 _____           _     _            _     ______     _ _ 
|  __ \         (_)   | |          | |   |  ____|   (_) |
| |__) |___  ___ _  __| | ___ _ __ | |_  | |____   ___| |
|  _  // _ \/ __| |/ _` |/ _ \ '_ \| __| |  __\ \ / / | |
| | \ \  __/\__ \ | (_| |  __/ | | | |_  | |___\ V /| | |
|_|  \_\___||___/_|\__,_|\___|_| |_|\__| |______\_/ |_|_|
                                                         
                                                         
  _____          _      __      __                  _           
 / ____|        | |     \ \    / /                 (_)          
| |     ___   __| | ___(_) \  / /__ _ __ ___  _ __  _  ___ __ _ 
| |    / _ \ / _` |/ _ \  \ \/ / _ \ '__/ _ \| '_ \| |/ __/ _` |
| |___| (_) | (_| |  __/_  \  /  __/ | | (_) | | | | | (_| (_| |
 \_____\___/ \__,_|\___(_)  \/ \___|_|  \___/|_| |_|_|\___\__,_|


		   By Ben DuPree; Wroth@dodgerstats.com
                                        www.geocities.com/sirewroth

Sections of Resident Evil Guide: 

1.Version Notes
2.Legal Info
3.History of Resident Evil
4.Characters in Code: Veronica
5.Weaponry\Ammo(description too) in Code: Veronica
6.Enemies in Code: Veronica
7.Herb Mixing Guide 
8. Controls
9.Walkthrough, Disc 1
10.Walkthough, Disc 2
11.FAQ for Resident Evil Code: Veronica:  Disc 1
12.FAQ for Resident Evil Code: Veronica:  Disc 2
13.Battle Game Mini-FAQ
14.Full Walkthrough for Battle Game:  Albert Wesker
15.Information
16.Credits

-------------------------------------------------------------
			
			Section I:  Version Notes

Version 1.0:  The current version that will be released to GameFAQS. It contains 
all of the guide except the walkthrough for Disc 2 and the FAQ for Disc 2, which 
will come soon in update 1.1.

Version 1.1: This version includes the finished Battle game walkthrough for 
Albert Wesker. It also fixed some minor errors. Update 1.2 will include more of 
the second disc walkthrough. 

Version 1.2: This version includes a large portion of the start of the disc two 
walkthrough ( where Claire is in the arctic umbrella complex ). Update 1.3 will 
include the walkthrough until the start of Chris' game. 





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

			Section II:  Legal Info

This guide was created for my own personal use on my web site. THIS GUIDE MAY 
NOT BE USED AT ANY TIMES WITHOUT MY PERMISSION OR CONSENT. If you email me 
asking my permission, I will consider allowing you to post my guide on your 
page, but please, email me for permission first. Please do not steal this guide, 
I worked hard on it, you didn't.


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

		Section III:  A Brief History of Resident Evil

Resident Evil occurs in two places, Raccoon City, Oregon in Resident Evils one 
through three and on Umbrella's Ashford Island Prison\Artic Base in Code: 
Veronica.

Resident Evil 1:  Umbrella is conducting experiments in a remote mansion in the 
Arklay Mountains in the outskirts of Raccoon City. When strange disappearances 
occur in these
mountains, STARS, the special tactics and rescue squad of Raccoon City is sent 
to investigate. Bravo team is sent in first and their chopper crashes. Alpha 
team follows them that night with the objectives to find Bravo team and secure 
the mansion. Alpha team is stranded at the mansion when dogs attack and Brad 
takes off in the chopper. Chris Redfield and Jill Valentine with the help of 
Barry Burton and Rebecca Chambers succeed in destroying a Tyrant created by 
Albert Wesker, while Wesker escapes, and destroying the mansion. 

Resident Evil 2:  Umbrella will not be deterred by their losses at the mansion. 
While Chris, Jill, and Barry campaign on Umbrella's wrongdoing, they are 
condemned by Chief Irons. Irons says, since there is no evidence, there is no 
case. Chris goes off to Europe to investigate while Barry, Jill, and Brad stay 
behind. All the while Umbrella researchers in the city, under the control of 
William Birkin, head Umbrella researcher, are developing a "G-Virus" which will 
make the T-Virus which was released at the mansion like a baby. During this 
period, two new brave souls, Leon S. Kennedy and Claire Redfield ( Chris' Sister 
), will get caught up in the Umbrella situation. Leon and Claire both come to 
Raccoon city for their reasons, Leon to join the RPD and Claire to find her 
brother Chris whom she fears is in trouble. They both arrive at the same time 
and Leon saves Claire before their police car crashes and both are forced to 
flee into the police station. While there, they uncover a conspiracy in which 
Chief Brian Irons of the RPD had sold out to Umbrella to allow them to make 
dangerous chemicals below the RPD and throughout the city. William Birkin and 
his wife Annette try to deter Leon and Claire, with William having to inject 
experimental G-Virus into his system after he is shot up by Umbrella soldiers. 
William transforms and kills his wife, kills chief Irons, kills Ben Bartalucci ( 
a reporter who broke the story about Chief Irons), and is eventually killed by 
Leon and Claire as they escape.

Resident Evil 3:  Now Umbrella is really upset. After their efforts to evacuate 
the G-Virus from the city fail they send multiple UBCS units to the city to 
catalog and study the 
monsters they created from the leak and spread of the T-Virus. Meanwhile, the 
city is now starting to be overrun with the undead ( it is completely so in RE: 
2 ). Jill Valentine
, stuck in the city after trying to escape, must manage somehow to escape the 
city. Brad, who is also still in the city, is infected at this point with a 
special T-Virus and appears in RE: 2 as a super zombie. Umbrella, wanting to 
completely destroy the STARS unit now and sends in a special killing machine, 
Nemesis, to do the job. Jill runs throughout the city, trying to escape and 
dodge Nemesis at the same time. Meanwhile, one Umbrella UBCS unit, under the 
command of Mikhail, gets completely wiped out except for three people, Commander 
Mikhail, Lieutenant Nicolai, and Sgt. Carlos Oliveira. Jill meets up with these 
three survivors and tries to reach the clock tower, which is the landing point 
of the Umbrella UBCS evacuation helicopter. However during this period, Mikhail 
sacrifices himself to damage Nemesis and Nemesis proceeds to shoot down the UBCS 
chopper. Also it is learned how Nicolai is one of Umbrella's supervisors who 
helped destroy the unit to obtain information on how the monsters behave and 
their numbers. Jill also learns how the US is going to destroy Raccoon City to 
destroy the monsters. Eventually Nicolai is killed and Jill and Carlos escape in 
a chopper flown by Barry Burton. 

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

     Section IV:  Characters in Resident Evil Code: Veronica


Claire Redfield- The sister of Chris Redfield, Claire gets deeply involved in 
the politics and problems of Umbrella in Resident Evil Code: Veronica. After 
Resident Evil 2, after she escapes from Raccoon City, Oregon, with Leon S. 
Kennedy, she goes to Europe to search for her brother, Chris Redfield, who went 
to Europe to do battle with Umbrella. As she is searching for her brother in 
Umbrella's Paris facility, she is captured and sent to the Ashford Prison where 
she stars in Resident Evil Code: Veronica.

Chris Redfield- The brother of Claire Redfield, Chris goes to Europe to 
investigate Umbrella after Resident Evil 1 and the incident in the Arklay 
Mansion. After receiving an Email from Claire, he is informed of her situation 
in the Ashford Prison and goes to investigate. Being the STARS member that he 
is, Chris is deeply involved with Umbrella and his involvement in Resident Evil 
Code: Veronica only escalates the situation. 

Steve Burnside- Steve is the son of a former Umbrella official. He was put in 
prison on the island after his father, who sold Umbrella's secrets for money, is 
caught and shipped off to the Ashford Prison. After Wesker's force infiltrates 
the island and all hell breaks loose, Steve and Claire work together to escape 
the island. However he will not survive the arctic.

Alfred Ashford- The male heir of the Ashford Family, Alfred is left in charge of 
the family after his sister, Alexia, puts herself into a test tube at the arctic 
base to undergo tests. Alfred's plans for the T-Virus and experimentation are 
ruined when Wesker attacks the island and the T-Virus gets released. He is also 
suffering somewhat of an identity crisis, as he pretends to be his sister as he 
cannot run the operations without her.

Alexia Ashford-Alexia is the sister of Alfred and is in "cold storage" for many 
years after she puts herself into a test tube to perform experiments on herself. 
Being a genius, she is the brains behind the Ashford Family and it is she who is 
really running the family, not Alfred. She holds an experimental virus in her 
body, and that is why Wesker is after her.

Albert Wesker-A former captain of the STARS teams and umbrella researcher, 
Wesker escapes the mansion during Resident Evil 1 and leaves Umbrella's services 
for good. He is hired by an outside company during Code: Veronica, his mission 
being to capture and subdue Alexia for his superiors.

Rodrigo Juan Rival-The leader of the Third Security Unit at Umbrella's Paris 
office, Rodrigo escorts Jill to the Ashford Prison. After Wesker attacks, he is 
heavily wounded and lets Claire go free. He meets Chris before he is killed by a 
giant worm.

-------------------------------------------------------------
Section V:  Weaponry and Ammunition in Resident Evil         Code: Veronica(with 
description from game)

Combat Knife(This weapon is a veteran survivor's first choice)- The combat knife 
is the weapon you start the game with. It is the hardest weapon to use, as one 
cannot use it at range. However, compared to prior Resident Evil games, the 
combat knife is considerably more powerful and is extremely useful, as you can 
conserve ammo if you use it. A standard technique is to aim at the legs of 
zombies and enemies, which will knock them down if you hit enough. This weapon 
should only be used by veteran Resident Evil players.

M93R Italian Handgun(An Italian Handgun which uses 9mm x 19 rounds)- The handgun 
is the weapon which you will use the most in the first half of disk one, until 
you get the bowgun. Ammo is always in short supply for the handgun as there 
isn't much ammo to begin with and enemies are harder to kill with it in this 
game. You will always have the handgun with you until you get both the bowgun 
and the grenade launcher. You will hardly use it in disc 2, except with Chris 
before you get the shotgun. This weapon will always fire the same 9mm bullets. 
You can get custom automatic parts for this weapon, which transforms it into a 
weapon which can fire three shots per burst.

M-100P Hand Pistols(A semi-automatic pistol which as a large sized special 
magazine. This handgun enables precise rapid fire with little recoil)- These 
hand pistols are a gun which you will rely on during the majority of disc one 
when you are short on handgun rounds. You find this weapon towards the start of 
the game and you use it in short bursts of semi-automatic fire. This weapon 
carries a percent magazine (100%=Full) and can never be reloaded. 

Cross Bow Handgun(A powerful bow gun which is mainly used for hunting)- The bow 
gun will be your savior, as it was mine. During disc one, you will run out of 
handgun bullets and your M-100P will be almost out. At this point you will find 
the bowgun and use it for the majority of disc one and disc two with Claire. The 
bow gun uses small bow gun bolts, which you fire one at a time. Compared to 
previous Resident Evil games, the Bow Gun is less powerful, however you also 
have more round for it. Unlike the handgun, when firing at dogs and the such, 
you must aim down. This weapon uses either the traditional bolts or special 
powder rounds which act as explosive arrows.

M79 Grenade Launcher( This uses 40 mm rounds)- The grenade launcher is another 
weapon that will save your behind during the majority of disc two, both with 
Chris and Claire. This weapon is incredibly useful, as it is powerful and comes 
in many different flavors. You can either use traditional grenade rounds(which 
fire short but are powerful), flame rounds (which fire a flame burst at the 
enemy), Acid rounds(which fires an acid shot at the enemy), and new special BOW 
gas rounds (which fires anti-BOW gas rounds, however there are only 3 shots of 
this in the entire game). When you get it, save this weapon as you will need it 
more later on, trust me.

AK47 Assault Rifle(It uses 7.62mm bullets)- This weapon you will pick up with 
Claire in disc two. Although the rounds are used quickly and it is rather weak, 
there is a lot of this weapon as it is a percent weapon(100%=Full). This weapon 
is incredibly useful and you will rely on it as Claire when you want to save 
your grenade rounds(which I recommend you do). You start this weapon with a full 
clip and later you will find a clip that is half filled(50%) to replenish it.

Glock 17 Handgun(A large size handgun that uses 9mm x 19 rounds)- This handgun 
is used by Chris in his scenario. It is the same as the M93R except it holds 
fewer rounds per clip. You can never upgrade it.

SPAS 12 Shotgun(A combat shotgun developed for military use. It uses 12 gauge 
shells)- The shotgun is the most versatile weapon in Resident Evil Code: 
Veronica. You can acquire many rounds for it and it is extremely powerful as if 
aimed right, it can decapitate a zombie in one shot, plus it can also hit 
multiple targets with one round. You find the shotgun with Chris and he will use 
it throughout the majority of his scenario.

Colt Python(An American gun. It uses 357 magnum rounds)- The magnum is the most 
powerful weapon in all Resident Evil games. You will use this weapon exclusively 
with Chris. Overall, you will find very few magnum rounds for your magnum, you 
will only use it twice in the game, to fight Alexia both times. This gun kills 
all non-boss creatures in one shot.

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

	Section VI:  Enemies in Resident Evil Code: Veronica.

Zombie- The traditional enemy of the Resident Evil series, the zombie in Code: 
Veronica comes in many different flavors, or appears as many different types of 
zombies such as soldiers, workers, guards, etc.. The zombie in Code: Veronica 
has gained some might, as it is much more difficult to kill then it was in 
previous Resident Evil games. I recommend using either a handgun or bow gun.

Zombie Dogs- Another traditional enemy of the Resident Evil series, zombie dogs 
make yet another appearance in Code: Veronica. Appearing in their usual groups 
of two or three dogs, these enemies are not hard to kill, they are only annoying 
as they are very fast and jump at you. Use the handgun to kill them, one shot at 
a time, any other weapon is a waste of ammo.

Mutated Bats- A new enemy to the Resident Evil series, the bats replace the 
crow. Bats will be your nightmare in Code: Veronica, as the simply wont get 
shot. They move quickly, fly high in rooms, and are very hard to shoot. One shot 
of the handgun will kill them, but usually they are not worth the effort as they 
are hard to hit, dont waste the ammo.

Bandersnatches- Yet another new enemy to the Resident Evil series, 
bandersnatches are a cool new enemy which are very annoying. Bandersnatches are 
large, mutated enemies which only have one arm which can reach a very long 
distance. These enemies either will hit you long range with their arm, hit you 
short range, or use their arm to pull themselves closer to your character. Use 
either bow gun rounds or grenade rounds to kill them, as they simply dont die 
with the handgun.

Hunters- Yes, hunters are also in Code: Veronica. These famous creatures make an 
appearance in this game as pawns to Wesker, who controls them. They are very 
powerful as their swipes do a lot of damage and they can decapitate you(instant 
kill), if you are in caution or worse. They can jump swipe at you if you are at 
range. Hunters are very fast so be prepared when you see one. Use only shotgun 
rounds or grenade rounds, as anything else is virtually suicide.

Sweepers- These enemies are the deadliest non-boss enemies in any Resident Evil 
game. Sweepers are poison hunters who have a good chance to poison you if they 
hit. Use the same tactics to kill them and be sure to have many blue herbs 
present.

Moths- Making their second appearance in a Resident Evil game, or their first 
since Resident Evil 2, moths return as an annoying, yet easy to kill enemy. 
Moths will do two things, they either fly above you and spread poison, poisoning 
you, or they attach to your back and implant a larvae on you which, when it 
awakens, will do slight damage to you and will poison you. Moths have about a 50 
percent chance of the larvae awakening. Use the handgun to kill them, as one or 
two shots will do it.

Spiders- Spiders are back in Code: Veronica and are more annoying and more 
powerful then in previous Resident Evil games. Spiders will attack you by 
gathering you in close and biting you or spraying you with poison, either way 
you will need a blue herb as they will poison you if they hurt you. Avoid 
spiders at all costs and only fight them if you 
must. Use no less then a shotgun when you fight them. When spiders die, they 
release little spiders, which attack you.

Wasps- New to Resident Evil, wasps appear in the arctic base in Code: Veronica. 
Wasps are more annoying then they are harmful, as they do very little damage but 
they do attack you. Simply ignore them or squash them.

Tentacle- A giant tentacle which attacks you in the arctic base is an annoying 
enemy in Code: Veronica. You cannot pass the tentacle until it dies, so either 
use the bow gun or an automatic weapon to kill it.

All Bosses will be talked about in the walkthrough.

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

		Section VII:  Herb Mixing Guide

Resident Evil has a unique health replenishing system, herbs. Using three 
different types of herbs, separated by their color, the player can heal 
themselves and cure themselves of different conditions. The color of these herbs 
are red, green, and blue. Now onto the mixing guide: 

Green Herb- The basic herb for any Resident Evil series, it can be combined with 
any other herb. Used alone it heals 25% of your health.

Red Herb- This is the additive herb, as it enhances the green herb. It cannot be 
used alone, however it can be combined with other herbs. Red herbs cannot be 
combined with each other.

Blue Herb- This herb is the most useful herb in the game, and thus is in short 
supply. The blue herb, as in all other Resident Evil games, cures poison. It can 
be combined with other herbs but cannot be directly mixed with another blue herb 
or a red herb.

Two Green Herbs- When you mix two green herbs, you get a product that heals 50% 
of your health.

One Green and One Blue Herb- When you mix a green and blue herb, you get a mix 
that heals 25% of your health and cures poison.

One Green and One Red Herb- When you mix a green and the enhancing red herb, you 
get a mix that heals you fully (100%)

Two Green and One Blue Herbs- When you mix two green herbs and one blue herb, 
the resulting mix heals 50% of your health and cures poison.

Three Green Herbs- When you mix three of the green herbs, you get a mix that 
heals you fully(100%)

One Green, One Blue, and One Red Herb- When you mix all three basic herbs you 
get the ultimate mix. This herb mix heals you fully(100%) and cures your poison.

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

		    Section VIII:  Controls

Start- Go to the options screen
Analog Control Stick- Move character
Directional pad- Move character
Yellow X-Button- Fire Weapon/Search Area
Red A-Button- Run/Cancel
Blue B-Button- Access inventory/Cancel
Green Y-Button- Access map
Back Right Button- Aim
Back Left Button- Switch Target

-------------------------------------------------------------
		Section IX:  Walkthrough, Disc One

Resident Evil Code: Veronica takes place in two locations, on the Ashford Family 
Island/Umbrella Prison and an Umbrella arctic base of operations. The game 
starts with Claire Redfield, who originally went to Raccoon city to find her 
brother, who she believed was in trouble, searching in Europe for him. We join 
her as she is searching the Paris bureau for her lost brother. She runs through 
the bureau and is caught by Rodrigo Rival, who escorts her to the Ashford family 
island/Umbrella prison. She is sitting in her cell when an explosion rocks the 
island and her cell is shaken up. At this point Rodrigo 
enters, badly wounded and approaches Claire. This is where our story 
begins..........

I will format this walkthrough in a location, objects in area, enemies in area, 
and what you do, example: 

Location:  Place     
Enemies: 2 Zombies
Items: 3 Items
Files:  Any files
Utilities:  Typewriter or Item box
To do:  Go left, right, up down and exit the room
Note:  I will only to tell you to save at certain special places, you can choose 
to save more or less then I suggest, for starters.


Now onto the walkthrough.......

-Location:  Jail Cell
Enemies:  None
Items:  Green Herb, Handgun Bullets, Combat Knife, lighter

To do:  After the cinema, you take contorl of Claire. You are in the Jail cell. 
Turn around and run to the back of the cell and grab the green herb. Proceed to 
equip the lighter, talk to Rodrigo, and exit the cell. Grab the bullets on the 
chair at the back of the room and grab the knife from on the table. Equip the 
knife and exit the room.

----Location:  Hallway with Typewriter---
Enemies:  None
Items:  Ink Ribbon(1), Handgun Bullets
Utilities:  Typewriter

To Do:  Grab the Ink Ribbon and save if you wish. Then grab the handgun bullets 
and follow the path to the exit.

----Location: Graveyard: 5 zombies---
Items:  None accessible yet(we will come back later for the briefcase)

To do:  As you enter the room, you notice a truck swimming in its own oil. Run 
around the graves and watch the cinema. Now run to the end of the room by 
hooking around the graves and avoiding the zombies if you can, you dont need to 
fight them now. The exit is past the fence and through the door.

----Location:  Central Yard W/Truck---
Enemies:  None Yet
Items:  Handgun

To Do:  Run into the room and you go through a scene where you meet Steve after 
he fires on you. After the scene, leave through the door directly to your 
left(the unlocked one you haven't been in yet!)

----Location:  Outside the prisoner bunk house----
Enemies:  None yet
Items:  Green Herb on the porch

To Do:  Grab the green herb on the porch after you climb the stairs. Proceed to 
enter the house through the door.

----Location:  Kitchen/Area inside the prisoner bunk house----
Enemies: 3 zombies
Items:  Prison area map, Green herb, Handgun Bullets

To Do:  Run into the room and kill the zombie behind you. Kill the oncoming one 
or two if you wish ( you can run by them if you want) and run around the table. 
Grab the handgun bullets on the shelf and the prison map in the kitchen alcove. 
Then go up the stairs in the room and grab the green herb on the table. Go 
through the door in this room that you haven't been in yet.

----Location:  Prisoner Bunk Room and Showers----
Enemies:  2 walking zombies, one crawling zombie
Items:  M-100P Hand Pistols(100%), Handgun Bullets(x2)
Files:  Prisoner's Diary

To Do:  Enter the room and grab the file, read it. Proceed to the end of the 
area and grab the handgun bullets on the shelf. Be ready to fight. As you grab 
the bullets, the window zombie breaks through and two more zombies emerge. Kill 
them all with your handgun. After the fight, grab the Hand Pistols that the 
window zombie left behind and run into the shower area. Grab the handgun bullets 
from in the final stall. Leave the room

----Location:  Bunk House Kitchen/Area----
Enemies:  A few new zombies
Items:  None

To do:  Leave the room as fast as possible, exiting the bunk house.

----Location:  Outside Bunk House----
Enemies:  None Yet
Items:  None

To Do:  Go around the bunk house and watch the scene. After the scene involving 
the dragged body, leave through the door around the other side of the bunk 
house, dont worry, we will unlock that fence that links the circuit around the 
bunk house later.

----Location:  Prison Area Outside Jail Cell----
Enemies: 3 accessible zombies, 4 non-accessible ones
Items:  None yet( later there will be one)

To do:  Enter the room. As you turn the corner, you will see a few zombies 
behind a fence, dont worry about them. Kill the three accessible zombies, ignore 
the others, walk past the trash bin, and leave the area through a new door at 
the end of this area( the shutter is locked so dont try to open it)

----Location:  Metal Detection Hall/Duplicator Room----
Enemies:  None Yet
Items:  First Aid Spray, Flame Rounds, BOW Gas Rounds
Files:  User's Manual

To Do:  As you enter, you will go through a metal detection station. You must 
drop all your metal items or the shutters will close and you must press the 
button before the detector to re-open them. Drop everything except the herbs in 
the box, we will get them back soon, and proceed through the hallway. At the end 
is a small room that has a duplicator, which we will eventually use. Pick up the 
first aid spray, BOW rounds, Flame rounds, and the User's Manual for the 
duplicator. Put the spray and two types of rounds in the security box on this 
side of the hallway(we will pick them up again later). Leave the area through 
the available door in the duplicator room.

----Location:  Security Operation HQ/Command Center for Prison----
Enemies:  None
Items:  Hawk Emblem, Ink Ribbon
Files:  Fax on the Facility Access Application
Utilities:  Typewriter

To Do:  Enter the room and grab the fax. As you round the corner, there is Steve 
again, you and he talk for a minute and then you send an email to Leon, 
describing the situation. After that, grab the hawk emblem which is in a drawer 
next to the CPU and grab the ink ribbon. Be sure to raise the level near the new 
door and exit the room the way you entered.

----Location:  Metal Detection Hall/Duplicator Room----
Items:  No new ones
Enemies:  None Yet

To Do:  Drop the emblem and the new ink ribbons in the security box on the 
duplicator's side of the hall and proceed through the hall. Grab your items once 
you reach the other security box and leave the hall altogether, we will be back 
shortly.

----Location:  Prison Area Outside Jail Cell----
Enemies: 4 zombies
Items:  Fire Extinguisher, Padlock Key

To Do:  Enter the room and go to the previously locked shutter, the lever has 
unlocked it. Open the shutter and you will see two zombies behind it, at which 
point the zombies in the cell break free and come at you. Kill them with either 
the gun or hand pistols and grab the Fire Extinguisher. Enter the previously 
closed cell and grab the padlock key from on the guillotine. Leave the area 
through the door which leads to the area outside the Prisoner Bunk.

----Location:  Outside the Prisoner Bunk----
Enemies:  2 zombie dogs
Items:  None

To Do:  As you enter the room, you do have the key to the padlock on the gate, 
but it must be opened from the other side. Proceed around the bunk house and you 
will meet up with two dogs. Try to get both on one side of use and use the 
pistol to kill them(remember, they are not able to be hurt while getting up, 
only while running at you). Unlock the gate from the other side and leave this 
area to go to the Central Courtyard that has a truck in it.

----Location:  Central Yard W/Truck----
Enemies:  Three zombies
Items:  none

To Do:  Run towards the door that leads to the graveyard( the one behind the 
head of the truck and not near where Steve was firing at you from). Ignore the 
zombies(run by them for now) and enter the graveyard.

----Location:  Graveyard----
Enemies: 4 zombies
Items:  Briefcase, TG-O1 Alloy
Files:  "TG-01" Product Description

To Do:  Enter the Graveyard and kill all the zombies inside of it. Proceed to 
the flaming truck and put out the fire with the extinguisher. Grab the briefcase 
and open it by cheking it and saying "yes" to pushing the button on the case. 
You will receive the alloy along with a file about the alloy. Now we will be 
going back to the duplicator. Leave the graveyard the way you entered.

----Location:  Central Yard W/Truck----
Enemies:  Three zombies
Items:  None
 
To Do:  Avoid the zombies and exit through the left door towards the Bunk area.

----Location:  Prisoner Outside Jail Cell----
Enemies:  None
Items:  None

To Do:  Run through this area and exit through the door to the Metal Detection 
Hall/Duplicator Room.

----Location: Metal Detection Hall/Duplicator Room----
Enemies: A few window crashing zombies
Items: Duplicated Hawk Emblem

To Do: Enter the hall and deposit your metal weaponry and items into the first 
security box. Proceed down the hallway towards the duplicator room, being sure 
to grab the Hawk Emblem from in the second duplicator box( the one closest to 
the duplicator). Approach the duplicator and press the activation switch on 
it(action button press on duplicator). Deposit the Hawk Emblem by using it in 
the duplicator. Go to the other side of the duplicator, away from the table, and 
put the alloy under the copier to copy to emblem into the alloy. After you 
create the Duplicated Hawk Emblem, grab it and the zombies will break through 
the windows. Run past them to the first security box and grab your stuff. Exit 
to the Outside Jail Cell.

----Location: Outside Jail Cell----
Enemies:  None
Items:  None

To Do: Go back through this room to the area outside the prison bunk.

----Location: Outside the Prison bunk----
Enemies:  None
Items:  None

To Do: Exit past the fence through the central yard with a truck in it(Where you 
met Steve).

----Location: Central Yard W/Truck----
Enemies: 3 zombies
Items:  None

To Do:  As you enter the room, zombies will be near. Kill them if you wish or 
simply run past them to the large gate to your right( as you enter). Put the 
duplicated hawk emblem in the gate and open it. Exit through the gate. 

----Location: Bridge----
Enemies:  None
Items: Green Herb(x2), Handgun Bullets

To Do:  Enter and run down the area. You will see that the bride has been cut in 
half so you must proceed by climbing down the mini-stairs and running along the 
side of the bridge. On the bridge's opposite side, grab the herbs and the 
bullets in the Jeep. Push the block over the patch of fire where you need to 
walk and proceed up the new stairs.

----Location: Link Between Mansion and Military Complex----
Enemies: 4 zombies
Items:  None

To Do:  Run past all the zombies straight ahead when you enter this room. Run 
straight away, between the fence and railing, and you will come to some stairs, 
climb them to leave the area.

----Location: Outside Mansion----
Enemies: 3 zombie dogs
Items: Navy Proof, Green Herb

To Do:  Enter this room and prepare for dogs. Kill all three and grab the navy 
proof in the area directly in front of the stairs( its in a little area jetting 
out). Climb the stairs, grab the green herb, and enter the mansion.

----Location: Mansion Lobby----
Enemies:  None yet
Items:  Handgun Bullets

To Do:  You will enter the mansion lobby and see a picture of Alfred Ashford in 
a short scene. Proceed down the stairs and grab the handgun bullets from on the 
desk in the center of the room, near the CPU. Climb the long flight of stairs to 
go near where the painting is. Make a right and climb a shorter set of stairs. 
Finally go follow the short path up the 2nd flight of stairs and enter the door.

----Location: Mansion Safe Room----
Enemies : None, ever
Items:  Ink Ribbon(3), Handgun Bullets, ID Card
Files:  Secretary's Note
Utilities:  Item Box and Typewriter

To Do: Finally, a safe haven. Grab the ink ribbon, handgun bullets, secretary's 
note, green herb, and push the cart to reveal an ID Card. Save the game. Exit 
the room the way you came in. 

----Location: Mansion Lobby----
Enemies:  None yet
Items:  No new ones

To Do:  Take the ID card, examine it, and read the identification code. Take 
this code and input in the computer, you have now the door behind and to the 
left of the console. Go into the bathroom, which is the area in the front left 
hand corner of this area.

----Location: Bathroom----
Enemies: A few bats
Items: First Aid Spray, Duralum Case, Handgun Bullets

To Do:  Enter the room and dispatch the bats by aiming up and firing mostly. 
Then pick up the Duralum case in the area opposite which you entered, pick up 
the first aid spray in the sink, and get the bullets from in the bathroom stall. 
Exit, go up to the safe room, drop off the case and whatever else, return to the 
lobby, and exit into the unlocked door which you just opened. 

----Location: Hallway off lobby----
Enemies: Four Zombies
Items: Handgun Bullets

To Do:  As you enter, two zombies were converge on you, with one shortly 
trailing. Kill all three and then turn to grab the bullets. Advance slowly, as 
beyond your view ( off to the right, behind the wall ) is another zombie. Kill 
it and enter the unlocked room straight ahead

----Location:  Display Room----
Enemies: None
Items: Handgun Bullets, Steering Wheel, Twin Golden Lugers ( you cant get them 
yet )

To Do:  Enter and pick up the bullets. Then proceed to push the switch below the 
ant on the wall to see a picture film. After watching the film, go next the 
secret area. Go into it, pick up the wheel, and leave. Then proceed to go to the 
front door. As you attempt to leave, you hear Steve's scream. Run back to the 
display room and you will figure out he is trapped in the room where the wheels 
and lugers were. Solve the puzzle on the area where the film was by correctly 
pressing the buttons on both guns. After this, Steve will emerge with his prize. 
Talk with him and leave the area. As you try to leave again, a scene with Alfred 
Ashford ensues in the lobby. After this, leave the mansion through the main 
doors. 

----Location: Outside Mansion----
Enemies: None
Items: None

To Do:  Go down the stairs, go to your right, and exit though the gate which you 
haven't been in before.

----Location: Semi-Dock----
Enemies: None
Items: Palace Map, Handgun Bullets

To Do:  After you emerge from the stairs, take the small path to the area behind 
the stairs. Pick up the map and bullets. Then go to the area right of the stairs 
and use the steering wheel on the octagonal hollow. Turn the wheel and go into 
the submarine

----Location:  Submarine----
Enemies:  None
Items:  Sidepack

To Do:  Enter the submarine. Pick up the Sidepack behind you and then proceed to 
activate the submarine at the control area in front of the stairs. After doing 
this, exit the submarine. You will now be in the airport.

----Location:  Outside of submarine----
Enemies:  None
Items:  None

To Do:  After exiting the submarine, proceed down the stairs and enter the door 
after walking down the long path of this room

----Location:  Junction\Security Room----
Enemies:  Three Zombies
Items:  Handgun Bullets, Ink Ribbon(3)

To Do: Enter the room and you will hear the moaning of these zombies. Proceed to 
the left hand area and kill the two zombies residing there. Pick up the bullets 
from on the sofa while you are at it also. Next to back around to the right and 
kill the zombie there. Proceed to continue down the right hand side, picking up 
an ink ribbon and exiting through the steel door. 

----Location:  Lower bridge----
Enemies:  None
Items: None

To Do:  Proceed across the bridge and exit through the door.

----Location:  Cargo room----
Enemies:  Four Walking Zombies, One Crawling Zombie
Items:  Bow Gun Arrow Pack(30), Biohazard Card

To Do:  Enter the room and proceed to go to your left and up the service 
elevator. Once at the top, go to your right and activate the control panel. 
Using the claw like device, grab the crate that is clearly visible by moving the 
claw up enough and then left enough. Once that is done, go down again and press 
the now reachable switch behind where the crate used to be. Once this is done, 
the lift in the center of the room will come up. On this lift are the five 
zombies I mentioned. Kill them all and then grab the bow gun arrows and 
biohazard card which are on the lift that just had the zombies on it. 

----Location:  Various----
Enemies: None
Items: None

To Do:  Leave the airport by leaving the cargo room, crossing the bridge, 
exiting back through the room that had a junction, and going back into the 
submarine. Re-activate the submarine and go back to the semi-dock.

----Location:  Semi-Dock----
Enemies: None
Items: None

To Do: Leave the dock by going up the stairs after using the wheel to reach the 
dock from the submarine.

----Location:  Outside Mansion----
Enemies:  None
Items:  None

To Do:  Either go back into the mansion and save or continue on. If you 
continue, go all the way down the path and exit through the gate on the left of 
the mansion stairs. 

----Location:  Link between mansion and military complex-----
Enemies:  Whatever zombies ( up to 4 ) that you didn't kill
Items:  None

To do:  Run down the path and when you reach the open area, turn to your right 
and proceed through the door. Watch out for any zombies you did not kill

----Location:  Outside Military Complex----
Enemies:  Giant Worm 
Items:  Various Munitions

To Do:  Dont take the time to grab any of the munitions ( shotgun shells, etc.. 
) as the worm will have you for lunch if you do. Instead, enter through the 
large door in the middle of the complex ( center of the area ). The far door and 
near elevator cannot be opened yet. 

----Location:  Entrance Area of military complex----
Enemies:  None
Items:  Red Herb, Bow Gun Bolts

To Do:  Enter this area and pick up the red herb off the bench right in front of 
you. Next, proceed to go to the phone stalls and pick up the bow gun bolts in 
the first booth. When you have collected both items, proceed to enter the wooden 
door opposite the phones.

----Location:  Laboratory with lockers----
Enemies:  Two standing zombies, One Zombie on the ground
Items:  Green Herb, Bow Gun Bolts, Map of Complex

To do:  As you enter, knife to death the zombie lying on the ground, its not too 
hard to do. Then get your gun out and kill the approaching zombie from off-
screen right. In this room, grab the green herb from where the zombie was on the 
ground, go to the blue switch and print the map off, and grab the bow gun bolts 
from off the lab table next to the glass window. If you wish, enter the locker 
area and kill the zombie. You will return to this area later. 

----Location:  Entrance of complex----
Enemies:  None
Items:  None

To Do:  Enter the far wooden door. Being sure to have your weapons ready. 

----Location:  Locker Room----
Enemies:  Four Zombies
Items:  Bow Gun Bolts ( x3 )

To Do:  Enter the room and shoot to kill the zombie near you. Proceed through 
the lockers till to reach a right turn. Either wait for the zombies or go to 
them, either way, be careful as there are three of them bunched together. Once 
all three zombies are dead, proceed to go through the locker area, being sure to 
get the bolts from the middle locker of the right side lockers, the bolts off 
the dead body near the exit, and the bolts from the set of lockers on the left 
wall of the spot where you fought the zombies. Proceed through the door after 
you have done everything in this room

----Location:  Bath----
Enemies:  Two Zombies
Items:  Key with Tag

To Do:  Enter the room and kill the zombie in the sauna, which is near the 
entrance of the room. Then proceed down the stairs and kill the zombie which you 
will see upon going down the stairs. Next, go into the large water-filled space 
and find the turntable valve. Turn the valve to shut the water off and then go 
to the thing that sparkles in the water and pick it up, it is a key. Leave the 
room and proceed to go back to the laboratory where you got the map and found 
some lockers.

----Location:  Laboratory with lockers----
Enemies:  Any zombies that you didn't kill ( up to 3 )
Items:  Bow Gun Powder

To Do:  After you enter the room, go into the back room, kill any zombies that 
you did not kill, and open the locker with the key you just got. In the locker 
is the bow gun powder, which lets you fire explosive shells from your bow gun. 
Exit the room. 

----Location:  Entrance of Complex and beyond the first open shutter----
Enemies:  None
Items:  None

To Do:   Go from the door you just came out of and proceed up the stairs near 
the entrance of the complex. Go in the far door in the new floor.

----Location:  Laboratory----
Enemies:  None ( but a freaky cinema! )
Items:  Bow Gun
Files:  Memo on the Pass Number

To Do:  Enter the room and proceed around the corner. Pick up the bow gun ( 
which will be a staple of yours for a long time ) off the desk. Get the 
accompanying the bow gun. Watch the cinema of the scientist and then leave the 
room. A biohazard alert will sound and the game will automatically escape for 
you.

----Location:  Entrance to Complex----
Enemies:  None
Items:  None

To Do:  Go to the far closed shutters after the cinema ends and open them with 
your key card. Proceed down the hallway and watch the shutters close. Go through 
the far door. 

----Location:  Outside area inside complex----
Enemies:  Alfred Ashford with a sniper rifle
Items:  None

To Do:  As you enter, a cinema will show you that Alfred is trying to kill you 
with his sniper rifle. When you regain control, run up the stairs and he will 
flee. Follow him and leave the area through the door on the right. 

----Location:  Long Hallway with Junction----
Enemies:  None
Items:  Handgun Bullets ( x2 )

To Do:  Proceed down the long hallway and grab the twin handgun bullets from on 
the crates. Proceed through the SILVER DOOR and only the SILVER DOOR.

----Location:  Complex Safe Room----
Enemies:  None, ever
Items:  Hemostat Medicine, Green Herb ( x2 ), Ink Ribbon 
Utilities:  Typewriter, Item Box

To Do:  I suggest saving your game, this next stretch will be somewhat difficult 
for anyone other then a seasoned player of code veronica. Grab the green herb 
which is hidden, its location is in front of the desk just as you enter. Also 
grab the medicine from on the couch, the herb in front of the couch, and the ink 
ribbon which is next to the typewriter. Before you leave, make sure you have:  
Your twin guns, a handgun, handgun bullets, your bow gun, bow gun bolts, 
something to heal with ( full healing necessary ), and the hemostat medicine. 
Leave the room and proceed to enter the other door in the hallway junction room. 
You will be treated to Alfred Ashford's voice on the speaker system as he tells 
you his "game." Proceed through the door and get ready to rumble.

----Location:  First room of Alfred's "Game"----
Enemies:  One Bandersnatch
Items:  Machine Guns which turn to Gold Lugers

To Do:  Enter the room and go to your right, grab the machine guns from the end 
of the platform. Proceed to go towards the door, upon which the door will lock. 
After the door locks, out comes a gruesome Bandersnatch. Kill it with your 
machine guns and proceed down the stairs and towards the freshly opened door. 
However, the bandersnatch will awaken again and attempt to kill you. Steve will 
crash through the window and kill it. Afterwards you and Steve talk and you 
trade the machine gun for the lugers ( what you need to open the door in the 
mansion safe room! ). You both will be forced down the lift and you will take 
over as Steve for a short time.

----Location:  Long Stretch of Hallway as Steve
Enemies:  Seven Zombies over two rooms
Items:  None you can get

To Do:  Proceed through both rooms and kill all the zombies ( you can waste as 
much ammo as you like ). Once you get through two rooms, you will resume control 
of Claire. 

----Location:  Hallway then Garage----
Enemies:  One Zombie
Items:  Handgun Bullets

To Do:  Go through the room where you regain control of Claire and leave through 
the far door down the hall. Then you will emerge on a catwalk of the garage, go 
to Steve and you will both fall through the catwalk. A scene then happens where 
Steve's father ( the one zombie ) advances on you and he kills it after a 
dramatic scene. You will then learn of Steve's past. Once you are done, grab the 
bullets from off the crate ( you will have to climb one crate to do it ), and 
proceed through the main doors. 

----Location:  Tank Area----
Enemies:  Two Dogs
Items:  None yet

To Do:  Kill the dogs and proceed out the door on the top of the screen as you 
enter. 

----Location:  Outside Complex---
Enemies:  Giant Worm
Items:  Bow Gun Bolts

To Do:  As you enter, run quickly to the crates and grab the bow gun bolts. Exit 
out using the door on the far left.

----Location:  Various----
Enemies:  However many there are left between your location and the start ( 
zombies, dogs, etc. ).
Items:  Lockpick

To Do:  After exiting the complex area that has the worm, proceed to go back to 
where you started the game and give the hemostat medicine to Rodrigo. In return, 
he will give you the lockpick. After getting the lockpick, proceed back to the 
link between the complex and the mansion.

Note:  Be sure to unlock any cases you couldn't unlock ( i.e. Duralum ) with the 
lockpick.

----Location:  Link between complex and mansion----
Enemies:  Two Bandersnatches
Items:  None
To Do:  Run up towards the stairs, avoiding the bandersnatches. Go up the 
stairs.

----Location:  Outside Mansion----
Enemies:  None
Items:  None

To Do:  Go into the mansion using the front door.

----Location:  Mansion Lobby----
Enemies:  Four Zombies
Items:  None

To Do:  There are now zombies in this area, so you must be careful. As you 
enter, run for the stairs, you will have to avoid or kill one zombie in the 
process, so be careful. After ascending the stairs, make a right and go up the 
other stairs and towards the safe room. There is a zombie right in front of the 
safe room door, so kill it to be safe and then enter the safe room using the 
door on the second floor ( the one you are near ).

----Location:  Mansion Safe Room----
Enemies:  None
Items:  None
Utilities:  Typewriter and an Item Box

To Do:  Put away anything you dont want to carry, arm yourself well ( guns and 
bowgun ( you might want to bring along the powder )), and pack some healing. 
Once you are ready, place the lugers in the other door in this room and proceed 
through it.

----Location:  Alfred's Study----
Enemies:  One Bandersnatch ( not there at the start )
Items:  Handgun Bullets

To Do:  This is a creepy room which you will spend some time in. First, go to 
the handgun bullets on the middle table once you enter the room. Next, you will 
have to solve a puzzle using the computer on Alfred's desk and the clock device 
on the right hand wall ( your right ). To solve the puzzle, first you will turn 
on the computer, but not enter anything. Next, you will read the glimmering note 
on Alfred's desk giving you these instructions:  

First Digit:  Left, Right
Second Digit:  Left
Third Digit:  Right
Fourth Digit:  Right, Right, Right

>From this, you will go to the clock device and enter the code ( you must not 
reset the process while maneuvering, you must complete it through ) by entering 
either left or right on the button switch on the clock device. To get the first 
digit, input left, then right, and record that digit. To get the second digit, 
push left again and record that digit. To get the third digit, push right again 
and record that digit. To get the fourth digit, push right three times and 
record that digit. You will, in essence, do this:  Left, Right ( record ), left 
( record ), right ( record ), right, right, right ( record ). Remember, you must 
not stop or reset at all during the entire process, simply continue on. Once you 
have all four digits, enter it into the computer and the clock will move. You 
will then be visited by a bandersnatch ( from an eerie place ). Kill it and move 
through the door behind the clock. 

----Location:  Passage between Ashford house and Mansion----
Enemies:  None
Items:  None

To Do:  Proceed through the passage to the back stairs, which you will go up. 

----Location:  Outside the Ashford home----
Enemies:  Two Bandersnatches
Items:  None

To Do:  You will have to kill one bandersnatch to be safe. When you get up the 
stairs, run forward at the screen and avoid the small area with the first 
bandersnatch ( which will be behind Claire ) and go forward to where you see a 
turn in the path ( a path divided by obstructions ). A bandersnatch is right 
there, kill it as fast as possible and continue down the path and up the new 
flight of stairs. Once up the stairs, quickly go to and in the door you will see 
to Claire's left. 

----Location:  Just inside Ashford Home----
Enemies:  Many Bats
Items:  None you will grab yet

To Do:  As you enter, you will become well aware of the bats. Quickly run ( dont 
go up the stairs yet ) to the screen's right and past the staircase. You will 
see a door as the view changes, go in it. 

----Location:  Room off ground floor of home----
Enemies:  One Bandersnatch 
Items:  Handgun Bullets, Ink Ribbon, and a mystery

To Do:  First, as you enter, you will see the handgun bullets on the ground, 
grab them. Next you have two choices, you can either leave the room quickly, or 
you can proceed around the mess ( table ) where you must kill a bandersnatch to 
either light the firewood ( I always forget! ) or go all the way around the mess 
to a stand where an ink ribbon rests. Either way, be careful. Leave the way you 
came in upon completion. 

----Location:  Just inside Ashford Home----
Enemies:  Many Bats
Items:  First Aid Spray, Handgun Bullets

To Do:  You must try to navigate this room while avoiding the bats, or you may 
shoot them and waste ammo. I leave the choice to you, either way you take a 
risk. After you enter the room, run quickly to the stairs and proceed to go up 
them. Once you reach the top, run around the second level ( you will find the 
path quite clear ) till you reach another set of stairs. Climb those and proceed 
on till the view changes to see a gruesome thing hanging. Once you see this 
view, you will also see a small table and chair next to the railing. Grab the 
first aid spray from on the table and the handgun bullets from next to the 
chair. Proceed on and enter the door when you come to it. 

----Location:  U-Hallway----
Enemies:  None yet
Items:  Handgun Bullets, Green Herb ( you will grab in a minute )

To Do:  As you enter, you will see a scene with Alfred and Alexia Ashford ( she 
is his sister ). Watch and then, when its over, go back the way you came ( 
towards the door ) and continue down the hallway. On a stand near the door are 
the handgun bullets, grab them. Proceed down the hallway until you make a right 
hand turn. Turn right and enter the door.

----Location:  Blue King Music Box Room----
Enemies:  None
Items:  None
Files:  Message Card

To Do:  Go into the room, examine the closed music box, and grab the card from 
off the far stand. After reading it ( the stand is beyond the music box ) exit 
the room and proceed to go back down the U-shaped hallway and enter the room 
where you heard the two speaking. Before you enter the room, however, be sure to 
grab the green herb that is next to the door. 

----Location:  Red Queen Music Box Room---
Enemies:  None
Items:  Silver Key

To Do:  Enter the room and approach the music box. Read the inscription by 
examining the box and then proceed to stop the music and close the box. It will 
lock and the stairwell ( which you couldn't climb anyway ) will go up, revealing 
the silver key on the bed. Grab it and leave the area the way you came in.

----Location:  U-Hallway----
Enemies:  None
Items:  None

To Do:  Leave the hallway the way you initially came in.

----Location:  Just inside Ashford House----
Enemies:  Whatever Bats remain
Items:  No new

To Do:  Either avoid or kill the bats that remain and proceed to go down all 
sets of stairs and out of the house.

----Location:  Outside Ashford house----
Enemies:  However many Bandersnatches remain ( up to 2 )
Items:  No new

To Do:  Avoid the remaining bandersnatches and go down the initial set of 
stairs, work your way around the curve in the path, and exit using the initial 
path of stairs you entered this area with for the first time. Work your way back 
to the Mansion Safe Room.

----Location:  Mansion Safe Room----
Enemies:  None
Items:  None
Utilities:  Typewriter and Item Box

To Do:  Deposit any items you choose and proceed to go through the door, which 
leads back to the mansion lobby. 

----Location:  Mansion Lobby----
Enemies:  How ever many zombies you did not kill ( up to 4 )
Items:  None

To Do:  After entering this area, go down the initial flight of stairs and 
proceed to go forward with Claire ( dont go down the large stairs yet ). Watch 
out for the zombie which will be in front of you. Kill it and proceed up the 
newly seen flight of stairs and use the silver key ( the first of the two places 
it can be used ) in the door. Enter the door.

----Location:  Casino----
Enemies:  None
Items:  Handgun Bullets, Green Herb (x2), Bow Gun Powder

To Do:  As you enter the room, it will become very clear that it is empty. 
Firstly, grab the handgun bullets that you should see on the podium to the front 
of Claire and to the right as you enter. Next, grab the Bow Gun Powder from on 
the dice table. Lastly, grab both green herbs from on the bar. Leave the room 
now, you will come back here later to use the piano. When you have grabbed 
everything, leave the room through the door you came in.

----Location:  Mansion Lobby----
Enemies:  As many zombies as you left alive ( up to four )
Items:  None

To Do:  Once you exit the casino, beware of any zombies that you did not kill. 
Go down the initial set of stairs in front of you, next run along the top path 
until you reach the stairs going down. Take the stairs down and go past the 
computers and go through the door in the back of the bottom floor ( not to the 
bathroom, the door that leads to the hallway which eventually leads to the room 
where you initially found the golden lugers! Otherwise the mansion hallway off 
the lobby ). Go through the door once you reach it. 

----Location:  Mansion Hallway off Lobby----
Enemies:  None
Items:  None

To Do:  Go though the door right in front of Claire, using the silver key to 
unlock it. Once you unlock it, discard the key. Have your bow gun powder bolts 
ready.

----Location:  Mansion Operations Room----
Enemies:  Two Bandersnatches
Items:  Eagle Plate, Handgun Bullets
Files:  Hunk's Report

To Do:  Once you enter the room, be ready for a fight. With your weapon of 
choice ( preferably the powder bolts ) take out both bandersnatches and then you 
can go about your business. Go in the middle of the U-shaped table in front of 
Claire ( where the second bandersnatch was ) when you enter to receive the Eagle 
Plate ( we will use it in a minute ). When you have the plate, go to the area 
behind the tables directly across from where you entered with Claire, on a chair 
there, you will see handgun bullets, get them.  Once you have the bullets, go to 
the end of the room to where the second ( smaller ) U-table is and get Hunk's 
Report off of it. Leave the room. Remember to return to the safe room to get the 
Biohazard Card from in the item box, we will need it shortly. 

----Location:  Various----
Enemies:  Possibly a few
Items:  None to be concerned with

To Do:  Once you get the biohazard card from in the item box, leave the mansion 
through the front doors. Once out of the mansion, go to the gate on Claire's 
left, which leads towards the military complex. Once you are out of the gate, 
avoid the bandersnatches that are at the bottom of the stairs and run straight 
down and then turn to Claire's left ( your right ) and enter the door which 
leads to the area outside the military complex. Once you are in the area outside 
military complex, avoid the nasty giant worm and enter the military complex 
through the main front doors ( as you entered the first time! ).

----Location:  Entrance of Military Complex----
Enemies:  None
Items:  None

To Do:  Once you enter, proceed forwards towards the second electronically 
locked door. You notice that the first door still wont open, as the ventilation 
in the lab isn't complete. Instead, use the biohazard card to unlock the second 
of the two electronic doors ( the one furthest from you when you enter ) and 
proceed down the hallway it reveals and exit through the door at the end of that 
hallway.

----Location:  Outside Area of Military Complex----
Enemies:  Two Dogs
Items:  Emblem Card

To Do:  Once you enter, you will notice that there is now quite a fire in this 
area and there are a couple of dogs near you as you enter. Kill them both and 
proceed up the large stone stairway.  Once you reach the top, use the eagle 
plate in the hollow in the middle of the upper area. You will receive the Emblem 
Card for your efforts. Go down the stairway again and proceed to leave as you 
entered. 

----Location:  Entrance of Military Complex---
Enemies:  None
Items:  None
 
To Do:  Leave the complex the way you entered it.

----Location:  Area outside Military Complex----
Enemies:  Giant Worm
Items:  None to worry about

To Do:  Run towards the back of this area and exit through the gate ( where the 
giant tank is, not the way you came in to begin with! )

----Location:  Tank Area----
Enemies:  None
Items:  Bow Gun Bolts

To Do:  As you enter, grab the bow gun bolts you will see near the crates next 
to you. Once you have them, exit through the only other door which leads to the 
area where you last saw Steve.

----Location:  Room with Jeep----
Enemies:  None
Items:  None

To Do:  Check your map and exit through the only other door.

----Location:  Elevator Connector, 1F----
Enemies:  Two Zombies
Items:  Handgun Bullets

To Do:  Kill both zombies and then proceed to go down the long hallway towards 
the oaken door ( not the elevator ). Go through the door.

----Location:  Room with Painting(s)----
Enemies:  None
Items:  Eagle Plate
Utilities:  Typewriter

To Do:  This is not really a safe room, but it does have a typewriter. The only 
thing you will do in this room is that you will look at the painting against the 
upper wall ( you will see it as you enter ) and then go to the slot where there 
is no painting and grab the eagle plate. After you have the plate, exit as you 
entered. 

----Location:  Elevator Connector, 1F----
Enemies:  None
Items:  None

To Do:  Take the elevator to the second floor.

----Location:  Elevator Connector, 2F and Tactics Room----
Enemies:  Two Zombies ( who initially are not awake but will awaken )
Items:  Army Proof, Green Herb ( x2 )

To Do:  Once you get out of the elevator and use the emblem card in the door. It 
will open, proceed down the area that the door opened, past the sleeping 
zombies, and towards the computers. Pick up both green herbs at the end of this 
passage. Once you pick up the herbs, make your way to the center of the 
computers and pick up the army proof. Once you have the second of your the three 
proofs needed, use the security device ( camera system ) on the same computer. 
Use the controls to go right on the camera and zoom in on the painting. You will 
see a pass number "1126," that is the number to access the room where the 
scientist was killed earlier. You will also notice that the room has now 
finished venting, meaning its open for your enjoyment.  Once you have the 
number, the zombies will wake up. Kill them and proceed through the elevator and 
back to the Laboratory where the painting was and where you found the bow gun. 
You might need to work your way back to the Military Complex Safe Room to drop 
stuff off.

----Location:  Various----
Enemies:  Any that you didn't kill ( worm )
Items:  None to worry about

To Do:  Work your way back down the elevator, through the hallway towards the 
room with the jeep, out the door towards the room with a tank, past the worm, 
and into the entrance area of the military complex.

----Location:  Entrance Area of Military Complex
Enemies:  None
Items:  None

To Do:  After you enter this area, use the keycard ( biohazard silver one ) on 
the door to your immediate right ( next to you ) to open it up. Discard the 
biohazard card once it is open. Proceed to go up the stairs and down the hallway 
at the top of the stairs, entering the far door that holds the laboratory where 
you got the bowgun.

----Location:  Laboratory----
Enemies:  None
Items:  None

To Do:  After you enter, proceed to go to the door and input the code into the 
security system. Once the code "1126" is in, enter the door.

----Location:  Experimentation Room----
Enemies:  A few electric monsters 
Items:  Skeleton Painting

To Do:  Once you enter, proceed to grab the skeleton painting. When you grab the 
painting, a little monster will break free and scurry off, setting off the 
biohazard alarm. Proceed to avoid the other little monsters and leave the room 
quickly ( you have 45 seconds to get down the stairs to the front door ). Once 
you get to the front door, you now have an important painting. Exit through the 
front door.

----Location:  Area outside Military Complex----
Enemies:  Giant Worm
Items:  None to worry about

To Do:  Exit through the far gate which leads to the tank area. 

----Location:  Tank Area----
Enemies:  None
Items:  None
 
To Do:  Exit though the door which leads to the area with the jeep, where you 
last saw Steve.

----Location:  Area with Jeep----
Enemies:  None
Items:  None

To Do:  Exit though the only other door.

----Location:  Elevator Junction, 1F----
Enemies:  Two Zombies
Items:  None

To Do:  After you enter, kill both zombies and proceed to go down the long 
hallway ( not into the elevator ) and enter the door which leads to the room 
with the paintings. 

----Location:  Room with Paintings----
Enemies:  None
Items:  Gold Key, First Aid Spray

To Do:  Once you enter the room, proceed to the empty painting slot ( where you 
found the other eagle plate ) and proceed to put the painting in the slot. The 
wall next to you will come down, revealing a model of the military complex. Grab 
the gold key that sparkles on the complex model. Also, you can unlock the stand 
with the lockpick for a first aid spray. Once you have both, leave the room.  
Now we will get the grenade launcher. 

----Location:  Elevator Junction, 1F----
Enemies:  None
Items:  None

To Do:  After exiting the room, go through the hallway and use the elevator to 
go down to the basement ( B1 ).

----Location:  Elevator Junction, B1----
Enemies:  None
Items:  None to worry about

To Do:  Walk straight until you reach a door, go in it.

----Location:  Basement Filter Room----
Enemies:  None
Items:  None

To Do:  Once you enter this area, go down the stairs and proceed to go across 
the main floor, up the stairs, and in the only other door in this room.

----Location:  Grenade Launcher Room----
Enemies:  None
Items:  Grenade Rounds, Grenade Launcher

To Do:  After you enter, proceed to go to the shelf straight ahead of Claire. On 
this shelf are grenade rounds, grab them. When you have the rounds, go to the 
locked gate and use the blue emblem card in the card reader to open the gate. 
Once the gate is open, grab the grenade launcher and enter the door behind you. 

----Location:  Room off Grenade Launcher Room----
Enemies:  Three Zombies
Items:  Handgun Bullets, Acid Rounds

To Do:  When you enter, kill all three zombies quickly and proceed to go to the 
cabinet you will see ( it has opaque glass ). Open it with the lockpick and get 
the acid rounds inside of it. When you have those, go around the corner in this 
room and get the handgun bullets in this area ( where the third zombie came from 
). When you have both, proceed out of the room. 

----Location:  Various----
Enemies:  As many as you did not kill
Items:  None

To Do:  Proceed to leave the room that the grenade launcher was in and take the 
elevator back up to the first floor. Exit the elevator and go through the door 
which leads to the garage with the jeep ( turn left ). Go through the room with 
the jeep, past the tank area, past the giant worm, past the complex link with 
the mansion ( being sure to avoid the bandersnatches ) and into the mansion. 

----Location:  Mansion Lobby----
Enemies:  As many zombies as you didn't kill ( up to 4 )
Items:  None

To Do:  After you enter, proceed to go down the stairs and go past all the 
zombies, making your way to the back door on the bottom level ( not the bathroom 
! )

----Location:  Hallway off lobby----
Enemies:  None
Items:  None

To Do:  Once you enter this area, proceed down ( direction is to Claire's right 
) the hallway and once you reach the end, go into the previous locked door ( 
that the gold key can now open ). Once the door is unlocked, discard the key and 
enter the door.

----Location:  Ashford Family Room----
Enemies:  None
Items:  Earthenware Vase to Red Queen Ant
Files:  Memo to the New Master

To Do:  There is a complicated puzzle in this room, so follow along. When you 
enter, you will notice many paintings around the room, ignore them for now. 
Proceed to go up the stairway towards the picture of the young boy. Look at the 
picture and examine it, when you do you will receive the file "Memo to the New 
Master." Read it and proceed to solve the puzzle.

The puzzle consists of pushing the buttons of the paintings in order of when the 
individual on the painting lead the Ashford family. Here is the correct order: 

1. Veronica:  Painting of a woman, the first one of the paintings left of the 
stairs. She has a teacup in her picture.
2. Stanley:  Painting of a man holding two babies ( twins ), the rightmost of 
the paintings on the back wall. He has a teacup in his picture.
3. Thomas:  The painting of a man with red hair, the closest painting to the 
right of the stairs, he has a teacup in his painting.
4. Arthur:  The painting of a red-haired man, the left of the two on the back 
wall, his painting has an earthenware plate in it.
5. Edward:  The painting of a gray-haired man, the back-most painting on the 
right wall ( right of the stairs ), his painting has an earthenware vase in it. 
6. Alexander:  The painting of a middle aged man with a beard, the last one on 
the ground level floor, his painting has a candlestick in it. 
7. Alfred:  The large painting above the stairs. 

Once the buttons have been pushed in the correct order, Alfred's painting will 
turn around ( the wall on which it rests turns ), revealing a painting of Alexia 
( his sister ) with a vase at its base. Take the vase and then use the check 
command in your inventory to look in the vase to find a red queen ant. Once you 
have the ant, leave the room. 

----Location:  Hallway off lobby----
Enemies:  None
Items:  None

To Do:  Proceed to go back the way you came, exiting though the left hand door ( 
back towards the lobby of the mansion )

----Location:  Mansion Lobby---
Enemies:  As many zombies are still alive ( up to 4 )
Items:  None

To Do:  After you exit the door, go past the pillars, past the desk, up the long 
set of stairs, up the shorter set of stairs, and into the mansion safe room. 

----Location:  Mansion Safe Room----
Enemies:  None
Items:  None
Utilities:  Typewriter and an Item Box

To Do:  You can save if you want and you can drop off or retrieve any items you 
want, just make sure you have the red queen ant. Once you are ready, leave 
through the door with the gold lugers on it.

----Location:  Alfred's Study----
Enemies:  None
Items:  None

To Do:  Once you enter this room, go through the opening where the clock device 
was and exit through the door which leads to the home of the Ashford's.

----Location:  Hallway connecting Mansion and Home----
Enemies:  None
Items:  None

To Do:  Simply run though this hallway and go up the stairs when you come to 
them.

----Location:  Outside Ashford Home----
Enemies:  As many bandersnatches you did not kill ( up to two )
Items:  None
 
To Do:  Once you enter this area, quickly run at the screen and around the curve 
in the obvious path. Proceed up the stairs once you come to them and go in the 
mansion.
---Location:  Just inside Ashford Home----
Enemies:  None
Items:  None

To Do:  Once you enter the home of the Ashford family, proceed to go up the 
stairs and follow continue going until you reach the top level. Proceed through 
the door on the top level.

----Location:  U-Hallway----
Enemies:  None
Items:  None

To Do:  Proceed right on the path and enter Alexia's room ( the one with the red 
music box ).

----Location:  Room with Red Queen Ant Music Box----
Enemies:  None
Items:   Music Box Plate

To Do:  After entering the room, proceed to place the red queen ant gem in the 
slot on top of the music box. Placing the gem will open the music bow and allow 
you to take the music box plate. Once you have the plate, exit the room.

----Location:  U-hallway
Enemies:  One zombie you will ignore
Items:  None

To Do:  Exit this area the way you entered it. 

----Location:  Various----
Enemies:  Any you did not kill
Items:  None

To Do:  Proceed to leave the U-hallway, go down all the stairs of the area just 
inside the house, exit the area outside the house ( watch out for bandersnatches 
! ), go though the hallway, exit Alfred's study, and work your way back to the 
Mansion Safe Room.

----Location:  Mansion Safe Room----
Enemies:  None
Items:  None
Utilities:  Typewriter and an Item Box

To Do:  Once you enter, drop off the music box plate in the item box, equip 
yourself, and prepare to go back towards the area where you start the game to 
find the second Blue King Ant gem. Once you are ready, leave through the door 
that leads to the mansion lobby ( not the one with lugers ).

----Location:  Mansion Lobby----
Enemies:  Any zombies you did not kill ( up to four )
Items:  None

To Do:  Once you exit the safe room, proceed to go down the small flight of 
stairs and then go down the large set of stairs which leads to the main bottom 
floor. Once you are at the bottom, avoid any zombies and go up the stairs near 
the front door and out the front door. 

----Location:  Outside Mansion----
Enemies:  None
Items:  None

To Do:  After leaving the mansion, go down the stairs you see in front of you 
and take the left path ( Claire's left ) which leads back towards the military 
complex. Go though the gate once you reach it.

----Location:  Connector Between Military Complex and Mansion----
Enemies:  As many bandersnatches as you left alive ( up to two )
Items:  None

To Do:  Once you are down the stairs, quickly run straight away, attempting to 
avoid any bandersnatches that are alive ( my tip to you is to run at their long 
arm side so that they miss ). When you get past them, proceed to go straight and 
down the metal stairway, which leads back towards the areas at the start of the 
game.

----Location:  Bridge----
Enemies:  None
Items:  None

To Do:  After emerging from the link between the complex and the mansion, go 
down the stairway until you reach the boxes. Climb the closest box to you and 
descend from the outer most box ( use the boxes to climb over the fire ). When 
you get over the boxes, proceed to go straight and down the little stair ( three 
steps ) and use the catwalk to avoid the broken bridge. Once you reach the other 
side of the bridge via the catwalk, proceed up the other little stair at the end 
and run towards the camera and exit through the gate once you reach the end of 
this area. 

----Location:  Central Yard with Truck----
Enemies:  As many zombies you did not kill ( up to four )
Items:  None

To Do:  Avoiding all the zombies, quickly run towards the camera and to Claire's 
left ( your right ) to exit through the nearest exit to you ( gate ).

----Location:  Outside the Prison Bunk----
Enemies:  None
Items:  None

To Do:  Nothing special to do here, you simply need to turn to Claire's right, 
run to the gate you unlocked earlier ( which is now opened ), proceed through 
it, and go through the door near the gate.

----Location:  Prison Area Outside Jail Cell----
Enemies:  Four Zombies
Items:  None

To Do:  Once you enter, you will notice that this area is now re-populated with 
zombies. Walk straight forward and kill the first zombie once you round the 
corner. The second zombie is in the fenced-area with the guillotine. Kill it and 
proceed to go to the door behind the guillotine and insert the eagle plate into 
the hole on the door. Once you do this, it will unlock and open for you. 
However, you are in for a surprise. As the door opens, dramatic music starts to 
play and two zombies are revealed to be behind the door. They approach you 
quickly, so back off fast ( use the quick turn around ) and pump them full of 
lead. Once they are door, proceed through the area the eagle door opened and 
exit through the door at the other end of it.

----Location:  Outside Experimentation Lab----
Enemies:  Two Zombies
Items:  Green Herb

To Do:  Once you enter, quickly draw your gun and put one shot into the 
explosive barrel you will see before you. With luck, both zombies will die, if 
not, finish them off. Once you have killed both zombies, turn to Claire's left 
and get the green herb by the barrels ( dont go in the door yet! ). When you 
have green herb, proceed to go back to where you entered and go straight away 
from there. You will see a gate at the end of this straight-away, enter it when 
you come to it.

----Location:  Item Box Area Outside Experimentation Lab----
Enemies:  None
Items:  Hand Gun Bullets
Utilities:  Item Box

To Do:  Once you enter, grab the handgun bullets from off a box in the corner 
opposite you. Once you have the bullets, proceed to climb over the barrel 
closest to the door. Once you are on the other side of it, push it back, away 
from the item box and away from the door. Once the door is now free, use the 
item box at your leisure and go through the door.

----Location:  Command Center for Prison----
Enemies:  None
Items:  None

To Do:  Remember this area? Now the door is open for your use. Proceed to leave 
this area by going around the metal shelf and through the second door ( the one 
that was previously open ) and head towards the duplication area.

----Location:  Metal Detector Hall/Duplicator Room----
Enemies:  As many zombies you did not kill ( up to four )
Items:  BOW Gas Rounds, Flame Rounds, First Aid Spray, Ink Ribbon

To Do:  After you enter, ignore the zombies and go to the security box you see 
to Claire's right. Grab all the items from the security box that you were forced 
to leave earlier and proceed to go back through the door you came in.

----Location:  Prison Control Center----
Enemies:  None
Items:  None

To Do:  Simply leave this area through the now released door and go back to the 
area with the item box.

----Location:  Area with Item Box Outside Experimentation Lab----
Enemies:  None
Items:  None

To Do:  Drop off everything you got in the security box and leave this area 
through the metal gate that you initially entered it with.

----Location:  Outside Experimentation Lab----
Enemies:  None
Items:  None

To Do:  Proceed to walk straight, down the path, and turn right when you can ( 
towards the barrels where you found the green herb ). Now you will enter the 
wooden door to the experimentation lab. 

----Location:  Experimentation Lab----
Enemies:  None yet
Items:  Handgun Bullets, First Aid Spray,  
Files:  Anatomist's Note

To Do:  There are many bodies here, ignore them for now. When you first enter, 
turn to Claire's right and grab the handgun bullets off the box. Then, you will 
see white cabinets above head level near the handgun bullets, in them is a first 
aid spray, search for it. Once you have the first aid spray, go into the office 
( room separated off from the experimentation area ) and grab the red 
Anatomist's Note file off the desk. Proceed to leave that area by going straight 
from the door, and when you see the body bag, turn left,  exiting this area 
through the only other door ( not the one you came in ). You will be in for fun 
when you return to this area again.

----Location:  Torture Room----
Enemies:  Four Zombies
Items:  Red Herb, Duralum Case ( with Handgun Parts inside ), Handgun Bullets

To Do:  Beware once you enter, as these four zombies are close and attack fast. 
Dispatch them all and when you are done, proceed to turn around and grab the red 
herb that you will see behind you ( where the first zombie was ). When you have 
the herb, go near the torture devices and grab the handgun bullets next to the 
far one and the Duralum case near the back wall ( above the torture devices ). 
Open the case with a lockpick and use the handgun parts with the handgun to get 
the repeating handgun. Once you have them all, leave through the door you came 
in. 

----Location:  Experimentation Lab---
Enemies:  One Zombie, One Super Zombie
Items:  Glass Eye

To Do:  When you enter, you will be greeted with the wonderful sound of 
something munching on a human body. You will also notice that the body bag that 
was once there is now empty. Proceed carefully, having your new gun equipped, 
and look in the small middle area where a body used to be lying on a stretcher. 
Now you will see that the doctor of this experimentation lab is munching on the 
corpse. This doctor is no ordinary zombie, he takes many shots to drop and he 
moves quickly. Be careful and drop both the doctor and his dinner ( the corpse 
gets up too ). When they are both gone, search the doctor for the glass eye. 
Proceed, once you have the eye, go to back into the office where you found the 
file and use the glass eye in the human model that is missing an eye. A door 
near the model will open up when you put the eye in. Proceed down the stairs 
that are revealed. 

----Location:  Link Between Basement and Lab----
Enemies:  Many Bats
Items:  Green Herb

To Do:  This area has many bats which will chip away at your life, so move 
quickly. Once down the stairs, follow the path to the end of this passage, being 
sure to grab the green herb ( it is in a dark corner, opposite from the stairway 
) on the way. Go through the door once you reach it.

----Location:  Basement, Room One----
Enemies:  Three Zombies
Items:  Bow Gun Bolts, Handgun Bullets

To Do:  Once you enter, you will notice there are two zombies near you, kill 
them both. Then proceed to search the room for the third zombie and dispatch it 
as well. Grab the bow gun bolts from on a small wooden device on the right hand 
side of the room ( from the door ) and grab the handgun bullets from on the 
small table with the wine bottle. When you have both, search the room for the 
stairway down. Go down the stairs and enter the door at the bottom. 

----Location:  Basement Torture Room----
Enemies:  One Zombie 
Items:  Rusted Sword, Piano Roll

To Do:  Once you enter this room, you will see two statues stand out, one 
holding a shield and one holding a sword. First, grab the sword from the hand of 
the first statue ( which releases toxic gas ), next use the lever on the shield 
statue that is now at pushing height to push the shield statue so the shield 
faces the statue that held the sword ( push it up, not down ). Once the gas is 
gone because the shield statue is in place, the sword statue will turn around, 
revealing a slot that you can stick the sword in. Stick the sword in the slot, 
and the iron device that the slot is in will open, revealing a torture device 
and a zombie. Kill the zombie and grab the piano roll from the torture device. 
Proceed out of the room once you have the roll

----Location:  Various----
Enemies:  As many as you did not kill
Items:  None

To Do:  Once you have the piano roll, go out the door and up the stairs. Then 
leave the first basement room and proceed through the connector and up the 
stairs. Now you are in the experimentation lab, exit out the main door ( to the 
outside of the experimentation lab ) ( watch out, there are some new zombies in 
this area ( two of them, kill or avoid them and proceed )) and go through the 
gate which leads to the outside jail cell area with the guillotine. Once you are 
there, go out the gate, around the corner, and through the door which leads back 
to the area outside the prisoner bunk house. Once out the door, go to Claire's 
left, through the open gate, and out the door on your left. Now you are in the 
central courtyard with a truck, avoid all the zombies still alive here and exit 
through the giant gate towards the broken bridge. When you get into the bridge 
area, go forward and cross the bridge via the catwalk. Once you reach the other 
side of the bridge, climb over the boxes and use the stairs to go to the 
connector area between the military complex and the mansion. When you get up the 
stairs, run straight ( avoiding the bandersnatches ) and go up the stairs that 
leads to the area outside the mansion. Once outside the mansion, enter the 
mansion through the front door. When you get inside the mansion, go down the 
little stairs, avoid the zombies on the bottom floor, and climb to the upper 
level using the large set of stairs. When you reach the top, go to your left and 
climb the little stairs, ending this trip in the casino.

----Location:  Casino in Mansion----
Enemies:  None
Items:  King Ant Object

To Do:  When you enter the room, you will now notice that you have the piano 
roll for the piano here. After entering, walk to the piano and use the roll in 
the piano. As the music plays, the slot machine that is lit up will open, 
revealing the king ant object. Take it and leave the room.

----Location:  Mansion Lobby----
Enemies:  As many zombies that you did not kill ( up to four )
Items:  None

To Do:  Simply go down the stairs after exiting, cross the path on top, go up 
the stairs once you reach them , and exit into the mansion safe room.

----Location:  Mansion Safe Room----
Enemies:  None
Items:  None
Utilities:  Typewriter and an Item Box

To Do:  Do anything you wish, just be sure to have the king ant object and the 
music box plate when you leave. When you are ready, leave through the golden 
luger doors. 

----Location:  Alfred's Study----
Enemies:  None
Items:  None

To Do:  Proceed through the hole where the clock puzzle was and exit through the 
only other door in this area.

----Location:  Link between Mansion and House----
Enemies:  Five Zombies
Items:  None

To Do:  This area is now ripe with zombies. Kill all five zombies or avoid as 
many as you can and run to the end and exit up the stairs. 

----Location:  Outside Ashford House----
Enemies:  Two Bandersnatches
Items:  None

To Do:  Avoid both bandersnatches and run the usual course:  around the curve, 
up the stairs, and in the mansion front door. 

----Location:  Just inside Ashford House----
Enemies:  Four Zombies
Items:  None

To Do:  As you enter, you will notice on the bottom level there are two zombies. 
Either evade them or kill them and go up the stairs. Follow the path around the 
stairs kill two more zombies when you come to them. Once you reach the door at 
the end, go through it. 

----Location:  U-Hallway----
Enemies:  None
Items:  None

To Do:  When you enter, make a left ( Claire's left ) and head down the hallway. 
When you reach the end, turn right and enter the door you will see there.

----Location:  Blue Music Box Room----
Enemies:  None
Items:  None

To Do:  When you enter the room, you will approach the blue music box. Take the 
king ant object and insert it in the blue music box ( slot on the top of it ) 
and after it opens up, use the music box plate in the music box. Music will play 
once the plate is in and the top of the bed will drop down, revealing a ladder. 
Climb the ladder.

----Location:  Merry-Go Round Above House----
Enemies:  None
Items:  Silver Dragonfly, Green Herb

To Do:  When you enter, you will notice that you are standing on a giant merry-
go-round. Creepy, huh. Leave the merry go round and walk around it until you see 
a director's chair that has a sparkling silver dragonfly in it. Take the 
dragonfly and in your inventory, use the check command to detach its wings. When 
the wings are no more, go up to the mural of a giant ant and use the dragonfly 
to insert it in the mouth of the ant. The merry-go-round will start moving when 
you do and a ladder will be put in place on the merry-go-round, allowing you to 
go above it. Be sure to grab the green herb which is located somewhere in the 
ring, its not very hard to see. Take the ladder up when done. 

----Location:  Above Merry-Go-Round----
Enemies:  None
Items:  Ink Ribbon, Handgun Bullets, Air Force Proof
Files:  Newspaper Clip, Confession Letter
Utilities:  Typewriter

To Do:  When you enter, you will be in a small study above the merry-go-round. 
You will learn many truths here. First, approach the desk directly in front of 
you and take the ink ribbon off it if you wish. Next grab the handgun bullets 
which are on the ground near the desk's chair. After this, go to the left side 
of the study and read the newspaper clip off the small portable stairs. Then 
take the large box on the right hand side of the room and push it to the right, 
against the cabinet. Stand on it and grab the Confession Letter. After reading 
Alfred's desire, grab the air force proof which is underneath it. Now you have 
all three proofs! Leave the area when done.

----Location:  Merry-Go-Round Above House----
Enemies:  None
Items:  None

To Do:  Simply descend the stairs to go back into the music box rooms. 

----Location:  Red and Blue Music Box Rooms----
Enemies:  None
Items:  None

To Do:  After you descend the ladder, attempt to leave the room and scene 
between you and "Alexia" will develop. I wont spoil it. Once its all over, leave 
the blue room through the door. 

----Location:  Various----
Enemies:  Many enemies. Be careful
Items:  Pick up any you find along the way that either you or I missed

To Do:  The self destruct system has been activated by Alfred, we must escape, 
now. Quickly leave the U-hallway and proceed to go down the stairs and out of 
the house. Avoid the bandersnatches and go down the stairs, around the curve, 
and down the stairs again to leave the area outside the house. Go through the 
connecting passage and the study of Alfred to get to the mansion safe room. At 
the safe room, put away the gun and bullets, pick up and healing items you need, 
and get all three proofs. When you are ready, leave the mansion after going down 
the stairs and out the front door. Turn right after you get outside, so you head 
to the area with the submarine leading to the airport. You will get through the 
submarine and emerge in the airport first room. Go down the stairs and around 
the left turn and through the door. When you emerge in the next room, there will 
be two zombies, so be careful. Take the left path, going by the zombies and the 
sofa and go through the door.

----Location:  Control Area of Airport----
Enemies:  None
Items:  None

To Do:  After entering this room, quickly run to where Steve is and push the 
button on the machine next to Steve. This will call the platform back. Get on it 
and use all three proofs to activate the lift. It will take you to the airplane. 
You will then board the plane.

---Location:  Plane Cockpit----
Enemies:  None
Items:  Control Lever
Utilities:  Typewriter and an Item Box

To Do:  First ascend the stairs in the cockpit and talk to Steve. Once your chat 
is over, grab the control lever behind you. Then save if you want and get the 
grenade launcher, and any rounds you want from the item box. When ready, leave 
the cockpit.

----Location:  Control Area of Airport----
Enemies:  None
Items:  None

To Do:  After riding the lift, exit through the door

----Location:  Junction/Security Room----
Enemies:  Up to three zombies 
Items:  None

To Do:  As you enter, you will see one zombie, two more await. Evade all the 
zombies, dont use any rounds, and make your way back to the door and then down 
the right hand path, exiting the room through the giant grating on the right 
hand path ( you make your way past the area behind the security desk.

----Location:  Bridge in Airport ( lower )----
Enemies:  None
Items:  None

To Do:  Run across the bridge and exit through the door on the other side.

----Location:  Cargo Room---- You will notice that you still do not have the key 
for the grating here. Dont worry, you will manage. Once you enter this room, 
proceed to take the small lift near the locked door and go up to where the 
computers are. Exit through the door on this level.

----Location:  Bridge in Airport ( upper )----
Enemies:  None
Items:  None

To Do:  Use the control lever in the bridge controls to raise it. When you are 
done, proceed across the bridge and enter the door on the other side. 

----Location:  Bridge Control Room----
Enemies:  None
Items:  Airport Key

To Do:  Ignore everything else in this room and proceed straight towards the 
screen ( forward ) and grab the airport key which rests between the legs of a 
dead worker. Once you have it, leave the room.

----Location:  Airport Bridge ( upper )----
Enemies:  None
Items:  None

To Do:  Run across the bridge and exit through the door on the other side.

----Location:  Cargo Room----
Enemies:  None
Items:  None

To Do:  Run around the computers and take the lift down. When you reach the 
bottom, use the airport key in the locked gate. It will open. Proceed through 
the door.

----Location:  Airport Elevator----
Enemies:  None
Items:  Green Herb ( x2 ), Handgun Bullets, Grenade Rounds
Utilities:  Typewriter and an Item Box ( I recommend save )

To Do:  After you enter, grab all the items in the room and either hold on to 
them or put them in the item box. Save if you choose. Then go to the elevator. 
Push the box farthest from the door into the elevator. Then push the closer box 
all the way to the end of the elevator and then push it in. The elevator will 
close and you will open it. Get in. A timer will now be activated, you have five 
minutes to get to the plane. 

----Route to take to make it back to the plane in five minutes----

1. Take the elevator up, the timer will activate
2. You will emerge in the area outside the military complex, leave through the 
door behind you quickly. 
3. Now you are in the area that used to have two bandersnatches. Now it has a 
tyrant. Use the BOW gas rounds or anything potent on it to knock it out. Dont 
let it reach you, you will die if it does. 
4. Once the tyrant is out, proceed up the stairs and straight across the mansion 
outside area, and down the stairs at the end of the path leading to the 
submarine.
5. Get on the submarine and push the button to go to the airport. 
6. Run through the airport, taking the path left and to the proof lift. Take the 
lift and you are set!

----Location:  Plane Cockpit----
Enemies:  None
Items:  None
Utilities:  Typewriter and an Item Box

To Do:  I recommend you save the game. After that is done, you should grab all 
your grenade gear along with anything powerful that is left. Get a bunch of 
healing stuff and prepare for a fight. The cargo door is open. Gasp! That could 
only mean......

----Location:  Cargo Of Plane----
Enemies:  One Tyrant
Items:  None

To Do:  This guy is HARD, so be ready. What you will be doing, is wearing him 
down ( you cant drop him ) and when he has been hit many times ( all my flame, 
acid, and half grenade rounds ), you will lure him to the back of the cargo area 
and then activate the launcher ( button near door ). If he is damaged enough, he 
will go flying out of the cargo bay. I suggest firing a few rounds, and then 
running as fast as you can, as he hits hard. Bring along a bunch of healing 
supplies. He will run at you and swipe. If he connects, you will fall and he 
will prepare for a massive downswing. Quickly run out of the way when this 
happens. Heal when you are in orange caution. May luck be on your side. When you 
are done, a cinema and scene ensue. Good job, the first disc is over!

You are now in the Antarctic

----End First Disc Walkthrough----


-------------------------------------------------------------
	    Section X:  Second Disc Walkthrough

You have left the horrors of the island of the Ashford Family behind. Now you 
find yourself trapped in an arctic prison, which was formerly used as an 
umbrella factory. You must survive somehow, you must escape the nightmarish 
horrors that await you in this new realm. Will Claire and Steve survive? Only 
time will tell

----Location: Center of Complex with Crashed Plane----
Enemies: None currently
Items: None Currently

To Do: Proceed forward once you regain control. You will eventually reach a 
ladder, climb down it. Once down the ladder, proceed straight ahead ( ignore the 
double doors to Claire's left for now ) and eventually you will see a single 
door with a green light above it. Enter this door once you come to it. 

----Location: Dormitory of Complex----
Enemies:  Three Zombies
Items: Bow Gun Powder, Hand Gun Bullets ( x 4 ), First Aid Spray, Map of 
Complex, Ink Ribbon

To Do: When you enter, you will notice it is eerily quiet in this room, do not 
be afraid, you must proceed on. Walk forward, along your path ( you will pass 
many dead bodies ), by the bunks, until the view changes to behind Claire. When 
the view does change, you will notice something sparkle ( bow gun powder ), go 
to it and get the powder. Something spooky will then happen and once it is 
complete, grab the handgun bullets on the shelf to Claire's immediate left. 
However, once you grab these bullets, all three zombies in the room will awaken. 
Destroy them with whatever weapon you have. When they are gone, return to where 
you found the bow gun powder and grab the first aid spray and the next box of 
handgun bullets from in the locker. Also, be sure to grab the handgun bullets 
next to where the spooky zombie which fell from the bed landed. Once you have 
those bullets, go around the shelf where you found the first set of bullets and 
on the other side you will notice, guess what, yes, another set of bullets 
towards the end of the other side of the shelf. Grab them too! But you are not 
done yet. Once you have the fourth box of bullets, go straight and make a right 
( Claire's right ) and you will see an ink ribbon and the map of the complex 
straight ahead of you. Grab them both, and when you have everything in this room 
of plenty, exit in happiness. 

----Location: Center of Complex with Crashed Plane----
Enemies: None
Items: None

To Do: Once you exit the dormitory, go down the stairs you will see next to you.

----Location: Web-Filled Connection Room----
Enemies: None yet
Items: None to worry about

To Do: When you enter this area from the stairwell, any player ( especially 
yours truly ) would be instantly worried that something large and scary must 
have made those webs. Fear not, at least not yet, and proceed straight ahead and 
go into the door that you will see in front of you.

----Location: Complex Safe Room----
Enemies: None
Items: Ink Ribbon, Bow Gun Bolts, Green Herb
Utilities: An Item Box and a Typewriter
Files: Alexander's Memo, Butler's Letter

To Do: Once you enter, you will be glad to see your old friend, the item box, 
has made the trip to the arctic with you. Firstly, drop off anything you do not 
need and pick up anything you dropped ( gun, bow gun bolts, etc. ) to fight the 
tyrant. Next grab the ink ribbon off the desk and the bow gun bolts off the 
coffee table. After this, grab the "Alexander's Memo" file from the area to the 
immediate right of the item box. Be sure to also grab the green herb just to the 
right of the symbol of the halberd.  After this, proceed past the typewriter and 
push the bookshelf in until a path is revealed. Once open, proceed to open the 
locker, see the mouse, and grab the butler's letter from inside. Once you are 
ready, leave this room. 

----Location: Web-Filled Connection Room----
Enemies: One Moth
Items: None

To Do: Once you exit the safe room, proceed to Claire's right. However, you will 
notice that this path is no longer safe. A giant moth will be feasting on the 
body of a worker that is entangled in the web. When it sees you, it will come 
after you. Kill it with a shot or two and if you become poisoned, use the blue 
herbs in the potter on the right hand path. Once the moth is dead, exit through 
the door on the right hand path.

----Location: Area with Conveyor Belt in Complex----
Enemies: Three Zombies
Items: None

To Do: Once you enter, kill the zombie steadily approaching and proceed in the 
direction from whence it came. When you round the corner, you will notice two 
other zombies on an intercept path with you. Kill them both and proceed 
straight, making a right hand turn when you reach the end. Head straight from 
here, stopping to notice a shining thing ( you will get this later ) on a box 
above you. Exit through the door at the end of this direction. 

----Location: Storage Area of Complex----
Enemies: Four Zombies
Items: Detonator, Mining Room Key

To Do: When you enter, you will be greeted by a zombie at your backside, quickly 
turn and dispose of it. You will then notice another zombie steadily approaching 
from your front, kill it too. Go forward and kill both remaining zombies in this 
room. When all four are dead, return to where you killed the latter of the 
zombies. You will notice something sparkling on a loading part of the conveyor 
belt. Grab this mining room key and continue deeper into the room. Follow the 
path to the end, where you will pass some objects that appear like missiles and 
find a body. This body hold a detonator in its hands, grab it and place it in 
the explosives next to the body ( you will come back later to activate it with a 
heat source ). When all this is accomplished, leave the room.

----Location: Area with Conveyor Belt in Complex----
Enemies: None
Items: None

To Do: When you enter, proceed to go forward and turn to Claire's left, 
following the path you took earlier. When you reach the stairs which lead to a 
door, go up them and use the Mining Room Key in the door ( discard it when you 
are done ) and enter the room.

----Location: Complex Mining Room----
Enemies: None
Items: None

To Do: Simply proceed straight ahead and enter the door which is at the end of 
the path when you go straight ahead.

----Location: Complex Power Room----
Enemies: Three Dogs
Items: Green Herb ( x4 ), Handgun Bullets ( x2 )

To Do: Be careful as you enter, as there are three dogs in this room. When you 
enter, head straight ahead and when you get to it, make a left turn. There will 
be one dog in front of you now, kill it. Proceed straight ahead until you reach 
an opening in a series of gratings, proceed through it and navigate the short 
path to reach the generator, turn it on when you reach it. Re-navigate the path 
and when you exit it, turn to Claire's right and go straight until you reach a 
junction which either leads forward towards you ( the player ) or away. Choose 
the short path away and prepare to face a dog which is rather close to you now. 
Once the second dog is dead, grab both Green herbs it was sleeping on. When you 
have both, head back towards the player ( other path on junction ) and you will 
encounter another dog guarding a machine. Kill the dog and use the machine to 
restore electrical power. Now that the lights are on, return to the turn in the 
path where you killed the first dog. The now illuminated area reveals two boxes 
of handgun bullets and two more green herbs. Grab them all and exit the room. 

----Location: Complex Mining Room----
Enemies: None
Items: None

To Do: Simply exit this room the way you entered it before. 

----Location: Area in Complex with Conveyor Belt----
Enemies: None
Items: None

To Do: Once you enter this room again, go down the stairs and proceed into the 
alcove. There you will turn on the power via the box on the wall and proceed to 
activate the lever on the control panel near the box on the belt. This will move 
the box you saw above you that had the shiny object into the storage room of the 
complex ( you cannot go there now, as there is now a fire preventing you from 
reaching the box, which had a magnum gun on top of it ). Once this is complete, 
you should head back to the safe room and save and pick discover something new

There will be more to come, fear not! I will update again shortly


-------------------------------------------------------------
		  	Section XI:  FAQ, Disc 1

1. Who is Rodrigo? 
A:  Rodrigo is an umbrella security agent who escorted Claire to the island. He 
is not your enemy.

2. How the heck do I get that case that fell out of the truck!
A:  First, you must go to the control room of the prison, which is just beyond 
the area with the security boxes and duplicator. There, if you toggle a switch, 
a grating on the area outside the duplicator and security box hall ( Outside 
Prison Area with a guillotine ) will go up, revealing a fire extinguisher. Use 
this extinguisher on the fire, and then you can grab the case!

3. Who is Steve?
A:  Steve is a prisoner who was imprisoned when his father, who worked for 
umbrella, was caught. He is your friend.

4. How do I open the doors in the Mansion Hallway, that require two separate 
keys!
A:  This is complicated. One of the doors requires a silver key ( found in the 
House of the Ashfords ) and one requires a gold key ( found in the military 
complex ). Refer to the guide above for the locations.

5. I give up! Where can I find the air force proof! 
A:  The air force proof is the last thing you will acquire in the first disc ( 
last major thing ). It is located above the Merry-Go-Round, which in turn is 
located above the room with the King Ant Object's music box. Please see that 
section for details, but it is located on top of a shelf. 

6. Can you tell me how to get the lugers? I'm stuck.
A:  The lugers, which you will initially find in the Display room in the 
mansion, cannot be taken, as a trap will activate. Eventually Steve will take 
them, solving the problem of the room. Much later on, you will find some machine 
guns in the military complex. Trade them with Steve, and you will get the golden 
lugers.

7. How do I defeat the tyrant?
A:  Look above, its right above in the end of the walkthrough. My advice, move 
quickly, shoot often, and have lots of healing devices.

-------------------------------------------------------------
		Section XII: FAQ DISC II

This is coming shortly! Along with the disc 2 walkthrough. 



-------------------------------------------------------------
		Section XIII:  Battle Game Mini-FAQ

1. How do I get Wesker's Battle Game scenario?
A:  Simply beat it once with one person.

2. Which scenario is the easiest to win, and why?
A:  That would be Chris' scenario. It is very easy, even though his boss is the 
most difficult, because he has the magnum at his disposal. The magnum ( which 
you can use as much as you like ), will kill any regular monster in one hit.

3. Same question, except hard with easy.
A:  The hardest is Wesker's scenario. I have a full walkthrough of it in the 
next section.

4. I see so many herbs! Can I get em all? 
A:  No. Your score will go down if you pick up many herbs, so try to limit the 
amount to pick up.

5. How is the final rating determined? 
A:  It is based on many things in all scenarios, except Wesker's. These things 
include:  how fast you are, how many herbs and/or healing devices you use, and 
how many items you pick up. In Wesker's scenario, all you have to do is finish 
in less then an hour and you will get an "A."

6. How do you use the knife well in Wesker's scenario?
A:  This is discussed below, in section XII

-------------------------------------------------------------
  Section XIV:  Walkthrough for Battle Game: Albert Wesker

Why am I writing a FAQ for Albert Wesker, one of the secret characters in the 
battle game? The answer is simple, actually, in that Wesker is the hardest 
character to beat the battle mode with. If you can beat the battle mode with 
Wesker, like I and others have, then you are a god(dess). However, for many 
people, it is difficult to win the battle mode with Wesker, and that is why I am 
here.

Enemy Count: 
74 Total Enemies
62 Zombies
Four Hunters
Two Sweepers
Six Bandersnatches
One Alexia First Form

Item Count: 
Green Herbs:  7
Blue Herbs:  2
Weaponry:  One Magnum
First Aid Sprays:  3

Starting Materials: 
1 Combat Knife
3 Mixed Herbs

Requirements To Get An "A": 
Beat the scenario in any time

Knifing Tactics: 
Your primary weapon, except when you fight Alexia's first form as the final boss 
of the scenario, will be the combat knife. It is very difficult to work the 
knife, so you probably will run through the first two rooms a few times to get a 
handle on the combat knife and its abilities and shortcomings. The best tactic 
for using the combat knife against enemies is the simple wait and slash. For 
zombies, the tactic is as follows; what you will do for this is stand and wait 
for the zombie to come to you, and right as it gets near you, slash down, 
towards its legs. If you time this well, you will hit the zombie's legs and it 
will fall to the ground, where you can finish the job. 

For hunters and bandersnatches, the technique is as follows; simply run to avoid 
their attacks, especially the hunters, and slash at them, in a downward motion. 
If you are successful at this, then the enemy will either die after a few hits, 
or if you are lucky with a hunter, fall to the ground. This is difficult, so 
practice makes perfect. You will probably want to do this in third person mode, 
as it is easier to spot zombies and dispatch them with your knife this way.


Walkthrough:  (NOTE:  The locations are random, and do not connect to actual 
game locations)

Room 1:  Four Zombies, No Items:  You start as Albert Wesker, of course, in a 
long sewer hallway. Equip the knife immediately. Slowly walk forward until you 
see the first zombie stumbling towards you. Hold your position and as it gets 
near you, start knifing at its legs. With luck it should drop and proceed to 
kill it. Remember, if a zombie doesn't drop, keep trying and getting bit isn't 
the end of the world. After the first zombie is dispatched, walk forward until 
the view changes to behind you and wait there. After a period, three more 
zombies will eventually reach your waiting area, dispatch them in the same 
fashion, always chopping at their legs until they fall and then nailing them 
when they are down. After all the zombies are dead, continue up the stairs.

Room 2:  Six Zombies, One Green Herb:  As you emerge, you will be afraid. There 
are five zombies off to a distance, advancing towards you. Watch out when you 
aim, as you automatically aim at the weapon explosive, so you must compensate. 
Stand near the explosive, aim, correct your aim to face the zombies advancing at 
you, and wait. When the first zombies arrive, chop them in the legs and continue 
chopping down. Do not stop until all the zombies have been taken down that were 
standing. You may get bitten a few times, so be careful. Advance past the 
explosive and on the ground is a sleeper zombie that crawls, take him out by 
chopping down. Do not advance through the door yet, go right and on top of the 
barrel, there is a green herb, take it.
Enter the door at the end of the long pathway, its a fence.

Room 3:  Three Bandersnatches, One First Aid Spray:  As you enter, run 
immediately at the first bandersnatch, moving right next to it. Slash down at it 
so you can avoid some of its hits. You WILL GET HURT, so keep chopping. As you 
fight, you might need to use health. Use it if you must but try hard not to get 
hit. After you dispatch the first one, there is a second right near it, so run 
at it and slash downward at it. After you dispatch the second one, a third 
emerges from a distant hallway that you can now clearly see. Run at it after it 
peeks out and slash it to death. After it is gone, grab the first aid spray from 
in the telephone stalls on the left hand side of the room. Proceed down the 
third bandersnatches hallway and exit through the door.

Room 4:  Five Zombies, No Items:  As you enter, the room is very dark, but you 
will see one zombie immediately, carefully approach and slash it, trying not to 
get hit by it. Take it down in the traditional method and turn Wesker to his 
right, as there is a fast approaching zombie from that direction. Take him down 
by knifing the legs and finishing the job. Now walk slowly into the open hallway 
that you can see, there are three zombies hiding in there. Enter the area and 
secure a small area to position yourself at, near the entrance to the hallway. 
Make sure there is enough room so when you slash, you do not hit a wall. Wait 
for all the zombies(3) to come to you and when each one approaches, slash at its 
legs and take that sucker down. Once all three are dead, proceed through the 
door in the hallway.

Room 5:  Six Zombies, No Items:  This room is easier then it appears. As you 
enter, immediately slash downward as there is a zombie right next to you. After 
it is dead position yourself on top of the stairs and wait, do not go down them. 
As you wait, zombies will start to eventually climb the stairs, proceed to take 
them down one by one as the climb by slicing downward in their stair-climbing 
direction. After a couple die like this, go down the stairs and finish off the 
remaining two or three by positioning yourself in a good place and slashing 
downward at their legs and finishing the job when they hit the ground. Leave the 
room once you are done.

Room 6:  Two Hunters, One Green Herb:  This is the hardest room of all, in the 
entire scenario. As you enter, run back and to your right because those hunters 
come fast. Avoid their leaps and slash down at their legs to kill them and/or 
knock them down. Try not to sustain too much damage, even though it is not 
possible to truly leave healthy. Grab the green herb from upon the barrel 
towards the exit door and proceed through the exit, healing if needed, as there 
are two more hunters in the next room.

Room 7:  One Hunter, One Sweeper, One Green Herb, One Blue Herb:  This room is 
also semi-difficult, as there are two hunters, one being a poison one. After you 
enter, immediately aim and wait one second to slash down, as the hunter will 
emerge from the off screen to your right. This is the poison one. Slash down and 
try to knock it down. After it is dead, deal with the fast approaching hunter 
from straight ahead of you. Kill it in the same way and turn to where the poison 
hunter came from, grabbing a green herb. Run around the machinery and grab the 
blue herb on the conveyor belt. Climb the stairs and exit.

Room 8:  Four Zombies, No Items:  Enter and aim down and to your left 
immediately, slash, as there is a zombie right there. Then position yourself, 
after it dies, in a position far behind the explosive and wait for the three 
remaining zombies to come at you. As each approaches, take the conventional 
approach to killing it. After they all die, exit through the back.

Room 9:  Five Zombies, No Items:  As you enter, turn around, aim down, and 
attack the zombie right behind you. After it is dead, slowly proceed forward 
until you see the next zombie. Kill it in the traditional manner and advance 
some more, killing two more zombies like this. After four are dead, advance to 
the back of the room and kill the live zombie on the floor. Exit through the 
side door. 

Room 10:  Eight Zombies, No Items:  The hardest zombie room in the scenario. 
Simply aim down, slash, and try to live. Kill the zombies in an orderly fashion 
and heal when needed. Good luck. When done advance through the end door

Room 11:  Five Zombies, One First Aid Spray:  As you enter, brace yourself by 
walking slowly forward and taking a good position to kill the two close zombies. 
Dispatch them each by slashing at the legs and killing them on the ground. Try 
to hit both at the same time, although its difficult. After that, there are 
three more. Walk slowly forward and view the fat zombie or skinny one, or both, 
coming at you. Back up, take a position, and dispatch them. Advance by turning 
right and dispatching the fifth zombie that is coming at you. Pick up the first 
aid spray by rounding the final left bend, right before the exit. After picking 
it up, exit the room.

Room 12:  Four Zombies, One Green Herb, One Blue Herb:  Start by walking forward 
and simply taking a position. Wait for the first three zombies to come to you 
and slash them down as they do. Then walk beyond the explosive and dispatch the 
fourth zombie beyond the wall, you cannot see him yet and he is off to your 
right. Pick up the green and blue herbs from on the box. Enter the first gray 
door, which the oasis. 

Room 13: No Enemies, Two Green Herbs, One Blue Herb, One Magnum ( six rounds ): 
As you enter, you will notice that there are no enemies in this room ( thank the 
maker! ). Grab the green herbs from off the counter at the bar, grab the blue 
herbs from the same place, and get the magnum from in the slot machine that is 
illuminated. Exit the room when you have everything, you will not use the magnum 
for awhile.

Room 14: One Hunter, One Sweeper, One First Aid Spray: Once you enter, walk 
along the path until you meet a hunter, slash at its legs until it is dead or it 
falls. Be sure to maintain high health so you are not decapitated. Round the 
corner and kill the quickly approaching sweeper. Once it is dead, heal and cure 
poison if needed and grab the first aid spray from in the slightly open locker. 
Exit when you are done.

Room 15: Six Zombies: Once you enter this cold area, you will be engaged by many 
zombies. Simply take up one position and stay there, continuously slashing at 
the legs until they all are fallen. Once you have gotten them all, leave into 
the next room.

Room 16: Four Zombies: Once again, simply kill all the zombies in this area by 
finding a good position and killing off the zombies.  Once you are done, exit 
through the other door.

Room 17: Five Zombies: This area is large and has many zombies centralized in 
the middle of it. Simply take a position and stand pat, letting them come to you 
and slashing at their legs when they arrive. If too many get too close, simply 
run to another area of the room and set up operations again. Once all are dead, 
leave the area.

Room 18: Three Bandersnatches, One First Aid Spray: Once you enter, run quickly 
towards the two bandersnatches on the left side of the desk and dispatch them, 
healing when needed. Once they are gone, quickly run back around the desk and 
down-slash the remaining bandersnatch into death. Once they are all dead, grab 
the first aid spray off the area behind the desk and exit the area.

Room 19: Alexia, First Form: As you enter, you will notice this room is devoid. 
Start to climb the stairs and you will be greeted by Alexia. When you have 
control again, run to an area far from her and equip the magnum. Unload all six 
rounds into her, healing when needed, to destroy here.

There! You have done it! Wesker's battle game is now over! You won, good work. 



-------------------------------------------------------------
			Section XV:  Information

This section is to relate any email I receive. If you happen to find an error in 
my guide or something you might have to add ( that I may have missed ), or 
simply any commentary on how the guide is, this is where I will post it. I 
accept all criticisms: 

Current on display:  0
-------------------------------------------------------------
			Section XVI:  Credits

I would like to thank the following for making this guide possible: 

Brett "Nemesis" Franklin- He is a genius at the art of the FAQ. He has given me 
much support and opinion, I couldn't have done it without him.

Jeff "CjayC" Veasay- The owner/creator of GameFAQS has inspired me to write faqs 
for the series I love, Resident Evil. I thank him for such a great site.

Capcom- For making the best series ever possible.

The entire Resident Evil crew- You guys are the best!

All of my friends at GameFAQS- You people support me an enormous amount. Thanks 
for the memories!

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


Fin...........




























                                                                

