           _____     ______             _____      ______
          |  _  |   |  ____|     _     |  __ \    |  ____|       
          | | | |   | |         |_|    | |  \ |   | |
          | |_| |   | |____            | |  | |   | |
          |  _  /   |  ____|           | |  | |   | |
          | | \ \   | |          _     | |  | |   | |
          | | | |   | |____     |_|    | |_ / |   | |____
          |_| |_|   |______|           |_____/    |______|



           RESIDENT EVIL: DIRECTOR'S CUT ADVANCED GAME FAQ

                       FOR THE SONY PLAYSTATION

      Unpublished work by Efrem Orizzonte (efroriz@hotmail.com)


=====================================================================
DISCLAIMER
=====================================================================

THIS DOCUMENT IS COPYRIGHT 2000 EFREM ORIZZONTE. THIS DOCUMENT IS FOR 
PRIVATE USE ONLY. YOU'RE NOT ALLOWED TO PLACE IT ON YOUR WEBSITE, 
LINK DIRECTLY TO IT, ALTER IT IN ANY WAY, PUBLISH IT IN BOOKS OR 
MAGAZINES, OR SELL IT FOR ANY PROFIT. YOU MAY PRINT IT AND GIVE IT TO 
WHOMEVER YOU WANT AS LONG AS YOU DON'T GET ANY CASH FOR IT.

YOU CAN E-MAIL THE AUTHOR FOR QUESTIONS, COMMENTS, CORRECTIONS OR 
CONTRIBUTIONS AND YOU WILL BE GIVEN CREDIT FOR THEM AS LONG AS 
THEY'RE USEFUL AND PERTINENT TO THE DOCUMENT. 

=====================================================================
CONTENTS
=====================================================================
1. REVISION HISTORY
2. STORY
3. CHARACTERS
4. WEAPONS AND AMMO
5. ENEMIES
6. TIPS
7. JILL'S WALKTHROUGH
   - MANSION - PART I
   - GARDEN
   - GUARDHOUSE
   - MANSION - PART II
   - GARDEN
   - UNDERGROUND
   - UMBRELLA'S SECRET LAB                  
8. CHRIS' WALKTHROUGH
   - MANSION - PART I
   - GARDEN
   - GUARDHOUSE
   - MANSION - PART II
   - GARDEN
   - UNDERGROUND
   - UMBRELLA'S SECRET LAB                  
9. MAPS
   - MANSION 1F
   - MANSION 2F
   - MANSION B1
   - GARDEN
   - GUARDHOUSE 1F
   - GUARDHOUSE B1
   - UNDERGROUND
   - LAB B1
   - LAB B2
   - LAB B3
   - LAB B4
10. ITEM LIST AND LOCATIONS
11. FILES
12. ENDINGS AND SECRETS
13. DIFFERENCES WITH THE STANDARD VERSION
14. MY PERSONAL THOUGHTS ABOUT THE GAME
15. CREDITS

=====================================================================
1. REVISION HISTORY
=====================================================================
Version 1.0 [7-10-2000]
First version. Very few things.

Version 1.1 [7-12-2000]
Made the "Weapon and Ammo" and "Monsters" sections. Made the first 
three maps. Corrected some mistakes.

Version 1.2 [7-14-2000]
More maps, Jill's walkthrough up to the second snake battle, some 
more things here and there, some corrections.

Version 1.4 [7-24-2000]
Completed the maps and Jill's walkthrough. Made the "Characters" 
section, the Item list, and the "Files" section.

Version 1.5 [7-28-2000]
Added the "Endings and Secrets" section. 

Version 1.7 [8-3-2000]
Added the "Personal Thoughts" section. Corrected many errors. Started 
Chris' walkthrough.

Version 1.8 [8-5-2000]
Completed the FAQ.

Version 1.9 [8-8-2000]
Corrected typos.

Version 2.0 [8-18-2000]
Last format mistakes corrected. Final version unless I receive some 
frequently asked questions.
             
=====================================================================
2. STORY
=====================================================================

JULY 1998

In the past months, strange incidents occurred on the Arklay 
Mountains near Raccoon City. Many people who went up there were 
attacked and eaten by unknown creatures and mysterious assassins. 
S.T.A.R.S. (Special Tactics and Rescue Services) Bravo team went 
there to investigate, but they disappeared. Then, Alpha Team got a 
helicopter and took off to look for their teammates. 

Jill Valentine spots smoke in the distance. The helicopter, flown by 
Brad Vickers, lands there. Here Chris Redfield, Jill, Barry Burton, 
Albert Wesker and Joseph Frost look at the remains of Bravo Team's 
helicopter. No one's there. They start looking for survivors, but 
something is watching them as they wander in the tall grass

Joseph finds something and calls his teammates. Slowly, he begins to 
lift a handgun from the ground, but he screams in horror when he 
realizes that the hand which used to hold it is still hanging from 
it. Then he's attacked by some weird-looking dogs. The others shoot, 
but they can no more help their friend, who is killed and devoured by 
the creatures. To make things worse, Brad takes off, leaving them 
behind. While running, Chris spots a house. They all run towards it, 
hoping to find shelter. 

The dogs are waiting for them to come out again...

=====================================================================
3. CHARACTERS
=====================================================================

---S.T.A.R.S. ALPHA TEAM---

CHRIS REDFIELD

After being kicked out of the Air Force, Chris became a drifter until 
he met Barry Burton. Barry recruited him for the newly formed 
S.T.A.R.S.. Now Chris has been reassigned to a smaller unit at 
Raccoon City headquarters.

Chris is one of the two characters you can control in the game. 
Playing as Chris means playing Resident Evil in Hard mode, which 
wasn't a good thing in the Standard version and is even less funny in 
the Advanced version. Chris begins its adventure equipped only with a 
Combat Knife and a First Aid Spray. He can carry up to SIX items, 
forcing you to do lots of thinking and backtracking and obviously 
enabling less space for weapons. He won't find any bazooka, so where 
Jill finds Bazooka Rounds, Chris will find Shotgun Shells (or worse). 
He can't pick locks, so he needs a special key to open some doors and 
small keys to open desks. He also encounters more monsters than Jill, 
although he can take more hits before dying. He will be helped in his 
quest by Rebecca Chambers.

JILL VALENTINE

An intelligent soldier that has rescued many S.T.A.R.S. members from 
danger in the past, Jill has been reassigned to Raccoon City just 
like Chris. She is excellent with special mechanical devices such as 
lockpicks.

Playing as Jill lets you play the game in Easy mode. Jill can carry 
up to eight items, begins the adventure with a loaded Beretta and 
will soon find a Bazooka. She can use the Lockpick to open doors and 
desks and she can play the piano and handle chemicals. She also 
encounters less enemies than Chris, but she can take less damage. 
Jill will be helped by Barry Burton, who'll save her from many traps 
and attacks. Is she perfect? Well, no. Unfortunately, she has a 
terrible British accent and isn't as beautiful as she is in Resident 
Evil 3 (and not so well dressed too :p).

BARRY BURTON

Chris Redfield's old friend and partner. Former SWAT member, Barry 
maintains and supplies weapons for all S.T.A.R.S. members. He has 
over 16 years of experience, and has led many successful projects.

Barry is Jill Valentine's supporting character. He will give her 
items and save her nice ass in many dangerous situations. He's also 
equipped with the most powerful handgun in the game. However, he 
tends to act and talk quite stupidly, and I just HATE finding him in 
rooms that I've unlocked just a second ago.

ALBERT WESKER

Wesker has risen quickly inside the S.T.A.R.S. organization and 
currently leads the Alpha Team. Viewed by many as a "cool guy", from 
his snappy haircut to his perpetual shades, Wesker was recruited by a 
headhunter for his sharp insight and eventually founded the 
S.T.A.R.S. unit in Raccoon City.

You'll see Wesker three (or four) times in the whole game, and he 
won't be of any use. His only purpose is to give you trouble.

BRAD VICKERS

Computer expert and good at gaining info. However, he's afraid of 
death and tends to run away from danger. That's why he's been 
nicknamed "Chickenheart". 

JOSEPH FROST

Former member of S.T.A.R.S. Bravo Team. He'll die VERY soon.


---S.T.A.R.S. BRAVO TEAM---

ENRICO MARINI

Leader of Bravo Team. Jill and Chris will meet him in the 
underground, but there's no way to save him from death.

RICHARD AIKEN

S.T.A.R.S. radio operator. Our heroes will find him still alive, but 
not for long.

EDWARD DEWEY

Bravo Team pilot. The ripped hand we see in the intro is probably one of his.
He's become doggie food.

FOREST SPEYER

Found dead on the mansion's balcony, pecked to death by crows.

KENNETH J. SULLIVAN

The first dead body found in the game.

REBECCA CHAMBERS

The youngest member of the group, Rebecca has been recruited for her 
knowledge of field medicine and First Aid. She is nervous around 
other members, both because of her age and lack of experience.

Well, I keep on wondering how could Rebecca Chambers ever be the main 
character in Resident Evil Zero since she's just 18 in the first 
game. Anyway, she is Chris Redfield's supporting character and will 
do anything Jill Valentine can do by herself, except for defending 
herself from the monsters ;). And, she isn't as good as Jill when it 
comes to play the piano. However, she will save Chris' butt in many 
occasions.
  
=====================================================================
4. WEAPONS AND AMMO
=====================================================================

---WEAPONS---

COMBAT KNIFE: ugh! What's this? Are you supposed to actually KILL 
anything with this ridiculous thing? Well, you can use it against ONE 
zombie if you want to spare bullets, but it'll take a lot of time and 
free space behind you. And the risks of being hit are just too high. 
Put this *cough* weapon *cough* in the first storage box you find, 
it's a better place for it. 

BERETTA M92FS: MUCH better than the Knife. It can kill a zombie 
(about six bullets) and a cerberus (about four bullets, but sometimes 
it may require up to seven). It can sometimes blow away a zombie's 
head with the first shot (rare, but SO exciting! You just HAVE to see 
it!), or with the following (you'll kill many zombies this way). This 
weapon becomes useless after you leave the Guardhouse.

SHOTGUN: a VERY good piece of weaponry. If fired from very close 
range, it will destroy the zombies' heads. You can kill many zombies 
with a single shot if they're lined up properly. Very effective 
against cerberuses. It is good against bosses and hunters, but I'd 
rather find some better weapon to fight the latter, since they're way 
too quick for the Shotgun.

BAZOOKA: Whooooooooaaaaaaaaa! Time to do some serious killing, man! 
This will be your weapon of choice if you're playing with Jill 
(unfortunately, Chris can't find one anywhere). It comes loaded with 
six Explosive Rounds and will almost always wipe out zombies and 
cerberuses with a single hit. The power of the different Rounds 
depends on the enemy. The Explosive ones are good against zombies and 
cerberuses, the Acid ones are very good against hunters, while you 
should keep the Flame Rounds to fight Plant 42.

FLAMETHROWER: only found if you're playing as Chris. It is not so 
good,  and picking it up will lock the door next to it. Plus, you 
can't refill it: you get it with 240 fuel (i.e., 9 seconds of 
continuous fire) and when that's over, well, that's it. I NEVER use 
it, not even for fun (you're not even supposed to have fun while 
using Chris. The only feeling you can get when you reach the area 
with the Flamethrowers is frustration, believe me). 

COLT PYTHON: everyone's favorite, I think. This almighty revolver 
can hold up to six Magnum bullets. One shot from this killer will 
take care of almost every non-boss enemy. Hunters may occasionally 
take two hits to die, while chimeras will need two or three to fall. 
Be sure to collect every single bullet you find. 

---AMMO---

CLIPS: these are used to load your Beretta. Every one is worth 15 
bullets, and there's plenty to find. However, Chris may end up 
running out of ammo(hell! Aren't though guys supposed to go around 
blowing everything to smithereens with a big, noisy, fully loaded 
machine gun? And we thought there was nothing worse than Doom... 
:)).

SHELLS: every box contains seven Shells for the Shotgun. Pick them 
up, you're gonna need them almost everywhere.

BAZOOKA ROUNDS: there are three types of these: Explosive, Acid and 
Flame Rounds. The Explosive ones' boxes have a grey lid, the Acid 
ones' have a yellow lid, and the Flame ones' have a... guess what?... 
red lid. The Exp. rounds are very good against zombies and 
cerberuses. As Barry states, the Acid rounds are "very powerful... 
especially against living things". Are hunters living things? You can 
bet. Give them a free acid shower, but don't underestimate their 
reaction. The Flame rounds are basically good against plants. There 
are only a few of them, which should be spared for the boss in the 
Guardhouse.

MAGNUM ROUNDS: the absolute best. Every box is worth a full barrel 
for your trusty Colt Python. There aren't many of these, so use them 
wisely.

=====================================================================
5. ENEMIES
=====================================================================

ZOMBIE: the first monster you come to fight in the game. They're slow 
and dumb, but will hurt you pretty badly if they manage to bite your 
flesh. Some of them can vomit (yes, that's right) acid when you're 
close, so beware. They like to come at you in packs, or to attack 
from your back and from your front at the same time. Many of them are 
hidden behind corners, so be careful when running. You can even find 
some laying with their face to the floor. These ones will grab your 
leg and bite it if you get too close, so shoot them right away. If 
you don't, your character will automatically stomp on or kick the 
monster's head, ending the fight. Every weapon is effective against 
them, even the Knife, but firearms are the best choice. Zombies are 
easily avoided in large spaces, so you may prefer to spare some 
bullets and run. 

CERBERUS: this decaying dog loves to surprise attack by bursting into 
rooms breaking the windows, scaring you to death. They fall on the 
floor when hit, then get up and growl before charging at you again. 
They give out a whine when killed. They're never alone, so if you 
kill one, be prepared to fight at least another one in the same room. 
Any firearm is effective against them. If they come at you at full 
speed they'll leap at you, so shoot before they get too close or you 
may not have the time to fire before you're hit. 

CROWS: never fight them. There's always a large number of them and if 
they get you, you may not be able to run away before they peck you to 
death. If you MUST fight them, use the Shotgun to kill many in a 
single shot. They're very rare, but you'd better run if they attack 
you.

SNAKES: these fall from the trees or the ceiling when you pass by. 
Run away and don't get hit or you'll be poisoned. Very rare. 

GIANT SPIDER: this enemy is not only disgusting, but dangerous too. 
It hangs from the ceiling, spitting its acid drool at you. If you get 
close, it will drop and attack you with its acid as well as with its 
legs and bites. Try not to use the shotgun on them, because if you 
kill them using that weapon a bunch of tiny spiders will come out of 
their dead bodies and crawl all over you. Get out of the room to get 
rid of them, or just walk over them to squash 'em. If you can, kill 
the spiders with the Beretta, for this will kill the tiny ones inside 
the mother. These enemies are very rare and often found in large 
spaces, so try to run instead of fighting.

WASP: only found in the Guardhouse. They will come out of their nest 
if you get close to it. Their number is infinite, so DON'T get stung 
or you may not be able to run away. They can be killed with any 
weapon, but there's really no point in doing such a thing.

NEPTUNE: a shark. There are three of them in the whole game, one 
adult and its two offspring. They're in the Guardhouse basement. You 
can't kill them as long as they're in the water, and they can't 
really hit you when you dry out the room, so just run when you first 
see them.

HUNTER: probably the deadliest non-boss enemy in the whole game. The 
hunter is a kind of greenish, skinless monkey with razor-sharp claws, 
big teeth, unbelievable stamina and the ability to run very fast and 
leap VERY high. If they leap and stab you while in mid-air and you're 
in Danger! status, they'll make your head fly. The shotgun is almost 
useless as it needs up to five shells to kill one. If you see a 
hunter and it still has not seen you, run like hell. These things are 
too dangerous and you run the risk of missing them more than you hit 
them. They will be in the Mansion when you come back from the 
Guardhouse. The Acid Rounds and the Colt Python are the only weapons 
you should use against them. They give out a terrible screech before 
dying.

CHIMERA: a dark monster that comes at you from above. It will swing 
its arms at you trying to hit you. It will occasionally drop to the 
floor and chase you. Avoid it since it's very fast and powerful (1-2 
Magnum rounds). If you're low on energy, it will slit your throat. 
Chimeras are only found near the end of the game, but they're 
guaranteed to give you a hell of a time. 

=====================================================================
6. TIPS
=====================================================================

                      -DON'T FIGHT, RUN INSTEAD-
This is a golden rule in Resident Evil. The only enemies you MUST 
fight are those you can't avoid at all. If there's enough room to go 
past them without fighting, don't waste ammo. This is good with all 
enemies. Just remember where you've left some enemies alive or you 
could end up running straight into their arms :).


               -CHOOSE CAREFULLY WHAT TO TAKE WITH YOU-
This is also VERY important. Your inventory is limited, and Chris' is 
so much it sometimes makes you want to cry. It will almost never 
allow two weapons to fit in, so you have to choose your firepower 
carefully. Use the handgun at the beginning to kill as many zombies 
as you can, but when you're done with the first part of the mansion, 
drop it for the rest of the game. Remember you need room for the ammo 
too. And just don't pick up everything you see. Only pick up herbs if 
you need them, and store all the F.Aid sprays into the boxes for 
later use.

 
                            -AIM WELL-
You can target an enemy perfectly by pressing L1. Tapping the button 
repeatedly as the enemy approaches will keep your weapon locked onto 
it. This is important when you're facing more than one enemy - 
pressing L1 will make you switch between targets so that you can 
shoot many monsters making no mistakes. And if an enemy is attacking 
from above, press Up to raise your weapon. This is a must against 
hunters and chimeras.  


                       -MAKE SURE THEY'RE DEAD-
Even if a monster is lying on the ground, that doesn't mean it's 
dead. This is particularly true of zombies, but almost every enemy 
likes to cheat you by making you think they're dead and then surprise 
attacking you as you get close. You'll know they're really gone when 
you see a large pool of blood spreading from their bodies. When 
facing hunters or chimeras, never lower your weapon before you're 
sure you've defeated them because they're really fast and will take 
advantage of any hesitation. I once shot a hunter, then it stood up, 
leapt, hit me while in mid-air, and immediately ripped my head off 
the moment its feet touched the floor with a second, unbelievably 
rapid slash. I will say that once more... they're FAST.


                 -TRIGGERED A TRAP? GET OUTTA THERE!-
If you happened to trigger a trap, or if you messed up things so that 
it's become impossible for you to solve a puzzle, get out of the room 
and everything will be reset. 


                      -ALWAYS CHECK YOUR HEALTH-
Do it especially when you've just been hit. The character's movements 
don't vary according to their health as they do in the sequels, so 
you must always be aware of your condition, especially if you're 
using Jill - she could be just fine one moment and in danger after 
being hit by a zombie. 
 
=====================================================================
7. JILL'S WALKTHROUGH
=====================================================================


                           ----------------
                           MANSION - PART I
                           ----------------


They have escaped into the mansion, where they thought it was safe.
Yet...

Not a pleasant introduction, now was it? Well, you'll start your 
adventure in the MAIN HALL 1F. After Wesker has expressed his 
admiration for the mansion, Jill notices Chris' absence and rushes to 
the front door, but Wesker stops her. Then they hear a gun firing, 
and Wesker sends Jill to check. Barry joins her and they go to the 
DINING ROOM.

DINING ROOM

After explaining what kind of room this is (clever guy!), Barry will 
go ahead. Follow him. At the other end of the room he will find a 
pool of blood (Jill doesn't understand what it is at first... what a 
skilled warrior!) and ask you to find other clues. Open the nearby 
door. 

SOFA CORRIDOR

Go left and turn around the corner. A FMV will introduce you to your 
first zombie. It seems you've disturbed his lunch (or dinner... it's 
quite dark outside). As soon as it stands up, backtrack a little, 
then draw your Beretta and kill it. When it's dead, go check the body 
he was eating. It's Kenneth from the Bravo Team. Check his body three 
times to find two CLIPS. Now go back to the Dining Room.

*********************************************************************
TO MAKE THE GAME EASIER: after Barry asks you to find other clues, go 
back to the main hall. Wesker will send you back. Back in the dining 
room, try to go to the main hall once more. Barry will stand up and 
say: "Lost courage, already? It's not like you!". Now go in front of 
the clock and a zombie will enter the room. Barry will kill it. From 
now on, the monsters will be a bit weaker and easier to kill. If you 
ever go check Kenneth's body, you'll discover that his legs are gone, 
and so are the two clips. This trick will also give you the 
opportunity to witness more cut scenes throughout the game.
*********************************************************************

DINING ROOM

While you're talking to Barry, a zombie enters the room. Barry blasts 
its head (I'll always wonder WHAT KIND OF GUN that is...). Now you 
have to report this all to Wesker. Go back to the Main Hall.

MAIN HALL 1F

Wesker is gone. Now you have two choices: either go upstairs and come 
back, or go check the passage under the stairway (much quicker, do 
this). When you're back, there will be a dialogue, then Barry will 
give you the LOCKPICK and leave. Now, there are two possibilities - 
it depends whether you want to spare a grenade or you want six more 
Acid Rounds. I'll explain you how to spare the grenade as it will 
save space in your inventory and make things a bit quicker later, but 
don't worry, I'll explain you the other possibility as well.

Now, some info about this room. There's a table with an INK RIBBON 
and a typewriter. There are tons of Ink Ribbons scattered throughout 
the game, so you don't really need this one, but nothing keeps you 
from picking it up. The choice is yours.
The other thing you should know is that you can open the front door 
for a nice FMV. This usually happens only once, then Jill won't open 
that door any more. Dan Birlew (f.k.a. President Evil) states in his 
walkthrough that if you open the front door again, a cerberus will 
enter the room and attack you, but this _never_ happened to me, so I 
wouldn't know. If you manage to open the door again, be prepared for 
a fight.

Go to the Sofa Corridor and go towards the double doors at its end. 
Use the Lockpick to open the nearby door and enter the...

PIANO BAR

Get round the piano. You'll find a shelf there. Push it to reveal the 
MUSIC NOTES and take them. Now go in front of the piano and use them. 
Jill will perform Beethoven's Moonlight Sonata (what a woman! She 
doesn't even need to practice a bit!) and a secret passage will open. 
Now go back to the Main Hall 1F and go upstairs.

MAIN HALL 2F

Climb the stairs to your right. There are two doors. Go to the 
farthest one and open it.

BALCONY PASSAGE

Nothing major here. Go open the other door.

BALCONY

Watch out! There's a gun pointed at your head!... oh, relax, it's 
just Barry. A terrible dialogue will follow this nice meeting (Barry 
must be BLIND... what does it mean, "You don't have a weapon?". 
What's that Beretta then? A cigarette lighter? Man, how I'd like to 
put my hands around the neck of the ones who made the dialogues...). 
You will receive the BAZOOKA (Yay! Party time!). Check Forest's body 
to find the MANSION KEY (to be precise, this is the ARMOR key. If you 
want to see such items with their proper name in the inventory, check 
them). Now return to the Main Hall 1F and open the door left of the 
blue one.

*********************************************************************
If you didn't go to the Music Room before going upstairs, or if you 
didn't use the trick to make the game easier, Barry won't be on the 
Balcony. Therefore, if you try to get the Armor Key, Forest will 
stand up and attack you (shocking! Made me leap the first time 
around... this is the kind of things the Standard version didn't 
feature). So walk VERY SLOWLY and get the Bazooka before you awake 
him, so you'll kill him with a single shot. When you return to the 
Main Hall 2F, you'll meet Barry, who'll give you six ACID ROUNDS. 
This will also happen if you check the first floor first - Barry 
should be here as soon as you get to Main Hall 2F.
*********************************************************************

GLOBE ROOM

(Named after that thing standing in the middle of it).
Look out for the zombie waiting for you near the door. There are 
three of them in this room. There's a CLIP in front of the mirror. In 
the rear corridor, open the drawer with the Lockpick to find some 
SHELLS. Now go open that door at the end of the corridor.

MIRROR ROOM

Immediately raise your weapon and shoot the zombie (nice reflection, 
don't you think?). You can find two GREEN HERBS in this room, and a 
hidden INK RIBBON on the little stage left of the door. Go to the 
door opposite the mirror and open it.

CHANGE ROOM

You can change your dress here. You can put on the black dress or the 
S.T.A.R.S. uniform (my favorite!), or you can just skip this room and 
return to the Main Hall 1F.

MAIN HALL 1F

Open the blue door.

STATUE ROOM

Push the ladder in front of the statue and climb it to get the MAP OF 
FIRST FLOOR. If you push aside that shelf and enter the small 
passage, you'll find two zombies on the floor. WATCH OUT! They're NOT 
dead. Shoot them until they're REALLY dead, and take the INK RIBBON 
on the shelf if you want. When you're done, use the Lockpick to open 
the new door.

L-SHAPED CORRIDOR

If you've never played this game before, you're in for one of the 
biggest (and baddest) surprises of your life (well, your videogame 
life at least). Turn your face to the door you came in from and press 
the Down arrow on your Pad. Walking backwards, you'll be ready to 
shoot the cerberus which'll burst in from one of the windows (this 
one makes me leap EVERY DAMN TIME!). Get rid of it, then turn around 
the corner and be prepared to kill another one. Now, see that brown, 
empty shelf? Push it aside and check the floor for a CLIP. Now go on.

TWISTED CORRIDOR

There's a GREEN HERB just right of the door. Open the first door 
you'll find.

PATIO

Draw your weapon and kill the cerberus. As soon as you turn round the 
corner, another one will leap towards you from the garden outside, so 
be ready. There are 5 GREEN HERBS here, along with the CHEMICAL. Take 
it. When you return towards the door, watch out for the third 
cerberus. You can easily avoid it. Back in the Twisted Corridor, open 
the next door.

BATHROOM

In this room you'll find a CLIP in front of the mirror, and a zombie. 
If you go for the Clip before you see the zombie, you'll see it 
coming at you in the mirror (quite scary if you don't know it's 
there...). You can easily overrun it, so don't waste your bullets on 
it. Take the Clip if you want, and go back to the corridor. Go on 
until you come to some double doors. Open them.

DARK CORRIDOR

It sure is dark in here! Kill the two zombies who'll come moaning at 
you. The third one is at the other end of the hall and can be easily 
avoided. Anyway, go open that door at the end of the corridor (NOT 
the one in the narrow passage) and make sure you have one free space 
in your inventory.

PAINTING GALLERY

See those crows up there? Make one mistake here and they'll all fly 
down together to peck you to death. Shoot anything and they will do 
the same. 

There are eight pictures in this room. Seven of them represent seven 
different stages of life. Below each of them is a switch. You have to 
push those switches in the right order - that is, from the youngest 
man to the dead one. If you push the switch below the picture at the 
very end of the hall before you've pushed the other ones correctly, 
the crows will attack you. The right order is: 

-Newborn baby
-Infant
-Lively boy
-Young man
-Middle-aged man
-Old man
-"The end of life"

or, if you prefer, the third, the fifth, the sixth, the fourth, the 
second, the seventh, and the eighth.

When you've pushed them all, the last picture will fall to reveal the 
WIND CREST. Take it and go back to the Dark Corridor. Unlock the 
first door after the double doors and go through it.

STAIRWELL

Two zombies and a GREEN HERB. Dispose of each and enter the room 
below the stairs.

STORAGE ROOM

This is a Save Room. Open the box. Take out the two CLIPS and put in 
the Wind Crest, the Combat Knife, the F. Aid Spray, the Acid Rounds 
if you have them, the Chemical, and any Ink Ribbon or Herb you might 
have. Pick up the BROKEN SHOTGUN and go back to the Dark Corridor. Go 
through the double doors and open the door opposite them.

TRAPROOM

Wondering at the name of this room? Well, I'll explain it in better 
detail later... now just open the other door.

SHOTGUN ROOM

Three zombies are waiting for you here. Kill them and go take the 
SHOTGUN. Now USE the broken one to put it in its place. If the game 
doesn't allow you to do that, press X in front of the wall. You'll be 
asked if you want to put down the Shotgun. Say no, then USE the 
broken one and this time it'll work.

What's the broken shotgun for? Well, if you don't put it there, the 
ceiling in the previous room will crush you to death since the other 
door will be stuck. If you want the Shotgun without putting the 
broken one in its place, you mustn't meet Barry on the second floor 
before you come here. If you do so, Barry will come and open the 
door, saving you from the descending ceiling. But that would cost you 
a LOT of backtracking, so it's not worth it (although it's FUN! If 
you ever do it, just listen to Jill's voice when she founds out she's 
only got a few seconds to escape! No, I'm not a sadist... why do you 
ask?).

Now go back to the Storage Room and put the Bazooka into the box if 
you didn't before, then go upstairs.

CORRIDOR 2F

Two zombies are waiting for you. Equip the Shotgun and blast their 
heads off (isn't it GREAT?). There's another one behind the corner at 
the other end of the corridor, but you don't really need to go there, 
although I'll explain what's there, so you just know he's hiding 
there, OK? Now unlock the middle door and open it.

STAG ROOM

No one here? Hmmmm... that's quite strange. No, don't worry, that 
stag won't attack you (although you should expect ANYTHING in a 
mansion like this). If you try to open the door right of the one you 
came in from, a zombie will enter the room. Kill it, then open that 
door.

BEDROOM

Man, what a creepy room! Is there anything under those sheets? Well, 
I just don't feel like investigating! There's a CLIP near the wall 
right of the right bed, and a RED HERB near the left one. There's a 
LIGHTER on the shelf. This is not necessary, but take it if you want 
a map and some Acid Rounds later, otherwise leave it where it is. 
Leave this room and another zombie will be there for you. Ignore it 
and run toward the opposite room.

AQUARIUM ROOM

Barry is here, apparently trying to hide something (he won't be here 
if you didn't use the trick to make the game easier). He'll lend you 
part of a RESEARCHER'S WILL (you can read the full letter if Barry 
isn't here and you get to this room quickly, otherwise it'll be 
already torn). After you've read it, he'll leave. There's an INK 
RIBBON in the white coat near the door, if you need it. Now examine 
the broken glass on the wall. You'll find a switch. Press it to 
hollow out the aquarium. Now get between it and the cupboard and push 
it towards the desk. Then, push the cupboard towards the wall to find 
the first half of the MOON CREST. Now go back to the corridor and go 
where the third zombie is. Kill it and enter the room.

FIREPLACE ROOM

There's a GREEN HERB here. Use the Lighter on the fireplace to get 
the MAP OF SECOND FLOOR. Then go back to the corridor and go check 
the two remaining doors. The first one is jammed, so open the other 
one.

RED CORRIDOR

EEEEEEEEEEEAAAAAAAAAAAAGGGGGGGGGGHHHHHHH! You're trapped between two 
zombies! And there's another round the corner! (Well, to be honest, 
the first time I got here he WASN'T THERE!). OK, stay cool and blast 
'em both. Now go to the nearest door.

LIBRARY

Nothing really important here. Unlock the door on the other side and 
read the BOTANY BOOK on the table, then get back to the Red Corridor. 
Kill the third zombie (provided he's still there) and open the blue 
door you'll find.

ARMORS' ROOM

Wow! Look at those armors! They're beautiful, aren't they? And so 
perfectly lined up... OK, OK, you don't like them, do you? Well, take 
a look around. There are two holes in the floor, two heavy-looking 
statues, a switch and a locked shelf. Now, let's explain the whole 
thing first. If you push that switch before covering the two holes, 
poisonous gas will be released in the room, putting you in POISON 
status or killing you (yes, it _can_ kill you). So you have to push 
the two statues over the two holes. Push the one nearest to the door 
sideward twice to cover the first hole. Then, push the other one 
ahead five times and left twice. Now press the switch. The glass 
locking the shelf will lower to reveal the EMBLEM. Take it and leave. 
Go open the next door you'll find down the corridor.

RICHARD'S ROOM

There are two GREEN HERBS in this room. If you go round the corner, 
you'll find Richard Aiken from Bravo Team. He's been bitten by a 
poisonous snake and needs serum. Jill will automatically leave the 
room and your map will be shown so you can see your destination 
(that's the red-flashing room, if you didn't get it). Open the last 
door of this corridor to enter Main Hall 2F again. Now go to the 
other side of the room and open the door you didn't open before.

DINING ROOM 2F

You've got plenty of time to get rid of the three zombies before they 
even spot you (well, almost). When they're gone for good, push the 
statue towards the opening in the rail, then make it fall to the room 
below. Now go on to the next room.

NARROW CORRIDOR

Be ready to kill the zombie. Watch out for the one just round the 
corner. You shouldn't have problems with the last one. Go downstairs.

WOODEN CORRIDOR

Take some steps forward and try not to get too frightened when a 
cerberus will burst into the room. Kill it, then open the door near 
the stairs.

INFIRMARY

There's an Ink Ribbon on the bed. Open the box and put away the 
Lighter, the half Crest and any Ink Ribbon or Herb you might have. 
Take the Chemical with you. Get out and proceed down the corridor. 
There are two more cerberuses to be killed. Unlock the first door 
you'll find and discard the Armor Key, then open the door.

WEAPON ROOM

Open the drawer to find some SHELLS. On the shelves you'll find a 
CLIP and... no, it can't be true!... the marvelous COLT PYTHON! Now, 
don't you even TRY to equip it. You're gonna need every single bullet 
of this beauty. Just get out and make sure you have at least one free 
space in your inventory, then open the last door.

GREEN CORRIDOR

Kill the two zombies (watch out, one of them is pretty fast). Go down 
the narrower passage to find another zombie and another door. Blast 
and open.

GREENHOUSE

That plant is moving! Well, let it be. See that machine in the 
corner? Put your Chemical in it to send the plant to bed. In this 
room you'll find 4 GREEN HERBS and 2 RED HERBS, but the most 
important thing is the SUN CREST on the wall. Get it and leave. Back 
to the previous door, take the other passage. Ignore the small alcove 
for now and use the Lockpick to unlock the door. Get in.

KEEPER'S ROOM

Take the CLIP on the bed if you want. Equip the Shotgun and approach 
the desk. If you try to check it, a zombie will come out of the 
cupboard! Danger! It's insanely close! Aim your Shotgun and fire. If 
you miss, hope nobody saw you, otherwise you're doomed to a life of 
shame :). Take the SHELLS in the cupboard and read the KEEPER'S 
DIARY. Leave and open the door at the end of the corridor. You'll be 
back in the Sofa Corridor. Go to the Piano Bar.

PIANO BAR

Enter the secret passage and take the GOLD EMBLEM. Uh-oh. The passage 
closed behind you. You're trapped! Hey, c'mon, don't cry... I was 
just kidding! Of course you understood that you could open it up by 
putting the Emblem into the hole (you did, didn't you?). Now, I want 
you to consider something. See that glass wall? There's the 
Greenhouse on the other side. Well, wouldn't it be logical to shoot 
the window, stomp on the five billions glass pieces and enjoy your 
nice new shortcut? No, wait, don't do that. It WOULD be logical, but 
you can't do it. You know, pre-rendered rooms and stuff like that. 
What a pity, huh? Leave this room and go to the Dining Room.

DINING ROOM

Put the Gold Emblem into the hole above the fireplace. The clock will 
slide sideward to reveal the BLUE JEWEL (this is the MOST BEAUTIFUL 
item I ever got in a videogame... look at it! You could spend the 
whole day looking at it! Take some time to CHECK it and turn it over 
to examine its whole surface... man, I whish I had one!). While 
you're here, check the remains of the statue you pushed from above to 
find the STAR CREST. Go back to the Green Corridor and go into that 
small alcove. Open the door.

TIGER ROOM

What a fine statue! Put the Blue Jewel in its eye (*sigh*... I'd keep 
it forever if I just could... *sniff*) to uncover the SHIELD KEY. Now 
go back to the Infirmary.

INFIRMARY

Put the Star Crest into the box and take out the Lighter. Take the 
SERUM from the shelf. Put away the Beretta and keep the Shotgun and 
the Bazooka. Now it's a good time to save your game. Oh, and put away 
that Colt Python, too. I know that having it in your pocket makes you 
feel good (SO good...), but you don't really need it now. Return to 
Richard's Room.

RICHARD'S ROOM

If I did my calculations well, Richard should be dead by now. Hey, 
what's that expression on your face? Wear it off AT ONCE! You wanted 
to save him? Well, YOU COULDN'T! He would have died anyway and you 
would have wasted that precious Serum. C'mon, don't look at me like 
that... Well, now, search Richard's body for a CLIP (why do you say 
I'm cruel now?) and move on.

*********************************************************************
Anyway, if you come back here quickly with the Serum after you're 
sent looking for it, Jill will give Richard a shot. He will lend her 
the RADIO and die. There's no point in doing this, although you may 
want to see the cinema. It's up to you, but I'd rather do everything 
there's to do while on the first floor than hurrying back here and 
having to backtrack after Richard has died.
*********************************************************************

ATTIC PASSAGE

Kill the two zombies before they can even see you. Turn left and open 
the door.

CANDLE ROOM

Use the Lighter to light the candles on the table. There's an INK 
RIBBON on the table and a CLIP inside the left cupboard. If you push 
the right one aside, you'll find a small passage leading to some ACID 
ROUNDS. Now go back to the Attic Passage and climb the steps. Unlock 
the door and discard the Shield Key.

ATTIC

Walk up to the middle of the room. EEEEEEEKKKKKKK! What's that? A 
SNAKE? Man, that's HUGE! What gave them the idea for such a 
monstrosity? Well, we'll probably never know. Now you have two 
choices: fight or run. If you manage to lure it behind the middle 
column, it might get stuck for a while trying to get around. This 
will give you the opportunity to rush forward and get the second half 
of the MOON CREST in the nook it came in from. However, if you're not 
fast enough, it will trap you and kill you in a moment. If you don't 
feel like trying, FIGHT! Its bites will poison you, but you've got 
the Serum, right? So that's not a problem. Just run around the place, 
hiding behind the column, and shoot it with the Bazooka. If you run 
out of ammo, use the Shotgun. Shouldn't it be enough (I doubt), there 
are some SHELLS nearby. If you are in Danger! status, the next time 
it hits you it'll swallow you whole, from head to toes 
(YUUUUUUUUUUUUUUCK!). Whenever you get the Crest, leave the Attic. 
You shouldn't be poisoned, but should you be, you will pass out and 
Barry will take you to the Infirmary. Either way, go to the Storage 
Room and take the heavy artillery with you. Combine the two halves of 
the Moon Crest to get the whole one, then go to the Dark Corridor and 
take the door in the narrow passage.

*********************************************************************
THE SERUM GLITCH

This screwed up my game, causing me to restart from the previous 
saved game. It's quite simple: DON'T use the serum to cure the poison 
before you've beaten the snake. Why? Because if you use the Serum and 
get bitten again, you will be poisoned again. If this happens, when 
you leave the Attic Jill will act as she's been poisoned, like in the 
scene where she passes out and Barry comes to save her. This time 
though, you will regain control of her like she wasn't poisoned. From 
now on, you will be in Poison! status. A Blue Herb will NOT remove 
it, for Jill won't use it, saying you don't need it at the moment. 
You are poisoned for the rest of the game! And, you know, this just 
isn't good. Avoid it at all costs, or do it if you want the game to 
be more challenging... (crazy people are everywhere, who knows... :))
********************************************************************* 

COURTYARD PASSAGE

Kill the two cerberuses. Now reach the door at the other end. It's 
locked. Look at the plate on the wall. See those holes in it? Just 
use the four Crests in them and the door will unlock. Open it.

WAREHOUSE

Push the ladder below the shelf high on the wall to gain access to 
the SQUARE CRANK. Take it and open the next door.


                                ------
                                GARDEN
                                ------


COURTYARD

There are three cerberuses in this room. Kill 'em all. Here you'll 
find two GREEN HERBS, two BLUE HERBS and the MAP OF GARDEN (it's on 
the wall at the end of the narrow passage). Go on and open the rusty 
gate.

POOL

Follow the passage on the left until you come to a column with a 
plate on it. Use the Crank in the hole to dry the pool, then cross 
it. Now hold the run button and run along the way. Seven snakes will 
fall from the trees as you run. They're poisonous and not so easy to 
kill, so just avoid them. When you reach the elevator, step on it and 
activate it.

WATERFALL COURTYARD

Three cerberuses are waiting for you here. Avoid them and run to the 
next gate, which is at the other end of the room.

GUARDHOUSE PASSAGE

There are two GREEN HERBS and two BLUE HERBS near the door if you 
need them. A cerberus will come to meet you. Kill it. This passage 
has two corners, and behind each one is a cerberus. Kill the second 
one, but try to avoid the third if you can to spare some ammo. Now 
enter the Guardhouse.


                              ----------
                              GUARDHOUSE
                              ----------


MAIN CORRIDOR

There are three BLUE HERBS opposite the entrance. Push the nearby 
statue to the long corridor and try to cover the hole in the floor 
with it. If you don't, a tentacle will burst out of the hole and try 
to choke you. Be careful. Now enter the first door you'll find.

BEDROOM

This is a Save Room. On the shelf you can find some EXPLOSIVE ROUNDS 
and a F.AID SPRAY. Get out and enter the room opposite this.

DORMITORY 001

You'll find 2 zombies here. Get rid of them and open the desk to find 
some SHELLS. Don't even bother to enter the bathroom - there's 
nothing there. Go back to the corridor and open the red double doors 
at its end.

BAR

Immediately run to the left (left of your entering position). Wait 
for the nearest spider to fall, then rush to the alcove and hide 
behind the pool table. Kill the spider. Examine the southern side of 
the table and take note of the code (it should be 9-5-8, dunno if it 
changes in later games, apparently it did in the Standard version of 
the game). Kill the other spider as well and take the RED BOOK on one 
of the tables. Go back to the corridor. Turn to the small passage to 
find a new door. Look out for the tentacle that will pop out of the 
hole. It shouldn't be there if you placed the statue properly before. 
Open the door.

LONG CORRIDOR

At the other end of the corridor there's a statue. Push it to find 
three GREEN HERBS. Anyway, enter the first door you find when coming 
from the Main Corridor.

WASP NEST ROOM

There's an alcove in this room. There you'll find a giant wasp nest 
with a table below it. Run there and pick up the DORMITORY KEY (002) 
from the table, then immediately get out of the room to reset the 
wasps.

Now you have two choices. I'll explain them separately.


------------------------------THE V-JOLT-----------------------------
Go to the end of the Long Corridor and try to open the door labeled 
"002". You'll hear someone arguing inside (turn up the volume if you 
want to make out something of it). When it's finished, open the door, 
discard the Key, and enter the room.

DORMITORY 002

Barry is here, and behaves oddlier than ever. When you're done 
talking to him, take the DORMITORY MAP from the wall, and open the 
desk for some SHELLS. Read the PLANT 42 REPORT that's on the bed, 
then open the door that leads to the bathroom.

*********************************************************************
If you listen to the conversation from outside, then go to the Wasp 
Nest Room or the Main Corridor and finally come back here, Barry 
won't be here. Note that this whole event won't occur if you didn't 
use the trick to make the game easier.
*********************************************************************

BATHROOM 002

Kill the two zombies and get the DORMITORY KEY (003) from the sink. 
Go back to the Wasp Nest Room and unlock the door labeled "003". 
Discard the Key and enter.

DORMITORY 003

Kill the zombie. There's an INK RIBBON in the desk. Examine the 
bookshelf to find the "V-JOLT" REPORT, which you should read VERY 
CAREFULLY. Now replace that white book with the red one to reveal a 
secret door. Go to the bathroom (in the game, of course ^_^).

BATHROOM 003

Kill the zombie and pick up one of the very few FLAME ROUNDS boxes 
you're going to find in the whole game. Load your Bazooka and go back 
to the Wasp Nest Room.

WASP NEST ROOM

You can see another door in the camera angle you get when you enter. 
Go there. It's locked, but there are some numerical keys next to it. 
Enter the code you found on the pool table and open the door.

CHEMICALS ROOM

Now you have to have some fun with the chemicals to create the 
powerful V-Jolt. You need three empty spaces in your inventory in 
order to do this. Pick up three of the four empty bottles you find in 
the room. Now stick to the following instructions. Put some water in 
one bottle. Put UMB No.2 in another and combine them to make NP-003. 
Now get some UMB No.4 and combine it with NP-003 to make UMB No.7. 
Get UMB No.2 and UMB No.4 and combine them to make Yellow-6. Combine 
it with UMB No.7 to make UMB No.13. Now make some more NP-003 and 
combine it with UMB No.13 to make the V-JOLT. If you make a mistake 
while mixing the chemicals, you may create a substance which'll 
release a poisonous gas (isn't all that poison annoying after a 
while?).

DORMITORY 002

Push the left bookshelf and push the right one aside to reveal a 
ladder. Descend it.

UNDERGROUND PASSAGE

Go to the end of the passage. There's some water blocking the way 
(it's only a few feet deep, but hey, what would this game be without 
some puzzles? You'd finish it in half an hour! ^_^). Push the last 
crate into the water and do the same with the one next to it. Now go 
back to the first crate. Push it towards the passage where the ladder 
is three times, then get round it and push it towards the wall 
opposite the ladder. Now push it all the way to the pool and into the 
water to finally clear the way. There are two GREEN HERBS in the last 
corner, just before a BIG pool of water. Open the double doors.

AQUARIUM

The tank in the middle of the room has broken, flooding almost the 
whole basement. Enter the nearest room.

ROOTS ROOM

Use the V-Jolt on the roots. Now go back to Dormitory 003 and open 
the secret door.

FIREPLACE ROOM

Walk up to the center of the room. UGH! And what's THAT supposed to 
be? An octopus plant? Anyway, someone did a BIG mistake with those 
fertilizers, and it's up to you to correct that mistake. Plant 42 has 
two kind of attacks: it can thrust you with its tentacles if you get 
too close, and it drops acid on you from above. If you see some small 
drops falling on you from above, run. Hug the walls and don't stay in 
the same spot for more than 4-5 seconds and you should be okay. Aim 
up with your Bazooka and unleash your Flame Rounds. You'll win in no 
time. Now take the C.ROOM KEY from the fireplace and go to DORMITORY 
002.
---------------------------------------------------------------------



-----------------------------THE BIG BATTLE--------------------------

Go to the end of the Long Corridor and try to open the door labeled 
"002". You'll hear someone arguing inside (turn up the volume if you 
want to make out something of it). When it's finished, open the door, 
discard the Key, and enter the room.

DORMITORY 002

Barry is here, and behaves oddlier than ever. When you're done 
talking to him, take the DORMITORY MAP from the wall, and open the 
desk for some SHELLS. Read the PLANT 42 REPORT that's on the bed, 
then open the door that leads to the bathroom.

*********************************************************************
If you listen to the conversation from outside, then go to the Wasp 
Nest Room or the Main Corridor and finally come back here, Barry 
won't be here. Note that this whole event won't occur if you didn't 
use the trick to make the game easier.
*********************************************************************

BATHROOM 002

Kill the two zombies and get the DORMITORY KEY (003) from the sink. 
Go back to the Wasp Nest Room and unlock the door labeled "003". 
Discard the Key and enter.

DORMITORY 003

Kill the zombie. There's an INK RIBBON in the desk. Examine the 
bookshelf to find the "V-JOLT" REPORT. Now replace that white book 
with the red one to reveal a secret door. Go to the bathroom (in the 
game, of course ^_^).

BATHROOM 003

Kill the zombie and pick up one of the very few FLAME ROUNDS boxes 
you're going to find in the whole game. Load your Bazooka and go back 
to the Dormitory 003. Open the secret door.

FIREPLACE ROOM

EYOW! Another one of those big-as-hell-and-oh-so-damn-tough giant 
things! What's that supposed to be, an octopus plant? Well, that's 
what the reports refer to as "Plant 42" and is actually the biggest 
living thing in the game. Luckily, it's also one of the easiest to 
defeat (if you have enough guts to fight it, of course :p). Plant 42 
has two kinds of attack: it can swipe you with its tentacles if you 
get too close, and it drops pools of acid from the ceiling. If you 
see some small drops fall from directly above you, run and you'll be 
safe. Just hug the walls and don't stay in the same spot for more 
than 4-5 seconds. Aim up with your Bazooka and unleash your Flame 
Rounds. 3 hits should be enough, but it's not over yet. Acid is still 
falling from above. Get close to the center of the room and Plant 42 
will grow up again. Do as before and you'll win, one Round should be 
all you need to destroy that oversized vegetable forever. Take the 
C.ROOM KEY from the fireplace and go to Dormitory 002.


*********************************************************************
BARRY TO THE RESCUE!

If you didn't meet Barry in Dormitory 002, the game will take over 
after you defeat Plant 42 for the first time. The plant will grow up 
again and grab you with one of its tentacles, but Barry will enter 
the room and use his new flamethrower (I wonder wherever he got it) 
and do the work for you. Thanks again big guy!
*********************************************************************

---------------------------------------------------------------------


***NOTE: if you made the V-Jolt, read from CONTROL ROOM on. If you 
didn't, go on reading.***

DORMITORY 002

Push the left bookshelf and push the right one aside to reveal a 
ladder. Descend it.

UNDERGROUND PASSAGE

Go to the end of the passage. There's some water blocking the way 
(it's only a few feet deep, but hey, what would this game be without 
some puzzles? You'd finish it in half an hour! ^_^). Push the last 
crate into the water and do the same with the one next to it. Now go 
back to the first crate. Push it towards the passage where the ladder 
is three times, then get round it and push it towards the wall 
opposite the ladder. Now push it all the way to the pool and push it 
into the water to finally clear the way. There are two GREEN HERBS in 
the last corner, just before a BIG pool of water. Open the double 
doors.

AQUARIUM

The tank in the middle of the room has broken, flooding almost the 
whole basement. Now run down the right passage. As you approach the 
two doors, a cool FMV will show your nice buttocks through a 
Neptune's eyes. Quickly run to the doors and unlock the left one. 
Discard the Key and get in.

CONTROL ROOM

The lever near the big flashing red light will dry out the floor. Now 
go where that small orange light is and push the button to open the 
nearby room. Go there.

ARSENAL 

OK, OK, that's a strong name for a room which holds two CLIPS and two 
boxes of SHELLS, but I wonder what else you could pick up if all the 
other stuff weren't wet and useless. Anyway, take whatever you want, 
just don't forget the MANSION KEY (Helmet). Now return to the Long 
Corridor.  

LONG CORRIDOR

Wesker has just blown down a spider. Talk to him, then go to the 
Bedroom. Put your Beretta into the box if you have it, along with the 
Clips. Take the Colt Python with you for you will need it soon. Now 
go all the way back to the Mansion. Note that there are two 
cerberuses in the Courtyard.


                          -----------------
                          MANSION - PART II
                          -----------------


DARK CORRIDOR

As soon as you come out of the narrow passage, the scariest FMV of 
the game will take over. Something's after you. It's fast, it jumps 
VERY high, it's _green_, it can OPEN DOORS (GULP!) and I just don't 
like its claws at all! You'd better prepare your best weapon.

The hunter comes in. Its yellow eyes shine in the dark. It slowly 
comes towards you... and then, all of a sudden, you regain control of 
your character. Shoot! It will fall. Then it will raise. Shoot! If 
you're using the Bazooka, it should be dead by now. If you're using 
the Shotgun, you may need one or two more hits. If you used the Colt 
Python, you probably didn't need to shoot a second time :).

The creature will give out a terrible screech, and die. Pretty tough, 
huh? And it was just the first! Well, don't let your fear overwhelm 
you. Unlock the door you couldn't open before and open it.

***NOTE: believe it or not, this is one of the largest places of the 
house in which you'll meet a hunter. For that reason, you may want to 
just hit this one once, then rush to the door. You can (and should) 
always run from hunters, even in narrow places. If you're lucky, 
you'll run past them without being hit by their claw swipe. But it 
won't be easy. Always carry some healing items with you until you're 
completely done with the mansion.***

STUDY

Search the table to find a switch. Push it to see things better. Take 
the MAGNUM ROUNDS (yeeeeeeeesssss!!!!!!!!!) from the desk and the MO 
DISK from the shelf. Get out and go to the Stairwell.

STAIRWELL

STAY ALERT! TWO hunters are waiting for you here. You should really 
kill these two. Read Barry's message on the wall, then enter the 
Storage Room.

STORAGE ROOM

Good ol' Barry left here some goodies for you. To be precise, you'll 
find a box of SHELLS, a box of ACID ROUNDS, and a F.AID SPRAY. Now 
you have to decide if you want to risk your life to put your hands 
over 24 more Magnum Rounds. If your answer is yes, read on. If it's 
no, SAVE your game, then skip the following section and read from 
FIREPLACE ROOM on. Just make sure you have some free space in your 
inventory.

---------------------------------------------------------------------
Keep a free slot in your inventory. Be sure to bring along the 
Bazooka and the Colt, then leave and go upstairs.

CORRIDOR 2F

Immediately raise your weapon and waste the hunter. Now rush to the 
Library and get to the Red Corridor from there.

RED CORRIDOR

THREE hunters are here for you. Don't bother to kill them all, just 
blast the first one to make things a bit easier, then run like 
there's no tomorrow until you reach Main Hall 2F. From there, go to 
Dining Room 2F.

DINING ROOM 2F

Don't go down the passage where the statue used to be. Take the other 
and run to the door.

NARROW CORRIDOR

Two hunters here. Kill them without getting hurt too much (easier 
said than done), then unlock the door near the stairs and open it.

TROPHY ROOM

Read the ORDERS you'll find on the table. Pick up the SHELLS and the 
MAGNUM ROUNDS. Now push the ladder until it's right below the moose  
head, then return to the door and push the switch to turn off the 
light. Climb the ladder and take the RED JEWEL (another exquisite 
item to look at). Now get out and go downstairs.

WOODEN CORRIDOR

You can _very_ easily overrun the two hunters here. Make it to the 
Green Corridor.

GREEN CORRIDOR

RUN! Those two hunters in front of you will slice you like bread if 
you hesitate. Rush to the Tiger Statue, and watch out for a third 
monster to come out of the alcove.

TIGER ROOM

Put the Red Jewel in the statue's right eye to receive THREE boxes of 
MAGNUM ROUNDS. Now you're a one man army! Kill the hunter which's 
waiting for you outside and return to the Corridor 2F via the Red 
Corridor. You can get there by retracing your steps or by getting to 
the Main Hall 1F from here and climbing the stairs to the second 
floor. If you choose the latter, be warned that there are two spiders 
in the Sofa Corridor. Oh, and don't enter the Corridor 2F from the 
Library. Choose the other door instead.

CORRIDOR 2F

Wow! This is probably the closest look you're going to take at a 
hunter in the whole game. Kill it with the Colt to see it dying from 
a VERY close point of view. COOL! Now it's a good time to save your 
game. Free some space in your inventory, at least two slots, just be 
sure to keep your strongest weapons with you. Now head to the 
Fireplace Room.
---------------------------------------------------------------------


FIREPLACE ROOM 

Unlock the door and discard the Key. Open the door.

PIANO ROOM

Just too quiet in here, isn't it? Go to the piano and check it. Uh-
oh. A cut scene. Now what? 

AWWWWWWWWWWWW, NO! It's that look-at-the-size-of-my-mouth-and-take-a-
look-at-my-stomach-as-well snake! I just wonder how on Earth he fits 
the passages he uses to roam the house. As you can see, it brings the 
signs of its last battle with you, and this makes it SO mad! It will 
break the floor like a crunchy cookie and then charge you at full 
force. Luckily (?), it ran out of poison (or is it just the effect of 
the Serum?), so you have one less problem. Run around and shoot ITS 
HEAD. This is very important. If you shoot its body, even a whole 
Colt Python barrel will not be enough to kill it. Should you win, it 
will dissolve, leaving a BIG spot on the floor. Check the hole he 
made on the floor and Barry will come in. He asks you to go down to 
check and produces a rope. If you didn't save Richard, he will also 
give you the COM. RADIO. Then you'll climb down the rope.

TOMBSTONE ROOM

A very strange room indeed, since the only way in is the one you just 
came from. As soon as you touch the floor, the rope will drop by your 
feet. Barry apologizes and goes find another one (I keep on wondering 
WHERE?). Go ahead and check the tombstone. Push the switch to reveal 
a ladder, but DON'T climb it down. Wait for a while and Barry will 
come back to pull you out of here. If you want to climb down the 
ladder now, feel free to do it and skip the following step, but be 
warned that Barry will die at the end of the game.

PIANO ROOM

After some more conversation, Barry will give you the PASS NUMBER. 
This is used to open the door at the end of the Narrow Corridor on 
the second floor. This gives you two different ways to gain access to 
the last unexplored part of the mansion, but they're both VERY 
dangerous. I personally prefer not to use the pass number, because 
the way to the locked door is full of narrow rooms crawling with 
hunters. If you wanna try it, skip the following section and read 
from ELEVATOR CORRIDOR 2F on, otherwise go on reading.
After Barry leaves, climb down the rope and descend the ladder you 
discovered before.

MAIN CORRIDOR B1

This room proves the guys at CAPCOM were drunk when they programmed 
this new version of the game. There is one hunter coming at you from 
the next screen, and as soon as you make any noise, two other will 
sneak out of the corridor on your right (that is, the left of the 
screen). That small lateral corridor hides a box of SHELLS, but 
unless you're desperate for ammo, you'd better just run straight 
ahead, past the first hunter and to the door. Just be careful, OK?

LARGE CORRIDOR B1

There are two useful GREEN HERBS here. Two zombies are feasting on 
another one, get close to make them stand up and kill them. The third 
sure seems to be dead, and won't move if you try and shoot it, so it 
SHOULD be dead. Anyway, pass behind it when heading to the door.

KITCHEN

Go ahead and approach the door. A FMV will take over, showing a door 
from the eyes of a drunk person. Ooops! Huh, well, it seems this guy 
is dead too. He will open the door and attack you. For some reason, 
this is the toughest zombie in the whole mansion, he'll take up to 
FIVE shells to go down and his head just wouldn't blow up, at least 
in my game. When it's dead, go round the table and you'll see a 
narrow corridor just around the corner. A zombie is lying on the 
floor. Walk very slowly, hugging the wall until the camera angle 
changes, then aim down and shoot it. This one is quite resistant too. 
Kill it and take the elevator to the second floor, but be ready to 
run.

ELEVATOR CORRIDOR 2F

See that hunter? Well, show it your back and run to the double doors, 
and watch out for the other one lurking at the end of the passage. 
There's a GREEN HERB in this corridor, but don't stop to pick it up 
or it won't be enough to heal you.

MAIN LIBRARY

Go left to find a desk hiding some MAGNUM ROUNDS. Carefully walk to 
the shelves. A zombie will come to you, so kill it. Go ahead and then 
left. Kill the two zombies and read the SCRAPBOOK. Now go back where 
the first zombie came out from. Push the bookcase aside to reveal a 
door. Open it.

SECRET STUDY

There's an INK RIBBON on the table and a CLIP on the shelf, but the 
real important item to pick up here is the BATTERY on the floor by 
the window. Whatever you do, don't try to look through the window, or 
three crows will break it and get inside to peck your flesh. Now go 
back to the Main Library and find the other door to access the...

MESSED UP LIBRARY

There's a small space between the shelves. Go there and you'll find 
yourself behind a statue. Push it ahead ONE AND A HALF TIMES. It must 
NOT touch the wall. Then go to the red switch on the wall and push it 
to light up a small square of floor in the corner. Push the statue on 
it to discover a secret alcove hiding the DOOM BOOK 1. Take it and 
immediately CHECK it. Turn it so that you see the pages and press X 
to open it and find the EAGLE MEDAL. Now you can go back to the 
elevator and return to the Kitchen. If you want to explore the full 
mansion, read on, otherwise skip the following two rooms.

CLOSET

It's the other room found in Elevator Corridor 2F. It holds two boxes 
of EXPLOSIVE ROUNDS. Take them if you want.

MARBLE CORRIDOR

In this room you'll find three zombies, one of them is a fake dead so 
beware. You'll also find two GREEN HERBS and a BLUE one. If you chose 
to open the door on the second floor with the Pass Number, you'll end 
up here; if you didn't, there's no way to open it from this corridor. 
When you're done, go back to the Kitchen.

KITCHEN

Open the door where the zombie came from. Climb the stairs to reach 
the Elevator Corridor. Unlock the door.

SOFA CORRIDOR

Two spiders are taking a walk on the ceiling. Kill them if you want, 
or just run to the Dining Room 1F. Now you have to return to the 
Garden, choose the path by yourself, but the second floor should be 
easier. Just watch out for the hunter waiting for you in the 
Courtyard Passage. Remember to take the Crank with you.


                                ------
                                GARDEN
                                ------


Go to the Waterfall Courtyard, kill the cerberuses and put the 
battery in place to activate the elevator. Take it and go to the 
Pool. Use the Crank again to stop the water, then go back down and 
climb down the ladder that was behind the waterfall.


                             -----------
                             UNDERGROUND
                             -----------


TYPEWRITER CORRIDOR

Yes, you can save your game here, and it'd be a good choice. Now 
simply open the door near the ladder.

T-SHAPED CORRIDOR

Barry is here. Choose to go with him and have him go first. When you 
hear him firing his gun, go the way he went and open the door.

SHAFT ROOM

Barry will kill a hunter (he's a damn good shooter, isn't he?). 
There's an alcove with some EXPLOSIVE ROUNDS and an INK RIBBON. 
Proceed to the next door and open it.

ENRICO'S CORRIDOR

Go ahead until the game takes over. Enrico Marini from S.T.A.R.S. 
Bravo Team will say something about a traitor in S.T.A.R.S., then 
someone will shoot him down. Check Enrico's body for the HEXAGONAL 
CRANK. Take it and go back to the Typewriter Corridor, but watch out 
for the hunters which found their way down here.

TYPEWRITER CORRIDOR

Go past the typewriter until you come to a hole in the floor. Now use 
your new Crank in that hole in the wall to clear up the path (is THAT 
possible? And even if it was, it's still the most absurd thing in the 
whole game, believe me. Who on Earth would take the time to build 
such a stupid device?).
Now you can reach the door.

FIRST BOULDER CORRIDOR

Go ahead until you come to a boulder blocking the way. Now turn 
around and RUN!! You must reach the doorstep before the rolling 
boulder gets you. I think you don't need me to say what happens if 
you don't make it. Anyway, the boulder will open a new path (this 
place is full of absurd things...), where a door and a hunter are 
waiting for you. If you go where the boulder was previously standing, 
you can find some FLAME ROUNDS, but a hunter will enter the room, 
giving you too much trouble for what you get. Whatever you do, open 
the new door.

SPIDERWEB ROOM

There's a HUGE spider here. It will spit poison at you, but it's too 
slow for you, so just run in circles and shoot when you're behind it 
and it'll be dead in no time. Get out to get rid of the little ones, 
then come back in and use the Flame Rounds to destroy the webs on the 
door. If you don't have the Bazooka, just pick up the COMBAT KNIFE in 
the corner and use that. There's also an INK RIBBON in this room, 
it's in the other corner in the same screen where you get the Knife. 
Now open the door.

EMPTY CORRIDOR 

No one here. Go east to find a door and open it.

OFFICE

An INK RIBBON, a F.AID SPRAY, a BLUE HERB, a typewriter and an item 
storage box. Put the Square Crank in the box and make sure you have 
the Eagle Medal and two empty slots in your inventory. Go back to the 
corridor and go open the door at the other end.

SECOND BOULDER CORRIDOR

Go right and on until you find another hole in the floor. Use the Hex 
Crank three times so that the hole is on the left wall. Now go tease 
the boulder and run to the alcove you've just made. After the boulder 
has passed, go to the end of the corridor to find the MAP OF 
UNDERGROUND and the DOOM BOOK 2, which holds the WOLF MEDAL. Now open 
the door in the alcove.

PRESSURE PLATE ROOM

Go to the statue and push it towards the door, but stop when it's 
between the hexagonal hole and the east wall. Use the Crank and a 
small section of the wall will pop out and push the statue in its 
way. If it misses the statue, place it correctly and try again. Now 
use the Crank again and you will be able to push the statue on the 
pressure plate on the floor. This will open the nook containing the 
LAB KEY. Now go back to the corridor and reach its other end to find 
the elevator. Take it.

FOUNTAIN

Those huge double doors lead to the Heliport, but they cannot be 
opened. There are two GREEN HERBS and two BLUE ones here. Now look at 
the fountain. There are three tombstone-like parts in it. Use the 
Wolf Medal on the West one and the Eagle Medal on the East one. A FMV 
will show you a new path. It leads to an elevator. Use it to access 
the final building in the game.


                        ---------------------
                        UMBRELLA'S SECRET LAB
                        ---------------------


ENTRANCE

Just descend the ladder.

STORAGE BOX ROOM

Take the MO Disk with you, and one or two weapons. You'll also need 
the Lab Key. Now keep going.

STAIRWELL

There are three zombies here, and 2 GREEN HERBS. The other door is 
locked, but on the table nearby you'll find some SLIDES. Just leave 
them here now, and climb the stairs down.

GREAT CORRIDOR

In this corridor you'll meet the naked zombies, probably escaped from 
the morgue in the center of the room. If you go straight ahead from 
the stairs, you'll find a hole in the wall. An INK RIBBON is hidden 
there. Now open the door near the stairs.

PASS CODE CORRIDOR

Open the door on the South wall.

JOHN'S ROOM

Kill the zombie and turn on the light. Read the RESEARCHER'S LETTER 
on the desk VERY CAREFULLY. You'll also find a CLIP in the box near 
the sink, and a GREEN HERB. Now push aside the big shelf to find a 
switch. Don't push it now. Go to the painting and examine it. Take 
note of the words and of their disposition, then go to the switch and 
push it. Examine the painting again, now you should be able to 
decipher the password found in the Researcher's Letter. Now go back 
to the Great Corridor and go straight from the door, avoid the zombie 
and make it to the other door. Open it.

COMPUTER ROOM

Search the room for a MO DISK. Now go to the computer and turn it on. 
Input JOHN as the id and ADA as the password. Now choose to unlock 
the doors on floor B3 first, then choose B2 and you'll be asked to 
enter another password. Input the password you found in the 
Researcher's Letter. Now go back upstairs, take the Slides and open 
the previously locked door.

VISUAL DATA ROOM

Check the shelf to the right to find the SECURITY SYSTEM manual. Use 
the Slides in the projector on the table to take a look at the 
monsters and the Umbrella R&D team. Now open the panel on the wall, 
push the switch and a column will slide sideward. Take the MO DISK 
that was behind it and go back downstairs. Enter the Pass Code 
Corridor and open the door opposite John's Room.

LAB STOREROOM

There are 5 zombies here. There's a FAX in a nook in the wall, and an 
INK RIBBON in a box on the floor. Use a MO Disk in the pass code 
output machine on the desk to receive the PASS CODE 01. Now return to 
the Great Corridor and make your way to the door in the SE corner. 
Unlock it and discard the P.Room Key, then open the door.

ELEVATOR CORRIDOR

There are 2 zombies here, but just open the nearest door for the 
moment.

AUTOPSY ROOM

You'll find some SHELLS and a RED HERB in the sink. Fortunately, the 
new camera angle makes the puzzle in this room much easier. There are 
two boxes and a ladder. Push the ladder to the left so that you can 
push the right box on the right hole. Now push the left box until 
it's in the same spot where the other one was, then push the ladder 
near the right wall. Push the box on the left hole and, finally, push 
the ladder between the boxes. If the holes weren't properly covered, 
poison gas will fill the room. If they were, climb to the ventilation 
shaft and go through it.

MORGUE

The two zombies lying on the floor aren't dead, so you'll have to 
kill at least the one blocking the way to the MAGNUM ROUNDS on the 
shelf. In this room you can also use a MO Disk to get the PASS CODE 
02. Now unlock the door and you'll be near the door to the Elevator 
Corridor, where you should go. When you're there, go straight ahead 
to find the Guardpost.

GUARDPOST

The last save room holds an INK RIBBON, a BLUE HERB, and some FLAME 
ROUNDS. Be sure to have the last MO Disk with you and one free slot 
in your inventory. Saving the game would be a nice idea. When you're 
ready, get out and open the south door.

FIRST POWER ROOM

There are three chimeras in this room, so be very careful. Go west 
and south to reach the control panel, and activate it. Now go back to 
the door and take the other passage to reach a door. Be FAST.

SECOND POWER ROOM

No enemies here! Go straight to find the pass code machine for the 
PASS CODE 03, then go back and take the other passage to find a new 
door.

THIRD POWER ROOM

This is probably the most dangerous room in the lab. It's better to 
cross it clockwise. On its east side there's a switch to restore 
power to the elevator, push it. The chimeras will swarm around you 
like crazy, but if you're not good at aiming, you'd better keep 
running. There's a BATTERY on the floor near the SW corner, take it 
and make it back to the Elevator Corridor.

ELEVATOR CORRIDOR

Push the switch near the elevator to activate it. Barry will join you 
and you'll take the elevator down.

CORRIDOR B4

Everything will finally be clear in this corridor. Wesker will 
explain to you the whole thing, then he will try to lead you to the 
next room, but Barry will knock him out from behind. After some more 
chitchat, you'll go to the next room.

TYRANT LAB

Barry wants to kill the "ultimate biological weapon" and he thinks 
the best way to do it is to let it loose. He's gonna pay for that ;). 
Now you have to face the Tyrant, which is VERY easy. Get some 
distance, then turn around and shoot. Keep doing this until it falls. 
Now check Barry and be surprised - he's even tougher than he seemed! 
All you have to do now is to get out of the room.

CORRIDOR B4

Wesker has activated the triggering system. Now you have to reach the 
Pass Code Corridor, but be prepared to run because the chimeras are 
now infesting the Great Corridor. Save if you want.

PASS CODE CORRIDOR

Check the pass code machine and you'll automatically use the three 
Pass Codes. Open the door.

PRISON CORRIDOR

Reach and open the door at the other end.

PRISON 

Chris Redfield is here. Get out with him, then he'll leave you behind 
as soon as you're back in the Pass Code Corridor. Now go upstairs.

STAIRWELL

Kill the three new zombies, then go to the Storage Box Room.

STORAGE BOX ROOM

Put in the box everything except for the Battery, the Colt, the 
Magnum Rounds and any healing items you have, then climb the ladder.

ENTRANCE

Open the huge doors.

HELIPORT PASSAGE

Run until you reach the elevator and put the Battery in place (you'll 
receive a radio call from Brad). There are three minutes until the 
explosion. Barry and Chris will take care of the monsters that are 
following you. Get on the elevator.

HELIPORT

Pick up the FLARE from the nearby box. You can use it anywhere, but 
it's best to use it on the H painted on the floor. You'll see Brad's 
helicopter fly overhead, but after a moment there will be an 
explosion and the Tyrant will burst through the floor and come at 
you.

This battle is quite hard. If you are too far from it, it will charge 
you and swipe at you with its claw. This attack is incredibly 
powerful, and it's even more if you get knocked against a wall. 
Therefore, it's best not to take too much distance from the monster. 
Check your health every time you're hit and shoot when you can, or 
just survive until the timer reaches 00'30". At that point, or if 
you've done enough damage, Brad will drop a ROCKET LAUNCHER on the 
big H on the floor. Take it and kill the Tyrant. If you miss with all 
four bullets (which I SERIOUSLY doubt), you're dead. If you kill the 
monster, you've completed the game. 

=====================================================================
8. CHRIS' WALKTHROUGH
=====================================================================

***NOTE: I will cover Chris' walkthrough assuming that you have 
already played the game as Jill Valentine and that you know the 
layout of the buildings pretty well. This walkthrough will only 
marginally cover the optional areas and the possible variations in 
the development of the adventure (i.e., the different situations in 
which Chris meets Rebecca) since Chris' game is very hard, not only 
for the number and strength of the monsters, but for the extremely 
limited inventory. If you need to save more often than suggested, 
feel free to collect more Ink Ribbons, but store them immediately. 
Also, the usage of the Green Herbs is at your complete disposal for 
most of the game. Just remember you have limited space for items. The 
variables of the adventure can be found in the Endings and Secrets 
section.***


                           ----------------
                           MANSION - PART I
                           ----------------


MAIN HALL 1F

Barry is gone. Someone fires a gun somewhere in the house and Chris 
decides to go and check. He leaves and goes to the Dining Room.

DINING ROOM

Nothing to do here but to open the door at the other end of the room.

SOFA CORRIDOR

Go left and a FMV will introduce you to your first zombie. Don't try 
to be a hero and to kill it with that ridiculous knife, just turn 
around and go back to the Main Hall.

MAIN HALL 1F

Jill and Wesker are gone too! What's wrong with this place?! There 
seems to be no answer right now, so the best thing to do is to pick 
up Jill's BERETTA from the floor. Now return to the Sofa Corridor.

SOFA CORRIDOR

The zombie is on the right, turn around and shoot it until it's dead. 
If it falls down but it's still alive, use the knife to stab it while 
it's on the floor to save some most precious ammo. When it's dead, go 
search Kenneth's body for two invaluable CLIPS. Now go back to the 
Main Hall and climb the stairs to the second floor.

MAIN HALL 2F

Go to the Balcony Passage.

BALCONY PASSAGE

Pick up that shining SMALL KEY, then go to the Balcony.

BALCONY

Pick up the CLIP near Forest's body, then try to pick up the key. 
Forest will attack you. Turn around, run to the door and shoot him 
from there. After he's gone forever, pick up the ARMOR KEY and go 
back to Main Hall 2F.

MAIN HALL 2F

Go to the Red Corridor.

RED CORRIDOR

Open the first door you'll find.

RICHARD'S ROOM

Rebecca Chambers is guarding a poisoned Richard Aiken. Rebecca will 
ask you to go and search for the Serum. Chris will automatically get 
out of the room and the map will be shown. The red-flashing room is 
your goal. Return to the Main Hall 2F and open the double doors, but 
watch out for the zombie that is now lurking near the door of the Red 
Corridor.

*********************************************************************
Rebecca can be met in the Infirmary if you go there first, but 
there's no point in doing this. If you meet her there, Richard will 
be dead by the time you get here. In that case, search him for the 
RADIO.
*********************************************************************

DINING ROOM 2F

Immediately shoot the nearest zombie until it's dead. Now equip the 
Combat Knife and start pushing the statue towards the opening in the 
rail. When the zombie reaches the statue, stay behind it and stab him 
with the Knife. He won't be able to get to you, so kill him with the 
blade to spare some most wanted ammo. Then make the statue fall to 
the room below and ignore the third zombie. Reach the other door and 
open it.

NARROW CORRIDOR

Be ready to kill the zombie because it's insanely close to the door. 
The second one is just round the corner, while the third should be no 
problem. Go downstairs.

WOODEN CORRIDOR

A cerberus will break the nearest window and come to you, kill it and 
enter the Infirmary.

INFIRMARY

Put into the box the Knife, the F.Aid Spray, and the Small Key. Take 
the SERUM from the shelf and go back to Richard's Room.

*********************************************************************
You can store the Serum into the box for later use. Should you do 
that, skip the next passage.
*********************************************************************

RICHARD'S ROOM

You give the Serum to Rebecca, but unfortunately it's too late for 
Richard. He will give you the RADIO before dying. Rebecca will stay 
here for a bit longer. Now go back to the Red Corridor and open the 
next door. Remember there are two more zombies in the Corridor.

ARMORS' ROOM

You'd expect that Chris' game would include some animated armors 
ready to impale you, wouldn't you? Well, at least they weren't THAT 
cruel. Cover the two holes with the two statues, then press the 
switch and collect the EMBLEM. Now get out and proceed to the end of 
the corridor. Enter the Library.

LIBRARY

Yeah, I know, this is not really a library, but there are some books, 
so let's assume it is a library, OK? ;). Read the BOTANY BOOK found 
on the table, then unlock and open the door.

CORRIDOR 2F

Kill the two zombies and open the door in the middle of the corridor.

STAG ROOM

Go to the Aquarium Room.

AQUARIUM ROOM

Read the remaining part of the RESEARCHER'S WILL on the desk. Push 
the switch on the wall, between the spiders, to hollow out the 
aquarium. Push it aside and push the cupboard toward the wall. 
Collect the first half or the MOON CREST. There's an INK RIBBON in 
the white coat near the door, but don't take it now. Get out and go 
to the Bedroom, but beware of the zombie.

BEDROOM

There's a RED HERB near the left bed, and a box of SHELLS between the 
right bed and the wall, but don't take them now. Get the LIGHTER from 
the shelf instead, and return to the Corridor 2F.

CORRIDOR 2F

Your inventory should be full, so go downstairs.

STAIRWELL

Avoid the two zombies and enter the Storage Room.

STORAGE ROOM

Put the Emblem and the Crest into the box, then return upstairs and 
go to Richard's Room, but remember to collect the Shells from the 
Bedroom before you go there. You can go to the Fireplace Room to get 
the MAP OF SECOND FLOOR; if you do so, be warned that a zombie is 
hiding behind the corner.

RICHARD'S ROOM

Use the GREEN HERBS if you need to heal, then open the door to the 
Attic Passage.

ATTIC PASSAGE

Kill the two zombies FAST, then go to the Candle Room.

CANDLE ROOM

Light the candle with the Lighter. Collect the CLIP from the left 
cupboard, then push the right one aside and enter the passage to get 
the SWORD KEY. Now go straight back to the Infirmary.

INFIRMARY

Store the Shells and the Lighter, take the Small Key. Now get out and 
run to the Weapon Room. Don't stop to fight the dogs.

WEAPON ROOM

Open the desk for some Shells. Take the COLT PYTHON from the shelf 
and equip it (!!). Take the CLIP too. Get out and go to the Green 
Corridor.

GREEN CORRIDOR

Use the Python to blast the two zombies. Unlock and enter the 
Keeper's Room.

KEEPER'S ROOM

Take the CLIP on the bed. Go check the desk and kill the zombie which 
will surprise attack you. Get the SHELLS from the cupboard and read 
the KEEPER'S DIARY. Now go back to the Infirmary, killing the 
cerberuses on your way back there. Use all your Magnum Rounds if 
required.

INFIRMARY

Store the Python and the Shells. Go back to the Green Corridor and 
unlock the door to the Sofa Corridor. Go to the Piano Bar.

PIANO BAR

Get round the piano, push the shelf aside and take the MUSIC NOTES. 
Use them on the piano and Rebecca will enter the room. She will try 
to play, but she won't do it very well. She will ask you to let her 
practice for a while. Whatever the answer, she will stay and 
practice. Go to Main Hall 1F.

MAIN HALL 1F

Unlock the Globe Room, but don't get in. Open the blue double doors.

STATUE ROOM

Push the ladder below the statue and climb it to collect the MAP OF 
FIRST FLOOR. Don't bother going into the passage for the INK RIBBON, 
it would be a waste of time and bullets. Unlock the L-Shaped Corridor 
and discard the Sword Key, then open the door.

L-SHAPED CORRIDOR

Walk backwards so that you're ready to shoot the cerberus. After 
you've killed it, go on and kill the second. Push the shelf and pick 
up the CLIP that was under it. Proceed.

TWISTED CORRIDOR

Unlock the Patio and discard the Armor Key. Enter the Patio.

PATIO

Kill the cerberus. Get round the corner and a second one will attack 
you. Kill it. Make full use of the 5 GREEN HERBS if you need to, then 
collect the CHEMICAL and get out without stopping to kill the third 
dog. Go to the Bathroom.

BATHROOM

Kill the zombie. Take the CLIP near the mirror and the SMALL KEY from 
the bathtub. Now go to the Dark Corridor.

DARK CORRIDOR

Kill the first two zombies. If the third one attacks you, avoid it. 
Go to the Painting Gallery.

PAINTING GALLERY

Push the switches below the pictures in this order: 

-Newborn baby
-Infant
-Lively boy
-Young man
-Middle-aged man
-Old man
-"The end of life"

Get the WIND CREST and leave. Unlock the door to the Stairwell and 
open it.

STAIRWELL

Kill the two zombies this time, then enter the Storage Room.

STORAGE ROOM

Store the Wind Crest. Take the BROKEN SHOTGUN and go to the Shotgun 
Room.

SHOTGUN ROOM

Kill the zombie closest to the door (but you could avoid it if you're 
smart) and run to the SHOTGUN. Take it and kill the two other zombies 
(or three, if you did avoid the first one). Put the Broken Shotgun on 
the wall and get back to the Storage Room. Store the Beretta and the 
Clips, take the Shells and the Emblem and go back to Main Hall 1F.

MAIN HALL 1F

Go to the Globe Room.

GLOBE ROOM

Kill the zombies and open the desk for some SHELLS. You can go to the 
Mirror Room and the Change Room if you want - in that case, you'll 
find a zombie, two GREEN HERBS, an INK RIBBON, and two new costumes. 
When you're done, take the INK RIBBON near the typewriter in the Main 
Hall if you don't have one, then go to the Dining Room.

DINING ROOM

Take the STAR CREST from the broken statue, then go to the Piano Bar.

PIANO BAR

Rebecca will play the Moonlight Sonata and a secret passage will 
open. Go there and take the GOLD EMBLEM. Replace it with the Wooden 
one, then go back to the Dining Room.

DINING ROOM

Put the Gold Emblem into the hollow on the wall. The clock will slide 
sideward, revealing the BLUE JEWEL. Take it and go to the Tiger Room.

TIGER ROOM

Put the Blue Jewel in the tiger's eye and take the SHIELD KEY. Go to 
the Greenhouse, killing the zombie on the way.

GREENHOUSE

Use the Chemical in the pumping machine to stun the plant. Collect 
the SUN CREST. Go to the Infirmary, store the Crests and save your 
game. Now go to the Attic. You are free to fill your inventory with 
healing items since you'll enter the Attic with one free slot anyway. 
Bring the Serum if you saved it earlier.

ATTIC

Discard the Shield Key before you enter. Walk to the middle of the 
room and Yawn will come out of its hole to face you. For some reason, 
I've found it easier to defeat it than in Jill's scenario. You should 
need EXACTLY seven Shells to end the fight. Be sure to pick up the 
ones found in this room after the fight, and get the second half of 
the MOON CREST from Yawn's lair. Use the Serum if you have it, and go 
to the Storage Room; otherwise, just leave the Attic.

ATTIC PASSAGE

As soon as he descends the steps, Chris will start feeling sick. 
Rebecca will come in and he will tell her he's poisoned, so she will 
go for the Serum. Now you'll have to control Rebecca. Go to the 
Infirmary, get the Serum and come back here. It should be really 
easy. When you're back, Rebecca will give Chris a shot and he will be 
fine. Check his health though, because the last time I played I 
didn't do it and a zombie killed me with the first bite. Go to the 
Storage Room.

*********************************************************************
You won't be able to play as Rebecca if you didn't deliver the Serum 
to Richard. Should Chris pass out, you'll awake in the Infirmary.
*********************************************************************

STORAGE ROOM

The only things you need are the Shotgun, the Shells and the four 
Crests. Take them and go to the Courtyard Passage, but beware of the 
third zombie in the Dark Corridor - he's still there, provided you 
didn't kill it before (I didn't tell you to... why shouldn't he be 
there? ;) ).

COURTYARD PASSAGE

It's important that you hit both cerberuses with the same shell every 
time you shoot, or you'll waste too much ammo. When they're dead, use 
the Crests to unlock the door and open it.

WAREHOUSE

Push the ladder below the high shelf and climb it for the SQUARE 
CRANK. Go to the Courtyard.


                                ------
                                GARDEN
                                ------


COURTYARD

Try not to use too many shells to kill the three cerberuses. You'll 
get a radio call from Brad Vickers, but he won't be able to hear you, 
so just keep going.

POOL

Use the Crank to lower the water and cross the water passage. Run to 
the elevator to avoid the snakes, and take the elevator down.

WATERFALL COURTYARD

If you're good enough to dodge all the dogs, do it, otherwise waste 
them. Proceed to the Guardhouse Passage.

GUARDHOUSE PASSAGE

Kill the first dog, but dodge the others - you should be dying for 
ammo by now.


                              ----------
                              GUARDHOUSE
                              ----------


MAIN CORRIDOR

Use the statue to cover the hole and enter the Dormitory 001.

DORMITORY 001

Kill the 2 zombies. There's a SMALL KEY in a cup on the small table 
near the cupboard - take it and open the desk for some much needed 
SHELLS. Don't enter the Bathroom 001, go to the Bar instead.

BAR

I don't suggest that you waste a single Shell on those spiders. Get 
the RED BOOK and get out, it's too dangerous to go and check the code 
on the pool table (but do it if you're fast). Go to the Long 
Corridor.

LONG CORRIDOR

Use the three GREEN HERBS at the end of the corridor if you need 
them, then go to the Wasp Nest Room.

WASP NEST ROOM

Get the DORMITORY KEY 002 below the wasp nest and run outta here. 
Unlock the Dormitory and discard the key.

DORMITORY 002

No zombies here (whew!). Read the PLANT 42 REPORT on the bed and take 
the MAP OF DORMITORY from the wall. Enter the Bathroom 002.

BATHROOM 002

Kill the two zombies and grab the DORM.KEY 003 from the sink. Go to 
that room, unlock it and get in.

DORMITORY 003

Kill the zombie, read the "V-JOLT" REPORT and replace it with the Red 
Book. Go to the Bathroom 003.

BATHROOM 003

Kill the zombie and collect the CLIP. Now go to the Bedroom.

BEDROOM

The guys at CAPCOM must be crazy... they've replaced those Explosive 
Rounds with a CLIP!!! Anyway, store the Shotgun and the Shells. No, 
I'm not crazy, at least not as much as them. Store the Crank as well. 
Take the Beretta and the Clips with you, you should have at least 30 
bullets. Now go to Plant 42 Room.

PLANT 42 ROOM

Chris is too curious... he wants to take a close look at the jumbo 
plant, but it grabs him with a vine! Luckily, Rebecca hears Chris 
screaming and rushes in (through a JAMMED door... drives me mad!). He 
drops the "V-JOLT" REPORT for her to use. Now you'll be in control of 
Rebecca once more. Go to the Chemical Room. The entry code in my last 
game was 1-2-5, but it's probably subject to change. Get in.

CHEMICAL ROOM

Pick up three EMPTY BOTTLES and do the following mixes:

Water + UMB No.2 = NP-003
NP-003 + UMB No.4 = UMB No.7
UMB No.2 + UMB No.4 = Yellow-6
UMB No.7 + Yellow-6 = UMB No. 13
UMB No.13 + NP-003 = V-JOLT

Now go to the Dormitory 002.

DORMITORY 002

Push the left cupboard towards the wall and the left one sideward to 
reveal a ladder. Climb it down.

UNDERGROUND CORRIDOR

Use the crates to create a bridge, cross it and enter the Aquarium 
Room. From there, go to the Roots Room.

ROOTS ROOM

Use the V-Jolt on the roots and they'll shrink. Get out and you'll 
regain control of Chris.

PLANT 42 ROOM

The plant shrinks and drops Chris, but then grows big again. Now 
equip the Beretta and fight! The handgun is fast and allows you to 
aim very high, striking the plant's core. Just don't stay in the same 
spot for too long - shoot two or three times, then move to avoid the 
acid. It will take about 30 bullets to kill it. When you're done, 
pick up the C.ROOM KEY from the fireplace and go to the Aquarium Room 
(you'll have a short chitchat with Rebecca in the Wasp Nest Room.

AQUARIUM ROOM

No FMV for Chris - instead, you may find the Neptunes waiting for you 
right in front of the Control Room door! Well, go as fast as you can 
and enter that room, and don't forget to discard the key.

CONTROL ROOM

Lower the water level and unlock the next room, then go there.

ARSENAL 

Get the two boxes of SHELLS and the HELMET KEY, leave the CLIPS where 
they are. Go to the Roots Room.

ROOTS ROOM

Pick up the SMALL KEY from the box near the roots and go back to the 
Dormitory 002.

DORMITORY 002

Open the desk for a box of SHELLS.

LONG CORRIDOR

Wesker is here. After a dialogue, he will leave. Go to the Bedroom.

BEDROOM

Store the Beretta forever. Save your game. Go back to the Mansion, 
and don't kill the two cerberuses in the Courtyard yet. You'll get a 
radio call from Brad after leaving the Guardhouse.


                          -----------------
                          MANSION - PART II
                          -----------------


DARK CORRIDOR

Now you're about to face the hardest part of the game. You need to 
hear every single sound the hunters make, so turn up the volume of 
your TV. When the first hunter comes towards you, raise the Shotgun 
and shoot. You'll hear the thud it makes when it falls on the floor. 
Soon you'll hear another thud, meaning the hunter is back on its 
feet. Now it's time to shoot again. Repeat until it's dead. This is 
very important because the camera angles give you a great 
disadvantage against these monsters. Now unlock the Study and get in.

STUDY

Find the switch on the desk and turn on the lamp. Take the MAGNUM 
ROUNDS and the MO DISK, then go to the Stairwell.

STAIRWELL

Switch to the next camera angle and position yourself so that you can 
shoot the first hunter. You should be able to shoot one at a time 
until they're dead. It should take you a full box of Shells, 
sometimes more. Now read Wesker's note and enter the Storage Room.

STORAGE ROOM

Thanks for the SHELLS and the F.AID SPRAY, Wesker, but why that CLIP? 
Anyway, it's time for some serious killings. Have with you the 
Shotgun, the Shells, the Colt Python (load it with those newfound 
Rounds), the Helmet Key, and any healing item. Now you must reach the 
Trophy Room, but it's important that you DON'T reach it via the 
second floor, because the Red Corridor is incredibly dangerous and 
the Dining Room and the Narrow Corridor are LETHAL. First though, 
leave this room and climb the nearby stairs.

CORRIDOR 2F

Don't climb those steps! Face them, then raise the Shotgun. Chris 
will aim at that hunter in the corridor. Now, aim up and shoot. It 
will get quite mad and try to reach you, but it can't climb down the 
steps! Kill it from below, then go back and go to the Twisted 
Corridor.

TWISTED CORRIDOR

One hunter is lurking near the other door, but it's pretty stupid and 
you should be able to dodge its attack. Go on.

L-SHAPED CORRIDOR

Run and the two spiders will do you no harm. Go on until you reach 
the Green Corridor, and be aware that two spiders are waiting in the 
Sofa Corridor.

GREEN CORRIDOR

Equip the Colt and aim straight ahead. After a few seconds, the first 
hunter will spot you and come to you, probably with a giant leap. 
Shoot it - two Rounds will be more than enough. The second will 
attack you, use the same strategy. The third one is usually lurking 
in the small alcove leading to the Tiger Room, so you may have to 
lure it out. Sometimes he will take initiative and attack. It's 
important that you kill them all. Try to use all the Magnum Rounds 
you have, then go to the Wooden Corridor.

WOODEN CORRIDOR

There are two hunters here, but all you want is to make it to the 
second floor, so just dodge them and climb the stairs at the end of 
the hall.

NARROW CORRIDOR

Immediately unlock and enter the Trophy Room.

TROPHY ROOM

Read the ORDERS on the table. Take the MAGNUM ROUNDS and load the 
Colt, then pick up the SHELLS. Now, push the ladder below the moose 
head and turn off the light. Climb the ladder and take the RED JEWEL, 
then leave and go back downstairs.

WOODEN CORRIDOR

Kill the first hunter, then run to the Tiger Room.

TIGER ROOM

Use the Red Jewel and you'll get 18 MAGNUM ROUNDS. Now retrace your 
steps to the Storage Room, but on the way there, remember to kill the 
hunter near the door of the Twisted Corridor, because another one has 
entered the room and the two of them would almost surely kill you in 
such a narrow place.

STORAGE ROOM

It's time to prepare for another big fight. Take with you your two 
weapons, along with their respective ammunitions, the Helmet Key, and 
a healing item. Now go upstairs and to the Fireplace Room.

FIREPLACE ROOM

Unlock the Piano Room and discard the key. Open the door.

PIANO ROOM

Check the piano and Yawn will emerge from the fireplace to challenge 
you. My best advice is to stay _right were you are at the beginning 
of the fight_. Aim high and tap L1 to follow its movements. Never 
stop shooting until it's dead. If everything goes well, you'll fire 
14 Shells and you'll get hit twice. Now jump into the hole.

TOMBSTONE ROOM

Push the switch below the tombstone and descend the ladder.

MAIN CORRIDOR B1

Run! It's the best way to avoid trouble. Reach and open the door.

LARGE CORRIDOR B1

Make full use of the two GREEN HERBS for you'll never come back here. 
Kill the two zombies, unlock the door and open it.

KITCHEN

Equip the Colt. Go straight and the toughest zombie of the game will 
enter the room. He can take _three_ Magnum Rounds!!! For some reason, 
his head won't explode. Pick up the SMALL KEY and kill the zombie in 
the SE corner, then take the elevator up.

ELEVATOR CORRIDOR 2F

Immediately run to the Closet, dodging the hunter in the way.

CLOSET 

Pick up the two boxes of SHELLS, you're gonna need them! Now leave.

ELEVATOR CORRIDOR 2F

Use the Python to kill both hunters. There's a GREEN HERB in the 
alcove between the elevator and the Library doors. Enter the Library. 
You have no need to go to the Marble Corridor, haven't you?

LIBRARY

Open the desk for some MAGNUM ROUNDS. Now kill the three zombies with 
the Shotgun and read the SCRAPBOOK. Then, push aside the shelf and 
open the hidden door.

SECRET STUDY

Pick up the BATTERY. You should have one free slot in your inventory. 
Leave and go to the Messed Up Library.

MESSED UP LIBRARY

Push the statue ahead one and a half times. Turn on the light in the 
corner and push the statue there. The shelf will slide sideward, 
revealing the DOOM BOOK 1. Check it and open it for the EAGLE MEDAL. 
Now, go back to the Storage Room.

STORAGE ROOM

Saving would be wise now. Take with you the Colt and its Rounds, the 
Shells, the Crank and the Battery. Leave everything else behind and 
go to the Courtyard, but watch out for the hunter guarding the 
Courtyard Passage.


                                ------
                                GARDEN
                                ------


COURTYARD

Run to avoid the cerberuses and reach the Waterfall Courtyard.

WATERFALL COURTYARD

Put the battery in place and take the elevator up. Go to the Pool and 
use the Crank to stop the water. Go back down and descend the ladder 
that was behind the waterfall.


                             -----------
                             UNDERGROUND
                             -----------


TYPEWRITER CORRIDOR

Open the first door.

T-SHAPED CORRIDOR

Leave the FLAMETHROWER where it is. Go left and open the door.

SHAFT ROOM

Take the SHELLS and the F.AID SPRAY in the alcove, then go see 
Enrico.

ENRICO'S CORRIDOR

Enrico will call you "double-crosser" and try to shoot you, but 
someone will kill him first. Search him for the HEX CRANK, then go 
back to the Typewriter Corridor, but watch out for the FOUR hunters 
(two of which in this same room) that will try to decapitate you on 
the way.

TYPEWRITER CORRIDOR

Use the Crank to create a passage. Go on.

FIRST BOULDER CORRIDOR

Bait the boulder and run like hell to the door. After the boulder has 
smashed the wall, go to the end of the hall to find some MAGNUM 
ROUNDS, and kill the hunter which'll enter the room. Kill the other 
one if you want, or just dodge it, but go to the Spiderweb Room.

SPIDERWEB ROOM

Three Magnum Rounds are all you need to kill the spider. Go back and 
use the Spray, then take the FLAMETHROWER near the door and go back 
to the Spiderweb Room. Now use the Flamethrower to destroy the 
spiderwebs and open the door.

EMPTY CORRIDOR

Go to the west door and put down the Flamethrower to unlock it. Now 
go to the Office.

OFFICE

Use the box so that your inventory consists of the following: 
Shotgun, Shells, Hex Crank, Eagle Medal. Go to the Second Boulder 
Corridor.

SECOND BOULDER CORRIDOR

Use the Crank until the hole is on the left wall. Shake the boulder 
and make it roll, then check the wall for the MAP OF UNDERGROUND 
(quite useless by now...) and the DOOM BOOK 2, which you should check 
for the WOLF MEDAL. Now enter the Pressure Plate Room.

PRESSURE PLATE ROOM

Go to the statue and push it towards the door, but stop when it's 
between the hexagonal hole and the east wall. Use the Crank and a 
small section of the wall will pop out and push the statue in its 
way. If it misses the statue, place it correctly and try again. Now 
use the Crank again and you will be able to push the statue on the 
pressure plate on the floor. This will open the nook containing the 
LAB KEY. Now go back to the corridor and reach its other end to find 
the elevator. Take it.

FOUNTAIN

Those huge double doors lead to the Heliport, but they cannot be 
opened. There are two GREEN HERBS and two BLUE ones here. Now look at 
the fountain. There are three tombstone-like parts in it. Use the 
Wolf Medal on the West one and the Eagle Medal on the East one. A FMV 
will show you a new path. It leads to an elevator. Use it to access 
the final building in the game.


                        ---------------------
                        UMBRELLA'S SECRET LAB
                        ---------------------


ENTRANCE

Just descend the ladder.

STORAGE BOX ROOM

Have these items with you: Shotgun, Shells, MO Disk, Lab Key, and 
something to heal (if you think you're gonna need it). Go on.

STAIRWELL

There are three zombies here, and 2 GREEN HERBS. The other door is 
locked, but on the table nearby you'll find some SLIDES. Just leave 
them here now, and climb the stairs down.

GREAT CORRIDOR

In this corridor you'll meet the naked zombies, probably escaped from 
the morgue in the center of the room. If you go straight ahead from 
the stairs, you'll find a hole in the wall. An INK RIBBON is hidden 
there, but you don't need this one. Now open the door near the 
stairs.

PASS CODE CORRIDOR

Open the nearest door.

JOHN'S ROOM

Kill the zombie and turn on the light. Read the RESEARCHER'S LETTER 
on the desk VERY CAREFULLY. You'll also find a CLIP in the box near 
the sink, and a GREEN HERB. Now push aside the big shelf to find a 
switch. Don't push it now. Go to the painting and examine it. Take 
note of the words and of their disposition, then go to the switch and 
push it. Examine the painting again, now you should be able to 
decipher the password found in the Researcher's Letter. Now go back 
to the Great Corridor and go straight from the door, avoid the zombie 
and make it to the other door. Open it.

COMPUTER ROOM

Search the room for a MO DISK. Now go to the computer and turn it on. 
Input JOHN as the id and ADA as the password. Now choose to unlock 
the doors on floor B3 first, then choose B2 and you'll be asked to 
enter another password. Input the password you found in the 
Researcher's Letter. Now go to the Lab Storeroom.

LAB STOREROOM

There are 5 zombies here. There's a FAX in a nook in the wall, and an 
INK RIBBON in a box on the floor. Use a MO Disk in the pass code 
output machine on the desk to receive the PASS CODE 01. Now go 
upstairs, get the Slides and enter the Visual Data Room.

VISUAL DATA ROOM

Check the shelf to the right to find the SECURITY SYSTEM manual. Use 
the Slides in the projector on the table to take a look at the 
monsters and the Umbrella R&D team. Now open the panel on the wall, 
push the switch and a column will slide sideward. Take the MO DISK 
that was behind it and go back downstairs. Unlock the Elevator 
Corridor and discard the key.

ELEVATOR CORRIDOR

There are 3 zombies here, but just open the nearest door for the 
moment.

AUTOPSY ROOM

You'll find some SHELLS and a RED HERB in the sink. Fortunately, the 
new camera angle makes the puzzle in this room much easier. There are 
two boxes and a ladder. Push the ladder to the left so that you can 
push the right box on the right hole. Now push the left box until 
it's in the same spot where the other one was, then push the ladder 
near the right wall. Push the box on the left hole and, finally, push 
the ladder between the boxes. If the holes weren't properly covered, 
poison gas will fill the room. If they were, climb to the ventilation 
shaft and go through it.

MORGUE

The two zombies lying on the floor aren't dead, so you'll have to 
kill at least the one blocking the way to the MAGNUM ROUNDS on the 
shelf. In this room you can also use a MO Disk to get the PASS CODE 
02. Now unlock the door and you'll be near the door to the Elevator 
Corridor, where you should go. When you're there, go straight ahead 
to find the Guardpost.

GUARDPOST

The last save room holds an INK RIBBON, a BLUE HERB, and some MAGNUM 
ROUNDS. Be sure to have the last MO Disk with you and one free slot 
in your inventory. Drop the Shotgun forever, you won't need it 
anymore. Saving the game would be a nice idea. When you're ready, get 
out and open the south door.

FIRST POWER ROOM

Never stop to fight, just run all the time. Go west and south to 
reach the control panel, and activate it. Now go back to the door and 
take the other passage to reach a door. Be FAST.

SECOND POWER ROOM

Go straight to find the pass code machine for the PASS CODE 03, then 
go back and take the other passage to find a new door.

THIRD POWER ROOM

This is probably the most dangerous room in the lab. It's better to 
cross it clockwise. On its east side there's a switch to restore 
power to the elevator, push it. The chimeras will swarm around you 
like crazy, so keep running. There's a BATTERY on the floor near the 
SW corner, take it and make it back to the Elevator Corridor.

ELEVATOR CORRIDOR

Push the switch near the elevator to activate it. Rebecca will join 
you and you'll take the elevator down.

CORRIDOR B4

Learn the truth about this whole mess and watch Wesker shoot Rebecca. 
Then he will force you into the Tyrant Lab.

TYRANT LAB

Chris makes the only clever things he's done from the beginning of 
this horrible night: he laughs at the sight of the Tyrant. Wesker 
gets pissed and lets the monster loose so that it can kill Chris, but 
the Tyrant is VERY stupid and kills its boss. Now just take some 
distance and shoot it and it will go down in no time. Get out.

CORRIDOR B4

Beckie's alive! Well, she appears to be smarter than every other 
S.T.A.R.S. member... ^_^. She will go and activate the triggering 
system. You go to the Prison instead.

PRISON

Rescue Jill and go back to floor B1. Enter the Heliport Passage.

HELIPORT PASSAGE

When you put the battery in place, the speakers announce the imminent 
detonation. Jill and Rebecca will take care of the monsters while 
Chris goes and calls "chickenheart" Brad.

HELIPORT

Pick up the FLARE from the nearby box. You can use it anywhere, but 
it's best to use it on the H painted on the floor. You'll see Brad's 
helicopter fly overhead, but after a moment there will be an 
explosion and the Tyrant will burst through the floor and come at 
you.

This battle is quite hard. If you are too far from it, it will charge 
you and swipe at you with its claw. This attack is incredibly 
powerful, and it's even more if you get knocked against a wall. 
Therefore, it's best not to take too much distance from the monster. 
Check your health every time you're hit and shoot when you can, or 
just survive until the timer reaches 00'30". At that point, or if 
you've done enough damage, Brad will drop a ROCKET LAUNCHER on the 
big H on the floor. Take it and kill the Tyrant. If you miss with all 
four rockets (which I SERIOUSLY doubt), you're dead. If you kill the 
monster, you've completed the game. 

=====================================================================
9. MAPS
=====================================================================

----------
MANSION 1F
----------

                                      ____
                                    _|    |
                                   | |27  |
                                   | /____|
                                   | |    ___
                                   | |   | |||
 ______________                    | |   |13 |
|         | 20 |_____              | |___|   |       ______ 
|    ____ \  ______  |             | | | | |\|______|____ 9|
|   | 18|/| |/| |21/_|             |_\ | | |_|  __  |  10| |
|   |/__|_|  _| |____|               |  \ \ \  /15| |/___| |      
|       | | |        |_              | _11__/__|_\|___   /_|
|17     | \ |   4  __| |             |\          |    | 8|
|____|||| | |      |_| |             |    12     | 16 | _|
    | 3 |_|/|_____\__| |_____________|___________|____|\ |
    |___ __________/_30|             |      _____/    |  |
      | \              |             /  5  |_____| 24 |  |
      |       2        \             |_____|_    |/___|  |
      |                |      1      |        ___|_25_|  |
      |________________|             /  6    |     7     |
                       |             |_______/___________|
                       |_____________|

1  MAIN HALL 1F              11 DARK CORRIDOR
2  DINING ROOM               12 PAINTING GALLERY
3  SOFA CORRIDOR             13 STAIRWELL
4  PIANO BAR                 14 (BETWEEN 13, 11 & 15) STORAGE ROOM
5  GLOBE ROOM                15 TRAPROOM
6  STATUE ROOM               16 SHOTGUN ROOM
7  L-SHAPED CORRIDOR         17 WOODEN CORRIDOR
8  TWISTED CORRIDOR          18 INFIRMARY
9  PATIO                     19 (RIGHT OF 18) WEAPON ROOM
10 BATHROOM                  20 GREEN CORRIDOR

21 GREENHOUSE                26 COURTYARD PASSAGE
22 (RIGHT OF 19) TIGER ROOM  27 WAREHOUSE
23 (BELOW 19) KEEPER'S ROOM  28 STUDY
24 MIRROR ROOM               29 (BETWEEN 5 & 24)TOMBSTONE ROOM
25 CHANGE ROOM               30 ELEVATOR CORRIDOR    

                                

----------
MANSION 2F
----------

                                           
    ______     ____                        ___
   |__    |   |21  |                      |||6|
   |  |/| |___|___\|___               ______| |____________
   |24| | |   |      | |             |   \  _______ _____  |
 __|__\ | |22 |  20  \ |             | 12| |  8 /__\_7\ 9| |
|  ___  | |   |     _| |             |\__|\|____|     |__| |                      
| |___| | |   \    | 19|             |________11|     /   /|
|_____ 5| |___|____|_  |             |        | | 18  | 10 |
      | |_  23/_   |_| |__         __|    13  \ |     |____|
      |__\|___|_/______|  |       |  |        | |     |    |
      |2 ____________  | 1|_______|  |________| |_ _ _|    |
      | |            | \  _________  /_ __  ____| | |      |
      | |____________| | |         | | /_4|\|_  16\ |  17  |
      |________________| |         | |3| ||14 |_ _| |_     |
                       | |         | /_| ||_____/__15_/____|
                       |_|         |_|


1  MAIN HALL 2F                   13 ARMORS' ROOM
2  DINING ROOM 2F                 14 RICHARD'S ROOM
3  BALCONY PASSAGE                15 ATTIC PASSAGE
4  BALCONY                        16 CANDLE ROOM
5  NARROW CORRIDOR                17 ATTIC
6  CORRIDOR 2F                    18 PIANO ROOM
7  STAG ROOM                      19 ELEVATOR CORRIDOR 2F
8  BEDROOM                        20 MAIN LIBRARY
9  AQUARIUM ROOM                  21 SECRET STUDY
10 FIREPLACE ROOM                 22 MESSED UP LIBRARY
11 RED CORRIDOR                   23 MARBLE CORRIDOR
12 LIBRARY                        24 TROPHY ROOM
25 (Just right of 23) CLOSET



----------
MANSION B1
----------


                               ____
                              |1 __|  
                              | |
 _____________________________| |___
| \___4____|  __/_________________|||
|      | | | |    
|   3  |_| | |   
|__ _______| |___
 | \        2    |
 |_______________|


1 MAIN CORRIDOR B1
2 LARGE CORRIDOR B1
3 KITCHEN
4 ELEVATOR SHAFT



------
GARDEN
------

 _
| |
| |
| |
| |_______                 _______           
|_______ 4|             __|  _   _|__                  _______
        | |            | ___|_| |    |                |       |_____
        | |    _   /  _| |  | |2|____|                |___   5      |
        | |___| |_||_|  \|  |___  |                       |    __   |
        |_____\          |     _| |_                      |   |  |  |
              |_        _|    |  \  |                     |   |__|  |
                |   3  |      |_   _|                     |_________|
                |      |        | |
                |      |________|1|_
                |______|__________  |
                                  | |
                                  \_|



1 COURTYARD
2 POOL
3 WATERFALL COURTYARD
4 GUARDHOUSE PASSAGE
5 FOUNTAIN



-------------
GUARDHOUSE 1F
-------------

                   ______
        __________|      |__________
       |  3 |            |  | 9|  | |
 ______|__  |       5   _|  |\_| 8| |
|      | 4| |    |     |   _/_____| |________________
|   1  |__\\|____|     |  | 12 |    |11|   |         |
|       __     __/_____|  |____/    |/_| 10/    13   |
|___ __|  \ | |        |  |       7 \______|         |
    \  |  2 | |        |  /________________/_________|
       |____|\|________| 6|
            |_____________|


1 MAIN CORRIDOR                   8  DORMITORY 002    
2 BEDROOM                         9  BATHROOM 002
3 DORMITORY 001                   10 DORMITORY 003
4 BATHROOM 001                    11 BATHROOM 003
5 BAR                             12 CHEMICALS ROOM
6 LONG CORRIDOR                   13 FIREPLACE ROOM
7 WASP NEST ROOM



-------------
GUARDHOUSE B1
-------------

                  _
                 | |
                 | |_______
 ________________|_______ 1|
|  5 |              /    | |
|____/    ______  2 |    | |
 |   /   |      |   |  3 | |
 | 4 |   |______|   |____| |
 |___|   |      |   /______|
     |   |______|   |
     |              |
     |______________|


1 UNDERGROUND CORRIDOR
2 AQUARIUM
3 ROOTS ROOM
4 CONTROL ROOM
5 ARSENAL 



-----------
UNDERGROUND
-----------


                          _____
                         |  _ 1|     __________   _
                         | | | |    |   _\     |_| |
                         | | | |    |  | |__3  ____|
                         | | | |____|  |    | |
                         |\| |_\____ 2 |    | |
                  _______| |___     |  |   _| |
                 |  _______ 5 _|    |  |__|   |
                 |_|       | |      |____\__ \|
          __________   ____|\|____          | |
         |_   __   _| |           |  __     | |
         __| | _| |_  |     6     | | 8|    | |   _ 
        |10\_||  9  |_|_____/_____|_|_\|    | |__|4|
        |__|  |  ___\__________7_______|    |______|
              | |
              |_|


1 TYPEWRITER CORRIDOR                  6  SPIDERWEB ROOM
2 T-SHAPED CORRIDOR                    7  EMPTY CORRIDOR
3 SHAFT ROOM                           8  OFFICE
4 ENRICO'S CORRIDOR                    9  SECOND BOULDER CORRIDOR
5 FIRST BOULDER CORRIDOR               10 PRESSURE PLATE ROOM



------
LAB B1
------

 _______
|       |
|       |_______
|  20   \_____  |
|_______|     | |
              | |
              | |
              | |_____
              |__19_  |
                    | |
                    | |
                    | |
                    | |
                    | |              _____
                    | |_____________|     |
                    |_______________\  1  |
                                    |___  |
                                        |_|


1  ENTRANCE
19 HELIPORT PASSAGE
20 HELIPORT



------
LAB B2
------

 _____________
|_____    |   |
|     |   | 2 |
|     | 3 |___|
|  8  |       |
|_____|_______|


2 STORAGE BOX ROOM
3 STAIRWELL
8 VISUAL DATA ROOM



------
LAB B3
------


 ____      _
|   _|____| |______
| |\ |    | |      |
| |  |  9 | |  7  /|
| |__|/___| |____| |
|_\___5_ _\4 ____  |________
      | / | | 12 | |   |  __|
      |_6_| |__  | |11 | |13|
          |    |/| |/__| |  |
          |________\___10/__|
                       | |
                       | |
                    ___|\|__
                   |_14_  _ |
                     || ||_||
                    _|| | _\|
                   |__| || ||
                     ______||
                    | _15__ |
                   _||__  _||
                  |_____||_ |
                  |16_____ \|
                  | |_____| |
                  |_________|
 

4 GREAT CORRIDOR                       11 AUTOPSY ROOM
5 PASS CODE CORRIDOR                   12 MORGUE
6 JOHN'S ROOM                          13 GUARDPOST
7 COMPUTER ROOM                        14 FIRST POWER ROOM
9 LAB STOREROOM                        15 SECOND POWER ROOM
10 ELEVATOR CORRIDOR                   16 THIRD POWER ROOM



------
LAB B4
------

 ______
|17____|___
| |        |
|_|   18   |
| |_____   |
| |     |  |
| |     |  |
| |     |  |
| |     |  |
| |_____|  |
|   ____   |
|  |    |  |
|__|    |__|


17 CORRIDOR B4
18 TYRANT LAB

=====================================================================
10. ITEM LIST AND LOCATIONS
=====================================================================

 ___________________________________________________________________                         
|        ITEM       |       USE             |       LOCATION        |             
|-------------------------------------------------------------------|
|ARMOR KEY          |Unlocks locked doors   |Balcony, M             |          
|-------------------------------------------------------------------|                               
|BATTERY (FIRST)    |Activates elevator     |Secret Study, M        |
|                   |in the Garden          |                       |
|-------------------------------------------------------------------|
|BATTERY (SECOND)   |Activates elevator     |Third Power Room, L    |
|                   |to Heliport            |                       |
|-------------------------------------------------------------------|
|BAZOOKA            |Weapon                 |Balcony, M (Jill only) |
|-------------------------------------------------------------------|
|BLUE JEWEL         |Reveals Shield Key     |Dining Room 1F, M      | 
|                   |in Tiger Room          |(behind clock)         |
|-------------------------------------------------------------------|
|BROKEN SHOTGUN     |Replace with the       |Storage Room, M        |
|                   |Shotgun to avoid trap  |                       |
|                   |in Traproom            |                       |
|-------------------------------------------------------------------|
|CHEMICAL           |Stuns plant in the     |Patio, M               |
|                   |Greenhouse             |                       |
|-------------------------------------------------------------------|
|COLT PYTHON        |Weapon                 |Weapon Room, M         |
|-------------------------------------------------------------------|
|COMBAT KNIFE       |Weapon                 |Game start             |
|                   |Cut spiderwebs         |Spiderweb Room, U      |
|-------------------------------------------------------------------|
|C.ROOM KEY         |Unlocks C. Room in     |Plant 42 Room, GH      |
|                   |Guardhouse             |                       |
|-------------------------------------------------------------------|
|DOOM BOOK 1        |Contains Eagle Medal   |Messed Up Library, M   |
|                   |                       |(in secret alcove)     |
|-------------------------------------------------------------------|
|DOOM BOOK 2        |Contains Wolf Medal    |Second Boulder Corridor|
|                   |                       |U                      |
|-------------------------------------------------------------------|
|DORM. KEY 002      |Unlocks Dormitory      |Wasp Nest Room, GH     |
|                   |002 in Guardhouse      |                       |
|-------------------------------------------------------------------|
|DORM. KEY 003      |Unlocks Dormitory      |Bathroom 002, GH       |
|                   |003 in Guardhouse      |                       |
|-------------------------------------------------------------------|
|EAGLE MEDAL        |Unlocks Fountain       |Inside Doom Book 1     |
|                   |elevator               |                       |
|-------------------------------------------------------------------|
|EMBLEM             |Replace the Gold       |Armor's Room, M        |
|                   |Emblem in Music Room   |                       |
|-------------------------------------------------------------------|
|FLARE              |Calls Brad to Heliport |Heliport               |
|-------------------------------------------------------------------|
|GOLD EMBLEM        |Reveals Blue Jewel in  |Music Room, M          |
|                   |Dining Room 1F         |(in secret alcove)     |
|-------------------------------------------------------------------|
|HELMET KEY         |Unlocks doors          |Arsenal, GH            |
|-------------------------------------------------------------------|
|HEXAGONAL CRANK    |Moves walls in         |Enrico's Corridor, U   |
|                   |Underground            |(on Enrico's body)     |
|-------------------------------------------------------------------| 
|LAB KEY            |Unlocks Elevator       |Pressure Plate Room, U |
|                   |Corridor in Lab B3     |                       |
|-------------------------------------------------------------------|
|LIGHTER            |Lights fires and       |Bedroom, M             |
|                   |candles                |                       |
|-------------------------------------------------------------------|
|LOCKPICK           |Unlocks doors and      |Main Hall 1F, M        |
|                   |desks                  |(from Barry, Jill only)|
|-------------------------------------------------------------------|
|MAP OF DORMITORY   |Shows Dormitory        |Dormitory 002, GH      |
|                   |blueprints             |                       |
|-------------------------------------------------------------------|
|MAP OF FIRST FLOOR |Shows Mansion 1F       |Statue Room, M         |
|                   |blueprints             |                       |
|-------------------------------------------------------------------|
|MAP OF GARDEN      |Shows Garden blueprints|Courtyard, G           |
|-------------------------------------------------------------------|
|MAP OF SECOND FLOOR|Shows Mansion 2F       |Fireplace Room, M      |
|                   |blueprints             |                       |
|-------------------------------------------------------------------|
|MAP OF UNDERGROUND |Shows Underground      |Second Boulder         |
|                   |blueprints             |Corridor, U            |          
|-------------------------------------------------------------------|
|MO DISK 1          |Used to get a Pass Code|Study, M               |
|-------------------------------------------------------------------|
|MO DISK 2          |Used to get a Pass Code|Computer Room, L       |
|-------------------------------------------------------------------|
|MO DISK 3          |Used to get a Pass Code|Visual Data Room, L    |
|-------------------------------------------------------------------|
|MOON CREST         |Unlocks Garden         |Aquarium Room, M       |
|(FIRST HALF)       |                       |                       |
|-------------------------------------------------------------------|
|MOON CREST         |Unlocks Garden         |Attic, M               |
|(SECOND HALF)      |                       |                       |
|-------------------------------------------------------------------|
|MUSIC NOTES        |Open secret alcove     |Piano Bar, M           |
|                   |in Music Room          |                       |
|-------------------------------------------------------------------|
|RADIO              |Get calls from Brad    |Richard's Corridor, M  |
|                   |                       |or Piano Room, M (Jill)|   
|-------------------------------------------------------------------|
|RED BOOK           |Unlocks Plant 42       |Bar, GH                |
|                   |Room in Guardhouse     |                       |
|-------------------------------------------------------------------|
|RED JEWEL          |Reveals 3x Magnum      |Trophy Room, M         |
|                   |Rounds in Tiger Room   |                       |
|-------------------------------------------------------------------|
|SERUM              |Cures poison           |Infirmary, M           |
|-------------------------------------------------------------------|
|SHIELD KEY         |Unlocks Attic          |Tiger Room, M          |
|-------------------------------------------------------------------|
|SHOTGUN            |Weapon                 |Shotgun Room, M        |
|-------------------------------------------------------------------|
|SLIDES             |Show pictures of       |Stairwell, L           |
|                   |monsters               |                       |
|-------------------------------------------------------------------|
|SQUARE CRANK       |Hollows out the Pool   |Warehouse, M           |
|-------------------------------------------------------------------|
|STAR CREST         |Unlocks Garden         |Dining Room 1F, M      |
|                   |                       |(inside broken statue) |
|-------------------------------------------------------------------|
|SUN CREST          |Unlocks Garden         |Greenhouse, M          |
|-------------------------------------------------------------------|
|SWORD KEY          |Unlocks doors          |Candle Room, M (Chris) |
|-------------------------------------------------------------------|
|WIND CREST         |Unlocks Garden         |Painting Gallery, M    |
|-------------------------------------------------------------------|
|WOLF MEDAL         |Unlocks Fountain       |Inside Doom Book 2     |
|                   |elevator               |                       |
|___________________|_______________________|_______________________| 


M = Mansion
G = Garden
GH = Guardhouse
L = Lab

=====================================================================
11. FILES
=====================================================================

                      -------------------------
                             BOTANY BOOK
                      ~ About Medicinal Herbs ~
                      -------------------------
As you may know, there are many plants that have medicinal effects. 
Since ancient times, humans have been healing wounds and diseases 
using various plants.

In this book, we're going to sample three herbs that grow around the 
Raccoon Mountains and give their outlines as examples of those plants 
with medicinal properties.

Each herb has different colors and different effects as medical 
plants: the green one recovers physical strength, the blue one 
neutralizes natural toxins, while the red herb does not have any 
affect by itself. The red herb is only effective when it is mixed 
with other herbs

For example, if you mix this herb with the herb that recovers 
physical strength, the recovery effect will be tripled. By adjusting 
the amount and experimenting with these three herbs, you can create 
various kinds of medicines. But I'll leave the details in your hands, 
because that is the best way to acquire true knowledge.

WHERE IS IT? This file is found in the Library, on the second floor 
of the Mansion.

                            --------------
                            KEEPER'S DIARY
                            --------------
                             May 9, 1998
At night, we played Poker with Scott the guard, Alias and Steve the 
Researcher.
Steve was really lucky, but I think he was cheating. What a scumbag.

                             May 10, 1998
Today, a high ranking researcher asked me to take care of a new 
monster. It looks like a gorilla without any skin. They told me to 
feed them live food. When I threw in a pig, they were playing with 
it tearing off the pig's leg and pulling out the guts before they 
actually ate it. 

                             May 11, 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly. 
He was wearing a protection suit that looks like a space suit. He 
told me to put one on as well.
I heard there was an accident in the basement lab.
It's no wonder, those researchers never rest, even at night.

                             May 12, 1998
I've been wearing this annoying space suit since yesterday. My skin 
grows musty and feels very itchy.
By way of revenge, I didn't feed those dogs today.
Now I feel better.

                             May 13, 1998
I went to the medical room because my back is all swollen and feels 
itchy. They put a big bandage on my back and the doctor told me I did 
not need to wear the space suit any more.
I guess I can sleep well tonight.

                             May 14, 1998
When I woke up this morning, I found another blister on my foot. It 
was annoying and I ended up dragging my foot as I went to the dogs 
pen. They have been quiet since morning, which is very unusual. I 
found that some of them escaped.
I'll be in real trouble if some of the higher-ups find out.

                             May 15, 1998
Even though I didn't feel well, I decided to go see Nancy. It's my 
first day off in a long time. But I was stopped by the guard on the 
way out. They say the company has ordered that no one leaves the 
ground. I can't even make a phone call. What kind of joke is this?

                             May 16, 1998
I heard a researcher who tried to escape from this mansion was shot 
last night.
My entire body feels burning and itchy at night.
When I was scratching the swelling on my arm, a lump of rotten flesh 
dropped off.
What the hell is happening to me?

                             May 19, 1998
Fever gone but itchy.
Hungry and eat doggy food.
Itchy itchy Scott came.
Ugly face so killed him.            
Tasty.

                                  4
Itchy.
Tasty.

WHERE IS IT? This file is found on the desk in the Keeper's Room, on 
the first floor on the Mansion.

                          -----------------
                          RESEARCHER'S WILL
                          -----------------
My dear Alma, 
The fact that you have received this letter is both a joy and a 
sadness for me.
I could not even talk to you because of that guy in the sunglasses. 
Alma, be calm and read this.
I think I've told you that I moved to a pharmaceutical company's lab. 
They headhunted me.
Last month, there was an accident in the lab and the virus we were 
studying escaped.
All my colleagues who were infected by the virus are dead. To be 
accurate, they've become the living dead.
They still wander around. Some of them are knocking on my room door 
desperately right now. But there's no sign of intelligence in their 
eyes.
That cursed virus takes away all humanity from the human brain. Love, 
joy, sorrow, fear, humor... eternally.
And Alma, even the memories of the days I spent with you...
Yes, I'm infected.
I did everything I could, but I could only delay the progress by a 
few days.
The most frightening thing is, that I forget more about you by the 
day. So I chose a peaceful death, rather than become the living dead. 
Within an hour, I will have entered my eternal sleep. I do hope 
you'll understand my decision...
Goodbye and Forever Yours,
                                   Martin Crackhorn

WHERE IS IT? This file is found in the Aquarium Room, on the second 
floor of the Mansion. If Barry is here, or if you didn't come here 
quickly, you'll only be able to read from "Yes, I'm infected" on, 
because Barry will have torn the letter.

                           ---------------
                           PLANT 42 REPORT
                           ---------------
4 days have passed since the accident and the plant at point 42 is 
growing amazingly fast.

It has been affected by the T-Virus differently than the other plants 
have been and shows unique shape in addition to its size. Looking at 
the way it behaves, it is now difficult to determine what kind of 
plant it was originally.

There are two ways in which Plant 42 gathers nutrition. The first is 
through its root that reaches into the basement. Immediately after 
the accident, scientist went mad and broke the water tank in the 
basement. Now the basement is filled with water. It is easily 
imaginable that some chemical elements were blended in the water and 
promotes the incredibly fast growth of Plant 42.

Another part of Plant 42 from the basement grows through the duct and 
hangs down like so many bulbs from the ceiling of the first floor. 
Many vines come out of those bulbs and they are the second resource 
for its nutrition. 

Once sensing movement, Plant 42 shoots its vines around the prey and 
holds it. Then it starts sucking up blood, using the suckers located 
at the back of its vine.

It also has some intelligence. It blocks the door by twining its 
vines around it especially when it captures prey or is sleeping. 
Several staff members have already fallen victim to this.
 
                             May 21, 1998
                             Henry Sarton

WHERE IS IT? This file is found in Dormitory 002, in the Guardhouse.

                           ---------------
                           "V-JOLT" REPORT
                           ---------------
As I stated in the last report, there are some common features found 
in the cells of the plant infected by the Tyrant virus. We also have 
found another interesting fact through some experiments.
We found an element that destroys these plant cells rapidly in "UMB 
No.16", one of the series of UMB chemicals that we used for that 
experiment. We named this "UMB No.16" as "V-JOLT".
In our calculation it will take less than 5 seconds to destroy Plant 
42 if we put the "V-JOLT" directly on the root.
You need to mix some of the UMB series chemicals in a specific order 
to create a "V-JOLT". But the UMB series chemicals may generate a 
poisonous gas which is harmful to the human body. Extreme caution 
should be taken when handling these chemicals.
Following are the types of UMB series chemicals and their brief 
characteristics.
      UMB No.2 Red          NP-003 Purple
      UMB No.4 Green        Yellow-6 Yellow
      UMB No.7 White
      UMB No.13 Blue (stimulating smell)
      V-JOLT (UMB No.16) Brown

WHERE IS IT? This file is found in Dormitory Room 003, in the 
Guardhouse.

                             -----------
                             PASS NUMBER
                             -----------
                           Pass No. 8108310

WHERE IS IT? Barry will give this to Jill after lending her the 
second rope in the Piano Room on the second floor of the Mansion. 
Chris can't find it anywhere.

                                ------
                                ORDERS
                                ------
TOP SECRET July 22, 1998 2:13
To the Head of the Security Department
"X-Day" is approaching. Complete the following orders within the 
week.
1.	Lure members of S.T.A.R.S. into the lab and have them fight with
   the  B.O.W. in order to obtain data of actual battles.
 
2. Collect two embryos per B.O.W. type making sure to include all 
   species except for Tyrant.
3. Destroy the Arklay lab including all researchers and lab animals
   in a  manner which will seem accidental. 
                                White Umbrella

WHERE IS IT? This file is found in the Trophy Room, on the second 
floor of the Mansion.

                              ---------
                              SCRAPBOOK
                              ---------
                      RACCOON TIMES MAY 27, 1998
May 20. At around 10pm a 20-year old young woman's body was found by 
a passer-by on the left bank of Marble River in the Older District of 
Raccoon City.
Raccoon police assume it to be a grizzly or other animal's doing 
because there are teeth marks along her mutilated arms and left foot 
that show considerable power. Since she was wearing a hiking boot on 
her remaining foot, it has been determined that she was attacked in 
the Arklay Mountains and fell into the river. They are hurrying to 
identify this woman.

                     RACCOON WEEKLY JUNE 16, 1998
MONSTERS IN ARKLAY MOUNTAINS?
Some people claim they've seen monsters in the Arklay Mountains. The 
monsters are supposedly about the same size as large dogs and usually 
run in a pack as wolves do.
This may sound like a group of ordinary wild dogs, but these monsters 
are surprisingly fierce and hard to hurt.
They say these dogs won't bother unless you wake them, so you smart 
readers should stay out of the Arklay Mountains for the time being. 
But if you're looking for adventure, check it out! You wanna try?

                             RACOON TIMES
MYSTERY ON ARKLAY MOUNTAINS! MOUNTAIN ROAD BLOCKED
Due to excessive disasters in the Arklay Mountains, the city 
authorities have decided to block the road leading to the foothills.
At the same time, Raccoon police intend to begin the search for lost 
people with the help of S.T.A.R.S. team members. They expect great 
difficulty because of the vast size of the Arklay Mountains and the 
primeval forest that covers most of the area. Also people are still 
reporting sightings of grotesque monsters in the mountains.

WHERE IS IT? This file is found in the Main Library, on the second 
floor of the Mansion.

                         -------------------
                         RESEARCHER'S LETTER
                         -------------------
June 8, 1998
Dear Ada,
Ada, by the time you read this, I'll be something... different. 
Today's test turned out to be positive, just as I expected. I feel 
like going crazy when I think about becoming one of them.
Ada, you're not infected and I hope you will never be. In case you're 
the last one left, take the material in the Visual Data Room and go 
to the Power Room to operate the Triggering System before you escape. 
And make all this public through the media.
If everything is in order, all the locks can be opened by the 
security system. You can access the system if you log in with my name 
from the terminal in the small lab and enter the password. The 
password is your name. To unlock the door at B2 where the Visual Data 
Room is located, you'll need to access with our names first and then 
enter another password.
I've written the code below. I'm sure you'll understand it easily.
And this is my last hope - if you find me completely changed, please 
kill me yourself.
PASSWORD: 
          |\/|  /\  |\  |\/|
          |/\|  \/  |   |  |
          |  |  /\  |   |  |
                                       
                                        Yours, John

WHERE IS IT? This file is found in John's Room, on Lab B3.

                                 ---
                                 FAX
                                 ---
To: General Manager of Sanitation Division
From: Special Committee on Disasters Raccoon Special Research Dept.
This memorandum is strictly confidential and must be destroyed as 
soon as it is understood.
Regarding the "T-Virus" outbreak which occurred recently, this 
Committee conducted a field survey. According to the results, 
estimates on the amount of damage caused by the accident are 
considerably greater than reported earlier.
First, although it is very difficult to obtain accurate data in terms 
of actual numbers, it is thought that more than half of the 
researchers died after exposure to the "T-Virus". The body count will 
almost likely increase since nearly all of the survivors show 
symptoms peculiar to the "T-Virus". Second, our security system is 
still in operation. However, our special security guard squad has 
been  nearly destroyed.  Because of that, research information 
considered by our company to be top secret has been made available to 
outsiders. Counter-measures should be taken as soon as possible. 
Finally, many of the "subjects" from the experiments have escaped and 
are out of control. We believe that some of the researchers were 
killed by these "subjects" and their bodies were mutilated.
By a curious coincidence, these events are proof of the success of 
our research. However, there is also a very high risk that this news 
may be leaked to the press if we don't act immediately. 
The condition is very serious. Our operation to cover-up the 
situation is difficult to attain, however we hope the problem will be 
solved quickly.
We are especially concerned that the State Police and S.T.A.R.S. are 
intervening too quickly.
We need to act on this situation as well.

WHERE IS IT? This file is found in the Lab Storage Room, on Lab B3.

                             ------------
                             PASS CODE 01
                             ------------
"I swear by myself", declares the Lord, "that because you have done 
this and have not withheld your son, your only son,
(Genesis 22:16)

                             ------------
                             PASS CODE 02
                             ------------
I will surely bless you and make your descendants as numerous as the 
stars in the sky, and as the sand on the seashore.
Your descendants will take possession of the cities of their enemies,
(Genesis 22:17)

                             ------------
                             PASS CODE 03
                             ------------
and through your offspring all nations on earth will be blessed, 
because you have obeyed me."
(Genesis 22:18)

WHERE ARE THEY? These three files can be obtained using MO Disks in 
the pass code output machines on Lab B3.

                           ---------------
                           SECURITY SYSTEM
                           ---------------
                           BASEMENT LEVEL 1
HELICOPTER PORT
Executives and Government Officials only on helicopter port.
This restriction may not apply in case of an accident.

PASSAGE TO THE HELICOPTER
No one is allowed to enter unless they are attended by a Research 
Consultant or Security Director.
All others will be shot on sight.

ELEVATOR
The elevator stops during all emergencies.

                           BASEMENT LEVEL 2
VISUAL DATA ROOM
Visual Data Room is within the control of Special Research Division. 
Keith ArVing, the Room Manager, is designated to have jurisdiction 
over room usage.

                           BASEMENT LEVEL 3
PRISON
Sanitation Division controls the usage of the prison. Consultant 
Researchers (E. Smith, S. Ross, A. Wesker) must be present if virus 
is used.

TRIPLE LOCK DOOR
No one is allowed to enter unless he presents all pass code 
documents. Pass code documents must be created on the specialized 
output machine by the Chief Researcher of each block.

POWER ROOM
Only Headquarters Supervisors may enter. This restriction may not 
apply if the Consultant Researcher has received special instructions.

PASS-CODE OUTPUT MACHINE
No one is allowed to use the pass code output machine but the Chief 
Researchers.

                           BASEMENT LEVEL 4
TOP SECRET
Regarding the progress of "Tyrant" after the use of t-virus...
(Remaining document is unreadable)

WHERE IS IT? This file is found in the Visual Data Room, on Lab B2.


                                ------
                                SLIDES
                                ------
1.	"Umbrella Bio-Organic Weapon Official Report"
2.	"MA-39 Cerberus"
3.	"Fi-3 Neptune"
4.	"Ma-121 Hunter"
5.	"T-002 Tyrant"
6.	(missing)
7.	"Bio-Weapon Research Institute. R and D staff"

WHERE IS IT? The Slides are found at the Stairwell, on Lab B2.


                           ---------------
                           BARRY'S PICTURE
                           ---------------
Something is written on the back of the picture.
"My dearest Moira and Poly.
I hope you will grow up to be a strong and beautiful woman and help 
to cheer up mother.
Your father will watching you all from heaven.
                                    Dad"

WHERE IS IT? A dying Barry will give this to Jill in the Storage Box 
Room on Lab B2, or in the Typewriter Corridor in the Underground.

=====================================================================
12. ENDINGS AND SECRETS
=====================================================================

--------------
JILL'S ENDINGS
--------------

GOOD+ : Barry and Chris alive, Tyrant defeated, mansion destroyed. 
HOW TO OBTAIN: rescue Chris, always trust Barry.

GOOD: Barry alive, Chris unknown, Tyrant defeated, mansion destroyed.
HOW TO OBTAIN: always trust Barry, don't rescue Chris.

BAD+ : Chris alive, Barry dead, Tyrant alive, mansion not destroyed.
HOW TO OBTAIN: rescue Chris, don't always trust Barry.

BAD: Jill alone. Chris unknown, Barry dead, Tyrant alive, mansion not 
destroyed.  
HOW TO OBTAIN: don't rescue Chris, don't always trust Barry.


--------------
CHRIS' ENDINGS
--------------

GOOD+ : Jill and Rebecca alive, Tyrant defeated, mansion destroyed.
HOW TO OBTAIN: rescue Jill, protect Rebecca.

GOOD: Rebecca alive, Jill unknown, Tyrant defeated, mansion 
destroyed.
HOW TO OBTAIN: don't rescue Jill, protect Rebecca.

BAD+ : Jill alive, Rebecca dead, Tyrant alive, mansion not destroyed.
HOW TO OBTAIN: rescue Jill, fail to protect Rebecca.

BAD: Chris alone. Jill unknown, Rebecca dead, Tyrant alive, mansion 
not destroyed.
HOW TO OBTAIN: don't rescue Jill, fail to protect Rebecca.


--------------------------
JILL'S ADVENTURE VARIABLES
--------------------------

- If you don't wait for Barry to drop a second rope in the Tombstone 
Room, you will not meet him in the Underground and he will die at the 
end of the game.

- The underground encounter with Barry will affect the ending. If you 
don't want him to come with you, and you don't want to remain where 
you are, he will die unless you follow him when you hear him firing. 
You'll find him dying in the Typewriter Corridor. If you refuse his 
help and remain where you are, he will die at the end of the game. If 
you go with him and have him go first, but you don't follow him when 
you hear him firing, he will die at the end if the game. 

- If Barry doesn't knock out Wesker outside the Tyrant Lab, Wesker 
will be killed by the Tyrant and you'll need the key he drops to 
rescue Chris. Nobody will activate the triggering system.


--------------------------
CHRIS' ADVENTURE VARIABLES
--------------------------

- If you meet Rebecca in the Infirmary, when you leave she will ask 
you whether you want her to come with you or not. If you say "Yes", 
you will be able to control her to get the Serum when Chris is 
poisoned, and to make the V-Jolt. She will also be safe throughout 
the whole adventure. Should you answer "No", Rebecca will remain in 
the Infirmary while you roam the place (however, she will rescue you 
when you're poisoned by Yawn and Will come in when you need somebody 
to play the piano). When you get back from the Guardhouse, Chris will 
worry about Rebecca since she's alone in the house with the hunters. 
Therefore, when you go to the Infirmary, a hunter will be attacking 
Rebecca under the stairs in the Wooden Corridor. If you witness this 
scene and don't save her, but leave the room, she will be killed by 
the hunter and Chris will get VERY sad about this.

- If you don't deliver the Serum to Richard in time, and you don't 
meet Rebecca in the Guardhouse, she will be attacked by a hunter in 
the Library where you found the Botany Book. Again, if you see this 
and do nothing to save her, she will get killed by the hunter.

- If Rebecca dies, you'll need Wesker's key to free Jill from the 
Prison. The triggering system won't be activated.


-----------------------------
THE PASSWORD FOR THE COMPUTER
-----------------------------
"MOLE"


-----------------
HERB MIXING GUIDE
-----------------
Green: recovers some energy
Blue: cures Poison status
Red: no effect
Green + Green: 2x recovery effect
Green + Blue: recovers energy and cures Poison status
Green + Red: replenishes all energy
Green + Green + Green: replenishes all energy
Green + Green + Blue: 2x recovery effect and cures Poison status
Green + Red + Blue: replenishes all energy and cures poison status


-----------------------
TO MAKE THE GAME EASIER
-----------------------
At the start screen, highlight "ADVANCED" and hold Right on the D-Pad 
for a few seconds. The word "ADVANCED" will turn green and all Ink 
Ribbons and ammo will be doubled.


----------------
INFINITE WEAPONS
----------------
ROCKET LAUNCHER: finish the game in less than three hours. After the 
credits, a rocket will shoot across the screen. Save and start a new 
game with that save and you'll have the infinite rocket launcher. The 
only enemy it doesn't work against is Plant 42.

MAGNUM: finish the game with the GOOD+ ending, save and restart. You 
will have the infinite magnum.


---------------------
BONUS RANKING SCREENS 
---------------------
Finish the game in under one and a half hours to see them.   

=====================================================================
13. DIFFERENCES WITH THE STANDARD VERSION
=====================================================================

- There are more monsters: Jill encounters about the same number of 
monsters Chris encountered in the Standard version, and they're 
stronger and tougher.

- The Beretta has been redrawn. It's similar to the Colt Python, and 
it sometimes has the same effect (but only against zombies).

- Almost all key items have been relocated, making the game more 
straightforward but forcing you to visit many of the previously 
optional areas. The monsters have been relocated too - they are 
sometimes found in slightly different spots in the rooms.

- There are many new camera angles, and they're often better than the 
original ones, not only to look at, but to see monsters and have a 
better overall look at the elements of the puzzles.

- The mirror in the Mirror Room is on the opposite wall.

- There's a new costume for each character - that's the one they wear 
at the beginning of the game.

- The previews said that the cut FMVs would have been restored. These 
should have included a fully colored and much gorier intro, showing 
the mutilated lifeless body of Joseph Frost, and the head of Kenneth 
J. Sullivan munched by the first zombie. This didn't happen tough. 
The FMVs are just the same they were in the original Resident Evil.
 
- Each Ink Ribbon is worth three saves instead of two, like in the 
Japanese version (Bio Hazard). 

=====================================================================
14. MY PERSONAL TOUGHTS ABOUT THE GAME
=====================================================================

Many people complained about RE:DC being a mere commercial operation 
that induced lots of people to buy the same game just to take a look 
at the RE2 demo. I have to admit I bought the game more for that 
reason than to see the Director's Cut version. But when I played it, 
I found that it was still a great game, maybe even better than the 
original. New costumes, better graphics, new camera angles and a 
better disposition of the items throughout the whole place, which 
made it less frustrating to go around. Of course the difficulty level 
gets sometimes a bit too high, but that adds challenge to a game that 
was maybe too easy when playing as Jill. The only thing that really 
disappointed me was the absence of the censored FMV sequences - after 
watching the intro, I strongly felt like throwing the CD out of the 
window, but somehow managed to go on playing, and the rest was just 
fine.

I think this game has the best atmosphere among all the Resident 
Evils appeared on the Playstation. That old mansion is the perfect 
setting for such a game, with its dark rooms and all those narrow 
spaces. In RE2&3, avoiding fight is almost always possible - here, 
you'll nearly never have that opportunity. In RE2, I only got really 
scared when I was playing to get an A rank and got hit when I didn't 
expect to - that's playing for survival, not for fun! Of course, that 
game offered some really scary moments, but the atmosphere of the 
original game is more like Silent Hill's than that of the sequels. 
The only disappointing thing for male players may be Jill - look at 
her in RE3 and you'll understand why... Another weak point of the 
series lies in the dialogues - RE3 is an improvement, but the first 
two episodes really suck when it comes to those chitchat scenes, and 
the original is undoubtedly the worst because the voices are just as 
terrible, especially Jill's. 

Another strong point of this game is its replay value. Unlike the 
sequels, which always offered some clearly different choices about 
what to do at certain points (RE3:Nemesis) or just straightforward 
adventures playable by different characters with different starting 
situations (RE2), the original Resident Evil provides four different 
endings for each of the two characters, along with unpredictable 
outcomes depending on the choices you made and, probably, on an 
unknown time factor. There are players who never witnessed the scene 
in which Rebecca is cornered by a hunter simply because they 
completed the guardhouse very quickly. The choices you make during 
the adventure, the actions you perform at its beginning (see Jill's 
walkthrough), your success or failure in the Serum mission, the time 
it takes you to reach certain rooms, the files you do or don't read, 
your trust in the supporting character, and probably many others are 
the variables that could change your current game, triggering or 
locking some events you may or may not be able to witness in future 
games. Even if there are four endings, the way you get each one is 
hardly ever the same. This adds a lot to the replay value, but can 
eventually make the game quite boring to play through (but I find 
this game to be always exciting, even if I know it by heart. The only 
part I always find boring is the return to the mansion).

Some people reviewed the Director's Cut edition saying that is the 
"true" Resident Evil. To be honest, there are many details that could 
sustain such an affirmation. The new camera angles are, in many 
cases, better than the original ones; one of the Crests is split into 
two parts, which is a good idea since one half is found in the 
snake's lair; the Blue Jewel is hidden behind the clock, which is a 
MUCH better place to hide a jewel; the Armor Key has been replaced by 
a Crest, which fits its new location just perfectly; the Colt Python 
is found in a room where it would be just logical to find a revolver; 
the Chemical is found near some plants; you need no Special Keys to 
open a room where you can change your outfit (it was SUCH a stupid 
bonus, wasn't it?); Wesker is shooting something more concrete than 
before when you meet him in the Guardhouse; Chris is more likely to 
meet Rebecca near Richard, which is more logical (why should she be 
hiding in a room, waiting for a help that may never come?); the Doom 
Book 1 is found in a library (well, the study was already a good 
place, but not as hidden); the Hex Crank is held by Enrico (if the 
murderer had lost it while running away, how could he have reached 
the lab?); and the battery needed to activate the final elevator is 
in a better place.

However, there are still some details that deny that theory:
- The wooden Emblem should have been kept where it was.
- The Sword and Armor Keys are found in stupid places, especially the 
former.
- The living Forest on the Balcony is a nice surprise, but makes the 
story a bit weird (where are the crows? Why is he the only Bravo team 
resurrected member?).
- Statues are there to hold jewels in their hands! I mean, think of 
RE2! What's that Crest doing in the statue's hand? That's ridiculous! 
It ruins the series' continuity! :).
- There are three holes in the Main Corridor of the Guardhouse, and 
only one statue... 
- Why is the Hex Crank in Enrico's hands?
- Why is the first Battery in a secret study?
- You can't see the Heliport from that secret study... how could you 
ever hope to find a way outta here?
- Where are those damn missing cut scenes? The game is not the same 
without them! Why on Earth should the Japanese always play easier, 
but cooler and more violent games whose packages are packed full of 
music CDs and colored booklets? What's wrong with that stuff? I mean, 
the violent, gory movies and TV series always come from the U.S., so 
why is censorship applied to videogames? Children use to play war 
MUCH before they're old enough to use a PSX joypad! (You know, the 
fact that makes me so mad is that we Europeans always put our hands 
on a version of the games that's the PAL version of the U.S. game, so 
we have to play what America wants us to play...  as if those black 
lines at the edges of the screen and the lower speed weren't 
enough... and since 1998 we also have to deal with terrible 
translations... man, what a mess! Can't Japanese people drop that 
weird writing of theirs and start making full-English games? That 
would make things a LOT easier, I tell you!).
All in all, I can't really say which of the two versions is the 
"real" Resident Evil - I like them both very much. 

One thing that always keeps me wondering is the following: which one 
is the "real" plot of RE? You know, in RE2 the Claire A/Leon B 
combination has been proved to be the more logical of the two. If we 
want to find the best storyline of the first game, I'd say it is 
Jill's. Barry Burton is a better supporting character than Rebecca 
Chambers, and he is much more involved in the story than she is. In 
Chris's scenario, Barry is never seen, but we can't just wipe out the 
whole story about his family and his forced collaboration with Albert 
Wesker. On the other hand, Rebecca is very young and she does very 
few things, so it could be possible that the Bravo team didn't take 
her with them on a mission which wasn't supposed to uncover such a 
great threat. We must also note that Wesker is well armed, while 
Chris has only a knife, so he could have been very easily overwhelmed 
by his team leader and imprisoned in the lab, especially if we think 
that Chris probably arrived at the mansion later, tired after the 
escape, while Jill and Barry were checking the Dining Room. Anyway, 
it is also true that it would be strange if Wesker tried to blow the 
whole place up without moving the Tyrant to a safer place, and he 
can't be sure that Jill and Barry destroyed the monster, so why 
should he activate the triggering system instead of trying to kill 
them? It's hard to say which of the two stories sounds better.  

The only thing I'm sure of is that this is the only game deserving 
its name, and that the sequels should have different titles. This is 
Resident Evil, the others are Bio Hazard.

=====================================================================
15. CREDITS
=====================================================================

CAPCOM Co., Ltd.: they started the survival horror craze with this 
immortal masterpiece, and are going on with it with great passion.

SONY Computer Entertainment: they provided the hardware to run this 
game.

CJayC at GameFAQs: he posted my FAQ.

Dan Birlew: he wrote the best Resident Evil FAQ available at Game 
FAQs, which helped me find all the possible ways through the game and 
provided the Files section which saved me some time. Its Secrets 
section also informed me about things I would never have had the will 
to discover by myself. He's probably the best Resident Evil fan and 
player out there, check out his plot analysis of RE (and maybe of 
Silent Hill, if you like the game) for it deserves general attention.

Vincent Merken and Mark Kim: they provided great FAQs for the 
Standard version, which also helped me to understand Chris' adventure 
variables.

Me: I wrote this.

You: you read this (maybe).

