There
     will be a wooden double door and a single red door. Use the
     sword key on the red door. You will now be in a Bar. Go around
     the corner and push the shelf that's in the way of another.
     Search the back shelf to find the music notes. Take them to
     the piano and use them on it. "Chris unfortunately can't read
     music"
    
     Scene:
     Chris tries to play the piano. Rebecca comes in and tries. You
     will be asked if you will let her. Say yes. Now leave to let
     her practice.
    
     Now lets go over to the other side of the mansion. Go back to
     the main hall and back through the blue double doors. Go to
     the single door at the back of the gallery and unlock it with
     the sword key, and discard it.
    
     ---------------------------------
     3.1.3 - And then came the dogs...
     ---------------------------------
    
     Items In This Area:
     -------------------
     Clip (x2)
     Green Herb (x6)
     Small Key
     Chemical
     Golden Crest
     Shield Key
     Armor Key
     Red Herb (x2)
     Shells
     Broken Shotgun
    
     Run down the hall until the Dog bursts through the window,
     kill it then go round the corner and kill the other one that
     breaks through the window. When they are dead push the chest
     in the middle of the second part of the hall to find a clip.
     Exit into the next room. There is a locked door to Chris' left
     and a green herb to his right. Follow the hall down, and go
     the first wooden door, in it is a bathroom. Empty the bath to
     get a small key. Now go back out and down the hall 'till you
     get to two other doors. One double, one single. Go into the
     double one. Kill the two zombies here. There should be three
     doors. Go in the one closest to the double doors. This should
     unlock it.
    
     Kill the zombie in the hall, grab the green herb, and go into
     the room under the stairs. Pick up the chemical, and open the
     item box. Put away the items you don't need and the chemical.
     You can also save if you want. Go out and up the stairs.
    
    
         // BROKEN SHOTGUN \\_________________________________
        |                                                     \
        | If you arrive in the storeroom in the Advanced Game |
        | you've probably found the Colt, but can't see the   |
        | Broken Shotgun. This is because it's been moved     |
        | into the save room under the stairs at the          |
        | northeast wing of the mansion, right near the good  |
        | shotgun. Makes getting it a tiny bit easier I       |
        | guess, and you really need it in the advanced game. |
        |_____________________________________________________|
    
    
         // CHEMICAL \\_______________________________________
        |                                                     \
        | Because the shotgun is now where the Chemical was,  |
        | you need to go outside to find the chemical. Near   |
        | the bathroom in this wing is a metal door leading   |
        | outside to a boiler. Sitting right in front of it,  |
        | is the chemical you're looking for.                 |
        |_____________________________________________________|
    
    
     Once at the top kill the zombies, and follow the corridor to
     the right side of the top of the stairs. There will be two
     doors. One won't open so go through the other door. You will
     unlock the door and you will find yourself in a "U-Shaped"
     hallway. Kill the zombie then go to Chris' right and past the
     double green doors, past the brown door, kill the next zombie
     then go to the door at the end of the hall. Go through it. Now
     go back to where Rebecca was playing the piano. She will be
     finished by now.
    
     When she has finished playing the "Moonlight Sonata," a secret
     door will open. Go inside and grab the golden crest, the door
     will close, replace the place where the golden crest was with
     the wooden crest to exit out of the room.
    
     Go back to the dining room and put the golden crest where the
     wooden one was, the clock will chime and then move away
     showing a secret compartment behind it. Go over there and grab
     the Shield Key. Yay, no more annoying tick, tick, tick, from
     the clock.
    
    
         // SHIELD KEY \\_____________________________________
        |                                                     \
        | The puzzle remains the same, the pieces are just    |
        | elsewhere and in a different order. First you need  |
        | to swap the Wooden Emblem for the Gold one from the |
        | Bar's secret room. Then put the Gold one in the     |
        | dining hall to get the Blue Jewel from behind the   |
        | clock, and take the Jewel to the Tiger Statue to    |
        | get the Shield Key from it.                         |
        |_____________________________________________________|
    
    
     Now go back to the save room where you met Rebecca. Take the
     chemical with you. Now go to where the two zombies were in the
     hall, where the Tiger Statue is. Follow the path in that
     direction and enter the door round the corner at the end.
    
     You will find yourself in a greenhouse, with a water pump on.
     Use the chemical in the water pump to kill the plant. Behind
     the plant are an armor key and six herbs, two red herbs, and
     four green herbs. Take what you can, and don't forget to
     combine.
    
    
         // STAR CREST \\_____________________________________
        |                                                     \
        | Instead of the Armor Key, which you would already   |
        | have, in the Advanced game you'll find the Star     |
        | Crest sitting in it's place.                        |
        |_____________________________________________________|
    
    
     Go back out to the hall and go back to the save room, put away
     the herbs and take only your weapon & ammo and the Armor key,
     and the small key.
    
     Go to the other door in the hall that is locked and use the
     Armor key on it. Go inside. Grab the clip, get the shells out
     of the draw by using the small key. Pick up the broken
     shotgun, so that we can go get the shotgun now. You use it to
     swap it over for the shotgun to stop the ceiling from falling
     on you. Leave and head back to the hall past where the dogs
     came in through the windows.
    
    
         // COLT PYTHON \\____________________________________
        |                                                     \
        | In the small storeroom, you'll find the Colt Python |
        | instead of the Broken Shotgun. These six shots will |
        | help you with a few tricky zombies or other enemy   |
        | setups between now and when you return to the       |
        | mansion (when you can get more ammo). So try to     |
        | make them count.                                    |
        |                                                     |
        | Later on, when you use the Red Jewel on the Tiger   |
        | statue, like how you would get the Colt in the      |
        | original game, you'll find three lots of Colt ammo  |
        | instead. Still well worth sticking your neck out    |
        | for.                                                |
        |_____________________________________________________|
    
    
     --------------------------------
     3.1.4 - ...and then the Snake...
     --------------------------------
    
     Items In This Area:
     -------------------
     Shotgun
     Sun Crest
     Lighter
     Clip (x2)
     Red Herb
     Ink Ribbon
     Shells (x4)
     Green Herb (x3)
     2nd Floor Map
     Moon Crest
    
     Go to the single door across from the double doors that lead
     to the save room. Walk through the room your in and into the
     other door. Once in the next room grab the shotgun on the wall
     and put the broken one in its place and return back to the
     save room under the stairs. Go up the stairs to the second
     floor. Go to the right of the main hall and into the U-Shaped
     hall. Go past the wooden door and unlock it with the Armor
     key, but don't go in. Now go around to the double green doors
     and enter them.
    
     Once inside the trick here is to cover up the vents with the
     large statues and then flick the switch, when that is done the
     case at the end will drop allowing you to get the Sun Crest.
    
     Now follow the hall around and go back to the area by the
     stairs above the save room where you got the chemical. Go past
     the stairs and unlock the first door on the right-hand wall.
     Once inside kill the zombie and go to Chris' right, and enter
     the door there. You will find the lighter on the top of the
     bookshelf, a shells beside the right bed and right wall, and a
     red herb between the left bed and the left wall.
    
     Go back out and into the other room. In here check the jacket
     by the door for an ink ribbon, and the table for some notes.
     Go to the panel on the wall where it's broken and check it.
     The tank will empty and allow you to push it away from the
     wardrobe. Now you can push the wardrobe where the tank was and
     find the secret stash of shells.
    
     Go back out to the corridor with the stairs, but keep heading
     the direction you got to the previous rooms, and enter the
     blue door at the end. Inside will be a locked single red door,
     a green herb, and a fireplace. Check the fire and it will say:
     "Wood is put in the stove, A paper is on the wall." Use your
     lighter on the fire to get the 2nd floor map.
    
     Go back to the save room where you got the chemical, and put
     away everything except the lighter, shield key, and the
     shotgun with shells (if you feel like it).  It would also be
     an excellent time to save, trust me.
    
     Now go back to the U-shaped hall and go into the single wooden
     door you unlocked earlier. Grab the two green herbs once
     inside, then go around the corner. You will find Richard
     Aiken, from Bravo Team, but he is dead. Examine him for a
     clip.
    
     Go into the door behind Richard. Move forward and kill the
     zombie, and follow the hall down behind where he was and enter
     the door where he was. You should be in a room with a table
     and two closets. The table has some candles on it, use the
     lighter on these to light up the room. There is a clip in the
     back closet by the pictures of planets and the clock. You can
     push the other closet away to reveal a passage with another
     closet at the end. Search this for some shells.
    
     Go back to the area where you killed that last zombie, and go
     up the steps and use the shield key on the door then discard
     it. Go into the attic.
    
     Run forward once inside and you will be confronted by one huge
     Snake. You have two options, get rid of it if you have the
     shotgun with shells on you, or avoid it. No 1. Is easy to
     explain, hard to do. No 2. Is hard to explain, even harder to
     do. ":|
    
     No 1. Stand your ground and shoot it with shells until it runs
     off.
    
     No 2. Wait until it is halfway round the other side of the
     post from you and run.
    
     You're going for the hole where it came out from, to get the
     moon crest. On your way out, grab the shells sitting on some
     barrels in the middle of the left wall (the side with the exit
     door). Once you exit and get down the steps something may
     happen.
    
    
         // MOON CREST \\_____________________________________
        |                                                     \
        | When you grab the Moon Crest in the advanced game,  |
        | you'll be in for a bit of a surprise. It's only     |
        | half of the crest. Instead you'll need to track     |
        | down the remaining half of the crest in the mansion.|
        |                                                     |
        | The other half is hidden in one of the researchers  |
        | bedrooms on the 2nd floor of the mansion. To get it |
        | you'll need to empty a fish tank, and move it and a |
        | wardrobe to access a hidden cupboard with the other |
        | half of the crest inside.                           |
        |_____________________________________________________|
    
    
     Variations:
     -----------
     If you didn't get bitten once, nothing will happen. Go to the
     save room where you got the chemical, And read the guide from
     the star (*) onwards.
    
     If you got bitten you will faint, and Rebecca will turn up,
     and you will have to get the serum in the save room.
    
     Take Rebecca to the save room where you met her and go get the
     serum off the shelf beside the Item Box. Now go back to where
     Chris is. Once you have been cured go to the other save room
     where you got the chemical.
    
     -------------------------------------------------
     3.1.5 - Wind + Moon + Sun + Stars = New... Death?
     -------------------------------------------------
    
     Items In This Area:
     -------------------
     Star Crest
     Square Crank
     Red Herb (x2)
     Green Herb (x5)
     Blue Herb (x4)
    
     Leave the save room and head out the door at the end of the
     hall.
    
     Now go to the end of this hall, where the second zombie was
     and enter the door (You can't enter the other single door in
     the hall because it's locked).
    
     Once inside, you will hear crows. They wont attack unless you:
    
     - Get a switch wrong in here
     - Fire a shot.
    
     Now read the first painting.
     The title is "Give Me Peaceful Sleep."
    
     Now the paintings are in this order:
     1. A picture of a tired middle-aged man
     2. A picture of a newborn baby
     3. A picture of a young man
     4. A picture of a infant
     5. A picture of a lively boy
     6. A picture of a bold-looking old man.
    
     You have to put these in the correct order. That is:
    
     2, 4, 5, 3, 1, 6,
    
     After pressing the last one, go to the last painting which
     says:
    
     "Give me the peace of death, and I'll give you the joy of
     life."
    
     Press the switch and the painting will fall giving you the
     Star Crest. Now go out of the gallery, and go straight ahead
     of the door, till you reach a metal door. Go out it.
    
     Shoot the dog in the passageway, and go to the end. There is a
     metal panel, which says: "When the sun sets in the west and
     the moon rises in the east, stars will begin to appear in the
     sky and wind will blow towards the ground. Then the gate of
     new life will open." Meaning you have got to put the four
     crests in the plate to open the door.
    
     Inside the next room are some steps that you push towards the
     camera a bit, then push towards the high shelf on the back
     wall. Climb up the steps and grab the square crank. Climb back
     down and go out the other door.
    
     You will find yourself outside, shoot the three dogs and get
     the herbs. There are two red herbs, three green herbs, and two
     blue herbs. If you hear a beeping sound that is your radio. Go
     into the status screen and select radio to use it and hear a
     message from Brad. Go down the left path to find the map of
     GARDEN, then go down the right path, and through the large
     rusted metal gate. Follow the path round the water and use the
     square crank on the box you find this will empty out the
     water. Go down the path that was in the water and up the other
     side. Run along the path, dodging the small snakes and hop on
     the lift down.
    
     When you get to the bottom kill the three dogs here. You will
     find a dead lift, with a hole in the wall for a battery. A
     waterfall, and another gate, Go through this other gate.
    
     There are two blue herbs and two green herbs but you can't
     pick them up until you have got rid of the dogs here. Once you
     have killed the three dogs and picked up the herbs follow the
     twisting passage until you come to a door.
    
     -------------------------------------------
     3.1.6 - Oh, and don't forget the weed, man!
     -------------------------------------------
    
     Items In This Area:
     -------------------
     Blue Herb (x3)
     First Aid Spray
     Clip (x6)
     Small Key
     Shells (x4)
     Red Book
     C. Room Key
     Ink Ribbon (x2)
     002 Dormitory Key
     Green Herb (x5)
     Map of Guardhouse
     003 Dormitory Key
     V-Jolt
     Helmet Key
    
     Move around the statue and grab the three blue herbs. Now move
     the statue down the hall until the next hall that leads off
     it. Push it up that one and cover the hole. Now that that is
     done, go into the single wooden door on the right side (the
     one without a metal panel above the door).
    
     Inside you will find an item box and typewriter, along with a
     First Aid Spray and a clip. Leave when you are ready and go
     across the hall to the other single wooden door.
    
     When inside forget about the door to Chris' left (for now),
     and kill the two zombies. Go search the cup over at the far
     side of the room to get a small key. Open the draw with the
     small key to get some shells, pick up the red book on the bed.
     Now go into the other door. Unfill the bath by examining it.
     You will get the C. Room Key.
    
    
         // RED BOOK \\_______________________________________
        |                                                     \
        | The advanced game moves the Red Book from the bed   |
        | here to a table in the Bar/RecRoom at the end of    |
        | hallway outside. Not a major change.                |
        |_____________________________________________________|
    
    
     Now go back out to the main hall. You can go in the double
     doors at the end. Inside is a bar, with a clip and an Ink
     ribbon, oh and um, two spiders. Go up the hall where you put
     the statue and go through the door. Go up the new hall to the
     door.
    
     Go in the door, run across to the other side of the room (all
     the doors in here are locked) and beside the bees nest is a
     table with the 002 Dormitory Key on it. Take the key then
     sprint away from the bees. Go back out to the hall and down to
     the door at the end that you haven't been to. There is a
     statue you can push and behind it are three green herbs. Now
     go to the door.
    
     This is the 002 door so use the key. There is a door to
     Chris' left. All that's in there is a zombie and a clip. In
     the main room, check the draw for some shells, and get the map
     of the GUARDHOUSE off the wall. Now push the closets aside to
     find a ladder to the basement.
    
    
         // DORM KEY 003 \\___________________________________
        |                                                     \
        | In the Advanced game, in the small bathroom with    |
        | the zombie and a clip, the clip is replaced with    |
        | the 003 Dorm Room Key. This greatly alters the game |
        | as it means you're heading there first. The         |
        | remaining item changes are as follows.              |
        |_____________________________________________________|
    
    
         // CONTROL ROOM KEY \\_______________________________
        |                                                     \
        | Now that you can get into Room 003 and have the Red |
        | Book, you can also access the hall where Plant 42   |
        | is. When you defeat it you will find the Control    |
        | Room key in the place where you usually find the    |
        | Helmet Key, and you can now head downstairs.        |
        |_____________________________________________________|
    
    
         // HELMET KEY \\_____________________________________
        |                                                     \
        | Reversal time here as the Helmet Key is now located |
        | in the basement Armory where the Control Room Key   |
        | is in the normal game.                              |
        |_____________________________________________________|
    
    
     Annoying Puzzle 1. Pushing the Crates to make a bridge.
     -------------------------------------------------------
    
     Run past the first crate we'll be back later for it. The first
     two are very straightforward. Just push them into the water.
    
     The third one though, is a pain. You have to push it away from
     the water direction, towards the ladder. When it's so far get
     it half way from the corner and push it to the left wall, now
     push it all the way down the corridor to the end and then push
     it in the water. If this is confusing for you, I made this map
     to show you where to go:
    
    
           ======================
           =                    == LADDER
           =  +++++             ==
           =  +   + =============
           =  +   + =
           =  +  C3 =
           =  +     =
           =  +     =
           =  +     =   The C3 Crate needs to
           =  +     =   follow the path (+).
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
     =======  +     =
     WATER    +     =
     C1 C2 ++++     =
     ================
    
    
     Once you have done that there are two green herbs to pick up.
     Now go through the water and through the door.
    
     WARNING: Go to the Chris' right, if you go to the Left it
     equals instant death.
    
     Run through the water until you get near two doors together.
     Go to the left door. You will use the C. Room Key, and discard
     it. Once inside flick the switch beside the Red flashing
     light. This will drain the water. Now go over to the switch by
     the door, this will unlock the door beside this one. Go out
     into the main room. You don't have to worry about the sharks
     anymore, they are high n' dry.
    
     Go in the door beside the control room. This is the weapons
     storage but most of the stuff in here is wet. There are two
     boxes of shells and two clips and the 003 dormitory key, Leave
     and go back upstairs and to the large hall with the bees, and
     use the 003 key on the single door without the keypad.
    
     Once inside go into the door on the left of Chris. Inside is
     another zombie and some clip. Go back to the main room, inside
     the draw is an ink ribbon. Go to the bookshelf and take the
     white book. Now put in the red book, the other shelf will move
     away, showing a secret door. Note: It would be good to have
     the Shotgun ready and loaded for the next part, and some
     healing items as well. Saving the game might also help. When
     you are ready, go through the door.
    
     Inside is one extremely large plant, this is the Plant 42 that
     you have read about.
    
     Scene:
     ------
     The plant will pick Chris up. Chris will start yelling, and
     Rebecca hears this. She comes and sees Chris. He chucks her
     the file to make V-Jolt. Now Rebecca leaves.
    
     Now you are controlling Rebecca again. Go over to the door
     with the keypad and push the following numbers: Either 3,4,5
     or 2,1,5,
    
     Now enter the room. Once inside you have to make the V-Jolt.
     Here's how to:
    
     1 = WATER
     2 = UMB NO.2
     4 = UMB NO.4
    
     Fill a bottle with 1, and one with 2. Mix to get 3.  1+2=3
     Fill a bottle with 4, and mix with 3 to get 7.       4+3=7
     Fill a bottle with 2, and one with 4. Mix to get 6.  2+4=6
     Mix 7 with 6 to get 13.                              7+6=13
     Fill a bottle with 1, and one with 2. Mix to get 3.  1+2=3
     Mix 13 with 3 to make 16 or V-Jolt.                  13+3=16
                                                          -------
                                                           V-Jolt
    
     Take the V-Jolt to the basement, and use it on the roots. Now
     leave.
    
     The game will go back to Chris, and the plant will drop him.
     Now it's up to him to finish it off. Start shooting at it, but
     don't get too close because it will hit you with it's vines,
     and don't stay in the same place too long or part of the
     ceiling will fall on you. When you finish it off go over to
     the fireplace and take the helmet key, then leave.
    
     Head back to the Guardhouse save room.
    
     Scene:
     When you get to the hall, you will hear firing. Chris will run
     around the corner and find Wesker killing some bees. That will
     talk and Wesker will tell Chris to go look at the rest of the
     mansion, then he leaves.
    
     Go to the save room and put away any unnecessary items away
     and save. Now leave the guardhouse; back out to the garden.
    
     ---------------------------------------------------
     3.1.7 - Crap! The hunters, always with the hunters!
     ---------------------------------------------------
    
     Items In This Area:
     -------------------
     Magnum Rounds (x3)
     Doom Book 1
     Eagle Medal (in Doom Book 1)
     Shells (x5)
     First Aid Spray
     Clip (x2)
     Green Herb (x5)
     Small Key
     Battery
     Blue Herb
     MoDisk
     Ink Ribbon
     Red Jewel
     Colt Python
    
     Make your way across the garden, the same way you made it to
     the guardhouse, and into the mansion picking up any herbs you
     could not take the first time. When you get to the crest hall,
     where you put the four crests to unlock the door, equip the
     shotgun.
    
     CGI Video:
     ----------
     When you go inside and get down the hall a bit this video
     takes place. Something sprints across the yard climbs up the
     elevator shaft, runs straight through to the door outside the
     mansion and opens it.
    
     Scene:
     ------
     You now see what it is.
    
     Shoot the "Hunter" with the shotgun, be careful that it does
     not jump. If you're still alive after that, well done you just
     killed one of the toughest common enemies in the game. However
     there are many more to come. With the Helmet key you now have
     access to areas that were locked before, and the first one is
     the only locked door in the hall you are in.
    
     Once inside this dark room, go over to the desk and search it.
     It will tell you there is a switch, so push it. The room will
     light up. Grab the Magnum Rounds off the table, and the red
     book to the right of the door. This is the doom book 1. Go
     into the options, highlight the book, select it, and go to
     check, and check it. If you look at the cover it will say
     "nothing important" but it you check it when you have rotated
     the book so that the pages are facing the screen, the book
     will open up and you will find the eagle medal. Now go out of
     this room.
    
    
         // MODISC #1 \\______________________________________
        |                                                     \
        | The 1st MO Disc is located where the Doom Book #1   |
        | normally sits.                                      |
        |_____________________________________________________|
    
    
     Head to the save room where you got the chemical. Outside, on
     the wall is a note telling you that there are some items left
     for you in the save room. Go into it. Inside on the floor are
     some shells, a first aid spray, and a clip. Take them and get
     ready for another boss battle. Take the shotgun and shells and
     one red/green herb or first aid spray, plus the helmet key.
     Now leave and go upstairs.
    
     Kill the hunters at the top, and go down the hall and into the
     room where the fireplace is and where you got the second floor
     map. Now unlock the single red door with the helmet key. Once
     inside, go over to the piano and examine it, you will then be
     attacked.
    
     Scene:
     ------
     Out of the fireplace comes that darn snake again. He heads for
     you and tries to eat you. It misses and makes a hole in the
     floor, now it's time to kill it.
    
     Use the shotgun until it's dead, then go check the hole it
     made.
    
     Drop down the hole when it asks. When you are at the bottom,
     check the grave, and press the switch you find. This will move
     the grave and show a ladder. Climb down it. This next bit may
     be confusing so I have drawn a map to show you where to go:
    
    
     =======  ========
     =   S =  =  LL  =
     =  Z  =  =      =     KEY:
     =     ====      =     T = STAIRS
     =               =     S = SHELLS
     ==========      =     Z = ZOMBIE
              =      =     L = LADDER
              =      =     H = HERB
              =      =     D = DOOR
              =      =
              =  Z   =    =======
              =      =    =  HH =
              ==DDDD==    =  ZZ =
              =      =    =     =
              =      =    =     =
              =      ======     =
              =                 =
              =                 =
              =============     =
                          =     =
                          =     =
     ====== ===============     =
     =    = =             =     =
     =TTTT= =        Z    =     =
     =TTTT= ==DDDD===     =     =
     =TTTT= =       =     =     =
     =TTTT= =  LIFT =     =     =
     =TTTT= =========     =     =
     =TTTT= =             =     =
     =TTTT= =             =     =
     =TTTT= =             =     =
     =TTTT= =             =     =
     =TTTT= =             D     =
     =TTTT= =             D     =
     =    = =             D     =
     =    = =             =======
     =DDDD= =             =
     =      =             =
     =                    =
     =                    =
     ======================
    
    
     When you get down the ladder, kill the approaching zombie, but
     instead of going straight for the door, go around the corner
     and kill the zombie and take the shells, as shown on the map.
     Now go through the door. Follow the passage round until you
     find two zombies eating a corpse on the ground, kill them and
     take the two green herbs behind them. Now go through the other
     door in this hall and you will find yourself in the kitchen.
     Go grab the small key on the stove top. Don't go up the stairs
     shown on the map, go kill the zombie on the floor, and take
     the lift.
    
     When you arrive at the top kill the zombie to Chris' right,
     and follow the hallway around, and go into the first door you
     see. Inside should be a battery and two lots of shells. Now go
     back out. You can keep going the way you are heading but all
     that is out the other door is a long hallway with three
     zombies and two green herbs and a blue herb. Also the door at
     the end is locked. Go back past the lift and kill the zombie
     there.
    
    
         // BATTERY #1 \\_____________________________________
        |                                                     \
        | The Battery is now located in the small hidden room |
        | off the library. For more details check the info    |
        | in the paragraph after the info on Doom Book #1.    |
        |_____________________________________________________|
    
    
     In the little nook beside the lift has a green herb. Go into
     the double blue doors. This is the library. Kill the zombie,
     and check the draw to the left of Chris. Inside is some magnum
     rounds. Go to the back of the room and kill the zombie there.
     Now go to the back single door and go through.
    
     Go between the shelves, using the gap right in front of the
     door, you will run into a statue. Push it forward until you
     can move around it. Now push it forward, towards the camera
     until the angle changes. Push the red button under the bust on
     the wall to shine a light to show you where to put the statue.
    
     When it's in place a secret part will open up. Search the desk
     there to get the MODisk.
    
    
         // DOOM BOOK #1 \\___________________________________
        |                                                     \
        | Sitting where the 1st MO Disc usually is in the     |
        | advanced game is the Doom Book #1. Check it as if   |
        | you were reading it to find the medal hidden inside.|
        |_____________________________________________________|
    
    
     Now go back out to the main library. Up from where you got the
     magnum rounds out of the draw, is a bookshelf by itself, push
     it to find a secret door. Go through it. Inside will be an ink
     ribbon on the table, and a clip on the shelf. Go back out and
     go to the lift and take it back down. Now back in the kitchen,
     go around to the door leading to the stairs.
    
     CGI Video:
     ----------
     A thing walking down the stairs and opening the door. What
     could it be!!!!
    
     Video:
     ------
     Oh, no it's a, a...zombie. Wow, amazing, yay!
    
     Kill the stupid zombie, and go up the stairs. Follow the hall
     around to the double doors and unlock them. Go through.
    
     You will be in a hall that looks very familiar. Kill the
     hunters in here or run past them, and go to the save room
     where you got the serum from, killing any hunters in the way.
    
     When you get there put away any unnecessary items and only
     take the helmet key and your shotgun and shells. Go back out
     and up the stairs. Kill the hunter at the hallway at the top,
     and use the Helmet key on the door closest to the stairs (The
     other door has a keypad that you use the code that Barry gave
     you bit it only leads to the Library and lift areas). Now
     discard the key.
    
     Once inside, you can grab the file on the table and the shells
     and the magnum rounds on the shelf beside the table. Push the
     steps forward so that they are underneath the deer head by the
     fireplace. Now go flick the switch by the door to make the
     room dark. Go over to the stairs and climb up them, face the
     deer and examine it. You will get the Red Jewel.
    
     Now head back to the Tiger Statue Room and use it on the
     statue to get the Colt Python. Time to kick some ass. Note:
     don't waste all the ammo you get on the hunters. You'll need
     it for later.
    
    
         // COLT AMMO \\______________________________________
        |                                                     \
        | As mentioned earlier when you received the Colt in  |
        | the advanced game, using the Red Jewel on the       |
        | statue gives you 3 lots of Colt ammo. Well worth    |
        | the effort still.                                   |
        |_____________________________________________________|
    
    
     Now, head back to the save room where you got the chemical.
     The best way to do this is to go from the statue room, through
     the zombie hallway, through the dining room, across the main
     hall, through the little gallery, down the hall where the dogs
     went through the windows (there are two spiders in here but if
     you run they will drop from the ceiling after you go past),
     along the hall, shooting the hunter with the colt, and go back
     to the save room.
    
     Take the Colt Python and rounds, the square crank, and the
     battery with you. Go back outside killing the hunter in the
     crest path, across to where the small snakes are, and down the
     lift. Run over to where the other lift is, and put the battery
     in to use it. Get on the lift and ride it to the top. Once
     your up at the top, go down the path and go to the pool area
     where you drained the water.
    
     Use the crank on the device that opened the gate, to close it.
     Now the area will be full of water again. Go back to the lift
     you used to get here and go back down. You will find when you
     get to the bottom that the waterfall is gone and that there
     was a ladder behind it. Go down the ladder.
    
     -----------------------------------------------
     3.1.8 - Great, I just stood in some intestines!
     -----------------------------------------------
    
     Items In This Area:
     -------------------
     Flame-Thrower No 1.
     First Aid Spray (x2)
     Shells
     Clip
     Hex. Crank
     Flame-Thrower No 2.
     Magnum Rounds
     Combat Knife
     Ink Ribbon
     Blue Herb (x3)
     Map of Underground
     2nd MoDisk
     Doom Book 2
     Wolf Medal (inside Doom Book 2)
     Green Herb (x2)
    
     Go into the door on Chris' right. There is flame-thrower No 1.
     but it sucks so don't take it. Go to the path on Chris' left
     and through the door. Kill any hunters, and go over to the
     machinery to find a First Aid Spray and some shells. Now go
     down the little passage that leads off the first room and go
     into the door there. Run down the hallway round the corner.
    
     Scene:
     ------
     Chris will come across Enrico. Enrico will callout double-
     crosser to Chris before being shot by a mysterious person.
    
     You can examine Enrico to get a clip. Go around the corner and
     kill the two hunters then pick up the Hex. Crank that is on
     the ground. Now go out the door. Kill the hunter that is on
     the screen and head to where it was standing and go out the
     door. Kill the hunter here and go out the door in the area
     where the flame-thrower is.
    
    
         // HEX. CRANK \\_____________________________________
        |                                                     \
        | Instead of lying on the ground like in the original,|
        | Enrico will be holding the Hex. Crank instead of    |
        | the clip.                                           |
        |_____________________________________________________|
    
    
     Now you are back where you started. Go down the hallway, and
     past a Typewriter (you can save if you have an ink ribbon).
     Now go around the corner and you will find you can't go any
     farther because there is a hole in the floor. Use the Hex.
     Crank on the panel in the wall so you can get past and go
     through the door at the end. Once through grab the Flame
     -thrower No 2. You need this for later.
    
     Now go around the corner to Chris' left and up to the large
     boulder that's there. Turn around and run away from it.
    
     Scene:
     ------
     That bolder starts moving after you. I know I've seen this
     somewhere before? But where? :p
    
     Keep running until you reach the door where you came in here.
     The bolder will smash a hole in the wall at the end, instead
     of crushing you. Go up to where the boulder was. When you do a
     hunter comes in, kill it and be happy. That was the last one
     of the game. You can start singing about it now. When you're
     finished, go pick up the magnum rounds in the little cubbyhole
     in the wall. Go to the area the boulder made in wall and go
     through the door with your colt ready.
    
     First there was the snake, then the plant, then the snake
     again, now it's the huge spider. Shoot it with your colt about
     six times and it should die. Watch your health carefully. When
     it's dead exit the room and come back in to get rid of the
     baby spiders. Grab the combat knife and cut away at the spider
     web to open the door.
    
     Go up the path to Chris' left and in the door. Great, a save
     room. Grab the ink ribbon, first aid spray, and the blue herb.
     Save. Heal. Take the eagle medal/doom book 1, Hex. Crank, and
     the colt and rounds. Go back out and down to the other end of
     the pathway, and use the flame-thrower no 2. to get through
     the door.
    
     You will be in a room with two paths. One has a lift at the
     end and the other leads to another passage. Take the one that
     leads to the other passage. Follow it until you can't go any
     farther because there is a hole in the ground, so use the hex.
     crank on the panel three times so that the hole is on the left
     wall. Run up to the boulder and do what you did the last time.
    
     Run into the hole in the left wall that we made by using the
     crank and wait for the boulder to go past. Go up to where the
     boulder was to get the map of UNDERGROUND and in the cubbyhole
     there is the 2nd MoDisk.
    
    
         // DOOM BOOK #2 \\___________________________________
        |                                                     \
        | Instead of the 2nd MODisc, you'll find the 2nd Doom |
        | Book in the Advanced game. Check it as if           |
        | you were reading it to find the medal hidden inside.|
        |_____________________________________________________|
    
    
     Inside the hole we made by using the crank is a door. Go
     through it. This is Annoying Puzzle No. 2.
    
     Annoying Puzzle No. 2 - Silly Pressure Plate.
     ---------------------------------------------
    
     =======================
     =                     =
     =                   S =       KEY
     =                   + =       S = STATUE
     =                   + =       C = CRANK HOLE
     =                   + =       W = MOVING WALL
     =                   + =       T = PRESSURE PLATE
     =                   + C       P = PANEL (DB2 INSIDE)
     =                   + =       D = DOOR
     =  TT++++++++++++++++ WWW     + = PATH TO MOVE STATUE
     =                     =
     ===PP======DDDD========
    
    
     Take the statue and move it to where the moving wall is. Now
     use the hex. crank on the crank hole once to move the statue
     out, and once again to move the wall back in. Push the statue
     to the pressure plate to open up the panel to get the Doom
     Book 2. Do the same thing that you did with the Doom Book 1 to
     get the Wolf medal.
    
    
         // LAB KEY \\________________________________________
        |                                                     \
        | Instead of the 2nd Doom Book being here (you would  |
        | have gotten it already), the Lab Key (or P. Room    |
        | Key will be hidden behind the panel).               |
        |_____________________________________________________|
    
    
     Now go back to the passage with the lift and take it up to the
     garden. When you get to the top don't bother about the metal
     doors to Chris' left. They are welded shut. Go and pick up the
     two green herbs and the two blue herbs. Now go over to the
     fountain and use the eagle and wolf medals on the sides of the
     fountain. The Eagle medal on the left side and the wolf medal
     on the right side.
    
     CGI Video:
     ----------
     The water empties out and a metal covering opens up while the
     outside of the fountain separates to make a path.
    
     Walk to the opening and down the steps. Get into the lift and
     ride it down.
    
     ---------------------------------------------------------
     3.1.9 - Gee, no, not a lab. What will they think of next!
     ---------------------------------------------------------
    
     Items In This Area:
     -------------------
     Green Herb (x4)
     3rd MoDisk
     Clip
     Slides
     Ink Ribbon (x2)
     Pass-code01
     Lab Key
     Shells
     Red Herbs
     Magnum Rounds (x2)
     Pass-code02
     Blue Herb
     Pass-code03
    
     Walk around the corner. You can't get through the door yet so
     go down the ladder. Put away anything in the item box down
     here. Be sure to take the two MoDisks and your colt with you,
     then go out the door. There are three zombies and two green
     herbs here for you to get. Go around the corner away from the
     stairs, past the locked door and get the 3rd MoDisk off the
     table.
    
    
         // BIODATA SLIDES \\_________________________________
        |                                                     \
        | Instead of the 3rd MODisc, you'll find the data     |
        | slides you can use in the Visual Data Room sitting  |
        | on the table instead.                               |
        |_____________________________________________________|
    
    
     Go back to the stairs and go down them. Shoot the zombie there
     and go into the double doors to Chris' right. Now go into the
     single door on her left. Turn on the red switch, for some
     light. Go to the desk and pick up the file. Read it. You have
     to get the pass-code. So far you have: JOHN and ADA. This is
     the code in the file:
    
    
     =     =    = =    =    =     =
     ==   ==   =   =   ==   ==   ==
     = = = =    = =    = =  = = = =
     =  =  =     =     =    =  =  =
     ==   ==    = =    =    =     =
     =     =   =   =   =    =     =
    
    
     This is the code that has to be worked out. On the painting on
     the other side is similar patterns, they are:
    
    
     By the Tree:
     ------------
    
       =   = = =   =     =   =     =
      ===   ===    ==   ==   ==   ==
     = = =   =     = = = =   = = = =
       =     =     =  =  =   =  =  =
       =     =     =     =   =     =
       =     =     =     =   =     =
    
     By the Apple:
     -------------
    
          =       ===  ==  ===  ==  =    =     =
         = =      =  ==    =  ==    ==   ==   ==
        = = =     =        =        = =  = = = =
       =   = =    =        =        =    =  =  =
      =     = =   =  ==    =  ==    =    =     =
     =       = =  ===  ==  ===  ==  =    =     =
    
     By the Man:
     -----------
    
     =     =       =       =    =
     ==   ==      = =        = =
     = = = =     = = =        ==
     =  =  =    =   = =      =   =
     ==   ==   =     = =    =      =
     =     =  =       = =  =         =
    
     By the Woman:
     -------------
    
     ==     = =   =     =       =       =    =
     = =   =   =  ==   ==      = =        = =
     =  =   = =   = = = =     = = =        ==
     = =     =    =  =  =    =   = =      =   =
     ==     = =   ==   ==   =     = =    =      =
     =     =   =  =     =  =       = =  =         =
    
    
     Now push the shelf aside to find a purple switch. This will
     change the writing on the painting to what it is. Which is
    
     TREE
     APPLE
     MAN
     WOMAN
    
     You take the symbols and swap them for letters and you get
     the final passcode - MOLE.
    
     JOHN, ADA, MOLE. These are the pass-codes. Before you leave
     take the green herb by the painting and the clip in the box by
     the sink.
    
     Head back out to the main room by the stairs, but this time go
     forward, to the left of the stairs. Run down the hall shooting
     any zombies in the way and go in the double doors at the end.
    
    
         // MODISC #2 \\______________________________________
        |                                                     \
        | When you enter this lab in the advanced game, check |
        | the area at the back of the room to find the 2nd    |
        | MODisc sitting on the shelf.                        |
        |_____________________________________________________|
    
    
     Once inside grab the slides lying on the floor, then go and
     use the computer. After all the computer start-up screens, you
     will be asked for the Login code: JOHN, then the password:
     ADA.
    
     You will then be asked which floor you would like to unlock,
     select B2, then enter the Password when prompted: MOLE.
    
     This will unlock B2. Now select B3 and it will unlock. Now
     select cancel to get out of the computer. Leave the room and
     go back to the hall outside John the researcher's room. Go
     down the hall and enter the only other single metal door. Kill
     the four zombies and check the boxes under the Excite! 1998
     poster for an ink ribbon. Now go over to the desk. On the desk
     is a pass-code output machine. Use one of the MoDisk's on it
     to get the Pass-code01. One down, two more to go.
    
     Leave and go upstairs and enter the double doors beside where
     you got the third MoDisk. Once inside use the slides on the
     projector to get some info on the monsters and other assorted
     stuff (Gee, THAT guy looks like Wesker, I wonder why???). Now
     go over to the panel on the wall, and open it; then press the
     button. The pillar on the wall will move across, showing a
     secret shelf. Search the shelf to find the lab key.
    
    
         // MODISC #3 \\______________________________________
        |                                                     \
        | Instead of the Lab Key being hidden, you'll find    |
        | the 3rd and final MODisc here in the Advanced game. |
        |_____________________________________________________|
    
    
     Go back downstairs, killing any zombies in the way, and go
     unlock the door with the red biohazard marking on the floor
     using the lab key, then discard it (the other double doors in
     this room are locked). Once you are through, go into the
     double doors on Chris' left. Inside is a medical lab, and this
     is the location of Annoying Puzzle No 3. Here is how to get
     past it.
    
     Annoying Puzzle No. 3 - The Box Trip.
     -------------------------------------
    
     This is how the room is when you enter it:
    
    
     ============================
     =          GG              =       KEY:
     =          GG              =	      H1 = VENT HOLE 1
     =                          =	      H2 = VENT HOLE 2
     =                          =	      D = DOOR
     =  H1        C2C2          =	      F = SHELF
     V       SSSS C2C2BBBBB     =       E = EQUIPMENT
     V  T    SSSS C1C1BBBBB     =       B = BED
     =            C1C1BBBBB     =	      C1 = CRATE 1
     =  H2            BBBBB     =	      C2 = CRATE 2
     =                BBBBB     =       S = STAIRS
     =   EEEE   EEEE            =	      T = TRIGGER
     =   EEEE   EEEE            =	      G = GRATE
     =                    FFFF  =	      V = VENT SHAFT
     =========DDDDDDDD===========
    
    
     1. First grab the shells off the bed and the red herb off the
        shelf.
     2. Move the steps up to where the grate is, but be sure there
        is enough room for you to walk right around it.
     3. Now move crate 2 over towards vent hole 1, but push it up
        once towards the grate then push it over vent hole 1 to
        make sure you have it over it.
     4. Now push crate 1 up to where crate 2 was, and push it out
        so that you can move right round it.
     5. Now push crate 1 down to the equipment, and then push it
        over the vent hole 2.
     6. Push crate 1 up once to make it cover vent hole 2 properly.
     7. Push the stairs back down to the gap where the trigger is.
        If done correctly the trigger will click, but no gas will
        come out.
     8. Climb up the steps and go through the vent shaft.
    
     This is what the room should be like after you have moved them
     around:
    
    
     ============================
     =          GG              =	      KEY:
     =          GG              =	      H1 = VENT HOLE 1
     =                          =	      H2 = VENT HOLE 2
     =C2C2                      =	      D = DOOR
     =C2C2                      =       F = SHELF
     VSSSS            BBBBB     =       E = EQUIPMENT
     VSSSS            BBBBB     =	      B = BED
     =C1C1            BBBBB     =	      C1 = CRATE 1
     =C1C1            BBBBB     =	      C2 = CRATE 2
     =                BBBBB     =	      S = STAIRS
     =   EEEE   EEEE            =	      T = TRIGGER
     =   EEEE   EEEE            =	      G = GRATE
     =                    FFFF  =	      V = VENT SHAFT
     =========DDDDDDDD===========
    
    
     Once you're out the other side, check the shelves to Chris'
     right for some magnum rounds. Run forward and use another
     MoDisk to get the pass-code02. Now leave through the double
     doors.
    
     You will be back out in the main hall bit. Kill the zombies
     here then go back through the door that you unlocked with the
     lab key. Run forward, taking out any zombies in your way and
     go into the single metal door straight ahead. The games last
     save room. In here to pick up are some magnum rounds, a green
     herb and a blue herb, and an ink ribbon hidden to the left
     corner of the white shelf where the flame rounds are.
    
     Take your colt, and the last MoDisk, and a First Aid Spray/Red
     Green herb mixture. Leave and head down the hall outside. At
     one end is a lift that has no power, and at the other is the
     doors to the power room. Head to the power room.
    
     Now this is where it gets tricky. Head down the path to Chris'
     right, dodging any Chimeras in your way (don't shoot them,
     it's a waste of ammo). You should come to a power panel.
     Switch it on to power up all the levels.
    
    
         // BATTERY #2 \\_____________________________________
        |                                                     \
        | Unlike in the original where you find the Battery   |
        | needed for the end lift right beside it, the        |
        | Battery is located in this power room in the        |
        | advanced game.                                      |
        |                                                     |
        | If you walk around the room here you should find    |
        | the battery sitting on the floor somewhere near the |
        | back.                                               |
        |_____________________________________________________|
    
    
     Now go back past the door where you came in, and go down one
     of the other paths as they all lead to the other door at the
     back. In this next room, run forward straight down the path
     to the last pass-code output machine. Use the last MoDisk on
     it to get the last pass-code, passcode03. Now head down the
     other path in this room that you went past and follow it to
     the next door.
    
     This room is free of monsters. Go to the left side of the
     machinery, there will be a monitor. This is the power
     connection switch. Turn it on to turn on the power for the
     lift. Now go back through all that and go to the lift. Go to
     the right of the lift and push the switch there to power the
     lift.
    
     Scene:
     ------
     Rebecca turns up and they talk about getting out of the
     mansion.
    
     Ride the lift up.
    
     ------------------------
     3.1.10 - Wesker's Savior
     ------------------------
    
     Items In This Area:
     -------------------
     Master Key
    
     Scene:
     ------
     When you get to the top, you will come around the corner and
     be confronted by Wesker. Wesker will point his gun at your
     head. Wesker is the traitor. After listening to Wesker talk
     about the bio-weapons tell him that he killed some of the
     S.T.A.R.S. by his own hand, he shoots Rebecca.
    
     He now plans to show you the Tyrant, and let it kill you. You
     then go into the lab, and see the Tyrant.
    
     CGI Video:
     ----------
     The Tyrant in all its bio-weapon glory.
    
     Scene:
     ------
     Wesker frees the tyrant after Chris makes some comments about
     the Tyrant. He pushes the keys on the panel, and this frees
     the Tyrant, but instead of him attacking you he attacks and
     kills Wesker, then he pursues you. Now it's up to you to stop
     him, so get to it.
    
     Run around shooting him with the Colt, until he collapses. Try
     not to get to close though. Go over to Wesker and pick up the
     Master Key. Go over to the panel, and examine it.
    
     Scene:
     ------
     Chris flicks the switch to unlock the door.
    
     Go back to the lift.
    
     Scene:
     When you're out of the lab, Rebecca is standing!?! Bulletproof
     vest. You will take the lift and ride it down. Rebecca will
     run off ahead to blow the place up when you get to the bottom.
    
     Go to the save room and save, then go to the area by the
     bottom of the stairs on this level, killing anything in the
     way.
    
     Variation:
     ----------
     If you are going for the Good ending ignore the next part of
     the guide and join back at the #############. If you are going
     for the Good+ ending read on.
    
     Go into the double doors beside the stairs, past where John's
     room, past where you got the first pass-code, and to the
     double doors at the end with the panel beside it. Use the
     three pass-codes on the lock. Go through the door, and follow
     the hallway down to the next door.
    
     Scene:
     ------
     Chris finds Jill and they talk.
    
     Go back to the main room.
    
     #############
    
     Go up the stairs. Kill the zombies and follow the hall around
     and through the door. Put away all weapons and items, and take
     all the first aid sprays/mixed herbs you have left. Fill your
     inventory with these, except for one slot, then climb up the
     ladder. Now you can enter the double doors.
    
     ----------------------------------
     3.1.11  - The Ultimate Bio-Faliure
     ----------------------------------
    
     Items In This Area:
     -------------------
     Battery
     Flare
     Rocket Launcher
    
     Follow the hall around.
    
     Scene:
     ------
     Brad will call on the radio.
    
     Follow the path around and pick up the battery, and use it in
     the hole to start the lift.
    
     Scene:
     ------
     A timer for three minutes will count down, and who ever are
     with you will talk, then you will ride the lift.
    
     Now outside at the heliport, check the box to Chris' right for
     the flare. Move out to the middle and light the flare. The
     helicopter will come.
    
     Prepare for the final battle.
    
     Scene:
     ------
     The tyrant will burst out of the ground and attack.
    
     Dodge the tyrant, by running around. He uses sprints and
     swipes of his claws. When there is 25-45 seconds left, Brad
     will drop the Rocket Launcher. Go pick it up, and shoot the
     Tyrant (be careful there is only four rockets).
    
     When you shoot him, watch him blow up in multi-views.
    
     Congratulations. You just finished Resident Evil.
    
     CGI Video:
     ----------
     Watch the helicopter land.
    
     FMV Video:
     ----------
     You will get one of the endings listed after this walkthrough.
    
    
     ----------------------------
     3.1.12  - Endings Conditions
     ----------------------------
    
     These are the conditions to get the endings:
    
     Good+ =	Take Rebecca with you, keep her from danger.
    		Save Jill by using the three MODisc's.
     Good  =	Take Rebecca with you, keep her from danger.
     Bad+  =	Don't take Rebecca with you, don't keep her from
                danger. Follow guide for this below. Save Jill
                by using the three MODiscs however.
     Bad   =    Only save yourself.
    
    
     -----------------------------
     3.1.13  - How To Kill Rebecca
     -----------------------------
    
     How to: Way #1
    
     1. First, do NOT meet Rebecca in the serum room on the 1st
        floor. Instead, get the Armor key first and go to the room
        where you would normally find Richard dead.
     2. You'll see Rebecca treating Richard and she will ask you to
        get the serum from the serum room. Go down to the serum
        room.
     3. Take the serum, but do NOT take it back to Richard.
        Instead, put it in the item box.
     4. Go about the game as normal for a while and then check to
        make sure Richard has died. If Rebecca is still there, just
        do some more stuff to kill time.
     5. Continue through the game as normal until you get to the
        guardhouse.
     6. Do NOT read the Plant 42 report on the bed and do NOT look
        at Plant 42's roots.
     7. If done correctly, when you meet up with Plant 42, it
        should pick you up and just whip you at the ground and you
        have to kill it alone.
     8. Go back to the mansion and after you kill the first the
        Hunter or escape from it, you will hear Rebecca scream! She
        is up in the Library room.
     9. Go in and you'll see Rebecca being attacked by a Hunter. To
        save her, just kill the hunter. To kill her off (her head
        gets chopped off), just leave the room and then go back in.
    
     How to: Way #2
    
     1. When you meet up with her in the serum room where she
        sprays you, tell her to stay put.
     2. Go through the game as normal.
     3. Again in the Guardhouse DO NOT pick up the Plant 42 report
        or see 42's roots.
     4. Defeat Plant 42.
     5. Kill or escape from the first Hunter and Chris will say,
        "What are they?! Monsters?! Rebecca! She's still in the
        house?!"
     6. Go through the small hallway (where the door is that leads
        to the tiger statue) and head to the Serum room
     7. You should find Rebecca being attacked by a Hunter (she
        gets clawed first). To save her, kill the Hunter. To fail,
        just leave the area.
     8. If you killed her off, you should go back (kill the Hunter
        first) and you'll find her in a corner with her head gone
        and Chris will give an Oscar performance of mourning.
    
     How to: Way #3
    
     1. When you meet up with her in the serum room where she
        sprays you, answer her with yes when she asks to go with
        you.
     2. Go through the game as normal.
     3. Defeat Plant 42.
     4. Go back to the mansion and after you kill the first the
        Hunter or escape from it, you will hear Rebecca scream! She
        is up in the Library room.
     5. Go in and you'll see Rebecca being attacked by a Hunter. To
        save her, just kill the hunter. To kill her off (her head
        gets chopped off), just leave the room and then go back in.
    
     ==============================================================
    
     ------------------------
     3.2 - Jill's Walkthrough
     ------------------------
    
     Here is Jill's Walkthrough. This guide is to get the Good and
     Good+ Endings. To get the other two follow the instructions at
     end of the walkthrough.
    
     This is not a speed walkthrough, it's just so people can get
     the best out of Resident Evil.
    
     This is not a speed walkthrough; it's just so people can get
     the best out of Resident Evil. There are many rooms, which are
     not mentioned in this Walkthrough, these contain extra ammo,
     healing items, and files. Feel free to search these rooms at
     your choice and collect other items when required.
    
     Also there will be times where you will have to go to save
     rooms to put items away. When you do this is also up to you.
    
     Other than this, everything for the game is explained, so I'd
     advise use of this guide only if you are stuck on a certain
     area, wish to get through the game quickly, and don't care if
     puzzle answers are given to you exactly.
    
     Excuse my sometimes sarcastic titles for each section. I have
     no idea what I was thinking when I wrote them, but I liked
     most of them enough to keep them. :)
    
     If there is any thing important such as a movie of variation
     it will be marked like this:
    
     What it is:
     -----------
     Info   Info    Info   Info
     Info   Info    Info   Info
    
     Advanced/Arrange alterations will be included in boxes like
     so:
    
    
         // TITLE \\__________________________________________
        |                                                     \
        |  INFO                                               |
        |        INFO                                         |
        |_____________________________________________________|
    
    
     Well here is the walkthrough.
    
    
     ----------------------------
     3.2.1 - The Mansion Surprise
     ----------------------------
    
     Items In This Area:
     -------------------
     Clips (x2)
     Lock-pick
     Ink Ribbon (x2)
    
     FMV Video:
     ----------
     Once you have selected Jill, you'll be shown a FMV of what
     happened to get the S.T.A.R.S. in this situation.
    
     Scene:
     ------
     After the movie style character intro, there will be a short
     intro. You'll hear a gun shot and Captain Wesker will send you
     to go find out what it is. Barry will join you.
    
     Once you're in the dining room and Barry has stated that fact
     run down to the other end of the table.
    
     Scene:
     ------
     Listen to Barry carry on about the blood the do as he says and
     look around.
    
     Go in the other door and go to Jill's left and around the
     corner.
    
     CGI Video:
     ----------
     You hear a ripping of flesh and a pool of blood comes across
     the floor as a person looks over their shoulder, blood down
     it's front and in it's teeth. It's a zombie.
    
     Now you can stay and fight and get the Clips (x2) or run. I
     think it is best to shoot it so it falls over, grab the clips
     and run.
    
     Go back to Barry in the dining room.
    
     Scene:
     ------
     Jill will run to Barry. The Zombie will come in and Barry will
     kill it. Now you have to go see Wesker
    
     Go to the Main Hall.
    
     Scene:
     ------
     When you arrive in the Hall you will find that Wesker is not
     there. Barry will tell you to go search around. **Go up to the
     back wall under the stairs.** Come back and the rest of the
     video will play. Barry will give you a Lock-pick.
    
     When the video is finished go to the back of the table with
     the typewriter on it and take the Ink Ribbon. Now go across
     the hall and enter through the blue double doors.
    
     ----------------------------------------
     3.2.2 - The Evil has Arrived... Somewhat
     ----------------------------------------
    
     Items In This Area:
     -------------------
     Ink Ribbon
     Clip
     Green Herb
     Shotgun
    
     You will find yourself in a hall with a large statue in the
     middle. You can get the 1st floor map out of it by pushing the
     steps up to it and then climbing the steps.
    
     You can also push the chest out of they way and follow the
     hall down. There is a zombie on the floor, which you can kill
     or run past (Jill's left side) and search the shelves for an
     ink ribbon.
    
     Go back to the statue room and out the other single door,
     which you unlock with the lock-pick. Run down the hall until
     the Dog bursts through the window, kill it then go round the
     corner and kill the other one that breaks through the window.
    
     When they are dead push the chest in the middle of the second
     part of the hall to find a clip. Exit into the next room.
     There is a locked door to Jill's left and a green herb to her
     right. Follow the hall down, past the first wooden door, all
     that's behind it is a bathroom that has nothing inside, till
     you get to two other doors. One double, one single. Go into
     the single one.
    
     Walk through the room your in and into the other door. Once in
     the next room grab the shotgun on the wall, and return back to
     the double doors.
    
     On your way back, in the small room, you will find you can't
     open the door and that the roof is collapsing. Just stand
     there until Jill starts to panic.
    
     Scene:
     ------
     Jill yells about the door not opening, and Barry comes to her
     rescue.
    
     Now go through the double doors. Kill the two zombies here.
     There should be three doors. Go in the one closest to the
     double doors. This should unlock it.
    
     ---------------------------------
     3.2.3 - The Second Floor Is Above
     ---------------------------------
    
     Items In This Area:
     -------------------
     Green Herb
     Chemical
     Acid Rounds
     Bazooka
    
     Kill the zombie in the hall, grab the green herb, and go into
     the room under the stairs. Pick up the chemical, and open the
     item box. Put away the items you don't need and the chemical.
     You can also save if you want. Go out and up the stairs.
    
    
         // BROKEN SHOTGUN \\_________________________________
        |                                                     \
        | If you arrive in the storeroom in the Advanced Game |
        | you've probably found the Colt, but can't see the   |
        | Broken Shotgun. This is because it's been moved     |
        | into the save room under the stairs at the          |
        | northeast wing of the mansion, right near the good  |
        | shotgun. Of course if you've already gotten the     |
        | shotgun by letting Barry rescue you then this is    |
        | pointless.                                          |
        |_____________________________________________________|
    
    
         // CHEMICAL \\_______________________________________
        |                                                     \
        | Because the shotgun is now where the Chemical was,  |
        | you need to go outside to find the chemical. Near   |
        | the bathroom in this wing is a metal door leading   |
        | outside to a boiler. Sitting right in front of it,  |
        | is the chemical you're looking for.                 |
        |_____________________________________________________|
    
    
     Once at the top kill the zombies, and follow the corridor to
     the right side of the top of the stairs. There will be two
     doors. One won't open so go through the other door. You will
     unlock the door and you will find yourself in a "U-Shaped"
     hallway. Kill the zombie then go to Jill's right and past the
     double green doors, past the brown door, kill the next zombie
     then go to the door at the end of the hall. Go through it.
    
     Scene:
     ------
     Barry will be here on the second floor of the main hall. You
     will talk and Barry will give you the acid rounds then leave.
    
     Now go down the wall of the side of the 2nd floor hall that
     your on and enter the other door. Follow the hall down to the
     other door.
    
     You will be on a terrace, follow it until you find Forest
     Speyer. He's been pecked to death by crows. Take his bazooka
     and run from the crows like mad back to the main hall.
    
    
         // ARMOR KEY \\______________________________________
        |                                                     \
        | In the Advanced game, here with Forest you'll find  |
        | the Armor Key. Getting this key earlier than you    |
        | would normally means major changes will happen to   |
        | the games advancement through the mansion. You will |
        | do some similar and different events, however they  |
        | will eventually lead to the same conclusions.       |
        |_____________________________________________________|
    
    
     Enter through the door where Barry went, on the other side of
     the hall. You will be on the second floor of the dining room.
     Kill the zombies then push the statue off the edge of the 2nd
     floor through the gap. Now exit through the other single door
     in this hall. Kill the two zombies then go down the stairs.
    
     ------------------------------
     3.2.4 - Research and the Virus
     ------------------------------
    
     Items In This Area:
     -------------------
     Armor Key
     Red Herbs (x2)
     Green Herbs (x4)
     Clip (x2)
     Shells (x2)
     Broken Shotgun
    
     Kill the two zombies and enter the nearest door to the left of
     the stairs. Once inside the save room you can save and put
     away/take out items. Take the chemical with you. Go back out
     and follow the hallway right round, killing the zombie in the
     way. One door is locked the other is unlocked, so go out that
     one.
    
     A zombie will attack so kill it. Follow the path in the
     direction the behind the zombie, and enter the door round the
     corner at the end.
    
     You will find yourself in a greenhouse, with a water pump on.
     Use the chemical in the water pump to kill the plant. Behind
     the plant are an armor key and six herbs, two red herbs, and
     four green herbs. Take what you can, and don't forget to
     combine.
    
    
         // STAR CREST \\_____________________________________
        |                                                     \
        | Instead of the Armor Key, which you would already   |
        | have, in the Advanced game you'll find the Star     |
        | Crest sitting in it's place.                        |
        |_____________________________________________________|
    
    
     Go back out to the hall and go back to the save room, put away
     the herbs and take only your weapon & ammo and the Armor key.
    
     Go to the other door in the hall that is locked and use the
     Armor key on it. Go inside. Grab the clip, get the shells out
     of the draw by using the lock-pick. Only pick up the broken
     shotgun if you haven't got the shotgun by now. Swap it over
     for the shotgun to stop the ceiling from falling on you. Leave
     and head back to the hall outside the greenhouse.
    
    
         // COLT PYTHON \\____________________________________
        |                                                     \
        | In the small storeroom, you'll find the Colt Python |
        | instead of the Broken Shotgun. These six shots will |
        | help you with a few tricky zombies or other enemy   |
        | setups between now and when you return to the       |
        | mansion (when you can get more ammo). So try to     |
        | make them count.                                    |
        |                                                     |
        | Later on, when you use the Red Jewel on the Tiger   |
        | statue, like how you would get the Colt in the      |
        | original game, you'll find three lots of Colt ammo  |
        | instead. Still well worth sticking your neck out    |
        | for.                                                |
        |_____________________________________________________|
    
    
     Take the opposite hall away from the greenhouse. You can go
     into the room in the little bit with the zombie in it off the
     hall. Inside is a tiger statue, but you can't do anything here
     right now. The door on the opposite wall has a clip, a file
     paper, and a zombie hiding in the closet with some shells.
     Unlock and go out the door at the end of the hall.
    
     ---------------------------
     3.2.5 - The Crests of Death
     ---------------------------
    
     Items In This Area:
     -------------------
     Wooden Crest
     Blue Jewel
     Wind Crest
     Music Notes
     Golden Crest
     Shield Key
    
     You will find yourself in a familiar looking hall. Go back the
     zombie hall, down to the door leading to the dining room. Once
     inside grab the wooden crest off the back wall and the remains
     of the statue you destroyed, down the side of the dining table
     for the Blue Jewel.
    
     Go back to the Tiger statue room and use the Blue Jewel on the
     statue to get the Wind Crest.
    
    
         // WIND CREST \\_____________________________________
        |                                                     \
        | For the Advanced mode of Resident Evil you'll find  |
        | the Wind Crest moved to the Art Gallery, replacing  |
        | the Star Crest's location. Solve the painting       |
        | puzzle and you'll be give this crest.               |
        |_____________________________________________________|
    
    
         // BLUE JEWEL \\_____________________________________
        |                                                     \
        | In the ruins of the statue you pushed over earlier  |
        | will be the Sun Crest instead of the Blue Jewel in  |
        | the Advanced mode.                                  |
        |                                                     |
        | The Blue Jewel is found behind the Clock in the     |
        | Dining Room instead, and to access that you have to |
        | go Emblem swapping. More on that below.             |
        |_____________________________________________________|
    
    
         // EMBLEM \\_________________________________________
        |                                                     \
        | A little bit of a change in the advanced game.      |
        | Instead the Emblem (Wooden Crest) is located on the |
        | 2nd floor in the armor room where the Sun Crest is  |
        | in the original game. You should already have the   |
        | Armor Key as noted earlier, so unlocking the room   |
        | is no problem. Once you have it you can return to   |
        | the dining room and continue with the puzzle.       |
        |_____________________________________________________|
    
    
     Go back to the Zombie hall, and go the far upper end. There
     will be a wooden double door and a single red door. Use the
     lock-pick on the red door. You will now be in a Bar. Go around
     the corner and push the shelf that's in the way of another.
     Search the back shelf to find the music notes. Take them to
     the piano and use them on it. Jill will play the "Moonlight
     Sonata," A lovely piece of music. When she has finished, a
     secret door will open. Go inside and grab the golden crest,
     the door will close, replace the place where the golden crest
     was with the wooden crest to exit out of the room.
    
     Go back to the dining room and put the golden crest where the
     wooden one was, the clock will chime and then move away
     showing a secret compartment behind it. Go over there and grab
     the Shield Key. Yay, no more annoying tick, tick, tick, from
     the clock. Now go out the main hall.
    
    
         // SHIELD KEY \\_____________________________________
        |                                                     \
        | The puzzle remains the same, the pieces are just    |
        | elsewhere and in a different order. First you need  |
        | to swap the Wooden Emblem for the Gold one from the |
        | Bar's secret room. Then put the Gold one in the     |
        | dining hall to get the Blue Jewel from behind the   |
        | clock, and take the Jewel to the Tiger Statue to    |
        | get the Shield Key from it.                         |
        |_____________________________________________________|
    
    
     --------------------------------
     3.2.6 - A Beast of Enormous Size
     --------------------------------
    
    
     *narrows eyes* I said beast. Geez, some people... ;p
    
    
     Items In This Area:
     -------------------
     Sun Crest
     Lighter
     Clip (x2)
     Red Herb
     Ink Ribbon (x2)
     Explosive Rounds
     Green Herb (x3)
     2nd Floor Map
     Serum
     Acid Rounds
     Moon Crest
     Shells
    
     Go up the stairs to the second floor. Go to the right of the
     main hall and into the U-Shaped hall. Go past the wooden door
     and unlock it with the Armor key, but don't go in. Now go
     around to the double green doors and enter them. Once inside
     the trick here is to cover up the vents with the large statues
     and then flick the switch, when that is done the case at the
     end will drop allowing you to get the Sun Crest. Now follow
     the hall around and go back to the area by the stairs above
     the save room where you got the chemical. Go past the stairs
     and unlock the first door on the right-hand wall.
    
     Once inside go to Jill's right, and enter the door there. You
     will find the lighter on the top of the bookshelf, a clip
     beside the right bed and right wall, and a red herb between
     the left bed and the left wall. Go back out and into the other
     room. In here check the jacket by the door for an ink ribbon,
     and the table for some notes. Go to the panel on the wall
     where it's broken and check it. The tank will empty and allow
     you to push it away from the wardrobe. Now you can push the
     wardrobe where the tank was and find the secret stash of
     explosive rounds.
    
     Go back out to the corridor with the stairs, but keep heading
     the direction you got to the previous rooms, and enter the
     blue door at the end. Inside will be a locked single red door,
     a green herb, and a fireplace. Check the fire and it will say:
     "Wood is put in the stove, A paper is on the wall." Use your
     lighter on the fire to get the 2nd floor map. Go back to the
     save room where you got the chemical, and put away everything
     except the lighter, shield key, and the bazooka with acid
     rounds (if you feel like it).
    
     Now go back to the U-shaped hall and go into the single wooden
     door you unlocked earlier. Grab the two green herbs once
     inside, then go around the corner.
    
     Scene:
     ------
     Jill comes across Richard Aiken, a member of Bravo Team. A
     large snake that's also poisonous has injured him. You have to
     go get the serum from the save room over by the greenhouse.
    
     When you regain control of Jill, after exiting the maps, head
     to the room, when you're there, search the shelves by the item
     box to get the serum. SAVE NOW!!!!! Now head back to Richard,
     and give him the serum.
    
     Scene:
     You give Richard the serum, and he gives you his radio, and
     then dies.
    
     Go into the door behind Richard. Move forward and kill the
     zombie, and follow the hall down behind where he was and enter
     the door where he was. You should be in a room with a table
     and two closets. The table has some candles on it, use the
     lighter on these to light up the room. There is a ink ribbon
     on the table, and a clip in the back closet by the pictures of
     planets and the clock. You can push the other closet away to
     reveal a passage with another closet at the end. Search this
     for some acid rounds.
    
     Go back to the area where you killed that last zombie, and go
     up the steps and use the shield key on the door then discard
     it. Go into the attic.
    
     Run forward once inside and you will be confronted by one huge
     ass snake. You have two options, get rid of it if you have the
     bazooka with acid rounds on you, or avoid it. No 1. Is easy to
     explain, hard to do. No 2. Is hard to explain, even harder to
     do. ":|
    
     No 1. Stand your ground and shoot it with acid until it runs
     off.
    
     No 2. Wait until it is halfway round the other side of the
     post from you and run.
    
     You're going for the hole where it came out from, to get the
     moon crest. On your way out, grab the shells sitting on some
     barrels in the middle of the left wall (the side with the exit
     door).
    
    
         // MOON CREST \\_____________________________________
        |                                                     \
        | When you grab the Moon Crest in the advanced game,  |
        | you'll be in for a bit of a surprise. It's only     |
        | half of the crest. Instead you'll need to track     |
        | down the remaining half of the crest in the mansion.|
        |                                                     |
        | The other half is hidden in one of the researchers  |
        | bedrooms on the 2nd floor of the mansion. To get it |
        | you'll need to empty a fish tank, and move it and a |
        | wardrobe to access a hidden cupboard with the other |
        | half of the crest inside.                           |
        |_____________________________________________________|
    
    
     Once you exit and get down the steps something may happen.
    
     Variations:
     -----------
     If you didn't get bitten once, nothing will happen. Go to the
     save room where you got the chemical, And read the guide from
     the star (*) onwards.
    
     If you got bitten you will faint, and if you got saved by
     Barry, then he (I think it's him, it could be Wesker) will
     turn up, and you will awake in the save room where you got the
     serum.
    
     If you got bitten, but you got the shotgun yourself, you will
     have to go get the serum yourself.
    
     Once you have been cured, either all ready there, or having to
     get the serum yourself, go to the other save room where you
     got the chemical.
    
     --------------------------------
     3.2.7 - The Gate of New Life (*)
     --------------------------------
    
     Items In This Area:
     -------------------
     Star Crest
     Square Crank
     Red Herb (x2)
     Green Herb (x5)
     Blue Herb (x4)
    
     Leave the save room and head out the door at the end of the
     hall. Now go to the end of this hall, where the second zombie
     was and enter the door (You can't enter the other single door
     in the hall because it's locked).
    
     Once inside, you will hear crows. They wont attack unless you:
    
     - Get a switch wrong in here
     - Fire a shot.
    
     Now read the first painting. The title is "Give Me Peaceful
     Sleep." Now the paintings are in this order:
    
     1. A picture of a tired middle-aged man
     2. A picture of a newborn baby
     3. A picture of a young man
     4. A picture of a infant
     5. A picture of a lively boy
     6. A picture of a bold-looking old man.
    
     You have to put these in the correct order. That is:
    
     2, 4, 5, 3, 1, 6,
    
     After pressing the last one, go to the last painting which
     says: "Give me the peace of death, and I'll give you the joy
     of life" Press the switch and the painting will fall giving
     you the Star Crest. Now go out of the gallery, and go straight
     ahead of the door, till you reach a metal door. Go out it.
    
     Shoot the dog in the passageway, and go to the end. There is a
     metal panel, which says: "When the sun sets in the west and
     the moon rises in the east, stars will begin to appear in the
     sky and wind will blow towards the ground. Then the gate of
     new life will open." Meaning you have got to put the four
     crests in the plate to open the door. Inside the next room are
     some steps that you push towards the camera a bit, then push
     towards the high shelf on the back wall. Climb up the steps
     and grab the square crank. Climb back down and go out the
     other door.
    
     You will find yourself outside, shoot the two dogs and get the
     herbs. There are two red herbs, three green herbs, and two
     blue herbs. If you hear a beeping sound that is your radio. Go
     into the status screen and select radio to use it and hear a
     message from Brad. Go down the left path to find the map of
     GARDEN, then go down the right path, and through the large
     rusted metal gate. Follow the path round the water and use the
     square crank on the box you find this will empty out the
     water.
    
     Go down the path that was in the water and up the other side.
     Run along the path, dodging the small snakes and hop on the
     lift down.
    
     When you get to the bottom kill the two dogs here. You will
     find a dead lift, with a hole in the wall for a battery. A
     waterfall, and another gate, Go through this other gate.
    
     There are two blue herbs and two green herbs but you can't
     pick them up until you have got rid of the dogs here. Once you
     have killed the three dogs and picked up the herbs follow the
     twisting passage until you come to a door.
    
     ------------------------------------
     3.2.8 - Little GuardHouse of Horrors
     ------------------------------------
    
     Items In This Area:
     -------------------
     Blue Herbs (x3)
     First Aid Spray
     Explosive Rounds
     Shells (x4)
     Red Book
     C. Room Key
     Clip (x4)
     Ink Ribbon (x2)
     002 Dormitory Key
     Green Herb (x5)
     Map of the Guardhouse
     003 Dormitory Key
     Flame Rounds
     Helmet Key
    
     Move around the statue and grab the three blue herbs. Now move
     the statue down the hall until the next hall that leads off
     it. Push it up that one and cover the hole.
    
     Now that that is done, go into the single wooden door on the
     right side (the one without a metal panel above the door).
     Inside you will find an item box and typewriter, along with a
     First Aid Spray and some explosive rounds. Leave when you are
     ready and go across the hall to the other single wooden door.
    
     When inside forget about the door to Jill's left (for now),
     and kill the two zombies. Open the draw with the lock-pick to
     get some shells, pick up the red book on the bed. Now go into
     the other door. Unfill the bath by examining it. You will get
     the C. Room Key. Now go back out to the main hall.
    
    
         // RED BOOK \\_______________________________________
        |                                                     \
        | The advanced game moves the Red Book from the bed   |
        | here to a table in the Bar/RecRoom at the end of    |
        | hallway outside. Not a major change.                |
        |_____________________________________________________|
    
    
     You can go in the double doors at the end. Inside is a bar,
     with a clip and an Ink ribbon, oh and um, two spiders.
    
     Go up the hall where you put the statue and go through the
     door. Go up the new hall to the first door.
    
     Go in the door, run across to the other side of the room (all
     the doors in here are locked) and beside the bees nest is a
     table with the 002 Dormitory Key on it.
    
     Take the key then sprint away from the bees. Go back out to
     the hall and down to the door at the end that you haven't been
     to (unless you did the Barry thing above). There is a statue
     you can push and behind it are three green herbs. Now go to
     the door. This is the 002 door so use the key. There is a door
     to Jill's left. All that's in there is a zombie and a clip. In
     the main room, check the draw for some shells, and get the map
     of the GUARDHOUSE off the wall. Now push the closets aside to
     find a ladder to the basement.
    
    
         // DORM KEY 003 \\___________________________________
        |                                                     \
        | In the Advanced game, in the small bathroom with    |
        | the zombie and a clip, the clip is replaced with    |
        | the 003 Dorm Room Key. This greatly alters the game |
        | as it means you're heading there first. The         |
        | remaining item changes are as follows.              |
        |_____________________________________________________|
    
    
         // CONTROL ROOM KEY \\_______________________________
        |                                                     \
        | Now that you can get into Room 003 and have the Red |
        | Book, you can also access the hall where Plant 42   |
        | is. When you defeat it you will find the Control    |
        | Room key in the place where you usually find the    |
        | Helmet Key, and you can now head downstairs.        |
        |_____________________________________________________|
    
    
         // HELMET KEY \\_____________________________________
        |                                                     \
        | Reversal time here as the Helmet Key is now located |
        | in the basement Armory where the Control Room Key   |
        | is in the normal game.                              |
        |_____________________________________________________|
    
    
     Annoying Puzzle 1. Pushing the Crates to make a bridge.
     -------------------------------------------------------
    
     Run past the first crate we'll be back later for it. The first
     two are very straightforward. Just push them into the water.
    
     The third one though, is a pain. You have to push it away from
     the water direction, towards the ladder. When it's so far get
     it half way from the corner and push it to the left wall, now
     push it all the way down the corridor to the end and then push
     it in the water. If this is confusing for you, I made this map
     to show you where to go:
    
    
           ======================
           =                    == LADDER
           =  +++++             ==
           =  +   + =============
           =  +   + =
           =  +  C3 =
           =  +     =
           =  +     =
           =  +     =   The C3 Crate needs to
           =  +     =   follow the path (+).
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
           =  +     =
     =======  +     =
     WATER    +     =
     C1 C2 ++++     =
     ================
    
    
     Once you have done that there are two green herbs to pick up.
     Now go through the water and through the door. WARNING: Go to
     the Jill's right, if you go to the Left it equals instant
     death.
    
     Run through the water until you get near two doors together.
    
     CGI Video:
     ----------
     Oh no, something in the water and it's moving fast.
    
     Get to the left door before it gets you. You will use the C.
     Room Key, and discard it. Once inside flick the switch beside
     the Red flashing light. This will drain the water. Now go over
     to the switch by the door, this will unlock the door beside
     this one. Go out into the main room, you don't have to worry
     about the sharks anymore, they are high n' dry.
    
     Go in the door beside the control room. This is the weapons
     storage but most of the stuff in here is wet. There are two
     boxes of shells and two clips and the 003 dormitory key, Leave
     and go back upstairs and to the large hall with the bees, and
     use the 003 key on the single door without the keypad. Once
     inside go into the door on the left of Jill. Inside is another
     zombie and some flame rounds. Go back to the main room, inside
     the draw is an ink ribbon.
    
     Go to the bookshelf and take the white book. Now put in the
     red book, the other shelf will move away, showing a secret
     door. Note: It would be good to have the Bazooka with flame
     and explosive rounds for the next part, and some healing items
     as well. Saving the game might also help. When you are ready,
     go through the door.
    
     Inside is one extremely large plant, this is the Plant 42 that
     you have read about. Start shooting at it, but don't get too
     close because it will hit you with it's vines, and don't stay
     in the same place too long or part of the ceiling will fall on
     you.
    
     Scene:
     ------
     The plant will shrink to the ceiling, and Jill will go inspect
     it. The plant goes back to normal and picks Jill up. Barry
     comes in and toasts it with the flame-thrower. Jill thanks him
     for saving her and Barry questions the plant and the things
     happening.
    
     Go over to the fireplace and take the helmet key, then leave.
    
     Head back to the Guardhouse save room.
    
     Scene:
     ------
     When you get to the hall, you will hear firing. Jill will run
     around the corner and find Wesker killing some bees. That will
     talk and Wesker will tell Jill to go look at the rest of the
     mansion, then he leaves.
    
     Go to the save room and put away any unnecessary items away
     and save. Now leave the guardhouse; back out to the garden.
    
     ---------------------------------
     3.2.9 - The Guards of Destruction
     ---------------------------------
    
     Items In This Area:
     -------------------
     Magnum Rounds (x3)
     Doom Book 1
     Eagle Medal (in Doom Book 1)
     Shells (x3)
     First Aid Spray
     Acid Rounds
     Green Herb (x5)
     Battery
     Explosive Rounds (x2)
     Blue Herb
     MoDisk
     Ink Ribbon
     Clip
     Red Jewel
     Colt Python
    
     Make your way across the garden, the same way you made it to
     the guardhouse, and into the mansion picking up any herbs you
     could not take the first time. When you get to the crest hall,
     where you put the four crests to unlock the door, equip the
     shotgun.
    
     CGI Video:
     ----------
     When you go inside and get down the hall a bit this video
     takes place. Something sprints across the yard climbs up the
     elevator shaft, runs straight through to the door outside the
     mansion and opens it.
    
     Scene:
     ------
     You now see what it is.
    
     Shoot the "Hunter" with the shotgun, be careful that it does
     not jump. If you're still alive after that, well done you just
     killed one of the toughest common enemies in the game.
     However, there are many more to come. With the Helmet key you
     now have access to areas that were locked before, and the
     first one is the only locked door in the hall you are in.
    
     Once inside this dark room, go over to the desk and search it.
     It will tell you there is a switch, so push it. The room will
     light up. Grab the Magnum Rounds off the table, and the red
     book to the right of the door. This is the doom book 1. Go
     into the options, highlight the book, select it, and go to
     check, and check it. If you look at the cover it will say
     "nothing important" but it you check it when you have rotated
     the book so that the pages are facing the screen, the book
     will open up and you will find the eagle medal. Now go out of
     this room.
    
    
         // MODISC #1 \\______________________________________
        |                                                     \
        | The 1st MO Disc is located where the Doom Book #1   |
        | normally sits.                                      |
        |_____________________________________________________|
    
    
     Head to the save room where you got the chemical. Outside, on
     the wall is a note telling you that there are some items left
     for you in the save room. Go into it. Inside on the floor are
     some shells, a first aid spray, and some acid rounds. Take
     them and get ready for another boss battle. Take the bazooka
     with acid rounds, the shotgun and shells and one red/green
     herb or first aid spray plus the helmet key. Now leave and go
     upstairs. Kill the hunters at the top, and go down the hall
     and into the room where the fireplace is and where you got the
     second floor map.
    
     Now unlock the single red door with the helmet key. Once
     inside go over to the piano and examine it, you will then be
     attacked.
    
     Scene:
     ------
     Out of the fireplace comes that darn snake again. He heads for
     you and tries to eat you. It misses and makes a hole in the
     floor, now it's time to kill it.
    
     Use the bazooka and acid rounds until it's dead, then go check
     the hole it made.
    
     Scene:
     ------
     Barry will come in and you will talk. He will give you a rope
     to climb down the hole with. When your at the bottom he drops
     the rope and goes off to get another.
    
     Wait for Barry to go get another rope. (**See other ending
     notes at the end of this walkthrough to see what to do here
     for other endings**)
    
     Scene:
     Barry will return and pull you back up. You talk and Barry
     apologizes, and gives you a pass number for something.
    
     You can now go back down the hole (You can also go through the
     house, but it means having to kill heaps of hunters-so go down
     the hole instead).
    
     When you are at the bottom, check the grave, and press the
     switch you find. This will move the grave and show a ladder.
     Climb down it. This next bit is confusing so I have drawn a
     map to show you where to go:
    
    
     =======  ========
     =   S =  =  LL  =
     =  Z  =  =      =     KEY:
     =     ====      =     T = STAIRS
     =               =     S = SHELLS
     ==========      =     Z = ZOMBIE
              =      =     L = LADDER
              =      =     H = HERB
              =      =     D = DOOR
              =      =
              =  Z   =    =======
              =      =    =  HH =
              ==DDDD==    =  ZZ =
              =      =    =     =
              =      =    =     =
              =      ======     =
              =                 =
              =                 =
              =============     =
                          =     =
                          =     =
     ====== ===============     =
     =    = =             =     =
     =TTTT= =        Z    =     =
     =TTTT= ==DDDD===     =     =
     =TTTT= =       =     =     =
     =TTTT= =  LIFT =     =     =
     =TTTT= =========     =     =
     =TTTT= =             =     =
     =TTTT= =             =     =
     =TTTT= =             =     =
     =TTTT= =             =     =
     =TTTT= =             D     =
     =TTTT= =             D     =
     =    = =             D     =
     =    = =             =======
     =DDDD= =             =
     =      =             =
     =                    =
     =                    =
     ======================
    
    
     When you get down the ladder, kill the approaching zombie, but
     instead of going straight for the door, go around the corner
     and kill the zombie and take the shells, as shown on the map.
    
     Now go through the door. Follow the passage round until you
     find two zombies eating a corpse on the ground, kill them and
     take the two green herbs behind them. Now go through the other
     door in this hall and you will find yourself in the kitchen.
     Don't go up the stairs shown on the map, go kill the zombie on
     the floor, and take the lift.
    
     When you arrive at the top kill the zombie to Jill's right,
     and follow the hallway around, and go into the first door you
     see. Inside should be a battery and two lots of explosive
     rounds. Now go back out.
    
    
         // BATTERY #1 \\_____________________________________
        |                                                     \
        | The Battery is now located in the small hidden room |
        | off the library. For more details check the info    |
        | in the paragraph after the info on Doom Book #1.    |
        |_____________________________________________________|
    
    
     You can keep going the way you are heading but all that is
     out the other door is a long hallway with three zombies and
     two green herbs and a blue herb. Also the door at the end
     is locked. Go back past the lift and kill the zombie there.
     In the little nook beside the lift has a green herb. Go into
     the double blue doors.
    
     This is the library. Kill the zombie, and check the draw to
     the left of Jill. Inside is some magnum rounds. Go to the back
     of the room and kill the zombie there. Now go to the back
     single door and go through.
    
     Go between the shelves, using the gap right in front of the
     door, you will run into a statue. Push it forward until you
     can move around it. Now push it forward, towards the camera
     until the angle changes. Push the red button under the bust on
     the wall to shine a light to show you where to put the statue.
    
     When it's in place a secret part will open up. Search the desk
     there to get the MoDisk.
    
    
         // DOOM BOOK #1 \\___________________________________
        |                                                     \
        | Sitting where the 1st MO Disc usually is in the     |
        | advanced game is the Doom Book #1. Check it as if   |
        | you were reading it to find the medal hidden inside.|
        |_____________________________________________________|
    
    
     Now go back out to the main library. Up from where you got the
     magnum rounds out of the draw, is a bookshelf by itself, push
     it to find a secret door. Go through it. Inside will be an ink
     ribbon on the table, and a clip on the shelf. Go back out and
     go to the lift and take it back down. Now back in the kitchen,
     go around to the door leading to the stairs.
    
     CGI Video:
     ----------
     A thing walking down the stairs and opening the door. What
     could it be!!!!
    
     Scene:
     ------
     Oh, no it's a, a...zombie. Wow, amazing, yay!
    
     Kill the stupid zombie, and go up the stairs. Follow the hall
     around to the double doors and unlock them. Go through. You
     will be in a hall that looks very familiar. Kill the hunters
     in here or run past them, and go to the save room where you
     got the serum from, killing any hunters in the way.
    
     When you get there put away any unnecessary items and only
     take the helmet key and your shotgun and shells. Go back out
     and up the stairs. Kill the hunter at the hallway at the top,
     and use the Helmet key on the door closest to the stairs (The
     other door has a keypad that you use the code that Barry gave
     you bit it only leads back to the Library and lift areas). Now
     discard the key.
    
     Once inside, you can grab the file on the table and the shells
     and the magnum rounds on the shelf beside the table. Push the
     steps forward so that they are underneath the deer head by the
     fireplace. Now go flick the switch by the door to make the
     room dark. Go over to the stairs and climb up them, face the
     deer and examine it. You will get the Red Jewel. Now head back
     to the Tiger Statue Room and use it on the statue to get the
     Colt Python. Time to kick some ass.
    
    
         // COLT AMMO \\______________________________________
        |                                                     \
        | As mentioned earlier when you received the Colt in  |
        | the advanced game, using the Red Jewel on the       |
        | statue gives you 3 lots of Colt ammo. Well worth    |
        | the effort still.                                   |
        |_____________________________________________________|
    
    
     Note: don't waste all the ammo you get on the hunters. You're
     going to need it for other things. Now, head back to the save
     room where you got the chemical. The best way to do this is to
     go from the statue room, through the zombie hallway, through
     the dining room, across the main hall, through the little
     gallery, down the hall where the dogs went through the windows
     (there are two spiders in here but if you run they will drop
     from the ceiling after you go past), along the hall, shooting
     the hunter with the colt, and go back to the save room.
    
     Take the Colt Python and rounds, the square crank, and the
     battery with you. Go back outside killing the hunter in the
     crest path, across to where the small snakes are, and down the
     lift. Run over to where the other lift is, and put the battery
     in to use it. Get on the lift and ride it to the top. Once
     your up at the top, go down the path and go to the pool area
     where you drained the water. Use the crank on the device that
     opened the gate, to close it. Now the area will be full of
     water again. Go back to the lift you used to get here and go
     back down. You will find when you get to the bottom that the
     waterfall is gone and that there was a ladder behind it. Go
     down the ladder.
    
     -------------------------------------------------
     3.2.10  - Traitors, Boulders, Spiders, what next?
     -------------------------------------------------
    
     Items In This Area:
     -------------------
     First Aid Spray (x2)
     Explosive Rounds
     Clip
     Hex. Crank
     Flame Rounds
     Ink Ribbon
     Blue Herb (x3)
     Map of Underground
     2nd MoDisk
     Doom Book 2
     Wolf Medal (inside Doom Book 2)
     Green Herb (x2)
    
     Go into the door on Jill's right.
    
     Scene:
     ------
     Barry will be standing in the entrance of this part. After
     talking to him you will be asked: "Will you go with him?
     Yes/No"
    
     Choose Yes, then he will talk a bit more, then you will be
     asked:
    
     "Do you want him to go first? Yes/No" choose yes again.
    
     He will talk once more then walk off. Move forward and you
     will hear gunshots.
    
     Go in the direction Barry went.
    
     Scene:
     ------
     Barry will kill a Hunter that attacks; then he will talk yet
     again.
    
     Go over to the machinery to find a First Aid Spray and some
     explosive rounds. Now go down the little passage that leads
     off the first room and go into the door there. Run down the
     hallway round the corner.
    
     Scene:
     ------
     A voice will call out for Jill. It's Enrico. They will talk,
     and Enrico will talk about a traitor in S.T.A.R.S. And that it
     was plotted by Umbrella. Then Enrico will be shot by a
     mysterious person and die.
    
     You can examine Enrico to get a clip. Go around the corner and
     pick up the Hex. Crank that is on the ground. Now go out the
     door. Kill the hunter that is on the screen and head to where
     it was standing and go out the door. Kill the hunter here and
     go out the door in the area where Barry was when you met him.
    
    
         // HEX. CRANK \\_____________________________________
        |                                                     \
        | Instead of lying on the ground like in the original,|
        | Enrico will be holding the Hex. Crank instead of    |
        | the clip.                                           |
        |_____________________________________________________|
    
    
     Now you are back where you started. Go down the hallway, and
     past a Typewriter (you can save if you have an ink ribbon).
     Now go around the corner and you will find you can't go any
     farther because there is a hole in the floor. Use the Hex.
     Crank on the panel in the wall so you can get past and go
     through the door at the end.
    
     Go around the corner to Jill's left and up to the large
     boulder that's there. Turn around and run away from it.
    
     Scene:
     That bolder starts moving after you. I know I've seen this
     somewhere before? But where? :)
    
     Keep running until you reach the door where you came in here.
     The bolder will smash a hole in the wall at the end, instead
     of crushing you. Go up to where the boulder was. When you do a
     hunter comes in, kill it and be happy. That was the last one
     of the game. You can start dancing now if you wish. When
     you're finished go and pick up the flame rounds in the little
     cubbyhole in the wall. Go to the area the boulder made in wall
     and go through the door with your colt ready. First there was
     the snake, then the plant, then the snake again, now it's the
     huge spider. Shoot it with your colt about six times and it
     should die. Watch your health carefully. When it's dead exit
     the room and come back in to get rid of the baby spiders. Grab
     the combat knife and cut away at the spider web to open the
     door.
    
     Go up the path to Jill's left and in the door. Great, a save
     room. Grab the ink ribbon, first aid spray, and the blue herb.
     Save. Heal. Take the eagle medal/doom book 1, Hex. Crank, and
     the colt and rounds. Go back out and down to the other end of
     the pathway, and through the door. You will be in a room with
     two paths. One has a lift at the end and the other leads to
     another passage. Take the one that leads to the other passage.
    
     Follow it until you can't go any farther because there is a
     hole in the ground, so use the hex. crank on the panel three
     times so that the hole is on the left wall. Run up to the
     boulder and do what you did the last time. Run into the hole
     in the left wall that we made by using the crank and wait for
     the boulder to go past. Go up to where the boulder was to get
     the map of UNDERGROUND and in the cubbyhole there is the 2nd
     MoDisk.
    
    
         // DOOM BOOK #2 \\___________________________________
        |                                                     \
        | Instead of the 2nd MODisc, you'll find the 2nd Doom |
        | Book in the Advanced game. Check it as if           |
        | you were reading it to find the medal hidden inside.|
        |_____________________________________________________|
    
    
     Inside the hole we made by using the crank is a door. Go
     through it. This is Annoying Puzzle No. 2.
    
     Annoying Puzzle No. 2 - Silly Pressure Plate.
     ---------------------------------------------
    
     =======================
     =                     =
     =                   S =       KEY
     =                   + =       S = STATUE
     =                   + =       C = CRANK HOLE
     =                   + =       W = MOVING WALL
     =                   + =       T = PRESSURE PLATE
     =                   + C       P = PANEL (DB2 INSIDE)
     =                   + =       D = DOOR
     =  TT++++++++++++++++ WWW     + = PATH TO MOVE STATUE
     =                     =
     ===PP======DDDD========
    
    
     Take the statue and move it to where the moving wall is. Now
     use the hex. crank on the crank hole once to move the statue
     out, and once again to move the wall back in. Push the statue
     to the pressure plate to open up the panel to get the Doom
     Book 2. Do the same thing that you did with the Doom Book 1 to
     get the Wolf medal.
    
    
         // LAB KEY \\________________________________________
        |                                                     \
        | Instead of the 2nd Doom Book being here (you would  |
        | have gotten it already), the Lab Key (or P. Room    |
        | Key will be hidden behind the panel).               |
        |_____________________________________________________|
    
    
     Now go back to the passage with the lift and take it up to the
     garden. When you get to the top don't bother about the metal
     doors to Jill's left. They are welded shut. Go and pick up
     the two green herbs and the two blue herbs. Now go over to the
     fountain and use the eagle and wolf medals on the sides of the
     fountain. The Eagle medal on the left side and the wolf medal
     on the right side.
    
     CGI Video:
     ----------
     The water empties out and a metal covering opens up while the
     outside of the fountain separates to make a path.
    
     Walk to the opening and down the steps. Get into the lift and
     ride it down.
    
     ------------------------------------------
     3.2.11  - The Rise and Fall of the T-Virus
     ------------------------------------------
    
     Items In This Area:
     -------------------
     Green Herb (x4)
     3rd MoDisk
     Clip
     Slides
     Ink Ribbon (x2)
     Pass-code01
     Lab Key
     Shells
     Red Herbs
     Magnum Rounds
     Pass-code02
     Flame Rounds
     Blue Herb
     Pass-code03
    
     Walk around the corner. You can't get through the door yet so
     go down the ladder. Put away anything in the item box down
     here. Be sure to take the two MoDisks and your colt with you,
     then go out the door. There are two zombies and two green
     herbs here for you to get. Go around the corner away from the
     stairs, past the locked door and get the 3rd MoDisk off the
     table. Go back to the stairs and go down them.
    
    
         // BIODATA SLIDES \\_________________________________
        |                                                     \
        | Instead of the 3rd MODisc, you'll find the data     |
        | slides you can use in the Visual Data Room sitting  |
        | on the table instead.                               |
        |_____________________________________________________|
    
    
     Shoot the zombie there and go into the double doors to Jill's
     right. Now go into the single door on her left. Turn on the
     red switch, for some light. Go to the desk and pick up the
     file. Read it. You have to get the pass-code. So far you
     have: JOHN and ADA. This is the code in the file.
    
    
     =     =    = =    =    =     =
     ==   ==   =   =   ==   ==   ==
     = = = =    = =    = =  = = = =
     =  =  =     =     =    =  =  =
     ==   ==    = =    =    =     =
     =     =   =   =   =    =     =
    
    
     This is the code that has to be worked out. On the painting
     on the other side is similar patterns, they are:
    
    
     By the Tree:
     ------------
    
       =   = = =   =     =   =     =
      ===   ===    ==   ==   ==   ==
     = = =   =     = = = =   = = = =
       =     =     =  =  =   =  =  =
       =     =     =     =   =     =
       =     =     =     =   =     =
    
     By the Apple:
     -------------
    
          =       ===  ==  ===  ==  =    =     =
         = =      =  ==    =  ==    ==   ==   ==
        = = =     =        =        = =  = = = =
       =   = =    =        =        =    =  =  =
      =     = =   =  ==    =  ==    =    =     =
     =       = =  ===  ==  ===  ==  =    =     =
    
     By the Man:
     -----------
    
     =     =       =       =    =
     ==   ==      = =        = =
     = = = =     = = =        ==
     =  =  =    =   = =      =   =
     ==   ==   =     = =    =      =
     =     =  =       = =  =         =
    
     By the Woman:
     -------------
    
     ==     = =   =     =       =       =    =
     = =   =   =  ==   ==      = =        = =
     =  =   = =   = = = =     = = =        ==
     = =     =    =  =  =    =   = =      =   =
     ==     = =   ==   ==   =     = =    =      =
     =     =   =  =     =  =       = =  =         =
    
    
     Now push the shelf aside to find a purple switch. This will
     change the writing on the painting to what it is. Which is
    
     TREE
     APPLE
     MAN
     WOMAN
    
     You take the symbols and swap them for letters and you get
     your final passcode - MOLE.
    
     JOHN, ADA, MOLE. These are the pass-codes. Before you leave
     take the green herb by the painting and the clip in the box
     by the sink.
    
     Head back out to the main room by the stairs, but this time
     go forward, to the left of the stairs. Run down the hall
     shooting any zombies in the way and go in the double doors at
     the end.
    
    
         // MODISC #2 \\______________________________________
        |                                                     \
        | When you enter this lab in the advanced game, check |
        | the area at the back of the room to find the 2nd    |
        | MODisc sitting on the shelf.                        |
        |_____________________________________________________|
    
    
     Once inside grab the slides lying on the floor, then go and
     use the computer. After all the computer start-up screens,
     you will be asked for the Login code: JOHN, then the
     password: ADA.
    
     You will then be asked which floor you would like to unlock,
     select B2, then enter the Password when prompted: MOLE.
    
     This will unlock B2. Now select B3 and it will unlock. Now
     select cancel to get out of the computer. Leave the room and
     go back to the hall outside John the researcher's room. Go
     down the hall and enter the only other single metal door.
     Kill the four zombies and check the boxes under the Excite!
     1998 poster for an ink ribbon. Now go over to the desk. On
     the desk is a pass-code output machine. Use one of the
     MoDisk's on it to get the Pass-code01. One down, two more to
     go.
    
     Leave and go upstairs and enter the double doors beside where
     you got the third MoDisk. Once inside use the slides on the
     projector to get some info on the monsters and other assorted
     stuff (Gee, THAT guy looks like Wesker, I wonder why???). Now
     go over to the panel on the wall, and open it; then press the
     button. The pillar on the wall will move across, showing a
     secret shelf. Search the shelf to find the lab key.
    
    
         // MODISC #3 \\______________________________________
        |                                                     \
        | Instead of the Lab Key being hidden, you'll find    |
        | the 3rd and final MODisc here in the Advanced game. |
        |_____________________________________________________|
    
    
     Go back downstairs, killing any zombies in the way, and go
     unlock the door with the red biohazard marking on the floor
     using the lab key, then discard it (the other double doors in
     this room are locked). Once you are through, go into the
     double doors on Jill's left. Inside is a medical lab, and
     this is the location of Annoying Puzzle No 3. Here is how to
     get past it:
    
     Annoying Puzzle No. 3 - The Box Trip.
     -------------------------------------
    
     This is how the room is when you enter it:
    
    
     ============================
     =          GG              =       KEY:
     =          GG              =	      H1 = VENT HOLE 1
     =                          =	      H2 = VENT HOLE 2
     =                          =	      D = DOOR
     =  H1        C2C2          =	      F = SHELF
     V       SSSS C2C2BBBBB     =       E = EQUIPMENT
     V  T    SSSS C1C1BBBBB     =       B = BED
     =            C1C1BBBBB     =	      C1 = CRATE 1
     =  H2            BBBBB     =	      C2 = CRATE 2
     =                BBBBB     =       S = STAIRS
     =   EEEE   EEEE            =	      T = TRIGGER
     =   EEEE   EEEE            =	      G = GRATE
     =                    FFFF  =	      V = VENT SHAFT
     =========DDDDDDDD===========
    
    
     1. First grab the shells off the bed and the red herb off the
        shelf.
     2. Move the steps up to where the grate is, but be sure there
        is enough room for you to walk right around it.
     3. Now move crate 2 over towards vent hole 1, but push it up
        once towards the grate then push it over vent hole 1 to
        make sure you have it over it.
     4. Now push crate 1 up to where crate 2 was, and push it out
        so that you can move right round it.
     5. Now push crate 1 down to the equipment, and then push it
        over the vent hole 2.
     6. Push crate 1 up once to make it cover vent hole 2 properly.
     7. Push the stairs back down to the gap where the trigger is.
        If done correctly the trigger will click, but no gas will
        come out.
     8. Climb up the steps and go through the vent shaft.
    
     This is what the room should be like after you have moved them
     around:
    
    
     ============================
     =          GG              =	      KEY:
     =          GG              =	      H1 = VENT HOLE 1
     =                          =	      H2 = VENT HOLE 2
     =C2C2                      =	      D = DOOR
     =C2C2                      =       F = SHELF
     VSSSS            BBBBB     =       E = EQUIPMENT
     VSSSS            BBBBB     =	      B = BED
     =C1C1            BBBBB     =	      C1 = CRATE 1
     =C1C1            BBBBB     =	      C2 = CRATE 2
     =                BBBBB     =	      S = STAIRS
     =   EEEE   EEEE            =	      T = TRIGGER
     =   EEEE   EEEE            =	      G = GRATE
     =                    FFFF  =	      V = VENT SHAFT
     =========DDDDDDDD===========
    
    
     Once you're out the other side, check the shelves to Jill's
     right for some magnum rounds. Run forward and use another
     MoDisk to get the pass-code02. Now leave through the double
     doors. You will be back out in the main hall bit. Kill the
     zombies here then go back through the door that you unlocked
     with the lab key. Run forward, taking out any zombies in your
     way and go into the single metal door straight ahead.
    
     The games last save room. In here to pick up are some flame
     rounds, a green herb and a blue herb, and an ink ribbon hidden
     to the left corner of the white shelf where the flame rounds
     are. Take your colt, and the last MoDisk, and a First Aid
     Spray/Red Green herb mixture. Leave and head down the hall
     outside. At one end is a lift that has no power, and at the
     other is the doors to the power room. Head to the power room.
    
     Now this is where it gets tricky. Head down the path to Jill's
     right, dodging any of the Chimeras in your way (don't shoot
     them, it's a waste of ammo). You should come to a power panel.
     Switch it on to power up all the levels. Now go back past the
     door where you came in, and go down one of the other paths as
     they all lead to the other door at the back.
    
     In this next room, run forward straight down the path to the
     last pass-code output machine. Use the last MoDisk on it to
     get the last pass-code, passcode03. Now head down the other
     path in this room that you went past and follow it to the next
     door. This room is free of monsters. Go to the left side of
     the machinery, there will be a monitor. This is the power
     connection switch. Turn it on to turn on the power for the
     lift.
    
    
         // BATTERY #2 \\_____________________________________
        |                                                     \
        | Unlike in the original where you find the Battery   |
        | needed for the end lift right beside it, the        |
        | Battery is located in this power room in the        |
        | advanced game.                                      |
        |                                                     |
        | If you walk around the room here you should find    |
        | the battery sitting on the floor somewhere near the |
        | back.                                               |
        |_____________________________________________________|
    
    
     Now go back through all that and go to the lift. Go to the
     right of the lift and push the switch there to power the lift.
    
     Scene:
     ------
     Barry turns up and they talk about getting out of the mansion.
    
     Ride the lift up.
    
     ------------------------------
     3.2.12  - The Tyrant Unleashed
     ------------------------------
    
     Items In This Area:
     -------------------
     Nothing
    
     Scene:
     ------
     When you get to the top, you will come around the corner and
     be confronted by Wesker. Barry will hold his gun to your head.
     Wesker and Barry are the traitors. After listening to Wesker
     talk about the bio-weapons and that he is using Barry by
     threatening to kill his family, he plans to show you the
     tyrant. Barry comes back and knocks Wesker out cold. You then
     go into the lab, and see the tyrant.
    
     CGI Video:
     ----------
     The Tyrant in all its bio-weapon glory.
    
     Scene:
     ------
     Barry decides to destroy it. He pushes the keys on the panel,
     but this frees the Tyrant, and he attacks Barry. Now it's up
     to you to stop him, so get to it.
    
     Run around shooting him with the colt, until he collapses. Try
     not to get to close though. Go over to Barry.
    
     Scene:
     ------
     Jill finds that Barry is still alive, they talk then decide to
     leave.
    
     Go back to the lift.
    
     Scene:
     ------
     When you're out of the lab, Wesker isn't there any more. The
     alarm will sound and you will run for the lift and ride it
     down. Barry will run off ahead when you get to the bottom.
    
     Go to the save room and save, then go to the area by the
     bottom of the stairs on this level, killing anything in the
     way.
    
     Variation:
     ----------
     If you are going for the Good ending ignore the next part of
     the guide and join back at the #############. If you are going
     for the Good+ ending read on.
    
     Go into the double doors beside the stairs, past where John's
     room, past where you got the first pass-code, and to the
     double doors at the end with the panel beside it. Use the
     three pass-codes on the lock. Go through the door, and follow
     the hallway down to the next door.
    
     Video:
     ------
     Jill finds Chris and they talk.
    
     Go back to the main room.
    
     #############
    
     Go up the stairs. Kill the zombies and follow the hall around
     and through the door. Put away all weapons and items, and take
     all the first aid sprays/mixed herbs you have left. Fill your
     inventory with these, except for one slot, then climb up the
     ladder. Now you can enter the double doors.
    
     -----------------------------------
     3.2.13  - The Tyrant's Resurrection
     -----------------------------------
    
     Items In This Area:
     Battery
     Flare
     Rocket Launcher
    
     Follow the hall around.
    
     Video:
     ------
     Brad will call on the radio.
    
     Follow the path around and pick up the battery, and use it in
     the hole to start the lift.
    
     Video:
     ------
     A timer for three minutes will count down, and who ever are
     with you will talk, then you will ride the lift.
    
     Now outside at the heliport, check the box to Jill's right for
     the flare. Move out to the middle and light the flare. The
     helicopter will come. Prepare for the final battle.
    
     Video:
     ------
     The tyrant will burst out of the ground and attack.
    
     Dodge the tyrant, by running around. He uses sprints and
     swipes of his claws. When there is 25-45 seconds left, Brad
     will drop the Rocket Launcher. Go pick it up, and shoot the
     Tyrant (be careful there is only four rockets).
    
     When you shoot him, watch him blow up in multi-views.
     Congratulations. You just finished Resident Evil.
    
     CGI Video:
     ----------
     Watch the helicopter land.
    
     FMV Video:
     ----------
     You will get one of the endings listed after Chris'
     walkthrough.
    
     -----------------------
     3.2.14  - Other Endings
     -----------------------
    
     These are the conditions to get the endings:
    
     Good+ = Wait for Barry after he drops the rope.
             Save Chris by using the MODisc's.
     Good  = Wait for Barry after he drops the rope.
     Bad+  = Leave after Barry drops the rope.
             Save Chris by using the MODisc's.
     Bad   = Only save yourself.
    
     ---------------------------
     3.2.15  - How To Kill Barry
     ---------------------------
    
     To kill Barry is all dependent on your actions in the
     Underground. However keep in mind this is ONLY the case for
     killing him outright. To stop him from being killed overall
     you need to wait for him when he first drops the rope. If you
     want to kill him, don't wait for him then do the following:
    
     How to: Way #1
    
     1. When he first asks if you want to go with him, say no.
     2. Don't agree to stay there either.
     3. After he leaves properly, you'll hear shots. Don't follow
        him. Instead head the opposite direction and go see Enrico.
     4. When you arrive back at the entrance you'll find him dead.
    
    
     How to: Way #2
    
     1. When he first asks if you want to go with him, say yes.
     2. Tell him to take the lead.
     3. When he leaves and the shots are fired, don't follow,
        instead go the other direction to Enrico.
     4. Continue as normal. When you are near the finish of the
        game Barry won't return to deal with Wesker, instead he'll
        be near the Lab B2 Item box near death.
    
    
     How to: Way #3
    
     1. When he first asks if you want to go with him, say no.
     2. Agree to stay there.
     3. Barry leaves.
     4. Continue as normal. When you are near the finish of the
        game Barry won't return to deal with Wesker, instead he'll
        be near the Lab B2 Item box near death.
    
    
     ==============================================================
    
     --------------------------------
     3.3 - Changes/Comparisons/Scenes
     --------------------------------
    
     For those who don't want to go through the entire guide to
     find out the differences between the original modes and the
     advanced one, as well as scene changes in all versions, I
     present this small guide.
    
    
     3.3.1. - Costumes
     -----------------
    
     In the original Resident Evil, by completing the game with the
     best ending you were rewarded with the Special Key, which
     would allow you to unlock a bonus room with costumes (the only
     room you could possible leave unlocked in the mansion).
    
     With the Directors Cut edition, not only do your characters
     start off by wearing alternate costumes in the advanced mode,
     but the room which requires the Special Key is already
     unlocked, allowing you to go in and change costume.
    
    
     3.3.2. - Bonus Items/Secrets Changes
     ------------------------------------
    
     Completing the original game on PlayStation in under 3 hours
     rewarded you with the Rocket Launcher with Unlimited Ammo.
     Doing the same in the Advanced game will now instead give you
     the Colt Python with Unlimited ammo.
    
    
     3.3.3. - Item Location Changes QL
     ---------------------------------
    
     A long list of item changes have taken place between the two
     gameplay modes. Only items that have actually changed
     location or been altered are included. These are:
    
     // a. Armor Key
    
     Original      - Behind the mutant plant in the Greenhouse.
     Directors Cut - With Forest Speyer on the outside porch.
    
     // b. Wooden Emblem
    
     Original      - In the dining hall wall.
     Directors Cut - In the armory room, behind the vent trap.
    
     // c. Moon Crest
    
     Original      - In the attic with the snake.
     Directors Cut - Now in two pieces, with the snake and hidden
                     in one of the researchers rooms on the 2nd
                     Floor.
    
     // d. Broken Shotgun
    
     Original      - On the shelf in the small storeroom.
     Directors Cut - On the floor in the northeast save room.
    
     // e. Sword Key
    
     Original      - In the medical room with Rebecca.
     Directors Cut - Hidden in the small dining room near the
                     attic.
    
     // f. Colt Python
    
     Original      - Hidden Behind the Tiger Statue (needs Red
                     Jewel)
     Directors Cut - In the storeroom where the broken shotgun
                     was.
    
     // g. Chemical
    
     Original      - Floor of the northeast save room.
     Directors Cut - Outside by the boiler in the northeast
                     mansion, 1st floor.
    
     // h. Sun Crest
    
     Original      - In the armory room, behind the vent trap.
     Directors Cut - Behind the mutant plant in the greenhouse.
    
     // i. Star Crest
    
     Original      - Behind the last painting in the gallery.
     Directors Cut - Being held by the breakable statue on the
                     2nd floor of the dining room.
    
     // j. Wind Crest
    
     Original      - Behind the Tiger Statue when you use the
                     Blue Jewel.
     Directors Cut - Behind the last painting in the gallery.
    
     // k. Blue Jewel
    
     Original      - Being held by the breakable statue on the
                     2nd floor of the dining room.
     Directors Cut - Behind the clock in the dining room.
    
     // l. Shield Key
    
     Original      - Behind the clock in the dining room.
     Directors Cut - Behind the tiger statue when you use the
                     Blue Jewel.
    
     // m. Red Book
    
     Original      - On the bed in Dorm Room 001.
     Directors Cut - On a table in the Guardhouse bar.
    
     // n. 003 Dorm Key
    
     Original      - On a shelf in the Guardhouse Basement
                     Armory.
     Directors Cut - In the bathroom sink in Room 002.
    
     //  o. Control Room Key
    
     Original      - In the bathroom of Room 001.
     Directors Cut - On the fireplace mantle in the hall with
                     Plant 42.
    
     // p. Helmet Key
    
     Original      - On the fireplace mantle in the hall with
                     Plant 42.
     Directors Cut - On a shelf in the Guardhouse Basement
                     Armory.
    
     // q. MODisc 1
    
     Original      - In the secret Library study.
     Directors Cut - Near the bookshelf in the small office on
                     the first floor.
    
     // r. Doom Book 1
    
     Original      - Near the bookshelf in the small office on
                     the first floor.
     Directors Cut - In the secret Library study.
    
     // s. Battery for the Courtyard
    
     Original      - In the small closet near the library.
     Directors Cut - In the small hidden room off the side of the
                     side of the main library.
    
     // t. Behind the Tiger
    
     Original      - Inserting the Red Jewel will give you the
                     Colt Python.
     Directors Cut - Inserting the Red Jewel will give you three
                     lots of Colt Python ammo.
    
     // u. Hexagonal Crank
    
     Original      - On the ground in the tunnel after meeting
                     Enrico.
     Directors Cut - In Enrico's hand.
    
     // v. Doom Book 2
    
     Original      - Hidden in the pressure plate puzzle room.
     Directors Cut - In the compartment behind the second bolder.
    
     // w. Lab Key
    
     Original      - Hidden behind the pillar in the Lab's visual
                     data room.
     Directors Cut - Hidden in the pressure plate puzzle room.
    
     // x. Slides
    
     Original      - Sitting on the floor of the small lab.
     Directors Cut - Sitting on the desk outside of the visual
                     data room.
    
     // y. MO Disc 2
    
     Original      - In the compartment behind the second bolder.
     Directors Cut - Sitting on the back wall of the small lab.
    
     // z. MO Disc 3
    
     Original      - Sitting on the desk outside of the visual
                     data room.
     Directors Cut - Hidden behind the pillar in the Lab's visual
                     data room.
    
     // aa. Battery #2
    
     Original      - Sitting on the ground near the lift you need
                     to use it on.
     Directors Cut - Sitting on the ground in the 3rd section of
                     the power room.
    
    
     3.3.4. - Scene Changes
     ----------------------
    
     In Resident Evil, your choices will lead to later scene
     changes. Some obvious, some not so obvious. Here is a list
     of the possible alterations you can make. If you can remember
     one I've managed to overlook, please e-mail me.
    
     // Chris Redfield
    
     1.  Returning to Wesker and Jill before investigating the
         gun shot.
     2.  Opening the door to the outside in the mansions main hall.
     3.  i.  Avoid going into the save room with Rebecca, instead
             getting access to the hall where Richard is. You'll
             find Rebecca here instead.
         ii. Doing this will change later scenes in the Piano
             Room and other scenes.
     4.  Choosing between letting Rebecca following you or not
         will change scenes here, as well as open later scenes
         in the guardhouse and the return to the mansion.
     5.  Telling Rebecca yes/no when she goes to play the Piano.
     6.  Getting (not) poisoned by the snake will change scenes.
     7.  Getting the Radio from Richard earlier or later will
         add or remove additional scenes.
     8.  Visiting Rebecca while in the Guardhouse will reveal
         some more of her character as well as some information
         on the maker of the products in the storeroom.
     9.  Depending on the earlier selections, Rebecca's encounter
         with the Hunter can take place in one of two different
         places.
     10. Staying and killing the hunter, or leaving and returning
         will have effects on scenes with Rebecca.
     11. Visiting Jill in the cells after getting all three pass
         codes but before heading to the B4 lab.
     12. Rescuing or not rescuing certain characters will reflect
         on scenes near and in the ending. (ie. the other endings)
    
    
     // Jill Valentine
    
     1.  Returning to Wesker before investigating the gunshot.
     2.  Wasting time instead of investigating the other rooms.
     3.  Opening the door to the outside in the mansions main hall.
     4.  Not getting the shotgun early will result in many
         changes.
         i.   Barry will be out on the balcony of the mansion
              with Forest and will give you the Bazooka.
         ii.  You'll find Barry destroying file evidence in the
              Researcher's room.
         iii. If you get poisoned by the snake you'll have to
              get the Serum yourself.
         iv.  When you reach the Guardhouse you'll find Barry
              talking to someone in one of the Room's. He
              brushes it off as talking to himself in his old
              age (There is more than this way of getting the
              scene).
         v.   You'll have to kill Plant 42 yourself.
     5.  Saving the serum for yourself by wasting time will
         remove later scenes with Richard. This will also change
         a scene later on where Barry will give you the Radio
         Richard was supposed to give you.
     7.  Getting poisoned by the Snake or not.
     8.  Using the V-Jolt on Plant 42 before going to fight it.
     9.  Sticking around for Barry or not after he drops the
         rope.
     10. Making various choices in the underground with Barry
         could reflect on your ending and various scene changes.
     11. Visiting Chris in the cells after getting all three pass
         codes but before heading to the B4 lab.
     12. Rescuing or not rescuing certain characters will reflect
         on scenes near and in the ending. (ie. the other endings)
    
    
     3.3.5. - Immediate Scene Changes Caused by Advanced Mode
     --------------------------------------------------------
    
     // Chris Redfield
    
     Because of the setup you can get the scene with Rebecca
     right at the start.
    
     This will also effect the scenes with the Radio.
    
     // Jill Valentine
    
     Somehow I always manage to get the scene with Barry in the
     Guardhouse in Advanced mode.
    
     ==============================================================
    
     -----------------------------
     4.0 - Sega Saturn Battle Mode
     -----------------------------
    
     Apart from the minor changes mentioned earlier on, the only
     thing that really makes the Sega Saturn version different is
     the Battle Mode within. If there is anything to compare it to
     of the mass released versions it would be the Battle Mode of
     Code Veronica (only here you have limited ammo). This doesn't
     surprise me as the Director of the Saturn edition and the
     Director of Code Veronica are one and the same.
    
     The Saturn version was the first RE game with a battle mode.
     To access it you would have to clear the game with a
     character. A clear game would open the option on the main
     manu. Of course there was also a cheat you could do with the
     second controller which would unlock it (you still needed a
     save file to be on the system though, but it could be a save
     anywhere in the game).
    
     The cheat is that at the title screen you hold X+Y+Z and
     press Start on a controller in control port #2.
    
     As I mentioned the battle mode is very similar to the one in
     Code Veronica except you had no 1st person and limited ammo.
     You'd start off in one of the games many save rooms with a
     selection of weapons and ammo in the trunk, along with some
     First Aid Sprays.
    
     Taking what you would want to use in the game and exiting
     you would now be 'transported' to a room in the game, with a
     few enemies in the same room. To exit a room, you had to
     kill ALL the enemies. You did 4 levels (4 different areas)
     then you'd be back in the save room to resupply yourself
     before you had to go back out and fight again.
    
     After you had finished all the rooms in the battle mode, in
     the last level you were then faced up against a 'special'
     gold colored Tyrant in the lab, that was really tough to
     kill. I ended up running out of ammo for all my strong
     weapons here usually, and would have to use the Handgun.
     Luckily, you always seem to have WAY too many bullets for
     the handgun, and you can never run out (unless you really
     sucked I guess).
    
     You'd get a rank after each game, depending on your ammo
     you have left, health, time, etc. The mode has been made
     infamous because there was also a special Wesker zombie,
     who was only in the Battle Mode. He was basically the
     same as a lab zombie (like those found in the room with
     him), but with Wesker's textures attached. He took like
     3-4 colt rounds before going down too... very powerful
     and there to waste your ammo.
    
     I've been asked many times if I think that the battle mode
     was a good addition and why the PlayStation never saw it.
     I think it was nice, but nothing amazing. I have little
     idea as to why it was never included in either of the two
     versions of Directors Cut that were released, it would
     have been worth the addition.
    
     Here for your enjoyment is a mini-guide to the battle mode
     giving suggestions on the items to take and strategy to
     use (Sadly this only covers Jill - I've long forgotten
     how I finished it with Chris). Don't be surprised if it
     takes you a few times to finish, the battle mode isn't
     supposed to be easy.
    
    
     // Save Room 1:
    
       ::Take::
    
      / WEAPONS:
        - Knife
        - Colt Python
        - Shotgun
        - Bazooka
    
      / AMMO
        - Magnum Rounds
        - Shells
        - Acid Rounds
    
      / HEALTH:
        - Fill Remaining Slots with First Aid Sprays.
    
     // Section 1:
    
     For the first area it's best to use the Shotgun on the
     three zombies in the hall here. Watch out for the one
     lying on the floor in the little part in the wall which
     normally leads to the Tiger Statue.
    
     // Section 2:
    
     Probably not the best thing in the world, but you can
     use the Shotgun on the Dogs. It can be very easily done
     with 1 shot kills if you have good timing.
    
     // Section 3:
    
     Fire off one shotgun shell (make sure you aim it at the
     crows to take a couple out with it to make things easier).
     This will get the rest down. Use the knife to kill them
     as they try to attack you. The easiest method here.
    
     // Section 4: BOSS 1 - YAWN
    
     Play it like the game, but use your starting point as an
     advantage. Grab your Bazooka w/Acid Rounds on use it on
     the snake. If you run out (which may happen if the shots
     don't connect) then use the Colt. If your good enough,
     you should be able to stand at the doorway and aim to
     the lower right and keep him away from biting you
     until it's dead.
    
    
     // Save Room 2:
    
       ::Take::
    
      / WEAPONS:
        - Colt Python
        - Bazooka
    
      / AMMO:
        - Magnum Rounds
        - Explosive Rounds
        - Flame Rounds
    
     /  HEALTH:
        - Fill the rest of the slots with First Aid Sprays
    
     // Section 1:
    
     Straightforward here, just use the Colt on the Spiders.
     This should be easy.
    
     // Section 2: BOSS 2 - PLANT 42
    
     Use the Bazooka on the Plant 42. Again, just like the
     game - watch out for its branches, and the ceiling. Use
     the flame rounds, then the explosive rounds if needed.
    
     // Section 3:
    
     Use the Colt on the Hunters. Make sure you keep them a
     good distance from them, otherwise you maybe cornered by
     them. Easy to handle with the right ideas.
    
     // Section 4: BOSS 3 - BLACK TIGER SPIDER
    
     Use the Colt on the Large Spider. Watch out for the
     poison spit. Shoot it from the side or back if you can,
     makes the job easier.
    
    
     // Save Room 3:
    
       ::Take::
    
      / WEAPONS:
        - All Remaining Weapons (Including Beretta)
    
      / AMMO
        - All Remaining Ammo (Including Clips)
    
      / HEALTH:
        - Fill what slots are left with First Aid Spray
    
     // Section 1:
    
     Kill all zombies with Colt for a quick clean out.
     Not very hard, however just remember the Wesker
     Zombie takes 3-4 Shots and should probably be left
     for last if possible.
    
     // Section 2:
    
     Kill Lab Monsters with Colt or Shotgun. Let them
     come close above you, back off facing them, and shoot
     upwards. Make your you try to keep them infront at
     all times. Letting them get behind you may lead to
     your death.
    
     // Section 3:
    
     Again, kill Lab Monsters with Colt or Shotgun. As
     before let them come close above you, back off
     facing them, and shoot upwards. Keep them in front.
    
     // Section 4:
    
     Now is the time to kill Super Gold Tyrant with
     whatever is left (Colt, Shotgun, Beretta). Just
     constantly circle the room shooting when there is
     distance, and moving as the Tyrant gets close.
     It may take a while to drop him, but he'll go
     eventually.
    
     ==============================================================
    
     ------------------------------------
     5.0 - Full Items List/Location Guide
     ------------------------------------
    
     Here is the entire item list, with locations in both the
     original and advanced modes. Everything is listed here except
     for weapons (which had their own section before the main
     walkthrough), ink ribbons, and ammo (as they're all common
     items).
    
     / Armor Key
    
       Description: "A carving of armor."
    
       Information: During your various trips all around the
                    mansions rooms, you will require the Armor
                    Mansion Key to get into some new areas you've
                    yet to explore.
    
       Location   : Resident Evil - Found in the Greenhouse of the
                    mansion (1F that is) for both Jill and Chris
                    you'll need to get past a plant to use it.
                    Once gained you will have access to a large
                    number of doorways. All doorways accessed will
                    have the Armor etched below the keyhole
                    according to your character.
    
                    REDC - The key has been moved to an
                    interesting place, outside with the dead Forest
                    Speyer. Watch out though as when you go to pick
                    it up, Forest will get up and attack. Once he
                    is dead, you can finally go and pick it up.
    
    
     / Battery
    
       Description: "Now I can move the elevator."
    
       Information: It's kinda freaky to think that all your
                    adventures till using this item were for doing
                    so. It's true. Everything you do is to get you
                    to where the Battery is held, so this is a very
                    important item in Resident Evil.
    
                    Here below is all the details that you will
                    need on finding the two batteries in the game
                    (the second one isn't so much of a problem
                     in the original), and which elevators they
                    need to be used with.
    
       Location   : Resident Evil - The first Battery is found in a
                    closet in on the 2nd Floor, near the library
                    along with some ammo. This used in the middle
                    of the courtyard to power the lift. The second
                    is rather easy to locate, as it is sitting on
                    the floor near where it is used, the escape
                    lift to the Heliport.
    
                    REDC - In the Directors Cut the first Battery
                    is located near the same location, but has been
                    moved to the hidden room off the Library. Be
                    careful though as getting too close to the
                    window will bring out some crows. The second
                    Battery has been placed elsewhere also, this
                    time in the Lab's Power Room on the B3 level.
    
    
     / Blue Jewel
    
       Description: "It's shining beautifully."
    
       Information: The tigers eye. If that doesn't give you a big
                    clue as to where it is used, nothing else will.
                    Unlike the Red Jewel, you'll need this to
                    progress into the game. Here below is all the
                    details that you will need on finding the Blue
                    Jewel in the game, where exactly the Jewel is
                    used, and what you get from using it.
    
       Location   : Resident Evil - The blue jewel isn't too hard
                    to find. On the second floor of the dining room
                    you'll find a statue holding the jewel. Push it
                    over the balcony to the 1st floor and it will
                    break, dropping the jewel on the floor. Once
                    downstairs pick up the jewel and take it to the
                    tiger statue room to get another item.
    
                    REDC - This time you'll need to do a little
                    more work to get the jewel. Once you've gained
                    the golden crest put it in it's spot in the
                    dining room. The clock will move aside
                    revealing the space in the wall where you'll
                    find the jewel. It needs to be used in the same
                    place however.
    
    
     / Broken Shotgun
    
       Description: "It's too dangerous to fire! Dose it have
                     another use?"
    
       Information: Yes, the typo above is correct. The description
                    is that way. As mentioned in the weapons
                    section, the Broken Shotgun does have another
                    use and that is to stop the trap you can
                    trigger by taking the normal shotgun off the
                    bracket. Below is where you will find the
                    Broken Shotgun so you won't have to worry about
                    setting the trap off.
    
       Location   : Resident Evil - Found on a shelf in a small
                    room of the mansions 1st floor (west wing) the
                    broken shotgun will allow you to get the normal
                    shotgun without triggering a trap. This is
                    needed for Chris as it's the only way he can
                    get the shotgun. Jill can do it with or without
                    it.
    
                    REDC - This time getting the broken shotgun is
                    a little easier. It's found on the floor in the
                    eastern save room under the stairs to the 2nd
                    floor. You only need to backtrack a few rooms
                    to use it and get the shotgun.
    
    
     / Chemical
    
       Description: "A chemical to kill the weeds."
    
       Information: As the description says, this
                    chemical/herbicide (clearly labeled "EARTH") is
                    used to kill weeds. As for where those weeds
                    are, well you'll figure that one out right
                    away.
    
       Location   : Resident Evil - The chemical mixture is found on
                    the floor in the eastern save room under the
                    stairs to the 2nd floor. From here you'll have
                    to walk over to the greenhouse to use it.
    
                    REDC - This time getting finding the chemical
                    just requires to move outside to the boiler
                    behind the bathroom. The chemical is found
                    sitting on the ground.
    
    
    
     / Control Room Key
    
       Description: "A key to enter the control room."
    
       Information: When you get to the Guardhouse of the Mansion
                    grounds you'll find and also need this key to
                    access areas inside. It's located in a kinda of
                    odd place if you look at the details below.
    
       Location   : Resident Evil - Draining the bathtub in the
                    bathroom of Dorm 001 of the guardhouse will
                    gain you the control room key. Take this with
                    you to the basement of the guardhouse and you
                    can use it to access the control room.
    
                    REDC - A bit of a change this time. You'll need
                    to beat the Plant 42 and then check the
                    fireplace for the Control Room Key.
    
    
     / Doom Book 1
    
       Description: "There was a medal in the book."
    
       Information: The info says it all. The main reason why you
                    need the Doom Book 1 is to get the Medal out of
                    it. Just where you will find the Doom Book
                    though? Look below for that info.
    
       Location   : Resident Evil - When you return to the mansion
                    from the guardhouse, the first door you'll open
                    will lead to the study (top of the eastern
                    wing, near where you enter/exit the mansion).
                    Near the bookshelf you will find the doom book
                    1, however you'll need to turn on the light
                    switch from the desk first before you can
                    actually pick it up. To use it, check it in
                    your inventory, move it's pages into the main
                    view as if you were going to open it to read,
                    and click the action button. It should open up
                    and display the medal for you.
    
                    REDC - This time the doom book 1 is found in
                    the hidden area at the rear library room on the
                    western wing of the mansions 2nd floor. You
                    need to solve a small puzzle to find it, but
                    getting the medal out of it is the same as
                    above.
    
    
     / Doom Book 2
    
       Description: "There was a medal in the book."
    
       Information: The info says it all. The main reason why you
                    need the Doom Book 2 is to get the Medal out of
                    it. Just where you will find the Doom Book
                    though? Look below for that info.
    
       Location   : Resident Evil - After searching the
                    underground, you'll come across a room with a
                    small little pressure plate puzzle to open a
                    wall panel. Inside the wall panel is the Doom
                    Book 2. Once you have it, to use it, check it
                    in your inventory, move it's pages into the
                    main view as if you were going to open it to
                    read, and click the action button. It should
                    open up and display the medal for you.
    
                    REDC - Not too much of a change. Outside the
                    room mentioned for the original game and behind
                    where the boulder is/was is a small space in
                    the wall where the book will be sitting.
    
    
     / Dorm Key 002
    
       Description: "The number 002 is engraved."
    
       Information: To access the Dorm rooms in the mansions
                    Guardhouse you'll need this key. The key only
                    gains you access to the room with the 002
                    nametag above the door.
    
       Location   : Resident Evil/REDC - Found in the same location
                    in both games, in the large room with the hive
                    near a small table the key will be found. Be
                    quick though as wasps will start to come out
                    after a while. The key is then used to open the
                    002 dorm back out in the hallway.
    
    
     / Dorm Key 003
    
       Description: "The number 003 is engraved."
    
       Information: To access the Dorm rooms in the mansions
                    Guardhouse you'll need this key. The key only
                    gains you access to the room with the 003
                    nametag above the door.
    
       Location   : Resident Evil - Once you've accessed the
                    guardhouse armory through the control room next
                    door you'll find ammo along with the 003 dorm
                    key on a shelf on the rear right of the room.
                    Go back upstairs and unlock the 003 dorm room
                    with the key.
    
                    REDC - Go into the bathroom of the 002 dorm
                    room and kill any enemies. Check the sink to
                    find the 003 dorm room key.
    
    
     / Emblem
    
       Description: "There's a scratch. Someone may have used it."
    
       Information: This should be the first item in the game you
                    actually see (unless your playing the DC
                    Advanced game), though you won't need it until
                    a little later on.
    
       Location   : Resident Evil - On the back wall of the first
                    floor of the mansions dining room you'll find
                    the emblem. By picking it up you need to use it
                    to replace another emblem which in turn will
                    replace this one.
    
                    REDC - Same idea except the original location
                    of the first emblem has changed. It's now in
                    the armor gallery on the mansions 2nd floor.
                    You'll need to solve a gas puzzle to drop the
                    gate to grab it.
    
    
     / Flare
    
       Description: "I can signal Brad with this."
    
       Information: Finding and using this signal flare shouldn't
                    be too hard to do for most people. Just in case
                    though.... :)
    
       Location   : Resident Evil/REDC - The last item of the game
                    is easy to find and easy to use. Sitting in a
                    crate by the lift, grab it, and use it. That's
                    all you need to do.
    
    
     / Gold Emblem
    
       Description: "There's a scratch. Someone may have used it."
    
       Information: Switch forth, switch back. The emblems puzzles
                    are standard Capcom stuff. You might want to
                    know more on where the Gold Emblem fits into
                    things by reading below.
    
       Location   : Resident Evil/REDC - After opening the secret
                    room in the bar you'll find the gold emblem
                    sitting in a statue. By picking it up you'll be
                    stuck inside, and you'll need to replace it
                    another emblem. Once that is done take the gold
                    emblem and use it in the dining room.
    
    
     / Helmet Key
    
       Description: "A carving of a helmet."
    
       Information: During your various trips all around the
                    mansions rooms, you will require the Helmet
                    Mansion Key to get into some new areas you've
                    yet to explore.
    
       Location   : Resident Evil - You'll need to beat the Plant
                    42 in the guardhouse and then check the
                    fireplace for the helmet key. This key unlocks
                    the remaining doors in the mansion.
    
                    REDC - Once you've accessed the guardhouse
                    armory through the control room next door
                    you'll find ammo along with the helmet key on a
                    shelf on the rear right of the room.
    
    
     / Hex. Crank
    
       Description: "It's end is hex.-shaped."
    
       Information: Needed to explore areas of the Underground, the
                    crank opens paths and secret areas by using it
                    on panels in the walls of the areas
                    underground.
    
       Location   : Resident Evil - After the death of Enrico, run
                    along the corridors until the low angle screen
                    shows you the crank sitting on the ground. It's
                    not hard to miss as long as you're taking
                    notice of the screen. This will now allow you
                    to continue through the underground areas.
    
                    REDC - Probably changed because a lot of people
                    missed it, Enrico now holds the hex. crank.
                    Check him and you'll be told he is holding
                    something.
    
    
     / Lighter
    
       Description: "Some fluid is left."
    
       Information: Using the lighter which you can find can access
                    you an extra area along with getting you a
                    mansion map.
    
       Location   : Resident Evil/RE - Same place in both games. In
                    one of the researchers bedrooms on the 2nd
                    floor, the top of a shelf holds the lighter.
                    The main point of having the lighter is to get
                    extra ammo, a key, or the 2nd floor map.
    
    
     / Master Key
    
       Description: "It's specially coated and looks important..."
    
       Information: Dependent on your actions, you may or may not
                    get this key. When you do get this key it has a
                    range of real uses in the door opening
                    selection, allowing you to access high security
                    doors and exits.
    
       Location   : Resident Evil/REDC - Depending on your choices
                    you might get this key off Wesker. This will
                    allow you to open the cell door (not the
                    passcode one but the door into the actual cell)
                    and the emergency escape door which leads to
                    the heliport.
    
    
     / MO Disk
    
       Description: "It seems to be a start-up disk."
    
       Information: The three MO Disk's you can find in Resident
                    Evil have an important part to your ending.
                    These disks allow you to get passwords to open
                    a locked door to rescue your opposite character
                    (for Jill you rescue Chris and for Chris you
                     rescue Jill). This section is long as for each
                    of the 3 disks is 3 password devices, along
                    with this, the location of the disks has
                    changed for the REDC edition. Stick with me on
                    this as I try to show you where to go.
    
       Location   : Resident Evil - The three locations of the MO
                    disks in Resident Evil is as follows:
    
                    - The hidden area in the rear library on the
                      2nd floor of the mansion.
                    - The small storage area behind the 2nd bolder
                      in the underground.
                    - The desk outside the Visual Data Room, Lab
                      B2.
    
                    And the three passcode output machines are
                    found at:
    
                    - Small Library, Lab B3.
                    - Morgue, Lab B3.
                    - Mid Power Room, Lab B3.
    
                    REDC - While the passcode machines haven't
                    moved the MO disks have. Here are the three new
                    locations:
    
                    - Book shelf in the Study of the 1st floor of
                      the mansion.
                    - Hidden shelf in the Visual Data Room, Lab B2.
                    - Low shelf in the small lab area, Lab B3.
    
    
     / Moon Crest
    
       Description: "A carving of the moon."
    
       Information: One of the back door crests that give you
                    access to other areas outside the mansion, the
                    Moon Crest (along with the other 3 crests) is
                    an important item to the start of the game.
    
                    To make things worse in the REDC edition, the
                    Moon Crest is found in two halves, which you
                    will need to collect and put together before
                    using.
    
       Location   : Resident Evil - When faced with the large snake
                    you need to run to the hole in which it used to
                    enter the attic. On the ground you will find
                    the whole moon crest. This needs to be used to
                    unlock the rear door out to the courtyard.
    
                    REDC - There is two pieces of the moon crest to
                    find now. One in the original place, another in
                    a hidden spot in one of the researchers
                    bedrooms on the mansions 2nd floor. You'll need
                    to find a way of accessing the hidden area
                    shown the bottom picture on the right. Once you
                    have both use the combine command to put it
                    together to use.
    
    
     / Music Notes
    
       Description: "The title is "Moonlight Sonata."
    
       Information: What would we need with Music Notes in Resident
                    Evil you might ask if you've never played
                    before. Well in the game they are part of a
                    puzzle which you need to solve.
    
       Location   : Resident Evil/REDC - Not too hard to find. The
                    music notes are hidden behind a pushable shelf
                    in the bar/lounge room where they need to be
                    used on the piano. They gain access to a hidden
                    area however Chris will require some help from
                    Rebecca before he can get inside.
    
    
     / Power Room Key
    
       Description: "A strange mark is carved here."
    
       Information: The Power Room Key (or Lab Key as you will
                    originally know it as) give you access to new
                    areas in the lab along with of course the Power
                    Room.
    
       Location   : Resident Evil - The power room key is found in
                    the hidden shelf in the Visual Data Room.
                    You'll need to lower a panel and flick a switch
                    to open the area. The key is used on the B3
                    level to access the other half of the lab.
    
                    REDC - Oddly placed, the key is found in the
                    underground's pressure plate puzzle room.
                    You'll need to solve the puzzle before you can
                    pick up the key.
    
    
     / Red Book
    
       Description: "All pages are blank. What's it for...?"
    
       Information: Found in the Guardhouse this red covered blank
                    page book has an odd use of unlocking a door.
                    Can you figure out how?
    
       Location   : Resident Evil - The red book is found sitting
                    on the bed in the 001 dorm room of the mansions
                    guardhouse. It needs to be placed in a bookcase
                    in the 003 dorm room.
    
                    REDC - A small change in location puts the book
                    on one of the tables in the guardhouses
                    bar/rec. room. Watch out for the spiders
                    though.
    
    
     / Red Jewel
    
       Description: "It's shining beautifully."
    
       Information: The tigers eye. If that doesn't give you a big
                    clue as to where it is used, nothing else will.
                    Unlike the Blue Jewel, you'll don't need this
                    to progress into the game, though it's reward
                    for doing so is great.
    
       Location   : Resident Evil/REDC - Found in a small sitting
                    room on the west side of the mansions 2nd
                    floor, you'll need to pull it out of one of the
                    stuffed animals after you've turned out the
                    lights. Take it to the tiger statue for a
                    reward. :)
    
    
     / Serum
    
       Description: "Only one dose is left."
    
       Information: The serum is used for the snake wounds
                    inflicted upon a character from the large Yawn
                    snake. The question is who will be using it?
                    Your character or someone else? Or will you
                    have to get more?
    
       Location   : Resident Evil/REDC - When needed you'll be able
                    to pick up the serum off the shelf in the
                    western save room on the mansions 1st floor.
                    You can either use it for yourself or one of
                    your team mates depending on your actions.
    
    
     / Shield Key
    
       Description: "A carving of a shield."
    
       Information: During your various trips all around the
                    mansions rooms, you will require the Shield
                    Mansion Key to get into some new areas you've
                    yet to explore.
    
       Location   : Resident Evil - Originally this key is found
                    behind the dining room clock after you use the
                    gold emblem. The shield key allows you to
                    access the attic.
    
                    REDC - For the re-release the key has been
                    moved behind the tiger statue. You'll need the
                    blue jewel to access it.
    
    
     / Slides
    
       Description: "It seems to be some kind of research report."
    
       Information: Down in the lab you will find this slide cart.
                    What is on it you ask? Well look below to where
                    you will find it and what is on it.
    
       Location   : Resident Evil - The slides are found on the
                    floor of the small lab on the B3 level of the
                    lab. To view the slide cartridge take it to the
                    Visual Data Room on the B2 level and use it on
                    the slide machine.
    
                    REDC - This time taking the slides to the room
                    isn't such a big task as they are sitting on
                    the desk outside the Visual Data Room.
    
    
     / Small Key
    
       Description: "A desk key."
    
       Information: While Jill is lucky to have the ability to pick
                    locks with a lockpick she carries which takes
                    up no space at all, Chris has to pick up and
                    carry keys to unlock desks for ammo. Below you
                    will find out where each of these keys is
                    located and where they are used.
    
       Location   : Resident Evil/REDC - I didn't double check
                    this, but as far as I recall the small keys
                    found in the original are in the same places as
                    in the Directors Cut editions (correct me by
                    e-mail if I am wrong about that). Those places
                    are:
    
                    - Shelf in passage to outside on the mansion's
                      2nd floor.
                    - Bathroom bathtub, mansion 1st floor.
                    - Barrels in the shed, mansion 1st floor.
                    - Paper cup in Dorm Room 001, Guardhouse 1st
                      floor.
                    - Crate in meeting room, guardhouse B1.
                    - Basement kitchen, Mansion B1.
    
                    These keys will access various desks that Jill
                    uses lockpicks for. Most contain shotgun and
                    magnum ammo.
    
    
     / Special Key
    
       Description: "There must be a closet somewhere."
    
       Information: When you finish a characters game with the best
                    ending possible you will be rewarded with the
                    Special Closet Key. Just where is this room?
                    It's the only room you couldn't access in the
                    original time through the game.
    
       Location   : Resident Evil - By beating the game with the
                    best ending you'll gain this key. The key will
                    access the one area in the mansion you couldn't
                    get into which has changes of clothing for your
                    character. In the advanced game for Resident
                    Evil Directors Cut you don't need this key as
                    the door is already unlocked.
    
    
     / Square Crank
    
       Description: "It's end is square-shaped."
    
       Information: Found just before the garden section of the
                    Mansion grounds, the Square Crank allows you to
                    continue your progress of moving through the
                    mansion grounds.
    
       Location   : Resident Evil/REDC - Found in the small garden
                    shed before the courtyard you'll need to push
                    the steps up to the high shelf to grab it. You
                    will use it in the courtyard to drain the water
                    out of the path you need to cross.
    
    
     / Star Crest
    
       Description: "A carving of the star."
    
       Information: One of the back door crests that give you
                    access to other areas outside the mansion, the
                    Star Crest (along with the other 3 crests) is
                    an important item to the start of the game.
    
       Location   : Resident Evil - To get the star crest you'll
                    need to go to the art gallery in the mansions
                    first floor. You'll need to solve a puzzle
                    which will drop the last painting to reveal the
                    crest which can be used on the lock at the back
                    of the mansion.
    
                    REDC - The star crest has been moved to the
                    breakable statue on the dining room on the 2nd
                    floor. Push it over the side and collect the
                    crest from off the floor.
    
    
     / Sun Crest
    
       Description: "A carving of the sun."
    
       Information: One of the back door crests that give you
                    access to other areas outside the mansion, the
                    Sun Crest (along with the other 3 crests) is an
                    important item to the start of the game.
    
       Location   : Resident Evil - The sun crest is found in the
                    armor gallery on the mansions 2nd floor. You'll
                    need to solve a gas puzzle to drop the gate to
                    grab it from his holding place.
    
                    REDC - The sun crest is found behind the plant
                    and fountain on the wall mounting. You'll need
                    to get past the plant first to get it however.
    
    
     / Sword Key
    
       Description: "A carving of a sword."
    
       Information: During your various trips all around the
                    mansions rooms, you will require the Sword
                    Mansion Key to get into some new areas you've
                    yet to explore. Chris is the only person to
                    receive the key as Jill has the lockpick.
    
       Location   : Resident Evil - As mentioned, the only mansion
                    key Chris gets that Jill doesn't (Jill uses her
                    lockpick for Sword Key doors). Found on the bed
                    in the western save room the key unlocks some
                    general doorways.
    
                    REDC - In the re-release you'll find the Sword
                    Key upstairs in the small dining room near the
                    attic. You'll need the lighter first though
                    because the room needs to be lit up by the
                    candles and the shelf moved to access the small
                    back room before you can get it.
    
    
     / V-Jolt
    
       Description: "Now I can destroy that ivy monster"
    
       Information: This (after all the mixing which is outlined
                    below) is what you need from the various other
                    chemicals found in the store house. From using
                    the Empty Bottles (look at the page for it if
                    you need to know more about how to start making
                    the V-Jolt) you can mix the various chemicals
                    outlined to make this. When your finished take
                    it to the basement and use it on the roots.
    
       Location   : You'll find the chemicals and bottles to make
                    the V-Jolt in the chemical room in the
                    Guardhouse. The combination for the lock is 215
                    for Chris/Rebecca and 345 for Jill.
    
    
     / Wind Crest
    
       Description: "It represents wind."
    
       Information: One of the back door crests that give you
                    access to other areas outside the mansion, the
                    Wind Crest (along with the other 3 crests) is
                    an important item to the start of the game.
    
       Location   : Resident Evil - The wind crest is found behind
                    the tiger statue. To gain it you will need the
                    blue jewel. Once you do you can use it to
                    unlock the back door and get out to the
                    courtyard.
    
                    REDC - The wind crest now takes the place of
                    the star crest, it is located behind to the
                    last painting in the art gallery. You'll need
                    to solve a small puzzle to gain it.
    
    
     ==============================================================
    
     -----------
     6.0 - Files
     -----------
    
     ------------------
     6.1. - Botany Book
     ------------------
    
     ~ About Medicinal Herbs ~
    
     As you may know there are many plants that have medical
     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 examples of those plants
     with medical properties.
    
     Each herb has a different colour 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 effect by itself. The red herb is only effective
     when it is mixed with the other herbs.
    
     For example, if you mix the red with the green, you will get
     recovery tripled. By adjusting the amount and experimenting
     with these three herbs, you can create various kinds of
     medicines but I'll leave the details to you because that's the
     best way to acquire knowledge
    
    
     ---------------------
     6.2. - Keeper's Diary
     ---------------------
    
     May 9, 1998
    
     At night, I 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... pulling off its legs and pulling out
     its 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 a space
     suit.
    
     He told me to put one on as well. I heard that 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 damn spacesuit 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
     itchy. They put a big bandage on my back and told me that I
     don't have to wear the spacesuit anymore. I guess I can sleep
     well tonight.
    
    
     May 14, 1998
    
     When I woke up this morning, I found another blister on my
     foot. I went to the dog's pen and ended up dragging my foot.
     They have been quiet since morning, which is unusual. I found
     that some of them had escaped. I'll be in real trouble if 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 that tried to escape 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.
    
    
     -----------------------
     6.3. - Researchers Will
     -----------------------
    
     My dear Alma,
    
     The fact that you have received this letter is both a joy and
     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 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 wonder
     around. Some of them are knocking at my door desperately right
     now, but there is no sign of intelligence behind those eyes.
    
     That cursed virus takes away all humanity from the human
     brain. Love, joy, sorrow, fear, and humor... eternally.
    
     And Alma, even the memories of the days I spent with you...
     yes, I'm infected. I did everything to delay it, but I could
     only for a few days. The most frightening thing is I forget
     more about you by the day.
    
     So I chose a peaceful death, rather than becoming one of the
     living dead. Within an hour, I will have entered my eternal
     sleep. I hope you will understand my decision...
    
     Goodbye and forever yours,
    
                          Martin Crackhorn
    
    
     -------------
     6.4. - Orders
     -------------
    
     Top Secret July 22, 1998 2:13
    
     To the head of the Security Dept:
    
     "X-Day" is approaching. Complete the following orders within
     the week.
    
     1. Lure the 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 battles.
    
     2. Collect two embryo's per B.O.W. type of all species except
        Tyrant.
    
     3. Destroy the Arkley Lab including all researchers and lab
        animals in a manner which will seem accidental.
    
                           White Umbrella
    
    
     ------------------
     6.5. - Pass Number
     ------------------
    
     Pass No. 8/083/0
    
    
     ----------------------
     6.6. - Plant 42 Report
     ----------------------
    
     Four days have passed since the accident and the plant at
     point 42 is growing amazingly fast.
    
     It has been affected by the T-Virus differently than other
     plants have been and shows unique shape in addition to size.
     Looking at the way it behaves it is difficult to determine
     what kind of plant it was originally.
    
     There are two ways in which plant 42 gathers nutrition. The
     first one 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 muddy 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 these bulbs and they are
     the second source of its nutrition.
    
     Once senceing movement, plant 42 shoots its vines around the
     prey and holds it. Then it starts sucking 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 victims to this.
    
          May 21, 1998
          Henry Sarton
    
    
     ----------
     6.7. - 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
     survey results estimates on the amount of damage caused by the
     accident are considerably greater than reported earlier.
    
     Second, our security system is still in operation. However,
     our special security guard squad has nearly been destroyed.
     Because of that research information considered by our company
     to be Top Secret has been made available to outsiders.
     Counter-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
     researchers were killed by these "Subjects" and their body's
     mutilated.
    
     By curious coincidence these events are proof of the success
     of our research. However there is also a very high risk that
     this news will 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 to quickly. We
     need to act on this situation as well.
    
    
     ----------------
     6.8. - Scrapbook
     ----------------
    
     RACCOON TIMES MAY 27 1998
     ANIMAL ATTACK? WOMAN MUTILATED
    
     May 20. Around 10pm a 20-year old woman's body was found by a
     passer-by on the left bank of the Marble River in the Cider
     district of Raccoon City.
    
     Raccoon Police assume it to be a grizzly or other animals
     doing as there are teeth marks along her mutilated arms and
     left foot that show considerable power. Since she was wearing
     a hiking boot on her other 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 to have seen monsters in the Arklay
     Mountains. The monsters are supposedly dog size and run in
     packs like wolves do. This may sound like a pack of ordinary
     wild dogs, but these are surpassingly fierce and hard to hurt.
    
     They say these dogs wont bother you unless you wake them while
     they are sleeping. 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?
    
    
     RACCOON TIMES JULY 9, 1998
     MYSTERY ON ARKLAY MOUNTAINS
    
      -Mountain Road Blocked-
    
     Due to the successive 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 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.
    
    
     ----------------------
     6.9. - Security System
     ----------------------
    
     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 Helicopter
    
     No one is allowed to enter unless a Research Consultant or
     Security Director attends them. All others will be shot on
     sight.
    
    
     Elevator
    
     The Elevator stops during emergencies.
    
    
     BASEMENT LEVEL 2
    
    
     Visual Data Room
    
     The 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, and 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. The Chief Researcher of each block must create
     pass-code documents on the specialized output machines.
    
    
     Power Room
    
     Only headquarter supervisors may enter. This restriction may
     not apply if the Consultant Researcher has received special
     instructions.
    
    
     Pass-code Output Machines
    
     No one is allowed to use the machines but the Chief
     Researchers.
    
    
     BASEMENT LEVEL 4
     TOP SECRET
    
     Regarding the progress of "Tyrant" after use of the
     "T-Virus"...
    
     (The remaining document is unreadable)
    
    
     --------------------------
     6.10. - 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 had
     expected. I feel crazy when I think about becoming one of
     them. Ada, your not infected and I hope you never will be. In
     case you're the only one left, take the material to the Visual
     Data Room and go to the Power room to operate the Triggering
     System before you escape.
    
     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 132 where the Visual Data Room is
     located, you'll need to access with our names first 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.
    
     =     =    = =    =    =     =
     ==   ==   =   =   ==   ==   ==
     = = = =    = =    = =  = = = =
     =  =  =     =     =    =  =  =
     ==   ==    = =    =    =     =
     =     =   =   =   =    =     =
    
                              Yours, John.
    
    
     -----------------------
     6.11. - "V-Jolt" Report
     -----------------------
    
     As I stated in the last report there are some common features
     found in the cells of the plant infected with the Tyrant
     Virus. We have also 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 Umbrella Chemicals that we
     used for the experiment.
    
     We named this "UMB. No. 16" as "V-Jolt." In our calculations,
     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 an order
     to make the "V-Jolt." But the UMB. Series of 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. Chemicals and their brief
     characteristics:
    
     UMB. No. 2 Red
     NP-OO3 Purple
     UMB. No. 4 Green
     Yellow-6 Yellow
     UMB. No. 7 White
     UMB. No. 13 Blue (Stimulating Smell)
     UMB. No. 16 Brown "V-Jolt"
    
    
     --------------------
     6.12. - Pass-Code 01
     --------------------
    
     "I swear by myself," declares the lord, "that because you have
     done this and not withheld your son, your only son...
    
                                              (Genesis 22:16)
    
    
     --------------------
     6.13. - Pass-Code 02
     --------------------
    
     ...I will surely bless you and make your descendants as
     numerous as the stars in the sky, and the sand on the
     seashore. Your descendants will take possession of the cities
     of their enemies...
    
                                              (Genesis 22:17)
    
    
     --------------------
     6.14. - Pass-Code 03
     --------------------
    
     ...and through your offspring all nations on earth will be
     blessed, because you obeyed me."
    
                                              (Genesis 22:18)
    
    
     -----------------------
     6.15. - Barry's Picture
     -----------------------
    
     (A picture of Barry, his wife and two daughters, very old
      looking and in black and white)
    
     Barry's Picture
    
     Something is written on the back of the picture.
    
        "My Dearest Moira and Polly,
    
         I hope you will grow up to be strong and beautiful women
         and help to cheer up mother.
    
         Your father will be watching you all from heaven.
    
                                                              Dad."
    
    
     ==============================================================
    
     -------------
     7.0 - Secrets
     -------------
    
     // PlayStation & Saturn Editions
    
     Rocket Launcher
    
     For unlimited use of the Rocket Launcher finish the game
     within three hours. After the   credits roll you'll see a
     rocket fly by. Wait for the game to restart, then choose to
     play on. You'll start the new game with a rocket launcher!
    
    
     Special Key
    
     Complete the game with the best ending for either character
     and you'll be rewarded with this key. This allows you to get
     access to the dressing room where there are changes in costume
     for your character. Not required for the advanced mode of REDC
     as the room is already unlocked.
    
    
     // Directors Cut Only
    
     Colt Python With Unlimited Ammo
    
     Beat the game in the ADVANCED mode with Chris or Jill and
     rescue everyone so at the end it says "What a tough guy! You
     have completely closed the case!" Then it will ask you to save
     the game. Do it. Then go to load game at the title screen and
     load the game. Then you will have the Colt Python with
     unlimited ammo.
    
    
     Double Ammo
    
     At the title screen choose NEW GAME then go down to ADVANCED
     but don't choose it. While ADVANCED is highlighted, hold RIGHT
     on the D-Pad. After about 10 seconds the color of ADVANCED
     will change. You may now start a game with either character.
     From now on, whenever you pick up a clip it will have 30
     rounds instead of 15 and the ink ribbons will have six saves
     instead of two.
    
    
     Alternated Raking Screens
    
     Finish the game in under one and a half hours and the ranking
     screens for Jill and Chris will be different.
    
    
     // Sega Saturn Only
    
     Alternate Costumes
    
     To get alternate costumes for both Chris and Jill, hold the L
     and R triggers on controller 2 at the "July 1998" screen.
     While holding them down, press START on controller 1.
    
    
     Battle Game
    
     You need a save file for the game so make one for either
     character then reset the game. At the title screen
     simultaneously press and hold X, Y, and Z and press start on
     controller 2. The screen should flash. Press start on
     controller 1 and go to options. There should be an option
     called Battle Game. Pick it and load the data from your saved
     game. Once you have the game you can play though, but each
     time you go back to the title screen you will have to enter in
     the code again.
    
    
     // PC Only
    
     Ingram MAC-10 and Minimi
    
     Finish the game in under 3 hours and you'll be rewarded with
     these bonus machine guns/auto rifles. Jill will received the
     MAC-10 while Chris will get the Minimi.
    
    
     // Gameshark/AR/Xplorer Codes
    
     I was going to go add all the Gameshark codes in here but that
     it just a waste of space. Instead here are some links for
     code sites.
    
     Gameshark       - http://www.gameshark.com
                     - http://www.cmgsccc.com
     Action Replay   - http://www.codejunkies.com
     Xplorer/Xploder - http://www.x-plorer.co.uk
                     - http://www.gbparadise.de
    
    
     ==============================================================
    
     ---------
     8.0 - FAQ
     ---------
    
     Umm.... well if there is questions. This is where they will
     appear. Probably won't happen though. I hope.
    
     ==============================================================
    
     -------------
     9.0 - Review
     -------------
    
     I'm chucking this review in at the end. I don't know why. Just
     did.
    
     I assume if your an RE fan reading this guide wont be
     interested in a review on the game that started it all,
     probably because you've already played it. Well, perhaps not.
     Although it's common for a lot of newbies to the RE world to
     have played later games before the original and usually it
     means they say that RE #X was the best one and that RE1 really
     sucks. For me the first is the best I still can't get past how
     much the original impressed me the first time I played it, and
     the numerous times I played it afterwards also.
    
     Capcom at the time really out did themselves with what they
     coined as Survival Horror. Although the voice acting wasn't
     the best it gave the atmosphere that you were playing a
     shocking B grade horror, which of course makes those sort of
     things more entertaining.
    
     The general shock value is majorly apparent even to these
     days, many people explaining the scene with the dogs jumping
     through the window causing them to have various reactions from
     jumping out of their seat to shitting themselves with fear
     (excuse the expletive, but it's probably true). A shock value
     which many people like indeed.
    
     The thing that got people hooked, and like many games, was the
     story behind the game. I know it was something which got me
     interested in completing the game. You weren't just there to
     shoot the crap out of stuff, while that was fun in itself, the
     story was always there to back it up. What was causing the
     various killings at first and then what was causing the
     various monsters, and as you worked through the game you'd
     discover the facts behind the evil within the mansion.
    
     Graphically the game was nice. Compared these days to both
     later sequels and other games you may cringe to see some
     parts, but the pre-rendered backgrounds gave high detail while
     the polygon models gave a high depth. The sound effects and
     music were a complete difference when compared to the voice
     acting. High suited scores and independent sound effects made
     playing the game a treat in the sound department.
    
     Although if there is one thing complained about more often
     than not its the controls. I've never had any problems with
     the use of the controls, and after a few minutes practice they
     became as common to me as any other game. At first it felt
     weird to be holding one button to lift the gun and one to
     shoot with, and the controls ended up with me walking or
     running into or along walls. To this day I can say sometimes I
     do get caught up on things when running, but all and all no
     one should have no trouble with it after some practice.
    
     If there is one other thing that I could say about RE's bad
     side that would be the puzzles. You can get through the game
     with no trouble in this department at all. Most of them
     involve you pushing things around which becomes very tedious,
     and only a couple require any brain work when it comes to
     creating the answer or having things pushed in the right
     locations so you can solve the puzzle. I remember having a pen
     and paper ready for the first time I played it, but they
     didn't get used.
    
     People tend to ask me if I think Resident Evil has replay
     value, and I can never give them an answer. I can't say it has
     anything of value to cause you to do so, but some people like
     myself, never seem to mind cranking it out again and giving it
     a shot. Perhaps because you can find some fun to play it
     again. Sometimes using the Rocket Launcher isn't enough
     though, and I tend to be reaching for my GameShark to spice
     things up. Of course should you want to see all 8 endings of
     the game you have a great excuse to play the game over and
     over again, and you'll find you may even come across new
     scenes should you do smoothing differently, and for this I
     guess you could say it has a small amount of replay value.
     Even in the hundredth reply sometime in mid 1997 I would come
     across a new scene I'd never seen before.
    
     When thinking about the game I can go to the fact that your
     not always going to be happy with some features, such as the
     easy puzzles and various other niggles. There are points which
     become beyond funny and make no sense when you get down to it,
     but I can't take away from the fact that the game is still a
     great purchase, and worthy of any games collection. It is my
     favorite of the series and nothing will probably change that,
     all I can say is if your a fan and yet to play it go out and
     get it now.
    
     ==============================================================
    
     ----------------------
     10.0 - Credits & Misc.
     ----------------------
    
     Ahh.... where to start. This guide wouldn't be possible
     without this web support crew.
    
     - Everyone who's supported my online RE projects
     - Rammy (Martin Ramsauer) for being such a cool online buddy
       and for all the effort he's helped in with Biohazard Cubed
     - MvdB for likewise. Here's hoping you get TRE online sometime
       this year. :p
     - Stix (Jason Buckley) for the years of support and the forum
       hosting. StixFX.com for all your forum hosting needs.
     - Roody (Michael Baroody) for giving me so much support with
       RESitez.com - I don't know if the site would still be around
       without you.
     - Wesker (Jerome) for the years of support also. You da man!
       Also all of the other Biohazard France team (Ada, Hunk,
       HCF) who are forever helpful.
     - Pure Evil - All of this happened because of you! Sorry for
       the years of crappy hosting though.
     - HellRaiser.... geez where would I be without your media?
       Probably not needing some sort of wrist support I bet.
       Man that sounded rather dirty. LOL
     - Ice - Years of support. I'm sick of you not being online,
       get Trillian or something. LOL
     - The Euro webmasters (Mantra, DaMaYr, Bricman, Chris, 4th
       Survivor, Danny, Ro, and anyone else I've forgotten)
     - Satine for the ever interesting chats - I hope that
       webmaster is no longer bugging you.
     - Solidus - Geez.... what to say. :p
     - Mort for the TM2PC challenge. TMAlliance.com RULES!
     - CrankShaft - Where the hell are you man!
     - TRENT - The mysterious poster. Hope to see you again soon
       my friend.
     - Punisher for my first crack at this guide.
     - LB & Jase for getting me into this game wayback in 1996.
       100% 'ld skool resevil.
     - CJayC for hosting my guides on GameFAQ's (as if I couldn't
       put this somewhere).
     - And finally, my forum members at New Blood who are an ever
       exisiting source of fun, information, and everything else.
       This guide is for you.
    
    
     Websites:
    
     Resident Evil: A New Blood
     www.new-blood.com / www.anewblood.com - one of them will work
    
     RESitez.com
     www.resitez.com
    
     Biohazard Cubed
     cubed.biohazardextreme.com
    
    
     Hope you've enjoyed the ride...
    
     2002 - RMc (mcgregorr@xtra.co.nz)
    
     ...the end...
    
    
     ==============================================================