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    FAQ/Walkthrough by Kodos86

    Version: 1.0 | Updated: 12/07/02 | Search Guide | Bookmark Guide

    Resident Evil FAQ/Walkthrough
    by Kodos86, copyright 2002. All rights reserved.
    Version 1.0 (12/07/02)
    Platform: Gamecube
    
    IMPORTANT: This guide contains PLOT SPOILERS.
    
    =============================================================================
    
                    0. T A B L E  O F  C O N T E N T S
    
    =============================================================================
    
    0. Table of Contents
    1. Version History
    2. Basics
       - Controls
       - Survival Tactics
       - Differences Between Jill & Chris
       - Difficulties
    3. Jill Walkthrough
    4. Chris Walkthrough
    5. Speed Guide
    6. One Dangerous Zombie
    7. Invisible Enemy Mode
    8. Monsters
    9. Weapons
    10. Items
    11. Secrets & Codes
    12. Files*
    13. Characters
    14. Storyline
    15. Credits
    16. Legal
    17. Contacting Me
    
    * = Incomplete
    
    =============================================================================
    
                      1. V E R S I O N  H I S T O R Y
    
    =============================================================================
    
    Version 1.0 (11/23/02): Initial update. Pretty much everything is complete,
    except for the File Transcripts.
    
    =============================================================================
    
                             2. B A S I C S
    
    ============================================================================
    
    -----------------------------------------------------------------------------
                              C O N T R O L S
    -----------------------------------------------------------------------------
    
    Basic Controls
    ---------------------------------
    A: Check something, select items on Status screen, scroll text
    Y: Switch to Status screen.
    B: Hold while moving to run
    R: Hold to aim your weapon; press A while aiming to use the gun.
    Start: Bring up the Options
    L: Use a defense item (when they are set to manual)
    
    Movement
    -----------------------------------
    Controlling your character can be incredibly confusing at first for newcomers
    to the Resident Evil series, though it doesn't take too long to get adjusted
    to. Instead of the normal 3-D controls (where up moves your character towards
    the top of the screen), up always moves you in the direction your character is
    facing; left and right make you move to the left and right of where your
    character is facing. Back moves you backwards (if you run while pressing back
    you will just turn around). Using the C-Stick makes you turn around.
    
    Shooting
    --------------------------------------
    Pressing R will cause you to bring your weapon up to the ready; doing this also
    causes you to auto-aim on any on-screen enemies, and you can adjust the aim
    with the joystick while holding R. Press A while holding R to use your weapon.
    
    Defense Items
    ----------------------------------------
    Throughout the game, you can pick up items that are used as Defense Weapons.
    These take up no space and are only used if a zombie grabs you. When that
    happens you will use a defense item on the zombie (if you set Defense Items to
    manual then you have to use the item yourself by pressing L) and avoid any
    damage. You cannot use the item if grabbed from behind.
    
    ----------------------------------------------------------------------------
                    S U R V I V A L  T A C T I C S
    ----------------------------------------------------------------------------
    
    - Don't feel the need to kill every single Zombie; part of the point of this
    game is to conserve your ammo, and most of the zombies can be dodged - remember
    that you will only take damage from them if you touch their arms. If you have a
    wide space you can easily dodge them. Otherwise you can try faking them out by
    running to the opposite direction at the last second. In most cases where you
    can't just run past a zombie, you can usually just shoot until it falls down
    and not bother to kill it entirely.
    
    - Zombies aren't neccesarily dead. If a zombie is dead (for the time being) a
    pool of blood will come out of it. Also, try to turning around and aiming; if
    you're auto-aim goes to the body, then it isn't dead yet. Dead Zombies will
    eventually turn into Crimson Heads, which are far more dangerous and faster. To
    avoid this you can completely kill by the Zombie by blowing off its head,
    blowing off its kneecap, or burning it. Or you could just not kill them in the
    first place.
    
    - When using the Shotgun, let the enemies get close before using the weapon. If
    you let an enemy get relatively close to you, and then aim up with the Shotgun,
    you can usually blow off its head.
    
    - Listen for enemies. Each enemy has a distinctive sound it will emit that lets
    you know if an enemy is in the area. Additionally, listen for footsteps of
    enemies moving around.
    
    - Zombies can use doors. If you hear a door rattling, that means that a zombie
    is trying to get through the door. Once the Zombie comes in there will be a
    change in music telling you that the Zombie is in the room. Fortunately, the
    Zombies don't come after you too much. And even when they do attempt to come
    through the door, they seem to have trouble understanding how to use a frickin
    doorknob and take forever trying to open the damn thing.
    
    - Don't waste ink ribbons. At least in the beginning, try to spread out your
    saves until later as you find more of them.
    
    ----------------------------------------------------------------------------
                                H E R B S
    ----------------------------------------------------------------------------
    
    Green Herb + Green Herb = 50% heal
    Green Herb + Green Herb + Green Herb = 100% heal
    Green Herb + Red Herb = 100% heal
    Blue Herb = Poison Heal
    Blue Herb + Green Heal = Poison and 25% heal
    
    In general you should always try to combine red and green herbs (as opposed to
    3 green herbs), since a Red Herb is worthless by itself.
    
    ----------------------------------------------------------------------------
           D I F F E R N C E S  B E T W E E N  C H R I S  &  J I L L
    ----------------------------------------------------------------------------
    
    Chris Redfield
    ------------------------------------
    - Must use Old Keys on some doors.
    - No Grenade Launcher, though he gets the Flamethrower for all of 5 minutes.
    - Chris gets the Shotgun and Assault Shotgun later in the game.
    - Chris runs much faster and can take much more damage then Jill.
    - Chris has a higher chance of getting headshots with the Pistol.
    - You start off with the Lighter, which doesn't take up an item space.
    - Rebecca appears in your game, and Wesker appears more often.
    - Chris can't kill Plant 42 with the V-Jolt.
    - Only six item slots, so you don't have the space for healing items.
    - Flash Grenades as a defense item.
    - No need to fight the first Giant Snake.
    
    Jill Valentine
    ----------------------------------------
    - Gets a lockpick and doesn't need Old Keys.
    - Has to find the Lighter.
    - Slower and weaker then Chris.
    - Eight item slots.
    - Jill gets both Shotguns earlier.
    - Jill gets the Grenade Launcher, and (if you kill Barry) the .44 Magnum.
    - Jill almost never scores headshots with the handgun.
    - Barry appears in your game.
    - Battery Packs as a defense item.
    
    In general, the only real advantages to Jill are that she has the Grenade
    Launcher and more item space, which makes her game ideal when trying to get the
    Samurai Edge or Rocket Launcher.
    
    ----------------------------------------------------------------------------
                         D I F F I C U L T I E S
    ----------------------------------------------------------------------------
    
    Easy Mode (Hiking on the survey)
    ------------------------------------
    Easy Mode is the toned down version of the game. You get unnecesary amounts of
    ammo and ink ribbons, and the enemies are pathetic.
    
    Normal Mode (Climbing on the survey)
    -------------------------------------
    A little bit harder then Easy (but not by much), the enemies are stronger and
    you get less ammo. There are also slightly more zombies.
    
    Hard Mode
    -------------------------------------
    The enemies are much stronger, and some of them are better hidden.
    Additionally, you get much less ammo, healing items, and ink ribbons.
    
    One Dangerous Zombie
    -------------------------------------
    This isn't actually a seperate mode; it replaces Once Again after you unlock
    it. In this mode a special zombie with a bomb strapped to it will appear in
    certain rooms. If you attack the zombie (even with a knife) you die, as the
    bomb explodes.
    
    Real Survival Mode
    -------------------------------------
    The Item Boxes are no longer linked, and the auto-aim is disabled. There is
    also less ammo available.
    
    Invisible Enemy Mode
    -------------------------------------
    As the name suggests, the enemies are invisible.
    
    =============================================================================
    
                    3. J I L L  W A L K T H R O U G H
    
    =============================================================================
    
    -----------------------------------------------------------------------------
                    S P E N C E R  M A N S I O N
    -----------------------------------------------------------------------------
    
    Following the cutscene of Jill and co. running into the mansion, Chris appears
    to be missing. Wesker sends you and Barry to investigate the gunshot that went
    off.
    
    DINING ROOM
    Grab the Ink Ribbon off of the table, and take the time to adjust to the
    controls. Walk to the other end, where Barry has found some blood. Go through
    the door by the fireplace while Barry stays behind to stare at the bloodspot.
    
    KENNETH HALL
    Turn to the left and head down the hall and into the room section. In there you
    find a Zombie munching on your comrade Kenneth. Turn around and run back to the
    Dining Room.
    
    DINING ROOM
    As you enter, Barry shoots the Zombie as it comes in. Head through the double
    doors to the Foyer. As you leave, you hear the zombie get up and leave. (Wait a
    minute - it takes Barry 3 shots to knock down this thing without killing it,
    while the Tyrant takes 1 shot from Barry's Magnum. What the hell is this, Super
    Zombie?)
    
    *****************************************************************************
    ALTERNATE PATH
    
    Enter the Dining Room from the beginning, and exit back to the Foyer, causing
    Wesker to send you back. Try to leave again, and Barry will ask if you're
    already get worried. Walk over to the door to the Kenneth Hall, and the Zombie
    bursts through, causing Barry to kill it in the cutscene. Continue from there
    as normal.
    *****************************************************************************
    
    FOYER
    Oh great, Wesker decided to wander off. Walk upstairs, go backstairs, and Barry
    will decide to split up. Yeah, split up in a mansion filled with walking
    corpses, thats real brilliant. Go back through the door to the DINING ROOM, and
    through the door to the Kenneth Hall.
    
    KENNETH HALL
    The Zombie is now all the way to right, so you don't need to worry about him
    for now. Head to the left towards where Kenneth's body is lying. If you want,
    check his body to get the videotape of his last moments. Go through the door
    nearby.
    
    BIRD ROOM
    Grab the herbs, go up the stairs, and through the door.
    
    ARROW ROOM
    Grab the herbs by the "dead" zombie and go through the passage by the mirror.
    Dodge the fat zombie staring at the mirror and run down the path. Check the
    shining thing to get an Arrow. Grab the Handgun Magazine if you want to, though
    you risk being grabbed by the zombie walking towards you. Dodge him, run past
    the fat zombie, and exit the room.
    
    FOYER
    Go upstairs, and through the double doors.
    
    UPPER DINING ROOM
    Theres a Zombie in here, but you can easily dodge him so don't waste your ammo.
    Grab the dagger from the shelf and push the statue through the gap in the
    railing. Go to the DINING ROOM, check the pieces and grab the Blue Gem. Return
    to the Foyer.
    
    FOYER
    Go through up the stairs and through the picture door.
    
    CEMETERY
    (On Easy Mode, this place is devoid of enemies) Run past the zombie and head
    towards the back. Hopefully the other zombie won't start heading towards you.
    Head down the path to the big angel statue. On the pause screen, examine the
    Arrow to pull out the Arrow Head; use the Arrow Head and go down the long set
    of stairs.
    
    CRYPT
    Head to the back of the room and check the shining thing to get the Book of
    Curse. Examine it and flip it over to get the Sword Key. Go back up the stairs.
    
    CEMETERY
    Dodge or kill the Zombie(s) and return to the Foyer.
    
    FOYER
    Go through the door across from the Dining Room door.
    
    STATUE ROOM
    Climb over the chest and push it to the statue. Climb onto it and check the
    statue to get the 1F Map. (There is a Dagger in the hall, but getting it
    releases a Zombie that you're likely to waste the dagger on, so don't bother
    with it). Use the Key on the door.
    
    DOG HALL
    Push back the dresser for a Dagger, and another one for a clip. The window
    breaks, but thats just there to scare you. If you come through here the other
    way, two Cerebus will break through.
    
    MANSION HALL
    Go through the grayish door near you.
    
    COURTYARD
    Run down the path and grab the Chemical (there are also herbs and a Kerosene
    container here). Run back through the door before a dog hops the fence.
    
    MANSION HALL
    Go through the next door.
    
    BATHROOM
    Drain the bathtub and a Zombie will pop up from the tub. Laugh as Jill pukes
    into the toilet after smashing the Zombies face. Grab the Dagger from the
    bathtub and return to the hall.
    
    MANSION HALL
    Go down the hall and through the next room.
    
    SQUARE ROOM
    Go through the next door.
    
    SHOTGUN ROOM
    Grab the Ink Ribbon, Dagger, and the Shotgun from the wall. EXit.
    
    SQUARE ROOM
    THe ceiling begins collapsing. Try the door to the hall, which does not open.
    Wait a few seconds and try the other door (which shouldn't open). Luckily,
    Barry comes, shoots open the door and saves you from becoming a pancake.
    
    MANSION HALL
    Continue down the hall and through the double doors.
    
    MANSION HALL 2
    Go through the door to the left.
    
    RIGHT STAIRS ROOM
    Run onto the stairs, aim, and kill the Zombie on the ground floor. Then kill
    the zombie on the upper left (not there on easy) and the one on the upper
    right. Enter the door at the bottom.
    
    RIGHT STAIRS SAVE ROOM
    Grab the Canteen and fill it with Kerosene. Deposit your Ink Ribbon and
    Survival Knife into the Save box, and remove the magazine. Exit, go up the
    stairs, and through the room on the right.
    
    U-HALL
    Theres a Zombie on your left and to your right (except on easy). Kill the one
    to the left if you want to, and run through the door to the right.
    
    BEDROOM
    Grab the Dog Whistle and Magazine from the chesstable, as well as the Lighter
    from the table. Be sure to burn any Zombies you killed in the Right Stairs Room
    and U-Hall (burning rotten flesh - that must smell good). If you want to, grab
    the Wooden Board from the U-Hall, and go through the door to the upper left
    side of the Right Stairs Room. Use the lighter to light the fireplace and use
    the the Wooden Board to get the 2F Map. Return to the U-Hall.
    
    U-HALL
    Run to the end of the U-Hall (run past the zombie) and unlock the door to the
    Foyer.
    
    FOYER
    Barry gives you some Acid Shells (unless you have no item space). Go to the
    Upper Dining Room.
    
    UPPER DINING ROOM
    Unlock the door with the Sword Key.
    
    LEFT STAIRS ROOM
    Unlock the gray door.
    
    DOG BALCONY
    Get up the Shotgun and use the Dog Whistle. Kill the two Cerebus that come by
    and grab the Dog Collar. Examine the Dog Collar to press a switch, which
    reveals a coin. Flip the coin over and check it to turn it into the Imitation
    Key. Unlock the other door to the Foyer. Make your way to the Arrow Room.
    
    ARROW ROOM
    Run to the door and ignore the Crimson Head which wakes up from its nap.
    
    KNIGHT ROOM
    Run up the stairs past some knights and to the Armor Key. Grab it, which
    springs a trap causing a knight to start heading towards you. Replace the Armor
    Key with the Imitation Key, foiling poor Spencer's $1 million dollar trap. Go
    back through the door.
    
    ARROW ROOM
    For some reason, the Crimson Head won't bother you unless you head by the
    mirror. Just go through the door and head to the Foyer.
    
    FOYER
    Go upstairs and unlock the remaining door.
    
    FOREST COURTYARD
    Head down the path (grab the Magazine off the table) and head to where Forest
    Speyer's body is. Grab the Grenade Launcher and herbs. DO NOT go to the dead
    end, as this will reanimate Forest as a Zombie. Return to the Foyer.
    
    FOYER
    Go to the Dog Courtyard.
    
    DOG COURTYARD
    Theres now a zombie in here; wait for him in the lower section of the
    courtyard, then run into the upper section once he comes down, which should
    easily allow you to race past him and through the next door.
    
    LEFT STAIRS ROOM
    The Zombie that you dodged is now pounding on the door. Run down the hall,
    killing (or dodging) the zombie in your path, and head down the stairs (the
    zombie will burst through the door at about now). There should be zombie on the
    stairs; run past him as he uses his pathetic acid attack. Go down the hall
    (grab the Blue Gem and Chemical from the save room if you don't have it with
    you) and go through the door on the left.
    
    BROKEN SHOTGUN ROOM
    Grab the Battery Pack. DO NOT take the Broken Shotgun. Leave, and go through
    the door.
    
    LEFT MANSION HALL
    Just ignore the tapping on the window, it couldn't possibly be a bunch of
    hungry zombies trying to break in and eat you, right? Go down the fork in the
    hall, and you should come by two doors, plus a third one leading to the Kenneth
    Hall. First go through the one on the left.
    
    TIGER ROOM
    Check the Tiger and use the Blue Gem, which reveals Shotgun Shells. Exit to the
    hall and go through the other door.
    
    KEEPER'S BEDROOM
    Grab the clip from the bed. DO NOT go anywhere near the closet (doing so
    releases a zombie and wakes up the one by the door). Return to the Hall.
    
    LEFT MANSION HALL
    Go back to where the hall forked and head straight down the hall, and through
    the door.
    
    HERB ROOM
    Use the Chemical on the thing in the corner, and turn the red switch to kill
    the Tentacle things sprouting from the center. Grab the Death Mask and whatever
    herbs you can carry. Exit.
    
    LEFT MANSION HALL
    Run past the window as two Zombies crash through the glass (and probably
    scaring the crap out of you the first time around). Go to the fork, and through
    the door to the Kenneth Hall.
    
    KENNETH HALL
    Go to the Dining Room.
    
    DINING ROOM
    Go to the Foyer.
    
    FOYER
    Go up the stairs and through the door to the U-Hall.
    
    U HALL
    Go down the hall and to the Right Stairs room.
    
    RIGHT STAIRS ROOM
    Stop in the save room, grab the Lighter, and deposit the Death Mask, Sword Key,
    and any other uneccesary items. Then go to the left and through the locked
    door.
    
    DEER ROOM
    Go through the unlocked door.
    
    RESEARCHER'S BEDROOM
    Grab the First Aid Kit and the Ink Ribbon from the desk; leave.
    
    DEER ROOM
    Go through the locked door.
    
    RESEARCHER'S ROOM
    Grab the fishing hook, bee lure, and bee specimin. Combine the bee lure and
    fishing hook, and put it on the lure display. Put the bee specimin on the
    insect display and press the button. Ignore the now revived bee, grab the Wind
    Crest, and leave.
    
    DEER ROOM
    Leave.
    
    RIGHT STAIRS ROOM
    Go to the U-Hall.
    
    U HALL
    Go through the big gray door.
    
    KNIGHT ROOM 2
    Push back the knight in the upper right corner. Then push back the knight in
    the left corner. Finally push the knight in the right corner (if you did it
    right, the knights should all be pushed back). Activate the switch and grab the
    Jewlrey Box. Examine it, and press the 2 switches shaped like heart pieces to
    reveal a death mask. Exit.
    
    U HALL
    Continue down the hall and go through the other locked door.
    
    RICHARD ROOM
    Run down the room, and Richard will come in poisoned. Head back to the DRug
    Room and grab the Serum from the shelf. Come back to the Richard Room, and Jill
    will give Richard the serum. Go through the next door.
    
    RICHARD HALL
    Run across the room and up the stairs. Wait for the zombie to come by, and then
    dodge him once he gets to the stairs. Go through the door he had been by.
    
    MUSIC SCORE ROOM
    Use the Lighter on the candlestick, causing the zombie to come through the
    door. Kill him your Handgun and grab the ammo from the shelf. Push back the
    other shelf and pop into the crevice it revealed. Dodge the zombie (or use a
    defense item on him), and grab the Musical SCore from the shelf. Exit.
    
    Make your way to the Dining Room.
    
    DINING ROOM
    Grab the Emblem (shield) by the fire place and go to the Kenneth Hall.
    
    KENNETH HALL
    Head to the right. Kill the zombie there, since its pretty hard to dodge him in
    the cramped space. Go through the locked door nearby him.
    
    PIANO ROOM
    Go to the area past the piano. Push back the shelf and grab the Musical Score.
    Combine both scores to get Beethoven's Moonlight Sonata; use it on the piano,
    causing part of the wall to open. Go through there and grab the Gold Emblem.
    Replace it with the Emblem and exit.
    
    KENNETH HALL
    Ignore the pounding on the door. Go into the Dining Room.
    
    DINING ROOM
    Put the Gold Emblem where the other emblem had been. Check the clock and change
    it to 6:00 by moving the large gear twice to the right. Grab the Helmet Key
    which is now revealed.
    
    Make your way to the Richard Hall (be sure you have the GRenade Launcher and
    Acid Shells with you).
    
    RICHARD HALL
    Unlock the door and head through.
    
    SNAKE ROOM
    Go to the back and a giant snake will pop out and Richard will come in to help
    you. Grab the Death Mask from the back and shoot the snake twice with Acid
    Shells. The snake will eat Richard. Grab Richard's Assault Shotgun and leave.
    (If you got poisoned, you'll have to get another Serum from the DRug Room).
    
    Head to the Right Stairs Room
    
    RIGHT STAIRS ROOM
    Grab the Death Masks from the Item box. Go through the rotted door.
    
    MANSION HALL 2
    Go through the gray locked door in the other end (ignore the zombie).
    
    PICTURE GALLERY
    Press the switch on the first painting. Go down the room to the other side of
    the area and press the switches on the lady and sage's pictures. Activate the
    switch on the big white picture to reveal a door (if you screwed up, the crows
    will attack you). Go through the passage, grab the Death Mask, and go through
    the gate.
    
    CEMETERY
    The Zombies in here are usually gone by now for some reason. Go into the Crypt.
    
    CRYPT
    Place all four Death Masks in their respective positionsm, causing a coffin to
    drop to the ground. Check it, and a Crimson Head on steroids will pop out (it
    also looks like its alcoholic, thanks to its little black beard). Shoot a fewb
    times with the Assault Shotgun to kill it. Check the coffin to get the Stone &
    Metal Object and reopen the exit.
    
    Make your way to the Mansion Hall 2.
    
    MANSION HALL 2
    Kill the Zombie and go through the door he was by.
    
    COURTYARD 2
    Run down the path (ignore the dog), and go up to the marble thing. Use the
    Stone & Metal Object on it, and go through the big door.
    
    -----------------------------------------------------------------------------
                    C O U R T Y A R D / R E S I D E N C E
    -----------------------------------------------------------------------------
    
    SHED
    Head down the stairs, grabbing the Battery Pack and First Aid Spray. Go through
    the door down the stairs.
    
    WEATHERVANE COURTYARD
    Set both of the spinning weather vanes to the right corner direction, unlocking
    the gate. Head through it.
    
    GRAVEYARD 2
    Ignore the crows and head down the path to the right. Use the Wind Crest on 
    the right gravestone and grab the three Crests it reveals. On the item screen,
    examine each one, flipping them over and activating the switches on them. Place
    each one on the left gravestone and grab the Magnum. Go through the next gate.
    
    CABIN PATH
    Go down the path and enter the cabin.
    
    CABIN
    Head along the path in here. Put the Magnum in the item box and grab the Square
    Crank in the back (theres also a Courtyard Map). As you go to leave, someone
    will enter the cabin. Head past the typewriter and a cinema will start.
    Following the cutscene, you will be facing Lisa Trevor, the nastiest bitch
    you'll ever meet. Shoot her about twice to stun her, and run out of the Cabin.
    
    CABIN PATH
    Theres now a Zombie in here, but he has his back to you and is easy to dodge.
    Head back to the Shed.
    
    SHED
    Grab the Shotgun shells and go through the other door.
    
    DOG ROOM
    Run past the dogs and go through the gate.
    
    POOL ROOM
    Use the Square CRank on the thing to the left in order to drain the pool. Go
    across and use the elevator.
    
    WATERFALL ROOM
    Run across to the next elevator, ignoring the crows.
    
    PATH
    Head down the path and into the Residence.
    
    RESIDENCE ENTRANCE
    Head through the room and go through the door on the right.
    
    RESIDENCE SAVE ROOM
    Grab the Ink Ribbon and Battery Pack. Also put the Square Crank in the Item
    Box. Exit.
    
    RESIDENCE ENTRANCE
    Push the crate nearby so it lines up with the path to the right, and then push
    it against the other crates so you can climb across them (if you just walk
    across, one of Plant 42's roots will grab you). Go through the door.
    
    RESIDENCE HALL
    Go all the way down the hall and through the door at the end of the hall.
    
    ROOM 002
    Go through the door nearby you.
    
    002 BATHROOM
    Grab the Residence key near the sink. About now you should hear a door open.
    Exit.
    
    ROOM 002
    Theres now a zombie in here, but hes in the very back. Leave.
    
    Head back to the Residence Entrance.
    
    RESIDENCE ENTRANCE
    Go through the locked door and discard the key when prompted.
    
    ROOM 001
    If you want to, you can grab the Self Defense Gun in the back of this room, but
    you really don't need it. Go through the nearby door.
    
    001 BATHROOM
    Check the bathtub and drain it. Grab the Control Room Key from the tub and
    leave as the guy on the floor gets up.
    
    ROOM 001
    The guy on the noose fell down and is now a zombie, but you don't need to worry
    about him. Exit.
    
    RESIDENCE ENTRANCE
    Go through the double doors.
    
    SPIDER ROOM
    Go down the stairs (the spider is almost harmless) and grab the Red Book.
    Theres also a First Aid Kit and Shotgun Shells.
    
    *****************************************************************************
    OPTIONAL
    If you plan on using the V-Jolt, light three lamps with your Lighter in this
    room. Upon lighting them, each one should show an eye symbol. Remember which
    symbol each color lamp showed.
    *****************************************************************************
    
    Exit.
    
    Make sure you have the Grenade Launcher and Incediary Shells and Head to Room
    002.
    
    ROOM 002
    Let the Zombie get relatively close to the door you just came through, and kill
    it with the Shotgun. Go to the back of the room, push back to the left shelf,
    and push aside the right shelf. Climb down the ladder.
    
    AQUA RING HALL
    Push all three crates into the water (why the hell didn't Umbrella build a
    bridge over that thing?) to form a bridge. Walk across them and go through the
    door.
    
    SHARK TANK
    Run along the edge of the shark tank to the double doors. Do not shoot the
    sharks, as that will cause Neptune to appear sooner and try to swallow you
    whole (faster paced music will start to play when Neptune arrives). Go through
    the doors and discard the key.
    
    CONTROL ROOM
    Climb down the ladder. Grab the Aqua Ring Map and check the sign by the table
    to find out what oil valve to use. Activate the panel off to the upper right,
    causing a shark to smash part of the window. Avtivate the one across from it,
    and then press the one behind the ladder. Activate the oil valve in the hall
    nearby (its part of the control room) and reactivate the one to the lower
    right. Activate the one behind the ladder, and then the one in front of the
    partially broken window to drain the tank. Go through the door.
    
    AQUA RING ROOM
    Go through the door on the right (NOT the one that leads to a ladder).
    
    LOWER SHARK RING
    Go along here and run through the water past Neptune's "dead" body. Climb onto
    the platform and try to grab the box with the shining thing on it; Neptune will
    wake up and knock it into the water. (If you go into the water you will get a
    cool cinema of Neptune eating you.) You could waste your ammo on killing
    Neptune, or you could push the box into the water and activate the generator;
    frying Neptune. With Neptune dead, climb down, grab the key, and exit.
    
    AQUA RING ROOM
    Go through the other double doors.
    
    AQUA RING ROOM 2
    Grab the Magnum rounds, climb the ladder, and go through the door.
    
    AQUA RING HALL
    Go up the ladder.
    
    ROOM 002
    Exit.
    
    RESIDENCE HALL
    Go through the other door.
    
    GALLERY
    Grab the clip from the table and run down the sidepath, ignoring the bees. Grab
    the Insecticide from the Corpse and leave.
    
    RESIDENCE HALL
    Go to the very end of the hall. Grab the Residence map, and use the Insecticide
    on the whole in the wall in order to kill the bee hive. Go back to the Gallery.
    
    GALLERY
    Go to the end of the side path and grab the Residsence Key. Use it to go
    through the double doors.
    
    ROOM 003
    Go to the bookshelf and grab the white book; replace it with the Red Book,
    which forms a puzzle. Rearrange the books so that the bindings form the picture
    of a nude woman, which reveals a secret door. Go through the door.
    
    PLANT 42 ROOM
    Run upstairs and shoot three INcediary Shells into Plant 42 to kill it. Grab
    the Mansion Key from the fireplace.
    
    *****************************************************************************
    ALTERNATE PATH
    
    From the Gallery, go over to the locked door and use the keypad. The symbols on
    the keypad correspond to the symbols you saw on the lamps in the Spider Room.
    The colors corespond to the numbers 3 (red), 5 (orange), and 6 (green). Enter
    in the code and go through. (If you didn't bother with lighting the lamps, just
    guess, as theres only 9 possible codes)
    
    BOTTLE ROOM
    Grab three of the empty bottles. Fill one bottle with water and another with
    UMB #3. Mix them for NP-004.  Fill a bottle with Yellow 6 and mix it with the
    NP-004 to make UMB #7. Fill a second bottle with UMB #10 and mix it with the
    UMB #10 to make VP-017. Fill a jar with UMB #3 and mix it with the VP-017 to
    make V-Jolt. Leave and go to the Shark Tank. From there, go through the small
    door.
    
    PLANT 42 ROOT ROOM
    Go over to the roots sticking out (they can't hurt you) and use the V-Jolt.
    Discard the bottles and return to the Gallery. Go into the Plant 42 room.
    
    PLANT 42 ROOM
    Barry will finish off Plant 42 and give you shotgun shells. Grab the key.
    *****************************************************************************
    
    Head back through the Residence and into the Shed.
    
    SHED
    Grab the First Aid Spray, Dagger, and Grenade Shells. Theres also a note from
    Barry saying that he fixed to the broken door. Go through the door to the
    Courtyard 2.
    
    -----------------------------------------------------------------------------
                     S P E N C E R  M A N S I O N  II
    -----------------------------------------------------------------------------
    The second part of the Spencer Mansion is incredibly easy, and only takes about
    15-20 minutes to complete.
    
    COURTYARD 2
    The dog that had beeb here is gone. Go into the mansion.
    
    MANSION HALL 2
    As you come in, a Hunter will come through the door. Kill it and go into the
    right stairs room.
    
    RIGHT STAIRS ROOM
    Kill the Hunter by the stairs and then kill the one that comes charging down
    the stairs. (You might want to save here) Make sure you have the Grenade
    Launcher with you, and at least three open spaces. Go upstairs and to the left.
    Go through the door at the far left.
    
    ROOM
    Go through the locked door.
    
    STATUE ROOM 2
    Push the statue through the opening in the partition, and down the middle of
    the room. The walls will start closing in, but the statue stops them from
    crushing you. Then go down the part to right and press the switch. Run out as
    the walls start to move against you (they will crush you here if you're too
    slow). Go back to where the statue is, and push to the yellow tile on the left
    and reveal a passage before the walls come back in. Go through the passage.
    Grab the Dagger, and then drop down the hole.
    
    TREVOR ROOM
    Grab the Last Book Vol I from the floor, check the gravestone, and press the
    switch. Go down the ladder.
    
    BASEMENT HALL 1
    Run past the spiders and go through the left path, and through another door.
    
    BASEMENT HALL 2
    Go around the corner and head straight, either dodging or killing the two
    zombies. Activate the power switch, and head down the hall through the other
    door.
    
    KITCHEN
    Theres a zombie walking around the table as well as another one in the back.
    Grab the Dagger off the table and dodge the zombie, heading towards the back.
    Use a defense item on the zombie there (or dodge him if possible) and use the
    elevator in the back.
    
    CANDLE HALL
    Go to the left. Dodge the zombie and run into the room through the door.
    
    BATTERY PACK ROOM
    Grab the Battery Pack (an item, not the Defense Item battery pack), Shotgun
    Shells, Acid Shells, and Defense Item. Exit.
    
    CANDLE HALL
    Unlock the nearby door and head through.
    
    ARROW ROOM
    Head down the hall and kill any Crimson Heads in here. Go through the door to
    the Knight Room.
    
    KNIGHT ROOM
    Go through the locked door.
    
    LIBRARY
    Walk down the hall, and the Giant Snake will burst in. Climb down the ladder
    and start shooting him in the head with Acid Shells. As long as you dodge his
    attacks (he'll usually raise his head up before striking) this is incredibly
    easy. Once he dies he will knock out part of the shelves. Grab them Last Book
    Vol II that falls out.
    
    Make your way to the Left Stairs Room (Note that there are two Hunters in both
    the Dog Courtyard and the Upper Dining Room)
    
    LEFT STAIRS ROOM
    Go through the locked door (NOT the one that leads to the Arrow Room).
    
    TROPHY ROOM
    Grab the Dagger and Grenade shells by the trophys and push both crates against
    the wall underneath each trophy. Turn off the lights and you'll see that there
    are gems in both the trophys. Walk over to the one with the Yellow Gem so that
    both hawks are facing it. Walk along the wall underneath the hawks so that they
    don't see you, climb onto the crate and grab the REd Gem before the hawks turn
    around. If you want to save Chris, get the Yellow Gem by doing to same thing.
    Leave.
    
    *****************************************************************************
    OPTIONAL - If you don't want to save Chris, skip this part.
    
    LEFT STAIRS ROOM
    Go downstairs and along the hall. Two Hunters will jump through the windows as
    you go by. Go through the door ahead of you.
    
    LEFT MANSION HALL
    Go down the fork in the hall and into the Tiger Room.
    
    TIGER ROOM
    Put the Yellow Gem in the Tiger's eye and grab the MO Disc 1. Leave.
    [END OPTIONAL]
    *****************************************************************************
    
    Make your way to the Foyer.
    
    FOYER
    Go through the locked (next to the door to the Art Room).
    
    ART ROOM 2
    Theres an Ink Ribbon in here if you want it (you shouldn't need it though). Go
    through the door.
    
    BACK ROOM
    Dodge the zombie (you can see his reflection in the mirror). Grab the Jewlry
    Box from the shelf, and the Dagger on the floor. Combine the REd Gem with the
    Jewlry Box, and complete the puzzle to get a Broach. Examine it to turn it into
    a key. Leave.
    
    Head to the Mansion Hall 2
    
    MANSION HALL 2
    Go through the locked door and discard the key.
    
    SPENCER'S STUDY
    Turn on the lamp. Grab the Shotgun shells out of the desk and grab the Stone
    Object from the shelf nearby. Leave.
    
    Go to the Right Stairs Save Room
    
    RIGHT STAIRS SAVE ROOM
    Deposit the Stone Object and MO Disc (if you have it). Take out the Square
    Crank, a Blue Herb (if you have it), and leave.
    
    Head to the Shed.
    
    SHED
    Go through the big doors.
    
    DOG ROOM
    You may want to kill the dogs now if yoy have the extra ammo. Go through the
    gate.
    
    POOL ROOM
    Go down the ladder, past the snakes, and use the elevator.
    
    WATERFALL ROOM
    Kill the two dogs and go over to the other elevator. Put the Battery pack in
    its place and use the elevator.
    
    DOG ROOM
    Go through the gate.
    
    POOL ROOM
    Use the Square Crank to refill the pool; leave.
    
    DOG ROOM
    Use the elevator.
    
    WATERFALL ROOM
    Go down the path where the waterfall had been. Go down the ladder.
    
    -----------------------------------------------------------------------------
                                M I N E S
    -----------------------------------------------------------------------------
    
    MINES ENTRANCE
    Go through the nearby door.
    
    MINE HALL
    Go through the next door.
    
    ELEVATOR ROOM
    Go through the next door.
    
    ENRICO HALL
    Head down the hall to Enrico, who says something about a traitor before being
    shot. Check his body to get the Hexagon CRank. As you leave, a HUnter will
    burst in, but you can easily run past him and go through the door.
    
    ELEVATOR ROOM
    Go through the next door.
    
    MINE HALL
    Kill the two Hunters and go through the door.
    
    MINES ENTRANCE
    Go down the room. Grab the Ink Ribbon from the Typewriter. Save if you want to,
    and deposit the Ink Ribbon and Square Crank. Go over to the pit and use the
    Hexagon CRank on the left side of the wall. Go across the path and through the
    door.
    
    BOULDER HALL
    Check the boulder and run back to the door as the boulder will start rolling
    and crush you if you're too slow. BY where the boulder was are some Shotgun
    shells (Handgun clip on harder difficulties). Go by where the boulder made a
    new path and go through the door.
    
    GIANT SPIDER ROOM
    Blow away the Giant Spider with a few Grenade Shells (its not like you'll use
    them for much else), and kill the little spider that shows up. Grab the
    Survival Knife and cut away the webs from the next door. Head through.
    
    BOULDER HALL 2
    Head to the left path and use the Crank three times. Run towards the door to
    the left to avoid the rolling boulder, and run through.
    
    CHAPEL
    Push the statue to the wall part of wall across from the little circle on the
    wall. Go over to the circle on the wall and use the crank, causing part of the
    wall to stick out and push the statue. Push the statue on the circle in the
    middle twice to spin the statue around to the right position, and push it into
    the opening in the wall. Grab the Cylinder and leave.
    
    Head to the Elevator Room.
    
    ELEVATOR ROOM
    Go to the left and open the power source. REmove the core, combine it with the
    Cylinder, and put it back in. Press the switches in the order: 4, 2, 3, 1. Use
    the elevator and Barry will show up.
    
    LOWER ELEVATOR ROOM
    Go through the door.
    
    LISA HALL
    Lisa TRevor's come back for more. Use the map to get to the unlocked door.
    Generally try to avoid LIsa, though you may want to shoot her out of the way at
    times.
    
    CRATE ROOM
    Grab the Magnum Rounds, Battery Pack, and Clip from the pile or crates. Push
    the big crate into the elevator type thing and activate the switch. Leave.
    
    LISA HALL
    Go through the door to the Lower Elevator Room.
    
    LOWER ELEVATOR ROOM
    Barry chickens out and leaves. Go to the ladder, climb down, and push the crate
    out of the elevator type thing and underneath the trash compacter. Activate the
    compacter and grab the Broken Flamethrower and go back to Lisa Hall.
    
    LISA HALL
    Go to middle section and activate the switch. Use the map to find the locked
    door. Put the Broken Flamethrower on the metal hooks and go through the door.
    
    DOLL ROOM
    Walk across the room through the water (theres two snakes, but they can never
    catch up to you). In the other half, grab the Jewlrey Box, and examine it to
    get the Metal Ring. Climb up the ladder, and use the next ladder.
    
    CABIN
    Take the Metal Object out of the Item Box and combine it with the Metal Ring to
    form a Stone & Metal Object. Leave.
    
    CABIN PATH
    The zombie is still there with his back to you and is just as easy to dodge.
    Head through the gate.
    
    CEMETERY 2
    Dodge the zombie with his back to you (theres also one by where you got the
    magnum). Head through the next gate.
    
    Head to the Dog Courtyard 2.
    
    DOG COURTYARD 2
    Grab the Stone & metal Object. Leave.
    
    Head to the Foyer.
    
    FOYER
    Go to the locked door behind the stairs. Place both Stone & Metal Objects on
    it, and head through.
    
    STAIRS ROOM
    Take the Last Book Vol I and Vol II out of the Item Box. Save if you wish, and
    go down the stairs. Go through the door.
    
    ALTAR
    Climb down the ladder. Following the cinema, Lisa will come in, and you are
    given the choice to give Barry his gun. If you don't, Barry will die, you get
    his Magnum, and you don't fight the Tyrant II. If you do, you get a slightly
    better ending and fight the Tyrant II.
    
    Following the cinema, its time to relocate Lisa Trevor from the Altar to the
    pit some several stories below. There are two ways to do this: shoot Lisa off
    the edge (stupid) or push off all four stones, causing LIsa to find her mothers
    skull and commit suicide by jumping off herself. (If you shoot her off, you
    still have to push off the stones anyway to open the portcullis). Go through
    the portcullis and down the elevator.
    
    LAB COURTYARD
    Examine the binding of each Last Book to reveal a Wolf Medal and an Eagle
    Medal. Along the pool nearby is an eagle statue and a wolf statue. Place each
    medal in the appropriate statue to drain the water. Go down the stairs and use
    the elevator.
    
                            *SWITCH TO DISC 2*
    
    -----------------------------------------------------------------------------
                           L A B O R O T O R Y
    -----------------------------------------------------------------------------
    
    LAB ENTRANCE
    Go down the ladder.
    
    LAB SAVEROOM
    Take the Ink Ribbon and deposit it. Go through the door.
    
    STAIRS HALL
    Head down the hall (theres a kerosene container nearby, but you shouldn't need
    it). Theres a zombie here which you can either dodge or kill. Continue down the
    hall and dodge the Zombie (who for some reason, is usually looking in the
    completely wrong direction). If you want to save Chris, theres the MO Disk 2
    off to the far left. Go down the stairs past the zombie, and through the door.
    
    LAB HALL
    Go down the path to Jill's right. Its somewhat cramped, so you may want to just
    kill the zombie there. Go through the door on the other end.
    
    COMPUTER ROOM
    Activate the computer and enter in the username 'JOHN' and password 'ADA'
    (there are some rooms you would go to to find the password but theres no need
    to give directions to get the password when you can just find it here and enter
    it in). Unlock both of the doors available (you need to enter in the password
    'CELL' when prompted for one of them). Go by the row of body bags to get a
    Battery Pack. Exit.
    
    HALL
    Go back to the stairs.
    
    STAIRS HALL
    Go up the stairs, through the part where you got the second MO Disk, and go
    through the door.
    
    VIDEO ROOM
    Grab the MO Disk 3 and First Aid Spray. Theres a slide with pictures of several
    monsters, as well as a photo of the research staff, which includes someone
    looking like Wesker. Use the keypad near the door and enter in '8462' to open a
    secret door. Go through the door and grab the Lab Key. You can also use the VCR
    in here to view Kenneth's untimely end. Exit, go down the stairs, and to the
    Lab Hall.
    
    LAB HALL
    Go to the two locked doors (use the map for help), unlock both of them, and
    discard the key. First go through the big double doors.
    
    STORAGE ROOM
    Push back the shelf and grab the Shotgun Shells. If you don't want to save
    Chris, exit the room and continue reading where the guide returns to the LAB
    HALL. Otherwise go through the vent.
    
    MEDICAL ROOM
    Ignore the Chimera and run through the other vent.
    
    STORAGE ROOM
    Use the MO Disc on the Gamecube and exit the room.
    
    LAB HALL
    Go through the other door you unlocked.
    
    LAB HALL 2
    Run straight down the hall and through the door dead ahead.
    
    LAB SAVE ROOM 2
    Grab the Incendiary Shells, First Aid Spray, and Ink Ribbon. Save if you wish,
    and exit.
    
    LAB HALL 2
    Run to the left and past the Nude Zombies and through the door.
    
    CHIMERA HALL 1
    Go to the right, past the furnance and down the path. Kill the Chimera and grab
    the Fuel Container. Exit and head back to the Lab Hall.
    
    LAB HALL
    Head towards where the door leads to the stairs, and go through the other door.
    
    LAB HALL 3
    Go through the door on the end (by the way, this is where you go to save Chris
    later on).
    
    OFFICE
    Kill the Nude Zombie, and head towards the end of the room. Use the MO Disc on
    the Gamecube located on the desk and check the big door there to refill the
    Fuel Container. The Fuel is explosive, and running makes the fuel explode, SO
    DON'T RUN. Return to the Chimera Hall.
    
    CHIMERA HALL
    Replace the Fuel Container, and use the map to head through the other door.
    
    CHIMERA HALL 2
    Kill the Chimera that pops out of the vent. Use the final MO Disc on the
    Gamecube, and run through the hall to the next door.
    
    POWER ROOM
    Activate the switch and run out of the room past the Chimeras. Make your way to
    the LAB HALL 2.
    
    LAB HALL 2
    Go into the save room and grab your Magnum (or if you let Barry die, take out
    Barry's Magnum). Head down the hall to the elevator. Activate the elevator
    (Barry shows up now if hes still alive).
    
    BIOHAZARD HALL
    Go down the hall and through the Biohazard door. That can't be good, can it?
    
    BIOHAZARD ROOM
    As you step in, Jill finds Wesker at some kind of computer. Wesker then turns
    around and reveals himself as a traitor; he had been working for Umbrella long
    before he joined STARS. Wesker then releases the Tyrant, which knocks him aside
    and turns to you.
    
    If you have Barry's Magnum, just shoot the Tyrant once and its all over.
    Otherwise, use the strategy of dodging the slow moving Tyrant by running around
    the room. Shoot him whenever you get the chance, and keep in mind that three
    hits from it will kill you. The Tyrant should fall after about seven hits.
    
                                IF BARRY DIED
    
    Grab the Master Key from Wesker's body. Head past Weker's body towards a
    computer (not the one his body is slumped against) and use it to unlock the
    door; exit the room.
    
    BIOHAZARD HALL
    Go through the elevator.
    
    LAB HALL 2
    Go through the door to Lab Hall 1.
    
    LAB HALL 1
    Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
    door that leads to the stairs. Some Chimeras jump through the vents, but you
    can easily run past them.
    
    *****************************************************************************
    OPTIONAL
    
    Go through the door to the left of the exit.
    
    LAB HALL 3
    Go down the hall to the big electronic door. Activate all three switches (this
    won't work if you haven't used all three MO Discs) to unlock the door; head
    through.
    
    STAIRS
    Go down the stairs and open Chris's jail cell with the Master Key. Exit.
    
    LAB HALL 3
    Go to the second Lab Hall.
    *****************************************************************************
    
    Go through the door to the Lab Stairs.
    
    STAIRS HALL
    Feel free to blow away any zombies remaining here with any remaining Magnum
    ammo, since you won't need it for anything else. Head through the next door.
    
    LAB SAVE ROOM
    Go up the ladder.
    
    LAB ENTRANCE
    Open the big security door with the Master Key; head through.
    
    EMERGENCY HALL
    Head down the path, grab the Battery and put it in the open spot by the
    elevator. Use the elevator.
    
    ROOFTOP
    Grab the Signal Rockets and use them.
    
                                IF BARRY LIVED
    
    Go past Wesker and the computer to find another terminal; activate it to unlock
    the door. Check Barry to revive him, and exit. THe following cutscene takes you
    down the elevator. THe self destruct is started, but it you don't have any time
    limit for a while.
    
    LAB HALL 2
    Exit.
    
    LAB HALL
    Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
    door that leads to the stairs. Some Chimeras jump through the vents, but you
    can easily run past them.
    
    *****************************************************************************
    OPTIONAL
    
    Go through the door to the left of the exit.
    
    LAB HALL 3
    Go down the hall to the big electronic door. Activate all three switches (this
    won't work if you haven't used all three MO Discs) to unlock the door; head
    through.
    
    STAIRS
    Go down the stairs and open Chris's jail cell. Exit.
    
    LAB HALL 3
    Go to the second Lab Hall.
    *****************************************************************************
    
    Go through the door to the Lab Stairs.
    
    STAIRS HALL
    Feel free to blow away any zombies remaining here with any remaining Magnum
    ammo, since you won't need it for anything else. Head through the next door.
    
    LAB SAVE ROOM
    Go up the ladder.
    
    LAB ENTRANCE
    The big security door is now open; go through it.
    
    EMERGENCY HALL
    Grab the First Aid KIts and Shotgun shells as needed. Head down the path, grab
    the Battery and put it in the open spot by the elevator. Use the elevator.
    During the cutscene your three minute time limit kicks in.
    
    ROOFTOP
    Grab the Signal Rockets and use them. As Brad starts to land, the Tyrant bursts
    through the roof and starts walking towards Barry. Let the Tyrant get
    preoccupied with Barry, and then take the oppurtunity to load Magnum rounds
    into him (if you wait to long the Tyrant will impale Barry on its claw). If the
    Tyrant starts running towards you really fast, run around like hell; if the
    Tyrant reaches you he will perform a massive bitch slap that brings you down
    the Danger.
    
    After enough hits, Brad will hand you a Missile Launcher (what, is Brad to lazy
    to shoot the damn thing himself?) Shoot the Tyrant to kill it; it may deflect a
    rocket, but the thing is only delaying its impending doom. The game will end
    with the Tyrant's death.
    
    =============================================================================
    
                   4. C H R I S  W A L K T H R O U G H
    
    =============================================================================
    
    -----------------------------------------------------------------------------
                        S P E N C E R  M A N S I O N
    -----------------------------------------------------------------------------
    
    DINING ROOM
    You only have a knife right now, but you'll get a Handgun soon enough. Don't
    grab the Ink Ribbon just yet. Go through the next door.
    
    KENNETH HALL
    Turn to the left and head down the hall and into the room section. In there you
    find a Zombie munching on your comrade Kenneth. Turn around and run back to the
    Dining Room.
    
    DINING ROOM
    Head to the Foyer.
    
    FOYER
    Wesker and Jill have strangely dissapeared. Grab the Handgun from the floor and
    head back to the Dining Room and into the Kenneth Hall.
    
    KENNETH HALL
    The Zombie is now all the way to right, so you don't need to worry about him
    for now. Head to the left towards where Kenneth's body is lying. If you want,
    check his body to get the videotape of his last moments. Go through the door
    nearby.
    
    BIRD ROOM
    Grab the herbs, go up the stairs, and through the door.
    
    ARROW ROOM
    Grab the herbs by the "dead" zombie and go through the passage by the mirror.
    Dodge the fat zombie staring at the mirror and run down the path. Check the
    shining thing to get an Arrow. Don't grab the Handgun Magazine, as doing will
    usually cause you to be grabbed by the nearby zombie. Dodge him, run past the
    fat zombie, and exit the room.
    
    FOYER
    Go upstairs, and through the double doors.
    
    UPPER DINING ROOM
    Theres a Zombie in here, but you can easily dodge him so don't waste your ammo.
    Grab the dagger from the shelf and push the statue through the gap in the
    railing. You get the Blue Gem from the pieces in the Dining Room later.
    
    FOYER
    Go through up the stairs and through the picture door.
    
    CEMETERY
    (On Easy Mode, this place is devoid of enemies) Run past the zombie and head
    towards the back. Hopefully the other zombie won't start heading towards you.
    Head down the path to the big angel statue. On the pause screen, examine the
    Arrow to pull out the Arrow Head; use the Arrow Head and go down the long set
    of stairs.
    
    CRYPT
    Head to the back of the room and check the shining thing to get the Book of
    Curse. Examine it and flip it over to get the Sword Key. Go back up the stairs.
    
    CEMETERY
    Dodge or kill the Zombie(s) and return to the Foyer.
    
    FOYER
    Go through the door across from the Dining Room door.
    
    STATUE ROOM
    Climb over the chest and push it to the statue. Climb onto it and check the
    statue to get the 1F Map. (There is a Dagger in the hall, but getting it
    releases a Zombie that you're likely to waste the dagger on, so don't bother
    with it). Use the Key on the door.
    
    DOG HALL
    Push back the dresser for a Dagger, and another one for a clip. The window
    breaks, but thats just there to scare you. If you come through here the other
    way, two Cerebus will break through. Go through the door.
    
    MANSION HALL
    Go through the closest unlocked door.
    
    BATHROOM
    Drain the tub, causing a zombie to pop out. Kill him (if you have ammo to
    spare) so that you don't have to deal with him bursting through the door later.
    Grab the Old Key and leave.
    
    MANSION HALL
    Continue down the hall, ignoring any other doors, until you get to the double
    doors, which you should go through.
    
    MANSION HALL 2
    Theres a zombie in the back, but you have no need to deal with him yet. Go
    through the nearby door.
    
    RIGHT STAIRS ROOM
    Run across the room, and onto the stairs. Wheel around and kill the nearby
    zombie. Then go up the stairs and kill the other two zombies (if you're on
    hard, only one zombie will come towards you from upstairs). Go through the door
    on the right.
    
    U HALL
    Dodge the zombie nearby you, and go through the door near him.
    
    BEDROOM
    Grab the Dog Whistle and Handgun Magazine from the table. Go through the next
    room.
    
    RIGHT STAIRS ROOM
    Go down the stairs, and through the door by the stairs.
    
    RIGHT STAIRS SAVE ROOM
    Take the Old Key from the table. Also grab the Canteen and fill it with
    Kerosene. Deposit the Dagger into the save box. Burn any non-decapitated
    zombies in the Right Stairs room, and go back to the item box. Deposit the
    Canteen. You should have the following in your possesion: Handgun, Old Key (2),
    Sword Key, Handgun Clip. Go to the U-Hall.
    
    U HALL
    Ignore the nearby zombie, and go down the hall to your left. Dodge the other
    zombie and go through the door to the Foyer.
    
    FOYER
    Go to the Upper Dining Room.
    
    UPPER DINING ROOM
    Unlock the door with the Sword Key.
    
    LEFT STAIRS ROOM
    Unlock the gray door with an OLd Key.
    
    DOG BALCONY
    Get up the Shotgun and use the Dog Whistle. Kill the two Cerebus that come by
    and grab the Dog Collar. Examine the Dog Collar to press a switch, which
    reveals a coin. Flip the coin over and check it to turn it into the Imitation
    Key. Unlock the other door to the Foyer. Make your way to the Arrow Room.
    
    ARROW ROOM
    Run to the door and ignore the Crimson Head which wakes up from its nap.
    
    KNIGHT ROOM
    Run up the stairs past some knights and to the Armor Key. Grab it, which
    springs a trap causing a knight to start heading towards you. Replace the Armor
    Key with the Imitation Key, foiling poor Spencer's $1 million dollar trap. Go
    back through the door.
    
    ARROW ROOM
    For some reason, the Crimson Head won't bother you unless you head by the
    mirror. Just go through the door and head to the Foyer.
    
    FOYER
    Go upstairs and unlock the remaining door.
    
    FOREST COURTYARD
    Head down the path (grab the Magazine off the table) and head to where Forest
    Speyer's body is. Grab the Dagger from the bench near Forest. DO NOT go to the
    dead end, as this will reanimate Forest as a Zombie. Return to the Foyer.
    
    FOYER
    Go down the stairs and into the Dog Hall.
    
    DOG HALL
    Go through the next door.
    
    MANSION HALL
    Unlock the grey door with your remaining Old key.
    
    COURTYARD
    Run along the area and grab the Chemical. Go back through the door.
    
    MANSION HALL
    Run down the rest of the hall and through the double doors (if you didn't kill
    him like I told you to, the zombie will burst out of the bathroom).
    
    MANSION HALL 2
    Go into the Right Stairs Room.
    
    RIGHT STAIRS ROOM
    Dump the Sword Key in the save room and go up the stairs and through the locked
    door.
    
    DEER ROOM
    Go through the unlocked door.
    
    RESEARCHER'S BEDROOM
    Grab the Old Key, and make your way to the U Hall.
    
    U HALL
    Run down the hall and kill the zombie (you may want to grab the Canteen from
    the save room and burn him) by the big double doors. Go through them.
    
    KNIGHT ROOM 2
    Push back the knight in the upper right corner. Then push back the knight in
    the left corner. Finally push the knight in the right corner (if you did it
    right, the knights should all be pushed back). Activate the switch and grab the
    Jewlrey Box. Examine it, and press the 2 switches shaped like heart pieces to
    reveal a death mask. Exit.
    
    U HALL
    Continue down the hall and go through the other locked door.
    
    RICHARD ROOM
    Run down the room, and Richard will come in poisoned. Exit and head through the
    door to the Foyer.
    
    FOYER
    Go into the Upper Dining Room.
    
    UPPER DINING ROOM
    Dodge the zombie and go through the door to the Left Stairs.
    
    LEFT STAIRS
    There is a zombie pounding on the door, but just ignore him. Run along and go
    down the stairs, dodging the zombie. Run into the nearby door.
    
    DRUG ROOM
    Grab the Serum from the shelf and deposit some items in the box. You should
    have in your posession: Old Key, Chemical, Armor Key, Serum, Canteen (filled).
    Leave.
    
    LEFT STAIRS
    Continue down the hall and go through the door on the right, using an Old Key.
    
    BROKEN SHOTGUN ROOM
    Grab the Broken Shotgun and the Grenade. Theres a Kerosene container if you
    need to use it. Leave.
    
    LEFT STAIRS
    Go through the other door.
    
    LEFT MANSION HALL
    Grab the Grenade off the table and go down the hall. Go through the door.
    
    HERB ROOM
    Use the Chemical on the thing in the corner, pump it, and turn the red dial,
    killing the mutated plant. Grab the Death Mask and leave.
    
    LEFT MANSION HALL
    Run past the window as two Zombies crash through the glass (and probably
    scaring the crap out of you the first time around). Go to the fork, and through
    the unlocked door.
    
    KEEPER'S ROOM
    Burn the zombie lying on the ground and go over to the closet, causing a zombie
    to pop out. You'll probably have to use a Dagger on him (unless you somehow
    manage to blow out his knee). Grab the Old Key in the closet and leave.
    
    LEFT STAIRS HALL
    Dodge the zombie (he has his back to you) and go through the locked door to the
    Kenneth Hall.
    
    KENNETH HALL
    Run into the Dining Room
    
    DINING ROOM
    Go to the Foyer
    
    FOYER
    Go up the stairs and make your way to the U-hall.
    
    U HALL
    Run along the hall and into the Richard hall.
    
    RICHARD ROOM
    Unless you took too long (in which Richard is dead), a cinema will start
    showing Rebecca give the Serum to Richard. You are then taken (along with
    Richard and Rebecca) to the Drug Room (unles of course, if Richard is dead, in
    which case you would remain in the Richard Room).
    
    DRUG ROOM
    Deposit some items in the box. You may also want to save. If you talk to
    Rebecca, she will heal your wounds. You should have the following in your
    possesion: Broken Shotgun, Old Key, Armor Key, Handgun, and at least one open
    space. Leave the Drug Room and make your way back to the Foyer.
    
    FOYER
    Go through the right door to the Statue Room.
    
    STATUE ROOM
    Go through the next door.
    
    DOG HALL
    Go down the hall and through the door.
    
    MANSION HALL
    Go down the hall past the first two doors. Run by the window (three zombies may
    burst through; I don't remember if that happens yet) and into the next door.
    
    SQUARE ROOM
    Go through the next door.
    
    SHOTGUN ROOM
    Take the Dagger and the Shotgun. Put the Broken Shotgun on the rack where the
    Shotgun was, and leave.
    
    SQUARE ROOM
    Go to the hall.
    
    MANSION HALL
    Go through the double doors.
    
    MANSION HALL 2
    Go through the doors to the Right Stairs Room.
    
    RIGHT STAIRS ROOM
    Stop in the save room to use the item box. You should have the Armor Key,
    Handgun, Skeleton Key, Handgun Clip and at least two empty spaces. Go to the U
    Hall.
    
    U HALL
    Go to the Richard Hall.
    
    RICHARD ROOM
    There is now a zombie in here. Run down to the left (by the herbs) and through
    the door to dodge him.
    
    RICHARD HALL
    Run across the room and up the stairs. Wait for the zombie to come by, and then
    dodge him once he gets to the stairs. Go through the door he had been by.
    
    MUSIC SCORE ROOM
    Use the Lighter on the candlestick, causing the zombie to come through the
    door. Kill him with your Handgun and grab the ammo from the shelf. Push back
    the other shelf and pop into the crevice it revealed. Dodge the zombie (or use
    a defense item on him), and grab the Musical SCore from the shelf. Exit to the
    Richard Hall, and go from there to the Richard Room.
    
    RICHARD ROOM
    Kill the zombie, or he will follow you into the U Hall. Exit.
    
    Make your way to the Kenneth Hall.
    
    KENNETH HALL
    Ignore the rattling on the door. Kill the zombie to the right (you almost
    always seem to blow off his head for some reason) and go through the locked
    room.
    
    PIANO ROOM
    Go by the part behind the piano and push back the shelf. Grab the Music Score.
    Combine both Scores to get Moonlight Sonato. Use it on the piano and Chris will
    do a crappy job of trying to play it. Then Rebecca comes in and plays it, but
    can't get it right and stays to practice on the friggin piano during a crisis
    like this. She usually takes about 8-10 minutes. Leave.
    
    KENNETH HALL
    Continue down to the right and go through the locked door; discard the Skeleton
    key.
    
    KITCHEN
    Grab the Old Key and the Defense Item. Leave, and a zombie will head in through
    the door, and another one will get up by the back. Dodge them using the table,
    or just use a defense item on the one by the door. Head to the Right stairs
    room.
    
    RIGHT STAIRS ROOM
    Go through the door to the upper left.
    
    DEER ROOM
    Go through the locked door.
    
    RESEARCHER'S ROOM
    Grab the Fishing Hook and combine it with the Bee Lure. Grab the Bee specimin.
    Put the Bee lure/hook combo on the lure display, and put the specimin on the
    bug specimin display. Press the button on the display. Ignore the now revived
    bee, and grab the Windcrest. Return to the Right Stairs Room.
    
    RIGHT STAIRS ROOM
    Go to the save room and deposit the Wind Crest. Take out the Old Key and as
    many death masks that will fit in your inventory. Go through the rotten door.
    
    MANSION HALL 2
    Ignore the zombie; go through the grey locked door and discard the Armor Key.
    
    PICTURE GALLERY
    Press the switch on the first painting. Go down the room to the other side of
    the area and press the switches on the lady and sage's pictures. Activate the
    switch on the big white picture to reveal a door (if you screwed up, the crows
    will attack you). Go through the passage, grab the Death Mask, and go through
    the gate with the Old Key.
    
    CEMETERY
    Go into the Crypt.
    
    CRYPT
    Place all your Death Masks in their respective positions and leave. Head to the
    Dining Room.
    
    DINING ROOM
    Grab the Emblem (Shield) from the fireplace. Go to the Kenneth Hall, and into
    the Piano Room.
    
    PIANO ROOM
    Rebecca should be done with the piano, and a wall will slide open, revealing a
    secret part of the room. Go through there and grab the Gold Emblem. Replace it
    with the Emblem and exit.
    
    KENNETH HALL
    Ignore the pounding on the door. Go into the Dining Room.
    
    DINING ROOM
    Put the Gold Emblem where the other emblem had been. Check the clock and change
    it to 6:00 by moving the large gear twice to the right. Grab the Helmet Key
    which is now revealed.
    
    Make your way to the Richard Room.
    
    RICHARD ROOM
    The zombie you killed may be a Crimson Head now. If so, try running past him
    and go through the door.
    
    RICHARD HALL
    Go through the locked door.
    
    SNAKE ROOM
    Grab the Shotgun shells from the nearby shelf and forwards to the end of the
    room. A Giant Snake will pop out; run past him, grab the Death Mask, and leave.
    
    RICHARD HALL
    If you got poisoned, you'll have to take over as Rebecca, go to the Drug Room,
    and bring Chris a Serum. Head to the Right Stairs Save room.
    
    RIGHT STAIRS SAVE ROOM
    Take the Shotgun and Wind Crest out of the Item Box.
    
    Make your way to the Cemetery.
    
    CEMETERY
    The zombies are now gone for some reason. Go into the Crypt.
    
    CRYPT
    Place the remaining Death Mask(s) on the respective location(s), causing a
    coffin to fall from the ceiling. Go over to it and a Super Crimson Head will
    pop out. Load your Shotgun shells into the thing, and run across the room to
    dodge it. If you run out of Shotgun shells, follow the pattern of shooting it a
    bunch of times with your Handgun, run arround to dodge it, and repeat. Once the
    thing is dead, check the coffin to unlock the door and grab the Stone & Metal
    Object. Also grab the ammo near the coffin. Leave.
    
    Make your way to the Mansion Hall 2.
    
    MANSION HALL 2
    Ahead of you is a zombie. Blow its head off with the Shotgun (if you have any
    ammo) or use a Dagger on it. Go through the door he was by.
    
    COURTYARD 2
    Run down the path (ignore the dog), and go up to the marble thing. Use the
    Stone & Metal Object on it, and go through the big door.
    
    -----------------------------------------------------------------------------
                    C O U R T Y A R D / R E S I D E N C E
    -----------------------------------------------------------------------------
    
    SHED
    Head down the stairs, grabbing the Shotgun Shells, Flash Grenade, and First Aid
    Spray. Go through the door down the stairs.
    
    WEATHERVANE COURTYARD
    Set both of the spinning weather vanes to the right corner direction, unlocking
    the gate. Head through it.
    
    GRAVEYARD 2
    Ignore the crows and head down the path to the right. Use the Wind Crest on 
    the right gravestone and grab the three Crests it reveals. On the item screen,
    examine each one, flipping them over and activating the switches on them. Place
    each one on the left gravestone and grab the Magnum. Go through the next gate.
    
    CABIN PATH
    Go down the path and enter the cabin.
    
    CABIN
    Head along the path in here. Put the Magnum in the item box and grab the Square
    Crank in the back (theres also a Courtyard Map). As you go to leave, someone
    will enter the cabin. Head past the typewriter and a cinema will start.
    Following the cutscene, you will be facing Lisa Trevor, the nastiest bitch
    you'll ever meet. Shoot her about twice to stun her, and run out of the Cabin.
    
    CABIN PATH
    Theres now a Zombie in here, but he has his back to you and is easy to dodge.
    Head back to the Shed.
    
    SHED
    Grab the Shotgun shells and go through the other door.
    
    DOG ROOM
    Run past the dogs and go through the gate.
    
    POOL ROOM
    Use the Square CRank on the thing to the left in order to drain the pool. Go
    across and use the elevator.
    
    WATERFALL ROOM
    Run across to the next elevator, ignoring the crows.
    
    PATH
    Head down the path and into the Residence.
    
    RESIDENCE ENTRANCE
    Head through the room and go through the door on the right.
    
    RESIDENCE SAVE ROOM
    Grab the Ink Ribbon and Flash Grenade. Also put the Square Crank in the Item
    Box. Exit.
    
    RESIDENCE ENTRANCE
    Push the crate nearby so it lines up with the path to the right, and then push
    it against the other crates so you can climb across them (if you just walk
    across, one of Plant 42's roots will grab you). Go through the door.
    
    RESIDENCE HALL
    Go all the way down the hall and through the door at the end of the hall.
    
    ROOM 002
    Go through the door nearby you.
    
    002 BATHROOM
    Grab the Residence key near the sink. About now you should hear a door open.
    Exit.
    
    ROOM 002
    Theres now a zombie in here, but hes in the very back. Leave.
    
    Head back to the Residence Entrance.
    
    RESIDENCE ENTRANCE
    Go through the locked door and discard the key when prompted.
    
    ROOM 001
    If you want to, you can grab the Self Defense Gun in the back of this room, but
    you really don't need it. Go through the nearby door.
    
    001 BATHROOM
    Check the bathtub and drain it. Grab the Control Room Key from the tub and
    leave as the guy on the floor gets up.
    
    ROOM 001
    Exit.
    
    RESIDENCE ENTRANCE
    Go through the double doors.
    
    SPIDER ROOM
    Go down the stairs (the spider is almost harmless) and grab the Red Book.
    Theres also a First Aid Kit and Shotgun Shells. Exit.
    
    Make sure you have at least two spaces open.
    
    ROOM 002
    Let the Zombie get relatively close to the door you just came through, and kill
    it with the Shotgun. Go to the back of the room, push back to the left shelf,
    and push aside the right shelf. Climb down the ladder.
    
    AQUA RING HALL
    Push all three crates into the water (why the hell didn't Umbrella build a
    bridge over that thing?) to form a bridge. Walk across them and go through the
    door.
    
    SHARK TANK
    Hey, it's Richard - too bad hes about to become shark bait. Run along the edge
    of the shark tank to the double doors. Do not shoot the sharks, as that will
    cause Neptune to appear sooner and try to swallow you whole (faster paced music
    will start to play when Neptune arrives). Go through the doors and discard the
    key.
    
    CONTROL ROOM
    Climb down the ladder. Grab the Aqua Ring Map and check the sign by the table
    to find out what oil valve to use. Activate the panel off to the upper right,
    causing a shark to smash part of the window. Avtivate the one across from it,
    and then press the one behind the ladder. Activate the oil valve in the hall
    nearby (its part of the control room) and reactivate the one to the lower
    right. Activate the one behind the ladder, and then the one in front of the
    partially broken window to drain the tank. Go through the door.
    
    AQUA RING ROOM
    Go through the door on the right (NOT the one that leads to a ladder).
    
    LOWER SHARK RING
    Go along here and grab the Assault Shotgun near the shark flopping around. Run
    through the water past Neptune's "dead" body. Climb onto the platform and try
    to grab the box with the shining thing on it; Neptune will wake up and knock it
    into the water. (If you go into the water you will get a cool cinema of Neptune
    eating you.) You could waste your ammo on killing Neptune, or you could push
    the box into the water and activate the generator, frying Neptune. With Neptune
    dead, climb down, grab the key, and exit.
    
    AQUA RING ROOM
    Go through the other double doors.
    
    AQUA RING ROOM 2
    Grab the Magnum rounds, climb the ladder, and go through the door.
    
    AQUA RING HALL
    Go up the ladder.
    
    ROOM 002
    Exit.
    
    RESIDENCE HALL
    Go through the other door.
    
    GALLERY
    Run down the sidepath, ignoring the bees. Grab the Insecticide from the Corpse
    and leave.
    
    RESIDENCE HALL
    Go to the very end of the hall. Grab the Residence map, and use the Insecticide
    on the whole in the wall in order to kill the bee hive. Go back to the Gallery.
    
    GALLERY
    Go to the end of the side path and grab the Residsence Key. Use it to go
    through the double doors.
    
    ROOM 003
    Go to the bookshelf and grab the white book; replace it with the Red Book,
    which forms a puzzle. Rearrange the books so that the bindings form the picture
    of a nude woman, which reveals a secret door. Go through the door.
    
    PLANT 42 ROOM
    Run upstairs and try to dodge Plant 42's tentacles as best you can. Shoot your
    Assault Shotgun into it when the thing on it's center opens up. After something
    like 10 shots the Plant will die. Grab the Mansion Key from the fireplace and
    leave.
    
    GALLERY
    Rebecca shows up and leads you to the Bottle Room.
    
    BOTTLE ROOM
    If you talk to Rebecca she'll heal your wounds. Leave and make your way back to
    the Shed.
    
    SHED
    Grab the First Aid Spray, Shotgun Shells, and Flash Grenade. Theres also a note
    from Wesker saying that he fixed the rotten door. Head to the Courtyard 2.
    
    -----------------------------------------------------------------------------
                     S P E N C E R  M A N S I O N  II
    -----------------------------------------------------------------------------
    The second part of the Spencer Mansion is incredibly easy, and only takes about
    15-20 minutes to complete.
    
    COURTYARD 2
    The dog that had been here is gone. Go into the mansion.
    
    MANSION HALL 2
    As you come in, a Hunter will come through the door. Kill it and go into the
    right stairs room.
    
    RIGHT STAIRS ROOM
    Kill the Hunter by the stairs and then kill the one that comes charging down
    the stairs. (You might want to save here) Make sure you have at least three
    open spaces. And by the way, you don't need the Handgun anymore until the
    Laboratory. Go upstairs and to the left. Go through the door at the far left.
    
    ROOM
    Go through the locked door.
    
    STATUE ROOM 2
    Push the statue through the opening in the partition, and down the middle of
    the room. The walls will start closing in, but the statue stops them from
    crushing you. Then go down the part to right and press the switch. Run out as
    the walls start to move against you (they will crush you here if you're too
    slow). Go back to where the statue is, and push to the yellow tile on the left
    and reveal a passage before the walls come back in. Go through the passage.
    Grab the Dagger, and then drop down the hole.
    
    TREVOR ROOM
    Grab the Last Book Vol I from the floor, check the gravestone, and press the
    switch. Go down the ladder.
    
    BASEMENT HALL 1
    Run past the spiders and go through the left path, and through another door.
    
    BASEMENT HALL 2
    Go around the corner, grab the Blue Herb, and head straight, either dodging or
    killing the two zombies. Activate the power switch, and head down the hall
    through the other door.
    
    KITCHEN
    Theres a zombie walking around the table as well as another one in the back.
    Dodge the zombie and head towards the back. Use a defense item on the zombie
    there (or dodge him if possible) and use the elevator in the back.
    
    CANDLE HALL
    Go to the left. Dodge the zombie and run into the room through the door.
    
    BATTERY PACK ROOM
    Grab the Battery Pack, Shotgun Shells, and Defense Item. Exit.
    
    CANDLE HALL
    Unlock the nearby door and head through.
    
    ARROW ROOM
    Head down the hall and kill any Crimson Heads in here. Go through the door to
    the Knight Room.
    
    KNIGHT ROOM
    Go through the locked door.
    
    LIBRARY
    Walk down the hall, and the Giant Snake will burst in. Climb down the ladder
    and start shooting him in the head with your Shotgun. Part of the key to
    dodging his attacks if to keep moving, and never stand where his head is
    pointing at. Once he dies he will knock out part of the shelves. Grab them Last
    Book Vol II that falls out.
    
    Make your way to the Left Stairs Room (Note that there are two Hunters in both
    the Dog Courtyard and the Upper Dining Room, though the ones in the Upper
    Dining Room are pretty easy to dodge)
    
    LEFT STAIRS ROOM
    Go through the locked door (NOT the one that leads to the Arrow Room).
    
    TROPHY ROOM
    Grab the Dagger and Grenade shells by the trophys and push both crates against
    the wall underneath each trophy. Turn off the lights and you'll see that there
    are gems in both the trophys. Walk over to the one with the Yellow Gem so that
    both hawks are facing it. Walk along the wall underneath the hawks so that they
    don't see you, climb onto the crate and grab the REd Gem before the hawks turn
    around. If you want to save Chris, get the Yellow Gem by doing to same thing.
    Leave.
    
    *****************************************************************************
    OPTIONAL - If you don't want to save Jill, skip this part.
    
    LEFT STAIRS ROOM
    Go downstairs and along the hall. Two Hunters will jump through the windows as
    you go by. Go through the door ahead of you.
    
    LEFT MANSION HALL
    Go down the fork in the hall and into the Tiger Room.
    
    TIGER ROOM
    Put the Yellow Gem in the Tiger's eye and grab the MO Disc 1 (be sure to put it
    in an item box when you get the chance). Leave.
    [END OPTIONAL]
    *****************************************************************************
    
    Make your way to the Foyer.
    
    FOYER
    Go through the locked (next to the door to the Art Room).
    
    ART ROOM 2
    Theres an Ink Ribbon in here if you want it (you shouldn't need it though). Go
    through the door.
    
    BACK ROOM
    Dodge the zombie (you can see his reflection in the mirror). Grab the Jewlry
    Box from the shelf, and the Dagger on the floor. Combine the REd Gem with the
    Jewlry Box, and fit the pieces into the box lid to get a Broach. Examine it to
    turn it into a key. Leave.
    
    Head to the Mansion Hall 2
    
    MANSION HALL 2
    Go through the locked door and discard the key.
    
    SPENCER'S STUDY
    As you enter here, you'll hear REbecca scream. Quickly turn on the lamp, grab
    the Shotgun shells out of the desk and grab the Stone Object from the shelf
    nearby. Leave and race to the U Hall, and into the Bedroom (unless you don't
    want to save Rebecca).
    
    BEDROOM
    Rebecca is about to be attacked by a Hunter. Kill it before it kills her, and
    then leave.
    
    Go to the Right Stairs Save Room
    
    RIGHT STAIRS SAVE ROOM
    Deposit the Stone Object and MO Disc (if you have it). Take out the Square
    Crank, a Blue Herb (if you have it), and leave.
    
    Head to the Shed.
    
    SHED
    Go through the big doors.
    
    DOG ROOM
    You may want to kill the dogs now if you have the extra ammo. Go through the
    gate.
    
    POOL ROOM
    Go down the ladder, past the snakes, and use the elevator.
    
    WATERFALL ROOM
    Kill the two dogs and go over to the other elevator. Put the Battery pack in
    its place and use the elevator.
    
    DOG ROOM
    Go through the gate.
    
    POOL ROOM
    Use the Square Crank to refill the pool; leave.
    
    DOG ROOM
    Use the elevator.
    
    WATERFALL ROOM
    Go down the path where the waterfall had been. Go down the ladder.
    
    -----------------------------------------------------------------------------
                                M I N E S
    -----------------------------------------------------------------------------
    
    MINES ENTRANCE
    Go through the nearby door.
    
    MINE HALL
    Go through the next door.
    
    ELEVATOR ROOM
    Go through the next door.
    
    ENRICO HALL
    Head down the hall to Enrico, who points his gun at you, thinking that you're a
    traior, but is shot before he can do anything. Check his body to get the
    Hexagon CRank. As you leave, a HUnter will burst in, but you can easily run
    past him and go through the door.
    
    ELEVATOR ROOM
    Go through the next door.
    
    MINE HALL
    Kill the three Hunters and go through the door.
    
    MINES ENTRANCE
    Go down the room. Grab the Ink Ribbon from the Typewriter. Save if you want to,
    and deposit the Ink Ribbon and Square Crank. Go over to the pit and use the
    Hexagon CRank on the left side of the wall. Go across the path and through the
    door.
    
    BOULDER HALL
    Check the boulder and run back to the door as the boulder will start rolling
    and crush you if you're too slow. BY where the boulder was are some Shotgun
    shells (Handgun clip on hard difficulty). Go by where the boulder made a new
    path, grab the Flamethrower, and go through the door.
    
    GIANT SPIDER ROOM
    The Giant Spider is a complete joke. Dodge his acid and charging attacks and
    torch him with the Flamethrower. Also kill the regular spider that shows up.
    Grab the Survival Knife, hack the webbing away from the door, and go through.
    
    BOULDER HALL 2
    Head to the left path and use the Crank three times. Run towards the door to
    the left to avoid the rolling boulder (there is now a First Aid Spray where the
    boulder was). Put the Flamethrower on the metal hooks and go through the door.
    
    CHAPEL
    Push the statue to the wall part of wall across from the little circle on the
    wall. Go over to the circle on the wall and use the crank, causing part of the
    wall to stick out and push the statue. Push the statue on the circle in the
    middle twice to spin the statue around to the right position, and push it into
    the opening in the wall. Grab the Cylinder and leave.
    
    Head to the Elevator Room.
    
    ELEVATOR ROOM
    Go to the left and open the power source. REmove the core, combine it with the
    Cylinder, and put it back in. Press the switches in the order: 4, 2, 3, 1. Use
    the elevator.
    
    LOWER ELEVATOR ROOM
    The elevator has broken down, so you can't go through it. Go through the door.
    
    LISA HALL
    Lisa Trevor's come back for more. Use the map to get to the unlocked door.
    Generally try to avoid LIsa, though you may want to shoot her out of the way at
    times.
    
    CRATE ROOM
    Grab the Magnum Rounds and Flash Grenade from the pile of crates. Push the big
    crate into the elevator type thing and activate the switch. Leave.
    
    LISA HALL
    Go through the door to the Lower Elevator Room.
    
    LOWER ELEVATOR ROOM
    Go to the ladder, climb down, and push the crate out of the elevator type thing
    and underneath the trash compacter. Activate the compacter and grab the Broken
    Flamethrower and go back to Lisa Hall.
    
    LISA HALL
    Go to middle section and activate the switch. Use the map to find the locked
    door. Put the Broken Flamethrower on the metal hooks and go through the door.
    
    DOLL ROOM
    Walk across the room through the water (theres two snakes, but they can never
    catch up to you). In the other half, grab the Jewlrey Box, and examine it to
    get the Metal Ring. Climb up the ladder, and use the next ladder.
    
    CABIN
    Take the Metal Object out of the Item Box and combine it with the Metal Ring to
    form a Stone & Metal Object. Deposit the CRank in the box and leave.
    
    CABIN PATH
    The zombie is still there with his back to you and is just as easy to dodge.
    Head through the gate.
    
    CEMETERY 2
    Dodge the zombie with his back to you (theres also one by where you got the
    magnum). Head through the next gate.
    
    Head to the Dog Courtyard 2.
    
    DOG COURTYARD 2
    Grab the Stone & metal Object. Leave.
    
    Head to the Foyer.
    
    FOYER
    Go to the locked door behind the stairs. Place both Stone & Metal Objects on
    it, and head through.
    
    STAIRS ROOM
    Take the Last Book Vol I and Vol II out of the Item Box. Save if you wish, and
    go down the stairs. Go through the door.
    
    ALTAR
    Climb down the ladder. Wesker is here, along with Lisa Trevor. Wesker will
    shoot at Lisa, but doesn't really do much more then occupy her, since all he
    has is a Beretta. Push all four stones off the edge (Wesker is usually knocked
    off by Lisa around the third one), revealing Jessica Trevor's grave. Lisa will
    grab the skull and commit suicide by jumping off the edge.
    
    LAB COURTYARD
    Examine the binding of each Last Book to reveal a Wolf Medal and an Eagle
    Medal. Along the pool nearby is an eagle statue and a wolf statue. Place each
    medal in the appropriate statue to drain the water. Go down the stairs and use
    the elevator.
    
                            *SWITCH TO DISC 2*
    
    -----------------------------------------------------------------------------
                           L A B O R O T O R Y
    -----------------------------------------------------------------------------
    
    LAB ENTRANCE
    Go down the ladder.
    
    LAB SAVEROOM
    Take the Ink Ribbon and deposit it. Go through the door.
    
    STAIRS HALL
    Head down the hall (theres a kerosene container nearby, but you shouldn't need
    it). Theres a zombie here which you can either dodge or kill. Continue down the
    hall and dodge the Zombie (who for some reason, is usually looking in the
    completely wrong direction). Go down the stairs past the zombie, and through
    the door.
    
    LAB HALL
    Use two Flash Grenades to kill the zombies in here. Go to Chris's right (from
    the entrance to here) and through the room.
    
    COMPUTER ROOM
    Activate the computer and enter in the username 'JOHN' and password 'ADA'
    (there are some rooms you would go to to find the password but theres no need
    to give directions to get the password when you can just find it here and enter
    it in). Unlock both of the doors available (you need to enter in the password
    'CELL' when prompted for one of them). Go by the row of body bags to get a
    Flash Grenade. Exit.
    
    HALL
    Go back to the stairs.
    
    STAIRS HALL
    Go up the stairs, grab the second MO Disc (if you want to save Jill), and go
    through the door.
    
    VIDEO ROOM
    Grab the MO Disk 3 and First Aid Spray. Theres a slide with pictures of several
    monsters, as well as a photo of the research staff, which includes someone
    looking like Wesker. Use the keypad near the door and enter in '8462' to open a
    secret door. Go through the door and grab the Lab Key. You can also use the VCR
    in here to view Kenneth's untimely end. Exit, go down the stairs, and to the
    Lab Hall.
    
    LAB HALL
    Go to the two locked doors (use the map for help), unlock both of them, and
    discard the key. First go through the big double doors.
    
    STORAGE ROOM
    Push back the shelf and grab the Shotgun Shells. If you don't want to save
    Jill, exit the room and continue reading where the guide returns to the LAB
    HALL. Otherwise go through the vent.
    
    MEDICAL ROOM
    Ignore the Chimera and run through the other vent.
    
    STORAGE ROOM
    Use the MO Disc on the Gamecube and exit the room.
    
    LAB HALL
    Go through the other door you unlocked.
    
    LAB HALL 2
    Run straight down the hall and through the door dead ahead.
    
    LAB SAVE ROOM 2
    Grab the Shotgun Shells, First Aid Spray, and Ink Ribbon. Save if you wish, and
    exit.
    
    LAB HALL 2
    Run to the left and past the Nude Zombies and through the door.
    
    CHIMERA HALL 1
    Go to the right, past the furnance and down the path. Kill the Chimera and grab
    the Fuel Container. Exit and head back to the Lab Hall.
    
    LAB HALL
    Head towards where the door leads to the stairs, and go through the other door.
    
    LAB HALL 3
    Go through the door on the end (by the way, this is where you go to save Jill
    later on).
    
    OFFICE
    Kill the Nude Zombie, and head towards the end of the room. Use the MO Disc on
    the Gamecube located on the desk and check the big door there to refill the
    Fuel Container. The Fuel is explosive, and running makes the fuel explode, SO
    DON'T RUN. Return to the Chimera Hall.
    
    CHIMERA HALL
    Replace the Fuel Container, and use the map to head through the other door.
    
    CHIMERA HALL 2
    Kill the Chimera that pops out of the vent. Use the final MO Disc on the
    Gamecube, and run through the hall to the next door.
    
    POWER ROOM
    Activate the switch and run out of the room past the Chimeras. Make your way to
    the LAB HALL 2.
    
    LAB HALL 2
    Go into the save room and grab your Magnum, Magnum ammo, and some healing
    items. Head down the hall to the elevator. Activate the elevator (Barry shows
    up now if hes still alive).
    
    BIOHAZARD HALL
    Go down the hall and through the Biohazard door. That can't be good, can it?
    
    BIOHAZARD ROOM
    As you step in, Chris finds Wesker at some kind of computer. Wesker then turns
    around and reveals himself as a traitor; he had been working for Umbrella long
    before he joined STARS. Wesker then releases the Tyrant, which impales Wesker
    on it's gigantic claw and turns to you.
    
    Use the strategy of dodging the slow moving Tyrant by running around the room.
    Shoot him with the Magnum whenever you get the chance. The Tyrant should fall
    after about seven hits.
    
                                IF REBECCA DIED
    
    Grab the Master Key from Wesker's body. Head past Weker's body towards a
    computer (not the one his body is slumped against) and use it to unlock the
    door; exit the room.
    
    BIOHAZARD HALL
    Go through the elevator.
    
    LAB HALL 2
    Go through the door to Lab Hall 1.
    
    LAB HALL 1
    Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
    door that leads to the stairs. Some Chimeras jump through the vents, but you
    can easily run past them.
    
    *****************************************************************************
    OPTIONAL
    
    Go through the door to the left of the exit.
    
    LAB HALL 3
    Go down the hall to the big electronic door. Activate all three switches (this
    won't work if you haven't used all three MO Discs) to unlock the door; head
    through.
    
    STAIRS
    Go down the stairs and open Jill's jail cell with the Master Key. Exit.
    
    LAB HALL 3
    Go to the second Lab Hall.
    *****************************************************************************
    
    Go through the door to the Lab Stairs.
    
    STAIRS HALL
    Feel free to blow away any zombies remaining here with any remaining Magnum
    ammo, since you won't need it for anything else. Head through the next door.
    
    LAB SAVE ROOM
    Go up the ladder.
    
    LAB ENTRANCE
    Open the big security door with the Master Key; head through.
    
    EMERGENCY HALL
    Head down the path, grab the Battery and put it in the open spot by the
    elevator. Use the elevator.
    
    ROOFTOP
    Grab the Signal Rockets and use them.
    
                                IF REBECCA LIVED
    
    Go past Wesker and the computer to find another terminal; activate it to unlock
    the door. Check Rebecca to revive her, and exit. As you leave, Rebecca gets the
    bright idea to blow up the mansion and destroy any evidence that this thing
    ever happened.
    
    Head to the Lab Hall.
    
    LAB HALL
    Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
    door that leads to the stairs. Some Chimeras jump through the vents, but you
    can easily run past them.
    
    *****************************************************************************
    OPTIONAL
    
    Go through the door to the left of the exit.
    
    LAB HALL 3
    Go down the hall to the big electronic door. Activate all three switches (this
    won't work if you haven't used all three MO Discs) to unlock the door; head
    through.
    
    STAIRS
    Go down the stairs and open Jill's jail cell. Exit.
    
    LAB HALL 3
    Go to the second Lab Hall.
    *****************************************************************************
    
    Go through the door to the Lab Stairs.
    
    STAIRS HALL
    Feel free to blow away any zombies remaining here with any remaining Magnum
    ammo, since you won't need it for anything else. Head through the next door.
    
    LAB SAVE ROOM
    Go up the ladder.
    
    LAB ENTRANCE
    The big security door is now open; go through it.
    
    EMERGENCY HALL
    Grab the First Aid KIts and Shotgun shells as needed. Head down the path, grab
    the Battery and put it in the open spot by the elevator. Use the elevator.
    During the cutscene your three minute time limit kicks in.
    
    ROOFTOP
    Grab the Signal Rockets and use them. As Brad starts to land, the Tyrant bursts
    through the roof and starts walking towards Rebecca. Let the Tyrant get
    preoccupied with Rebecca, and then take the oppurtunity to load Magnum rounds
    into him (if you wait to long the Tyrant will impale Rebecca on its claw in an
    evem nastier looking way then what happened to Wesker). If the Tyrant starts
    running towards you really fast, run around like hell; if the Tyrant reaches
    you he will perform a massive bitch slap that brings you down the Danger.
    
    After enough hits, Brad will hand you a Missile Launcher (what, is Brad to lazy
    to shoot the damn thing himself?) Shoot the Tyrant to kill it; it may deflect a
    rocket, but the thing is only delaying its impending doom. The game will end
    with the Tyrant's death.
    
    =============================================================================
    
                           5. S P E E D  G U I D E
    
    =============================================================================
    
    This Speed Guide is intended to provide a relatively easy way to earn the
    Rocket Launcher and Samurai Edge. Obviously, one can complete the game faster
    then in here (this guide should give a time of about 2.5 hours).
    
    - You must be playing as Jill Valentine, as her game allows you to complete the
    game faster.
    
    - You must be playing on NOrmal difficulty.
    
    - You have to let Chris & Barry die.
    
    - You should have a good knowledge of how to complete the game, and preferably
    have played through it at least once on Normal.
    
    - This guide assumes you do not have the Samurai Edge and that you are not
    using the Grenade Launcher glitch.
    
    - The timer counts all time spent playing, including cutscenes (you must skip
    all of these) and while on the pause screen.
    
    NOTE: This guide does not give complete directions as to where everything is;
    for better directions, see the Jill Walkthrough section.
    
    Despite what you may think, it doesn't matter if you try this after unlocking
    One Dangerous Zombie. I actually find the speed guide to be easier if you have
    One Dangerous Zombie activated, since it eliminates some zombies.
    
    -----------------------------------------------------------------------------
                           S P E N C E R  M A N S I O N
    -----------------------------------------------------------------------------
    
    - Go to the zombie by the Kenneth Hall and return to the Foyer.
    
    - Go upstairs, back downstairs, and through the Kenneth Hall to the Arrow Hall.
    
    - DO NOT kill the zombies there. Dodge the first one and grab the Arrow. Ignore
    the Clip and run back (you'll have to shoot him to knock him down).
    
    - Head back to the Foyer.
    
    - If you want, go in the Upper Dining Room to get the Dagger and push over the
    statue.
    
    - Go into the cemetery, dodge the Zombies, and go to the angel stone. Examine
    the Arrow Head and use the Arrow on the stone.
    
    - Go into the Crypt and get the Sword Key.
    
    - Make your way into the Mansion Hall (through the Art Room).
    
    - Go into the Courtyard and get the Chemical. Return to the Hall and go into
    the Shotgun room. Grab the Shotgun and leave. Check both doors as the wall
    starts to lower to cue Barry to rescue you.
    
    - Head to the Mansion Hall 2 and into the Right Stairs. Kill the Zombies if you
    wish, but you'll have to be sure to burn them. Grab the Cantine from the save
    room and fill it with Kerosene. Also dump your Ink Ribbon and Knife in the box.
    
    - Go upstairs and grab the Lighter, Clip, and Dog Whistle. Go through the U
    Hall into the Foyer (I recommend dodging the zombies in here).
    
    - Get the Acid Shells and go through the Upper Dining Room to the Left Stairs.
    
    - Go through the door into the Dog Courtyard and use the whistle. Kill the dogs
    with the Shotgun and take the whistle.
    
    - Head to the Arrow Room (on the way, grab the Blue Gem if you pushed the
    statue into the Dining Room). If you have the extra shotgun ammo, kill the
    Crimson Head when he gets up.
    
    - Into the Knight Room, take the Armor Key. Examine the Dog Collar, getting the
    Coin, and examining it to get the Imitation Key, which replaces the Mansion key
    to stop the trap.
    
    - Return to the U-Hall and go through the big locked door. Solve the puzzle and
    get the Death Mask. Go through the other locked door in the hall to Richard's
    room. After seeing him, head through the Upper Dining Room to the Left Stairs.
    
    - Ignoring the Zombies, run down the hall and down the stairs. Dump the Sword
    Key and Death Mask in the Item Box, take the Lighter and Chemical, and grab the
    Serum. I recommend saving in here. Go through the locked door into the Left
    Mansion Hall.
    
    - Into the Herb Room, use the Chemical and grab the Death mask. Exit to the
    hall and run past the zombies. Go into the Tiger Room and use the Blue Gem to
    get the Shells. EXit, and go through the locked door to the Kenneth Hall.
    
    - Run to the U-Hall and into the Richard Room. If you managed to save Richardm
    then great. If not, then its not a big deal.
    
    - Go into the Music SCore Room. Light the Candle, kill the Zombie, and grab the
    clip. Push back the shelf, use a defense item on the zombie (if you can't dodge
    him) and grab the Music Score.
    
    - Go down to the Dining Room. Grab the Emblem and enter the Kenneth Hall. Dodge
    or use a defense Item on the zombie, and go into the Piano Room.
    
    - Get the other Music Score and mix the two. Use it on the Piano. Switch the
    Gold Emblem with the Emblem and exit.
    
    - Use the Gold Emblem in the Dining Room, set the clock to 6:00, and grab the
    key.
    
    - Into the Foyer, go to the Forest Courtyard. Grab the Clip and the Grenade
    Launcher. Exit and make your way to the Giant Snake Room.
    
    - Grab the Death mask, and shoot the Giant Snake twice with Acid Shells so you
    can get Richard's Assault Shotgun. Exit and make your way to the Right Stairs
    Save Room.
    
    - Save, deposit the Armor Key, and take the DEath Mask and Jewlry Box out of
    the Item Box. Also get the Incediary Shells from the room and deposit them. Go
    through the rotten door into the Mansion Hall 2, and go into the Picture Room.
    
    - Solve the puzzle and get the Death mask. Unlock the gate, go into the
    Cemetery, and to the CRypt. Get the Death Mask out of the Jewelry Box, an place
    the Death Masks on the appropriate statues. Kill the Super Crimson Head and get
    the Stone & Metal Object from the coffin.
    
    - Head into the Dog Courtyard 2 and unlock the door with the Stone & Metal
    Object.
    
    -----------------------------------------------------------------------------
                                R E S I D E N C E
    -----------------------------------------------------------------------------
    
    - Get the items from the Shed and make your way to Lisa's cabin. Grab the
    Square Crank and leave.
    
    - Go back to the Shed, and go through the big doors. Run past the dogs and into
    the Pool Room. Use the Square Crank to drain the water. Run across to the
    elevator, and make your way to the Residence.
    
    - MOve the crate so you cross to the door without getting grabbed by Plant 42.
    Head to Room 002 and get the key from the bathroom.
    
    - Back to the Residence Entrance, go into Room 001 and get the key from the
    bathroom. Exit and go into the Spider Room, where you grab the Red Book and
    Shotgun Shells.
    
    - Stop in the Save Room and get the Ink Ribbon and Batterty Pack. SAve, and
    dump the Ink Ribbon, Handgun, Handgun Clip, and Square CRank into the box. Take
    out the Grenade Launcher and Incendiary Shells. Return to Room 002.
    
    - Kill the zombie and push the crates to reveal the ladder. Go down it.
    
    - Push the crates to form a bridge across the water and go into the Shark Tank.
    
    - Run around the shark tank and into the Control Room. Drain the tank and go
    into the LOwer Shark Tank. Kill Neptune, get the Residence Key, and make your
    way back to Room 002. Exit to the hall and enter Room 003.
    
    - Grab the Insecticide from the corpse and exit to the hall. Use the
    insecticide in the hole in the very back. Return to the Room 003, grab the key,
    and go through the locked door.
    
    - Solve the Red Book puzzle and go to the PLant 42 room. Kill PLant 42 with
    three Incendiary Shells and grab the Mansion Key.
    
    - Return to Mansion Hall 2 (be sure to grab the Blue Herb in the Residence
    Entrance).
    
    -----------------------------------------------------------------------------
                      S P E N C E R  M A N S I O N  II
    -----------------------------------------------------------------------------
    
    - Kill the Hunter and go to the Right Stairs. Kill both Hunters. Save if you
    wish. Note that you should have at least four open spaces.
    
    - Go to the left of the stairs and into the room with moving walls. Solve the
    puzzle, grab the Dagger, and drop into the hole.
    
    - Grab the Last Book Vol I, reveal the ladder behind Trevor's gravestone, and
    climb down.
    
    - Run past the spiders and go into the Basement Hall 2. Grab the Blue Herb and
    (dodging the zombies) reactivate the power and make your way to the Kitchen.
    
    - Dodge the zombies and use the elevator.
    
    - Go left, dodge the zombie, and go into the room. Grab the Battery Pack
    (non-defense item), Defense Item, Acid Shells, and Shotgun shells. Exit and go
    through the door to the Arrow Hall.
    
    - Kill the Crimson Head and the other zombies. Into the Knight Room, go through
    the locked door to the Library.
    
    - Head down the hall to fight the Giant Snake. Kill him and grab the Last Book
    Vol II.
    
    - Make your way to the Left Stairs. Deposit the Last Book Vol I & II in the
    nearby save box and remove the Square Crank. Go into the Trophy Room and get
    the Red Gem.
    
    - Make your way to the Foyer.
    
    - Go through the locked door and into the Backroom. Get the Jewlery box and
    combine it with the Red Gem. Solve the puzzle, and examine the Broach to get a
    key.
    
    - Head to the mansion Hall 2. Go through the locked door. Grab the Shotgun
    shells and Stone Object.
    
    -----------------------------------------------------------------------------
                                M I N E S
    -----------------------------------------------------------------------------
    
    - Make your way to the Waterfall Room.
    
    - Use the Battery Pack and use the elevator.
    
    - Head to the Pool Room and use the Square Crank to refill the pool.
    
    - Go back through the elevator to the Waterfall room, and into the MIne
    Entrance.
    
    - Go through the nearby door and make your way to Enrico. Grab the Hexagon
    Crank and dodge the HUnter that comes in. Head back to the Mines Entrance.
    
    - Deposit the Square Crank, save, and use the Hexagon Crank to get across the
    path and through the door.
    
    - Check the boulder, run back to the door in order to dodge it, and go down the
    path the boulder carved for you. In the next room, kill the Giant Spider and
    hack away the webs with the nearby Survival KNife. Go through the door.
    
    - Use the crank three times and go into the room on the left. Solve the puzzle
    (see the main walkthrough for details) and get the Core. Go back to the
    Elevator Room, combine the core with the shaft, restart the elevator, and use
    it.
    
    - Go into the Lisa Hall, and through the unlocked door. Push the crate into the
    elevator thing, and return to the Lower Elevator Room. Go down the ladder and
    push the crate into the trash compacter. Use the compacter and get the Broken
    Flamethrower.
    
    - Go back to the Lisa Hall and activate the switch in the middle. Go over to
    the locked door, put the Flamethrower on the hooks, and head through.
    
    - Get the Jewlery Box and examine it for the Metal Ring. Go through the room
    and up the ladders into the Cabin. Take the the Stone Object out of the box and
    combine it with the Metal Ring. Also deposit the Crank.
    
    - Make your way out of the Courtyard Area. Grab the other Stone & Metal Object,
    and go to the Foyer.
    
    - Unlock the gate with the Stone & Metal Objects. Save in the next room and
    stop at the item box. You should have the following with you: Last Book Vol I,
    Last Book Vol. II, Assault Shotgun, Shotgun Shells (if you have any), and at
    least one open space.
    
    - Make your way down the stairs to Lisa. Do not give Barry his gun when given
    the choice; Lisa will kill him. Grab Barry's Magnum and push off the stones to
    kill Lisa. Head to the Lab Courtyard.
    
    - Examine both books and put the Medals in the corresponding statues. Go down
    the stairs and into the elevator.
    
    - Switch to Disc 2.
    
    -----------------------------------------------------------------------------
                           L A B O R A T O R Y
    -----------------------------------------------------------------------------
    
    - Make your way to Lab Hall; don't bother killing the zombies before there. If
    you have extra Incediary shells with you, kill the two zombies in the hall with
    them. Go into the Computer Room.
    
    - Enter the username and password (John, ADA) and unlock the the doors (the
    second password is CELL). Go to the Lab Stairs and into the now unlocke doors.
    Enter 8462 into the keypad and grab the Key.
    
    - Back to the Lab Hall, unlock both doors so you can dispose of the key. Go
    into Lab Hall 2, and left to the Chimera Hall.
    
    - Kill the Chimera and grab the Fuel Tank. Go back to the Lab Hall, through the
    next to the door to the stairs, and into the office. Blow away the Nude Zombie
    and refuel the Tank. Go back to the Chimera Hall and replace the Tank.
    
    - Make your way through the next few halls and reactivate the power. Return to
    Lab Hall 2 and use the elevator. Go into the room with the Tyrant. Kill the
    Tyrant (one shot from Barry's Magnum will do), grab the Master Key from
    Wesker's body, and release the electronic lock.
    
    - Head to the Lab Entrance (feel free to kill the zombies in the Lab Stairs;
    its not like you need the ammo for anything else). Unlock the big door and head
    into the Escape Hall. REplace the battery and use the elevator.
    
    - Use the Signal Rockets to end the game.
    
    
    
    =============================================================================
    
                   6. O N E  D A N G E R O U S  Z O M B I E
    
    =============================================================================
    
    In One Dangerous Zombie, Forest Speyer's zombie will appear in various
    locations (he is also no longer in the room with the Grenade Launcher). Forest
    has grenades on him, and if you attack him in any way (the game won't let you
    use defense items on him though) he will blow up and kill you.
    
    Forest moves about as fast as your character. He also makes a lighter pitched
    moaning; you can also hear his grenades clinking as he moves. Its incredibly
    easy to dodge him, as he will always raise his arms up and them dive at you
    (instead of just trying to grab you). One Dangerous Zombie really isn't all
    that hard; the only real extra difficulty is that you have to override your
    instinct to shoot at him. Forest only appears in the first part of the mansion,
    and dissapears after the Hunters are activated.
    
    Forest's locations:
    
    AFTER GETTING THE SWORD KEY
    - Upper Dining Room
    
    AFTER GETTING THE ARMOR KEY
    - In the Kenneth Room, by Kenneth's body. Forest has his back to you when you
    come down here, so you can easily run past him. If you run in here from the
    Dining Room, Forest will not even come after you unless you make some kind of
    commotion (like shooting at another zombie). THis is the only place in which
    Forest doesn't replace a zombie.
    
    - In the Dog Courtyard (where you use the Dog Whistle). When you by the stairs
    to the DRug Room, Forest will come through the Courtyard door. Forest will no
    longer appear in Upper Dining Room after this.
    
    - In the room with the music score (the one by Yawn's room, NOT the Piano
    room). Push back the shelf and he'll be in the space behind it (how the hell
    did he get there?).
    
    - In the Mansion Hall 2. Hes right by the door to the Courtyard. (In Jill's
    game he appears here after getting the Sword Key).
    
    =============================================================================
    
                 7. I N V I S I B L E  E N E M Y  M O D E
    
    =============================================================================
    
    As the name implies, all the monsters become invisible in this mode. The
    auto-aim is also disabled, as otherwise their being invisible would have no
    real effect. Monsters remain invisible after you kill them. They do become
    visible during cutscenes and while grabbing you.
    
    General Tips
    --------------------------------
    
    - Despite what you might have thought, footsteps and moans really do very
    little to tell you where a monster is (except that it is in the same room as
    you). The one exception is if while moving, it walks to a section of floor that
    makes a somewhat different sound.
    
    - Although the monsters are invisible, they still cast reflections in mirrors.
    Additionally, if the room is not too dark, you can see the things shadow (this
    is most noticable in the Dog Hallway if the dogs burst through the window.
    
    - You can still see blood coming out of a monster as you shoot it, as well as
    the blood stain it leaves on the ground.
    
    - You should be even more careful about disposing of bodies, as you really do
    not want to deal with an invisible Crimson Head.
    
    - Always carry herbs or First Aid Kits with you, as you will get bit pretty
    often.
    
    - The monsters are still in their original starting places.
    
    - If you use a Dagger or Grenade defense item on a zombie, you will see it
    sticking into where the monster's head is.
    
    - If a monster appears in a cutscene before attacking, it will be visible for a
    few seconds.
    
    Specific Tips
    --------------------------------------
    
    - After using the dog whistle, you can still see the shining of the Dog Collar
    on its neck.
    
    - When fighting the Giant Snake, it will kick out dust clouds wherever it
    currently is, making it relatively easy to see.
    
    - While fighting the Super Crimson Head, you can still tell where it is because
    of its breath coming out. Also, this happens with some (but apparently not all
    regular Crimson Heads).
    
    - The only parts of Plant 42 that become invisible are its tentacles; the part
    you have to shoot at to kill is still visible.
    
    - Upon returning to the Mansion, the Hunters can be a real pain. I recommend
    killing the ones in the Right Stairs Room with the Magnum (if you don't have
    it, you should try running past them). You can also run past the ones in the
    Upper Dining Room with minimal ease.
    
    - As with the first time, the Giant Snake kicks up big dust clouds wherever it
    moves, making it very easy to see.
    
    - Its up to you if you want to save Rebecca as Chris, though don't even bother
    if you didn't kill the Hunters in the Right Stairs room.
    
    - The Giant Spider doesn't really give any good indicator to where it is. I
    recommend just running around and shooting where you think it may be. It does
    occasionally give itself away by shooting out acid.
    
    - When you meet up with Lisa the second time, try to remember where she usually
    was, or occasionally fire a blast off near where you are going so that you
    don't run into her.
    
    - For the fight with Lisa Trevor, just let Barry/Wesker occupy LIsa while you
    push off the stones (Wesker is usually knocked off as you're about to push off
    the third stone).
    
    - For the Tyrant, you may want to get a little distance away from it (but still
    across from it) and pump as many Magnum rounds into it as possible.
    
    - For the Tyrant II, let the thing head towards you partner, and then pump lots
    of Magnum rounds into it while the thing is busy.
    
    =============================================================================
    
                             8. M O N S T E R S
    
    =============================================================================
    
    Zombies
    ----------------------------------
    A standard corpse that has been reanimated curtosy of the T-Virus. Zombies are
    slow and stupid, though they can take a lot of damage. You're usually better
    off just avoiding them, since "dead" zombies turn into Crimson Heads unless you
    burn them, blow out their kneecaps or blow off their heads. If you do kill
    zombies, pump them full of handgun rounds at long range, or use the Shotgun on
    their head at close range.
    
    Nude Zombies
    ------------------------------------
    The same as regular Zombies, except that they don't turn into Crimson Heads.
    
    Crimson Heads (V-ACT)
    -------------------------------------
    After being killed, Zombies undergo a metamorphosis into a Crimson Head. THe
    Crimson Heads have red skin, claws, and make a roaring sound. They are much
    faster then you, so don't bother running from them. Use the Shotgun or Grenade
    Launcher on them, since they are very strong.
    
    Cerebus
    ---------------------------------------
    Zombie dogs, these are somewhat slower then you'd expect, and you're best bet
    is to run from them. If you do attack them, they take about two Shotgun shells.
    
    Spiders
    -------------------------------------
    Gigantic, poison spitting spiders, these are nigh harmless, thanks to some
    really screwy AI.
    
    Sharks
    -------------------------------------
    Run past these as you head through their enclosure. They do some damage, but
    attacking them will attack Neptune, who can swollow you whole. The sharks die
    after you drain the shark tank.
    
    Hunters
    ------------------------------------
    Reptilian creatures, these will slash you or leap at you in an attempt to
    behead your character. They take about three Shotgun shells.
    
    Snakes & CRows
    -------------------------------------
    These are both little more then annoying pests, though the snakes can poison
    you.
    
    Chimeras
    --------------------------------------
    The Chimeras look like skinned, multiarmed humanoid things, and make an
    insect-like chittering. They do about as much damage as Hunters, but are very
    easy to dodge.
    
    =============================================================================
    
                             9. W E A P O N S
    
    =============================================================================
    
    Survival Knife
    Location: Start with; Giant Spider Room
    The Survival Knife is a complete piece of crap and is almost useless as a
    weapon. So unless you do something stupid like waste all your ammo, the knife
    really isn't worth shit as a weapon. You find another one much later in the
    game which is used to cut a web away from a door.
    
    Handgun
    Ammunition: Handgun Magazines
    Clip Size: 15
    Location: Start with (Jill); Foyer (Chris)
    You're starting weapon, the Handgun isn't too strong. It uses about half the
    clip to kill a Zombie, and is OK at long range. Don't try using on stronger
    enemies though.
    
    Shotgun
    Ammunition: Shotgun Shells
    Capacity: 6
    Location: Shotgun Room
    The Shotgun is much stronger then the Handgun and kills a Zombie with a few
    shots (it also has a much better chance off blowing an enemie's head off).
    Since the shells scatter a bit, you can damage multiple enemies with one shot.
    
    Assault Shotgun
    Ammunition: Shotgun Shells
    Capacity: 10
    Location: Giant Snake Room (Jill); Lower Shark Tank (Chris)
    There isn't much difference between this and the regular Shotgun, except for
    more damage done and a bigger ammo capacity.
    
    Grenade Launcher
    Ammuntion: Grenade Shells, Incendiary Shells, Acid Shells
    Capacity: 12
    Found: Forest Hall (Jill)
    The Grenade Launcher is incredibly strong, and uses a few kinds of ammo.
    Grenade Shells are the weakest kind, but are good against Zombies and Crimson
    Heads as well as other enemies. Incediary shells will burn zombies, preventing
    them from becoming Crimsons (they also work wonders on Plant 42). Acid Shells
    are the strongest, and are best used against bosses, Hunters, etc.
    
    Flamethrower
    Found: Mines (Chris)
    The Flamethrower is kind of disapointing. It starts at 100%, and once you get
    down to 0%, its used up forever. It does an OK amount of damage, but the only
    enemies you can use it on are the giant spider and a hunter. All in all, you
    get it for about three to five minutes.
    
    Self-Defense Gun
    Capacity: 2
    Found: Room 001
    The Self-Defense Gun only has one bullet in it, and you never get any ammo for
    it. Its stronger then the Handgun, but I rarely bother with getting it, since
    you don't use it for much of anything.
    
    Magnum
    Ammuntion: Magnum Rounds
    Capacity: 6
    Found: Cemetery 2
    The Magnum is incredibly powerful, and can kill Hunters and Chimeras in one
    shot. Because of its limited ammo, you're best off saving it for the battle
    with the Tyrant.
    
    Barry's Magnum
    Capacity: 6
    Found: Altar (Jill)
    One of the most powerful weapons in the game, this will kill the Tyrant in one
    shot. You get it if you don't it back to Barry, allowing Lisa to kill him.
    
    Missile Launcher
    Capacity: 4
    Found: Rooftop
    Used at the very end of the Tyrant II battle, this kills him instantly (unless
    he deflects a shot).
    
    Samurai Edge
    Capacity: Unlimited
    Found: Cheat
    The Samurai Edge is about as strong as the Handgun, but has been converted to
    fire three round bursts.
    
    Rocket Launcher
    Capacity: Unlimited
    Found: Cheat
    The Rocket Launcher is insanely powerful, and kills any enemy with one hit (it
    has the same effect as the MIssile Launcher on the Tyrant II), though it is not
    capable of beheading zombies.
    
    Defense Items
    Dagger: The Dagger stuns an enemy temporarily, and can be reused if you blow
    off the zombie's head after using the Dagger.
    Battery Pack: This will usually kill an enemy it is used on.
    Flash Grenade: The ultimate defense weapon, this will blow up a few seconds
    after being used or if you shoot the enemy after using it (it will damage you
    if you're too close to the explosion). The Grenade guarentees a beheading.
    
    =============================================================================
    
                              10. I T E M S
    
    =============================================================================
    
    Heres how this is set up:
    Name of Item
    Location: [Mansion, Residence, Mansion II, Mines, or Lab] Room
    Use for item
    
    Items are listed in alphabetical order.
    
    Armor Key
    Location: [Mansion] Knight Room
    Use: Unlock doors with armor symbol on them.
    
    Arrow
    Location: [Mansion] Arrow Room
    Use: Examine to get arrowhead.
    
    Arrowhead
    LOcation: (Examine Arrow)
    Use: Place on angel gravestone to open Crypt.
    
    Battery Pack
    Location: [Mansion II] Battery Pack Room; [Lab] Emergency Hall
    Use: Restore power to courtyard and lab elevators.
    
    Bee Lure
    Location: [Mansion] Researcher's Room
    Use: Combine with Hook and place on lure display.
    
    Bee Specimen
    Location: [Mansion] Researcher's Room
    Use: Place on specimen display to get Wind Crest.
    
    Blue Gem
    Location: [Mansion] Dining Room (after pushing the statue off the gap in the
    Upper Dining Room).
    Use: In the Tiger Room, place in tiger's eye to get Shotgun Shells.
    
    Blue Herb
    Location: Various rooms
    Use: Heal poison
    
    Book of Curse
    Location: Crypt
    Use: Examine the back of it to get the Sword Key.
    
    Broach
    Location: (Examine Jewlrey Box 2)
    Use: Examine to get the Spencer Key.
    
    Broken Flamethrower
    Location: [Mines] Lower Elevator Room (after sending crate from Crate room to
    there)
    Use: Take to the Lisa Hall and place on the hooks to unlock the door.
    
    Canteen
    Location: [Mansion] Right Stairs SAve Room
    Use: Use with the Canteen to burn zombies' bodies.
    
    Chemical - See FERTILIZER
    
    Coin
    Location: (Examine Dog Collar)
    Use: Examine back side to get Imitation Key
    
    Control Room Key
    Location: [Residence] Room 001 Bathroom
    Use: Unlock Control Room
    
    Cylinder
    Location: [Mines] Chapel
    Use: Combine with Shaft and use to restart elevator.
    
    Death Masks
    LOcations: [Mansion] Herb Room, Knight Room 2, Giant Snake Room, Picture
    Gallery
    Use: PLace on statues in Crypt to release Super Crimson Head.
    
    Dog Collar
    Location: [Mansion] Dog Courtyard
    Use: Examine to get Coin.
    
    Dog Whistle
    Location: [Mansion] Bedroom
    Use: In Dog Courtyard, use to attract Dog with the Dog Collar.
    
    Eagle Medal
    Location: (Examine Last Book)
    Use: Use with Wolf Medal to drain the Lab entrance.
    
    Emblem
    Location: [Mansion] Dining Room
    Use: Replace the Gold Emblem with it.
    
    Fertilizer
    Location: Courtyard
    Use: Use it to kill the plant in the Herb Room.
    
    First Aid Box
    Location: Various rooms
    Use: Examine the top to get a First Aid Spray or Green Herb
    
    First Aid Spray
    Location: Various rooms
    Use: Completely heals health
    
    Fishing Hook
    Location: [Mansion] Researcher's Room
    Use: Combine with the Lure and put on the Lure Display
    
    Fuel Container
    Location: [Lab] Chimera Hall 1
    Use: REfill in the Office and replace it to restore power.
    
    Gallery Key
    Location: [Residence] Lower Shark Tank
    Use: Unlock the Gallery Room
    
    Gold Emblem
    LOcation: [Mansion] Piano Room
    Use: Place in Dining Room to open clock gears so you can get a key.
    
    Green Herb
    Location: Various Rooms
    Use: 25% Heal
    
    Helmet Key
    Location: [Residence] Plant 42 Room
    Use: Unlock doors in mansion that have a helmet symbol on them.
    
    Hexagon Crank
    Location: [Mines] Enrico Hall
    Use: Crank spots to open two paths. Also used to push out part of the wall in
    the Chapel.
    
    Imitation Key
    LOcation: (Examine Coin)
    Use: Swap with Armor Key to stop the trap.
    
    Ink Ribbon
    Location: Save Rooms, [Mansion] Dining Room, Shotgun Room, Broken Shotgun Room,
    [Residence] Room 003, [Mansion II] Art Room 2
    
    Insecticide
    Location: [Residence] Gallery Room
    Use: Use in the hole at the end of the hall to kill the beehive.
    
    Jewelry Box (1)
    Location: Knight Room
    Use: While examining, press both heart shaped switches to get a Death Mask.
    
    Jewelry Box (2)
    LOcation: [Mansion II] Back Room
    Use: Combine with Red Gem and complete the puzzle to get a Broach.
    
    Jewelry Box (3)
    Location: [mines] Candle Room
    Use: Examine to get the Metal Ring.
    
    Lab Key
    Location: [Lab] Video Room
    Use: Unlock Lab Hall 2 & the Storage Room.
    
    Last Book Vol. I
    Location: [Mansion II] Trevor Room
    Use: Examine to get the Eagle Medal.
    
    Last Book Vol. II
    Location: [Mansion II] Library
    Use: EXamine to get the Wolf Medal.
    
    Lighter
    Location: [Mansion] Bedroom (Start with it in Chris's game)
    Use: Use with Canteen to burn zombies' bodies.
    
    Lockpick
    Location: [Mansion - Jill only] Given to you by Barry in the Foyer
    Use: Unlock doors that have old fashioned locks.
    
    Mansion Key - See SWORD KEY, ARMOR KEY, SHIELD KEY, or HELMET KEY
    
    Master Key
    Location: [Lab} Biohazard Room
    Use: Unlock Chris/Jill's cell and the door to the emergency hall.
    
    Metal Ring
    Location: (Examine Jewlry Box 3)
    Use: Combine with Stone Object to make a Stone & Metal Object
    
    MO Disc 1
    Location: [Mansion II] Tiger Room (you have to use the Yellow Gem to get it)
    Use: Unlock the door to the jail cell by putting it in one of the Gamecube
    things.
    
    MO Disc 2
    Location: [Lab] Lab Stairs
    Use: Unlock the door to the jail cell by putting it in one of the Gamecube
    things.
    
    MO Disc 3
    Location: [Lab] Storage Room 2
    Use: Unlock the door to the jail cell by putting it in one of the Gamecube
    things.
    
    Moon Crest
    Location: [Residence] Cemetery 2
    Use: Use to get Magnum.
    
    Moonlight Sonata
    Location: (combine both Music SCores)
    Use: Use on piano to unlock the section with the Gold Emblem.
    
    Music Score (1)
    Location: [Mansion] Music Score Room
    Use: Combine with Music SCore (2).
    
    Music Score (2)
    LOcation: [Mansion] Piano Room
    Use: Combine with Music SCore (1).
    
    Old Key
    Location: [Mansion - Chris only] Bathroom, Right stairs Save Room, Keeper's
    Room, Researcher's Bedroom, Kitchen
    Use: Unlock doors that have old fashioned locks.
    
    Red Book
    Location: [Residence] Spider Room
    Use: In Room 003, put in the bookshelf and solve the puzzle to unlock the door.
    
    Red Gem
    LOcation: [Mansion II] Trophy Room
    Use: Combine with the Jewlry Box (2).
    
    Red Herb
    Location: Various rooms
    Use: Combine with Green Herb
    
    Room 001 Key
    Location: [Residence] Room 002 Bathroom
    Use: Unlock Room 001
    
    Room 003 Key
    Location: [Residence] Gallery Room
    Use: Unlock Room 001
    
    Serum
    Location: Drug Room
    Use: Use to heal Richard's snake bite.
    
    Shaft
    Location: [Mines] Elevator Room
    Combine with Core and replace to restart elevator.
    
    Shield Key
    Location: [Mansion] Dining Room
    Use: Unlock door to Giant Snake Room
    
    Slide Filter
    Location: [Lab] Office
    Use: Put on slide to find keypad password.
    
    Spencer Key
    Location: (Examine Broach)
    Use: Unlock Spencer's Study.
    
    Square Crank
    Location: Cabin
    Use: Drain and refill the Pool in the Residence.
    
    Star Crest
    Location: [Residence] Cemetery 2
    Use: Use to get Magnum.
    
    Stone & metal Object
    Location: [Mansion] The Super Crimson Head's coffin in the Crypt; combine Stone
    Object & Metal Ring
    Uses: Unlock door to Shed; Unlock door to Stairs and Altar.
    
    Stone Object
    Location: Spencer's Study
    Use: Combine with Metal Ring to form a Stone & Metal Object.
    
    Sun Crest
    Location: [Residence] Cemetery 2
    Use: Use to get Magnum.
    
    Sword Key
    Location: (Examine back of Book of Curse)
    Use: Unlock doors that have a sword symbol on them.
    
    Wind Crest
    Location: [Mansion] Researcher's Room
    Use: Put on Tombstone in Cemetery 2 to get the Star, Moon, and Sun Crests.
    
    Wolf Medal
    Location: (Examine Last Book)
    Use: Use with Eagle Medal to drain Lab entrance.
    
    Wood Board
    Location: U Hall
    Use: Put above fireplace in room to left of right stairs, and light the fire to
    get the Mansion 2F Map.
    
    X-Rays
    Location: [Lab] X-Ray Room
    Use: Arrange in alphabetical order of the afflicted area to get the password
    for the computer.
    
    Yellow Gem
    Location: [Mansion II] Trophy Room
    Use: In the Tiger Room, put it in the tiger to get the MO Disc 1.
    
    =============================================================================
    
                      11. S E C R E T S  &  C O D E S
    
    =============================================================================
    
    Game MOdes
    ------------------------------------
    
    - To Unlock One Dangerous Zombie Mode, beat both Chris & Jill in normal or
    hard.
    
    - TO unlock Real Survival Mode, beat the game on Hard.
    
    - To unlock Invisible Enemy Mode, beat one character on Normal and the other on
    Hard.
    
    - To unlock the Samurai Edge, beat the game on Normal or Hard in under 5 hours.
    (the Samurai Edge is not available on Invisible Enemy or Real Survival)
    
    - To unlock the Rocket Launcher, beat the game on Normal or Hard in under 3
    hours. (the Rocket Launcher is not available on Invisible Enemy or Real
    Survival)
    
    Costumes
    --------------------------------------
    Beating a character's game once will give you the Closet Key, which appears in
    the first Item Box. The Closet Key unlocks a room behind the Mansion Picture in
    the Art Room, where your character can change costumes.
    
    - Beat Jill once to get Jill as Sarah Connor from Terminator 2.
    
    - Beat Jill twice to get her RE3 costume (casual clothes).
    
    - Beat Chris once to get a pair of street clothes.
    
    - Beat Chris twice to get his RE:CVX costume (SWAT type uniform).
    
    - When you have Chris put on a diffrent costume, Rebecca will change to wearing
    a cow girl costume.
    
    =============================================================================
    
                               12. F I L E S
    
    =============================================================================
    
    KENNETH FILM
    Its the film that belonged to Kenneth. I need a video player to see whats
    recorded on it.
    [The Video shows Kenneth back up, shoot at the zombie, and try to run. He trips
    and is bitten in the neck by the zombie.]
    
    BOOK OF CURSE
    The four masks, a mask that speaks no evil, a mask that smells no evil, a mask
    that speaks no evil, and a mask that cannot speak, see, or smell evil. When all
    four fall into place, evil will awaken.
    
    TREVOR'S DIARY
    Nov. 24, 1967
    Eleven days have passed since arriving at this estate. How did I end up like
    this? A guy in a labcoat came with a plate of skimpy meal and said to me,
    "Sorry to put you through this, but its for security reasons." Thats when it
    hit me, it all makes sense now. There are only two people that know the secret
    of the mansion. Sir Spencer and myself. If they kill me, Sir Spencer will be
    the only person that knows the secret. But for what purpose? It doesn't matter
    now. Its too dangeroys here. My family- I hop their allright. I've decided to
    escape- Jessica, Lisa, I pray you are safe.
    
    Nov. 26, 1967
    How could I be so careless? I lost my favorite lighter- the one Jessica gave me
    for my birthday. Now its going to be that much harder to get out of this dark
    place. November 13th, the date when my fate was sealed. My aunt was
    hospitalised, just three days before that. Jessica and Lisa said they were
    going to visit her. I wish I could be there with them. But wait, even as I'm
    writing my memory is coming back to me more vividly. Just before I passed out,
    I remember the men in labcoats said something like, "Most likely your family is
    already-". I pray for their safety.
    
    Nov. 27, 1967
    Somehow I managed to get out of that room. But getting out of this mansion
    won't be as easy. I have to get past all the booby traps. Tiger eyes, Gold
    Emblem- I have to try and remember for my own sake.
    
    Nov. 29, 1967
    I can't get out. I have tried every possible way but only to be faced with the
    with the reality that I'm trapped. I've been everywhere. THe lab with the large
    glass tubes filled with formaldehyde and those dark, wet and eerie caves- what
    can I do? At first I didn't want to believe my eyes, but that familiar high
    heeled shoe in the corridor - it was like reflex. One name came to my mind,
    Jessica! I don't want to believe they share the same fate as me. No! I can't
    give up hope. I have to believe they're alive.
    
    Nov. 30, 1967
    I haven't had anything to eat or drink for the past few days. I feel like I'm
    going crazy. Why is this happening to me? Why do I have to die like this? I was
    too obsessed with designing this ghastly mansion. I should have known better.
    
    Nov. 31, 1967
    It was a dark and damp underground tunnel. And another dead end. But even in
    the darkness something caught my eye. Carefully I lit the last match I had to
    see what it was. A grave! But deeply engraved in the stone was my name. "George
    Trevor" At that instant it all became clear. Those bastards knew from the
    beginning that I'd die here, and I fell right into their trap. But its too late
    now. I'm loosing it, everything is becoming so far away. Jessica - Lisa -
    Forgive me. Because of my ego, I got both of you involved in this whole damn
    conspiracy. Forgive me. May God justify my death in exchange fir your safety.
    George Trevor
    
    Theres something handwritten. It's not dated.
    Nothing's changed. I never thought the room I designed as an experiment would
    pay off like this. I can hide here safely for a while because nobody knows
    about the secret behind this painting. Not even Sir Spencer. Painting of a
    mansion. In the back of the art room.
    
    =============================================================================
    
                          13. C H A R A C T E R S
    
    =============================================================================
    
    Chris Redfield
    A former member of the Air Force, Chris recieved dishonorable discharges. He
    was later recruited to STARS by Barry Burton.
    
    Jill Valentine
    
    Barry Burton
    Barry was a veteran SWAT Team member before joing STARS. Barry has been helping
    Wesker, who has Barry's teammates held hostage.
    
    Albert Wesker
    The commander of STARS, Albert Wesker is actually part of Umbrella's research
    team and was behind Bravo Team's helicopter crash. Wesker then used the Alpha
    and Bravo Team members as test subjects for the monsters. Wesker is killed  by
    his own Tyrant.
    
    Joesph Frost
    Recently promoted from Bravo Team, Joseph was in charge of supplying vehicles
    for STARS. He is killed by a pack of dogs.
    
    Brad
    The Alpha Team pilot, his cowardice has given him the name chickenheart. He
    takes off without the Aplha Team, though he eventually rescues them. Brad is
    killed in RE3 by Nemesis, and again (as a zombie) in RE2.
    
    Enrico Marini
    The captain of Bravo Team, Enrico was afraid that he might be replaced by Barry
    or Chris. Enrico uncovered some of Wesker's conspiracy and was murdered by him.
    
    Kevin
    The pilot for Bravo Team, he stayed at the helicopter and was ripped apart by
    zombie dogs.
    
    Kenneth Sullivan
    A field scout, he was recruited by Albert Wesker. Kenneth dies at the hands of
    a zombie as Alpha Team reaches the Spencer Mansion.
    
    Richard Aiken
    Richard serves as the radioman for both Bravo and Alpha Team. Richard is
    devoured by a Giant Snake or a shark, depending on your game.
    
    Forest Speyer
    A Bravo Team sniper, Forest is also a good friend of Chris. Forest is killed by
    an unknown monster that left large wounds on his body. Forest later mutates
    into a zombie.
    
    Rebecca Chambers
    At 18, the youngest (and newest member) of STARS, Rebecca is worried about
    messing up in front of the other members. Despite going through hell in RE0,
    she is still somewhat incompetent at combat. Rebecca is the only Bravo Team
    member to survive.
    
    Lisa Trevor
    The daughter of George and Jessica, Lisa was used as a test subject by
    Umbrella, who also killed her parents. Lisa became the test subject for
    practically every virus Umbrella designed. She survived exposure to ebola, the
    Progenitor Virus, T-Virus, Nemesis parasite, and G-Virus, though it resulted in
    her turning into a mockery of a human with little remaining intelligence. Lisa
    kills herself after finding her mother's skull.
    
    =============================================================================
    
                        14. S T O R Y L I N E
    
    =============================================================================
    
    Following the dissapearence of Bravo Team, which was investigating a string of
    cannabilistic murders in the Arklay Forest, Alpha Team was dispatched to find
    them. The helicopter of Bravo Team was found in the forest, along with the
    mangled body of Kevin. Joseph Frost was then attacked and killed by a pack of
    Zombie dogs, forcing the remaining STARS to flee to a supposedly abandoned
    mansion (formerly the home of Umbrella president, Sir Spencer) after Brad got
    scared and took off without them.
    
    Inside the team heard a gunshot, which turned out to be from Kenneth Sullivan.
    His body was found being eaten by a zombie. As the team split up and searched
    throughout the mansion, more half rotting creatures were found to be inhabiting
    the mansion. Judging from diarys found throughout the place, some kind of virus
    had been released, which had caused the mutations among the inhabitants. Also
    found was the 1967 diary of George Trevor, who was apparntly left to die in the
    mazelike mansion while his wife, Jessica and daughter, Lisa were experimented
    on.
    
    In an upper courtyard, the body of Bravo Team member Forest Speyer was found
    dead, and eventually turned into a zombie. Richard Aiken (who was later
    devoured by a giant monster) and Rebecca Chambers were also found in the
    mansion.
    
    Also in the area was a Residence, which included a tank filled with gigantic
    sharks and a gigantic plant. Also in the area was a shambling mockery of what
    had once been a human. The creature seemed impervious to damage, and walked
    around in chains.
    
    Further inside was an underground series of Mines. Inside was Enrico, who was
    mudered by an unseen assassin. The creature from the courtyard, now identified
    as George Trevor's daughter Lisa, was encountered again in the Mines and later
    in a strange Altar. After opening Jessica's tomb, Lisa killed herself by
    jumping off the edge of the room into the pit below.
    
    Continuing onward, the player discovered a Laboratory in which the T-Virus had
    been manufactured. Inside one of the Laboratory rooms was Albert Wesker, who
    revealed himself to be working for Umbrella. After the virus contaminated the
    area, Wesker brought in his STARS members as test subjects for Umbrella's
    monsters. Wesker also murdered Enrico and threatened Barry's family in order to
    blackmail Barry into helping him. Wesker released the Tyrant, which then
    apparently killed him. The player supposedly finished off the Tyrant and left
    the area. However, Wesker wasn't all that dead, and managed to set the self
    destruct.
    
    The remaining members managed to reach the rooftop and signal Brad, after which
    the Tyrant burst through the roof. After destroying the Tyrant, the surviving
    STARS escaped in the helicopter as the mansion exploded.
    
    =============================================================================
    
                           15. C R E D I T S
    
    =============================================================================
    
    Nintendo, Capcom: For making the Gamecube and Resident Evil.
    
    CJayC: For posting this on GameFAQs.
    
    CVXFreak: I used his guide for help a few times when I got stuck. I also found
    the V-Jolt solution in his guide.
    
    =============================================================================
    
                              16. L E G A L
    
    =============================================================================
    
    This guide is copyright, 2002, of Kodos86 (that would be me), all rights
    reserved. This guide may not be reproduced in any means, except
    for personal use. This guide may not be bought, sold, or given away as a bonus
    with another purchase. The only way this guide may be edited is the removal of
    profanities. Any other editing is prohibited.
    
    You can e-mail me asking permission to use this guide, but chances are that I
    won't give permission. If I do give permission, you must give me full credit,
    keep the guide updated, and do not alter it.
    
    The only sites allowed to carry this guide are:
                    www.gamefaqs.com
                    www.neoseeker.com
    
    If any of you see this guide at any site other then the above, PLEASE notify me
    immediately.
    
    I am not employeed by, affiliated with, or sponsored by Nintendo, Capcom, or
    any other video game company.
    
    Resident Evil and all related characters are the property of Capcom.
    
    =============================================================================
    
                        17. C O N T A C T  I N F O
    
    =============================================================================
    
    Feel free to contact me at kodos86@adelphia.net. Below is my policy for I will
    and will not accept.
    
    -----------------------------------------------------------------------------
                              What I will accept:
    -----------------------------------------------------------------------------
    
    Submissions: These are always welcome. If you find something I don't have in my
    guide, please let me know about it.
    
    Questions: Feel free to ask me questions, but READ THROUGH THE GUIDE FIRST. If
    I have already answered the question in the guide, I will ignore you. Also,
    remember that I am not an employee of Nintendo or any other game company.
    
    Comments: Believe me, it's nice to know that someone used one of guides or
    found it helpful. Although I may not reply to them, they are appreciated.
    
    Complaints: Feel free to send these, if there is a valid reason to your
    complaint. If you think my guides sucks or doesn't have enough information,
    feel free to tell me, provided you back it up with some reasons. If you just
    send me something like "hey, your guide ****ing sucks", you will be ignored.
    
    Information about my guides being ripped off: If you ever see one of my guides
    being used illegally, please contact me immediately.
    
    -----------------------------------------------------------------------------
                          What I won't accept:
    -----------------------------------------------------------------------------
    
    Flames: If you flame me, I will post it on GameFAQs where we can all laugh at
    your stupidity. I will also delete the message (and maybe flame you back).
    
    Attachments: Do not send attachments in any of your e-mails. They will not be
    opened; I will simply delete the message.
    
    Stupid messages: E-mails with no point to them will be deleted, though you may
    also be flamed.
    
    Crappy Grammar: If I need to try to understand what you said (ie: excessive
    1337 speech, writing with every other letter capitalized, etc) I will delete
    it, and possibly flame you.
    
    Chain Letters: No, I don't believe that I will recieve large amounts of money
    if I forwards a stupid e-mail to several people. Neither do I believe that not
    sending an e-mail will give me bad luck or cause me to have unsuccesful
    relationships, or that I will mysteriously die because of it. Honestly, chain
    letters are cute for about 20 seconds, after which they become plain STUPID.
    Yes, I will delete them. I will also block your e-mail.
    
    Spam Letters: Not only is it illegal, but I have spam blocking software; don't
    waste your time.
    
    I reserve the right to reprint any e-mails I recieve, though your e-mail
    address will remain confidential.
    
                            ~ End of Document ~
    

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