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    Arranged/Advanced Mode FAQ by EOrizzonte

    Version: Final | Updated: 09/29/02 | Search Guide | Bookmark Guide

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                         RESIDENT EVIL: DIRECTOR'S CUT
                    ADVANCED/ARRANGED MODE FAQ/WALKTHROUGH
    
                                Final Version
    
                           For the Sony PlayStation
    
                            Author: Efrem Orizzonte
    
    
    =====================================================================
    DISCLAIMER
    =====================================================================
    
    THIS DOCUMENT IS (c)2000-2002 EFREM ORIZZONTE. THIS DOCUMENT IS FOR
    PRIVATE USE ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE,
    LINK DIRECTLY TO IT, ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR
    MAGAZINES, OR SELL IT FOR ANY PROFIT. YOU MAY PRINT IT AND GIVE IT TO
    WHOMEVER YOU WANT AS LONG AS YOU DON'T GET ANY CASH FOR IT.
    
    YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR
    CONTRIBUTIONS AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS
    THEY'RE USEFUL AND PERTINENT TO THE DOCUMENT. THE E-MAIL ADDRESS IS
    THE FOLLOWING:
    
                        efroriz at hotmail dot com
    
    
    =====================================================================
    CONTENTS
    =====================================================================
    
    1. REVISION HISTORY
    2. STORY
    3. CHARACTERS
    4. WEAPONS AND AMMO
    5. ENEMIES
    6. TIPS
    7. JILL'S WALKTHROUGH
       - MANSION - PART I
       - GARDEN
       - GUARDHOUSE
       - MANSION - PART II
       - GARDEN
       - UNDERGROUND
       - UMBRELLA'S SECRET LAB
    8. CHRIS' WALKTHROUGH
       - MANSION - PART I
       - GARDEN
       - GUARDHOUSE
       - MANSION - PART II
       - GARDEN
       - UNDERGROUND
       - UMBRELLA'S SECRET LAB
    9. MAPS
       - MANSION 1F
       - MANSION 2F
       - MANSION B1
       - GARDEN
       - GUARDHOUSE 1F
       - GUARDHOUSE B1
       - UNDERGROUND
       - LAB B1
       - LAB B2
       - LAB B3
       - LAB B4
    10. ITEM LIST AND LOCATIONS
    11. FILES
    12. ENDINGS AND SECRETS
    13. DIFFERENCES WITH THE STANDARD VERSION
    14. MY PERSONAL THOUGHTS ABOUT THE GAME
    15. CREDITS
    
    
    =====================================================================
    1. REVISION HISTORY
    =====================================================================
    
    Version 1.0 [7-10-2000]
    First version. Very few things.
    
    Version 1.1 [7-12-2000]
    Made the "Weapon and Ammo" and "Monsters" sections. Made the first
    three maps. Corrected some mistakes.
    
    Version 1.2 [7-14-2000]
    More maps, Jill's walkthrough up to the second snake battle, some
    more things here and there, some corrections.
    
    Version 1.4 [7-24-2000]
    Completed the maps and Jill's walkthrough. Made the "Characters"
    section, the Item list, and the "Files" section.
    
    Version 1.5 [7-28-2000]
    Added the "Endings and Secrets" section.
    
    Version 1.7 [8-3-2000]
    Added the "Personal Thoughts" section. Corrected many errors. Started
    Chris' walkthrough.
    
    Version 1.8 [8-5-2000]
    Completed the FAQ.
    
    Version 1.9 [8-8-2000]
    Corrected typos.
    
    Version 2.0 [8-18-2000]
    Last format mistakes corrected. Final version unless I receive some
    frequently asked questions.
    
    Final Version [4-29-2001]
    Apparently, the version of the game exclusive to the Director's Cut
    edition is called "Arranged" in the US version, while it is
    "Advanced" in the European version. I modified the writing below the
    title so no one should e-mail me anymore asking why they can't find
    an item where I wrote you should find it. This will be the last
    update.
    
    Update [2-27-2002]
    I have modified the ASCII title. I have also slightly modified the
    text to correct my bad English.
    
    
    =====================================================================
    2. STORY
    =====================================================================
    
    JULY 1998
    
    In the past months, strange incidents occurred on the Arklay
    Mountains, near Raccoon City. Many people who went up there were
    attacked and eaten by unknown creatures and mysterious assassins.
    S.T.A.R.S. (Special Tactics and Rescue Services) Bravo team went
    there to investigate, but they all disappeared. So, the Alpha Team
    got a helicopter and took off to look for their comrades.
    
    Jill Valentine spots smoke in the distance. The helicopter, flown by
    Brad Vickers, lands there. Here, Chris Redfield, Jill, Barry Burton,
    Albert Wesker, and Joseph Frost look at the remains of Bravo Team's
    helicopter. No one's there. They start looking for survivors, but
    something is watching them as they wander in the tall grass...
    
    Joseph finds something, and calls his teammates. Slowly, he begins to
    lift a handgun from the ground, but he screams in horror when he
    realizes that the hand which used to hold it is still hanging from
    it. Then, he's attacked by some weird-looking dogs. The others shoot,
    but they can no more help their friend, who is killed and devoured by
    the creatures. To make things worse, Brad takes off, leaving them
    behind. While running, Chris spots a house. They all run towards it,
    hoping to find shelter.
    
    The dogs are waiting for them to get back out...
    
    
    =====================================================================
    3. CHARACTERS
    =====================================================================
    
    ---S.T.A.R.S. ALPHA TEAM---
    
    CHRIS REDFIELD
    
    After being kicked out of the Air Force, Chris became a drifter until
    he met Barry Burton. Barry recruited him for the newly formed
    S.T.A.R.S.. Now Chris has been reassigned to a smaller unit at
    Raccoon City headquarters.
    
    Chris is one of the two characters you can control in the game.
    Playing as Chris means playing Resident Evil in Hard mode, which
    wasn't a good thing in the Standard version, and is even less funny
    in the Advanced/Arranged version. Chris begins its adventure equipped
    only with a Combat Knife and a First Aid Spray. He can carry up to
    SIX items, forcing you to do lots of thinking and backtracking, and
    obviously enabling less space for weapons. He won't find any bazooka,
    so where Jill finds Bazooka Rounds, Chris will find Shotgun Shells
    (or something even less useful). He can't pick locks, so he'll need a
    special key to open some doors, and small keys to open locked desks.
    He will also encounter more monsters than Jill, although he can take
    more hits before dying. He will be helped in his quest by Rebecca
    Chambers.
    
    JILL VALENTINE
    
    An intelligent soldier that has rescued many S.T.A.R.S. members from
    danger in the past, Jill has been reassigned to Raccoon City just
    like Chris. She is excellent with special mechanical devices such as
    lockpicks.
    
    Playing as Jill means you'll play the game in Easy mode. Jill can
    carry up to eight items, begins the adventure with a loaded Beretta,
    and will soon find a Bazooka. She can use the Lockpick to open doors
    and desks, and she can play the piano and handle chemicals. She also
    encounters less enemies than Chris, but she can take less damage then
    he. Jill will be helped by Barry Burton, who'll save her from many
    traps and attacks. Is she perfect? Well, no. Unfortunately, she has a
    terrible British accent, and worse, she isn't as beautiful as she is
    in Resident Evil 3 (and not so well-dressed neither :p).
    
    BARRY BURTON
    
    Chris Redfield's old friend and partner. Former SWAT member, Barry
    maintains and supplies weapons for all S.T.A.R.S. members. He has
    over 16 years of experience, and has led many successful projects.
    
    Barry is Jill Valentine's supporting character. He will give her
    items and save her nice ass in many dangerous situations. He's also
    equipped with the most powerful handgun in the game. However, he
    tends to act and talk quite stupidly, and I just HATE finding him in
    rooms that I've unlocked just a second earlier.
    
    ALBERT WESKER
    
    Wesker has risen quickly inside the S.T.A.R.S. organization and
    currently leads the Alpha Team. Viewed by many as a "cool guy", from
    his snappy haircut to his perpetual shades, Wesker was recruited by a
    headhunter for his sharp insight and eventually founded the
    S.T.A.R.S. unit in Raccoon City.
    
    You'll see Wesker three (or four) times in the whole game, and he
    won't be of any use. His only purpose is to give you trouble.
    
    BRAD VICKERS
    
    Computer expert and good at gaining info. However, he's afraid of
    death and tends to run away from danger. That's why he's been
    nicknamed "Chickenheart".
    
    JOSEPH FROST
    
    Former member of S.T.A.R.S. Bravo Team. He'll die VERY soon.
    
    
    ---S.T.A.R.S. BRAVO TEAM---
    
    ENRICO MARINI
    
    Leader of Bravo Team. Jill and Chris will meet him in the
    underground, but unfortunately, there's no way to save him from
    death.
    
    RICHARD AIKEN
    
    S.T.A.R.S. radio operator. Our heroes will find him still alive, but
    not for long.
    
    EDWARD DEWEY
    
    The Bravo Team pilot. The ripped hand we see in the intro is probably
    one of his.
    He's become doggie food.
    
    FOREST SPEYER
    
    You'll find him dead on the mansion's balcony, pecked to death by
    crows.
    
    KENNETH J. SULLIVAN
    
    The first dead body found in the game.
    
    REBECCA CHAMBERS
    
    The youngest member of the group, Rebecca has been recruited for her
    knowledge of field medicine and First Aid. She is nervous around
    other members, both because of her age and lack of experience.
    
    Well, I keep on wondering how could Rebecca Chambers ever be the main
    character in Resident Evil Zero, since she's just 18 in the first
    game. Anyway, she is Chris Redfield's supporting character, and she
    will do anything Jill Valentine can do by herself, except for
    defending herself from the monsters ;). And, she isn't as good as
    Jill when it comes to play the piano. However, she will save Chris'
    butt in many occasions.
    
    
    =====================================================================
    4. WEAPONS AND AMMO
    =====================================================================
    
    ---WEAPONS---
    
    COMBAT KNIFE: ugh! What's this? Are you supposed to actually KILL
    anything with this ridiculous thing? Well, you can use it against ONE
    zombie if you want to spare bullets, but it'll take a lot of time and
    free space behind you. And the risks of being hit are just too high.
    Put this *cough* weapon *cough* in the first storage box you find,
    it's a better place for it.
    
    BERETTA M92FS: MUCH better than the Knife. It can kill a zombie
    (about six bullets) and a cerberus (about four bullets, but sometimes
    it may require up to seven). It can sometimes blow away a zombie's
    head with the first shot (rare, but SO exciting! You just HAVE to see
    it!), or with the second (you'll kill many zombies this way). This
    weapon becomes useless after you leave the Guardhouse.
    
    SHOTGUN: a VERY good piece of weaponry. If fired from very close
    range, it will destroy a zombie's head. You can kill many zombies
    with a single shot if they're lined up properly. Very effective
    against cerberuses. It is good against bosses and hunters, but I'd
    rather find some better weapon to fight the latter, since they're way
    too quick for the Shotgun.
    
    BAZOOKA: Whooooooooaaaaaaaaa! Time to do some serious killing, man!
    This will be your weapon of choice if you're playing with Jill
    (unfortunately, Chris can't find one anywhere). It comes loaded with
    six Explosive Rounds, and it will almost always wipe out zombies and
    cerberuses with a single hit. The power of the different Rounds
    depends on the enemy. The Explosive ones are good against zombies and
    cerberuses and the Acid ones are very good against hunters, while you
    should keep the Flame Rounds to fight Plant 42.
    
    FLAMETHROWER: only found if you're playing as Chris. It is not so
    good, and picking it up will lock the door next to it. Plus, you
    can't refill it: you get it with 240 fuel (i.e., 9 seconds of
    continuous fire) and when that's over, well, that's it. I NEVER use
    it, not even for fun (you're not even supposed to have fun while
    using Chris. The only feeling you can get when you reach the area
    with the Flamethrowers is frustration, believe me).
    
    COLT PYTHON: everyone's favorite, I think. This almighty revolver
    can hold up to six Magnum bullets. One shot from this killer will
    take care of almost every non-boss enemy. Hunters may occasionally
    take two hits to die, while chimeras will need two or three to fall.
    Be sure to collect every single bullet you find.
    
    
    ---AMMO---
    
    CLIPS: these are used to load your Beretta. Every one is worth 15
    bullets, and there's plenty to find. However, Chris may end up
    running out of ammo (hell! Aren't though guys supposed to go around
    blowing everything to smithereens with a big, noisy, fully-loaded
    machine gun? And we thought there was nothing worse than Doom...
    :)).
    
    SHELLS: every box contains seven Shells for the Shotgun. Pick them
    up, you're gonna need them almost everywhere.
    
    BAZOOKA ROUNDS: there are three types of these: Explosive, Acid and
    Flame Rounds. The Explosive ones' boxes have a grey lid, the Acid
    ones' have a yellow lid, and the Flame ones' have a... guess what?...
    red lid. The Exp. rounds are very good against zombies and
    cerberuses. As Barry states, the Acid rounds are "very powerful...
    especially against living things". Are hunters living things? You can
    bet. Give them a free acid shower, but don't underestimate their
    reaction.
    The Flame rounds are basically good against plants. There are only a
    few of these Rounds, which should be spared for the boss in the
    Guardhouse.
    
    MAGNUM ROUNDS: the absolute best. Every box is worth a full barrel
    for your trusty Colt Python. There aren't many of these, so use them
    wisely.
    
    
    =====================================================================
    5. ENEMIES
    =====================================================================
    
    ZOMBIE: the first monster you'll come to fight in the game. They're
    slow and dumb, but can hurt you pretty badly if they manage to bite
    your flesh. Some of them can vomit (yes, that's right) acid when
    you're close, so beware. They like to come at you in packs, or to
    attack in pairs from your back and from your front, at the same time.
    Many of them are hidden behind corners, so be careful when running.
    You can even find some laying with their face to the floor. These
    ones will grab your leg and bite it if you get too close, so shoot
    them right away. If you don't, your character will automatically
    stomp on or kick the monster's head, ending the fight. Every weapon
    is effective against them - even the Knife - but firearms are the
    best choice. Zombies are easily avoided in large spaces, so you may
    prefer to spare some bullets and just run.
    
    CERBERUS: this decaying dog loves to surprise attack you by bursting
    into rooms, breaking the windows and scaring you to death. They'll
    fall on the floor when hit, then get up and growl before charging at
    you again. They give out a whine when killed. They're never alone, so
    if you kill one, be prepared to fight at least another one in the
    same area. Any firearm is effective against them. If they come at you
    at full speed they'll leap at you, so shoot before they get too
    close, or you may not have the time to fire before you're hit.
    
    CROWS: never fight them. There's always a large number of them, and
    if they get you, you may not be able to run away before they've
    pecked you to death. If you HAVE to fight them, use the Shotgun to
    kill many in a single shot. They're very rare, but you'd better run
    if they attack you.
    
    SNAKES: they fall from the trees or the ceiling when you pass by. Run
    away and don't get hit, or you'll be poisoned. Very rare, but
    annoying nevertheless.
    
    GIANT SPIDER: this enemy is not only disgusting, but dangerous, too.
    It hangs from the ceiling, spitting its acid drool at you. If you get
    close, it will drop and attack you with its acid, as well as with its
    legs and bites. Try not to use the shotgun on them, because if you
    kill them using that weapon, a bunch of tiny spiders will come out of
    their dead bodies and crawl all over you. Get out of the room to get
    rid of them, or just walk over them to squash 'em. If you can, kill
    the spiders with the Beretta, for this will kill the tiny ones inside
    the mother. These enemies are very rare and often found in large
    spaces, so try to run instead of fighting.
    
    WASP: only found in the Guardhouse. They will come out of their nest
    if you get close to it. Their number is infinite, so DON'T get stung
    or you may not be able to run away. They can be killed with any
    weapon, but there's really no point in doing such a thing.
    
    NEPTUNE: a shark. There are three of them in the whole game - one
    adult, and its two offspring. They're in the Guardhouse basement. You
    can't kill them as long as they're in the water, and they can't
    really hit you when you dry out the room, so just run when you first
    see them.
    
    HUNTER: probably the deadliest non-boss enemy in the whole game. The
    hunter is a kind of greenish, skinless monkey with razor-sharp claws,
    big teeth, unbelievable stamina, and the ability to run very fast and
    leap VERY high. If they leap and stab you while in mid-air and you're
    in "Danger!" status, they'll send your head flying. The shotgun is
    almost useless, as it needs up to five shells to kill one. If you see
    a hunter and it still hasn't seen you, run like hell. These things
    are too dangerous, and if you shoo them, you run the risk of missing
    them more than you hit them. They will be in the Mansion when you
    come back from the Guardhouse. The Acid Rounds and the Colt Python
    are the only weapons you should use against them. They give out a
    terrible screech before dying.
    
    CHIMERA: a dark monster that comes at you from above. It will swing
    its arms at you, trying to hit you. It will occasionally drop to the
    floor and chase you around. Avoid it, since it's very fast and
    powerful (1-2 Magnum rounds are needed to kill a Chimera). If you're
    low on energy, it will slit your throat. Chimeras are only found near
    the end of the game, but they're guaranteed to give you a hell of a
    time.
    
    
    =====================================================================
    6. TIPS
    =====================================================================
    
                          -DON'T FIGHT - RUN INSTEAD-
    This is a golden rule in Resident Evil. The only enemies you MUST
    fight are those you can't avoid at all. If there's enough room to go
    past them without fighting, don't waste ammo. This works with all
    enemies. Just remember where you've left some enemies alive, or you
    may end up running straight into their arms :).
    
    
                   -CHOOSE CAREFULLY WHAT TO TAKE WITH YOU-
    This is also VERY important. Your inventory is limited, and Chris' is
    so much it'll sometimes make you want to cry. It will almost never
    allow two weapons to fit in, so you have to choose your firepower
    carefully. Use the handgun at the beginning to kill as many zombies
    as you can, but when you're done with the first part of the mansion,
    drop it for the rest of the game. Remember - you need room for the
    ammo too. And, just don't pick up everything you see. Only pick up
    herbs if you need them, and store all the F.Aid Sprays into the boxes
    for later use.
    
    
                                -AIM WELL-
    You can target an enemy perfectly by pressing L1. Tapping the button
    repeatedly as the enemy approaches will keep your weapon locked onto
    it. This is important when you're facing more than one enemy -
    pressing L1 will make you switch between targets, so that you can
    shoot many monsters making no mistakes. If an enemy is attacking from
    above, press Up on the D-Pad to lift your weapon up. This is a must
    against hunters and chimeras.
    
    
                           -MAKE SURE THEY'RE DEAD-
    Even if a monster is lying on the ground, that doesn't mean it's
    dead. This is particularly true of zombies, but almost every enemy
    likes to cheat you by making you think it's dead, and then surprise
    attacking you as you get close. You'll know they're really gone when
    you see a large pool of blood spreading from their bodies. When
    facing hunters or chimeras, never lower your weapon before you're
    sure you've defeated them, because they're really fast and will take
    advantage of any hesitation. Once, I shot a hunter, then it stood up,
    leapt, hit me while in mid-air, and immediately ripped my head off
    the moment its feet touched the floor - with a second, unbelievably
    rapid slash. I will say that once more... they're FAST.
    
    
                     -TRIGGERED A TRAP? GET OUTTA THERE!-
    If you happened to trigger a trap, or if you messed up things so that
    it's become impossible for you to solve a puzzle, get out of the
    room, and everything will be reset.
    
    
                          -ALWAYS CHECK YOUR HEALTH-
    Do it especially when you've just been hit. The character's movements
    don't vary according to health as they do in the sequels, so you must
    always be aware of your condition, especially if you're using Jill -
    she could be just "Fine" at one given moment, and in "Danger!" status
    after being hit by a zombie.
    
    
    =====================================================================
    7. JILL'S WALKTHROUGH
    =====================================================================
    
    
                               ----------------
                               MANSION - PART I
                               ----------------
    
    
    "They have escaped into the mansion, where they thought it was safe.
    Yet..."
    
    Not a pleasant introduction, now was it? Well, you'll start your
    adventure in the MAIN HALL 1F. After Wesker has expressed his
    admiration for the mansion, Jill notices Chris' absence and rushes to
    the front door, but Wesker stops her. Then, they hear gunfire, and
    Wesker sends Jill to check. Barry joins her, and together they head
    for the DINING ROOM.
    
    DINING ROOM
    
    After explaining what kind of room this is (what a smart guy!), Barry
    will go ahead. Follow him. At the other end of the room he will find
    a pool of blood (Jill doesn't understand what it is at first... what
    a skilled warrior!) and ask you to find other clues. Open the nearby
    door.
    
    SOFA CORRIDOR
    
    Go left and turn around the corner. A FMV will introduce you to your
    first zombie. It seems you've disturbed his lunch (or dinner... it's
    quite dark outside). As soon as it stands up, backtrack a little,
    then draw out your Beretta and kill it. When it's dead, go check the
    body he was eating. It's Kenneth from the Bravo Team. Check his body
    three times to find two CLIPS. Now, go back to the Dining Room.
    
    *********************************************************************
    TO MAKE THE GAME EASIER: after Barry asks you to find other clues, go
    back to the main hall. Wesker will send you back. Back in the dining
    room, try to go to the main hall once more. Barry will stand up and
    say: "Lost courage, already? It's not like you!". Now go in front of
    the clock, and a zombie will enter the room. Barry will kill it. From
    now on, the monsters will be a bit weaker and easier to kill. If you
    ever go check Kenneth's body, you'll discover that his legs are gone,
    and so are the two clips. This trick will also give you the
    opportunity to witness more cut scenes throughout the game.
    *********************************************************************
    
    DINING ROOM
    
    While you're talking to Barry, a zombie enters the room. Barry blasts
    its head (I'll always wonder WHAT KIND of gun that is...). Now you
    have to report this all to Wesker. Go back to the Main Hall.
    
    MAIN HALL 1F
    
    Wesker's gone. Now, you have two choices: either go upstairs and come
    back down, or go check the passage under the stairway (much quicker,
    do this!). When you're back, there will be a dialogue, then Barry
    will give you the LOCKPICK and leave. Now, there are two
    possibilities - it depends whether you want to spare a grenade, or
    you want six more Acid Rounds. I'll explain you how to spare the
    grenade, as it will save space in your inventory and make things a
    bit quicker later - but don't worry, I'll explain you the other
    possibility as well.
    
    Now, some info about this room. There's a table with an INK RIBBON
    and a typewriter on it. There are tons of Ink Ribbons scattered
    throughout the game, so you don't really need this one, but nothing
    keeps you from picking it up. The choice is yours.
    The other thing you should know is that you can open the front door
    for a nice FMV. This usually happens only once, then Jill won't open
    that door any more. Dan Birlew (a.k.a. President Evil) states in his
    walkthrough that if you open the front door again, a cerberus will
    enter the room and attack you, but this _never_ happened to me, so I
    wouldn't know. If you manage to open the door again, be prepared for
    a fight.
    
    Head for the Sofa Corridor, and go towards the double doors at its
    end. Use the Lockpick to open the nearby door and enter the...
    
    PIANO BAR
    
    Go around the piano. You'll find a shelf there. Push it to reveal the
    MUSIC NOTES, and take them. Now, go in front of the piano and use
    them. Jill will perform Beethoven's Moonlight Sonata (what a woman!
    She doesn't even need to practice a bit!), and a secret passage will
    open. Now go back to the Main Hall 1F, and go upstairs.
    
    MAIN HALL 2F
    
    Climb the stairs to your right. There are two doors. Go to the
    farthest one and open it.
    
    BALCONY PASSAGE
    
    Nothing major here. Go open the other door.
    
    BALCONY
    
    Watch out! There's a gun pointed at your head!... oh, relax, it's
    just Barry. A terrible dialogue will follow this nice meeting (Barry
    must be BLIND... what does it mean, "You don't have a weapon?".
    What's that Beretta then? A cigarette lighter? Man, how I'd like to
    put my hands around the neck of the ones who wrote the dialogues...).
    You will receive the BAZOOKA (Yay! Party time!). Check Forest's body
    to find the MANSION KEY (to be precise, this is the ARMOR key. If you
    want to see such items with their proper name in your inventory, just
    check them). Now return to the Main Hall 1F, and open the door left
    of the blue one.
    
    *********************************************************************
    If you didn't go to the Music Room before going upstairs, or if you
    didn't use the trick to make the game easier, Barry won't be on the
    Balcony. Therefore, if you try to get the Armor Key, Forest will
    stand up and attack you (shocking! Made me jump the first time
    around... this is the kind of things the Standard version didn't
    feature). So, walk VERY SLOWLY and get the Bazooka before you awake
    him, so you'll kill him with a single shot. When you return to the
    Main Hall 2F, you'll meet Barry, who'll give you six ACID ROUNDS.
    This will also happen if you check the first floor first - Barry
    should be here as soon as you get to Main Hall 2F.
    *********************************************************************
    
    GLOBE ROOM
    
    (Named after that thing standing in the middle of it).
    Look out for the zombie waiting for you near the door. There are
    three of them in this room, and there's a CLIP in front of the
    mirror. In the rear corridor, open the drawer with the Lockpick to
    find some SHELLS. Now go open that door at the end of the corridor.
    
    MIRROR ROOM
    
    Immediately raise your weapon and shoot the zombie (nice reflection,
    don't you think?). You can find two GREEN HERBS in this room, and a
    hidden INK RIBBON on the little stage left of the door. Go to the
    door opposite the mirror, and open it.
    
    CHANGE ROOM
    
    You can change your dress here. You can put on the black dress or the
    S.T.A.R.S. uniform (my favorite!), or you can just skip this room and
    return to the Main Hall 1F.
    
    MAIN HALL 1F
    
    Open the blue door.
    
    STATUE ROOM
    
    Push the ladder in front of the statue, and climb it to get the MAP
    OF FIRST FLOOR. If you push aside that shelf and enter the small
    passage, you'll find two zombies on the floor. WATCH OUT! They're NOT
    dead. Shoot them until they're REALLY dead, and take the INK RIBBON
    on the shelf if you want. When you're done, use the Lockpick to open
    the next door.
    
    L-SHAPED CORRIDOR
    
    If you've never played this game before, you're in for one of the
    biggest (and baddest) surprises of your life (well, of your
    videogaming life, at least). Turn your face to the door you came in
    from, and press the Down arrow on your Pad. Walking backwards, you'll
    be ready to shoot the cerberus which'll burst in from one of the
    windows (this one makes me jump EVERY DAMN TIME!). Get rid of it,
    then turn around the corner and be prepared to kill another one. Now,
    see that brown, empty shelf? Push it aside, and check the floor for a
    CLIP. Now go on.
    
    TWISTED CORRIDOR
    
    There's a GREEN HERB just right of the door. Open the first door
    you'll find.
    
    PATIO
    
    Draw out your weapon and kill the cerberus. As soon as you turn round
    the corner, another one will leap towards you from the garden
    outside, so be ready. There are 5 GREEN HERBS here, along with the
    CHEMICAL. Take this. When you return towards the door, watch out for
    the third cerberus. You can easily avoid it. Back in the Twisted
    Corridor, open the next door.
    
    BATHROOM
    
    In this room you'll find a CLIP in front of the mirror, and one
    zombie. If you go for the Clip before you see the zombie, you'll see
    it coming at you in the mirror (quite scary if you don't know it's
    there...). You can easily overrun it, so don't waste your bullets on
    it. Take the Clip if you want, and go back to the corridor. Go on
    until you come to some double doors, and open them.
    
    DARK CORRIDOR
    
    It sure is dark in here! Kill the two zombies who'll come moaning at
    you. The third one is at the other end of the hall, and it can be
    easily avoided. Anyway, go open that door at the end of the corridor
    (NOT the one in the narrow passage), and make sure you have one free
    space in your inventory.
    
    PAINTING GALLERY
    
    See those crows up there? Make one mistake here and they'll all fly
    down together to peck you to death. Shoot anything, anytime, and they
    will do the same.
    
    There are eight pictures in this room. Seven of them represent seven
    different stages of life. Below each one of them is a switch. You
    have to push those switches in the right order - that is, from the
    youngest man to the dead one. If you push the switch below the
    picture at the very end of the hall before you've pushed the other
    ones in the correct sequence, the crows will attack you. The right
    order is:
    
    -Newborn baby
    -Infant
    -Lively boy
    -Young man
    -Middle-aged man
    -Old man
    -"The end of life"
    
    or, if you prefer, the third, the fifth, the sixth, the fourth, the
    second, the seventh, and the eighth (from the entry door).
    
    When you've pushed them all, the last picture will fall to reveal the
    WIND CREST. Take it and go back to the Dark Corridor. Unlock the
    first door after the double doors, and go through it.
    
    STAIRWELL
    
    Two zombies and a GREEN HERB. Dispose of each and enter the room
    below the stairs.
    
    STORAGE ROOM
    
    This is a Save Room. Open the box. Take out the two CLIPS and put in
    the Wind Crest, the Combat Knife, the F.Aid Spray, the Acid Rounds if
    you have them, the Chemical, and any Ink Ribbon or Herb you might
    have. Pick up the BROKEN SHOTGUN and go back to the Dark Corridor. Go
    through the double doors, and open the door opposite them.
    
    TRAPROOM
    
    Wondering at the name of this room? Well, I'll explain it in better
    detail later... for now, just open the other door.
    
    SHOTGUN ROOM
    
    Three zombies are waiting for you here. Kill them and go take the
    SHOTGUN. Now USE the broken one to put it in its place. If the game
    doesn't allow you to do that, press X in front of the wall. You'll be
    asked if you want to put down the Shotgun. Say no, then USE the
    broken one, and this time, it'll work.
    
    What's the broken shotgun for? Well, if you don't put it there, the
    ceiling in the previous room will crush you to death, since the other
    door will be stuck. If you want the Shotgun without putting the
    broken one in its place, you mustn't meet Barry on the second floor
    before you come here. If you do so, Barry will come and open the
    door, saving you from the descending ceiling. But that would cost you
    a LOT of backtracking, so it's not worth it (although it's FUN! If
    you ever do it, just listen to Jill's voice when she founds out she's
    only got a few seconds to escape! No, I'm not a sadist... why do you
    ask?).
    
    Now go back to the Storage Room and put the Bazooka into the box if
    you didn't before, then go upstairs.
    
    CORRIDOR 2F
    
    Two zombies are waiting for you. Equip the Shotgun and blast their
    heads off (isn't it GREAT?). There's another one behind the corner at
    the other end of the corridor, but you don't really need to go there,
    although I'll explain what's there - you just know he's hiding there,
    OK? Now, unlock the middle door and open it.
    
    STAG ROOM
    
    No one here? Hmmmm... that's quite strange. No, don't worry, that
    stag won't attack you (although you should expect ANYTHING in a
    mansion like this). If you try to open the door right of the one you
    came in from, a zombie will enter the room. Kill it, then open that
    door.
    
    BEDROOM
    
    Man, what a creepy room! Is there anything under those sheets? Well,
    I just don't feel like investigating! There's a CLIP near the wall
    right of the right bed, and a RED HERB near the left one. There's
    also a LIGHTER on the shelf. This is not necessary, but take it if
    you want a map and some Acid Rounds later - otherwise, leave it where
    it is. Leave this room and another zombie will be there for you.
    Ignore it and run toward the opposite room.
    
    AQUARIUM ROOM
    
    Barry is here, apparently trying to hide something (he won't be here
    if you didn't use the trick to make the game easier). He'll lend you
    part of a RESEARCHER'S WILL (you can read the full letter if Barry
    isn't here and you get to this room quickly, otherwise it'll be
    already torn). After you've read it, he'll leave. There's an INK
    RIBBON in the white coat near the door, if you need it. Now examine
    the broken glass on the wall. You'll find a switch. Press it to drain
    the aquarium. Now get between it and the cupboard, and push it
    towards the desk. Then, push the cupboard towards the wall to find
    the first half of the MOON CREST. Now go back to the corridor, and go
    where the third zombie is. Kill it and enter the room.
    
    FIREPLACE ROOM
    
    There's a GREEN HERB here. Use the Lighter on the fireplace to get
    the MAP OF SECOND FLOOR, if you have it. Then, go back to the
    corridor, and go check the two remaining doors. The first one is
    jammed, so open the other one.
    
    RED CORRIDOR
    
    EEEEEEEEEEEAAAAAAAAAAAAGGGGGGGGGGHHHHHHH! You're trapped between two
    zombies! And there's another round the corner! (Well, to be honest,
    the first time I got here he WASN'T THERE!). OK, stay cool and blast
    'em both. Now go to the nearest door.
    
    LIBRARY
    
    Nothing really important here. Unlock the door on the other side and
    read the BOTANY BOOK on the table, then get back to the Red Corridor.
    Kill the third zombie (provided he's still there) and open the blue
    door you'll find.
    
    ARMORS' ROOM
    
    Wow! Look at those armors! They're beautiful, aren't they? And so
    perfectly lined up... OK, OK, you don't like them, do you? Well, take
    a look around. There are two holes in the floor, two heavy-looking
    statues, a switch, and a locked shelf. Now, let's explain the whole
    thing first. If you push that switch before covering the two holes,
    poisonous gas will be released in the room, putting you in POISON
    status or killing you (yes, it _can_ kill you). So, you have to push
    the two statues over the two holes. Push the one nearest to the door
    sidewards twice to cover the first hole. Then, push the other one
    ahead five times, and left twice. Now press the switch. The glass
    locking the shelf will lower to reveal the EMBLEM. Take it and leave.
    Go open the next door you'll find down the corridor.
    
    RICHARD'S ROOM
    
    There are two GREEN HERBS in this room. If you go round the corner,
    you'll find Richard Aiken from Bravo Team. He's been bitten by a
    poisonous snake, and he needs serum. Jill will automatically leave
    the room and your map will be shown so that you can see your
    destination (that's the red-flashing room, if you didn't get it).
    Open the last door of this corridor to enter Main Hall 2F again. Now
    go to the other side of the room, and open the door you didn't open
    before.
    
    DINING ROOM 2F
    
    You've got plenty of time to get rid of the three zombies before they
    even spot you (well, almost). When they're gone for good, push the
    statue towards the opening in the rail, then make it fall to the room
    below. Now, go on to the next room.
    
    NARROW CORRIDOR
    
    Be ready to kill the zombie, and watch out for the one just round the
    corner. You shouldn't have any problems with the last one. Go
    downstairs.
    
    WOODEN CORRIDOR
    
    Take some steps forward, and try not to get too frightened when a
    cerberus will burst into the room. Kill it, then open the door near
    the stairs.
    
    INFIRMARY
    
    There's an INK RIBBON on the bed. Open the box and put away the
    Lighter, the half Crest, and any Ink Ribbon or Herb you might have.
    Take the Chemical with you. Get out and proceed down the corridor.
    There are two more cerberuses to be killed. Unlock the first door
    you'll find and discard the Armor Key, then open the door.
    
    WEAPON ROOM
    
    Open the drawer to find some SHELLS. On the shelves you'll find a
    CLIP and - no, it can't be true! - the marvelous COLT PYTHON! Now,
    don't you even TRY to equip it. You're gonna need every single bullet
    of this beauty. Just get out, and make sure you have at least one
    free space in your inventory, then open the last door.
    
    GREEN CORRIDOR
    
    Kill the two zombies (watch out, one of them is pretty fast). Go down
    the narrower passage to find another zombie - and another door. Blast
    the former, and open the latter.
    
    GREENHOUSE
    
    That plant is moving! Well, at least you know it's alive. See that
    machine in the corner? Put your Chemical in it to send the plant to
    bed. In this room you'll find 4 GREEN HERBS and 2 RED HERBS, but the
    most important thing is the SUN CREST on the wall. Get it and leave.
    Back to the previous door, take the other passage. Ignore the small
    alcove for now, and use the Lockpick to unlock the door. Get in.
    
    KEEPER'S ROOM
    
    Take the CLIP on the bed if you want. Equip the Shotgun and approach
    the desk. If you try to check it, a zombie will come out of the
    cupboard! Danger!!! It's insanely close!! Aim your Shotgun and fire.
    If you miss, hope nobody saw you, otherwise you're doomed to a life
    of shame :). Take the SHELLS in the cupboard and read the KEEPER'S
    DIARY. Leave and open the door at the end of the corridor. You'll be
    back in the Sofa Corridor. Go to the Piano Bar.
    
    PIANO BAR
    
    Enter the secret passage and take the GOLD EMBLEM. Uh-oh. The passage
    closed behind you. You're trapped! Hey, c'mon, don't cry... I was
    just kidding! Of _course_ you understood that you could open it up by
    putting the Emblem into the hole (you did, didn't you?). Now, I want
    you to consider something. See that glass wall? There's the
    Greenhouse on the other side. Well, wouldn't it be logical to shoot
    the window, stomp on the five billions glass pieces, and enjoy your
    nice new shortcut? No, wait, don't do that. It WOULD be logical, but
    you can't do it. You know, pre-rendered rooms and stuff like that.
    What a pity, huh? Leave this room and go to the Dining Room.
    
    DINING ROOM
    
    Put the Gold Emblem into the hole above the fireplace. The clock will
    slide sidewards to reveal the BLUE JEWEL (this is the MOST BEAUTIFUL
    item I ever got in a videogame... look at it! You could spend the
    whole day looking at it! Take some time to CHECK it and turn it over
    to examine its whole surface... man, I whish I had one!). While
    you're here, check the remains of the statue you pushed from above to
    find the STAR CREST. Go back to the Green Corridor, and finally go
    into that small alcove. Open the door.
    
    TIGER ROOM
    
    What a fine statue! Put the Blue Jewel in its eye (*sigh*... I'd keep
    it forever if I just could... *sniff*) to uncover the SHIELD KEY. Now
    go back to the Infirmary.
    
    INFIRMARY
    
    Put the Star Crest into the box and take out the Lighter. Take the
    SERUM from the shelf, too. Put away the Beretta, and keep the Shotgun
    and the Bazooka. Now it's a good time to save your game. Oh, and put
    away that Colt Python, too. I know that having it in your pocket
    makes you feel good (SO good...), but you don't really need it now.
    Return to Richard's Room.
    
    RICHARD'S ROOM
    
    If I did my calculations well, Richard should be dead by now. Hey,
    what's that expression on your face? Wear it off AT ONCE! You wanted
    to save him? Well, YOU COULDN'T! He would have died anyway, and you
    would have wasted that precious Serum. C'mon, don't look at me like
    that... Well, now, search Richard's body for a CLIP (why do you say
    I'm cruel now?) and move on.
    
    *********************************************************************
    Anyway, if you come back here quickly with the Serum after you're
    sent looking for it, Jill will give Richard a shot. He will lend her
    the RADIO and die. There's no point in doing this, although you may
    want to see the cinema. It's up to you, but I'd rather do everything
    there's to do while on the first floor than hurrying back here and
    having to backtrack after Richard has died.
    *********************************************************************
    
    ATTIC PASSAGE
    
    Kill the two zombies before they can even see you. Turn left and open
    the door.
    
    CANDLE ROOM
    
    Use the Lighter to light the candles on the table. There's an INK
    RIBBON on the table, and a CLIP inside the left cupboard. If you push
    the right one aside, you'll find a small passage leading to some ACID
    ROUNDS. Now, go back to the Attic Passage and climb the steps. Unlock
    the door and discard the Shield Key.
    
    ATTIC
    
    Walk up to the middle of the room. EEEEEEEKKKKKKK! What's that? A
    SNAKE? Man, that's HUGE! What gave them the idea for such a
    monstrosity? Well, we'll probably never know. Now you have two
    choices: fight or run. If you manage to lure it behind the middle
    column, it might get stuck for a while, trying to get around. This
    will give you the opportunity to rush forward and get the second half
    of the MOON CREST in the nook it came in from. However, if you're not
    fast enough, it will trap you and kill you in a moment. If you don't
    feel like trying, FIGHT! Its bites will poison you, but you've got
    the Serum, right? So, that's not a problem. Just run around the
    place, hiding behind the column, and shoot it with the Bazooka. If
    you run out of ammo, use the Shotgun. Shouldn't it be enough (I
    doubt), you'll find some SHELLS nearby. If you are in "Danger!"
    status, the next time it hits you it'll swallow you whole, from head
    to toes (YUUUUUUUUUUUUUUCK!). Whenever you get the Crest, leave the
    Attic. You shouldn't be poisoned, but should you be, you will pass
    out, and Barry will take you to the Infirmary. Either way, go to the
    Storage Room and take the heavy artillery with you. Combine the two
    halves of the Moon Crest to get the whole one, then go to the Dark
    Corridor and take the door in the narrow passage.
    
    *********************************************************************
    THE SERUM GLITCH
    
    This screwed up my game, causing me to restart from the previous
    saved game. It's quite simple: DON'T use the serum to cure the poison
    BEFORE you've beaten the snake. Why? Because if you use the Serum and
    get bitten again, you will be poisoned again. If this happens, when
    you leave the Attic, Jill will act as she's been poisoned, like in
    the scene where she passes out and Barry comes to save her. This time
    though, you will regain control of her like she wasn't poisoned. From
    now on, you will be in "Poison!" status. A Blue Herb will NOT remove
    it, because Jill won't use it, saying you don't need it at the
    moment. You'll be poisoned for the rest of the game! And, you know,
    this just isn't good. Avoid it at all costs, or do it if you want the
    game to be more challenging... (crazy people are everywhere... :))
    *********************************************************************
    
    COURTYARD PASSAGE
    
    Kill the two cerberuses. Now reach the door at the other end. It's
    locked. Look at the plate on the wall. See those holes in it? Just
    use the four Crests in them, and the door will unlock. Open it.
    
    WAREHOUSE
    
    Push the ladder below the shelf high on the wall to gain access to
    the SQUARE CRANK. Take it and open the next door.
    
    
                                    ------
                                    GARDEN
                                    ------
    
    
    COURTYARD
    
    There are three cerberuses in this room. Kill 'em all. Here you'll
    find two GREEN HERBS, two BLUE HERBS, and the MAP OF GARDEN (it's on
    the wall at the end of the narrow passage). Go on and open the rusty
    gate.
    
    POOL
    
    Follow the passage on the left until you come to a column with a
    plate on it. Use the Crank in the hole to drain the pool, then go to
    the other side. Now hold the run button, and run along the way. Seven
    snakes will fall from the trees as you run. They're poisonous and not
    so easy to kill, so just avoid them. When you reach the elevator,
    step on it and activate it.
    
    WATERFALL COURTYARD
    
    Three cerberuses are waiting for you here. Avoid them and run to the
    next gate, which is at the other end of the area.
    
    GUARDHOUSE PASSAGE
    
    There are two GREEN HERBS and two BLUE HERBS near the door if you
    need them. A cerberus will come to meet you. Kill it. This passage
    has two corners, and behind each one is a cerberus. Kill the second
    one, but try to avoid the third if you can, so to spare some ammo.
    Now enter the Guardhouse.
    
    
                                  ----------
                                  GUARDHOUSE
                                  ----------
    
    
    MAIN CORRIDOR
    
    There are three BLUE HERBS opposite the entrance. Push the nearby
    statue down the long corridor, and try to cover the hole in the floor
    with it. If you don't, a tentacle will burst out of the hole and try
    to choke you. Be careful. Now enter the first door you'll find.
    
    BEDROOM
    
    This is a Save Room. On the shelf you can find some EXPLOSIVE ROUNDS
    and a F.AID SPRAY. Get out and enter the opposite room.
    
    DORMITORY 001
    
    You'll find 2 zombies here. Get rid of them and open the desk to find
    some SHELLS. Don't even bother to enter the bathroom - there's
    nothing there. Go back to the corridor, and open the red double doors
    at its end.
    
    BAR
    
    Immediately run to the left (Jill's left, not yours). Wait for the
    nearest spider to fall, then rush to the alcove and hide behind the
    pool table. Kill the spider. Examine the southern side of the table,
    and take note of the code (it should be 9-5-8, dunno if it changes in
    later games - apparently, it did in the Standard version of the
    game). Kill the other spider as well, and take the RED BOOK on one of
    the tables. Go back to the corridor. Go down the small passage to
    find a new door. Look out for the tentacle that will pop out of the
    hole. It shouldn't be there if you placed the statue properly before.
    Open the door.
    
    LONG CORRIDOR
    
    At the other end of the corridor there's a statue. Push it ahead to
    find three GREEN HERBS. Anyway, enter the first door you'll find when
    coming from the Main Corridor.
    
    WASP NEST ROOM
    
    There's an alcove in this room. There, you'll find a giant wasp nest
    with a table below it. Run there and pick up the DORMITORY KEY (002)
    from the table, then immediately get out of the room to reset the
    wasps.
    
    Now you have two choices. I'll explain them separately.
    
    
    ------------------------------THE V-JOLT-----------------------------
    Go to the end of the Long Corridor, and try to open the door labeled
    "002". You'll hear someone arguing inside (turn up the volume if you
    want to make out something of it). When it's finished, open the door,
    discard the Key, and enter the room.
    
    DORMITORY 002
    
    Barry is here, and behaves oddlier than ever. When you're done
    talking to him, take the DORMITORY MAP from the wall, and open the
    desk for some SHELLS. Read the PLANT 42 REPORT that's on the bed,
    then open the door that leads to the bathroom.
    
    *********************************************************************
    If you listen to the conversation from outside, then go to the Wasp
    Nest Room or the Main Corridor, and finally come back here, Barry
    won't be here. Note that this whole event won't occur if you didn't
    use the trick to make the game easier.
    *********************************************************************
    
    BATHROOM 002
    
    Kill the two zombies and get the DORMITORY KEY (003) from the sink.
    Go back to the Wasp Nest Room and unlock the door labeled "003".
    Discard the Key and enter.
    
    DORMITORY 003
    
    Kill the zombie. There's an INK RIBBON in the desk. Examine the
    bookshelf to find the "V-JOLT" REPORT, which you should read VERY
    CAREFULLY. Now, replace that white book with the red one to reveal a
    secret door. Go to the bathroom (in the game, of course ^_^).
    
    BATHROOM 003
    
    Kill the zombie, and pick up one of the very few FLAME ROUNDS boxes
    you're going to find in the whole game. Load your Bazooka and go back
    to the Wasp Nest Room.
    
    WASP NEST ROOM
    
    You can see another door in the camera angle you get when you enter.
    Go there. It's locked, but there are some numerical keys next to it.
    Enter the code you found on the pool table, and open the door.
    
    CHEMICALS ROOM
    
    Now you have to have some fun with the chemicals to create the
    powerful V-Jolt. You need three empty spaces in your inventory in
    order to do this. Pick up three of the four empty bottles you find in
    the room. Now, stick to the following instructions. Put some water in
    one bottle. Put UMB No.2 in another, and combine them to make NP-003.
    Now get some UMB No.4, and combine it with NP-003 to make UMB No.7.
    Get UMB No.2 and UMB No.4, and combine them to make Yellow-6. Combine
    it with UMB No.7 to make UMB No.13. Now, make some more NP-003 and
    combine it with UMB No.13 to make the V-JOLT. If you make a mistake
    while mixing the chemicals, you may create a substance which'll
    release a poisonous gas (isn't all that poison annoying after a
    while?).
    
    DORMITORY 002
    
    Push the left bookshelf ahead, and push the right one aside to reveal
    a ladder. Descend it.
    
    UNDERGROUND PASSAGE
    
    Go to the end of the passage. There's some water blocking the way
    (it's only a few feet deep, but hey, what would this game be without
    some puzzles? You'd finish it in half an hour! ^_^). Push the last
    crate into the water, and do the same with the one next to it. Now go
    back to the first crate. Push it towards the passage where the ladder
    is three times, then get round it and push it towards the wall
    opposite the ladder. Now push it all the way to the pool, and into
    the water to finally clear the way. There are two GREEN HERBS in the
    last corner, just before a BIG pool of water. Open the double doors.
    
    AQUARIUM
    
    The tank in the middle of the room has broken, flooding almost the
    whole basement. Enter the nearest room.
    
    ROOTS ROOM
    
    Use the V-Jolt on the roots. Now go back to Dormitory 003, and open
    the secret door.
    
    FIREPLACE ROOM
    
    Walk up to the center of the room. UGH! And what's THAT supposed to
    be? An octopus plant? Anyway, it's clear someone made a BIG mistake
    with those fertilizers - and it's up to you to correct that mistake.
    Plant 42 has two kind of attacks: it can thrust you with its
    tentacles if you get too close, and it can drop acid on you from
    above. If you see some small drops falling on you from above, run.
    Hug the walls and don't stay in the same spot for more than 4-5
    seconds, and you should be okay. Aim up with your Bazooka and unleash
    your Flame Rounds. You'll win in no time. Now take the C.ROOM KEY
    from the fireplace, and go to DORMITORY 002.
    ---------------------------------------------------------------------
    
    
    
    -----------------------------THE BIG BATTLE--------------------------
    
    Go to the end of the Long Corridor and try to open the door labeled
    "002". You'll hear someone arguing inside (turn up the volume if you
    want to make out something of it). When it's finished, open the door,
    discard the Key, and enter the room.
    
    DORMITORY 002
    
    Barry is here, and behaves oddlier than ever. When you're done
    talking to him, take the DORMITORY MAP from the wall, and open the
    desk for some SHELLS. Read the PLANT 42 REPORT that's on the bed,
    then open the door that leads to the bathroom.
    
    *********************************************************************
    If you listen to the conversation from outside, then go to the Wasp
    Nest Room or the Main Corridor and finally come back here, Barry
    won't be here. Note that this whole event won't occur if you didn't
    use the trick to make the game easier.
    *********************************************************************
    
    BATHROOM 002
    
    Kill the two zombies and get the DORMITORY KEY (003) from the sink.
    Go back to the Wasp Nest Room and unlock the door labeled "003".
    Discard the Key and enter.
    
    DORMITORY 003
    
    Kill the zombie. There's an INK RIBBON in the desk. Examine the
    bookshelf to find the "V-JOLT" REPORT. Now, replace that white book
    with the red one to reveal a secret door. Go to the bathroom (in the
    game, of course ^_^).
    
    BATHROOM 003
    
    Kill the zombie and pick up one of the very few FLAME ROUNDS boxes
    you're going to find in the whole game. Load your Bazooka and go back
    to the Dormitory 003. Open the secret door.
    
    FIREPLACE ROOM
    
    EYOW! Another one of those big-as-hell-and-oh-so-damn-tough giant
    things! What's that supposed to be, an octopus plant? Well, that's
    what the reports refer to as "Plant 42" and is actually the biggest
    living thing in the game. Luckily, it's also one of the easiest to
    defeat (if you have enough guts to fight it, of course :p). Plant 42
    has two kinds of attack: it can swipe you with its tentacles if you
    get too close, and it drops acid from the ceiling. If you see some
    small drops fall from directly above you, run and you'll be safe.
    Just hug the walls and don't stay in the same spot for more than 4-5
    seconds. Aim up with your Bazooka and unleash your Flame Rounds. 3
    hits should be enough, but it's not over yet. Acid is still falling
    from above. Get close to the center of the room and Plant 42 will
    grow up again. Do as before and you'll win - one Flame Round should
    be all you need to destroy that oversized vegetable forever. Take the
    C.ROOM KEY from the fireplace and go to Dormitory 002.
    
    
    *********************************************************************
    BARRY TO THE RESCUE!
    
    If you didn't meet Barry in Dormitory 002, the game will take over
    after you defeat Plant 42 for the first time. The plant will grow up
    again and grab you with one of its tentacles, but Barry will enter
    the room and use his new flamethrower (I wonder wherever he got it)
    and do the work for you. Thanks again big guy!
    *********************************************************************
    
    ---------------------------------------------------------------------
    
    
    ***NOTE: if you made the V-Jolt, skip the following three rooms. If
    you didn't, go on reading.***
    
    DORMITORY 002
    
    Push the left bookshelf and push the right one aside to reveal a
    ladder. Descend it.
    
    UNDERGROUND PASSAGE
    
    Go to the end of the passage. There's some water blocking the way
    (it's only a few feet deep, but hey, what would this game be without
    some puzzles? You'd finish it in half an hour! ^_^). Push the last
    crate into the water, and do the same with the one next to it. Now go
    back to the first crate. Push it towards the passage where the ladder
    is three times, then get round it and push it towards the wall
    opposite the ladder. Now push it all the way to the pool, and into
    the water to finally clear the way. There are two GREEN HERBS in the
    last corner, just before a BIG pool of water. Open the double doors.
    
    AQUARIUM
    
    The tank in the middle of the room has broken, flooding almost the
    whole basement. Run down the right passage. As you approach the two
    doors, a cool FMV will show your nice buttocks through a Neptune's
    eyes. Quickly run to the doors, and unlock the left one. Discard the
    Key and get in.
    
    CONTROL ROOM
    
    The lever near the big, flashing red light will drain the basement,
    so move it. Now go where that small orange light is, and push the
    button to open the nearby room. Go there.
    
    ARSENAL
    
    OK, OK, that's a strong name for a room which hosts two CLIPS and two
    boxes of SHELLS, but I wonder what else you could pick up if all the
    other stuff weren't wet and useless! Anyway, take whatever you want -
    just don't forget the MANSION KEY (Helmet). Now return to the Long
    Corridor.
    
    LONG CORRIDOR
    
    Wesker has just blown down a spider. Talk to him, then go to the
    Bedroom. Put your Beretta into the box if you have it, along with all
    the Clips. Take the Colt Python with you - you will need it soon. Now
    go all the way back to the Mansion. Note that there are two
    cerberuses in the Courtyard.
    
    
                              -----------------
                              MANSION - PART II
                              -----------------
    
    
    DARK CORRIDOR
    
    As soon as you come out of the narrow passage, the scariest FMV of
    the game will take over. Something's after you. It's fast, it jumps
    VERY high, it's _green_, it can OPEN DOORS (GULP!), and I just don't
    like its claws at all! You'd better prepare your best weapon.
    
    The hunter comes in. Its yellow eyes shine in the dark. It slowly
    comes towards you... and then, all of a sudden, you regain control of
    your character. Shoot! It will fall. Then, it will get back up.
    Shoot! If you're using the Bazooka, it should be dead by now. If
    you're using the Shotgun, you may need one or two more hits. If you
    used the Colt Python, you probably didn't need to shoot a second time
    :).
    
    The creature will give out a terrible screech, then it will die.
    Pretty tough, huh? And it was just the first! Well, don't let your
    fear overwhelm you. Unlock the door you couldn't open before, and
    open it.
    
    ***NOTE: believe it or not, this is one of the largest places of the
    house in which you'll meet a hunter. For that reason, you may want to
    just hit this one once, then rush to the door. You can (and should)
    always run from hunters, even in narrow places. If you're lucky,
    you'll run past them without being hit by their claw swipe. But it
    won't be easy. Always carry some healing items with you until you're
    completely done with the Mansion.***
    
    STUDY
    
    Search the table to find a switch. Push it to see things better. Take
    the MAGNUM ROUNDS (yeeeeeeeesssss!!!!!!!!!) from the desk and the MO
    DISK from the shelf. Get out and go to the Stairwell.
    
    STAIRWELL
    
    STAY ALERT! TWO hunters are waiting for you here. You really should
    kill these two. Read Barry's message on the wall, then enter the
    Storage Room.
    
    STORAGE ROOM
    
    Good ol' Barry left some goodies here for you. To be precise, you'll
    find a box of SHELLS, some ACID ROUNDS (Barry's favorite, it seems),
    and a F.AID SPRAY. Now you have to decide if you want to risk your
    life to put your hands over 24 more Magnum Rounds. If your answer is
    yes, read on. If no, SAVE your game, then skip the following section
    and read from FIREPLACE ROOM on. Just make sure you have some free
    space in your inventory.
    
    ---------------------------------------------------------------------
    Keep a free slot in your inventory. Be sure to bring along the
    Bazooka and the Colt, then leave this room and go upstairs.
    
    CORRIDOR 2F
    
    Immediately raise your weapon and waste the hunter. Now rush to the
    Library, and get to the Red Corridor from there.
    
    RED CORRIDOR
    
    THREE hunters are here for you. Don't bother killing them all - just
    blast the first one to make things a bit easier, then run like
    there's no tomorrow until you reach Main Hall 2F. From there, go to
    Dining Room 2F.
    
    DINING ROOM 2F
    
    Don't go down the passage where the statue used to be. Take the other
    passage and run to the door.
    
    NARROW CORRIDOR
    
    Two hunters here. Kill them without getting hurt too much (easier
    said than done), then unlock the door near the stairs and open it.
    
    TROPHY ROOM
    
    Read the ORDERS you'll find on the table. Pick up the SHELLS and the
    MAGNUM ROUNDS. Now push the ladder until it's right below the moose
    head, then return to the door and push the switch to turn off the
    light. Climb the ladder and take the RED JEWEL (another exquisite
    item to look at). Now get out and go downstairs.
    
    WOODEN CORRIDOR
    
    You can overrun the two hunters here _very_ easily. Make it to the
    Green Corridor.
    
    GREEN CORRIDOR
    
    RUN! Those two hunters in front of you will slice you like bread if
    you hesitate. Rush to the Tiger Statue, and watch out for a third
    monster will come out of the alcove as you approach.
    
    TIGER ROOM
    
    Put the Red Jewel in the statue's right eye to receive THREE boxes of
    MAGNUM ROUNDS. Now you're a one man army! Kill the hunter that's
    waiting for you outside, and return to the Corridor 2F via the Red
    Corridor. You can get there by retracing your steps, or by getting to
    the Main Hall 1F from here and climbing the stairs to the second
    floor. If you choose the latter, be warned that there are two spiders
    in the Sofa Corridor. Oh, and don't enter the Corridor 2F from the
    Library. Choose the other door instead.
    
    CORRIDOR 2F
    
    Woah! This is probably the closest look you're going to take at a
    hunter in the whole game. Kill it with the Colt to see it dying from
    a VERY close point of view. COOL! Now it's a good time to save your
    game. Free some space in your inventory - at least two slots - and be
    sure to keep your strongest weapons with you. Now head to the
    Fireplace Room.
    ---------------------------------------------------------------------
    
    
    FIREPLACE ROOM
    
    Unlock the door and discard the Key. Open the door.
    
    PIANO ROOM
    
    Just too quiet in here, isn't it? Go to the piano and check it. Uh-
    oh. A cut scene. Now what?
    
    AWWWWWWWWWWWW, NO! It's that look-at-the-size-of-my-mouth-and-take-a-
    trip-to-my-stomach snake! I just wonder how on Earth he fits the
    passages he uses to roam the house. As you can see, it brings the
    signs of its last battle with you, and this makes it SO mad! It will
    break the floor like a crunchy cookie, and then charge you at full
    force. Luckily (?), it's run out of poison (or is it just the effect
    of the Serum?), so you have one less problem to cope with. Run around
    and shoot its HEAD. This is very important. If you shoot its body,
    even a whole Colt Python barrel will not be enough to kill it. Should
    you win, it will dissolve, leaving a BIG spot on the floor. Check the
    hole he made on the floor and Barry will come in. He'll ask you to go
    down to check, and he'll produce a rope. If you didn't save Richard,
    he will also give you the COM.RADIO. Then you'll climb down the rope.
    
    TOMBSTONE ROOM
    
    A very strange room indeed, since the only way in is the one you just
    came from. As soon as you touch the floor, the rope will drop at your
    feet. Barry'll apologize and go find another one (I keep on wondering
    WHERE?). Go ahead and check the tombstone. Push the switch to reveal
    a ladder, but DON'T climb it down yet. Wait for a while and Barry
    will come back to pull you out of here. If you want to climb down the
    ladder now, feel free to do it and skip the following step, but be
    warned that Barry will die at the end of the game.
    
    PIANO ROOM
    
    After some more conversation, Barry will give you the PASS NUMBER.
    This is used to open the door at the end of the Narrow Corridor on
    the second floor. This gives you two different ways to gain access to
    the last unexplored part of the mansion, but they're both VERY
    dangerous. I personally prefer not to use the pass number, because
    the way to the locked door is full of narrow rooms crawling with
    hunters. If you wanna try it, skip the following section and read
    from ELEVATOR CORRIDOR 2F on - otherwise, go on reading.
    After Barry leaves, climb down the rope and descend the ladder you
    discovered before.
    
    MAIN CORRIDOR B1
    
    This room proves the guys at CAPCOM were high on something illegal
    when they programmed this new version of the game. There is one
    hunter coming at you from the next screen, and as soon as you make
    any noise, two more will run out of the corridor on your right (that
    is, the left of the screen). That small lateral corridor hides a box
    of SHELLS, but unless you're desperate for ammo, you'd better just
    run straight ahead, past the first hunter, and to the door. Just be
    careful, OK?
    
    LARGE CORRIDOR B1
    
    There are two useful GREEN HERBS here. Two zombies are feasting on a
    third one - get close to make them stand up, and kill them. The third
    zombie sure seems to be dead, and won't move if you try and shoot it,
    so it SHOULD be dead. Anyway, pass behind it when heading to the
    door.
    
    KITCHEN
    
    Go ahead and approach the door. A FMV will take over, showing a door
    from the eyes of a drunk person. Ooops! Uh, well, it seems this guy
    is dead, too. He will open the door and attack you. For some reason,
    this is the toughest zombie in the whole mansion - he'll take up to
    FIVE shells to go down, and his head just won't blow up. When it's
    dead, go round the table and you'll see a narrow corridor just around
    the corner. A zombie is lying on the floor. Walk very slowly, hugging
    the wall until the camera angle changes, then aim down and shoot it.
    This one is also quite resistant. Kill it and take the elevator to
    the second floor - and be ready to run.
    
    ELEVATOR CORRIDOR 2F
    
    See that hunter? Well, show it your back and run to the double doors,
    and watch out for the other one lurking at the end of the passage.
    There's a GREEN HERB in this corridor, but don't stop to pick it up
    or it won't be enough to heal you.
    
    MAIN LIBRARY
    
    Go left to find a desk hiding some MAGNUM ROUNDS. Carefully walk
    towards the shelves. A zombie will come to you, so kill it. Go ahead
    and then left. Kill the two zombies and read the SCRAPBOOK. Now go
    back where the first zombie came out from. Push the bookcase aside to
    reveal a door. Open it.
    
    SECRET STUDY
    
    There's an INK RIBBON on the table, and a CLIP on the shelf, but the
    really important item to pick up here is the BATTERY on the floor by
    the window. Whatever you do, don't try to look through the window, or
    three crows will break it and get inside to peck your flesh. Now go
    back to the Main Library and find the other door to access the...
    
    MESSED-UP LIBRARY
    
    There's a small space between the shelves. Go there and you'll find
    yourself behind a statue. Push it ahead ONE AND A HALF TIMES. It must
    NOT touch the wall. Now go to the red switch on the wall, and push it
    to light up a small square of floor in the corner. Push the statue on
    it to discover a secret alcove hiding the DOOM BOOK 1. Take it and
    immediately CHECK it. Turn it so that you can see its pages, and
    press X to open it and find the EAGLE MEDAL. Now you can go back to
    the elevator and return to the Kitchen. If you want to explore the
    full mansion, read on, otherwise skip the following two rooms.
    
    CLOSET
    
    It's the other room found in Elevator Corridor 2F. It holds two boxes
    of EXPLOSIVE ROUNDS. Take them if you want.
    
    MARBLE CORRIDOR
    
    In this room you'll find three zombies - one of them is a fake dead,
    so beware. You'll also find two GREEN HERBS, and a BLUE one. If you
    chose to open the door on the second floor with the Pass Number,
    you'll end up here; if you didn't, there's no way to open it from
    this corridor. When you're done, go back to the Kitchen.
    
    KITCHEN
    
    Open the door where the zombie came from. Climb the stairs to reach
    the Elevator Corridor. Unlock the door.
    
    SOFA CORRIDOR
    
    Two spiders are taking a walk on the ceiling. Kill them if you want,
    or just run to the Dining Room 1F. Now you have to return to the
    Garden: choose the path yourself, but the second floor should be
    easier. Just watch out for the hunter waiting for you in the
    Courtyard Passage. Remember to take the Crank with you!
    
    
                                    ------
                                    GARDEN
                                    ------
    
    
    Go to the Waterfall Courtyard, kill the cerberuses, and put the
    battery in place to activate the elevator. Take it and go to the
    Pool. Use the Crank again to stop the water, then go back down with
    the elevator and climb down the ladder that was behind the waterfall.
    
    
                                 -----------
                                 UNDERGROUND
                                 -----------
    
    
    TYPEWRITER CORRIDOR
    
    Yes, you can save your game here, and it'd be a good choice. Now
    simply open the door near the ladder.
    
    T-SHAPED CORRIDOR
    
    Barry is here. Choose to go with him and have him go first. When you
    hear him firing his gun, go the way he went and open the door.
    
    SHAFT ROOM
    
    Barry will kill a hunter (he's a damn good shooter, isn't he?).
    There's an alcove with some EXPLOSIVE ROUNDS and an INK RIBBON.
    Proceed to the next door and open it.
    
    ENRICO'S CORRIDOR
    
    Go ahead until the game takes over. Enrico Marini from S.T.A.R.S.
    Bravo Team will say something about a traitor in S.T.A.R.S., then
    someone will shoot him down. Check Enrico's body for the HEXAGONAL
    CRANK. Take it and go back to the Typewriter Corridor, but watch out
    for the hunters which found their way down here.
    
    TYPEWRITER CORRIDOR
    
    Go past the typewriter until you come to a hole in the floor. Now use
    your new Crank in that hole in the wall to clear up the path (is THAT
    possible? And, even if it were, it's still the most absurd thing in
    the whole game, believe me. Who on Earth would take the time to build
    such a stupid device?).
    Now you can reach the door.
    
    FIRST BOULDER CORRIDOR
    
    Go ahead until you come to a boulder blocking the way. Now turn
    around and RUN!!! You must reach the doorway before the rolling
    boulder gets you. I think you don't need me to guess what happens if
    you don't make it. Anyway, the boulder will open a new path (this
    place is full of absurd things...), where a door and a hunter are
    waiting for you. If you go where the boulder was previously standing,
    you'll find some FLAME ROUNDS - but a hunter will enter the room,
    giving you too much trouble for what you get. Whatever you do, open
    that new door.
    
    SPIDERWEB ROOM
    
    There's a HUGE spider here. It will spit poison at you, but it's too
    slow for you, so just run in circles and shoot when you're behind it,
    and it'll be dead in no time. Get out to get rid of the little ones,
    then come back in and use the Flame Rounds to destroy the webs on the
    door. If you don't have the Bazooka with you, just pick up the COMBAT
    KNIFE in the corner and use that. There's also an INK RIBBON in this
    room, it's in the other corner in the same screen where you get the
    Knife. Now open the door.
    
    EMPTY CORRIDOR
    
    No one here. Go east to find a door, and open it.
    
    OFFICE
    
    An INK RIBBON, a F.AID SPRAY, a BLUE HERB, a typewriter, and an item
    storage box. Put the Square Crank in the box and make sure you have
    the Eagle Medal and two empty slots in your inventory. Go back to the
    corridor and go open the door at its other end.
    
    SECOND BOULDER CORRIDOR
    
    Go right and ahead until you find another hole in the floor. Use the
    Hex Crank three times so that the hole is on the left wall. Now go
    tease the boulder, and run to the alcove you've just created. After
    the boulder has passed, go to the end of the corridor to find the MAP
    OF UNDERGROUND and the DOOM BOOK 2, which holds the WOLF MEDAL. Now
    open the door in the alcove.
    
    PRESSURE PLATE ROOM
    
    Go to the statue and push it towards the door, but stop when it's
    between the hexagonal hole and the east wall. Use the Crank and a
    small section of the wall will pop out, pushing the statue on its
    way. If it misses the statue, reposition it and try again. Now use
    the Crank again, and you will be able to push the statue on the
    pressure plate on the floor. This will open the nook containing the
    LAB KEY. Now go back to the corridor and reach its other end to find
    the elevator. Take it up.
    
    FOUNTAIN
    
    Those huge double doors lead to the Heliport, but they cannot be
    opened. There are two GREEN HERBS and two BLUE ones here. Now look at
    the fountain. There are three tombstone-like parts in it. Use the
    Wolf Medal on the West one and the Eagle Medal on the East one. A FMV
    will show you a new path. It leads to an elevator. Use it to access
    the final building in the game.
    
    
                            ---------------------
                            UMBRELLA'S SECRET LAB
                            ---------------------
    
    
    ENTRANCE
    
    Just descend the ladder.
    
    STORAGE BOX ROOM
    
    Take the MO Disk with you, and one or two weapons. You'll also need
    the Lab Key. Now keep going.
    
    STAIRWELL
    
    There are three zombies here, and 2 GREEN HERBS. The other door is
    locked, but on the table nearby you'll find some SLIDES. Just leave
    them here now, and climb the stairs down.
    
    GREAT CORRIDOR
    
    In this corridor you'll meet the naked zombies, probably escaped from
    the morgue in the center of the room. If you go straight ahead from
    the stairs, you'll find a hole in the wall. An INK RIBBON is hidden
    there. Now open the door near the stairs.
    
    PASS CODE CORRIDOR
    
    Open the door on the South wall.
    
    JOHN'S ROOM
    
    Kill the zombie and turn on the light. Read the RESEARCHER'S LETTER
    on the desk VERY CAREFULLY. You'll also find a CLIP in the box near
    the sink, and a GREEN HERB. Now push aside the big shelf to find a
    switch, but don't push it just now. Go to the painting and examine
    it. Take note of the words and their disposition, then go to the
    switch and push it. Examine the painting again: now you should be
    able to decipher the password found in the Researcher's Letter. Now
    go back to the Great Corridor and go straight from the door. Avoid
    the zombie and make it to the other door. Open it.
    
    COMPUTER ROOM
    
    Search the room for a MO DISK. Now go to the computer and turn it on.
    Input JOHN for ID, and ADA as the password. Now choose to unlock the
    doors on floor B3 first, then choose B2 and you'll be asked to enter
    another password. Input the password you found in the Researcher's
    Letter. Now go back upstairs, take the Slides, and open the
    previously locked door.
    
    VISUAL DATA ROOM
    
    Check the shelf on the right to find the SECURITY SYSTEM manual. Use
    the Slides in the projector on the table to take a look at the
    monsters - and to the Umbrella R&D team (humans, but still monsters,
    indeed). Now open the panel on the wall and push the switch, and a
    column will slide sidewards. Take the MO DISK that was behind it and
    go back downstairs. Enter the Pass Code Corridor and open the door
    opposite John's Room.
    
    LAB STOREROOM
    
    There are 5 zombies here. There's a FAX in a nook in the wall, and an
    INK RIBBON in a box on the floor. Use a MO Disk in the pass code
    output machine on the desk to receive the PASS CODE 01. Now return to
    the Great Corridor and make your way to the door in the SE corner.
    Unlock it and discard the P.Room Key, then open the door.
    
    ELEVATOR CORRIDOR
    
    There are 2 zombies here, but just open the nearest door for the
    moment.
    
    AUTOPSY ROOM
    
    You'll find some SHELLS, and a RED HERB in the sink. Fortunately, the
    new camera angle makes the puzzle in this room much easier. There are
    two boxes and a ladder. Push the ladder to the left so that you can
    push the right box on the right hole. Now push the left box until
    it's in the same spot where the other one was, then push the ladder
    near the right wall. Push the box on the left hole and, finally, push
    the ladder between the boxes. If the holes weren't properly covered,
    poison gas will fill the room. If they were, climb to the ventilation
    shaft and go through it.
    
    MORGUE
    
    The two zombies lying on the floor aren't dead, so you'll have to
    kill at least the one blocking the way to the MAGNUM ROUNDS on the
    shelf. In this room you can also use a MO Disk to get the PASS CODE
    02. Now unlock the door and you'll be near the door to the Elevator
    Corridor - where you should go right now. When you're there, go
    straight ahead to find the Guardpost.
    
    GUARDPOST
    
    The last save room holds an INK RIBBON, a BLUE HERB, and some FLAME
    ROUNDS. Be sure to have the last MO Disk with you, and one free slot
    in your inventory. Saving the game would be a nice idea. When you're
    ready, get out and open the south door.
    
    FIRST POWER ROOM
    
    There are three chimeras in this room, so be very careful. Go west
    and south to reach the control panel, and activate it. Now go back to
    the door and take the other passage to reach a door. Be FAST.
    
    SECOND POWER ROOM
    
    No enemies here! Go straight to find the pass code machine for the
    PASS CODE 03, then go back and take the other passage to find a new
    door.
    
    THIRD POWER ROOM
    
    This is probably the most dangerous room in the lab. It's better to
    cross it clockwise. On its east side there's a switch to restore
    power to the elevator, push it. The chimeras will swarm around you
    like crazy, but if you're not good at aiming, you'd better keep
    running. There's a BATTERY on the floor near the SW corner - take it,
    then make it back to the Elevator Corridor.
    
    ELEVATOR CORRIDOR
    
    Push the switch near the elevator to activate it. Barry will join
    you, and together the two of you will take the elevator down.
    
    CORRIDOR B4
    
    Everything will finally be clear in this corridor. Wesker will
    explain to you the whole thing, then he will try to lead you to the
    next room, but Barry will knock him out from behind. After some more
    chitchat, you'll go to the next room.
    
    TYRANT LAB
    
    Barry wants to kill the "ultimate biological weapon", and he thinks
    the best way to do it is to let it loose. He's gonna pay for that ;).
    Now you have to face the Tyrant, which is VERY easy to beat. Get some
    distance, then turn around and shoot. Keep doing this until it falls.
    Now check Barry and be surprised - he's even tougher than he looks!
    All you have to do now is to get out of the room.
    
    CORRIDOR B4
    
    Wesker has activated the triggering system. Now you have to reach the
    Pass Code Corridor, but be prepared to run because the chimeras are
    now infesting the Great Corridor. Save if you want.
    
    PASS CODE CORRIDOR
    
    Check the pass code machine and you'll automatically use the three
    Pass Codes. Open the door.
    
    PRISON CORRIDOR
    
    Reach and open the door at the other end.
    
    PRISON
    
    Chris Redfield is here. Get out with him and he'll leave you behind
    as soon as you're back in the Pass Code Corridor. Now go upstairs.
    
    STAIRWELL
    
    Kill the three new zombies, then go to the Storage Box Room.
    
    STORAGE BOX ROOM
    
    Put in the box everything but the Battery, the Colt, the Magnum
    Rounds, and any healing item you have, then climb up the ladder.
    
    ENTRANCE
    
    Open the huge doors.
    
    HELIPORT PASSAGE
    
    Run until you reach the elevator, and put the Battery in place
    (you'll receive a radio call from Brad). There are three minutes
    until the explosion. Barry and Chris will take care of the monsters
    that are following you. Get on the elevator.
    
    HELIPORT
    
    Pick up the FLARE from the nearby box. You can use it anywhere, but
    it's best to use it on the H painted on the floor. You'll see Brad's
    helicopter fly overhead, but after a moment there will be an
    explosion and the Tyrant will burst through the floor and come at
    you.
    
    This battle is quite hard. If you are too far from it, the Tyrant
    will charge you and swipe at you with its oversized claw. This attack
    is incredibly powerful, and it's even more if you get knocked against
    a wall. Therefore, it's best not to take too much distance from the
    monster. Check your health every time you're hit, and shoot when you
    can - or just survive until the timer reaches 00'30". At that point,
    or if you've done enough damage, Brad will drop a ROCKET LAUNCHER on
    the big H on the floor. Take it and kill the Tyrant. If you miss with
    all four bullets (which I SERIOUSLY doubt), you're dead. If you kill
    the monster, you've completed the game.
    
    
    =====================================================================
    8. CHRIS' WALKTHROUGH
    =====================================================================
    
    ***NOTE: I will explain Chris' walkthrough assuming that you have
    already played the game as Jill Valentine, and therefore that you
    know the layout of the buildings pretty well. This walkthrough will
    only marginally cover the optional areas and the possible variations
    in the development of the adventure (i.e., the different situations
    in which Chris meets Rebecca), since Chris' game is very hard, not
    only because of the number and the strength of the monsters, but for
    the extremely limited inventory, too. If you need to save more often
    than suggested, feel free to collect more Ink Ribbons, but store them
    immediately. Also, the usage of the Green Herbs is at your complete
    disposal for most of the game. Just remember you have limited space
    for your items. The variables of the adventure can be found in the
    Endings and Secrets section.***
    
    
                               ----------------
                               MANSION - PART I
                               ----------------
    
    
    MAIN HALL 1F
    
    Barry is gone. Someone fires a gun somewhere in the house, and Chris
    decides to go and check. He leaves and goes to the Dining Room.
    
    DINING ROOM
    
    Nothing to do here. Open the door at the other end of the room.
    
    SOFA CORRIDOR
    
    Go left and a FMV will introduce to you your first zombie. Don't try
    to be a hero and to kill it with that ridiculous knife - just turn
    around and go back to the Main Hall.
    
    MAIN HALL 1F
    
    Jill and Wesker are gone, too! What's wrong with this place?! There
    seems to be no answer right now, so the best thing to do is to pick
    up Jill's BERETTA from the floor. Now return to the Sofa Corridor.
    
    SOFA CORRIDOR
    
    The zombie is on the right. Turn around and shoot it until it's dead.
    If it falls down but it's still alive, use the knife to stab it while
    it's on the floor to save some much precious ammo. When it's dead, go
    search Kenneth's body for two invaluable CLIPS. Now go back to the
    Main Hall and climb the stairs to the second floor.
    
    MAIN HALL 2F
    
    Go to the Balcony Passage.
    
    BALCONY PASSAGE
    
    Pick up that shining SMALL KEY, then go to the Balcony.
    
    BALCONY
    
    Pick up the CLIP near Forest's body, then try to pick up the key.
    Forest will attack you. Turn around and run back to the door, and
    shoot him from there. After he's gone for good, pick up the ARMOR KEY
    and go back to Main Hall 2F.
    
    MAIN HALL 2F
    
    Go to the Red Corridor.
    
    RED CORRIDOR
    
    Open the first door you'll find.
    
    RICHARD'S ROOM
    
    Rebecca Chambers is guarding a poisoned Richard Aiken. Rebecca will
    ask you to go and search for the Serum. Chris will automatically get
    out of the room and the map will be shown. The red-flashing room is
    your goal. Return to the Main Hall 2F and open the double doors, but
    watch out for the zombie that is now lurking near the door of the Red
    Corridor.
    
    *********************************************************************
    Rebecca can be met in the Infirmary if you go there first, but
    there's no point in doing this. If you meet her there, Richard will
    be dead by the time you get here. In that case, search him for the
    RADIO.
    *********************************************************************
    
    DINING ROOM 2F
    
    Immediately shoot the nearest zombie until it's dead. Now equip the
    Combat Knife and start pushing the statue towards the opening in the
    rail. When the zombie reaches the statue, stay behind the statue and
    stab him with the Knife. He won't be able to get to you, so kill him
    with the blade to spare some most wanted ammo. Then make the statue
    fall to the room below, and ignore the third zombie. Reach the other
    door and open it.
    
    NARROW CORRIDOR
    
    Be ready to kill the zombie, because it's insanely close to the door.
    The second one is just round the corner, while the third should be no
    problem. Go downstairs.
    
    WOODEN CORRIDOR
    
    A cerberus will break the nearest window and come to you - kill it
    and enter the Infirmary.
    
    INFIRMARY
    
    Put into the box the Knife, the F.Aid Spray, and the Small Key. Take
    the SERUM from the shelf and go back to Richard's Room.
    
    *********************************************************************
    You can store the Serum into the box for later use. Should you do
    that, skip the next passage.
    *********************************************************************
    
    RICHARD'S ROOM
    
    You give the Serum to Rebecca, but unfortunately it's too late for
    Richard. He will give you the RADIO before dying. Rebecca will stay
    here for a bit longer. Now go back to the Red Corridor and open the
    next door. Remember there are two more zombies in the Corridor.
    
    ARMORS' ROOM
    
    You'd expect that Chris' game would include some animated armors
    ready to impale you, wouldn't you? Well, at least they weren't THAT
    cruel. Cover the two holes with the two statues, then press the
    switch and collect the EMBLEM. Now get out and proceed to the end of
    the corridor. Enter the Library.
    
    LIBRARY
    
    Yeah, I know, this is not really a library, but there are some books,
    so let's assume it is a library, OK? ;). Read the BOTANY BOOK found
    on the table, then unlock and open the door.
    
    CORRIDOR 2F
    
    Kill the two zombies and open the door in the middle of the corridor.
    
    STAG ROOM
    
    Go to the Aquarium Room.
    
    AQUARIUM ROOM
    
    Read the remaining part of the RESEARCHER'S WILL on the desk. Push
    the switch on the wall, between the spiders, to drain the aquarium.
    Push it aside, and push the cupboard toward the wall. Collect the
    first half of the MOON CREST. There's an INK RIBBON in the white coat
    near the door, but don't take it now. Get out and go to the Bedroom,
    but beware of the zombie.
    
    BEDROOM
    
    There's a RED HERB near the left bed, and a box of SHELLS between the
    right bed and the wall, but don't take them now. Get the LIGHTER from
    the shelf instead, and return to the Corridor 2F.
    
    CORRIDOR 2F
    
    Your inventory should be full, so go downstairs.
    
    STAIRWELL
    
    Avoid the two zombies and enter the Storage Room.
    
    STORAGE ROOM
    
    Put the Emblem and the Crest into the box, then return upstairs and
    go to Richard's Room - but remember to collect the Shells from the
    Bedroom before you go there. You can go to the Fireplace Room to get
    the MAP OF SECOND FLOOR; if you do so, be warned that a zombie is
    hiding behind the corner at the end of the corridor.
    
    RICHARD'S ROOM
    
    Use the GREEN HERBS if you need to heal, then open the door to the
    Attic Passage.
    
    ATTIC PASSAGE
    
    Kill the two zombies FAST, then go to the Candle Room.
    
    CANDLE ROOM
    
    Light the candle with the Lighter. Collect the CLIP from the left
    cupboard, then push the right one aside. Enter the secret passage to
    get the SWORD KEY. Now go straight back to the Infirmary.
    
    INFIRMARY
    
    Store the Shells and the Lighter, and take the Small Key with you.
    Now get out and run to the Weapon Room. Don't stop to fight the dogs.
    
    WEAPON ROOM
    
    Open the desk for some Shells. Take the COLT PYTHON from the shelf
    and equip it(!!). Take the CLIP, too. Get out and go to the Green
    Corridor.
    
    GREEN CORRIDOR
    
    Use the Python to blast the two zombies. Unlock and enter the
    Keeper's Room.
    
    KEEPER'S ROOM
    
    Take the CLIP on the bed. Go check the desk and kill the zombie which
    will surprise attack you. Get the SHELLS from the cupboard, and read
    the KEEPER'S DIARY. Now go back to the Infirmary, killing the
    cerberuses on your way back there. Use all your Magnum Rounds if
    required.
    
    INFIRMARY
    
    Store the Python and the Shells. Go back to the Green Corridor and
    unlock the door to the Sofa Corridor. Go to the Piano Bar.
    
    PIANO BAR
    
    Get round the piano, push the shelf aside, and take the MUSIC NOTES
    you'll find. Use them on the piano and Rebecca will enter the room.
    She will try to play, but she won't do it very well. She will ask you
    to let her practice for a while. Whatever the answer, she will stay
    and practice. Go to Main Hall 1F.
    
    MAIN HALL 1F
    
    Unlock the Globe Room, but don't get in. Open the blue double doors.
    
    STATUE ROOM
    
    Push the ladder below the statue and climb it to collect the MAP OF
    FIRST FLOOR. Don't bother going into the passage for the INK RIBBON -
    it would be a waste of time and bullets. Unlock the L-Shaped Corridor
    and discard the Sword Key, then open the door.
    
    L-SHAPED CORRIDOR
    
    Walk backwards so that you're ready to shoot the cerberus. After
    you've killed it, go on and kill the second. Push the shelf aside and
    pick up the CLIP that was under it. Proceed.
    
    TWISTED CORRIDOR
    
    Unlock the Patio and discard the Armor Key. Enter the Patio.
    
    PATIO
    
    Kill the cerberus. Get round the corner and a second one will attack
    you. Kill it. Make full use of the 5 GREEN HERBS if you need to, then
    collect the CHEMICAL and get out without stopping to kill the third
    dog. Go to the Bathroom.
    
    BATHROOM
    
    Kill the zombie. Take the CLIP near the mirror, and the SMALL KEY
    from the bathtub. Now go to the Dark Corridor.
    
    DARK CORRIDOR
    
    Kill the first two zombies. If the third one attacks you, avoid it.
    Go to the Painting Gallery.
    
    PAINTING GALLERY
    
    Push the switches below the pictures in this order:
    
    -Newborn baby
    -Infant
    -Lively boy
    -Young man
    -Middle-aged man
    -Old man
    -"The end of life"
    
    Get the WIND CREST and leave. Unlock the door to the Stairwell and
    open it.
    
    STAIRWELL
    
    Kill the two zombies this time, then enter the Storage Room.
    
    STORAGE ROOM
    
    Store the Wind Crest. Take the BROKEN SHOTGUN and go to the Shotgun
    Room.
    
    SHOTGUN ROOM
    
    Kill the zombie closest to the door (but you can avoid it if you're
    smart) and run to the SHOTGUN. Take it and kill the other two zombies
    (or three, if you did avoid the first one). Put the Broken Shotgun on
    the wall and get back to the Storage Room. Store the Beretta and the
    Clips, take the Shells and the Emblem, and go back to Main Hall 1F.
    
    MAIN HALL 1F
    
    Go to the Globe Room.
    
    GLOBE ROOM
    
    Kill the zombies and open the desk for some SHELLS. You can go to the
    Mirror Room and the Change Room if you want - in that case, you'll
    find a zombie, two GREEN HERBS, an INK RIBBON, and two new costumes.
    When you're done, take the INK RIBBON near the typewriter in the Main
    Hall if you don't have one, then go to the Dining Room.
    
    DINING ROOM
    
    Take the STAR CREST from the broken statue, then go to the Piano Bar.
    
    PIANO BAR
    
    Rebecca will play the Moonlight Sonata, and a secret passage will
    open. Go there and take the GOLD EMBLEM. Replace it with the Wooden
    one, then go back to the Dining Room.
    
    DINING ROOM
    
    Put the Gold Emblem into the hollow on the wall. The clock will slide
    sidewards, revealing the BLUE JEWEL. Take it and go to the Tiger
    Room.
    
    TIGER ROOM
    
    Put the Blue Jewel in the tiger's eye, and take the SHIELD KEY. Go to
    the Greenhouse, killing the zombie on the way.
    
    GREENHOUSE
    
    Use the Chemical in the pumping machine to stun the plant. Collect
    the SUN CREST. Go to the Infirmary, store the Crests, and save your
    game. Now go to the Attic. You are free to fill your inventory with
    healing items since you'll enter the Attic with one free slot anyway.
    Bring the Serum if you saved it earlier.
    
    ATTIC
    
    Discard the Shield Key before you enter. Walk to the middle of the
    room and Yawn will come out of its hole to face you. For some reason,
    I've found it easier to defeat it than in Jill's scenario. You should
    need EXACTLY seven Shells to end the fight. Be sure to pick up the
    ones found in this room after the fight, and get the second half of
    the MOON CREST from Yawn's lair. Use the Serum if you have it, and go
    to the Storage Room; otherwise, just leave the Attic.
    
    ATTIC PASSAGE
    
    As soon as he descends the steps, Chris will start feeling sick.
    Rebecca will come in and he will tell her he's poisoned, so she will
    go for the Serum. Now you'll have to control Rebecca. Go to the
    Infirmary, get the Serum, and come back here. It should be really
    easy. When you're back, Rebecca will give Chris a shot and he will be
    fine. Check his health though, because the last time I played I
    didn't, and a zombie killed me with the first bite. Go to the Storage
    Room.
    
    *********************************************************************
    You won't be able to play as Rebecca if you didn't deliver the Serum
    to Richard. Should Chris pass out, you'll awake in the Infirmary.
    *********************************************************************
    
    STORAGE ROOM
    
    The only things you need are the Shotgun, the Shells, and the four
    Crests (that's as much as you can take with you anyway). Take them
    and go to the Courtyard Passage, but beware of the third zombie in
    the Dark Corridor - he's still there, provided you didn't kill it
    before (I didn't tell you to... why shouldn't he be there? ;) ).
    
    COURTYARD PASSAGE
    
    It's important that you hit both cerberuses with the same shell every
    time you shoot, or you'll waste too much ammo. When they're dead, use
    the Crests to unlock the door, and open it.
    
    WAREHOUSE
    
    Push the ladder below the high shelf and climb it to find the SQUARE
    CRANK. Go to the Courtyard.
    
    
                                    ------
                                    GARDEN
                                    ------
    
    
    COURTYARD
    
    Try not to use too many shells to kill the three cerberuses. You'll
    get a radio call from Brad Vickers, but he won't be able to hear you,
    so just keep going.
    
    POOL
    
    Use the Crank to lower the water, and cross the water passage. Run to
    the elevator to avoid the snakes, and take the elevator down.
    
    WATERFALL COURTYARD
    
    If you're good enough to dodge all the dogs, do it - otherwise, waste
    them. Proceed to the Guardhouse Passage.
    
    GUARDHOUSE PASSAGE
    
    Kill the first dog, but dodge the others - you should be dying for
    ammo by now.
    
    
                                  ----------
                                  GUARDHOUSE
                                  ----------
    
    
    MAIN CORRIDOR
    
    Use the statue to cover the hole in the floor, and enter the
    Dormitory 001.
    
    DORMITORY 001
    
    Kill the 2 zombies. There's a SMALL KEY in a cup on the small table
    near the cupboard - take it and open the desk for some much needed
    SHELLS. Don't enter the Bathroom 001 - go to the Bar instead.
    
    BAR
    
    I suggest that you don't waste a single Shell on those spiders. Take
    the RED BOOK and get out - it's too dangerous to go and check the
    code on the pool table (but you can do it if you're fast). Go to the
    Long Corridor.
    
    LONG CORRIDOR
    
    Use the three GREEN HERBS at the end of the corridor if you need
    them, then go to the Wasp Nest Room.
    
    WASP NEST ROOM
    
    Get the DORMITORY KEY 002 below the wasp nest and run outta here.
    Unlock the Dormitory and discard the key.
    
    DORMITORY 002
    
    No zombies here (whew!). Read the PLANT 42 REPORT on the bed, and
    take the MAP OF DORMITORY from the wall. Enter the Bathroom 002.
    
    BATHROOM 002
    
    Kill the two zombies and grab the DORM.KEY 003 from the sink. Go to
    that room, unlock it, and get inside.
    
    DORMITORY 003
    
    Kill the zombie, then read the "V-JOLT" REPORT and replace it with
    the Red Book. Go to the Bathroom 003.
    
    BATHROOM 003
    
    Kill the zombie and collect the CLIP. Now go to the Bedroom.
    
    BEDROOM
    
    The guys at CAPCOM must be crazy... they've replaced those Explosive
    Rounds with a CLIP!!! Anyway, store the Shotgun and the Shells. No,
    I'm not crazy, at least not as much as them. Store the Crank as well.
    Take the Beretta and the Clips with you. You should have at least 30
    bullets. Now go to Plant 42 Room.
    
    PLANT 42 ROOM
    
    Chris is too curious... he wants to take a close look at the jumbo
    plant, but it grabs him with a vine! Luckily, Rebecca hears Chris
    screaming and rushes in (through a JAMMED door... drives me mad!). He
    drops the "V-JOLT" REPORT for her to use. Now you'll be in control of
    Rebecca once more. Go to the Chemical Room. The entry code in my last
    game was 1-2-5, but it's probably subject to change. Get inside.
    
    CHEMICAL ROOM
    
    Pick up three EMPTY BOTTLES and do the following mixes:
    
    Water + UMB No.2 = NP-003
    NP-003 + UMB No.4 = UMB No.7
    UMB No.2 + UMB No.4 = Yellow-6
    UMB No.7 + Yellow-6 = UMB No. 13
    UMB No.13 + NP-003 = V-JOLT
    
    Now go to the Dormitory 002.
    
    DORMITORY 002
    
    Push the left cupboard towards the wall, and push the left one
    sidewards to reveal a ladder. Climb it down.
    
    UNDERGROUND CORRIDOR
    
    Use the crates to create a bridge, cross it, and enter the Aquarium
    Room. From there, go to the Roots Room.
    
    ROOTS ROOM
    
    Use the V-Jolt on the roots and they'll shrink. Get out and you'll
    regain control of Chris.
    
    PLANT 42 ROOM
    
    The plant shrinks and drops Chris, but then grows big again. Now
    equip the Beretta and fight! The handgun is fast and allows you to
    aim very high, striking the plant's core. Just don't stay in the same
    spot for too long - shoot two or three bullets, then move to avoid
    the acid. It will take about 30 bullets to kill it. When you're done,
    pick up the C.ROOM KEY from the fireplace and go to the Aquarium Room
    (you'll have a short chitchat with Rebecca in the Wasp Nest Room.
    
    AQUARIUM ROOM
    
    No FMV for Chris - instead, you may find the Neptunes waiting for you
    right in front of the Control Room door! Well, go as fast as you can
    and enter that room, and don't forget to discard the key.
    
    CONTROL ROOM
    
    Lower the water level and unlock the next room, then go there.
    
    ARSENAL
    
    Get the two boxes of SHELLS and the HELMET KEY, but leave the CLIPS
    where they are. Go to the Roots Room.
    
    ROOTS ROOM
    
    Pick up the SMALL KEY from the box near the roots, and go back to the
    Dormitory 002.
    
    DORMITORY 002
    
    Open the desk for a box of SHELLS.
    
    LONG CORRIDOR
    
    Wesker is here. After a dialogue, he will leave. Go to the Bedroom.
    
    BEDROOM
    
    Store the Beretta forever. Save your game. Go back to the Mansion,
    and don't kill the two cerberuses in the Courtyard yet. You'll get a
    radio call from Brad after leaving the Guardhouse.
    
    
                              -----------------
                              MANSION - PART II
                              -----------------
    
    
    DARK CORRIDOR
    
    Now you're about to face the hardest part of the game. You need to
    hear every single sound the hunters make, so turn up the volume of
    your TV. When the first hunter comes towards you, raise the Shotgun
    and shoot. You'll hear the thud it makes when it falls on the floor.
    Soon you'll hear another thud, meaning the hunter is back on its
    feet. Now it's time to shoot again. Repeat until it's dead. Sound is
    very important here, because the camera angles give you a great
    disadvantage against these monsters. Now unlock the Study and get in.
    
    STUDY
    
    Find the switch on the desk and turn on the lamp. Take the MAGNUM
    ROUNDS and the MO DISK, then go to the Stairwell.
    
    STAIRWELL
    
    Switch to the next camera angle and position yourself so that you can
    shoot the first hunter. You should be able to shoot one at a time
    until they're dead. It should take you a full box of Shells -
    sometimes even more. Now read Wesker's note and enter the Storage
    Room.
    
    STORAGE ROOM
    
    Thanks for the SHELLS and the F.AID SPRAY, Wesker, but why that CLIP?
    Anyway, it's time for some serious killings. Have with you the
    Shotgun, the Shells, the Colt Python (load it with those newfound
    Rounds), the Helmet Key, and any healing item. Now you must reach the
    Trophy Room, but it's important that you DON'T reach it via the
    second floor, because the Red Corridor is incredibly dangerous and
    the Dining Room and the Narrow Corridor are LETHAL. First though,
    leave this room and climb the nearby stairs.
    
    CORRIDOR 2F
    
    Don't climb those steps! Face them, then raise the Shotgun. Chris
    will aim at that hunter in the corridor. Now, aim up and shoot. The
    monster will get quite mad and try to reach you, but it can't climb
    down the steps! Kill it from below, then go back and to the Twisted
    Corridor.
    
    TWISTED CORRIDOR
    
    One hunter is lurking near the other door, but it's pretty stupid and
    you should be able to dodge its attack. Go on.
    
    L-SHAPED CORRIDOR
    
    Run and the two spiders will do you no harm. Go on until you reach
    the Green Corridor, and be aware that two spiders are waiting in the
    Sofa Corridor.
    
    GREEN CORRIDOR
    
    Equip the Colt and aim straight ahead. After a few seconds, the first
    hunter will spot you and come to you, probably with a giant leap.
    Shoot it - two Rounds will be more than enough. The second will then
    attack you. Use the same strategy. The third one is usually lurking
    in the small alcove leading to the Tiger Room, so you may have to
    lure it out. Sometimes he will take initiative and attack. It's
    important that you kill them all. Try to use all the Magnum Rounds
    you have, then go to the Wooden Corridor.
    
    WOODEN CORRIDOR
    
    There are two hunters here, but all you want is to make it to the
    second floor, so just dodge them and climb the stairs at the end of
    the hall.
    
    NARROW CORRIDOR
    
    Immediately unlock and enter the Trophy Room.
    
    TROPHY ROOM
    
    Read the ORDERS on the table. Take the MAGNUM ROUNDS and load the
    Colt, then pick up the SHELLS. Now, push the ladder below the moose
    head, and turn off the light. Climb the ladder and take the RED
    JEWEL, then leave and go back downstairs.
    
    WOODEN CORRIDOR
    
    Kill the first hunter, then run to the Tiger Room.
    
    TIGER ROOM
    
    Use the Red Jewel and you'll get 18 MAGNUM ROUNDS. Now retrace your
    steps to the Storage Room, but on the way there, remember to kill the
    hunter near the door of the Twisted Corridor, because another one has
    entered the room and the two of them will almost surely kill you in
    such a narrow place.
    
    STORAGE ROOM
    
    It's time to prepare for another big fight. Take with you your two
    weapons - along with their respective ammunitions -, the Helmet Key,
    and a healing item. Now go upstairs and to the Fireplace Room.
    
    FIREPLACE ROOM
    
    Unlock the Piano Room and discard the key. Open the door.
    
    PIANO ROOM
    
    Check the piano and Yawn will emerge from the fireplace to challenge
    you. My best advice is to stay _right were you are at the beginning
    of the fight_. Aim high and tap L1 to follow its movements. Never
    stop shooting until it's dead. If everything goes well, you'll fire
    14 Shells, and you'll get hit twice. Now jump down the hole.
    
    TOMBSTONE ROOM
    
    Push the switch below the tombstone and descend the ladder.
    
    MAIN CORRIDOR B1
    
    Run! It's the best way to avoid trouble. Reach and open the next
    door.
    
    LARGE CORRIDOR B1
    
    Make full use of the two GREEN HERBS, since you'll never come back
    here. Kill the two zombies, unlock the door, and open it.
    
    KITCHEN
    
    Equip the Colt. Go straight and the toughest zombie of the game will
    enter the room. He can take _three_ Magnum Rounds!!! For some reason,
    his head just won't explode. Pick up the SMALL KEY and kill the
    zombie in the SE corner, then take the elevator up.
    
    ELEVATOR CORRIDOR 2F
    
    Immediately run to the Closet, dodging the hunter in the way.
    
    CLOSET
    
    Pick up the two boxes of SHELLS - you're gonna need them! Now leave.
    
    ELEVATOR CORRIDOR 2F
    
    Use the Python to kill both hunters. There's a GREEN HERB in the
    alcove between the elevator and the Library doors. Enter the Library.
    You have no need to go to the Marble Corridor, now have you?
    
    LIBRARY
    
    Open the desk for some MAGNUM ROUNDS. Now kill the three zombies with
    the Shotgun and read the SCRAPBOOK. Then, push aside the shelf and
    open the hidden door.
    
    SECRET STUDY
    
    Pick up the BATTERY. You should have one free slot in your inventory.
    Leave and go to the Messed-Up Library.
    
    MESSED-UP LIBRARY
    
    Push the statue ahead one and a half times. Turn on the light in the
    corner, and push the statue there. The shelf will slide sidewards,
    revealing the DOOM BOOK 1. Check it and open it for the EAGLE MEDAL.
    Now go back to the Storage Room.
    
    STORAGE ROOM
    
    Saving would be wise now. Take with you the Colt and its Rounds, the
    Shells, the Crank, and the Battery. Leave everything else behind and
    go to the Courtyard, but watch out for the hunter guarding the
    Courtyard Passage.
    
    
                                    ------
                                    GARDEN
                                    ------
    
    
    COURTYARD
    
    Run to avoid the cerberuses, and reach the Waterfall Courtyard.
    
    WATERFALL COURTYARD
    
    Put the battery in place and take the elevator up. Go to the Pool and
    use the Crank to stop the water. Go back down and descend the ladder
    that was behind the waterfall.
    
    
                                 -----------
                                 UNDERGROUND
                                 -----------
    
    
    TYPEWRITER CORRIDOR
    
    Open the first door.
    
    T-SHAPED CORRIDOR
    
    Leave the FLAMETHROWER where it is. Go left and open the door.
    
    SHAFT ROOM
    
    Take the SHELLS and the F.AID SPRAY in the alcove, then go see
    Enrico.
    
    ENRICO'S CORRIDOR
    
    Enrico will call you "double-crosser" and try to shoot you, but
    someone will kill him first. Search him for the HEX CRANK, then go
    back to the Typewriter Corridor - but watch out for the FOUR hunters
    (two of which in this same room) that will try to decapitate you on
    the way.
    
    TYPEWRITER CORRIDOR
    
    Use the Crank to create a passage. Go on.
    
    FIRST BOULDER CORRIDOR
    
    Bait the boulder and run like hell to the door. After the boulder has
    smashed the wall, go to the end of the hall to find some MAGNUM
    ROUNDS, and kill the hunter which'll enter the room. Kill the other
    one if you want (or just dodge it) and go to the Spiderweb Room.
    
    SPIDERWEB ROOM
    
    Three Magnum Rounds are all you need to kill the spider. Go back and
    use the Spray, then take the FLAMETHROWER near the door and go back
    to the Spiderweb Room. Now use the Flamethrower to destroy the
    spiderwebs, and open the door.
    
    EMPTY CORRIDOR
    
    Go to the west door and put down the Flamethrower to unlock it. Now
    go to the Office.
    
    OFFICE
    
    Use the box so that your inventory consists of the following:
    Shotgun, Shells, Hex Crank, and Eagle Medal. Go to the Second Boulder
    Corridor.
    
    SECOND BOULDER CORRIDOR
    
    Use the Crank until the hole is on the left wall. Shake the boulder
    and make it roll, then check the wall for the MAP OF UNDERGROUND
    (quite useless by now...) and the DOOM BOOK 2, which you should check
    for the WOLF MEDAL. Now enter the Pressure Plate Room.
    
    PRESSURE PLATE ROOM
    
    Go to the statue and push it towards the door, but stop when it's
    between the hexagonal hole and the east wall. Use the Crank and a
    small section of the wall will pop out and push the statue in its
    way. If it misses the statue, reposition it correctly and try again.
    Now use the Crank again and you will be able to push the statue on
    the pressure plate on the floor. This will open the nook containing
    the LAB KEY. Now go back to the corridor, and reach its other end to
    find the elevator. Take it.
    
    FOUNTAIN
    
    Those huge double doors lead to the Heliport, but they cannot be
    opened. There are two GREEN HERBS and two BLUE ones here. Now look at
    the fountain. There are three tombstone-like parts in it. Use the
    Wolf Medal on the West one, and the Eagle Medal on the East one. A
    FMV will show you a new path. It leads to an elevator. Use it to
    access the final building in the game.
    
    
                            ---------------------
                            UMBRELLA'S SECRET LAB
                            ---------------------
    
    
    ENTRANCE
    
    Just descend the ladder.
    
    STORAGE BOX ROOM
    
    Have these items with you: Shotgun, Shells, MO Disk, Lab Key, and
    something to heal yourself (if you think you're gonna need it). Go
    on.
    
    STAIRWELL
    
    There are three zombies here, and 2 GREEN HERBS. The other door is
    locked, but on the table nearby you'll find some SLIDES. Just leave
    them here now, and climb the stairs down.
    
    GREAT CORRIDOR
    
    In this corridor you'll meet the naked zombies, probably escaped from
    the morgue in the center of the room. If you go straight ahead from
    the stairs, you'll find a hole in the wall. An INK RIBBON is hidden
    there, but you don't need this one. Now open the door near the
    stairs.
    
    PASS CODE CORRIDOR
    
    Open the nearest door.
    
    JOHN'S ROOM
    
    Kill the zombie and turn on the light. Read the RESEARCHER'S LETTER
    on the desk VERY CAREFULLY. You'll also find a CLIP in the box near
    the sink, and a GREEN HERB. Now push aside the big shelf to find a
    switch. Don't push it now. Go to the painting and examine it. Take
    note of the words and their disposition, then go to the switch and
    push it. Examine the painting again. Now you should be able to
    decipher the password found in the Researcher's Letter. Now go back
    to the Great Corridor and go straight from the door. Avoid the zombie
    and make it to the other door. Open it.
    
    COMPUTER ROOM
    
    Search the room for a MO DISK. Now go to the computer and turn it on.
    Input JOHN for ID, and ADA as the password. Now choose to unlock the
    doors on floor B3 first, then choose B2 and you'll be asked to enter
    another password. Input the password you found in the Researcher's
    Letter. Now go to the Lab Storeroom.
    
    LAB STOREROOM
    
    There are 5 zombies here. There's a FAX in a nook in the wall, and an
    INK RIBBON in a box on the floor. Use a MO Disk in the pass code
    output machine on the desk to receive the PASS CODE 01. Now go
    upstairs, get the Slides, and enter the Visual Data Room.
    
    VISUAL DATA ROOM
    
    Check the shelf on the right to find the SECURITY SYSTEM manual. Use
    the Slides in the projector on the table to take a look at the
    monsters and the Umbrella R&D team. Now open the panel on the wall
    and push the switch, and a column will slide sidewards. Take the MO
    DISK that was behind it, then go back downstairs. Unlock the Elevator
    Corridor and discard the key.
    
    ELEVATOR CORRIDOR
    
    There are 3 zombies here, but just open the nearest door for the
    moment.
    
    AUTOPSY ROOM
    
    You'll find some SHELLS and a RED HERB in the sink. Fortunately, the
    new camera angle makes the puzzle in this room much easier. There are
    two boxes and a ladder. Push the ladder to the left so that you can
    push the right box on the right hole. Now push the left box until
    it's in the same spot where the other one was, then push the ladder
    near the right wall. Push the box on the left hole and, finally, push
    the ladder between the boxes. If the holes weren't properly covered,
    poison gas will fill the room. If they were, climb to the ventilation
    shaft and go through it.
    
    MORGUE
    
    The two zombies lying on the floor aren't dead, so you'll have to
    kill at least the one blocking the way to the MAGNUM ROUNDS on the
    shelf. In this room you can also use a MO Disk to get the PASS CODE
    02. Now unlock the door and you'll be near the door to the Elevator
    Corridor, where you should go. When you're there, go straight ahead
    to find the Guardpost.
    
    GUARDPOST
    
    The last save room holds an INK RIBBON, a BLUE HERB, and some MAGNUM
    ROUNDS. Be sure to have the last MO Disk with you, and one free slot
    in your inventory. Drop the Shotgun forever - you won't need it
    anymore. Saving the game would be a nice idea. When you're ready, get
    out and open the south door.
    
    FIRST POWER ROOM
    
    Never stop to fight - just run all the time. Go west and south to
    reach the control panel, and activate it. Now go back to the door and
    take the other passage to reach a door. Be FAST.
    
    SECOND POWER ROOM
    
    Go straight to find the pass code machine for the PASS CODE 03, then
    go back and take the other passage to find a new door.
    
    THIRD POWER ROOM
    
    This is probably the most dangerous room in the lab. It's better to
    cross it clockwise. On its east side there's a switch to restore
    power to the elevator. Push it. The chimeras will swarm around you
    like crazy, so keep running. There's a BATTERY on the floor near the
    SW corner - take it and make it back to the Elevator Corridor.
    
    ELEVATOR CORRIDOR
    
    Push the switch near the elevator to activate it. Rebecca will join
    you, and together the two of you will take the elevator down.
    
    CORRIDOR B4
    
    Learn the truth about this whole mess, and watch Wesker shoot
    Rebecca. He will then force you into the Tyrant Lab.
    
    TYRANT LAB
    
    Chris makes the only clever things he's done from the beginning of
    this horrible night: he laughs at the sight of the Tyrant. Wesker
    gets pissed and lets the monster loose so that it can kill Chris, but
    the Tyrant is VERY stupid and kills its boss instead. Now just take
    some distance and shoot it, and it will go down in no time. Get out.
    
    CORRIDOR B4
    
    Beckie's alive! Well, she appears to be smarter than every other
    S.T.A.R.S. member... ^_^. She will go and activate the triggering
    system. You go to the Prison instead.
    
    PRISON
    
    Rescue Jill and go back to floor B1. Enter the Heliport Passage.
    
    HELIPORT PASSAGE
    
    When you put the battery in place, the speakers will announce the
    imminent detonation. Jill and Rebecca will take care of the monsters
    while Chris goes and calls "Chickenheart" Brad.
    
    HELIPORT
    
    Pick up the FLARE from the nearby box. You can use it anywhere, but
    it's best to use it on the big H painted on the floor. You'll see
    Brad's helicopter fly overhead, but after a moment there will be an
    explosion and the Tyrant will burst through the floor and come at
    you.
    
    This battle is quite hard. If you are too far from it, it will charge
    you and swipe at you with its oversized claw. This attack is
    incredibly powerful, and it's even more if you get knocked against a
    wall. Therefore, it's best not to take too much distance from the
    monster. Check your health every time you're hit, and shoot when you
    can - or just survive until the timer reaches 00'30". At that point -
    or if you've done enough damage - Brad will drop a ROCKET LAUNCHER on
    the big H on the floor. Take it and kill the Tyrant. If you miss with
    all four rockets (which I SERIOUSLY doubt), you're dead. If you kill
    the monster, you've completed the game.
    
    
    =====================================================================
    9. MAPS
    =====================================================================
    
    ----------
    MANSION 1F
    ----------
    
                                          ____
                                        _|    |
                                       | |27  |
                                       | /____|
                                       | |    ___
                                       | |   | |||
     ______________                    | |   |13 |
    |         | 20 |_____              | |___|   |       ______
    |    ____ \  ______  |             | | | | |\|______|____ 9|
    |   | 18|/| |/| |21/_|             |_\ | | |_|  __  |  10| |
    |   |/__|_|  _| |____|               |  \ \ \  /15| |/___| |
    |       | | |        |_              | _11__/__|_\|___   /_|
    |17     | \ |   4  __| |             |\          |    | 8|
    |____|||| | |      |_| |             |    12     | 16 | _|
        | 3 |_|/|_____\__| |_____________|___________|____|\ |
        |___ __________/_30|             |      _____/    |  |
          | \              |             /  5  |_____| 24 |  |
          |       2        \             |_____|_    |/___|  |
          |                |      1      |        ___|_25_|  |
          |________________|             /  6    |     7     |
                           |             |_______/___________|
                           |_____________|
    
    1  MAIN HALL 1F              11 DARK CORRIDOR
    2  DINING ROOM               12 PAINTING GALLERY
    3  SOFA CORRIDOR             13 STAIRWELL
    4  PIANO BAR                 14 (BETWEEN 13, 11 & 15) STORAGE ROOM
    5  GLOBE ROOM                15 TRAPROOM
    6  STATUE ROOM               16 SHOTGUN ROOM
    7  L-SHAPED CORRIDOR         17 WOODEN CORRIDOR
    8  TWISTED CORRIDOR          18 INFIRMARY
    9  PATIO                     19 (RIGHT OF 18) WEAPON ROOM
    10 BATHROOM                  20 GREEN CORRIDOR
    
    21 GREENHOUSE                26 COURTYARD PASSAGE
    22 (RIGHT OF 19) TIGER ROOM  27 WAREHOUSE
    23 (BELOW 19) KEEPER'S ROOM  28 STUDY
    24 MIRROR ROOM               29 (BETWEEN 5 & 24)TOMBSTONE ROOM
    25 CHANGE ROOM               30 ELEVATOR CORRIDOR
    
    
    
    ----------
    MANSION 2F
    ----------
    
    
        ______     ____                        ___
       |__    |   |21  |                      |||6|
       |  |/| |___|___\|___               ______| |____________
       |24| | |   |      | |             |   \  _______ _____  |
     __|__\ | |22 |  20  \ |             | 12| |  8 /__\_7\ 9| |
    |  ___  | |   |     _| |             |\__|\|____|     |__| |
    | |___| | |   \    | 19|             |________11|     /   /|
    |_____ 5| |___|____|_  |             |        | | 18  | 10 |
          | |_  23/_   |_| |__         __|    13  \ |     |____|
          |__\|___|_/______|  |       |  |        | |     |    |
          |2 ____________  | 1|_______|  |________| |_ _ _|    |
          | |            | \  _________  /_ __  ____| | |      |
          | |____________| | |         | | /_4|\|_  16\ |  17  |
          |________________| |         | |3| ||14 |_ _| |_     |
                           | |         | /_| ||_____/__15_/____|
                           |_|         |_|
    
    
    1  MAIN HALL 2F                   13 ARMORS' ROOM
    2  DINING ROOM 2F                 14 RICHARD'S ROOM
    3  BALCONY PASSAGE                15 ATTIC PASSAGE
    4  BALCONY                        16 CANDLE ROOM
    5  NARROW CORRIDOR                17 ATTIC
    6  CORRIDOR 2F                    18 PIANO ROOM
    7  STAG ROOM                      19 ELEVATOR CORRIDOR 2F
    8  BEDROOM                        20 MAIN LIBRARY
    9  AQUARIUM ROOM                  21 SECRET STUDY
    10 FIREPLACE ROOM                 22 MESSED-UP LIBRARY
    11 RED CORRIDOR                   23 MARBLE CORRIDOR
    12 LIBRARY                        24 TROPHY ROOM
    25 (Just right of 23) CLOSET
    
    
    
    ----------
    MANSION B1
    ----------
    
    
                                   ____
                                  |1 __|
                                  | |
     _____________________________| |___
    | \___4____|  __/_________________|||
    |      | | | |
    |   3  |_| | |
    |__ _______| |___
     | \        2    |
     |_______________|
    
    
    1 MAIN CORRIDOR B1
    2 LARGE CORRIDOR B1
    3 KITCHEN
    4 ELEVATOR SHAFT
    
    
    
    ------
    GARDEN
    ------
    
     _
    | |
    | |
    | |
    | |_______                 _______
    |_______ 4|             __|  _   _|__                  _______
            | |            | ___|_| |    |                |       |_____
            | |    _   /  _| |  | |2|____|                |___   5      |
            | |___| |_||_|  \|  |___  |                       |    __   |
            |_____\          |     _| |_                      |   |  |  |
                  |_        _|    |  \  |                     |   |__|  |
                    |   3  |      |_   _|                     |_________|
                    |      |        | |
                    |      |________|1|_
                    |______|__________  |
                                      | |
                                      \_|
    
    
    
    1 COURTYARD
    2 POOL
    3 WATERFALL COURTYARD
    4 GUARDHOUSE PASSAGE
    5 FOUNTAIN
    
    
    
    -------------
    GUARDHOUSE 1F
    -------------
    
                       ______
            __________|      |__________
           |  3 |            |  | 9|  | |
     ______|__  |       5   _|  |\_| 8| |
    |      | 4| |    |     |   _/_____| |________________
    |   1  |__\\|____|     |  | 12 |    |11|   |         |
    |       __     __/_____|  |____/    |/_| 10/    13   |
    |___ __|  \ | |        |  |       7 \______|         |
        \  |  2 | |        |  /________________/_________|
           |____|\|________| 6|
                |_____________|
    
    
    1 MAIN CORRIDOR                   8  DORMITORY 002
    2 BEDROOM                         9  BATHROOM 002
    3 DORMITORY 001                   10 DORMITORY 003
    4 BATHROOM 001                    11 BATHROOM 003
    5 BAR                             12 CHEMICALS ROOM
    6 LONG CORRIDOR                   13 FIREPLACE ROOM
    7 WASP NEST ROOM
    
    
    
    -------------
    GUARDHOUSE B1
    -------------
    
                      _
                     | |
                     | |_______
     ________________|_______ 1|
    |  5 |              /    | |
    |____/    ______  2 |    | |
     |   /   |      |   |  3 | |
     | 4 |   |______|   |____| |
     |___|   |      |   /______|
         |   |______|   |
         |              |
         |______________|
    
    
    1 UNDERGROUND CORRIDOR
    2 AQUARIUM
    3 ROOTS ROOM
    4 CONTROL ROOM
    5 ARSENAL
    
    
    
    -----------
    UNDERGROUND
    -----------
    
    
                              _____
                             |  _ 1|     __________   _
                             | | | |    |   _\     |_| |
                             | | | |    |  | |__3  ____|
                             | | | |____|  |    | |
                             |\| |_\____ 2 |    | |
                      _______| |___     |  |   _| |
                     |  _______ 5 _|    |  |__|   |
                     |_|       | |      |____\__ \|
              __________   ____|\|____          | |
             |_   __   _| |           |  __     | |
             __| | _| |_  |     6     | | 8|    | |   _
            |10\_||  9  |_|_____/_____|_|_\|    | |__|4|
            |__|  |  ___\__________7_______|    |______|
                  | |
                  |_|
    
    
    1 TYPEWRITER CORRIDOR                  6  SPIDERWEB ROOM
    2 T-SHAPED CORRIDOR                    7  EMPTY CORRIDOR
    3 SHAFT ROOM                           8  OFFICE
    4 ENRICO'S CORRIDOR                    9  SECOND BOULDER CORRIDOR
    5 FIRST BOULDER CORRIDOR               10 PRESSURE PLATE ROOM
    
    
    
    ------
    LAB B1
    ------
    
     _______
    |       |
    |       |_______
    |  20   \_____  |
    |_______|     | |
                  | |
                  | |
                  | |_____
                  |__19_  |
                        | |
                        | |
                        | |
                        | |
                        | |              _____
                        | |_____________|     |
                        |_______________\  1  |
                                        |___  |
                                            |_|
    
    
    1  ENTRANCE
    19 HELIPORT PASSAGE
    20 HELIPORT
    
    
    
    ------
    LAB B2
    ------
    
     _____________
    |_____    |   |
    |     |   | 2 |
    |     | 3 |___|
    |  8  |       |
    |_____|_______|
    
    
    2 STORAGE BOX ROOM
    3 STAIRWELL
    8 VISUAL DATA ROOM
    
    
    
    ------
    LAB B3
    ------
    
    
     ____      _
    |   _|____| |______
    | |\ |    | |      |
    | |  |  9 | |  7  /|
    | |__|/___| |____| |
    |_\___5_ _\4 ____  |________
          | / | | 12 | |   |  __|
          |_6_| |__  | |11 | |13|
              |    |/| |/__| |  |
              |________\___10/__|
                           | |
                           | |
                        ___|\|__
                       |_14_  _ |
                         || ||_||
                        _|| | _\|
                       |__| || ||
                         ______||
                        | _15__ |
                       _||__  _||
                      |_____||_ |
                      |16_____ \|
                      | |_____| |
                      |_________|
    
    
    4 GREAT CORRIDOR                       11 AUTOPSY ROOM
    5 PASS CODE CORRIDOR                   12 MORGUE
    6 JOHN'S ROOM                          13 GUARDPOST
    7 COMPUTER ROOM                        14 FIRST POWER ROOM
    9 LAB STOREROOM                        15 SECOND POWER ROOM
    10 ELEVATOR CORRIDOR                   16 THIRD POWER ROOM
    
    
    
    ------
    LAB B4
    ------
    
     ______
    |17____|___
    | |        |
    |_|   18   |
    | |_____   |
    | |     |  |
    | |     |  |
    | |     |  |
    | |     |  |
    | |_____|  |
    |   ____   |
    |  |    |  |
    |__|    |__|
    
    
    17 CORRIDOR B4
    18 TYRANT LAB
    
    
    =====================================================================
    10. ITEM LIST AND LOCATIONS
    =====================================================================
    
     ___________________________________________________________________
    |        ITEM       |       USE             |       LOCATION        |
    |-------------------------------------------------------------------|
    |ARMOR KEY          |Unlocks locked doors   |Balcony, M             |
    |-------------------------------------------------------------------|
    |BATTERY (FIRST)    |Activates elevator     |Secret Study, M        |
    |                   |in the Garden          |                       |
    |-------------------------------------------------------------------|
    |BATTERY (SECOND)   |Activates elevator     |Third Power Room, L    |
    |                   |to Heliport            |                       |
    |-------------------------------------------------------------------|
    |BAZOOKA            |Weapon                 |Balcony, M (Jill only) |
    |-------------------------------------------------------------------|
    |BLUE JEWEL         |Reveals Shield Key     |Dining Room 1F, M      |
    |                   |in Tiger Room          |(behind clock)         |
    |-------------------------------------------------------------------|
    |BROKEN SHOTGUN     |Replace the Shotgun to |Storage Room, M        |
    |                   |avoid trap in Traproom |                       |
    |-------------------------------------------------------------------|
    |CHEMICAL           |Stuns plant in the     |Patio, M               |
    |                   |Greenhouse             |                       |
    |-------------------------------------------------------------------|
    |COLT PYTHON        |Weapon                 |Weapon Room, M         |
    |-------------------------------------------------------------------|
    |COMBAT KNIFE       |Weapon                 |Game start             |
    |                   |Cut spiderwebs         |Spiderweb Room, U      |
    |-------------------------------------------------------------------|
    |C.ROOM KEY         |Unlocks C. Room in     |Plant 42 Room, GH      |
    |                   |Guardhouse             |                       |
    |-------------------------------------------------------------------|
    |DOOM BOOK 1        |Contains Eagle Medal   |Messed Up Library, M   |
    |                   |                       |(in secret alcove)     |
    |-------------------------------------------------------------------|
    |DOOM BOOK 2        |Contains Wolf Medal    |Second Boulder Corridor|
    |                   |                       |U                      |
    |-------------------------------------------------------------------|
    |DORM. KEY 002      |Unlocks Dormitory      |Wasp Nest Room, GH     |
    |                   |002 in Guardhouse      |                       |
    |-------------------------------------------------------------------|
    |DORM. KEY 003      |Unlocks Dormitory      |Bathroom 002, GH       |
    |                   |003 in Guardhouse      |                       |
    |-------------------------------------------------------------------|
    |EAGLE MEDAL        |Unlocks Fountain       |Inside Doom Book 1     |
    |                   |elevator               |                       |
    |-------------------------------------------------------------------|
    |EMBLEM             |Replace the Gold       |Armors' Room, M        |
    |                   |Emblem in Music Room   |                       |
    |-------------------------------------------------------------------|
    |FLARE              |Calls Brad to Heliport |Heliport               |
    |-------------------------------------------------------------------|
    |GOLD EMBLEM        |Reveals Blue Jewel in  |Music Room, M          |
    |                   |Dining Room 1F         |(in secret alcove)     |
    |-------------------------------------------------------------------|
    |HELMET KEY         |Unlocks doors          |Arsenal, GH            |
    |-------------------------------------------------------------------|
    |HEXAGONAL CRANK    |Moves walls in         |Enrico's Corridor, U   |
    |                   |Underground            |(on Enrico's body)     |
    |-------------------------------------------------------------------|
    |LAB KEY            |Unlocks Elevator       |Pressure Plate Room, U |
    |                   |Corridor in Lab B3     |                       |
    |-------------------------------------------------------------------|
    |LIGHTER            |Lights fires and       |Bedroom, M             |
    |                   |candles                |                       |
    |-------------------------------------------------------------------|
    |LOCKPICK           |Unlocks doors and      |Main Hall 1F, M        |
    |                   |desks                  |(from Barry, Jill only)|
    |-------------------------------------------------------------------|
    |MAP OF DORMITORY   |Shows Dormitory        |Dormitory 002, GH      |
    |                   |blueprints             |                       |
    |-------------------------------------------------------------------|
    |MAP OF FIRST FLOOR |Shows Mansion 1F       |Statue Room, M         |
    |                   |blueprints             |                       |
    |-------------------------------------------------------------------|
    |MAP OF GARDEN      |Shows Garden blueprints|Courtyard, G           |
    |-------------------------------------------------------------------|
    |MAP OF SECOND FLOOR|Shows Mansion 2F       |Fireplace Room, M      |
    |                   |blueprints             |                       |
    |-------------------------------------------------------------------|
    |MAP OF UNDERGROUND |Shows Underground      |Second Boulder         |
    |                   |blueprints             |Corridor, U            |
    |-------------------------------------------------------------------|
    |MO DISK 1          |Used to get a Pass Code|Study, M               |
    |-------------------------------------------------------------------|
    |MO DISK 2          |Used to get a Pass Code|Computer Room, L       |
    |-------------------------------------------------------------------|
    |MO DISK 3          |Used to get a Pass Code|Visual Data Room, L    |
    |-------------------------------------------------------------------|
    |MOON CREST         |Unlocks Garden         |Aquarium Room, M       |
    |(FIRST HALF)       |                       |                       |
    |-------------------------------------------------------------------|
    |MOON CREST         |Unlocks Garden         |Attic, M               |
    |(SECOND HALF)      |                       |                       |
    |-------------------------------------------------------------------|
    |MUSIC NOTES        |Open secret alcove     |Piano Bar, M           |
    |                   |in Music Room          |                       |
    |-------------------------------------------------------------------|
    |RADIO              |Get calls from Brad    |Richard's Corridor, M  |
    |                   |                       |or Piano Room, M (Jill)|
    |-------------------------------------------------------------------|
    |RED BOOK           |Unlocks Plant 42       |Bar, GH                |
    |                   |Room in Guardhouse     |                       |
    |-------------------------------------------------------------------|
    |RED JEWEL          |Reveals 3x Magnum      |Trophy Room, M         |
    |                   |Rounds in Tiger Room   |                       |
    |-------------------------------------------------------------------|
    |SERUM              |Cures poison           |Infirmary, M           |
    |-------------------------------------------------------------------|
    |SHIELD KEY         |Unlocks Attic          |Tiger Room, M          |
    |-------------------------------------------------------------------|
    |SHOTGUN            |Weapon                 |Shotgun Room, M        |
    |-------------------------------------------------------------------|
    |SLIDES             |Show pictures of       |Stairwell, L           |
    |                   |monsters               |                       |
    |-------------------------------------------------------------------|
    |SQUARE CRANK       |Drains the Pool        |Warehouse, M           |
    |-------------------------------------------------------------------|
    |STAR CREST         |Unlocks Garden         |Dining Room 1F, M      |
    |                   |                       |(inside broken statue) |
    |-------------------------------------------------------------------|
    |SUN CREST          |Unlocks Garden         |Greenhouse, M          |
    |-------------------------------------------------------------------|
    |SWORD KEY          |Unlocks doors          |Candle Room, M (Chris) |
    |-------------------------------------------------------------------|
    |WIND CREST         |Unlocks Garden         |Painting Gallery, M    |
    |-------------------------------------------------------------------|
    |WOLF MEDAL         |Unlocks Fountain       |Inside Doom Book 2     |
    |                   |elevator               |                       |
    |___________________|_______________________|_______________________|
    
    
    M = Mansion
    G = Garden
    GH = Guardhouse
    U = Underground
    L = Lab
    
    
    =====================================================================
    11. FILES
    =====================================================================
    
                          -------------------------
                                 BOTANY BOOK
                          ~ About Medicinal 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.
    
    WHERE IS IT? This file is found in the Library, on the second floor
    of the Mansion.
    
    
                                --------------
                                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 dogs
    pen. They have been quiet since morning, which is very unusual. I
    found that some of them escaped.
    I'll be in real trouble if some of the higher-ups find out.
    
                                 May 15, 1998
    Even though I didn't feel well, I decided to go see Nancy. It's my
    first day off in a long time. But I was stopped by the guard on the
    way out. They say the company has ordered that no one 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.
    
                                      4
    Itchy.
    Tasty.
    
    WHERE IS IT? This file is found on the desk in the Keeper's Room, on
    the first floor on the Mansion.
    
    
                              -----------------
                              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
    
    WHERE IS IT? This file is found in the Aquarium Room, on the second
    floor of the Mansion. If Barry is here, or if you didn't come here
    quickly, you'll only be able to read from "Yes, I'm infected" on,
    because Barry will have torn the letter.
    
    
                               ---------------
                               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
    
    WHERE IS IT? This file is found in Dormitory 002, in the Guardhouse.
    
    
                               ---------------
                               "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
    
    WHERE IS IT? This file is found in Dormitory Room 003, in the
    Guardhouse.
    
    
                                 -----------
                                 PASS NUMBER
                                 -----------
                               Pass No. 8108310
    
    WHERE IS IT? Barry will give this to Jill after lending her the
    second rope in the Piano Room on the second floor of the Mansion.
    Chris can't find it anywhere.
    
    
                                    ------
                                    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
    
    WHERE IS IT? This file is found in the Trophy Room, on the second
    floor of the Mansion.
    
    
                                  ---------
                                  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.
    
    WHERE IS IT? This file is found in the Main Library, on the second
    floor of the Mansion.
    
    
                             -------------------
                             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
    
    WHERE IS IT? This file is found in John's Room, on Lab B3.
    
    
                                     ---
                                     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.
    
    WHERE IS IT? This file is found in the Lab Storage Room, on Lab B3.
    
    
                                 ------------
                                 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)
    
    
                                 ------------
                                 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)
    
    
                                 ------------
                                 PASS CODE 03
                                 ------------
    and through your offspring all nations on earth will be blessed,
    because you have obeyed me."
    (Genesis 22:18)
    
    WHERE ARE THEY? These three files can be obtained using MO Disks in
    the pass code output machines on Lab B3.
    
    
                               ---------------
                               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)
    
    WHERE IS IT? This file is found in the Visual Data Room, on Lab B2.
    
    
                                    ------
                                    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"
    
    WHERE IS IT? The Slides are found at the Stairwell, on Lab B2.
    
    
                               ---------------
                               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"
    
    WHERE IS IT? A dying Barry will give this to Jill in the Storage Box
    Room on Lab B2, or in the Typewriter Corridor in the Underground.
    
    
    =====================================================================
    12. ENDINGS AND SECRETS
    =====================================================================
    
    --------------
    JILL'S ENDINGS
    --------------
    
    GOOD+ : Barry and Chris: alive
            Tyrant: defeated
            Mansion: destroyed
    HOW TO OBTAIN: Rescue Chris
                   Always trust Barry
    
    GOOD: Barry: alive
          Chris: unknown
          Tyrant: defeated
          Mansion: destroyed
    HOW TO OBTAIN: Always trust Barry
                   Don't rescue Chris
    
    BAD+ : Chris: alive
           Barry: dead
           Tyrant: alive
           Mansion: not destroyed
    HOW TO OBTAIN: Rescue Chris
                   Don't always trust Barry
    
    BAD: Jill alone
         Chris: unknown
         Barry: dead
         Tyrant: alive
         Mansion: not destroyed
    HOW TO OBTAIN: Don't rescue Chris
                   Don't always trust Barry
    
    
    --------------
    CHRIS' ENDINGS
    --------------
    
    GOOD+ : Jill and Rebecca: alive
            Tyrant: defeated
            Mansion: destroyed
    HOW TO OBTAIN: Rescue Jill
                   Protect Rebecca
    
    GOOD: Rebecca: alive
          Jill: unknown
          Tyrant: defeated
          Mansion: destroyed
    HOW TO OBTAIN: Don't rescue Jill
                   Protect Rebecca
    
    BAD+ : Jill: alive
           Rebecca: dead
           Tyrant: alive
           Mansion: not destroyed
    HOW TO OBTAIN: Rescue Jill
                   Fail to protect Rebecca
    
    BAD: Chris alone
         Jill: unknown
         Rebecca: dead
         Tyrant: alive
         Mansion: not destroyed
    HOW TO OBTAIN: Don't rescue Jill
                   Fail to protect Rebecca
    
    
    --------------------------
    JILL'S ADVENTURE VARIABLES
    --------------------------
    
    - If you don't wait for Barry to drop a second rope in the Tombstone
    Room, you will not meet him in the Underground, and he will die at
    the end of the game.
    
    - The underground encounter with Barry will affect the ending. If you
    don't want him to come with you, and you don't want to remain where
    you are, he will die - unless you follow him when you hear him
    firing. You'll eventually find him dying in the Typewriter Corridor.
    If you refuse his help and remain where you are, he will die at the
    end of the game. If you go with him and have him go first, but you
    don't follow him when you hear him firing, he will die at the end if
    the game.
    
    - If Barry doesn't knock out Wesker outside the Tyrant Lab, Wesker
    will be killed by the Tyrant, and you'll need the key he drops to
    rescue Chris. Nobody will activate the triggering system.
    
    
    --------------------------
    CHRIS' ADVENTURE VARIABLES
    --------------------------
    
    - If you meet Rebecca in the Infirmary, when you leave she will ask
    you whether you want her to come with you or not. If you say "Yes",
    you will be able to control her to get the Serum when Chris is
    poisoned, and to make the V-Jolt. She will also be safe throughout
    the whole adventure. Should you answer "No", Rebecca will remain in
    the Infirmary while you roam the place (however, she will rescue you
    if you're poisoned by Yawn, and she will show up when you need
    somebody to play the piano). When you get back from the Guardhouse,
    Chris will worry about Rebecca since she's alone in the house with
    the hunters. Therefore, when you go to the Infirmary, a hunter will
    be attacking Rebecca under the stairs in the Wooden Corridor. If you
    witness this scene, but you don't save her and leave the room
    instead, she will be killed by the hunter, and Chris will get VERY
    sad about this.
    
    - If you don't deliver the Serum to Richard in time, and you don't
    meet Rebecca in the Guardhouse, she will be attacked by a hunter in
    the Library (where you found the Botany Book). Again, if you see this
    and do nothing to save her, she will be killed by the hunter.
    
    - If Rebecca dies, you'll need Wesker's key to free Jill from the
    Prison. The triggering system won't be activated.
    
    
    -----------------------------
    THE PASSWORD FOR THE COMPUTER
    -----------------------------
    "MOLE"
    
    
    -----------------
    HERB MIXING GUIDE
    -----------------
    Green: recovers some energy
    Blue: cures Poison status
    Red: no effect
    Green + Green: 2x recovery effect
    Green + Blue: recovers energy and cures Poison status
    Green + Red: replenishes all energy
    Green + Green + Green: replenishes all energy
    Green + Green + Blue: 2x recovery effect and cures Poison status
    Green + Red + Blue: replenishes all energy and cures poison status
    
    
    -----------------------
    TO MAKE THE GAME EASIER
    -----------------------
    At the start screen, highlight the word "ADVANCED" and hold Right on
    the D-Pad for a few seconds. The word "ADVANCED" will turn green, and
    if you start playing now, all Ink Ribbons and ammo will be doubled.
    
    
    ----------------
    INFINITE WEAPONS
    ----------------
    ROCKET LAUNCHER: finish the game in less than three hours. After the
    credits, a rocket will shoot across the screen. Save and start a new
    game with that save, and you'll have the infinite rocket launcher.
    The only enemy it doesn't work against is Plant 42.
    
    MAGNUM: finish the game with the GOOD+ ending, then save and restart.
    You will have the infinite magnum.
    
    
    ---------------------
    BONUS RANKING SCREENS
    ---------------------
    Finish the game in under one and a half hours to see them.
    
    
    =====================================================================
    13. DIFFERENCES WITH THE STANDARD VERSION
    =====================================================================
    
    - There are many more monsters - Jill encounters about the same
    number of monsters Chris encountered in the Standard version. They're
    also stronger and tougher.
    
    - The Beretta has been redrawn. It's similar to the Colt Python, and
    it sometimes has the same effect (but only against zombies).
    
    - Almost all key items have been relocated, making the game more
    straightforward, but forcing you to visit many of the previously
    optional areas. The monsters have been relocated, too - they are
    sometimes found in slightly different spots in the rooms.
    
    - There are many new camera angles, and they're often better than the
    original ones - not only to look at, but to see monsters and have a
    better overall look at the elements of the puzzles.
    
    - The mirror in the Mirror Room is on the opposite wall.
    
    - There's a new costume for each character - that's the one they're
    wearing at the beginning of the game.
    
    - The previews said that all the FMVs censored in the original
    Western release would have been restored. These should have included
    a fully colored - and much gorier - intro, showing the mutilated
    lifeless body of Joseph Frost and the head of Kenneth J. Sullivan
    being munched by the first zombie. This didn't happen tough. The FMVs
    are just the same they were in the original Resident Evil.
    
    - Each Ink Ribbon is worth three saves instead of two, as in the
    Japanese version (Bio Hazard).
    
    
    =====================================================================
    14. MY PERSONAL THOUGHTS ABOUT THE GAME
    =====================================================================
    
    Many people complained about Resident Evil: Director's Cut being a
    mere commercial operation that induced lots of people to buy the same
    game just to take a look at the RE2 demo. I have to admit it - I
    bought the game more for that reason than to see the Director's Cut
    version. But when I finally played it, I found that it was still a
    great game, maybe even better than the original. New costumes, better
    graphics, new camera angles, and a better disposition of the items
    throughout the whole place, which made it less frustrating to go
    around. Of course, the difficulty level sometimes gets a bit too
    high, but that adds challenge to a game that was maybe too easy when
    playing as Jill. The only thing that really disappointed me was the
    absence of the censored FMV sequences - after watching the intro, I
    strongly felt like throwing the CD out of the window, but somehow I
    managed to go on playing, and the rest of the game was just fine.
    
    I think this game has the best atmosphere among all the Resident
    Evils appeared on the PlayStation. That old mansion is the perfect
    setting for such a game, with its dark rooms and all those narrow
    spaces. In RE2&3, avoiding fight is almost always possible - here,
    you'll nearly never have that opportunity. In RE2, I only got really
    scared when I was playing to get an A rank and I got hit when I
    didn't expect to - that's playing for survival, not for fun! Of
    course, that game offered some really scary moments, but the
    atmosphere of the original game is more like Silent Hill's than that
    of the sequels. The only disappointing thing for male players may be
    Jill - look at her in RE3 and you'll understand why...
    Another weak point of the series lies in the dialogues - RE3 shows
    some improvement, but the first two episodes really suck when it
    comes to those chitchat scenes - and the original is undoubtedly the
    worst, because the voices are just as terrible, especially Jill's.
    
    Another strong point of this game is its replay value. Unlike the
    sequels, which always offered some clearly different choices about
    what to do at certain points (RE3:Nemesis), or just straightforward
    adventures playable by different characters, with different starting
    situations (RE2), the original Resident Evil provides four different
    endings for each of the two characters, along with unpredictable
    outcomes depending on the choices you made - and, probably, on an
    unknown time factor. There are players who never witnessed the scene
    in which Rebecca is cornered by a hunter, simply because they
    completed the guardhouse very quickly. The choices you make during
    the adventure, the actions you perform at its beginning (see Jill's
    walkthrough), your success or failure in the Serum mission, the time
    it takes you to reach certain rooms, the files you do or don't read,
    your trust in the supporting character, and probably many other
    things, are the variables that could change your current game,
    triggering or locking some events you may or may not be able to
    witness in future games. Even if there are four endings, the way you
    get each one is hardly ever the same. This adds a lot to the replay
    value, but it can eventually make the game quite boring to play
    through (however, I find this game to be always exciting, even if I
    know it by heart. The only part I always find boring is the return to
    the mansion).
    
    Some people reviewed the Director's Cut edition saying that it is the
    "true" Resident Evil. To be honest, there are many details that could
    sustain such a statement. The new camera angles are, in many cases,
    better than the original ones; one of the Crests is split into two
    parts, which is a good idea since one half is found in the snake's
    lair; the Blue Jewel is hidden behind the clock, which is a MUCH
    better place to hide a jewel; the Armor Key has been replaced by a
    Crest, which fits its new location just perfectly; the Colt Python is
    found in a room where it would be just logical to find a revolver;
    the Chemical is found near some plants; you need no Special Keys to
    open a room where you can change your outfit (it was SUCH a stupid
    bonus, wasn't it?); Wesker is shooting something more concrete than
    before when you meet him in the Guardhouse; Chris is more likely to
    meet Rebecca near Richard, which is more logical (why should she be
    hiding in a room, waiting for rescuers that may never come?); the
    Doom Book 1 is found in a library (well, the study was already a good
    place, but not as hidden); the Hex Crank is held by Enrico (if the
    murderer had lost it while running away, how could he have reached
    the lab?); and the battery needed to activate the final elevator is
    in a better place.
    
    However, there are still some details that deny that theory:
    - The wooden Emblem should have remained where it was.
    - The Sword Key and the Armor Key are found in stupid places,
      especially the former.
    - The living Forest on the Balcony is a nice surprise, but he makes
      the story a bit weird (where are the crows? Why is he the only
      Bravo team resurrected member?).
    - Statues are there to hold JEWELS in their hands! I mean, think of
      RE2! What's that Crest doing in the statue's hand? That's
      ridiculous! It spoils the series' continuity! :).
    - There are three holes in the Main Corridor of the Guardhouse, and
      only one statue...
    - Why is the Hex Crank in Enrico's hands?
    - Why is the first Battery in a secret study?
    - You can't see the Heliport from that secret study... how could you
      ever hope to find a way outta here?
    - Where are those damn missing cut scenes? The game is not the same
      without them! Why on Earth should the Japanese always play easier,
      but cooler and more violent games, whose packages are packed full
      of music CDs and colored booklets? What's wrong with that stuff? I
      mean, the violent, gory movies and TV series always come from the
      U.S., so why is censorship applied to videogames? Children use to
      play war MUCH before they're old enough to handle a PlayStation
      joypad! (You know, the fact that makes me so mad is that we
      Europeans always put our hands on a version of the games that's the
      PAL version of the U.S. games, so we have to play what America
      wants us to play...  as if those black lines at the edges of the
      screen and the lower speed weren't enough! And, since 1998, we also
      have to deal with terrible translations... man, what a mess! Can't
      Japanese people abandon that weird writing of theirs and start
      making full-English games? That would make things a LOT easier, I
      tell you!).
    All in all, I can't really say which of the two versions is the
    "real" Resident Evil - I like them both very much.
    
    One thing that always keeps me wondering is the following: which one
    is the "real" plot of RE? As you may know, in RE2 the Claire A/Leon B
    combination has been proved to be the more logical among the two. If
    we want to find the best storyline of the first game, I'd say it is
    Jill's. Barry Burton is a better supporting character than Rebecca
    Chambers, and he is much more involved in the story than she is. In
    Chris's scenario, Barry is never seen, but we can't just wipe out the
    whole story about his family and his forced collaboration with Albert
    Wesker. On the other hand, Rebecca is very young, and she does very
    few things, so it could be possible that the Bravo team didn't take
    her with them on a mission which wasn't supposed to uncover such a
    great threat. We must also note that Wesker is well armed, while
    Chris has only a knife, so he - Chris - could have been very easily
    overwhelmed by his team leader and imprisoned in the lab - especially
    if we think that Chris probably arrived at the mansion later, tired
    after the escape, while Jill and Barry were checking the Dining Room.
    Anyway, it is also true that it would be strange if Wesker tried to
    blow the whole place up without moving the Tyrant to a safer place,
    and he can't be sure that Jill and Barry destroyed the monster, so
    why should he activate the triggering system instead of trying to
    kill them? It's hard to say which of the two stories sounds better.
    
    The only thing I'm sure of is that this is the only game deserving
    its name, and that the sequels should have different titles. This is
    Resident Evil - the others are Bio Hazard.
    
    
    =====================================================================
    15. CREDITS
    =====================================================================
    
    CAPCOM Co., Ltd.: they started the survival horror craze with this
    immortal masterpiece, and they're keeping the series up with great
    passion.
    
    Sony Computer Entertainment: they provided the hardware to run this
    game.
    
    CJayC at GameFAQs: he posted my FAQs on his site.
    
    Dan Birlew: he wrote the best Resident Evil FAQ available at Game
    FAQs, which helped me find all the possible ways through the game,
    and provided the Files section which saved me some time. Its Secrets
    section also informed me about things I would never have had the will
    to discover by myself. He's one of the greatest Resident Evil fans
    and players out there. Check out his plot analysis of RE (and maybe
    of Silent Hill, if you like the game), for it deserves general
    attention (NOTE: that plot analysis is now being continued by Thomas
    Wilde).
    
    Vincent Merken and Mark Kim: they provided great FAQs for the
    Standard version, which also helped me to understand Chris' adventure
    variables.
    
    Me: I wrote this FAQ.
    
    You: you read this FAQ (well, maybe).
    

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