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    FAQ/Walkthrough by Mr_Bengalsworth

    Version: 1.01 | Updated: 06/07/05 | Printable Version | Search This Guide

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    RESIDENT EVIL
    GAMECUBE VERSION
    Walkthrough Version 1.00
    
    Table of Contents
    
    I.Jill's Walkthrough
      A.The Mansion
      B.The Courtyard and The Residence
      C. Return to the Mansion
      D.The Caverns
      E.The Labs
    II.Chris'Walkthrough
      A.The Mansion
      B.The Courtyard and The Residence
      C. Return to the Mansion
      D.The Caverns
      E.The Labs
    III.General Info
      A. Item List
      B. Enemy List
      C. Character List
      D. General tips
      E. Extra Stuff (unlockables, endings, etc)
    
    This guide has been painstakingly written as an aid for anyone who doesn't know
    what they are doing.  If you have any problems whatsoever, or you don't
    understand part of the guide, please e-mail me at 07bsmith@sayreschool.org.  I
    want to make sure this is as detailed and understandable a guide as it can
    possibly be.  Thank you for taking the time to read all of this crap.
    
    WARNING: Though this guide only explains situations as you come into contact
    with them, certain parts may contain spoilers.
    *******************************************************************************
    
    Jill's Walkthrough
    *******************************************************************************
    
    
    Note: This walkthrough is written for easy mode.  If you use this guide while
    playing the harder ones, some parts of the guide may be wrong or useless.  If
    at any time the guide doesn't completely correlate with what happens in your
    game, improvise.  I'm sure you can handle it.
    
    -------------------------------------------------------------------------------
    Part 1: The Mansion
    -------------------------------------------------------------------------------
    
    *Cutscene*
    The game will start off with a cutscene with Chris Redfield narrating.  He will
    talk about the recent cannibalistic murders that have been taking place.  The
    S.T.A.R.S. alpha team helicopter is then seen flying over the forest, looking
    for the bravo team helicopter.  They find Kevin's corpse in the other
    helicopter, and then run into a pack of big ugly zombie dogs.  Joseph gets
    eaten, and everyone else starts running.  Jill, Barry, and Wesker make it into
    the nearby mansion, but Chris is missing.  Jill and Barry go to look for him
    while Wesker stays in the hall.  The cutscene continues with Jill and Barry
    charging into the Dining Room.
    
    This is the first time you get to take control of Jill.  You are now in the
    Dining Room, like I just said.
    
    If you would like to see alternate opening scenes, as opposed to the ones you
    would normally see, follow this:
    -------------------------------------------------------------------------------
    After you take control of Jill, go back out to the Main Hall.
    
    *Cutscene*
    Wesker tells Jill that he needs her to go investigate.  She turns around and
    goes back to the Dining Room.
    
    Go to see Barry at the fireplace.
    
    *Cutscene*
    Barry tells you about the blood he found and asks you to search around the area
    for clues while he "examines" it.
    
    Try to leave for the Main Hall again.
    
    *Cutscene*
    Barry asks Jill if she's getting cold feet, and says it isn't like her.
    
    Turn back around and go to Barry.  Before you get to him...
    
    The handle of the door at the back of the room rattles, and jill asks who is
    there.  A zombie bursts through and comes right after Jill.  Barry yells to
    Jill to get away from the crazy man, and plugs him a few times with his .44
    Magnum (which has been known to down an elephant in certain circumstances).
    Jill and Barry speculate as to what the zombie is, and decide to report it to
    Wesker.
    -------------------------------------------------------------------------------
    
    Run down to the other end of the room where you'll see another cutscene with
    Barry.
    
    *Cutscene* (normal, not alternate)
    Barry is kneeling by the fireplace, where he's found some blood.  He asks Jill
    to go forward alone while he examines the blood.  I know it sounds stupid, but
    go along with it.
    
    Go through the door to the right of the fireplace.
    
    You are now in a big hallway.  Go to Jill's left until you see ANOTHER
    cutscene.
    
    *Cutscene*
    Kenneth's corpse is being devoured by a zombie.  Sick.
    
    When the zombie comes at you, you have two options.  You can either kill it
    yourself, which is stupid because it wastes ammo, or you can have Barry kill
    it.  You need this ammo, especially at the beginning of the game, so I suggest
    you spin around and run back through the door to the Dining Room.  Another
    cutscene will ensue no matter what you decide.
    
    *Cutscene*
    Jill runs back into the Dining Room where Barry is, with the zombie right
    behind her.  Barry whips out his .44 Magnum, which is an incredibly sweet gun,
    and blows the zombie away.  Jill and Barry don't know what it is, and they
    decide to go and report it to Wesker.
    
    Walk to the door back to the Main Hall of the mansion.  Before you can leave,
    you hear a sound by the fireplace.  The zombie is gone.
    
    Back in the Main Hall, you will have to watch yet ANOTHER cutscene.
    
    *Cutscene*
    Wesker is missing.  Barry will tell you to look around the Main Hall for him.
    
    Just run up the stairs and come back down to initiate another cutscene.  I know
    these things can get aggravating, but I promise they will lessen as the game
    progresses.
    
    *Cutscene*
    Barry volunteers to go check out the Dining Room again and Jill decides to
    check out the room opposite it in the Main Hall.  He also gives you a lockpick.
    
    You have a choice of whether or not you want to go into that room at all.  A
    map and a defensive dagger can be found there, but if you don't want either
    one, just skip this next part.  As I said, it's the double doors opposite the
    double doors of the Dining Room.  
    
    Inside, you will see a statue, which is why I call this the Statue Room.  Go to
    the back of the room where the doorway is blocked by a small dresser.  Go to
    the left side of it and push it right to move it out of your way, but not
    completely.  Leave a little of it in the doorway so that you can get behind it
    and push it towards the statue.  When it is up against the statue, climb on it
    and take the map that the statue is holding.  Then go back in the doorway you
    opened and follow the path all the way to the shelf in the back. take the
    dagger off of the shelf and try to leave.
    
    *Cutscene*
    A zombie comes at you and you are trapped.
    
    It is too narrow a space for you to avoid it so shoot it or use the dagger.
    Either way, get out of there and exit back out into the Main Hall.  Go back to
    the Dining Room, and back to the hallway where you saw Kenneth get eaten.  Turn
    left again and examine Kenneth's body to get his VHS tape.  You cannot watch
    this until almost the end of the game.  Go through the door to the left of the
    body.
    
    You are now in the Crow Hallway.  Don't worry about the crows; they won't
    attack if you leave them alone.  Grab the ammo on the table with the bird cage.
    Take one of the herbs by the stairs and go up them, then through the door to
    the Mirror Hallway.
    
    In this room, take the path to the right of Jill, away from the corpse.  There
    are a lot of dead people in this mansion.  Be careful, because there is a fat
    zombie waiting for you that you might not be able to see.  Shoot the idiot, and
    make sure he's dead.  Continue on down the hallway. You should see a sparkly
    thing on a table.  Take it. It's an arrow.  Examine it and remove the head.
    There's a handgun clip on the floor next to the mirror that you need.  Head out
    the only door at the end of the hall that you can get through.  
    
    You should now be in the Dining Room 2F.  There is a dagger on the shelf next
    to the door you just came out of.  You can either kill the zombie or leave him
    alone.  Head out the door to the right, Jill's left.  
    
    You should now be back in the Main Hall.  Go to the middle staircase that
    connects the first floor to the second.  There is a door in the middle at the
    top of the first set of stairs leading to the cemetery.  Go through it.
    
    In here, descend the steps and look for a small path.  It will lead you to a
    big gravestone.  Use the arrowhead on the gravestone to make some stairs
    appear.  Go down into the Machine Room and take that book off of its pedestal.
    Examine the back of the book to get a key. Examine the back of the key and you
    will see that it is the Sword Key.  Now exit back out into the Main Hall.
    
    Take the set of stairs to Jill's left up to the second floor and open the
    nearest door with your new Sword Key.  
    
    You are now in a winding hallway which I will refer to as the Big Winding
    Corridor.  You will pass through here a million times, and I will use this
    name when I want you to go there, so remember it.  Follow the path all the way
    around and go through the very last door.  If you want a map of the second
    floor, pick up the wooden mount on the table in this corridor.
    
    This is the Office.  In here, grab the dog whistle and handgun ammo to Jill's
    right.  The whistle will have a file with it.  There is another file on the big
    desk, and also a lighter.  Make sure you grab all of these.  There is a door
    here leading to the East stairs, but before you go through it, get ready to
    run.        
    
    There is a zombie right on the other side of the door!  Start running as soon
    as you can towards the stairs, then turn around and shoot it 'till it croaks.
    There's another one at the bottom.  Stand on the stairs and aim down at it,
    and you can kill it before it ever reaches you.  Now grab the herb next to the
    stairs and head through the nearest of the two doors, unless you want the map
    of the second floor.  If you do, follow the instructions in the next paragraph.
    
    Take the wooden mount and the lighter, and go to the very last door in the
    hallway at the top of the East Stairs.  There is a fireplace in this room.
    Place the wooden mount above the fireplace, then use the lighter on the
    fireplace.  A map will be burned into the mount.  Go back the East Stairs, and
    go to the room downstairs I told you to go to earlier.
    
    This is the East Stairs Save Room, and it should be your favorite room in the
    entire game.  There is a typewriter in one of the corners, and in the item box
    is an ink ribbon.  I recommend you save your game now.  Deposit the knife, the
    whistle and an herb and pick up the canteen off of the floor.  Go to that
    silver thing and use it to fill your canteen with kerosene.  Also, grab the
    handgun ammo off of the crates.  Go back out to the stairs.
    
    Use the canteen while standing over the zombie's body to scorch the sucker.
    This will keep him from coming back as a crimson head.  Do the same to the one
    upstairs.  This will only work with kerosene AND the lighter.  Go back in the
    Save Room.  Refill your canteen and deposit it and the lighter.  Only take the
    gun, the ammo, the key, and one herb with you.
    
    Go back to the Big Winding Corridor through the door where the first zombie
    came at you.  Go back to the Main Hall, then back through to the Dining Room
    2F.
    
    In the Dining Room 2F, go through the door you haven't been through yet.
    
    I will refer to this place as the West Stairs. Go around the circle and down
    the stairs.  There will be a zombie down there, so kill him.  Go into the room
    right next to the stairs.
    
    This is the Medical Room.  This is a save room like the East Stairs Save Room.
    It also has a typewriter and an item box.  Take the canteen and lighter out.
    Go to the stairs again.  Burn the zombie next to the door and burn the one you
    just killed.  Go back in and put the lighter and canteen back in the box.  Back
    out to the stairs again.  Go down this hall until you reach two doors, and take
    the one on the side.  Inside, grab the Broken Shotgun, the Battery Pack, and
    the ink ribbon in the desk.  Backtrack to the Medical Room and deposit the ink
    ribbon.  You may or may not want to save again at this point.  It's probably a
    good idea.
    
    Now you have to go all the way back to the East Stairs. You should know the way
    by now, through the Dining Room 2F, Main Hall, and the Big Winding Corridor.
    This time, go through the other door downstairs, not to the save room.  The
    game will tell you the doorknob is screwed up, but go through anyway.  In here,
    go through the double doors next to you.
    
    You're in another hallway.  Go through the door right in front of you.  Once
    inside, go through the only other door to the shotgun room.  Take the dagger
    and the shotgun, but put the Broken Shotgun on the rack where the good shotgun
    was.  This will offset a trap in the previous room.  Go back to the hall and
    continue to walk down it.  Keep walking until you see another door and go
    through.  This is the bathroom.  Drain the tub to initiate a cutscene.
    
    *Cutscene*
    A zombie pops out at Jill but she stomps on its head.  Then she pukes.
    
    Now go to the tub and get the dagger.  Leave.  Continue down the hallway until
    you find two more doors, and take the one on the right.  RUN!!  There are two
    dogs here and you have to avoid them.  Get to the door at the end, and you'll
    wind up in the Statue Room.  Go out into the Main Hall, to a cutscene.
    
    *Cutscene*
    Barry will give you some Acid Rounds and leave.
    
    Now go up to the second floor and into the Dining Room 2F.  Head for the West
    Stairs, then down into the Medical Room.  Re-arrange your inventory so that you
    have the handgun, handgun ammo, the shotgun, the dog whistle, and the key.
    Save your game.
    
    You may have noticed the door on your way to the stairs that has a strange
    window on it.  It is the closest one to the Dining Room 2F.  It leads to the
    Dog Balcony.  Once you're out there, go to the largest and most open part of
    the balcony and blow the dog whistle.  Two dogs will appear.  Introduce them to
    your shotgun, and one will drop its collar.  Pick it up and examine it to find
    the coin.  Examine the back of the coin to turn it into the imitation of a key.
    There are some herbs growing on the balcony, if you got hurt.  When you leave
    the balcony, you will be asked to discard the whistle.  Go ahead and chuck it
    out.  Now we have to find the real key.
    
    Note: Sometime after you get the imitation of a key, a zombie will start trying
    to get into the stairs from the Dog Balcony.  Watch out for him.
    
    Make your way to the hallway where Kenneth's body is, and follow the same path
    that you took at the beginning of the game to get to the mirror hallway.  If
    you don't remember it, look at the beginning of this guide.  Once you're in the
    Mirror Hallway, run to the door right across from you, over the zombie that is
    turning into a Crimson Head.  Don't worry about him.
    
    Now you're in the Armor Key Room.  Walk up the stairs until you find a pedestal
    with a key on it.  Take it and the blade trap starts up.  To stop it, put your
    imitation of a key on the pedestal.  Examine your new key, and you'll find that
    it is the Armor Key. Now it's time to get yourself a grenade launcher.
    
    Get back out to the Main Hall 2F.  You know the door to the Big Winding
    Corridor?  On that same wall, to the right, is another door leading to
    Forrest's Balcony.  Once you're out there, check the fountain for some handgun
    ammo, and then continue towards that corpse over there.  A very brief cutscene
    shows Jill checking Forrest's body.  Grab the grenade launcher that's next to
    him and the dagger on the bench.  Walk a little further and eventually Forrest
    will get up as a Crimson Head.  Use whatever weapon on him that you want.  I
    suggest a mix of shotgun and handgun rounds.  When he's kaput, get back to the
    Main Hall.
    
    This next part will require a little speed on your part.  Go to the Big Winding
    Hallway, and go to the first door in it.  You can now open it with the Armor
    Key.  This is Richard's Hall, and in it you'll find Richard.
    
    *Cutscene*
    Richard says he's been bitten by a huge poisonous snake, and now you have to
    get him some serum.
    
    Now RUN to the Medicine Room.  There's a time limit, so hurry.  Through the
    Main Hall 2F, Dining Room 2F, West Stairs, and into the Medicine Room.  Grab
    the serum off of one of the shelves and run all the way back to him.
    
    If you got there in time, you'll give him a shot and you'll get his radio.  If
    you didn't get there in time, restart from your last save, or you'll never get
    the Assault Shotgun.
    
    Go to the East Stairs Save Room.  There should be some stuff laying on the
    ground for you.  Barry left you two first aid sprays, incendiary rounds, and
    two handgun clips.  Take the clips and put the rest in the item box.
    Re-arrange your inventory so that you have the handgun, some ammo, and the
    Armor Key.  Go to the top of the East Stairs and go through the door that is
    nearby.  Unlock it with the Armor Key.  Inside, choose the door on Jill's left.
    There's another cutscene here with Barry.
    
    *Cutscene*
    Barry is in this room. He'll talk a little, show you a file, and then leave.
    
    There are three plaques hanging in here.  Go to the one by the fish tank to get
    the lure.  The one by the door has the bee specimen.  The one on the other side
    of the fish tank has the lure of a bee.  Once you have them, combine the lure
    with the lure of a bee.  Put it on the plaque next to the door.  Put the bee
    specimen where you found the lure of a bee.  You'll be asked to press a button.
    Press it, grab the Wind Crest from the hole that opens, and run away from the
    bee to the previous room.  Choose the other door this time.  In here you'll
    find a first aid box and an ink ribbon.  Take these and/or the herbs in the
    last room as you see necessary. Go back to the save room and make sure you have
    only the handgun, ammo, lighter, and BOTH keys with you.  
    
    Go to Richard's Hallway and continue through the door at the end.  In this next
    small hallway, dispose of the zombie and go through the door he was blocking.
    This room is dark, so find the candle on the middle table and light it with you
    lighter.  One of these dressers has some shotgun ammo hidden in it, and there's
    handgun ammo on the table.  Push the dresser next to the table to open a small
    hidden crevice.  Take out the zombie in there, then go in and take the musical
    score.
    
    Go to the first floor of the Main Hall and enter the Dining Room.  Go to where
    Barry found the blood at the fireplace at the beginning of the game.  There is
    a wooden emblem mounted on the wall.  Take it.  Go to Kenneth's Hallway and go
    the other direction this time.  Take out the zombie and go to the very back,
    down the stairs.  Unlock the door and discard the Sword Key.  It's up to you
    whether or not you want to go into the kitchen.  Inside there is handgun ammo,
    but you will get ambushed on your way out.  Either way, go into the door that
    you passed on the way to the kitchen.  Inside is a piano, but you need to find
    the rest of that musical score.  Go to the back of the room and push the
    dresser out of the way, then take the score.  Combine the two scores and use
    them on the piano.  Go into the space that opens up and take the gold emblem
    and the file.  To make that trap door lift back up, place the wooden emblem
    where the gold one was.  Go back to the Dining Room and put the gold emblem
    where the wooden one was.  The front of the grandfather clock is open.  Run
    over to it to start a puzzle.  Move the large hand right twice to solve it.
    Take the key that appears, and examine it to find that it's the Shield Key.
    This stupid thing only opens one stupid door.
    
    Go to the East Stairs Save Room.  Get the shotgun and deposit the lighter.
    Saving your game here would be a very good idea.    Go back to Richard's
    Hallway, and through the door.  This time take the other door, the one up the
    steps.  Discard the Shield Key after you've used it, and then go in.  Your
    first boss fight is in here.  It is the giant snake that bit Richard.  Before
    the fight try to grab the shotgun ammo on one of the nearby shelves.  Go
    forward a little and you'll see a cutscene.
    
    *Cutscene*
    A giant snake will appear.  If you saved Richard, he'll come in and start
    shooting it.
    
    Run past the snake and grab the sparkly thing in the corner of the room.  This
    is a death mask.  Run back to the entrance and start shooting the snake with
    your shotgun.  Eventually, you'll see another cutscene.
    
    *Cutscene*
    The snake will eat Richard.
    
    Grab the Automatic Shotgun Richard dropped.  Now, you can either fight this
    thing or just leave.  Since it doesn't really make any difference, I suggest
    leaving.
    
    Note: After you get the first death mask, a zombie will eventually try to bust
    out into the Big Winding Corridor from Richard's Hallway.  Watch out.
    
    Now that you have one death mask, you've got to find the other three.  Go out
    into the Big Winding Corridor.  There is a large black double door you have not
    entered.  Go through it to the Gas Room.  It contains a puzzle involving those
    four suits of armor that are sticking out.  Just push back the upper right one,
    the lower left one, then the lower right one.  Make sure you push them all the
    way back.  That should do it.  Go push the button on the table in the middle of
    the room.  Grab the box from the opening that appears in the wall.  Examine the
    box.  To open it press the button on the front and the one on the back.  Inside
    you will find another death mask.  Head down to the East Stairs Save Room.
    Make sure you have the handgun, ammo, assault shotgun, shotgun ammo, the armor
    key, and the death masks. Nothing else.  Go through the door next to the Save
    Room, the one with the screwed up doorknob.  Go to the door across from the
    double doors.  You should have to use the armor key on it, and a zombie will
    be close by.  This is the Stained Glass Room.  There are crows perched on the
    walls, but if you leave them alone and solve the puzzle correctly, they won't
    attack.  Now, each pane of glass has a switch on either side of it.  You have
    to turn the first one orange, the second one purple, and the last one green.
    I will refer to the switches in the order you come across them.  Push the first
    one, leave two and three, and round the corner.  Push the fourth one and the
    fifth one, but leave six.  The panes should be orange, purple and green.
    Now hit the hidden switch in the painting at the end of the room.  The wall
    lifts up, exposing a hidden area.  Grab the death mask off of the floor and go
    though the gate that you see.  You are now in the graveyard again.  Head back
    down those steps that you opened at the beginning of the game to the Machine
    Room, where you got the Book of Curse and the sword key.  There are four
    pedestals in this room with indentations of faces in them.  Each corresponds to
    one of the masks.  Place the three you have on their respective pedestals, and
    after some slightly disturbing images, get back up the stairs.
    
    Go back through the gate to the Stain Glass Room and back to the room before
    that.  Go through the double doors again to the hallway that led to the shotgun
    and the bathroom.  Run all the way down this hall.  Zombies should come through
    the windows.  Just run past them.  Get to the end of the hallway, but don't go
    to the Dog Hallway.  Take the door with the window on it to get to the Patio.
    Run around the corner and grab the herbicide.  There are also two green herbs
    and three red ones if you want them.  Get back in the house, go through the Dog
    Hallway (just run past them), through the Statue Room, to the Main Hall.  Go
    upstairs into the Dining Room, then into the West Stairs.  Run down the stairs
    past the save room (unless you want todeposit the herbs from the Patio), and
    down to the end of the hall.  Go through the door at the end that you haven't
    been through.  In this room, grab the battery pack off of the table in front of
    you, and then go straight across the hall from the door, where there is another
    door.
    
    This is the Deadly Plant Room.  There is a death mask on the other side
    of this room, but that plant will stop you from getting to it.  Find the
    machine near the door and put the herbicide in it.  Turn on the machine and set
    it to red.  The herbicide will spray all over the plant and kill it.  Grab that
    death mask and any herbs that you want.  Go back to the Medical Room, and watch
    out for the zombies coming through the windows.  Make sure you have the
    automatic shotgun and some ammo with you.  Go all the way back to the cemetery
    from the Main Hall.  Get down into the Machine Room and place the last death
    mask.  Get ready for a short cutscene and a boss fight.
    
    *Cutscene*
    The coffin falls from the ceiling.  Go and look in it and the gate will shut.
    Jill runs over to it and a very angry Crimson Head climbs out of the coffin.
    
    This is a boss fight, but it's not very difficult.  Start pumping shotgun
    shells into his zombie carcass.  If he gets close to you, run to the other end
    of the room, spin around and shoot him some more.  There are shotgun shells
    next to the coffin in case you run out.  He will fall down eventually, but he's
    not really finished until the music stops playing.  Push the button in the
    coffin to make the gate rise back up, grab the stone and metal object out of
    the coffin, and the shells if you didn't get them during the fight.
    
    Now you're going to leave the mansion to explore a new area: the Courtyard and
    the Residence.
    
    -------------------------------------------------------------------------------
    Part 2: The Courtyard and the Residence
    -------------------------------------------------------------------------------
    
    Run up the stairs to the Graveyard and go through the metal gate to the Stained
    Glass Room.  Exit into the hall on the other end of the room.  Make your way to
    the East Stairs Save Room.  Make sure you have a gun, but you don't need any
    ammo.  Take the stone and metal object and take out the wind crest.  You may or
    may not want to save at this point.  Go back to the hallway you came through
    (the one that has the double doors and the single door that leads to the
    Stained Glass Room).  The doorknob is probably broken, so go up the East
    Stairs, into the Long Winding Corridor, out into the Main Hall, into the
    cemetery, through the gate to the stained glass room, and back out to the
    hallway.  Wax out that zombie that's in here if you haven't already, and go
    through the metal gate in the corner.  You should now be outside.  If you
    aren't, then you screwed up.  Run around to Jill's right and run until you find
    a door and a small pedestal.  Put the stone and metal on the pedestal to open
    the door and go through.  A dog will eventually come after you, so be quick.
    
    You are now in the Shed.  Grab all the crap in here, especially the stuff in
    the corner, and go down the small steps and through the single wooden door.
    Now you are out in the courtyard.  Go down the dirt path until you see a
    cutscene.
    
    *Cutscene*
    Brad tries to call you on you radio.  Your radio can't respond to his call
    though.
    
    Keep going until you see a weathervane.  Stop it when it is pointing north.
    
    *Cutscene*
    You will see a big statue move around.
    
    Go until you see another weathervane.  Make it point west.
    
    *Cutscene*
    The other statue moves, and the gate is unlocked.
    
    Go through the big metal gate to the Courtyard Graveyard.  Watch out for the
    crows.  Walk until you see a fork in the road, and turn to Jill's right.  Stick
    the wind crest in the gravestone to the right to make three more crests appear.
    Take them out and open the inventory menu.  Examine each one's back and
    indentations should pop out of it.  Take these crests and put them in the
    gravestone to the left.  A gun should appear.  Take it.  This gun is a .357
    Magnum Revolver.  It is a very sweet gun.  It really is an awesome weapon.  You
    should save it for the last boss fight.  Go through the other big metal gate.
    When you go through, you should hear a loud moan and some chains rattling.
    That was Lisa.  She is a creepy, mutated butt-ugly thing that Umbrella
    experimented on.  There is a long dirt path in front of you keep going until
    you finally reach a cabin.  Grab the herbs outside of it and go inside.
    
    Walk through the Cabin until you find some small steps.  Grab the map at the
    top of them, and then go through the doorway.  You should find a typewriter and
    an item box.  Run past the box and jump down off of the small ledge.  Go as far
    as you can go, and grab the crank at the end where those wooden slabs are
    stacked on top of each other.  Go back to the item box and deposit the Magnum.
    Make sure you have your shotgun and the crank with you.  I strongly suggest you
    go over to that typewriter and save now.  Don't go through the doorway past the
    typewriter yet.  When you have everything you need, then go on through.  A
    cutscene will ensue.
    
    *Cutscene*
    Jill gets whacked over the head and is knocked out.  When she wakes up, she
    doesn't see anything.  Then she spins around and sees Lisa.  Wow.  She's pretty
    screwed up, isn't she?  Lisa walks towards Jill.
    
    Get out of there!  She is very dangerous!  Try to pass her on the side the
    fireplace is on.  You may or may not get hit, but don't worry about that.  Just
    get out of there.  Attempting to kill her is stupid, as she is invincible and
    this will only get you slaughtered.  Once you are out of the door, run back
    down that path.  There will be a zombie there (probably a puking one), so be
    careful.  Make your way all the way back to the little Shed.
    
    Get anything in the Shed that you didn't get the first time you were in there,
    and go through the big door in here that you haven't been through yet.  In this
    placed, you will see a cutscene almost immediately.
    
    *Cutscene*
    Brad will try to call you on the radio again, but your stupid radio still can't
    respond.
    
    There are a few dogs in this place, and they will attack, so take your shotgun
    and obliterate them.  There is a green herb and a blue herb next to the wall to
    the right.  You should probably leave the blue herb there, because the little
    snakes might poison you when you go back to the mansion.  Go up the short set
    of stairs and go through the big metal gate to the Pool.  Walk around the side
    of the pool until you see a small thing sticking out of the ground with a
    little hole in it.  Use the crank you found in the Cabin on the thing, and it
    will drain the pool.  Go to the ladder that leads down into the pool and
    climb down.  Run to the other side of the pool and go up the other side.  Walk
    until you find an elevator, and take it down.  You should now be in the
    Waterfall Area, on the right side.  Go to Jill's right, on the left side of the
    screen, and go through the big metal gate.  You should now see a dirt path and
    a red herb in front of you.  Take the herb and take the dirt path until you see
    a door.  Watch out for the little snakes that hang around here.  Go through the
    door, and you will be in the Residence.
    
    Inside the Residence, you should see some blue herbs and a hallway.  Take the
    blue herbs if you want to, and go through the first door in the hallway that
    you see.  This is the Residence Storage Save Room.  Heal yourself if you are
    hurt, and dump any kind of healing items or anything else that you found that
    you don't need yet (including the crank) in the item box.  Get the first aid
    spray, the battery pack, and the ink ribbon that are in here, and save if you
    want to.  Make sure you have your handgun and shotgun with you, and some ammo
    for each one.  Exit back out into the hallway.  Walk past the other door and
    the box on the floor, and go through the double doors at the end of the
    hallway.  This place is the Bar and Billiards Area.  There are two big mutant
    spiders in here, but they aren't very fast, so just avoid them.  Take the herb
    near the door that you should take, and there is another in the area to the
    left.  Take them both.  Run down those steps to the bar and take the red book
    and the first aid box off of the counter.  The first aid box has an herb
    mixture in it.  Also, take the shotgun shells off of one of the tables.  There
    is a solution to one of the game's puzzles in here, but since I am going to
    tell you what to do later, you don't need it.  Leave this room and go back to
    the save room you were just in.  Deposit the book and the herbs.  Go back to
    the hallway.
    
    You probably noticed the box in the hallway and the holes in the floor.  If you
    got too close to the holes in the floor, you may have also noticed that a big
    thing comes out of the floor and tries to strangle you.  To get to the door on
    the other side of the hole, push the box over the hole on the left and climb
    over it. Go through the door to find another hallway.  Walk past the first door
    you see, and then past the door marked 002.  Take the map of the Residence that
    is on the wall.  This will open a hole in the wall.  DO NOT look through the
    hole, because this will result in the appearance of killer bees.  Go to the
    door to Room 002 and try to open it.  This will instigate a cutscene.
    
    *Cutscene*
    Jill hears some people talking through the door.  One voice is Barry's, and the
    other is not identified.  You can probably tell who it is though.  They talk
    about destroying S.T.A.R.S. and Barry's family's safety.  It seems like they
    are up to something.  
    
    Go inside and watch another cutscene.
    
    *Cutscene*
    Jill walks in and Barry is standing there.  The other person is gone.  Jill
    says she heard Barry say something, but Barry says he was talking to himself.
    Jill seems to believe him for some reason.  Barry walks out, saying that he
    needs some fresh air.
    
    There is a file on the table, if you want it.  Go through the door next to the
    door you just came through.  This is a bathroom.  Take the key in here and
    leave (look for the flashing object).  If you examine it, you'll see that it is
    the Room 001 key.  If there isn't a zombie in the bathroom by now, there will
    be a zombie in Room 002.  You don't need to kill him though.  Go all the way
    back to the first hallway in the Residence.  When crossing over the holes in
    the floor, push the box off of the left hole, and make it adjacent to the one
    on the right.  The tentacle is waiting in the hole to the right.  Go through
    the door across from the save room labeled 001, using the Room 001 key.  
    
    At first glance, this room may look menacing due to the dead guy hanging from
    the ceiling, but there is nothing in here that will hurt you.  Go around the
    dead guy and grab the handgun clip off of the chair, the other clip off of the
    small table, and the self defense gun off of the table too.  The gun uses .22
    Magnum rounds, and it is loaded with the only round in the game.  It comes with
    the dead guy's suicide note.  Go into the bathroom of Room 001, next to the
    door where you came in.  Once inside, drain the tub and take the key out of it.
    Leave immediately, because that zombie on the floor will get up.  Go back to
    the save room and deposit the self defense gun, the shotgun, and the shotgun
    ammo.  Just keep the handgun, handgun ammo, and the Control Room key that you
    just found in the bathtub.
    
    Go all the way back to Room 002, where Barry was.  If the zombie is still
    there, wax the undead jerk.  Just remember that he will be back later as a
    crimson head.  Go to the back of the room to those bookshelves.  Push the left
    bookshelf backwards and push the right bookshelf sideways to reveal a ladder
    leading down to the Aqua Ring.  Walk until you see the little pool of water.
    Push those three crates nearby into the water so you can cross.  Go until you
    reach a corner, pick up the green herb that is lying in the shallow water, and
    go through the big metal double doors.  Now you are in the Tank Room of the
    Aqua Ring.  Walk a little and you will see a cutscene.
    
    *Cutscene*
    Something in the water is swimming towards you.  Uh oh.
    
    RUN!!  Those sharks are trying to eat you!  Run around the outer edge of the
    Tank Room until you see some stairs.  Go up them and through the door, using
    the Control Room key.  You will probably get bitten once, but that's okay.
    Once in the Control Room, go down the ladder.  Get the map of the Aqua Ring
    behind the desk.  You now have to drain the water in the Aqua Ring.  I have
    tried to make you a map to help you with the next part.
     _________________________________________
    |M                   3                    |    M=where the map was
    | D                                       |    D=where the desk is
    |                                       1 |    1=lever #1
    |                    L                    |    2=switch #2
    |                                         |    3=lever #3
    |                               2         |    4=area #4
    |______________          _________________|    _ and |=walls
                                      |            L=where the ladder is
                                     4|
    __________________________________|
    
    First, pull down the lever marked # 1.  A shark will ram the glass next to you,
    and emergency buzzers will go off.  Run over to switch #2 and hit it.  Pull
    down lever #3.  Shutters should come down, but then they will malfunction.
    Run to area #4 and push the buttons until the shutters go back up.  Hit switch
    #2 again, and then pull lever #3 again.  The shutters should go down again.  Go
    pull lever #1 again to drain the water.  Get the first aid box next to the area
    4 buttons.  There is an herb mixture in the box.  Heal yourself if you were
    hurt by the sharks.  Go through the metal door in the small corridor.  You
    should now be in a big room with a big metal double door across from you, and a
    metal gate.  Go over to that junk pile and pick up some grenade rounds, and
    then go through the double doors.  You are now in the bottom of the drained
    tank.  Plug any sharks you find with a single bullet, and they shut up very
    easily.  Once you find the giant shark, Neptune, climb up on the little metal
    thing next to him.  On the metal thing, try to take the Gallery key, and you
    will see a short cutscene.
    
    *Cutscene*
    The shark springs to life and knocks the key into the water.
    
    Now, there are two ways to kill that monstrosity.  The best way is
    electrocution.  Push the little box next to you into the water, and then pull
    the lever on the other box.  The shark will get totally fried.  The other way
    is to shoot him until he dies, which wastes ammo.  Either way, he will be dead,
    so jump down into the water and take the key next to the shark.  Go back to the
    last room, and exit out that metal gate that you haven't gone through yet.  In
    this place, run up to the boxes in front of you and grab the Magnum rounds.
    Then, continue down the passage and climb the ladder at the end.  Unlock and go
    through the door.  You are now in the first room of the Aqua Ring.  Go back up
    the ladder to Room 002 in the Residence.
    
    A crimson head may be waiting for you in here.  Try to dodge him or use a
    defensive item on him.  Go all the way back to the Residence save room (don't
    forget to move the box so the plant can't hurt you).  Deposit whatever herbs
    you have left, the grenade rounds, and the Magnum rounds.  Take out the red
    book, and the shotgun (filled, with no extra ammo) if you haven't completely
    destroyed the zombie in Room 002 yet.  Save if you want to.  Go to the next
    hallway, over the pit with the killer plant tentacle thing.  Go through the
    only door in here you haven't gone through yet, and you'll be in the Gallery.
    Dodge the killer bees in here, and run to the table in the middle of the room.
    Grab the handgun clip off of the table, run past the single door and stop at
    that corpse on the ground.  He was stung to death by the killer bees.  Ouch.
    To avoid the same fate, take the insecticide he is holding and get back out
    into the hallway.  Remember where you got the map of the Residence?  Whether
    you remember it or not, it's just past Room 002.  Spray the insecticide inside
    the hole in the wall to kill all of the bees in there.  Go back to the now
    bee-free Gallery.  Go past where the corpse is, to the end of the small
    corridor.  Take the key from the little table, and the red herb if you want it.
    That key opens Room 003, the single wooden door in this room.  Go through it.
    
    There is a door to the bathroom in here.  If you want a dagger, go in, drain
    the tub, and take it.  In Room 003, go over to the bookshelf in the back and
    take out the white book that is in between the red ones.  It will have a file
    in it.  Stick the red book that I told you to bring in the space where the
    white book was.  Here is a puzzle for you to solve.  You have to arrange the
    book bindings to form a picture of...well, you can probably tell.   I'll let
    you solve it on your own, it's not that difficult.  This opens the door next to
    you, but don't go through yet.  Plant 42 is on the other side of that door, and
    you have to kill it.  You have two options for dealing with it.
    
    Method #1 (preferred)-With this method, you will be mixing some chemicals.
    These chemicals will act as an herbicide and help kill the plant.  There is a
    door in the Gallery that you haven't gone through yet, and it had a key code
    security lock.  Every time I play, I end up with the same combination; 653.
    Hit the little symbols on the top, then punch in the numbers underneath.  If
    this doesn't work for you, or you want to figure it out yourself or something,
    go all the way back to the first hallway and go into the Billiards/Bar Room.
    Watch out for spiders.  The pool balls on the pool table in the upstairs of
    the room all have colors that correspond to the colors on the keypad.  Write
    down the number and color of each ball, and then use that information on the
    keypad in the Gallery.  Once in the small room, which I call the Chemical Room,
    grab three of those small flashing bottles off of the shelves.  I have written
    out instructions on how to make the V-Jolt, the chemical that kills Plant 42,
    but the instructions are also posted on one of the bookshelves, if you need
    them.
    
    First take some UMB 3 (the red stuff on the table), and some water from the
    tap.  Mix them to get UMB 4.  Take some Yellow 6 (the yellow stuff on the
    shelf, and mix it in to get UMB 10.  Take some more Yellow 6 and some water and
    mix them together to get UMB 7.  Mix the UMB 10 with the UMB 7 to get NP-17.
    Add some UMB 3 to get the V-Jolt.  Congratulations.  Now you need to go back
    to the Aqua Ring.
    
    Go all the way back to Aqua Ring through the ladder in Room 002.  Go through
    the door in the Aqua Ring that you opened last time you left, because the water
    is drained, and you can't go the other way.  Go down the ladder, around the
    U-shaped tunnel, into the wet Storage Area, through the door to the Control
    Room, up the ladder, and out into the top of the empty tank.  There is a
    shark out here, on the stairs next to the door, so put a bullet through him and
    watch him die.  Go through the door near him to the only room in the Aqua Ring
    you haven't been to yet.  There are big green tentacles in this room.  Pour the
    V-Jolt on them and they'll shrivel up.  Run all the way back to the Gallery and
    go to Room 003.  Go through the door you unlocked earlier to the Plant 42 Room.
    Watch a cutscene.
    
    *Cutscene*
    The plant wasn't completely dead.  It grabs Jill and waves her in the air.  She
    has no way to escape.  Barry charges in with a flamethrower.  I don't know
    where he got it.  The plant picks him up too, but he roasts it with his new
    weapon.  After they drop to the floor, Barry and Jill make sure they are okay.
    
    Go over to the fireplace in the back of the room.  Take the key out of the
    fireplace.  Yes, the entire point of The Residence was to get this one stinking
    piece of **** key.  It is the helmet key, and it unlocks a couple of doors in
    the mansion.  That's right, we're going back to the mansion, although we won't
    be staying long.  On your way out of your Residence, you will see a cutscene
    with Wesker.  
    
    *Cutscene*
    Jill hears some shots and turns a corner.  Wesker is standing there shooting
    bees.  Wow, what a rough time he seems to be having.  They talk about some
    stuff, and then Wesker asks Jill to go back and search the mansion again.
    I guess we should do what he says.
    
    Don't worry about the tentacles in the floor of the hallway; the plant is dead.
    You might want to save.  Only take the key, assault shotgun, and ammo.
    
    -------------------------------------------------------------------------------
    Part 3: Back to the Mansion
    -------------------------------------------------------------------------------
    
    You should know the way back to the mansion, so I'm not going to tell you what
    to do.  Just get there.  On the way there, you should get the two first aid
    sprays, the battery pack, and the acid shells in the Shed, and you will get
    another call from Brad.
    
    *Cutscene*
    Brad calls you, but your stupid piece of fecal matter radio still won't work.
    
    *Cutscene* (once inside the mansion)
    You will see that something is taking thepath you just took to get to the
    mansion.  Yeah, it's following you.  As with everything else here, it is trying
    to kill you.
    
    Once inside the mansion, prepare to be attacked by a Hunter.  You haven't dealt
    with them yet.  They are short, brown, humanoid creatures with huge claws.  It
    is strong, fast, and can take off your head with one clean swipe.  You have
    probably reached the logical conclusion that you should either avoid them
    entirely or blow them apart quickly with big guns.  Kill the one that attacks
    you upon entering the mansion.  Go through the door to the East Stairs.  There
    will be another Hunter in here, so blow him apart.  Go in the save room.
    
    Take the handgun, some ammo, and the helmet key, and nothing else.  Go out to
    the East Stairs and climb up.  Go all the way to the end of the hallway, and
    through the door.  This room has a fireplace, and you may recognize it as the
    place where you got the map, if you chose to get it earlier in the game.  Use
    the helmet key on the door in here.  DO NOT take the herbs, because you are
    going to need all the inventory space you can get.
    
    This next room has a puzzle in it that is fairly simple to solve.  You should
    see a statue right in front of you.  Get in front of the statue, so that it is
    facing you, and push it out through the doorway.  When you get into the other
    part of the room, the walls will start to close in.  As long as you stay
    directly in front of the statue, the walls won't close in enough to kill you.
    Push the statue as far as it will go, and return to the entrance of this room.
    Do you see the other doorway right next to the one you just went through?  Go
    through it, and you will be on the other side of the wall.  Go as far as you
    can go that way and look for a switch on the wall.  Hit it and run back through
    the doorway because the walls are closing back the way they were before.
    Quickly run back to the statue and push it to the left until it clicks into
    place.  If you do everything right, the walls will return to their original
    position and a door will open in the wall right in front of you.  Go through
    it.  Take the defensive weapon off of the table and go over to the hole in the
    ground.  Drop through it.  Take the book lying on the ground.  It is the Last
    Book Vol. 1.  Check its pages (from the side of the book) to open it and find
    the eagle medal.  You don't need this yet, but you will definitely need it
    later.  Go over to the gravestone that is laying on the ground and take the
    file off of it.  It is George Trevor's diary.  He is the one who built the
    mansion.  When you are through reading the diary, you will be prompted to hit
    a switch on the gravestone.  Hit it and a hole with a ladder will appear.  Go
    down.
    
    You are now in the basement, and it is a pretty nasty place.  Luckily, it's not
    very big.  There are several spiders in the first room, and I suggest avoiding
    them instead of shooting them for three reasons: Shooting them will waste ammo,
    they are easy to avoid, and you will never have to deal with them again later.
    Run past the first one to reach a fork.  There is a spider guarding a door to
    the next area to the left, and a box of shotgun ammo and a map to the right.
    Take the map off of the wall, and get the ammo in that pile of boxes in the
    corner. In the next room, there are a couple of zombies waiting for you.  Try
    to shoot them from a distance.  Take the blue herb on the ground ONLY if you
    were poisoned, and use it.  Grab the dagger that's lying where the zombie was,
    and go through the doorway on the right when you reach the fork.  Follow this
    path to an electrical conductor.  Flip it on to put some power into the
    elevator in the kitchen.  Go back to the fork and take the left path, then go
    through the door at the end.  You are now in the kitchen.
    
    You may or may not have been in the kitchen yet.  Blow away any zombies you
    see.  If you came here earlier and there is a crimson head, just run from it.
    Take the dagger and the handgun clip off of the table.  Go around the corner in
    the back of the room and call down the elevator that you just powered up.
    Don't worry about the zombie lying next to the elevator; he won't be getting
    up.  Take the elevator up.  This upstairs hallway has two zombies in it, and
    you you may not see them at first.  Blow them away.  Make sure they don't get
    back up.  Don't take the herbs in here yet.  The large double doors in here
    lead to the library, but you can't open them.  Go in the single door next to
    the elevator.  In the little utility room, grab the battery, the acid rounds,
    the Magnum rounds, and the battery pack for your stunner.  You should have
    enough space for it all.  Go back out into the hallway.  If you have any room
    left, take the herbs in the hallway with you.  Go through the other single door
    in here.  You should be back in the Mirror Hallway that led to where the armor
    key was.  There might be some crimson heads in here, so let's just go through
    the closest door to the Dining Room 2F.  There shouldn't be anything here.  Go
    though the door to the West Stairs.  Go downstairs to the Medical Room.
    Deposit the magnum rounds, the acid rounds, the battery, and the eagle medal,
    and save.  Go back out and go to the top of the stairs.  Go through the door
    right next to the stairs with the helmet key.  Don't worry about the zombie,
    because he will have disappeared by now.  I don't know why.
    
    Once you are in this room, which has stuffed animal heads on the walls, the
    first thing you should do is turn the lights off.  The switch is right next to
    the door.  Then take the grenade shells that are under the moose's head and
    the dagger that is near the other head.  You may notice that in one of the
    animals' heads is a yellow stone, and in the other animal's head there is a red
    stone.  You may also notice the swiveling birds perched on the wall, which
    follow your movement.  You need to get those stones in the animal heads, but
    those birds will lock them into place if you get too close.  Push those drawers
    up against the walls where the animal heads are.  Get on top of one of the
    dressers.  Jump down off of the dresser you are on and run to the other one.
    Climb up and get the stone, quickly.  Repeat the process to get the other one.
    These gems will be important very soon.  Grab the file on the small table if
    you want it.  Go back to the Medical Room now and deposit the grenade rounds
    and the yellow gem.  You should have your handgun, ammo, the helmet key, and
    the red gem.  Now, make your way back to the Main Hall.
    
    There is a room in the Main Hall that you have not been through yet.  It is
    next to the Statue Room.  Open it with the Helmet Key and go in.  The first
    thing you'll see when you come in the room is a the mantle on top of a
    fireplace.  There is a diary there, if you want to pick it up.  Go around the
    fireplace to find a small hallway.  At one end is a dresser with an ink ribbon
    in it, and at the other end is a door.  Only take the ink ribbon if you have at
    least two or three inventory spaces.  Go through the door.  There is a zombie
    waiting for you, so blow him away.  Take the Jewelry Box on the shelf, and the
    dagger on the floor.  There is also a green herb and some blue herbs.
    Combine the Jewelry Box you just got with the Red Gem.  This will release
    several little puzzle pieces from the jewelry box.  Put them together to form
    an octagon to open the box.  You will have to rotate a few of the pieces to get
    them to fit.  It's not that hard, so I think you can do it on your own.  When
    it is finished, you'll get a broach.  Check it to make it change into the
    Emblem Key.  This thing unlocks the door to the Office.  Hopefully, you still
    remember how to get to the East Stairs.  Go there.
    
    Head out the door to the hallway.  The door has been repaired.  There may be a
    Hunter in here, so be careful.  There is still one door here you haven't gone
    through.  Use the Emblem Key on it and discard the key.  Go over to the desk in
    the Office and turn the light on.  Check the drawer on the desk to get some
    shotgun rounds.  Pick up the metal object and the battery pack on the other
    desk.  Leave.  Go to the save room.  Deposit the metal object, and withdraw the
    shotgun and some rounds.  If you prefer, though, you can load up the grenade
    launcher instead.
    
    Remember the Eagle Medal that we got?  Well, we have to get the Wolf Medal now.
    Go to the place where you got the Armor Key by using the fake one.  If you
    can't remember how to get there, go from the Main Hall the Dining Room 2F to
    the Mirror Hallway to the Armor Key Room.  There is a door past the pedestal
    with the fake key on it.  Open it with the Armor Key and discard the key.  Work
    your way around this hallway, using the herbs if you need them, until you see a
    other cutscene.
    
    *Cutscene*
    The snake is back!
    
    Run from that friggin' snake and climb down the ladder.  This is a boss battle,
    but it's pretty easy.  Take out your shotgun and pump rounds into it until it
    dies.  When it is about to attack, it will rear its head back.  Don't worry, it
    can't poison you this time.  When the fight is over, you'll see another
    cutscene.
    
    *Cutscene*
    The snake dies and knocks a bunch of books off of the shelves.
    
    Go pick up the book that the snake knocked off of the shelves that is
    sparkling.  Check the side of its pages to open it and find the Wolf Medal.
    Now we have just one more thing to do before we leave the mansion again.  Go to
    the Dining Room.  The statue on the top floor will have crashed on the floor,
    so take the blue gem in the rubble.  Go to the Medical Room save room and take
    the yellow gem out of the item box.  Deposit the Wolf Medal.  Go to the West
    Stairs, and go down the lower hallway to the last door.  Avoid the Hunters that
    burst through the windows.  Go through the door to the dark hallway.  There's 
    probably a zombie or two here, so kill them.  This place leads to the room
    where you killed the plant.  Don't go that way though.  Go the other way, and
    go into the little opening in the wall.  Get the dagger off the table and go in
    the door right next to you.  You should be in a little room with a statue of a
    tiger's head.  Put the Yellow gem in the tiger's eye.  The statue will turn
    around and give you the MO disk.  Take it, then put the blue one in the other
    eye.  The statue will give you some shotgun ammo.  Go back to the Medical Room
    and deposit the MO disk.  Take out the Battery and the Crank and head for the
    door you used to get to the Courtyard.  We're leaving the Mansion again, and
    we're heading for the underground Caverns connected to the Courtyard.  I don't
    like the Caverns much, but it doesn't take very long.
    
    -------------------------------------------------------------------------------
    Part 4: The Caverns
    -------------------------------------------------------------------------------
    Go outside, through the Shed, out to the Pool, and down the elevator to the
    little coutyard area.  Go past the dogs, if they're still there, and go to the
    elevator past the steps.  Put the battery in the hole next to the elevator and
    use it to go up. You'll be in the area in front of the Pool.  Go to the Pool
    again and use the crank to fill the pool.  Use the elevator you just got to
    work to go back down.  There is now a cave where that waterfall used to be.  If
    you don't see it, it is between the Pool's elevator and the gate to the
    Residence.  Go in it and climb down the ladder to reach the Caverns.
    
    Go down the hall to find an item box and a typewriter.  I suggest you save.
    Take only your guns and ammo.  Go back out to where the ladder is and go
    through the door next to it.  You should be in a tunnel.  There is a fork that
    divides the tunnel.  Go to the end that has the giant boulder.  There should
    be some acid grenade rounds on the ground, so take them.  Go to the other end
    and go through the door.  You should be in a room with a big hole in the
    middle.  Take the herb and the handgun ammo laying near the hole in the ground.
    Go around the pit and into the little tunnel nearby.  There should be some more
    ammo on the ground, so take it.  Go through the door nearby.  Follow this
    tunnel until you see a cutscene.
    
    *Cutscene*
    You will hear a voice.  Jill runs around the corner to see Enrico.  Enrico
    tells her that someone on the S.T.A.R.S. is a traitor, but suddenly, someone
    shoots him.  They leave before Jill can see who it is, and Enrico dies.  
    
    Check Enrico's body to find a hexagonal crank.  On your way out of the tunnel,
    a hunter will come after you.  It is easy to avoid, but you can kill it if you
    want.  Go all the way back to the item box and typewriter.  There will be
    another hunter in the forked tunnel.  When you get back to box, drop off the
    herb.  There is an easy boss fight coming up, and you can choose to either take
    the grenade launcher or the shotgun.  You should be OK with the shotgun, but
    either way, take ammo with you.  There is also a blue herb in the tunnel if
    you want it.  Go past the box until you get to a part you can't cross.  There
    should be a panel on the wall near you.  Use the crank on it to flip the room
    around so you can get through it to the door on the other side.  Pick up the
    herb and go through the door.  You are now in ANOTHER tunnel.  Go up to the
    boulder at one end of this tunnel, pick up the shotgun rounds, and get ready to
    run.  When you turn around and walk away from the boulder, it breaks loose and
    comes at you.  Run and duck into the little alcove where the door is.  The
    boulder will roll past you and open a big hole in the wall, and reveal a big
    metal door.  Get ready for a fight, and go through the door.
    
    *Cutscene*
    A huge spider walks down the wall from the ceiling.  This is the Black Tiger
    Spider.
    
    It attacks by charging at you and spitting poison at you.  Try hard not to let
    yourself be poisoned, and keep shooting it.  Eventually, a couple of smaller
    spiders will come out, but they're not much of a problem.  Just shoot the big
    one until it dies.  When it's gone, take the knife off of the crate in the back
    of the room, and use it to slash away the webs covering the door.
    
    Before you go through though, go back to the item box and drop off any herbs
    you have, and the knife.  Just take you guns, ammo, and the crank.  Go through
    the door in the spider room.  To Jill's left is some herbs and a map.  Take the
    map.  If you want the herbs, you'll have to take them back to the item box too.
    Go through the door at the far end.  Walk through the next tunnel until you get
    to another area that you can't get across.  Use the crank on the panel nearby
    three times, and when you're finished, another boulder will break loose.  Run
    and duck away from this one too.  When it has stopped, go through to the end of
    the tunnel and get the first aid box.  There is a first aid spray inside.
    There is a little alcove where you moved the floor around.  Go to it and go
    through the door that is there.  You should be in a room with a statue, an
    altar, a circle on the ground, and a little panel on the wall next to the door.
    You have to push the statue into the altar, but it's facing the wrong
    direction.  Find a brown rectangle on the wall and push the statue against it.
    Use the crank on the panel to push the statue away from the wall.  Then push
    the statue onto the little circle on the floor.  It will partially rotate the
    statue.  Push the statue off, and then back on to rotate it again.  Push the
    statue into the hole in the altar to complete the puzzle.  A little hole
    appears in the wall and it gives you the cylinder.
    
    Go all the way back to the place where the item box was.  Deposit the crank and
    any healing items you might have.  Go back to that big room with the giant hole
    in the middle.  Watch out for the hunters.  On one side of the pit, there is a
    control station for the elevator.  Go over to the pedestal and open it.  Take
    out the shaft, combine it with the cylinder, and put it back in.  Now, it
    should ask you to press the little buttons on the pedestal.  Hit them in this
    order:4231.  Wait for a cutscene.
    
    *Cutscene*
    The elevator rises up.
    
    Walk over to it and hit the down button on the control panel.
    
    *Cutscene*
    Barry walks in as Jill is about to take the elevator down.  They both ride it
    to the bottom. When they get there, they hear a sound, and Jill goes to check
    it out while Barry "secures the escape" (sissy).
    
    Go through the door right in front of you.  You are now in a room made of
    several small passages.  If you go forward in here, you'll see LISA!  Run away
    from her, back to where Barry is.  When you get there...
    
    *Cutscene*
    ...Barry takes the elevator up, leaving you down here with Lisa.  That *******.
    
    There is an item box on that little wooden walkway nearby, and a handgun clip.
    Drop off all but your guns.  Head back to where Lisa is.
    
    No matter which direction you go, that's where Lisa is going to ,be, so go left
    until you see her.  Then, turn right and go that direction instead, until you
    come to an open part of the room.  On your way, you should see a switch on the
    wall.  Remember where it is, because it's important.  Once in the larger, more
    open part of the room (where you should see several herbs laying on the
    ground), go up to the other small passage nearby and go through the door that
    you see.  This next place is next to an underground river.  You should see some
    boxes stacked together in a corner.  Climb up them and take the magnum rounds,
    handgun clip, and the battery pack.  Now go a little further until you see a
    single crate on the ground next to a service lift.  Push the crate onto the
    lift and press the button to send it away.  Go back to the place where Lisa is.
    Now, you have to go back to the elevator shaft where Barry left you.  In the
    large part of the room, Lisa will be waiting for you.  Lure her out and then
    run past her to get out of there.  Get back to where the elevator is.  Dump the
    magnum rounds, the handgun ammo (combine it with the ammo you already had), and
    the herbs if you got them.  Climb down the ladder on the wooden walkway.  Go
    over to the crate (that's the one you just sent via the lift) and push it all
    the way to the left and into the hole in the ground.  It is actually a trash
    compacter.  Hit the button on the wall to activate it.  When the machine is
    finished, you will see a broken flamethrower on the ground. Jump down there and
    get it.  Now go back to Lisa's place.
    
    There is a locking mechanism on the door we need to go through, so we're going
    to have to unlock it.  Start by going to the left.  Turn around and go to the
    right when you see her, and go to the big open space, noting the location of
    the switch on the wall.  Now, wait for Lisa to come and run past her.  It's OK
    if you get hit, because you're going to find some herbs pretty soon.  Stop at
    the switch on the wall, and pull it down.  Go to the left when you reach that
    fork, and try to find the metal door, and hurry because the door will lock
    itself back down after a certain amount of time.  It can be confusing because
    all of the passages look the same, but do your best.  When you reach the door,
    put the broken flamethrower on the little bars sticking out from the wall to
    open the door.  Go through.
    
    Now you should be in a room with a bunch of tables in it.  There's nothing
    here, so take the little tunnel on the other side of the room that is filled
    with water.  There are some snakes here, but they are very easy to avoid.  You
    will come out of the tunnel in Lisa's room.  There is a jewelry box on the
    table next to the bed, and on the bed is a dagger.  Take them, and then head
    up the ladder on the wall.  Go right to find some herbs, then left to find
    another ladder.  Go up it to arrive...in the Cabin.  Congratulations, you're
    out of the Caverns and don't ever have to go back.
    
    This time in the Cabin, Lisa won't attack you, so relax.  Check the jewelry box
    and open it to find the stone ring and a picture with some writing on it.  Go
    over to the item box and take out the metal object.  Combine it with the stone
    ring to get the stone and metal object.  Empty everything into the item box
    except your shotgun, ammo, and the stone and metal object.  Also, take out the
    ink ribbon and save your game.  When you're finished, it's time to head back to
    the mansion.  From there, we'll move straight on to the Labs.
    
    I assume you remember how to get back to the mansion.  On your way down the
    path, you will probably encounter a zombie, so take him out.  When you exit the
    Shed, take the stone and metal object off of the pedestal that you used to
    unlock the Shed.  Make your way to the Main Hall, and watch out for the hunter,
    if you didn't kill it yet.  In the Main Hall, go to the big metal gate.  If you
    haven't seen it yet, it's underneath the steps.  Put the two stone and metal
    objects on the gate to unlock it.  You will hear some noises from behind the
    gate.  Yeah, that's Lisa again.  You're probably as sick of her right now as I
    am.  There is another item box and typewriter, so go over to the item box.
    Take out the eagle and wolf medals from the box.  What follows is a series of
    underground passages.  Make your way through them until you find a ladder.
    Go down the ladder to see a cutscene.
    
    *Cutscene*
    Barry is standing at a big coffin in the middle of the room.  After a few
    seconds, Barry will pull his gun on her and she'll take it.  All of a sudden,
    Lisa enters the room from the other side.  Barry asks Jill for his gun back.
    Now you have to decide whether or not to let him have it back.  If you say no,
    Barry will die, and you'll get his gun and a picture of his family.  If you say
    yes, Barry will live, and help you with the fight.  I usually give it back to
    him, because he'll help you with this battle and the final boss battle.  You
    also get a better ending.  Make your choice.
    
    Note: This guide will assume you let Barry live.  The rest of the game will be
    a little different if you let Barry die.
    
    It's time to finally kill Lisa.  Do you see those pillars in the corners of the
    room?  You have to push those pillars into the abyss on the sides of the room.
    Lisa will hassle you, but, if you gave Barry his gun back, he'll distract her
    with .44 Magnum rounds.  Be careful; Lisa can kill Barry if she gets too close
    to him, so try to keep her attention away from him.  She can push you into the
    abyss, so be careful.  When you've finished, watch a little cutscene.
    
    *Cutscene*
    The top of the coffin will slide off, revealing Lisa's mother.  She'll jump
    into the abyss and you'll never have to see her ugly, mutated, deformed face
    again.
    
    If you talk to Barry, he'll suggest that you go forward, so go.  Don't worry,
    he's not going to pull the gun on you again.  Go until you see a small elevator
    and take it up.  You will arrive in the fountain area.  Walk around the
    fountain until you see two indentations on opposite ends.  Put the eagle and
    wolf medals in the indentations to drain the water.  Walk down the steps that
    appear and into the elevator.  Take it down.
    
    -------------------------------------------------------------------------------
    You will then be asked to switch to disk 2.  Do it.
    -------------------------------------------------------------------------------
    
    -------------------------------------------------------------------------------
    Part 5: The Labs
    -------------------------------------------------------------------------------
    Once you've started disk 2, you will be in the last part of the game: the Labs.
    The first room you come to wraps around a big piece of equipment, and has the
    emergency escape and a ladder.  You can't open the emergency exit yet, so go
    down the ladder.  There is a save room at the bottom.  Take out your fuel
    canteen and your lighter.  There are a few zombies in the next room we have to
    burn.  There is a container full of gas in the next room, if you need it.  Once
    you're there, take both of the zombies out.  One of them is in the back behind
    the wall.  When they're down, use the fuel and the lighter to burn their
    corpses.  Go refill the canteen at the little container next to the save room
    door.  Do you see the stairs in this room?  Well, go down the stairs and
    through the gate.  You should now be in what I call the Main Corridor Room.
    Kill the zombie in the room downstairs, then turn the corner and kill the other
    one.  Burn 'em both, and go down the small corridor  to a double door.  If you
    went to the right room, you'll see some blood on the ground and some computers.
    Go over to the computer and turn it on (you can also pick up the file next to
    the computer).
    
    A login box will appear on the screen.  Type in JOHN for the Login part, and
    ADA for the Password.  If you have ever played RE2, you should know these names
    already.  You will gain access to the system.  Choose B-2F.  It will ask for
    another password, so type in CELL.  This unlocks B-2F.  Go back and select
    B-3F.  You don't need a password for it.  When you're finished, look in the
    little storage room next to you.  There is a battery pack on the shelf, so take
    it.  Don't worry about the corpses; they won't bother you.  Go back out and go
    to the save room.  When you're there, dump everything in the box.  You won't
    need your guns for the next room.
    
    There is a little space in the room with the stairwell, where that one zombie
    came from.  There is a table with another MO disk on it, so take it.  Go
    through the door right next to you.  This is the Projector and Monitor Room.
    As you may have guessed, it has a projector and some monitors.  There is plenty
    of crap to grab in here.  Take the MO disk off of the shelf next to the door,
    and the first aid spray from the table.  You can look at the neat little slide
    show on the projector if you want.  The last slide gives you the answer to a
    puzzle, but since there is a part missing, and since I'm going to tell you the
    answer, it doesn't matter.  If you want to do it on your own, skim ahead to
    where I explain where the slide filter is.  On the shelves in the back of the
    room, there is a file and some shotgun ammo.  Look for a little panel on the
    wall.  This is where you need the passcode from the slide show.  The code is
    8462.  This opens the part of the room where the video monitors are.  Take the
    Laboratory Key in there.  If you got Kenneth's tape at the beginning of the
    game, you can watch it in here.  
    
    *Cutscene* (if you watch the tape)
    The tape shows Kenneth being attacked, killed and eaten.  Eeeewwww.  Sick.
    You'd think that a trained combat specialist would be able to handle the zombie
    with a shotgun from ten feet away, but I guess not.  Also, I wonder what
    happened to that shotgun when he died...
    
    Go back to the save room.  Take the handgun, some ammo, the Laboratory Key, and
    the MO disks (including the one you got in the mansion).  Go downstairs again.
    Go through the door right next to the gate you just passed through.  Now you
    are in what I will from now on refer to as the Locking Mechanism Passage.
    There are three doors here, and a first aid box if you want it.  The first goes
    to a room with some X-rays and a file.  You don't need to go in there.  We're
    going through the second door.  The third door is going to take a while to
    open.  In the room I told you to go in, kill the zombie.  Take the flame rounds
    on the water fountain.  Find the transmitter on the desk in the back of the
    room.  It looks like a Gamecube.  Use the MO disk on it.  This opens one of the
    locks to that door in the last passage.  Take the slide filter or the ink
    ribbon near the door if you want either of them, but you shouldn't need them.
    Go out to the Main Corridor room.
    
    Go up the corridor (going down the part facing the big gate) until you see two
    doors close together.  Open them both with the Laboratory Key, then discard it.
    Go through the first door you came to, the double doors, to arrive in a small
    storage room.  Push the shelf in front of you back as far as they will go.
    Take the shotgun ammo off of one of the shelves, then climb up on the thing
    next to you.  Do you see the hole in the top of the wall?  Well, climb through
    it to get to another room.  As soon as you get in the next room, climb through
    another hole in the wall next to the one you just crawled through.  There's no
    sense staying, because there's nothing there except Chimeras.  Chimeras are
    something you haven't encountered yet. They are giant grasshoppers.  They are
    as deadly as Cerberus', but they have a strangling attack and aren't as fast.
    When you've gotten into the next room, drop down and find another transmitting
    device.  Use an MO disk on it to open the second lock.  Pick up the battery
    pack before leaving.  Go back to the Main Corridor.  Go through the other door
    you unlocked with the Laboratory Key.  In the next room, go straight forward
    until you reach a door.  It might be hard to see; I didn't find it until the
    5th time I played the game, and I started beating my head against the wall when
    I finally discovered it.  It leads to the Lounge Save Room.  In this room, dump
    the flame rounds, shotgun rounds, any healing items you may have.  Take the
    grenade rounds, the shotgun rounds, and the first aid spray and put them in the
    box.  I suggest you take that ink ribbon and save.
    
    *Note* There isn't much game left, and you probably have plenty of shotgun and
    grenade launcher ammo left.  From now on, you should only take them; you don't
    have to bother with the handgun.
    
    Organize your inventory so that you have a powerful gun with you and some ammo,
    and the last MO disk.  Go out into the tunnel.  There is the door in front of
    you that you came through already, an elevator to Jill's right, and some stairs
    to Jill's left.  Go down the steps and through the door.  In the next room, you
    will see a bunch of shelves lined up into rows.  Go all the way to Jill's right
    and go down the aisle.  Blow away the chimera you see.  Be careful; it may try
    to attack from the ceiling.  Go down to the end of the aisle and check the big
    machine that you see there.  Take the empty fuel capsule and exit this room.
    
    That capsule holds nitro-when we get it filled, you'll have to be careful to
    walk slowly, so that it doesn't blow up.  Do you remember where we used the
    first MO disk?  It's past the Locking Mechanism Corridor.  When you get there,
    hopefully the zombie hasn't gotten back up.  If he has, KILL HIM IMMEDIATELY.
    For this next part, you have to be able to walk all the way back to where you
    got the fuel supply capsule without encountering any enemies.  Search the room
    until you find a big, circular window thingie on the wall.  That's where the
    nitro is stored.  Open it and fill the capsule.  Now WALK, DON'T RUN, back to
    where you got the capsule.  Put it in the machine to supply power to the
    elevator.  Now there are only two more things to do before the confrontation
    with the final boss.  Let's go use that last MO disk, OK?  Go to the other end
    of the room to find a door.  Ignore the chimeras and go through.  When on the
    other side, handle the chimeras however you want, but go straight forward to
    find a table and another transmitting device.  Use the last MO disk.  Take the
    other path in this room to find another door.  Go through and you'll arrive in
    the Elevator Control Room.  Go down the path to Jill's right until you find a
    control panel.  Use it to activate the elevator.  Go all the way back to the
    passage with elevator, the one that leads to the Lounge Save Room.  Go into the
    Lounge Save Room and make sure you have these things, and nothing else: Magnum,
    Magnum ammo,  2 healing items.  If you don't have at least 12 magnum rounds,
    you may want to take the grenade launcher.  SAVE.
    
    There are two things you can do next; you can go and see an unnecessary
    cutscene with Chris, or you can go on to the final boss.  If you want to see
    the cutscene, go to the Locking Mechanism Corridor.  Go to the end where the
    machine with the three green lights is.  Pull down all of the levers on the
    machine to unlock the door at the end.  Behind that door is a set of stairs and
    a prison cell, where you'll find...Chris!
    
    *Cutscene*
    Chris is locked in the cell, and Jill can't open the door.  She says she'll be
    back later to get him out.
    
    Whether you went to see Chris or not, go to the corridor with the elevator.  Go
    up to the elevator and start it up to see a cutscene.
    
    *Cutscene*
    Barry catches up to you and the two of you get in the elevator.  It takes you
    down.
    
    At the bottom, ignore the two boxes of shotgun ammo (you don't need it now) and
    just head for the door at the end of this corridor.  Go through it to see
    another cutscene
    
    *Cutscene*
    Heeeyyy, that's Wesker!  Yeah, in case you didn't already know, he's the bad
    guy.  Suddenly, Barry pulls his gun on you again.  Crap.  Wesker pulls out his
    gun too, and tells Barry to wait for him upstairs.  Barry leaves.  Wesker talks
    to Jill about what he's doing and how he threatened Barry's family to get him
    to help him.  Then, he shows Jill something in a containment unit.  Holy crap,
    that thing looks mean.  Wesker is about to shoot Jill, but Barry jumps in and
    blows a few holes in him.  All right!  But Wesker's not dead; he hits the
    button to release the Tyrant in the containment unit.  It pops out and knocks
    both him and Barry unconscious.  Uh oh.
    
    This is a pretty simple battle.  Immediately run to the door, turn to face him,
    and shoot him with the Magnum.  Five or six shots should get him before he ever
    reaches you.  Go wake up Barry to see another cutscene.  
    
    *Cutscene*
    Barry wakes up, and notices that Wesker is gone.  The door out of here is
    locked, so walk to the other end of the room and find the lighted-up machine
    that unlocks the door.  Unlock it, then exit the room
    
    *Cutscene*
    Jill and Barry run down the hall, and suddenly, a voice tells you that the
    self-destruct mechanism has been activated (don't worry, no matter how long you
    take, it won't go off until you're on your way out of the facility).  Wesker
    must have done it, that *******.  They go up the elevator, and when they get
    out, they split up.  It's time to get out of here, but you have to save Chris
    first!  If you didn't go see him in the cutscene earlier, he's being held
    prisoner by Wesker.  You couldn't free him earlier, but now all locks have been
    released due to the self-destruct sequence.  Awesome!  Go to the Locking
    Mechanism Corridor, and be careful, because chimeras will attack you on the way
    there.  If you haven't opened the lock on the door at the end of the corridor
    yet, go over to the machine with the green lights and pull the levers down.  Go
    down the steps and to the prison cell door, and open the door to see a
    cutscene.
    
    *Cutscene*
    Chris is freed.
    
    Lead Chris up the stairs and out the door.
    
    *Cutscene*
    Chris runs down the corridor.
    
    Follow him out the door, then head to the save room upstairs.  You're 
    about to get to the end of the game, so save.  There's still a little 
    left to do, and you don't want to screw up at the end and have to go 
    back.  Load up with the Magnum, some ammo, and any other guns or 
    healing items you want.  Leave a few spaces open, however.  Go up the 
    ladder that leads to the entrance to the labs.  Once you're up there, 
    Chris and Barry will be waiting at the emergency exit.  It is now open, 
    so go through.  Go down the next tunnel.  Pick up the first aid boxes 
    if you want them, but leave an inventory space open.  Barry and Chris 
    will come through after you.
    
    *Cutscene*
    Brad tries to call you again.  It's you're last chance to signal him before he
    runs out of fuel or leaves!
    
    Keep going until you see the little green and gray thing on the ground, then
    pick it up and take it to the elevator.  Put it in the hole in the wall to
    activate the elevator.
    
    *Cutscene*
    The self-destruct countdown starts, and you all hear a noise.  Barry and Chris
    go to check it out and tell you to go to the surface and contact Brad.
    
    Get in the elevator and it will take you to the helipad.  Once there, use the
    signal rockets on the ground to signal Brad.
    
    *Cutscene*
    The rockets go off, and Chris and Barry come up the elevator.  It looks like
    you're going to escape!  But you all hear a noise coming from under the ground.
    The Tyrant rips out of the lab, creating a big hole in the ground and a bigger
    problem for you.  Looks like you'll have to drop the scumsucker again.
    He knocks Chris out, and corners Barry.
    
    Quick, shoot the Tyrant to draw it away from Barry.  Be ready to run, because
    it will come for you instead.  Barry will fire at the Tyrant throughout the
    fight, which helps a little.  What you need to do is repeatedly shoot it with
    the Magnum until he dies or you run out of ammo.  If you run out, use a
    different weapon.  If the Tyrant focuses his attention on Barry, draw him away
    from Barry by shooting him.  When he gets mad he'll charge at you. This attack
    knocks you over, and it really hurts.  Another thing he'll do is stick his big
    claw straight through you, instantly killing you.  This only happens if you let
    him get too close to you, so don't.  Keep running around shooting him until
    Brad circles overhead in the chopper and drops the rocket launcher down to you.
    Take it, wait for the Tyrant to focus on Barry, then shoot a rocket at it.  If
    you are successful, he'll be blown up and you'll have won.  If you're not
    successful, he will knock it away and you'll have to try again.
    
    *Cutscene*
    If you win, Brad will land and pick the three of you up, if all three of you
    are still alive.  If you are all alive, the mansion will be blown up as you
    escape in the chopper.  If you did not all make it, the ending may be
    different.  However it ends, you beat the game, so sit back and watch the
    credits roll by.  Good job!
    
    Try playing Chris' game, on a harder difficulty, or in a different gameplay
    mode.  The game has a lot of replay value, and a lot to offer for playing it
    several times.  Have fun.
    
    *******************************************************************************
    Chris' Walkthrough
    *******************************************************************************
    
    -------------------------------------------------------------------------------
    Part I-The Mansion
    -------------------------------------------------------------------------------
    
    *Cutscene*
    The game will start off with a cutscene with Chris Redfield narrating.  He will
    talk about the recent cannibalistic murders that have been taking place.  The
    S.T.A.R.S. helicopter is then seen flying over the forest, looking for the
    other helicopter.  They find Kevin's corpse in the other helicopter, and then
    run into a pack of big ugly zombie dogs.  Joseph gets eaten, and everyone else
    starts running.  Jill, Chris, and Wesker make it into the mansion, but Barry is
    missing.  Then everyone hears a noise, and Wesker sends Chris to check it out.
    He enters the Dining Room.  Now, you get control of Chris.
    
    Walk down to the other end and go through the door next to the fireplace.  You
    will come out into a hall that branches off to Chris' right and Chris' left.
    Go to the left to see a cutscene.
    
    *Cutscene*
    There is a zombie on the ground, eating Kenneth.  Sick.  He looks up at you.
    
    Since all you have is a knife, I suggest you run back to the Main Hall.  You
    can kill the zombie if you want to, but it will disappear in a few minutes
    anyway.  Once you're back in the Main Hall, you'll see another cutscene.
    
    *Cutscene*
    Jill and Wesker are gone.  There's a S.T.A.R.S. issued Beretta on the ground.
    
    Well, you don't have a gun yet, so take the one on the floor.  You'll figure
    out who dropped it later on.  If you want to get a map of the first floor,
    follow the instructions in the next paragraph.
    
    Go through the door directly across the hall from where the door to the Dining
    Room is.  In this room,  you will see a statue in the middle of the room.
    There is also a map on the top of the statue.  Do you see the little chest
    blocking the doorway?  Climb over to the other side and push the chest next to
    the statue.  Climb up on it to reach the map at the top of the statue.  You can
    go through the doorway and walk down the hallway, but you'll just find a
    dagger, and you'll probably have to use it on the zombie anyway.  The other
    door is locked.
    
    Go back to where you saw the zombie eating Kenneth in the hallway.  If you want
    it, you can take the video that's laying next to his body.  You won't get to
    watch it until almost the end of the game, though.  Go through the door to the
    left of his corpse.  You'll be in the Crow Hallway.  Go take the handgun clip
    next to the birdcage.  There are some crows in this room, but they won't hurt
    you if you leave them alone.  Leave the herbs next to the stairs, and go up
    them.  Go through the door at the top.  The next room is the Mirror Hallway.  I
    call it that because you can see around the corners using the mirrors that are
    there.  Ignore the corpse and the door in front of you and turn the corner.
    Take out the zombie that's there, and run down the  hall until you see another
    corner.  You should see a flashing item sitting on top of a little statue.
    Take it.  It's the golden arrow.  Bring it up on the inventory screen and
    examine it.  Remove the arrowhead.  There should be two doors near you, and
    only one will open.  Go through it to get to the Dining Room 2F.  This room
    overlooks the Dining Room you were in earlier.  Ignore the door next to you and
    head for the double doors at the end of the room, picking the dagger up off the
    shelf on the way.  Don't worry about the zombie for now, because he's on the
    other side of the room.  You will come out in the upper level of the Main Hall.
    
    Do you see the landing, where all three parts of the staircase come together?
    There is a door there.  Go through it to get to the Cemetary.  There aren't any
    zombies in the Cemetary, at least on easy mode.  Go down the stairs and  find
    the big tombstone in the back.  Put the arrowhead in the tombstone to move it
    and reveal a staircase going down.  Go down the stairs to the Machine Room.
    Find the pedestal in the back and take the Book of Curse off of it.  Examine
    the back of the book to find the Sword Key.  Go back up the steps.  In the very
    back left corner of the cemetary, there are some shotgun rounds.  I know you
    don't have a shotgun yet, but they will become useful soon.  You probably won't
    be able to see them, so just keep searching the corner to the left of the
    stairs.  Go back out to the Main Hall.
    
    Go up the set of stairs to the second floor, and go through the door nearest to
    the cemetary.  You'll have to use the Sword Key.  You will then be in the Long
    Winding Corridor.  I am going to refer to this place as the Long Winding
    Corridor from now on, so remember it.  Go all the way down to the end of the
    corridor, and go through the last door that you see.  You will find an office
    area.  Look to the right of the door on the little tables for the dog whistle
    and some 9mm rounds.  You will find a note attached to the dog whistle.  There
    is a file on the desk if you want it.  Go out the other door in this room, and
    get ready to run.  In the next hall, run immediately away from the zombie next
    to you.  Turn around when you're far enough away, and take him out.  Make sure
    he's really down.  Now, do you see those stairs?  There is another zombie at
    the bottom.  Kill him safely from the top of the stairs.  By the way, I call
    this the East Stairs, because it is the staircase on the east side of the
    mansion.  Go down to the bottom of the stairs and go through the closest door.
    You will be in the East Stairs Save Room.
    
    This is a cool place, because it is safe, you can save your game, and you find
    cool stuff there more than once.  There is an item box in here, which you can
    use to hold all of your crap.  Strangely, all of the item boxes in the game are
    interconnected (but not on professional mode).  There is an ink ribbon in the
    item box, so use it with the typewriter to save your game.  Throw your shotgun
    rounds, dog whistle, and knife in the box, and take the old key next to the
    typewriter.  Also, take the extra handgun ammo out of the box, and the clip on
    the crates.  There is also a file on the floor if you want it.  Now, take the
    fuel canteen on the floor and fill it with kerosene from the silver container.
    We need to burn those zombies outside so they don't get back up.  Go out into
    the East Stairs and use the kerosene on the corpses, and Chris will
    automatically torch them with his lighter.  Make sure you back up from them
    when they start burning.  Fill the canteen again, and put it in the item box.
    If you want a map of the second floor, which you probably won't need, follow
    the instructions in the next paragraph.
    
    Go back to the Long Winding Corridor and grab the wooden mount off of the
    table.  Now go to the farthest room in the hallway at the top of the East
    Stairs.  There is a fireplace in this room.  Place the wooden mount above the
    fireplace, then use the lighter on the fireplace.  A map will be burned into
    the mount.
    
    Now, go back to the Dining Room 2F.  Go through the Main Hall and through the
    double doors on the second floor.  In the Dining Room 2F, go through the only
    door you haven't gone through.  You'll need to use the Sword Key.  Watch out
    for the zombie this time, because he might be on your side of the room.  Kill
    him if you need to, or you can circle all the way around the room to avoid him.
    If you do kill him, he'll come back later as a crimson head, and he'll become a
    huge pain.  The next room is the West Stairs.  Run around the banister to get
    to the stairs.  Be careful, there's a zombie near the top.  There's another at
    the bottom.  Don't let yourself get trapped between them.  Ignore the one at
    the top, kill the one at the bottom, and go through the door at the bottom.
    This is the Medical Room, and it's another save room.  Take the kerosene out of
    the item box.  Go out to the stairs.  Burn the body next to the door, and the
    one you just killed a minute ago.  Go down to the end of the hall and use the
    old key on one of the doors.  The other one needs the Armor Key, which we will
    get soon.  In the small room you just opened, take the grenade off of the
    shelf, take the broken shotgun out of the cabinet, fill the canteen with
    kerosene from the silver container, and take the ink ribbon from the table with
    the drawer.  Go back to the Medical Room.  Make sure you have the handgun,
    ammo, the Sword Key, and the broken shotgun, and head all the way back to the
    East Stairs, where the save room is.
    
    In the East Stairs Room, go through the door at the bottom of the stairs that
    you haven't gone through yet.  The doorknob will only work twice, and then
    break, so don't go through it any more than is necessary.  Once in the next
    hallway, immediately go through the double door that you see to Chris' left,
    and you'll be in another hallway.  Go through the door that is six feet right
    in front of you.  It puts you in a small square room with one other door.  Go
    through it.  It leads to a small room with a table and two couches.  In here,
    take the dagger and the ink ribbon on the table and the shotgun off of the
    wall.  That's right!  You now have a 12-gauge shotgun!  Awesome!  Now , make
    sure you put the broken shotgun on the rack where the shotgun was, or else, in
    the small square room, you could get killed by a giant slab of rock.  Go back
    out to the last hallway.  Go down the hallway until you see a door, and go
    through to find the bathroom.  Drain the tub to see a cutscene.
    
    *Cutscene*
    A zombie gets out of the tub and falls down.
    
    Kill the zombie before it can bite you.  Go take the old key out of the tub.
    Get back out to the hallway.  There are two more doors.  One looks strange.  It
    leads to a patio outside.  Ignore it and go through the other door here to find
    ANOTHER hallway.  This next hallway is clear at first, but dogs will eventually
    jump through the windows and attack.  Push two of the small tables in the
    hallway to the side to uncover a handgun clip and a dagger.  Open the door at
    the end with the Sword Key and go through to arrive in the Statue Room.  Go out
    the door to get back to the Main Hall.  I assume you remember where the Medical
    Room is, so go there.  If the zombie in the Dining Room 2F is still there, you
    can go ahead and put him down.  In the Medical Room, make sure you're shotgun
    is loaded (after all, I told you to pick up the shotgun rounds in the cemetary,
    so you should have plenty).  Don't take any extra rounds, though.  Take the
    shotgun, the handgun and its ammo, the dog whistle, the Sword Key and the old 
    key.  Go back out to the West Stairs and go through the door nearest to the
    Dining Room.  It looks like the one leading to the Patio that I told you about
    earlier.  Open it with the old key and go through to find a balcony.
    
    On the balcony, there are some herbs that you can use, but that you can't take.
    Use them if you need them.  Keep going until you reach a larger, more open part
    of the balcony and use the dog whistle.  That whistle will call some zombie
    dogs, of course.  What did you think it was gonna do?  Kill the two dogs with
    your shotgun, then take the collar that one of them drops.  Examine it to open
    it and find a coin.  Check the back of the coin to change it into the shape of
    a key.  It is the imitation of the Armor Key, and it is going to help us get
    the real thing.  There is another door on the balcony, so head for it and go 
    through it, discarding the whistle (if you were hurt, I suggest you use the
    herbs growing on the balcony).  The door will take you to the second floor of
    the Main Hall.  Head for the Dining Room 2F, and go through the door that leads
    to the Mirror Hallway, not the West Stairs.
    
    In the Mirror Hallway, ignore or kill any zombies that may still be here, and
    make your way to the other end, where you entered the hallway the last time you
    came here.  You should see the same corpse that was here the last time.  Run
    past it (it will get up, but don't worry about it) and go through the door.  In
    the next room, you should see some statues, and some stairs.  Run up the stairs
    and find the pedestal in the middle of the hallway.  The Armor Key is on that
    pedestal, so pick it up.  Now you'll see a short cutscene.
    
    *Cutscene*
    The walls close in and your escape routes are blocked.  A spinning bladed
    statue comes at you.  Uh oh...
    
    Put down the imitation key on the pedestal to stop the trap and set the walls
    back in place.  I assume you know how to get back out to the Main Hall so do
    it.  From there, make your way to the Main Hall.  Go up to the door nearest to
    the Long Winding Corridor's door, which you haven't been through yet, and use
    your new armor key on it.  This next place is Forrest's Balcony.  I call it
    that because it's the balcony where Forrest's corpse is.  There is a handgun
    clip on the fountain out here, and there is a dagger on the bench.  There are
    two green herbs on the walkway past the body, but I advise against going to get
    them.  After all, Forrest wouldn't be the first dead guy to get back up around
    here.  Of course, if you're playing on the One Dangerous Zombie Mode, his body
    will be walking around somewhere instead of sitting there.  Check his body (if
    it's there) to get a small, sad cutscene with Chris and the corpse.  Leave with
    your findings and go back to the East Stairs Save Room.  When you get there,
    you'll find a surprise waiting for you.  Look at all this stuff that Wesker
    left you!  Put your shotgun in the item box, along with the shotgun rounds and
    first aid sprays that are on the floor.   
    
    Save if you want to, take only your handgun, ammo, sword key, and armor key,
    and leave the room.  Go up the stairs and into the Long Winding Corridor, and
    open the  double doors with your armor key. Go in to find a bunch of suits of
    armor, and a puzzle.
    
    Now, the trick to this puzzle is that you have to push all of the suits of
    armor back to the wall, then hit the switch on the table in the middle of the
    room.  If you don't do this in the right order, some of them will pop back out.
    Just push back the upper right one, the lower left one, then the lower right
    one.  Make sure you push them all the way back.  That should do it.  Go push
    the button on the table in the middle of the room.  Grab the box from the
    opening that appears in the wall.  Examine the box.  To open it press the
    button on the front and the one on the back.  Inside, you will find a death
    mask.  Go back to the Save Room and drop the mask in the box.  Go back out into
    the Corridor and open the door closest to the main hall with your armor key.  I
    call the next room Richard's Hallway because it's the hallway where you find
    Richard. Go forward to see a cutscene.
    
    *Cutscene*
    Rebecca and Richard are holding out in this hallway.  Richard's been bitten by
    a poisonous snake, and he and Rebecca left the serum in the Medical Room.
    
    You've got to go and the get the serum in the Medical Room for them, or Richard
    will die.  There is a time limit, so hurry.  On your way down the West Stairs,
    a zombie will burst through the balcony door at you, so watch out.  You'll
    probably need to kill it on your way back to Richard.  If you make it back in
    time, you'll see another cutscene.  If you don't, restart from your last save
    or you will never get the assault shotgun.
    
    *Cutscene*
    Rebecca gives Richard the injection, but he's too weak to move.  Before he
    passes out, he gives you his radio.  You will be receiving calls on it off and
    on throughout the rest of the game.  Chris and Rebecca decide to move him to
    another room.  They pick the Medical Room, and that's where you'll get control
    of Chris again.
    
    There are a few different ways to get to the Dining Room on the first floor
    from here.  Pick your favorite.  Once there, go into the hallway next to the
    fireplace where you found you first zombie.  Turn to the right.  There should
    be a zombie there.  Blow it away from a distance, then run all the way down
    the hall, past the two doors, and down the steps.  Use your sword key to unlock
    the door, but you don't have to go through.  If you do go through to the
    Kitchen, you can get an unnecessary old key, but you'll have to fight a couple
    of zombies.  You will also add a crimson head to the room for when you come
    later.  I usually ignore the Kitchen for now, but the choice is entirely up to
    you.  You can now discard the sword key, so do that.  Go back up the stairs,
    and go to the first door you see.  Use the armor key to go through to find the
    Piano Room.  In here, there is a piano, as you might expect.  There is a small
    area behind the piano.  Move the shelf out of the way to uncover a musical
    score.  That's only half of it, so we'll have to find the rest.
    
    To find the other half of the music, we have to go through the Main Hall and up
    to Richard's Hallway.  There is now a zombie waiting for you there.  Shoot it
    before it can get close to you, and then go through the door at the end of the
    hall.
    
    Note: If you want to avoid these zombies as crimson heads, do the next few
    parts of this guide quickly, so they don't have time to change.
    
    In the next hallway, there is another zombie around the corner.  Take him out,
    then head for the door down the hall, not the one at the top of the stairs.
    Before you go into the room, though, find the grenade hidden in one of the
    corners.  This next room is dark.  Go over to the other side of the table in
    the middle, and use Chris' lighter to light the candle on the table.  There,
    now that helps.  Check the cupboard for a box of shotgun shells.  Now, do you
    see the big wardrobe by the wall?  Get on the left side of that and push it to
    the right.  There is a little hidden room with a zombie inside.  Draw him out
    of there and kill him (or avoid him if you think you can) and then go back to
    the small space to find the other part of that musical score.  Now that you
    have both parts, combine them.  Now head all the way back to the piano room.
    On the item screen, choose to use the musical score when standing next to the
    piano to start playing.
    
    *Cutscene*
    Chris isn't a very good pianist.  His mediocre playing cues Rebecca to walk in,
    and she somehow recognizes the tune as Beethoven's Moonlight Sonata.  She takes
    a crack at it, but screws up the end.  She asks Chris to let her practice a
    little.  Choose to let her practice.  Leave the room for now.  We'll go back
    and check on her in a little while.
    
    If you chose to get the old key from the kitchen, you don't have to do this
    next part.  You can if you want to, and it's a great way to kill the time while
    Rebecca is practicing the piano.
    
    Make your way to the West Stairs.  Go down the stairs and go down the hall to
    the door at the end. Open it with the armor key.  Grab the grenade on the table
    in front of you and turn right.  Walk down this section of the hall.  There
    will be a door to the right, a door straight ahead, and a doorway to the left.
    Go down the little offshoot to the left and grab the dagger on the table. Run
    back out and take the door that was on your right.  It opens into a bedroom.
    There's a handgun clip on the bed, and a journal on the desk.  Grab 'em.  Uh
    oh.  Did you hear something?  There's something in the closet!  Well, go over
    and open it.
    
    *Cutscene*
    A zombie comes out at you, just as another one busts through the door.  OH.
    CRAP.
    
    Kill them both, quickly!  Maybe if you're lucky, you'll get a headshot like I
    did.  After that's over with, take the old key from the closet.  See, there WAS
    a point to all of this.  Go back out to the hall.  Go down to that door
    straight ahead and unlock it.  Go through, because it'll take you right back to
    the hallway that leads to the piano room.  It is entirely possible that the
    zombie from earlier will now be a crimson head.  Try to avoid him for now.
    
    Go to the Dining Room, whether you did the last paragraph or not.  In the
    Dining Room, go up to the fireplace and grab the emblem off of the mantle.  Go
    back to the hallway and get past the crimson somehow to reach the piano room
    again.
    
    *Cutscene*
    Chris walks in.  Rebecca tells him that she's got the song down now.  She plays
    it flawlessly, and that causes a passage to open.
    
    Go into the little passage and get the file on the ground.  Then take the gold
    emblem off of the statue.  This causes a wall to slide down and block you into
    the room.  Put the regular emblem where you found the gold one to open the
    door.  Now that you have the gold one, take it to the Dining Room and put it
    where you found the wooden one.  A little door in the grandfather clock in this
    room opens.
    
    Go over to the clock.  There is a puzzle in it.  Just turn the large hand right
    twice to solve it.  The clock will move sideways, revealing a little key.  Take
    it. It's the shield key, and all of the work you put into getting it will only
    open one door for you.  Yippee.
    
    You now have access to all three of the other death masks.  I will take you
    through them in my favorite order.  Go all the way back to Richard's Hallway.
    Go through to the second hallway, dodging the crimson if it's there, and go up
    the steps to that door, dodging another crimson if it's there.  Open the door
    with the shield key, and then you can discard it.  Once you go through, take
    the shotgun shells off of the shelf next to the door.  Then try to run over to
    the other side of the room.  You will see...
    
    *Cutscene*
    ...a giant snake!  His name is Yawn.  He's pretty mean-looking.
    
    Try to weave around him and get to the death mask at the end of the room.  Once
    you've gotten it, book it out of there before the thing can bite you.  If you
    do get bitten, when you leave the room, the following will happen (ignore this
    if you didn't take a bite).
    
    If you got bitten...
    
    *Cutscene*
    Chris stumbles out of the room, delirious from the venom.  Rebecca shows up and
    realizes that she will need to find the serum or Chris will die.
    
    You're now in control of Rebecca.  She has a gun, a little ammo, and a first
    aid spray.  Go down to the Medical Room and bring back some serum just like you
    did for Richard.  Once that's over with...
    
    *Cutscene*
    Rebecca gives Chris a shot of the serum, and tells him to be careful.  He gets
    up.
    
    Well, time to go.  Go back out to the Long Winding Corridor.  Go to the East
    Stairs Save Room.  Drop off everything but your handgun, armor key, small key,
    and your ammo.  Head back to the Main Hall.
    
    Go across the Main Hall to the Statue Room (downstairs, across from the Dining
    Room).  Go through the door to the Cerberus' Hallway.  Run down the hall,
    dodging the dogs if you need to, and go through the door at the end.  Once in
    the next hallway, go through the weird looking door right next to you that I
    told you earlier led to the Patio.  Go through it with the old key.  Out on
    the Patio, grab the chemical and the herbs, if you want them, and go back
    inside. If you do take any herbs, you'll have to drop them off in an item box
    somewhere.  Don't take too long, or a zombie dog might come after you.  Next,
    go all the way back to the West Stairs.  Go down those stairs, and go through
    the door you opened earlier with the armor key (if you have anything besides
    the handgun, ammo, and the chemical, dump it in the item box).  Go straight
    down this hall.  Take note of the windows to the side of this hall.  Take a
    turn and go through the door here.  You'll be in the Plant Room.  The death
    mask is on the other side of this room, but that stupid plant will attack if
    you try to pass it.  So, let's use the plant killing chemicals that we picked
    up to kill it.  Dump the chemical in the pump next to the door and choose to
    use the pump.  When it gives you the choice of green or red, choose red to kill
    the plant.  Now you can take the death mask on the wall, as well as all of the
    green herbs on the stand.  Now you need to head ALL the way back to the East
    Stairs Save Room.  When you finally get there, dump your herbs in the box.  
    
    Take only your handgun and armor key with you.  Head out to and up the stairs.
    Open the door at the top with your key and go through.  In this next room,
    there are a green herb and a red herb.  Take and mix them, then go through the
    door to the right.  In here, you'll find a medical kit and an old key.  There
    is also another green herb hidden behind the bed. Go back out to the last room
    and choose the other door.  Use the old key to go through the door.  There are
    three plaques hanging in here.  Go to the one by the fish tank to get the lure,
    and grab the file too.  The one by the door has the bee specimen.  The one on
    the other side of the fish tank has the lure of a bee.  Once you have them,
    combine the lure with the lure of a bee.  Put it on the plaque next to the
    door.  Put the bee specimen where you found the lure of a bee.  You'll be asked
    to press a button.  Press it, grab the Wind Crest from the hole that opens, and
    run away from the bee to the previous room.  Go to the Save Room.
    
    Trade in your handgun and handgun ammo for your shotgun.  Also, take the three
    death masks and the armor key with you.  Take your only remaining old key with
    you if you got all of them earlier.  If you do take the old key, don't take any
    ammo.  Go through the other door at the bottom of the steps, the one that I
    told you would fall apart after you used it two times.  The doorknob will be
    busted until Wesker fixes it later.  Instead of going through the double doors
    like last time, go the other way and go through the first door you see.  Open
    it with the armor key, then discard it.  Go through.  This is the Stained Glass
    Room.  There are crows perched on the walls, but if you leave them alone and
    solve the puzzle correctly, they won't attack.  Now, each pane of glass has a
    switch on either side of it.  You have to turn the first one orange, the second
    one purple, and the last one green.  I will refer to the switches in the order
    you come across them.  Push the first one, leave two and three, and round the
    corner.  Push the fourth one and the fifth one, but leave six.  The panes
    should be orange, purple and green.  Now hit the hidden switch in the painting
    at the end of the room.  The wall lifts up, exposing a hidden area.  Grab the
    death mask off of the floor.  You are now in the graveyard again, and you need
    to go back under the grave you opened earlier, but you need an old key to get
    through the gate.  If you have the old key, go through.  If not, get to the
    graveyard through the Main Hall again.  It won't take too long.
    
    There are a few ways to get back to the Main Hall and the cemetary.  The door
    with the broken handle can still be opened from the other side, and you can
    go via the double doors in the hallway outside of the Stained Glass Room
    (though if you go that way, be ready for zombies to come through some of the
    windows in the next room).  However you choose to get to the cemetary, just get
    there.  Now go down the stairs that you opened under the big tombstone at the
    beginning of the game, that lead to the Machine Room.  When you get there, look
    around for some busts on the wall.  Figure out which masks go on which busts,
    and set them down there.  When they go on, you will see chains coming loose on
    the coffin on the ceiling.  When they are all in place...
    
    *Cutscene*
    The coffin falls from the ceiling.  Go and look in it and the gate will shut.
    Chris runs over to it and a very angry Crimson Head climbs out of the coffin.
    
    This is a boss fight, but it's not very difficult.  Start pumping shotgun
    shells into his zombie carcass.  If he gets close to you, run to the other end
    of the room, spin around and shoot him some more.  There are shotgun shells
    next to the coffin in case you run out.  Another strategy is to use a defensive
    grenade when he grabs you, then you can kill him in one shot.  He will fall
    down eventually, but he's not really finished until the music stops playing.
    Push the button in the coffin to make the gate rise back up, grab the stone and
    metal object out of the coffin, and the shells if you didn't get them during
    the fight.
    
    Now you're going to leave the mansion to explore a new area: the Courtyard and
    the Residence.
    
    -------------------------------------------------------------------------------
    Part II-The Courtyard and the Residence
    -------------------------------------------------------------------------------
    
    Before you go out into the courtyard, you will need to have the stone and metal
    object from the coffin, and the wind crest.  Grab it from an item box.  Take
    your handgun and ammo too, and nothing else.You don't need the wind crest to
    win the game, you just need it to get the .357 Magnum in the graveyard.
    Believe me, you want this gun.  The way to the courtyard is in the hallway that
    led to the Stained Glass Room.  It is the gate around the corner.  If you
    haven't taken out the zombie there yet, it will still be there waiting for you.
    Go through the gate.
    
    On the other side of the gate, you will find a small patio.  Run down the path
    as fast as you can to avoid the cerberus that will jump out at you.  When you
    get to the door, look for a pedestal.  Put your new stone and metal object on
    the pedestal to open the door in front of you.  Go through.  The place that
    this door leads to is a shed, which is between the mansion, the lower
    courtyard, and the upper courtyard.  In here, look around for the shotgun
    shells, the grenade, and the first aid spray that are here.  Then, take the
    stairs down to the lower door.  It will lead outside again, to the lower part
    of the courtyard.  Walk down the path until you see a red weathervane.  Check
    it out and stop it when it gets to west.  You will see a short cutscene of a
    statue spinning around.  Continue down the path to see a cutscene.
    
    *Cutscene*
    Wesker calls you on the radio, but there is too much static to really tell what
    he is saying.  All you will be able to make out is "...monster in chains..."
    and "...stay away from the woods outside of the mansion...".
    
    So of course, the woods outside of the mansion is exactly where we are going.
    Keep going down the path until you spot a blue one, and stop it on north.  You
    will see a second statue spin around and you should hear the click of the next
    gate unlocking.  Go through the gate.
    
    The gate leads to another graveyard.  Run down the path, and take a right where
    it forks.  You should see two large gravestones at the dead end.  Place your
    wind crest on the one on the right side, and it will spit up three more crests.
    Take them out.  Around this time, the crows in the graveyard will probably
    start to attack.  They won't cause much damage, and it's a waste of ammo to
    shoot them, so just try to do this quickly.  Check the back of all three crests
    to make indentations pop out of them.  Then, put them on the gravestone to the
    left.  This will make Chris' best weapon in the game, a .357 Magnum Revolver,
    appear.  Take it and rejoice, but don't use it until I tell you to.
    
    Now, get out of there and head for the gate opposite the one you entered this
    place with.  When you go through the gate, Chris pauses just long enough to
    hear a blood-curdling wail and the rattle of chains.  Didn't Wesker say on the
    radio that there was some kind of monster with chains in the grounds outside
    the mansion?  That monster's name is Lisa, and you will meet her in a few
    minutes.  You will learn to hate her.
    
    There is one long dirt path leading up the hill in front of you.  At the top is
    a small log cabin.  Grab the herbs outside, if you can, and go inside.  Work
    your way around to the back of the Cabin (picking up the map of the courtyard
    by the steps), look for an item box.  Dump all of your stuff in here except for
    your handgun and ammo.  Take your shotgun and load it up, but don't take any
    extra ammo.  Then, walk just past the box to find a crank on the floor.  Take
    it.
    
    On the table you passed next to the item box, there is a typewriter and a file.
    I suggest you use one of your ink ribbons to save right now.  On your way to
    the typewriter, you will hear the door to the Cabin open.  Oh, craaaaaaap.
    Lisa is here.  Put your ink ribbon in the box, then step out of the room to
    meet her.
    
    *Cutscene*
    Chris gets whacked over the head with something heavy.  He's out cold.  When he
    comes to, the hideous monstrosity that is Lisa introduces itself to him.  I
    don't know why she waits until you wake up to try and kill you, but be thankful
    for it.
    
    She comes at you slowly, but there's not much room to dodge her in this place.
    She is right in your way of getting out of the Cabin.  Don't try to shoot her,
    because she's invincible for now.  Just try to run past her.  You may take a
    hit, but don't stop to worry about it: a couple more hits and you're dead.  If
    you were hurt and there is still a green herb left outside the Cabin's door,
    use it.  I don't think Lisa ever follows you out of the Cabin, but I always go
    full speed anyway.  I hate her.  There is a zombie on the hill, so watch out
    for him on the way down.  Go all the way back through the cemetary and up the
    slope, past the weathervanes to the Shed.  Once in the Shed, take the other
    door that you haven't been through yet.
    
    On the other side, get your shotgun out and walk forward to see a cutscene.
    
    *Cutscene*
    Brad, your chopper pilot, calls you on the radio.  Remember him?  He's the one
    that left you in the forest at the beginning of the game with those dogs.
    Chris can hear him, but the radio won't let him respond.
    
    There are a few dogs here, which is why I told you to bring the shotgun.  Blast
    'em all.  If you run out of rounds in the shotgun, which you shouldn't, the
    handgun will pick off whoever is left.  Ignore the offshoot to the left, and go
    for the gates straight ahead and up the steps.
    
    The next area is a pool.  It would seem that Chris would be able to just swim
    across, but I guess he doesn't want to get wet.  That's why you went to the
    Cabin to get the crank.  Take the only path available to you, around the pool
    to the right.  You should see some kind of metal thing sticking out of the
    ground.  Stick the crank in that thing to drain the pool.  Now, head down the
    ladder that appears, walk across the drained pool, and go up the ladder on the
    other side.  Take the walkway all the way to the elevator at the end.  Now take
    it down below the pool.
    
    There are some crows down here, but you can avoid them.  You are on the right
    hand side of the waterfall in the middle of this area.  Be sure to note the
    waterfall: it will become important later.  Run to the left side immediately
    and go through the gate.  On the other side, take the red herb right in front
    of you, and go the only direction you can go.  Don't worry about the snakes
    that appear, you can outrun them.  There is a door at the end of this place, so
    go on through.
    
    You are now in the Residence.  There are three blue herbs right in front of
    you.  There is a save room right around the corner too, so you can take these
    herbs and dump them in the item box if you want to.  The first door on your
    right in the hallway takes you to the save room.  There is a first aid spray,
    an ink ribbon, a grenade, and another silver container of kerosene in this save
    room.  You haven't really done much since I told you to save in the Cabin, but
    I like to save my game when I get here anyway.  Take your handgun and nothing
    else.  Go out to the hall.  Go through the door at the end of the hall.  It
    leads to the Billiard Room.  There are giant spiders in here, but instead of
    shooting them, just try to avoid them.  Take the herb just to Chris' left when
    you enter.  Find the stairs that lead down to the bar-like like area of the
    room, and grab the Red Book, shotgun shells, and first aid box down there.  You
    don't need to go up the stairs to the pool table.  There is a clue to a puzzle
    there, but you don't need it.  On your way out, grab the other herb on the
    other side of the door.  Go back to the Save Room.  Drop off the Red Book,
    shells, herbs, and first aid box.
    
    Take some ammo with you.  Go out to the hall.  Now do you see that offshoot in
    the hallway, and the crate next to it?  Push that crate over there, and use it
    to cover the hole in the floor (there are two of them: cover the one on the
    left).  Now climb over the crate to the door on the other side.  If you don't
    cover the hole in the floor, you will be attacked by Plant 42's tentacles.
    Plant 42 is a boss that you will have to fight later.  Go through the door.
    
    There are two doors in the next hallway.  The first leads to the Gallery, and
    it's locked.  Go past the second one, marked 002, and pick up the map on the
    wall.  DO NOT look through the hole in the wall after you take the map.  Go
    through door 002.  Once inside, go through the door on Chris' left to a
    bathroom.  Run over to the shelf, take the key, and leave.  Try to do this
    quickly.  In Room 002, plug the zombie until it drops.  Hopefully, you'll get a
    head shot because you will have to come back here a few times and you don't
    want to have to deal with this zombie again as a crimson.  If you really want
    to avoid that, then do the next part quickly.
    
    Go back to the hallway with the Save Room and the Billiards Room.  When you get
    to the holes in the floor, push the crate forward so that it's lined up with
    the other hole (on the right), then climb past it. There is still one more door
    here, and it goes to Room 001.  If you check the key you just got, you'll
    realize that it says "001" on it.  That being the case, it opens the door
    marked 001.  Cool, huh?  Go on in and discard the key.  Inside, there is a dead
    guy hanging by a rope.  Don't worry, he'll stay dead.  He left his suicide
    note, along with two handgun clips and the small self-defense gun in this room
    before he died, so take them all.  The self-defense gun only has one round, and
    you can't find more ammo for it, but it's still a cool little gun.  Use it
    whenever you feel like it.  There is a bathroom to this room, just like in 002,
    so go in it.  There is a zombie on the floor, but it looks dead.  Drain the tub
    full of dirty, ****** water, and take the Control Room Key out of it.  When you
    leave, the zombie will get up, but you can get out before he can get to you.
    
    Go to the Save Room.  Unload the self-defense gun into the item box.  Now, it's
    up to you whether or not you want to take the canteen to deal with that zombie
    or not.  If you do, you'll have to bring it back, due to a shortage of
    inventory space.  If you don't, and you didn't blow its head or leg off
    earlier, it will be a crimson later.  It's up to you.  Go back to 002 (pushing
    the crate back to the first spot I told you about).  Take the file about Plant
    42 off the table in Room 002, and go over to the dressers in the back.  Push
    the one on the left back, and push the one on the right to the right to
    uncover a ladder going down.  It leads to the Aqua Ring, a big tank of water
    with sharks, and a research station nearby.  Go on down.
    
    There is only one way to go down here, so move.  Once you pass a locked door,
    there are three crates on the crates on the floor in front of you.  Push them
    forward into the  water in front of you in a straight line, so that you form a
    bridge across the water.  Just like at the Pool earlier, Chris isn't willing to
    swim across to get to where he needs to go.  Keep going and you'll see an herb
    and a door.  You might need the herb in a minute, and you might not, but you
    really don't have enough space for all of the stuff you have to carry so leave
    it.
    
    On the other side of the door is the Aqua Ring, and one of the researchers blew
    a hole in the tank, flooding the walkway.  This means that the SHARKS are at
    the same level as you are. Sounds like fun, doesn't it?  As soon as you're
    through the door, you will see a cutscene.
    
    *Cutscene* (If you saved Richard earlier)
    Richard is here! How did he get here though?  We never find out.  We then see a
    BIG shark swimming under the both of them, and when it goes for Chris, Richard
    jumps out and...OUCH.  Oh, that's not pretty.  Well, Richard is dead now.
    
    RUN!!  Run all the way down the walkway as fast as you can, and use the Control
    Room key on the door at the end.  Discard it.  If you were bitten, that sucks.
    Get over it.  Go down the ladder to the Control Room.  Cool, isn't it?  We have
    to find a way to drain this Aqua Ring.  Here's map to help you out.
     _________________________________________
    |M                   3                    |    M=where the map was
    | D                                       |    D=where the desk is
    |                                       1 |    1=lever #1
    |                    L                    |    2=switch #2
    |                                         |    3=lever #3
    |                               2         |    4=area #4
    |______________          _________________|    _ and |=walls
                                      |            L=where the ladder is
                                     4|
    __________________________________|
    
    Take the map behind the desk, then go and try to pull lever #1.
    
    *Cutscene*
    OH.  CRAP.  The big shark rams the glass of the Control Room, and causes a
    pressure leak in the room.  An alarm goes off, and a reading tells you that you
    are at Critical 10%.  When that reads 100%, you are totally screwed.
    
    Quickly, hit switch 2 release the lock, then go pull lever 3.  This should
    release the safety, but it doesn't.  First, you have to go to area 4.  There
    are three little buttons in area 4.  Hit them until something happens.  Go hit
    switch 2 and pull lever three again to close all of the shutters.  The alarm is
    still going off, but the pressure warning is gone and you are safe.  Pull lever
    1 again to drain the water and shut off that stupid alarm.  There is a first
    aid box on the ground, but you'd better leave it.  Go through the door across
    from area 4.
    
    This place is soaked, which is to be expected.  There is a big pile of stuff in
    one corner, with some shotgun shells nestled in.  Take them.  I know that wet
    rounds really aren't supposed to fire well, or at all, but this is a video
    game.  Ignore the gate and go through the double doors.  This next room is
    actually the bottom of the Aqua Ring.  Neat.  Go a little further and you'll
    see a shark laying on the ground.  When it starts thrashing, put it out of its
    misery with a single 9mm round.  You might notice that, sitting, right next to
    the shark, there is an assault shotgun.  Awesome!  Richard must have dropped it
    when he got mauled by that shark earlier.  That is, if you saved him at the
    beginning of the game.  See, that's why you need to save him at the beginning
    of the game: it's the only way to get his gun.  Take the gun and keep walking.
    Holy ****!  There's the giant shark that ate Richard!  Its name it Neptune, and
    it looks dead.  But come on, how often do dead things stay dead in this game?
    
    Climb up on the little platform next to the big fish, and try to take the key
    on it.
    
    *Cutscene*
    Man, that thing isn't dead yet!  Yeah, like you didn't know.  It knocks the key
    you need in the water.
    
    There are two ways to kill it.  You can shoot it until it dies, which is the
    stupid way.  You can also push that little machine on the platform into the
    water, then turn on the console next to it.  This is the smart way, because it
    fries the shark without wasting ammo.  Don't mind the twitching, it's really
    dead this time.  Grab the Gallery key out of the water and leave this room.
    Back in the last room, go through the gate I told you to ignore last time.  On
    the other side, walk down the hall, picking up the six .357 Magnum rounds on
    the way.  Go up the ladder at the end and unlock the door.  Go through, and
    you'll find that it was the first door in the Aqua Ring that you passed, right
    next to the entrance.  Go back up the ladder to Room 002.
    
    Now, if you chose to deal with the zombie before it became a crimson, you have
    nothing to worry about.  If not, you have a situation on your hands.  Sorry.
    Go out to the hallway, and make your way to the Save Room.  Remember to move
    the crate back again to avoid the monster plant.  Rearrange your inventory so
    that you have the assault shotgun, all your shotgun ammo, the Gallery key, and
    the Red Book.  If you have any rounds left in your old shotgun, go ahead and
    take it so you can use them up.  After that, though, never reload it.  Go back
    to the other hallway, pushing the crate back again, and use the Gallery key on
    the locked door.  Discard it and go through.
    
    The Gallery is strange looking, and you may notice bees flying around.  Run
    down to the end of the room, take a left, and find the corpse on the floor.  It
    is holding some insecticide spray.  Hey, that's just what you need to take care
    of those bees.  Take it and thank the corpse for letting you use it.  Head back
    out to the last hallway and use the insecticide on the hole in the wall where I
    told you to grab the map of the Residence.  
    
    *Cutscene*
    There, all the bees are dead.
    
    Go back to the Gallery and take the handgun ammo off the table.  Go back past
    the corpse and take the key from where the bees used to be.  Ignore the red
    herb.  Take the key and use it on the door in this room marked 003.  Go in.
    Pass the bathroom and take the white book off of the shelf in the back of the
    room.  It tells you some useless information.  Replace it with the Red Book.
    Now, rearrange the books so that they make a picture of a naked lady in their
    bindings.  I'm sure you can handle it without any instruction from me.  This
    reveals a door.  Don't go through yet.  Now go to the bathroom.  The one in
    Room 003, not your actual bathroom.  Drain the water in the tub (again) to find
    a dagger.  Don't worry, no surprises in here.  Just a bathroom.  Back to Room
    003.  There is a typewriter and an ink ribbon here, if you want to use them.  I
    recomend you do.  You are about to fight Plant 42.  Just make sure you have one
    more space left open in your inventory.  Go through the door now.
    
    *Cutscene*
    There's Plant 42.  Big, isn't it?  It grabs Chris, but lets him go.  He stares
    incredulously up at it.
    
    Run up the steps.  You have a better shot at the plant from up there.  Watch
    out for tentacles swinging around, and stay away from the ones spewing acid.
    Wait for the plant to raise its shell off of its inner body before you shoot,
    or your shots won't count for anything.  Use shots left in your old shotgun, if
    you have any, then switch to the assault shotgun.  Pelt the inner body over and
    over again, and keep moving to avoid being hit.  Eventually, you'll kill the
    stupid thing.
    
    -------------------------------------------------------------------------------
    IN THE EVENT THAT IT CAPTURES YOU
    This has never happened to me before, even though I've tried to make it happen.
    I hear that the plant can capture Chris and not let him go.  In this case,
    Rebecca will come in and see Chris, and that's when you'll take control of her.
    Your only option is to mix V-JOLT to kill Plant 42 like in Jill's mode.
    
    Run out to the Gallery and enter the Chemical Room, the only door in here I
    haven't had you go through.  Since I can't ever get the plant to capture me, I
    don't know if you need a combination to get through the door.  If you do, try
    653.  If this doesn't work for you, or you want to figure it out yourself or
    something, go all the way back to the first hallway and go into the
    Billiards/Bar Room.  Watch out for spiders.  The pool balls on the pool table
    in the upstairs of the room all have colors that correspond to the colors on
    the keypad.  Write down the number and color of each ball, and then use that
    information on the keypad in the Gallery.  Pick up three of the empty bottles
    inside the Chemical Room.  Follow these instructions to make V-JOLT, which are
    also on the bookshelves:
    
    First take some UMB 3 (the red stuff on the table), and some water from the
    tap.  Mix them to get UMB 4.  Take some Yellow 6 (the yellow stuff on the
    shelf), and mix it in to get UMB 10.  Take some more Yellow 6 and some water
    and mix them together to get UMB 7.  Mix the UMB 10 with the UMB 7 to get UMB
    17.  Add some UMB 3 to get the V-Jolt.  Congratulations.  Now you need to go
    back to the Aqua Ring.  On the walkway in the Aqua Ring where you were attacked
    by the sharks as Chris, there is another door available to you, closer to the
    center of the room.  Shoot the shark once to get it to shut up, then go through
    the door.  Walk up to the tentacles in the next room and pour the V-JOLT on
    them to kill Plant 42.  I don't know if you need to actually walk back to the
    plant's room or if it happens automatically, but either way, get back there and
    be Chris again.
    -------------------------------------------------------------------------------
    
    *Cutscene*(back to if you didn't get captured)
    You get to see it shrivel up and die.  Cool.
    
    Run back down the steps and grab the Helmet Key from the fireplace.  This is
    the only reason that you came to the Residence in the first place: to get this
    one key that only opens a couple of doors in the Mansion.  Head out of this
    room through the double doors to find...
    
    *Cutscene*
    ...Rebecca!  Though, I guess if you were captured by the plant, you already saw
    her. Chris tells her Richard is dead, and there's a very sad moment.  She tells
    Chris that she found a pharmaceutical room (the same one where Rebecca and Jill
    mix the V-JOLT).
    
    If you're hurt, head over to the pharmaceutical room, the only door in the
    Gallery I haven't had you go through yet, and have Rebecca heal you.  If she
    does,...
    
    *Cutscene*
    ...she starts crying about Richard.
    
    Let's leave the Residence now.  It is time for...
    
    -------------------------------------------------------------------------------
    Part III: Return to the Mansion
    -------------------------------------------------------------------------------
    
    On your way through the next hallway,  you'll see another cutscene.
    
    *Cutscene*
    Hey, it's Wesker!  And he's shooting bees.  Man, has he got it tough.  He says
    he got separated from Jill and asks you to go check out the Mansion one more
    time.
    
    Leave the way you came in, and don't worry about moving the crate: you already
    killed the plant.  On your way out, go to the Save Room and rearrange your
    inventory so that you just have the assault shotgun, some ammo, and the helmet
    key.  On the dirt/stone path outside the Residence, you will get a call from
    Brad.
    
    *Cutscene*
    Brad calls Chris on the radio again and asks for a sign from anyone still
    alive, but Chris still can't respond.  Crap.
    
    I assume you can find your way back to the Mansion without my help.  Watch out
    for the dogs and the little snakes.  Once inside the shed, you'll find that
    Wesker left you a note saying that he fixed the doorknob in the Mansion that
    was broken.  Under his note are shotgun shells, two first aid sprays, and a
    defensive grenade.  Wow, what a great guy.
    
    Inside the Mansion, you'll see a brief cutscene.
    
    *Cutscene*
    From the perspective of what you'll later find to be a hunter, you will see it
    moving along the path you just took to get back to the Mansion.  
    
    Keep going through the door that used to be broken, that Wesker fixed.  Hurry,
    or the hunter will catch up to you.  Don't worry, nothing can ever follow you
    through a door during regular gameplay.  However, there is a hunter already in
    the East Stairs.  Kill it and go in the Save Room.  Switch the Shotgun and its
    ammo out for the handgun and its ammo.  
    
    Now, the thing about the return to the Mansion is that it is really just a
    roundup of items that you are going to need to access other areas outside of
    it.  Here is a short shopping list of the things you need to get.
    MO Disk
    Wolf Medal
    Eagle Medal
    Battery
    Metal Object
    
    And, of course, it will take the help of several other items and a lot of
    running around to find them all.  Let's get started.
    
    First thing we're gonna get is the Eagle Medal.  Go up the East Stairs and take
    a left turn.  Go all the way to the end of the hall, through the door at the
    end to the Fireplace Room.  This is where you got the map of the second floor,
    if you chose to earlier.  Unlock the door in the Fireplace Room with your new
    helmet key and go through.
    
    There is a statue and a puzzle in here.  It's a statue of...well, you can
    probably tell.  Get on the side that it is pointing at and start pushing it
    into the open space beyond the doorway.  Don't worry when the walls start
    closing in: if you stay behind the statue, you'll be fine.  Push the statue as
    far as you can, then, run back out and go through the other doorway that opened
    up when the walls moved.  Run back behind the wall and find a switch at the end
    of the room.  Hit it and quickly run back through the doorway before you get
    squashed, and keep running down to the place you left the statue at.  Push it
    to the left, quickly, onto the little plate on the ground.  The statue will
    slide back into the wall on its own, and the walls will stop moving.  A gate
    will open.  All right!  On the other side, grab the grenade off of the table.
    Then, drop down the little hole in the ground.  Pick up the Last Book, Vol. 1
    off the ground.  Examine the book from the side to open it and find the Eagle
    Medal.  All right, great, now that's done with.  Now, about climbing out of
    this hole...you can't.  Go check out the tombstone in front of you.  George
    Trevor, the architect hired to construct this Mansion by Lord Spencer, has left
    his diary on the tombstone.  Read it to learn more about what happened to him
    and his family when he was hired.  Check the tombstone to find that it has his
    name on it.  You will find a switch on it.  Hit it, and the stone will slide
    back, revealing a ladder.  That's your way out: through the basement.
    Oooooooohhhhhh.
    
    Go down to find the sewer-like area that is the basement.It's like any normal
    basement, but with zombies and giant spiders.  Fortunately, it's not very
    large.  Run past the spider in front of you, and take a right at the fork.
    Take the map, then go the other way.  Dodge another spider and go through the
    door at the end.  In the next hallway, go to the turn, and just go far enough
    to switch the camera angle and show you the zombies.  Ignore the herbs
    unless you need the blue one from the spiders' poison: you need the space.
    Wait for the zombies to show themselves, shooting them from a distance as they
    appear.  Make sure they're dead and go straight through a doorway.  Find the
    console that controls power to the elevator and turn it on.  Go back to that
    last fork and go the way you haven't been yet.  Unlock the door at the end,
    which leads to the Kitchen.  You may or may not have been here yet, depending
    on what you decided near  the beginning of the game.  If you didn't take the
    old key earlier, DO NOT take it now.  Deal with any undead you find here, and
    take the handgun ammo on the table in the middle.  Go to the right of the door
    and down the little hallway to find an elevator, the one you restored power to
    a minute ago.  Call it down, then take it up.
    
    Once the elevator takes you up and you step out, run immediately to Chris' left
    to avoid a zombie, and dodge and second zombie too.  This can be kind of
    difficult, but you should have defensive items, and there are herbs on the
    floor if you get hurt.  Only take them if you are hurt, because you don't have
    much room.  Go back where that one zombie was hiding to find a small hallway
    with two doors.  Go through the first one to find a utility room.  You should
    only have two item spots open, so take the battery and the Magnum rounds in
    here.  If you want to come back later for the shotgun rounds or the ink ribbon,
    feel free to.  The second door out in that hallway is the door in the Mirror
    Hallway that we couldn't open early on in the game.  Go through to the Mirror
    Hallway, then through the closest door to the Dining Room 2F.  Take the nearby
    door to the West Stairs, and go down them and into the Medical Room.  Inside,
    dump everything but your handgun, ammo, and helmet key.  Go back out and back
    up the stairs and go through the door right at the top with the helmet key.
    Gee, it sure is useful.
    
    In the next room, there are two stuffed birds, an ox head, and a moose head on
    the wall.  The birds swivel around and sense where you are in the room.  If you
    get too close to the ox or moose, they lock down the jewels in their eyes to
    keep you from getting them.  Turn off the light switch on the wall, next to the
    door.  Push the chests on the ground up to the moose and ox, and climb on one
    of them.  You will hear a sound that means its gem is locked inside the head.
    Now, quickly jump down on the floor, run over to the other head, climb up on
    the other chest, and take its gem before it has a chance to lock it out.
    Repeat this for the one on the other side to receive both the red and yellow
    gems.  Take the defensive dagger under the ox head, and take the file on the
    table if you want it.
    
    Head back to the Medical Room, and only take the Handgun, ammo, helmet key, and
    red gem with you.  Head all the way out to the Main Hall.  I don't care how you
    get there, just get there.  On the first floor, there is a single door next to
    the Statue Room's double doors.  Use the helmet key on it.  As soon as you
    enter, you see a diary on the mantle.  Take it if you want it.  In the short
    hallway, to the right is a desk with an ink ribbon in it, which you should
    ignore, and to the left is a door, which you should go through.  Kill the
    zombie on the other side.  Take the herb if you want to, and the jewelry
    box off of the shelf.  Use the red gem on the jewelry box to reveal a little
    puzzle.
    
    The little pieces need to fit together to make a little octagon.  It's pretty
    easy.  Rotate the biggest piece and put it on the bottom.  I'm sure you can
    figure the rest out yourself.  Once you're through with that, you will receive
    a broach.  Examine the small piece of jewelry to make it become the emblem key.
    This opens an important door, the one to the office.  It is close to the East
    Stairs, so head there, and stop at the Save Room.  Take only your new key,
    assault shotgun, and some ammo.  Head out the door Wesker fixed in the East
    Stairs, into that hallway.  There should still be a hunter in here, so kill it.
    It should only take a couple of shots.  Go through the only door in the hallway
    you haven't been through yet with the emblem key, then discard it.  Inside the
    office...
    
    *Cutscene*
    You hear a scream.  Chris correctly guesses it's Rebecca.
    
    Quickly, leave this room, go back to the East Stairs, go up them, go out into
    the Long Winding Corridor, and go into the office that you found the dog
    whistle in at the very beginning of the game.
    
    *Cutscene*
    There's a hunter in here, and it has Rebecca cornered.
    
    Kill it.
    
    *Cutscene*
    Rebecca apologizes and Chris gives her a pep-talk.  They once again, stupidly,
    split up.  Have you ever noticed how in horror movies and games they always
    split up?  Seems kind of stupid, but it is usually important to the plotline
    or gameplay or something.
    
    Go back to the Office that you were just in.   It is dark, so turn on the
    light.  It's on the desk.  Take the shotgun shells in the desk, and the grenade
    and metal object off the bookshelf.  That's three of the things on our list
    that we needed.  Now we just need the wolf medal and MO Disk.  Go to the Save
    Room nearby.  Take the shotgun, some shells, the yellow gem, and the helmet key
    with you.  We're about to finish our search.  Head out to the Main Hall, and go
    through to the Dining Room, on the first floor.  It looks like the statue that
    was on the second floor fell off and left something.  It is the blue gem.  Go
    back to the Main Hall, and this time go for the Dining Room 2F.  Head for the
    West Stairs, then go down them.  Pass the Medical Room and keep going down the
    hall.  Ignore the hunters that come through the windows and go through the door
    at the end of the hall.  You've been here a couple of times.  There may be
    one or more zombies in here.  If there are, blast them or avoid them.  Head for
    the little nook in the wall, to the right of the fork.  There is a dagger on
    the little table, if you haven't taken it yet.  Go through the door right next
    to it.  Inside is a small statue of a tiger's head.  Stick the yellow gem in
    it. eye socket to reveal the MO disk.  Cool, now all we need is the wolf medal.
    Place the blue gem in its other eye socket to get some shotgun rounds.  Leave.
    
    Remember where we got the armor key from that trap room, and had to put down
    the imitation key to leave?  It was just past the Mirror Hallway.  Make your
    way all the way to that Armor Key Room somehow.  There are several ways to get
    there.  Pick your favorite.  There is probably a crimson in the Mirror Hallway,
    so be careful.  Go past the walls that closed in on you, and find the door at
    the end of the room.  Unlock it with the helmet key, then discard it (finally).
    Go through.
    
    There is a boss fight coming up, and it's an old buddy of yours.  Pick up the
    herbs in front of the door if you want them, but leave one item space open.
    Keep going down the path and...
    
    *Cutscene*
    Hey, it's Yawn the snake!
    
    Keep running and go down the ladder in front of you.  Shoot the snake until it
    dies.  Don't worry, it can't poison you this time.  When it dies it slams
    itself into a bookshelf, and knocks a few books loose.  One of them is
    flashing.  Take it.  It is the Last Book, Vol. 2.  Open it like you opened the
    last one, and you'll find the wolf medal.  Well, that's everything.  It's time
    to leave the Mansion again.  It's time for..
    
    -------------------------------------------------------------------------------
    Part IV: The Caverns
    -------------------------------------------------------------------------------
    Somehow make your way back to a Save Room, and make sure you save.  Take your
    assault shotgun, ammo, battery, and the crank that we used on the Pool, and
    leave everything else behind.  Leave the Mansion through the same door as you
    used to get to the Residence, and go through the Shed too.  Go to and across
    the Pool, just like last time, and take the elevator down.  Now, in that
    courtyard area under the Pool, instead of heading for the gate that leads to
    the Residence, walk out into the open area in front of the waterfall.  You may
    have to kill the dogs here, but if you don't want to waste the ammo, just try
    to avoid them.  Look for an elevator in the back corner of this Courtyard.
    When you find it, put your battery in the hole in the wall next to it.  Get in,
    and take the newly-powered elevator up.  This takes you to a small offshoot
    tunnel near the Pool.  Go back to the Pool and use your crank on the pedestal
    next to it again to fill it back up.  This will not only fill the Pool with
    water again, but it will stop the waterfall below you in the Courtyard.  Take
    the elevator down that you just took up to get back to the Courtyard, grab
    the herb where one of the dogs was sleeping,  and go through the new entrance
    that you just made by stopping the waterfall.  This leads to a short area of
    the game called the Caverns.
    
    Take the ladder down, and be sure to gaze in awe of this game's amazing
    graphics.  There are two directions at the bottom: through the door or down the
    tunnel.  Take the tunnel first until you reach an item box.  Dump your crank
    and green herb in and heal yourself if you need to.  Go back and head through
    the door.  On the other side is another dark, rocky passage that is uniform of
    this entire area.  There is fork here, so go to Chris' left, and through the
    door.  The other way is a dead end.  The next room is actually the Lift Room,
    and it contains a large mine lift.  The only problem is that it is not
    receiving any power right now.  That makes it the third elevator that you will
    have to power up.  Pick up the handgun ammo in front of the hole in the ground,
    and the herb to the side.  Ignore the control panel in the back of the room and
    go down the passage in the corner.  There is a door at the end, but make sure
    you pick up the handgun clip right in front of it before going through.  Walk
    down the next tunnel until you see a cutscene.
    
    *Cutscene*
    Hey, it's Enrico Marini, the head of the S.T.A.R.S. Bravo Team.  He looks
    injured, and he's not very happy with Chris for some reason.  It seems that he
    thinks Chris is a traitor, but Chris doesn't understand what he is talking
    about.  Before Enrico can give any details, though, someone shoots him.  You
    may already know who it is, but just in case, I won't say who it is.  Before
    dying, he mutters "Umbrella".
    
    Too bad Enrico got shot.  Oh well.  Search his body for the hexagonal crank.
    Remember the passage where the item box was?  Go back there, but watch out for
    the hunters.  There is one loose in Enrico's Tunnel now, and one in the tunnel
    with the dead end.  Blast them away as you find them.  Back at the item box,
    throw in the handgun rounds and the herb, and use the new crank on the hole in
    the wall just past the box.  It is a little hole with a plate around it, just
    in front of the gap in the tunnel.  When you have used it, you will be able to
    continue down the tunnel.  Go down to the end and grab the green herb next to
    the door, then take it back to the item box and put it in.  Keep the hex crank
    with you, though.  Go through the door at the end.
    
    In the next room, yet ANOTHER tunnel, take the flamethrower off the wall right
    next to the door.  It is a sweet weapon, but don't get too attached to it: you
    won't have it very long.  Then, walk until you reach a boulder at a dead end.
    Be ready to RUN.  Fast.  As you get to the boulder and turn around to walk
    back, it starts rolling towards you, proving that some supernatural force must
    want you dead.  Run your buns off and duck into the doorway you just came
    through.
    
    *Cutscene* (If you made it)
    Chris leaps aside just as the boulder crashes into the wall behind him, opening
    a door.  Hey, cool.
    
    Go through the double doors to meet your next big opponent, the Black Tiger
    Spider.
    
    *Cutscene*
    It will come straight for you as soon as you enter the next room.
    
    So equip your new flamethrower and let it burn the spider to a crisp.  Be
    careful, as it will charge you and spit acid.  There are also two smaller
    spiders in the room.  Go ahead and use the flamethrower on them too: saving its
    ammo won't help you, since you'll have to get rid of it soon.  Grab the
    survival knife laying on the boxes in the back of the room, and use it to cut
    away the webs covering the other door in the room.  Then, exit through it.
    
    In the next tunnel, take a left to find a map.  Also, take the blue and/or
    green herb, but only if you are going to use them right now, to heal yourself
    from the spider fight.  Walk down the tunnel and set the flamethrower on that
    metal plate on the wall to unlock the door, then go through.  In the NEXT
    tunnel, go until you find another untraversible pit, and use the crank on the
    hole in the wall again.  Now do it two more times, and be ready to run again,
    because the boulder at the end of this tunnel will start rolling at you too.
    Duck back into the last section of tunnel to avoid it, then continue on.  At
    the very end of the tunnel, behind where the boulder was, you will find a first
    aid box with a first aid spray inside it.  Now go to the section of tunnel that
    you moved with the crank, and go through the door that is now accessible.  It
    may be hard to see at first.
    
    Inside this next, small room is a puzzle.  There are two statues, a hole in the
    wall, a brown stone plate in one of the walls, a hole for the hexagonal crank
    in the opposite wall, and a big circle on the floor.  Our goal is to push the
    statue in the middle of the room into the hole in the wall, but it is facing
    the wrong direction.  To turn it around, Push it up against the brown stone
    plate in the wall next to it.  Then, use your crank on the hole in the opposite
    wall.  This will push the statue out further, and enable you to push the
    statue out onto the circle on the ground.  The circle will rotate the statue 90 
    degrees.  Push the statue off the circle, and then back on again to rotate it
    the rest of the way around.  Now, take the statue and push it into that big
    hole in the wall to finish the puzzle.  This will reveal an opening in the wall
    containing the cylinder.  Yep, that little piece of metal is your reward for
    all that you have done.
    
    Now backtrack all the way back to the item box (leave the flamethrower, even if
    you somehow have room for it).  There will be a hunter in the first boulder
    room, so watch out.  I suggest you save, then dump the crank, the first aid
    spray, and the knife in the box.  Now, it's time to go back and power up the
    lift in the Lift Room.  Make your way back there.  Find the control panel for
    the lift in the back of the room, and open the lid.  Take out the shaft,
    combine it with the cylinder, and put it back in.  Four little buttons will
    light up on the control panel.  There is no way for you to already know them,
    so I'll give you the right order to push them in: 4,2,3,1.  This is always the
    combination.
    
    *Cutscene*
    The lift rises up to the center of the room.
    
    Get on it and take it down.  In the room below, ignore the door at first and go
    down the walkway to find a ladder and an item box.  Take the handgun clip next
    to the ladder, then go back to the door and go through it.  This next tunnel is
    my very least favorite place in the entire game, and I'll give you a hint at
    why: I call it "Lisa's Tunnel".  That's right, she's here.
    
    Walk forward to find a fork.  Whichever way you go, that's where Lisa will be,
    so start going down to the left.  When you see her, double back and go right.
    Keep running, but note the lever on one of the walls as you go.  When you reach
    a large, open space, ignore the herbs on the ground and go through the nearby
    door.  Don't worry, she can't follow you through.  In the next room, look for a
    pile of crates in one of the corners.  Climb them to find some Magnum rounds,
    another handgun clip, and a defensive grenade.  Climb back down and find a
    single crate on the ground.  Push it onto the nearby lift, then press the
    activation switch next to it.  This will send the crate back to the area with
    the item box and the ladder.  Go back to Lisa's Tunnel.
    
    Wait for Lisa to come out into the open, then try to dodge her to the side.
    Get back to the door to the area with the item box and ladder and go through.
    This time, go down the ladder and find the crate that you sent via the lift
    earlier.  Push it forward, then into the big garbage compacter at the end of
    the wooden walkway.  Hit the activation switch and the compacter will smash it
    to pieces.  Jump down when it is finished to find the broken flamethrower.  Is
    it the same one you used just a while ago?  Who knows, who cares.  Get back up
    the ladder and dump the handgun and Magnum ammo in the box, then return to
    Lisa's Tunnel.
    
    Now pay attention, because this needs to be done quickly: Head left, see Lisa,
    the go back to the right.  If she follows you that way, you'll have to juke her
    out again.  If she takes another tunnel to get to you, go back to the fork, but
    MAKE SURE that you hit that lever on the wall that I told you about earlier.
    Now that the left-hand path is clear of Lisa, run down it.  Find a door with a
    metal plate next to it and put the broken flamethrower there.  This will unlock
    the door, and allow you to go through.
    
    What comes after that is a long, very strange tunnel.  Just keep going until
    you find Lisa's Bedroom at the end.  Watch out for snakes in the part that is
    submerged in water.  Next to Lisa's bed is a jewelry box, and on the bed is a
    dagger.  Take them, then open the box.  Inside is a stone ring, the only reason
    you had to come to the Caverns in the first place, and a picture.  The picture
    has some writing on it, describing what happened to Lisa and her mother when
    Umbrella took them.  How sad.  It also gives you a huge clue as to how to deal
    with Lisa the next time you see her.  Head up the ladder on the other side of
    the room.  At the top is an alcove with some herbs (which you should take) and
    another ladder.  Go up.
    
    Remember this place?  We're back in the Cabin!  Don't worry, no Lisa this time.
    Go over to the item box and take out the metal object.  Combine it with the
    stone ring to get the stone and metal object.  This is just like the one you
    put on the pedestal outside the Mansion to open the door to the Shed.  Save if
    you want to, though you can do it when you get back to the Mansion, if you'd
    prefer.  When you leave the Cabin, keep in mind that if you killed the zombie
    on this path earlier in the game, it will be a crimson head now.  Kill it or
    run from it, but make your way through the graveyard (which now has zombies)
    and back into the Shed.  Outside the Shed, take the stone and metal object off
    of the pedestal.  You don't need to go to the Shed anymore.  Now you should
    have both of them with you.  Go inside the Mansion.
    
    Go to the Main Hall.  You should definitely be able to find it by now, and if
    not, bow your head in shame.  Once you're there, walk into the little area
    under the staircase and find the gate.  Insert the two stone and metal objects
    into the two little holes in the gate to unlock it, then go through.  The point
    of the entire game so far has been to get both of these so that you could go
    through this gate.  When you go through, you will hear Lisa's chains rattle.  I
    don't know how she got in the basement of the Mansion so quickly, but she is
    down there waiting for you.
    
    There are stairs behind the gate.  There is an item box and a typewriter down
    there.  Save if you need to, and take the eagle and wolf medals out of the box.
    Continue down this long series of tunnels until you reach a ladder, then go
    down it.
    
    *Cutscene*
    You hear some gunshots, and see Wesker shooting something.  He asks you to join
    in.
    
    When you take control of Chris, you'll see that Lisa is on the other side of
    the room.  There is an easy way to win this fight: push the four stone pillars
    on the edge of your platform off.  They are on all four corners.  This will
    take the cover off of the coffin in the center.  You can also just shoot her
    until she jumps off of the ledge, but this takes an inordinate amount of ammo.
    Wesker will cover you while you work, but watch out for Lisa: she can knock you
    straight into the abyss.  When the coffin is uncovered...
    
    *Cutscene*
    ...Lisa will see her mother, and then jump into the pit on her own.  That's it,
    that's the last time you'll ever have to see her!  The gate on the other side
    of the room opens.  If you go over and talk to Wesker, he asks you to go ahead
    and check it out.
    
    
    
    Go over to the elevator beyond the gate and take it up.  It takes you to a
    little fountain-like area.  There is a big structure in the middle full of
    water.  Place the eagle and wolf medals in their own little indentations in the
    stone.
    
    *Cutscene*
    The water drains, revealing some stairs leading to a small elevator.  There are
    a lot of elevators in this place, aren't there?
    
    This is it: once you go down there, the rest of the game plays out underground.
    The lift takes you to the final area of the game, called...
    
    -------------------------------------------------------------------------------
    Part V: The Labs
    -------------------------------------------------------------------------------
    The labs are the research areas under the Mansion that Umbrella used to carry
    out their experiments.  Once you take the elevator down, you will be asked to
    switch from disk 1 to disk 2.  Do it.
    
    When you are at the bottom, follow the pathway past the emergency exit door and
    go down the ladder.  The next room is a save area, so pick up the ink ribbon on
    the ground and save your game here.  Take your handgun, ammo, and canteen with
    you.  If the canteen is empty, don't worry about it.  Exit this room.  In the
    next room, there are two zombies.  Take them out, then burn them.  I like to
    make sure that all the zombies I encounter early on in the Labs are gone for
    good, because they can be a real pain later.  Take the three herbs on the
    ground if you want them.  If you take them, take them back to the item box.
    Before you do anything though, fill your canteen up again with the container
    next to the Save Room door.  Go down the stairs and through the gate.  On the
    other side, take the tunnel to Chris' left and kill the zombie.  Fry him with
    kerosene.  Then, take out the other zombie in this area and fry him too.
    Return to the Save Room and put the canteen away.
    
    Go out to the room with the stairs and go down to the room below again.  Go
    down the tunnel to the left where the first zombie was, and go through the
    double doors.  This place is smeared with blood and looks pretty ominous, but
    don't worry: no zombies.  Find the only working computer in this room and turn
    it on.  When it asks you for a login name and password, use JOHN and ADA.  If
    you didn't know yet, John and Ada are important names in RE2.  Ada also
    recently reappeared in RE4.  Once you're logged in, tell the computer to unlock
    the doors on B-2F (Basement Level 2).  It will ask you for another password, so
    type in CELL.  Then, tell it to unlock doors on B-3F.  It doesn't require a
    password.  That unlocked a door at the top of the stairs, which is our next
    destination, but first take the file on the computer table.  Also, check out
    the small area nearby through that doorway.  There is a grenade in there.
    Return upstairs and go to the door next to the staircase, but take the MO disk
    on the table before you go in.
    
    Take the third and final MO disk on the bookcase next to the door, but ignore
    the first aid spray on the table.  There is a slide show projector on the
    table, if you want to watch it.  It is there to help you solve a puzzle, but
    you need the slide filter to see it.  You may notice a certain someone in that
    slide show that you recognize.  Hmmmmmm.....  Well, anyway, there is a code
    that you need for the keypad on the wall, and I'll just go ahead and tell it to
    you.  It's 8462.  When you type that in, a wall slides away, revealing a little
    video monitor area.  Go in and take the Lab Key.  If you took the video from
    Kenneth's corpse back at the very beginning of the game, you can watch it here.
    
    *Cutscene* (If you want to watch it)
    You see A zombie, hear it eating Kenneth, and see blood flying everywhere.
    Eeeww.
    
    Well, before leaving, take the shotgun ammo and the file off of the shelves
    next to the video room.  Go to the Save Room.
    
    If you got the first MO disk in the mansion when I told you to, then good job,
    everything's cool.  If you didn't, then that's just too bad.  You can't get the
    best ending to the game, because you can't save Jill.  Too friggin' bad.  If
    you got them all, read this next part.
    -------------------------------------------------------------------------------
    Go to the Save Room, and make sure you have the handgun, ammo, Lab key, and all
    three MO disks.  Go downstairs.  Ignore the double doors next to the gate at
    first, and find two other doorways in this hallway.  Unlock both of them with
    the Lab key, but don't go through either one.  Discard the key when you're
    asked too.  Take the dagger on the tray sitting in the hallway.  Now go back to
    the gate and go through those double doors.  Inside is another hallway.  Ignore
    the first aid box and the first door, and go through the second one.  In this
    next room.  Take the Magnum rounds.  Carefully kill the zombie.  It would be
    very great to kill this one with a head shot.  If you don't, don't worry about
    it.  Find the file on a table, and the transmission device that looks like a
    Gamecube.  Insert one of the MO disks into it.  If you find all three of these
    devices and put the MO disks in them, you will unlock the door to the place
    where Jill is trapped.
    
    If you didn't kill the zombie with a headshot, you should probably go get the
    canteen and burn this one, because we really don't want it becoming a crimson
    head.  There is actually another Save Room downstairs, and it's close to the
    next place we need to go to.  Go through the single door that you unlocked with
    the Lab key.  Go straight ahead in the next corridor to find the second Save
    Room.  There are some shotgun rounds in here, as well as some more Magnum
    rounds and a first aid spray.  Put them in the box and save if you want to.
    
    Switch out your handgun for the assault shotgun (ammo too).  Leave and take a
    left to another door.  Go through.  On the other side is a big place lined with
    shelves.  Go all the way to Chris' right to find the first chimera in the game.
    The chimera is a short, grasshopperish creature that swings out at you with
    long arms.  Kill it with your shotgun, and go all the way to the end of the
    aisle.  Take the empty fuel capsule out of the machine at the end.  Take it all
    the way back to the room where you inserted the first MO disk into the
    transmission device.  There is a big container in the wall under a big warning
    sign.  You may have noticed it when you came through here earlier.  Open it and
    use it to fill your fuel capsule with nitro.
    
    This stuff will blow up if you run, shoot, or are attacked.  That's why I
    wanted you to make sure there were no zombies or crimsons around.  Now, WALK
    the fuel capsule back to where you got it.  Put it in the machine to power up
    the machine that can power up the elevator.  Go down to the opposite end of
    this room and go through the door.  You might see some more chimeras.  In the
    next room, which is totally red, go straight to find the second transmission
    device.  Put a MO disk in it, then take the walkway to the left.  Work your way
    around it, killing or avoiding the chimeras, and go through the door at the
    end.
    
    Finally, in this next place, you'll find the big machine in the middle of the
    room.  Go to the other side and turn the power to the elevator on.  Backtrack
    all the way back to the first downstairs hallway.  Go in the other door that
    you opened with the Lab key.  It leads to a walk-in cooler.  Push the shelf
    backwards to find some shotgun rounds.  Climb up on the ledge and climb through
    the ventilation shaft in the wall.  On the other side, completely ignore this
    room, turn left, and climb through the other ventilation shaft. In this room,
    which resembles an operating room, Find the last transmission device on a small
    table.  Pick up the grenade too.  Return to the downstairs Save Room, and watch
    out for the chimeras.
    
    If you want to, you can go and unlock the door to where Jill is being kept,
    though you can get her out yet.  Go down the hallway that leads to the first
    transmission machine room, and locate the lock mechanism machine.  Pull all
    three levers down to unlock the door in front of you.  Go down the stairs to
    see an optional cutscene with Jill.
    
    *Cutscene* (optional)
    Chris finds Jill in a prison cell, but he can't get her out.
    -------------------------------------------------------------------------------
    If you didn't get all of the MO disks, you should have skipped that last part.
    If you didn't, read this next part.  If you did, ignore this part.
    -------------------------------------------------------------------------------
    Go to the Save Room and make sure you have your shotgun, ammo, and Lab key.  Go
    downstairs.  In the big hallway, ignore the double doors next to you and go
    unlock the other two doors in the hallway with your Lab key.  Go through the
    single door.  Go straight ahead in the next corridor to find the second Save
    Room.  There are some shotgun rounds in here, as well as some more Magnum
    rounds and a first aid spray.  Put them in the box and save if you want to.
    Switch out your handgun for the assault shotgun (ammo too).  Leave and take a
    left to another door.  Go through.  On the other side is a big place lined
    with shelves.  Go all the way to Chris' right to find the first chimera in the
    game.  The chimera is a short, grasshopperish creature that swings out at you
    with long arms.  Kill it with your shotgun, and go all the way to the end of
    the aisle.  Take the empty fuel capsule out of the machine at the end.  Take it
    to the double doors back near the gate and steps to the upper floor.  Go
    through.  In the next hallway, skip over the first aid spray and the first
    door, and go through the second.  Pick up the Magnum rounds and kill the zombie
    in here.  Open the large container in the wall and use it to fill the fuel
    capsule with nitro.  WALK, don't run, the nitro back to where you got the fuel
    capsule and put it into the machine.  Go to the opposite end of the room and go
    through the door.  The next room is red, for some reason.  Follow the walkway
    until you find another door, and watch out for chimeras.  Keep going in the
    next room until you find the control panel to the big machine in the middle.
    Use it to activate the elevator.  Return to the Save Room.
    -------------------------------------------------------------------------------
    At the Save Room, take your Magnum and all its rounds out.  Take nothing else.
    I highly recomend you save here.  Walk out of the Save Room and take a right to
    find the elevator.  Hit the call button.
    
    *Cutscene*
    Rebecca shows up!  Chris tells her to stay with him from now on, which she is
    more than happy to do.  They ride down the elevator.
    
    You don't need the shotgun rounds in the tunnel at this point, so just leave
    them.  Walk to the end of the tunnel and go through the door.  Get ready for a
    fight.
    
    *Cutscene*
    Wesker is here, working on a computer.  He starts some small-talk, but pulls a
    gun on Chris and Rebecca.  He tells them about his secret employment, and
    shoots Rebecca.  That's right, HE'S the traitor that Enrico told you about.  He
    shows you a monstrous creature inside of a test tube.  It's called a Tyrant.
    Wesker drains its tank and it wakes up.  Suddenly, it stabs Wesker, throws him
    aside, and comes after Chris.  Aaaahhh, crap.
    
    Run back to the door, spin around and start shooting it with your Magnum.  Five
    clean shots should finish it off before it reaches you.  Wow, that was easy.
    Go and check on Rebecca.
    
    *Cutscene*
    Good news: Becky had her bullet-proof vest on, so she's fine.
    
    In one of the corners of this room, there is a machine that you need to
    activate to unlock the door and get out.  Find it.  If you want it, Wesker is
    holding a file.  Leave this room.  Run back to the elevator and  get on.
    
    *Cutscene*
    When you're back up, Rebecca suggests that the two of you blow the entire place
    up to destroy the virus and keep it from leaking any more.  That sounds like a
    good idea to Chris, so he sends her off to activate the self-destruct
    mechanism.
    
    Don't worry, the self-destruct timer won't start until you are almost out.
    Leave this hallway  to the other hallway.  
    
    *Cutscene*
    The self-destruct mechanism has been activated.  Man, that was fast.
    
    If you still can and want to save Jill...
    -------------------------------------------------------------------------------
    (Watch out for the chimeras.  They're all over B-3F now)Go to the hallway that
    leads to the room with the first transmission device, but don't go in that
    room.  Instead, go to the end of the hallway.  If you chose to see the optional
    cutscene earlier, you have already found this place and lowered the levers to
    unlock the passage.  If not, lower the levers on the machine next to the door.
    Go down the stairs and open the cell door.
    
    *Cutscene*
    Due to the self destruct system, all the locks have been released, so you can
    get Jill out now.  She's pretty happy to see him.  She tells him that Wesker is
    the bad guy.  Wow, thanks Jill.
    -------------------------------------------------------------------------------
    Head for the Save Room upstairs.  If you got Jill, she will run on ahead of
    you.  In the Save Room, save your game one last time, and take out two first
    aid sprays.  Climb up the ladder.  Jill is there waiting for you.  Go through
    the emergency exit.  Ignore the items on the ground and run down this passage.
    
    *Cutscene*
    Brad calls you one last time. He says he's almost out of fuel, so you'd better
    hurry.
    
    Jill will come in after you.  Keep going until you find the fuse unit laying on
    the ground.  Pick it up.  Stick it in the hole in the wall next to the
    elevator.
    
    *Cutscene*
    Rebecca joins up with you, but she and Jill go back to check out a noise.  You
    ride the elevator up alone.
    
    Out on the Helipad, take the signal rockets in front of you and use them.
    
    Note: In certain situations, you may not have a final battle at the end at all.
    It depends on whether or not you save Jill and Rebecca at certain times in the
    game.
    
    *Cutscene*
    Chris fires off the rocket, and Jill and Rebecca join him.  All looks well, but
    then, the Tyrant comes crashing through the ground.  Jill and Rebecca start
    shooting, and it knocks Jill to the side.  It turns towards Rebecca.  Looks
    like you have one last job to do.
    
    Keep it away from Rebecca by letting loose with your Magnum.  Be ready, because
    it will spin around and charge you.  It can attack by ramming you, swiping you,
    or spearing you on its claws (instant kill).  When you have caused enough
    damage...
    
    *Cutscene*
    Brad finally shows up and drops a rocket launcher out of the helicopter.  He
    tells you to kill that thing, whatever it is.
    
    Go grab that rocket launcher!  When the Tyrant has its back turned, or is
    occupied by Rebecca, use that rocket launcher and blow it into millions of
    little Tyrant pieces.  If it deflects the rocket, try again.  You only have
    four tries, so make them count. When it's finally dead, you'll se the final
    cutscene.
    
    *Cutscene* (assuming all of you made it)
    Chris, Jill, Rebecca and Brad ride off into the sunset as the mansion and
    everything around it explodes.  Good riddance.
     
    Thanks for playing and reading.  Hope you enjoyed it as much as I did.  Be sure
    to play all the different modes for Chris and Jill, because this game really
    has a lot of replay value. Enjoy.
    
    *******************************************************************************
    General Info
    *******************************************************************************
    
    -------------------------------------------------------------------------------
    Item List
    -------------------------------------------------------------------------------
     
    Arrowhead- Found by removing the head from the golden arrow.  Opens the stairs
    to the Machine Room.
    
    Assault Shotgun- Found when Richard is eaten.  Only available if you saved him
    from the poison.  Like the shotgun, but holds 10 rounds and doesn't need to be
    pumped after every shot.
    
    Battery- Found in a utility room in the mansion.  This powers up the elevator
    in the courtyard.
    
    Battery Pack- Batteries for Jill's Stunner.  Chris can't find or use them.
    
    Book of Curse- Found in the Machine Room.  There is an inscription inside that
    refers to the death masks, and the Sword Key is held on the back cover.
    
    Bee Specimen- Used to solve the puzzle for the Wind Crest.  It turns into a
    live bee.
    
    Bottles-You use these to mix chemicals and make the V-Jolt in the Residence.
    
    Broach-You find this in a Jewelry Box.  It turns into the Emblem Key.
    
    Broken Flamethrower-You find this in the caverns.  It won't fire, but it helps
    open a door.
    
    Broken Shotgun- You find this in a small room near the West Stairs.  It helps
    you avoid a trap when you take the Shotgun.
    
    Canteen- You can fill this with kerosene and burn corpses.  This prevents them
    from becoming Crimson Heads.  You also need the Lighter to do this.
    
    Chemicals- These can be mixed together to make V-Jolt, which helps kill Plant
    42.  Make sure you mix them right, or you could create a poisonous gas.
    
    Chris' Survival Knife- Chris starts off with this.  It is the worst weapon in
    the game, and is only useful if you completely run out of ammo.
    
    Closet Key- This opens the closet in the Art Room, where you can change
    outfits.
    
    Collar- You have to kill a Cerberus to get this.  It has the Coin in it.
    
    Coin- This is found in the Collar.  It turns into the Imitation of a Key.
    
    Control Room Key- This is found in the Residence.  It opens the Control Room in
    the Aqua Ring.
    
    Crests- The Wind Crest is found in the mansion.  In the Courtyard Cemetery, it
    helps you get the Sun, Moon, and Star Crests.  These will get you the .357
    Magnum Revolver.
    
    Cylinder- You find this in the caverns.  You need to combine it with the shaft
    to get the lift working.
    
    Dagger- This is a defensive item.  Equip it and it will be used automatically
    when you are attacked from the front.  It is great for dealing with Crimson
    Heads.
    
    Death Masks- You need to find four of these to get the Stone and Metal Object.
    There is one without a nose, one without eyes, one without a mouth, and one
    missing all three.
    
    Dog Whistle- You find this in the office.  It calls the dogs on the Dog
    Balcony.
    
    Emblem Key- You get this by examining the Broach.  It opens the Small Office.
    
    First Aid Box- These boxes have healing items in them.  Examine the top of the
    box to open it.
    
    First Aid Spray- This completely heals you, but it doesn't help with poison.
    
    Flamethrower- Only Chris can get this weapon.  It is found in the caverns.  It
    can only be used in one boss fight, then it's gone.  It sucks, doesn't it?
    
    Flash Grenades- These are defensive items.  Equip them and they will be used
    automatically when you are attacked from the front.  They are great for dealing
    with Crimson Heads, but only Chris can use them.  They can blow zombies' heads
    off.  
    
    Fuel Capsule- This is found in the lab.  You need to fill it with
    nitroglycerin.
    
    Fuse Unit- This is found at the end of the game on your way out of the lab.
    You need to put it into the elevator to get it working again.
    
    Gold Arrow- This is found in the Mirror Hallway.  You need to remove the head.
    
    Gemstones- The yellow and red ones are found in the Moose Room.  The yellow one
    will get you a MO Disk and the red one opens the Broach's Jewelry Box.  The
    blue one is in the Dining Room 2F's statue and gets you some shotgun ammo.
    
    Gold Emblem- This is found in the Piano Room.  Switch it out with the wooden
    emblem and put it on the Dining Room wall, then solve the grandfather clock
    puzzle to get the Shield Key.
    
    Grenade Launcher- This is only available for Jill.  She finds it on Forrest's
    Balcony.  He gets mad when she takes it, though.  It can fire regular, acid, or
    incendiary rounds.
    
    Grenade Rounds- The Grenade Launcher uses three types of ammo: regular, which
    blows stuff up, acid, which is full of concentrated acid, and incendiary (which
    is the best), which fries enemies.
    
    Handgun- Jill starts off with this, but Chris finds it in the Main Hall.  I
    think it's a Beretta, but I'm not sure.  The S.T.A.R.S. custom handgun uses 9mm
    handgun ammo.
    
    Handgun ammo- 9mm parabellum, used with the S.T.A.R.S. custom handgun.
    
    Herbicide- Found on the Patio, used to kill a plant and take a Death Mask.
    
    Herbs- Green herbs heal you, red ones make green ones stronger, and blue herbs
    cure poison.
    
    Herb Mixtures- You can mix herbs together to make them stronger and save space.
    Green+Green=+2 health
    Green+Red=Full health (doesn't help poison)
    Green+Green+Green=Full health
    Green+Blue=+1 health, cures poison
    Brown Herb (all three)=Cure-all
    
    Hexagonal Crank- Found with Enrico's body in the caverns.  It is used to change
    the paths in the caverns.
    
    Imitation of a Key- Examine the coin to turn it into this.  It is used to help
    you get the Armor Key.
    
    Ink Ribbons- Use these at a typewriter to save your game.
    
    Jewelry Boxes- These contain the Broach, the stone ring, and one of the Death
    Masks.  One needs the Red Gemstone to open, and only one will open without you
    solving a puzzle first. 
    
    Jill's Survival Knife- Jill starts off with this.  It is the worst weapon in
    the game, and is only useful if you completely run out of ammo.
    
    Keys- The Sword Key is on the back of the Book of Curse, the Armor Key is on
    the second floor, the Shield Key is in the Dining Room, and the Helmet Key is
    in the Residence. They open various doors in the mansion.
    
    Lab Key- This opens a couple of doors in the lab where it is found.
    
    Last Book Vol. 1-2- These are found in the underground and in the library.
    They contain the Eagle and Wolf Medals.
    
    Lighter- Chris starts off with this, and it is permanently part of his
    inventory.  Jill finds it in the Office, and has to use it as a regular item.
    
    Lockpick- Only Jill can use this.  Chris has to find Old Keys to open locked
    doors.  Barry gives this to Jill near the beginning of the game.
    
    Lure- You find this in the Wind Crest Room.  It helps you solve a puzzle.
    
    Lure of a Bee- Combine this with the Lure.
    
    Lure of a Bee (complete) - Put this on the plaque in the Wind Crest Room.
    
    Magnum Revolver (.357)- You can find this in the Courtyard Graveyard with the
    help of the Sun, Moon, Star, and Wind Crests.  This is one of the best weapons
    in the game, second only to the Rocket Launcher.
    
    Magnum Revolver (Barry's .44) - This is a great gun, with about the same power
    as the other Magnum in the game.  It's just like the one that Clint Eastwood
    had in Dirty Harry.  You can only get this if you let Barry die in Jill's mode
    (Chris can't get it).  You have to let Barry live to get the best ending, and
    there are no more .44 rounds in the game except the six already loaded, but the
    decision is entirely up to you.
    
    Magnum Rounds (.357)- These go with that Magnum.  Save these for the final
    boss.  By the way, these are .357 ammo, which won't work with Barry's .44
    Magnum.  Sorry.
    
    Maps- There are Maps to every area of the game, but you don't really need them.
    
    Medals- The Eagle and Wolf Medals are found in the Last Book Vol. 1 and Vol. 2.
    They open the elevator to the lab.
    
    Metal Object- This is found in the Small Office.  Combine it with the Stone
    Ring to make another Stone and Metal Object and go to Lisa's underground
    chamber.
    
    MO Disks- One is found in the Tiger Eyes statue (use the yellow gem), and the
    other two are found in the lab.  These activate the lock mechanism and let you
    unlock the door to Chris, if you're playing Jill's game, or Jill, if you're
    playing Chris' game.
    
    Musical Scores- You find one Musical Score in the room near the big snake's
    room, and the other in the Piano Room.  Combine them and play it on the piano.
    
    Old Keys- Chris has to find these to unlock doors where Jill would use her
    lockpick.  
    
    Radio- When you bring the Serum back to Richard, he'll give you this.  Brad
    will try to contact you on it a few times, but you can't respond.
    
    Red Book- You use this to solve a puzzle and open the door to Plant 42.
    
    Residence Keys- Keys found in the Residence.  They lead to Room 001, Room 003,
    and the Gallery.
    
    Rocket Launcher- Brad throws this to you at the end of the game to kill Tyrant.
    Make your shot count.  You can unlock a rocket launcher with infinite ammo too,
    but for some reason it looks a lot different than the normal one.
    
    Samurai-This is a cool 9 mm pistol that you can unlock.  It is similar to the
    S.T.A.R.S. 9 mm, but it has an infinite clip and fires in burst of 3.
    
    Self Defense Gun- You find this in Room 001 (where the dude hanged himself).  I
    think it's a Derringer, like the one in Silverado.  Jeff Goldblum pulls it out
    and tries to shoot Danny Glover.  It uses .22 Magnum Rounds, but you only get 1
    shot with it the entire game.
    
    Serum- This Serum is found in the Medical Room.  It cures Yawn the snake's
    poison.  If you are poisoned by the snake as Jill, you will have to go get the
    serum for yourself too.  If you are Chris, you must take control of Rebecca and
    get the Serum for Chris.
    
    Shaft- This is near the lift in the caverns.  Combine it with the Cylinder to
    make the lift work again.
    
    Shotgun- This is found in the Shotgun Room (makes sense, doesn't it?).  It
    fires 12-gauge Shotgun Rounds.  This gun and the Assault Shotgun are perhaps
    the most versatile guns in the game, because not only do they take out bigger
    enemies and bosses, but they can take on a large group of zombies at once.
    
    Shotgun Shells (12-gauge)- These work with the Shotgun and the Automatic
    Shotgun, and they pack a much larger punch than the handgun.
    
    Slide Filter- This goes in the projector in the Projector Room of the lab.  It
    helps solve a code that you need.
    
    Signal Rockets- You find these on the Helipad.  Use them to call Brad.
    
    Stone and Metal Object- This opens the Shed.  Once you have both, use them to
    open Lisa's Chamber.
    
    Stone Ring- This is found in Lisa's Room at the end of the cavern.  Take it out
    of its Jewelry Box and combine it with the Metal Object.
    
    Stunner- Only Jill can use this.  It is another defensive weapon, and great
    against Crimson Heads.  Equip it and Jill will automatically use it when
    attacked from the front.  It needs Battery Packs to work.
    
    Square Crank- This is found in the Cabin, when you meet Lisa.  It fills and
    drains the pool on the path leading to the lower Courtyard.
    
    Survival Knife 2- You find this knife in the Caverns after you fight the
    spiders.  Use it to cut away the webs covering one of the doors.
    
    Wooden Emblem- You can find this in the Dining Room 1F.  Switch it with the
    Gold Emblem in the Piano Room.
    
    Wooden Mount- You can find this in the Long Winding Corridor.  Use it in the
    Fireplace Room upstairs to create a map of the second floor.
    
    X-Rays- You can find these in the laboratory.  You don't need them, but they
    can help you solve a puzzle.
    
    -------------------------------------------------------------------------------
    Enemy List
    -------------------------------------------------------------------------------
    
    Barfing Zombies- These are the same as regular zombies, except that they puke
    acid.
    
    Bees- Bees are bees, plain and simple.  Shoot them with the handgun or ignore
    them.  They don't hurt you very much.
    
    Cerberus- Vicious zombie dogs.  They can cause more damage than zombies and
    they're fast.  Shoot them with the shotgun or the grenade launcher if you want
    to, or you can try to avoid them.
    
    Chimera- These are in the lab.  They are fast and can hurt you badly,
    especially the hanging strangling thing that they can do to you.  They can
    climb walls and ceilings.  Avoid these annoying pieces of crap or blow their
    stinking little limbs off with the shotgun or grenade launcher.  They look like
    giant grasshoppers.
    
    Crimson Heads- These are people that died, and then came back to life again as
    zombies, then were killed again, and then came back to life as superzombies.
    These guys are fast, and they somehow grew big, long claws.  Those hurt.  Avoid
    these guys or blow them away with the heavy artillery.  You can prevent zombies
    from becoming crimsons by blowing their heads or legs off, or by burning them.
    They attack with their claws to the same side every time, so use this to help
    avoid them.
    
    Crows- These are in the mansion and in the graveyard near the cabin.  Ignore
    them or introduce them to the handgun.  If you leave the ones in the mansion
    alone, and don't screw up the stained glass puzzle, they will leave you alone.
    
    Hunters- These guys suck.  They are really fast, and they hurt a lot.  They can
    jump really far, even straight up in the air.  They can also jump up and swipe
    your head off.  As you might imagine, this will kill you.  I suggest you whip
    out the big guns, such as shotguns on these jerks and blow them apart as soon
    as possible.  They are short brown things with hunched shoulders and big claws.
    
    Naked Zombie- I found these in the lab a few times.  Normal zombie rules apply.
    
    Sharks- Sharks are found in the Aqua Ring.  Run away from them at first, as
    they will kill you otherwise, and when you have drained their tank, put a
    single 9mm round through them to finish them off.
    
    Snakes- These little sons of ******* can be real pains in the ***.  They don't
    hurt you much, but they can very easily poison you.  Don't try to kill them
    when you meet them in the courtyard.  Just avoid them.
    
    Spiders- These twinge-inducing arachnids spit poisonous acid and trample you.
    It is better to use a shotgun to deal with them, but it only takes around five
    or six handgun rounds if you want to use it instead.
    
    Weird plant thing- This plant guards one of the death masks.  Leave it alone
    until you get the herbicide, and then pump it through the water to kill it.
    
    Zombie- The basic zombie, the staple of the Resident Evil series.  You'll be
    meeting a lot of these friendly guys.  They are REALLY slow.  They are dead,
    after all.  If you can get around them, do so.  If not, get a nice aim at them
    and use the handgun.  Just make sure they're really down, or they'll get up or
    bite your foot.  These things may return as crimson heads, unless you blow off
    their heads or legs or burn them.
    
    Bosses (Chronological order)
    
    Yawn- This is the big ugly snake thing.  He bites and poisons you the first
    time around. 
    -As Jill if you saved Richard: Run to the back of the room and get the Death
    Mask.  Then fight the snake until Richard gets devoured, then take the
    Automatic Shotgun and leave.
    -As Jill if Richard already snuffed it: Get the Death Mask and leave.
    -As Chris: Get the Death Mask and leave.
    
    Crimson in the Coffin- Shoot the idiot until he drops.  Use the shotgun.  You
    will have to dodge him a few times.  Hit the button in the coffin, take the
    stone and metal object, and leave the cadaver behind.
    
    Lisa- The first time you meet Lisa, in the Cabin, you don't fight her.  Just
    run around her and leave the Cabin.  Her hand-flinging attack thing hurts a
    lot, so try to avoid it.
    
    Neptune- This is the big shark in the Aqua Ring.  There are two ways to beat
    it.
    -Push the machine off of the platform and turn on the other machine that was
    next to it.  The machine will proceed to fry him to a veritable crisp.
    -Shoot him until he dies.  This wastes ammo.
    
    Plant 42- This is the giant plant in the Residence.  There are a few ways to
    beat it.
    -As Jill, method 1: Go to the Chemical Room and mix some V-Jolt.  Here is the
    formula:
    1) Mix UMB3 with Water.  This makes UMB 4.
    2) Mix UMB 4 with Yellow 6.  This makes UMB 10. 
    3) Mix some Yellow 6 with some Water.  This makes UMB 7.
    4) Mix the UMB 10 with the UMB 7.  This makes UMB 17.
    5) Mix that UMB 17 with some UMB 3 to get the V-Jolt.
    Go to the room in the Aqua Ring with the big tentacles.  You probably haven't
    been there yet, but you can use the map to find it.  Use the V-Jolt on the
    tentacles.  Go back to the Gallery in the Residence, and get to the Plant 42
    Room.  It will pick you up and Barry will save you.  Get the key in the
    fireplace and get out of there.
    -As Jill or Chris: Shoot the freakin' thing until it shrivels up and dies.  It
    takes a lot of ammo.  Take the key and leave.
    -As Rebecca, if Chris is captured: Look at method #1 for Jill (though Barry
    won't come, like in Jill's game). 
    
    Yawn (again) - Climb down the ladder and shoot the snake 'til he drops dead.
    He can't poison you this time.  Use your shotgun or the grenade launcher.
    
    Black Tiger- This is the big spider in the Caverns.  
    -As Chris: Burn the big, hairy turd with your flamethrower and he'll eventually
    flip over, twitch, and die.  Toast the little ones the same way.
    -As Jill: Use whatever weapon you want, and don't stop shooting until it's good
    and dead.
    
    Lisa (again) - Well, it's Lisa again.  I hate her.  If I wasn't afraid of
    getting near her, I would walk up to her and start beating her until she was a
    bloody mess on the ground.  Go in the cavern to see her, wet yourself, and run.
    Go back to Barry if you're Jill (the jerk will take the lift and leave you
    there) and go back in.  Now, go around the left side, see Lisa again, then take
    the right and go through the nearby door.  Push the crate on the lift and send
    it off.  Go back to Lisa's place after you get the stuff off the crate in the
    corner.  Go to the lift room, go down the ladder, turn on the trash compacter,
    get the broken flamethrower, and go back to Lisa's place.  Find the lever on 
    the wall on the path to the right, and then go the other way, where you'll find
    another door.  Put the broken flamethrower on the hangers on the wall to unlock
    the door, and go through.  You may have to lure Lisa into the open to get past
    her.
    
    Lisa (AGAIN) - I.  HATE.  LISA.  Fortunately, this is the last time you have to
    deal with her.
    -As Jill: If you want Barry to live and to get the best ending, give him his
    gun back.  If you want him dead and you want his very sweet .44 Magnum, let him
    die.  I usually let him live, being the kind, caring person that I am (and
    because he helps in this fight).  Either way, we need to get this scary
    butt-ugly piece of rat **** to ******* snuff herself out.  How do we do that?
    Push the four stones in the corners of the room off the edge.  That was easy.
    -As Chris: Same thing, but it's Wesker instead of Barry and you don't have to
    decide whether he lives or dies.
    -As Jill or Chris: It is possible to just shoot her until she jumps off of the
    edge.  This takes A LOT of firepower, and is a huge waste of ammo. 
    
    Tyrant- Use the Magnum.  Five shots will drop this dirtbag.
    
    Tyrant (rematch)- No, he isn't finished yet.  Shoot him with the Magnum until
    Brad throws you the Rocket Launcher.  Wait for the Tyrant to be occupied with
    someone else (hopefully, there is someone else), or for his back to be turned,
    and then load a rocket into him.  If it works, it will result in his being
    blown apart.  If it doesn't, he'll knock the rocket away and you have to try
    again.
    
    -------------------------------------------------------------------------------
    Character List
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    S.T.A.R.S.
    -------------------------------------------------------------------------------
    
    Chris Redfield- He is one of the two playable characters.  After being kicked
    out of the Air Force, Barry got him a job as a S.T.A.R.S. member.  Chris is on
    the Alpha Team.  Chris can take more damage than Jill, but he only has six item
    spots in his inventory.  He carries a lighter throughout the entire game.
    
    Jill Valentine- The other playable character.  She is also a S.T.A.R.S. Alpha
    Team member.  She can't take as much damage as Chris, but she can carry two
    more items than him.  Her game is significantly easier than Chris'.  Early in
    the game, she gets a lockpick, which she keeps the rest of the game.
    
    Albert Wesker- This guy is the leader of the S.T.A.R.S. division of the RPD,
    and a member of Alpha Team.  He is also a biologist.  He never takes those
    sunglasses off (at least in this game).  If you didn't already know, he is a
    traitor, and the bad guy that tries to kill you and cover up the evidence of
    this incident.
    
    Barry Burton- Barry recruited Chris for the S.T.A.R.S.  He is a member of Alpha
    Team.  He almost gets Jill killed, but that is offset by the hundreds of times
    he saves her.  He carries a .44 Magnum.  Wesker threatens to kill his family if
    he doesn't cooperate with him, but Barry finally shoots him at the end.
    
    Rebecca Chambers- She's the star of RE0, and she has a small but important part
    in this game too.  She helps Chris a few times.  She is only 18, and she is
    just a medic, but she deals with zombies pretty well.  She is the only member
    of the Bravo Team that can live through the game.
    
    Richard Aiken- Richard is part of the Bravo Team.  He carries a customized
    automatic shotgun, but he drops it when he gets eaten.  He gives you the Radio
    when you save him from the snake's poison.
    
    Brad Vickers- He's the pilot for the Alpha Team.  He's nicknamed "Chickenheart"
    because he is a coward.  He leaves you at the beginning of the game, but he
    tries to contact you later, and gives you the Rocket Launcher at the end of the
    game.
    
    Enrico Marini- He's the leader of the Bravo Team, and second in command to
    Albert Wesker.  Wesker kills him.  He doesn't seem to like Chris very much, but
    he trusts Jill.  You can find the hexagonal crank on him after he dies.
    
    Joseph Frost- Part of the Alpha Team.  Gets devoured by cerberus' at the
    beginning of the game.  Oh well...
    
    Kenneth Sullivan- Part of the Bravo Team.  He got his neck chewed apart by a
    zombie before the Alpha Team got to the mansion.  He leaves you a cool video of
    it which you can watch near the end of the game.
    
    Forrest Speyer- Vehicle and artillery guy in the Bravo Team.  He carries his
    trusty grenade launcher everywhere he goes, but since becoming zombified, he
    has no use for it.  You can take it if you are playing as Jill, but Forrest
    may not appreciate it.
    
    Kevin Dooley- Pilot for the Bravo Team.  Found dead in his chopper.  Ouch.
    
    -------------------------------------------------------------------------------
    Everyone else
    -------------------------------------------------------------------------------
    
    Sir Spencer- He owns the mansion, and he's tied into Umbrella.  He doesn't
    appear in the game, at least not alive.
    
    George Trevor- He was the architect for the mansion.  Umbrella imprisoned him
    and his family.
    
    Jessica Trevor- George Trevor's wife.  Umbrella experimented on her, but it
    killed her.
    
    Lisa Trevor- George and Jessica's daughter.  She has been freakishly mutated.
    You have to face her three times.  Show her Jessica's corpse and she'll leave
    you alone.
    
    Jon Toleman- He wrote the note that came with the dog collar.  He's pretty
    insignificant.
    
    Keeper, Steve, Scott, and Alias- Workers at the mansion.  They're zombies now.
    
    Martin Crackhorn- Researcher that killed himself.
    
    Anonymous Worker- Wrote the suicide note to Linda.  He's hanging in the
    Residence.
    
    Henry Sarton- Researcher who researched Plant 42.
    
    Moira and Polly- Barry's daughters.
    
    John- Researcher.  His name and his girlfriend's name, Ada, are passwords in
    the Lab computer.  You should definitely know them if you've played RE2.
    
    Ada Wong- Ada is John's girlfriend.  Their names are passwords on the computers
    in the Lab.  If you've played RE2, you undoubtedly already know her.
    
    Chief of Security- He sent a letter to Umbrella revealing their plan.
    
    Keith Arving- Visual Data Room Manager.
    
    E. Smith and S. Ross- Consultant Researchers.
    
    William Birkin- He left an observation note in the lab.  He doesn't really
    matter in this game, but he appears in RE0 and RE2.  In RE2, he's that big,
    freakish thing that's always trying to kill you.
    
    *note* Sir Spencer. George Trevor, Jessica Trevor, Jon Toleman, Keeper, 
    Scott, Steve, Alias, Martin Crackhorn, the Anonymous Worker, Henry 
    Sarton, Moira, Polly, the Chief of Security, Keith Arving, E. Smith, 
    and S. Ross are all utterly and completely insignificant.  I really had 
    absolutely no reason to put them in there, but I did anyway.
    
    -------------------------------------------------------------------------------
    General Tips
    -------------------------------------------------------------------------------
    
    -Don't die.
    
    -Take bathroom breaks.
    
    -Watch Dawn of the Dead to prepare yourself.
    
    -Defensive items work very well against Crimson Heads.
    
    -Watch out for the hunters' head swiping attack-it'll kill you instantaneously.
    
    -Watch out for that overhead strangling thing the chimeras do too.
    
    -You can use empty soda bottles as footballs.
    
    -If something goes wrong, don't worry.  There is probably a way to fix it.
    The important thing is to not blame me or the game designers.
    
    -You probably won't need the maps, but they really can help you get where you
    are going if you get lost.
    
    -Don't waste ammo on any stupid crap that doesn't need to be shot, like bees
    and crows.
    
    -Make sure you are prepared before boss fights and before moving to new areas.
    
    -Combine or use items to open inventory space when you need to.
    
    - Burning zombies means never having to see their ugly faces again.
    
    -Turn the lights out and play late at night for the premium gameplay
    experience
    
    Good luck, although with this guide, you won't need it.
    -------------------------------------------------------------------------------
    Extra Stuff
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    Things You Can Unlock
    -------------------------------------------------------------------------------
    
    Rocket Launcher- Finish the game in under three hours to receive this big gun.
    It fires powerful rockets, and it carries an infinite number of them, too.
    
    Samurai- This gun is yours if you beat the game in under five hours.  It is
    similar to your handgun, except that it can fire in bursts of three and it
    has an infinite clip.
    
    Closet Key- It comes with the first costume you unlock.  Use it to open the
    door in the Art Room so you can change outfits.
    
    Jill's Alternate Outfit #1-Just beat the game with Jill once to get this.
    
    Jill's Alternate Outfit #2-Beat the game with Jill twice to get this.  It is
    her outfit from RE3.
    
    Chris' Alternate Outfit #1-Just beat the game with Chris once to get this.
    This will also change Rebecca's outfit.
    
    Chris' Alternate Outfit #2-Beat the game with Chris twice to get this.  It is
    his outfit from RE:CVX.
    
    Once Again Mode- Play on a file on which you have already won the game.  This
    way, you can use anything that you have unlocked so far.  Just beat the game
    once to get this.
    
    Hard Mode- Beat the game once to get it.  It contains less ammo, and has more
    zombies.  The enemies are also tougher.
    
    Real Survival Mode-This is a lot tougher than the original.  To unlock it, beat
    the regular or hard game in under 5 hours.  Damage taken is more severe, there
    is no auto-aim, and the item boxes are no longer magically linked together.
    I really never want to do it again.
    
    Invisible Enemy Mode-Beat Real Survival Mode to unlock it.  As you might have
    guessed, all of the enemies are invisible.  Yes, even bosses.  Also, there is
    no auto-aim.  It was difficult for me to beat, but it was worth it.  Good luck.
    
    One Dangerous Zombie Mode-Beat the game in any mode with both Chris and Jill to
    unlock this.  In this mode, instead of sitting on his balcony, Forrest's zombie
    will appear at certain areas in the Mansion and attack you.  If you shoot him,
    he will explode and kill you.  Try to avoid him any way you can.  The thing I
    don't like about this mode is that it is selected automatically for you: after
    you unlock it, any normal mode you select on that file will play with One
    Dangerous Zombie Mode automatically.
    
    Message from the Producer and Production Drawings- Beat the game on Invisible
    Enemy Mode in under 5 hours to get these.  It is drawings of things from the
    production stages, and a congratulatory message from the producer.  At least, I
    think it's the producer.
    
    -------------------------------------------------------------------------------
    Endings
    -------------------------------------------------------------------------------
    
    Jill
    
    With Chris and Barry-If you let Barry live at the Altar, you rescued Chris from
    the Lab, and neither one of them died at the helipad, you get this ending.  It
    is the best one.  Brad carries the three of you off just before the entire
    mansion and grounds blows up.
    
    With Chris, not Barry #1-If you Saved Chris from the Lab, let Barry live at
    the Altar but let him die at the Helipad, and kept Chris alive at the helipad,
    you'll get this ending.  Jill and Chris escape in the helicopter just as the
    mansion explodes.
    
    Alternate with Chris, not Barry-If you let Barry die at the Altar, but save
    Chris and keep him alive, you'll get this ending.  Jill and Chris escape in
    the helicopter.  The mansion is still there, and you see the tyrant one last
    time.
    
    With Barry, not Chris-If you let Barry live at the altar, kept him alive at
    the helipad, and didn't rescue Chris from the Lab or let him die at the
    helipad, you'll get this ending.  Jill and Barry escape in the helicopter just
    as the mansion explodes.
    
    With no one-If you let Barry die at the Altar and left Chris in the Lab or
    let him die later, you'll get this one.  It is the worst.  Jill flies off in
    the helicopter.  The mansion is still there, and you see the tyrant one last
    time.
    
    Jill's crappy ending-This is actually just if you keep Barry alive 
    until the end of the game, but let the final timer count down to zero.  
    It doesn't matter if you save Chris or not.  The entire mansion 
    explodes, taking you with it.
    
    Chris
    
    With Jill and Rebecca-This is the best ending.  If you kept Rebecca alive the
    entire game, and you saved Jill and kept her alive at the Helipad, you'll get
    this ending.  Brad carries the three of you off just before the mansion and
    grounds blows up.
    
    With Jill, not Rebecca #1-If you saved Rebecca when she was being attacked by
    the hunter, let her die at the end,  saved Jill in the Lab, and kept her
    alive at the helipad, you'll get this ending.  Chris and Jill escape in the
    helicopter just as the mansion explodes.
    
    Alternate with Jill, not Rebecca-If you let Rebecca die when she was being
    attacked by the hunter, rescued Jill from the Lab, and kept her alive, you'll
    get this ending.  Chris and Jill escape in the helicopter.  The mansion is
    still there, and you see the tyrant one last time.
    
    With Rebecca, not Jill-If you kept Rebecca alive the entire game, but left Jill
    in the Lab or let her die at the helipad, you'll get this ending.  Chris and
    Rebecca escape in the helicopter just as the mansion blows up.
    
    With no one-If you let Rebecca die when she was attacked by the hunter, and you
    left Jill in the Lab or let her die later, you'll get this ending.  It is the
    worst.  Chris will fly away in the helicopter.  The mansion is still there,
    and you see the tyrant one last time.
    
    Chris' crappy ending-This is actually just if you let Rebecca live the entire
    game, and let the final countdown reach zero.  It doesn't matter whether or
    not you save Jill.  The mansion explodes, taking you with it.