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    FAQ/Walkthrough by peach freak

    Version: 3.30 | Updated: 01/13/15 | Printable Version | Search Guide | Bookmark Guide

    Resident Evil: Director's Cut FAQ/Walkthrough
    For the PlayStation System.
    Written by peach freak for peachfreak90@hotmail.com
    Copyright 2004-2015 Tim Brastow. All Rights Reserved. 
    Version 3.30
    
    Welcome! This is a Walkthrough for Resident Evil: Director's Cut (Advanced) for 
    both Jill and Chris on the Sony PlayStation system. If you have any questions, 
    comments, or if I make a mistake, email me at peachfreak90@hotmail.com. Once 
    questions are asked, I'll make an Asked Questions section.
    
    Also, this FAQ is protected by copyright. You cannot sell this, put this on 
    your site without my permission, or any other violation of copyright law. You 
    can, however, save this to your computer and print it out for LEGAL use.
    
    Table of Contents
    
    1. Version History
    2. Asked Questions
    3. Characters
    4. Controls
    5. Weapons
    6. Ammo
    7. Enemies
    8. Health
    9. Jill's Advanced Walkthrough
    10. Chris's Advanced Walkthrough
    11. Resident Evil: Director's Cut Changes
    12. Items
    13. Files
    14. Unlockables
    15. Endings
    16. Credits
    
    ====================
    1. Version History
    ====================
    
    Version 1.00, August 30, 2004: Submitted the first version of this FAQ, Jill 
    and Chris's Walkthroughs are both done. 
    
    Version 1.02, December 24, 2004: Fixed a lot of the spelling mistakes in this 
    FAQ. 
    
    Version 1.40, May 13, 2005: Since the first good question was asked to me, I 
    made an Asked Questions section for this guide. I also added my older brother 
    to the credits section. 
    
    Version 1.75, September 16, 2005: After finally feeling like to do it, I 
    finally added the Files section to this guide. It covers all of the files in 
    the game, their locations, and the exact information found in each files.
    
    Version 2.00, August 3, 2007: Well, after reviewing this guide the past few 
    days, I have started to re-write the guide. Right now, I have given Jill's 
    walkthrough a new format and have re-written the first part of the mansion for 
    Jill's guide. These should be much better and clear over my original guide for 
    this game.
    
    Version 2.05, August 7, 2007: Re-wrote the courtyard section for Jill's 
    walkthrough.
    
    Version 2.25, August 16, 2007: Re-wrote the guardhouse and the second courtyard 
    sections for Jill's walkthrough.
    
    Version 2.40, August 20, 2007: Re-wrote the Mansion: Part II and the next 
    Courtyard part for Jill's walkthrough and also added more detail to some of my 
    weapon/character/enemy sections.
    
    Version 2.50, August 22, 2007: Finished re-writing all of Jill's walkthrough, 
    and I think it's much better than my original walkthrough I had for her.
    
    Version 2.75, August 23, 2007: Re-wrote the first part of the mansion, the 
    courtyard, the guardhouse, and the second part of the mansion for Chris's 
    walkthrough.
    
    Version 3.00, August 24, 2007: Finished re-writing my whole walkthrough for 
    Chris.
    
    Version 3.10, March 2, 2009: Re-wrote my strategy for fighting the final Tyrant 
    and fixed some info about the torn Researcher's Will file.
    
    Version 3.25, March 21, 2014: I re-did my endings sections, providing much more 
    descriptive endings for both characters. I also re-did the sections on how you 
    can affect Barry and Rebecca's fates in this game. Finally, I made further 
    corrections on the Researcher's Will file, and how it can be torn up.
    
    Version 3.30, January 13, 2015: Provided information on how and when you can 
    get Richard's Radio under the Items section.
    
    ===================
    2. Asked Questions
    ===================
    
    Question: In Resident Evil: Director's Cut, I am having trouble getting the 
    Wind Crest. I hit all of the pictures but instead the picture doesn't drop and 
    all of the crows attack me. How do I get past this?
    
    Answer: Well, in the picture gallery room, you have to hit the pictures in a 
    certain order. You don't start with the first picture in the room and then 
    activate all other pictures from that one. First, read the descriptions and 
    once you know where all picture names are, hit the pictures in this order.
    
    
    Newborn Baby
    Infant
    Lively Boy
    Young Man
    Tired Middle Aged Man
    Old Man
    The End of Life
    
    After that, the picture should fall, revealing the Wind Crest if you're on 
    Advanced Mode, or it will be the Star Crest if you're playing on Standard Mode.
    
    -------------------------------------------------------------------------------
    
    ==============
    3. Characters
    ==============
    
    ALPHA TEAM:
    
    Jill Valentine: One of the two characters you can select in the game. Her 
    mission is way easier than Chris's mission, but she can take less damage than 
    Chris. Her partner is Barry Burton throughout the game, and Barry saves her in 
    dangerous situations. She can hold 8 items at once. If you are a beginner, 
    select Jill.
    
    Chris Redfield: The other character you can select. Select Chris is for people 
    who know their way around the game and for those who are skilled. Playing Chris 
    on standard mode is no fun by any means. He only gets 6 slots, starts the game 
    with a knife, gets no Bazooka or lockpick, but he can take more damage than 
    Jill. Rebecca Chambers helps him throughout the game.
    
    Barry Burton: The supporting character of Jill Valentine, the ALPHA TEAM weapon 
    specialist. Barry is plagued by horrendous voice attacking, and he will save 
    Jill all the time. It should also be noted Barry has the cheesiest voice acting 
    you'll ever hear in a video game. As the game goes on, his acts start to become 
    suspicious, and it'll be up to you and Jill if you can trust him or not, which, 
    ultimately, decides if he'll live or die when you beat the game.
    
    Joseph Frost: You won't know Joseph for very long. He gets mauled by dogs in 
    the game's introduction while scouting around.
    
    Brad Vickers: ALPHA TEAM pilot. He leaves Wesker, Jill, Chris and Barry after 
    Joseph dies in the beginning of the game. He has good computer skills but he 
    has no courage, and is nicknamed "chickenheart" for many different reasons, 
    which is the most likely reason why he ditched his ALPHA TEAM fellows at the 
    beginning of the game.
    
    Albert Wesker: Leader of the ALPHA TEAM. He has shades and a snappy haircut, 
    viewed by many as a "cool guy". He is troublesome, and appears 4 or 5 times in 
    the game. He works for Umbrella and is a traitor towards the S.T.A.R.S members.
    
    BRAVO TEAM:
    
    Rebecca Chambers: A rookie to the BRAVO TEAM and the youngest member of them 
    (she's 18). She's the medical specialist, and helps Chris with things he can't 
    do throughout the game. However, being a rookie, she must be protected well. 
    
    Kenneth Sullivan: A scout for the BRAVO TEAM. He's been eaten by a zombie and 
    you find him dead and headless at the beginning of the game.
    
    Forest Speyer: Found on a balcony in the mansion, pecked to death by crows. 
    Forest does leave a Bazooka behind for Jill, however. As for Chris, he leaves 
    behind only a Handgun Clip. -_- In Advanced Mode, Forest is a zombie and will 
    attack you when you try to get the Armor Key. In standard mode, Forest won't 
    attack you, instead, you'll need to deal with the Crows on the balcony.
    
    Richard Aiken: Communications specialist on the BRAVO TEAM. He has a huge wound 
    from being bitten from a huge snake, and will die whether you attempt to save 
    him or not.
    
    Enrico Marini: A great leader of the BRAVO TEAM. You find him alive in the 
    underground, and gets shot when he tries to reveal to you that there is a 
    traitor within S.T.A.R.S.
    
    Edward Dewey: Pilot for the BRAVO TEAM. Joseph finds his ripped-off arm in the 
    beginning. He's been killed by the dogs.
    
    ============
    4. Controls 
    ============
    
    D-Pad: Move around
    Circle: Nothing: 
    X: Open doors, activate switches, go up and down stairs, fire weapon (while RI 
    is held), go up or down elevators when standing on them
    Triangle: When paused, cancels current action
    Square: Run (you move around while square is held to run)
    R1: Aim Weapon, press X to fire
    R2: Nothing
    L1: While holding R1, press this to aim at another nearby enemy.
    L2: Nothing
    Start: Brings up inventory screen
    
    When the game is paused: Use X to select an item, and you will have 3 choices: 
    Use, Equip (weapons), Check, or Combine. Use it to use items to put them in 
    slots in the game, and check is to examine the item. When you check something 
    (let's say Mansion Key), you can use the d-pad to turn the item so you can see 
    different parts of it. If you turn a Mansion Key so you see the other side and 
    press X, it would describe the item (it would say "A carving of a shield") and 
    the name would change to "Shield Key". 
    
    To combine ammo, select the ammo, and select Combine: Now, go to the weapon the 
    ammo is used for and select the ammo. It will reload your gun. 
    
    ===========
    5. Weapons
    ===========
    
    Knife: The weakest weapon in the game. Both Chris and Jill start out with it, 
    and it's very weak. You have to get up close to attack the enemies, and you can 
    lose a lot of health doing this. Only use this when you want to spare ammo. 
    Best used on dogs when they are on the floor. Put this in the first item box 
    you get to.
    
    Beretta: Much better than the Knife. Jill gets one when she starts the game, 
    and Chris finds Jill's Beretta on the floor in his game. In Resident Evil: 
    Director's Cut, the Beretta is a lot stronger. If you're lucky, you can blow 
    away a zombie's head in one hit. This saves a lot of ammo. Uses 15 rounds per 
    clip. Jill will generally not need this weapon when she leaves the Mansion for 
    the first time, but it is still a useful weapon for Chris for the entire game.
    
    Shotgun: This is a pretty strong weapon. It can take down most weak enemies 
    with 1-3 hits, but it takes down Hunters with around 5 hits. When you leave the 
    mansion, it's pretty much a good idea to replace the Beretta with this weapon, 
    unless you have ammo issues. Good for taking down groups of zombies and dogs, 
    and often one Hunter at a time. At least both characters get this weapon.
    
    Colt Python: My favorite weapon in the game, and also a popular weapon to all 
    the Resident Evil fans. It holds 6 rounds per clip, and is great for mowing 
    down non-boss enemies of all kind. Dogs and Zombies always go down in one hit, 
    but it can take 1-3 hits for Hunters, depending on your luck. Save this gun for 
    the later part of the game, as the ammo doesn't appear until you return to the 
    mansion anyway.
    
    Bazooka: A good weapon for almost any enemy in the game. Jill gets it and Chris 
    doesn't. It uses 3 types of ammo: Grenade Rounds, Acid Rounds, and Flame 
    Rounds. Grenade Rounds are pretty good and can take down non-boss enemies 
    quickly. Acid Rounds are good against bosses early in the game. Flame Rounds 
    are good on almost any non-boss enemy. It uses 6 rounds at maximum, but the bad 
    thing is if you want to switch to a different type of ammo, you have to empty 
    your Bazooka first. Found really early in the game.
    
    Flamethrower: A weapon in the underground that Chris gets and Jill doesn't. 
    This is not a great alternative, and picking it up locks the door right next to 
    it, so keep it where it is. It has 240% fuel, and that means it will run out of 
    fuel if you fire for 9 straight seconds. There's no ammo you can get for it, so 
    it's quite useless.
    
    Rocket Launcher: You can unlock this weapon at the end of the game, but it has 
    only 1 use. It comes with 4 rockets and you use it to get rid of the Tyrant in 
    the final fight. It can destroy any enemy in one hit (except for Plant 42), but 
    it's fun to play with. Both Chris and Jill obviously get this weapon.
    
    ========
    6. Ammo
    ========
    
    Clip: Ammo for the Beretta. Each one you get comes with 15 bullets, and these 
    are scattered everywhere around the game. If you're playing as Chris, use these 
    sparingly.
    
    Shotgun Shells: Ammo for the Shotgun: Each one you get comes with 7 shells, and 
    wherever Jill finds Bazooka rounds, Chris is likely to find Shotgun Shells 
    instead (or a Clip). These are limited in the early parts of the game, so save 
    these for when you enter the guardhouse. 
    
    Magnum Rounds: Ammo for the Colt Python. Each one you get comes with 6 rounds, 
    and these are rare. Save these up for the Hunters and Chimeras, because you'll 
    run out of ammo pretty fast. If you're Jill and run out of ammo, use Acid 
    Rounds or Flame Rounds to get rid of the Hunters. If you're Chris, try to 
    outrun them and use these when you need to.
    
    Grenade Rounds: Ammo for the Bazooka. These have a gray lid to tell what they 
    look like. These should be used on non-boss enemies to save ammo. Uses 6 rounds 
    each pack. 
    
    Acid Rounds: My 2nd favorite of the Bazooka Rounds. These are very good on boss 
    enemies and it can make short work of any enemy. Uses 6 rounds a pack. Barry 
    says these are "really powerful, especially against living things". Barry gives 
    you two packs of these in the game, but you can find more.
    
    Flame Rounds: My favorite type of Bazooka Rounds: These are nice on Hunters 
    (they burn up going from green to black), and can get rid of the Plant 42 Boss 
    in 5 seconds. Good against Spiders too. Uses 6 rounds a pack.
    
    ===========
    7. Enemies
    ===========
    
    Zombie: The first enemy found in the game. You'll find some of them eating 
    people/other zombies, but these can take a lot of health out of you. Use any 
    type of weapon on these, and after a few shots they fall to the ground. But 
    watch out, if a pool of blood appears around them, it means they're dead. If 
    there isn't a pool of blood, they'll get up again, so kill them. If they are 
    laying down and there's blood, aim down and kill them (if you get to close 
    they're bite your leg). Common in the early game.
    
    Dog: Also known as Cerbreus. Some like to leap in the room out of nearby 
    windows, and they jump and bite you for attacking. A knife can take these down 
    without a problem, and a Beretta can take these down with at least 3 hits. Use 
    any weapon on these except for a Bazooka. When you shoot them, they fall to the 
    ground, then shoot at them when they growl at you.
    
    Hunter: One of the most annoying enemies in the game. These are green monsters 
    and they walk on two legs. They make a "ticking" sound when they walk. They 
    come up close and slash you to attack. If you are low on health, they'll leap 
    at you and cut your head off. Colt Python rounds will kill them in 1 hit, but 
    sometimes they'll take 2 hits. Flame Rounds will burn them completely and turn 
    them from green to black, and Acid Rounds get the job done as well.
    
    Spiders: These can walk on the ceiling. Use Flame Rounds or a Magnum to take 
    these down in 1 hit. If they're on the ceiling, they'll spit drool on you, and 
    they may poison you. If they're up close, they'll bite you. If you kill them 
    with a Shotgun, little spiders will come out of the spider. First found in the 
    guardhouse.
    
    Chimeras: Found in the laboratory: These walk on the ceiling and try to slash 
    at you. If you're playing as Jill, any hit will usually bring your health down 
    one level. Use a Magnum to take these down in one hit, and aim high if they're 
    on the ceiling. If you're low on health, they'll cut your throat open. 
    
    Snakes: Found in the courtyard dropping from the trees. Just run away from 
    these and don't waste ammo on them, because if they bite you you'll be 
    poisoned. You only have to deal with these about 3 times in the game, so don't 
    worry.
    
    Crows: Run away from these as well. They peck at you for attacking and they are 
    a waste of ammo. They only appear about twice in the game so don't worry. 
    
    Neptune: The big shark that you meat in the guardhouse basement. You only need 
    to avoid it once, but it biting you can really hurt. They cannot attack you 
    once you drain the water. 
    
    ==========
    8. Health
    ==========
    
    When you pause the game, you'll notice an ECG, which shows your current 
    condition: Fine (green), Fine (yellow), Caution (orange), Danger (red), or 
    poison (purple). If you are Fine (green), you have plenty of health. Fine 
    (yellow) means you've taken a small amount of damage. Caution means that you 
    have taken a lot of damage and you can still be killed in 1 hit. Danger means 
    you have very little health left and you can die from almost anything. If 
    you're poisoned, your health will start going down and your health depends on 
    the color of your health (if it's red, you can get killed shortly).
    
    To heal yourself, use Herbs or First Aid Sprays (which heals all your health 
    except for poison). Also, you can combine different herbs for better healing 
    effects.
    Green Herb: Restores 25% health.
    Red Herb: Has no effect on health.
    Blue Herb: Cures Poison.
    
    *Combined Herbs*
    
    Green + Green: Restores 50% health.
    Green + Green + Green: Restores all of your health.
    Green + Red: Restores all of your health.
    Green + Blue: Restores 25% health and cures poison.
    Green + Green + Blue: Restores 50% health and cures poison.
    Green + Blue + Red: Restores all of your health and cures poison. In order to 
    get this type of mixed herb, you first combine a Blue Herb and a Green Herb. 
    Then you combine the Red Herb with the mixed Herb of Blue and Green.
    
    ===============================
    9. Jill's Advanced Walkthrough
    ===============================
    
    Story: On the Arklay Mountains, the ALPHA TEAM is searching for the lost 
    helicopter of BRAVO TEAM. In the air, Jill notices smoke, so Brad flies down to 
    it. They found BRAVO TEAM's helicopter. No one was in it, and the helicopter 
    was empty. Joseph was searching the grass and he found something. He lifted up 
    a pistol and he noticed a ripped arm was holding on to it (this is likely 
    Edward Dewey's arm). He then screamed, and dogs came and attacked him. Joseph 
    Frost was killed. The dogs now chase Jill, Barry, Chris, and Wesker, and they 
    run back to the helicopter. 
    
    When they got back to the helicopter, they noticed Brad flew away and forgot 
    them. With the dogs still chasing them, they were still running for cover, 
    shooting the dogs. Then, Chris spotted a house and they all ran into it, where 
    they thought it was safe.
    -------------------------------------------------------------------------------
    
    --------------------
    THE MANSION: PART 1
    --------------------
    
    The game will start out with Jill, Barry, and Wesker entering the Main Hall 1F. 
    Jill notices Chris is missing and wants to go outside and search for him. 
    Wesker does not let Jill open the door and then we hear a gunshot. Barry and 
    Jill decide to investigate while Wesker will remain in the hallway. Jill will 
    automatically open the double doors.
    
    Barry will tell us this is a "Dining Room". Gee, we never would've figured that 
    out! Thanks man! Also, isn't that ticking from the clock kind of annoying after 
    a while too? Pause the game and equip your Beretta. Follow Barry to the other 
    side of the room and he'll examine a pool of blood. Jill wonders what he's 
    examining. Now open the door to the right of the fireplace. In this hallway, go 
    left and walk onto the rug. We'll see an FMV of a zombie munching on a dead 
    person and he'll turn around and spot you. Get to the longer part of the 
    hallway and fire away at the zombie (they look like clowns in this game don't 
    they). Go examine the dead person's body and we'll find the zombie killed 
    Kenny! Nah, not the South Park Kenny, but Kenneth Sullivan from the BRAVO team, 
    so examine him two more times for two more clips after you examine him once. 
    Open the door and go back to the Dining Room.
    
    Barry looks puzzled and then another zombie somehow enters the room. Barry 
    fires three Colt Python rounds to blow its head off (where did it come from if 
    all of the other doors in that hallway are locked)? Anyhow, open the double 
    doors to get back to the Main Hall 1F. Wesker is gone too. We're going to look 
    for him, but Barry won't let us leave the hallway. Just walk around and behind 
    the staircase and get back to Barry. After the chat, he'll give us a Lockpick 
    because Jill's the "Master of Unlocking". He also says we should start on the 
    first floor and then he takes off to the Dining Room. Well guess what? We're 
    going to partially contradict that statement. Go up the staircase to get on the 
    Main Hall 2F.
    
    Up here, go up the stairs on the right. Now run straight and you'll get to a 
    door. Don't open this door, but open the door to the right of it. There's 
    nothing to do in this tiny hallway. Just open the other door to get onto the 
    balcony. On here, go to the other side and we'll find Forest Speyer, another 
    dead Bravo team member. Examine him once for a Bazooka and equip it. Now 
    examine him one more time and he'll come to life and attack you as a Zombie. 
    One Bazooka shot will kill him. Now go to the shiny object near where Forest 
    was. Examine it and you'll find the Mansion Key (if you check it and turn it to 
    see a label, it's the Armor Key). Now leave this room and go back to the Main 
    Hall 2F.
     
    Look, Barry's being a little hypocrite too. What's he doing on the 2F? He says 
    this hallway is dangerous, yet no monster will EVER fight you in this hallway. 
    After a chat, he'll give you some Acid Rounds. He'll run off to the Dining Room 
    2F (wow, he really loves Dining Rooms). Don't follow him. Instead, go back down 
    the stairs to the Main Hall 1F. Down here, there's two doors on your right. 
    Unlock the solo door with your Armor Key and then open it. You'll immediately 
    be attacked by two Zombies. If they're too close for your comfort, kill one or 
    both with your Bazooka. Now pick up the Clip in front of the mirror and go to 
    the alcove. In here, kill the Zombie and then open the door across from us.
    
    There's a big mirror in this room, and thanks to the reflection, we see a 
    zombie coming for us. Kill the zombie and then open the door on the other side 
    of the room. In here, you can change your outfit (on Standard, you needed a 
    special key to get here). With Jill, you can switch to her original RPD uniform 
    or a dress. Either way, even if you change clothes or not, go back to the Main 
    Hall 1F. This time, open up the blue double doors.
    
    If you want a map of the Mansion's first floor, push the ladder to the statue 
    and then climb it. Get the map from the statue's bowl on the top. There's 
    another opening in this room. Don't bother to go in, because there are two 
    zombies pretending to play dead and an Ink Ribbon. Instead, unlock the other 
    door with the Lockpick and open it. In this hallway, go straight and a dog will 
    leap out of the window and possibly scare the crap out of you. Kill this dog 
    and then follow the hallway to a door. On your way to the door, another dog 
    will leap out of a window to attack you (this time before you cross the 
    window), but you can out-run it and get to the door and open it.
     
    Wow! That's a nice close-up of Jill. Go forward and unlock the first door you 
    see with the Armor Key and then open it. Out here, kill the dog across from 
    you. Now follow this path to a boiler. Pick up the Chemical near the boiler and 
    watch out for the dog that leaps over the rail. Ignore it if you can and then 
    get back to the previous hallway. Also watch out for the other dog that leaps 
    from the rails. Back in this hallway, just follow it until you get to a set of 
    double doors and then open them.
    
    In this hallway, kill the two zombies in front of you and then open the lock on 
    the blue door next to you and open it. You'll be at a stairwell. Kill the two 
    zombies here and then open the door below the stairs to get to a storage room. 
    In here, open the item chest. You should have these items on you:
    
    Beretta
    Clip
    First Aid Spray
    Knife
    Bazooka
    Acid Rounds
    Armor Key
    Chemical
    
    Deposit these items into the item box: 
     
    Knife
    Bazooka
    Acid Rounds
    Chemical
    First Aid Spray (if you feel confident about health)
    
    Take out the two Clips from the item box and combine them with your current 
    clip to save some space.
    
    Also, pick up the Broken Shotgun next to the item chest and go back to the 
    stairwell. From here, open the door back into the previous hallway. The door 
    next to you is locked, so follow the hallway to another door and then open it. 
    Here's our first puzzle of the game. All of those crows hanging on the bar will 
    attack you if you shoot anything or mess up the puzzle. You must press the 
    switches on the painting in a certain order. Here's the order:
    
    Newborn Baby
    Infant
    Lively Boy
    Young Man
    Tired Middle Aged Man
    Old Man
    The End of Life
    
    If you press them in this order, a picture will fall off and reveal the Wind 
    Crest, so pick it up (wouldn't it just be logical to remove the picture from 
    the wall)? From here, leave the hallway back into the previous hallway. Kill 
    the Zombie across from you and go into the alcove he came out of. Open the door 
    and we'll be in a passage. Kill the two dogs here and follow the passage to a 
    door. It's locked, and there's a panel on the left. We need four crests, but 
    let's save some space and put the Wind Crest into one of the slots. Now go back 
    to the previous hallway and open the double doors again. Back in the twisted 
    hallway, open the door across from you. There's nothing much in here, just open 
    the door to your right. Kill the three zombies in this room and use the tables 
    for protection if needed. After they're all dead, go get the Shotgun from the 
    wall. Now, examine the hooks and it'll ask you to put down the Shotgun. Say NO, 
    and then put the Broken Shotgun in its place.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    What does this do? Well, without that Broken Shotgun, the ceiling in the 
    previous room will crush Jill, and the door to the previous hallway is blocked 
    off. If you want the Shotgun without using the Broken Shotgun, just go directly 
    to this room without going on the second floor and seeing Barry. Barry will 
    break the door down and rescue Jill, with a funny cut-scene of a "Jill 
    Sandwich". It wastes time, so be a good person and give them a Broken Shotgun.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After this, go back to the stairwell. Use the staircase to get up to the second 
    floor. Go up the next set of stairs and equip the Shotgun. Up here, blow away 
    the two zombies surrounding you. There's a third zombie here, but we never have 
    to go over to that spot in this hallway. Run up north and unlock the door to 
    the right with your Armor Key and then open it. In this room, open the door to 
    your right. In here, read the Researcher's Will on the desk. There's an Ink 
    Ribbon in the coat on the wall if you want it. Examine the broken picture for a 
    switch and hit it. It will drain the water from the tank. Now get to the left 
    of the tank and push it to the right. Now, go to the left of the cupboard and 
    push it on the right to reveal a cabinet. Open it to get the first half of the 
    Moon Crest. Now leave this room and go back to the hallway where we unlocked 
    the door we used to get here. From here, go south and follow the hallway to 
    another door. You'll see another door on the right, but it's jammed from this 
    side. Now unlock the other door and open it.
    
    In this hallway, blow away one zombie in front of you with the Shotgun and kill 
    the other one with your Beretta. Now go south and follow this hallway until you 
    see a set of blue double doors. Kill the zombie nearby and unlock the blue 
    doors with your Armor Key and then open it. In this statue room, push both 
    statues onto both vent holes and cover them. Once you know they're completely 
    covered, push the button on the floor and it will lower a glass, revealing an 
    Emblem, so pick it up. If you don't cover those holes and push the switch, 
    poisonous gas will leak out of the room and harm/kill you. Now go back to the 
    previous hallway. Follow it until you see another door. Unlock it with your 
    Armor Key, but don't enter it. Instead, open the next door and we'll be on the 
    Main Hall 2F. There's nothing much to do here. Just run straight and open the 
    double doors on the other side of the hallway.
     
    We'll be on the Dining Room 2F. You have plenty of room to kill the three 
    zombies, so dispose of them one by one. Now follow the passage and get to a 
    statue. Push the statue to the right until it's in front of an opening on the 
    railing. Now push it over the ledge and it'll fall to the first floor of the 
    Dining Room. Too bad Barry won't be there to examine the broken statue. Now 
    open the door on the other side of the room. Equip your Shotgun and blow the 
    first zombie to smithereens. Now kill the next zombie in this hallway with your 
    Shotgun and kill the last one with your Beretta. Now go down the staircase.
    
    Down here, follow the hallway until you get to two doors. Watch out for the 
    three dogs that leap out of the window, so kill them while you're on your way 
    to the doors. When you get to the doors, unlock the one on the right with the 
    Armor Key and then toss the key. Now open the door. In here, get the Clip on 
    the shelf and also grab the *GASP* Colt Python! Wow! We get this much earlier 
    than we used to in the Standard Resident Evil! Also, open the desk with your 
    Lockpick for some Shotgun Shells. Now leave this room and go back to the 
    staircase. Open the door under the staircase and we'll be in a Medical Save 
    Room. Open the item box. You should have these items on you:
    
    Beretta
    Clip
    Shotgun
    Shotgun Shells
    Colt Python
    Emblem
    First Aid Spray
    Moon Crest (1st half)
    
    Deposit these items in the box: 
     
    Colt Python
    Moon Crest (1st half)
    
    Also, take out the Chemical while you're at it and then leave the room. Back in 
    this hallway, follow the hall back to the two doors. Equip your Shotgun and 
    then open the other door. In here, two zombies will charge right at you. Blow 
    them both away and go through the opening the two zombies were in front of. Use 
    your Beretta to kill the zombie here and open the door at the end of this path. 
    In the greenhouse, go to the machine in the back. Dump the chemical into the 
    liquid to kill off the plants in the middle of the map. Now go to the other 
    side of the room and grab the Sun Crest off the hollow. If you need to heal, 
    use the Green and Red Herbs on the side. Now leave the room and go back to the 
    previous hallway. Back in here, go to the door that took you to the stairwell, 
    but don't open it. From here, run left and you'll get to two doors. There's 
    also an opening to the left, but ignore it for now. When you get to the two 
    doors, open the lock on the one in front of you (we don't need to open the door 
    on the right) and then open the door.
    
    We're back in the hallway where we met out first zombie. Run up to the north 
    and we'll get to a set of double doors. They are locked, but unlock the door on 
    the left with your Lockpick and then open it. We'll be in a bar. Run around the 
    piano and you'll see a cupboard in front of a shelf. Push the cupboard off to 
    the right and get the Music Notes from the shelf. Go to the piano and use the 
    Music Notes. Jill will play "Moonlight Sonata" without even practicing! Wow! 
    After the music is completed, a secret door opens up so enter it. Grab the 
    Golden Emblem off its hollow and the secret door will close. To re-open it, all 
    you need to do is put the regular Emblem in its place. Now leave the bar and go 
    back to the Dining Room. In here, put the Golden Emblem in the hollow above the 
    fireplace and it will cause the clock to ding three times, stop, and slide over 
    to the left, revealing a Blue Jewel. Pick it up. Also, before leaving, go to 
    where the statue crashed and search the remains of the statue for the Star 
    Crest. Now go back to the hallway where you saw your first zombie and open the 
    door leading back to the green hallway.
    
    Back in here, go through that tiny opening and open the door. In this even 
    smaller room, put the Blue Jewel in the tiger statue and it will slide over, 
    revealing the Shield Key, so pick it up. Now go back to the Medical Save Room. 
    Open the item box. You should have these items on you: 
     
    Beretta
    Clip
    Shotgun
    Shotgun Shells
    Star Crest
    Sun Crest
    Shield Key
    
    Put away everything but the Shield Key. Take out any healing items you have and 
    bring our your Bazooka AND Acid Rounds. Now, leave this save room. Go back 
    upstairs and work your way to the Main Hall 2F. Open the solo door at the end. 
    Remember the door I told you to unlock but not open it? Open it now and go 
    around the bend. We'll find an injured Richard Aiken who has been bitten by a 
    poisonous snake and we need Serum to cure him. Go back to the Medial Save Room 
    and get Serum off the shelf (to get there, go through Main Hall 2F, Dining Room 
    2F, stairwell 2F, hall outside Medical Room). When you bring the Serum back, 
    Richard will lend us a radio and he'll die. If you want, search him for a Clip. 
    Now open the door next to him. In this hallway, blow away the Zombies with your 
    Bazooka. If you still have regular Bazooka ammo loaded, empty out your Bazooka 
    and load it with Acid Rounds. Now head up the stairs, unlock the Shield Key and 
    then discard it. Now open the door and we'll be in the Attic. Run to the middle 
    of the room and we'll have our first boss fight: 
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    BOSS FIGHT: Yawn
    Difficulty: Easy-Medium
    
    Yawn is a giant snake who shows no hesitation of attacking you. This boss is 
    easy for some, not as easy for others. He can bite you and it will poison you. 
    Each time you get bitten, check your health. If you are in poison and the 
    health is red, the next time he attacks you, he'll swallow you whole. Watch out 
    for the pole when attacking, it usually gets in the way. Three Acid Rounds will 
    make the snake slither back to the hole it came out of. Of course, if you want 
    to save time, you can run from the snake and go to the hole it came out of, get 
    the 2nd half of the Moon Crest, and run.
    
    Also, if you have Acid Rounds, try to run around to the hole he came out of. 
    Use everything in front of you for protection and fire away at the snake with 
    Acid Rounds and he shouldn't touch you.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, providing you didn't run from it, go to the hole it came out 
    of and grab the 2nd half of the Moon Crest. Now, grab the Shotgun Shells from 
    the barrel and leave the room. Go down the stairs. If you were bitten by the 
    snake, Jill will pass out and Barry will come in. You'll awaken in the Medical 
    Save Room healed to full out. If you weren't bitten, don't worry, you can just 
    go on.
    
    No matter where you end up, get to the storeroom on the first floor near the 
    stairwell. Deposit these items:
    
    Bazooka
    Acid Rounds
    
    While you're at it, withdraw these items:
     
    Star Crest
    Sun Crest
    Moon Crest (1st half) 
    Shotgun
    Shotgun Shells
    
    Combine both Moon Crest halves to make a full Moon Crest. Now leave the storage 
    room and go to the stairwell. Open the door to go into the hallway in this 
    room. In here, follow the hallway and open the door back to another passage. 
    Remember this room? Go to the end and put the Sun, Star, and Moon Crests into 
    the slot. Doing so will open the lock, so open the door now. In here, push the 
    ladder to the left. Now get in front of it and push the ladder forward to the 
    shelf. Climb the ladder and grab the Square Crank from the shelf. Now open the 
    double doors and we'll be outside and have finished the first half of the 
    mansion.
    
    -------------- 
    THE COURTYARD
    --------------
    
    Upon stepping outside, walk forward and aim. You should auto-aim at a dog, so 
    shoot it and wait for the other dogs to come charging at you. Kill all three of 
    them and then you'll hear beeping if you got the radio from Richard. Brad is 
    trying to contact you but his receiving end is broken. Also, there are plenty 
    of Green, Red, and Blue Herbs out here if you want to heal or mix up any herbs. 
    Once your done, go to the other side of the room, walk around the bushes, and 
    then open the gate. In this area, follow the path until you get to a slot. 
    Insert the Crank in the slot and then the water level in the pool will drain. 
    Go back to where the gate was and you'll see a ladder. Climb down the ladder 
    and cross the ledge to climb up another ladder.
    
    For this part, just run and follow the path until you get to an elevator. Just 
    ignore the snakes dropping down from the trees. Unless you stall or try to 
    fight them, there's a low chance you'll be bitten by them. Just go down the 
    elevator when you get to it. In this area, aim and blow away the dogs with your 
    Shotgun. Once they are all dead, go to the bigger area and run to the other 
    side of the room. Open the gates here. In here, go around the bend and kill 
    both dogs once they come to you. Use the Blue and Green Herbs if you need to 
    heal, and then follow the path until you get to a door. Open it and you'll be 
    in the guardhouse.
    
    ---------------
    THE GUARDHOUSE
    ---------------
    
    If you somehow got bit by those snakes in the Courtyard, use the Blue Herb in 
    this room. Run straight and you'll come to an area with 3 doors and an opening. 
    Don't bother to open the door with 001 written above it, we don't need to go 
    there. Instead, open the set of double doors. In this bar, run to the right and 
    grab the Red Book from the table. There's also an Ink Ribbon on the same table, 
    and you might pick it up before getting the Red Book. Dodge the Spiders in this 
    room and then go back to the previous hallway. Now, open the solo door on our 
    right. Save your game if you want to and then grab the Explosive Rounds and 
    First Aid Spray from the shelf. Now go to the item box. You should have these 
    items on you:
    
    Shotgun
    Shells
    Red Book
    Ink Ribbon (possible)
    First Aid Spray
    Any healing items you have
    
    Deposit a few healing items and bring out your Bazooka. If you have plenty of 
    ammo, deposit the Explosive Rounds. When you're done, go back to the previous 
    hallway. Now go through the opening next to you until you get to a door. Also, 
    watch out for the vine that will grab you from the hole, as it does a good 
    amount of damage. Open the door and you'll be in another hallway. Follow it 
    until you get to a door. Open the door and you'll be in a big room. In here, 
    run into the alcove to the right and you'll see a huge wasp nest and a desk. 
    Grab the 002 Key off the desk. Now the wasps will come swarming after you. Run 
    back to the door you used to enter this room and open it. Back in this hall, 
    continue to follow it and you'll find another door.
    
    To the left is a statue. Push the statue into the alcove and get the Green 
    Herbs if you need to heal. Now unlock the door with the 002 Key and then toss 
    the key and open the door. There are no zombies in here. Go to the bed across 
    from you and read the Plant 42 Report. Unlock the desk with your Lockpick for 
    Shotgun Shells. Now open the door next to the door leading back in the hallway 
    to get to the bathroom. In here, kill the two zombies and then get the 003 key 
    from the sink. From here, go back to the room with the wasp nest. In here, go 
    to the other side of the room and unlock the solo door to the left of the 
    double doors with your 003 key. Toss the key and open the door. In here, open 
    the door to your left to get to the bathroom.
    
    Kill the zombies with your Bazooka and grab the Flame Rounds off the floor. Go 
    back to the 003 room and head into the bigger area. Kill the zombie here. Also, 
    if you have any Acid Rounds left, unload them and put in your Flame Rounds. If 
    you want an Ink Ribbon, unlock the desk with your lockpick. Now go to the 
    bookshelf and grab the White Book, which is the V-Jolt Report. Now, since 
    there's a book missing, put in the Red Book and a bookcase will slide over, 
    revealing a door. Keep your Bazooka equipped and open the door for a "boss" 
    fight.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS BATTLE: Plant 42
    Difficulty: The easiest boss in the whole world of video games
    
    With Flame Rounds, you'll win in a finger snap. Just press R1 to aim at the 
    plant, and tap X three times to shrink the plant. If you can't do this, toss 
    away your RE:DC disc and never play Resident Evil again. If you want a 
    challenge, Plant 42 can whip you with one of its many vines if you get to close 
    and if you stay in one spot long enough, white acid will drop from the ceiling 
    and hit you.
    
    After the plant shrinks, it will grow and grab Jill with one of its tentacles. 
    All of a sudden, Barry comes in with a Flamethrower and burns the plant until 
    it dies. Jill is rescued by Barry once again. Thanks for making life easy 
    Barry!
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    Before leaving, go to the fireplace and search it for the Control Room Key. Now 
    leave this room using the double doors and you'll be back in the wasp nest 
    room. From here, go back in the hallway and get to the 002 room. Back in here, 
    go to the bigger area and you'll find two cupboards. Push the one on the left 
    forward and push the other one to the right to reveal a ladder. Climb down the 
    ladder. Down here, go around the bend and you'll come across a puzzle where you 
    need to create a bridge over the water using the 3 crates. Keep following the 
    hallway until you find two crates. Push them both into the water. Now, go back 
    to the third crate. Put your back to the ladder and push it forward (not down 
    the longer part of the hall).
    
    The third crate should now be on the wall across from the ladder. Now push the 
    crate south until it hits another wall. From here, push it to the left until it 
    sinks in the water. Now, cross the three crates and continue following this 
    hall until you get to a set of doors. Open them. In this room, go to Jill's 
    right and follow this path until an FMV pops up. We'll see sharks creeping up 
    to Jill's legs. Somebody's ready for lunch. Quickly run forward and unlock the 
    door on the left with the Control Room Key. Toss the key and then open the 
    door. In here, go to where the flashing lights are and move the lever. This 
    will magically drain all of the water that has flooded the guardhouse basement 
    (problem is, where does it all drain?). Before leaving the room, press the 
    button next to the door. This opens up the other door next to this room, so 
    leave this room and go inside the unlocked door.
    
    Grab the two boxes of Shotgun Shells and examine the shining object here. It is 
    the Helmet Key, so pick it up. Now what's a Mansion Key doing all the way over 
    in the guardhouse? There are two Clips, but I highly doubt you need your 
    Beretta, so leave them be. Now, leave this room. The three sharks that were 
    swimming around are now flopping around when the lack of water. They pose 
    absolutely no threat to you, but one shot will kill them if you want to be 
    mean. From here, just backtrack to the 002 room. From here, leave the room and 
    go back out in the hall. We'll hear gunshots and then Jill will rush over to 
    Wesker, who has just killed a Spider. He says there are a lot of rooms still 
    locked him in the mansion (yet we unlocked the majority of them). After the 
    cut-scene, he'll disappear into the Wasp Nest room. Now open the door leading 
    to the main guardhouse hallway.
    
    With the death of Plant 42, the vines no longer come out of the holes to attack 
    you, so you don't need to worry about them. Just go into the save room. Go to 
    your item box. You should have these items on you:
    
    Shotgun
    Shells
    Bazooka
    Flame Rounds (unless you used more)
    Explosive Rounds (if you needed them)
    Any healing items
    Helmet Key
    
    Deposit the Shotgun, the Shells, and take out these items: 
     
    Acid Rounds (if you have any)
    Colt Python
    A healing item or two
    
    It's also highly recommended you save your game, because we're about to go into 
    the hardest part of the game. Leave this room. Back out here, run south and 
    open the door to go outside. Now we've completed the guardhouse!
    
    --------------
    THE COURTYARD
    --------------
    
    Once we're outside, walk forward and we'll hear Beeping. Brad is trying to 
    contact us again, but once again, his radio is broken and we can't hear him. 
    After the chat, just follow this pathway to a door and then open it. Out in 
    this area, just go to the other side of the area and use the lift to go upward. 
    Up here, follow the pathway until you get to a ladder. Avoid all of the snakes 
    that drop out from the trees. Now hop down the ladder and run straight to the 
    other ladder and climb up it. Open the door across from you. In here, run 
    straight and lure the dogs over to you. Get in front of the gate and kill them. 
    Now, the dogs are stupid here. They won't leap over the bushes, instead they'll 
    go around them, so use that to your advantage. Now, go to the other side of the 
    area and open the door to get back in the mansion. Equip either your Bazooka 
    with Flame/Acid Rounds or your Colt Python.
    
    ---------------------
    THE MANSION: PART II
    ---------------------
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    NOTE: Because the second part of the mansion can be so frustrating, I'm going 
    to give you the best possible way to deal with the majority of the Hunters 
    around here, which is also the same strategy I use. If you follow my 
    instructions, you shouldn't have to worry about ammo shortages.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    Well, we're back in the mansion, and depending on your path, it can be the most 
    difficult and annoying part of the whole game. Starting where you are, open the 
    door to the next passage where you used the four crests. Now get back to the 
    previous dark hallway. From here, run out of the alcove and an FMV will happen. 
    Someone's out there. He jumps up a dead elevator. He runs around the corner, he 
    can run fast, and it's got the brains to open doors! Uh oh...a Hunter will come 
    into the room. Fire a Colt Python round into it and it'll either die or get 
    back up. Wait no longer than 2 seconds and fire again. After it is dead, unlock 
    the only door we haven't opened in this hall with the Helmet Key and then open 
    it. We can't see a thing in here, so hit the switch on the desk to lighten up 
    the place. Grab the ever-so-sweet Magnum Rounds from the desk. Turn around and 
    face the door. Now turn right and get the MO Disk from the shelf. Leave the 
    room. Back in this hallway, open the door leading to the stairwell. There are 
    two hunters here. Walk forward to switch camera angles. Shoot the Hunter once 
    and the other one will come at you. Knock both of them out and open the door 
    leading to the Storage Room.
    
    Thanks for leaving these goodies here Barry! He's left us some Shotgun Shells, 
    a First Aid Spray, and some Acid Rounds. Grab all of them and go to your item 
    box. You should have these items on you:
    
    Colt Python
    Magnum Rounds
    Acid Rounds
    Helmet Key
    MO Disk
    Any healing items
    Shotgun Shells
    
    Drop in these items:
    
    MO Disk
    
    Also, take out your Bazooka and all ammo for it possible, especially with an 
    ammo shortage like that. Take out your Shotgun too so you have these items: 
    Colt Python, Magnum Rounds, Shotgun, Shotgun Shells, Helmet Key, Bazooka, Acid 
    Rounds, Healing Item. Now leave the storeroom. Back on the stairwell, go up the 
    stairs. Now, do not go up the second staircase yet. There is a Hunter up there 
    waiting for you. Equip your Bazooka (should have 1-3 Flame Rounds left in it), 
    hold R1, and aim up at it. It probably won't die, and it will try to go down 
    the stairs and get you (in which case it can't). Re-aim your weapon and pump 1 
    more Flame Rounds into him and he'll turn completely black and roast. Now, 
    empty out your Bazooka and load up your fresh Acid Rounds. Go up the stairs. 
    There is a Hunter around the corner where the two doors are, but we won't need 
    to visit there. Follow the other path to a blue door and open it. In here, use 
    the Green Herb and heal if needed near the fireplace, and then unlock the other 
    door here with your Helmet Key and open in. In this quiet room, go to the piano 
    and examine in. Another cut-scene happens, and a boss fight will tag along.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: YAWN 
    Difficulty: Easy
    
    Wow, this snake is even easier than the first time we saw it. Before the fight 
    starts, it will try to bite you, but will cause a hole in the floor after he 
    missed (kind of looks like an oil spill from our view). This time, its bites 
    will not poison you. As soon as you take over, fire your Acid Rounds at it like 
    mad. All it takes is 5 Acid Rounds to kill the snake for good. If you're fast, 
    you likely won't be bit, but you may take a hit, but don't worry. You shouldn't 
    need to move around or anything, and if it moves all over the place, just keep 
    aiming and hit L1 to keep good aim.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the snake is dead, examine the hole and Barry will come in. After a chat, 
    Barry will drop a rope and let you go down. Once you land in this spot, the 
    rope falls. Barry says he'll go find another rope. Now go to the Tombstone to 
    press the button. It will move, revealing a ladder, but DO NOT DESCENT IT. If 
    so, Barry dies at the end of the game and you'll be lost in this walkthrough. 
    After you press the button on the tombstone, go back to where the rope dropped 
    and wait a few seconds. Barry will come in with a rope and haul you back up to 
    safety. After another chat, Barry will give you a Pass Number, which can be 
    used to unlock the door on the other side of the mansion. Many people usually 
    don't use this pass number, but hey, I do. Besides, if we go there, we can get 
    some extra goodies on the way. Leave this room and backtrack to the Stairwell 
    outside the Storage Room. If you want another healing item, go to your item 
    chest and grab one.
    
    Back here, reload your Bazooka and open the door to the dark hallway. Back in 
    here, open the set of double doors. There is a Hunter on the way other side of 
    this twisted hallway, but it can't hear you and you won't hear it. Follow this 
    hallway until the Hunter charges at you, and then kill it. Open the door to the 
    previous hallway. The two dogs in this hallway have been replaced by two 
    Spiders, but just run, they shouldn't touch you. Get back to the Main Hall 1F. 
    From here, get to the dining room and then to the room where we found our first 
    zombie. Spiders have taken over the room, but ignore them and open the door 
    leading to the green hallway. Equip your Shotgun. Now, there are three Hunters 
    here, two which can be killed at once. Turn to either left or right and keep 
    aiming your Shotgun. Soon enough it'll automatically aim at both Hunters. 
    They're at a different camera angle, but shoot. You'll likely hit both of them. 
    Wait 1-2 seconds after each shot and shoot again. After 3-5 shots, both of them 
    die, with terrible double screeching. Equip your Python and run forward. The 
    third Hunter will run out of the Tiger Statue alcove, so blast it to bits. Now 
    run forward and open the door leading to the Stairwell outside the medical 
    room.
    
    There are two Hunters here. Run forward and switch camera angles once. You'll 
    see the first Hunter in front of the pole, and he just stays there. You'll kill 
    it without a problem. The second Hunter is located under the stairs, but it 
    will never see or attack you, unless for some reason you need to go to the 
    Medical Room. Go up the stairs. Up here, there are two hunters behind the 
    staircase, but don't waste your time attacking them. Run towards the other 
    alcove where there are two locked doors. Unlock the one on the left with your 
    Helmet Key and toss it. Now open it. In here, pick up the Orders from the 
    table. Also grab the Magnum Rounds from the shelf. If you have more than one 
    item space open, get the Shotgun Shells. Now, see that ladder? Push it so it's 
    in front of the fireplace and right beneath the deer's head. Go to the door and 
    push the switch to the left of the door to turn off the lights. Now climb up 
    the ladder in the dark, face the deer, and get the Red Jewel from it. Leave the 
    room. Now, without fighting any Hunters, quickly run back to the green hallway 
    outside the Tiger Statue room. Open the door leading to the room. Put in the 
    Red Jewel and the tiger will move over, revealing *GASP* THREE SETS OF MAGNUM 
    ROUNDS. That's 18 bullets for you right there, and it's more than enough to 
    finish off this mansion. Now go back upstairs where you unlocked the Red Jewel 
    room with the Helmet Key. Use the pass number to unlock the other door and then 
    open it.
    
    In this blue hallway, there is a zombie right next to you. Use the Shotgun to 
    blow it away. Now follow this hallway until you get to a door. There are two 
    Green Herbs and a Blue Herb. Also there is a zombie eating another zombie, 
    which, unusually, isn't dead. Kill them both and then open the next door, 
    equipping your Colt Python. You'll hear the ticking of the first Hunter. Wait 
    for it to come to you and then blast it into oblivion when it does. Now go 
    around the corner and you'll see a door. Standing in front of the door, wait 
    for the next Hunter to come around the bend and then kill it. Now, follow this 
    hallway to a set of blue double doors and then open them. We're in the big 
    library. Turn to Jill's right and run forward. Unlock the desk with your 
    Lockpick for some more Magnum Rounds. Now, turn left and walk forward. A zombie 
    should come out, but use your Shotgun to kill it. Go to the alcove where it 
    came out of. To the right is an empty shelf. Push it to the left to reveal a 
    small door and then open it. Walk around this room clockwise and pick up the 
    Battery in the corner. Don't get in front of the windows or else a few Crows 
    will come in. Now go back to the library.
    
    Go forward and kill the two zombies around here. Also, get the Scrapbook from 
    the table and open the door on the other side of this place. We'll be in 
    another library. Run forward and we'll come across a statue. Push it a little 
    to the right and walk around it. If you don't know how to solve this puzzle, 
    hit the switch and a light will shine above a corner of this room. Push the 
    statue to that corner and a bookcase will slide over, revealing a hidden 
    Alcove. Inside is the Doom Book 1. Pick it up. Now check it and turn to the 
    pages. Hit X and it'll open, revealing an Eagle Medal. 
     
    Well, there's nothing else to do here. Backtrack to the hallway where we used 
    the pass number to unlock the door. Once you get back there, go downstairs. The 
    second Hunter should still be there, but we'll say goodbye to it forever and 
    not fight it. Just work your way to the Main Hall 1F. Now open the double blue 
    doors again. In this room, just open the door across from you. Like earlier, 
    just outrun the Spiders. Before you open the next door, make sure your Colt 
    Python is equipped. Open the door. As soon as you enter the twisted Hallway, 
    immediately aim and fire your weapon to hit/kill the other Hunter that seemed 
    to get here. From here, work your way to the Stairwell and get to the Storage 
    Room. By using this path, we avoided nearly all the second floor Hunters (two 
    in the Dining Room, the two above stairwell, and three in the u-shaped 
    hallway).
    
    In the storage room, you should have these items on you:
    
    Colt Python
    Magnum Rounds
    Shotgun
    Shotgun Shells
    Bazooka
    Healing Item
    Eagle Medal
    Battery
    
    Store the Shotgun and any ammo you have for it. Be sure to bring one healing 
    item with you. Also, put away your Eagle Medal and take out the Crank. Keep 
    your Bazooka, but DO NOT TAKE ANY ADDITIONAL AMMO FOR IT. Now, saving your game 
    is highly recommended too, as we're going through one last nagging part of the 
    game. Leave this room to the Stairwell. Back out here, go to the dark hallway 
    and then get to the hallway where we used the four crests. With your Colt 
    Python equipped, you'll hear the sound of a Hunter Leaping. As soon as it 
    lands, aim and fire. Now open the door across from you, and then open the set 
    of double doors, and congrats, we never have to see this mansion again!
    
    --------------
    THE COURTYARD
    --------------
    
    Out here, there's nothing much to do. Just open the double gates across from 
    you. In the Crank Area, just use the ladders and get to the elevator, avoiding 
    the snakes dropping down from the trees. Go down the elevator and we'll be 
    outside the Guardhouse Passageway. There is another elevator here with a slot 
    next to it. Put the Battery in the slot and the elevator will now work again. 
    The elevator will take you back out to the main courtyard area again, but we 
    need to do one last thing. Go back to the Crank pool and use the Crank to raise 
    the water level in this pool. So, what do we do if we can't cross? Go back to 
    the elevator and use it to get around it.
    
    What that did was eliminate a waterfall in this area that was guarding a 
    ladder. Whenever the pool was drained, the waterfall would be active. Go to the 
    side of the room and use the ladder to get down to the Underground.
    
    ----------------
    THE UNDERGROUND
    ----------------
    
    Entering the underground, you should have these items on you: 
     
    Colt Python
    Magnum Rounds
    Square Crank
    Bazooka
    At least 1 Healing Item
    
    There's nothing to do here in this hallway yet. Open the door on the left. 
    We'll find Barry by the door. He heard somebody's voice in these parts of the 
    underground too. He'll ask you to go with him, so say yes. Also, he'll offer to 
    go first, say yes too. When he walks away, walk forward and you'll hear a 
    gunshot. Now, follow the path to where Barry went (on Jill's left) and get to 
    the door and then open it. Be aware that taking any other path will kill off 
    Barry. As soon as you enter the room, a Hunter will leap at Barry, but he'll 
    take him down with two shots. Yay! Now Barry's going to survive for the rest of 
    the game now! From here, follow this path until you get to an opening. Go 
    through the opening and there will be a door, so open it. Follow this hall 
    until a cut-scene happens. We will find an injured Enrico on the floor, telling 
    us how somebody on the S.T.A.R.S is a traitor and we'll be finished soon. 
    Somebody shoots Enrico and runs off.
     
    Barry, once again, examines Enrico. Examine him too and you'll get the 
    Hexagonal Crank. Now turn back around and leave this hallway. There are Hunters 
    here, but they were nowhere in our sight. Just run right and open the door in 
    this area. We're back in the hall where we met Barry, except we came in from 
    the opposite door. Aim and kill the first Hunter with your Colt Python, but due 
    to the awkward camera angles here, you may take a cheap swipe. There is another 
    Hunter here, but do your best to outrun it and get to the door. We're back at 
    where we started in the Underground. With your back against the ladder, follow 
    this hall and you'll get to a hole. Use the Hexagonal Crank on the slot to your 
    left to rotate the floor and remove the hole. Now who would waste their time 
    with a stupid puzzle like this? Once the hole is removed, get to the door 
    across from you and then open it.
    
    In here, get out of the alcove and run to the north where there is a boulder. 
    Touch it and run back south. The boulder will begin moving, so immediately run 
    back to the alcove you came out of (if you get nailed by the boulder, you'll 
    drop at least two health levels). The boulder will crash through a wall, 
    revealing a new path. Go into the path. There is a Hunter here, but if you run 
    to our left of the Hunter, you'll most likely avoid his attack. Open the double 
    doors. We're going to fight a boss in here, but leave this room for a second. 
    Back out here, kill the Hunter without hesitation. Another Hunter will walk 
    over here, so kill it too. Now go to where the boulder originally was. Get the 
    Flame Rounds from the little hollow. Unload your Bazooka and then load your 
    fresh Flame Rounds in the Bazooka. Now go back to the double doors for a quick 
    boss fight. You know what this means? No more Hunters for the whole game!
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    BOSS: Black Tiger Spider
    Difficulty: Easy
    
    This is a giant spider and it's tougher than your average spider. Your best bet 
    is to run around the spider in circles, shooting at it with your Colt Python. 3 
    shots will put it to waste, but watch out for the acid attack which can poison 
    you. It can also shoot out webs, which don't poison you but no nearly the same 
    amount of damage. If you're trying to save Python ammo, pump no more than 2-3 
    Flame Rounds into it.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, all the baby spiders will come out of the big spider. They are 
    pretty annoying and can take pot shots at you. Leave the room and re-enter to 
    completely get rid of them. Now, see the door with the web on it? Stand from 
    the middle of the room and fire 2 Flame Rounds on the door to remove the web. 
    If you somehow don't have any Flame Rounds, pick up the Knife in the corner of 
    the room (to the left of the webbed door) and hack away at the web until it's 
    gone. Once it is gone, open the door. From now on, there will be no more 
    enemies in the underground. Run south and we'll get to a door, so open it.
    
    Wow! A save room with an item box! I haven't seen one of these in ages. Anyhow, 
    you should have these items on you:
    
    Colt Python
    Magnum Rounds
    Bazooka
    Healing Item, if not used
    Square Crank
    Hexagonal Crank
    
    Since we don't need any weapons for the final part of the underground, dump any 
    weapons and ammo you have. Also, get rid of the Square Crank and take out the 
    Eagle Medal. Grab the First Aid Spray from the table, and there's a Blue Herb 
    in the corner if you got poisoned by the spider. Now leave this place with at 
    least two open slots. Back in this hallway, just open the door across from you. 
    Now take the path to your north and then run to the left. There is a boulder 
    across from you, and on the wall to the left, there is a slot for a crank. Use 
    your Hexagonal Crank to rotate the wall in front of you. Keep using the crank 
    until the hole is on the left. Now run up to the boulder and turn around. The 
    boulder will start moving, so run left into the new alcove. Before we open the 
    door here, go to where the boulder originally stood and get the Doom Book 2 out 
    of the alcove. Check its pages for the Wolf Medal. There is a map of the 
    Underground here, but don't you think it's kind of useless when we're in the 
    final Underground Room? Go back to the alcove and open the door here.
    
    In this room, go to the statue on the other side. Push the statue to the right. 
    We'll see a crank slot while we're pushing it too. Push the statue to the right 
    of the crank slot. Now use the crank to have a wall push the statue into the 
    middle of the room. If you missed, just retract the wall and re-adjust the 
    statue. Once the statue's out in the middle of the room, use the crank to 
    retract the small wall. Now push the statue to the right until it gets on a 
    little plate. Make sure it's on the middle of the plate too. It will open up a 
    slot revealing the Power Room Key, so pick it up. Now leave this room. Back in 
    here, go back to the door we used to originally enter this hallway. This time, 
    take the south back and use the elevator to get out of here.
    
    ----------
    COURTYARD
    ----------
    
    Back out here, use the Green Herbs to heal if you need to. Now go to where the 
    pool is. Put the Wolf Medal in one slot of the pool and the Eagle Medal in the 
    other. An FMV will occur, draining the pool out too. Go through the opening 
    between the slots where you put the medals. Now head down the stairs and open 
    the elevator at the top and we'll be taken down to Umbrella's Secret Lab.
    
    ----------------------
    UMBRELLA'S SECRET LAB
    ----------------------
    
    You're still weaponless, right? Don't worry, there are no monsters around us 
    yet. Start this place out by going to the ladder and then climbing it down. 
    There is nothing in here but an item box. You should have these items on you: 
     
    Herbs
    Any other healing items
    Hexagonal Crank
    Power Room Key
    
    Drop the Hexagonal Crank in and bring at least one healing item. Also, pull out 
    your Shotgun, your Shotgun Shells, your Colt Python, the Magnum Rounds, and the 
    MO Disk. Now open the door into the next hallway. Use the Shotgun to kill the 
    zombies here. Use the Green Herb to heal if you need to. Once all of the 
    zombies are dead, follow this door to a staircase and then go down it. Watch 
    out in this hallway. No matter how many times you kill them, the naked zombies 
    always seem to come back. Run into the opening to your right. Try to kill this 
    naked zombie, but if you can, run around him. You'll get to a set of double 
    doors. Open them. In here, go to the back of the room and get the MO Disk off 
    the table. Now go to the computer and turn it on. When it prompts you, log in 
    as JOHN and enter ADA as the password. When it prompts you which level to 
    unlock, select B2. It will ask for another password. Type in MOLE as the 
    password and the B2 room will be unlocked. Now select B3 and it'll 
    automatically unlock all the B3 rooms. Now shut the computer off and leave the 
    room.
    
    Dodge the naked zombies here and go back to the staircase. Before you go up the 
    stairs, open the door on the left. There's nothing much in this hallway. Skip 
    the first door and then open the second door, which is to the right. Now use 
    the Shotgun to mow down the 5 naked zombies here. Grab the FAX off the shelf 
    and go around the room to get to a desk. On the desk is a machine. Enter in a 
    MO Disk into the machine to get a pass code. Now leave this room and get back 
    to the staircase, and then head up it. Up here, run into the opening to your 
    left, where there is another door. Get the slides off the table if you want 
    them, and then open the double doors. If you have the slides, go to the table 
    and put the slides into the projector. It'll show you several types of enemies 
    in the game, including the Umbrella Team. Near the table is a shutter. Hit the 
    switch on the shutter to reveal another switch. Hit this switch and a pole to 
    slide to the left behind you. Grab the MO Disk from behind the pole. Also, 
    before leaving the room, get the Security System file on the shelf near the 
    door. Now go back down the stairs to B3. 
     
    Back down here, run to the right and follow the hallway until you get to 
    another set of double doors (not the one that goes into the computer room). Try 
    your best to avoid killing the naked zombies, as we need all the ammo we can. 
    When you get to the second set of double doors, use the Power Room Key to 
    unlock it, also creating an obnoxious sound. Open the door now. Before doing 
    anything, open the door to the right of us. Grab the Shotgun Shells off the 
    table and get the Red Herb if you want it. In here are two boxes and a ladder. 
    See those ventilation holes? Push the ladder to the right (make sure it doesn't 
    hit the wall), and push the crate on the right to cover the right hole. Now, 
    take the left crate, and push it right. Now, push it up, then push it to the 
    left. From here, you can push it upward to cover up the other ventilation hole. 
    Now, push the ladder to the switch in between the holes and crates, and climb 
    it. Be sure not to step on the switch before both holes are covered, otherwise 
    poisonous gas will be release. Now enter the vent shaft and we'll get to the 
    Morgue.
    
    Both zombies in here are faking dead. Kill the one near the shelf and then get 
    the Magnum Rounds from your shelf. On the other side of the room, put the MO 
    Disk into the machine on the desk to get the second pass code. Now unlock the 
    door in here and open. Back in the naked zombie hallway, just get to the door 
    you unlocked with the Power Room Key. In here, run straight and kill all 3 
    zombies with the Shotgun. Now open the middle door in this hallway. Saving your 
    game here is highly recommended. Get the Flame Rounds from the shelf. Use the 
    Green Herb to heal if you need to. Also open the item box. You should have 
    these items on you:
    
    Colt Python
    Magnum Rounds
    Shotgun
    Shotgun Shells
    MO Disk
    Flame Rounds
    Any healing item
    
    Drop in the Shotgun and any ammo you have for it. Pull out your Bazooka and 
    bring at least one healing item. Use the Ink Ribbon on the shelf to save your 
    game if you need to, and then leave the room. In this hallway, run to the left 
    and open the double doors to get into the power room. This is probably the most 
    dangerous part of the whole lab. Run to the right and then follow the path 
    until you get to a computer panel. Examine it and use it to turn on the power 
    for other areas in the lab. Now turn around and get back to the double doors. 
    This time, run to the left and follow this path until you get to a door, and 
    then open it. Also, watch out for the Chimeras on the ceilings. Try to run 
    around them, but if they become a problem, use the Flame Rounds to dispose of 
    them.
    
    In the second power room, there are no enemies. Simply run forward and we'll 
    get to a machine. Use the MO Disk to get the third and final pass code. Now 
    take the other path until you get to a door, and then open it. We're in the 
    third power room. To make things easier, cross this place clockwise. Sure, 
    we'll run into the Chimeras, but we don't need to deal with them at the end. 
    Run until you get to a small computer. Examine it and use it to activate the 
    power for the elevators. Now continue following the path until you find a big 
    computer. You can't do anything with it, but just pick up the Battery next to 
    it. Now run back to the door and open it, dodging the Chimeras. From here, get 
    to the first power room and then leave this whole area. Back out here, run and 
    keep your Bazooka equipped. You'll get to an elevator. Use the switch to turn 
    it on and then Barry will enter the room. Both Jill and Barry will go down the 
    elevator.
    
    Down here, we'll confront Wesker. Barry points a gun to our head and we learn 
    about the whole truth between Umbrella, Barry's family, and Wesker. He is about 
    to show us the Tyrant, but before we enter, Barry knocks out Wesker by slapping 
    at his head with his gun. Both Barry and Jill decide to go see the Tyrant. We 
    see a little FMV of the Tyrant and after another chat, Barry decides to drain 
    out the test tube. Tyrant breaks free of the tube and takes a swipe at Barry, 
    knocking him out. Now we need to fight him ourselves.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Tyrant
    Difficulty: Easy-Medium
    
    As soon as the fight starts, run forward on Tyrant's clawless side. He doesn't 
    run, and his only attack is that he'll swipe you with his claw if you get 
    close. To save up ammo, unload your Flame Rounds on him first. Then use 
    whatever you have left in your Python to mow him down. If you want to take him 
    out with your Colt Python, it takes about 6 shots to bring him down. Run around 
    the place when you need to, fire when you have the room, and when he gets 
    close, just turn around and run.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, go over to Barry and check on him. He'll get up and claim how 
    he was embarrassed. Now leave the room. Back in this hallway, we'll hear the 
    triggering system go off. Wesker did set it off, and we need to get out of 
    here. Both of you will go on the elevator. Barry then runs off, so get to the 
    save room. Save your game and bring out your absolute best healing items, and 
    remember to have the Battery on you. You should have Colt Python, Bazooka with 
    Flame Rounds, Battery, and a few healing items. Now leave the save room, and 
    then run forward to get into the naked zombie hall. Chimeras have replaced the 
    naked zombies, but you can run and easily avoid them. Now run to the staircase, 
    but before climbing it, open the door on the left. In this hallway, run 
    straight and you'll get to a set of double doors that are locked. To the right 
    is a pass code panel. Enter in all three pass codes to unlock the door. Open it 
    and we'll get to another hallway. In here, get to the door and open it.
    
    Chris is in here, and the two will re-unite. Now that we've saved Chris, get 
    out of here and get back to the staircase, and then go up it. Up here, kill the 
    zombies if you really need to, but run to the door and open it. With the item 
    box in this room, now's your last chance to pull out any other healing items. 
    Climb up the ladder and we'll find Barry and Chris. Open the double doors. In 
    here, follow this hallway until you get one last contact from Brad. Just keep 
    running to the elevator and put the battery in the slot. We now have three 
    minutes to get out of here, and Jill will enter the elevator while Barry and 
    Chris fight off the monsters. Once you're at the heliport, check the box next 
    to you for a Flare. You can use it anywhere, but use it in the middle of the 
    place. Brad will come in and try to pick us up, but the Tyrant will burst out 
    of a hole for one last fight.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Tyrant (2nd fight) 
    Difficulty: Medium-Hard
    
    Tyrant is stronger than ever and will not show any mercy. His attacks are 
    stronger and he can run and swipe you too. If you get too far from the Tyrant, 
    then he will charge and take a running swipe at you. Sometimes his swipes can 
    toss you to the wall, where he can get you into nasty swipe locks. Tyrant can 
    also upgrade his claw and then run at you, dealing a significant amount of 
    damage. Use your Colt Python to attack the Tyrant. One strategy that I find 
    very effective is to attack him and then when he gets close, run around on his 
    clawless side. Provided you weren't too close, he'll swipe and likely miss, 
    giving you a chance to fire again. Keep repeating this and heal when necessary, 
    and keep a safe distance before attacking. After about 10 Colt Python rounds or 
    if the timer drops to about 30 seconds, Brad will drop a Rocket Launcher. It 
    has 4 rockets and with auto-aim on, it's unlikely that you'll miss. One Rocket 
    will put the Tyrant to rest.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    Watch the final ending as the mansion explodes into a million pieces. Also 
    watch the credits roll by too (if you're playing the original Resident Evil: 
    Director's Cut, these are probably my favorite ending credits). Then you'll see 
    how much time it took to beat the game for you and how many times you've saved. 
    It'll also prompt you to save your game. It'll be a saved game at the Main Hall 
    1F and will store any items you've unlocked. Enjoy!
    
    ===================================
    10. Chris's Walkthrough (Advanced)
    ===================================
    
    NOTE: Playing as Chris, I've assumed you've played as Jill, and hopefully know 
    the mansion, hell, even the game, better this time around.
    
    -------------------- 
    THE MANSION: PART I
    --------------------
    
    We're greeted by a nice scene of Jill aiming her gun at Wesker. Chris also 
    notices Barry's missing. The three hear a gunshot and Chris decides to check it 
    out, while Jill and Wesker will remain in the hall. Chris opens the doors and 
    starts out in the Dining Room. The pool of blood is gone for some reason too. 
    Just run to the other side of the Dining Room to open the door. In here, run 
    left and step on the carpet for the FMV. Unless you're very skilled, don't 
    attempt to knife down that zombie. Just run back to the Main Hall 1F. Wesker 
    and Jill have disappeared. Unlike Jill's scenario, we don't have to check one 
    room to find them. Pick up Jill's Beretta that was left on the floor. Now equip 
    it and go back to the hallway where we saw our first zombie.
    
    The zombie is to our right now. Simply kill it and then go over to Kenneth's 
    dead body. Search him three times for two clips. Go back to the Main Hall 1F. 
    Go up the stairs to get to the second floor. Up here, use the staircase on the 
    right. There are two doors in front of you. Open the door on the right. In this 
    small hallway, pick up the Small Key from the shelf and then open the next door 
    to get the balcony. For some reason, they decide to replace the Bazooka with a 
    Clip. Pick up the Clip on here. Go over to forest and attempt to pick up the 
    Armor Key, and then Forest will revive himself and attack you. Quickly kill him 
    and then pick up the Armor Key. Now go back to the Main Hall 2F. This time, 
    open the door to the left.
    
    In this hallway, just simply unlock the first door you see with the Armor Key 
    and open it. In here, walk around the corner and we'll meet Rebecca Chambers 
    aiding Richard. They need serum, and they'll send you to get it. When you leave 
    the room, watch out for the zombie, who is now by the door. He seems to get a 
    hold of me every damn time. Kill it and then get back to the Main Hall 2F. Now 
    go to the other side of the room and open the doors to get to the Dining Room's 
    second floor. Use your Beretta to kill the zombies. If they fall down, use the 
    Knife to get a stab or two to save precious ammo. Now go to the statue and push 
    it so it's in front of a wide open hole in the ledge. Now push the statue over 
    the ledge for a nice crash on the first floor. Now open the door across from 
    us. Quickly kill this zombie before it causes any problems. Then follow this 
    hallway, kill the next to zombies, and then go down the stairs. Down here, walk 
    forward and a dog will leap out of the window. Shoot it once and then knife the 
    crap out of it until the dog is dead. Follow this hallway and do the same for 
    the next two dogs (one shot, knife to death). Now go into the medical room 
    underneath the staircase.
    
    You should have these items on you: 
     
    Beretta
    Clip (if any ammo) 
    Knife
    Armor Key
    Small Key
    First Aid Spray
    
    Drop in the Knife and First Aid Spray. Don't get the Serum yet, as we still 
    need some space. Go back outside to the hallway. Follow the hallway to two 
    doors. Unlock the door on your right with the Armor Key and open it. In this 
    small room, unlock the desk across from you with your Small Key and open it for 
    Shotgun Shells. Also, grab the Clip and Colt Python off the shelves. Go back to 
    the medical room now and drop in the Colt Python and Shotgun Shells. Now grab 
    the serum from the shelf and leave. Go back upstairs to the second floor. Up 
    here, get to the dining room and then the Main Hall 2F. Open the door across 
    from you. Back in this hallway, open the first door to get to Richard's room. 
    Walk around the corner and Rebecca will give Richard a shot, but he will die. 
    Rebecca will also stay in this room. Leave this room and go back to the 
    previous hallway.
    
    Follow this hallway and kill the first zombie you see. Now unlock the double 
    blue doors with the Armor Key and then open it. In this knight room, cover both 
    vent holes with the statues and then press the switch. The glass on the shelf 
    will lower, so pick up the Emblem inside. Leave this room. Back in this 
    hallway, follow the hallway and kill the next zombie. You'll get to two more 
    doors, but the first one is locked from the other side. Open the one on the 
    left and you'll get to a small library. Grab the Botany Book from the table and 
    then open the next door. Kill the two zombies across from you and then run 
    forward. Unlock the first door you see with the Armor Key and then open it. Try 
    to ignore the zombie in here for now and open the door to our right. In here, 
    press the switch on the wall to drain the tank. Push the empty tank to the 
    right afterward. Now push the cupboard to the right and it'll reveal a cabinet. 
    Open it to get the first half of the Moon Crest. Get the Researcher's Will from 
    the desk and then leave the room.
    
    Kill or avoid the zombie in this room and then open the door across from you. 
    In this bedroom, pick up the Lighter. Don't bother to get the other items here, 
    we'll come for them much later, as we have no more space. Leave this room, and 
    then go back out to the corridor. Run down south and go down the stairs to get 
    to the first floor. Kill the two zombies here and then open the door to get to 
    the storeroom. You should have these items on you: 
     
    Beretta 
    Clip (if any ammo) 
    Armor Key
    Emblem
    Moon Crest (1st half) 
    Lighter
    
    Drop in the Emblem and the 1st half of the Moon Crest. Also pick up the Broken 
    Shotgun and dump that in the item chest. Leave this room now and go back up 
    stairs. Up here, run right and unlock the other door in the alcove and then 
    open it. Back in this hallway, go to the door that leads to Richard's room and 
    open it. Rebecca is gone now, so examine Richard twice for a Clip. Load up your 
    Beretta and open the next door. You need to be really lucky in this room. 
    Quickly kill the two zombies before they bite you, as you have little room for 
    error. Once they are both dead, run into the opening to the right and open the 
    door. In this small dining room, use the Lighter to light up the candles on the 
    table. Now move the cupboard to the right to reveal an opening. Go into the 
    opening and check the cupboard inside to get the Sword Key, which is the 
    alternative to Jill's lockpick for opening doors. From here, leave this room 
    and go to the Main Hall 2F, which is right near here.
    
    Once you get to the Main Hall 2F, open the double doors to get to the dining 
    room. Just open the door across from you and use the stairs to get back to the 
    first floor. Now go into the medical room beneath the stairs. You should have 
    these items on you: 
     
    Beretta
    Clip (if any ammo) 
    Sword Key
    Armor Key
    Lighter
    
    Put away the Lighter. Now, make sure you are in good condition, as it's 
    important for this upcoming part of the game. Leave this room. Back here, 
    follow the hall to the two sets of doors again. This time, open the other one. 
    There are two zombies in front of you, but ignore them and run to Chris's 
    right. To Chris's right is a door, so unlock it with your Sword Key and open 
    it. In here, grab the much needed Clip on the bedroom and go to the desk and 
    examine the book. A zombie will come popping out of the closet, so quickly mow 
    it down before it gets to be a problem. Now read the Keeper's Diary and then 
    get the Shotgun Shells from the closet. Now leave this room. In this hallway, 
    go right, unlock the door, and then open it. We're in the hallway where we 
    found our first zombie. Run up north and unlock the door on your left with the 
    Sword Key and open it. Now walk around the piano and you'll get to a shelf. 
    Slide this shelf to the right and then grab the Music Notes off the other 
    shelf. When we try to use the Music Notes on the piano, we find that Chris 
    can't read music. Rebecca conveniently comes in and tries to play the song, but 
    comes up a little short, so she needs to practice. Regardless of if you say yes 
    or no, she will remain in here and practice. Leave this room and get to the 
    Dining Room. Search the remains of the broken statue for the Star Crest. Now go 
    to the Main Hall 1F.
    
    On the opposite side of the doors leading to the Dining Room, unlock the solo 
    door with your Armor Key, but don't enter it yet. Instead, open the double blue 
    doors. In here, push the ladder to the statue and get the Map of the 1st floor 
    if you want. Unlock the door across from you with your Sword Key and then toss 
    it forever, and then open it. In this hallway, simply run to the other door and 
    ignore the two dogs, as you'll need all the ammo you can get your hands on. 
    Open the door when you get to it and you'll be in the twisted hallway. In here, 
    unlock the first door you come across with the Armor Key and then toss it 
    forever. Open the door to get outside. Kill the dog across from you and then 
    follow the path until you get to a boiler. Try your best not to kill the dog 
    that leaps at you, but if it becomes a problem, kill it. That's what the 5 
    Green Herbs here are for. Pick up the Chemical and quickly leave this room.
    
    Back in this hallway, run forward and open the next door you see. We're in a 
    bathroom. Run forward and kill the zombie coming out of the alcove. Now get the 
    Clip off the counter and search the tub for a Small Key. Leave this room and go 
    back to the twisted hallway. Follow this hall to a set of double doors and then 
    open them. There are zombies across from you, but avoid them for the time 
    being. Quickly unlock the blue door and open it. Back at the Stairwell, go 
    under the stairs and open the door to get to the Storage Room. You should have 
    these items on you:
    
    Beretta
    Clip
    Small Key
    Chemical
    Star Crest
    Any healing item you may have
    
    Toss away the Star Crest and take out the Broken Shotgun. Be sure to have at 
    least two open slots. Now go back to the previous stairwell and use it to get 
    to the previous hallway. Again, avoid the zombies and get to the double door 
    and open it. Once you're in the twisted hallway, open the door in front of you. 
    Open this door and enter it too. By this point, you may be low on Beretta ammo. 
    If you have enough, kill the first zombie in this room. If not, go back, get 
    the Colt Python, AND ONLY KILL TWO ZOMBIES. If you can kill the first zombie 
    with your Beretta, quickly run to the Shotgun and pick it up. Now you can 
    easily kill the zombie next to you. Check the wall where the Shotgun was. When 
    it prompts you to put down the Shotgun, say no. Instead, put down the Broken 
    Shotgun. The third zombie may be stuck in a corner, but you can easily avoid 
    him. Now leave this room. Back in here, open the door to the twisted hallway. 
    Open the double doors across from you. With your new Shotgun, blow away the 
    three zombies. Now open the only door on the left wall. To solve this puzzle, 
    you must hit the switches in the correct order or else the crows will come to 
    annoy you. Hit them in this order:
    
    Newborn Baby
    Infant
    Lively Boy
    Young Man
    Tired Middle Aged Man
    Old Man
    The End of Life
    
    At the end of the puzzle, the picture will fall in front of you revealing the 
    Wind Crest. Pick up the Wind Crest and run back to the storeroom to dump the 
    Wind Crest into the item box and then get back to the Main Hall 1F. Remember 
    that door I told you to unlock but not open? Enter it now.
    
    Kill the two zombies in between you and then get the Clip on the counter in 
    front of the mirror. Now go to the other side of the room and you'll get to a 
    narrow passage. Run south of the zombie and use your Small Key to unlock the 
    desk. Open it for some Shotgun Shells. If you're going to change your outfit, 
    kill the zombie and enter the next door. If you don't want to, don't bother to 
    waste your ammo. Go out to the Main Hall 1F and get to the room where we found 
    our first zombie. Rebecca should be done practicing, but let her be for now. We 
    still have a few more things to do. Open the door leading to the green hallway. 
    Run forward into the bigger area to kill the two zombies still hanging around. 
    Facing the door, turn around and run forward. Follow the hallway to another 
    door and a zombie. Kill the zombie and enter the door. In this greenhouse, go 
    to where the water is in the corner. Dump the Chemical into the water to kill 
    the plants.
    
    Before grabbing the Sun Crest from the wall, make at least 1 combo of a 
    Red/Green Herb mix. If you have enough space, make another Red/Green Herb 
    combo. Get the Sun Crest from the wall now and leave the room. Now follow the 
    hallway and open the door to get to the stairwell near the medical room. Run 
    under the stairs and go back to the medical room. You should have these items 
    on you: 
     
    Beretta
    Clip (if any ammo)
    Shotgun
    Shotgun Shells (if any ammo)
    At least 1 Red/Green Herb mix
    Sun Crest
    
    Put away the Beretta, the Clip (if you have any ammo), and keep both healing 
    items. Put away the Sun Crest and take out all Shotgun Shells you have. Also 
    bring out the Emblem, and make sure you have at least 1 open item slot. From 
    here, leave the room and go back to the hall where we found our first zombie. 
    Run up north and open the door to get to the piano room. Rebecca is done 
    practicing now, and she'll play Moonlight Sonata for us. At the end of the 
    song, it will open up a passage. Enter it and grab the Gold Emblem from the 
    hollow. The door will close, so put the regular Emblem in its place. From here, 
    leave this place and go back to the Dining Room. Put the Gold Emblem in the 
    hollow above the fireplace. This will cause the clock to ding three times, stop 
    ticking, and move over, revealing a Blue Jewel, so pick it up. Go back to the 
    green hallway and enter the small alcove. Open the door and we'll be in the 
    Tiger Statue room. Put in the Blue Jewel and the tiger will slide over, 
    revealing the Shield Key, so pick it up. Now go back to the Main Hall 1F.
    
    Go up the stairs to get onto the second floor. Take the right staircase and 
    open the door across from you. In this hallway, get to Richard's Room and open 
    the door. In this small hallway, go up the stairs and use the Shield Key to 
    unlock the door. Toss the key and open the door. In this attic, run to the 
    middle of the room and we'll fight a boss.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Yawn
    Difficulty: Medium
    
    This fight is always a pain, because we don't have the great Acid Rounds to end 
    the fight in 3 hits. As soon as the fight starts, try to shoot it at least once 
    with your Shotgun. Run around to avoid being bitten, and fire a shot now and 
    then. But there is a great chance you will be bitten here, because you need to 
    get so many hits in. Your best bet is to get Yawn stuck around the pole and 
    fire cheap shots at him. Heal yourself after every two hits, as Yawn's bites 
    will poison you.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    At the end of the fight, Yawn will go back into the hole it came out of. 
    Examine the hole to get the second half of the Moon Crest. Also go to the two 
    barrels and grab the Shotgun Shells. Leave this room and go down the stairs. If 
    you were not poisoned by Yawn (and I give congrats to you if you didn't get 
    poisoned while fighting him), skip this following passage and read on.
     
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 
    CHRIS POISONED? 
     
    If Chris got hit during the Yawn fight, he'll drop to the ground while Rebecca 
    enters the room. If you got the Serum to Richard on time, you'll control 
    Rebecca. If not, Chris will pass out and wake up in the medical room. When 
    controlling Rebecca, we need to get the Serum for Chris. Simply go to the Main 
    Hall 2F, Dining Room 2F, go down the stairs in the next hallway, and then open 
    the door to get there. Grab the Serum from the shelf and then bring it back to 
    revive Chris.
    
    Also, be aware that using the serum will not completely restore Chris, as it 
    just eliminates the poison. You can use a healing item that you have or the 
    Green Herbs found in Richard's room.
    <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    
    Once you regain control of Chris (if you were poisoned), go back to Richard's 
    Room and then go to the previous hallway. In here, follow the hallway to the 
    two doors and open the first one. In this corridor, go to the door you unlocked 
    with the Armor Key way back when. Go to the bedroom first (where you got the 
    Lighter). If you have the space, get the Red Herb in the corner to the left of 
    the bed on the left and get the Shotgun Shells from the right of the right bed 
    in the corner. If you want to save right now, go to the other room where we got 
    the first half of the Moon Crest. Get the Ink Ribbon from the white coat near 
    the door. Now go back downstairs to get to the first floor and open the storage 
    room. You should have these items on you:
    
    Shotgun
    Shotgun Shells
    2nd half of Moon Crest
    Red Herb
    Ink Ribbon (if you wanted it) 
    At least 1 healing item
    
    Put away the Red Herb and bring out the first half of the Moon Crest. Combine 
    it with the other half to get the full Moon Crest. Save your game if you want 
    to and put away the Ink Ribbon. Put away any other healing items to make room 
    for the Wind, Sun and Star Crests. Leave the storeroom and go to the stairwell. 
    Open the door to get to the hallway. Turn right and follow the hallway to a 
    door and then open it. Kill the two dogs out here and then go to the panel. 
    Insert all 4 crests to release the lock, so open the door next to you. In here, 
    push the ladder to the left and then push it upward to get to the high shelf. 
    Climb it and get the Crank from the shelf. Also, get the Small Key on the 
    barrel next to the double doors. Open the double doors and then we'll be in the 
    Courtyard.
    
    --------------
    THE COURTYARD
    --------------
    
    Aim your Shotgun and it should aim at a dog. Shoot it and then wait for the 
    growl, and then shoot again. Repeat until the dog dies. Also, kill the other 
    two dogs here and you'll get a call from Brad, if you got the radio that is. 
    Answer it and you'll find he can't hear you, but he is still flying around. Use 
    the Green and Red Herbs to heal if you need to, and then open the gate across 
    from you. In this area, follow the path until you get to a slot. Insert the 
    crank into the slot to drain the pool and reveal a ladder. Climb down the 
    ladder and use it to get to the higher ledge across from you. Follow this path 
    to an elevator. Watch out for the snakes falling from the trees on your way and 
    go down the elevator. Down here, walk forward and kill the three dogs without a 
    problem. Once they are all dead, run forward and open the gate across from you.
    
    In this pathway, use the Green Herbs to heal if you need to. Follow the path 
    and kill the two dogs wandering around here. Once they are both dead, enter the 
    door on the other end of this path to get into the guardhouse.
    
    ---------------
    THE GUARDHOUSE 
    ---------------
    
    If you got hit by the snakes in the Courtyard, you can use the blue herbs in 
    this hallway. Run into the opening to the left and you'll see a door to your 
    left and right. Open the door on the left labeled "001". Run forward and kill 
    the two zombies in this room. Also use your Small Key and open the desk for 
    some Shotgun Shells. In the corner of this room is a table. Search the cup on 
    the table for a Small Key and then leave this room. Now go into the door in 
    front of you and you'll be in a save room. You should have these items on you:
    
    Shotgun
    Shotgun Shells
    Small Key
    Crank
    1 or 2 Healing Items
    
    Be sure to keep one healing item. Put away the Crank and pull out your Beretta 
    and any ammo you have for it. Now save your game if you want to. Grab the Clip 
    off the shelf and get the First Aid Spray and put that in the item box. Now 
    leave this room and open the double doors and you'll be in a bar. Ignore the 
    two spiders here, as there's plenty of room to dodge them. Run to the right and 
    grab the Red Book off the table. Sometimes you may grab an Ink Ribbon in the 
    process. Leave this room. If you were poisoned by the spiders, use the Blue 
    Herbs. With your back to the double doors, go into the opening to the right. A 
    vine will come out of a hole and strangle you, but enter the door in this 
    opening. There's nothing much in this hallway. Just run and follow it until you 
    get to a door and open it.
    
    To our right is a door. Examine the panel to the right of this door and enter 
    in "125" into the panel to unlock the door, but don't enter it. After that, run 
    right and we'll get to a desk and a large wasp nest. Quickly grab the 002 Key 
    from the desk and run back to the door we used to enter this room and leave, 
    because the wasps will be after you. Back in this hallway, turn right and 
    continue to follow it until you get to another door labeled "002". Unlock it 
    and toss the 002 Key. Also, if you need to heal, push the statue to your left 
    into the alcove and grab the Green Herbs. Also enter the 002 room. There are no 
    zombies in here. Run forward and use the Small Key to unlock the desk and open 
    it for Shotgun Shells. Grab the Plant 42 report off the bed and open the door 
    near this room's entrance.
    
    Kill the two zombies with your Shotgun and grab the 003 key from the sink. Now 
    who leaves a key in the sink? Backtrack to the wasp nest room. Run forward and 
    unlock the solo door with the 003 key and open it. In this room, open the door 
    to your right and get to the bathroom. Those Capcom developers are cruel. Who 
    replaces Flame Rounds with a Clip? Kill the zombie and grab the Clip from the 
    floor. Go back to the 003 room and head into the bedroom area. Kill the zombie 
    with your Shotgun and equip your Beretta. Go to the bookshelf and take the 
    White Book, also named the V-Jolt report from the shelf. Since there's a book 
    missing, insert the Red Book into the shelf. This will cause a cupboard to 
    slide over and reveal a door, so open it.
    
    NOTE: If you didn't deliver the Serum to Richard in time in the mansion, or you 
    answered "No" to Rebecca's question in the Medical Room (if you went there 
    first before seeing Richard), skip this following section, as you won't control 
    Rebecca.
    
    *******************************************************************************
                                 ~~~CONTROLLING REBECCA~~~
    *******************************************************************************
    
    We'd be fighting Plant 42 right now, but Chris wants to check it out. He gets 
    grabbed by a tentacle and screams in pain, causing Rebecca to run in through a 
    jammed door, something we were never able to do. Chris hands Rebecca the V-Jolt 
    Report. Once you gain control of Rebecca, run forward to the door with the code 
    panel and open it. This is the room where we can make the V-Jolt. So make it, 
    follow these instructions:
    
    1. Grab all 4 empty bottles in this room (they are the flashing objects).
    2. Go to the sink and put water in one. 
    3. Go to the shelf behind you and get some UMB. NO 2. Put some in an empty 
    bottle.
    4. Combine the water and the UMB. NO 2. to get UMB NO. 3
    5. Go to the empty shelf and get some UMB NO. 4 off of it. Put it in an empty 
    bottle.
    6. Combine the UMB No. 4 and UMB NO 3 to make UMB No. 7
    7. Get UMB NO. 4 from the shelf and UMB NO. 2 from the other shelf. Combine the 
    two and get UMB NO. 6
    8. Combine UMB NO. 6 and UMB NO 7 to make UMB NO 13
    9. Get some water from the sink and UMB NO. 2 from the shelf. Combine the two 
    to make UMB NO 3
    10. Combine UMB NO 3 and UMB NO 13 to make the V-Jolt
    
    NOTE: If you make a wrong combination not listed here, a poisonous gas could be 
    released, so leave and re-enter the room.
    
    After making the V-Jolt, run down to the 002 Room. Go into the bedroom area and 
    you'll see two cupboards. Push the one on the left forward and push the right 
    one to the right to reveal a ladder, so climb down it. Down here, follow this 
    hall to two crates. Push them both into the water. Now, go to the other crate 
    and push it towards the opening that leads to the ladder. Now, with your back 
    facing the ladder, push the crate forward to the wall across from you. Now, get 
    behind the crate and push it until it hits a wall. Once it does, get to the 
    right of the crate and push it left to a water.
    
    The three crates will form a bridge. Cross the crates and follow the path to a 
    set of double doors and open them to get to the flooded part of this basement. 
    Don't even waste any time here. Just run right and open the door in the corner 
    before the sharks come out to get you. On the other side of this room is a huge 
    root handing from the ceiling. Use the V-Jolt on the root and it will start 
    shriveling, so leave the room.
    
    *******************************************************************************
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Plant 42
    Difficulty: Easy-Medium
    
    Too bad we didn't have the Flame Rounds to take him down in a second. Chris is 
    still being strangled by the tentacle, but Plant 42 will let go of Chris, 
    shrink, and re-grow to original size. The best weapon to use here is Beretta. 
    Get on the opposite side of the room across from the double doors. When aiming 
    at Plant 42, aim up and fire. Fire 1-5 times and then run to avoid the large 
    drops of acid falling from the ceiling. Also, do not get close to the plant or 
    it will whip you with its tentacle. After almost or a little more than 30 
    shots, the Plant will die. If you run out of Beretta ammo, just finish it off 
    with your Shotgun.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the plant dies, search the fireplace for the Control Room Key. Then open 
    the double doors to get back to the Wasp Nest Room. If you had Rebecca make the 
    V-Jolt, you'll find her here. Chris will thank her and she will run off into 
    the room where she made the V-Jolt. Run over to the 002 room and go down the 
    ladder. If you didn't play as Rebecca, use this time to push the 3 crates into 
    the water to create a bridge. Otherwise, the bridge should already have been 
    created. Run to the double doors and open them. In here, run counter clockwise 
    around the room. There will be no FMV for Chris, as the sharks may be 
    surrounding the door already. Just run to the left door and unlock it with the 
    Control Room Key and then open it.
    
    There is a flashing light in here. Go over it and check the level to the right 
    of it. Move it and it will cause all of the water in this flooded basement to 
    drain. Now push the button near the door and it will unlock the other door, so 
    open it. In here, grab the two boxes of Shotgun Shells, the Helmet Key, and the 
    two Clips. Now leave this room and get back to the 002 room. Once you get back 
    there, leave the room to get back to the hallway. Wesker is here, and he has 
    just taken down a Spider. He claims he lost track of Jill when they got 
    attacked by a monster and were scouting around (yeah right). After the chat, 
    open the door to the main Guardhouse hallway. Open the door leading to the save 
    room. You should have these items on you: 
     
    Shotgun
    Shotgun Shells
    Beretta
    Clip
    Helmet Key
    At least 1 healing item
    
    Deposit the Shotgun Shells and the Shotgun and save your game. You must be 
    thinking I'm crazy for using the Beretta on these parts, but it will help save 
    ammo in the long run. Save your game if you want and leave this room. Now open 
    the door near the statue and we'll be out into the Courtyard and finished with 
    the Guardhouse.
    
    --------------
    THE COURTYARD 
    --------------
    
    Once you step outside, run forward and you'll get a call from Brad. He still 
    won't be able to hear you, as the radio's broken. Just follow this pathway to 
    the gate and open it. Out in this area, there's nothing much to do. Just run 
    over to the elevator and go up it. From here, run to the ladder and dodge the 
    snakes falling from the trees. Once you get to the ladder, go down it. Now run 
    forward and go up the ladder and then enter the gate. There are two dogs here. 
    Equip your Beretta and run around the bushes to lure the dogs to you. Kill them 
    both with your Beretta. Afterwards, use the herbs to heal if you need to and 
    then open the double doors to get back into the mansion.
    
    ---------------------
    THE MANSION: PART II
    ---------------------
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    NOTE: Because this is one of the most dangerous and frustrating places in the 
    game, I'm going to give you the easiest path to avoid the Hunters and get out 
    of the mansion with much ammunition on your side to finish the game.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    Once you're back in the mansion, open the next door. Now run forward and open 
    the door to get back in the dog hallway with your Colt Python equipped. Run out 
    of the alcove and an FMV will happen with a Hunter chasing you. As soon as it 
    enters the room, shoot it once and it'll either die or fall to the ground. If 
    it doesn't die, wait for a "tick" sound and shoot to kill it. Now unlock the 
    brown door here with the Helmet Key and open it. In this small room, hit the 
    switch on the desk to lighten things up in this room. Grab the Magnum Rounds on 
    the desk and get the MO Disk from the shelf to the right of the door. Now leave 
    this room and open the door leading to the stairwell.
    
    Run forward and kill the two Hunters. Hopefully one of them will die in one 
    hit, and just be sure to hit them as soon as they get up from the ground. Enter 
    the storage room. Wesker has left us a Clip, Shotgun Shells, and a First Aid 
    Spray. You should have these items on you:
    
    Beretta
    Colt Python
    Magnum Rounds
    Helmet Key
    MO Disk
    Maybe a healing item
    
    Drop in the MO Disk. Now pick up the Clip from the floor, load up your Beretta, 
    equip it, and leave the room. Go up the staircase to get on the second floor. 
    Here's a great way to save ammo. See that Hunter? Aim up at it with your 
    Beretta and fire at it. It will try to attack you, but it cannot go down the 
    stairs. After around 5-8 hits with your Beretta, it should die. Go back 
    downstairs into the storage room afterward. Put away the Beretta, Clip, and 
    take out your Shotgun and Shotgun Shells. Also, grab the Shotgun Shells from 
    the floor and take the First Aid Spray and put it in the item box. Leave the 
    storage room and go back to the stairwell. Open the door leading to the dark 
    hallway. Once you get back there, open the double doors leading to the twisted 
    hallway.
     
    Equip your Colt Python and follow the hallway until a Hunter charges at you. 
    Shoot it. If it doesn't die, equip your Shotgun and fire again, as it should 
    take 1-2 hits with the Shotgun afterward. Now go into the next hallway where 
    the dogs leaped out of the window. There are Spiders here, but you're fast 
    enough to avoid them. Get to the Main Hall 1F. Once you get back there, go into 
    the Dining Room and then into the hall where we found the first zombie. Avoid 
    the spiders and enter the door leading to the green hallway. With your Shotgun 
    equipped, turn either direction and keep aiming until you automatically aim at 
    a Hunter. Fire your Shotgun. If you're lucky, you'll hit two Hunters, but they 
    definitely won't die. Wait 1 second and fire again. Repeat that until both 
    Hunters die, and then equip your Colt Python. Run forward and a Hunter will 
    come out of the alcove screeching. Hit it once and if it doesn't die, finish it 
    with the Shotgun. Go forward and open the door leading to the stairwell outside 
    the medical room.
    
    Use your Shotgun to kill the Hunter in front of you. Run to the staircase. 
    Unlike Jill's scenario, the second Hunter is out in the open, rather than under 
    the staircase. Get up the stairs. Up here, there are two Hunters, but are both 
    behind you. Run to the alcove and unlock the door on the left with the Helmet 
    Key and open it. In here, grab the Orders from the table. Also get the Magnum 
    Rounds and Shotgun Shells from the table. See that ladder? Push it up so it's 
    directly in front of the fireplace. Hit the switch near the door to turn off 
    the lights. Climb the ladder and face the moose. Examine it to pick up the Red 
    Jewel. Now leave the room, go down the stairs, and quickly run to the door 
    leading to the green hallway, avoiding the Hunter down there. In the green 
    hallway, run to the small alcove and open the door leading to the tiger statue 
    room. Put in the Red Jewel and get the 3 much needed sets of Magnum Rounds. 
    Afterwards, get to the main hall 1F. Open the double blue doors, get into the 
    spider hallway, and then to the twisted hallway. There is another Hunter here, 
    so aim and kill it. Now get to the storage room from here. 
     
    You should have these items on you: 
     
    Shotgun
    Shotgun Shells
    Colt Python
    Magnum Rounds
    Helmet Key
    Any healing item you may have
    
    Take out a healing item, make sure you're at full health, and then leave the 
    room. Go up the stairs to get to the second floor. Back up here, run to the 
    left and follow this hallway to a blue door and open it. In here, unlock the 
    door with the Helmet Key and toss it. Now open the door. Equip your Shotgun and 
    examine the piano for a boss fight.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Yawn
    Difficulty: Easy-Medium
    
    Yawn decides to bite you and misses, causing a hole to appear on the floor. 
    This time, when it bites you, it will not poison you, but it is a tad stronger 
    than the last fight. Use the Shotgun to hit it. Run into a different spot if it 
    starts to corner you. It should take about 7-10 hits to kill it with your 
    Shotgun. If you get bit 2-3 times, heal yourself. This fight shouldn't be too 
    much of a problem.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, examine the hole. Since there's no Barry or Rebecca to give 
    you a rope, jump down it. Down here, examine the tombstone and press the switch 
    on it. It will move, revealing a ladder, so climb down it. There are three 
    Hunters in this room. One is across from you and there's two others in an 
    alcove. You're better off just RUNNING straight to the other side of the room 
    before the two Hunters come out and slash you to death. You may take a swipe 
    from the other Hunter, but ignore it and open the door. This room is much more 
    peaceful. Follow this hallway until you see two Green Herbs. Heal if you need 
    to with them. There are two zombies feasting on another zombie, but you can 
    easily run through them. The dead zombie on the ground really is dead, as it 
    won't grab your ankle if you walk near it. Unlock the door and open it.
    
    In this kitchen, pick up the Small Key on the counter across from you. Now run 
    into the opening to the right. There is a zombie faking dead on the ground, so 
    shoot it twice with your Shotgun to kill it. Now go into the elevator to bring 
    you up into the second floor. As soon as you get into the hallway, use your 
    Colt Python to kill the Hunter next to you. Then go to where the Hunter was an 
    open the door. In this closet, grab the two boxes of Shotgun Shells and leave. 
    Back in this hallway, wait for the Hunter to approach you and kill it with your 
    Shotgun/Colt Python. Then follow the hallway to double blue doors and open 
    them. In this Library, run to Chris's right and you'll get to a desk in the 
    corner of the room. Unlock the desk with the Small Key and open it for Magnum 
    Rounds. By this time, a zombie will come out of the opening from the left. Kill 
    the zombie and go to where it came out of. There is a shelf to your right. Push 
    the shelf to the left to reveal a door, so open it.
    
    In here, grab the Battery in the corner of the room. Don't get in front of the 
    window, or else a few Crows will break out of the window and annoy you. Leave 
    the room. Back in here, walk forward and kill the two zombies in this room. 
    Read the Scrapbook on the table and open the door in the corner of the room. 
    Walk forward and push the statue to the right. Then walk around the statue and 
    push the switch. A light will shine in the corner of the room. Push the statue 
    into that corner and a bookshelf will open, revealing a secret study. Get the 
    Doom Book 1 from the table. Check it and turn to its pages and check it again 
    and it will open, revealing an Eagle medal. Now leave both libraries and go 
    down the elevator to the kitchen. Go to the opposite corner of the room and an 
    FMV will occur of a zombie entering the room. This zombie is pretty tough and 
    will take 3 Magnum Rounds to go down. To avoid the fight, simply lure him to 
    the corner, run around the table, and get to the door and open it.
    
    In this hallway, run up the stairs and follow the hallway to a set of double 
    doors. Unlock them and open them and you'll be in the hall where you met your 
    first zombie. Ignore the two spiders and get to the Main Hall 1F. From there, 
    work your way STAYING ON THE FIRST FLOOR until you get to the storage room, 
    dodging the spiders in the dog hallway. In the storage room, go to the item 
    chest. You should have these items on you: 
     
    Shotgun
    Shotgun Shells
    Colt Python
    Magnum Rounds
    Eagle Medal
    Battery
    
    Put away the Shotgun, the Shotgun Shells, and the Eagle Medal. Take out the 
    Crank, one healing item, and save your game. Go back to the previous hallway 
    and open the door leading to the dark hallway. From here, open the door in the 
    alcove to get to the room where you used the 4 crests. Kill the Hunter here 
    before it causes too much trouble. Open the door to get to the shed, and open 
    the double doors to get out of that mansion for the rest of the game.
    
    --------------
    THE COURTYARD 
    --------------
    
    Out here, run straight and get to the gate on the other side of this area. In 
    this area, just use the ladder to get to the ladder across from you. Now run to 
    the elevator, dodging the snakes falling from the trees. Go down the elevator 
    once you get to it. In this large area, go to where the other elevator is. Put 
    the Battery in the slot next to the elevator and then go up it. We'll be back 
    at the starting courtyard area, but just get back to the gate and open it. Back 
    in this area, go to the slot and insert the Square Crank to raise the water 
    level. Turn around and leave this area. Back in here, go to the elevator and go 
    down it. Back in this large area, run straight and you'll get to a ladder. 
    Since the water level was down for most of the time, we couldn't see the 
    ladder, since it was blocked by a waterfall. Go down the ladder to get to the 
    underground.
    
    ----------------
    THE UNDERGROUND
    ----------------
    
    As soon as you enter the underground, just simply open the door to the left. We 
    don't need to worry about following Barry in this room, playing as Chris. Run 
    to the right side instead and open the door (not the one where Barry normally 
    goes into). Just run straight and open the door to Chris's right in this 
    hallway. Follow this hallway until a cut-scene happens. We find Enrico lying 
    against the wall injured. He will call Chris a double-crosser and attempt to 
    shoot him, but somebody kills Enrico and runs off. Afterwards, search Enrico 
    for the Hexagonal Crank. Now turn around and leave this room. On your way back 
    to the door, two Hunters will find their way into this room. Kill both of them 
    and then leave the room. Back in this hallway, run to the left and open the 
    door we used to originally get here.
    
    There are two Hunters in this hallway, but it's best if you run away from them. 
    Run to the left of the first Hunter and he'll probably swipe and miss you. The 
    second Hunter might be wandering in no-man's land, so get to the alcove and 
    open the door. At worst you may get hit once or twice, but don't let that get 
    to you. Back in this hallway, run south of the ladder and you'll get to a hole 
    in the wall. Use the Hexagonal Crank on the slot to the left to rotate the 
    floor and remove the floor. Afterwards, run forward and open the door. Now run 
    up to the north and touch the boulder. Turn around and the boulder will move 
    once you walk forward. Get back to the alcove and wait for the boulder to pass. 
    Afterwards, go to the wall where the boulder crashed through and go through the 
    new opening. Now run to the right. A Hunter is right here, but if you run to 
    our left (aka the Hunter's right), he will most likely swipe and miss you. Open 
    the double doors, but as soon as you step in, turn around and go back to the 
    boulder hallway.
    
    You can easily kill the Hunter in front of you. Wait for the second Hunter to 
    come to you and kill it. Remember where the boulder originally was? Go to the 
    spot and check the shelf on the wall for Magnum Rounds. Also, go to the alcove 
    in this room and grab the Flamethrower off the wall near the door. From here, 
    go back to the double doors and open them. Now we won't ever see a Hunter for 
    the rest of the game! Hurray!
     
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Black Tiger Spider
    Difficulty: Easy
    
    All it takes is three Colt Python rounds to take down the Spider. Of course, 
    watch out for the web attack and the poisonous acid spit from the giant spider. 
    Your best bet is to run around the room to avoid the attacks and take potshots 
    now and then. If you want to conserve ammo, fire 1-2 Colt Python rounds and 
    unload your Flamethrower onto the spider to finish it off.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
     
    After the fight, the giant spider will release several baby spiders, so leave 
    and re-enter the room to reset them. If you still have ammo in your 
    Flamethrower, go to the webbed door and use the Flamethrower to burn all the 
    webs off the door. If not, get the Knife in the corner of the room and stab the 
    web to get rid of it. Afterwards, open the door. In this hallway, run to 
    Chris's right and we'll get to a locked door. It wasn't locked in Jill's 
    scenario, but all you need to do is place the Flamethrower on the rack to the 
    right of the door. Don't open the door yet. Instead, turn around and open the 
    door on the other side of this hall to get to a much needed save room.
    
    In here, grab the First Aid Spray and use the Ink Ribbon to save your game if 
    you want. If you got poisoned by the spider, use the Blue Herb to help yourself 
    out.
    
    You should have these items on you: 
     
    Colt Python
    Magnum Rounds
    Square Crank
    Hexagonal Crank
    Maybe a Healing item
    Maybe the Knife
    
    Drop the Knife if you have it, along with the Square Crank. Take out the Eagle 
    Medal and make sure you have at least 2 open item slots in your inventory. If 
    you want, drop in your Colt Python and Magnum Rounds, as there won't be any 
    enemies for a short while. Now leave the room and open the door you unlocked by 
    placing the Flamethrower on the wall. In this hallway, go through the opening 
    to our north and we'll find another boulder. On the left wall is a hexagonal 
    slot. Put in the Crank and keep turning the wall until the hole is facing the 
    left side. Afterward, go to the boulder, turn around, walk forward, and it will 
    begin moving. Run into the hole on the left and wait for the boulder to pass. 
    Go to where the boulder originally was and get the Doom Book 2 off the shelf. 
    Examine the pages of the book to get the Wolf Medal. Now go into the hole and 
    open the door.
    
    Push the statue in this room until it is to the right of the crank slot. Now 
    use the crank on the slot to have a wall push the statue into the middle of the 
    room. If you missed, use the crank to retract the wall, adjust the statue, and 
    try again. Once you have the statue in the middle of the room, use the crank to 
    retract the wall. Now push the statue onto a plate on the right side of the 
    room. If placed on correctly, a panel will open, revealing the Lab Key, so pick 
    it up. If it doesn't open, just re-adjust the statue so it's directly on the 
    tile. Now leave the room. Back in this hallway, go to the door you used to 
    originally enter this room. This time, take the south path and use the elevator 
    to get out of the underground.
    
    --------------
    THE COURTYARD
    --------------
    
    Once you get back out here, use the Green Herbs to heal if needed and then run 
    over to the fountain. Put the Wolf Medal on the hollow nearby you. Then run 
    around the fountain to get to the opposite side and insert the Eagle Medal. 
    After the FMV, go to the new opening. It'll take you down the stairs. 
    
    ----------------------
    UMBRELLA'S SECRET LAB
    ----------------------
    
    There's nothing much to do in the first room of this lab. Simply go to the 
    ladder and use it to get down into the next room. There's nothing but an item 
    box in this room. You should have these items on you: 
     
    Colt Python (if you didn't drop it earlier) 
    Magnum Rounds (if you didn't drop it earlier) 
    Hexagonal Crank
    Lab Key
    Any healing items you may have
    
    Drop your Hexagonal Crank, the Colt Python, and all of the Magnum Rounds you 
    have if you didn't earlier. Take out your Shotgun and Shotgun Shells, as well 
    as the MO Disk. Now open the door in this room. There are 3 zombies here. Walk 
    up to them and kill them with headshots, because you really don't want to waste 
    ammo here. Use the Green Herbs to heal if needed and then run over to the 
    staircase. Kill the zombie lurking in the alcove and then head down the stairs. 
    Down here, avoid the naked zombie in front of you and run into the opening to 
    your right. Walk up to the naked zombie and blow its head off. Now run forward 
    and open the double doors to Chris's left. In this room, go to the back of the 
    room and grab the MO Disk from the shelf. Now go over to the computer and turn 
    it on. Enter in JOHN as the user and ADA as the password. Select B2 and it'll 
    prompt you for another password. Type in MOLE as the password and the 
    electronic door on B2 will be unlocked. Now select B3 and the electronically 
    locked doors will unlock without a password. Afterward, leave this room.
    
    Back in this hallway, run back over to the staircase. Before going up the 
    stairs, open the double doors next to the stairs. In this hallway, run forward 
    and open the door on Chris's right. In this room, use your Shotgun to blow away 
    the 5 naked zombies. Grab the Fax from the shelf and go to the desk in the 
    corner of the room. Use the MO Disk on the code machine to get a pass code. Now 
    leave the room, get back to the staircase, and head back up it. Up here, run 
    into the alcove (I seriously hope that zombie's dead) and open the double doors 
    inside the alcove. Grab the Security System off the shelf next to us. Also go 
    to the large table. Near the table is a panel. Examine the panel and lower it. 
    Now hit the switch and it'll move a pole, revealing another shelf. Grab the MO 
    Disk from the shelf, leave the room, and then go down the staircase.
    
    Back in this hallway, take the path to your right again and follow the hallway 
    until you get to a set of double doors, killing any naked zombies in your path. 
    When you get to the double doors, use your Lab Key to unlock it. Toss the Lab 
    Key and open the door. In this hallway, just simply open the door to your 
    right. Grab the Shotgun Shells and the Red Herb off the table. You'll also see 
    two crates and a ladder. Push the crate on the right so it covers the 
    ventilation hole on the right, BUT DO NOT STEP ON THE SWITCH. If you do, 
    poisonous gas is released, so you must leave and re-enter the room. Now push 
    the ladder so it's directly in front of the crate on the right. Now push the 
    left crate to the right and then push it upward so it's against the ladder. 
    Push the left crate all the way to the left. After that, push it upward and 
    then push it to the right to cover the left hole. Once both holes are covered, 
    push the ladder onto the switch and go into the shaft.
    
    In this room, kill the naked zombie faking dead next to you and grab the Magnum 
    Rounds from the shelf. Now get to the desk on the other side of the room and 
    use a MO Disk on the pass code machine to get your second pass code. 
    Afterwards, unlock the door in this room and open it. Out in this hall, just 
    simply get to the door you unlocked with your Lab Key and then open it. In this 
    hallway, go forward and use the Shotgun to kill all three zombies. Afterward, 
    open the door in the middle of the hallway to get into a save room.
    
    You should have these items on you: 
     
    Shotgun
    Shotgun Shells
    Magnum Rounds
    MO Disk
    Red Herb
    Maybe another healing item
    
    Drop the Shotgun and the Shotgun Shells into the item box and take out the Colt 
    Python and the Magnum Rounds. Use the Green Herb in the corner if you need to 
    heal and get the Magnum Rounds off the shelf. Saving is highly recommended 
    right here, as you're about to go into the most dangerous part of the whole 
    lab. Equip your Colt Python and leave the room. Out here, run left to the 
    double doors and then open them. In the first power room, run right and follow 
    this path until you get to a computer, dodging the Chimeras you see. Use the 
    computer to turn on the power throughout the lab. Now go back to the double 
    doors and follow the other path to another door. Open it to get to the lab's 
    second power room.
    
    There are no enemies in here, so just run forward and use the MO Disk on the 
    code machine to get the third and final pass code. Now take the other path and 
    follow it to a set of double doors and open them to get to the third power 
    room. This is a pretty dangerous room and you need to be quick. Run around the 
    room counter clockwise and you'll get to a small computer. Use it to supply 
    power to the elevators throughout the lab. Continue running around this room 
    clockwise and you'll find a Battery on the floor, so pick it up. Now run back 
    to the double doors. If you were fast, you probably didn't get hit by the three 
    Chimeras or only got hit once. Now open the doors and get back to the save 
    room. Go to the item chest and make sure you're at full health. Now go back 
    into the previous hallway. Follow the other path to an elevator. Hit the switch 
    to the right to turn it on.
    
    Rebecca will enter the room. She saw you in the courtyard and caught up at 
    last. Both of you enter the elevator and then walk down the next hallway. After 
    a talk between Chris and Wesker, Wesker admits to shooting Enrico and goes on 
    to shoot Rebecca. He then takes us into the room behind us. We see an FMV of 
    Tyrant and Chris starts laughing, saying Tyrant is a failure. Wesker then gets 
    mad and releases the Tyrant, but Tyrant turns back on Wesker and knocks him 
    out. Now we have to deal with Tyrant ourselves.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Tyrant
    Difficulty: Easy
    
    With Chris being able to take more damage than Jill, this boss shouldn't be a 
    problem. It can't run, and it will only attack with its claws if you get too 
    close to it. Start out by running forward to guarantee he doesn't get a cheap 
    shot on you. Run around the room and fire 1-2 Colt Python rounds at it each 
    time. It should take exactly 6 rounds to end this fight.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    After the fight, go to the computer Wesker used to released Tyrant. Use it to 
    release the lock on the door and leave. Wow! Rebecca's back. Good thing she 
    brought that bulletproof jacket with her. Once they go and get off the 
    elevator, Rebecca tells Chris about the Tyrant-Virus research and suggests that 
    we blow this place up. She runs off to set off the triggering system. You just 
    go to the double doors and open them. We get a warning saying the triggering 
    system is activated. Not to mention the Chimeras in here have replaced the 
    naked zombies. Run to the staircase, but don't go up it yet. Instead, open the 
    double doors next to the stairs. Back in this hallway, run forward to the 
    locked double doors. Use your three pass codes on the panel to the right to 
    release the lock. Now open the double doors.
    
    Follow this hallway to a door and open it. We'll find Jill in this prison, and 
    I highly doubt she'd wind in a prison if Wesker "lost track of her". Leave the 
    prison and go back to the staircase and climb up it. Back in this hallway, the 
    zombies have come back. Try your best to avoid them, but if you really need to, 
    kill them and get to the door. Open the item chest. Use your healing items to 
    get you to 100%. If you have less than 10-12 Magnum Rounds, take out your 
    Shotgun. Also bring out all your best healing items. Afterwards, climb up the 
    ladder. Up here, open the double doors. Follow this hallway and we'll get a 
    call from Brad, who is still around but is running out of fuel. At the end of 
    the hallway, put the Battery in the slot to activate the elevator. A 3 minute 
    explosion counter also begins. Rebecca has also caught up with us, but she and 
    Jill will just fend off the monsters while we go in the elevator.
    
    Out in the heliport, grab the flare next of you. Go to the middle of the place 
    and use the flare. While Brad tries to land, Tyrant bursts out of a hole for 
    one final fight.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! 
    BOSS: Tyrant
    Difficulty: Hard
    
    Tyrant is stronger than ever and will not show any mercy. His attacks are 
    stronger and he can run and swipe you too. If you get too far from the Tyrant, 
    then he will charge and take a running swipe at you. Sometimes his swipes can 
    toss you to the wall, where he can get you into nasty swipe locks. Tyrant can 
    also upgrade his claw and then run at you, dealing a significant amount of 
    damage. Use your Colt Python to attack the Tyrant. One strategy that I find 
    very effective is to attack him and then when he gets close, run around on his 
    clawless side. Provided you weren't too close, he'll swipe and likely miss, 
    giving you a chance to fire again. Keep repeating this and heal when necessary, 
    and keep a safe distance before attacking. After about 10 Colt Python rounds or 
    if the timer drops to about 30 seconds, Brad will drop a Rocket Launcher. It 
    has 4 rockets and with auto-aim on, it's unlikely that you'll miss. One Rocket 
    will put the Tyrant to rest.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    Now enjoy the ending and afterwards, you'll see the amount of time it took you 
    to beat the game and how many times you saved. It'll also prompt you to create 
    a save file, so if you unlocked anything, save your game. The save will be at 
    Main Hall 1F.
    
    ===========================================
    11. Resident Evil: Director's Cut Changes
    ===========================================
    
    In Resident Evil: Director's Cut, you have 3 difficulties: Standard, Training, 
    and Advanced. Standard and Training are the original Resident Evil. In 
    Training, you get double ammo and Ink Ribbons when picking them up.
    
    For Advanced Mode, all of the key items have been re-located. Several of the 
    camera angles (mostly in the mansion) have been changed. The monsters have also 
    been re-arranged, and you will find more of them. In addition, they are tougher 
    to kill. For example, Hunters could die with one shot from a Colt Python, but 
    most of the time, they will not die in one Colt Python shot.
    
    In Advanced Mode, Chris, Jill, and Rebecca are given new outfits. However, the 
    door leading to the room where you can change your outfit is now unlocked from 
    the start, and no Special Key is required. So you are free to change your 
    outfit whenever you want, and even back into your original outfit if you 
    prefer.
    
    As you no longer need the Special Key to change your outfit in Advanced Mode, 
    you now get a new reward when finishing the game with the best ending 
    (finishing the game with both your supporting character and the prison 
    character alive). Finishing the game with the best ending will give you an 
    unlimited Colt Python that will be in your inventory when starting a new game.
    
    Also, Forest will become a zombie in Advanced Mode. When examining him to get 
    the Armor Key, he will spring to life and attack you. The only exception is 
    that he will not become a zombie as Jill, if you get to the balcony and find 
    Barry there.
    
    ==========
    12. Items
    ==========
    
    Here are the locations of all of the key items in the game. I have given their 
    locations in both original mode and Advanced Mode.
    
    ARMOR KEY: 
    Standard: In the greenhouse room where you use the Chemical
    Advanced: On the balcony with Forest
    
    SWORD KEY: (Chris only)
    Standard: In the room where you get the Serum
    Advanced: In the closet where the small dining room is near the Attic
    
    SHIELD KEY:
    Standard: Behind the grandfather clock in the Dining Room
    Advanced: Behind the Tiger Statue 
    HELMET KEY:
    Standard: In the fireplace where Plant 42 is
    Advanced: In the basement closet in the guardhouse
    
    EMBLEM:
    Standard: In the slot above the fireplace in the Dining Room
    Advanced: Behind the glass in the knight statue room
    
    BLUE JEWEL:
    Standard: In the statue on the Dining Room 2F
    Advanced: Behind the Grandfather clock in the Dining Room
    
    WIND CREST:
    Standard: Behind the Tiger Statue
    Advanced: Behind the painting in the picture gallery (where you do the picture 
    puzzle)
    
    STAR CREST: 
    Standard: Behind the last picture in the picture gallery
    Advanced: In the statue on the Dining Room 2F
    
    SUN CREST: 
    Standard: Behind the glass in the knight statue room
    Advanced: In the greenhouse room where you use the Chemical
    
    MOON CREST: 
    Standard: In the hole where you beat the snake in the attic
    Advanced (broken into two halves): 
    1st half: In the Researcher's room behind the cupboard
    2nd half: In the hole where you beat the snake in the attic
    
    COLT PYTHON:
    Standard: Behind the Tiger Statue after using the Red Jewel
    Advanced: In the vacant room on the first floor
    
    BROKEN SHOTGUN:
    Standard: In the vacant room on the first floor
    Advanced: In the storeroom on the first floor
    
    CHEMICAL: 
    Standard: In the storeroom on the first floor
    Advanced: In the boiler room outside 
    
    003 KEY:
    Standard: In the basement closet
    Advanced: In the 002 room bathroom sink
    
    C. ROOM KEY:
    Standard: Found after draining the tub on the 001 bathroom
    Advanced: Found in the fireplace where PLANT 42 is
    
    RED BOOK:
    Standard: Found on the bed in the 001 room
    Advanced: Found on a table in the bar
    
    BATTERY: 
    Standard: Found in the closet in the hall leading to the Library
    Advanced: In the secret room in the Library
    
    HEXAGONAL CRANK:
    Standard: Found in the hall where Enrico is
    Advanced: Found in Enrico's hands
    
    DOOM BOOK 1: 
    Standard: In the Study room near where the first Hunter is
    Advanced: In the messed up Library
    
    DOOM BOOK 2: 
    Standard: In the Underground room where you push the statue on the pressure 
    plate
    Advanced: In the alcove behind the second boulder
    
    MO DISK 1:
    Standard: In the mess up Library
    Advanced: In the study near where the first Hunter is
    
    MO DISK 2:
    Standard: In the alcove behind the second boulder
    Advanced: In the back of the computer room in the lab
    
    MO DISK 3: 
    Standard: On the table next to the double doors on B2 Floor
    Advanced: Found on the book shelf in the projector room
    
    SLIDES: 
    Standard: On the floor in the computer room in the lab
    Advanced: On the table next to the double doors on B2 Floor
    
    LAB KEY: 
    Standard: Found on the bookshelf in the projector room
    Advanced: Found in the underground room where you push the statue on the 
    pressure plate
    
    BATTERY:
    Standard: Found right next to the elevator
    Advanced: Found in the third power room
    
    ----------------
    Richard's Radio
    ----------------
    
    In the game, there is a Radio you can get from Richard. This Radio, however, is 
    broken, as you can receive messages but not send them out. You will notice that 
    as you will hear Brad occasionally over the radio, but he cannot hear anything 
    that you say. However, where you get this radio depends on your actions that 
    you take in this game.
    
    JILL: 
    
    -If you bring back the Serum to Richard on time, he will give you the Radio 
    before dying.
    -If you do not bring back the Serum to Richard fast enough, he will be dead 
    when you get back to him. After your second fight with Yawn, Barry will enter 
    the room and give you the Radio before dropping the rope into the hole on the 
    floor.
    
    CHRIS:
    
    -If you meet Rebecca in Richard's room first, she will send you out to get the 
    Serum. If you bring back the Serum fast enough, Richard will give you the Radio 
    before dying.
    -If you did NOT get the Radio from Richard and you did NOT encounter Rebecca in 
    the Guardhouse, Chris will pick up the Radio on the floor in the crest hallway 
    (the hall where you use the four crests to unlock the door leading outside) 
    when returning to the mansion.
    -If you did NOT get the Radio from Richard and you encounter Rebecca in the 
    Guardhouse, Rebecca will give you Richard's Radio after the fight against Plant 
    42.
    
    ==========
    13. Files
    ==========
    
    ------------
    Botany Book
    ------------
    
    About Medical Herbs
    
    As you may know, there are many plants that have medicinal effects. Since 
    ancient times, humans have been healing wounds and diseases using various 
    plants.
    
    In this book, we're going to sample three herbs that grow around the Raccoon 
    Mountains and give their outlines as examples of those plants with medicinal 
    properties.
    
    Each herb has different colors and different effects as medical plants: the 
    green one recovers physical strength, the blue one neutralizes natural toxins, 
    while the red herb does not have any affect by itself. The red herb is only 
    effective when it is mixed with other herbs
    
    For example, if you mix this herb with the herb that recovers physical 
    strength, the recovery effect will be tripled. By adjusting the amount and 
    experimenting with these three herbs, you can create various kinds of 
    medicines. But I'll leave the details in your hands, because that is the best 
    way to acquire true knowledge.
    
    LOCATION: In the small library on the second floor of the mansion. It is on the 
    little table in the middle of the room.
    
    ---------------
    Keeper's Diary
    ---------------
    
                                 May 9, 1998
    At night, we played Poker with Scott the guard, Alias and Steve the Researcher. 
    Steve was really lucky, but I think he was cheating. What a scumbag.
    
                                 May 10, 1998
    Today, a high ranking researcher asked me to take care of a new monster. It 
    looks like a gorilla without any skin. They told me to feed them live food. 
    When I threw in a pig, they were playing with it... tearing off the pig's leg 
    and pulling out the guts before they actually ate it.
    
                                 May 11, 1998
    Around 5 o'clock this morning, Scott came in and woke me up suddenly.
    He was wearing a protection suit that looks like a space suit. He told me to 
    put one on as well. I heard there was an accident in the basement lab. It's no 
    wonder, those researchers never rest, even at night.
    
                                 May 12, 1998
    I've been wearing this annoying space suit since yesterday. My skin grows musty 
    and feels very itchy. By way of revenge, I didn't feed those dogs today. Now I 
    feel better.
    
                                 May 13, 1998
    I went to the medical room because my back is all swollen and feels itchy. They 
    put a big bandage on my back and the doctor told me I did not need to wear the 
    space suit any more. I guess I can sleep well tonight.
    
                                 May 14, 1998
    When I woke up this morning, I found another blister on my foot. It was 
    annoying and I ended up dragging my foot as I went to the dog's pen. They have 
    been quiet since morning, which is very unusual. I found that some of them 
    escaped. I'll be in real trouble if some of the higher-ups find out.
    
                                 May 15, 1998
    Even though I didn't feel well, I decided to go see Nancy. It's my first day 
    off in a long time. But I was stopped by the guard on the way out. They say the 
    company has ordered that no one leaves the ground. I can't even make a phone 
    call. What kind of joke is this?
    
                                 May 16, 1998
    I heard a researcher who tried to escape from this mansion was shot last night. 
    My entire body feels burning and itchy at night. When I was scratching the 
    swelling on my arm, a lump of rotten flesh dropped off. What the hell is 
    happening to me?
    
                                 May 19, 1998
    Fever gone but itchy.
    Hungry and eat doggy food.
    Itchy itchy Scott came.
    Ugly face so killed him.
    Tasty.
    
    Itchy.
    Tasty.
    
    LOCATION: In the bedroom of the first floor in the mansion. It is on the table 
    next to the closet, and when you try to pick it up a Zombie will come out of 
    the closet.
    
    ------------------
    Researcher's Will
    ------------------
    
    My dear Alma,
    The fact that you have received this letter is both a joy and a sadness for me. 
    I could not even talk to you because of that guy in the sunglasses.
    
    Alma, be calm and read this. I think I've told you that I moved to a 
    pharmaceutical company's lab.
    
    They headhunted me. Last month, there was an accident in the lab and the virus 
    we were studying escaped.
    
    All my colleagues who were infected by the virus are dead. To be accurate, 
    they've become the living dead.
    
    They still wander around. Some of them are knocking on my room door desperately 
    right now. But there's no sign of intelligence in their eyes.
    
    That cursed virus takes away all humanity from the human brain. Love, joy, 
    sorrow, fear, humor... eternally.
    
    And Alma, even the memories of the days I spent with you...
    Yes, I'm infected.
    
    I did everything I could, but I could only delay the progress by a few days.
    
    The most frightening thing is, that I forget more about you by the day. So I 
    chose a peaceful death, rather than become the living dead. Within an hour, I 
    will have entered my eternal sleep. I do hope you'll understand my decision... 
    Goodbye and Forever Yours,
    
    Martin Crackhorn
    
    LOCATION: In the small room with the tank and it is on the table.
    
    NOTE: Depending on your actions in your game, you may only be able to read this 
    file from "Yes, I'm infected" onwards. This happens if:
    
    -If playing as Chris or Jill, you visit Richard BEFORE picking up this file.
    -If playing as Jill, and you encounter Barry on the balcony, you will then 
    encounter Barry in this room, who has gotten to the file before you have, and 
    will give you this file.
    
    ----------------
    Plant 42 Report
    ----------------
    
    4 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 the other plants have been 
    and shows unique shape in addition to its size. Looking at the way it behaves, 
    it is now difficult to determine what kind of plant it was originally.
    
    There are two ways in which Plant 42 gathers nutrition. The first is through 
    its root that reaches into the basement. Immediately after the accident, 
    scientist went mad and broke the water tank in the basement. Now the basement 
    is filled with water. It is easily imaginable that some chemical elements were 
    blended in the water and promotes the incredibly fast growth of Plant 42.
    
    Another part of Plant 42 from the basement grows through the duct and hangs 
    down like so many bulbs from the ceiling of the first floor. Many vines come 
    out of those bulbs and they are the second resource for its nutrition.
    
    Once sensing movement, Plant 42 shoots its vines around the prey and holds it. 
    Then it starts sucking up blood, using the suckers located at the back of its 
    vine.
    
    It also has some intelligence. It blocks the door by twining its vines around 
    it especially when it captures prey or is sleeping. Several staff members have 
    already fallen victim to this.
    
                                 May 21, 1998
                                 Henry Sarton
     
    LOCATION: It is in the guardhouse, found on the bed in the 002 room.
    
    ----------------
    "V-Jolt" Report
    ----------------
    
    As I stated in the last report, there are some common features found in the 
    cells of the plant infected by the Tyrant virus. We also have found another 
    interesting fact through some experiments.
    
    We found an element that destroys these plant cells rapidly in "UMB No.16", 
    one of the series of UMB chemicals that we used for that experiment. We 
    named this "UMB No.16" as "V-JOLT".
    
    In our calculation it will take less than 5 seconds to destroy Plant 42 if we 
    put the "V-JOLT" directly on the root. You need to mix some of the UMB series 
    chemicals in a specific order to create a "V-JOLT". But the UMB series 
    chemicals may generate a poisonous gas which is harmful to the human body. 
    Extreme caution should be taken when handling these chemicals.
    
    Following are the types of UMB series chemicals and their brief
    characteristics.
          UMB No.2 Red          NP-003 Purple
          UMB No.4 Green        Yellow-6 Yellow
          UMB No.7 White
          UMB No.13 Blue (stimulating smell)
          V-JOLT (UMB No.16) Brown
    
    LOCATION: When putting in the red book on the shelf in the 003 room, you'll see 
    a white book. You'll need to take this out to put in the red book. That white 
    book is the V-Jolt Report. 
    
    ------------
    Pass Number
    ------------
    
    Pass No. 8108310
    
    LOCATION: If you let Barry rescue you with the rope and you climb up it, he 
    will give you this pass number to unlock the pass coded door in the mansion.
    
    -------
    Orders
    -------
    
    TOP SECRET July 22, 1998 2:13
    To the Head of the Security Department "X-Day" is approaching. Complete the 
    following orders within the week.
    
    1. Lure members of S.T.A.R.S. into the lab and have them fight with the B.O.W. 
    in order to obtain data of actual battles.
    
    2. Collect two embryos per B.O.W. type making sure to include all species 
    except for Tyrant.
    
    3. Destroy the Arklay lab including all researchers and lab animals in a manner 
    which will seem accidental.
                                    White Umbrella
    
    LOCATION: In the room that has the deer's face with the Red Jewel in it in the 
    mansion, it will be found on one of the tables.
    
    ----------
    Scrapbook
    ----------
    
                          RACCOON TIMES MAY 27, 1998
    May 20. At around 10pm a 20-year old young woman's body was found by a passer-
    by on the left bank of Marble River in the Older District of Raccoon City.
    
    Raccoon police assume it to be a grizzly or other animal's doing because there 
    are teeth marks along her mutilated arms and left foot that show considerable 
    power. Since she was wearing a hiking boot on her remaining foot, it has been 
    determined that she was attacked in the Arklay Mountains and fell into the 
    river. They are hurrying to identify this woman.
    
                         RACCOON WEEKLY JUNE 16, 1998
    MONSTERS IN ARKLAY MOUNTAINS?
    
    Some people claim they've seen monsters in the Arklay Mountains. The monsters 
    are supposedly about the same size as large dogs and usually run in a pack as 
    wolves do. This may sound like a group of ordinary wild dogs, but these 
    monsters are surprisingly fierce and hard to hurt. They say these dogs won't 
    bother unless you wake them, so you smart readers should stay out of the Arklay 
    Mountains for the time being. But if you're looking for adventure, check it 
    out! You wanna try?
    
                                 RACOON TIMES
    MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED
    
    Due to excessive disasters in the Arklay Mountains, the city authorities have 
    decided to block the road leading to the foothills. At the same time, Raccoon 
    police intend to begin the search for lost people with the help of S.T.A.R.S. 
    team members. They expect great difficulty because of the vast size of the 
    Arklay Mountains and the primeval forest that covers most of the area. Also 
    people are still reporting sightings of grotesque monsters in the mountains.
    
    LOCATION: It is in the big library in the second floor of the mansion. It is a 
    blue book on a small table.
    
    --------------------
    Researcher's Letter
    --------------------
    
    June 8, 1998
    Dear Ada,
    Ada, by the time you read this, I'll be something... different. Today's test 
    turned out to be positive, just as I expected. I feel like going crazy when I 
    think about becoming one of them.
    
    Ada, you're not infected and I hope you will never be. In case you're the last 
    one left, take the material in the Visual Data Room and go to the Power Room to 
    operate the Triggering System before you escape. And make all this public 
    through the media.
    
    If everything is in order, all the locks can be opened by the security system. 
    You can access the system if you log in with my name from the terminal in the 
    small lab and enter the password. The password is your name. To unlock the door 
    at B2 where the Visual Data Room is located, you'll need to access with our 
    names first and then enter another password.
    
    I've written the code below. I'm sure you'll understand it easily. And this is 
    my last hope - if you find me completely changed, please kill me yourself.
    PASSWORD:
              |\/|  /\  |\  |\/|
              |/\|  \/  |   |  |
              |  |  /\  |   |  |
    
                                            Yours, John
    
    
    LOCATION: In the Umbrella's Secret Lab where John's Room is (the dark room 
    where you need to turn on the switch). The symbols there represent the letter 
    "Mole" so you don't have to solve a big puzzle to find it out. 
    
    ----
    Fax
    ----
    
    To: General Manager of Sanitation Division
    From: Special Committee on Disasters Raccoon Special Research Dept. This 
    memorandum is strictly confidential and must be destroyed as soon as it is 
    understood.
    
    Regarding the "T-Virus" outbreak which occurred recently, this Committee 
    conducted a field survey. According to the results, estimates on the amount of 
    damage caused by the accident are considerably greater than reported earlier.
    
    First, although it is very difficult to obtain accurate data in terms of actual 
    numbers, it is thought that more than half of the researchers died after 
    exposure to the "T-Virus". The body count will almost likely increase since 
    nearly all of the survivors show symptoms peculiar to the "T-Virus". Second, 
    our security system is still in operation. However, our special security guard 
    squad has been nearly destroyed. Because of that, research information 
    considered by our company to be top secret has been made available to 
    outsiders. 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 of the researchers were killed by these "subjects" and their 
    bodies were mutilated. By a curious coincidence, these events are proof of the 
    success of our research. However, there is also a very high risk that this news 
    may be leaked to the press if we don't act immediately. The condition is very 
    serious. Our operation to cover-up the situation is difficult to attain, 
    however we hope the problem will be solved quickly.
    
    We are especially concerned that the State Police and S.T.A.R.S. are 
    intervening too quickly. 
    
    We need to act on this situation as well.
    
    LOCATION: In Umbrella's Secret Lab. It is in the room with the 5 naked zombies 
    and where you use a mo disk to get pass code 01.
    
    -------------
    Pass Code 01
    -------------
    
    "I swear by myself", declares the Lord, "that because you have done this and 
    have not withheld your son, your only son,
    (Genesis 22:16)
    
    LOCATION: This pass code can be obtained by using a mo disk in the output 
    machine in the room with the 5 naked zombies in Umbrella's Secret Lab (the room 
    with the poster of a woman on the wall).
    
    -------------
    Pass Code 02
    -------------
                                 
    I will surely bless you and make your descendants as numerous as the stars in 
    the sky, and as the sand on the seashore. Your descendants will take possession 
    of the cities of their enemies,
    (Genesis 22:17)
    
    LOCATION: This pass code can be obtained in Umbrella's Secret Lab. To get to 
    this room, solve the puzzle with the two crates and the ladder (without hitting 
    the toxin switch) and then going through the vent. You'll be in the room with 
    the dead zombies on the floor. Put a Mo Disk in the output machine in this room 
    to get this pass code. 
    
    -------------
    Pass Code 03
    --------------
    
    and through your offspring all nations on earth will be blessed, because you 
    have obeyed me."
    (Genesis 22:18)
    
    LOCATION: This pass code can be obtained in Umbrella's Secret Lab. The output 
    machine for this pass code is in the small and narrow power room. Put a Mo Disk 
    in the output machine to get this pass code.
    
    ----------------
    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 THE HELICOPTER
    No one is allowed to enter unless they are attended by a Research Consultant or 
    Security Director. All others will be shot on sight.
    
    ELEVATOR
    The elevator stops during all emergencies.
    
                               BASEMENT LEVEL 2
    VISUAL DATA ROOM
    Visual Data Room is within the control of Special Research Division. Keith 
    ArVing, the Room Manager, is designated to have jurisdiction over room usage.
    
                               BASEMENT LEVEL 3
    PRISON
    Sanitation Division controls the usage of the prison. Consultant Researchers 
    (E. Smith, S. Ross, A. Wesker) must be present if virus is used.
    
    TRIPLE LOCK DOOR
    No one is allowed to enter unless he presents all pass code documents. Pass 
    code documents must be created on the specialized output machine by the Chief 
    Researcher of each block.
    
    POWER ROOM
    Only Headquarters Supervisors may enter. This restriction may not apply if the 
    Consultant Researcher has received special instructions.
    
    PASS-CODE OUTPUT MACHINE
    No one is allowed to use the pass code output machine but the Chief 
    Researchers.
    
                               BASEMENT LEVEL 4
    TOP SECRET
    Regarding the progress of "Tyrant" after the use of t-virus...
    (Remaining document is unreadable)
    
    LOCATION: In Umbrella's Secret Lab. The room it is in is on B2, where the 
    projector is. It is located behind the pillar when it is moved.
    
    -------
    Slides
    -------
    
    1.	"Umbrella Bio-Organic Weapon Official Report"
    2.	"MA-39 Cerberus"
    3.	"Fi-3 Neptune"
    4.	"Ma-121 Hunter"
    5.	"T-002 Tyrant"
    6.	(missing)
    7.	"Bio-Weapon Research Institute. R and D staff"
    
    LOCATION: In Umbrella's Secret Lab, you will need to insert the Slides into the 
    projector in the data room. You can see the monsters of the game using this 
    slide show and then view it as many times as you want.
    
    ----------------
    Barry's Picture
    ----------------
    
    Something is written on the back of the picture.
    "My dearest Moira and Poly.
    I hope you will grow up to be a strong and beautiful woman and help to cheer up 
    mother.
    
    Your father will watching you all from heaven.
                                        Dad"
    
    LOCATION: You can only get this file if you play as Jill and let Barry die. You 
    will get it from his dead body in the underground or he will give you it in 
    Umbrella's Secret Lab before he dies. 
    
    =================
    14. Unlockables
    =================
    
    Unlimited Colt Python: Beat the game on Advanced as Jill or Chris with a Good+ 
    ending (see the endings section).
    
    Unlimited Rocket Launcher: Beat the game on either difficulty and either 
    character under 3 hours. No certain ending required.
    
    Special Key: Beat the game on standard with either character with a Good+ 
    ending. They key lets you get into the room where you change your clothes.
    
    Double Ammo: This isn't an unlockable, but I'll say it here. Go to new game, 
    and highlight Advanced. Hold right until the word Advanced turns green. On 
    Advanced (either character), all ammo and ink ribbons will be doubled.
    
    ============
    15. Endings
    ============
    
    WARNING: This section contains spoilers, so avoid it if you do not want any of 
    the endings revealed to you.
     
    ---------------
    Jill's Endings
    ---------------
    
    *************************************
    Best Ending (Jill, Chris, and Barry)
    *************************************
    
    How to Achieve: Keep Barry alive, rescue Chris from prison cell
    
    Ending: After destroying the Tyrant, Brad comes in with a helicopter to rescue 
    Jill, Chris, and Barry. We see a bird's eye view of the mansion, which is 
    destroyed due to the explosion. In the helicopter, Jill is sleeping on Chris, 
    while Chris looks over and smiles at Barry, who is occupied with his Magnum.
    
    *****************************
    Good Ending (Jill and Barry)
    *****************************
    
    How to Achieve: Keep Barry alive, do NOT rescue Chris from prison cell
    
    Ending: After destroying the Tyrant, Brad comes in with his helicopter to 
    rescue Jill and Barry. The mansion is then destroyed from the explosion, and we 
    see a shot inside the helicopter. Jill looks at Barry, who is looking at a 
    picture of his family. Jill asks about the picture and Barry tries to talk 
    about his family to Jill. However, Barry notices that Jill looks worried, and 
    isn't really paying attention to him. Barry then says "I'm sorry." The game 
    ends with Jill (referring to Chris) saying "Don't worry about that, I know he 
    must still be alive." 
    
    **************************** 
    Bad Ending (Jill and Chris)  
    ****************************
    
    How to achieve: Do not trust Barry, rescue Chris from prison cell
    
    Ending: Brad picks up Jill and Chris at the heliport. As the chopper rises into 
    the sky, we see a bird's eye view of the mansion, which is not destroyed, as 
    the triggering system is never activated. Inside the helicopter, Jill puts her 
    hand on Chris's leg. Chris then proceeds to put his hand on top of Jill's, and 
    the game ends with Jill looking up at Chris and Chris giving a long look into 
    the camera.
    
    At the end of the credits, we see a shadow of Tyrant, still alive, looking up 
    at the sky.
    
    ********************
    Worst Ending (Jill)
    ********************
    
    How to achieve: Do not trust Barry, do NOT rescue Chris from prison cell
    
    Ending: Brad picks up Jill at the heliport. The chopper rises into the sky and 
    we are given a bird's eye view of the mansion, which does not get destroyed. 
    Inside the chopper, we see Jill, looking worn out from the mission, take her 
    beret off and let down her long hair.
    
    At the end of the credits, we see a shadow of Tyrant, still alive, looking up 
    at the sky.
    
    ----------------
    Chris's Endings
    ----------------
    
    ***************************************
    Best Ending (Chris, Jill, and Rebecca)
    ***************************************
    
    How to achieve: Keep Rebecca safe, rescue Jill from prison cell
    
    Ending: After destroying the Tyrant, Brad comes in with his chopper to pick up 
    Chris, Jill, and Rebecca. When the chopper rises up into the sky, we see a 
    bird's eye view of the mansion, which is destroyed from the explosion caused by 
    the triggering system. Inside the chopper, we see Jill sleeping on Chris, while 
    Chris looks over to Rebecca and smiles, as she is sprawled out across the bench 
    asleep.
    
    ******************************** 
    Good Ending (Chris and Rebecca)
    ******************************** 
     
    How to achieve: Keep Rebecca safe, do NOT rescue Jill from prison cell
    
    Ending: After destroying the Tyrant, Brad comes in with his chopper to pick up 
    Chris and Rebecca. As the chopper rises into the sky, we see a bird's eye view 
    of the mansion, which is blown up from the lab's triggering system. Inside the 
    chopper, Rebecca is stretching and yawning, sounding tired. Chris asks Rebecca 
    if she is tired, while Rebecca apologizes for being sleepy. However, Chris 
    tells Rebecca that she did a great job, but says that this case was just too 
    weird, while shaking in head in the process.
    
    **************************** 
    Bad Ending (Chris and Jill)  
    ****************************
    
    How to achieve: Let Rebecca get killed, rescue Jill from prison cell
    
    Ending: Brad picks up Jill and Chris at the heliport. As the chopper rises into 
    the sky, we see a bird's eye view of the mansion, which is not destroyed, as 
    the triggering system is never activated. Inside the helicopter, Jill puts her 
    hand on Chris's leg. Chris then proceeds to put his hand on top of Jill's, and 
    the game ends with Jill looking up at Chris and Chris giving a long look into 
    the camera.
    
    At the end of the credits, we see a shadow of Tyrant, still alive, looking up 
    at the sky.
    
    *********************
    Worst Ending (Chris)
    *********************
    
    How to achieve: Let Rebecca get killed, do NOT rescue Jill from prison cell
    
    Ending: Brad picks up Chris at the heliport. As the chopper rises into the sky, 
    we see a bird's eye view of the mansion, which is not destroyed, as the 
    triggering system doesn't get activated. Inside the chopper, Chris wipes the 
    sweat off of his forehead, and the game ends with Chris staring blankly into 
    space.
    
    At the end of the credits, we see a shadow of Tyrant, still alive, looking up 
    at the sky.
    
    -------------------------------------------------------------------------------
    Jill's Adventure: Determining Barry's Fate 
    
    --------------------------------------
    1) Waiting for Barry to Drop the Rope
    --------------------------------------
    
    After defeating Yawn for the second time, Barry will enter the room. He will 
    drop a rope into the hole so you can go into the hole, but he will let go of 
    the rope by mistake. Barry will tell you that he will go and get another rope. 
    You have two options here. If you wait, Barry will eventually re-enter the room 
    with a new rope, and he will be safe until the Underground. However, if you 
    decide not to wait for Barry, and go down the hidden ladder leading to the 
    basement instead, you will NOT find Barry in the Underground and you will find 
    him dying near the end of the game (next to the Item Box In B2 of the lab, as 
    you are escaping).
    
    ----------------------------
    2) Barry in the Underground
    ----------------------------
    
    If you decide to wait for Barry to drop the rope, you will encounter him again 
    in the Underground. When you meet up with Barry, he will ask you if you want to 
    go with him. If you say yes, he will ask you if you want him to go first. 
    However, if you say no to his first question, and decide that you do not want 
    to go with Barry, he will ask you if you want to remain where you are. What you 
    choose here will affect the rest of the game:
    
           -If you answer Yes/No to Barry's questions (Yes, you will go with him, 
           No, you will go first), Barry will be safe for the rest of the game, and 
           he will follow you around until you encounter Enrico.
    
           -If you answer Yes/Yes (Yes, you will go with Barry, and Yes, you will 
           let Barry go first), OR answer No/No (No, you will not go with Barry, 
           No, you will not remain where you are), Barry will walk off-screen. Take 
           a few steps and you will hear a gunshot. You can do one of two things 
           now. If you want to save Barry, head to the door that Barry went towards 
           and follow Barry. You will walk in on Barry shooting down a Hunter in 
           midair and killing it. From here, Barry will be safe for the rest of the 
           game. However, if you do not follow Barry after the gunshot (you take 
           one of the other two doors in the room), after encountering Enrico, you 
           will find Barry dying at the entrance of the Underground.
    
           -If you answer No/Yes (No, you will not go with Barry, and Yes, you will 
           remain where you are), Barry will die at the end of the game (next to
           the Item Box in B2 in the lab as you are escaping), regardless of what 
           you do for the remainder of the game.
    
    ----------------------------
    3) What happens in the Lab?
    ----------------------------
    
    Your previous actions with Barry will also affect your conversation with Wesker 
    in the lab. If you waited for Barry to drop the rope in the mansion AND took 
    the steps to keep Barry alive in the Underground (selecting Yes/No, or 
    selecting Yes/Yes or No/No and following his gunshots), Barry will knock out 
    Wesker with his gun before Wesker can take you into the Tyrant Lab.
    
    However, if you did not wait for Barry to drop the rope in the mansion OR you 
    answered No/Yes in the Underground, Barry will NOT knock out Wesker and Wesker 
    will take you into the Tyrant lab.
    
    Finally, in the event that Wesker takes you into the Tyrant lab (meaning Barry 
    will die or already has died, based on your previous actions), the Tyrant will 
    go after Wesker before going after you. When the Tyrant kills Wesker, Wesker 
    will drop a Master Key that is required to escape from the lab (it will unlock 
    the door leading to the hallway with the escape elevator). Also, the Master Key 
    can also be used to open up the prison door where Chris is being held, if you 
    want to save him. The triggering system does NOT get activated when Barry dies, 
    and therefore the mansion will NOT blow up. Also, if Barry dies, you do not 
    need to fight the Tyrant on the helipad, instead, the game ends when you launch 
    the flare up into the sky.
    -------------------------------------------------------------------------------
    
    -------------------------------------------------------------------------------
    Chris's Adventure: Determining Rebecca's Fate
    
    There are two areas where you can first meet Rebecca. You can either find her 
    in the Save Room where the Serum is located, or you can find her treating 
    Richard, who is poisoned.
    
    ------------------------------------
    1) Find Rebecca with Richard first?
    ------------------------------------
    
    If you meet Rebecca in the hallway where Richard is first, Rebecca will send 
    you off to get Serum for Richard. From here, a couple of things can happen:
    
    DELIVER THE SERUM ON TIME?
    
            -If you deliver the Serum to Rebecca and Richard on time, Rebecca will 
            be safe until your first battle with Yawn. If you do not get poisoned 
            by Yawn, Rebecca will be safe for the rest of the game, regardless of 
            your future actions.
    
            -However, if you do get poisoned by Yawn, after exiting the Attic, 
            Chris will collapse to the ground. Rebecca will enter the room and you 
            will take control of Rebecca to go and get Serum for Chris. If you 
            deliver the Serum to Chris quickly enough, Rebecca will be safe for the 
            rest of the game. Rebecca will also help you make the V-Jolt against 
            Plant 42.
    
           -If you take a little longer than normal to get the Serum for Chris 
           (Chris will outright die if you take way too long), Rebecca will not 
           appear in the Guardhouse (and Chris will need to fight Plant 42 on his 
           own). Upon returning to the mansion, after killing your first Hunter, 
           you will hear a scream from Rebecca, who is upstairs. To see what 
           happens here, look below in part 3, "Rebecca is attacked by a Hunter". 
           You will see Rebecca being attacked by a Hunter.
    
    DO NOT DELIVER THE SERUM ON TIME? 
     
            -If you take too long in getting Richard the Serum, by the time you get 
            back to the room where Richard is, Rebecca will be gone and Richard 
            will be dead. If this happens, if you get poisoned by Yawn, Chris will 
            have to get the Serum for himself, as Rebecca will NOT enter the room. 
            Also, you will not see Rebecca in the Guardhouse and therefore will 
            need to completely fight Plant 42 on your own. When you get back to the 
            mansion, you will hear a scream upstairs after killing your first 
            Hunter. To see what happens here, look below in part 3, "Rebecca is 
            attacked by a Hunter".
    
    ---------------------------------------------
    2) Find Rebecca in the West Save Room First?
    ---------------------------------------------
    
    Alternatively, you can meet Rebecca in the Save Room on the first floor where 
    the Serum is located. If you do this, Richard will automatically be dead when 
    you enter the hallway that he is in for the first time. At the end of the 
    conversation, Rebecca will ask you if you can go with you or not.
    
    SAY YES TO REBECCA'S QUESTION?
    
            -If you do NOT get poisoned by Yawn, Rebecca will be safe for the rest 
            of the game. She will also help make the V-Jolt to save you from Plant 
            42 in the Guardhouse.
    
           -If you get poisoned by Yawn, you will take control of Rebecca. If you 
           get the Serum to Chris quickly enough, Rebecca will be safe for the rest 
           of the game. She will also make the V-Jolt for Chris to beat Plant 42 in 
           the Guardhouse.
    
           -However, if you take a little longer than normal to get the Serum for 
           Chris (Chris will outright die if you take way too long), Rebecca will 
           not appear in the Guardhouse (and Chris will need to fight Plant 42 on 
           his own). Upon returning to the mansion, after killing your first 
           Hunter, you will hear a scream from Rebecca, who is upstairs. From here, 
           you need to rush up to the mini-library on the second floor as fast as 
           you can. This is the room with the Botany Book.
    
    SAY NO TO REBECCA'S QUESTON?
    
            -By saying No, you are telling Rebecca to remain in the room she is in. 
            If you get poisoned by Yawn, instead of taking control of Rebecca to 
            get the Serum for Chris, Rebecca will take Chris into the Save Room 
            where the Serum is and treat him for his poisoning. However, Rebecca 
            will not appear in the Guardhouse and will not make the V-Jolt for you 
            when fighting Plant 42. Upon returning to the mansion, when killing 
            your first Hunter, Chris will say "What are they? Monsters? Rebecca! Is 
            she still in the house?" When this happens, you need to get to the 
            Serum Save Room as fast you can. To see what happens in this scenario, 
            look at part 3 of this, "Rebecca is attacked by a Hunter."
    
    -----------------------------------
    3) Rebecca is attacked by a Hunter
    -----------------------------------
    
    DOES REBECCA GET ATTACKED IN THE MINI-LIBRARY?
    
    Rebecca will be attacked in the mini-library if:
    
    -You took too long bringing the Serum back to Richard (Richard will be dead and 
    Rebecca will no longer be in the room)
    -You delivered the Serum to Richard in time, got poisoned by Yawn, and took 
    longer than normal getting the Serum to Chris while playing as Rebecca.
    -You said "Yes" to Rebecca's question in the Serum Save Room, got poisoned by 
    Yawn, and too longer than normal getting the Serum to Chris while playing as 
    Rebecca.
    
    After killing the first Hunter when returning to the mansion, you will hear a 
    scream from upstairs. From here, you need to rush up to the mini-library on the 
    second floor as fast as you can. This is the room with the Botany Book. You 
    need to get to this room as fast as you can. From here, one of three things can 
    happen:
    
            -If you get to the mini-library fast enough, you will see a Hunter 
            closing in on Rebecca. You can kill the Hunter and then Rebecca will be 
            safe for the rest of the game.
    
            -If you get to the mini-library fast enough, you can then leave the 
            room without killing the Hunter. You will hear a scream from inside the 
            room, as Rebecca is then killed by the Hunter.
    
            -However, if you take too long in getting up to the mini-library, when 
            entering the room, you will see Rebecca get attacked by the Hunter. She 
            will then try to head for the door next to her, but her head will be 
            swiped off by the Hunter. You can do nothing during this cut-scene to 
            save Rebecca.
    
    DOES REBECCA GET ATTACKED OUTSIDE THE SERUM SAVE ROOM?
    
    Rebecca will be attacked outside the Serum Save Room if:
    
    -You said No to Rebecca's Question after meeting her in the Serum Save Room.
    
    When returning to the mansion, after killing the first Hunter, Chris will go 
    "What are they? Monsters? Rebecca! Is she still in the house?" From here, you 
    need to get to the Serum Save Room as fast as you can. If you get there fast 
    enough, you will find Rebecca in the save room and she will be safe for the 
    rest of the game.
    
    However, if you take too long in getting to the Serum Save Room, you will 
    instead find her being attacked by a Hunter underneath the stairwell outside 
    the save room. You can either kill the Hunter and Rebecca will be safe for the 
    rest of the game, or leave this hallway and have Rebecca get killed by the 
    Hunter.
    
    ----------------------------
    4) What happens in the Lab?
    ----------------------------
    
    If Rebecca is dead, when you get to the lab and talk to Wesker, Wesker will 
    drop the Master Key after being killed by the Tyrant. The Master Key is needed 
    to escape from the lab (it will unlock the door leading to the escape 
    elevator). You can also use the Master Key to rescue Jill from the prison cell 
    (assuming you've used all 3 MO Disks earlier). Since Rebecca is dead, the 
    triggering system is never activated and the mansion doesn't get blown up. And 
    if Rebecca dies, you do not have to fight the Tyrant to end the game. Instead, 
    the game ends after Chris shoots up the flare into the sky.
    
    -------------------------------------------------------------------------------
    
    =============
    16. Credits
    =============
    
    Me = I wrote this FAQ.
    
    You = You read this FAQ, and liked it (hopefully).
    
    CJayC = The administrator of the best site in the world (GameFAQs) posted this 
    Site.
    
    Sony = They made the PlayStation.
    
    Capcom = For making Resident Evil.
    
    My older brother = For helping me solve many of the puzzles.