 _____    _____   ____  ____   ___    ____   _    _   _______
|  _  \  |  ___| / __/ |_  _| |   \  |  __| | \  | | |__   __|
| |_| /  | |___  \__ \   ||   | |\ | | |__  |  \ | |    | |
|  __ \  |  ___|    \ \  ||   | || | |  __| | |\\| |    | |
| |  \ \ | |___   __/ / _||_  | |/ | | |__  | | \  |    | |
|_|   \_\|_____| |___/ |____| |___/  |____| |_|  \_|    |_|

 _____  ___    ___  _____   _
|  ___| \  \  /  / |_   _| | |
| |___   \  \/  /    | |   | |
|  ___|   \    /     | |   | |
| |___     \  /     _| |_  | |____
|_____|     \/     |_____| |______|


                    ========================================
                             RESIDENT EVIL (BIOHAZARD)
                                NINTENDO GAMECUBE
                               WRITTEN BY: CVXFREAK
                            COPYRIGHT 2002 BY CVXFREAK
                                    VERSION 1.6
                                    MAY 19, 2002
                    ========================================

This FAQ covers Resident Evil for the Nintendo GameCube. It covers the
US version, and the Japanese version (BioHazard).

This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is
maintained by CVXFREAK, thus e-mail should always be directed to him.
BioHazard is copyright 2002 by Capcom Entertainment. This is an
unofficial FAQ, and should not be confused between actual publications
associated with Capcom (such as Prima/BradyGames strategy guides).

========================================================================
***I N T R O D U C T I O N***
========================================================================

"From now on, games aren't limited to graphics only -- a balance must be
reached between fun gameplay and graphic enjoyment," he continued. "I
feel if it isn't like this, the media itself will be endangered. Among
game systems focused on graphics, we're aiming to show Nintendo's
philosophy of 'fun games.'" - Shinji Mikami (Courtesy of IGNCube.com)

Resident Evil was created back in 1996 for the Sony PlayStation. That
game virtually  created the genre of survival horror, and put it
mainstream. In 1996, everyone  knew about BioHazard, or Resident Evil in
the west (America, Europe). Future installments continued the innovation
that was Resident Evil, as well as the foundation for what a survival
horror game should be like.

Resident Evil 2, Resident Evil 3: Nemesis and Resident Evil CODE:
Veronica X were all sequels to the original, and improved upon the
formula. Now, in 2002, Shinji Mikami plans to remake the first Resident
Evil with new storyline additions, a MUCH better graphical engine and to
feed the nostalgic Resident Evil fans.

This FAQ was designed to be the best FAQ style for any Resident Evil
game. It will feature room-by-room walkthroughs to ensure the easiest
and best way to play the game. Each room will feature its own
walkthrough, with item lists, and important information for beating
Resident Evil.

This FAQ may be found at:

www.gamefaqs.com
www.neoseeker.com
www.gamespot.com
cubed.biohazardextreme.com

I feel that those 4 sites are extremely responsible enough to host my
sites. Updates usually go to www.gamefaqs.com first, but NeoSeeker.com
posts them on the same day. BioHazard Extreme and GameSpot need to be
notified... which I will start doing. If you find this anywhere else,
please let me know. If I let you use the FAQ and forgot to mention you
(there are at least 2 or 3), then email me again to add you to this
list.

Get ready. Get set. RESIDENT EVIL!

========================================================================
***T A B L E   O F   C O N T E N T S***
========================================================================

1.  VERSION INFORMATION
2.  GAME BASICS
    A. CONTROLS
    B. FIGHTING TACTICS
    C. DIFFICULTY LEVEL
    D. HEALTH
    E. MOVEMENT
    F. DIFFERENCES BETWEEN CHRIS AND JILL
    G. ITEM SCREEN
3.  CHARACTERS
4.  WALKTHROUGH- JILL VALENTINE
    A. MANSION AREA
    B. GUARDHOUSE AREA
    C. RETURN TO MANSION
    D. TUNNELS AREA
    E. LABORATORY AREA
5.  WALKTHROUGH- CHRIS REDFIELD
    A. MANSION AREA
    B. GUARDHOUSE AREA
    C. RETURN TO MANSION
    D. TUNNELS AREA
    F. LABORATORY AREA
6.  WESKER'S REPORT
7.  WESKER'S REPORT II
8.  RESIDENT EVIL STORY SYNOPSIS
9.  PUZZLES
10. CODES
11. MONSTERS AND BOSSES
12. FILES
13. PATHWAYS THROUGHOUT THE GAME
14. CRITERIA FOR ENDINGS
15. RESIDENT EVIL/BIOHAZARD GAMES
16. MY REVIEW
17. VOICE ACTORS
18. CREDITS AND CONCLUSION

========================================================================
1. V E R S I O N     I N F O R M A T I O N
========================================================================

MAY 19, 2002
UPDATE: Finally completed Chris' walkthrough, and added many things to
Chris' sections throughout the walkthrough, like bosses, weapons, etc.
The only thing left to do is to transcript all the files in the game.
Work on that begins soon.

MAY 16, 2002
UPDATE: Fixed up the walkthrough to make it much more readable. Now you
will be able to find where you have left off in the FAQ, thanks to mini
sections. Thanks to Adrenaline SL for the suggestion.

MAY 15, 2002
UPDATE: Added codes to the game.

MAY 13, 2002
UPDATE: Added many items for Chris' game. I also added an e-mail
disclaimer, below. You should also notice a change in the name of
SECTION 18.

MAY 12, 2002
UPDATE: Worked on Chris' walkthrough some more. I also added the puzzles
for Chris' game, and fixed many errors in line breaks, especially in the
stories sections.

MAY 8, 2002
UPDATE: Finally started working on Chris' guide. Sorry for the delay.

MAY 4, 2002
UPDATE: BIG update! The format of the FAQ is now much better. I also
added the missing part in Jill's walkthrough, and begun Chris'
walkthrough. I also added a strategy for Plant 42, and a strategy for
Neptune.

APRIL 29, 2002
UPDATE: Change of email.

APRIL 24, 2002
UPDATE: Added another strategy in the Lisa section of Jill's guide.

APRIL 22, 2002
UPDATE: I worked some more on the bosses of the game, to make it
a lot easier. I also made some tweaks to the walkthrough, but
Jill's return mission to the mansion is still incomplete. I also
added the other 2 control schemes. Many modifications were made to
the FAQ as well, but there are way too many to mention.

APRIL 15, 2002
UPDATE: 95% done with Jill's walkthrough. Unfortunately I forgot
to write the walkthrough for Jill's return to the mansion, thus
that area is not finished, but the rest of her walkthrough is.

APRIL 4, 2002
UPDATE: I added more to the FAQ in Jill's Walkthrough.

MARCH 30, 2002
UPDATE: After getting off my lazy behind, I updated the walkthrough.

MARCH 26, 2002
UPDATE: Added more walkthrough for Jill. Added more Wesker's Report II.

MARCH 22, 2002
UPDATE: I added more to the walkthrough of Jill.

MARCH 21, 2002
UPDATE: I finally got the game, and wrote a portion of the first
walkthrough. I added controls, item screen, and even begun some of the
other stuff.

MARCH 18, 2002
UPDATE: Added Wesker's Report I, Resident Evil Story Synopsis, and
other stuff.  Game officially released.

MARCH 17, 2002
UPDATE: Added Wesker's Report II.

MARCH 1, 2001
UPDATE: FAQ begun.

========================================================================
2. G A M E    B A S I C S
========================================================================

A. CONTROLS
-----------

TYPE A CONTROLS

A: Action/Climb

B: Run (When moving D-Pad/Analog Stick)

Y: Access Item Screen

X: Access Item Screen

R: Ready Weapon

L: Change targets

C-Stick: Move it just once to do a 180* turn

Start Button: Access Options

Z Button: Access map

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


TYPE B CONTROLS

A: Walk forward

B: Walk backward/Cancel

Y: Action/Climb

R: Ready Weapon

L: Change Targets

C-Stick: Move it just once to do a 180*  turn

Start Button: Access Item Screen

Z Button: Access Options Screen

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


TYPE C CONTROLS

A: Action/Climb

B: Cancel

Y: Access Map

X: Access Item Screen

R: Run

L: Ready weapon

C-Stick: Move it just once to do a 180** turn

Z Button: Change targets

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

B. FIGHTING TACTICS
-------------------

EVADE ZOMBIES!
Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill
them. And no, the Knife isn't as powerful as it was in CODE: Veronica X.

CONSERVE AMMO!
Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant,
and  Hunters require a lot of ammo. To conserve ammo throughout the
game, strictly  use your Handgun and use the Knife.

FIRE FROM A DISTANCE!
Hunters and Chimeras are extremely versatile when close up to Chris and
Jill. You will want to get to a distance and fire guns like the Shotgun,
Grenade Launcher and Handgun. When it comes to zombies, try to shoot
them at close range.

TRY TO DECAPITATE ZOMBIES!
When playing, the SHOTGUN and sometimes the HANDGUN can blow a zombie's
head off. As Chris, he'll blow a zombie head off with the HANDGUN more
often than Jill can. For a SHOTGUN SHELL to decapitate a zombie, get
close and aim it up, and then fire.

KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU!
Sometimes you can drop health because some monsters are stronger than
others. Avoid this by carrying a Green herb and First Aid Spray. The
Green Herb can cover small damage, while the First Aid Spray can cover
sudden health drops from Hunters or Chimeras.

MAKE MULTIPLE SAVES!
Make at least 3 saves. Make one for the mansion, and progress on the
game, but save onto another spot (preferably the post-Plant 42 fight).
Those are definite save areas. If you keep multiple saves, you can then
start from and older save if you mess up (EX: Use up too much ammo).

USE THE BATTERY PACKS, FLASH GRENADES AND DAGGER KNIFES WISELY!
If you have one of these on board (takes no item space), a zombie will
get distracted enough for you to start shooting it. In some cases,
especially when BATTERY PACKS are used, they kill the monsters
instantly. When using a FLASH GRENADE, don't shoot the monster until
you're far enough from it, or you will get hurt. You can hold as many as
you want, and you can also change which ones you want to use in the item
screen.

LISA CANNOT DIE!
No, she can't, so stop trying to kill her. The only time you can battle
her is in the altar section.

USE THE FUEL CANTEEN!
Yes, to kill a zombie completely, you must burn it or blow its head off.

C. DIFFICULTY LEVEL
-------------------

Which best describes your opinion about games?

I. MOUNTAIN CLIMBING- beyond hardships lies accomplishment.
[This is "NORMAL MODE."]

II. HIKING- the destination can be reached quite comfortably.
[This is "EASY MODE."]

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

After clearing one game on any difficulty with any character, you can
access a new title screen, with modified difficulty modes. To access
this screen after turning the GameCube off, load a CLEAR SAVE. You can
overide a save and keep the CLEAR settings (such as the CLOSET KEY you
can earn) once you beat the game again.

HARD MODE
This mode is much harder than Normal Mode. The zombies are extremely
difficult to kill, and Hunters have a higher decapitation rate. Guns
are also weaker in this game, and characters have less stamina. You have
to be extremely careful in this mode. Try to use the FUEL CANTEEN on
nearly every zombie you see, which means frequent trips to locations
with oil. This is a challenge for those who managed to beat the RE2 TOFU
mini game, the RE3 Nicholai survivor mode, and the RECVX Wesker battle
game.

NORMAL MODE
Zombies are very hard to kill, but not as extremely difficult as Hard
Mode. You'll want to do a lot of dodging as you play this game. Try to
save ammo, as it will be valuable in the tunnels and lab area. Try using
the FUEL CANTEEN only when absolutely needed, though. This is good for
veteren players of the Resident Evil series.

EASY MODE
Zombies are fairly easy to kill in this game, and they don't damage
you too much. Ammo is a lot more powerful, and zombies are also
sometimes a lot dumber. Crimson Heads are still really difficult,
so don't take them lightly. This is the mode good for those who haven't
played any of the other 3 Resident Evil games.

INVISIBLE ENEMY MODE
Monsters are invisible in this mode, so you'll have to use hearing
to guide you. You can't auto-aim any enemies, either. Listen for the
footsteps of a zombie.

REAL-SURVIVOR MODE
The only difference is that item box items don't transfer to
other item boxes. So if you leave something in one box, you
will have to go back to that same item box you claim it again.
You can view items in the boxes from the map.

ONE TOUGH ZOMBIE
Forest Speyer, the zombie, will follow you throughout the game. He is
strapped onto explosives, so if you shoot him, you'll get blown up,
ending the game. Try to avoid shooting him.

D. HEALTH
---------

Throughout the game are healing items that will help you recover from
injuries induced by the monsters and object in the game. They are
limited, and the different medicines have different effects. Use them
wisely. Along with weapons, these are your best friends.

****************
HEALTH STANDARDS
****************

FINE (GREEN) = 100% HEALTH
Little to no damage suffered.

CAUTION (YELLOW) = 75% HEALTH
Some damage suffered.

CAUTION (ORANGE) = 50% HEALTH
A lot of damage suffered.

DANGER (RED) = 25% HEALTH
Extreme amount of damage suffered. Near death.

POISON (PURPLE) = 100%-25% HEALTH
Poisoned by a monster, gradually loses health.

------------------------------
|1. RED + GREEN = FULL HEALTH|
+--------------------------------------------------------------------+
| This herb looks like a small red and green dot on a piece of paper.|
+--------------------------------------------------------------------+

----------------------------------------
|2. GREEN + GREEN + GREEN = FULL HEALTH|
+-----------------------------------------------------------+
|This herb looks like one big green dot on a piece of paper.|
+-----------------------------------------------------------+

-------------------------------
|3. GREEN + GREEN = 50% HEALTH|
+------------------------------------------------------------+
|This herb looks like 2 small green dots on a piece of paper.|
+------------------------------------------------------------+

----------------------------------------------
|4. GREEN + BLUE = 25% HEALTH AND POISON HEAL|
+--------------------------------------------------------------------+
|This herb looks like a small blue and green dot on a piece of paper.|
+--------------------------------------------------------------------+

-----------------------
|5. BLUE = POISON HEAL|
+------------------------------+
|This is a blue leaf-like herb.|
+------------------------------+

-----------------------
|6. GREEN = 25% HEALTH|
+-------------------------------+
|This is a green leaf-like herb.|
+-------------------------------+

------------------------------------------------------
|7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL|
+----------------------------------------------------------------------+
|This looks like 2 small green dots and a blue dot on a piece of paper.|
+----------------------------------------------------------------------+

-----------------------------------------------------
|8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL|
+-----------------------------------------------------------+
|This herb looks like one big brown dot on a piece of paper.|
+-----------------------------------------------------------+

-----------------------------------
|10. FIRST AID SPRAY = FULL HEALTH|
+-----------------------------------------------+
|This is a silver can with a spray nozzle on it.|
+-----------------------------------------------+

E. MOVEMENT
-----------

Jill and Chris both run and walk extremely sluggishly. It takes a bit of
work to move them, but you should manage. Move them in a straight path,
or else a zombie can kill them (and do it rather easily).

F. DIFFERENCES BETWEEN CHRIS AND JILL
-------------------------------------

Their adventures both change in certain areas, and Chris has no
lockpick. He only has 6 slots, as opposed to Jill's 8. Jill hangs out
with Barry Burton, while Chris hangs out with Rebecca Chambers. Chris
Redfield also has the Lighter from the start, and the Flame Thrower,
while Jill has the Lockpick, and Grenade Launcher. Chris must use Old
Keys.

For the walkthrough purposes, Chris will be using the FUEL CANTEEN more
often than Jill because Chris can't afford to carry health items with
his limited spots.

G. ITEM SCREEN
--------------
Believe it or not, I have gotten mail on how the item screen is used.
So... here it is!

JILL VALENTINE'S ITEM SCREEN

                                                    _________
             __           __           __          |  ______
            /  \---------/  \---------/  \---------  |      |
           |    | EXIT  |    | FILE  |    | MAP      |      |
            \__/---------\__/---------\__/           |______|

----------------------------------------------------------------
|                 |  -----------------   |          |          |
|       /\     /\ |  | DEFENSE ITEMS |   |          |          |
|    /\/  \___/  \|  -----------------   |          |          |
| /\/             |            | _|_ |   |          |          |
|/                |            ||   ||   |          |          |
|-----------------|  ----------||___||   |----------|----------|
|    |  FINE  |        EQUIP   |_____|   |          |          |
|    ----------                          |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |----------|----------|
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |----------|----------|
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
----------------------------------------------------------------
|                                                              |
|                                                              |
|                                           -----------------  |
|                                           |     WEAPON    |  |
|                                           -----------------  |
|                                                              |
|                                                              |
|                                                              |
|                                                              |
----------------------------------------------------------------

CHRIS REDFIELD'S ITEM SCREEN

                                                    _________
             __           __           __          |  ______
            /  \---------/  \---------/  \---------  |      |
           |    | EXIT  |    | FILE  |    | MAP      |      |
            \__/---------\__/---------\__/           |______|

----------------------------------------------------------------
|                 |  -----------------   |          |          |
|       /\     /\ |  | DEFENSE ITEMS |   |          |          |
|    /\/  \___/  \|  -----------------   |          |          |
| /\/             |            | _|_ |   |          |          |
|/                |            ||   ||   |          |          |
|-----------------|  ----------||___||   |----------|----------|
|    |  FINE  |        EQUIP   |_____|   |          |          |
|    ----------                          |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |----------|----------|
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |          |          |
|                                        |----------|----------|
|                                        |      ITEM LIST      |
|                                        |                     |
----------------------------------------------------------------
|                                                              |
|                                                              |
|                                           -----------------  |
|                                           |     WEAPON    |  |
|                                           -----------------  |
|                                                              |
|                                                              |
|                                                              |
|                                                              |
----------------------------------------------------------------

DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6
slots, while Jill has 8 slots and no "ITEM LIST" header underneath those
8 slots.

========================================================================
3. C H A R A C T E R S
========================================================================

CHRIS REDFIELD
AGE: 25
Chris Redfield is a tough guy. He has a sister named Claire, whom
you see in Resident Evil 2: Dual Shock/Value Plus/Platinum (in Extreme
Battle Mode), and Resident Evil CODE: Veronica X. He is very protective,
and is willing to go out of his way to save others he cares about. He
also used to be in the Air Force, and can pilot any sort of air craft.

STARTING ITEMS: SURVIVAL KNIFE
                LIGHTER

EXCLUSIVE ITEMS: OLD KEY
                 FLASH GRENADE
                 FLAME THROWER

PARTNER: Rebecca Chambers, Albert Wesker

JILL VALENTINE
AGE: 23
Jill is the smart type in the STARS Alpha Team. She is very good
with the piano and knows how to mix chemicals. She's not as
tough as Chris, in terms of stamina, but a lot smarter. She works
pretty well with guns and knives, but not as good as Chris though.
She also runs a lot slower. Jill can be arrogant at times, as
evidence by her attitude in Resident Evil 3: Nemesis.

STARTING ITEMS: HANDGUN
                SURVIVAL KNIFE

EXCLUSIVE ITEMS: GRENADE LAUNCHER
                 ACID ROUNDS
                 INCENDIARY SHELLS
                 GRENADE SHELLS
                 LOCKPICK

PARTNER: Barry Burton

BARRY BURTON
AGE: 38
Barry loves his family so much. He'll do ANYTHING to keep his
family safe. During the game, he becomes very helpful to Jill. But he
seems to be hiding a secret and Jill eventually finds out. Will he make
it? You control that...

REBECCA CHAMBERS
AGE: 18
Rebecca is the young medic of STARS Bravo Team. She is well trained
and pretty smart for her age. She is a rookie at her work, but she
can be well trusted. Her gun ability is amazingly good for her
age. But she can get hurt a lot easier than Chris and Jill.
Besides Chris and Jill, she's the only other character you control.
Apparently, Rebecca Chambers went through hell before this game
even started, in BioHazard Zero. Apparently, she doesn't like to
show it.

STARTING ITEMS: HANDGUN
                FIRST AID SPRAY
                LIGHTER

EXCLUSIVE ITEMS: None

PARTNER: Chris Redfield

ALBERT WESKER
AGE: 38
Wesker is the cool type guy. He wears shades and never seems to take
them off. When he gets to the mansion, he gets a little... shady. He
vanishes every now and then and refuses to talk in detail to Chris and
Jill. Is there something up his sleeve?

RICHARD AIKEN
AGE: 23
Richard Aiken is found near a corridor where a giant snake has bitten
him. After you cure him with serum, he might be of some help. He is a
really annoying guy, personally. His voice acting is mediocre, and he
can be stupid at times, especially in Chris' game.

BRAD VICKERS
AGE: 35
Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by
the introduction FMV, he is a wimp, and runs away after the other team
members are attacked by zombie dogs. A decent shooter at best, Brad
Vickers faces an unhappy death 3 months later, by an evil Tyrant, called
"Nemesis." After that, he was murdered again by Leon Kennedy, only Leon
shot him as a zombie. After the Raccoon City nuke, he is no more.

ENRICO MARINI
Age: 41
Enrico Marini is the leader of Bravo Team. He is a great leader, and
is unfortunately murdered after discovering a secret about the entire
affair of the game. He lead Bravo Team greatly.

========================================================================
4. W A L K T H R O U G H - J I L L   V A L E N T I N E
========================================================================

A. MANSION AREA
---------------

********
SECTIONS
********

ENTER THE MANSION
=================
ITEMS: SHIELD
       DAGGER KNIFE
       INK RIBBON
       BLUE GEMSTONE
       BOOK OF CURSE
       MANSION MAP
       OIL CANTEEN

LOOKING AROUND
==============
ITEMS: SWORD KEY
       SHOTGUN
       ACID ROUNDS
       HANDGUN MAGAZINE
       DOG COLLAR
       DOG WHISTLE
       FAKE KEY
       ARMOR KEY
       LIGHTER
       ACID ROUNDS
       MASK W/OUT ALL
       BATTERY PACKS

DEATH MASK HUNT
===============
ITEMS: DEATH MASK I
       SHOTGUN II
       SHEILD KEY
       DEATH MASK II
       DEATH MASK III
       WIND CREST
       HERBICIDE
       LURE OF A BEE
       GOLD
       BEE SPECIMAN
       JEWELRY BOX
       WOODEN EMBLEM

GETTING OUT
===========
ITEMS: MUSICAL SCORE
       MUSICAL SCORE (2)
       MOONLIGHT SONATA
       GOLD EMBLEM
       ARMOR KEY
       STONE AND METAL OBJECT


************************************************************************
ENTER THE MANSION
************************************************************************

DINING ROOM
Learn the controls, and grab the INK RIBBON on the table. Then go to
where Barry is. After the cut-scene, head through the nearby door.

KENNETH ROOM
Turn to Jill's left and then you'll see the very first zombie. Run back
to the DINING ROOM.

DINING ROOM
After the cut-scene, head back to the MAIN HALL.

MAIN HALL
Search behind the staircase, and upstairs. Then go back and talk to
Barry. After he leaves, go to the door to the right, opposite the door
leading to the DINING  ROOM.

STATUE ROOM
There is an opening to the left covered by a dresser, which you should
push to the right. Head into  the opening. On the shelf, grab the
shining item. It is the DAGGER KNIFE, and it comes in handy. On your way
back, a zombie will attack you, but if you almost get bitten, Jill will
automatically use the DAGGER KNIFE so you can evade the zombie. EVADE
THE THING, or KILL IT.

You can kill it by pushing the dresser in front of the opening, trapping
it. Then use the KNIFE and KNIFE away at it.

To get the MANSION MAP, push the dresser back in front of the opening.
Using A, climb on top of the dresser, and jump down on the opposite
side. Then push the dresser towards the statue, until it stops. Climb on
it, and then head to the shining item on the statue. Grab it, and its
the MANSION MAP.

Return to the MAIN HALL.

MAIN HALL
Head up the stairs, and to the door directly on top of the staircase.

GRAVEYARD
Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows.
Wander the graveyard until you see a casket. Inspect it, and there's an
indentation of an arrowhead. Inspect a gate you see, and its locked.
There is an item behind it. Return to the MAIN HALL.

MAIN HALL
Take the stairs to JILL'S left. Take the double doors into the UPPER
DINING ROOM.

UPPER DINING ROOM
You might want to kill that zombie on the left. The KNIFE is somewhat
effective. The CODE: Veronica X method of slashing at the legs is
really difficult, so just try to dodge. See the statue? Push it
forward and then push it over the gap in the railing. It'll fall down.
Circle the UPPER DINING ROOM and grab the DAGGER KNIFE. Do not waste it.
Head back to the MAIN HALL.

MAIN HALL
Return to the DINING ROOM.

DINING ROOM
Head to where the statue fell? Run there and pick up the BLUE GEMSTONE
Return to the KENNETH ROOM.

KENNETH ROOM
Head left and watch for the zombie on the other side of the hall. Head
to the door left of where Kenneth was killed. Search him for an item
called "KENNETH'S TAPE."

FAR LEFT STAIRS
Circle the hall, until you reach the stairs. Near the birdcage is a
HANDGUN MAGAZINE. Grab the 2 GREEN HERBS. Head yourself if you must. Up
the stairs is a door you should go through.

Z HALL
If you check the map, the place looks like a Z. Head down the hall, and
kill any  zombies you may see. Down the hall, you should see a shiny
item. Grab the GOLDEN ARROW. Examine it so it becomes an ARROWHEAD."
Under the big mirror near where you found the SPEAR are HANDGUN
MAGAZINES. Go to the door on the map that leads to the UPPER DINING
HALL.

UPPER DINING HALL
Head back to the MAIN HALL.

MAIN HALL
Return to the graveyard.

GRAVEYARD
Head to where you saw the Spear indentation. Use the ARROWHEAD on the
casket. Stairs will be revealed. Go down them.

MACHINERY ROOM
Wander through this room until you see a BOOK OF CURSE. Grab it. Examine
the BOOK in your item list. You'll notice by the entrance 4 faces above
4 tombs. Remember that for later. Return to the GRAVEYARD.

GRAVEYARD
Return to the MAIN HALL.

MAIN HALL
Head to the STATUE ROOM.

STATUE ROOM
Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it,
and read the  book. Take the SWORD KEY and use it on the door.

L HALL
Head through, and you'll hear a window crack. Run through, and push the
far cabinet back to get HANDGUN MAGAZINE. Head to the M HALL.

M HALL
Run to the nearest door and use your SWORD KEY. Enter.

DOG AREA
Run down and grab the GREEN HERBS. Grab the HERBICIDE from the
wheelbarrow, too. Return to the M Hall.

M HALL
Use the SWORD KEY on the next door. Enter the BATHROOM.

BATHROOM
Look around, and drain the tub. Grab the DAGGER KNIFE from the tub.
Return to the M HALL.

M HALL
Run toward the next door. Enter the CEILING ROOM.

CEILING ROOM
Run across to the other door leading to the SHOTGUN RACK ROOM.

SHOTGUN RACK ROOM
Take the INK RIBBON. The take the SHOTGUN. After you take it,
leave.

CEILING ROOM
The ceiling begins to drop.

M HALL
You are back in the M HALL. Head through the double doors nearest you.

DOOR HALL
Head to the door to Jill's right.

RIGHT STAIRS
Kill the zombie, and enter the LEFT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Grab the OIL CANTEEN you find, along with some GRENADE. Deposit both
into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill
your OIL CANTEEN with OIL so you can burn any zombies you kill.
Save the game, and head out.

************************************************************************
LOOKING AROUND
************************************************************************

RIGHT STAIRS
Climb the stairs. Kill the zombies, or dodge them, and head right. Turn
left at the corner, and enter into the U HALL.

U HALL
Dodge all the zombies, and turn right into the door. This is the STUDY.

STUDY
Grab the DOG WHISTLE and the LIGHTER. Exit the way you came.

U HALL
Run all the way to the end, passing all doors until you get to the very
last one. Dodge all zombies, and head into the MAIN HALL.

MAIN HALL
Barry will give you ACID ROUNDS. Run across the room into the UPPER
DINING ROOM.

UPPER DINING ROOM
Run to the right of Jill, to the second door on the end. She is in the
LEFT STAIRS HALLWAY.

LEFT STAIRS HALLWAY
Head to the nearest door, without entering the stair area.

STAIN GLASS BALCONY
In front of that Stain Glass, equip the SHOTGUN and use the Dog Whistle.
Dogs will attack you, so kill them quickly. Grab the shining item on the
floor. It is a DOG  COLLAR. Inspect it, and you pull out some sort of
JEWEL. Inspect the JEWEL in all  areas and you get an IMITATION KEY.
Return to the LEFT STAIRS HALLWAY.

LEFT STAIRS HALLWAY
Return to the UPPER DINING ROOM.

UPPER DINING ROOM
Head to the Z HALL.

Z HALL
Run to the door you first entered this room from, and turn right. Enter
the door you see. It is the BLADE ROOM.

BLADE ROOM
Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle
occurs.

---------------------------------------------------------------------
| !!! BLADE PUZZLE !!!                                              |
|                                                                   |
|Take the FAKE KEY and USE it in the opening where you took the     |
|ARMOR KEY. The blade that's going after you should stop.           |
---------------------------------------------------------------------

Take the ARMOR KEY. Leave for the Z HALL.

Z HALL
Run toward the UPPER DINING HALL.

UPPER DINING HALL
Take the door next to the one you just came through, into the LEFT
STAIRS.

LEFT STAIRS
Head down the stairs you see after dispatching the zombies. A super-
zombie might go after you, so be very careful. At the bottom, head into
the door nearest you.

LEFT STAIRS SAVE ROOM
Prepare any of your items if necessary. Then leave.

LEFT STAIRS HALLWAY
Run across the hallway, and head back up the staircase. Return to the
UPPER DINING HALL.

UPPER DINING HALL
Head over to the MAIN HALL.

MAIN HALL
Head down the stairs, and to the DINING HALL.

DINING HALL
Head to the KENNETH ROOM.

KENNETH ROOM
From this hall, head all the way right, and turn left at the corner.
Head down the stairs, and unlock the door. Head back up the staircase,
and to the door you just passed. Unlock it with the ARMOR KEY. But do
not go through yet. Head to the DINING ROOM.

DINING ROOM
From here, head to the MAIN HALL.

MAIN HALL
Head upstairs to the UPPER DINING HALL.

UPPER DINING HALL
From here, go to the LEFT STAIRS.

LEFT STAIRS
From here, take the stairs down, and run down passed the LEFT STAIRS
SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the
options YES and NO come up, select YES so you can discard the SWORD KEY.
Head  inside.

STORAGE ROOM
Do not grab the BROKEN SHOTGUN. Just grab the BATTERY PACK. Leave.

LEFT STAIRS HALLWAY
Head to the door to the right of Jill, unlocking it with the ARMOR KEY.

F HALL
Notice on the map that this hall looks like an F? OK, run down a bit
and grab the BATTERY PACK. Then head further down, turn the corner and
enter the
VINE ROOM.

VINE ROOM
Run over to the machine pumping the water and use the HERBICIDE. Once it
is submerged into the water, examine the machine again and select YES.
Then select the first option you see. The vines will then die from the
HERBICIDE. Grab the MASK W/OUT ALL you see on the wall.

************************************************************************
DEATH MASK HUNT
************************************************************************

NOTE: There are many GREEN HERBS here. Due to the overwhelming
difficulty of this game, it is suggested you only take them when you run
out of healing supplies. They will still be here when you return from
the GUARDHOUSE, and by then, this place will be a Hunter festival. Pick
these GREEN HERBS up when you return from the GUARDHOUSE, or when you
really, really need them.

Head back to the F HALL.

F HALL
Run back to the door you used to get to this hall for the first time,
and turn left. Run down, and zombies will bust in from the windows!
IGNORE THEM and
run. Turn the next left you see, and head through the nearest door. Grab
the DAGGER KNIFE, and head to the TIGER STATUE ROOM nearby.

TIGER STATUE ROOM
Head to the TIGER STATUE and use the BLUE GEMSTONE. You will get SHOTGUN
SHELLS. Head back to the F HALL.

F HALL
The zombies that popped through the window are on the left. Let them
bite you, and use DAGGER KNIFE or BATTERY PACK against one of them to
save ammo. Head into the door nearby.

BEDROOM
Head to the desk across the room, passed the bed. On the bed is a
HANDGUN MAGAZINE. On the desk is a diary. After reading it, a zombie
attacks you. Kill it (you will probably need a DAGGER KNIFE). Exit.

F HALL
Head to the door to the right, and kill the zombies you haven't killed.
Head through the door on the right. It leads to the KENNETH ROOM.

KENNETH ROOM
Head to the DINING HALL.

DINING HALL
Head to the MAIN HALL.

MAIN HALL
Head upstairs. Head to the door to the right of the one leading to the U
HALL. Unlock it with the ARMOR KEY, but do not go through yet. Head to
the U HALL.

U HALL
Unlock the single door nearby using the ARMOR KEY. Before entering it,
unlock the double doors you see nearby with the ARMOR KEY. Head to the
RIGHT STAIRS.

RIGHT STAIRS
Here, go to the door passed the staircase leading down and unlock it
with the door. Do not enter it yet. Head down into the DOOR HALL.

DOOR HALL
Unlock the door down the hall, near the open space, using the ARMOR KEY.
When the YES or NO option comes up, select YES so you can discard the
ARMOR KEY. Do not go through, yet. Return to the RIGHT STAIRS.

RIGHT STAIRS
Return to the U HALL.

U HALL
Return to the single door you unlocked a few minutes ago.

RICHARD ROOM
You'll see Richard Aiken here. You'll have to get him SERUM. Head
outside to the U HALL.

U HALL
Head to the MAIN HALL.

MAIN HALL
Head into the door you just unlocked. It leads to the FOREST BALCONY.

FOREST BALCONY
Run across. Grab the HANDGUN MAGAZINE you see. Run down and you'll see a
familiar person: Forest Speyer. (Barry will be here if you used the
BROKEN SHOTGUN in the SHOTGUN RACK ROOM, and give you the GRENADE
LAUNCHER). Grab the GRENADE LAUNCHER from him if you didn't see Barry
here, and run down. Grab the GREEN HERBS. Forest will then attack you,
so use the SHOTGUN or the GRENADE LAUNCHER to kill this tough zombie.
Exit back into the MAIN HALL.

MAIN HALL
Head into the first floor, and into the DINING ROOM.

DINING ROOM
Head into the KENNETH ROOM.

KENNETH ROOM
Head into the F HALL.

F HALL
Head into the LEFT STAIRS HALLWAY.

LEFT STAIRS HALLWAY
Head into the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
Grab the SERUM from the shelf and rearrange your items. Make sure you
have the HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM,
MASK and the ARMOR KEY. Return to the LEFT STAIRS HALLWAY.

LEFT STAIRS HALLWAY
Return to the F HALL.

F HALL
Head to the KENNETH ROOM.

KENNETH ROOM
Return to the DINING ROOM.

DINING ROOM
Return to the MAIN HALL.

MAIN HALL
Return to the U HALL.

U HALL
Head into the RICHARD ROOM.

RICHARD ROOM
Heal Richard. After you heal him (he doesn't die from poison this time,
like in the original version), head to the door to the left of Richard.
Grab the 2 GREEN HERBS, too.

SMALL L HALL
This is a smaller L HALL. Kill the zombie you see, and run to the door
passed it (to the left of the door you used to enter this hall).

SMALL DINING ROOM
This is a SMALL DINING ROOM. Grab the HANDGUN MAGAZINE on the table.
Then go to the candles you see on the table and light them with the
LIGHTER (I told you to go get the LIGHTER back in the LEFT STAIRS SAVE
ROOM). See the display shelf? Push it to the right to reveal a secret
annex room. There is a zombie, so kill it! Examine the display shelf in
this annex for a MUSICAL SCORE. Return to the
SMALL L HALL.

SMALL L HALL
Return to the RICHARD ROOM.

RICHARD ROOM
Return to the U HALL.

U HALL
Head into the double doors into the KNIGHT ROOM.

KNIGHT ROOM
The knight statues move, but do not worry. Nothing in this room can kill
you.


---------------------------------------------------------------------
| !!! KNIGHT PUZZLE !!!                                             |
| Your objective is to push all the statues back into their normal  |
| position.                                                         |
|                                                                   |
| -Have Jill push the FAR LEFT first.                               |
| -Have Jill push the CLOSER RIGHT STATUE next.                     |
| -Have Jill push the FAR RIGHT STATUE next.                        |
| -Have Jill push the FAR LEFT STATUE again.                        |
| -Have Jill push the CLOSER LEFT STATUE.                           |
| -Have Jill push the FAR RIGHT statue again.                       |
| -Have Jill push the CLOSER RIGHT STATUE next.                     |
| -Have Jill push the CLOSER LEFT STATUE again.                     |
| -Have Jill push the CLOSER RIGHT STATUE next.                     |
|                                                                   |
| Voila! Examine the center podium, and press the button.           |
| A painting slides.                                                |
|                                                                   |
| Grab it, and it is a JEWELLRY BOX.                                |
|                                                                   |
--------------------------------------------------------------------|

We will solve it later. For now, insert it in the ITEM BOX. To do that,
head to the RIGHT STAIRS SAVE ROOM.

U HALL
Head to the RIGHT STAIRS.

RIGHT STAIRS
Return to the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Save, and deposit the GRENADE GUN and JEWELRY BOX. Barry has also left
some items here for you, like FIRST AID SPRAY, HANDGUN MAGAZINE and
INCENDIARY SHELLS. Deposit them. Head back out.

RIGHT STAIRS
Apparently, we can't get back into the DOOR HALL anymore, so head up the
stairs, and to the you had unlocked earlier.

DEER HEAD ROOM
Head to the door to the right first. Grab the RED HERB and GREEN HERB.

BEDROOM 2
Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to
find FIRST AID SPRAY. Return to the DEER HEAD ROOM.

DEER HEAD ROOM
Take the door to the right.

WASP ROOM
Grab the file on the desk, and read it (if you can). Near the desk is a
display of bugs. Grab the FISHHOOK. Run to the display to the right of
the door and grab the LURE OF A BEE. Combine it with the FISHHOOK you
found. Head to the display to the left of the door and grab the BEE
SPECIMAN. After grabbing it, use the GOLD BEE SPECIMAN and attach it to
the bug display. Head back to the bug display on the right of the door
and use the BEE SPECIMAN. Then press the button.

..suddenly, the BEE SPECIMAN comes to life! Kill it!

Grab the WIND CREST you see. Return to the RIGHT STAIRS.

RIGHT STAIRS
Head to the U HALL.

U HALL
Head to the MAIN HALL.

MAIN HALL
Head to the GRAVEYARD.

GRAVEYARD
Head down the stairs to the MACHINERY ROOM.

MACHINERY ROOM
Remember the 4 tombstones I told you to remember? Well, use the MASK
W/OUT ALL from the VINE ROOM on the first tombstone. You'll see a
really, really disturbing cut-scene. Afterwards, return to the
GRAVEYARD.

GRAVEYARD
Head to the MAIN HALL.

MAIN HALL
Head into the DINING ROOM.

DINING ROOM
Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces
available in your inventory, then grab it (make sure one of your 6 or
less items is the MUSICAL SCORE). Head into the KENNETH ROOM.

************************************************************************
GETTING OUT
************************************************************************

KENNETH ROOM
Head into the single door you unlocked (NOT the one you unlocked at the
Bottom of the stairs).

PIANO ROOM
Head to the area passed the piano. There is a shelf. Push it to the left
to reveal MUSICAL SCORE (2). Combine that with the MUSICAL SCORE to make
MOONLIGHT SONATA. Use the MOONLIGHT SONATA on the piano. After a wall
rises, head into the annex and grab the GOLD EMBLEM. Replace it with the
WOODEN EMBLEM. If you didn't get the WOODEN EMBLEM, replace the GOLD
EMBLEM and go get it. Return to the KENNETH HALL.

KENNETH HALL
Head to the DINING ROOM.

DINING ROOM
Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used
to be.

---------------------------------------------------------------------
| !!! CLOCK PUZZLE !!!                                              |
| The clock's internal parts will be revealed. Head to them. When   |
| examining the clock, opt to move the HOUR HAND twice. When the    |
| clock is at 6:00, press B and you will get a SHIELD KEY.          |
---------------------------------------------------------------------

Return to the MAIN HALL.

MAIN HALL
Head to the STATUE ROOM.

STATUE ROOM
Head to the DOG HALL.

DOG HALL
Head to the M HALL.

M HALL
Head to the DOOR HALL.

DOOR HALL
Head to the single door you unlocked. It is the CROW HALL.

CROW HALL
There is a puzzle abound.

---------------------------------------------------------------------
| !!! PICTURE PUZZLE !!!                                            |
| The painting with the sword must be colored orange/red on both    |
| sides (because the paintings appear on both sides). The middle    |
| painting must be colored purple. The last painting must be colored|
| GREEN. Adjust the painting from both sides to make the above      |
| colors correspond. Then press the woman painting.                 |
---------------------------------------------------------------------

The wall rises, leading to the area behind the locked gate in the
GRAVEYARD.
Grab the DEATH MASK I. Unlock the door leading to the GRAVEYARD.

GRAVEYARD
Head down the stairs into the MACHINERY ROOM.

MACHINERY ROOM
Attach DEATH MASK I into the 4th tomb. Again, another disturbing cut-
scene. Head back to the CROW HALL.

CROW HALL
Head to the DOOR HALL.

DOOR HALL
Head to the RIGHT STAIRS.

RIGHT STAIRS
Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Make sure you have the GRENADE LAUNCHER. Leave.

RIGHT STAIRS
Head upstairs into the U HALL.

U HALL
Head into the RICHARD ROOM.

RICHARD ROOM
Head into the SMALL L HALL.

SMALL L HALL
Climb the small stairs and use the SHIELD KEY to unlock the door.
Dispose of the SHIELD KEY.

ATTIC
A boss awaits...

========================================
BOSS # 1: YAWN
DIFFICULTY: HARD
Use the Acid Rounds you got from Barry, and start shooting it with the
GRENADE LAUNCHER. Half way through the battle, Richard will interfere.
Shoot the Snake some more, and Richard will leave the battle. When you
run out of ammo, grab the SHOTGUN that is on the floor, and keep
shooting it. Eventually, the YAWN should run away.

During the fight, the Yawn attacks with its mouth, so keep moving. If
you get hit by the Yawn, you will get POISONED.

ALTERNATE STRATEGY: To avoid having to battle Yawn, run over to the back
of the room where the DEATH MASK II is. Grab it, and get the hell out as
fast as you can.
========================================

[NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies
around the mansion. They are resurrected zombies of ones you've killed.
Watch out, and keep the Shotgun equipped. They are as fast as Hunters,
and even slash you like Hunters.]

Do not forget to grab the DEATH MASK II in the small hole in the corner.

RICHARD ROOM
Head over to the RIGHT STAIRS.

RIGHT STAIRS
Head to the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Withdraw the JEWELRY BOX. Go to the item screen and the CHECK option.

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE !!!                                        |
|                                                                   |
| Press both buttons which resemble half of a heart shape. The box  |
| will open. Inside is the DEATH MASK III.                          |
---------------------------------------------------------------------

With MASK IV, our next destination is that MACHINERY ROOM. Head to the
RIGHT STAIRS.

RIGHT STAIRS
Head to the U HALL.

U HALL
Head to the MAIN HALL.

MAIN HALL
Head to the GRAVEYARD.

GRAVEYARD
Head to the MACHINERY ROOM.

MACHINERY ROOM
Insert DEATH MASK II into tomb 3 and DEATH MASK III into tomb 2. The big
casket above will fall, and a SUPER CRIMSON HEAD will fight
you. Use the GRENADE LAUNCHER to quickly kill it, because
this is a tough zombie. At least 6 INCENDIARY SHELLS are needed
to put this guy down.

[NOTE: I think that zombie is the late George Trevor. Eerie.]

Check the casket for a STONE AND METAL OBJECT. There are also
SHOTGUN SHELLS. Return to the GRAVEYARD.

GRAVEYARD
Head through the gate to the CROW HALL.

CROW HALL
Head to the DOOR HALL.

DOOR HALL
Head to the small hall across from the door you are at. Head through the
door you see, into the EXIT HALL.

EXIT HALL
Run down this outside hallway until you see a door. A zombie
dog will also show up, so kill it. Near the door is an engraving.
Put the STONE AND METAL OBJECT in it. Head through the door.

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

Well, we've finished PART 1 of Jill's mission in this evil
mansion. The guardhouse is coming up, with a vengeance, and
it will definitely be harder than the first part of the mission.
Make sure you've gotten many supplies from the Mansion before
leaving, as immortals, sharks, plants and green bastards are
going to show up.

B. GUARDHOUSE AREA
------------------

LISA TREVOR
===========
ITEMS: BATTERY PACK
       FIRST AID SPRAY
       SUN CREST
       STAR CREST
       MOON CREST
       MAGNUM

GUARDHOUSE
==========
ITEMS: KEY FOR ROOM 001
       RED BOOK
       CONTROL ROOM KEY
       KEY FOR ROOM 003
       INSECTICIDE SPRAY
       SELF DEFENSE GUN
       MAGNUM BULLETS
       SHOTGUN SHELLS
       GALLERY KEY

************************************************************************
LISA TREVOR
************************************************************************

SHED
Head down to the shining items, and grab both the BATTERY PACK and
the FIRST AID SPRAY. You will need both. Head through the door
down the small stairs. It is the OUTSIDE PATHWAY.

OUTSIDE PATHWAY
Run down this pathway until you see spinning arrows. Brad or
Barry will contact you through the radio. On the red arrow,
move it to the WEST POSITION. When you get to the blue arrow,
turn it NORTH. The gate will unlock. Keep your weapons handy.

CROW GRAVEYARD
Another graveyard? And it has crows! Equip something like the
HANDGUN or SHOTGUN, and start shooting them all from your
position. They'll attack you... but it is worth it to kill them.

Once they are all dead, run down and turn right when there is a
space between the tombstones. You'll run into 2 large tombstones.
Insert the WIND CREST into the right tombstone. 3 new CRESTS are
revealed. Grab them. If you cannot grab all 3, grab as many as
you can and take them to the left tombstone.

Check the back of each crest before inserting them into the left
tombstone. Your reward is the MAGNUM! This is needed for PART 3.

Return to the main part of the graveyard and turn right through
the gate.

OUTSIDE PATHWAY 2
Run down this pathway after a weird cut-scene. You'll see a
COTTAGE. Go through. Use the map to guide you if you cannot
find the COTTAGE.

COTTAGE
[WARNING: An unbeatable monster is about to arrive.]

Enter, and run up the stairs. Grab the COURTYARD MAP and run
passed the bed. There is an ITEM BOX nearby. SAVE at the
TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Grab the SQUARE CRANK.

Now attempt to leave and you will see a cut-scene. After
the cut-scene, a boss fight hits.

========================================
BOSS # 2: LISA TREVOR
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.

CROW GRAVEYARD
Run back to the OUTSIDE PATHWAY.

OUTSIDE PATHWAY
Run back to the SHED.

SHED
Head through the DOUBLE DOORS.

GARDEN
Brad will try to contact you. Afterwards, kill all the zombie
dogs you see. Grab all the GREEN HERBS and head through the gate.

POND ROOM
Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK
there. The pond will drain. Head down the ladder, across the pond,
and up to the lift.

GUARDHOUSE GARDEN
There are crows here. Shoot them with your HANDGUN or SHOTGUN.
You'll notice that since you drained the pond, the water is flowing
in front of a secret passage. Looks like we have to find a way to
get there without having to drain the pond. (Why couldn't Jill just
go swimming?) There is a non-functioning lift that will take you back
to the GARDEN, so our goal for the rest of this and next mission is
to find a battery which will work that elevator. ~_~

Head into the gate.

************************************************************************
GUARDHOUSE
************************************************************************

GUARDHOUSE ENTRANCE
Snakes will pour in on Jill, so watch out. Grab any HERBS you see.
Head through the door at the end.

GUARDHOUSE HALLWAY
Eerie... Turn right and enter the first door to the right.

GUARDHOUSE SAVE ROOM
Grab the INK RIBBON, battery pack and FIRST AID SPRAY.
You will want to rearrange your items so you have the
SHOTGUN/SHELLS, GRENADE LAUNCHER/ AMMO, and a couple of
HERBS. The HANDGUN might be useful, but it
won't provide SHOTGUN power. Deposit the SQUARE CRANK,
too. Refill your OIL CANTEEN, too. Now that we are set,
head outside.

GUARDHOUSE HALLWAY
Head to the double doors to the very right of the hall.

SPIDER POOL ROOM
Ahhh! Spiders!!! Kill the thing with the INCENDIARY SHELLS before it is
too late. If they poison you, use one of the BLUE HERBS that can
be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY.
Head up the stairs to the pool table and shoot down the next spider.

EXAMINE THE POOL! Remember the COLORS of the corresponding POOL
BALLS.

2: BLUE
3: RED
4: PURPLE
5: ORANGE
6: GREEN

If you remember that solution, then a door code will be insanely
easy to remember.

Head down the stairs to the table area and grab the RED BOOK, and
other misc. items such as a FIRST AID BOX. Inside the FIRST AID
BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS.

GUARDHOUSE HALLWAY
Return to the GUARDHOUSE SAVE ROOM.

GUARDHOUSE SAVE ROOM
Deposit everything you found in the other room except for the RED
BOOK. Leave.

GUARDHOUSE HALLWAY
Push the crate near the higher crate. This will create a stairway that
can be used to avoid those evil vines in that hole. Once on the other
side of the tall barrel stack, head through the next door.

GUARDHOUSE HALLWAY 2
Run down and head into the 002 ROOM. You should here a mysterious
cut-scene involving Barry.

002 ROOM
After the Barry cut-scene, grab the file on the desk. Go to the
bookshelves you see and push the left one forward. Push the right
bookshelf to the right to reveal a ladder. Go down.

SECRET WATER TUNNEL
Run until you see all the crates. Push them into the small water
storage you see. When a bridge forms, head down and soak Jill's
feet into the water and go through the double doors.

SHARK TANK
In here is a shark called NEPTUNE. Run back out through the way you
came.

SECRET WATER TUNNEL
Return to the 002 ROOM.

002 ROOM
Head into the 002 BATHROOM.

002 BATHROOM
On the shelf is an KEY FOR ROOM 001. Grab it and leave.

002 ROOM
Head out into the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Head to the GUARDHOUSE HALLWAY.

GUARDHOUSE HALLWAY
Head into the only door you haven't gone through yet. Unlock
it with the KEY FOR ROOM 001.

001 ROOM
Inside here is some weird little DEFENSE GUN. There are also
HANDGUN MAGAZINES here. Head into the bathroom.

001 BATHROOM
Drain the tub and grab the CONTROL ROOM KEY. Head out.

001 ROOM
Head out.

GUARDHOUSE HALLWAY
Return to the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Return to the 002 ROOM.

002 ROOM
Head down the ladder to the SECRET WATER TUNNEL.

SECRET WATER TUNNEL
Head to the SHARK TANK.

SHARK TANK
Run to the door that is red on the map of this room. Unlock
it with the CONTROL ROOM KEY. Head inside.

CONTROL ROOM
In here, there will be a difficult puzzle.


---------------------------------------------------------------------
| !!!CONTROL ROOM PUZZLE!!!                                         |
|                                                                   |
| Go down the ladder. Then go to the white board on the table and   |
| find the number on it, either being 1, 2 or 3. Now go to the giant|
| window. Once the shark breaks it and the countdown starts. Press  |
| the computer switch that is near the window. Then turn around     |
| (using the C-Stick) and make a diagonal run ( \ this direction)   |
| and press the computer switch there. From that console, you'll    |
| then want to head directly left to where a lever is and hit that  |
| one. Then head into the adjacent hallway and turn left so you see |
| some sort of a tank that has the colors red and green             |
| (which are really lights). When it asks you to press either       |
| BUTTONS 1, 2 or 3, press the number which was on the board.       |
| Return to the second computer console you pressed and press it    |
| again. Then return to the lever and then switch it again. Then go |
| back to where the shark is banging and press that switch. The     |
| SHARK TANK will be drained.                                       |
---------------------------------------------------------------------

Go back to the adjacent hallway and take the door directly to the right.
Then run to the previously water-blocked door.

WATER ROOM
Here, run through and head through the gate to the SHARK TANK.

SHARK TANK
With the water drained, run over to the platform and then attempt
to grab the GALLERY KEY. But then the shark comes to life.

========================================
BOSS # 3: NEPTUNE SHARK
DIFFICULTY: Easy
Your goal: Shoot it until it dies. You should have enough ammo.

ALTERNATE STRATEGY: See that green box in front of Jill? Push it into
the Aqua Ring. See the lever to the left? Switch it and then the Neptune
shark gets electrocuted. Thanks to the billions of people who sent it
in.
========================================

Run over and grab where the GALLERY KEY fell to. Then run to the door
you previously went to.

WATER ROOM
Run through here. Head for the next door you didn't go through.

WATER HALLWAY 2
Grab the Magnum Rounds. Head for the door at the end up the ladder.

SECRET WATER TUNNEL
We end up back here, thankfully. Run back up the ladder to the 002
ROOM.

002 ROOM
Run to the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Head to the GALLERY through the next door, via the GALLERY KEY.

GALLERY
AKA WASP ROOM. Head and turn the first corner you see to a door.
Luckily, Jill need not explore that (though Chris was not as lucky).
Turn the next left corner to the corpse, and grab the INSECTICIDE
SPRAY. Run back out to GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole.
Use the INSECTICIDE SPRAY through the hole to kill those bastards.
Return to the GALLERY.

GALLERY
Run to where the wasps where and grab the KEY FOR ROOM 003 from the
desk. Then head to the 003 in the same room and open it up.

003 ROOM
Inside, go to the bookshelf with the red books. Grab the UMB BOOK and
then place the RED BOOK inside.

---------------------------------------------------------------------
| !!!RED BOOK PUZZLE!!!                                             |
|                                                                   |
| The goal of this perverted puzzle is to align all the books for   |
| form a nude woman. To do this, select a book and when you do,     |
| select the book to swap places with it. Eventually you will form  |
| a nude woman.                                                     |
---------------------------------------------------------------------

Once the puzzle is solved, head through the door to your next boss
fight.

PLANT 42 ROOM
You're next boss fight awaits...

========================================
BOSS # 4: PLANT 42
DIFFICULTY: Easy
Your goal: Head up the stairs and shoot the thing with INCENDIARY
SHELLS. Continuously shoot it until it shrivels up and dies. Hurrah!

It can poison you and constrict you in its vines... so be careful.
Other than that, this boss shouldn't pose much difficulty. 10-12
INCENDIARY SHELLS should put the thing down.

ALTERNATE WAY: In Jill Valentine's game, to avoid having to fight Plant
42 at all, simply follow these steps.

1. Once you're ready to enter the mean green's domain, instead pickup
the lighter and clear up three item spaces.

2. Enter the Employee Lounge were the two spiders previously resided and
locate a red lamp in a corner to the left of the entrance. Light the
lamp and note the lamp's color and the symbol presented. Since the
symbols are random, it is impossible to dictate here exactly which one
it will be. Repeat this process with the green lamp on the left table by
the bar, and the orange lamp by the pool table. Study the pool balls and
note their colors and numbers. Red is 3, Orange is 5, and Green is 6.

3. Travel to the Gallery where the hive (hopefully) previously stalked.
Examine the key pad next to the first door on the left, it's on the same
side as the entrance. Punch in your code and enter.

4. Follow this closely because a misstep could produce a very toxic gas!
First, grab three of the empty bottles lying around and fill one with
water at the sink. Fill the second bottle with UMB No. 3, located in the
yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and
mix the two again for UMB No. 10. Now, collect more water and more
Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10
combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3
and mix for the coveted V-Jolt chemical.

5. Travel down the basement with the V-Jolt and make your way to the
control room where the shark tried to break into (remember, you don't
have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms
to get to the Control Room]. Up the ladder and out the door eliminate
the beach shark with one handgun shot if you wish, he'll pretty much
only bother you if you TRY to get him to eat you. Enter the Guard Room
by the shark and walk into the vile plant's roots. Don't worry about
being damaged, the roots won't hurt you. Now, give the not so Jolly
Green Giant a shot of the herbicide and discard the bottles.

6. Now, when you enter Plant 42's domain, Barry will show up and finish
off the plant without you having to pull a trigger. This detour saves
you even more ammo and health and despite how it may sound, it should
take only five to ten minutes. Good luck.
========================================

After that boss is dead, head down the stairs and grab the HELMET KEY
from the fire place. Return to the GALLERY via the double doors.

GALLERY
Run to the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he
leaves, return to the GUARDHOUSE HALLWAY.

GUARDHOUSE HALLWAY
Here, run back to the GUARDHOUSE SAVE ROOM.

GUARDHOUSE SAVE ROOM
Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure
you have your HELMET KEY. Save, too.

GUARDHOUSE HALLWAY
Exit to the outside.

GUARDHOUSE ENTRANCE
Run back down to the GUARDHOUSE GARDEN.

GUARDHOUSE GARDEN
Run to the lift and ride it the POND ROOM.

POND ROOM
Run across the pond and dodge the snakes. Head back to the GARDEN.

GARDEN
Head to the SHED.

SHED
There are many items here thanks to Barry. Grab them
all, especially the ACID ROUNDS, because a new monster is going to
show up. Head into the EXIT HALL.

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

Well, with Lisa running around, Plants to kill, and sharks to feed,
I'm amazed we've made it so far! We are back in the mansion of hell
and we must explore the remainder of the mansion for more clues, perhaps
clues that can get us behind the waterfall in front of the GUARDHOUSE.
The return to the mansion isn't too long, and can range from 5 minutes
to 15 minutes, depending on what ending you want to get.

C. RETURN TO MANSION
--------------------

RETURN TO MANSION
=================
ITEMS: RED GEMSTONE
       YELLOW GEMSTONE
       JEWELRY BOX
       MO DISK
       FIRST AID SPRAY
       LAST BOOK, VOL. 1
       LAST BOOK, VOL. 2


SEARCHING AROUND
================
ITEMS: MEDAL OF WOLF
       MEDAL OF EAGLE
       GREEN HERB
       RED HERB
       BLUE HERB
       BATTERY
       EMBLEM KEY
       BROACH

************************************************************************
RETURN TO MANSION
************************************************************************

EXIT HALL
Run down the hall and head into the DOOR ROOM.

DOOR ROOM
There is a Hunter here. Kill it. Head into the RIGHT STAIRS.

RIGHT STAIRS
There is a Hunter here. Kill it. Head into the RIGHT STAIRS
SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Recharge and save if you were hurt by the Hunters. Exit.

RIGHT STAIRS
Run up the stairs and turn left. Run to the very end, into
the door.

RESTING ROOM
Grab all the HERBS here and then unlock the door in this room
using the HELMET KEY.

WALL HALL
There is no snake here this time. There is a puzzle, though.

---------------------------------------------------------------------
| !!!WALL PUZZLE!!!                                                 |
|                                                                   |
| OK. See the statue? Push it in through the opening into the main  |
| part of the room. Push it all the way. When the walls stop moving,|
| head back to the door and head behind the right wall. Run all the |
| way and flip the switch. Run back the way you came and to where   |
| you pushed the statue. Push it left before the walls consume you. |
| A secret passage will open.                                       |
---------------------------------------------------------------------

Jump down the hole. To the left is a BATTERY PACK. To the right is a
LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE.

GRAVE
Head in, and you'll see a grave. Press the button. Grab the diaries
while you are at it. Head down.

UNDERGROUND HALLWAY
Run down this hallway to the door at the end. Watch out for the
Spiders.

UNDERGROUND HALLWAY 2
Run through a gate down the hall until you run into a lever. Pull it.
Then take the only other door in this room.

KITCHEN
We are in a kitchen.

You have 2 options:

-Head to the door directly across from Jill. It leads to the KENNETH
ROOM.

-Head to the elevator.

This next optional part (though the RED GEMSTONE isn't optional) is
required for players who want to save Chris Redfield and get a better
ending. Skip the optional section if you want to get Chris Redfield
killed.

=============OPTIONAL==============
=============OPTIONAL==============

KENNETH F HALL
Climb up the stairs to be back in the KENNETH ROOM. You'll discover that
there is a Sweeper here. Sweepers, as you'll remember from Resident Evil
CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid
Rounds, or your Magnum. The door to the F HALL will also be torn down,
so the room will now be called the KENNETH F HALL.

Head into the F HALL section of the KENNETH F HALL. Head to the LEFT
STAIRS.

LEFT STAIRS
Run to the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
We have to unload here. You will also want to save the game. Exit.

LEFT STAIRS
Climb the stairs. Unlock the door nearest to the left of the stairs.

YELLOW GEM ROOM
This room is tricky. And it has a puzzle. But first grab the GRENADE
SHELLS near the right deer head.

---------------------------------------------------------------------
| !!! YELLOW GEM PUZZLE !!!                                         |
|                                                                   |
| See those drawer cabinets near the center table? Push them toward |
| the deer heads nearby. Then turn the lights off with the switch   |
| next to the door. Now attempt to pull the YELLOW GEMSTONE from    |
| the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD   |
| and grab the RED GEMSTONE. [If you run out of item space, return  |
| to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- |
| -STONE AND GRAB IT! Puzzle solved!                                |
---------------------------------------------------------------------

With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT
STAIRS.

LEFT STAIRS
Run down to the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
Unload if you have too many item spaces. Then exit.

LEFT STAIRS
On your way, 2 Hunters will pop in and surprise you. Kill them with the
GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN.
The GRENADE SHELLS or MAGNUM are recommended, though.  Run to the
KENNETH F HALL.

KENNETH F HALL
Run to the door that leads to the TIGER STATUE ROOM.

TIGER STATUE ROOM
Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK.
Exit.

KENNETH F HALL
Return to the LEFT STAIRS.

LEFT STAIRS
Run to the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
Deposit the MO DISK into the item box. Exit.

LEFT STAIRS
Head for the KENNETH F HALL.

KENNETH F HALL
Return to the KENNETH ROOM part of the room, and down the stairs back to
the KITCHEN.

=============END-OPTIONAL==============
=============END-OPTIONAL==============

KITCHEN
Now that we are all back together, we can now explore the elevator. Ride
the elevator down.

TORCH LIT TUNNEL
Kill the zombie from the first branch of this room. There are 2 GREEN
HERBS here. Head back passed the elevator and kill the zombie nearby.
Down from where you killed the zombie, there is a door for you to head
through.

STORAGE ROOM
In here are ACID ROUNDS, BATTERY PACK and the BATTERY! You can now power
up the lift in the GUARDHOUSE GARDEN! But before we leave, we need to do
two more tasks. Exit.


TORCH LIT TUNNEL
Head to Jill's left, through a door.

Z HALL
Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three
rights down the hall. There might be a CRIMSON HEAD here.

BLADE ROOM
Head up passed where you left the FAKE KEY. Passed it is a door. Unlock
it with the HELMET KEY.

LIBRARY
Run across the hall until another boss fight happens.

========================================
BOSS # 5: YAWN II
DIFFICULTY: Medium
This boss is much harder now that Richard is dead. Your goal: Shoot the
thing with GRENADE SHELLS. Watch out for its bite and poisonous attacks.
Once you run out of GRENADE SHELLS, shoot it with the HANDGUN or
SHOTGUN. Avoid its attacks, too, because it can bring you down to
CAUTION in one blow.

Eventually, Yawn will die for good.
========================================

Head behind the bookcase Yawn smashed into. Grab the purple book called
LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE
ROOM.

************************************************************************
SEARCHING AROUND
************************************************************************

BLADE ROOM
Head to the Z HALL.

Z HALL
Head for the UPPER DINING ROOM.

UPPER DINING ROOM
Head for the MAIN HALL.

MAIN HALL
Head down the stairs and to the door left of the double doors. Unlock it
with your HELMET KEY. Discard the HELMET KEY.

REST ROOM
In here, grab the diary you see to your left and then head for the other
door in this room. Before going there, there is a desk with INK RIBBONS
inside.

MIRROR ROOM
Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on
the cabinet. Another puzzle awaits.

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE 2 !!!                                      |
| Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the |
| puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ.         |
|                                                                   |
|                                                                   |
http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif
| Thanks to Daniel Engel for the solution!!                         |
---------------------------------------------------------------------

Once you solve the puzzle, you will have a BROACH, which will turn into
the EMBLEM KEY. Exit.

REST ROOM
Exit to the MAIN HALL.

MAIN HALL
Head for the GRAVEYARD.

GRAVEYARD
Head to the gate leading to the CROW HALL.

CROW HALL
Head for the other door in this hallway.

DOOR HALL
Head for the only door you haven't tried yet. Unlock it with the EMBLEM
KEY.

BEDROOM
See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see.
Grab the BATTERY PACK, too. Exit.

DOOR HALL
Head for the EXIT HALL.

EXIT HALL
Head out to the SHED.

SHED
Head to the GARDEN.

GARDEN
Head to the POND ROOM.

POND ROOM
Head across the pond and down the lift to the GUARDHOUSE GARDEN.

GUARDHOUSE GARDEN
Head over to the broken lift and attach the BATTERY to the slot nearby.
Then ride the lift up.

GARDEN
We are in the GARDEN again. Head to the SHED.

SHED
Head to the EXIT HALL.

EXIT HALL
Head to the DOOR HALL.

DOOR HALL
Head for the RIGHT STAIRS.

RIGHT STAIRS
Head for the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game,
too. Exit.

RIGHT STAIRS
Travel to the DOOR HALL.

DOOR HALL
Head for the EXIT HALL.

EXIT HALL
Head to the SHED.

SHED
Head to the GARDEN.

GARDEN
Head for the POND ROOM.

POND ROOM
Run to where you used the SQUARE CRANK back in MISSION 2. The pond will
fill with water, effectively opening up that passageway behind the
waterfall. Return to the GARDEN.

GARDEN
Run to the lift in this room, and ride it down.

GUARDHOUSE GARDEN
Head for the not no-more waterfall. Head down the ladder, into the
tunnels...

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

That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at
all. Those Hunters and Sweepers are also in the Tunnel areas now. The
mansion may seem like history now, but we'll be returning to the mansion
in a little while to check out the double doors in the main hall
underneath the stairs. But for now, we explore the tunnels beneath the
Guardhouse in hopes of finding a way out of here.

D. TUNNELS AREA
---------------

ENTERING THE TUNNELS
====================
ITEMS: HEX CRANK
       ACID ROUNDS
       SHOTGUN SHELLS
       SURVIVAL KNIFE

AVOIDING LISA
=============
ITEMS: CYLINDER
       SHAFT
       CYLINDER SHAFT
       BROKEN FLAMETHROWER
       JEWELRY BOX

MANSION ALTAR
=============
ITEMS: DAGGER KNIFE
       STONE RING
       STONE AND METAL OBJECT
       STONE AND METAL OBJECT 2 (2)

************************************************************************
ENTERING THE TUNNELS
************************************************************************

TUNNEL 1
Head to the first door on the right.

TUNNEL 2
Find the ACID ROUNDS on the floor of this tunnel. Head to the only door
in this tunnel.

PIT ROOM
Head for the door with a HANDGUN MAGAZINE by it.

ENRICO ROOM
Run forward. You'll see a cut-scene with Enrico. Search Enrico's body
for the HEX CRANK. Run down the hallway to Enrico's left. Head for the
door at the end. A Hunter may come in, so run away from it. You may want
to equip something powerful right now.

PIT ROOM
We are back in the PIT ROOM. Head back to TUNNEL 2.

TUNNEL 2
There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1.

TUNNEL 1
Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take
the opportunity to save if you life, but make sure you have plenty of
ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap.
Head through to the BOULDER ROOM.

BOULDER ROOM
Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!!
After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through
the doors at the other side of the hall near the boulder. There is a
GREEN HERB to the right of the door.

GIANT SPIDER ROOM
Not another boss!!

========================================
BOSS # 6: BLACK WIDOW
DIFFICULTY: Easy
Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
This boss is so pathetically easy, it isn't even funny. Shoot it with 5
or 6 FLAME ROUNDS to permanently kill it. It has its baby in there too,
so dispose of that. You might get poisoned by its attacks... so
watch out.
========================================

There is a SURVIVAL KNIFE on the barrels like the one you started out
with. If you want to conserve FLAME ROUNDS, then grab it. If you don't
care to waste FLAME ROUNDS, do not grab it.

There should be a door covered in web. Launch some FLAME ROUNDS at it or
hack at it with the SURVIVAL KNIFE you just got. Head through.

TUNNEL 3
Turn right and head through the door.

BOULDER ROOM 2
Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder
will start rolling down. Head through the door nearest you.

STATUE ROOM
See the statue on the wall? Push it right until it hits the BRONZE part
of the wall. Run to the opposite wall and use the HEX CRANK. The statue
will be away from the wall. Now push it to the dial in the middle. It
will turn. Push it away from the dial and push it in the dial again to
turn it a second time. Now push it to the space right of the candles
(so it faces the player). You'll get this CYLINDER. Return to the
BOULDER ROOM 2.

BOULDER ROOM 2
Return to TUNNEL 3.

TUNNEL 3
Head into the GIANT SPIDER ROOM.

GIANT SPIDER ROOM
Head back to BOULDER ROOM.

BOULDER ROOM
Head back to TUNNEL 1.

TUNNEL 1
In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head
to TUNNEL 2. Save if you like.

TUNNEL 2
Head for the PIT ROOM.

************************************************************************
AVOIDING LISA
************************************************************************

PIT ROOM
Here, head over to the control panel you see at the end. Examine it to
get some sort of SHAFT. Combine it with the CYLINDER. It makes the
CYLINDER SHAFT. Insert it and press the code 4231.

The pit in the middle of the room will activate- it's really a lift!
Ride it down!

BOTTOM SHAFT
Run to the nearest door.

LISA TUNNEL
That ***** from the cottage beside the mansion is back.

========================================
BOSS # 7: LISA TREVOR II
DIFFICULTY: IMPOSSIBLE
Your goal: This is the same as last time. Get the hell out of there. 3
hits from this immortal boss will kill you, and it will not be good at
all. Head out, and be quick. Don't even try to shoot this thing, because
she just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

To avoid her, double back and take the branching tunnel. At the
branching tunnel, head to the right one of Jill. You'll eventually see a
door. Use the map to get to it; remember that locked doors are in red on
the map and unlocked ones are in white. Head through the door.

CRATE ROOM
Push the crate onto the lift. Then activate the lift at the controls.
Then leave the room through the way you came.

LISA TUNNEL
Run back to where Barry is. Avoid Lisa Trevor at all costs.

BOTTOM SHAFT
After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR
3 HEALING ITEMS. Then go down the nearby ladder. The crate you
sent away is here now. Go push it to the left and forward. Then
press the button so the crate is crushed. Jump down to where the
crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL.

LISA TUNNEL
Keep avoiding her and head for the locked door. Take the tunnel
toward where you headed for the CRATE ROOM. Flip the switch.
Head to the locked door in the room using the map. See the little
board next to it? Attach the BROKEN FLAMETHROWER there. Head
through.

CANDLE ROOM
Run passed this weird candle area to a pool tunnel. Run across it.
You'll be in a bedroom. You'll find another JEWELRY BOX, like the one
before you left the mansion. Also, there is a DAGGER KNIFE here.
Open the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it
with the METAL OBJECT from the mansion and you'll get
another STONE AND METAL OBJECT. Climb the bedroom ladder, and turn left
when you are up. Climb the ladder.

************************************************************************
MANSION ALTAR
************************************************************************

COTTAGE
Remember this area? This is where you first met Lisa. Our goal is
now to return to the mansion. Yes, go back there. Head to the
OUTSIDE PATHWAY 2.

OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.

CROW GRAVEYARD
If you have not acquired the MAGNUM here yet, then do so NOW. The
solution is above. Run back to the OUTSIDE PATHWAY.

OUTSIDE PATHWAY
Run back to the SHED.

SHED
Head back to the EXIT HALL.

EXIT HALL
Collect the STONE AND METAL OBJECT that is near the door. It is the one
you used in the beginning of the game to get to the Guardhouse. Head
back to the DOOR ROOM.

DOOR ROOM
Aim for the CROW HALL.

CROW HALL
Run down the entire hallway to the GRAVEYARD.

GRAVEYARD
Head for the MAIN HALL.

MAIN HALL
Head for the double doors underneath the grand stairs. Insert both
STONE AND METAL OBJECTS into the double doors. Head through.

LONG TUNNEL
Run down the stairs and across the boards until you reach the door at
the end.

SHORT TUNNEL
Run through this short tunnel until you get to the ladder. Go down the
ladder.

ALTAR ROOM
There is a cut-scene with Barry. Jill... Damn you're tough! And...
another Lisa boss.

========================================
BOSS # 8: LISA TREVOR III
DIFFICULTY: HARD
If you notice... it has the eye of the G-Type William Birkin,
from Resident Evil 2 and the jump and power of Nemesis from Resident
Evil 3: Nemesis. That can only mean one thing: this thing is as
powerful as Nemesis and the G-Type combined!

Give Barry his gun back (or not if you want a bad ending). Then start
shooting the hell out of the thing. When it falls over, keep shooting
it. Barry will also help if you gave him his gun back. Once she falls,
its all over! Yipeee!!!!!!!!!!!!!!!!!

========================================

ALTERNATE STRATEGY

See the stones in the corners of the room? Push them down into
the chasm and Lisa will jump down, ending the battle. Thanks for
KANE79 for this tip.
========================================

..anyway. Talk to Barry if he is still there. If not, grab BARRY'S 44
MAGNUM and BARRY'S PHOTOGRAPH on the ground.

Push all the stones down the pit. They are in the corners around
the casket. The gate rises. Head through.

LAKE COURTYARD
We are back in the courtyard. Go to the statues around the lake
and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs
in the lake. Ride the lift down.

========
It is time to switch to Disc 2. (Why couldn't they give a disc
for each character?)
========

Well, Disc 1 is officially finished. Well, fortunately Lisa is gone,
so we don't have to deal with that G-Nemesis Type anymore. But the
mystery isn't complete yet. Jill discovers a lab beneath the mansion
area, and all the traps Jill has encountered thus far are definitely
there to hide this lab, proving its importance. Well, onto Disc 2.


E. LABORATORY AREA
------------------

SEARCHING AROUND
================
ITEMS: MO DISK 2
       INK RIBBONS
       GREEN HERBS
       SLIDE CARTRIDGE
       MO DISK 3
       LABORATORY KEY
       CAPSULE

ESCAPING
========
ITEMS: MASTER KEY
       FUSE UNIT
       SIGNAL ROCKETS

************************************************************************
SEARCHING AROUND
************************************************************************

LABORATORY ENTRANCE
Find the locked double doors. Near them are ladders to go down.

LABORATORY SAVE ROOM
Save, and pull out the MAGNUM. Head through the double doors.

STAIRS
Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the
start of the stairs and grab the second MO Disk. Head down the stairs.
Head through the gate.

O ROOM
Head to the door to your right.

LAB HALL 1
Collect the FIRST AID BOX. Then take the door to the left.

X-RAY ROOM
Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays
and paste them onto the screen. If you do it right, you should get
another word, CELL, based on the illnesses. Leave.

LAB HALL 1
Back to the O ROOM.

O ROOM
Head to the only open double doors in this room.

COMPUTER ROOM
Go to the operating computer. Sign in using the name "JOHN." The
password is ADA (the same Ada in BioHazard 2). When you want to unlock
the B2 floor, input the password, CELL. Return to the O ROOM.

O ROOM
Head back to the LAB HALL 1.

LAB HALL 1
Head into the first door to the right.

OFFICE
Grab the FAX after taking the Crimson Head down. You'll notice a
weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the
MO Disk on the desk's GameCube, too.

LAB HALL 1
Head for the O ROOM.

O ROOM
Return through the gates to the stairs.

STAIRS
Head to the now unlocked door near where you found MO DISK 2.

PROJECTON ROOM
Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers
8462. Remember them. Was Wesker in that picture with the scientists?
And is the woman there Annette Birkin, and the dark haired guy William
Birkin? Hmmm... Grab the MO Disk from the shelf near the door.

See that blinking panel near where you got the MO Disk? Enter the code
from the slide in there. A new room will be revealed. Grab the
LABORATORY KEY. Look at the console to see how Kenneth Sullivan died
back in the beginning of the game.

Leave.

STAIRS
You might be full on items, so deposit anything un-useful. Return to the
O ROOM.

O ROOM
Unlock the single door with the LABORATORY KEY.

T HALL
Take the door directly across from the entrance (not the one to the
left).

LABORATORY SAVE ROOM 2
Unload anything you do not need. Leave.

T HALL
Turn left. Head through the double doors.

CHIMERA HALL 1
Watch out! There are enemies here that are as dangerous as the Hunters
from the mansion and the tunnels! Turn a cautious left, and kill the
first one you see. These are called Chimeras. Turn around and do not
enter the door. Run around until you see a blue button. Press it, and
you will get a CAPSULE. Head through the door now.

CHIMERA HALL 2
Head for the GameCube-looking console and insert an MO Disk inside.
Run to the door at the end of this hall. Kill all Chimeras with the
Magnum. Now return to CHIMERA HALL 1.

************************************************************************
ESCAPING
************************************************************************

CHIMERA HALL 1
Head for the T HALL.

T HALL
Head for the O ROOM.

O ROOM
Use the POWER ROOM KEY to unlock the double nears near the door you
just emerged from. Enter.

STOREROOM
Does this place remind me of Silent Hill? Anyway, push the shelf
back and climb up the counter. Enter the vent.

OPERATION ROOM
Head through the other vent you see in this room. Kill the Chimeras.

STOREROOM
Find the GameCube-esque reader and insert an MO Disk inside.
Then push the shelf away and exit.

O ROOM
Back here, head for the LAB HALL 1.

LAB HALL 1
Head for the first door on the right.

OFFICE
Radiate the CAPSULE in the weird blue thing. Once you get it back,
WALK. WALK to the LAB HALL 1. WALK.

LAB HALL 1.
WALK to the O ROOM.

O ROOM
WALK to the T HALL.

T HALL
WALK to the CHIMERA HALL 1.

CHIMERA HALL 1
WALK to where you put the CAPSULE. Put it back in. Run to the
CHIMERA HALL 2.

CHIMERA HALL 2
Run through the hall to the POWER ROOM.

POWER ROOM
Go to one of the 2 computer consoles you can access and press the
YES option. Then leave.

CHIMERA HALL 2
Run for the CHIMERA HALL 1.

CHIMERA HALL 1
Run for the T HALL.

T HALL
Run to the other end of the hall into the elevator. Save in the
nearby SAVE ROOM if you want. Power up the elevator. If you gave Barry
his gun during the Lisa fight, he'll come in. If not, he won't be here.

TYRANT ENTRANCE ROOM
Enter through the door at the end.

TYRANT ROOM
Watch the cut-scene.

========================================
BOSS # 9: TYRANT I
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
the thing and dodging it. One hit can bring you down to Caution.
It falls down after 9 or 10 shots from either gun.

The Tyrant attacks using its dangerous claw. Keep moving, and keep
shooting. The Tyrant is much tougher than Lisa, but not as invincible
as Lisa.
========================================

Go to Wesker's unconscious body and grab William Birkin's diary. If he
survived, wake Barry up, and head to the desk at the end of the room to
unlock the door. If Barry didn't survive, grab the MASTER KEY. Leave.

TYRANT ENTRANCE ROOM
Run to the elevator. If Barry is still alive, the self-destruct system
will hit. If Barry didn't survive, then you can now end the game by
returning to the LABORATORY ENTRANCE. If you still want to save Chris,
then follow the next orders.

T HALL
Run to the O ROOM.

O ROOM
Run to the LAB HALL 1.

LAB HALL 1
Head for the 3 green switches and flip them. Head through the door.

PRISON TUNNEL
Run down the stairs to the door at the end. Head through. If the self-
destruct system didn't hit, then use the MASTER KEY to unlock the door.

JAIL CELL
Talk to Chris. Then leave.

PRISON TUNNEL
Head back.

LAB HALL 1
Head to the O ROOM.

O ROOM
Head to the STAIRS.

STAIRS
Head up the stairs and through the door.

LABORATORY SAVE ROOM
SAVE!! Then head up the ladder.

LABORATORY ENTRANCE
Head for the double locked doors.

ESCAPE TUNNEL
Run through. Grab the FIRST AID BOXES and open them. Grab the FUSE UNIT
and ride the elevator. There are only 3 minutes until detonation if
Barry is still alive.

MANSION ROOF
Grab the SIGNAL ROCKETS and USE it.

========================================
BOSS # 10: TYRANT II
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
the thing and dodging it. One hit can bring you down to Caution.
Barry will be helping you.

Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a
rocket at it and the game ends.

[NOTE: For a different ending, you can have Barry killed. Have the
Tyrant strangle it, and then have it stab Barry with its claw. You
will get a slightly different ending if you get Barry killed.]
========================================

GAME OVER...

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

Well, Jill has survived a nightmare nearly impossible to survive. Try to
achieve a different ending, or grab a higher score. Watch the credits,
and enjoy! If you want to know what happens next in the world of
Resident Evil, pick up copies of Resident Evil 2 and Resident Evil 3:
Nemesis, because Raccoon City is where the next adventures take place.

========================================================================
5. W A L K T H R O U G H - C H R I S   R E D F I E L D
========================================================================

A. MANSION AREA
---------------
ITEMS: INK RIBBON
       HANDGUN
       HANDGUN MAGAZINE
       KENNETH'S FILM
       GREEN HERB
       ARROWHEAD
       GOLDEN ARROW
       MANSION KEY (SWORD KEY)
       OLD KEY
       DOG WHISTLE
       FLASH GRENADE
       DAGGER KNIFE
       COLLAR
       COIN
       IMITATION KEY
       ARMOR KEY
       FIRST AID BOX
       SERUM
       SHOTGUN SHELLS
       SHOTGUN
       RED HERB
       OLD KEY (2)
       OLD KEY (3)
       OLD KEY (4)
       OLD KEY (5)
       CHEMICAL
       HERBICIDE
       BLUE GEMSTONE
       DEATH MASK I
       DEATH MASK II
       DEATH MASK III
       MASK W/OUT ALL
       MUSICAL SCORE I
       MUSICAL SCORE II
       MOONLIGHT SONATA (MUSICAL SCORE III)
       WOODEN EMBLEM
       FISHOOK
       LURE OF A BEE
       BEE SPECIMAN
       LURE OF A BEE II
       WIND CREST
       GOLD EMBLEM
       SHIELD KEY
       DEATH MASK III
       STONE AND METAL OBJECT

DINING HALL
Head to your item screen. You are starting out with a SURVIVAL KNIFE.
Arm it. Grab the INK RIBBON nearby. Head to the only other door in this
DINING ROOM.

KENNETH HALL
Turn to Chris' left to find the first zombie. Run back to the DINING
HALL.

DINING HALL
Run back to the MAIN HALL.

MAIN HALL
Look for the HANDGUN after the cut-scene. Then return to the DINING
HALL.

DINING HALL
Head for the KENNETH HALL.

KENNETH HALL
The zombie you ran from will be on the right side of the room. Kill it.
As you'll learn from this zombie, it takes nearly 10 bullets to kill it.
Head for Kenneth's body. Grab KENNETH'S FILM. It will not take up any
item space. Head for the nearest door to the left.

LEFT HALLWAY
Run across this hallway. At the birdcage is a HANDGUN MAGAZINE. There
are also 2 GREEN HERBS. Combine them to create MIXED HERBS. Head up the
stairs through the door.

Z HALL
This hall resembles a Z. Turn right and kill the zombie nearest you,
using the HANDGUN. Continue down the hall, and you will see a GOLDEN
ARROW. Use the "examine" option on the item screen to examine the GOLDEN
ARROW. You will get an ARROWHEAD. There is a HANDGUN MAGAZINE nearby.
Grab it. Head for the door at the end.

UPPER DINING HALL
Ignore the zombie here for now and turn to Chris' left. Grab the shining
item called the DAGGER. Read the file about DAGGERS. Circle the other
side of the room until you are at a statue. Kill the zombie nearby. Push
the statue left, and then through the gap in the railing so it falls to
the lower floor. Then head for the double doors.

MAIN HALL
Head down the stairs to the door at the top of the steps leading to the
lower floor.

GRAVEYARD
Head down the stairs and turn left. When you get to a casket, use the
ARROWHEAD. Head down the stairs to the CRYPT.

CRYPT
Head for the end of the room. Grab the BOOK OF CURSE. In the BOOK OF
CURSE, "examine" the back to get a MANSION KEY. Check the back of the
MANSION KEY to rename it as a SWORD KEY. Head back to the GRAVEYARD.

GRAVEYARD
Return to the MAIN HALL.

MAIN HALL
Head to the double doors to the right of the hall.

STATUE ROOM
See the drawer? Move it right. Then head through the hallway. Grab the
DAGGER at the end. Run back, avoid zombie and head for the statue. Use
the SWORD KEY at the door.

DOG HALL
Run to the second display case and push it toward the screen. Grab the
DAGGER. Run to the last display case and push it toward the screen.
You'll get a HANDGUN MAGAZINE. Head for the next hall.

M HALL
Head for the second door you see. It's a bathroom.

BATHROOM
Drain the tub, and kill the zombie. Look in the tub for an OLD KEY. You
might not be able to get it yet. We'll need to visit an item box first.
Exit.

M HALL
Head for the double doors in this hallway.

EXIT HALL
Head through the nearest door.

RIGHT STAIRS
Run forward and kill the zombie. Near the stairs is a door. Go through.

RIGHT STAIRS SAVE ROOM
Grab the FUEL CANTEEN, the HANDGUN MAGAZINE, the FILE and OLD KEY. Fill
up the FUEL CANTEEN with the kerosene case near the door. Deposit it.

RIGHT STAIRS
Return to the EXIT HALL.

EXIT HALL
Head for the M HALL.

M HALL
Head for the BATHROOM.

BATHROOM
Grab the OLD KEY.

M HALL
Return to the EXIT HALL.

EXIT HALL
Return to the RIGHT STAIRS.

RIGHT STAIRS
Climb the right stairs. Then kill the nearby zombie. Then head for the
door passed the knob less one.

U HALL
Turn right from the door and go through the door at the end.

STUDY
Turn right from the door and grab the DOG WHISTLE and the HANDGUN
MAGAZINE. Exit the way you came.

Z HALL
Run down passed the door you went through. Pass 2 sets of doors until
you are at the end of the hall. Unlock the door with the SWORD KEY, and
then go through.

MAIN HALL
Run clear across the hall to the UPPER DINING HALL.

UPPER DINING HALL
Run to the right side of the room, and to the second door. Unlock it
with the SWORD KEY.

LEFT STAIRS
Run to the stairway and kill the zombie. If you have the FUEL CANTEEN,
soak it in kerosene and use the LIGHTER in Chris' standard inventory. A
zombie should be coming up the staircase, so kill that, too. Unlock the
door nearest the zombie you just killed. But do not go through it. Head
for the white door nearest the door you just passed through, and use an
OLD KEY to unlock it. Go through.

STAIN GLASS BALCONY
Run to Chris' left to the stain glass. Use the DOG WHISTLE here. 2 dogs
will run up to Chris. Kill them with the HANDGUN as fast as you can. If
you get hurt, run over to the GREEN HERB PLANTER across from the door
and heal yourself. Grab the COLLAR the dead dog drops. If you can't,
attempt to leave the room. You'll be able to dispose the DOG WHISTLE.
Come back in and grab it. Run down to where the dog appeared from. At
the end is a door to unlock. Unlock it, but do not go through yet,
because it only leads to the MAIN HALL. Return to the LEFT STAIRS.

LEFT STAIRS
Run down the staircase, and then take the door near the dead body.

LEFT STAIRS SAVE ROOM
Go to your inventory and examine the COLLAR. Press the button, and
you'll get a COIN. Examine the coin and check the other side of it to
become an IMITATION KEY. Head to your item box and grab the FUEL CANTEEN
if you do not have it. Then exit.

LEFT STAIRS
Run down the hall to a door on the right hand side. Unlock it with your
last OLD KEY. Enter the room.

STORAGE
To the left of Chris is a FLASH GRENADE. The FLASH GRENADE is a defense
item, and it is a grenade. Refill your FUEL CANTEEN in the kerosene case
near the desk. Then exit.

LEFT STAIRS
Run to the 2 zombies you killed earlier in this room. Use the FUEL
CANTEEN and the LIGHTER on them. That way, they will not return as
Crimson Heads. Return to the STORAGE.

STORAGE
Fill your FUEL CANTEEN again. Then exit.

LEFT STAIRS
Climb the stairs. Then head through that unlocked door to the left of
the stairs.

Z HALL
Use the FUEL CANTEEN and the LIGHTER on the zombie you killed earlier,
unless you decapitated it. Then, if the Crimson Head doesn't rise, use
the FUEL CANTEEN and LIGHTER on the body. Then head to the door ahead of
the body.

BLADE ROOM
Run up the stairs until you see an ARMOR KEY. Grab it. Suddenly, a blade
comes after you.

---------------------------------------------------------------------
| !!! BLADE PUZZLE !!!                                              |
|                                                                   |
|Take the IMITATION KEY and USE it in the opening where you took    |
|the ARMOR KEY. The blade that's going after you should stop.       |
---------------------------------------------------------------------

Exit the room with the ARMOR KEY.

Z HALL
Run back to the LEFT STAIRS via the door you unlocked.

LEFT STAIRS
A zombie will run through the door from the STAIN GLASS BALCONY. Kill
it. Then run to the STORAGE.

STORAGE
Refill the FUEL CANTEEN. Now grab the BROKEN SHOTGUN. Exit.

LEFT STAIRS
Take the door right of the STORAGE door. Unlock it with the ARMOR KEY.
Go through.

F HALL
Grab the FLASH GRENADE in front of Chris. Then turn right all the way to
the closest door to the right. It is the BEDROOM.

BEDROOM
Grab the HANDGUN MAGAZINE on the bed. Use the FUEL CANTEEN and the
LIGHTER on the body below. Then run over to the desk and read the
KEEPER'S DIARY. Examine the closet doors behind the desk and you will
see a zombie. Kill it. Then grab the OLD KEY. You probably will not be
able to grab it. We will come back for it later. Exit.

F HALL
Take the door right of the BEDROOM door. Unlock it. Go through.

KENNETH HALL
Run to the DINING ROOM.

DINING ROOM
Run to the MAIN HALL.

MAIN HALL
Run over to the U HALL.

U HALL
Unlock the single and double doors in this hallway. Then go through the
single door.

RICHARD ROOM
Run forward. You'll see a cut-scene with Rebecca Chambers and Richard
Aiken. Exit.

U HALL
Take the double doors you unlocked earlier.

KNIGHT ROOM
There is a puzzle here.

---------------------------------------------------------------------
| !!! KNIGHT PUZZLE !!!                                             |
| Your objective is to push all the statues back into their normal  |
| position.                                                         |
|                                                                   |
| -Have Chris push the FAR LEFT first.                              |
| -Have Chris push the CLOSER RIGHT STATUE next.                    |
| -Have Chris push the FAR RIGHT STATUE next.                       |
| -Have Chris push the FAR LEFT STATUE again.                       |
| -Have Chris push the CLOSER LEFT STATUE.                          |
| -Have Chris push the FAR RIGHT statue again.                      |
| -Have Chris push the CLOSER RIGHT STATUE next.                    |
| -Have Chris push the CLOSER LEFT STATUE again.                    |
| -Have Chris push the CLOSER RIGHT STATUE next.                    |
|                                                                   |
| Voila! Examine the center podium, and press the button.           |
| A painting slides.                                                |
|                                                                   |
| Grab it, and it is a JEWELRY BOX.                                 |
|                                                                   |
--------------------------------------------------------------------|

If you cannot grab the JEWELRY BOX, then leave it for now. Exit.

U HALL
Run to the RIGHT STAIRS.

RIGHT STAIRS
Since you burned the dead zombies, there should be no Crimson heads
here. But if you didn't, it is more than likely that a Crimson Head or 2
will be in this room. Run to the door left of the stairs and simply
unlock them. Do not enter them. At the bottom of the stairs might be a
note from Wesker. Run to the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
There should be a HANDGUN MAGAZINE, FIRST AID SPRAY and SHOTGUN SHELLS
here. Grab them all, and manage them with the item box. Refill your FUEL
CANTEEN here, but deposit it. Right now you should have the following:

HANDGUN
HANDGUN MAGAZINE
BROKEN SHOTGUN
SWORD KEY
ARMOR KEY

Run to the RIGHT STAIRS.

RIGHT STAIRS
Go to the DOOR HALL.

DOOR HALL
Head to the door at a diagonal direction from the door you just came
through. Unlock it with the ARMOR KEY. Enter.

CROW HALL
There is a puzzle here.

---------------------------------------------------------------------
| !!! PICTURE PUZZLE !!!                                            |
| The painting with the sword must be colored orange/red on both    |
| sides (because the paintings appear on both sides). The middle    |
| painting must be colored purple. The last painting must be colored|
| GREEN. Adjust the painting from both sides to make the above      |
| colors correspond. Then press the woman painting.                 |
---------------------------------------------------------------------

The wall should rise. There should be a DEATH MASK there, but you can't
grab it because of limited space. Come back for it later. Exit.

DOOR HALL
Head to the RIGHT STAIRS.

RIGHT STAIRS
Head for the U HALL.

U HALL
Head for the MAIN HALL.

MAIN HALL
Head for the UPPER DINING ROOM.

UPPER DINING ROOM
Head for the LEFT STAIRS.

LEFT STAIRS
Head for the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
Grab the SERUM near the item box. Then exit.

LEFT STAIRS
Head for the UPPER DINING HALL.

UPPER DINING HALL
Head for the MAIN HALL.

MAIN HALL
Run for the U HALL.

U HALL
Run to the RICHARD ROOM.

RICHARD ROOM
Give Richard the serum. If he died, too late, sorry. You won't be
brought to the LEFT STAIRS SAVE ROOM. If Richard lives, you will be
transported to the LEFT STAIRS SAVE ROOM. This walkthrough will follow
as if Richard died.

Exit the room.

U HALL
You have the serum with you... it will come in handy. Head for the MAIN
HALL.

MAIN HALL
Head for the DINING ROOM.

DINING ROOM
Run through here to the KENNETH HALL.

KENNETH HALL
Kill the zombie to the right. Then go to the F HALL.

F HALL
Turn the first right in Chris' perspective and grab the DAGGER. Then go
to the BEDROOM.

BEDROOM
Grab that OLD KEY you left behind. Exit.

F HALL
Return to the KENNETH HALL.

KENNETH HALL
Turn left and unlock the door nearby with the ARMOR KEY. Do not enter
yet. Pass that door, turn a corner, and head down the stairs. Unlock
that door, too, with the SWORD KEY. Dump the SWORD KEY. Enter the door.

KITCHEN
Head to the locked door. Grab the OLD KEY. Grab the HANDGUN MAGAZINE on
the butcher table, as well as the DAGGER. Exit. A zombie will come and
get you, so shoot it, or use a DAGGER.

KENNETH HALL
Head to the DINING HALL.


DINING HALL
Head for the MAIN HALL.

MAIN HALL
Aim for the U HALL.

U HALL
Aim for the RIGHT STAIRS.

RIGHT STAIRS
Go to the door you just unlocked.

DEER ROOM
Unlock the door to the left with an OLD KEY. But enter the room to the
right first.

RESEARCHER'S BEDROOM
Next to the candle is a vital OLD KEY. Grab the FIRST AID BOX if you
like, and then leave.

DEER ROOM
Head to the RIGHT STAIRS.

RIGHT STAIRS
Head for the U HALL.

U HALL
Head for the MAIN HALL.

MAIN HALL
Go to the STATUE ROOM.

STATUE ROOM
Go to the DOG HALL.

DOG HALL
Run to the M HALL.

M HALL
Head to the nearest door. Unlock it with an OLD KEY.

OUTSIDE AREA
Run around and grab the CHEMICAL, which is really HERBICIDE. Exit.

M HALL
There are zombies here now, so kick their asses with that HANDGUN. Then
enter the DOOR HALL.

DOOR HALL
Head for the CROW HALL.

CROW HALL
Run to the outside area and to the locked gate. Unlock it with an OLD
KEY. Then go through the door.

GRAVEYARD
Run back to the MAIN HALL.

MAIN HALL
Run to the DINING ROOM.

DINING ROOM
If you have at least one empty item space, go to the broken statue and
grab the BLUE GEMSTONE. Go through to the KENNETH HALL.

KENNETH HALL
Take the door to the F HALL.

F HALL
Go to where you collected the DAGGER. There is a door nearby. Enter it.

TIGER STATUE ROOM
Use the BLUE GEMSTONE on the Tiger Statue. Grab the SHOTGUN SHELLS.
Exit.

F HALL
Make 3 right turns from the door. Passed the windows should be a door.
Go through.

VINE ROOM
Run to the water pumping machine to the right of the door. Use the
HERBICIDE there. Then pump the water, flipping the switch to the red.
Run passed the dead vines and grab the DEATH MASK. Exit.

F HALL
Head to the KENNETH HALL. Zombies will pop through the windows on your
way, but ignore them.

KENNETH HALL
Run to the DINING ROOM.

DINING ROOM
Run to the MAIN HALL.

MAIN HALL
Run to the GRAVEYARD.

GRAVEYARD
Run down the long stairs to the CRYPT.

CRYPT
Use the DEATH MASK on the first tombstone. Then watch a gross cut-scene.
Run up to the GRAVEYARD.

GRAVEYARD
Run to the CROW HALL.

CROW HALL
Pick up the DEATH MASK II. Then return to the GRAVEYARD.

GRAVEYARD
Run down to the CRYPT.

CRYPT
Use the DEATH MASK II on the 4th tombstone. You'll see another gruesome
scene. Run up to the GRAVEYARD.

GRAVEYARD
Run to the CROW HALL.

CROW HALL
Run to the DOOR HALL.

DOOR HALL
Run to the M HALL.

M HALL
Run to the single door nearby.

CEILING ROOM
Run to the other door in this room.

SHOTGUN ROOM
Grab the DAGGER. Then run over to the rack and grab the SHOTGUN. Then
use the BROKEN SHOTGUN, which replaces the SHOTGUN. Then leave.

CEILING ROOM
Run out.

M HALL
Run to the DOOR HALL.

DOOR HALL
Run to the RIGHT STAIRS.

RIGHT STAIRS
Run to the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Save your game if you like. Recover any health needed, and free up one
item box space. We have one more ARMOR KEY door. Exit.

RIGHT STAIRS
Run to the U HALL.

U HALL
Run to the KNIGHT ROOM.

KNIGHT ROOM
Grab the JEWELRY BOX you left here. The solution to the puzzle is here.

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE !!!                                        |
|                                                                   |
| Press both buttons which resemble half of a heart shape. The box  |
| will open. Inside is the MASK W/OUT ALL.                          |
---------------------------------------------------------------------

Then exit.

U HALL
Run to the MAIN HALL.

MAIN HALL
Run to the left and unlock that final door. Do not enter it at all,
though. Dump the ARMOR KEY. Then return to the U HALL.

U HALL
Run to the RICHARD ROOM.

RICHARD ROOM
Run to the other door in this hallway.

SMALL T HALL
Turn left, kill the zombie and run to the door at the end.

SMALL DINING ROOM
Use the LIGHTER on the candles on the table. Then push the curio to the
right. Enter, and kill the zombie. Grab the MUSICAL SCORE from the curio
inside this secret annex, and then leave the room.

SMALL T HALL
Run to the RICHARD ROOM.

RICHARD ROOM
Run to the U HALL.

U HALL
Run to the MAIN HALL.

MAIN HALL
Run to the GRAVEYARD.

GRAVEYARD
Run down to the CRYPT.

CRYPT
Use the MASK W/OUT ALL on the second tombstone. Watch another gross cut-
scene, and return to the GRAVEYARD.

GRAVEYARD
Return to the MAIN HALL.

MAIN HALL
Go to the DINING ROOM.

DINING ROOM
Go to the KENNETH HALL.

KENNETH HALL
Turn right, and head for the door on the left.

PIANO ROOM
Go passed the piano to a small branch of the room. Push the shelf right,
and grab the MUSICAL SCORE. Combine it with your other MUSICAL SCORE to
get the MOONLIGHT SONATA (it is still called MUSICAL SCORE, but
whatever). Head to the piano and use it. Rebecca will come into the
room. Let Rebecca practice.

Exit.

KENNETH HALL
Run to the DINING ROOM.

DINING ROOM
Go to the fireplace and grab the WOODEM EMBLEM. Then go to the MAIN
HALL.

MAIN HALL
Go to the U HALL.

U HALL
Go to the RIGHT STAIRS.

RIGHT STAIRS
Go to the DEER ROOM.

DEER ROOM
Take the door to the left.

INSECT RESEARCH ROOM
Go to the desk and grab a file. Near the desk is a FISHHOOK. Grab it
from the display. Then run to the bee display board right of the door
and grab the LURE OF A BEE. Combine the LURE OF A BEE with the FISHOOK.
Run to the board left of the door and grab the BEE SPECIMAN. Use the
LURE OF A BEE on the left board, and the BEE SPECIMAN on where the LURE
OF A BEE used to be. Then press the switch. Grab the WIND CREST. Exit,

DEER ROOM
Exit.

RIGHT STAIRS
Return to the U HALL.

U HALL
Return to the MAIN HALL.

MAIN HALL
Go to the DINING ROOM.

DINING ROOM
Go to the KENNETH HALL.

KENNETH HALL
Run to the PIANO ROOM. Make sure you have the WOODEM EMBLEM with you.

PIANO ROOM
After solving the bee puzzle, Rebecca will now be able to play the
piano. Once the wall rises, go inside, grab TREVOR'S DIARY and the GOLD
EMBLEM. Use the WOODEN EMBLEM on the spot where the GOLD EMBLEM used to
be. The wall will rise. Return to the KENNETH HALL.

KENNETH HALL
Run to the DINING ROOM.

DINING ROOM
Use the GOLD EMBLEM above the fireplace. Then run over to the clock for
your next puzzle.

---------------------------------------------------------------------
| !!! CLOCK PUZZLE !!!                                              |
| The clock's internal parts will be revealed. Head to them. When   |
| examining the clock, opt to move the HOUR HAND twice. When the    |
| clock is at 6:00, press B and you will get a SHIELD KEY.          |
---------------------------------------------------------------------

Return to the MAIN HALL.

MAIN HALL
Run to the U HALL.

U HALL
Head for the RICHARD ROOM.

RICHARD ROOM
Run to the SMALL T HALL.

SMALL T HALL
Run up the steps, and use the SHIELD KEY to unlock the door. Then enter.

ATTIC
Your first boss awaits...

========================================
BOSS # 1: YAWN
DIFFICULTY: EASY
Simply run over to the isolated corner and grab the DEATH MASK III. Then
run out of the room. Since Chris doesn't have the GRENADE LAUNCHER like
Jill, it is hard to kill this boss, so you're better off just getting in
and out as fast as you can.
========================================

Exit the room.

SMALL T HALL
If the YAWN hit Chris during the battle, he will be poisoned. If you
saved Richard, Rebecca will come in for you, and you'll control her
(take her to the LEFT STAIRS SAVE ROOM for the SERUM). If Richard wasn't
saved, then Chris will have to get it himself.

Go to the RICHARD ROOM.

RICHARD ROOM
Run to the U HALL.

U HALL
Run to the RIGHT STAIRS.

RIGHT STAIRS
Run to the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Head to the item box and use the SERUM. Then exit.

RIGHT STAIRS
Head to the U HALL.

U HALL
Head to the MAIN HALL.

MAIN HALL
Head for the GRAVEYARD.

GRAVEYARD
Head down the long stairs to the CRYPT. Have the SHOTGUN equipped.

CRYPT
Attach DEATH MASK III to the final tombstone. Then a Super Crimson head
will attack you. Aim the SHOTGUN at its head for a quick decapitation,
or shoot it out. This is a really fast zombie, and can kill you in a few
hits. Grab the STONE AND METAL OBJECT from the casket, and the SHOTGUN
SHELLS nearby, then climb the long stairs.

GRAVEYARD
Take the door to the CROW HALL.

CROW HALL
Head for the DOOR HALL.

DOOR HALL
Head for the small branch of this hallway, and out the door at the end.

EXIT HALL
A zombie dog will pop in, so kill it. Then head over to the locked door.
Nearby to the left is an engraving. Use the STONE AND METAL OBJECT on it
and the door will unlock Go through...

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

Well, we've finished PART 1 of Chris' mission in this evil
mansion. The guardhouse is coming up, with a vengeance, and
it will definitely be harder than the first part of the mission.
Make sure you've gotten many supplies from the Mansion before
leaving, as immortals, sharks, plants and green bastards are
going to show up.

B. GUARDHOUSE AREA
------------------
ITEMS: FLASH GRENADE
       FIRST AID SPRAY
       SUN CREST
       STAR CREST
       MOON CREST
       MAGNUM
       KEY FOR ROOM 001
       RED BOOK
       CONTROL ROOM KEY
       INSECTICIDE SPRAY
       SELF DEFENSE GUN
       MAGNUM BULLETS
       SHOTGUN SHELLS
       GALLERY KEY
       EMPTY BOTTLE
       EMPTY BOTTLE 2
       EMPTY BOTTLE 3
       EMPTY BOTTLE 4

SHED
Head down to the shining items, and grab both the FLASH GRENADE and
the FIRST AID SPRAY. You will need both. Head through the door
down the small stairs. It is the OUTSIDE PATHWAY.

OUTSIDE PATHWAY
Run down this pathway until you see spinning arrows. On the red arrow,
move it to the WEST POSITION. When you get to the blue arrow,
turn it NORTH. The gate will unlock. Keep your weapons handy.

CROW GRAVEYARD
Another graveyard? And it has crows! Equip something like the
HANDGUN or SHOTGUN, and start shooting them all from your
position. They'll attack you... but it is worth it to kill them.

Once they are all dead, run down and turn right when there is a
space between the tombstones. You'll run into 2 large tombstones.
Insert the WIND CREST into the right tombstone. 3 new CRESTS are
revealed. Grab them. If you cannot grab all 3, grab as many as
you can and take them to the left tombstone.

Check the back of each crest before inserting them into the left
tombstone. Your reward is the MAGNUM! This is needed for PART 3.

Return to the main part of the graveyard and turn right through
the gate.

OUTSIDE PATHWAY 2
Run down this pathway after a weird cut-scene. You'll see a
COTTAGE. Go through. Use the map to guide you if you cannot
find the COTTAGE.

COTTAGE
[WARNING: An unbeatable monster is about to arrive.]

Enter, and run up the stairs. Grab the COURTYARD MAP and run
passed the bed. There is an ITEM BOX nearby. SAVE at the
TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Grab the SQUARE
CRANK.

Now attempt to leave and you will see a cut-scene. After
the cut-scene, a boss fight hits.

========================================
BOSS # 2: LISA TREVOR
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.

CROW GRAVEYARD
Run back to the OUTSIDE PATHWAY.

OUTSIDE PATHWAY
Run back to the SHED.

SHED
Head through the DOUBLE DOORS.

GARDEN
Brad will try to contact you. Afterwards, kill all the zombie
dogs you see. Grab all the GREEN HERBS and head through the gate.

POND ROOM
Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK
there. The pond will drain. Head down the ladder, across the pond,
and up to the lift.

GUARDHOUSE GARDEN
There are crows here. Shoot them with your HANDGUN or SHOTGUN.
You'll notice that since you drained the pond, the water is flowing
in front of a secret passage. Looks like we have to find a way to
get there without having to drain the pond. (Why couldn't Jill just
go swimming?) There is a non-functioning lift that will take you back
to the GARDEN, so our goal for the rest of this and next mission is
to find a battery which will work that elevator. ~_~

Head into the gate.

GUARDHOUSE ENTRANCE
Snakes will pour in on Chris, so watch out. Grab any HERBS you see.
Head through the door at the end.

GUARDHOUSE HALLWAY
Eerie... Turn right and enter the first door to the right.

GUARDHOUSE SAVE ROOM
Grab the INK RIBBON, battery pack and FIRST AID SPRAY. You will want to
rearrange your items so you have the SHOTGUN/SHELLS. The HANDGUN might
be useful, but it won't provide SHOTGUN power. Deposit the SQUARE CRANK,
too. Refill your OIL CANTEEN, too. Now that we are set, head outside.

GUARDHOUSE HALLWAY
Head to the double doors to the very right of the hall.

SPIDER POOL ROOM
Ahhh! Spiders!!! Kill the thing with the SHOTGUN SHELLS before it is
too late. If they poison you, use one of the BLUE HERBS that can
be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY.
Head up the stairs to the pool table and shoot down the next spider.

EXAMINE THE POOL! Remember the COLORS of the corresponding POOL
BALLS.

2: BLUE
3: RED
4: PURPLE
5: ORANGE
6: GREEN

If you remember that solution, then a door code will be insanely
easy to remember.

Head down the stairs to the table area and grab the RED BOOK, and
other misc. items such as a FIRST AID BOX. Inside the FIRST AID
BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS.

GUARDHOUSE HALLWAY
Return to the GUARDHOUSE SAVE ROOM.

GUARDHOUSE SAVE ROOM
Deposit everything you found in the other room including the RED
BOOK. Leave.

GUARDHOUSE HALLWAY
Push the crate near the higher crate. This will create a stairway that
can be used to avoid those evil vines in that hole. Once on the other
side of the tall barrel stack, head through the next door.

GUARDHOUSE HALLWAY 2
Run down and head into the 002 ROOM.

002 ROOM
After the Barry cut-scene, grab the file on the desk. Go to the
bookshelves you see and push the left one forward. Push the right
bookshelf to the right to reveal a ladder. Go down.

SECRET WATER TUNNEL
Run until you see all the crates. Push them into the small water
storage you see. When a bridge forms, head down and soak Chris'
feet into the water and go through the double doors.

SHARK TANK
Richard will be in here if you saved him earlier. In here is a shark
called NEPTUNE. Run back out through the way you came.

SECRET WATER TUNNEL
Return to the 002 ROOM.

002 ROOM
Head into the 002 BATHROOM.

002 BATHROOM
On the shelf is an KEY FOR ROOM 001. Grab it and leave.

002 ROOM
Head out into the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Head to the GUARDHOUSE HALLWAY.

GUARDHOUSE HALLWAY
Head into the only door you haven't gone through yet. Unlock
it with the KEY FOR ROOM 001.

001 ROOM
Inside here is some weird little DEFENSE GUN. There are also
HANDGUN MAGAZINES here. Head into the bathroom.

001 BATHROOM
Drain the tub and grab the CONTROL ROOM KEY. Head out.

001 ROOM
Head out.

GUARDHOUSE HALLWAY
Take to the GUARDHOUSE SAVE ROOM.

GUARDHOUSE SAVE ROOM
Deposit any HANDGUN and HANDGUN MAGAZINES you may have, since Chris'
item slots are limited. Then exit.

GUARDHOUSE HALLWAY
Return to the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Return to the 002 ROOM.

002 ROOM
Head down the ladder to the SECRET WATER TUNNEL.

SECRET WATER TUNNEL
Head to the SHARK TANK.

SHARK TANK
Shoot the nearest shark with the DEFENSE GUN. Run to the door that is
red on the map of this room. Unlock it with the CONTROL ROOM KEY. Head
inside.

CONTROL ROOM
In here, there will be a difficult puzzle.

---------------------------------------------------------------------
| !!!CONTROL ROOM PUZZLE!!!                                         |
|                                                                   |
| Go down the ladder. Then go to the white board on the table and   |
| find the number on it, either being 1, 2 or 3. Now go to the giant|
| window. Once the shark breaks it and the countdown starts. Press  |
| the computer switch that is near the window. Then turn around     |
| (using the C-Stick) and make a diagonal run ( \ this direction)   |
| and press the computer switch there. From that console, you'll    |
| then want to head directly left to where a lever is and hit that  |
| one. Then head into the adjacent hallway and turn left so you see |
| some sort of a tank that has the colors red and green             |
| (which are really lights). When it asks you to press either       |
| BUTTONS 1, 2 or 3, press the number which was on the board.       |
| Return to the second computer console you pressed and press it    |
| again. Then return to the lever and then switch it again. Then go |
| back to where the shark is banging and press that switch. The     |
| SHARK TANK will be drained.                                       |
---------------------------------------------------------------------

Go back to the adjacent hallway and take the door directly to the right.
Then run to the previously water-blocked door.

WATER ROOM
Here, run through and head through the gate to the SHARK TANK.

SHARK TANK
With the water drained, run over to the platform and then attempt
to grab the GALLERY KEY. If Richard lived, then RICHARD'S SHOTGUN should
be on the floor. On the platform, try to grab the GALLERY KEY. But then
the shark comes to life.

========================================
BOSS # 3: NEPTUNE SHARK
DIFFICULTY: Easy
Your goal: Shoot it until it dies. You should have enough ammo.

ALTERNATE STRATEGY: See that green box in front of Chris? Push it into
the Aqua Ring. See the lever to the left? Switch it and then the Neptune
shark gets electrocuted. Thanks to the billions of people who sent it
in.
========================================

Run over and grab where the GALLERY KEY fell to. Then run to the door
you previously went to.

WATER ROOM
Run through here. Head for the next door you didn't go through.

WATER HALLWAY 2
Grab the MAGNUM ROUNDS. Head for the door at the end up the ladder.

SECRET WATER TUNNEL
We end up back here, thankfully. Run back up the ladder to the 002
ROOM.

002 ROOM
Run to the GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Run back to GUARDHOUSE HALLWAY 1.

GUARDHOUSE HALLWAY 1
Run to the GUARDHOUSE SAVE ROOM.

GUARDHOUSE SAVE ROOM
Deposit the DEFENSE GUN and the MAGNUM ROUNDS and grab the RED BOOK. If
you want, grab the HANDGUN and HANDGUN MAGAZINE. Then exit.

GUARDHOUSE HALLWAY 1
Head for GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Head to the GALLERY through the next door, via the GALLERY KEY.

GALLERY
AKA WASP ROOM. Head and turn the first corner you see to a door.
Unfortunately, Chris (or Rebecca, rather) will have to explore that area
(though Jill didn't). The password to enter is for Rebecca, though. Turn
the next left corner to the corpse, and grab the INSECTICIDE SPRAY. Run
back out to GUARDHOUSE HALLWAY 2.

GUARDHOUSE HALLWAY 2
Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole.
Use the INSECTICIDE SPRAY through the hole to kill those bastards.
Return to the GALLERY.

GALLERY
Run to where the wasps where and grab the KEY FOR ROOM 003 from the
desk. Then head to the 003 in the same room and open it up.

003 ROOM
Inside, go to the bookshelf with the red books. Grab the UMB BOOK and
then place the RED BOOK inside.

---------------------------------------------------------------------
| !!!RED BOOK PUZZLE!!!                                             |
|                                                                   |
| The goal of this perverted puzzle is to align all the books for   |
| form a nude woman. To do this, select a book and when you do,     |
| select the book to swap places with it. Eventually you will form  |
| a nude woman.                                                     |
---------------------------------------------------------------------

Once the puzzle is solved, head through the door to your next boss
fight.

PLANT 42 ROOM
You're next boss fight awaits...

========================================
BOSS # 4: PLANT 42
DIFFICULTY: Hard

Upon entry, Chris will get attacked by the Plant 42. You will then be
put in control of Rebecca Chambers.

Simply follow these steps.

1. Enter the Employee Lounge were the two spiders previously resided and
locate a red lamp in a corner to the left of the entrance. Light the
lamp and note the lamp's color and the symbol presented. Since the
symbols are random, it is impossible to dictate here exactly which one
it will be. Repeat this process with the green lamp on the left table by
the bar, and the orange lamp by the pool table. Study the pool balls and
note their colors and numbers. Red is 3, Orange is 5, and Green is 6.

2. Travel to the Gallery where the hive (hopefully) previously stalked.
Examine the key pad next to the first door on the left, it's on the same
side as the entrance. Punch in your code and enter (635, but it could be
random).

3. Follow this closely because a misstep could produce a very toxic gas!
First, grab three of the empty bottles lying around and fill one with
water at the sink. Fill the second bottle with UMB No. 3, located in the
yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and
mix the two again for UMB No. 10. Now, collect more water and more
Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10
combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3
and mix for the coveted V-Jolt chemical.

4. Travel down the basement with the V-Jolt and make your way to the
control room where the shark tried to break into (remember, you don't
have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms
to get to the Control Room]. Up the ladder and out the door eliminate
the beach shark with one handgun shot if you wish, he'll pretty much
only bother you if you TRY to get him to eat you. Enter the Guard Room
by the shark and walk into the vile plant's roots. Don't worry about
being damaged, the roots won't hurt you. Now, give the not so Jolly
Green Giant a shot of the herbicide and discard the bottles.

Now we are back to Chris. Now use all your ammo to fight and kill it. It
can take anywhere from 10 SHOTGUN SHELLS to 20. Watch out for its
attacks, but it should be really, really easy to dodge.
========================================

After that boss is dead, head down the stairs and grab the HELMET KEY
from the fire place. Return to the GALLERY via the double doors.

GALLERY
Watch a cut-scene with Rebecca. In the room where Rebecca made the V-
Jolt is where she will stay for awhile. If you were injured in the fight
with PLANT 42, go there to heal yourself. Run to the GUARDHOUSE HALLWAY
2.

GUARDHOUSE HALLWAY 2
Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he
leaves, return to the GUARDHOUSE HALLWAY.

GUARDHOUSE HALLWAY
Here, run back to the GUARDHOUSE SAVE ROOM.

GUARDHOUSE SAVE ROOM
Reorganize your items to have this:

HANDGUN
HANDGUN MAGAZINE
MAGNUM
MAGNUM ROUNDS
HELMET KEY

The next section is tough. Make sure you have your HELMET KEY. Save,
too. Keep the MAGNUM equipped.

GUARDHOUSE HALLWAY
Exit to the outside.

GUARDHOUSE ENTRANCE
Run back down to the GUARDHOUSE GARDEN.

GUARDHOUSE GARDEN
Run to the lift and ride it the POND ROOM.

POND ROOM
Run across the pond and dodge the snakes. Head back to the GARDEN.

GARDEN
Head to the SHED.

SHED
There are many items here thanks to Wesker. Grab them all, especially
the SHOTGUN SHELLS, because a new monster is going to show up. If you
can't get all of the items, then return to Lisa's COTTAGE and use the
item box there to manage your items. Head into the EXIT HALL.

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

Well, with Lisa running around, Plants to kill, and sharks to feed,
I'm amazed we've made it so far! We are back in the mansion of hell
and we must explore the remainder of the mansion for more clues, perhaps
clues that can get us behind the waterfall in front of the GUARDHOUSE.
The return to the mansion isn't too long, and can range from 5 minutes
to 15 minutes, depending on what ending you want to get.

C. RETURN TO MANSION
--------------------


ITEMS: RED GEMSTONE
       YELLOW GEMSTONE
       JEWELRY BOX
       MO DISK
       FIRST AID SPRAY
       LAST BOOK, VOL. 1
       LAST BOOK, VOL. 2
       MEDAL OF WOLF
       MEDAL OF EAGLE
       GREEN HERB
       RED HERB
       BLUE HERB
       BATTERY
       EMBLEM KEY
       BROACH

EXIT HALL
Run down the hall and head into the DOOR ROOM.

DOOR ROOM
There is a Hunter here. Kill it with the MAGNUM. It should take only one
bullet. Head into the RIGHT STAIRS.

RIGHT STAIRS
There is a Hunter here. Kill it with the MAGNUM, or use the SHOTGUN.
Head into the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Recharge and save if you were hurt by the Hunters. Exit.

RIGHT STAIRS
Run up the stairs and turn left. Run to the very end, into
the door.

RESTING ROOM
Grab all the HERBS here and then unlock the door in this room
using the HELMET KEY.

WALL HALL
There is no snake here this time. There is a puzzle, though.

---------------------------------------------------------------------
| !!!WALL PUZZLE!!!                                                 |
|                                                                   |
| OK. See the statue? Push it in through the opening into the main  |
| part of the room. Push it all the way. When the walls stop moving,|
| head back to the door and head behind the right wall. Run all the |
| way and flip the switch. Run back the way you came and to where   |
| you pushed the statue. Push it left before the walls consume you. |
| A secret passage will open.                                       |
---------------------------------------------------------------------

Jump down the hole. To the left is a FLASH GRENADE.

GRAVE
Head in, and you'll see a grave. Press the button. To the right is a
LAST BOOK, VOL. 1. Check the pages for a MEDAL OF EAGLE. Grab the diary
on the grave, too. Head down.

UNDERGROUND HALLWAY
Run down this hallway to the door at the end. Watch out for the
Spiders.

UNDERGROUND HALLWAY 2
Run through a gate down the hall until you run into a lever. Pull it.
Then take the only other door in this room.

KITCHEN
We are in a kitchen.

You have 2 options:

-Head to the door directly across from Jill. It leads to the KENNETH
ROOM.

-Head to the elevator.

This next optional part (though the RED GEMSTONE isn't optional) is
required for players who want to save Jill Valentine and get a better
ending. Skip the optional section if you want to get Jill Valentine
killed.

=============OPTIONAL==============
=============OPTIONAL==============

KENNETH F HALL
Climb up the stairs to be back in the KENNETH ROOM. You'll discover that
there is a Sweeper here. Sweepers, as you'll remember from Resident Evil
CODE: Veronica X, are Hunters with poison abilities. Kill it with Acid
Rounds, or your Magnum. The door to the F HALL will also be torn down,
so the room will now be called the KENNETH F HALL.

Head into the F HALL section of the KENNETH F HALL. Head to the LEFT
STAIRS.

LEFT STAIRS
Run to the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
We have to unload here, especially the MEDAL OF EAGLE. You will also
want to save the game. Exit.

LEFT STAIRS
Climb the stairs. Unlock the door nearest to the left of the stairs.

YELLOW GEM ROOM
This room is tricky. And it has a puzzle. But first grab the SHOTGUN
SHELLS near the right deer head.

---------------------------------------------------------------------
| !!! YELLOW GEM PUZZLE !!!                                         |
|                                                                   |
| See those drawer cabinets near the center table? Push them toward |
| the deer heads nearby. Then turn the lights off with the switch   |
| next to the door. Now attempt to pull the YELLOW GEMSTONE from    |
| the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD   |
| and grab the RED GEMSTONE. [If you run out of item space, return  |
| to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- |
| -STONE AND GRAB IT! Puzzle solved!                                |
---------------------------------------------------------------------

With the RED GEMSTONE and YELLOW GEMSTONE in hand, return to the LEFT
STAIRS.

LEFT STAIRS
Run down to the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
Unload if you have too many item spaces. Then exit.

LEFT STAIRS
On your way, 2 Hunters will pop in and surprise you. Kill them with the
GRENADE SHELLS you just found, the MAGNUM, or with RICHARD'S SHOTGUN.
The GRENADE SHELLS or MAGNUM are recommended, though.  Run to the
KENNETH F HALL.

KENNETH F HALL
Run to the door that leads to the TIGER STATUE ROOM.

TIGER STATUE ROOM
Use the YELLOW GEMSTONE on the Tiger Statue. You will get an MO DISK.
Exit.

KENNETH F HALL
Return to the LEFT STAIRS.

LEFT STAIRS
Run to the LEFT STAIRS SAVE ROOM.

LEFT STAIRS SAVE ROOM
Deposit the MO DISK into the item box. Exit.

LEFT STAIRS
Head for the KENNETH F HALL.

KENNETH F HALL
Return to the KENNETH ROOM part of the room, and down the stairs back to
the KITCHEN.

=============END-OPTIONAL==============
=============END-OPTIONAL==============

KITCHEN
Now that we are all back together, we can now explore the elevator. Ride
the elevator down.

TORCH LIT TUNNEL
Kill the zombie from the first branch of this room. There are 2 GREEN
HERBS here. Head back passed the elevator and kill the zombie nearby.
Down from where you killed the zombie, there is a door for you to head
through.

STORAGE ROOM
In here are SHOTGUN SHELLS, MAGNUM ROUNDS and the BATTERY! You can now
power up the lift in the GUARDHOUSE GARDEN! But before we leave, we need
to do two more tasks. Exit. (Feel free to return to the Item Box)


TORCH LIT TUNNEL
Head to Jill's left, through a door.

Z HALL
Remember this hall? Head for the BLADE ROOM. The BLADE ROOM is three
rights down the hall. There might be a CRIMSON HEAD here.

BLADE ROOM
Head up passed where you left the IMITATION KEY. Passed it is a door.
Unlock it with the HELMET KEY.

LIBRARY
Run across the hall until another boss fight happens.

========================================
BOSS # 5: YAWN II
DIFFICULTY: Medium
Your goal: Shoot the thing with SHOTGUN SHELLS. Watch out for its bite
and poisonous attacks. Once you run out of SHOTGUN SHELLS, shoot it with
the HANDGUN. Avoid its attacks, too, because it can bring you down to
CAUTION in one blow.

Eventually, Yawn will die for good.
========================================

Head behind the bookcase Yawn smashed into. Grab the purple book called
LAST BOOK VOL. 2. Now head up the ladder. And travel back to the BLADE
ROOM.

BLADE ROOM
Head to the Z HALL.

Z HALL
Head for the UPPER DINING ROOM.

UPPER DINING ROOM
Head for the MAIN HALL.

MAIN HALL
Head down the stairs and to the door left of the double doors. Unlock it
with your HELMET KEY. Discard the HELMET KEY.

REST ROOM
In here, grab the diary you see to your left and then head for the other
door in this room. Before going there, there is a desk with INK RIBBONS
inside.

MIRROR ROOM
Grab the DAGGER KNIFE and the GREEN HERB. Then grab the JEWELRY BOX on
the cabinet. Another puzzle awaits.

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE 2 !!!                                      |
| Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the |
| puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ.         |
|                                                                   |
|                                                                   |
http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif
| Thanks to Daniel Engel for the solution!!                         |
---------------------------------------------------------------------

Once you solve the puzzle, you will have a BROACH, which will turn into
the EMBLEM KEY. Exit.

REST ROOM
Exit to the MAIN HALL.

MAIN HALL
Head for the GRAVEYARD.

GRAVEYARD
Head to the gate leading to the CROW HALL.

CROW HALL
Head for the other door in this hallway.

DOOR HALL
Head for the only door you haven't tried yet. Unlock it with the EMBLEM
KEY.

BEDROOM
You'll hear Rebecca scream. If you want to save her, head out again.

||||||||||||||
SAVING REBECCA
||||||||||||||

DOOR HALL
Run to the RIGHT STAIRS.

RIGHT STAIRS
Run to the U HALL upstairs.

U HALL
Run to the door to the right immediately.

STUDY
After the cut-scene, kill that Hunter by any means possible. You'll end
up saving Rebecca.

||||||||||||||||||
END SAVING REBECCA
||||||||||||||||||

After saving her, return to the BEDROOM you were in when you heard her
scream.

NOTE: Pick up the SQUARE CRANK from the Item Box if you already haven't.
Save, too.

BEDROOM
See the lamp on the desk? Flip it on. Grab the METAL OBJECT you see.
Grab the FLASH GRENADE, too. Exit.

DOOR HALL
Head for the EXIT HALL.

EXIT HALL
Head out to the SHED.

SHED
Head to the GARDEN.

GARDEN
Head to the POND ROOM.

POND ROOM
Head across the pond and down the lift to the GUARDHOUSE GARDEN.

GUARDHOUSE GARDEN
Head over to the broken lift and attach the BATTERY to the slot nearby.
Then ride the lift up.

GARDEN
We are in the GARDEN again. Head to the SHED.

SHED
Head to the EXIT HALL.

EXIT HALL
Head to the DOOR HALL.

DOOR HALL
Head for the RIGHT STAIRS.

RIGHT STAIRS
Head for the RIGHT STAIRS SAVE ROOM.

RIGHT STAIRS SAVE ROOM
Deposit the METAL OBJECT. Then withdraw the SQUARE CRANK. Save the game,
too. Exit.

RIGHT STAIRS
Travel to the DOOR HALL.

DOOR HALL
Head for the EXIT HALL.

EXIT HALL
Head to the SHED.

SHED
Head to the GARDEN.

GARDEN
Head for the POND ROOM.

POND ROOM
Run to where you used the SQUARE CRANK back in MISSION 2. The pond will
fill with water, effectively opening up that passageway behind the
waterfall. Return to the GARDEN.

GARDEN
Run to the lift in this room, and ride it down.

GUARDHOUSE GARDEN
Head for the not no-more waterfall. Head down the ladder, into the
tunnels...

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

That was quick, now, wasn't it? Well, MISSION 3 wasn't very eventful at
all. Those Hunters and Sweepers are also in the Tunnel areas now. The
mansion may seem like history now, but we'll be returning to the mansion
in a little while to check out the double doors in the main hall
underneath the stairs. But for now, we explore the tunnels beneath the
Guardhouse in hopes of finding a way out of here.

D. TUNNELS AREA
---------------

ENTERING THE TUNNELS
====================
ITEMS: HEX CRANK
       FLAME THROWER
       SHOTGUN SHELLS
       SURVIVAL KNIFE

AVOIDING LISA
=============
ITEMS: CYLINDER
       SHAFT
       CYLINDER SHAFT
       BROKEN FLAMETHROWER
       JEWELRY BOX

MANSION ALTAR
=============
ITEMS: DAGGER KNIFE
       STONE RING
       STONE AND METAL OBJECT
       STONE AND METAL OBJECT 2 (2)

************************************************************************
ENTERING THE TUNNELS
************************************************************************

TUNNEL 1
Head to the first door on the right.

TUNNEL 2
Find the SHOTGUN SHELLS on the floor of this tunnel. Head to the only
door in this tunnel.

PIT ROOM
Head for the door with a HANDGUN MAGAZINE by it.

ENRICO ROOM
Run forward. You'll see a cut-scene with Enrico. Search Enrico's body
for the HEX CRANK. Run down the hallway to Enrico's left. Head for the
door at the end. A Hunter may come in, so run away from it. You may want
to equip something powerful right now.

PIT ROOM
We are back in the PIT ROOM. Head back to TUNNEL 2.

TUNNEL 2
There is a Hunter here for you to kill. Kill it. Head for TUNNEL 1.

TUNNEL 1
Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take
the opportunity to save if you like, but make sure you have plenty of
ammo. Head to the gap in the floor. Use the HEX CRANK to fill the gap.
Head through to the BOULDER ROOM.

BOULDER ROOM
Nearby is a FLAME THROWER. Run to the right and the boulder starts
rolling. RUN BACK TO THE DOOR!! After the cut-scene, turn right. There
are SHOTGUN SHELLS. Run through the doors at the other side of the hall
near the boulder. There is a GREEN HERB to the right of the door.

GIANT SPIDER ROOM
Not another boss!!

========================================
BOSS # 6: BLACK WIDOW
DIFFICULTY: Easy
Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
This boss is so pathetically easy, it isn't even funny. Unload the FLAME
THROWER on this bastard, and eventually it should die. There is a
SURVIVAL KNIFE on top of the barrels in the corner.


-OR-

Run to the webbing on the door, hack at it with the SURVIVAL KNIFE or
FLAME THROWER and run through. Thanks to a reader (forgot who, sorry)
who submitted this cheat.
========================================

There is a SURVIVAL KNIFE on the barrels like the one you started out
with. If you want to conserve FLAME THROWER %, then grab it. If you
don't care to waste FLAME ROUNDS, do not grab it.

There should be a door covered in web. Launch some FLAME THROWER % at it
or hack at it with the SURVIVAL KNIFE you just got. Head through.

TUNNEL 3
Turn right and head through the door, by attaching the FLAME THROWER to
the right of it on the panel.

BOULDER ROOM 2
Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder
will start rolling down. Head through the door nearest you.

STATUE ROOM
See the statue on the wall? Push it right until it hits the BRONZE part
of the wall. Run to the opposite wall and use the HEX CRANK. The statue
will be away from the wall. Now push it to the dial in the middle. It
will turn. Push it away from the dial and push it in the dial again to
turn it a second time. Now push it to the space right of the candles
(so it faces the player). You'll get this CYLINDER. Return to the
BOULDER ROOM 2.

BOULDER ROOM 2
Return to TUNNEL 3.

TUNNEL 3
Head into the GIANT SPIDER ROOM.

GIANT SPIDER ROOM
Head back to BOULDER ROOM.

BOULDER ROOM
Head back to TUNNEL 1.

TUNNEL 1
In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head
to TUNNEL 2. Save if you like.

TUNNEL 2
Head for the PIT ROOM.

************************************************************************
AVOIDING LISA
************************************************************************

PIT ROOM
Here, head over to the control panel you see at the end. Examine it to
get some sort of SHAFT. Combine it with the CYLINDER. It makes the
CYLINDER SHAFT. Insert it and press the code 4231.

The pit in the middle of the room will activate- it's really a lift!
Ride it down!

BOTTOM SHAFT
Run to the nearest door.

LISA TUNNEL
That ***** from the cottage beside the mansion is back.

========================================
BOSS # 7: LISA TREVOR II
DIFFICULTY: IMPOSSIBLE
Your goal: This is the same as last time. Get the hell out of there. 3
hits from this immortal boss will kill you, and it will not be good at
all. Head out, and be quick. Don't even try to shoot this thing, because
she just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

To avoid her, double back and take the branching tunnel. At the
branching tunnel, head to the right one of Chris. You'll eventually see
a door. Use the map to get to it; remember that locked doors are in red
on the map and unlocked ones are in white. Head through the door.

CRATE ROOM
Push the crate onto the lift. Then activate the lift at the controls.
Then leave the room through the way you came.

LISA TUNNEL
Run back to where the lift is. Avoid Lisa Trevor at all costs.

BOTTOM SHAFT
Look for the ITEM BOX. Pack AT LEAST 2 HEALING ITEMS. Then go down the
nearby ladder. The crate you sent away is here now. Go push it to the
left and forward. Then press the button so the crate is crushed. Jump
down to where the crate is to get a BROKEN FLAMETHROWER. Return to the
LISA TUNNEL.

LISA TUNNEL
Keep avoiding her and head for the locked door. Take the tunnel toward
where you headed for the CRATE ROOM. Flip the switch on the wall. Head
to the locked door in the room using the map. See the little board next
to it? Attach the BROKEN FLAMETHROWER there. Head through.

CANDLE ROOM
Run passed this weird candle area to a pool tunnel. Run across it.
You'll be in a bedroom. You'll find another JEWELRY BOX, like the one
before you left the mansion. Also, there is a DAGGER KNIFE here. Open
the JEWELRY BOX (no puzzle) and grab this STONE RING. Combine it
with the METAL OBJECT from the mansion and you'll get another STONE AND
METAL OBJECT. Climb the bedroom ladder, and turn left when you are up.
Climb the ladder.

************************************************************************
MANSION ALTAR
************************************************************************

COTTAGE
Remember this area? This is where you first met Lisa. Our goal is now to
return to the mansion. Yes, go back there. Head to the OUTSIDE PATHWAY
2.

OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.

CROW GRAVEYARD
If you have not acquired the MAGNUM here yet, then do so NOW. The
solution is above. Run back to the OUTSIDE PATHWAY.

OUTSIDE PATHWAY
Run back to the SHED.

SHED
Head back to the EXIT HALL.

EXIT HALL
Collect the STONE AND METAL OBJECT that is near the door. It is the one
you used in the beginning of the game to get to the Guardhouse. Head
back to the DOOR ROOM.

DOOR ROOM
Aim for the CROW HALL.

CROW HALL
Run down the entire hallway to the GRAVEYARD.

GRAVEYARD
Head for the MAIN HALL.

MAIN HALL
Head for the double doors underneath the grand stairs. Insert both
STONE AND METAL OBJECTS into the double doors. Head through.

LONG TUNNEL
Run down the stairs and across the boards until you reach the door at
the end.

SHORT TUNNEL
Run through this short tunnel until you get to the ladder. Go down the
ladder.

ALTAR ROOM
There is a cut-scene with Wesker. And... another Lisa boss.

========================================
BOSS # 8: LISA TREVOR III
DIFFICULTY: HARD
If you notice... it has the eye of the G-Type William Birkin,
from Resident Evil 2 and the jump and power of Nemesis from Resident
Evil 3: Nemesis. That can only mean one thing: this thing is as
powerful as Nemesis and the G-Type combined!

Then start shooting the hell out of the thing along with Wesker. When it
falls over, keep shooting it. Barry will also help if you gave him his
gun back. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!

========================================

ALTERNATE STRATEGY

See the stones in the corners of the room? Push them down into
the chasm and Lisa will jump down, ending the battle. Thanks for
KANE79 for this tip.
========================================

..anyway. Talk to Wesker if he is still there.

Push all the stones down the pit. They are in the corners around
the casket. The gate rises. Head through.

LAKE COURTYARD
We are back in the courtyard. Go to the statues around the lake
and insert the MEDAL OF EAGLE and MEDAL OF WOLF. Then go down the stairs
in the lake. Ride the lift down.

========
It is time to switch to Disc 2. (Why couldn't they give a disc
for each character?)
========

Well, Disc 1 is officially finished. Well, fortunately Lisa is gone,
so we don't have to deal with that G-Nemesis Type anymore. But the
mystery isn't complete yet. Chris discovers a lab beneath the mansion
area, and all the traps Chris has encountered thus far are definitely
there to hide this lab, proving its importance. Well, onto Disc 2.

E. LABORATORY AREA
------------------

SEARCHING AROUND
================
ITEMS: MO DISK 2
       INK RIBBONS
       GREEN HERBS
       SLIDE CARTRIDGE
       MO DISK 3
       LABORATORY KEY
       CAPSULE

ESCAPING
========
ITEMS: MASTER KEY
       FUSE UNIT
       SIGNAL ROCKETS

************************************************************************
SEARCHING AROUND
************************************************************************

LABORATORY ENTRANCE
Find the locked double doors. Near them are ladders to go down.

LABORATORY SAVE ROOM
Save, and pull out the MAGNUM  or SHOTGUN, depending on what you have
ammo for. Head through the double doors.

STAIRS
Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the
start of the stairs and grab the second MO DISK. Head down the stairs.
Head through the gate.

O ROOM
Head to the door to your right.

LAB HALL 1
Collect the FIRST AID BOX. Then take the door to the left.

X-RAY ROOM
Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays
and paste them onto the screen. If you do it right, you should get
another word, CELL, based on the illnesses. Leave.

LAB HALL 1
Back to the O ROOM.

O ROOM
Head to the only open double doors in this room.

COMPUTER ROOM
Go to the operating computer. Sign in using the name "JOHN." The
password is ADA (the same Ada in Resident Evil 2). When you want to
unlock the B2 floor, input the password, CELL. Return to the O ROOM.

O ROOM
Head back to the LAB HALL 1.

LAB HALL 1
Head into the first door to the right.

OFFICE
Grab the FAX after taking the Crimson Head down. You'll notice a
weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the
MO Disk on the desk's GameCube, too.

LAB HALL 1
Head for the O ROOM.

O ROOM
Return through the gates to the stairs.

STAIRS
Head to the now unlocked door near where you found MO DISK 2.

PROJECTON ROOM
Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers
8462. Remember them. Was Wesker in that picture with the scientists?
And is the woman there Annette Birkin, and the dark haired guy William
Birkin? Hmmm... Grab the MO DISK from the shelf near the door.

See that blinking panel near where you got the MO DISK? Enter the code
from the slide in there. A new room will be revealed. Grab the
LABORATORY KEY. Look at the console to see how Kenneth Sullivan died
back in the beginning of the game.

Leave.

STAIRS
You might be full on items, so deposit anything un-useful. Return to the
O ROOM.

O ROOM
Unlock the single door with the LABORATORY KEY.

T HALL
Take the door directly across from the entrance (not the one to the
left).

LABORATORY SAVE ROOM 2
Unload anything you do not need. Leave.

T HALL
Turn left. Head through the double doors.

CHIMERA HALL 1
Watch out! There are enemies here that are as dangerous as the Hunters
from the mansion and the tunnels! Turn a cautious left, and kill the
first one you see. These are called Chimeras. Turn around and do not
enter the door. Run around until you see a blue button. Press it, and
you will get a CAPSULE. Head through the door now.

CHIMERA HALL 2
Head for the GameCube-looking console and insert an MO Disk inside.
Run to the door at the end of this hall. Kill all Chimeras with the
Magnum. Now return to CHIMERA HALL 1.

************************************************************************
ESCAPING
************************************************************************

CHIMERA HALL 1
Head for the T HALL.

T HALL
Head for the O ROOM.

O ROOM
Use the POWER ROOM KEY to unlock the double nears near the door you
just emerged from. Enter.

STOREROOM
Does this place remind me of Silent Hill? Anyway, push the shelf back
and climb up the counter. Enter the vent.

OPERATION ROOM
Head through the other vent you see in this room. Kill the Chimeras.

STOREROOM
Find the GameCube-esque reader and insert an MO DISK inside. Then push
the shelf away and exit.

O ROOM
Back here, head for the LAB HALL 1.

LAB HALL 1
Head for the first door on the right.

OFFICE
Radiate the CAPSULE in the weird blue thing. Once you get it back, WALK.
WALK to the LAB HALL 1. WALK.

LAB HALL 1.
WALK to the O ROOM.

O ROOM
WALK to the T HALL.

T HALL
WALK to the CHIMERA HALL 1.

CHIMERA HALL 1
WALK to where you put the CAPSULE. Put it back in. Run to the CHIMERA
HALL 2.

CHIMERA HALL 2
Run through the hall to the POWER ROOM.

POWER ROOM
Go to one of the 2 computer consoles you can access and press the YES
option. Then leave.

CHIMERA HALL 2
Run for the CHIMERA HALL 1.

CHIMERA HALL 1
Run for the T HALL.

T HALL
Run to the other end of the hall into the elevator. Save in the nearby
SAVE ROOM if you want. Power up the elevator. If you saved Rebecca from
the Hunter, she'll come in. If not, she won't be here.

TYRANT ENTRANCE ROOM
Enter through the door at the end.

TYRANT ROOM
Watch the cut-scene.

========================================
BOSS # 9: TYRANT I
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM. Start shooting the thing and
dodging it. One hit can bring you down to Caution. It falls down after 9
or 10 shots from the gun.

The Tyrant attacks using its dangerous claw. Keep moving, and keep
shooting. The Tyrant is much tougher than Lisa, but not as invincible
as Lisa.
========================================

Go to Wesker's unconscious body and grab William Birkin's diary. If she
survived, wake Rebecca up, and head to the desk at the end of the room
to unlock the door. If Rebecca didn't survive, grab the MASTER KEY.
Leave.

TYRANT ENTRANCE ROOM
Run to the elevator. If Barry is still alive, the self-destruct system
will hit. If Rebecca didn't survive, then you can now end the game by
returning to the LABORATORY ENTRANCE. If you still want to save Jill,
then follow the next orders.

T HALL
Run to the O ROOM.

O ROOM
Run to the LAB HALL 1.

LAB HALL 1
Head for the 3 green switches and flip them. Head through the door.

PRISON TUNNEL
Run down the stairs to the door at the end. Head through. If the self-
destruct system didn't hit, then use the MASTER KEY to unlock the door.

JAIL CELL
Talk to Chris. Then leave.

PRISON TUNNEL
Head back.

LAB HALL 1
Head to the O ROOM.

O ROOM
Head to the STAIRS.

STAIRS
Head up the stairs and through the door.

LABORATORY SAVE ROOM
SAVE!! Then head up the ladder.

LABORATORY ENTRANCE
Head for the double locked doors.

ESCAPE TUNNEL
Run through. Grab the SHOTGUN SHELLS and FIRST AID BOXES and open them.
Grab the FUSE UNIT at the end and ride the elevator. There are only 3
minutes until detonation if Rebecca is still alive.

MANSION ROOF
Grab the SIGNAL ROCKETS and USE it.

========================================
BOSS # 10: TYRANT II
DIFFICULTY: HARD
After the cut-scene, grab your HANDGUN (since you might not have any
SHOTGUN SHELLS left other than the ones you just picked up). Start
shooting the thing and dodging it. One hit can bring you down to
Caution. Rebecca will be helping you.

Once Brad drops the ROCKET LAUNCHER, Rebecca will get strangled. Shoot a
rocket at it and the game ends.

[NOTE: The Tyrant might hit the rocket away if it is free from
strangling Rebecca. Shoot another rocket at it to kill it.]

[NOTE: For a different ending, you can have Barry killed. Have the
Tyrant strangle it, and then have it stab Barry with its claw. You
will get a slightly different ending if you get Barry killed.]
========================================

GAME OVER...

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

Well, Chris has survived a nightmare nearly impossible to survive. Try
to achieve a different ending, or grab a higher score. Watch the
credits, and enjoy! If you want to know what happens next in the world
of Resident Evil, pick up copies of Resident Evil 2 and Resident Evil 3:
Nemesis, because Raccoon City is where the next adventures take place.

========================================================================
6. W E S K E R ' S   R E P O R T
========================================================================

If you pre-ordered the American Version of Resident Evil CODE: Veronica
X, bought the Japanese PS2 or DC version of CODE: Veronica Complete, or
bought the BioHazard 5th Anniversary Briefcase, you got the Wesker's
Report DVD.

If you didn't, it's here for you to read, because it bursts with seams
of the original PSX RE, RE2 and RE3 information. Others may hate the
Report because they can't think what Capcom is aiming with that, but I
love it!

Sure, the information for the "Mansion Incident" may seem a little
outdated when the remake is accounted for, since it covers the original
PlayStation version, but it still contains the basic information about
the storyline of Resident Evil.

This can also help those folks out who have just started the series on
GameCube, and want to find out more about Resident Evil 2 and Resident
Evil 3: Nemesis, until the GameCube ports of those games come out. In
any case, here is Wesker's Report I in its entirety.

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

============
INTRODUCTION
============
"My name is Albert Wesker. I aspired to become a leading researcher at
Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio
Organic Weapons, better known as B.O.W., for development. But at the
leader development training ground situated in Raccoon City, I met a
brilliant and talented researcher who decided to take a different path;
William Birkin.

In time I shifted my position to S.T.A.R.S., a special force unit of
the Raccoon Police Department. Umbrella, for crisis management reasons
of their illegal Bio Organic Weapons development had many of its people
working in the police department.

I became the leader of S.T.A.R.S. and conducted all sorts of
intelligence activities for Umbrella. As I continued to serve I devised
my own plans and waited for the right time moment to execute them. Then
at last, opportunity knocked.

==============
1998 July 24th
==============
The freak murder incidents that had occurred in the forest near the
mansion started it all. The mansion was Umbrella's secret BOW
laboratory and it was clear that the indevelopment T-Virus was the
cause of the murder. Initially, Umbrella instructed me secretively to
keep S.T.A.R.S. to the mansion, dispose of them, then report the
situation to headquarters so that their combat with the B.O.W. could be
used for data analysis allowing Umbrella a comprehensive portrait of
the B.O.W.'s combat abilities.

From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As
expected, the top elite of S.T.A.R.S. gave all they had and became
useful sample data. Then following, I geared up the Alpha Team to
"search and rescue" the lost Bravo Team. The members of Alpha Team also
proved their worth and as expected many died.

There were five survivors from the initial eleven S.T.A.R.S. members.
From the Alpha team were Chris Redfield, Jill Valentine and Barry
Burton. And from the Bravo Team were Rebecca Chambers and Enrico
Marini. It was time to begin executing my plans.

In the midst of the whole affair I could take Umbrella's ultimate Bio-
Organic Weapon, the Tyrant, and join forces with an opposing
corporation of Umbrella. To buy into that opposing corporation I would
need the actual combat data of the Tyrant. The surviving privileged
members of S.T.A.R.S. were just the perfect bait.

I decided to have one of them play the Judas and draw them to the
Tyrant. That Judas was Barry. Barry was the strong truth and justice
kind and cherished his family more than anything. His type is easy to
manipulate. I just took that most important thing away from him.

My only miscalculation was the high potential of Chris and Jill. But
with the family man Barry playing Judas the scheme went as planned.
Then the winds turn unexpectedly. I had to eliminate Enrico who found
out what was behind it all. I used Barry to get to him.

After I successfully got rid of that nuisance I awaited the sample
specimen that Barry would bring to me in the Tyrant room. I injected
the virus I obtained from Birkin in advance. If I made Umbrella believe
I was dead, it made it far more convenient to sell myself to the
opposing corporation.

According to Birkin the virus had profound effects. It would put my
body in a state of temporary "death". It would then bring me back to
life with super human powers. Therefore I unleashed an awesome Tyrant
from its slumber and let it attack me. As my consciousness faded away I
was certain that the whole scheme would end in success.

Never did I imagine that S.T.A.R.S. could slay the evil creation. I
lost the Tyrant and the plan I devised which cost me my humanity ended
in failure. Now anything and anyone who stood in my way would be
terminated. It's been that way for a long time and it always will be.
At all costs I had to make S.T.A.R.S. pay.

=========
September
=========
Two months had passed since the mansion incident.

To regain everything I had lost in my new organization I joined hands
with Ada Wong, a female agent who was also sent to spy on Umbrella. I
knew in my bones that the key developer was William Birkin, but what he
didn't know was that Umbrella did not play games...with anyone.

Eventually, Birkin would be assassinated, and the G-virus would be in
the hands of Umbrella. But the salvage team led by Hunk was ahead of
us. By the time they got to Birkin, he'd already injected himself with
the G-virus...he became his own creation, and decimated them. Soon
after, the T-virus carried by rats spread throughout Raccoon City, and
Umbrella faced its worst scenario.

==============
September 28th
==============
The good citizens became zombies, and the city had headed for its
devastating fate. Humans were no match against zombies. In the chaos,
Umbrella Europe applied a new type B.O.W., called "Nemesis". The
Nemesis would hunt down and destroy the surviving member of S.T.A.R.S.,
Jill. It became imperative that our organization would also obtain the
Nemesis data.

==============
September 29th
==============
To cover up the whole affair, Umbrella jettisoned a Tyrant to take care
of Leon and Claire, who were trying to unveil their secrets. Then,
there was a new revelation. Birkin used to hide the findings of his
studies in his daughter Sherry's pendant.

It was very possible that the G-virus was there. While Umbrella was
busy with their cover up, we had to capture Sherry before they did. I
sent Ada undercover to seek the location of Sherry. I, the "dead man"
on the other hand, had to work in the shadows.

A spy's obligation and priority is in mission, to carry out the mission
like a machine without any emotional interference. But through her
interaction and involvement with Leon Scott Kennedy, there had been an
affection growing inside her. My instincts sensed danger. Something had
to be done, quickly. My instincts did not disappoint me.

Even though Ada almost had her hands on the G-virus, which Leon had
acquired from Sherry, that affection of her drove her to her death. But
she was still of some use. I had to save her life. My people hurried to
retrieve the G-virus that Leon threw away.

But Hunk, the only survivor of Umbrella's salvage team, was there
before us.

==============
September 30th
==============
Our only option left was to bring back Birkin, the monster, as the
sample specimen and have him finish Leon and Claire in order to obtain
his combat data.

Although Birkin lost the battle to Leon and Claire, we succeeded in
gathering samples of the G-virus from his dead body.

===========
October 1st
===========
In the morning the government bombed Raccoon city in an attempt to stop
for the viral outbreak. This was, of course, their feigned reason...
Later, Claire left to Europe to find her lost brother Chris, and Leon
joined forces with an underground anti-Umbrella organization.

Sherry is safe in our hands. I would never underestimate Birkin.
There's something about this little girl..."

========================================================================
7. W E S K E R ' S    R E P O R T   I I
========================================================================

JAPANESE COPY: http://www.capcom.co.jp
TRANSLATION COURTESY OF http://www.residentevilhorror.com

This contains SPOILERS. Please consider that before reading. You have to
have ALSO played Resident Evil 2 and Resident Evil CODE: Veronica X at
the very LEAST to understand this. Play Resident Evil: Survivor and
Resident Evil 3: Nemesis for a complete understanding.

This was translated by GameFAQS user: Saiki. Thanks to him for the
translation. I have done some editing.

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

To Ada Wong:

When I first visited that place, I was 18 and it was summer, twenty
years ago. I still remember the smell when the helicopter landed and
the rotor caused the wind to stir. From the air, the mansion seemed
normal but from ground level, something was different. William Birkin,
who was 2 years younger than me, seemed only interested in the research
files he had as usual...

July 31, 1978 (Monday)
Two days ago, the two of us were assigned to that place. Everything
could have been planned out from the beginning or it could have all been
a coincidence. The only person to know the truth is most likely, Sir
Ozwell Spencer. Spencer at that time, was using the Arklay labs for the
research on the T-Virus.

As soon as we got off the helicopter, the president of that lab stood
In front of the elevator.

I don't even remember that man's name. It didn't matter what was said
officially. From that day, that lab belonged to Birkin and I. We were
assigned to be chief researchers at the facility. This of course, was
Spencer's will.

We were the chosen ones.

The two of us ignored the president as we entered the elevator. We had
Already been briefed about the layout of the area and Birkin, with no
bad  intentions, ignored everyone as usual.

Usually, when someone sees our actions, they would react within 5
seconds. But the president didn't even react at all.

At the time, I was only a youngster so it didn't bother the president.
The president understood what Spencer was thinking and didn't take
notice of someone like me.

While the three of us were on the elevator, Birkin still kept his eyes
on the research files. The files contained information about a new faro-
virus found 2 years ago in Africa called Ebola.

Even now, their are thousands of people researching the Ebola. But the
People are always divided in half, one group to save people from the
virus and the other to kill people with the virus.

As known, if a person is infected with the Ebola, the chances of dying
is 90%. It has the capability to destroy the physical structure within
10 days and even now, a cure hasn't been found. If this is used as a
bio-weapon, it would display incredible destruction.

But because making a bio-weapon is against the law, we would not use the
virus as a weapon. But I'm certain that someone out their would use this
as a  weapon. So to prepare for a case of like the virus being used as a
weapon, it is  good to do research on it now. But the line between
finding a cure and making a bio-weapon is thin. This is because the
actual research conducted do not differ at all between the two. So one
could say that they are researching for a cure and be making a bio-
weapon.

But to Birkin, he was not interested in either cause just wanted to
research the Ebola itself. The virus had too many things unknown at the
time. One was that the fact that virus would die within a few days by
itself and would die instantly when hit by sunlight. The second was the
speed that it would kill its host. It kills the host extremely quickly
that their is almost no time for the virus to infect another person. The
third is how the virus is spread. The virus has to physically touch
another person in order to infect them and therefore can easily be
quarantined. But I would like to bring up the following thought.

What if a person that was infected with the Ebola virus could stand up
and walk around? And that infected person would have a disrupted chain
of thought, and would infect others that weren't infected?

What if the DNA of the Ebola, the RNA, had a direct impact on the DNA of
a human, and due to that, would make the person not die so easily?

The person would be dead from a humans point of view, but would still
go around as a bio-weapon spreading the virus around.

It is fortunate that the Ebola may have features like this. Even from
now, we will be the only one to now about this.

Umbrella, with Spencer as the head, was an organization made to do
research on viruses with these qualities. As a cover, they tell the
world that they are a company making cures, but the truth was a bio-
weapon developing organization.

The finding of the original virus which restructures the human DNA was
the start of everything.

Using the original virus as a base, an enhanced virus would be made to
be a bio-weapon. This was the plan for the T-Virus.

The original virus was also an RNA virus and would cause abnormalities,
thus enhancing a host.

Birkin was interested in the Ebola because he planned on combining the
two virus's (Ebola Virus and T-Virus) to create an enhanced virus.
Luckily, the sample of the Ebola had already been brought to this
research facility.

We had gone through many elevators and had finally reached the
destination.

When we reached that place, even Birkin had raised his face to the
sight.

This was our first encounter with that woman.

We were not told anything about that woman. Everything relating to her
was kept top secret and the data was not to be leaked anywhere outside
the lab.

From the records, she was here since this lab had been created.

She was 25 at that time. But what her name is and why she is here is a
mystery. She was a test subject for the research on the T-Virus. The
research begun in November 10, 1967. For 11 years, she had gone through
tests with many viruses.

I heard Birkin whisper something. Whether those words were cursing,
swearing or praising, I don't know.

But we had come to a place where we couldn't back out of.

We were to take the research to its completion or to be captured, and
end up like the woman. For us we, only had one choice.

The woman who lay on the pipe bed had moved something within
both of our minds.

Was this part of Sir Spencer's plan?

---The next records take place 3 years later

Alexia - 1

July 27, 1981
---3 years from the previous report

Today, Umbrella assigned a ten year old girl to be the chief
researcher at the Antarctica facility.

Her name is Alexia Ashford. As of right now, I am 21 years old, and
William Birkin is 19.

It is very provoking that even in our own Arklay lab, everyone is
talking about Alexia and the Antarctica facility. It is because all the
old high staff members consider the Ashford family a legendary family.

Every time something goes wrong with our research, those old fools
always say the same thing. "If only Edward were still alive."

It is true that he was the first one to find the original virus, and he
may have been an incredible scientist for starting the T-Virus plan.

But soon after Umbrella was formed, Edward Ashford had died. It has been
13 years since then. There would be no meaning in expecting anything
from the Ashford Family.

In fact, ever since Edward's death, the Antarctica facility that his son
(Alexander) built has done nothing.

This granddaughter of his is probably nothing useful as well...

But one day, our useless workers started to say these statements. "If
Alexia was here......."

It angers me to think that our workers and researchers are filled with
mindless people that judge people by their status. Because they think
like that, they cannot do anything themselves and always have to be
told what to do! But I, I still had good judgement.

If I had let all of that go to my head, the research at the Arklay lab
would have been delayed. As the head researcher, I always have to keep
myself under control or success would not be possible.

Then, a thought came to my head. I could use those old staff members to
gain my success. Those old fools could die at any time and would serve
as perfect test subjects. To be able to rise above everyone, I must be
able to use all resources to my advantage.

But the problem was Birkin. His reaction to Alexia was great.

Although he never spoke of it, Birkin took pride in the fact that he was
16 when assigned to this lab. But his pride was completely destroyed by
the fact Alexia was a genius at 10 years of age. Born as a genius, he
had tasted his first defeat, since Alexia was ahead by a full 6 years.

He could not handle the younger, legendary family, girl. To be out-done
by a girl who hadn't even made any progress...

The main thing was the fact that she was still a child.

But for reasons, I have to have Birkin get back to his normal self
again. The William Birkin I knew before he met Alexia. We had already
reached phase 2 in our plan in the past 3 years.

Currently, the T-Virus could be used to create a biological weapon also
known as the zombie. But the effects of the T-Virus varies greatly
between people and there is no 100% guarantee for it to work yet. Every
person has a different DNA structure and some may react differently.

Even then, 10 percent of those who turn into zombies die. This we can do
nothing about. With the remaining 90%, it is easy to use them as a
weapon, but Spencer thinks differently.

He wants 100% and wants a perfectly confined weapon.

Originally, the bio weapon was to be a weapon that could be made with
very little cost. But now, the bio-weapon that we research now costs
great amounts. If Spencer just wanted to make money, he would not have
chosen this path.

If used at the current state, we could easily make a profit from it. But
to continue research would not add up.

Why would he continue research if he would lose money?

I don't understand what the hell Spencer was thinking.

But going back to Birkin, the research that Birkin is currently in is
a bio-weapon that possess combat skills. By using other DNA samples,
we could create this bio-weapon. It was made to fight off any forces
that opposed us. It was a fighting bio-weapon, also to known as a
Hunter. But that research had to put on hold for now so we could protect
the test subject from Birkin.

To compete against Alexia, Birkin started to act differently than usual.
He would stay at the research lab 24 hours a day, and would do tests
without any perceived plan.

I would usually use other researchers to collect samples and data from
the test subjects before they died, but at the speed that Birkin goes at
now, is impossible to keep up with him.

The president would keep getting new test subjects as if nothing
happened and that subject would die shortly after. It was hell in
there.

But even in that hell, that one test subject, the women, still lived.

She was 28 and had spent 14 years in the lab.

Over the 14 years, the effects from the Ebola Virus must have corrupted
her mind. But if she were to still have a conscious mind, death is what
she would want. But she lived on. How would she live on for so long?
There is nothing different from her data and any other data from the
other test subjects.

More time is needed to solve this mystery.

---the next report takes place 2 years later

December 31, 1983 (Saturday)

It had been the 6th winter since I began working at the Arklay facility.

During the last two years, we had made no real progress with our
research as time passed by. But this had come to an end. We had received
word that Alexia had suddenly died. The reason was the virus that Alexia
herself created; the T-Veronica Virus. It seemed like the 12 year old
Alexia was too young for such dangerous research.

I had heard rumors that Alexia had injected the T-Veronica Virus in
herself but I couldn't believe this. She probably couldn't handle her
father's death a year ago and perhaps made a simple error in her
research.

Later, the research at the Antarctica facility was continued by Alexia's
twin brother, but no one had expected anything from him. In the end, the
Ashford family couldn't bring any results and fell.

Like I had stated earlier, the Ashford family was a legend and will stay
as a legend only.

With Alexia's death, Birkin had changed, or I should say, changed back
to what he was. But now, there was no one who could surpass him and all
those researchers had to acknowledge him. But it was still a taboo to
talk about Alexia in front of him. Even when I tried to get a sample of
the T-Veronica Virus, he had strongly objected.

I had to put aside finding out about Alexia's research for later. In the
end, Birkin had changed not one bit when everything around him had
changed.

But to me, I had a much bigger problem in my hands.

Our facility was located in a very dense forest. I went out walking into
the woods many times, but because this facility was in the near center
of the forest, we would never encounter any other human. The only way to
get here was by a helicopter. It was a needed precaution dealing with a
bio-weapon. Since if by chance, the virus is leaked out, it would
prevent the chances of spreading.

But a bio-weapon isn't so simple. The virus can also affect non-human
beings as well.

Any virus isn't guaranteed to only affect one kind of organism. For
example, the Influenza virus not only affects humans, but birds, pigs,
horses and even seals. And even in 3 each of these species, only certain
ones are affected. For example, seagulls and chickens are affected by
viruses, but all other birds are not. And the same virus may have
different effects on different species.

The problem lies in how the T-Virus can affect many different life
forms.

During the time when Birkin was useless, I had done my own research on
the T-Virus. I had found out that the T-Virus can affect most life forms
out there. And not just mammals, but plants, bugs, and fish can also be
affected by the virus. Every time I walked in the woods, I always asked
myself, "Why did Spencer choose this place?"

There are many different forms of life in these woods. What would happen
if the virus were to leak out? If only an insect were infected, it is
small in size and probably would not go through a big mutation. But
these insects could spread the virus at an incredible rate. If this were
to happen, how far would the T-Virus spread?

If it were a plant that was infected, the plant itself could not move
and would seem safe. But what about the seeds the plants give out?

It would be very dangerous for such a case to happen. Now that I think
about it, it was very smart for the Ashfords= family to locate their
facility in Antarctica. But here, it almost seems like someone wants the
virus to spread. But that could not be possible. What is Spencer trying
to make us do?

This issue was far to great and I could not discuss this with any
other researcher. The only one who I could talk to was Birkin, but
he probably would not even be interested.

I need more information.

I had started to realize my limits as a simple researcher. To find out
what Spencer was truly thinking, I need to be at a position where I
could obtain more information.

For that, I would throw away all my current positions. But I cannot do
this quickly. I cannot let Spencer notice my plans for if he does,
everything would be over.

I had continued to do research with Birkin so that no one would
know my intentions.

During that time, that woman test subject was forgotten. She was a
"failure" that just lived on until that day, 5 years later...

The 11th summer had come since we started working at this facility. I
was 28 at the time. Birkin had become a father to a 2 year old girl.
The wife was a also a researcher at the facility. It was natural that
people who conducted the same research at the same facility fell in love
with each other and end up having children.

But a normal person would not be able to continue research at this
place. Anyone still here is crazy.

We had gone into phase three of our plan in the ten years. A programmed
life, to be used a soldier, is a bio-weapon for combat.
It was to be called "Tyrant." But this project had a huge problem from
the start. Gaining the test subject for this Tyrant was a problem. There
were very few who were compatible with becoming a Tyrant.

This was due to the nature of the T-Virus.

Any human could be used to make a zombie or a hunter but their
intelligence would be lost in the process. A certain amount of
intelligence is needed to create a Tyrant. Birkin had used a different
way of creating the Tyrant to compensate for this problem. But only a
very small amount of people could be used for this different way. In the
simulation, only 1 out of 100,000,000 turned into a Tyrant and the rest
became zombies.

If our research continued, we could create a different kind of T-Virus
that was compatible for more people. But for this to happen, we needed
another test subject. But even if we searched through all of America,
we would only find ten or so people that were compatible for becoming a
Tyrant.

Other research facilities had reached the same problem. We had run into
a wall even before our research began.

But we had received word that the Europe facility had thought up of a
plan to conquer this problem in phase 3. This was the "Nemesis Project."

I had urged to get a sample of the project to put our research further.

Although Birkin had strongly opposed, I had convinced him.

Until we found a compatible host, our research would not move and Birkin
needed to admit this.

We had received the package a few days later with a number of
precautions written on it. The package brought to heliport was a small
box, titled "Nemesis Project"

To gain this sample from the France facility required quite an effort
but was mainly due to Spencer backing us up.

Birkin took no interest in the package until the end but he had at least
admitted to tests. The Sample was totally new and was thought up for
test purposes.

The Nemesis was a biological life form created by manipulating DNA.

The intelligence was the only thing enhanced and this life form alone,
could not do anything. But once it finds a host, it becomes a parasite
and would take over that host and would cause it to have incredible
combat ability.

The host for the weapon and the parasite would be made separately and
later the intelligence of the parasite and the body of the host would
be combined to create a bio-weapon. If this were to succeed, it would
overcome the problem of the intelligence and we could create a bio-
weapon.

But the problem was when the parasite takes over the host.

In the research files, all that was recorded was the death of each host
once taken over by the parasite sample. Within 5 minutes of the parasite
taking over, the host would die. But we were already aware of the danger
that lied in the prototype.

My plan was to prolong the time in which the host would survive, so that
we would gain the credit to the "Nemesis project". The host would be
that women test subject.

Her incredible life rate could survive longer against the Nemesis
prototype. And even if it failed, nothing would change on our side.

But the test had created a result I had not expected. The Nemesis
prototype that tried to enter her brain had disappeared. At first, we
could not tell what had happened. We did not expect her to consume the
Nemesis.

That was the beginning.

Something was happening inside of that failed experiment. We had decided
to start research on her from scratch.

In the past ten years, we had conducted every research possible on her,
but we had decided to throw all those files away. Within the 21 years
that she lived, something was beginning to show.

Only Birkin had begun to notice the change.

Indeed, something had begun to change inside her.

But that was something totally different from the T-Virus project.

Something new and would bring a new idea to us.

The "G-Virus" project was the project that had changed our destiny.

---the next log is 7 years later

July 31, 1995
---7 years from the previous

When I came back to that place, it had been 17 years since I first came.
Every time I came here, I remember the smell of the wind of that day.
The buildings and the surroundings all looked the same from before.

On the heliport, I could see Birkin. It has been a long time since I've
seen him. Four years have passed since I left Arklay labs.

4 years ago, when Birkin's G-Virus project was authorized, I had
requested to transfer to the secret (intelligence) service and this
was easily approved. From everyone's point of view, it was a natural
thing for me to stop my road as a researcher and go onto a different
field.

And in reality, the research conducted on the G-Virus was far above my
level. Even if I didn't have a different motive, I could feel my limits
as a researcher when finding out what Sir Spencer was up to.

In the midst of the wind blowing, Birkin, as usual, didn't take his eyes
off the research files. Birkin came to Arklay quite often, but Birkin
was not under Arklay anymore.

A little while ago, an underground lab under Raccoon City was made and
this was the place that his G-Virus project would be made.

But to be honest, I didn't think that Spencer would authorize "G". This
is because "G" was far from being a weapon, and had too many unknown
things about it.

The reason the "G" was slightly different from "T-Virus" was that the
host would keep spontaneously reacting to the virus. It was very easy
for a mutation to occur since the DNA would be open to a virus. But this
is just in the case of the virus itself and not the hosts DNA.

Even if the virus did cause some form of change, the DNA of the host
becoming mutated was a rare case. If there was an outside force like
radiation, it would be a different story though.

But the case of "G" was different. Even without an outside force, the
"G" would keep mutating the host until death.

Something very similar to this did exist in the T-Virus as well. When a
bio-weapon is put in a specific area, the virus inside the host would
causing some form of mutation has already been confirmed. But for this,
an outside force was always needed.

But the "G" had no need for such a thing.

No one can even expect what lies ahead with the mutations. And even if
we think of a way to stop the mutation, the virus would just mutate to
accommodate.

7 years ago, Birkin found this in that woman. At first look, the woman
had no changes on the outside, but inside, various mutations had
occurred and had kept on consuming each kind of virus injected and had
lived on.

And over the 21 years of mutating, it had mutated so much that it
would even consume the Nemesis.

The G-Virus project was to take this mutation to highest point possible.
But this could lead to the "Ultimate life form" or it could end due to a
disaster .....could this even be called a weapon?

What was Spencer thinking when he authorized this project? Even when I
moved to the secret (intelligence) service, I could not find out
anything about what Spencer was thinking during these 4 years. And now,
Spencer doesn't even show up in Arklay labs. It seems he was expecting
something to happen there.

Spencer was slowly drifting away from me, just like an oasis in a
desert.

But my chance will come soon enough... That is, if I can live until then.

The elevator took me and Birkin to the highest level in the lab. It was
the place where Birkin and I first saw that woman.

There, we met the new research leader, John.

He had come from a Chicago lab and was an excellent researcher,
but he was too normal to work in a place like this. He had started
to question the motives of the research there and had repeatedly
questioned the superiors.

This had even reached my ears in the secret (intelligence) service.
If information has been leaked out, he would be the first to go.
This is what everyone had started say.

We had both ignored John and had started the clean-up of that woman to
kill her.

When she consumed the Nemesis, although she had started to regain
some intelligence, her behavior was extremely peculiar.

Each time it would escalate. She would start to rip another woman's
face off and would wear it herself. According to the records, she
showed the same behaviors when she was first injected with the
original virus.

No one knew why she would behave like that, but recently, three
researchers had been killed that way and this is when she was authorized
to be killed. Because "G" was progressing steadily, there was no use for
her.

Her death was confirmed over the course of 3 days, and her "dead body"
was carried somewhere by the president.

In the end, no one knew who she was and why she was here. But this was
also the case with any other test subjects.

But if she had not been here, the G-Project would not have existed. If
this were the case, both I and Birkin would had been in a different
situation than the one now.

I had this on my mind as I left the Arklay labs.

How far was Spencer planning?

---the "incident" would happen 3 years later...

========================================================================
8. R E S I D E N T   E V I L   S T O R Y   S Y N O P S I S
========================================================================

I will give you a brief summary of all the games. If you want detail,
check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com,
where this guide can be found.

=================================
RESIDENT EVIL 1 (REBIRTH VERSION)
=================================
NOTE: This synopsis combines Chris and Jill's games.

July 1998

Raccoon City, a mid-western U.S. town is experiencing reports of
cannibalism near its forest. The local police department sends in a
special force to stop it, called STARS, Special Tactics and Rescue
Service, to seek information about it. Umbrella Inc, a pharmaceutical,
also controls Raccoon City. The STARS are divided into 2 teams, Bravo
and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca
Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and
Kenneth Sullivan. Enrico Marini was the team's leader.

Bravo Team heads to the forest in the Arklay Mountains. They
investigate the origins of the zombies that wandered into Raccoon City.
A day later, Alpha Team loses communication with Bravo Team. Albert
Wesker decides to send in the other STARS Team to find them.

When their helicopter sees wreckage, they land. Wesker, Jill, Joseph,
Barry and Chris examine the chopper. Inside are the remains of Kevin,
the pilot of the Bravo Team. Joseph looks around, and is shocked by the
sounds he hears. As he searches... he sees nothing.

Suddenly, a skinless dog mauls Joseph. Jill Valentine, nearby, shoots
the dogs several times, but the dogs don't seem to feel the bullets (or
she's missing; it isn't clear). She runs out of ammo, and after the dogs
finish Joseph off, a dog lunges toward Jill. Chris shoots the dog just
before it gets Jill, and Jill and Chris start running for the others.

Brad Vickers, the pilot, flies away because he is scared of the monsters
he sees. Chris pauses in shock, and a dog is about to lunge at him, but
Wesker saves Chris and shoots the dog into its death.

After a merry dash to avoid the zombie dogs, the remaining STARS members
run into a nearby mansion which belonged to Umbrella, Inc. It was the
home of Ozwell Spencer in the 1960's, and was supposedly abandoned for
years. Inside, Jill, Barry and Wesker realize Chris is missing. They
hear a gunshot nearby, and Jill and Barry check it out.

Jill Valentine and Barry Burton discover the destroyed body of Kenneth
Sullivan of Bravo Team. Jill seems suspicious as she and Barry discover
Forest Speyer's body, because of Barry's weird attitude.

As Jill and Barry separate, Chris reaches the guardhouse behind the
mansion, passed the courtyard. There, Chris and Rebecca duel with a
vicious and giant plant called Plant 42. They destroy the plant with the
help of a chemical and a little luck from draining a shark of its water.

Jill, back at the mansion, destroys a giant snake. She then explores the
basement of the mansion. Chris and Rebecca head to the mansion with
nowhere else to go for now. There, they discover the scarred snake that
Jill just fought. With new ammo from the guardhouse, the snake dies for
good.

As Chris and Rebecca look around, a new type of monster invades the
mansion. It's called the Hunter. They are a lot worse than the zombies
Jill, Barry, Chris and Rebecca have been running into.

[Jill finds her way outside the mansion. She finds a cottage beside the
mansion and its courtyard. Looking around, she is momentarily knocked
out by a creature in chains. After regaining consciousness, she tries to
shoot her attacker, but it seems she cannot even hurt the thing with
even a Magnum (which she found in a graveyard beside the courtyard).
Running away, she too explores the guardhouse. She hears a conversation
with Barry and someone else, with Barry muttering something about his
family. Barry discovers Jill and tells her that he was talking to
himself. (O_O)]

Jill finds her way into the underground tunnels with Barry. There, Jill
finds Enrico Marini. He tells Jill Umbrella had planned this just
before he is shot by a traitor. Marini was killed right before he can
expose the perpetrator.

[Jill chases the killer into some weird tunnel, where after a long
chase, she finds Barry Burton. Taking a lift down into a big pit, she
runs into that monster that attacked her in her in the cottage. Dodging
it, she finds that Barry has ridden the lift up to abandon her. She gets
irritably pissed off at that stunt.]

[Dodging that thing once more, she finds a ladder leading up to the
cottage where she was knocked out by that inhumane creature. Circling
back to the mansion, she discovers a pathway to an altar, beneath where
it all started; the mansion main hall.]

[She sees Barry there, mysteriously. After an argument where Barry
attempts to ambush Jill, that creature now known as Lisa returns (the
chains monster), and a clear view shows it has tentacles and a giant eye
on her back. Jill gives Barry his gun back, and Barry and Jill shoot the
thing until it falls into a deep pit. Barry volunteers to keep out for
it, in case it returns.]

Jill follows the path into a lab from the altar.

Finding some notes Jill and Barry left near some typewriters, Chris
and Rebecca find their way to the tunnels. Chris and Rebecca kill a
Giant Spider and find their way into a lab.

Jill discovers Barry and Wesker were working together to kill all the
STARS and to collect combat data. Barry didn't want to, but his family
was in danger. Wesker also  is planning to blow the lab up, and to
betray Umbrella Inc. Barry betrays Wesker and gets him to get impaled by
Tyrant, Wesker's creation.

[Barry is knocked unconscious by the Tyrant. Jill battles the thing, and
wins a close battle, thanks to a Grenade Launcher. Barry recovers from
the Tyrant's attack. Outside the Tyrant room, they realize that the
mansion is now going to explode. How?]

Jill and Barry hurry out of the mansion. They run into Chris and
Rebecca, and join each other to escape. They make it to the roof of the
mansion, but the Tyrant has recovered from Jill's assault and catches up
to the quartet.

[Chris Redfield is knocked out by the Tyrant on the roof. Jill, Barry
and Rebecca use their weapons to kick the Tyrant's ass. No weapons work,
however, but Brad Vickers sends a bazooka out of the helicopter window
after flying about the mansion roof.]

[Chris recovers and catches the launcher, and destroys the Tyrant with
it. After the thing is destroyed, all 4 people get on the helicopter and
escape into the morning right before the mansion explodes.

===============================
RESIDENT EVIL 3 NEMESIS: PART 1
===============================
SEPTEMBER 1998

Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the
virus through the mansion. Chris and presumably Rebecca go to Europe to
take out Umbrella, while Jill and Barry stay behind.

On the 22nd, a scientist named William Birkin finishes his G- Virus, an
upgrade of the T- Virus. Umbrella, impatient, sends a squat team that
attacks Birkin and steals his virus. Birkin injects himself with his G-
Virus and becomes a monster. He kills off the squat members. Because
Birkin is now a monster, he causes a T- Virus leak and now the Raccoon
citizens are zombies, courtesy of a virus spread through rats in the
sewer.

SEPTEMBER 28, 1998

Jill Valentine escapes infection. On the 28th of September, armed with
an Assault Rifle, Jill fights her way out of town. She runs into Brad
Vickers, the pilot of STARS. He tells Jill that something is coming for
STARS members. What?

As Jill makes it into the RPD Building, that thing Brad was speaking of
arrives. Brad Vickers is murdered by the Nemesis. Jill's weapons don't
damage it too much, so she retreats into the RPD Building.

[The Nemesis bears a jump and tentacles similar to that of what Lisa
had in the Spencer Estate. Hmmm.]

The RPD STARS Office is untouched on the RPD second floor. Jill finds a
Magnum, which is effective against Nemesis. After finding a set of lock-
picks, Jill fights her way out of the RPD. Nemesis returns, but Jill's
Assault Rifle and her new Magnum are powerful enough to put the thing
down, but it rises up again quickly.

Jill runs as fast as she can, loses the Nemesis and reaches the
downtown area. She runs into a man named Carlos Oliveira. He is part of
Umbrella BioHazard Countermeasure Service. They were sent by Umbrella
to save Raccoon Citizens. But they don't know anything that Umbrella
does. They are grunts, as in the lower Umbrella class.

Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS.
Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously
injured, though. Jill runs to a trolley and plans for escape with them.
Jill explores a power station over by the RPD and grabs a needed fuse.

She also finds even more added power- a Grenade Launcher and a Shotgun.
When she runs into Nemesis again, the Grenade Launcher puts it down
almost instantly. The Shotgun puts zombie groups down with relative
ease. Jill finds some oil at a gas station and some cables around town
and prepares the trolley.

On her way back, she sees Nicholai shoots someone and is then attacked
by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and
ride the trolley out of town.

The Nemesis returns. Mikhail takes a grenade and blows himself and
Nemesis out of the car. The car breaks and crashes in the clock tower.
Carlos and Jill, now with Mikhail sadly dead, try to signal a
helicopter by ringing the clock building's bell.

Jill finds the keys to them and rings them with ease. As she signals,
Nemesis uses his own Bazooka to destroy the chopper. With the help of
Carlos, Nemesis' Rocket Launcher is destroyed.

Nemesis then infects Jill with the virus. With her Magnum, Shotgun and
Grenade Launcher, Jill manages to put Nemesis down. She then blacks
out...

===============
RESIDENT EVIL 2
===============
SEPTEMBER 29, 1998

As Jill lies unconscious, Claire Redfield, the sister of Chris
Redfield, rides into town to find him. Leon Kennedy rides into town on
his first day of job. Leon and Claire run into the zombies. Leon tries
shooting them to no avail, and Claire tries running from them at a
diner. After running from them, Claire runs into Leon.

They work together to get to a police vehicle. Claire gets a hold
of a gun. Suddenly, their police vehicle crashes thanks to a zombie.
Since the RPD Building is nearby, they decide to meet there.

(Notes: When Jill was in the RPD the day before in RE3, half the place
was blocked off. It isn't anymore by the time Claire and Leon arrive
because zombies broke through the barricades after Jill left.)

Leon and Claire take different paths to the RPD Building. Leon enters
through the front. Claire enters through the back. Leon finds a wounded
cop who helps him unlock some doors.

As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown
reason. Claire sees Tyrant, which she nicknames Mr. X. She runs away
from the terrorizing creature.

They eventually meet in the STARS Office. Leon finds a Shotgun in the
STARS Office and Claire finds a much needed Grenade Launcher in the main
desk of the main lobby. Leon and Claire decide to find any survivors so
they can have more weapons to get through the streets.

Claire runs into a young 12-year old named Sherry Birkin, the daughter
of William Birkin, who is now a monster. Leon runs into Ada Wong, a
women looking for her boyfriend, John. Claire and Sherry meet the RPD
chief, Brian Irons. He is obviously strange, and really, really
creepy. At his possession is Ms. Warren, the daughter of the mayor
of Raccoon City. Irons claims she died of zombie bite... but it
looks like a bullet hole.

Ada and Leon meet up with Ben Burtolucci. He seems to know something
about John, but isn't cooperating. Ben encourages Leon and Ada to
escape the city via the sewers. Doing just that, Ada and Leon try to
escape via the sewers. Ada climbs into an area Leon cannot reach.
She finds a key for some locked doors in the RPD. Passing them on to
Leon, she finds a way to get back to him.

Leon, impatient, decides to search the rest of the RPD on his own. He
informs Claire that the cellblock is accessable now.

Claire and Sherry reach an area under the RPD. Sherry hears her dad
supposedly scream, and runs into an area Claire cannot reach. Basically
she ends up in the area Ada explored, and only finds Acid Rounds for
Claire's grenade launcher. She decides to take a roundabout route to
get back to Claire.

Leon explores the rest of the RPD, and finds 4 chess plugs which might
work for a door near the cellblock. Using a chute from the RPD 3rd
floor, he gets back to Ben and hears him scream...

As Claire returns to explore the RPD thanks to a call from Leon, she
runs into Mr. X 3 times. Eluding the thing, she finds keys for Chief
Iron's office.

She finds Sherry at the office. Using the keys, she discovers the
chief's secret dungeon. He explains that Sherry's father, William,
invented the G-Virus. Before he can shoot her, William Birkin attacks
and cuts Irons in half. Eww... she goes down a ladder to confront
William Birkin.

Leon returns to Ben.

William Birkin, the monster, implanted Ben with a parasite. The
parasite escapes Ben's body, cutting him up. Leon contacts Sherry
and Claire to go back to the sewers for escape.

Leon sees the growing parasite. Earlier, Leon found a Magnum. It
and his Shotgun are very effective against the G-Imago. The G-Imago
dies.

Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are
effective against William. William falls into a pit. After receiving
the call from Leon, Sherry and Claire find their way off the
RPD building via an underground sewer connected from Chief Iron's
office.

Leon and Ada find the exit of the RPD to the sewer at last. As Leon and
Ada go down a lift, a woman in a lab coat shoots Leon. Leon blacks out,
but Ada chases the women through the sewer. The sniper then corners Ada
after a merry chase through the sewers.

Sherry and Claire see Mr. X continuing its unknown search. They run
away. As they enter the sewer proper, leaving the RPD for good, Claire
sees Sherry fall down a drain. She looks for her and runs into Leon, who
just woke up from that bullet wound in his arm. Leon tells Claire to
find Ada and Sherry. Claire moves ahead, leaving Leon to rest.

Ada and the sniper are talking. Annette Birkin is William's husband and
Sherry's mother. Annette tells how Umbrella stole the virus. Then Ada
pushes Annette over the railing and she falls into a sewer after
telling her that her boyfriend John is dead.

Wanting to rejoin Leon, Ada runs down into a pit and sees... a GIANT
ALLIGATOR! Claire runs into where Annette fell. She tells Annette that
Sherry is in the sewer. Annette faints, just after telling Claire that
Sherry has a sample of the G- Virus somewhere.

Leon wakes up. He decides to look for Ada, Claire and Sherry. He
eventually finds Ada being attacked by an alligator. He outs an
explosive canister in its mouth, shoots it and the alligator goes
kaboom. Ada tells Leon that John is dead. After healing his wound, Leon
and Ada go to the tram and ride it across town.

Claire finds Sherry eventually. She asks Sherry is she has G- Virus,
like Annette had told her, but she says no. As Ada and Leon ride the
tram, William Birkin attacks them. They shrug him off, though.

Unable to find Leon and Ada, Sherry and Claire ride another tram to
follow Ada and Leon. Ada and Leon ride an elevator car down. During the
ride, Birkin wounds Ada. Leon uses his artillery to stop him.

Claire and Sherry recall the elevator car. Mr. X interupts as Claire
recalls it, but she kicks its ass. They eventually take the car down.

Birkin, who just awoke from mutation sleep, since Leon  had hurt it,
is now mutating again. Birkin is about to lose the match, but runs away.

In the lab, Leon decides to heal Ada. He looks around the lab.

Claire loses Sherry again thanks to a power loss in the elevator car.
She runs into Annette, who sees Sherry being stalked by Mr. X on a
TV screen. She tells Claire that the G-Virus is in Sherry's pendant.
Annette runs off, running into Leon.

Leon runs into Annette Birkin. Annette is about to shoot Leon, but
Birkin attacks Annette. Annette drops a G- Sample. Leon takes it
and runs into Ada, who is now threatening him.

Apparantly, Annette said Ada worked for some company out for the G-
Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage,
throws the G- Sample over. Since the lab's explosion sequence has now
started, Leon must get out quickly.

Claire runs to where Mr. X and Sherry are. Claire takes Sherry's
pendant, and throws it into a lava pit, with Mr. X diving in for it.
It's the end of Mr. X...

Leon gets to the escape elevator. Birkin returns, but Leon deals with
him accordingly. Claire and Sherry reach see a hurt Anette near where
Ada fell. Annette tells Sherry to escape. Annette falls unconscious,
giving Sherry and Claire an escape key.

Claire and Sherry use an elevator to get to the train area. As Claire
and Sherry power the train up, a hot and flaming Mr. X returns and now
has grown a claw. Claire's weapons only slow it down. Claire knows she's
about to die... but suddenly, Ada, a dark shadow of herself, throws a
rocket launcher to save Claire! Ada runs off...

Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be
found, Claire powers up the train and Leon comes in. The lab then
explodes in a blast, the train barely making it out. In the back of the
train, Birkin returns from his fight with Leon. Since Leon was injured
in his fight with Birkin, Claire tried to shoot Birkin with all the
ammo she has left. It only holds it at bay for a few seconds.

Birkin is still alive. The only solution is to destroy him in a
blast. The train activates the train's explosion sequence, unexpectedly.
Sherry, with Claire's help, stops the train and they all get out. Birkin
is consumed in a blast with the lab's escape train.

SEPTEMBER 30, 1998

Outside, Leon, Claire and Sherry recuperate. After a small argument,
Claire runs off toward Europe to find her brother Chris. Leon and Sherry
are captured by an unknown organization...

[Meanwhile, down in the sewers between the Umbrella lab and the Police
Station, HUNK, the man who had shot William Birkin, awakens from his
sleep in the sewers. He seems to have gotten a sample of the G-Virus,
and notifies his men. He is to get to the roof of the RPD to escape.]

[He runs up to the RPD, and shoots many zombies, dogs and crows. On the
second floor RPD, it seems that a Mr. X unit is after him. Avoiding the
terror, he makes it the hallway leading to the heliport. Another Mr. X
seems to be attacking him. Unloading all the ammo he has left, the
creature falls unconscious. HUNK makes it to the helicopter and is
picked up by his men.]

[After riding away from the city, HUNK's comrades are congratulating him
on another job well done. He is known as Mr. Death, and has survived
once again.]

================================
RESIDENT EVIL 3: NEMESIS: PART 2
================================
OCTOBER 1, 1998

Meanwhile, Jill is infected with the virus back at the clock tower.
Carlos decides to find a cure in the hospital of Raccoon City, located
behind the clock tower. There, Carlos discovers Nicholai is alive and
working with Umbrella. Nicholai shoots UBCS member Tyrell Patrick.
Carlos dodges Nicholai and finds Jill's cure.

Returning to the Clock Tower, Carlos gives Jill the cure for the T-Virus
and successfully recovers. Carlos runs off to fulfill a strange mission.
Jill attempts to escape the Clock Tower. The Nemesis returns, but Jill
can handle it again.

On her way through Raccoon Park, she encounters Nicholai and finds his
motives, she is forced to destroy a giant worm in the park. After that
battle, she finds the last area of Raccoon left to explore.

She gets to an escape plant, and sees a means of escape. She repowers
the entire factory up, and finds herself in a trash compactor, full of
corrosive acids. After dumping Nemesis into the corrosive acids
following a heated confrontation, Carlos tells her that the town will be
nuked.

Jill sees Nicholai escape in a chopper. After letting him go in a
negotiation, Jill kills Nemesis for the final time, thanks to a rail
cannon.

Nicholai stole their helicopter, and all seems grim. Carlos discovers
that a copter is out there to save Jill. Carlos lights a flare and
signals the rescue chopper to bring them on board.

Barry Burton suddenly saves Jill and Carlos just before the town of
Raccoon is nuked... Jill and Carlos have escaped, thanks to Barry
Burton.

After the nuke, the news cast is on in an unknown city. The final toll
of victims in Raccoon City is 100,000. With that in mind, Jill Valentine
vows to find Chris Redfield and take Umbrella down.

---

Following the disaster, Leon S. Kennedy is given a strange offer by his
captors. He is trying to conceal the information in his ordeal. It is
unknown who the captors are. He makes his decision...

Sherry Birkin is also questioned by her captors, and tells them that
both her parents are dead. She tells them about Claire, and that she'll
eventually return...

After saving Jill and Carlos, Barry Burton, in his new home, is ready to
leave his family to join his comrades. He is taking part in destroying
Umbrella once and for all, and is leaving soon, for their suicide
mission...

Ada Wong is at her home, looking at where the William Birkin monster had
slashed her. Apparently, she is changing her name and is really sad
about it. Unfortunately, she has another mission to fulfill for HCF...

In a restaurant somewhere, Chris Redfield signs a letter for Claire, his
sister. He sees a woman about the same age as Claire...

===========================
RESIDENT EVIL: GUN SURVIVOR
===========================
NOVEMBER 1998

On an isolated island in the Atlantic, a guy named Ark Thompson sneaks
into an Umbrella controlled city. He was sent by RE2's Leon to check up
on the base and its commander, Vincent. When Ark gets to the base, he
fights Vincent. Vincent, who was ready to get kicked out of Umbrella,
spilled the T- Virus into the island, called Sheena Island.

Ark Thompson loses his memory. The place has been zombified like
Raccoon City. Ark only has one gun for protection. After a phone call
from someone he questioned, Andy Holland, Ark thought he was Vincent.
Ark goes through the city, uncovering secrets about Umbrella and how
they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City,
chases Ark around the island.

Ark, still thinking he's Vincent, runs into Lott and Lily Klein. After
joining them in an escape, Umbrella sends in a "Cleaner" crew team to
wipe them out. Ark and the others eventually discover that many Mr. X
were being produced on the island.

Ark, Lott and Lily encounter a new type of Tyrant, similar to the one
Chris Redfield saw on the Spencer Estate. They slay it and finally
escape, before Vincent, the Cleaner crew and Andy Holland are consumed
in a blast.

One month after the Sheena Island incident and 3 months after the
Raccoon City incident, Claire Redfield goes to Europe to find Chris.
She eventually gets captured for trespassing on Umbrella's Paris Lab.
She is taken to an island near Antarctica and that's where RESIDENT
EVIL CODE: VERONICA X begins...

==============================
RESIDENT EVIL CODE: VERONICA X
==============================

Here is a detailed description of the story of CODE: Veronica. This
will explain what's behind the Ashford Family, Albert Wesker's
intentions, and the whereabouts of Steve Burnside. Unlike RE2 and RE3,
there are VERY many things leaving you out in the blue.

CODE: Veronica X first starts December 17, 1998 in Paris as Claire
gains some leads on her brother, Chris and his whereabouts. It has been
2 and a half months since Claire and her new partner Leon escaped
Raccoon City just a day before it was bombed.

Claire and Leon traveled to Paris, once again, to gain a lead on Chris
Redfield. Unable to contact his partners Jill, Barry and Rebecca,
Claire and Leon invade Umbrella's Paris Lab. Leon and Claire are
separated because the guards of the base see them.

Leon manages to escape during the attack, but Claire isn't so lucky.
Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire.
(In the Beta Version, Jill's enemy from RE3 (Nicholai) is piloting the
chopper.) The guards are still chasing her. She ducks into a hallway.
The guns kill the guards chasing her.

Claire runs down the hallway, barely missing the choppers' guns. She
ends up on the base's rooftop. She uses a slick move to wipeout the
guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is
captured.

10 Days later, she is taken to an isolated Umbrella Base, called
Rockfort Island. After being told her identity number, she is butted in
the head by a rifle butt. Time passes and Claire wakes up to a huge
explosion. Up above her seemingly underground cellblock, she hears guns
roaring and people screaming. Moments later silence hits.

The door to the cellblock opens. A heavily breathing man comes in.
Somehow the guards managed to not see Claire's lighter. She lights the
lighter and she sees the man who captured Claire at Paris. The man
frees Claire and sits down because he was wounded in the chaos above.

Claire discovers he needs Hemostat. Looking at the list, Claire finds
out his name is Rodrigo Juan Raval. Grabbing a nearby Combat Knife,
Claire leaves the cellblock. She eventually climbs a flight of stairs
to a graveyard.

As she passes through, a burning truck explodes. A burning man goes
toward Claire. It's A ZOMBIE! It seems the attack caused a viral leak
in the area. Claire was luckily to avoid the zombies.

Claire arrives in the main hall of the prison complex. She is then
attacked by a Gatling Gun. Claire sees a pistol and dispatches the gun.
Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for
not being a zombie. After rudely introducing himself, Steve runs off
for the island's rumored airport.

Claire looks around the prison, which is now a zombie's hell house. As
she explores the prohibited areas, Claire catches up to Steve, who is
looking up on Chris Redfield on a computer. Steve asks Claire to
contact Chris to come save them. Claire does that, though Steve wasn't
serious about the idea. Claire can't contact Chris directly, but she
figures Leon can. She e-mails Leon to get Chris to help them. She gives
Leon the coordinates of the island and Chris himself. Steve runs off
angrily.

[Chris Redfield, somewhere in the world, receives an e-mail from Leon,
and discovers that Claire Redfield was caught by Umbrella...]

After finding the right keys, Claire escapes through prison's main
gate, near where she met Steve. After finding her way up a cliff,
Claire sees a military training complex. She explores the area, but
shutters block off most of the complex.

She manages to find a Bow Gun, though. And she also sees a man get
slaughtered by a yellow zombie in a locked lab. Claire sees a picture
she think may be important later on.

Claire decides to find the key cards elsewhere on the island. Leaving
the military complex for now, she sees a big palace up ahead.

She enters the palace and looks around for the key cards. She finds a
few locked doors. One of them is different. It needs to be unlocked
using 2 special pistols. Claire looks on the first floor and after
unlocking a strange movie, she fins the 2 guns she needs. The movie was
shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly
to a hill of ants.

Claire grabs the pistols, but then the room locks her in and the room
heats up. She inserts them back in. She decides to exit the palace to
look for the military complex's keys elsewhere. But as she exits, she
hears Steve's scream. She runs back to the Luger trap to see Steve
caught in it.

Using the reflexes she learned in Raccoon City, she saves Steve. Steve
has the Lugers Claire needs for the door. He offers to trade for 2
fully automatic weapons. But Claire's 3 pistols and her bow gun don't
satisfy Steve.

As Claire gears up to leave, she sees Alfred Ashford, the owner of the
island. Alfred tells Claire she attacked the island. Alfred continues
to shoot and miss at Claire with his sniper rifle.

Alfred also says his grandfather founded Umbrella originally. Alfred
leaves with a death threat to Claire. Seemingly not intimidated, Claire
continues her mission to find the military complex's card keys.

Claire sees a submarine beside the palace. She works the controls and
sees it going down. It stops. She gets out to see she's at an
underwater military airport.

She looks around and finds an airplane she can use to get out. She
needs 3 special keys to activate the plane, though. She looks around to
find another locked shutter. Looking at some maps, she sees a giant
elevator behind the shutter and remembering the maps of the military
complex, she thinks the broken elevator in the military facility's yard
leads down the airport.

To her surprise, Claire finds a key card she needs for the military
complex. Taking the submarine back to the palace, Claire continues for
the military complex. As she passes by the palace gates, she notices a
smaller private mansion on top of a hill behind the palace.

Continuing for the military complex, Claire eventually arrives. In the
yard, she sees a giant worm attack her. Like the dead alligator she saw
in the sewers of Raccoon City, this thing is huge, but not too smart.
Claire escapes the thing by ducking into the facility.

She gets through the locked shutters. In a room, Claire is ambushed by
Alfred, but thanks to his bad aim, Claire chases Alfred further into
the complex. In a medical room, Claire finds the hemostat she needs for
Rodrigo.

Claire gears for the prison, but she then discovers that Alfred lowered
a shutter that leads to the exit. Claire goes further. That yellow
zombie that killed the scientist then attacks her. It is a cross
between a zombie and tyrant. Using her twin pistols, she shrugs them
off.

Continuing, the another yellow zombie attacks her. But Steve them saves
her with the Lugers. Claire trades Steve the Lugers for the Submachine
Guns she found a few moments ago.

Alfred suddenly lowers them into the complex's basement. Steve runs
ahead of Claire and destroys a fresh set of zombies for her. Claire
catches up to Steve. Questioning him about his family, Steve runs off.

She catches up to Steve in an unstable balcony. They fall through.
Suddenly, a zombie rises and then runs toward Claire. Steve hesitates
to shoot it. When it is about to eat Claire, Steve unloads the rest of
his bullets into the creature, while yelling, "father!!!" After the
zombie dies, Steve starts crying.

He tells Claire that his father took Umbrella info and sold it. Steve
and his family were caught, his mom was killed and Steve hates his dad
for doing this to him. Claire leaves Steve to mourn his dad's death.
Apparently, Steve just shot his zombie dad.

Claire finds Alfred's crest in a room with the facility's diorama. She
uses it on a little box she found earlier. She finds the last key card
needed to explore the facility. She finds a key for the airport's
plane.

Claire also finds her way into the lab where the yellow zombie killed
that scientist. Claire sees the painting she wanted. Noticing a
resemblance to a painting she saw in the facility's diorama room, she
hooks it on to the wall where the eagle plate was. As she leaves,
albinoid experiments escape the lab and run up vents. Claire escapes
before the lab is locked.

A wall in the diorama room is raised, revealing the actual diorama the
wall was hiding. She sees a key, gold colored. Claire sees that this
can open a door at the palace.

Claire races for the palace. She opens the door she wants to open and
sees a room full of paintings of Alfred's ancestors. After looking
around, Claire finds a strange queen ant model.

Claire travels to the door with the luger engravings. Using the lugers,
Claire unlocks the door to an office. There, she discovers that Alfred
has a twin sister, Alexia, and according to Alfred's butler, he's seen
her in Alfred's private house.

Claire finds her way to a bridge. Up ahead, Claire sees the private
house on the hill she's been wanting to explore for more clues. She
explores the house and nearly runs into Alexia Ashford. She's talking
to her brother about Claire and Steve's destruction. They then leave.

The house has been damaged by the island's attack, but Claire finds a
key she needs for the palace's remaining doors. Heading back to the
palace, Claire finds another eagle plate. She then remembers a door she
saw in the prison complex that had an eagle engraving.

After looking in a slot room, Claire decides to head back to the
prison. There, she goes to the cellblock and sees a dying Rodrigo.
Fortunately, Claire saves him in time with hemostat. After thanking
each other, Claire trades her lighter for Rodrigo's lockpick.

Claire explores the door behind the one with the eagle plate. Claire
discovers an infirmary. After confronting a powerful zombie, Claire
unlocks the path to a secret basement.

There, she finds a piano roll that fits perfectly into the piano at the
palace. Claire gears for the palace. In the yard, someone familiar
attacks her: Albert Wesker. Wesker tells Claire he attacked the island
and is after Chris now. As Claire is attacked, she notices a key she
needs for the airport. Wesker tells Claire he'll use her to get to
Chris.

Wesker, after getting a call from his men, jumps over a wall, toward
the palace's dock. Collecting the airport key, Claire heads into the
palace's piano. Claire finds a king ant model, like the queen model she
found earlier.

Heading back to the private residence, Claire discovers the ant models
where keys to a secret lair above Alfred and Alexia's bedrooms. Claire
discovers the final airport key and decides to find Steve and Rodrigo
and leave.

Alexia Ashford attacks Claire on her way out. She has a sniper rifle
like Alfred's. Suddenly, Steve comes in and shoots Alexia through a
door. The door is easy passage between Alexia and Alfred's bedrooms.

Claire sees Alfred with make up on. Apparently, he's been dressing like
his sister. Claire decides that Alexia is just Alfred's imagination.
Alfred runs off crying. He sets off the self-destruct sequence.

Claire and Steve run to the palace gates, near where Claire was
attacked by Wesker. Steve leads Claire to the airport. Claire inserts
the keys to the plane. Unfortunately, the drawbridge is in the way of
the plane. Claire volunteers to raise it.

Claire runs to the controls and raises them. In a room she couldn't
access before, Claire finds the keys to the shutter blocking the
elevator.

Claire decides to ride the elevator up to the military complex and head
back to the plane via the palace's submarine. She does just that. After
fixing the elevator, the 5 minute timer for the explosion begins. As
Claire rides the elevator up, Alfred releases a monster after Claire...
Can it be? Yeah it's...

Claire steps out of the elevator and as she expected, she ends up in
the military complex's yard. Dodging the giant worm, she gears for the
palace.

On her way, a fire traps Claire. Tyrant comes from the fence.
Apparently, it's the monster Alfred released. Claire uses her bazooka
she found earlier and manages to put Tyrant down. Claire dashes passed
the palace and down the submarine into the airport.

Steve manages to pilot the plane and then the plane lifts off from an
exploding island. As the plane circles the island, the prison, palace
and private mansion are consumed in the blast, but the military complex
seems to withstand it.

Not caring, Claire and Steve fly off. They apologize for everything
mean they said to each other. Suddenly, the plane rocks. In the back,
Claire sees Tyrant. Claire uses her bazooka to weaken it and then
catapults it off the plane. It looks like her encounter with Mr. X on
Raccoon City did her some good.

Back on the exploding island, Alfred runs into the somehow surviving
military complex. He sees the tank and moves it to reveal a secret
lift. The lift leads to a different area of the airport. Alfred hitches
a ride on one of the 2 harrier jets and flies away from the island.

On Claire's plane, Alfred controls the plane and changes it's
direction. Steve can't change it so they have no choice. Hours later
Steve attempts to kiss a sleeping Claire, but fails. Moments later, the
plane crashes into an Umbrella Base in Antarctica.

Claire and Steve get off the broken plane and look around separately.
Claire finds the diary revealing that a monster named Nosferatu is
trapped somewhere in the base. Also, it seems Alfred Ashford spilled
the T- Virus around the base, so there are now zombies in the area.
Looking in a private office, Claire finds the evil monster trapped in a
chair beneath wire mesh. What has Alfred been up to?

Claire looks around and asks Steve to lift a digging car with a crane.
Steve looks at Claire and causes a gas leak in the room. Claire fixes
it. Suddenly, Alfred, still wearing make up and talking like Alexia,
tries to shoot Claire, but Steve comes in and shoots Alfred down a deep
chasm.

Nosferatu suddenly feels agitated. He breaks free of his prison and
runs off... Claire grabs Alfred's sniper rifle and Steve and Claire dig
out of the room with the digging car. They eventually get to a heliport
above the base.

Nosferatu suddenly attacks Steve. Steve is KO'ed, while Claire must
fight him on his own. Using the sniper rifle, Claire punctures
Nosferatu's once human heart and kills him. Claire rescues Steve.

They find a car and drive off to an Australian Base. Meanwhile, Alfred,
nearly dead, releases his sister from cryogenic sleep. Alfred tells
Alexia to kill Claire. Alfred then dies of blood loss.

Alexia uses her mind to attack Claire and Steve's car. The car burns.
Did Claire and Steve survive?

Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to
contact him. Chris climbs a cliff and arrives in a cave. There, he sees
Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the
island, that worm Claire saw swallows up Rodrigo.

Chris chases the worm throughout the cave. Finding some Submachine
Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly
after, giving Chris the lighter before he dies. Chris finds his way
into a lightly damaged military complex.

Chris looks around and finds his way to Alfred's harrier jet bay. He
needs a halberd that was on the eagle plates Claire found to open the
harrier doors.

Chris finds his way to the control room. He sees Alexia Ashford singing
on the wide screen. Down in the airport where Claire boarded the plane
with Steve, Wesker is happy that Chris is finally here. He sends
Hunters after Chris.

Chris finds the eagle plate Claire used to open the box. But
unfortunately, it falls down into the sewers below thanks to a giant
hole caused by the explosion. He finds his way into the lab area thanks
to a hole in the wall.

Chris sees a knob-less door Claire didn't explore. Chris decides to
find a doorknob in the basement. There, he explores a lab where the T-
Virus was leaked from.

He finds a chemical he thinks he needs for getting the halberd. It's
called Clement E. It, mixed with Clement A, can melt the alloy part of
Alfred's eagle plate.

Chris finds his doorknob and then is scanned by a scanner. Moments
later, the Hunters Wesker sent attack Chris. Chris, using a shotgun he
found, kills them. Chris sees the scanners when he gets back to the
knob-less door.

Avoiding them, Chris ends up on the other side of the broken balcony
that Steve and Claire fell through right before Steve assassinated his
father. Finding a small tank object resembling the tank outside the
facility, Chris inserts it to the little hole in the diorama on the
first floor. The paintings in the room slide to reveal 3 little keys
needed and a turntable key.

There's also a note from Alfred saying there's a passage beneath the
diorama that takes Alfred from the military complex to his private
residence. Chris notices the 3 key holes and notes them.

On his way, Chris sees Albert Wesker. Wesker attacks Claire and says
Claire won't live long and that she's in the Antarctic with Steve and
the evil Alexia. Suddenly, Alexia Ashford appears on a screen and
Laughs, as if she is expecting something to happen. Wesker seems to have
super powers, as he has yellow eyes... Wesker vanishes and a yellow
zombie attacks Chris. Using his submachine guns, he kills it.

After finding his way to the main yard thanks to the turntable key,
Chris sees that he can't get to the palace thanks to rubble blocking the
entrance to the passage.

Alternately, taking the elevator down to the airport, Chris sees the
keys Claire used to board the plane. They also fit into the 3 key holes
in Alfred's diorama room. Grabbing them, Chris tries to use a submarine
he saw on a map to get to the palace.

Unfortunately, the submarine somehow got docked up at the palace, so
access to the palace is impossible. Taking the 3 keys back to the
diorama in the military complex, Chris manages to find the ladder.

Following a tunnel, Chris discovers that the door leading to the
private residence is locked. But nearby, Chris sees Alfred's private
swimming pool. In it is the eagle plate. There's also a monster on the
pool.

It's the albinoid Claire released from the lab. It matured really fast.
Chris uses his shotgun to dispose of the electric monster. Chris grabs
the eagle plate. But Clement E alone can't dissolve the alloy.

Chris backtracks to the basement area, where Steve had a shooting spree.
The explosion caused a gas problem, but a lever fixes the problem. He
finds the final Clement A and then mixes it with Clement E. The mixture
solution causes the eagle plate to dissolve, leaving the halberd.

Using the halberd, Chris gains access to the harrier bay. He jumps on
the last plane and flies to Antarctica.

After he leaves Rockfort, he travels across the blue ocean. When he
reaches the base, a docking bay at the base welcomes him. It seems as
though Alexia has been expecting Chris.

There, Chris immediately looks for Claire. It seems that the place was
filled with ice from when Claire and Steve tried to escape. This helps
Chris access new areas.

In an area that looks like the Spencer Estate, Chris finally finds
Claire. After saving her, Claire and Chris decide to find Steve. Alexia
comes and curses at them, and threatens them. Claire and Chris give
chase toward Alexia, but a giant tentacle separates them.

Claire wakes to see Chris' foot and knees injured. Chris tells Claire
to find Steve. Suddenly, they hear Steve scream. Obeying Chris' request,
Claire chases Alexia through a few doors.

Using her guns, she kills a few of Alexia's tentacles. Claire finally
sees Steve in a prison, after nearly risking her life to find the
appropriate keycard to enter. It's the room Nosferatu was stuck in.
Steve tells Claire that Alexia performed the same experiment that she
performed on her own father.

Steve suddenly grows and mutates into a giant toad-like monster, unlike
Nosferatu. It then begins to attack Claire with a giant ax. Claire runs
off to the exit and makes it just as the gate lowers. But since the door
was locked by Alexia, Steve begins to attack Claire.

Suddenly, a tentacle grabs and constricts Claire. Steve is about to
kill Claire, but his human personality comes back and Steve cut the
tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve
is flung into the wall.

Steve tells Claire he loves her and that he can't keep his promise of
leaving with her. Slowly, Steve dies due to a violent strike, as if he
were hit by a truck. Claire cries and cradles over the body of Steve
Burnside, crying.

During the death of Steve, Wesker calls Alexia to come with him because
she has her experiment, T- Veronica Virus, in her. Somehow, Alexia
managed to elude Claire and returned to the main hall Alexia walks down
the grand stairs of the Spencer estate-esque place, and then begins
to burn. Her clothing begins to shrivel. Alexia's choker falls to the
Floor at her feet, Chris taking notice over in the corner.

Alexia is now a gray evil mad woman. She looks like a cross between a
dragonfly and ant. Wesker attempts to capture her. Alexia raised her
gray hand and Wesker gets punched across the room. He moves across,
tells Alexia he's coming with her and then punches Alexia via a long
spring from the walls. After punching Alexia, Wesker notices Chris. And
he is armed with a weapon. Realizing that Wesker can't defeat Alexia,
Wesker sees Chris take care of Alexia.

Chris uses his shotgun to kill Alexia. He keeps moving and eventually
10 shotgun shells put Alexia down  at Chris' feet. Chris, judging from a
file he found earlier, thinks Alexia's choker can access a door behind
the painting above the staircase of the mansion main hall replica. At
Chris' feet is the choker. He uses it on the painting.

Chris looks at the file some more and sees that Alexander Ashford was
turned into a monster thanks to Alfred and Alexia. Chris leaves the
main hall and then heads down an elevator. As Chris exited the mansion,
Alexia rises to her feet from her slumber. She's still alive. Chris is
now in a room with a giant anthill.

Searching around, Chris finds the room Alexia was stored in for 15 years
during her coping of the T-Veronica Virus. He plays with the controls
and then out of the tube falls Alfred Ashford's dead body. At Chris'
feet is Alfred's Ring. Chris grabs Alfred's ring. Looking around the
base a second time, Chris learns that Nosferatu was implanted in the ice
thanks to Alexia.

In the file, Alfred said Alexander Ashford was turned into a monster.
Thinking the dead Nosferatu will have the 3rd jewel to open up the
Painting, he decides to look in the ice.

At Chris' feet below the ice is Nosferatu's body.

Using a crane to get Nosferatu's body, Chris grabs the 3rd jewel, after
an argument with a gigantic spider similar to the one Jill saw beneath
the real Spencer Estate.

Chris opens up the painting in the Spencer Estate imitation hall and
finds a lab just passed it. It's where Alexander Ashford tested the T-
Veronica Virus. It also reveals Alfred and Alexia where created through
inserting a sperm cell into an embryo that belonged to Veronica, their
ancestor.

Nearby are replicas of the bedroom from Rockfort Island's Private
Residence. There, Chris finds a key detrimental to unlocking a room
where he can blow the base up. That is all he finds, however. He returns
to the lab, and goes through a door he hasn't gone through yet.

The lab leads to where Steve died. Unfortunately, there's a locked door
between Chris and Claire. Claire tells Chris that Steve is dead and
tells him to set the explosion sequence like in the real Spencer Estate,
Raccoon City and Rockfort Island. Chris does just that.

Chris runs for the door leading to the computer which can set off the
base's exploding sequence. Using the key he found above Alfred and
Alexia's imitation bedrooms passed the lab, he unlocks the room and
finds the appropriate computer, after killing off 2 zombies.

After inserting the CODE: Veronica thanks to the file, Claire and Chris
rejoin each other. Suddenly, a tentacle separates them once again.
Alexia has returned.

Chris and Claire see a good weapon to use nearby, called the Linear
Launcher. Claire and Chris turn the keys simultaneously, but now it has
to charge. Chris decides to keep Alexia busy as Claire decides to run
off.

After nearly destroying Claire, Chris shoots Alexia with a bullet and
causes her to mutate into a large monster. Claire attempts to run for
the elevator. Chris fires every weapon he has against the giant Alexia.

He uses the Shotgun, his Handgun, the Submachine Guns and the Grenade
Launcher against the mammoth beast that was Alexia. Dodging a bunch of
tentacles and little parasites attacking him, his abuse to Alexia pays
off.

Suddenly, the ants beneath in the hill start to attack Alexia.

Alexia shrugs them off by growing wings and is now flying. The bulk of
her body dissolves just after Alexia leaves it. Apparently the bulk of
the giant Alexia was a feeder for Alexia to grow wings.

Coincidentally, the Linear Launcher has finished charging. Chris grabs
it and shoots a ray into the base, with the plasma slamming into the
walls of the base. The thing is heavy, and with Alexia spewing fire like
her first form, it is hard for him to get a clear hit.

But Chris gets lucky, and shoots a ray into Alexia's chest. Alexia
screams and then the next second, she is liquefied by the impending
blast, and is finally dead.

Chris drops the Linear Launcher and  starts to run as explosions begin
to occur. As Chris gets down to the prison cells and to the elevator, he
sees Wesker holding Claire by the neck. Nearby, the door leading to
where Steve died is open...

Wesker pushes Claire through a hole in the wall. Chris chases Wesker
through a horde of zombies and catches up to them, in a submarine dock,
which seems to be far enough from the base's explosion. Chris and Claire
discover Wesker took Steve Burnside to get the T- Alexia Virus.

Chris and Wesker decide to kill each other once and for all, and Claire
returns to the plane. At the plane, Claire looks into the elevator to
wait for Chris...

Chris and Wesker battle. Chris tries using a pipe to hurt Wesker, but
Wesker basically kicks Chris' ass. Wesker's superpowers are simply
unbeatable for Chris. Explosions are still rocking the base.

Chris sees a ton of iron bars supported by a rope. Chris trips the rope,
causing the bars to land on Wesker.

Too bad they were ineffective.

Wesker rises to his feet, and stumbles a little, and gets ready to kill
Chris for that stunt.

Suddenly, an explosion rocks the entire room.

Wesker and Chris are separated in a blast of fire. They vow to kill each
other next time. Wesker laughs his ass off, as Chris runs back to the
plane.

Passing back through the zombie hall, the place is now on fire, and is
ready to collapse. Chris calls the elevator and ducks his head to avoid
the explosions and debris flying all over the prison cell walls.
Luckily, they are made out of solid stone, and hold up for the time
being.

The elevator arrives, and Chris rides down. Amazingly, the glass around
the elevator holds up as explosions rock it. Then the glass breaks all
over Chris, but luckily the elevator door opens, and the final explosion
blows him out of the elevator onto the plane, landing on his stomach.
Ignoring it, he gets on the plane.

Piloting the plane, he escapes the blasts and flies out of the base.

Claire is happy to see Chris once again.

They apologize for leaving each other and then decide to take out
Umbrella once and for all.

In the distance, the Umbrella Ashford Antarctica Base completes its
detonation sequence, and the entire building explodes and collapses as
they fly away.

Well, that is CVX's story. I personally think the Plot Guide has a
better synopsis. Check it out!

========================================================================
9. P U Z Z L E S
========================================================================

************************
JILL VALENTINE
************************

---------------------------------------------------------------------
| !!! BLADE PUZZLE !!!                                              |
|                                                                   |
|Take the FAKE KEY and USE it in the opening where you took the     |
|ARMOR KEY. The blade that's going after you should stop.           |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! KNIGHT PUZZLE !!!                                             |
| Your objective is to push all the statues back into their normal  |
| position.                                                         |
|                                                                   |
| -Have Jill push the FAR LEFT first.                               |
| -Have Jill push the CLOSER RIGHT STATUE next.                     |
| -Have Jill push the FAR RIGHT STATUE next.                        |
| -Have Jill push the FAR LEFT STATUE again.                        |
| -Have Jill push the CLOSER LEFT STATUE.                           |
| -Have Jill push the FAR RIGHT statue again.                       |
| -Have Jill push the CLOSER RIGHT STATUE next.                     |
| -Have Jill push the CLOSER LEFT STATUE again.                     |
| -Have Jill push the CLOSER RIGHT STATUE next.                     |
|                                                                   |
| Voila! Examine the center podium, and press the button.           |
| A painting slides.                                                |
|                                                                   |
| Grab it, and it is a JEWELLRY BOX.                                |
|                                                                   |
--------------------------------------------------------------------|

---------------------------------------------------------------------
| !!! PICTURE PUZZLE !!!                                            |
| The painting with the sword must be colored orange/red on both    |
| sides (because the paintings appear on both sides). The middle    |
| painting must be colored purple. The last painting must be colored|
| GREEN. Adjust the painting from both sides to make the above      |
| colors correspond. Then press the woman painting.                 |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! CLOCK PUZZLE !!!                                              |
| The clock's internal parts will be revealed. Head to them. When   |
| examining the clock, opt to move the HOUR HAND twice. When the    |
| clock is at 6:00, press B and you will get a SHIELD KEY.          |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE !!!                                        |
|                                                                   |
| Press both buttons which resemble half of a heart shape. The box  |
| will open. Inside is the DEATH MASK III.                          |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!!CONTROL ROOM PUZZLE!!!                                         |
|                                                                   |
| Go down the ladder. Then go to the white board on the table and   |
| find the number on it, either being 1, 2 or 3. Now go to the giant|
| window. Once the shark breaks it and the countdown starts. Press  |
| the computer switch that is near the window. Then turn around     |
| (using the C-Stick) and make a diagonal run ( \ this direction)   |
| and press the computer switch there. From that console, you'll    |
| then want to head directly left to where a lever is and hit that  |
| one. Then head into the adjacent hallway and turn left so you see |
| some sort of a tank that has the colors red and green             |
| (which are really lights). When it asks you to press either       |
| BUTTONS 1, 2 or 3, press the number which was on the board.       |
| Return to the second computer console you pressed and press it    |
| again. Then return to the lever and then switch it again. Then go |
| back to where the shark is banging and press that switch. The     |
| SHARK TANK will be drained.                                       |
---------------------------------------------------------------------


---------------------------------------------------------------------
| !!!RED BOOK PUZZLE!!!                                             |
|                                                                   |
| The goal of this perverted puzzle is to align all the books for   |
| form a nude woman. To do this, select a book and when you do,     |
| select the book to swap places with it. Eventually you will form  |
| a nude woman.                                                     |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!!WALL PUZZLE!!!                                                 |
|                                                                   |
| OK. See the statue? Push it in through the opening into the main  |
| part of the room. Push it all the way. When the walls stop moving,|
| head back to the door and head behind the right wall. Run all the |
| way and flip the switch. Run back the way you came and to where   |
| you pushed the statue. Push it left before the walls consume you. |
| A secret passage will open.                                       |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! YELLOW GEM PUZZLE !!!                                         |
|                                                                   |
| See those drawer cabinets near the center table? Push them toward |
| the deer heads nearby. Then turn the lights off with the switch   |
| next to the door. Now attempt to pull the YELLOW GEMSTONE from    |
| the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD   |
| and grab the RED GEMSTONE. [If you run out of item space, return  |
| to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- |
| -STONE AND GRAB IT! Puzzle solved!                                |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE 2 !!!                                      |
| Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the |
| puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ.         |
|                                                                   |
|                                                                   |
http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif
| Thanks to Daniel Engel for the solution!!                         |
---------------------------------------------------------------------

*****************************************
CHRIS REDFIELD/REBECCA CHAMBERS
*****************************************

---------------------------------------------------------------------
| !!! BLADE PUZZLE !!!                                              |
|                                                                   |
|Take the IMITATION KEY and USE it in the opening where you took    |
|the ARMOR KEY. The blade that's going after you should stop.       |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! KNIGHT PUZZLE !!!                                             |
| Your objective is to push all the statues back into their normal  |
| position.                                                         |
|                                                                   |
| -Have Chris push the FAR LEFT first.                              |
| -Have Chris push the CLOSER RIGHT STATUE next.                    |
| -Have Chris push the FAR RIGHT STATUE next.                       |
| -Have Chris push the FAR LEFT STATUE again.                       |
| -Have Chris push the CLOSER LEFT STATUE.                          |
| -Have Chris push the FAR RIGHT statue again.                      |
| -Have Chris push the CLOSER RIGHT STATUE next.                    |
| -Have Chris push the CLOSER LEFT STATUE again.                    |
| -Have Chris push the CLOSER RIGHT STATUE next.                    |
|                                                                   |
| Voila! Examine the center podium, and press the button.           |
| A painting slides.                                                |
|                                                                   |
| Grab it, and it is a JEWELRY BOX.                                 |
|                                                                   |
--------------------------------------------------------------------|

---------------------------------------------------------------------
| !!! PICTURE PUZZLE !!!                                            |
| The painting with the sword must be colored orange/red on both    |
| sides (because the paintings appear on both sides). The middle    |
| painting must be colored purple. The last painting must be colored|
| GREEN. Adjust the painting from both sides to make the above      |
| colors correspond. Then press the woman painting.                 |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE !!!                                        |
|                                                                   |
| Press both buttons which resemble half of a heart shape. The box  |
| will open. Inside is the MASK W/OUT ALL.                          |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! CLOCK PUZZLE !!!                                              |
| The clock's internal parts will be revealed. Head to them. When   |
| examining the clock, opt to move the HOUR HAND twice. When the    |
| clock is at 6:00, press B and you will get a SHIELD KEY.          |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!!CONTROL ROOM PUZZLE!!!                                         |
|                                                                   |
| Go down the ladder. Then go to the white board on the table and   |
| find the number on it, either being 1, 2 or 3. Now go to the giant|
| window. Once the shark breaks it and the countdown starts. Press  |
| the computer switch that is near the window. Then turn around     |
| (using the C-Stick) and make a diagonal run ( \ this direction)   |
| and press the computer switch there. From that console, you'll    |
| then want to head directly left to where a lever is and hit that  |
| one. Then head into the adjacent hallway and turn left so you see |
| some sort of a tank that has the colors red and green             |
| (which are really lights). When it asks you to press either       |
| BUTTONS 1, 2 or 3, press the number which was on the board.       |
| Return to the second computer console you pressed and press it    |
| again. Then return to the lever and then switch it again. Then go |
| back to where the shark is banging and press that switch. The     |
| SHARK TANK will be drained.                                       |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!!RED BOOK PUZZLE!!!                                             |
|                                                                   |
| The goal of this perverted puzzle is to align all the books for   |
| form a nude woman. To do this, select a book and when you do,     |
| select the book to swap places with it. Eventually you will form  |
| a nude woman.                                                     |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!!WALL PUZZLE!!!                                                 |
|                                                                   |
| OK. See the statue? Push it in through the opening into the main  |
| part of the room. Push it all the way. When the walls stop moving,|
| head back to the door and head behind the right wall. Run all the |
| way and flip the switch. Run back the way you came and to where   |
| you pushed the statue. Push it left before the walls consume you. |
| A secret passage will open.                                       |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! YELLOW GEM PUZZLE !!!                                         |
|                                                                   |
| See those drawer cabinets near the center table? Push them toward |
| the deer heads nearby. Then turn the lights off with the switch   |
| next to the door. Now attempt to pull the YELLOW GEMSTONE from    |
| the deer head. It won't. Now QUICKLY RUN TO THE OTHER DEER HEAD   |
| and grab the RED GEMSTONE. [If you run out of item space, return  |
| to the save room and unload.] Then QUICKLY RUN TO THE YELLOW GEM- |
| -STONE AND GRAB IT! Puzzle solved!                                |
---------------------------------------------------------------------

---------------------------------------------------------------------
| !!! JEWELRY BOX PUZZLE 2 !!!                                      |
| Combine the RED GEMSTONE with the JEWELRY BOX 2. Now to solve the |
| puzzle, refer to Daniel Engel's Jewelry Box Solution FAQ.         |
|                                                                   |
|                                                                   |
http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif
| Thanks to Daniel Engel for the solution!!                         |
---------------------------------------------------------------------

========================================================================
10. C O D E S
========================================================================

These are numerous codes for the game. I had refer to GameFAQS for a
couple of the codes, so thanks to GameFAQS for a few of these codes!
Thanks to Resident Evil Forever (http://hey.to/ref) for the Grenade
Launcher Ammo trick (Japanese version)!

*******************************
UNLIMITED GRENADE LAUNCHER AMMO
*******************************

NOTES: This works in the Japanese version of the game, BioHazard. Tests
in the American version show that the code does not work. This is also
for Jill Valentine's game, since Chris doesn't have a Grenade Launcher.

REQUIREMENTS: GRENADE LAUNCHER, ACID SHELLS, INCENDIARY SHELLS
(recommended, you can use any ammo though)

DIRECTIONS:

1.  Make sure the Grenade Launcher is in your inventory.
2.  Make sure you have _________ Shells in your inventory.
3.  Equip the Grenade Launcher.
4.  Open an item box.
5.  Highlight the ________ Shells.
6.  Press "A."
7.  Press "A" again.
8.  Highlight the ________ Shells inside the item box.
9.  Press "A."
10. Press "A" again.

You should have a lot more of the ammo you just selected.

*****************************************
MESSAGE FROM DIRECTOR AND UNUSED COSTUMES
*****************************************

Thanks to GameFAQS for the code, especially SS4Jason, the code
submitter!

Beat Invisible Mode in 5:00:00 to open up a message from the director
and a slide show of unused costume designs.

************
SAMURAI EDGE
************

Thanks to NeoGamer for letting me know of the code!

Beat the game as Chris or Jill in less than 5 hours on Normal/Mountain
Climbing Difficulty to earn the Samurai Edge GUN.

More codes coming soon!

========================================================================
11. M O N S T E R S   A N D   B O S S E S
========================================================================

======
ZOMBIE
======
This is your old fashioned zombie. Stupid, slow, but hard to kill.
Use the HANDGUN at all times, though dodging them is also efficient.
They are extremely suceptable to BATTERY PACKS and DEFENSE KNIVES.

============
CRIMSON HEAD
============
Take a dead zombie... insert it with the speed, power and attack of
a Hunter, and you have CRIMSON HEADS! They are faster, more dangerous
zombies, and they run faster than your character can. Use the SHOTGUN
against them, since the HANDGUN does little to nothing to them. If they
are at a distance, use the HANDGUN for 3 seconds before switching to
the SHOTGUN.

====
WASP
====
Just shoot these wimpy, little wasps. The end.

=====
CROWS
=====
They can do damage in numbers. Shoot them quickly, or they will peck
you to death. The HANDGUN is good, and the SHOTGUN can kill groups.

===========
ZOMBIE DOGS
===========
Shoot these fast enemies with the HANDGUN or SHOTGUN. They are usually
in groups, and they bite viciously, so use the SHOTGUN preferrably.

=======
SPIDERS
=======
Any round from the GRENADE LAUNCHER can defeat these enemies rather
easily. They spit poison so your character can easily get poisoned, so
keep a distance and use the SHOTGUN from a far.

=======
HUNTERS
=======
These frog-like creatures can decapitate the character. Shoot them with
ACID ROUNDS from the GRENADE LAUNCHER. Avoiding them is relatively
difficult, and thus avoiding them should be avoided.

========
SWEEPERS
========
These are red Hunters, and have the ability to poison the character.
Shoot them with ACID ROUNDS from the GRENADE LAUNCHER. Avoiding them is
relatively difficult, and thus avoiding them should be avoided.

=======
CHIMERA
=======
Similar to the Drain Deimos and Brain Suckers in Resident Evil 3:
Nemesis, they have claws and swipe you with them. Use the MAGNUM on them
and kill them wherever you see them, since they're extremely dangerous.

=====
SNAKE
=====
Just ignore these annoying snakes and run from them as fast as you can.
They can bring you down a whole health level if you aren't careful.

====================================
BOSSES (JILL VALENTINE)
====================================

========================================
BOSS # 1: YAWN
DIFFICULTY: HARD
Use the Acid Rounds you got from Barry, and start shooting it with the
GRENADE LAUNCHER. Half way through the battle, Richard will interfere.
Shoot the Snake some more, and Richard will leave the battle. When you
run out of ammo, grab the SHOTGUN that is on the floor, and keep
shooting it. Eventually, the YAWN should run away.

During the fight, the Yawn attacks with its mouth, so keep moving. If
you get hit by the Yawn, you will get POISONED.
========================================

========================================
BOSS # 2: LISA TREVOR
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

========================================
BOSS # 3: NEPTUNE SHARK
DIFFICULTY: Easy
Your goal: Shoot it until it dies. You should have enough ammo.
========================================

========================================
BOSS # 4: PLANT 42
DIFFICULTY: Easy
Your goal: Head up the stairs and shoot the thing with INCENDIARY
SHELLS. Continuously shoot it until it shrivels up and dies. Hurrah!

It can poison you and constrict you in its vines... so be careful.
Other than that, this boss shouldn't pose much difficulty. 10-12
INCENDIARY SHELLS should put the thing down.

ALTERNATE WAY: In Jill Valentine's game, to avoid having to fight Plant
42 at all, simply follow these steps.

1. Once you're ready to enter the mean green's domain, instead pickup
the lighter and clear up three item spaces.

2. Enter the Employee Lounge were the two spiders previously resided and
locate a red lamp in a corner to the left of the entrance. Light the
lamp and note the lamp's color and the symbol presented. Since the
symbols are random, it is impossible to dictate here exactly which one
it will be. Repeat this process with the green lamp on the left table by
the bar, and the orange lamp by the pool table. Study the pool balls and
note their colors and numbers. Red is 3, Orange is 5, and Green is 6.

3. Travel to the Gallery where the hive (hopefully) previously stalked.
Examine the key pad next to the first door on the left, it's on the same
side as the entrance. Punch in your code and enter.

4. Follow this closely because a misstep could produce a very toxic gas!
First, grab three of the empty bottles lying around and fill one with
water at the sink. Fill the second bottle with UMB No. 3, located in the
yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and
mix the two again for UMB No. 10. Now, collect more water and more
Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10
combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3
and mix for the coveted V-Jolt chemical.

5. Travel down the basement with the V-Jolt and make your way to the
control room where the shark tried to break into (remember, you don't
have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms
to get to the Control Room]. Up the ladder and out the door eliminate
the beach shark with one handgun shot if you wish, he'll pretty much
only bother you if you TRY to get him to eat you. Enter the Guard Room
by the shark and walk into the vile plant's roots. Don't worry about
being damaged, the roots won't hurt you. Now, give the not so Jolly
Green Giant a shot of the herbicide and discard the bottles.

6. Now, when you enter Plant 42's domain, Barry will show up and finish
off the plant without you having to pull a trigger. This detour saves
you even more ammo and health and despite how it may sound, it should
take only five to ten minutes. Good luck.
========================================

========================================
BOSS # 5: YAWN II
DIFFICULTY: Medium
This boss is much harder now that Richard is dead. Your goal: Shoot the
thing with GRENADE SHELLS. Watch out for its bite and poisonous attacks.
Once you run out of GRENADE SHELLS, shoot it with the HANDGUN or
SHOTGUN. Avoid its attacks, too, because it can bring you down to
CAUTION in one blow.

Eventually, Yawn will die for good.
========================================

========================================
BOSS # 6: BLACK WIDOW
DIFFICULTY: Easy
Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
This boss is so pathetically easy, it isn't even funny. Shoot it with 5
or 6 FLAME ROUNDS to permanently kill it. It has its baby in there too,
so dispose of that. You might get poisoned by its attacks... so
watch out.
========================================

========================================
BOSS # 7: LISA TREVOR II
DIFFICULTY: IMPOSSIBLE
Your goal: This is the same as last time. Get the hell out of there. 3
hits from this immortal boss will kill you, and it will not be good at
all. Head out, and be quick. Don't even try to shoot this thing, because
she just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

========================================
BOSS # 8: LISA TREVOR III
DIFFICULTY: HARD
If you notice... it has the eye of the G-Type William Birkin,
from Resident Evil 2 and the jump and power of Nemesis from Resident
Evil 3: Nemesis. That can only mean one thing: this thing is as
powerful as Nemesis and the G-Type combined!

Give Barry his gun back (or not if you want a bad ending). Then start
shooting the hell out of the thing. When it falls over, keep shooting
it. Barry will also help if you gave him his gun back. Once she falls,
its all over! Yipeee!!!!!!!!!!!!!!!!!

========================================

ALTERNATE STRATEGY

See the stones in the corners of the room? Push them down into
the chasm and Lisa will jump down, ending the battle. Thanks for
KANE79 for this tip.
========================================

========================================
BOSS # 9: TYRANT I
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
the thing and dodging it. One hit can bring you down to Caution.
It falls down after 9 or 10 shots from either gun.

The Tyrant attacks using its dangerous claw. Keep moving, and keep
shooting. The Tyrant is much tougher than Lisa, but not as invincible
as Lisa.
========================================

========================================
BOSS # 10: TYRANT II
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
the thing and dodging it. One hit can bring you down to Caution.
Barry will be helping you.

Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a
rocket at it and the game ends.

[NOTE: For a different ending, you can have Barry killed. Have the
Tyrant strangle it, and then have it stab Barry with its claw. You
will get a slightly different ending if you get Barry killed.]
========================================

====================================
BOSSES (CHRIS REDFIELD)
====================================

========================================
BOSS # 1: YAWN
DIFFICULTY: EASY
Simply run over to the isolated corner and grab the DEATH MASK III. Then
run out of the room. Since Chris doesn't have the GRENADE LAUNCHER like
Jill, it is hard to kill this boss, so you're better off just getting in
and out as fast as you can.
========================================

========================================
BOSS # 2: LISA TREVOR
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

========================================
BOSS # 3: NEPTUNE SHARK
DIFFICULTY: Easy
Your goal: Shoot it until it dies. You should have enough ammo.

ALTERNATE STRATEGY: See that green box in front of Chris? Push it into
the Aqua Ring. See the lever to the left? Switch it and then the Neptune
shark gets electrocuted. Thanks to the billions of people who sent it
in.
========================================

========================================
BOSS # 4: PLANT 42
DIFFICULTY: Hard

Upon entry, Chris will get attacked by the Plant 42. You will then be
put in control of Rebecca Chambers.

Simply follow these steps.

1. Enter the Employee Lounge were the two spiders previously resided and
locate a red lamp in a corner to the left of the entrance. Light the
lamp and note the lamp's color and the symbol presented. Since the
symbols are random, it is impossible to dictate here exactly which one
it will be. Repeat this process with the green lamp on the left table by
the bar, and the orange lamp by the pool table. Study the pool balls and
note their colors and numbers. Red is 3, Orange is 5, and Green is 6.

2. Travel to the Gallery where the hive (hopefully) previously stalked.
Examine the key pad next to the first door on the left, it's on the same
side as the entrance. Punch in your code and enter (635, but it could be
random).

3. Follow this closely because a misstep could produce a very toxic gas!
First, grab three of the empty bottles lying around and fill one with
water at the sink. Fill the second bottle with UMB No. 3, located in the
yellow jar and mix the two to obtain NP-004. Collect some Yellow-6 and
mix the two again for UMB No. 10. Now, collect more water and more
Yellow-6 and mix those for UMB No. 7, when UMB No. 7 and UMB. No. 10
combined you'll have VP-017. Lastly, pickup on last batch of UMB No. 3
and mix for the coveted V-Jolt chemical.

4. Travel down the basement with the V-Jolt and make your way to the
control room where the shark tried to break into (remember, you don't
have boxes to jump across anymore). [CVXFREAK adds: Use the Water Rooms
to get to the Control Room]. Up the ladder and out the door eliminate
the beach shark with one handgun shot if you wish, he'll pretty much
only bother you if you TRY to get him to eat you. Enter the Guard Room
by the shark and walk into the vile plant's roots. Don't worry about
being damaged, the roots won't hurt you. Now, give the not so Jolly
Green Giant a shot of the herbicide and discard the bottles.

Now we are back to Chris. Now use all your ammo to fight and kill it. It
can take anywhere from 10 SHOTGUN SHELLS to 20. Watch out for its
attacks, but it should be really, really easy to dodge.
========================================

========================================
BOSS # 5: YAWN II
DIFFICULTY: Medium
Your goal: Shoot the thing with SHOTGUN SHELLS. Watch out for its bite
and poisonous attacks. Once you run out of SHOTGUN SHELLS, shoot it with
the HANDGUN. Avoid its attacks, too, because it can bring you down to
CAUTION in one blow.

Eventually, Yawn will die for good.
========================================

========================================
BOSS # 7: LISA TREVOR II
DIFFICULTY: IMPOSSIBLE
Your goal: This is the same as last time. Get the hell out of there. 3
hits from this immortal boss will kill you, and it will not be good at
all. Head out, and be quick. Don't even try to shoot this thing, because
she just won't die!!!

..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!

[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================

========================================
BOSS # 8: LISA TREVOR III
DIFFICULTY: HARD
If you notice... it has the eye of the G-Type William Birkin,
from Resident Evil 2 and the jump and power of Nemesis from Resident
Evil 3: Nemesis. That can only mean one thing: this thing is as
powerful as Nemesis and the G-Type combined!

Then start shooting the hell out of the thing along with Wesker. When it
falls over, keep shooting it. Barry will also help if you gave him his
gun back. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!

========================================

ALTERNATE STRATEGY

See the stones in the corners of the room? Push them down into
the chasm and Lisa will jump down, ending the battle. Thanks for
KANE79 for this tip.
========================================

========================================
BOSS # 9: TYRANT I
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM. Start shooting the thing and
dodging it. One hit can bring you down to Caution. It falls down after 9
or 10 shots from the gun.

The Tyrant attacks using its dangerous claw. Keep moving, and keep
shooting. The Tyrant is much tougher than Lisa, but not as invincible
as Lisa.
========================================

========================================
BOSS # 10: TYRANT II
DIFFICULTY: HARD
After the cut-scene, grab your HANDGUN (since you might not have any
SHOTGUN SHELLS left other than the ones you just picked up). Start
shooting the thing and dodging it. One hit can bring you down to
Caution. Rebecca will be helping you.

Once Brad drops the ROCKET LAUNCHER, Rebecca will get strangled. Shoot a
rocket at it and the game ends.

[NOTE: The Tyrant might hit the rocket away if it is free from
strangling Rebecca. Shoot another rocket at it to kill it.]

[NOTE: For a different ending, you can have Barry killed. Have the
Tyrant strangle it, and then have it stab Barry with its claw. You
will get a slightly different ending if you get Barry killed.]
========================================

========================================================================
12. F I L E S
========================================================================

These are the files scattered throughout the entire game. I still have
to transcribe a few more, so bear with me.

=========
MANSION 1
=========

1. S.T.A.R.S. MANUAL
--------------------

S.T.A.R.S. Manual

If you have changed your controller type to TYPE-B or TYPE-C, please
keep in mind that the contents explained here correlates with controller
TYPE-A.

-How to view your STATUS SCREEN-

Press the Y Button during the game. (You will not be able to view the
STATUS SCREEN during Cut-Scenes or while being attacked.)

In the STATUS SCREEN, you'll be able to do the following things.

-Equip weapons.
-Use Items.
-View maps.
-Read files.

-How to VIEW MAP-

In the STATUS SCREEN select map from the menu bar or simply push the Z
Button during the game. If you have not obtained a map, only places you
have explored will be displayed.


-How to READ MAPS-

Uncolored room(s): unexplored room(s)
Orange room(s): Room(s) with still items left
Green room(s): Explored room(s) without any items left.
Red door: Locked door.
White door: Unlocked door.
Blue door: Door you've been through.

-How to PUSH THINGS-

When there is a movable object, face the object in the direction you
want to push it and press the Control Stick (+ Control Pad) in the
direction you are facing.

-CLIMBING ON & CLIMBING DOWN-

Walk up to an object that's waist high of the character, and then press
the A Button. (You can climb on a movable objects as well.) To CLIMB
DOWN from an object, press the A Button while standing on the edge of
the object.

-How to EQUIP WEAPONS-

In the STATUS SCREEN, select the "weapon" you want to arm, then select
the "EQUIP" command. (Even if you have a weapon you must EQUIP it in
order for you to attack.)

-ATTACKING STANCE-

Hold down the R Button. (The player will take an attack stance towards
the closest enemy.)

-How to ATTACK-

While holding down the R Button, press the A Button. (You can attack the
enemy with the weapon you have equipped.)

-180 DEGREE TURN-

While pressing down the Control Stick (or the + Control Pad), press the
B Button. (This can also be done using the C Stick alone).

-EXAMINE AN ITEM-

From the STATUS SCREEN select an ITEM and then select EXAMINE command.
(The details of the item will be displayed.)

-Emergency Evade-

Using DEFENSE ITEMS such as Daggers, will allow you to escape
momentarily when grabbed by an enemy. (However, you will not be able to
escape when the enemy grabs you from behind.)

To equip a DEFENSE ITEM, go to the STATUS SCREEN and then select an ITEM
from the DEFENSE ITEM menu. Then select the EQUIP command.

If your DEFENSE ITEM mode is set to MANUAL in the Controller Settings,
press the L Button to use the DEFENSE ITEM.

2. KENNETH'S FILM
-----------------

It's the film that belonged to Kenneth. I need a video player to see
what's recorded on it.

3. BOOK OF CURSE
----------------

Book of Curse

The four masks.
A mask that speaks no evil...
A mask that smells no evil...
A mask that sees no evil...
A mask that cannot speak, smell or see evil...

When all four fall into place, evil will awaken.

4. TREVOR'S DIARY
-----------------

Trevor's diary

Nov. 24, 1967

Eleven days have past since arriving on this estate. How did I end up
like this? A guy in a lab coat came with a plate of skimpy meal and said
to me, "Sorry to put you through this, but it's for security reasons."
That's when it hit me. It all makes sense now.

There are only two people that know the secret of this mansion. Sir
Spencer and myself. If they kill me, Sir Spencer will be the only person
that knows the secret. But for what purpose? It doesn't matter now. It's
too dangerous here. My family... I hope they are all right.

I've decided to escape... Jessica. Lisa. I pray you are safe.

Nov. 26, 1967

How could I be so careless? I lost my favorite lighter- the one Jessica
gave me for my birthday. Now it's going to be that much harder to get
out of this dark place.

Nov.13, the date when my fate was sealed. My aunt was hospitalized just
three days before that. Jessica and Lisa said they were going to visit
her. I wish I could bee there with them.

But wait, even as I'm writing my memory is coming back to me more
vividly. Just before I passed out, I remember the men in the lab coats
said something like :Most likely your family is already..." I pray for
their safety.

Nov. 27, 1967

Somehow I managed to get out of that room. But getting out of this
mansion won't be easy. I have to get past all the booby-traps. Tiger
Eyes, Gold Emblem... I have to try and remember for my own sake...

Nov. 29, 1967

I can't get out. I have tried every possible way to escape but only to
be faced with the reality that I'm trapped. I've been everywhere. The
laboratory with the large glass tubes filled with formaldehyde and those
dark, wet and eerie caves... What can I do?

At first I didn't want to believe my eyes. But that familiar high-heeled
shoe in the corridor... It was like reflex. One name came to my mind,
Jessica!

I don't want to believe they share the same fate as me. No! I can't give
up hope! I have to hope they're alive.

Nov. 30, 1967

I haven't had anything to eat or drink for the past few days. I feel
like I'm going crazy. Why is this happening to me? Why do I have to die
like this? I was too obsessed with designing this ghastly mansion. I
should have known better.

Nov. 31, 196

It was a dark and damp underground tunnel. And another dead end. But
even in the darkness something caught my eye. Carefully, I lit the last
match I had to see what it was.

A grave! But deeply engraved into the stone was my name!

"George Trevor"

At that instant, it all became clear to me. Those bastards knew from the
beginning that I'd die here and I fell right into their trap.

But it's too late now. I'm losing it. Everything is becoming so far
away. Jessica... Lisa... forgive me.

Because of my ego, I got both of you involved in this whole damn
conspiracy. Forgive me. May God justify my death in exchange for your
safety.

George Trevor

--There's something else handwritten. It's not dated.

Nothing's changed. I never thought that this room I designed as an
experiment would pay off like this. I can hide here safely for awhile,
because nobody knows the secret behind this painting. Not even Sir
Spencer.

Painting of a mansion... In the back of the art room.

5. CRUMPLED MEMO
----------------

A crumpled memo

Today, Sir Spencer told me to hide something where no one could find it.

Well, I had this idea. I figured If I could somehow have it protected by
a dangerous animal like the vicious canine that lives here, no one would
be able to get near it!

As far as I can tell, the mutt is always hanging around the second floor
balcony on the west side of the terrace, and he ought to come running at
the sound of a dog whistle.

This is where you come in. The thing is, I recon you're the only person
that can get near that damn dog without risking a serious mauling. Which
means only you can put this collar on him. The object Sir Spencer wants
hidden is concealed inside.

You're the only person I can trust with this. Of course, you'll get
something out of it as well. Remember that certain item you've always
wanted to get hold of?

Well, in exchange for your services, I just might be able to get it for
you. This could work out well for both of us...

Jon Toleman

=========
MANSION 2
=========

1.
--------------

COMING SOON!

2. BODY DISPOSAL
----------------

Special instructions when disposing dead bodies

We have new information regarding those "beings." They may appear to be
dead but in fact they are able to come back to life. However, there are
ways to prevent them from becoming active again.

Currently there are two known methods to cease their resurrection.

1. INCINERATION
2. DESTRUCTION OF THE HEAD

If further methods are discovered, they will be notified immediately.

Meanwhile to those of you who still have the will to live, oil has been
placed on the first floor of the mansion. Take as much as you need.
You'll need something to light it with, which you'll need to find by
yourself.

3. KEEPER'S DIARY
-----------------

Keeper's Diary

May 9, 1998

Played poker with Scott and Alias from Security and Steve from Research.
Steve was the big winner, but I think he was cheating. Scumbag.

May 10, 1998

One off the higher-ups assigned me to take care of a new creature. It
looked like a skinned gorilla. Feeding instructions we to give it live
animals.

When I threw in a pig,  the creature seemed to play with it- tearing off
the pig's legs and pulling it out the guts before it actually started
eating.

May 11, 19998

Around 5 A.M., Scott woke me up. Scared the shit out me, too. He was
wearing a protective suit .. He handed me another one and told me to put
it on. Said there'd been an accident in the basement lab.

I just knew something like this would happen. Those bastards never
sleep, even on holiday.

MORE COMING SOON!

========================================================================
13. P A T H W A Y S   T H R O U G H O U T   T H E   G A M E
========================================================================

Throughout Resident Evil are pathways and options that allow you to
acquire different endings. So far, 8 endings have been discovered, with
4 discovered for Jill, and 4 for Chris. Here are the ways around the
game.

This section contains spoilers and this should not be read if you do not
want the game spoiled.

**************
JILL VALENTINE
**************

====================
KILLING BARRY BURTON
====================

So far, 2 ways have been discovered for killing Barry Burton throughout
the entire game. Here are the boss battles where those are possible.

---------------------
LISA TREVOR: BATTLE 3
---------------------
To get Barry Burton killed, you are presented with a question. The
question is "Will you give Barry his gun?" The options are YES and NO.
If you select NO, then Barry will get hit by Lisa, and will fall into
the pit, and will die. The extra items for doing this are BARRY'S
PHOTOGRAPH and BARRY'S 44 MAGNUM.

----------------
TYRANT: BATTLE 2
----------------
To get Barry Burton killed in the second confrontation with the Tyrant,
you must let the Tyrant grab Barry with its hand. Then wait a few
seconds without shooting the monster. Barry will then get impaled by the
Tyrant, and will be killed. Unlike the other strategy, there are no
extra items to be gained from this death.

================
KILLING PLANT 42
================

---------------
V-JOLT STRATEGY
---------------
Use the V-Jolt strategy above to kill the Plant 42. Barry will then come
in the room with a flame thrower and will burn the plant.

---------------
ATTACK STRATEGY
---------------
This strategy is just an attack strategy. Shoot the living hell out of
Plant 42 as Jill. Use FLAME ROUNDS to burn the thing to the ground
easier, too.

===================
GETTING THE SHOTGUN
===================

--------------
BARRY SAVE YOU
--------------
If you want the SHOTGUN early, then take it from its location without
using the BROKEN SHOTGUN. Barry will save you. The consequence is that
Barry will not be at Forest's body later in the game.

----------------------
USE THE BROKEN SHOTGUN
----------------------
If you use the BROKEN SHOTGUN in exchange for the SHOTGUN, Barry will
show up at Forest Speyer's body later in the game.

**************
CHRIS REDFIELD
**************

========================
KILLING REBECCA CHAMBERS
========================

So far, 2 ways have been discovered for killing Rebecca Chambers
throughout the entire game. Here are the boss battles where those are
possible.

----------------
HUNTER ENCOUNTER
----------------
To get Rebecca Chambers killed, simply ignore her screaming plea when
you enter the room where you hear her scream in Mission 3. She'll end up
dying, and this the mansion will not explode and you will not have to
fight Tyrant II.

----------------
TYRANT: BATTLE 2
----------------
To get Rebecca Chambers killed in the second confrontation with the
Tyrant, you must let the Tyrant grab Rebecca with its hand. Then wait a
few seconds without shooting the monster. Rebecca will then get impaled
by the Tyrant, and will be killed. Unlike the other strategy, the
mansion will still explode.

========================================================================
14. C R I T E R I A   F O R   E N D I N G S
========================================================================

These are all the criteria's for getting the various 10 endings between
the 2 character's games. They are small modifications of each other, and
the difference is usually who survives, and if the mansion explodes or
not.

Some of the endings are the same between Chris and Jill. I will not
spoil the, but don't kill yourself in getting all endings.

For Jill, make multiple saves (around 5 or so) before the 3rd Lisa
Trevor fight. For Chris, make multiple saves (around 5 or so) before
returning the mansion from the guardhouse.

Here is a chart for the endings.

**************
JILL VALENTINE
**************

BEST
----
Barry survives
Chris survives
Mansion explodes

VERY GOOD
---------
Barry survives
Chris dies
Mansion explodes

GOOD
----
Barry dies
Chris survives
Mansion explodes

OK
--
Barry dies
Chris survives
Mansion explodes

BAD
---
Chris dies
Barry dies
Mansion doesn't explode

VERY BAD
--------
Barry dies
Chris dies
Mansion doesn't explode

**************
CHRIS REDFIELD
**************

BEST
----
Rebecca survives
Jill survives
Mansion explodes

VERY GOOD
---------
Rebecca survives
Jill dies
Mansion explodes

GOOD
----
Rebecca dies
Jill survives
Mansion explodes

OK
--
Rebecca dies
Jill survives
Mansion explodes

BAD
---
Rebecca dies
Jill dies
Mansion doesn't explode

VERY BAD
--------
Rebecca dies
Jill dies
Mansion doesn't explode


**************
JILL VALENTINE
**************

BEST ENDING
-----------

-To get the best ending, make sure Barry survives both the battles with
Lisa Trevor, and the final Tyrant. To survive the Lisa encounter, give
Barry his gun back. To survive Tyrant II, make sure the Tyrant doesn't
kill Barry.

-Make sure you save Chris by doing the MO Disk task in the laboratory.

VERY GOOD ENDING
----------------

-Make sure Barry survives the Lisa encounter and the Tyrant II
encounter.

- Don't save Chris.

GOOD ENDING
-----------

-Make sure Barry is killed by the Tyrant.

-Make sure Chris survives.


OK ENDING
---------

-Make sure Barry dies in the battle with Lisa.

-Make sure you save Chris by doing the MO Disk task in the laboratory.

BAD ENDING
----------

-Make sure Barry dies in the battle with the Tyrant.

-Don't complete the MO Disk task to save Chris.

VERY BAD ENDING
---------------

-Make sure Barry is killed by Lisa Trevor. To have that happen, don't
give Barry his gun back.

-Don't complete the MO Disk task to save Chris.

**************
CHRIS REDFIELD
**************

BEST ENDING
-----------

-To get the best ending, make sure Rebecca survives both the battles
with the Hunter, and the final Tyrant. To survive the Hunter encounter,
go to the STUDY in Mission 3 and kill it. To survive Tyrant II, make
sure the Tyrant doesn't kill Rebecca.

-Make sure you save Jill by doing the MO Disk task in the laboratory.

VERY GOOD ENDING
----------------

-Make sure Rebecca survives the Hunter encounter and the Tyrant II
encounter.

-Don't save Jill.

GOOD ENDING
-----------

-Make sure Rebecca is killed by the Tyrant.

-Make sure Jill survives.

OK ENDING
---------

-Make sure Rebecca dies in the battle with the Hunter.

-Make sure you save Jill by doing the MO Disk task in the laboratory.

BAD ENDING
----------

-Make sure Rebecca dies in the battle with the Tyrant.

-Don't complete the MO Disk task to save Jill.

VERY BAD ENDING
---------------

-Make sure Rebecca is killed by the Hunter. To have that happen, don't
give Barry his gun back.

-Don't complete the MO Disk task to save Jill.

========================================================================
15. RESIDENT EVIL/BIOHAZARD GAMES
========================================================================

*******************
RESIDENT EVIL GAMES
*******************
Resident Evil is the US, European and Australian name of the same game.
These games apply to American consoles (with the exception of Resident
Evil: Survivor 2: CODE: Veronica).

Resident Evil
-------------
PLATFORMS: PlayStation, PC, Saturn
YEAR: 1996, 1997

Resident Evil: Director's Cut [Dual Shock]
------------------------------------------
PLATFORMS: PlayStation
YEAR: 1997

Resident Evil: Rebirth
----------------------
PLATFORM: GameCube
YEAR: 2002

Resident Evil 2
---------------
PLATFORMS: PlayStation, Nintendo 64, Dreamcast, GameCube (2002)
YEAR: 1998, 1999, 2000, 2002

Resident Evil 2: Dual Shock
---------------------------
PLATFORMS: PlayStation
YEAR: 1998

Resident Evil 3: Nemesis
------------------------
PLATFORMS: PlayStation, Dreamcast, GameCube (2002)

Resident Evil Survivor
----------------------
PLATFORMS: PlayStation
YEAR: 2000

Resident Evil CODE: Veronica
----------------------------
PLATFORMS: Dreamcast
YEAR: 2000

Resident Evil CODE: Veronica X
------------------------------
PLATFORMS: PlayStation 2, GameCube (2002)
YEARS: 2001, 2002

Resident Evil Survivor 2: CODE: Veronica
----------------------------------------
PLATFORMS: PAL PlayStation 2
YEAR: 2002

***************
BIOHAZARD GAMES
***************
BioHazard is the Japanese and Chinese name of the same game. These games
apply to Japanese and Chinese consoles.

BioHazard
---------
PLATFORMS: PlayStation, PC, Saturn
YEAR: 1996, 1997

BioHazard: Director's Cut [Dual Shock]
--------------------------------------
PLATFORM: PlayStation
YEAR: 1997

BioHazard: Rebirth
------------------
PLATFORM: GameCube
YEAR: 2002

BioHazard 2
-----------
PLATFORMS: PlayStation, Nintendo 64, GameCube (2002)
YEAR: 1998, 1999, 2002

BioHazard 2: Dual Shock Version
-------------------------------
PLATFORM: PlayStation
YEAR: 1998

BioHazard 2: Value Plus
-----------------------
PLATFORM: Dreamcast
YEAR: 1999

BioHazard 3: Last Escape
------------------------
PLATFORMS: PlayStation, Dreamcast, GameCube (2002)
YEAR: 1999, 2000, 2002

BioHazard: Gun Survivor
-----------------------
PLATFORM: PlayStation
YEAR: 2000

BioHazard CODE: Veronica [Limited Edition]
------------------------------------------
PLATFORM: Dreamcast
YEAR: 2000

BioHazard CODE: Veronica Complete Edition
-----------------------------------------
PLATFORM: Dreamcast, PlayStation 2, GameCube (2002)
YEAR: 2001, 2002

Gun Survivor 2: BioHazard CODE: Veronica
----------------------------------------
PLATFORMS: Arcade, PlayStation 2
YEAR: 2001

========================================================================
16. M Y   R E V I E W
========================================================================

A CAPCOM CLASSIC, REBORN!

(Japanese review)

5 years ago, Shinji Mikami released BioHazard (overseas name: Resident
Evil).  It basically revolutionized the survival horror genre, though
it didn't  actually start it (Alone in the Dark did). BioHazard had
atmosphere, graphics and puzzling gameplay. Now, in 2002, Shinji Mikami
remakes his BioHazard game.

But is it just a graphical upgrade of an old game? No, definitely not.

GRAPHICS: 10
The graphics are PERFECT. They are the best graphics seen in any game.
Forget DOA3, and Final Fantasy X. BioHazard puts them all to shame. The
worlds of the Spencer Mansion are realistic-looking, and the shadows and
lighting are truly accurate. Unfortunately, the backgrounds are
prerendered unlike CODE: Veronica X, which may seem like a downgrade to
people who recently played CODE: Veronica and CODE: Veronica X, but the
downgrade doesn't lower the score one bit.

GAMEPLAY: 9
The gameplay is still as fun as ever. One thing that bothers me in the
remake is the stiff-walking characters. Unfortunately, while the game
looks good, the in game animations seem a bit rough compared to those
seen on Resident Evil 3: Nemesis, and Resident Evil CODE: Veronica X.
But the puzzles, and the action has been considerably changed, and seems
a lot newer.

Oh yeah, the game is HARD. The zombies are hard to kill, and they are a
lot  faster and sturdier. The game comes with 2 characters to play with.
They are Chris Redfield and Jill Valentine, and they have varying
quests. One is harder, and the other is slightly easier.

SOUND: 10
The sounds of the GameCube come to life in the remake. Every foot step
Chris makes sounds extremely authentic, and the lightning sounds true
to real  lightning. The moans of the zombies are clear, and really
authentic.

CONTROLS: 10
Surprisingly, the controls in this game are perfect. The controls are
easily manageable. With the GameCube's C-Stick, in combination with the
B Button, the characters move a lot easier. The C-Stick improves a lot
in the 180* turn area, and the Z-Button makes easy Map accessing. It's
the controller for a Resident Evil game.

STORY: 10
Only those with a deep understanding of the story will give it a 10.
Basically, there have been attacks involving zombies outside Raccoon
City, in the USA. The STARS Bravo Team is sent to investigate the
scene of the murders, in the Raccoon Forest. The Bravo Team is sent to
discover anything, and they immediately lose contact with Alpha Team.
Alpha Team comes to the forest to look for them, and rabid dogs chase
them into a mansion full of zombies.  With their pilot flying off due to
fear, what will happen to Chris  Redfield, Jill Valentine, Barry Burton,
Rebecca Chambers and Albert Wesker?

REPLAY VALUE: 10
There are 2 adventures to choose from, increasing the replay value.
There are also a lot of secrets you can unlock, so the replay value of
this game is high. And the scare factor puts Silent Hill's scare factor
to immediate shame.

OVERALL: 10
BioHazard is simply the best BioHazard there is. It puts my favorite,
Resident Evil 3: Nemesis, to shame. Folks, buy a GameCube just for this
game, because you'll know it is really worth it once you open the
package and start seeing those zombies.

CVXFREAK

========================================================================
17. V O I C E   A C T O R S
========================================================================

These are the people that played the voices of the characters in
Resident Evil. Oddly enough, even though he made a 22 minute DVD
(Wesker's Report), Richard Waugh, Wesker's CODE: Veronica X actor,
didn't make it for the remake. Michael Fipowich, Chris' CODE: Veronica X
actor, and Catherine Disher, Jill's Resident Evil 3: Nemesis actress,
didn't make it either. The remake actors and actresses were very good,
though.

CHRIS REDFIELD
Joe Whyte

JILL VALENTINE
Heidi Anderson

BARRY BURTON
Ed Smaron

REBECCA CHAMBERS
Hope Levy

ALBERT WESKER
Peter Jessop

RICHARD AIKEN
Joe Whyte

BRAD VICKERS
Adam Paul

FOREST SPEYER
Ed Smaron

JOSPEH FROST
Adam Paul

FEMALE NEWSCASTER
Heidi Anderson

COMPUTER VOICE 1
Hope Levy

COMPUTER VOICE 2
Chiaki Shirato (Capcom)

========================================================================
18. C R E D I T S   A N D   C O N C L U S I O N
========================================================================

==========
CONCLUSION
==========

Well, I hope this FAQ helped out those in dire need of Resident Evil:
Rebirth. Please take these precautions when reading my FAQ.

**************
CONTACT POLICY
**************

INSTANT MESSENGER
-----------------

I do not take any game related issues over the AIM. If you IM me, and I
refuse to talk to you, it is because I do not like getting spammed with
IM messages about the game. If you are on an account where you IM and
get in anyway, I will block you.

E-MAIL
------

My email is ReBioHazard6587@hotmail.com. Another alternative is
ReBioHazard6587X@cs.com. Please send me questions not answered in the
FAQ yet.

Please, please, PLEASE stop sending me those alternate strategies for
Neptune and Plant 42. They've been covered for awhile now, and I don't
need to get my Hotmail account clogged up because of some ignorant
morons who can't read.

Please send me an English e-mail. The only other language I can
understand to the fullest is Filipino Tagalog, but I barely get mail
from that language, so it doesn't matter. I understand a few scant
Japanese words (Like dairantou, doubutsu, banchou, kensei-hen, arigato,
that kind of stuff (though I'm not very good at that, I only learned
those from game names) but I can't read most Japanese at all. But I
usually get German email for some strange reason. Again, English only.

Please do not spam me. Spammers are assholes and I will make that clear
right now (that goes for bastards who keep sending me Klez. Stop it.).
Plus their mail gets deleted and put in a Junk Mail Folder.

Please look in the FAQ with the CTRL + F tool before emailing me. Or use
the Resident Evil Message Board at www.gamefaqs.com. As of May 13, 2002,
it has over 800 topics worth, so chances are that your question can get
answered really quickly.

Although not completely Resident Evil related, I take no Silent Hill 2,
Silent Hill 2: Restless Dreams, and Resident Evil CODE: Veronica X email
anymore. With those FAQS extensively covered, you should have no problem
looking for the answer in the FAQ. That doesn't mean ORCA782 or
Minesweeper no longer take email for those games (*HINT HINT*).

Be thoughtful, and don't flame. I'll only flame you back. ;)

Please put this in the HEADER of the email (or something similar):

"RESIDENT EVIL (GCN) FAQ/WALKTHROUGH QUESTION/COMMENT"

Switch comment and question around to fit your needs. That way,
everything will be good to answer. If the format doesn't follow that,
then I'm deleting it. Yes, it must be that EXACT format or else. I'm
being nitpicky here, and if you don't like it, email another author.

CREDITS
-------

Big thanks to several people.

-Jeff "CJayC" Veasey. Because of his GameFAQS September 2001 Contest
Prize, I got the Japanese version, a GameCube mod, and some games for
free. Thanks!

-Saiki, for the translation of Wesker's Report II. Great job! (If you
don't mind... I'm going to edit it. Thanks!)

-Capcom Japan's Shinji Mikami for making this great game.

-SS4Jason for hints about the piano.

-KANE79, for the alternate Lisa tip.

-Ryan Perry, for correcting me about the Armor/Shield Key mixups.

-DarqueT for alternate Plant 42 strategy.

And to anyone else I missed. Sorry if I missed you (feel free to e-mail
me with your contribution).

CVXFREAK
ReBioHazard6587X@hotmail.com

This document is copyright 2002 by CVXFREAK. Any unauthorized
duplication or hosting of this document will make me sue you.
