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    FAQ/Walkthrough by Minesweeper

    Version: 1.1 | Updated: 08/11/03 | Search Guide | Bookmark Guide

    "This document Copyright 2003 Nathan Norris"
    
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    Resident Evil Dead Aim: Playstation 2 version
    
    FAQ/Walkthrough - Version 1.1
    Last Updated    - 8/11/03
    Written By      - Minesweeper (Nathan Norris)
    Email           - minesweeper2[at]hotmail[dot]com
    
    (PLEASE READ "CONTACT POLICY" BEFORE EMAILING)
    
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    Table of Contents:
    
    1: INTRODUCTION
    2: REVISION HISTORY
    3: GAME BASICS
    4: WALKTHROUGH
    5: WEAPONS
    6: ENEMIES
    7: FILE TRANSCRIPTS
    8: ITEM LISTS
    9: THANKS...
    10: CONTACT POLICY
    11: COPYRIGHT
    
    ________________________________________________________________________
    ========================================================================
    
    1: INTRODUCTION
    
    Lo and behold, Capcom has finally gotten it right with their Resident Evil Gun
    Survivors with this game.  This game in this long, terrible series of gun games
    actually looks like it had some effort put into it.  You're actually rewarded
    for headshots, and the blood effects are superb.  Even better, we've finally
    moved out of the year 1998 for the Resident Evil storyline!  Hopefully, my
    guide on this game will help you to get some more enjoyment out of it, assuming
    you get stuck on a boss or something.
    
    ________________________________________________________________________
    ========================================================================
    
    2: REVISION HISTORY
    
    VERSION 1.0 - 8/4/03 - 116 KB
    
    First edition.  Everything important has been put in and pretty much completed.
    
    *****************************************************
    
    VERSION 1.1 - 8/11/03 - 116 KB
    
    I fixed a couple of typos, nothing else really.
    
    ________________________________________________________________________
    ========================================================================
    
    3: GAME BASICS
    
    CONTROLS
    =======================================
    GUNCON 2 CONTROLS (TYPE A)
    --------------------------
    D PAD                               - move character
                                        - 180 turn (press down twice rapidly)
    TRIGGER (when aimed at screen)      - fire currently equipped weapon
    TRIGGER (when not aimed at screen)  - reload
    A BUTTON                            - sneak move (normal) while held down
                                        - dodge (when about to be attacked)
                                        - search/open doors
    B BUTTON                            - sneak move (strafe) while held down
                                        - dodge (when about to be attacked)
                                        - search/open doors
    C BUTTON                            - reload
    START                               - inventory screen
                                        - skip cutscene
    SELECT                              - show map
    
    DUAL SHOCK 2 CONTROLS (TYPE A)
    ------------------------------
    D PAD           - move character
                    - 180 turn (press down twice rapidly)
    LEFT STICK      - move character
                    - 180 turn (press down twice rapidly)
    RIGHT STICK     - aim crosshair
    X BUTTON        - search/open doors
    CIRCLE BUTTON   - search/open doors
    L1              - sneak move (normal) while held down
                    - dodge (when about to be attacked)
                    - search/open doors
    R1              - fire currently equipped weapon
    L2              - sneakmove (parallel) while held down
                    - search/open doors
    R2              - reload
    START           - inventory screen
                    - skip cutscene
    SELECT          - show map
    
    WHICH IS BETTER?
    ----------------
    GUNCON 2 PROS:
    - aiming your gun is very fast and easy.
    - reloads are quick.
    - actually being able to aim the gun yourself is a lot of fun!
    
    GUNCON 2 CONS:
    - your hands will ache until you get used to using the gun.
    - movement is a bit awkward because the buttons are in awkward places.
    
    DUAL SHOCK 2 PROS:
    - you won't wear your hands out in three minutes using this controller.
    - movement is easy.
    - you get to use the vibration function on the controller.
    
    DUAL SHOCK 2 CONS:
    - aiming is a little tricky, since the RIGHT STICK is a little sensitive.
    - not having an actual light gun to aim with takes some of the fun away.
    
    THE VERDICT?
    ------------
    Out of the two, I prefer the Guncon 2.  This game was meant to be played with a
    light gun after all.  You'll be able to easily hit enemies, since you have an
    actual light gun to aim with.  The game just isn't as much fun on a regular
    controller.  Your hands will get used to the gun after a few games.
    
    INVENTORY
    =======================================
    From your inventory screen, you can access your weapons, your ammo, your
    healing items, your map, your files, basically everything.
    
    This time around you have no inventory limit on anything, except for ammo.  You
    can carry around all the guns, key items, and medical supplies you want to.
    
    The inventory limit on ammo is six boxes of ammunition.  Each box of ammunition
    must hold only one type of ammo, and the box can only hold a limited amount of
    bullets.  For example, you can only carry around 30 Handgun Rounds in one ammo
    box slot.  If your ammo inventory is full and you're trying to pick up another
    type of ammo, you can however discard your Handgun Rounds to pick it up.  No
    other types of ammo can be simply thrown away though.
    
    When you want to use a weapon, click on it on the inventory screen to equip it.
     If you click on the gun again, you'll also reload the weapon if you have ammo
    for it.
    
    When you want to use a healing item, click on it on the inventory screen.  Read
    the Health section down below this one to learn how much health each different
    healing item gives.
    
    There is no need to click on key items to use them, since you'll automatically
    use them when you click on the place where they are needed.
    
    You can also access more miscellaneous stuff like your files, options, and maps
    on the menu on the far left side of the screen.
    
    To check your health, look at the electrocardiogram in the lower right corner
    of the screen.  Read the health section to learn what the different health
    statuses are.
    
    MAP
    =======================================
    Dead Aim throws away the past systems of maps where you draw one as you proceed
    through the area you are in, or where you find the map hidden in the area
    you're in.  This time it's more like Silent Hill.  You have to find a map of
    the area (you can't draw your own), and your character will make marks on the
    map as you discover blocked off areas, special features of the area, etc.
    
    Blue marks over a door indicate that the door can never be opened, ever (with
    one exception during the game).  So, if you come to a door marked blue on your
    map, just ignore it because you're almost always not going to be able to open
    it.
    
    Areas with circles drawn around them indicate special areas where items need to
    be used.
    
    Orange doors are doors that are locked, but they can be unlocked with the right
    item.  Once the orange door is unlocked, a two way arrow will be drawn over the
    orange mark.
    
    HEALTH
    =======================================
    There are four different health statuses.  You can check your health on the
    electrocardiogram in the lower right corner of your inventory screen.  This is
    what each health status represents:
    
    FINE (green)     - 100-75% health
    CAUTION (yellow) - 74-50% health
    CAUTION (orange) - 49-25% health
    DANGER (red)     - 24-1% health
    
    Note that when you are in Danger status, you'll also start limping along at a
    slow pace.  So, you should try very hard not to get into Danger status, or it
    will be easy for you to get attacked.
    
    This is a list of each of the healing items and how much health they will
    restore:
    
    GREEN HERB      - 25% health
    HERBAL MEDICINE - 50% health
    MEDICINAL SPRAY - 100% health
    
    If you're playing for a good ranking, avoid using Medicinal Sprays.  They cut
    down your chances for a better rank with every use.
    
    SAVE ROOMS
    =======================================
    Save rooms are safe areas where no enemies can attack you.  They are indicated
    by the soothing music that plays in the area.  These safe areas also contain
    the Handgun Ammo Cabinets and the Typewriters.  The Handgun Ammo Cabinets
    respawn six boxes of Handgun Rounds every time you reenter the room, so run to
    these rooms if you are running low on bullets.  Also, you can save your game on
    the Typewriter, and this time no Ink Ribbon is required at all.  Usually, I'll
    only tell you to save before dangerous parts in the game, but feel free to save
    as often as you wish.
    
    COMBAT TACTICS
    =======================================
    If you can run away from an enemy and not fight, you should do it.  You won't
    be visiting most areas in this game more than once or twice, so it's not that
    big a deal if you leave a lot of enemies alive.
    
    Conserve your ammunition.  You can only carry around a limited amount of ammo
    (unlike most other light gun games), so you need to take your shots carefully. 
    Go for critical hits on the enemies' weakpoints, or just run away and save your
    bullets for a more dangerous situation later on.
    
    Be careful not to alert you target.  If your target is unaware of your
    presence, then you'll be able to get critical hits more easily.  Also, use the
    Sneak Move so that you don't alert them with loud footsteps, and also use the
    Silencer Handgun to not alert other enemies while you're shooting at one of
    them.  If the enemy flashes red though (which means you've been spotted), don't
    hesitate to stop being stealthy.
    
    Watch your sensors on the left and right sides of the screen for enemies that
    are out of sight.  If a sensor is flashing white, the enemy is still a good
    distance away.  If it's flashing red though, you should turn in that direction
    to face the enemy immediately, since it's almost got you.
    
    Go for the weak points.  The weakpoint of almost every enemy is its head.  A
    shot to the forehead area of a zombie will usually result in a killing
    headshot, for example.  Also, you can shoot the enemies in the legs to slow
    them down.  This is helpful for when zombies are running after you.
    
    Use the right kind of gun for each kind of monster.  It's easy to get a killing
    headshot on a zombie if you use a Handgun, so use that weapon on them.  Hunters
    are quite dangerous and should be killed quickly, so the Magnum is excellent
    for them.  The Magnum almost always kills any non-boss enemy in one shot, and
    the hunter is no exception.
    
    DIFFICULTY DIFFERENCES
    =======================================
    EASY
    ----
    BRUCE STARTING EQUIPMENT
    - Handgun
    - Shotgun
    - 2 Handgun Rounds boxes
    - 1 Shotgun Rounds box
    - 1 Herbal Medicine box
    - 1 Medicinal Spray
    
    FONGLING STARTING EQUIPMENT
    - Silencer Handgun
    - Assault Rifle
    - 2 Handgun Rounds boxes
    - 4 Assault Rifle Rounds clips
    - 5 Green Herbs
    - 2 Medicinal Sprays
    
    NOTES
    - it takes a long time to die, even when you let yourself be attacked
    - you'll be swimming in powerful ammo for the entire game
    - there's a healing item in like every other room
    - enemies are quite weak
    - you can store twice as much ammo in one ammo slot for some weapons, compared
    to Normal and Hard mode
    - you start with the Shotgun, and you get the Assault Rifle much earlier
    
    NORMAL
    ------
    BRUCE STARTING EQUIPMENT
    - Handgun
    - 2 Handgun Rounds boxes
    - 1 Medicinal Spray
    
    FONGLING STARTING EQUIPMENT
    - Silencer Handgun
    - Assault Rifle
    - 5 Green Herbs
    - 2 Handgun Rounds boxes
    - 1 Assault Rifle Rounds clip
    
    NOTES
    - you have average stamina
    - any ammo apart from Handgun Rounds is tricky to come by, but not overly so
    - there's a decent-sized amount of healing items scattered about
    - enemies are a bit tough
    
    HARD
    ----
    BRUCE STARTING EQUIPMENT
    - Handgun
    - 1 Medicinal Spray
    
    FONGLING STARTING EQUIPMENT
    - Silencer Handgun
    - Assault Rifle
    - 1 Handgun Rounds box
    - 1 Assault Rifle Rounds clip
    
    NOTES
    - it only takes three good zombie bites to kill you
    - any kind of ammo apart from Handgun Rounds is a bit scarce
    - Green Herbs are virtually non-existent, and the other healing items aren't
    that common either
    - monsters can take a lot of damage before dying
    
    ________________________________________________________________________
    ========================================================================
    
    4: WALKTHROUGH
    
    NOTE
    Unless I say otherwise in the walkthrough, the item locations in this
    walkthrough are for Easy mode.  There will be fewer items and items in
    different locations in the Normal and Hard modes.  Check out the Item Lists
    below this walkthrouhg if you want to find out where the items are on those
    difficulties.
    NOTE
    
    At the start of the game, Bruce tells us about how Raccoon City was destroyed
    by the t-virus, and how Umbrella is still working on the project despite its
    risks.  Three days ago, some t-virus was stolen from Umbrella's Paris lab, and
    yesterday one of Umbrella's cruise liners was hijacked and contaminated with
    the virus.
    
    We now see Bruce standing on the ship with Morpheus holding a gun to his head. 
    Why does he care so much that Bruce has an ugly gun?  Anyway, he gets
    pistol-whipped by Morpheus and knocked to the grould.  Bruce asks what he's
    planning to do with the t-virus.  Morpheus simply says that it's time for him
    to die.  Fortunately, somebody on an upper deck throws a grenade next to the
    two men.  Bruce runs away quickly, while Morpheus gets caught in the blast.  He
    collapses to the ground.  Bruce grabs his gun, and looks around for Morpheus
    and whoever threw the grenade.  Both of them seem to be gone though...
    
    ------------------------------------------------------------------------
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                        T H E  S P E N C E R  R A I N
    
    ------------------------------------------------------------------------
    
    ROOM 104
    After the opening FMV, read the INTELLIGENCE OPERATIONS MANUAL to learn about
    the gameplay in this game.  Walk down the hallway and into the living room.  Go
    into the bedroom to find HANDGUN ROUNDS and a GREEN HERB.  Go out into the
    hallway.
    
    GUEST ROOM 1
    There's a lot of dead bodies littering the floor in here, but lucky for you
    they're not moving...yet.  Go to the unlit door across the hall and into Room
    102.
    
    ROOM 102
    Walk into the corridor in the back of the room to find a GREEN HERB.  You won't
    find anything in the bedroom or the bathroom, so just leave.
    
    GUEST ROOM 1
    There should be another doorway on this side of the hall that's lit by its
    lights.  Go to that door.
    
    ROOM 101
    In this room, you'll find a woman hanging from the ceiling.  Pretty creepy,
    huh?  In the living room, grab the SHOTGUN ROUNDS off the coffee table and the
    GREEN HERB from mear the fireplace.  Walk into the back corridor to find a
    corpse with an UPPER DECKS MAP and the 1ST CLASS KEY.  However, you'll hear a
    noise from the living room after you take it...  When you go back into the
    living room, you'll see that the hanging woman has fallen from the ceiling, and
    she's not dead!  Just knock her down long enough for you to escape, since
    you're not coming back to this room again anyway.
    
    GUEST ROOM 1
    Move towards the double doors on the east end of the hall.  Use the 1st Class
    Key here to unlock the door.  Some zombies might wake up here, but you can get
    away before they can stand up.
    
    FIRST CLASS CORRIDOR
    You'll be at a fork here.  It doesn't matter which way you go, since you'll
    wind up in the same room either way.  Do watch out for the zombies though.
    
    STAIRS HALL
    Umbrella has watched Titanic too much...  Anyway, take one of the doors on the
    east side of the second floor balcony.  All the downstairs doors are closed off
    anyway.
    
    NORTH/SOUTH VIP CORRIDORS
    You should see a set of glass doors on one side of the hallway.  Go through
    them.
    
    VIP ROOM
    Search the southwest corner of the room for a GREEN HERB.  There's also another
    GREEN HERB hidden in the planter with the other plants.  On the floor, you will
    notice the scattered documents.  Search the area where the papers are to find
    the EMERGENCY FAX FROM PARIS BRANCH.  It seems Morpheus' reasons for attacking
    this ship are for revenge.  Well, he's certainly not the first one who hates
    Umbrella, but unfortunately also hates you...
    
    Anyway, examine the sparkly next to the corpse seated in a chair to get the
    GUEST KEYCARD.  After you take it, all the zombies in the room will wake up. 
    Fortunately, you're only a few steps away from a door to your right.  Hit the
    door before you get bitten.
    
    NORTH VIP CORRIDOR
    This corridor is now infested with zombies.  I'd just run away, since you're
    not coming back to this part of the ship ever again.
    
    STAIRS HALL
    There are many many zombies in here, and they're blocking all the exits. 
    However, I encourage you to just run for it, since the zombies will be gone the
    next time you come to this room.
    
    FIRST CLASS CORRIDOR
    Go back into the Guest Room 1.
    
    GUEST ROOM 1
    There's even more zombies in here!  Keep running though, since you're never
    coming back to this room again anyway.  Use the Guest Keycard on the door at
    the other end of the room.
    
    SPIRAL STAIRCASE HALL
    In here, Bruce will learn from his superior over the radio that Morpheus is
    demanding five billion dollars in exchange for not attacking the United States.
     Before he can continue the conversation though, the woman from the opening
    kicks the radio out of his hands.  During a brief scuffle, Bruce says that they
    both seem to have the same mission, and so they should work together.  The
    woman says that her name is Fongling, and says that the best way Bruce can help
    is by going home.  She then runs away.
    
    Head donwstairs to the first floor of the stairs corridor.  On the south end of
    the circle, you'll find a doorlock panel with glowing lights on it.  Use the
    Guest Keycard here to unlock the doors on the second floor.  If you go to the
    bottom floor, you can find HANDGUN ROUNDS hidden behind the staircase, as well
    as your broken radio.  Don't examine the radio though, because this will
    trigger the appearance of two zombies.  Go back upstairs to the second floor
    and take one of the doors on the west end of the circle.
    
    EAST GUEST ROOM 2
    Be very very quiet in this hallway, because there's a lot of sleeping zombies
    around here.  They really don't like being awakened by loud gunshots.  So,
    don't shoot the walking zombies if you don't want to have a crowd of them after
    you.  Note the boxes with the explosive symbols on them in the northwest and
    southwest corners of the hallway.  If you shoot these boxes, they will blow up
    and kill any zombies nearby.  However, this will also make a lot of noise, so
    only do it once you have a crowd after you.  Head for Room 201.
    
    ROOM 201
    Search the bedroom for a GREEN HERB and HANDGUN ROUNDS.  If you look in the
    bathroom, you'll find a zombie hanging out with the REGULAR REPORT NO.1162 next
    to him.  The report says that this guy probably used to be Morpheus' aid, and
    that he was secretly spying for Umbrella.  I'm guessing Morpheus found out
    about what he was up to and decided to hang him...  Anyway, leave the room.
    
    EAST GUEST ROOM 2
    Take the northwestern door in this corridor.  It's across the hall from Room
    202.
    
    NORTH GUEST ROOM 2
    If you go to pick up the GREEN HERB at the end of the northern corridor wth the
    window, you will trigger the appearance of two zombies in the east-west
    hallway.  Go to Room 206.
    
    ROOM 206
    Take the SILENCER HANDGUN on the desk chair in this room.  It may have a slow
    fire rate and a small clip, but it will be very useful in a boss fight later in
    the game.  Search the room and you will find SHOTGUN ROUNDS on a bed, and a
    GREEN HERB behind the same bed.  Go back into the hall.
    
    NORTH GUEST ROOM 2
    Take the western door that leads into the Lounge.  A zombie will fall out from
    behind the corner before you get there, but you can reach the door before he
    can stand up.
    
    LOUNGE
    Welcome to your first save room.  It's got the usual soothing music, and  the
    same typewriter.  But, instead of an item chest, you now get an ammo cabinet. 
    Grab the two GREEN HERBS near the screen doors, and fill up your remaining ammo
    slots with HANDGUN ROUNDS from the ammo cabinet.  Then, take the southern door
    out of here.
    
    SOUTH GUEST ROOM 2
    Note that the door to Room 203 is standing open.  Shoot the zombie inside the
    room from the doorway, then go inside.
    
    ROOM 203
    What you have to do here is collect the ID CARD from the bed.  However, note
    the many corpses in the room.  Anyway, pick it up, and the zombies will
    predictably wake up to attack you.  I would run out of the room before they
    stand up.  You'll get surrounded if you stay in here.
    
    SOUTH GUEST ROOM 2
    However, watch out for more zombies waiting on you in the hallway.  I would run
    from these zombies as well, since you're never coming back to this place again.
     You need to unlock and go through the door on the east end of the hallway.
    
    EAST GUEST ROOM 2
    Go into the Spiral Staircase Hall.
    
    SPIRAL STAIRCASE HALL
    Go to the first floor and use your ID Card at the doorlock panel again.  You
    will now be able to use two more doors on this floor to access the 3rd class
    area, as well as the restaurant and the pool area.  Let's go to the restaurant
    and the pool area first.  Take the unlocked door to the west.
    
    RESTAURANT HALL
    Right after you enter, you should see two big silver doors on the right with
    "KITCHEN" written on them.  In here you'll be able to get a bite...literally.
    
    KITCHEN
    There's no food lying about, but you can get HANDGUN ROUNDS near the stove and
    two GREEN HERBS on the back counter.  Go into the freezer, through the northern
    door.
    
    FREEZING ROOM
    In this room, you'll get an ASSAULT RIFLE and ASSAULT RIFLE ROUNDS.
    
    NOTE: If you're playing Normal or Hard you'll get the SHOTGUN and SHOTGUN
    ROUNDS here instead.
    
    However, since there's lots of bodies lying around, you can bet that you're not
    getting out of this room without a fight.  As soon as you grab the weapon and
    ammo, sprint for the exit.  You'll hear all the zombies wake up, but if you
    keep running you should be able to escape before they can fully stand up.
    
    KITCHEN
    Head back into the hallway.
    
    RESTAURANT CORRIDOR
    You need to head for the Pool Deck.  The southern door to the pool area is
    locked, so take the northern door.  On the way there, you'll see a female
    zombie behind some ropes.  You can get some HANDGUN ROUNDS here.  Head for the
    Pool Deck.
    
    POOL DECK
    There are some zombies wandering about, but they're easy to evade since you
    have a lot of space to work with.  Grab the MEDICINAL SPRAY from the southwest
    corner of the pool, and the SHOTGUN ROUNDS from near the hot tub.  Also, get
    the MAINTENANCE KEY from the panel on the west side of the deck, near the two
    zombies who look like they're thowing up over the side of the ship or
    something.
    
    After you get the key, the hatch next to the panel will slide open.  Taped to
    the closed hatch you'll find the ADMIN REPORT.  According to the report, the
    handle to open and close the hatch is on the other end of the ship in the Store
    House.  Time for a long walk...  Unlock the southern door and go through that
    door.
    
    RESTAURANT CORRIDOR
    Head for the SPIRAL STAIRCASE HALL.
    
    SPIRAL STAIRCASE HALL
    Do you remember that other door that you unlocked here with the ID CARD?  Go to
    that door now.   It's the southeastern door on the first floor.
    
    SOUTHWEST THIRD CLASS CORRIDOR
    There's absolutely nothing to see here, so head for the next hallway.
    
    GUEST ROOM 3
    There's a couple of zombies in this large hallway.  You can hear them, but you
    can't see them yet though.  You might want to camp near the door you came in
    through and wait for them to come to you.  There's another zombie standing near
    a blocked door as well, but he won't bug you if you don't go near him.  Go to
    Room 302.
    
    ROOM 302
    Grab the GREEN HERB near one of the beds, and then get the SEMI-AUTO HANDGUN
    off the bed.  When you're on the way out, the zombie that was hanging in the
    bathroom will drop down to attack.  This zombie seems to have higher stamina
    than the other zombies, so you might want to run out of this room before the
    zombie can stand up.
    
    GUEST ROOM 3
    Go to Room 305.
    
    ROOM 305
    Watch out for the zombie that pops out of the bathroom.  Grab the GREEN HERB
    and the HANDGUN ROUNDS in this room, then leave.
    
    GUEST ROOM 3
    Head for the northeast door in this hall.
    
    NORTHEAST THIRD CLASS CORRIDOR
    Use the Maintenance Key here to unlock the shutter.  This will allow you to
    access the Stairs Hall.  This will also unlock the southeastern door on the
    first floor of the Stairs Hall as well.
    
    STAIRS HALL
    Go to the southeastern door on the first floor.
    
    SOUTH BAR CORRIDOR
    Enter the Bar Seven Seas.
    
    BAR SEVEN SEAS
    There's quite a few things to pick up in this room.  You can get a GREEN HERB
    on the south end of the bar, as well as the WAITER'S LETTER on the counter. 
    You can also find HANDGUN ROUNDS at the roulette table and the slot machines. 
    Make sure that you note that the door on the east side of the room has a club
    symbol on the doorknob (oh, jeez, looks like we gotta go on another card suit
    key hunt...).  Go into the North Bar Corridor.
    
    NORTH BAR CORRIDOR
    Take the door to the east.
    
    STORAGE CORRIDOR
    Go into the Store House.
    
    STORE HOUSE
    Collect the FREIGHT CREWMAN'S DIARY from the boxes in the northeast corner of
    the room.  It's mildly funny to read, and it also tells you about something
    that's been going on in the Presentation Room.  You might wanna check that area
    out once you get there...  Anyway, collect the HANDGUN ROUNDS and the HANDLE
    from the northern shelves, and then the SHOTGUN ROUNDS from the southern
    shelves.  Also, take the GREEN HERB on the floor.  On your way out of the room,
    you'll get a cutscene.
    
    STORAGE CORRIDOR
    Bruce is attacked by something that looks like a fleshy tentacle.  It crashes
    through one of the windows and knocks the wind out of Bruce.  You know, I'm
    wondering why Bruce has a smile on his face after he gets hit hard by that
    thing...  He also drops the Handle during the attack, and Fongling arrives
    right on cue to steal it from him.  Well, anyway, since Bruce is really hurting
    right now, it's time for you to take over as Fongling.
    
    NORTH BAR CORRIDOR
    While you're walking away, a crowd of zombies will bust down the door to give
    chase.  Enter the Bar Seven Seas before they can get to you.
    
    BAR SEVEN SEAS
    There's another crowd of zombies waiting to get you here.  You might want to
    gun some of them down, since you're coming back to this room again.
    
    SOUTH BAR CORRIDOR
    Go to the Stairs Hall.
    
    STAIRS HALL
    Yet another crowd of zombies is thronging around in here.  You must be really
    popular, since they all want a hug.  Anyway, you should run, since the zombies
    will be gone the next time you come to this room.  Head for the door on the
    northwest corner of the room.
    
    NORTHEAST THIRD CLASS CORRIDOR
    Well, here's the next wave of zombies.  If you walk near the door to Room 308,
    the door will crash open and spill out even more zombies.  However, you can get
    two GREEN HERBS in that room.  If you just want to get through here without
    causing the zombies to crash through the door, go down into the south part of
    the corridor and stay away from the door.  Take the southwestern door in the
    room to the next hall.
    
    SOUTHWEST THIRD CLASS CORRIDOR
    Thankfully, there aren't any enemies here.  Go to the next door.
    
    SPIRAL STAIRCASE HALL
    Make a left turn from the door.  Take the door that you see past the card key
    panel.
    
    RESTAURANT CORRIDOR
    Run down the hall, and go straight at the fork.  You'll arrive at the southern
    entrance door to the Pool Deck.  The zombies shouldn't be much trouble.
    
    POOL DECK
    Finally, that annoying music is gone!  Walk back to the hatch at the west end
    of the deck, and use the Handle there.  Bruce will then arrive on the scene
    right after Fongling, depsite the fact that the ship is totally infested with
    zombies.  We then see a badly wounded Morpheus watching the two via the
    surveillance monitors.  Morpheus says that they're not going to destroy his
    plan before he hits a switch.  A shutter opens in the pool area and releases
    two hunters.  Bruce pulls out his dinky little handgun and prepares to do
    battle.
    
    Anyway, don't do what Bruce does in the cutscene.  Whip out your Shotgun
    instead.  Don't stay where you are, or you'll be attacked by two hunters at
    once.  You really don't want that to happen.  Instead, charge up to one of the
    hunters and blast it at close range with the Shotgun.  When the hunter hops
    back up again, blast it again to knock it back down.  Repeat this till it's
    dead.  Hopefully, the other hunter won't decide to join in.  When the first
    hunter's dead, repeat the same attack plan with the second hunter.
    
    After the hunters are dead, Bruce and Fongling climb down the hatch ladder. 
    Morpheus continues to watch on his monitors.  He says he will never die as he
    plunges a syringe into his arm.  Electricity surges through his body as the
    chemical takes effect.
    
    UTILITIES ROOM
    You're now inside another save room.  Fill up your empty ammo slots with
    Handgun Rounds.  You might want to save, since you'll be encountering a boss
    soon.  Take the elevator down.
    
    BOILER ROOM
    Go down the catwalk in the middle of the room to find a GREEN HERB.  Take one
    of the doors at the other end of the room.
    
    ZOMBIE CORRIDOR
    You need to spend as little time in this hallway as possible.  The reason is
    because while you're exploring around, zombies tend to come into the hall every
    so often through the doors.  Anyway, if you took the southern door into this
    hall, you can find a GREEN HERB on the left wall after you pass through the
    first open doorway.  Your goal here is to hit the door at the midway point of
    the hall to the next room.
    
    SHUTTER CORRIDOR
    There's nothing to see here except for a closed shutter, so head for the lift.
    
    SPIRAL STAIRCASE HALL
    Right now, you're on the bottom floor of the Spiral Staircase Hall.  You're in
    the area that is behind the shutter that you couldn't open before.  Head right
    from the lift.  You will find a LOWER DECKS MAP taped to the right wall.  Go to
    the eastern door to the Cargo Room.
    
    CARGO ROOM
    You can't do anything in this room yet, so go to the next door to the east.
    
    MONITOR ROOM CORRIDOR
    The door in front of you is locked, so turn right.  You'll find HANDGUN ROUNDS
    on a stack of pallets on the right side of the hall.
    
    PRESENTATION ROOM
    I had a bad feeling after I walked into this room.  They've got a bunch of big,
    iced-over tubes in the glass room next door.  In Resident Evil, tubes =
    monsters, monsters = trouble.  Anyway, if you examine the panel on the western
    wall next to the dead-end staircase, you can press the switch.  Nothing will
    happen though.
    
    Grab the GREEN HERB in the northeast corner of the sitting area.  Walk through
    the airlock door into the room where the monsters are presented.  If you go to
    the north side of the glass room, you'll find RESEARCH REPORT #220329 on a
    stand.  Make sure you pay attention to the part in the report about specimen
    T-091 having the severe weakness of having an important organ exposed.  The
    bits about the "tG" virus and the new Elite hunters are also interesting to
    read, but not important.
    
    Grab the CROWBAR on the floor nearby and head for the exit.  Unfortunately, the
    lights in the room go out before Bruce can get far.  He hides near the airlock
    door as a creature walks into the room with elictricity crackling around it. 
    The creature then opens the airlock door and meets Bruce face to face.  It's a
    female Tyrant!  It slaps Bruce aside into the room, then runs over to choke
    him.  Suddenly, the Tyrant actually speaks!  It says that Bruce is nothing but
    a scared, little rat with an ugly, useless gun.  Bruce chokes out "Morpheus?!"
    before he shoots him in the head.  Morpheus is unharmed, and again says that
    the gun is useless.
    
    ==========================================================================
    BOSS FIGHT 1 - MORPHEUS
    
    This is actually more of a chase than a fight.  You can't hurt Morpheus with
    any weapons that you have right now, so you should just run away.  Sprint for
    the airlock door and get back into the Monitor Room Corridor.
    
    MONITOR ROOM CORRIDOR
    Run for the door to the Cargo Room.  Get there quick before Morpheus can block
    the door and force you to run around him.
    
    CARGO ROOM
    What you need to do in this room is use the Crowbar to open all the crates
    marked "SHIP CREW" until you find one with the CREWMAN'S KEYCARD.  There are
    also two other crates with HERBAL MEDICINE in them, if you want more healing
    supplies.  The rest are all empty.  What's in the crates is randomized each
    game, so you'll have to keep busting them open and hope you find the right one.
     Open up the crates along only one wall at a time, so you don't have to run
    very far to get to the next crate.  Remember that Morpheus can inflict some
    serious pain on you while you're searching for the key, so you need to move
    quickly.  Once you get the Crewman's Keycard (and the Herbal Medicine if you
    want it), go into the Spiral Staircase Hall.
    
    SPIRAL STAIRCASE HALL
    Run left from the door, and use the Crewman's Keycard to unlock the door with
    the keycard lock next to it.
    ==========================================================================
    
    SHIP CREW ROOM
    Bruce sprints down the corridor with Morpehus in hot pursuit.  Meanwhile, in a
    small room at the other end of the hall, Fongling is trying to get a heavy door
    open.  Bruce jumps into the room with Fongling and quickly slams the door
    closed behind him to shut Morpheus out.  He tells her he'll explain later, and
    orders her to unlock the heavy door from the inside.  She crawls through a
    ventilation hole into the next room, while Bruce struggles to hold the other
    door closed.
    
    ENGINE ROOM
    Check the terminal to your left.  This is the terminal that you need to use to
    unlock the door.  Unfortunately, you can't operate the terminal until power is
    restored to it.  The power console is downstairs, but unfortunately there are
    hunters down there.  What I would do is sprint downstairs, hit the console in
    the northwest corner of the room, and then quickly get back upstairs before the
    hunters can inflict too much damage.  If you've got time, search the corpses
    downstairs to find HANDGUN ROUNDS and ASSAULT RIFLE ROUNDS.  Once you're back
    upstairs, operate the panel to unlock the door.  Go to the door.
    
    Fongling will open the door, and Bruce will quickly dive into the Engine Room. 
    Morpheus tries to follow, but the two slam the next door in his face before he
    can make it.  Fongling calls Bruce a "don-gua", and they realize that Morpheus
    is gone.  After Fongling opens the door, Bruce asks what "don-gua" means.  She
    says it means he's "cool," before she runs off again.
    
    SHIP CREW ROOM
    Now that the psycho Morpheus is gone, you can get around to seriously exploring
    this area.  Go to Room 003 first.
    
    ROOM 003
    Grab the SHOTGUN ROUNDS on the pile of boxes near the left row of lockers, then
    leave before the zombie can get to you.
    
    SHIP CREW ROOM
    Go to Room 006.
    
    ROOM 006
    Blow away the zombie that lurches towards you, then grab the two GREEN HERBS
    near the window.  Leave afterwards.
    
    SHIP CREW ROOM
    Go over to Room 008.  You may note the door is wide open.  Be warned that when
    you go inside the room you'll trigger the flow of zombies into the corridor.
    
    ROOM 008
    Grab the SHOTGUN ROUNDS on the desk, and then head out into the hallway.
    
    SHIP CREW ROOM
    Sprint past the new zombies.  Head for the southern exit from the crew lodgings
    area.
    
    SPIRAL STAIRCASE ROOM
    Take the eastern door.
    
    CARGO ROOM
    Cross through the room to the next door, but watch out for the new hunter.
    
    MONITOR ROOM CORRIDOR
    Because you unlocked the door to the Monitor Room before, you can go in there
    now.
    
    MONITOR ROOM
    Get the MEDICINAL SPRAY off the chair, and the RECREATION ROOM KEY off the
    desk.  Also, you might want to check out the RESTRUCTURING NOTICE at the place
    where Morpheus was watching you on the cameras.  Fill up your empty ammo slots
    with Handgun Rounds.  You also might want to save your game right now.  Leave
    after you're done in this room.
    
    MONITOR ROOM CORRIDOR
    Go into the Presentation Room.
    
    PRESENTATION ROOM
    Operate the panel on the western wall to open a trap door at the top of the
    dead end staircase.  Go up the now un-deadended stairs (yeah, I know that's not
    a real word).
    
    STAIRS HALL
    Well, so THAT was the secret passage to the Presentation Room.  I wonder how
    this passageway stayed secret since it was in such a public room in the ship. 
    Anyway, walk through the southeastern door on this floor.
    
    SOUTH BAR CORRIDOR
    Walk into Bar Seven Seas.
    
    BAR SEVEN SEAS
    Make a beeline for the eastern door with the club symbol on it.  Use the
    Recreation Room Key here to unlock the door.
    
    STAIRS ROOM A
    Go upstairs.  A zombie will confront you up here.  If you want a GREEN HERB,
    there's one in the northeast corner of the room.  Go through the door with the
    glass window on it.
    
    CAPTAIN'S CORRIDOR
    Blow away any zombies that get in your path.  Take the door you see on the left
    side of the hall.
    
    CAPTAIN'S ROOM
    In the southwest corner of the room, you can find two boxes of SHOTGUN ROUNDS
    on a table.  When you've gotten those, pick up the SHIP'S LOG on the desk.  The
    captain will mention that his ship seems to be getting infested with the
    zombies, and that he's got a Magnum pistol close by.  Man, I'd love to have
    that gun... (hint hint, wink wink, nudge nudge).  You'll trigger the Cap'n's
    appearance after you stop reading the log.  He'll burst out of his bedroom.
    
    I suggest you only knock down ol' Cap'n rather than try to kill him.  He's the
    strongest zombie in the game.  However, if you DO manage to kill him, he'll
    drop some very valuable MAGNUM ROUNDS.  We'll get onto killing him in a moment.
     For now, knock him down before he decides to do some crunchitizing on your
    neck.  Go into his bedroom.  Swipe the MAGNUM off the bed, and use it to put
    down the captain for his Magnum Rounds.  You can also find an additional box of
    MAGNUM ROUNDS in the bedroom, as well as a GREEN HERB.
    
    Go back into the main room, and head into the Bathroom if you like.  In here,
    you'll find a female zombie.  I wonder what she and the captain were up to
    before the end...  Anyway, you can also find a GREEN HERB on the floor.  Leave
    the room after you're done here.
    
    CAPTAIN'S ROOM
    Take the door on the west wall.
    
    STAIRS ROOM B
    Go upstairs.  On the landing, you will find SHOTGUN ROUNDS and a GREEN HERB. 
    Take the door to the Bridge.  Before you walk through the door though, alarms
    start blaring throughout the ship.
    
    BRIDGE
    Fongling is here in this room.  Bruce asks her what's going on.  It seems that
    the ship is headed straight for a crash course with an island.  Unfortunately,
    she's stuck in autopilot as well.  To make matters worse, zombies pick this
    moment to bust into the room.  Bruce yells at Fongling to make a run for it
    while he battles the zombies.
    
    After Fongling takes off, you'll find yourself up against four zombies, with a
    time limit to escape the ship.  Here's a chart to show you how much time you'll
    have for each difficulty level:
    
    EASY   - 7 minutes
    NORMAL - 5 minutes
    HARD   - 2 minutes and 15 seconds
    
    There's two boxes of SHOTGUN ROUNDS on the right table, but you need to lure
    the zombies away from it or kill them before you can pick it up.  After you're
    done fighting, leave via the door Fongling used to get out.
    
    HELIPORT
    Fongling is under attack by the monster that slapped you back when you picked
    up the Handle.  Bruce orders Fongling to chase after Morpheus while he fights
    with the monster.  He yells at the monster that it's payback time.
    
    ==========================================================================
    BOSS FIGHT 2 - T-091 aka RUBBER TYRANT
    
    This will probably be the most difficult fight you have had so far.  The Rubber
    Tyrant has some fantastic speed and agility for how awkwardly it walks.  If you
    get near the Rubber Tyrant, he will slap at you.  If you are far away from the
    Tyrant, he will jump at you or do a dashing attack to get to you quickly.  He
    is also very impervious to bullets.  Despite that, you have to kill this guy
    quickly before your time limit runs out (especially if you're playing Hard
    mode).
    
    While you COULD just shoot at the Tyrant's head and the upper body, there's a
    much faster way to kill him.  Note the large, beating heart on his back. 
    That's the weak point the report in the Presentation Room mentioned. 
    Unfortunately, the Tyrant keeps turning around to face you, so that you can't
    get a good shot at the heart a lot of the time.
    
    There is a good time to take a shot at the heart though.  After the Tyrant uses
    one of its attacks, it tends to stand in place for a short time without moving.
     This is the prime time to take a shot at the heart.  Stand in front of the
    Tyrant to get it to wind up one of its attacks.  While it's preparing to make
    it's move, quickly get out of the way.  The Tyrant will go right past you, and
    then when he stops he'll have his back facing you.  Quickturn and start
    shooting at the heart while it's back is turned.  You'll know if you're hitting
    it, since a lot of blood will spurt out when you shoot it.  If you hammer the
    Tyrant's heart enough, he might even fall to the ground in pain.  This is a
    prime time to get in a bunch of free hits on the heart, so don't waste that
    opportunity.
    
    A preferable weapon for shooting the heart would be the Shotgun.  You have to
    be able to hit the heart quickly before Tyrant can turn around, so you likely
    won't have time to aim properly.  The Shotgun will ensure that you have a much
    better chance of hitting the heart, since its pellets cover a wide area.  If
    you're playing on Easy, the Assault Rifle makes an excellent substitute.
    ==========================================================================
    
    After the Rubber Tyrant is dead, Bruce climbs to the top of the ship.  He leaps
    off the ship and into the water before it crashes into the island.  After
    escaping the ship's explosion, he climbs up a sea cliff and onto solid ground. 
    He wanders through what looks like an abandoned industrial area for a while,
    and then he notices electricity surging around a fence near a water tower.  Is
    it the T-1000?  Nope, it's probably just Morpheus.  Bruce leaps down into the
    pit behind the fence.
    
    ------------------------------------------------------------------------
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                     |    |  | |  \  |     |  |/\| |__|
    
                          T H E  L A B Y R I N T H
    
    ------------------------------------------------------------------------
    
    PIT
    Walk through the door in front of you.
    
    SEWER PASSAGE A
    Grab the GROUNDWATER WAYS B1 MAP off the wall to your left, then go through the
    door on your right.
    
    SEWER SAVE ROOM
    Collect the two GREEN HERBS in this room, as well as the OPERATOR'S NOTEBOOK
    and the BIOLOGICAL REPORT 1.  Those files will give you some background
    information on what happened here, as well as what to expect while you're here.
     The Biological Report 1 says there is a breed of monster running through the
    sewage areas called the Torpedo Kid, so be sure to watch out for them when you
    get to wading through the water later.  Load up on ammo, and head out of the
    room.
    
    SEWER PASSAGE A
    This part of the game is what I like to call the Labyrinth, since most of the
    time you're running around in a maze-like area with a lot of similar-looking
    corridors.  In this part, you usually need to follow your map to the lift
    that's marked on your map to reach the next area.  You may notice a lot of
    other doors on your map leading off into corridors that vanish on your map
    after a distance.  You can pretty much ignore all of the doors leading to these
    vanishing passageways, since they're almost all locked (except for one).
    
    I'll give you the right directions through the passageways.  Anyway, head east
    down the hall.  The door to the south is blocked by a cave-in, but you can get
    a GRENADE LAUNCHER and SHOTGUN ROUNDS there though.  Go through the door to the
    north after you're done here.
    
    WATERWAY A
    It's lucky for you that all the corpses in the water aren't moving, and the
    torpedo kids won't be attacking you yet.  Head north, and then turn to the east
    when you find an open passageway.  Walk up the stairs at the end of the
    corridor, and collect the ASSAULT RIFLE ROUNDS.  Go through the door nearby.
    
    SEWER PASSAGE B
    The door in front of you leads back to the waterway you were just in, but it's
    a bad idea to go that way.  When you start heading east down the waterway,
    you'll encounter one of the mothers of the torpedo kids.  She'll continually
    spit them out at you down the waterway.  This will really hurt a lot, because
    the kids are hard to dodge and/or shoot.
    
    So, instead of going that way, go north, and then turn west down this hall. 
    Evade or kill the zombies you see, and get to the door at the end of the hall.
    
    WATERWAY B
    Wait for the torpedo kids in the water to vanish before you step in there
    yourself.  Head south down the waterway.  You should see the torpedo kid mother
    I mentioned just a moment ago.  She could either be down under the water, or
    out of it while spitting torpedo kids.  Fortunately, she's facing the wrong
    way, and will thus be spitting out torpedo kids in the wrong direction.  You
    can shoot her to kill her if you want to, but it's not necessary.  Just take
    the stairs near where she is, and go through the door you see there.
    
    SEWER PASSAGE C
    Run down the hall while evading or killing the zombies.  These zombies tend to
    run after you, so watch out.  Take the door at the end of the corridor.
    
    WATERWAY C
    Collect the GRENADE LAUNCHER ROUNDS nearby and get out your Magnum.  You'll
    need to run east down the waterway, but a torpedo kid mother is at the end of
    the passageway and is spitting out torpedo kids all over the place.  Try to
    shoot the mother from a distance with your Magnum, so she won't bother you
    while you're going down the passageway.  Also, you could try scraping along the
    right side of the waterway and making a mad dash for the stairs on the right to
    the next area.  That approach will likely cost you some health though.  Just
    get to the stairs and onto the lift any way you can.
    
    RADIO ROOM
    Collect the GREEN HERB in this room, and then activate the radio to contact
    your superior.  He says that the t-virus missiles are now aimed at major U.S.
    cities.  The Chinese have given into Morpheus' demands, so they're no longer in
    this with the U.S.  Bruce says that that would make Fongling's presence
    unnecessary.
    
    SEWER PASSAGE D
    Meanwhile, Fongling has run into a very large and fat creature.  She aims her
    gun at it, but it doesn't seem to see her and walks away down the passage. 
    After the cutscene, go into the alcove on the right side of the hall to find a
    GREEN HERB, ASSAULT RIFLE ROUNDS, and the GROUNDWATER WAYS B2 map.  Go east
    down the passageway and head through the door.
    
    WATERWAY D
    The control room on your map to the north is locked up, so go south instead. 
    Turn to the east when you come to a passageway heading east.  Shoot the active
    zombies in here, and walk up the stairs here.  Collect the SECTOR ADMIN KEY
    from the corpse you find near the electronically-locked door.  Run back down
    the passageway and head to the Control Room to the north.  Use the Sector Admin
    Key there to open the door.
    
    CONTROL ROOM
    Collect the ASSAULT RIFLE ROUNDS in here, and then operate the panel on the
    south wall to unlock the electronically-locked door you saw earlier.
    
    WATERWAY D
    Retrace your steps back to the platform in the eastern passageway, but watch
    out for the new zombies.  Go through the door on the platform.
    
    SEWER PASSAGE E
    Run down the hall to the door at the other end.
    
    WATERWAY E
    Collect the HANDGUN ROUNDS near the stairs, then step into the water.  You need
    to run north all the way down the waterway to reach the lift at the end.  Many
    zombies will attack you, but you can run away if you need to.  However, you
    might want to check out the platform on the right side of the waterway, because
    it has a MEDICINAL SPRAY.  Every other area of this place is itemless, so
    bypass them all while you run for the lift.
    
    HELIPORT CORRIDOR
    Run down the hall and take the door at the end.
    
    HELIPORT
    When Fongling steps out into the middle of the heliport, a series of red lasers
    appear from the sky, and they all focus on Fongling's head...  Suddenly, Bruce
    appears and shoves Fongling out of the way of the red beams.  An explosion
    leaves a crater in the place where she was just standing a second ago.  It
    turns out the lasers are coming from a Chinese satellite high up in orbit.  The
    two of them take cover in a nearby office.  The lasers focus on the roof of the
    office, and cause the structure to shake.
    
    Suddenly, Bruce pulls out his pocket knife and advances on Fongling.  He cuts
    away the skin around the tattoo on her arm, and finds a microchip.  He tears it
    out and crushes it beneath his boot.  The satellite in orbit deactivates once
    the chip is destroyed.  Bruce says her government seems to be awfully
    interested in where she is.  He says that spies are expendable.  Fongling says
    she'll continue her mission, because Morpheus still will probably launch the
    missiles even though her government met their demands.  She says thanks to
    Bruce for saving her.  Meanwhile, Bruce heads downstairs into the cargo
    passageways.
    
    FREIGHT PASSAGEWAY A
    You have to do the same thing here you did in the sewers.  Navigate through the
    passageways with the help of your map to get to the lift in the area, which
    will take you down to the next floor.  Again, if the door you're going to leads
    to a vanishing passageway on the map, ignore it because it's going to be
    locked.  Also, if you see a door that doesn't have a lit doorlock sign, it
    won't open.  Anyway, go through the door on the right.
    
    FREIGHT PASSAGEWAYS SAVE ROOM
    Collect the GRENADE LAUNCHER ROUNDS on the floor, the MEDICINAL SPRAY on the
    table, the FREIGHT PASSAGE MAP on the wall, and the BIOLOGICAL REPORT 2 on the
    table.  Read the report to learn about the Glimmer creatures inhabiting this
    area.  You'll also find the EXPERIMENT ALPHA LOG after you're done reading that
    file, which describes a creature that was being worked on here.  Make sure you
    note the bit about the creature having no vision, but a very good sense of
    hearing.  Make sure that you have some room in your ammo inventory for Handgun
    Rounds, because you'll need them later.  Also, you may wanna save your game
    now.  Leave the room afterwards.
    
    FREIGHT PASSAGEWAY A
    Head east down the passageway, and then turn south when you can.  At the end of
    this passageway, turn east again and go through that door.  Watch out for the
    zombies though.
    
    FREIGHT PASSAGEWAY B
    While bewaring zombies, walk east down the passageway, and then turn north into
    the northern corridor.  Take the door at the end of the hall.
    
    FREIGHT PASSAGEWAY C
    This room contains the first encounter with the glimmers that were mentioned in
    the Biological Report 2.  They may be scary with the way they can suddenly zip
    out of the dark and then cover you with poison, but there's an easy way to kill
    them.  They are scared of you, so they'll usually back off if you walk near
    them.  So, you can herd them into a corner by walking towards them, and then
    shoot them to death while they're trapped there.  Anyway, when you're done
    here, take the lift to the east down.
    
    FREIGHT PASSAGEWAY D
    If you look at your map of this area, you may notice there are two lifts
    instead of one on the east side of the area.  The one you need to go to first
    is the south one, so make your way there while you're on this floor.
    
    Anyway, there are more glimmers down here.  Run west down the corridor, then
    make a turn to the south when you can.  There's an explosive can near the exit
    door you can use to blow up a glimmer if they get near it.  Anyway, hit the
    exit out of here.
    
    FREIGHT PASSAGEWAY E
    In this room, you'll run into zombies on fire.  Not only can they damage you by
    biting you, their flames can also hurt you if you get close to them.  So, keep
    your distance from these zombies if you can.  Anyway, the passageway to the
    south is on fire, so obviously you need to take the east door.  Collect the
    GREEN HERB near the door on the way out.
    
    FREIGHT PASSAGEWAY F
    The elevator you want is to the south, so head in that direction.  Watch out
    for the zombies, and activate the lift when you get to it.
    
    FREIGHT PASSAGEWAY G
    Go to the corpse near the locked gate.  Grab the ELEVATOR KEYCARD sparkling
    next to it.  Then look on the other side of the corpse to find MAGNUM ROUNDS. 
    Once that is done, search the corpse itself for TRANSPORT ORDERS.  Take the
    elevator up afterwards.
    
    FREIGHT PASSAGEWAY F
    Take the door at the northern end of the passageway.
    
    FREIGHT PASSAGEWAY H
    Run north, and then turn to the east when you get the opportunity.  Head north
    again towards the elevator when you reach the end of the east-west hallway.
    
    FREIGHT PASSAGEWAY I
    Go through the door at the south end of the hall (like you've got anywhere else
    to go...).
    
    FREIGHT PASSAGEWAY J
    If you are in need of some ammo, go through the western door in this hallway
    into Freight Passageway G.
    
    FREIGHT PASSAGEWAY G
    You'll encounter some zombies, but you'll also find two boxes of SHOTGUN ROUNDS
    near the other side of the locked gate where you got the Elevator Keycard
    earlier.
    
    FREIGHT PASSAGEWAY J
    Check the southern end of the passageway for a MEDICINAL SPRAY.  Go through the
    door on the east side of the hall.
    
    FREIGHT PASSAGEWAY K
    If you're desperate for health, grab the GREEN HERB at the east end of the
    passageway.  Get to the door leading to the Elevator Room.
    
    ELEVATOR ROOM
    Before you go activate the elevator, make sure you've got some Handgun Rounds. 
    You will need them in a bit.  If you don't have any right now, search around
    this room's boxes to find them.  Anyway, use your Elevator Keycard on the
    elevator at the south end of the room.  In a Resident Evil 2-esque way, you'll
    get attacked by the fat monster Fongling saw earlier, and you'll have to kill
    it before you can get on the elevator.
    
    ==========================================================================
    BOSS FIGHT 3 - ALPHA aka PLUTO aka FAT TYRANT
    
    Pluto's attacks consist of charging towards you and whacking you with his
    fists, and also doing a tackle attack where he drops to the floor.  However, he
    can only use these attacks if he can hear you.  Pluto has high stamina, so
    unless you shoot for his head (which is his weakspot), it will take a lot of
    ammo to kill him.  You'll see a lot of blood spurt out whenever you hit it.
    
    If you want to defeat this monster, you need to remember what you read in the
    Experiment Alpha Log.  He has no eyesight, but his hearing is very good.  If
    you make some noise, he will be able to easily find and attack you.  To prevent
    him from hearing you, walk slowly with the Sneak Move (A or B button on the
    Guncon2).  Even if you're using the Sneak Move, Pluto can still hear you if you
    are walking close to him.  Thus, you should try hard to keep your distance from
    Pluto, or he will definitely hear you.
    
    If you are unlucky enough to get detected by Pluto, there is a way to get him
    to lose track of you again.  You'll likely have to get hurt some to use that
    method though.  Notice how Pluto sometimes does a tackling attack where he
    tries to crush you as he falls to the ground.  He loses track of where you are
    whenever he uses that move.  So, after he tries for a tackle, walk slowly away
    and he won't be able to find you again.
    
    Also, mainly use the Silencer Handgun to attack him.  Since it's silenced,
    Pluto won't be able to hear your shots.  Make sure you aim for the head area as
    well, since you'll do hardly any damage when you hit him elsewhere.
    
    From what I've heard on the Dead Aim messageboard at GameFAQs, it is possible
    to use another weapon without being detected by Pluto.  However, if you do want
    to use something else though apart from the Silencer Handgun, you'll have to be
    far more careful.  First of all, get far away from Pluto.  If you fire any
    weapon apart from the Silencer Handgun at close range, he will detect you. 
    Once you're far away, watch for when Pluto starts moving his head from side to
    side.  This is the cue that he's listening for where you're hiding.  If you
    fire a shot during this time, you will be detected (unless you're using the
    Silencer Handgun of course).  After you've ensured Pluto isn't listening for
    you, fire just ONE shot at him.  Immediately after you fire the shot Pluto will
    start listening for you again, and you don't want him to detect you when you
    fire the second shot.
    
    When you've inflicted a lot of damage, you may notice Pluto's brain flopping
    out from its head.  This means that Pluto has now lost his sense of hearing,
    and his attack power, so he's totally harmless now.  Also, when the brain flops
    out, he'll start losing health until he dies on his own, or until you kill him.
     You can finish him with any weapon you want now, or you can simply wait for
    Pluto to die on his own.  Note that Pluto's brain won't flop around when you're
    playing Easy.  His low health in Easy Mode makes up for that though.
    ==========================================================================
    
    After Pluto is dead, Bruce will board the elevator, and he'll see Morpheus'
    underwater missile base on the ocean floor through a window in the elevator
    shaft.  Fongling then appears, and they take the elevator down.  However,
    Morpheus jumps on top of their elevator and cuts the cables.  Luckily, Bruce
    hits the emergency break before they crash to the bottom of the shaft.  Bruce
    then forces open the elevator doors, and Fongling manages to escape into a
    hallway.  Bruce isn't so lucky though, and goes down the rest of the way with
    the elevator.
    
    ------------------------------------------------------------------------
                   ___   __   __  ___   ___       __   __  __
                   |__| |__| |__|  |     |  |__| |__| |__ |__
                   |    |  | |  \  |     |  |  | |  \ |__ |__
    
                   T H E  B E N T H I C  L A B O R A T O R Y
    
    ------------------------------------------------------------------------
    
    NOTE: "Benthic" means "at the bottom of a lake or sea" for those of you who
    don't know.
    
    LEVEL 3 CORRIDOR
    Things aren't all bad right now though.  There's a save room through the door
    you can see on the right side of the hall.  Go in there, because you probably
    want to save after the fight with Pluto.
    
    LAB SAVE ROOM
    Fill up your inventory with HANDGUN ROUNDS.  Also, save your game if you want
    to.  Leave the room afterwards.
    
    LEVEL 3 CORRIDOR
    As you go down the hall, you'll notice all the zombie corpses on the floor. 
    Thankfully though, none of them are moving.  Unfortunately, there are no items
    here and all the doors in the area are locked.  However, note the open drawer
    on the left side of the hallway.  Jump down the shaft there to reach the next
    area.
    
    WASTE CORRIDOR
    The elevator in here has no power, and one of the doors is locked by a chain,
    so take the one door that's not unlocked.
    
    POWER SUPPLY ROOM
    Go to the glowing monitor on the other side of the room, and use the terminal
    there to get the main power going in the lab again.  A zombie will wake up once
    the power is on, but you can easily be out the door before he can get to you.
    
    WASTE CORRIDOR
    The elevator in this hallway is now working, so take it up.
    
    MORPHEUS'S OFFICE CORRIDOR
    Go down the hall to the door at the other end.
    
    MORPHEUS'S OFFICE
    Cool office, don't you think?  Anyway, Fongling sees on the monitors that the
    missiles are ready to be fired.  She's then attacked by Morpheus from behind. 
    Meanwhile, Bruce wakes up from his nasty fall down the elevator shaft, and
    stumbles out of the car and into the corridor.
    
    LEVEL 1 CORRIDOR
    Meanwhile, Bruce wakes up from his nasty fall down the elevator shaft, and
    stumbles out of the car and into the corridor.  After the cutscene, run down
    the hall, but watch out for the hunter lurking in this area.  One Magnum bullet
    will put him down easily enough though.  When you get out of the industrial
    corridor and into the tiled corridor, make a left turn.  You should see two
    GREEN HERBS next to a door.  Take them, and then go through that door.
    
    LAB STORAGE ROOM
    Put down the three zombies in this room, and then raid the room for supplies. 
    Get the ARCHITECT'S MEMO and the BENTHIC LABORATORY MAP in the first aisle from
    the entrance to this room.  Next, grab the SHOTGUN ROUNDS on the boxes out of
    the aisles, the HANDGUN ROUNDS in the second aisle, and finally the HANDGUN
    ROUNDS and the POD BAY KEYCARD in the last aisle.  Leave the room afterwards.
    
    LEVEL 1 CORRIDOR
    Note the door locked with a voice recognition device, as well as the door
    locked with a chain and a padlock.  You may realize that the padlock door is
    the same one you were standing on the other side of as Fongling.  Anyway, you
    can't open either of the doors right now, so take the elevator up to the third
    floor.
    
    LEVEL 3 CORRIDOR
    The zombies that were snoozing peacefully when you came through here as
    Fongling are now wide awake and want some breakfast.  Put them all down.  The
    reason is because some of them will drop some valuable items, like MAGNUM
    ROUNDS.  You can also use the explosive cans in the hallway to help.  Once
    you're finished with all of them, go to the Pod Landing Place to the north. 
    Use the Pod Bay Keycard to enter that area.
    
    POD LANDING PLACE
    Get the MEDICINAL SPRAY from the boxes nearby, and then check the desk to find
    a DIGITAL RECORDER.  Leave the room afterwards.
    
    LEVEL 3 CORRIDOR
    Take the elevator down to the second floor.
    
    LEVEL 2 CORRIDOR
    Head for the southern alcove on your map, and go into that room.
    
    ROOM 2B-01
    Check the chair to find ORDERS FROM MORPHEUS.  Note the part about how
    Morpheus' voice is used on the voice recognition panel to open the door to the
    Research Area, and how he has sent an email containing a sample of his voice. 
    Naturally, you will need to find where you can access this email and use the
    voice sample to open the voice recogntion lock on the first floor.  Leave the
    room after collecting the file.
    
    LEVEL 2 CORRIDOR
    Go to the alcove at the northern end of the hall.  Head into Room 2D-02 first.
    
    ROOM 2D-02
    Grab the SHOTGUN ROUNDS near the table, and then check the blue folder on the
    table to find RESEARCH REPORT #220120, and read about the Halberd.  Leave the
    room afterwards.
    
    LEVEL 2 CORRIDOR
    Go to Room 2D-01 next door.
    
    ROOM 2D-01
    Shoot the zombie that stumbles out of the bathroom if you want to.  Go to the
    computer and check the e-mail.  You'll find the voice e-mail from Morpheus. 
    Record Morpheus saying "Because thou hast obeyed my voice..." on your Digital
    Recorder, and then leave the room.
    
    LEVEL 2 CORRIDOR
    This corridor is now crawling with hunters, thanks to the fact that monsters
    ALWAYS appear whenever you do something right in a survival horror game. 
    Anyway, either run away from them or put them down with the Magnum.  You need
    to get to the elevator and take it down to the first floor.  However, if you
    want some easy ammo, go to the southern alcove where the lone residence room
    is.  Shoot the zombies there, and they will drop some valuable ammo for you,
    like Magnum Rounds.  Take the elevator when you're done in this area, and head
    for the first floor.
    
    LEVEL 1 CORRIDOR
    Play back your recording of Morpheus' voice on your Digital Recorder to the
    voice recognition device.  This will unlock the door next to it.  Go through
    that door.
    
    ENVIRONMENT SUIT ROOM
    If you're playing Normal or Hard Mode, you'll find the ASSAULT RIFLE inside the
    open locker nearby.  If you're just playing Easy Mode, you should already have
    the Assault Rifle and you won't find anything in the locker.  Start heading for
    the door to the next room, and you'll get jumped by a zombie in an
    environmental suit!  I would just run away from him, since it's hard to get a
    good headshot with that helmet in the way.
    
    AIR CLEANING ROOM
    Run to the east end of the room, and take either door you see.
    
    LEFT/RIGHT AIR CLEANING HALL
    Both passageways are exactly the same.  A zombie will appear and he'll get up
    to attack you.  However, you can easily get out the next door before he can get
    to you.
    
    BEE CORRIDOR
    You will be attacked by bees here, but if you keep running they won't be able
    to hit you.  Take the doors that lead to the Plant on your map.
    
    PLANT
    Since this place is so big, you can naturally expect a boss battle to take
    place here.  As you head for the door to the Laboratory, the door slams shut
    and the Halbred you read about earlier appears.  Yup, we got out boss battle...
    
    ==========================================================================
    BOSS FIGHT 4 - HALBRED
    
    Basically, the Halbred will sit still in the middle of the floor while she
    spawns bees to attack you.  If you go up to her, she will crawl backwards. 
    That's just about all of her moves.
    
    Anyway, this battle requires little to no strategy.  Simply pull out the
    Grenade Launcher and hammer on the Halbred until she dies.  The bees will sting
    you while you're doing this, but they'll probably get blown up in the
    explosions anyway.  You shouldn't get hurt that much by them if you kill their
    mother quickly enough.  You can use basically any weapon on the Halbred, but
    the Grenade Launcher is the best because of its ability to hit more than one
    enemy at the same time.
    ==========================================================================
    
    Once the fight is over and the door out of here is unlocked, collect the
    ASSAULT RIFLE ROUNDS near the south door, and the HANDGUN ROUNDS in the
    northeast corner of the room.  Go through the southern door afterwards.
    
    LABORATORY
    There are some zombies in this room, but fortunately they're locked up inside a
    glass room of some kind.  Go to the desk next to the glass room to find the
    CHARGED PARTICLE RIFLE USER'S MANUAL.  It says the Charged Particle Rifle is
    designed to destroy t-virus monsters, but the researchers are also confident it
    can damage monsters infected with the tG virus as well.  That sounds like the
    perfect thing to use on Morpheus...
    
    Anyway, get the C.P. RIFLE from the northeast corner of the room.  The zombies
    will break out of their little room after you pick it up, but your new gun will
    mow them down like blades of grass.  You should stick with the C.P. Rifle for
    this part of the game, since it's ridiculously powerful, and because it will
    have infinite ammo for this time.
    
    Search the room the zombies used to be trapped in to find the BACKYARD KEY. 
    Leave the room through the door to the right of this room after you're done
    here.
    
    BEE CORRIDOR
    Run back to one of the corridors leading to the Air Cleaning Room.
    
    LEFT/RIGHT AIR CLEANING HALL
    Either kill or run away from the zombie, then get to the next door.
    
    AIR CLEANING ROOM
    Go to the western door.
    
    ENVIRONMENT SUIT ROOM
    Go to the next door.
    
    LEVEL 1 CORRIDOR
    Head for the door that's locked with the padlock, and use the Backyard Key
    there to open it up.  Go through the door.
    
    WASTE CORRIDOR
    Go up in the elevator exactly like Fongling did before.
    
    MORPHEUS'S OFFICE CORRIDOR
    Go down the hall into Morpheus' Office.
    
    MORPHEUS'S OFFICE
    Take MORPHEUS'S JOURNAL from his desk chair.  Man, he's really dead set on
    founding that kingdom, isn't he?  Anyway, move the chair to reveal a switch,
    and press the switch to reveal a hidden elevator behind the desk.
    
    Bruce then looks at the monitors and sees Morpheus with an unconscious Fongling
    nearby.  Morpheus says some people just won't let go, right before he laughs
    and destroys the security camera.  Bruce says she'll get Fongling out of there.
     Anyway, take the new elevator down.
    
    FINAL SAVE ROOM
    This room is overflowing with items, to help prepare you for your upcoming
    fights.  You'll get a MEDICINAL SPRAY, a GREEN HERB, ASSAULT RIFLE ROUNDS,
    SHOTGUN ROUNDS, GRENADE LAUNCHER ROUNDS, and MAGNUM ROUNDS.  There's also the
    standard Handgun Rounds cabinet and the typewriter.  Take everything that you
    can carry, and then save your game.  The next room can be pretty tough.  When
    you're ready, step through that next door.
    
    COLUMNS ROOM
    Bruce will walk around in the room some, and then he'll spot the unconscious
    Fongling.  He starts to walk towards her, but he's interrupted by Morpheus'
    voice.  Morpheus criticizes Bruce for putting his mission on hold to save a
    woman, and also says it's going to be a very costly mistake for him.  Bruce
    tells Morpheus to keep dreaming.
    
    ==========================================================================
    BOSS FIGHT 5 - MORPHEUS: THE REMATCH
    
    These are Morpheus' attacks.  He can slice you and knock you down with his claw
    when he gets close.  He will also rush at you for a charging attack, and he can
    also do a backflip and *then* do the charging attack.  He will also try to
    sidestep your shots as well when you fire at him.  He can also shoot lightning
    bolts.  Lastly, his ultimate attack consists of charging up electricity inside
    his body for a short time, and then unleashing it all into one big blast when
    he's finished charging up.
    
    Morpheus is very agile and his attacks hit hard, but he does have a big
    weakness.  He can't attack you unless you're in his full view.  To keep him
    from getting you in his sights, stand at the edges of the columns and fire
    around them to hit Morpheus.  You can also fire between the pipes on the
    columns for more hits.  Keep moving around so that you don't get in Morpheus'
    full view.
    
    If Morpheus should ever catch you with one of his blows and knock you down,
    count on him to be cheap by repeatedly knocking you down as you keep trying to
    stand up.  To break free of his cheap attacks, use the dodge move before he can
    hit you, and then run for cover after a successful dodge.
    ==========================================================================
    
    After Morpheus is down for the count, Bruce will go over to the unconscious
    Fongling.  He'll wake her up, but then she'll say that he should have focused
    on disarming the missiles first.  Bruce says a "don-gua" should never abandon a
    woman.  Later, they're looking at a map plan of the route to the silos, but
    Bruce says it's too complicated.  Fongling says she'll stay at the monitor and
    guide Bruce to the silo via the PA system.  As Bruce runs to the silo though,
    Morpheus' body twitches and he starts mutating.
    
    BRIDGE A
    Run to the door at the other end of the bridge.  As you reach the door,
    Fongling will warn you that Morpheus is chasing you.  As you try to open the
    door, Morpheus will appear, but Bruce will automatically run through the door
    to escape...for now at least...
    
    MAZE CORRIDOR A
    Fongling will tell you over the PA to hurry.  You need to follow her directions
    through these corridors to reach the silo.  You will come to a dead end if you
    go the wrong way, and more zombies will appear in the corridor as you're on
    your way back out of the dead end.  However, the dead ends usually contain
    items.
    
    Anyway, grab the GREEN HERB in front of you and go straight down the hall.  Run
    down the hall, and turn right like Fongling tells you to (left leads to HANDGUN
    ROUNDS).  At the next fork go left (straight ahead leads to a MEDICINAL SPRAY).
     Run down the next hall while collecting HANDGUN ROUNDS.  Turn right at the
    next fork (left leads to HANDGUN ROUNDS).  Hit the door to the next room.
    
    BRIDGE B
    When you reach the door at the other end of the bridge, Fongling says it's
    locked.  She says she can open it though if you give her some times.  Meanwhile
    though, you need to fight off Morpheus.
    
    ==========================================================================
    BOSS FIGHT 6 - MORPHEUS THE BLOB
    
    Morpheus will continually try to come down the bridge towards you.  You will be
    crushed and killed instantly if he reaches you.  To drive him back, you need to
    shoot his red head repeatedly.  It keeps appearing and disappearing all over
    his body, so your aim needs to be quick and accurate.  The Assault Rifle and
    Magnum work well here.  I prefer the Assault Rifle, since you don't need to
    waste time aiming carefully like you have to with the Magnum.  The Magnum has
    more raw power though.
    ==========================================================================
    
    After you've shot up Morpheus enough, Fongling will successfully unlock the
    door.  Go through the door before Morpheus catches up to you.
    
    MAZE CORRIDOR B
    Run down the hall and turn right (left leads to HANDGUN ROUNDS).  Run down the
    hall and turn right again (left once again leads to HANDGUN ROUNDS).  As you
    head down this hall, Fongling will tell you that you're almost to the silo, and
    that she'll meet up with you there.  Make a left turn at the next corner
    (straight leads you to MAGNUM ROUNDS, ASSAULT RIFLE ROUNDS, and a MEDICINAL
    SPRAY).  Go through the door.
    
    BRIDGE C
    Run for the door at the end of the bridge.  It's locked, unfortunately, and
    Morpheus is back for more.  How does he keep squeezing through those little
    halls?!
    
    ==========================================================================
    BOSS FIGHT 7 - MORPHEUS THE BLOB: THE REMATCH
    
    This fight is more or less exactly like the first fight with Morpheus' blob
    form.  The only differences are that there's new background music, and Morpheus
    will start charging towards you faster when he's about to die.  Just read what
    I wrote for the first fight with his blob form.
    ==========================================================================
    
    After you damage Morpheus enough, the final FMV will start.  Bruce will yell
    "Sorry, but my dance car is full!" (whatever that means), and he'll fire the
    final shot which makes a big hole in Morpheus' head.  Strange how all your
    other shots from your bigger guns didn't make any holes...  Anyway, Morpheus
    will grow to an immense size once the final blow is struck, and the entire
    facility will blow up because the facility just can't hold his mass anymore.
    
    The credits roll for a short time, then we helicopers fly across the sea
    towards the explosion.  A small submarine pod pop out of the water.  It shoots
    off a flare as the top hatch pops open.  Fongling and Morpheus are inside the
    submarine.  Bruce asks Fongling to come to America with him, but she denies. 
    She says she belongs to China.  Bruce then reveals that he really knows that
    "don-gua" means idiot, and explains that he's visited China before.  Fongling
    smiles and they hug as the rescue helicopters fly overhead.  The credits
    continue to roll afterwards.
    
    ________________________________________________________________________
    ========================================================================
    
    5: WEAPONS
    
    HANDGUN
    =======
    CLIP SIZE - 15
    FIRE RATE - Above Average
    POWER     - Low
    
    This is your starting pistol.  It's great for headshots, so you can use it to
    take out zombies quickly.  Also, ammo is very common for this weapon, so you
    can usually feel free to shoot all over the place with it.  Just don't use it
    on anything tougher than a zombie.
    
    SILENCER HANDGUN
    ================
    CLIP SIZE - 8
    FIRE RATE - Above Average
    POWER     - Low
    
    This gun is somewhat like the normal Handgun, but it has a silencer attached. 
    You'll make less noise when you fire shots, so it's excellent for eliminating
    targets without alerting them.  This is helpful when you're in a room full of
    enemies.  You'll be able to eliminate the enemies one at a time without the
    shots alerting any of the others.  It's also the best gun to take out Pluto
    with, since he has excellent hearing but no eyesight.  Be careful though,
    because this gun has a small clip.
    
    SEMI-AUTOMATIC HANDGUN
    ======================
    CLIP SIZE - 18
    FIRE RATE - Fast
    POWER     - Low
    
    This is the third and last handgun you'll find in the game.  Like the Silencer
    Handgun, it has a special feature the normal Handgun doesn't have.  With this
    gun, you'll be able to fire off three-shot bursts with one pull of the trigger.
     It also comes with an 18-round clip.  Be careful though, because the
    three-shot feature can eat away your ammo pretty quickly.
    
    SHOTGUN
    =======
    CLIP SIZE - 7
    FIRE RATE - Average
    POWER     - Average
    
    Every survival horror game needs some kind of a shotgun, don't you think? 
    Thankfully, Dead Aim didn't ignore this rule.  This weapon fires off shells
    that shoot pellets everywhere.  The pellets cover a broad area, so you won't
    need to be very careful with your aim.  It's great for crowds of enemies.  It's
    also excellent for taking out hunters, since they tend to get in your face a
    lot.
    
    However, this gun is only strongest at close range.  If you're far away from
    the target, the pellets will spread out more and lose their power.  Also, it's
    difficult to get critical hits with this gun, unlike the handguns.  You either
    need to hit the zombies with most or all of the pellets at point blank range,
    or you need to shoot for the head at close range and hope that enough pellets
    hit to cause a headshot.
    
    MAGNUM
    ======
    CLIP SIZE - 7
    FIRE RATE - Average
    POWER     - High
    
    The bullets from this gun have insane stopping power.  Just one shot is all
    that is needed to put down a hunter.  It's great for bosses too. 
    Unfortunately, ammo is quite rare for this weapon.  You can't go screw around
    with it like you do the Handguns and the Shotgun.  Make sure that when you use
    this weapon you aim carefully before you fire, so that you won't waste any
    bullets.
    
    GRENADE LAUNCHER
    ================
    CLIP SIZE - 6
    FIRE RATE - Slow
    POWER     - High
    
    This weapon is the only explosive weapon in the game.  It may have a slow fire
    rate, but the explosions you make with this gun can damage multiple targets. 
    Also, you don't need to aim as carefully as you would have to with the Magnum,
    since the blast the shells make produce a good-sized explosion.  Just be
    careful to conserve ammo with this weapon, since ammo for it is a bit scarce.
    
    ASSAULT RIFLE
    =============
    CLIP SIZE - 100
    FIRE RATE - Fast
    POWER     - Below Average
    
    This is a fully automatic weapon, which means all you have to do is squeeze the
    trigger to send out a hailstorm of lead.  This is great for when you don't have
    time to waste on trying to aim carefully.  However, the bullets aren't very
    strong individually, so it will take multiple shots to defeat an enemy.  Also,
    you can't score critical hits with this gun, which means you can't get easy
    killing headshots on zombies.  Lastly, this gun can only be reloaded after you
    have expended the entire clip.  That means you could end up with a dry clip in
    the middle of a fight, just because you couldn't reload until every last bullet
    in the current clip was expended.
    
    C.P. RIFLE
    ==========
    CLIP SIZE - infinite
    FIRE RATE - Below Average
    POWER     - High
    
    This is probably the strongest weapon in the game behind the Magnum.  With a
    pull of the trigger, you'll fire three blue laser-type projectiles that will
    cause immense damage to whatever they hit.  To make this gun even better, it
    has infinite ammo for a short time after you get it, so you can fire away with
    it all you want until you get to fighting Morpheus.  Be careful though, because
    there's a small waiting period between firing bursts.
    
    ________________________________________________________________________
    ========================================================================
    
    6: ENEMIES
    
    ZOMBIES
    =======
    Since this is a Resident Evil game, there has to be zombies in it.  They're up
    to most of their old tricks: walking slowly towards you and then biting you
    when you get within arms reach, and vomitting acid.  This time though, it's
    unbelievable just how many zombies can be in one room at a time.  You can be
    facing off with literally a dozen of them at a time.  Also, sometimes the
    zombies can run after you very quickly.  Later in the game, you'll also
    encounter zombies on fire.  The heat from their flames can hurt you, so you
    need to watch out for that too when you encounter them.
    
    If you have the opportunity to run away from a zombie rather than fight, its a
    good idea to do it.  You won't visit most areas in the game more than once or
    twice, so it's not a big deal if you leave zombies alive.  This is especially a
    good idea if the zombie you're facing off against is a runner, or if he's on
    fire.
    
    If you need to get through a crowd of zombies, it's also usually a better idea
    to run away rather than shoot at them.  Most of the time, crowd zombies are
    spread out a bit, so you can slip through them quickly.  If one of them gets
    too close, you can use the dodge maneuver.  If you do want to fight off a crowd
    of zombies, try the Silencer Handgun.  That way, while you're shooting one
    zombie, the others won't hear the noise.
    
    Whenever you want to kill a zombie, do what they do in the movies: go for the
    headshot.  However, as you may notice from shooting them in the head, usually
    it won't take them out in one shot.  There is one sweet spot on their head
    though that will usually net you a killing headshot.  Aim for the upper head,
    which is the forehead area if you're facing them from the front.  That's where
    the brain is located in the human head, so naturally it's the sweet spot for
    instant kills.  Note that killing headshots are easier to get if the zombie is
    unaware of your presence, or if it's stunned from one of your earlier shots on
    the head.
    
    HUNTERS
    =======
    The hunters in this game are the new "Elite" series of hunters.  Like past
    hunters, they move very quickly and they can slash you up with their claws
    badly once they get to you.  This time though, they are much more acrobatic. 
    They can leap high into the air, and do a flip while slashing you as they go
    past.
    
    They do have one big weakness though.  They love to get in you face, which
    makes them easy targets.  So, you can take out the Shotgun, and blast the
    hunter when he runs up to you like a friendly dog.  He will fall down, but then
    he'll bounce right back up, at which time you'll knock him down again with
    another Shotgun blast.  You can keep doing this over and over till he's dead. 
    Also, you could just whip out the Magnum and kill them in one shot rather than
    waste time knocking them down and waiting for them to get back up again.
    
    Try hard to keep you fights one on one with these guys.  They are quite
    dangerous in pairs.  While you are focused on one, the other will be slashing
    you to bits.  Also, another good idea is to just run away from these fellas. 
    Most of the time, they're in rooms you'll never be coming back to again anyway.
    
    TORPEDO KIDS
    ============
    These things infest the sewer areas.  They are very speedy, and you can tell
    when they're coming from the white trail in the water.  If they sense you,
    they'll curve towards you and then jump at you for a bite.  They are most often
    seen around when a torpedo kid mother is around.
    
    The best way to deal with these things is to stay out of their way.  If you see
    a white trail coming through the water towards you, get out of its way as
    quickly as you can before the kid spots you and jumps at you.  If their mother
    is nearby, kill her as quickly as possible, because she spawns torpedo kids at
    a very fast rate.  That will stop the endless stream of torpedo kids heading
    your way.
    
    TORPEDO KID MOTHERS
    ===================
    There are only two of these things in the whole game, and they don't attack you
    directly.  They can be quite troublesome though, since they spawn a torpedo kid
    like every two seconds until you kill them.  They are completely stationary
    though.
    
    First of all, get away from the front of this creature as quickly as possible. 
    She will spawn so many torpedo kids on you that she can hold you in place by
    repeatedly hitting you with them.  Try to shoot her quickly with the Magnum to
    stop her from spawning more of those annoying things, if you have a ways to go
    before you can get away from her front.
    
    If you're not on the front side of this thing though, she is helpless.  You can
    shoot away at your leisure, and she can't do a thing about it.
    
    GLIMMERS
    ========
    These frog-like creatures infest the freight passageways before you reach the
    benthic laboratory.  They are quite difficult to see, since the fright
    passageways are very dark.  However, their eyes do glow red every so often,
    which gives away their position.  Their attacks consist of spitting poison at
    you, and latching onto your back while dumping poison all over you.
    
    Like most other monsters in the game, they have one big weakness which makes
    them easy to kill.  Most of the time, they're just as scared of you as you are
    of them.  If you try to go towards them, they'll hop backwards to get away from
    you.  In this way, you can force them into a corner, and then shoot them up
    while they're trapped.  If you're using something weaker than the Magnum, you
    may want to shoot the Glimmer a couple more times after you knock it down,
    since it tends to flop around awhile before getting back up or dying.
    
    BEES
    ====
    There's not much to say about these guys.  They fly around two rooms, and when
    they shriek, they will try to sting you.  These guys help out the Halbred while
    you fight with her.  Just run away or shoot them with a Handgun, since anything
    can kill them in one shot.
    
    ________________________________________________________________________
    ========================================================================
    
    7: FILE TRANSCRIPTS
    
    These are the transcripts of all the files in the game.  I've kept the spelling
    and grammatical errors in them, but I have combined some of the sentences to
    make paragraphs though.
    
    ===========================================================
    INTELLIGENCE OPERATIONS MANUAL
    
                      Intelligence Operations Manual
    
    Good morning, Bruce:
    This time, your target is a former executive of Umbrella named Morpheus.  This
    man has stolen the "t-virus" and hijacked Umbrella's cruiser.  Your mission is
    to infiltrate the cruiser and report the status immediately to the Base of
    Strategic Forces.  We've prepared some equipment for you to review.  Good luck.
    
    ITEMS
    Your standard equipment consists of a handgun and some recovery items for
    first-aid.  However, you will find other useful items during the mission.
    
    Some of them are essential items you will need to proceed like keys for locked
    doors and special tools.  Also, by using the Sneak Move, you will be able to
    locate items more easily.
    
    VITALITY
    Every time you receive damage, your status will vary as follows:
    
    FINE > CAUTION > DANGER
    
    View the Status Screen (Press the START button) and keep your status at FINE
    with the recovery items.
    
    POSITION
    If you fight against two or more enemies at close range, you will almost
    certainly be damaged.  Therefore, if you are surrounded by enemies, move
    quickly to keep enough distance between you and them and then target them.
    
    In case you are cornered, use the "Escape button" to evade.
    
    SHOOTING
    Your amount of ammo is limited.  Therefore, do not shoot more than is necessary
    and always aim for the enemy's fatal spot.
    
    Although the number of bullets you can cary is limited, you can re-supply
    indefinitely.
    
    ===========================================================
    EMERGENCY FAX FROM PARIS BRANCH
    
                         Emergency FAX from Paris Branch
    
    DATE: Sep. 18, 2002
    TO: Int'l Sales Division
    ATTN: Roberto
    
    Today three "t-virus samples have been stolen from this Paris lab.  Our prime
    suspect is Morpheus D. Duvall, who belonged to the R&D Division of HQ.
    
    His motivation appears to be based upon retaliation against our company.
    
    Therefore, we are sending out this general warning to all divisions.  Anyone
    who obtains any information regarding this matter should contact HQ
    immediately.
    
    Regards,
    
                                                 Umbrella Corporation, Paris
    
    ===========================================================
    REGULAR REPORT NO. 1162
    
                             Regular Report No. 1162
    
    TO: HQ Int'l Investigation Dept.
    ATTN: O'Neal
    
    This will be my final report on Morpheus for awhile since it appears that he is
    starting to suspect something.  Until further notice from me, please refrain
    from contacting me, so that I can devote myself to doing my "Regular" job as
    his aid.
    
    After robbing the lab in Paris, Morpheus appears to be preparing to board "The
    cruiser" to auction the items.  His obsession with "The beauty" keeps
    escalating.  And just recently he has undergone plastic surgery to retain his
    youthful looks.  He often says questionable phrases like,
    
    "I will eliminate the ugly things in the world and create my kingdom filled
    with beauty".
    
    We need to take action against him before it becomes too late, since he's
    currently in negotiations with several countries including the United States.
    
                                                                         P.T.
    ===========================================================
    ADMIN REPORT
    
                             Admin Report 9/16/2002
    
    We will begin the facility improvements today.
    
    The handle to open and close the hatch for pool drain on 1F is quite rusty and
    should be replaced.  We'll keep the current one in the storage of 1F just in
    case.
    
    ===========================================================
    WAITER'S LETTER
    
                                Waiter's Letter
    
    Sep. 14, 2002
    
    Brother,
    
    How's everything?  My life has taken a turn for the better because I'm on a
    luxury cruiser...  Well actually, I work as a waiter on a cruiser.
    
    Most passengers are well known and I've seen them before on TV.  My colleague
    told me that they came from various countries to discuss business and that  a
    world famous drug company owns this cruiser.
    
    Anyway, I'm doing fine.  Take care of mother for me.
    
    Love to all,
    
                                                           Joseph Carter
    
    ===========================================================
    FREIGHT CREWMAN'S DIARY
    
                           Freight Crewman's Diary
    
    Aug. 27 (Tue), 2002
    
    Yes! Today is my 100th day anniversary since coming aboard.  But that's all I
    can write about since this place is so boring!!  I expected a lot because this
    is a "Luxury cruiser", but I've learned that there is almost no differnce from
    working on a cargo vessel...
    
    Sep. 4 (Wed), 2002
    
    I finally have something to write about.  Today large cargo was carried into
    the Presentation Room, which is beyond the Boiler Room.  Recently, many people
    are going in and out of that room.
    
    I wonder what's taking place there?  I'm curious because the crew doesn't have
    access to that room...
    
    Sep. 6 (Fri), 2002
    
    I saw a red mark through a break in the sheet of one of those cargo crates
    today.  I think it's a symbol for biological and chemical weapons.
    
    Somehow passengers are still going in and out of that room.  Maybe there is a
    hidden door in that room, but I'm not sure where it would lead...
    
    Sep. 7 (Sat), 2002
    
    My boss yelled at me today for not playing more attention to my job.  What a
    jerk!  But, I'd better be more careful since I really need to keep this job...
    
    ===========================================================
    RESEARCH REPORT #220329
    
                              Research Report #220329
    
                               (picture of a hunter)
    
    This special "Elite" version has been modified for presentation.  It is faster
    and more powerful than a standard hunter.
    
                              (picture of Tyrant-091)
    
    This sample was created with a newly developed virus.  It attacks objects with
    its huge arms.
    
    While its agility and striking power are outstanding, it currently has a fatal
    flaw because an essential organ is exposed.  However, this will be rectified in
    future models.
    
                            (picture of tG virus data)
    
                                     [WARNING]
    
    STRICTU SECRECY:
    ACCESS RESTRICTED
    
    We have succeeded in fusing the "t-virus" and the "G-virus" so that it has
    electrical properties.
    
    However, after observing the prototype known as [T-091], we have to concede
    that there is much room for improvement.
    
    In this newest version (ver.0.9.2), we have finally been able to achieve a high
    voltage current, which was our initial goal.  Its electromagnetic barrier
    should make it near invulnerable.
    
    Now we require a human test subject that matches the conditions to experiment
    on and observe.
    
    ===========================================================
    RESTRUCTURING NOTICE
    
                                Dismissal Notice
    
    DATE: August 20, 1998
    TO: R&D Division
    ATTN: Mr. Morpheus D. Duvall
    
    Upon investigation, we have concluded that you are responsible for the incident
    in Raccoon city on May 11th, 1998.  Your services with this company are hereby
    terminated.
    
    However, your nondisclosure agreement shall remain in effect.  Finally, your
    final paycheck will be fulfilled in accordance with the "Dismissal Procedure"
    portion of your agreement.
    
    Regards,
    
                                                      Umbrella Corporation
                                                        Personnel Division
    
    ===========================================================
    SHIP'S LOG
    
                                  Ship's Log
    
    Sep. 20th (Fri), 2002
    
    It will be four months tomorrow since the Spencer Rain left port.
    
    I'm proud that we have been having a safe voyage so far.  A representative from
    Umbrella, the owner of the cruiser, spoke words of appreciation to me.
    
    Sep. 21st (Sat), 2002
    
    Something is strange, Although the crew has reported "Nothing special", I am
    concerned that "The ones" may be breaking free.  I will make sure to always
    have my Magnum pistol with me.
    
    Sep. 22nd (Sun), 2002
    
    I can't send a signal for rescue.  What should I do?  The passengers and crew
    are all dead now...  All I can do is accept what has been happening on my ship
    as my destiny.
    
    ===========================================================
    OPERATOR'S NOTEBOOK
    
                             Operator's Notebook
    
    June 16th, 1997
    
    One month has passed since I was dispatched here.  I am astounded at the sloppy
    supervision of this Umbrella waste disposal facility.  It's not surprising this
    accident happened.
    
    I know that if I must die, I want to die as a human...
    
    June 24th, 1997
    
    The supervisor here called Morpheus, is so annoying.  He drives me nuts.  He
    must pay more attention to worker health management and biological weapons than
    anyone I have ever met.  This facility belongs to Umbrella, but he obviously
    doesn't think so...
    
    I have no idea how long I've been here.  I don't wanna stay in this facility,
    
    But I can't move.
    
    My body won't move...
    
    ===========================================================
    BIOLOGICAL REPORT 1
    
                             Biological Report 1
    
    This is a survey report on the changes to the B.O.W.S, which have been
    considered failures and have been disposed of in this facility.
    
             (pictures of Torpedo Kid and Torpedo Kid Mother)
    
    April 7th
    
    The unknown water creatures are increasing rapidly, primarily in the drainage
    ditch.  Since their body fluid contains strong acids, they are extremely
    dangerous to touch.  I named them "Torpedo Kids", since they swim like
    torpedoes.
    
    April 9th
    
    I have learned that there is a mother that spawns all of the "Torpedo Kids". 
    If I can find this mother and kill her, I will be able to exterminate all
    creatures in this area.
    
    April 16th
    
    I decided to try and exterminate the "Torpedo Kids", and so I explored the
    drainage ditch in order to destroy their mother.  However, the "Torpedo Kids"
    appeared to try and protect their mother and badly injured me.  Now they've
    extended their territory to my place, so I must find a way to get rid of
    them...
    
    ===========================================================
    BIOLOGICAL REPORT 2
    
                             Biological Report 2
    
    This is a survey report on the changes to the B.O.W.S, which have been
    considered failures and have been disposed of in this facility.
    
                             (picture of a glimmer)
    
    May 18th
    
    Today I will relocate the observation area to be underground.  This area is low
    on power and so most areas are very dark.  I assume creatures fond of dark
    places must inhabit this area.
    
    May 19th
    
    We saw red shining objects.  They look like the eyes of some creature but we
    have not confirmed the entity yet.  It moves extremely quickly and runs away as
    soon as we approach.  I named this creature "Glimmer", for its glimmering eyes.
    
    May 20th
    
    In order to collect samples, I had some workers go and try to capture a
    "Glimmer".  However, the plan did not work out and instead, the target attacked
    them and two people are now dead.
    
    May 22nd
    
    I increased the number of workers in order to try and capture a "Glimmer". 
    This time they succeeded in shooting down one of them.  According to the
    workers, the "Glimmer" will open itself up just before it goes to attack. 
    Although it is dead, I have gained valuable samples.
    
    June 1st
    
    I have been examining the collected samples but I don't have any idea as to how
    the "Glimmer" evolved and transformed into this figure.  It seems it is a
    subspecies of "Hunter".  I, however, need to research this further...
    
    ===========================================================
    EXPERIMENT ALPHA LOG
    
                           Experiment Alpha Log
    
                            (picture of Pluto)
    
    Sep. 26, 1996
    
    Today we will begin the experiment.  The subject is a condemned criminal called
    "Alpha".  It has been one month since the subject was transported to this
    facility.  He is not exactly aware of what is going to happen to him.  However,
    he seems very frightened...
    
    Day 1:
    Commence Experiment
    
    We hammered a metal rod into the subject's frontal lobe in order to alleviate
    some of the pain.  This was done only for humanitarian reasons.
    
    Day 4:
    Removal of Eyeballs
    
    We have removed the eyeballs in order to observe its reactions to external
    stimulation.
    
    Day 14:
    Dose of Muscle Booster
    
    After administering the muscle booster, we confirmed the unusual development of
    the muscles.  It gained a drastic amount of weight before the treatment.  In
    the future we will consider using hampering items...
    
    Day 36:
    Sharpened Hearing
    
    An effect of the eyeball removal procedure has been an enhanced sense of
    hearing.  It recognizes precisely where a sound originates from and its
    distance from that sound.
    
    Day 41:
    Experiment Suspended
    
    The experiment has been suspended due to the fact that the subject has escaped.
     Even without its vision, the subject is quite dangerous.  We should use
    extreme care not to make sounds when we try to capture it.
    
    ===========================================================
    TRANSPORT ORDERS
    
                                Transport Orders
    
    We will commence experiments at the Bio-Sphere.  Therefore, transfer a couple
    of subjects immediately.  This should be done quietly, so please do not use the
    side entrances.
    
    We recommend you use the goods elevator to the laboratory, which is located on
    the 5th floor of the basement.  Also, this shaft reaches 300 meters below the
    surface of the sea.  Therefore, please make sure to pack the subjects tightly
    since they are quite dangerous when stimulated.  Always remember to respect the
    subject's muscle strength.
    
    The caretaker has the starter key for the elevator.  Show a copy of this notice
    and you will be able to obtain the key.  Please note that you must begin this
    operation ASAP.
    
    Regards,
    
                                                                  Bio-Sphere
                                                           Research Division
    
    ===========================================================
    ARCHITECT'S MEMO
    
                              Architect's Memo
    
    We have completed construction on the missile base.  I assume that HQ doesn't
    know that this facility is operating and is under Morpheus's control.
    
    Furthermore, even though I am only an architect, I'm concerned about how this
    facility will be used.  Morpheus tends to go too far after the Raccoon
    incident.
    
    ===========================================================
    RESEARCH REPORT #220120
    
                            Research Report #220120
    
                         (pictures of bees and Halberd)
    
    A being that has an external skeleton of a horseshoe crab and the survival
    power of a cockroach.  We ahve confirmed that its ecology is sim to ants and/or
    bees, which have been know to work in groups.
    
    ===========================================================
    ORDERS FROM MORPHEUS
    
                              Orders from Morpheus
    
    I have arrived and have begun the plan.
    
    I need you to make sure all of the instrument panels work properly.  The
    facility is on strict alert and you will need to input my voice to the voice
    recognition panel at the entrance of the clean room in order to enter the
    Research area and check the instrument panels.
    
    I've sent an e-mail containing my voice.  You can receive it on a terminal in
    the residence area.  Be sure to delete the e-mail after your work is complete
    and remember to keep this confidential.
    
                                                               Morpheus
    
    ===========================================================
    CHARGED PARTICLE RIFLE USER'S MANUAL
    
                     Charged Particle Rifle User's Manual
    
                     (picture of charged particle rifle)
    
    A Charged Particle Rifle that was developed to cope with any biohazard that was
    caused by "t-virus".
    
    It is based on a particle acceleration device, which virus researchers use for
    gene manipulation and decomposing molecules.  By hitting accelerated particles,
    it induces physical destruction on the molecular level.
    
    This weapon can penetrate barriers of electrical discharge and give damage to
    the target.  Currently we have confirmed this on animal experiments only. 
    However, we are confident that this weapon can damage "tG" charged beings. 
    Remember that this weapon has limited usage because it requires a lot of power.
     Maks sure that you properly charge it before you decide to use it.
    
    ===========================================================
    MORPHEUS'SS JOURNAL
    
                             Thoughts on My Kingdom
    
    The symbol of power is in Africa...
    
    The symbol of knowledge is here in the Bio-Sphere...
    
    The symbol of beauty is mine...
    
    The beauty controls everything and I shall dominate it...
    
    Establishing a kingdom where beauty has absolute authority is the dream, which
    I must make a reality.  I was disappointed by Umbrella's betrayl, but that's
    fine, I'll just use them in return.  If I secure enough funds,
    
    I will materialize the construction of my kingdom deep in Africa.
    
                                                       Morpheus D. Duvall
    
    ________________________________________________________________________
    ========================================================================
    
    8: ITEM LISTS
    
    With the exception of items carried by zombies, these lists will tell you in
    what room to find every item on every difficulty level.
    
    ===============================================
    EASY
    ===============================================
    --------------------------------
    PART ONE - EASY
    --------------------------------
    ROOM 104
    Handgun Rounds, Green Herb
    
    ROOM 102
    Green Herb
    
    ROOM 101
    Shotgun Rounds, Green Herb, Upper Decks Map, 1st Class Key.
    
    VIP ROOM
    2 Green Herbs, Emergency FAX from Paris Branch, Guest Keycard
    
    SPIRAL STAIRCASE HALL
    Handgun Rounds, Lower Decks Map
    
    ROOM 201
    Green Herb, Handgun Rounds, Regular Report NO.1162
    
    NORTH GUEST ROOM 2
    Green Herb
    
    ROOM 206
    Silencer Handgun, Shotgun Rounds, Green Herb
    
    LOUNGE
    2 Green Herbs
    
    ROOM 203
    ID Card
    
    KITCHEN
    Handgun Rounds, 2 Green Herbs
    
    FREEZING ROOM
    Assault Rifle, Assault Rifle Rounds
    
    RESTAURANT CORRIDOR
    Handgun Rounds
    
    POOL DECK
    Medicinal Spray, Shotgun Rounds, Maintenance Key, Admin Report
    
    ROOM 302
    Green Herb, Semi-Auto Handgun
    
    ROOM 305
    Green Herb, Handgun Rounds
    
    BAR SEVEN SEAS
    Green Herb, Waiter's Letter, 2 Handgun Rounds boxes
    
    STORE HOUSE
    Freight Crewman's Diary, Handgun Rounds, Handle, Shotgun Rounds, Green Herb
    
    ROOM 308
    2 Green Herbs
    
    BOILER ROOM
    Green Herb
    
    ZOMBIE CORRIDOR
    Green Herb
    
    MONITOR ROOM CORRIDOR
    Handgun Rounds
    
    PRESENTATION ROOM
    Green Herb, Research Report #220329, Crowbar
    
    CARGO ROOM
    Crewman's Keycard, 2 Herbal Medicine boxes
    
    ENGINE ROOM
    Handgun Rounds, Assault Rifle Rounds
    
    ROOM 003
    Shotgun Rounds
    
    ROOM 006
    2 Green Herbs
    
    ROOM 008
    Shotgun Rounds
    
    MONITOR ROOM
    Medicinal Spray, Recreation Room Key, Restructuring Notice
    
    STAIRS ROOM A
    Green Herb
    
    CAPTAIN'S ROOM
    2 Shotgun Rounds boxes, Ship's Log, Magnum, Magnum Rounds, 2 Green Herbs
    
    STAIRS ROOM B
    Shotgun Rounds, Green Herb
    
    BRIDGE
    2 Shotgun Rounds boxes
    
    HELIPORT
    2 Handgun Rounds boxes
    
    --------------------------------
    PART TWO - EASY
    --------------------------------
    SEWER PASSAGE A
    Groundwater Ways B1 Map, Grenade Launcher, Shotgun Rounds
    
    SEWER SAVE ROOM
    2 Green Herbs, Operator's Notebook, Biological Report 1
    
    WATERWAY A
    Assault Rifle Rounds
    
    WATERWAY C
    Grenade Launcher Rounds
    
    RADIO ROOM
    Green Herb
    
    SEWER PASSAGE D
    Green Herb, Assault Rifle Rounds, Groundwater Ways B2 Map
    
    WATERWAY D
    Sector Admin Key
    
    CONTROL ROOM
    Assault Rifle Rounds
    
    WATERWAY E
    Handgun Rounds, Medicinal Spray
    
    FREIGHT PASSAGEWAYS SAVE ROOM
    Grenade Launcher Rounds, Medicinal Spray, Freight Passage Map, Biological
    Report 2, Experiment Alpha Log
    
    FREIGHT PASSAGEWAY E
    Green Herb
    
    FREIGHT PASSAGEWAY G
    Elevator Keycard, Magnum Rounds, Transport Orders, 2 Shotgun Rounds
    
    FREIGHT PASSAGEWAY J
    Medicinal Spray
    
    FREIGHT PASSAGEWAY K
    Green Herb
    
    ELEVATOR ROOM
    MANY Handgun Rounds
    
    --------------------------------
    PART THREE - EASY
    --------------------------------
    LEVEL 1 CORRIDOR
    2 Green Herbs
    
    LAB STORAGE ROOM
    Architect's Memo, Benthic Laboratory Map, Shotgun Rounds, 2 Handgun Rounds
    boxes, Pod Bay Keycard
    
    POD LANDING PLACE
    Medicinal Spray, Digital Recorder
    
    ROOM 2B-01
    Orders from Morpheus
    
    ROOM 2D-02
    Shotgun Rounds, Research Report #220120
    
    PLANT
    Assault Rifle Rounds, Handgun Rounds
    
    LABORATORY
    Charged Particle Rifle User's Manual, C.P. Rifle, Backyard Key
    
    MORPHEUS'S OFFICE
    Morpheus's Journal
    
    FINAL SAVE ROOM
    Medicinal Spray, Green Herb, Assault Rifle Rounds, Shotgun Rounds, Grenade
    Launcher Rounds, Magnum Rounds
    
    MAZE CORRIDOR A
    Green Herb, 3 Handgun Rounds, Medicinal Spray
    
    MAZE CORRIDOR B
    2 Handgun Rounds boxes, Magnum Rounds, Assault Rifle Rounds, Medicinal Spray
    
    ===============================================
    NORMAL
    ===============================================
    --------------------------------
    PART ONE - NORMAL
    --------------------------------
    ROOM 104
    2 Handgun Rounds boxes
    
    ROOM 102
    Handgun Rounds
    
    ROOM 101
    1st Class Key, Upper Decks Map
    
    STAIRS HALL
    Green Herb
    
    VIP ROOM
    Guest Keycard, Emergency FAX from Paris Branch, Green Herb
    
    SPIRAL STAIRCASE HALL
    Handgun Rounds
    
    NORTH GUEST ROOM 2
    Green Herb
    
    ROOM 201
    Handgun Rounds, Regular Report
    
    ROOM 206
    Silenced Handgun
    
    ROOM 203
    ID Card
    
    KITCHEN
    Handgun Rounds, Green Herb
    
    FREEZING ROOM
    Shotgun, Shotgun Rounds
    
    RESTAURANT CORRIDOR
    Handgun Rounds
    
    POOL DECK
    Medicinal Spray, Handgun Rounds, Maintenance Key, Admin Report
    (NOTE: the Handgun Rounds will not be at the Pool Deck until the second time
    you visit the area with Fongling)
    
    ROOM 302
    Semi-Auto Handgun, Green Herb
    
    ROOM 305
    Handgun Rounds, Green Herb
    
    BAR SEVEN SEAS
    Green Herb, Waiter's Letter, 2 Handgun Rounds
    
    STORE HOUSE
    Freight Crewman's Diary, Handgun Rounds, Handle, Shotgun Rounds, Green Herb
    
    ROOM 308
    Green Herb
    
    BOILER ROOM
    Green Herb
    
    ZOMBIE CORRIDOR
    Green Herb
    
    MONITOR ROOM CORRIDOR
    Handgun Rounds
    
    PRESENTATION ROOM
    Green Herb, Research Report #220329, Crowbar
    
    CARGO ROOM
    Crewman's Keycard, 2 Herbal Medicine boxes
    
    ENGINE ROOM
    2 Handgun Rounds boxes
    
    ROOM 003
    Handgun Rounds
    
    ROOM 006
    Green Herb
    
    ROOM 008
    Shotgun Rounds
    
    MONITOR ROOM
    Medicinal Spray, Recreation Room Key, Restructuring Notice
    
    CAPTAIN'S ROOM
    Shotgun Rounds, Ship's Log, Magnum, Magnum Rounds
    
    STAIRS ROOM B
    Handgun Rounds
    
    BRIDGE
    Shotgun Rounds
    
    HELIPORT
    2 Handgun Rounds boxes
    
    --------------------------------
    PART TWO - NORMAL
    --------------------------------
    SEWER PASSAGE A
    Groundwater Ways B1 Map, Grenade Launcher
    
    SEWER SAVE ROOM
    Green Herb, Operator's Notebook, Biological Report 1
    
    WATERWAY C
    Grenade Launcher Rounds
    
    SEWER PASSAGE D
    Green Herb, Groundwater Ways B2 Map
    
    WATERWAY D
    Sector Admin Key
    
    CONTROL ROOM
    2 Handgun Rounds boxes
    
    WATERWAY E
    Handgun Rounds, Medicinal Spray
    
    FREIGHT PASSAGEWAYS SAVE ROOM
    Grenade Launcher Rounds, Medicinal Spray, Freight Passage Map, Biological
    Report 2, Experiment Alpha Log
    
    FREIGHT PASSAGEWAY E
    Green Herb
    
    FREIGHT PASSAGEWAY G
    Elevator Keycard, Magnum Rounds, Transport Orders, Shotgun Rounds
    
    FREIGHT PASSAGEWAY J
    Green Herb
    
    FREIGHT PASSAGEWAY K
    Green Herb
    
    ELEVATOR ROOM
    MANY Handgun Rounds
    
    --------------------------------
    PART THREE - NORMAL
    --------------------------------
    LAB STORAGE ROOM
    Architect's Memo, Benthic Laboratory Map, 2 Handgun Round boxes, Pod Bay
    Keycard
    
    POD LANDING PLACE
    Green Herb, Digital Recorder
    
    LEVEL 2 CORRIDOR
    Green Herb
    
    ROOM 2B-01
    Orders from Morpheus
    
    ROOM 2D-02
    Research Report #220120
    
    ENVIRONMENT SUIT ROOM
    Assault Rifle
    
    PLANT
    Assault Rifle Rounds
    
    LABORATORY
    Charged Particle Rifle User's Manual, C.P. Rifle, Backyard Key
    
    MORPHEUS'S OFFICE
    Morpheus's Journal
    
    FINAL SAVE ROOM
    Medicinal Spray, Green Herb, Assault Rifle Rounds, Shotgun Rounds, Grenade
    Launcher Rounds
    
    MAZE CORRIDOR A
    Green Herb, 3 Handgun Rounds boxes, Medicinal Spray
    
    MAZE CORRIDOR B
    2 Handgun Rounds boxes, Magnum Rounds, Medicinal Spray
    
    ===============================================
    HARD
    ===============================================
    --------------------------------
    PART ONE - HARD
    --------------------------------
    ROOM 102
    Handgun Rounds
    
    ROOM 101
    1st Class Key, Upper Decks Map
    
    VIP ROOM
    Guest Keycard, Emergency FAX from Paris Branch, Green Herb
    
    ROOM 201
    Handgun Rounds, Regular Report
    
    ROOM 206
    Silenced Handgun
    
    ROOM 203
    ID Card
    
    KITCHEN
    Handgun Rounds
    
    FREEZING ROOM
    Shotgun, Shotgun Rounds
    
    RESTAURANT CORRIDOR
    Handgun Rounds
    
    POOL DECK
    Medicinal Spray, Maintenance Key, Admin Report
    
    ROOM 302
    Semi-Auto Handgun
    
    ROOM 305
    Handgun Rounds
    
    BAR SEVEN SEAS
    Waiter's Letter, Handgun Rounds
    
    STORE HOUSE
    Freight Crewman's Diary, Handgun Rounds, Handle
    
    PRESENTATION ROOM
    Research Report #220329, Crowbar
    
    CARGO ROOM
    Crewman's Keycard, 2 Herbal Medicine boxes
    
    ENGINE ROOM
    2 Handgun Rounds boxes
    
    ROOM 003
    Handgun Rounds
    
    ROOM 008
    Handgun Rounds
    
    MONITOR ROOM
    Medicinal Spray, Recreation Room Key, Restructuring Notice
    
    CAPTAIN'S ROOM
    Ship's Log, Magnum, Magnum Rounds
    
    STAIRS ROOM B
    Handgun Rounds
    
    BRIDGE
    Shotgun Rounds
    
    HELIPORT
    Handgun Rounds
    
    --------------------------------
    PART TWO - HARD
    --------------------------------
    SEWER PASSAGE A
    Groundwater Ways B1 Map, Grenade Launcher
    
    SEWER SAVE ROOM
    Operator's Notebook, Biological Report 1
    
    WATERWAY C
    Grenade Launcher Rounds
    
    SEWER PASSAGE D
    Groundwater Ways B2 Map
    
    WATERWAY D
    Sector Admin Key
    
    CONTROL ROOM
    Handgun Rounds
    
    WATERWAY E
    Handgun Rounds
    
    FREIGHT PASSAGEWAYS SAVE ROOM
    Medicinal Spray, Freight Passage Map, Biological Report 2, Experiment Alpha Log
    
    FREIGHT PASSAGEWAY G
    Elevator Keycard, Magnum Rounds, Transport Orders
    
    ELEVATOR ROOM
    MANY Handgun Rounds
    
    --------------------------------
    PART THREE - HARD
    --------------------------------
    LEVEL 1 CORRIDOR
    Green Herb
    
    LAB STORAGE ROOM
    Architect's Memo, Benthic Laboratory Map, 2 Handgun Round boxes, Pod Bay
    Keycard
    
    POD LANDING PLACE
    2 Green Herbs, Digital Recorder
    
    LEVEL 2 CORRIDOR
    Green Herb
    
    ROOM 2B-01
    Orders from Morpheus
    
    ROOM 2D-02
    Shotgun Rounds, Research Report #220120
    
    ENVIRONMENT SUIT ROOM
    Assault Rifle
    
    PLANT
    Assault Rifle Rounds
    
    LABORATORY
    Charged Particle Rifle User's Manual, C.P. Rifle, Backyard Key
    
    MORPHEUS'S OFFICE
    Morpheus's Journal
    
    FINAL SAVE ROOM
    Medicinal Spray
    
    MAZE CORRIDOR A
    Medicinal Spray
    
    MAZE CORRIDOR B
    Medicinal Spray
    
    ________________________________________________________________________
    ========================================================================
    
    9: THANKS...
    
    - to all websites that host this document (with my permission that is!).
    - to everyone who takes the time to read this document, including you!
    - to Capcom for creating the Resident Evil series and for continuing it to this
    day.
    
    ________________________________________________________________________
    ========================================================================
    
    10:  E-MAIL POLICY
    
    Please DO:
    --------------------
    
    - put the name of the game you're talking about in the subject title and/or in
    the message itself.  This is VERY IMPORTANT, because I will need to know what
    game you're talking about when you ask questions.  Also, this will reduce the
    chance that I'll mistake your message for spam and delete it rather than look
    at it.
    
    - read the guide BEFORE you send an email.  At least read the sections that
    could probably answer your question.  Use Ctrl + F to help you seek out
    specific items.  Emailing me should be only a last resort.
    
    - use proper spelling and grammar.  You may not think it's a big deal, but I
    appreciate it when somebody takes the time to type out a message correctly.
    
    - send a message in English.  English is the only language I can use fluently.
    
    Please DO NOT:
    --------------------
    
    - send emails in excess of 40KB without prior notice.  Most messages I receive
    that are that big are either spam or virus emails, so I'll probably mistake
    your big emails for one of those.
    
    - ask me to send you a copy of my guide.  If you want a copy of my guide,
    just go to an address where it's being displayed, click "File" on top of
    your screen, and then click "Save As."
    
    - send three or more messages at once.  I would rather you put everything you
    need to talk about in one email.
    
    EMAIL
    ===========================
    minesweeper2(at)hotmail(dot)com
    
    (Replace "(at)" with "@", and "(dot)" with ".")
    ________________________________________________________________________
    ========================================================================
    
    11: COPYRIGHT
    
    This document is the intellectual property of Nathan Norris.  This document
    is only for private use.  You may save it to your hard drive, and print it
    out without permission.  What you may NOT do without permission is distribute
    it to others in any way.  This document may not be sold or bought for any
    reason.  It must be accessible free of charge on any website it is displayed
    on.  Only these sites have permission to use this document:
    
    www.gamefaqs.com
    www.neoseeker.com
    www.psxcodez.com
    www.gameadvice.com
    www.faqs.ign.com
    
    If you find this guide on some other site, and it is incomplete, go to
    www.gamefaqs.com. before requesting help from me.  www.gamefaqs.com is the
    first place I send every piece of my work, so they are sure to have the most
    up-to-date version of my guides.
    
    WWW.CHEATCC.COM IS FORBIDDEN FROM HOSTING THIS DOCUMENT UNDER ANY
    CIRCUMSTANCES.
    
    ________________________________________________________________________
    ========================================================================
    

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