               ____               _      __              __
              / __ \ ___   _____ (_)____/ /___   ____   / /_
             / /_/ // _ \ / ___// // __  // _ \ / __ \ / __/
            / _, _//  __/(__  )/ // /_/ //  __// / / // /_
           /_/ |_| \___//____//_/ \__,_/ \___//_/ /_/ \__/

                            ______        _   __
                           / ____/_   __ (_) / /
                          / __/  | | / // / / /
                         / /___  | |/ // / / /
                        /_____/  |___//_/ /_/



.----------------------------------------------------------------------.
|     FAQ/Walkthrough     /     Version 1.0     /     June 3rd, 2002   |
|----------------------------------------------------------------------|
|            Written by Nintendoholic   <ninholic@yahoo.com>           |
'----------------------------------------------------------------------'


This little document will basically hold your hand and guide you step-by-step
through the game with both Jill and Chris, along with covering some of the
other optional things (files, weapons, ect.). About 75% of the remake is
entirely different than the original, so watch your back!



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


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


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



1. Revision History
2. Resident Evil Basics
        Background
        Controls
        Tools of the Trade
        Survival Tactics

3. Game Walkthrough
        Jill Valentine
        Chris Redfield

4. Weapons
5. Frequently Asked Questions

6. Credits
7. Important Legal Information



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


     1.  R E V I S I O N   H I S T O R Y


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



------------------------------------------------------------------------
Version 1.0 - (Monday, June 3rd, 2002)
------------------------------------------------------------------------


Yah know, at first I was quite surprised to see a FAQ/Walkthrough for this game
at 400 KB+. But silly me, than I realized they just copied a normal Jill
walkthrough twice, and changed some details on the second one to make it work
for hard mode! Then they added a Speed Guide -- but get this -- from a reader
contribution! Hohoho. Now I know what marshmallow was talking about when he
wrote for Perfect Dark...OH well, if somebody passes this over for a larger
guide, so be it.

 Jill Valentine's walkthrough is now FULLY complete! Time to start on
  Chris Redfield. Didn't want to get left behind and look like a
  complete fool! You know what the funniest part is? My time on
  the game I used to write the Jill walkthrough -- 53:37:26 -- bahaha!
  Besides, I better finish this FAQ up before I get cracking on Eternal
  Darkness...

 Started up the "Frequently Asked Questions" section. This might even
  keep my email down to sane levels.

 Added a little trick about blowing off the legs of Zombies in the
  Survival Tactics section. Discovered it while tooling around the
  Laboratory with a Grenade Launcher. :p

 Added the "Self defense gun", "Assault Shotgun", "Magnum Revolver",
  and "Barry's 44 Magnum" to the Weapons section.

 The next version of this guide will be listed under my new soon-to-be
  contributor name "mayonnaise," so don't freak out when the guide
  "supposedly" disappears.


------------------------------------------------------------------------
Version 0.7 - (Monday, May 13th, 2002)
------------------------------------------------------------------------


 It's been a week already?! Completed the "Courtyard" and "Residence"
  parts of Jill Valentine's quest. Took alot less time then I thought it
  would, actually, but God that J-VOLT thing took a while to write up...

 Added an alternative strategy for beating Yawn the Python, thanks to a
  GREAT reader contribution.

 Fixed some errors in the "Herb Chart" in the Survival Tactics section.

 Added the "Flash Grenade" and "Flamethrower" to the Weapons section.

 Fixed a terrible spacing error, there should be NO horizontal scroll
  bar at the bottom of the screen anymore. This should ease the
  headache of those with low-resolution moniters.


------------------------------------------------------------------------
Version 0.5 - (Monday, May 6th, 2001)
------------------------------------------------------------------------


Even though I bought this game a mere six days ago, I must have already
logged in at LEAST 40 hours; I want to stop playing, but it's just so
addictive! It's going to be quite difficult to pry myself away from the
game to write this guide.

The game basics are complete, and I suggest you check them out, as I
spent a substanstial amount of time trying to make that section as
detailed as possible. The walkthrough is complete for the first
"Mansion" part of Jill Valentine's quest, and the weapons section is
started up. I'll probably play for another week before sending in
another version. But hey, you never know, I might actually get ambitious
and decide to update before then...



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


     2.  R E S I D E N T   E V I L   B A S I C S


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



With flesh-eating zombies and mutant guard dogs running amok, you'd
better keep yourself up to date on some survival tactics...


------------------------------------------------------------------------
                           B A C K G R O U N D
------------------------------------------------------------------------


S.T.A.R.S. Investigation Helicopter Missing!!
-------------------------------------------------


Arclay Mountains, Raccoon City, 24th


A spokesperson at the Raccoon City Police Department reported that an
investigation helicopter of the special task force S.T.A.R.S. Bravo Team
is missing.

According to the announcement from the Raccoon City Police Department,
the team was sent to investigate the Arclay Mountain and Raccoon forest
area, where a number of people have been reported missing. Contact with
the team has been lost since the last communication before dawn.

The Raccoon City Police Department suspects the team has been involved
in some trouble. Now it will send the S.T.A.R.S. Alpha Team to
investigate and collect information from witnesses.

Recently there have been a number of bizarre murders reported near
Raccoon City. This incident is likely to make Raccoon City residents
feel even more uneasy.

The special task force S.T.A.R.S. (Special Tactics and Rescue Service)
was founded in 1996 under control of the Raccoon City Police Department
to counteract increasing city terrorism and other crimes.


    -- From Raccoon Press evening issue, July 24, 1998


------------------------------------------------------------------------
                             C O N T R O L S
------------------------------------------------------------------------


The controls are quite sluggish in this game, and take practice to use
effectively. But in all seriousness, the controls should only give you
trouble if you haven't played the original RE. Even then, it should only
take about 15 minutes to acclimate yourself, and they get to be REALLY
intuitive after about an hour of play.

Expect to accidently run into a zombie when you meant to shoot it,
forget to switch between weapons, ect. I know, because it happened to me
quite a bit at the beginning...stop laughing. But what would be the
point if you could run away from Zombies at 50 MPH? 'Type A' control is
default, but feel free to experiment between the three control schemes.

                                    

=-=-=-=-=-=-
TYPE A
=-=-=-=-=-=-


Control Stick: Movement

Control Pad: Movement

C Stick: Jut in any direction for an immediate 180 degree turn

Start/Pause: Brings up the pause menu, which has game options

A Button:  Open doors
           Examine room objects
           Climb waist high objects (while facing them)
           Fire/use weapon (while pressing R)
           General "confirm" button in menus

B Button:  Press down to run (while holding control stick/pad forward)
           180 degree turn (press while holding DOWN on control stick)
           General "cancel" button in menus

X Button: Not used

Y Button: Access Status Screen

Z Button: Access your Map

L Button: Used ONLY if you set your defense items to manual; press this
          to discharge a defense item when attacked by a Zombie/enemy

R Button: Ready yourself in attack position, so you can use a weapon


------------------------------------------------------------------------
                  T O O L S   O F   T H E   T R A D E
------------------------------------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-
Know the Difficulty
=-=-=-=-=-=-=-=-=-=-=-


Normal Mode --  I. MOUNTAIN CLIMBING - beyond the hardships lies
                accomplishment.

Easy Mode   --  II. HIKING - the destination can be reached rather
                comfortably.

There's also a few secret difficulties, but let's not get into that yet.


=-=-=-=-=-=-=-=-=-=-=-
Your Map
=-=-=-=-=-=-=-=-=-=-=-


The map is very useful in this game, so use it often. A few notes on the
icons found on it:


DOORS
---------

 Red are locked.
 White are unlocked.
 Blue are doors you've been through.

ROOMS
---------

 Faded/clear rooms you haven't visited yet.
 Orange rooms you have visited, but they're not complete (items left).
 White rooms are "complete" or "explored."


And that little block with the arrow is you! The red arrow shows which
direction your facing. Typewriters and Item Boxes are appropiately
marked in with pencil, but you must find them first before they pop on
the map.

NOTE: Of course, you get to see an entire mansion floor after after
      collecting a piece of Mansion Map, but let's leave that to the
      walkthrough...


=-=-=-=-=-=-=-=-=-=-=-
The Status Screen
=-=-=-=-=-=-=-=-=-=-=-


Accessing this screen allows you to view your health, examine your item
stock (right side; and the graphical details are AMAZING), and select
which weapon you want to use. You can also set your defense item and read
various files...which by the way, may range from interesting bits of background
info to clues on where to go next.


=-=-=-=-=-=-=-=-=-=-=-
Health
=-=-=-=-=-=-=-=-=-=-=-


On the status screen, you should notice in the upper-left hand corner
that lovely heart moniter, or "electrocardiogram." This measures your
health, with green (fine), yellow (caution), and red (danger), along
with the label turning purple for the special status (poison). Once you
flatline, you're dead and die in a pool of blood, where appropiately
enough, a "You Are Dead" screen pops up. Use health items, like herbs,
to restore yourself to the "fine" condition, and remember, just a few Zombie
attacks can make your health drop like lead...


=-=-=-=-=-=-=-=-=-=-=-
Saving the Game
=-=-=-=-=-=-=-=-=-=-=-


To save your game you need to find some Ink Ribbon (which looks like a
small, circular black container), and then find a typewriter. After
saving, one Ink Ribbon is used, so NO, you don't have unlimited
saves...save only when you absolutely have too. This adds a new
dimension of challenge to the game.


------------------------------------------------------------------------
                    S U R V I V A L   T A C T I C S
------------------------------------------------------------------------


1# -- "Survive the horror"


Resident Evil is part of the "survival horror" for a reason people.
Zombies and other enemies are quite strong in this game (especially
since Capcom ramped up the difficulty for this remake), so if you don't
need to fight them, DON'T. Sounds simple, right? That is, until your
stuck in a corner with three Cerberus (Zombie dogs) breathing down your
neck. Use corners/terrain to shield you, or simply retreat to another
room/area for safety.


Along with that, keep in mind...

 Doding zombies is quite tough, but to gain maximum speed to get around
  them, try to run in as straight of a line as possible. Easiar said
  then done, since the controls are less than forgiving. Geometry -- the
  shortest distance between two points is a straight line. Watch out, as
  the Zombies will always reach out for you as you pass. And sometimes
  you may want to pop a cap in their chest to stun them so you can get
  around, or unload enough rounds to drop them to the floor.

 Listen carefully. Whenever Jill/Chris runs, they make footprint sound
  effects -- you should listen for enemy footprints according. This
  point is best illustrated in one of the first areas of the Courtyard,
  as you can hear the Cerberus pacing back and forth WAY before they
  attack you, allowing you too ready a Shotgun. Also listen for changes
  in music that indictate an enemy prescence, along with enemy "moans"
  and room effects.

 Check EVERYTHING, EVERYWHERE in a room. Press A like a madman, as you
  never know when you might stumble across some well hidden ammo, files,
  ect. You might even be entertained by some item's descriptions. ;)

 Oh yea, get rid of the friggen "Survival" (oh brother) Knife as soon
  as you can, it's 99.9% USELESS. You should use it only once in the
  entire game, but that's in the walkthrough.


2# -- "Conserve ammo, least you be stranded"


Ammo is EXTREMELY valuable in this game, so don't waste it! Enemies take
many bullets to die, and if you run out of ammo, you've also run out of
luck...unless you actually enjoy tooling around with that "sweet"
Survival Knife. Easy mode seems to have plenty of clips, though, so it
depends on your game. Guess easy mode is easy, hyuk hyuk. Which leads me
too the next point...


3# -- "Multiple saves equals double the pleasure, double the fun"


Even though Ink Ribbons are quite precious, you still have five
different slots to save in. If I were you I would create multiple saves
(two is fine, maybe even three if you have room) for a single game in
case you screw up. Certain points are very difficult.


4# -- "When in doubt, push"


If you happen to see any waist-high objects, or suspicious furniture,
don't be afraid to push them. Remember they can go left-right and
forward-back. This is the key to finding some well hidden items and
advancing in the game.


5# -- "Defense items are your friends"


Daggers, Stun Gun, and the like. But, just like your friends, you DON'T
want to abuse them. Defense items in this game are valuable, so uh,
don't run into zombies. :p The best part is they take up no space in
your inventory, so think of them as freebies. Of course, if the Zombie
ends up grabbing you from behind you're pretty much screwed...but we
wouldn't let that happen, will we? Of course not.


6# -- "Use herbs, and not the cooking kind"


Herbs come in planted pots or terraces found throughout the game. Keep
at least one Green Herb with you, as you never know when you're health
will drop like a sac of potatoes. Here's some herb explantions and a
chart to help you out -- combining herbs together has extra effects.


Green Herb -- Heals physical ailments.
Red Herb   -- Does nothing alone, but once combined with Green Herbs can
              boost their effects.
Blue Herb  -- Heals the poison status ailment.


.-------------------------.
|        HERB CHART       |
|-------------------------|
|  Green  |  1/3 Health   |
|  Red    |  nothing      |
|  Blue   |  Poison Cure  |
|---------'---------------|-------------------------------.
|  Green + Green          |  2/3 Health                   |
|  Green + Green + Green  |  Full Health                  |
|-------------------------|-------------------------------|
|  Green + Red            |  Full Health                  |
|  Green + Blue           |  1/3 Health and Poison Cure   |
|  Green + Green + Blue   |  2/3 Health and Poison Cure   |
|  Green + Red + Blue     |  Full Health and Poison Cure  |
'-------------------------'-------------------------------'


NOTE: It's probably MUCH better to combine a red and Green Herb, rather
      then a green and green if you want more health. For one thing, you
      get full heal rather then 50%, and it's better to have spare Green
      Herb then red. Red Herb is COMPLETELY useless alone.


7# -- "Intelligence counts"


It may be a survival horror game, but this Resident Evil game has MANY
puzzles in it, usually involving finding an item, and delievering it to
the appropriate spot. But luckilly, most of the puzzles are pure logic
(oh no, guess that counts out most people) and just require you to
observe your surroundings, and take note of ANYTHING that may be a clue.


8# -- "Go for the glitter"


Whenever there's an item that needs to be picked up, it should sparkle
like a diamond. Keep it mind though, that many items have no glitter, so
check anyways. Remember that fully completed rooms (as in all items
collected and objectives completed) show as white on the map.

 Dead-end paths are notorious for non-glitter items. I mean, why create
  a dead-end unless something is there?


9# -- "Zombies 101"


You're basic zombie isn't too bright. But that doesn't matter, because
he's a bastard to kill and has a taste for human flesh, namely, your
flesh. While he's lumbering at you, you can fill his body with some
Handgun rounds if you want to bring him down. But once he drops the
first time, no, no, don't think he's gone. He'll get right back up and
come straight for you again. Once he's down, AND a pool of blood forms
around the body, you're safe for the time being. But just you wait,
eventually that Zombie carcass is going to get up again, when you least
expect it, only as a Crimson Head.


To permanently dispatch of your undead comrade, you can:

 Head removal. Make sure to blow off his head in a bloody mess while
  he's still lumbering after you; this takes PRECISE aim, and I'm rarely
  able to do it, but it only takes one shot.

 Incineration. Have a Lighter and a FILLED Fuel Canteen with you. Next,
  stand near the body of the Zombie laying on the floor, and use your
  canteen. Get back, as it's barbecue time, extra cripsy style. Nothing
  like the smell of partially dehydrated, trans-mutanagenic hair in the
  morning.

These two methods were also covered in the "Body Disposal" file you find
in the East Stairs Storage Room in the Mansion.


 And sometimes, if a Zombie is blocking you way, but you have no fuel
  to burn'um, pop a few caps in there hide to drop them to the floor
  momentarilly allowing you to pass. Just be careful not to kill them...

 Sometimes when you shoot a Zombie in the legs you might make his
  kneecap explode -- kinda hard for him to chase you now as a Crimson
  Head! Use this method when trying to kill a Zombie...unless you're
  good at getting headshots.


And I have to add a paragraph about the special super-zombie, nicknamed
"Crimson Head" or as called in the medical files, "V-ACT." Like normal Zombies,
except the Crimson Head will run straight at you kamikaze style, then attempt
to rip off your face with his claws. Recommended antidote is a Handgun blast to
the face or a few well-placed Shotgun shells. Also remember to BURN THE BODY so
it never bugs you again, as the Crimson Heads tend to rise quicker than normal
Zombies.



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


     3.  G A M E   W A L K T H R O U G H


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



The difficulty in this remake has been revamped from the original, so
even veterans of the first game might have some trouble -- they'll keep
thinking "I know what happens next" and it ends of being something
COMPLETELY different and they end up dying.

I've broken down the walkthrough into "Jill Valentine" and "Chris
Redfield" sections for rather obvious reasons. Getting through the game
is MUCH easiar as Jill Valentine, as not only does she have the Lock
Pick, she's also got EIGHT inventory spaces to hold items...these two
facts will be painly reminiscent when you try your hand at Chris. Jill
also has the GREAT Grenade Launcher!



                          ____  ____  __    __
                         (_  _)(_  _)(  )  (  )
                        .-_)(   _)(_  )(__  )(__
                        \____) (____)(____)(____)

         _  _    __    __    ____  _  _  ____  ____  _  _  ____
        ( \/ )  /__\  (  )  ( ___)( \( )(_  _)(_  _)( \( )( ___)
         \  /  /(__)\  )(__  )__)  )  (   )(   _)(_  )  (  )__)
          \/  (__)(__)(____)(____)(_)\_) (__) (____)(_)\_)(____)




------------------------------------------------------------------------
                             M A N S I O N
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Ink Ribbon       11. Shotgun              21. Shotgun Shells
2. Lock Pick        12. Fuel Canteen         22. Mask w/out eyes
3. F1 Mansion Map   13. Dog Whistle          23. Mask w/out mouth
4. Blue Gemstone    14. Lighter              24. Grenade Launcher
5. Golden Arrow     15. Acid Shells          25. Serum
6. Arrowhead        16. Collar               26. Musical Score
7. Book of Curse    17. Coin                 27. Jewelry Box
8. Sword Key        18. Imitation of a key   28. Mask w/out all
9. Herbicide        19. Armor Key            29. Fishhook
10. Ink Ribbon      20. Ink Ribbon           30. Lure of a bee

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

31. Bee Specimen    41. Mask w/out nose
32. Wind Crest      42. Stone & Metal Object
33. Ink Ribbon
34. Emblem
35. Ink Ribbon
36. Musical Score
37. Moonlight Sonata
38. Gold Emblem
39. Shield Key
40. Assault Shotgun

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



OPENING
-----------

After watching the GREAT cutscene with a forest and a pack of mutant
guard-dogs, the remaining S.T.A.R.S. team members heed safety in an old,
dilapidated mansion. This is where the "fun" begins...

MANSION FOYER
-----------------

There's three of you left: Barry, Wesker, and yourself, Jill Valentine.
After a shot goes off, you and Barry head into the adjacent room to
check it out...

DINING ROOM
---------------

Nothing much here, except grab the INK RIBBON sitting upon the table in
front you you, then save at the TYPEWRITER at your side. Head down the
long table to fireplace, where Barry has found a blood stain (notice how
he tastes it to check it out!). Take the door on the side.

KENNETH HALLWAY
-------------------

Head left, where we meet up with a Zombie having his midnight snack.
Um...guess we caught him at a bad time? After gaining control turn
yourself straight around and enter the Dining Room again.

DINING ROOM
---------------

The Zombie has followed Jill, but Barry quickly pumps him full of a few
Magnum rounds and it drops to the floor. Time to report back to Wesker!
Head along the table and exit out the double doors. What was that "moan"
you heard as you left? :p

MANSION FOYER
-----------------

Crap. Wesker is gone, just like Chris went missing a few minutes ago.
Barry decides we need to look for Wesker, so he searches the ground
floor, while you're supposed to search the upper floor (LOL). Just
trot up one set of stairs, then turn around and come right back down.
You've "searched." Barry and Jill decide to split up, and you get the
LOCK PICK from him (this will come in HANDY). After Barry goes off to
the Dining Room again, take the double doors on the opposite side...

NOTE: If you take the double entrance doors, some Cerberus will be
      waiting on the porch for you, and Jill will get scared and quickly
      shut the door -- but not before a dog comes in after you. This is
      quite a nuisance if you have no Shotgun, and, you don't.

STATUE ANTEROOM
-------------------

Yes, that IS a sparkle you just saw in the vase part of the statue. Run
past the statue, over to where a dresser is partly blocking a side
passage. Push it right SLIGHTLY, so you can squeeze into the corridor,
then turn around and push the dresser TOWARDS the statue. Climb up, and
press A to get the glitter...the F1 MANSION MAP.

Hop down from the dresser, then take the side corridor; we've got some
old art supplies and things covered in tarp. At the end of the corridor,
grab the DAGGER. Turn around, but when you go around the corner a Zombie
"ambushes" you. God this is easy. Just get around it (even if you mess
up, you just end up using the dagger). Don't bother wasting the ammo
killing the thing. Exit the corridor, then exit back to the Foyer.

MANSION FOYER
-----------------

Dun dun dun. Most all of the doors are locked (except two). Head up the
stairs, then take the double doors on the left side.

DINING BALCONY ROOM
-----------------------

Circle around left, and watch yourself, a Zombie is on the right. Push
the statue forward, then off the ledge where the gap in the railing is.
It'll hit the floor below and shatter. Circle around to the left side,
avoiding the Zombie, and grab the DAGGER on the shelf. Exit to the foyer
again.

MANSION FOYER
-----------------

Head downstairs and enter the Dining Room yet again.

DINING ROOM
---------------

Nothing's here, not even Barry like he supposed to be...except remember
the statue we pushed off the balcony upstairs? Run to the shatter debris
and pick up the BLUE GEMSTONE. We'll use that MUCH later (it's not
really a required item, but quite handy). Exit to the hallway.

KENNETH HALLWAY
-------------------

The Zombie's up and about, but to your right, and is moving about 1
friggen MPH. Head left, and examine the dead body of your comrade,
Kenneth (I named it "Kenneth Hallway" for a reason). You get a VCR tape
file, but you can't view it yet. Exit out the end door.

FAR WEST STAIRS
--------------------

Head around the darkened corner, and in the next chamber is a HANDGUN
MAGAZINE sitting beside the bird cage...there's a dead raven in it,
spooky. Ahem. Grab a GREEN HERB at the foot of the chairs, but only if
you need it, then head up stairs and exit.

YELLOW CORRIDOR
-------------------

A dead body's in front of you, and you'd better torch it in the future
unless you want a Crimson Head running around. Cross infront of the
mirror beside you, and watch out, a Zombie is just around the corner.
Dodge him and run down the hall with the spears. Grab that sparkle
sitting on the statue, the GOLDEN ARROW. There's also a HANDGUN MAGAZINE
resting on the floor beside the mirror. Exit out the door just beside
the mirror.

DINING BALCONY ROOM
-----------------------

Watch the Zombie, and exit out the double doors to the foyer again.

MANSION FOYER
-----------------

Head down the stairs, and right where the stairs branch in two different
directions, there's a "hidden" (cough) door to exit out of.

GRAVEYARD
-------------

This area is where GameCube's lighting abilities come in handy, the fog
really sets the mood and makes it look like more then just pre-renders.
Head down the steps, turn the corner, head down some more steps, then
follow the path straight to the end. Examine the Angel Statue, which
suspiciously has an Arrowhead-shaped hole on it (duh, duh). On your
status screen examine the Golden Arrow and Jill will find she can remove
an ARROWHEAD, which you should then use on the statue to open a secret
passage. Head down the stairs...

CRYPT
---------

An enternity later, you'll be at the bottom, in a creepy crypt room
complete with roaring furnaces, some gears, and a coffin suspicious
suspended by chains. Run underneath the coffin (don't worry, it wouldn't
open) and check the pedastel to get the BOOK OF CURSE. Examine the back
of the book, and you'll find a Mansion Key lodged in its back cover. If
you check the key itself, and you should see a sword symbol on the
"handle" of it -- the SWORD KEY. Wooo. The Book of Curse is then filed
away, and what it's talking about is those four face statues lining one
of the Crypt walls...remember that later, when you have to come back
here. Exit out of here.

GRAVEYARD
-------------

Enter the foyer again.

MANSION FOYER
-----------------

Take the double doors on the right again.

STATUE ANTEROOM
-------------------

Run over to the door, and open it up using the Sword Key.

KITCHEN CORRIDOR
--------------------

Run forward, and make sure not to freak out when the window PARTLY
shatters. That scared me the first time. :p Push the first china cabinet
forward to uncover a DAGGER. Head around the corner, then at the end
push the last china cabinet away from the door to get a MUCH needed
HANDGUN MAGAZINE. Exit through the door...

NOTE: If you backtrack through here backwards, some Cerberus will bust
      through the windows and attack. So this is a BAD IDEA.

EAST WINDOW CORRIDOR
------------------------

Take the door on your left, and Jill uses the Lock Pick. Time for some
fresh air...

SIDE GARDEN
---------------

There's more Ceberus, but they're safely outside the gates.

NOTE: If you come back here in the future, expect some Cerberus to be on
      you quickly. Plan accordingly by bringing a Shotgun.

Head around the corner, and grab the plastic bag in the wheelbarrel,
some CHEMICAL. Once you examine it, it's renamed HERBICIDE, which should
give you a hint on it's use (kills plant life). Grab some herbs, but
ONLY if you can leave a space open in your inventory. Head back inside.

EAST WINDOW CORRIDOR
------------------------

Enter the room next door...

BATHROOM
------------

The bathtub's full of dirty water, so examine it, and pull the plug. A
zombie pops out (gee surprise) and attacks Jill...on her ankles. She
delievers a swift blow to his head to end it, then proceeds to vomit in
the nearby toilet. All in a days work...examine the tub again for a
DAGGER then get outta here.

EAST WINDOW CORRIDOR
------------------------

Head around the corner, pass some windows, then go around another corner
and enter the door.

QUAINT LITTLE ROOM
----------------------

Cross over and enter the next room.

ANTIQUE ANTEROOM
--------------------

If you examine the coffee table, you'll find a DAGGER on one end and
some precious INK RIBBON on the other. At the back wall, grab the
SHOTGUN sitting on the two hooks...which looks like they trigger a
switch. ;) Exit out.

QUAINT LITTLE ROOM...OF DEATH
---------------------------------

Immediately after entering, Jill is confounded with the fact the ceiling
is lowering, and about to crush her into a Jill sandwich (snicker). Turn
around and check one door (locked), run across and check the other door
(locked also), then run to the center of the room. Jill is saved in the
nick of time by Barry. WHERE'S MY "JILL-SANDWICH" LINE BARRY?!?!

EAST WINDOW CORRIDOR
------------------------

Head through the double doors.

EAST HALLWAY
----------------

Take the first side door on your left...

BOTTOM OF EAST STAIRS
-------------------------

Head along the hallway, but immediately off to your right is a Zombie. I
strongly recommend killing him off (with your Handgun), since the
"stairs" areas are some of the most frequently traveled in the game.

EAST STAIRS STORAGE ROOM
----------------------------

Ah, safety. This room is completely safe, and has a ITEM BOX and a
TYPEWRITER for you. Grab the FUEL CANTEEN sitting right of the Item Box,
then the "Body Disposal" file on the floor infront of the box. Read that
file, know it, love it. Also grab the HANDGUN MAGAZINE sitting on the
crates with the lamp.

Run over to the Typewriter, and beside it you should notice a plastic,
white tank. This is a KEROSENE TANK, which you should use to fill the
Fuel Canteen you just picked up. This fuel, used with a Lighter (you get
it soon) allows you to burn Zombie bodies so they don't come back to
life as Crimson Heads. Save your game, then deposit any superficial
items. You basically just need a Handgun and some ammo, your Shotgun,
and maybe a Green Herb (there's one right outside, under the stairs).

BOTTOM OF EAST STAIRS
-------------------------

Head up the stairs to the top...

EAST STAIRS HALLWAY
-----------------------

Off to your right a Zombie will greet you, so pump him full of lead,
then run past his corpse and exit the door at the end (the other door has no
doorknob...hyuk).

DILAPIDATED BROWN HALLWAY
-----------------------------

Head left, and enter the door at the end.

STUDY
---------

Directly beside you, collect the DOG WHISTLE sitting on the dresser. You
also get a "crumpled memo" which reveals what you should do with it --
summon a dog who hangs around the west, second floor balcony; apparently
he's got something special hidden in his collar. Beside the chess board
is a HANDGUN MAGAZINE. Head to the next section in the room, and pick up
the LIGHTER sitting on the desk. Beside it is a "Book of Botany" (file)
you also want to pick up. Exit out the other door.

EAST STAIRS HALLWAY
-----------------------

Before continuing on, you NEED to have your Shotgun, Handgun, Handgun
ammo, Sword Key, and Dog Whistle. Get rid of the Lighter in the Item Box
down stairs, and make SURE you have at least 2 spots open in your
inventory. Take the door at the end on your right again.

DILAPIDATED BROWN HALLWAY
-----------------------------

All the other doors are locked, so just turn right and run all the way
to the door at the end, where you head through using your Sword Key.

MANSION FOYER
-----------------

Jill startles Barry who just happens to be strolling through here, and
they chat for a bit. "Other than I'm still alive in this mad house...?
No." Classic line right there folks. :p Barry gives you some ACID SHELLS
(upgraded Grenade Launcher ammo) and then you part ways.

NOTE: If you didn't have any room in your inventory, the conversation
      with Barry would have been much shorter, and you wouldn't have
      gotten the Acid Shells. Which sucks, really.

Head to the other side of the foyer and use the double doors again.

DINING BALCONY ROOM
-----------------------

Head around the left side (the Zombie is on the left side now!) and open
up the second side door using your Sword Key.

WEST STAIRS HALLWAY
-----------------------

Turn to you right and open up the first door (Jill uses her Lock Pick).

OUTSIDE TERRACE BALCONY
---------------------------

OK, prepare yourself for some heavier fighting. Use the GREEN HERB
TERRACE on that side area if you need health. Remember that terrace, and
don't waste it later in the game healing on stupid things. Head along
the balcony edge until you reach the area where the balcony widens. Trot
down the stairs and get in the center of the wide area. Make sure you
have your Shotgun equipped, and you're facing the left (direction you
just came from). Blow your Dog Whistle.

Seems Lassie and his little friend have come for a visit! Blow them away
with your Shotgun (sey h'llo t'my lil' friend!) and collect the COLLAR
from the one dog. Examine the Collar on your status screen -- look at
the buckle -- and you'll find a switch. Push it and out pops a COIN.
Sure looks suspicious...examine the back of it to find an armor
insignia, and transform the Coin into IMITATION OF A KEY.

Continue along the balcony, going to the other end and unlocking the
door. DON'T go out it. Head back to the other end of the balcony and
exit out the door you came from.

WEST STAIRS HALLWAY
-----------------------

Head directly forward and exit out the door.

DINING BALCONY ROOM
-----------------------

Take the door right beside you.

YELLOW CORRIDOR
-------------------

Turn the corner, head down the spear path. Dodge this Zombie yet again,
then pass around the mirror. Head right, gonig down that hallway piece
and exit out the door (Crimson Head will appear from that body, scary).

KNIGHTS' HALLWAY
--------------------

Head up the stairs. This cramped hallway has three suspicious Knight
statues along it, all with inscriptions relating to death. Find the
pedastal with the key in it and inspect it.

"May whoever takes this emblem find peace in death."

Take the Mansion Key...

------------------------------------------------------------------------
                               KEY PUZZLE
------------------------------------------------------------------------

First "real" puzzle of the game, and it's easy, to say the least. After
taking out the key from the pedastal, place in your Imitation of a Key.
The whirling-blade knight will retreat and the surroundings will return
to normal. Wow...that was hard...wait, no.

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

Examine the Mansion Key -- the ARMOR KEY! The door at the other end is
locked, so turn straight around, and head down the stairs. Exit out the
door at the bottom.

YELLOW CORRIDOR
-------------------

Run straight ahead and exit out the other door.

FAR WEST STAIRS
-------------------

Head down the stairs -- don't be alarmed at that noise, just some creepy
crows on the pole. Guess they're here to avenge the death of their
friend in the cage. Round the dark corner and exit out the door.

KENNETH HALLWAY
-------------------

Head into the narrow hall, and if the Zombie is ahead of you (as in, you
didn't kill him yet), use only enough bullets to drop him, as we don't
want a Crimson Head running around. Unlock the second door on the left
with your Armor Key (don't go in) then continue on, passing the inactive
lift and heading down the stairs. Open the door with your Sword Key, and
then discard it.

KITCHEN
-----------

Nothing much is here, just grab the DAGGER at the edge of the food table
and the HANDGUN MAGAZINE on the table corner. There's another lift
around the corner, but it's also inactive. Exit out the door you came
in. We have a nice little cutscene of a Zombie (what else?) coming down
that stairs and confronting you in the kitchen. Could this get any
friggen easiar? Dodge the thing and leave.

KENNETH HALLWAY
-------------------

Head up the stairs, and take the door on the left that leads to the
Dining Room.

DINING ROOM
---------------

Run along the table and exit to the foyer...

MANSION FOYER
-----------------

Head up stairs, and take the double doors on the left.

DINING BALCONY ROOM
-----------------------

Head around right, and take the second door.

WEST STAIRS HALLWAY
-----------------------

The door to the terrace is shaking. Wonder what it could be? :p Ignore
it and run past (it wouldn't burst open...yet). Head around the stairs
and then turn the corner. Take out the Zombie you find. Trot to the top
of the stairs, where the terrace door will burst open, revealing another
Zombie -- take no heed. Head down the stairs, and midway take out
another Zombie with some Handgun rounds. Run back up, and take out the
Zombie who's coming for you. Danger is over, for now, and I can stop
typing "Zombie" every two seconds. Head down the stairs to the bottom...

BOTTOM OF WEST STAIRS
-------------------------

Enter the door off to the side.

DRUG ROOM
-------------

Drugs as in medicines...cough. ;) This room is just like the other "save
room" on the opposite side of the mansion, complete with TYPEWRITER and
ITEM BOX. Definitely SAVE your game. Before you leave, get rid of any
items you don't need, just make sure leave the two inventory spots open
and have a Handgun, Handgun ammo, Shotgun, Herbicide, Armor Key and the
Blue Gemstone (told you we'd use it). Exit out of here...

BOTTOM OF WEST STAIRS
-------------------------

Head around the corner, then down the hall with the windows. Take the
side door...

FURNITURE STORAGE CLOSET
----------------------------

We got a KEROSENE TANK here...but grab the INK RIBBON in the desk
drawer, and the BATTERY PACK on the edge of the other dresser. Ignore
that BROKEN SHOTGUN sitting in the case, unless, you like cluttering
your inventory...leave.

NOTE: You may want to take some time and burn all those Zombie bodies
      littering the stairs area. Crimson Heads is something we don't
      need around here.

BOTTOM OF WEST STAIRS
-------------------------

Take the door directly beside you.

LONG WINDOW HALLWAY
-----------------------

Grab the BATTERY PACK sitting on the desk beside you...yah, that's the
shadow of a Zombie knocking at the window, but you're safe from it for
now. Head right, going down the hall, then turn left and enter that tiny
side hall. Go through the door...

TIGER ALTAR ROOM
--------------------

Tiger Statue with a suspicious inscription. Guess you could say it's
suspicious. :p

Use the Blue Gemstone, and Jill will place it in the statue's right eye,
causing it to turn and reveal some SHOTGUN SHELLS. Just what we needed!
Grab them then leave.

LONG WINDOW HALLWAY
-----------------------

Head across the hall and exit through that door.

KEEPER'S ROOM
-----------------

What happened here?! Grab the HANDGUN MAGAZINE on the bed, and head
around...did that closet door just move? Anyway, go to the desk and read
the HILARIOUS file of the Keeper's Diary. Brace yourself -- turn around
and the closet doors should fling open, revealing a Zombie. Use what
little space you have to manuver around him, then grab the DAGGER in the
closet. Get around the bed -- WATCH OUT -- that other Zombie came alive
as well. Get outta here...

LONG WINDOW HALLWAY
-----------------------

Turn right, and head down the hall, round the corner and pass the
windows, then enter the door at the end.

NURSERY
-----------

We have a bunch of plants here, of course, and a water pump in the
corner beside where you enter. If you head forward alittle, you can see
a giant "vine-ish" plant that engulfs a fountain. If you go around the
first planter you'll get whipped by one of his vines, so be careful.
Head to the water pump, and use your Herbicide...Jill places the bag in
the water. Now examine the pump and say "yes" you want to pump the
water. PUMP TO THE RED SIDE.

The fountain will turn on, spurting out a colorful red water and kill
off the vines (don't freak out when they suddenly jerk upwards). The
threats over, so head to the other side of the Nursery -- we have some
Green Herbs on some planks, but more importantly, grab the DEATH MASK
sitting on the shield. Examine it to get MASK W/OUT EYES. Exit out.

NOTE: If you pump to the green side, the Herbicide-laced water will be
      sprayed on the pots of Green Herbs and wither/KILL them, rendering
      the things useless.

SECOND NOTE: It's rather obvious where the water leads. Just check the
             red and green pipe lines leading from the pump -- one
             clearly goes left and the other to the right.

LONG WINDOW HALLWAY
-----------------------

The Zombie is not at the window...run forward...SHATTER. Keep running and dodge
the Zombies as they fly out of the windows (must be Jackie Chan Adventures;
they take some time to get up). Turn right, and run down the hall to the end,
unlocking the door and heding through.

KENNETH HALLWAY
-------------------

We basically went in a circle. Take the door back to the Dining Room.

DINING ROOM
---------------

Exit to the foyer.

MANSION FOYER
-----------------

Now, we're going to finish up unlocking doors with the Armor Key;
there's four left in total. Head up the stairs, and at the top, head to
the right side (side with two single doors). Unlock the door in the far
corner with your Armor Key. Don't enter, head to the other door on this
side and exit out.

DILAPIDATED BROWN HALLWAY
-----------------------------

Unlock the door door just ahead of you. Head around the corner, then
unlock metal double doors. Keep going, hen take the first side door to
the stairs.

EAST STAIRS HALLWAY
-----------------------

Run forward, go around the corner, then head down and open the side door
with your Armor Key. One left to go! Head down the stairs.

BOTTOM OF EAST STAIRS
-------------------------

Take the door at the end of the hall piece.

EAST HALLWAY
----------------

Trot around the chair, and watch that Zombie around the corner! Unlock
the final door in the corner with your Armor Key...discard it. Enter
through the door.

PORTRAIT GALLERY
-------------------

OK, we have another puzzle here, and this one is actually puzzling.
Without my help, you might actually have to try it two, maybe even three
times. ;)

------------------------------------------------------------------------
                             PORTRAIT PUZZLE
------------------------------------------------------------------------

Along this hallway are six portraits, and at the end is a portrait of
Lisa, whom is guarded by the "three spirits." If you notice carefully in
the picture, Lisa is wearing a GREEN CROWN, PURPLE NECKLACE, and ORANGE
BRACELET.

The six portraits along the hall consist of:

 2 Valiants, which wear bracelets
 2 Sages, which wear necklaces
 2 Saints, which wear crowns

Each picture has a switch on it, which can be used to light a certain
color. You need to light a Valiant orange, a Sage purple, and a Saint
green. Keep the rest of the lights off. Easy, no?

If you mess up at any time, the crows perched on the rails will let you
know...hoho.

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

Press the switch on the Lisa portrait and head outside, grabbing the
DEATH MASK. Examine it, it's the MASK W/OUT MOUTH. Lock Pick the gate
and head out...

GRAVEYARD
-------------

Head up the stairs, entering into the Mansion Foyer again.

MANSION FOYER
-----------------

Head up the stairs again, and take the single door, in the far RIGHT
corner.

GARDEN BALCONY
------------------

Have a little glass greenhouse going on here, so exit out, then grab the
HANDGUN MAGAZINE sitting on the glass table. Head around the corner,
there's some more plants, and, the DEAD BODY of your S.T.A.R.S.
teammate, Forest. But it's not all bad, pick up his GRENADE LAUNCHER!
Schwe-eet. You'd better equip it too...head around the corner, and as
Jill trots to the end, Forest wakes up! Pump a few grenade rounds at him
and he's done for. There's some GREEN HERB at the end of the path here, so use
it if you need too. ONLY if you need too. Before leaving, grab the DAGGER
sitting on the side of the brown bench. Exit out...

MANSION FOYER
-----------------

Head left along the wall, and take the other door.

DILAPIDATED BROWN HALLWAY
-----------------------------

Head forward and take the first door on the right.

RICHARD HALLWAY
-------------------

Run forward, where you're greeted by a fellow S.T.A.R.S. member, Richard
Aikens. He's been bitten by a snake -- unfortunately, it was poisonous.
We need to retrieve some Serum for him before you passes away...yea,
you're offically the errand girl for the time being. Make it over to the
Drug Room in the west side of the mansion (hey, it's on you're map, and
it's just the save room at the bottom of the stairs, besides, you even
get that nice color photo). And don't THINK I'm writing room by room to
walk you over there. Lazy.

DRUG ROOM
-------------

Once here, check that medicine cabinet beside the Item Box to get the
SERUM. Also deposit the masks away and MAKE SURE TO GET your Lighter,
you'll need it soon. And have two spots open in your inventory. Leave
here, then head back to Richard. Seconds count!

RICHARD HALLWAY
------------------

Give the Serum to Richard and he's cured! Wooray. Head through the next
door around the corner.

NOTE: If you take too long delievering the Serum to Richard, you'll find
      him dead in a crumpled mass on the floor.

ATTIC HALLWAY
-----------------

Turn left, and watch yourself for the Zombie that is waiting for you.
You can actually get around him without firing a single shot if you wait
for him to hobble to where the halls intersect. Do whatever, and enter
the door at the end of the hall.

ATTIC DINING ROOM
---------------------

Collect the HANDGUN MAGAZINE setting on the edge of the table, then trot
around it, and use your Lighter to set ablaze the candlestick on the
table corner. If you dodged your friend in the hall, he should come
barreling in, so fill him full of lead then check the cabinet in the
left corner for some SHOTGUN SHELLS. Over on the other wall, you should
notice that suspicious green cabinet -- push it to the right, and reveal
a secret room. A ZOMBIE is waiting inside, so take it down. Check the
bookcase and rechieve the MUSICAL SCORE. Exit out.

ATTIC HALLWAY
-----------------

Exit out the door you came in to where Richard is.

RICHARD HALLWAY
-------------------

Round the corner and exit out.

DILAPIDATED BROWN HALLWAY
-----------------------------

Head right, and round the corner, entering the metal double doors.

KNIGHT ARMORY
-----------------

Immediately when you enter, four Knight statues move forward. Puzzle!

------------------------------------------------------------------------
                              KNIGHT PUZZLE
------------------------------------------------------------------------

OK, I was reading CVXFREAK's guide, and I have to say his solution is
whacked up. You can solve this puzzle in just three moves. THREE of'em.


1# -- Move the FAR RIGHT statue back into place.

2# -- Move the CLOSE LEFT statue back into place.

3# -- Move the CLOSE RIGHT statue back into place.


And the final statue automatically moves into place. This puzzle is made
even easier with the fact the four knights each are holding a different
weapon, and if you look at the back wall you see four portraits with the
different knights. :p

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

Check the pedastel in the center of the knights, then flick the switch,
which opens up a depression in the back wall. Go check it, and rechieve
the JEWELRY BOX.

Examine the Jewelry Box on your status screen, and if you check the lid
it mentions a hint about "sunlight." The sun icon clearly has two shapes
in it, a small tear-drop shape and large one. Press the switch on the
front side, and on the back side (which have the same shapes). The
center of the sun icon with light up, allowing the box to open and
giving you a third DEATH MASK. Examine the mask -- it's MASK W/OUT ALL.
Exit out this room.

DILAPIDATED BROWN HALLWAY
-----------------------------

Go left and around the corner, then take the first door.

EAST STAIRS HALLWAY
-----------------------

Run forward and head down the stairs.

BOTTOM OF EAST STAIRS
-------------------------

Sitting on the wall by the stairs is a brown note:

"I left you some bullets in the room on your right. Feel free to use'em
if you manage to get yourself in trouble.   -Barry-"

Enter the save room...

EAST STAIRS STORAGE ROOM
----------------------------

Ah sweet ammo! Take all the clips, grenade (incendiary!) shells, and
First Aid Sprays and put them away in the Item Box. Dump all the
superficial crap, basically you just need Handgun, Handgun ammo,
Shotgun, and Grenade Launcher. Keep the other four spots open in the
inventory. SAVE your game, then get outta here.

BOTTOM OF EAST STAIRS
-------------------------

Trot up the stairs, again...

EAST STAIRS HALLWAY
-----------------------

Turn left and take the first door you see.

DEER HEAD GALLERY
---------------------

Errrr...no comment. Grab the RED HERB and GREEN HERB in the corner and
combine them to get some MIXED HERBS. Full health heal, yah baby! Take
the right door.

SPECIMEN LAB
----------------

Here we catch Barry checking out a Researcher's Will (file). Suspicious
how the best part is missing and Barry scurries off in a hurry... ;)

 Check the hook box on the wall by the fish tank, and get the FISHHOOK.

 Head to the insect box by the bookcase, and get the LURE OF A BEE.

 Head to the lure box by the door, and pick up the BEE SPECIMEN.

Now, combine the Fishhook and Lure of a bee on the status screen. Seems
the lure and specimen were reversed in the boxs...hint, hint...put the
lure in the the lure box, and the insect in the insect box. Press the
switch, and you uncover a hidden alcove! After the bee comes alive,
shoot it a few times with your Handgun to get rid of it.

NOTE: If you walk exactly right, you can squish the bee's body on the
      floor. Sweet sweet revenge...and it makes a beautiful "squish"
      sound and a large green puddle.

Grab the WIND CREST then leave this creepy room...

DEER HEAD GALLERY
---------------------

Take the door on the opposite side.

UPSTAIRS BEDROOM
--------------------

Take no heed of the camera view, there's NO monster under the desk. Grab
the FIRST AID BOX sitting on the chair, and examine it's lid to get
FIRST AID SPRAY. Check the desk in the corner for some INK RIBBON, then
leave the room.

NOTE: Around the bed is some outta-sight Green Herb.

DEER HEAD GALLERY
---------------------

Take the center door to the hall...

EAST STAIRS HALLWAY
-----------------------

Before moving on, go downstairs and dump any uneeded items, and make
sure to have your Musical Score, Grenade Launcher loaded with Acid
Shells, Shotgun, Handgun, Handgun ammo, and three empty inventory
spaces. Come back upstairs and head right, round the corner, and exit
out the door on the end.

DILAPIDATED BROWN HALLWAY
-----------------------------

Travel to the end and use the last door.

MANSION FOYER
-----------------

Travel down stairs, taking the double doors on the left.

DINING ROOM
---------------

Run along the table, then examine the fireplace at the end. Take the
EMBLEM from the wall. Use the door to your side...

KENNETH HALLWAY
-------------------

The first door on your left may be shaking if a Zombie is pounding at
it. Head right, and go down the hall. Take the second door on the right.

BAR AND LOUNGE
------------------

Examine the bar counter and pick up some lovely INK RIBBON, then take
the little passage at the side of the piano. Push the bookcase to the
right, revealing a shelf where you can pick up another MUSICAL SCORE.
Combine the two scores on your status screen to get the complete
MOONLIGHT SONATA. Trot Jill over to the piano and use the sonata; she
then plays it (how moving, hold me...), revealing a hidden passage.

Travel inside the passage grabbing the GOLD EMBLEM on the wall
piece...the door retracts behind you. Gee, I wonder what we do next?
Place the Emblem in the Gold Emblem's place to open it up again. Grab
Trevor's Diary at your feet before leaving...

KENNETH HALLWAY
-------------------

Head down and exit to the Dining Room again.

DINING ROOM
---------------

Place the Gold Emblem in the blank spot over the fireplace...nearby, the
door on the clock opens revealing it's gears. Head over, and inspect the
clock. I think it's puzzle time! Cha-ching.

------------------------------------------------------------------------
                              CLOCK PUZZLE
------------------------------------------------------------------------

This puzzle is extremely easy if you observe a few clues. But first,
remember that:

 small gear moves the LONG hand
 large gear moves the SHORT hand
 both hands are pointing straight up, AKA, it's midnight

As you inspect the clock, you read the inscription -- "When the two have
run each other through, the path to your destiny will open."

Now, if you check the painting by the clock, it says -- "A picture of
two knights striking each other. The short sword has been thrust into
the breast of one knight, while the long sword has pierced the head of
the other."

This should make the puzzle just TOO EASY. Just turn the short hand
(large gear) twice to the RIGHT. Bing, bang, bong, we have the long hand
pointing at the HELMET, and the short hand pointing at the ARMOR.

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

Grab the MANSION KEY from the alcove that is revealed, and inspect it --
the SHIELD KEY. This key is actually pretty useless, as it opens up only
one door. I sure hope you're well armed; with a Handgun, Shotgun, and
Grenade Launcher...exit out the double doors.

MANSION FOYER
-----------------

Head up the stairs, then take the first door on the RIGHT, which leads
to the crappy (pun) looking brown hallway.

DILAPIDATED BROWN HALLWAY
-----------------------------

Take the door on the right...

RICHARD HALLWAY
-------------------

Round the corner (Richard is still asleep; unless you killed him like a
horrible person by not bringing him Serum fast enough) then exit out the
door.

ATTIC HALLWAY
-----------------

Run forward and trot up the stairs. BEFORE entering, have your Shotgun
equipped. Open the cobweb-infested door with your Shield Key, then
discard it...

ATTIC
---------

Hmmm...quiet, too quiet. Head down the room -- out of no where a GIANT
Python pops out of the rafter. I swear, that scared the LIVING CRAP out
of me the first time! :p Time, for a boss fight.

------------------------------------------------------------------------
                         BOSS -- Yawn the Python
------------------------------------------------------------------------

This guy is such a pain. He'll sling around and try to trap you in a
little space with his body, and then when he rears up, prepare for a
bite -- which not only damages you, but POISONS as well. Where's that
Blue Herb when we need it? Blast him a few times with your Shotgun, and
maybe a few Acid Shells if you run out of Shotgun ammo. A little ways
into the battle, Richard comes in to get his revenge and starts firing
at the snake with a Shotgun. Eventually Yawn eats Richard like a
bastard, but you should quickly finish off the snake causing it to run
away...

NOTE: If you didn't save Richard earliar using the Serum, you're going
      to have to scare off Yawn all by yourself!

SECOND NOTE: Technically, you don't have to fight Yawn, you can just
             take the Death Mask and Assault Rifle and leave. But it's
             definitely not as much fun...

------------------------------------------------------------------------
ALTERNATIVE STRATEGY:

(from Dart533@cs.com)


"I tried a different way of attacking Yawn. I used the survival knife.
Yes, the knife. What I did was I set up Yawn so he was coiling up, but I
was on the outside. I would slash him, run a couple steps, slash him,
run a couple steps, slash him, etc. This actually worked amazingly well.
He tried to bite me a couple times, but as long as you stay near the
middle of his body, it'll work really really nice. Just make sure you
are on the OUTSIDE of him, and only slash one time before running again.
It takes time, but it saves lots and lots of ammo.

Oh, by the way, you should put in that you won't get hit at ALL. (at
least I didn't) And it also works for both fights."


Thank you, Dart533.
I'm sure this would work EXCELLENTLY for Hard mode.

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

Where Richard was eaten, head over a grab the sparkle, an ASSAULT
SHOTGUN. This weapon is great, not only does it hold 10 shells, instead
of a regular Shotgun's six, but just look at it -- the things GREAT
looking. Head to the upper left hand corner of th room and grab the
fouth and final DEATH MASK sitting on the wooden crate. This one's MASK
W/OUT NOSE. Since we have all four Death Masks, we can use them in the
Graveyard. You remember those four statues in the Crypt, right? Exit out
of here...

ATTIC HALLWAY
-----------------

Run straight ahead and use the door.

NOTE: If you were bitten by the snake and POISONED, Jill will say she
      needs some Serum and you need to get to the downstairs Drug Room.
      On my last game, Barry carried Jill to the Drug Room bed...I don't
      know what triggers that, but maybe it happens if you were REALLY
      badly damaged.

RICHARD (BYE-BYE) HALLWAY
-----------------------------

A Zombie will be waiting for you, so get around him then exit the other
door. You should head to the Drug Room save area so you can get ALL four
of the Death Masks, along with a Handgun, Handgun ammo, Shotgun, and
your Grenade Launcher filled with INCENDIARY SHELLS. Serum too, if
you're poisoned. Also save your game...head to the foyer when you're
through.

MANSION FOYER
-----------------

Head up the first set of stairs and use the door to the Graveyard.

GRAVEYARD
-------------

Run down both sets of stairs, then travel forward and descend the stairs
to the Crypt.

CRYPT
---------

See the four statues lining the wall? Place the four Death Masks on each
appropiate statue -- everytime a mask is place, the nearby suspended
coffin is disturbed...and what the nut is that blood from?! After all
four masks are placed, the coffin falls and flies open...head over to
inspect it. A gate shuts blocking the entrance and out pops an ol'
Crimson Head.

Ah crap.

------------------------------------------------------------------------
                        BOSS -- Mega Crimson Head
------------------------------------------------------------------------

If you're prepared, this guy is a chinch. Equip your GRENADE LAUNCHER
filled with INCENDIARY Shells, then fire a few at him. Each shell should
knock him to the floor. Unless your pathetic, you shouldn't get damaged,
AT ALL, and you probably wouldn't even need to move! The incendiary
shells should leave his corpse extra cripsy...I just need some barbeque
sauce now...delicious...

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

Grab the item beside the coffin -- some SHOTGUN SHELLS -- then check the
coffin. Jill will flip a switch opening the entrance along with finding
a STONE & METAL OBJECT. Basically, an octogonal-edged disk with the
Umbrella insignia. Leave the Crypt, backtracking up the stairs.

GRAVEYARD
-------------

Run along the path, but at the end take the side gate.

PORTRAIT GALLERY
--------------------

Travel down the hall and exit out the door at the end.

EAST HALLWAY
----------------

Clever shortcut, no? Run foward but watch that friggen Zombie. Get
around him and exit out the door at the end...

VINE PASSAGE
----------------

Arm yourself with a Shotgun, then tread lightly down the path. Blow to bits
that Kojo Jr. that pops over the wall and continue on -- at the
end, examine that "shelf" depression. "To the defiler of the accursed
coffin." Place in the Stone & Metal Object, which unlocks the adjacent
door...head through.

GARDEN SUPPLY SHED
----------------------

There's a FIRST AID SPRAY and BATTERY PACK on the shelf over the stairs,
and some SHOTGUN SHELLS in the shed corner. There's two ways to get to
the Courtyard (area two), but we want to exit out the door at the bottom
of the stairs...



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Courtyard Map
2. Square Crank
3. Moon Crest
4. Star Crest
5. Sun Crest
6. Magnum Revolver



DESOLATE SIDE PATH
----------------------

It may be a bit uneasy to step out side, but there's no enemies in this
section. Trot down the steps then turn right, following the path till
you come to a nearby signpost...we've got another puzzle here.

------------------------------------------------------------------------
                             CERBERUS PUZZLE
------------------------------------------------------------------------

The sign reads:

North: Valley of Destruction
South: Cave of Hatred
East:  Summit of Madness
West:  Path of Revenge

Keep those locations in mind. Follow the winding path all the way to the
end, where you come to two Cerberus statues and a locked gate. The gate
reads -- "The gates will open when the guard dog's desires are
fulfilled." Now check both statues...

LEFT STATUE   -- "The Last Gasps of Destruction"
RIGHT STATUE  -- "The War Cry of Revenge"

Back a ways you should have passed two weathervanes -- the blue one goes
to the left statue, and the red to the right. Turn the blue one to the
NORTH, and the red one to the WEST.

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

Ta-dah, the gate unlocks! Pass on through...

FOREST GRAVEYARD
--------------------

Absolutely nothing to do here yet, unless you like watching some Crows.
Follow the path straight and take the opposite gate.

PATH THROUGH THE WOODS
--------------------------

What was that strange noise? Cough. ;) Another no-brainer here -- follow
the trail to the end, where you find a Cabin at the top of the hill.
Enter the front door.

CABIN
---------

Head around the corner, then another one. Everything is covered in
cobwebs and there's a bunch of junk laying around, but strangely, the
fireplace is lit...hmmm. Trot up the staircase then grab the COURTYARD
MAP on the wall. Enter the next room, where we have a bed, but more
importantly a TYPEWRITER. Examine the area of the table where the lamp
is -- we get a STRANGE file that's in barely decipherable English.

Head to the next area, which is a hallway with an ITEM BOX. Take out
some Ink Ribbon if you need to and go save your game, then come back
here. Trot to the right, hop down to the lower area, and grab the CRANK
sitting on the board at the end. Examine the tip of it; it's renamed
SQUARE CRANK.

Climb back up and deposit any junk in the Item Box. You just need a
Handgun, Handgun ammo, Shotgun, Square Crank, and your Wind Crest. Head
back to the bedroom -- THE FRONT DOOR opens -- check the window beside
you to see some-body/thing slink out of view...trot out the doorway.
THUNK! Jill is knocked unconscious by a pair of arms, but she awakens in
time to have an enounter with Lisa (the monster in chains)!

------------------------------------------------------------------------
                          BOSS -- Lisa Trevor
------------------------------------------------------------------------

Now we know what that sound was at the beginning of the Path Through the
Woods! DO NOT fight this thing (as it's invincible) just get out the
HELL of here. You may want to fire a few times to stun her, since Lisa
will swipe you if you get close, which takes off a hefty amount of
damage. Leave the Cabin when you get to the door.

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

PATH THROUGH THE WOODS
--------------------------

Backtrack all the way to the bottom of the hill, though you will
encounter a (as in ONE) Zombie along the way...hardly exciting.

FOREST GRAVEYARD
--------------------

The Crows make this part so friggen ANNOYING. Run forward and up the
trail between the gravestones, causing the Crows (99% of the time) to be
disturbed and start chasing you. Puzz-ah time!

------------------------------------------------------------------------
                             CREST PUZZLE
------------------------------------------------------------------------

Examine the right tombstone to uncover a suspicious indentation...place
your Wind Crest in it, which causes a panel to flip over revealing three
more crests.

 Check the tombstone three more times, picking up the MOON CREST, STAR
  CREST, and SUN CREST.

 Examine the back of each crest on your status screen and press the
  buttons you find, causing styles of iron bars to pop out.

 Place the crests in the opposite tombstone.

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

Your prized is revealed -- a coveted MAGNUM REVOLVER. An EXTREMELY
powerful gun, but slow firing (and the ammo is scarce), so use it ONLY
on bosses. Now take the other gate out of here before you get mauled to
death by the Crows. Woo boy.

DESOLATE SIDE PATH
----------------------

Backtrack to the beginning and use the door. Once in the Garden Supply
Shed, take the wooden double doors.

PILLAR COURTYARD
--------------------

Run forward a few steps and Brad will contact you on your radio. After a
totally pointless cutscene, you can here a strange "pacing" sound ahead.
This is coming from a GROUP of Cerberus in the next little area...there
are two ways to tackle this problem.

Man's Way -- Arm yourself with a Shotgun (Assault, preferably) and
             bust on in there, firing off shots at POINT-BLANK range
             at the dogs. Use the pillars to shield you, too.

Coward's Way -- HUG the right wall as you run, to keep from being
                mauled...

I prefere the first way, as not only do you free yourself from danger,
but you also get access to a some herb. Plus, it boosts your ego. :p
Either way, exit out the gate at the top of the stairs.

STORAGE POOL
----------------

I have no idea why they would have this pond, maybe for the Mansion's
plumbing system, but I sure wouldn't be drinking that water. Run around
the left side of the pool, where at the end you find a pillar with a
square-shaped hole (ahem). Use your Square Crank on it, causing some gates
below to open and drain the pool. Cha-ching! Head back around and use the
ladder, running along the brick path at the bottom and taking the other ladder.
Follow this path to end where an old-style Lift is waiting for you...

WATERFALL COURTYARD
-----------------------

More Crows, arg. Run forward, going around the waterfall and use the other gate
(nothing to see here yet).

BRICK CORRIDOR
------------------

Follow the Corridor all the way to the end and use the door. RUN the
whole time, to avoid Snakes that drop from above.



------------------------------------------------------------------------
                           R E S I D E N C E
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Ink Ribbon           11. Ink Ribbon      21. VP-017
2. Red Book             12. Empty Bottle    22. J-VOLT
3. Key for Room 001     13. Empty Bottle    23. Helmet Key
4. Self defense gun     14. Empty Bottle
5. Control Room Key     15. Water
6. Aqua Ring Map        16. UMB No.3
7. Gallery Key          17. Yellow-6
8. Insecticide Spray    18. NP-004
9. Residence Map        19. UMB No.7
10. Key for Room 003    20. UMB No.10



FRONT HALLWAY
-----------------

Oh, so that's why they call it RESIDENT Evil. Hohoho. Ahead is some
BLUE HERB on shelves, so come back here if you get poisoned. Round the
corner and take the first door on the right.

RESIDENTIAL STORAGE
-----------------------

Another save room, if you will. You can find a TYPEWRITER on the table
and a KEROSENE TANK and ITEM BOX past the fence. Grab the FIRST AID
SPRAY at your feet, and the BATTERY PACK and INK RIBBON on the shelf.
SAVE your game, and deposit all your stuff in the Item Box. Exit out of the
room...

FRONT HALLWAY
-----------------

Turn right, and use the double doors at the end.

RECREATION ROOM
-------------------

Ahhhhh, Giant Spider on the roof (avoid these things entirely). Quickly,
run left, then in the back corner you should spot a RED candle on a
table. Go over and light it, casting a strange sillouette:

                                 _\|/_
                                <_(_)_>
                                   |

Yes, crappy ascii, but bare with me (besides there's two more muwahah).
Head back to the door, watching the Giant Spider, and go round the
corner. Run down the first set of stairs. At the bottom, grab the
SHOTGUN SHELLS on the first table, then the RED BOOK and FIRST AID BOX
on the bar. Examine the box to get MIXED HERBS -- one green, one blue.
Now light another strange candle (this one's GREEN) on the other table.
We get a sillouette like so:
                                 _\_/_
                                <_(_)_>

Different then the previous one, yes? Head back up the stairs, then take
the next set of stairs. There's another Giant Spider, but he wouldn't
bug'ya. Light the final (ORANGE) candle in the corner:
                                 _____
                               -<_(_)_>-

Now check the pool table at the center...we have some balls (snicker)
with varying colors and numbers:

2 -- Blue   4 -- Purple   6 -- Green
3 -- Red    5 -- Orange

All those previous clues add up to a solution to a very tricky puzzle
coming up shortly. Exit completely out of this room.

FRONT HALLWAY
-----------------

Head back to the storage room...

RESIDENTIAL STORAGE
-----------------------

Deposit all the stuff you just got in the Item Box, and get out a
Handgun and Handgun ammo. Exit out.

FRONT HALLWAY
-----------------

Head to the right, where you'll spot a crate in the hall, and a nearby
corridor with littered with holes in the floor. If you just run over the
holes, expect to be strangled for a few seconds by a giant vine that
pops up. It's only slightly damaging, but VERY annoying. To get around
this, take the crate and push it like the diagram shows below. I added
the diagram because the other guides are poorly written on this fact!

   (BEFORE)               (AFTER)

|    |                |    |
| [1]|________ D      |    |________ D
|        [][]  o      |     [2][][]  o
|     ________ o      |     ________ o
|    |         r      |    |         r
|    |                |    |

Like so...now all you need to do is climb over the tops of the boxes and
use the door at the end!

INNER HALLWAY
-----------------

Run down the hallway and go around the corner, taking the second door
with the "002" on top of it. Before going in, Jill listens to a
INTERESTING conversation with Barry and some shadow-type character.
Apparently, they wish to get rid of S.T.A.R.S...afterwards Jill accesses
the room and Barry scurries off.

ROOM 002
------------

Take the door on your right side. It's actually quite hard to see, and in my
first game I couldn't find it for awhile! Doh.

002 BATHROOM
----------------

Toilet's busted...lovely, trotting over a fecal covered floor. Not
what I had in mind. Grab the shiny object on the shelf by the toilet;
it's a RESIDENCE KEY, and if you examine it on the status screen it's
renamed -- KEY FOR ROOM 001. Yes, that's the door rattling, and after
the Zombie pops it kill the dang thing then leave.

ROOM 002
------------

Run forward and check the desk at your left for a "Plant 42 Report."
Read that, it has very useful information. Head to the two identical
bookcases at the end of the room...push the left one back against the
wall, then push the right bookcase to the right. You uncover a ladder,
but don't go down it yet, instead exit this room going back to the
hallway.

INNER HALLWAY
-----------------

Round the corner and backtrack down the hallway to the door at the end.

FRONT HALLWAY
-----------------

Climb over the tops of the crates, then take the door off to your left,
unlocking it with the Key for Room 001. Discard the key and enter.

ROOM 001
------------

Some guy's foot is at the corner of the screen, he's hanging from the rafters,
so no, he wouldn't attack. Run down the hall piece and in the next bedroom area
grab the HANDGUN MAGAZINE on the desk. Beside that, grab the SELF DEFENSE GUN
-- you also get a "Suicide Note." The gun fires a single bullet that should
stop a Zombie dead in its tracks. Grab the other HANDGUN MAGAZINE on the
rocking chair then exit through the side door...

001 BATHROOM
----------------

Drain the bathtub and grab the CONTROL ROOM KEY you find in the bottom.
SNAP -- outside a rope breaks and should be PRETTY obvious where it came
from. The dead guy by the bathtub also comes alive, so get out of here,
NOW, don't bother wasting ammo.

ROOM 001
------------

Exit back into the hallway.

FRONT HALLWAY
-----------------

Run ahead and climb over the crate tops, then use the door again.

INNER HALLWAY
-----------------

Follow it to the end, then enter Room 002.

ROOM 002
------------

Use the ladder in the back by the bookcases.

AQUA RING -- ACCESS TUNNEL A664-1
-------------------------------------

Follow this tunnel to the end, where you find three wooden crates and a
pool of water you can't pass.

 Push the crate closest to the water straight ahead, into the pool.
 Push the second closest crate into the pool.
 Push the farthest crate around the corner, then into the pool.

Run across the bridge created, and DEFINITELY, grab that GREEN HERB in
the corner. Wade through the water and open the metal double doors.

AQUA RING -- SHARK ENCLOSURE
--------------------------------

If you stick around here you'll be shark-food for sure!

NOTE: Due to the waist-high water, your running is slowed considerably.

Run along the the catwalk to your left, and you'll see a cutscene of
incoming sharks. MOVE YOUR JILL VALENTINE ASS! Keep following the
catwalk till you come across a small bridge. Cross it, then head left
along the inner catwalk. Trot up the stairs when you reach them, and
unlock the door with the Control Room Key. Discard the key and enter
inside QUICKLY.

SECOND NOTE: Those sharks that swim around and bite at you are only the
             BABIES. Yes, only BABIES. If you hang around you might
             actually see the mother, Neptune -- she can swallow you in
             ONE BITE! Not to mention scare the crap out of you...

AQUA RING -- CONTROL ROOM
-----------------------------

You can use the herb you got in the Access Tunnel if you got bit by a
shark (and you most likely did). The red lamp to your right indicates an
emergency has occured. Head down the ladder.

At the bottom here, check the spotted document on the table to your
left. It'll say which valve to release in case of a drop in OIL
PRESSURE. Keep this number in mind! Collect the AQUA RING MAP on the
back wall, then head back to the ladder. Our goal now is to drain the
water in the Shark Enclosure...

 Head to the side window, and examine the console...say "yes" to
  draining the water. A malfunction occurs, and one of those bastard
  sharks headbutts the window, causing a critical loss of pressure in
  the room.

NOTE: When the critical gauge comes on, your difficulty (easy/normal)
      depends on how fast it fills up.

 Run to the console with the black chair in front of it. Examine, then
  release the safety.

 Run to the console in front of the main window. Choose to lower the
  Pressure Doors. Another malfunction -- the doors stop midway. We need
  to restore the oil pressure before continuing.

 Head out to the hallway and check the tanks just to your right. Choose
  the correct valve (1,2,3...whatever was on the document) and turn it
  back on.

 Head back into the room, examine the console with the chair, and
  release the safety a second time.

 Examine the console in front of the main windows, and lower the
  Pressure Doors. The emergency is OVER!

Now just lower the water in the Shark Enclosure using the console in
front of the side window. Head into the hall, grabbing the FIRST AID BOX
by the tanks. Examine it to get MIXED HERBS, of two Green Herbs. Run
down the hall, and use the door at the end.

AQUA RING -- STORAGE CHAMBER
--------------------------------

Everything is soaking wet. Turn right and go down the hall, then run
right into that little cloister will stuff piled everywhere. Grab the
GRENADE SHELLS here (they're quite hard to spot). Turn around and exit
out the single door on the other side.

AQUA RING -- ENCLOSURE FLOOR
--------------------------------

Run along the tank bottom...eventually you come across the body of Shark
laying on the floor. He's still alive, but a Handgun bullet to the skull
outta do him in. :p Keep going to the end, and wade through the waist-
deep water. Don't worry about Neptune...she's "dead." ;) Climb up on the
grating, then attempt to press the switch in the box. SPLASH! The box
breaks and Neptune is actually alive...you can't go back in the water,
what to do?!

------------------------------------------------------------------------
                       BOSS -- Neptune the Shark
------------------------------------------------------------------------

There are two ways to do this...

(Stupid) Pump tons of rounds into her body, wasting precious ammo yet
         eventually killing her.

(Smart)  Push that green box (an electrical generator) into the water,
         then flip the lever on the control panel beside you. The water
         will electrify and shock Neptune to death.

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

...glad you made the right decision. Hop down into the water again and
wade around her charcoaled body, picking up the sparkle. Another
RESIDENCE KEY. Examine it, this one's the GALLERY KEY. Wade out of the
water then backtrack to the door at the beginning of the tank and exit.

AQUA RING -- STORAGE CHAMBER
--------------------------------

Turn right, and head down the hall, exiting out the double doors.

AQUA RING -- EXIT TUNNEL
----------------------------

Run forward and grab the MAGNUM ROUNDS on the box, then climb up the
ladder at the end of the tunnel. At the top use the door...

AQUA RING -- ACCESS TUNNEL A644-1
-------------------------------------

Run left, and backtrack to the end, using the ladder to climb back out.

ROOM 002
------------

Use the main door and exit into the hall.

INNER HALLWAY
-----------------

Trot around the corner and use the Gallery Key to unlock the adjacent
door. Discard the key. Before heading in the Gallery, you should go back
to the Residential Storage (save room) and put EVERYTHING in the Item
Box, and take out your RED BOOK.

GALLERY
-----------

God, this place is SWARMING with Killer Bees (they can also poison you
if you're stung enough), so don't try to do ANYTHING in here yet, just
stay moving! Run forward, then turn left at the table and run down the
hall. Examine the body laying dead in the corner, uncovering something
he's holding, INSECTIDE SPRAY. Gee, wonder what we should do with this?

NOTE: Off to your left is the Killer Bee Hive (it's HUGE!) but you can't
      access it because the swarming is so verocious.

Turn 180 quickly so you're not stung, and run back down the hall. Turn
at the table then exit back out the door at the end.

INNER HALLWAY
-----------------

Turn right and pass the door to Room 002, then at the dead end grab the
RESIDENTIAL MAP. There's a hole behind it, DON'T INSPECT IT (as bees
will pop out). Just use your Insecticide Spray and Jill will send a
cloud through, killing the hive in the adjacent hallway. Turn yourself
around and enter the Gallery again.

GALLERY
-----------

Run forward and grab the HANDGUN MAGAZINE on the table...turn left again
and go down the hall, then turn left a second time. Grab the sparkle at
the end, the final RESIDENTIAL KEY. Examine the back of it, where it's
renamed KEY FOR ROOM 003. Backtrack out of the hallway, and use the key
to unlock the door on the right. Discard and head in.

ROOM 003
-----------

Nab the INK RIBBON on the little shelf ahead of you. Take the side door.

003 BATHROOM
----------------

Weird plant roots are sticking out of the wall! Drain the water in the
bathtub, and grab the DAGGER that's uncovered. Exit out...

ROOM 003
------------

You can SAVE YOUR GAME with the TYPEWRITER on the table. Examine the
bookcase beside the table, and you'll find a row of red books, yet
suspiciously the center book is white colored. Remove the white book and
you get an "Organic Chemistry Lab Experiment" file. Now, place the Red
Book in the gap. Ding ding, puzzle time!

------------------------------------------------------------------------
                             RED BOOK PUZZLE
------------------------------------------------------------------------

Our task is to arrange the "Bandage with Blood" books in the correct
order so that the naked woman on the book spines is arranged properly.
Don't know why, she's ugly to begin with, but anyway...

                             _ _ _ _ _ _ _ _
                            | | | | | | | | |
                            |1|2|3|4|5|6|7|8|
                            |_|_|_|_|_|_|_|_|

                         Exchange books 1 and 4.
                         Exchange books 2 and 7.
                         Exchange books 3 and 8.

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

Afterwards the nearby bookcase moves, revealing a SECRET DOOR! Once you
go through there, you're going to be in the Lair of Plant 42, something
we don't want to do, yet...unless you feel like fighting the Plant 42
with conventional weaponry, then you can just skip ahead to the Boss
Strategy.

If you read on here, we're going to make J-VOLT, a chemical to kill the
plant without using ANY AMMO (should know that if you read the Organic
Lab file). Exit Room 003, back into the Gallery.

GALLERY
-----------

Head over to that door by the lab table. Examine it, and you'll discover
it's locked by a rather sophisticated keypad device. If you remember the
clues earlier from the Recreation Room (the candle sillouettes, the pool
balls) this code is pretty easy, but here's the solution anyways:


RED -- 3   ORANGE -- 5   GREEN -- 6


NOTE: On HARD MODE, the game actually gets RID of the colors, making you
      remember where each number goes just by the sillouette shapes!


------------------------------------------------------------------------
                         J-VOLT CREATION PUZZLE
------------------------------------------------------------------------


Now that we're here in the Chemical Lab, time to make some J-VOLT! But
first, look at the diagram so you know what's around you:


             CHEMICAL LAB DIAGRAM                        ------------
D.-----------.-------------------------------.              Legend
o     (8)    |                     (4)       |           ------------
o            |  (1)          (2)        (3)  |
r            '-------------------------------|       (1) -- UMB No.3
 |                                   .-------|       (2) -- Empty Bottle
 |                                   | (5)   |       (3) -- Empty Bottle
 |                                   |       |       (4) -- Water
 | (9)                               |       |       (5) -- Empty Bottle
 |                                   | (6)   |       (6) -- Empty Bottle
 |-----------------------------------'-------|       (7) -- Yellow-6
 |                          (7)              |       (8) -- Values
 |                                           |       (9) -- Equations
 '-------------------------------------------'


OK, now let's begin -- follow these instructions EXACTLY, as making a
mixture in the incorrect porportions results in a TOXIC gas, i.e. it
hurts you.

STEP #1 -- Grab three of the EMPTY BOTTLE, they're the small shiny
           things on the counters. You only need three, not four.

STEP #2 -- Now that we have something to mix in, you should check the
           "Values" and "Equations" on the two walls shown above.

      EQUATIONS                     VALUES
.-------------------.        .-------------------.
|    1 + 3  = 4     |        |    Water  = 1     |
|    4 + 6  = 10    |        |    Red    = 3     |
|    1 + 6  = 7     |        |    Purple = 4     |
|    10 + 7 = 17    |        |    Yellow = 6     |
|    17 + 3 = 20    |        '-------------------'
'-------------------'

No, these aren't here to make sure you've graduated second grade math
(though you sure would be in trouble if you failed), they show how the
chemicals should be mixed together to reach J-VOLT, with a value of 20.


STEP #3 -- Fill one your bottles with Water. Then fill another bottle
           with UMB No.3. Now, combine those two together in one
           bottle to get NP-004.

STEP #4 -- Collect some Yellow-6 in an Empty Bottle, then combine that
           with the NP-004. You'll get the chemical UMB No.10.

STEP #5 -- Collect some more Water in an Empty Bottle, and then some
           more Yellow-6. Combine those two together to get UMB No.7.

STEP #6 -- Combine UMB No.10 and UMB No.7 in the same bottle. You'll get
           the chemical VP-017.

FINAL STEP -- Collect some UMB No.3 in an Empty Bottle, and combine it
              with the VP-017. You get the J-VOLT! Cha-ching!

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

Since we've got the J-VOLT, now we have to apply it to Plant 42's roots.
Where are they you ask? Follow this steps:

A)  Exit the Chemical Lab.
B)  Exit the Gallery, going back to the Inner Hallway.
C)  From the Inner Hallway, enter Room 002
D)  Use the ladder at the bookcases.
E)  In the Access Tunnel, follow it till you reach the door, then enter.
F)  In the Exit Tunnel, climb down the ladder and exit out the door.
G)  In the Storage Chamber, use the single door right beside you.
H)  Climb the ladder, and exit out of the Control Room.
I)  We're back at the Shark Enclosure, so use the door adjacent to you.

GUARD ROOM
--------------

This room is partly flooded and the roots are undulating out of the
ceiling! Run over to them, and use your J-VOLT...they'll shrivel away
and now all you must do is head back to the Gallery.

GALLERY
-----------

Head around the table, and use the door to Room 003.

ROOM 003
------------

Use the door you uncovered earlier...prepare yourself! :p

LAIR OF PLANT 42
--------------------

------------------------------------------------------------------------
                            BOSS -- Plant 42
------------------------------------------------------------------------

Depending on what you did earlier, there's two ways to fight this Botany
Biohazard (crap, that was catchy...).

------------------------------------------------------------------------
GUNS BLAZIN'

The key here is that once you get in the room, IMMEDIATELY barrel up the
stairs in front of you, then at the top STAY MOVING while you fire shots
at the plant's "flower." Mind you the flower has to be OPEN. Keep doing
that till it dies.

Now most guides will say something along the lines of "equip a Grenade
Launcher loaded with...blah blah." IGNORE THAT! The Shotgun is FAR
superior against the Plant 42 -- let me explain. See, when you try to
shoot grenades at the flower, the trajectory of the grenade tends to
fall and narrowly miss. This can lead to misspent ammo...not so with the
Shotgun! Every shot will lock on target (unless you have REALLY bad aim,
I'm talkin' actually aiming in the WRONG direction). Besides, who really
wants to waste precious ammo? However, if you REALLY feel like using some
grenades, try to alternate between Incendiary Shells and Shotgun Shells...

NOTE: Sometimes when you're on the top balcony, and a vine hits you,
      it'll knock you clear off and onto the GROUND FLOOR.

SECOND NOTE: When the main "flower" opens, Plant 42 also gets more
             agressive -- some vines will try to spray you with damaging
             pollen.

THIRD NOTE: Also watch those little "buds" found on some of the walls,
            they can spray pollen too!

------------------------------------------------------------------------
J-VOLTIN'

If you used the J-VOLT on the roots earliar, a cutscene plays showing
the plant dying -- but not before it scoops Jill up with one of it's
vines. Barry trots in with a Flamethrower, gets scooped up too, but
quickly barbeques the entire plant.

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

With the threat over, run to the fireplace and grab the sparkle, another
MANSION KEY. Examine the back of it; the HELMET KEY. Yes, we merely
trekked all the way over here for the SOLE PURPOSE of just getting
another key. This fact in particular pissed me off. You can exit the room now,
except you have to take the double doors, because some mysterious fool removed
one of the Red Books in the adjacent room causing the single door to relock.

GALLERY
-----------

Exit out the main door, going into the Inner Hallway...

INNER HALLWAY
-----------------

Head right, where a cutscene will play; Jill finds Wesker shooting some Giant
Bees with his Handgun (why?!). Apparently there are some rooms in the mansion
we still have to explore (duh duh). Exit out the door at the end of the
hallway...squish the bees on your way out! :p

FRONT HALLWAY
-----------------

You can just run directly over the holes, as Plant 42 wouldn't grab you
anymore. Round the corner to the right, then round another corner. You may want
to grab a BLUE HERB from the shelves (just one) in case you get poisoned in a
bit (as the mansion has no readilly available Blue Herb, and trust me, you
don't want to waste coming all the way out here again). Exit out the front
door.



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



BRICK CORRIDOR
------------------

Follow this all the way to the end and use the gate...

WATERFALL COURTYARD
-----------------------

Well, well, well. Seems some Cerberus have come to greet you. The dog right
infront of you wouldn't get up until you run right beside him -- head for the
lift! If you're fast (aka good) you'll make it without taking any damage.

STORAGE POOL
----------------

After you step off the lift, run down the path. We have a little snake problem
to take care of...


L_______________________               I swear, nearly every time that
I                       |              snake gets me. NEVER AGAIN! This
F_________________      |              is a little diagram of the
T                 |     |_________     problem...yes I'm probably insane
                  |    2          |    for making it. :p
                  | 1             |
                  '---------.     |
               (LAMP)       |     |       1 -- Snake
                            |     |       2 -- Safety Point
                            |     |
                         Ladder   |
                            |_____|


See, once you round the corner with the lamp, a "hidden" snake will pop out at
POINT 1, and attempt to bite you. To avoid this, round the corner as tight as
possible against the wall at POINT 2. There...the "horror" is over. Head down
the ladder, run along the path at the bottom, and use the other ladder. Exit
out the gate.

PILLAR COURTYARD
--------------------

Exit out the wooden double doors in the alcove.



------------------------------------------------------------------------
                             M A N S I O N
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Last Book Vol.1    11. Jewelry Box
2. Medal of Eagle     12. Broach
3. B1 Mansion Map     13. Emblem Key
4. Battery            14. Metal Object
5. Last Book Vol.2
6. Medal of Wolf
7. Red Gemstone
8. Yellow Gemstone
9. MO Disk
10. Ink Ribbon



GARDEN SUPPLY SHED
----------------------

Barry's been here! If you head to the door opposite of you, you'll find another
brown note on the wall:

"Use this thing to protect yourself from that bullet-proof thing in chains. I
went ahead and fixed that piece of crap door, too.   -Barry-"

That door with the faulty doorknob in the east of the mansion is now fixed.
Grab the stuff Barry left for you, then take the door beside you.

VINE PASSAGE
----------------

Head down the passage and use the door at the end, entering the mansion
building proper again.

EAST HALLWAY
----------------

Run own the hall piece and round the corner...THE HORROR! ;) A cutscene plays
showing something following you. Now, those growls and screams are coming from
a "Hunter," Which basically looks like a guy in a frog suit, not nearly as
scary as Crimson Head. However Hunters are more dangerous, as sometimes they'll
do a "Leap Attack" where they claw your head killing you instantly. Now some
people say it decapitates you, but I've never actually seen the removed head.
You can either take this Hunter out or do the smart thing and exit out the side
door by the chair.

BOTTOM OF EAST STAIRS
-------------------------

Run down the hall, and watch yourself, another Hunter is waiting here for you.
Take the side door entering the save room.

EAST STAIRS STORAGE ROOM
----------------------------

Deposit all extraneous stuff and SAVE YOUR GAME. You just need a Handgun,
Handgun ammo, a Grenade Launcher filled with Acid Shells, and your Helmet Key.
Exit out.

BOTTOM OF EAST STAIRS
-------------------------

Barrel up the stairs as soon as possible to avoid the Hunter, or use your
Shotgun to turn him bloodier than Jason's acting career. Either way, get to the
top of the stairs.

EAST STAIRS HALLWAY
-----------------------

Head left, and run down the hall, rounding the corner. Use the end door.

FIREPLACE STUDY
-------------------

Herbs off to your side...open the other door using your Helmet Key and exit
out.

ART GALLERY
---------------

Could also be called "Room of the Crushing Walls of a Horrible Squishy Death by
Proxy." But I like my name better. :p We have another puzzle, and this one is
pretty hard, as if you screw up you'll die and find out what a pancake feels
like.

------------------------------------------------------------------------
                              STATUE PUZZLE
------------------------------------------------------------------------

Run ahead, and immediately push the grey statue FORWARD, as it AWAY from the
wall. Keep pushing it to the next chamber, where the two walls will begin to
crush inwards. They CAN'T hurt you, you have the statue as protection. Push the
statue ALL the way to the VERY end.

Turn yourself around and run down the narrow space. When in the next little
area, take the other passage. We're actually behind the wall now! Run all the
way to the end and examine the alcove on the wall. OK, here's where it gets
hard.

 Hit the switch, causing the walls to start retracting.
 Flip yourself around, and backtrack to the other area.
 Take the other passage again, and run down to the statue.
 Push it LEFT, until it covers that square with the "N".
 A secret passage is revealed!

The camera angles seem to make this puzzle much harder then it should be...but
ah well, you'll get it eventually, that is if you don't die a horrible death in
the meantime. :p

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

Head through the passage and go to the left. Examine the dresser to get a
BATTERY PACK. Turn around and go to the other side, where you find a hole. Say
"yes" to pop on in.

GEORGE TREVOR'S CRAPPY GRAVE
--------------------------------

Who turned out the lights? Run forward and grab the LAST BOOK VOL.1 laying on
the ground. On your status screen examine the edge of the book where you can
see the length of the pages. The book will open up, revealing a MEDAL OF EAGLE.
Head forward some more, and check the gravestone to get a file -- "George
Trevor's Diary." It's so long, and my eyes glaze over most of the time before I
finish it. Say "yes" to hitting the switch, which reveals a hole and a ladder.
Head down...

BASEMENT CORRIDOR
---------------------

There are some Giant Spiders in this area, and they're acid spit will poison
you. But, there's a Blue Herb in the next area, so you can pretty much ignore
them.

Head forward and round the corner, ignoring the first spider. Travel down, then
go to the right. Grab the B1 MANSION MAP on the wall. Round another corner, and
examine the seemingly useless stack of boxes...you get some SHOTGUN SHELLS.
Turn around, go around the corner, and backtrack, this time taking the left
way. Watch the second spider! Round a final corner and use the door at the
end...

GENERATOR CORRIDOR
----------------------

This corridor has a layer of water at the bottom...interesting. Round the first
corner and use the Blue Herb if you need it. Keep going till you reach the fork
(two Zombies will greet you). Head through the gated passage. Go around the
flooded corner and at the end examine the machine on the wall. Say "yes" to
switching the fusepack, thus restoring power to the elevator. Backtrack around
the corner and to the fork, this time taking the other way (watch the Zombies).
Head to the end, but before exiting out the door, examine the shelf just to the
right of the door. You get a HANDGUN MAGAZINE. Now you may exit...

KITCHEN
-----------

OK...let me get this straight, the floor of the previous corridor was flooded,
but the Kitchen's floor isn't? Even though they're on the same level. And
clearly the door between them isn't waterproof...arg. Anyway, on the opposite
side of the table from you is a Zombie, which should be approaching at a
snail's pace. Wait for it to come a few paces from you, then go around the
other side of the table. At the back round the corner into a small side area
(no, that guy wouldn't magically wake up all crimsony). Go to the elevator and
say "yes" to bring it down. Press A when it reaches you.

Wait. Where's my elevator music?! *pops in Donkey Kong 64 soundtrack*

ELEVATOR HALLWAY
--------------------

Head to the right, and round the corner.

NOTE: Off to your left is some herbs, but it's hardly worth it. The
      plants are in a dead end and there's a Zombie keeping watch.

A Zombie greets you...get past it, then open that first door here.

CLOSET
----------

At your feet to the left is some ACID SHELLS and MAGNUM ROUNDS. Yummy metallic
goodness. Head forward and examine the floor by the desk for a BATTERY PACK,
then check the desk itself for the BATTERY. This Battery will activate a lift
in the Courtyard...exit the room.

ELEVATOR HALLWAY
--------------------

We've come out of the closet! *snicker* Turn to the left and run down the hall,
unlocking the door. Exit out.

YELLOW CORRIDOR
-------------------

A Crimson Head and a normal Zombie are in here (unless you killed them...),
except they're up ahead and will try to ambush you from two directions. Be
CAREFUL, or you could be a Jill sandwich before you know it. ;) Head forward
and turn to the right, running down the long hall.

*breaths heavilly* Whip left around the corner (CRIMSON!) then cross through
that little gap with the mirror, then turn right, running down the hall and
exiting out the door.

NOTE: You might just want to kill the Crimson with a grenade or two and
      be done with it.

KNIGHTS' HALLWAY
--------------------

Trot up the stairs and head to the end, where you open the door with your
Helmet Key...head into the abyss.

LIBRARY
-----------

Herbs are in front of you, grab them if you have room. Run down the window hall
and head around the corner where the first bookcases are. DUN DUN! Out pops
Yawn again! The bastard never gives up...and you can't run away this time!

------------------------------------------------------------------------
                 BOSS -- Yawn the Python, strikes back!
------------------------------------------------------------------------

First you need to turn yourself around and get down that ladder as quickly as
you can. If you stay up on this ledge, Yawn can actually SWALLOW you in one
bite -- not pretty. Alright, here's a strategy that I've found works GREAT:

Time for a little game of "Run Around the Mulberry Bush" with Yawny boy.

                            LIBRARY SCHEMATIC
            .----------------.----------------------------.
            |          Ladder|                            |
            |         _______|                 .-----.    |
            |        |                (1)      |     |    |
            |        |                         |  s  |    |
            |        |                         |  h  |    |
            |        |                         |  e  |    |
            |        |                         |  l  |    |
            |        |                         |  f  |    |
            |        |                         '-----'    |
            |        |                                    |
            '--------'------------------------------------'

Make sure to equip your Grenade Launcher filled with Acid Shells. Now, get Yawn
to follow behind you as you run from the bottom of the ladder, and run
COUNTER-clockwise around the shelf. Don't run too fast, as you want Yawn to
follow at a comfortable distance. Once you run BACK to point (1), whip around
and wait. To the right of you Yawn's tail should be wagging in the breeze, and
Yawn should rear up and come after you from behind the shelf. FIRE AT WILL!
When Yawn gets too close for comfort, run around the shelf again...

Hitting Yawn's head and "neck" brings him down faster than injuring the length
of his body. If you run out of grenades, finish him off with Handgun rounds. If
you don't have the Grenade Launcher to begin with...well...use the Handgun, but
it'll take a WHILE longer.

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

The death animation of Yawn is quite gruesome (and he's DEAD FOR GOOD), causing
some books on the nearby shelf to be thrown to the floor. But more importanly a
sparkle is revealed! Run behind the shelf and pick up the sparkle -- LAST BOOK
VOL.2 -- and just like the first book, examine the long side of the pages on
the status screen. You'll pull out a MEDAL OF WOLF. Now head back up the
ladder, and backtrack to the beginning. Exit out the door...

KNIGHTS' HALLWAY
--------------------

Head down to the beginning and exit out.

YELLOW CORRIDOR
-------------------

Run forward, then turn and head through the gap with the mirror. Exit through
the first door here.

WEST STAIRS HALLWAY
-----------------------

Run forward, then trot on down the stairs...

BOTTOM OF WEST STAIRS
-------------------------

Use the door off to the side at the bottom. Save room time!

DRUG ROOM
-------------

Deposit ALL the items you picked up in the box. You just need a Handgun,
Handgun ammo, the Helmet Key, and a fully-loaded Shotgun. The Shotgun is
basically just for emergencies. Feel free to SAVE YOUR GAME, just remember to
redeposit the Ink Ribbon in the Item Box. Exit the room...

BOTTOM OF WEST STAIRS
-------------------------

Trot back up the stairs. *creak creak*

WEST STAIRS HALLWAY
-----------------------

Head to the right, and open the nearby side door with your Helmet Key. Enter
inside...can you feel the anticipation?!

EAGLE STATUETTE ROOM
------------------------

Grab the GRENADE SHELLS on you right, on the shelf below the Deer head. Run to
the other side of the room, and grab the DAGGER sitting to the left of the
Buffalo head. Trot over to that table between the two dressers and pick up a
"Mail from the Chief of Security" file. It's puzzle time!

------------------------------------------------------------------------
                            GEMSTONE PUZZLE
------------------------------------------------------------------------

As you should have already noticed (unless you're blind) that Eagle Statuette
follows you whenever you run around the room. Suspicious? Yes. So what are we
going to do about it? Simple. Run back to the door, and flick the light switch
beside it to turn the lights off in the room. The eyes in the Eagle glow bright
purple. An eye in the Deer head glows red, and an eye in Buffalo head glows
yellow.

Push both of the cabinets forward so they're against the walls and underneath
the animal heads. Now, here's the trick with the Eagle:

 The Eagle will lock on and follow you if you're running in its VIEW.

 If you run AGAINST the wall on which the Eagle is mounted, you'll pass
  BELOW its view, causing it not to follow you.

Now, get the Eagle to lock on to the Buffalo head (the eyes will flash). Pass
below the Eagle, then quickly hop on top of the cabinet below the Deer head and
examine the head. Take out the RED GEMSTONE. Now just repeat this process, but
opposite, for the Buffalo to get the YELLOW GEMSTONE. Now you can take your
pansy self outta here...

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

WEST STAIRS HALLWAY
-----------------------

Head left, then run down the stairs.

BOTTOM OF WEST STAIRS
-------------------------

Arm yourself with a Shotgun (just incase) then run forward and around the
pillar. Round the corner...you'll be having lunch with two Hunters in a matter
of moments. Run forward past the first window -- SHATTER. Hunter number one
pops in. Run past the other window -- SHATTER. Another Hunter pops in. Run your
little Jill legs to the end of the hall and exit out the END door.

LONG WINDOW HALLWAY
-----------------------

Immediately turn left and run down the way. Turn left, into that little alcove
piece. Use the door...

TIGER ALTAR ROOM
--------------------

Position yourself infront of the Tiger Statue and place in the Yellow Gemstone.
It'll revolve and give up an MO DISK. This we'll use in a bit. Exit the room.

LONG WINDOW HALLWAY
-----------------------

Run out of the little alcove, then turn left, and run down that long strip of
hallway. Exit out the end door.

KENNETH HALLWAY
-------------------

Trot to the right and use the door.

DINING ROOM
---------------

Turn right, running down along the table. Use the double doors.

MANSION FOYER
-----------------

Run yourself straight across the room to the double doors on the opposite side.
Use your Helmet Key and open the single door just to the left. Discard the key
and enter...

SCIENCE ROOM
----------------

Off to your right you should notice that jar housing a green liquid and a human
digestive system. But more importantly, pick up the "undated note" sitting
beside the jar. Speaks something about an "art room." Head around the shelves
and turn left. Run to the end and examine the bookcase to get some INK RIBBON.
Flip around, then run down this hall and use the door.

WARDROBE ROOM
-----------------

Oooh, a Zombie! Get around him, and in the area opposite the mirror we have
GREEN HERB and a BLUE HERB TERRACE. Grab the DAGGER on the floor, then the
JEWELRY BOX sitting in the cabinet.

------------------------------------------------------------------------
                              JIGSAW PUZZLE
------------------------------------------------------------------------

We had every puzzle-type except the classic jigsaw. You knew it was coming! The
impression on the top of the Jewelry Box is in the shape of an octagon. You
have to arrange the pieces so they fit perfectly inside. The easiest way is to
start with the largest piece and work your way down in size. Piece 2 goes in
the very center, e.g. the last one you use. All the pieces:
                                  __
                                 /  \
         _____                  /    \                       _
        /    /                  \     \                     / \
       /    /      ___           |     |        __         /   \
      / 1  /      /   \          |     |       /  \       /     \
      \   |      /     \     ____|  3  |      /    \      |     |
       \  |     /   2   \   |          |     /  4   \     |  5  |
        \ |    |        /   |         /     /       /     |     |
         \|    |_______/    |________/     /_______/     /_______\


But if you want a better full-color image of the solution, which puts my crappy
ascii to shame, you can see DEngel's "Jewel Box Puzzle Solution" at this
location:

http://db.gamefaqs.com/console/gamecube/file/resident_evil_jewel_box.gif

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

With the puzzle solved, the Jewelry Box opens, revealing a BROACH. Examine the
Broach further (press A), and at the bottom out folds a key. We have the EMBLEM
KEY, the final key in the Mansion. Wew. Now leave the room before that Zombie
gives yah a hug.

SCIENCE ROOM
----------------

Run down the hall then turn right, exiting out the door.

MANSION FOYER
-----------------

Head to the main stairs. Run up one set of stairs then use the painted door to
exit out.

GRAVEYARD
-------------

Head down the stairs, round the corner, and head down even more stairs. Run
over to that gate and exit.

PORTRAIT GALLERY
--------------------

Run your legs all the way to the other end and use the door.

EAST HALLWAY
----------------

If you haven't done so already, equip a Shotgun and pump the Hunter infront of
you full of lead. Now watch, point, and laugh as his body convulses and dies.
Dance with it -- DANCE I SAID, DANCE! ;) Now run to the gray door with the
emblem on it. Open it with your Emblem Key (yah, really). Discard the key and
enter inside.

SPENCERS' ROOM
------------------

If you examine the things in the room, the game will tell you it's too dark to
see anything. But before you run back to get your Lighter, walk to the desk and
examine the lamp. Press "yes" to turn it on! That fooled me the first time!
Examine the shelf just LEFT of the lamp to reveal some well hidden SHOTGUN
SHELLS. Now turn around, and on that small cabinet, grab the BATTERY PACK on
one corner, and the ever-elusive and spiffy METAL OBJECT. Doesn't the object
look familar?! Exit the room.

EAST HALLWAY
----------------

Take the door to the right of you beside the chair.

BOTTOM OF EAST STAIRS
-------------------------

Run forward, and kill this Hunter here as well (dance...), then take the door
at the bottom of the stairs.

EAST STAIRS STORAGE ROOM
----------------------------

Desposit EVERYTHING in the box. SAVE YOUR GAME, then redeposit the Ink Ribbon.
Now, you need: fully-loaded Shotgun, Shotgun shells, Square Crank, and your
Battery. DON'T forget anything! Exit the room...

EAST HALLWAY
----------------

Head left, round the corner, and exit out the metal door. Fresh air...

VINE PASSAGE
----------------

Run along it to the end and use the metal door.

GARDEN SUPPLY SHED
----------------------

Head forward and use the wooden double doors.



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Shaft
2. Hexagonal Crank
3. Ink Ribbon
4. Survival Knife
5. B1 Courtyard Map
6. Cylinder
7. Cylinder Shaft
8. Broken Flamethrower
9. Jewelry Box
10. Stone Ring
11. Stone & Metal Object



PILLAR COURTYARD
--------------------

If Cerberus are still here, clean them ALL out with your Shotgun before moving
on. Head up the stairs and use the gate.

STORAGE POOL
----------------

Pop down the ladder, running along the bottom. Use the other ladder then run
along the path (watch the Snake by the lamp) to the lift.

WATERFALL COURTYARD
-----------------------

Pace...pace...pace. Two Cerberus are here (unless you killed them WAY before,
while exiting the Residence) The goal is to make sure BOTH of them don't gang
up on you at the same time. With Shotgun in hand, run kamikaze at the first
dog, which is taking a nap to the left of the waterfall. BANG! Now run between
the pillars and down the steps (if the other dog hasn't already spotted you).
Dog -- BANG! Beside the fountain is another lift...yet, it has no power and
there's a strange box beside it spiting out sparks. Hyuk hyuk! Place your
Battery in the box to restart the power. Ride the lift up...

PILLAR COURTYARD
--------------------

We went in a circle -- how quaint. Run along this corridor then head around the
pillars. Use the steps and the metal gate again...

STORAGE POOL
----------------

Run forward then go off to the right. Use your Square Crank on the hole again,
filling the pool with water. The game says a waterfall has stopped. Duh...hint?
Flip around then exit out the gate.

PILLAR COURTYARD
--------------------

Head down the stairs, round the pillars, then run and use the lift...

WATERFALL COURTYARD
-----------------------

Trot up the steps then run over to where the waterfall use to be. Surprise
surprise, a passage has been uncovered in the back after the water was drained.
Head in.

BEHIND THE WATERFALL
------------------------

Run down the long passage anmd use the ladder at the end. Candles? Who lit
candles? Ahem... :p

MINING AREA -- MAIN TUNNEL
------------------------------

I hate this part. I repeat, I hate this part. It has got to be the most BORING
part of the ENTIRE game! Whoever designed it should be fired! You could run
forward and find a TYPEWRITER, ITEM BOX, and a dead end. Or, you could just
take that side door -- which is what you should do!

MINING AREA -- WINDY TUNNEL
-------------------------------

Run forward, then turn left. There's a huge boulder with wind blowing out from
behind it. Grab the ACID SHELLS sitting on the floor. Turn around, trot down
the stairs, and use the door at the end.

MINING AREA -- INDUSTRIAL ELEVATOR
--------------------------------------

Head just to the left and grab the HANDGUN MAGAZINE on the floor. That gapping
hole is the elevator (or at least where it should be...). Run around the
elevator, then head into that alcove with the machinery. Examine that square
panel, the main power console. Say "yes" to removing the SHAFT. No jokes
please... ;) Ruh out of the alcove and head down that corridor...grab the
HANDGUN MAGAZINE in the pool of water (quite hard to see) then use the door.

MINING AREA -- ENRICO TUNNEL
--------------------------------

Trot forward a bit and a cutscene automatically starts playing. We meet Enrico,
another fellow S.T.A.R.S. officer:

"S.T.A.R.S. is finished."
"Umbrella set us up."

No, no, tell use what you REALLY feel (LOL)! And then BANG, he's dead with a
handgun blast to the heart. Examine Enrico's body and Jill will find he's
holding something -- a CRANK. Examine its tip so it's renamed HEXAGONAL CRANK.

Make SURE to have your Shotgun equipped, then head back to the door. Right
before you reach the door it swings open and a Hunter pops out. Kill him then
exit...

MINING AREA -- INDUSTRIAL ELEVATOR
--------------------------------------

Run down the hall, around the elevator, and exit out the other door.

MINING AREA -- WINDY TUNNEL
-------------------------------

Trot forward, then wait at the bottom of the stairs -- ANOTHER Hunter. Kill'em
then exit out the door.

MINING AREA -- MAIN TUNNEL
------------------------------

Follow the around the corner. Ah, safety. Grab the INK RIBBON sitting by the
Typewriter, and SAVE your game. Now deposit everything away, just make sure to
have a Grenade Launcher filled with Acid Shells, extra Acid Shells, and your
Hexagonal Crank. Go around the next corner and you find the dead end -- but
there's a panel on the left wall with a hexagonal-shaped hole. I wonder; use
your crank on it, causing the tunnel section to flip over. Run across the path,
and grab that GREEN HERB in the corner before exiting out the door.

MINING AREA -- BOULDER TUNNEL
---------------------------------

To the left is a dead end, but to the right is a suspicious boulder blocking
the passage. Run over to the boulder and check it...flip around and begin to
walk away. KATHUNK! The boulder has broken lose and will kill you instantly if
it touches you! Run down the tunnel and duck into the alcove with the door. If
you don't feel like Indiana Jones now, you never will.

After that danger is done, run back to where the boulder originally was for
some well hidden SHOTGUN SHELLS. Turn around and run the other direction -- the
boulder has broken a new passage -- exit out the door.

NOTE: Clearly I was equipped with a Grenade Launcher. But when Jill
      dived into the alcove she wasn't holding a weapon. LAZY Capcom!

MINING AREA -- SPIDERS' NEST
--------------------------------

Holy fruit salad! Everything is covered in spiderwebs, and from the ceiling a
GIGANTIC Spider crawls down. Boss time...

------------------------------------------------------------------------
                          BOSS -- Queen Spider
------------------------------------------------------------------------

Wow! This is so freaking easy it's unbelievable! Don't move...don't even
breath. Just stand in place and fire a few acid rounds at the Queen Spider.
Don't worry if she nails you with acid spit, you have a Green Herb and there's
a Blue Herb in the next tunnel. It only takes a few grenades and the Queen will
roll over and die faster than the French in World War II.

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

The major threat is over, but there's still two "normal" (whatever that is)
Giant Spiders in the room. I usually use a few grenades and take them both out,
because they're highly annoying.

NOTE: If you check out the Queen Spider's body, her abdomen should have
      been ruptured. Tons of tiny Spiders are pouring out -- you can
      squish them! Good for satisfying a preverse nature (or at least
      mine). Heh. :p

Run over to the wooden crates and grab the sparkle, a SURVIVAL KNIFE. YEAH!
Wait, a, second...that's crappy! See, Capcom was extremely kind with you by not
making you run all the way back to the Item Box to get your original Survival
Knife. You need to use this knife and slash away the spider web strands that
are blocking the door. After you're done cleaning, exit out.

MINING AREA -- SIDE TUNNEL
------------------------------

Run to the left, where there's a dead end with some BLUE HERB. Also grab the B1
COURTYARD MAP posted on the bulletin board. Turn around and head the other way.
Use the door and exit.

MINING AREA -- ANOTHER BOULDER TUNNEL
-----------------------------------------

Run forward and go around the corner. We're greeted with the familar sight of a
dead end and a hexagonal hole panel. Use your crank one the hole to flip the
tunnel -- except use it THREE TIMES. After the third time (remember to exit
your status screen) the boulder across the way breaks lose.

RUN JILL RUN! Turn around and run down the tunnel, ducking around the corner.
Wew...round the corner again, and run down ALL THE WAY to the end. In this
little area that was blocked by the boulder we find a FIRST AID BOX, which when
examined gives you a FIRST AID SPRAY. Turn around, and take the side tunnel.
Exit out the door.

MINING AREA -- GODDESS STATUE CHAMBER
-----------------------------------------

We have another puzzle here. The object of it is to get that loose Goddess
Statue positioned by the wall, and push it over and into the alcove by the
other statue.

------------------------------------------------------------------------
                             GODDESS PUZZLE
------------------------------------------------------------------------

 Push the loose statue along the wall to the right, so it rests infront
  of that dark panel.

 Use your Hexagonal Crank on the hole by the door. The dark panel will
  move out into the room, pushing the statue.

 Use your crank a second time, retracting the dark panel.

 Run over to the Goddess Statue and push it towards that circle panel
  on the floor, then push it FORWARD onto the circle. The statue will
  turn 90 degrees.

 Move the statue off the circle panel, then push it back on by pushing
  it FORWARD. The statue turns another 90 degrees.

 Now just move the statue over into the alcove!

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

GOD the camera angles make that puzzle almost unbearable! After the statue is
back in its alcove the center panel raises revealing an item. Pick up the
CYLINDER. The next task is just to backtrack all the way to the Main Tunnel
(place with the Typewriter). I'm sure you'll manage...

MINING AREA -- MAIN TUNNEL
------------------------------

Deposit everything in the Item Box EXCEPT the Cylinder, then take out the
Shaft. Combine the Cylinder and Shaft on your status screen to get a CYLINDER
SHAFT (there's so many jokes I could crack right about now). Examine the
Cylinder Shaft further on the status screen and the game will tell you if you
want to turn it...say "yes." Turn it enough times and on the curved side four
Roman numerals will be formed:

                           IV   II   III   I

Which is 4, 2, 3, 1, for you "challenged" people. All you should have in your
inventory is the Cylinder Shaft and maybe a First Aid Spray just incase. You
might want too SAVE YOUR GAME too. Head around the corner and use the door by
the ladder.

MINING AREA -- WINDY TUNNEL
-------------------------------

Round the corner, trot down the steps, and use the door at the bottom.

MINING AREA -- INDUSTRIAL ELEVATOR
--------------------------------------

Run around the elevator and head into the alcove. Place the Cylinder Shaft into
the main console on the machinery -- you have to get around a little security
feature consisting of four buttons. The solution is so obvious I wouldn't even
bother telling you...

...alright, alright. Press buttons 4, 2, 3, 1.  ;)

The power is restored to the elevator, and it raises itself to your level. Run
on to the elevator and examine the console -- say "yes" to go down. Barry
magically shows up (lead down here by a sound; yeah, my ass), and decides to
ride down with you...

MINING BRIDGE
-----------------

After the elevator stops Barry hears a sound in the next room (haven't we heard
that somewhere before...). Barry stays behind while you're supposed to go
ahead. Oh brother. Get off the elevator and run forward, using the door.

CIRCULAR TUNNEL COMPLEX
---------------------------

Head down the tunnel and midway you hear a door swing open. Hmmm...keep going,
and at the fork go right -- LISA TREVOR! AHH MOMMY! She appears whichever
direction you take first. Turn around and head left, following the circular
tunnel (don't turn in that little side tunnel) and trot up the stairs. Take the
door in the alcove.

CARGO UPLOAD
----------------

There's lots of cargo crates around, hence the name. Head forward and go around
the corner to the next little area. In the other corner you should notice a
masssive stack of crates. Climb the first (tan) crate, then climb up the next
(green) crate, then run up the brown bags. At the very top you hit the
motherload -- a BATTERY PACK, HANDGUN MAGAZINE, and MAGNUM ROUNDS. *faints*

Get back down to the ground, and see that brown crate? Push it slightly to the
left then forward onto the materials lift. Examine the console, sending it on
it's way. You may exit now.

CIRCULAR TUNNEL COMPLEX
---------------------------

Head to the right, there appears Lisa Trevor. So turn around and take the left
tunnel (keep in mind that switch on the wall that you pass) and turn into the
exit tunnel. Follow it to the end and use the door.

MINING BRIDGE
-----------------

Arg...Barry takes the elevator and leaves you there. Surprise surprise. Guess
we're taking the back way -- cross the bridge (Item Box), and climb down the
ladder at the end.

MATERIALS DROPOFF POINT
---------------------------

Head to the left -- there's your crate on the lift. Push it left, off the
elevetor. Then push it forward so it drops into that "pit." Examine the console
and turn on the "Garbage Compactor." Classic. The crate is crushed, revealing a
shiny item, which you should hop down and collect. The BROKEN FLAMETHROWER! Get
out of this pit and take the ladder again.

MINING BRIDGE
-----------------

Cross the bridge and use the door by the elevator again.

CIRCULAR TUNNEL COMPLEX
---------------------------

Run down the first tunnel to the end...OK, this is where we can actually
manipulate Lisa Trevor to our own ends. Turn left, and she'll appear. Now go to
the right. Around the first corner you should see lever on the wall. IGNORE IT
FOR RIGHT NOW! Wait infront of it; Lisa Trevor will slink over. Right as she's
breathing down your neck, hit that funky lever -- nearby a panel sprouts two
hooks.

NOTE: You're probably wondering why we waited till the last minute to
      hit the lever. It's simple really, we don't want Lisa giving us a
      birthday surprise and going the other way through the tunnel
      rather than following behind.

The hooks don't last forever (time limit), so run to the right, head down the
stairs, and turn into that side tunnel -- here's the panel with hooks and a
door. Use your Broken Flamethrower on the hooks and the door unlocks. Exit out.

LISA TREVOR'S HOME
----------------------

Head forward and enter through the gate. This places looks like a cross between
"Child's Play" (Chucky) and "Indiana Jones and the Temple of Doom"! Run around
the center structure of wood and candles then enter the partly submerged
tunnel. MOVE IT! This place is swarming with snakes. Once you reach the end you
come to another candlelight room -- check off to your left.

Grab the JEWELRY BOX sitting on the shelf, and examine its lid on your status
screen to take out a STONE RING. You also get "A family picture and notes"
file. Grab the DAGGER laying on the bed and climb up the ladder. At the top
head to the left and climb up another ladder to exit outside.

NOTE: If you got poisoned by the Snakes in the water tunnel, head to the
      right to find a dead end, some water barrels, and a BLUE HERB.

CABIN
---------

Aha! I always thought that board looked suspicious ever since we got the Square
Crank! Head down the dusty hall and pull yourself up to the wooden floor. Check
the Item Box at the end and pull out your Metal Object. Combine the Metal
Object with the Stone Ring on your status screen to get -- brace yourself -- a
second STONE & METAL OBJECT. Tadah!

Your can deposit everything else from your inventory in the box, just make sure
to keep the Stone & Metal Object. Now all you have to do is make your way back
to the Garden Supply Shed in the Mansion...it's a straight line, very easy...



------------------------------------------------------------------------
                             M A N S I O N
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Stone & Metal Object



GARDEN SUPPLY SHED
----------------------

Head forward and use the metal door...

VINE PASSAGE
----------------

Trot over to the shelf depression on the wall and remove the second STONE &
METAL OBJECT. The door subsequently locks behind you. You should now have two
of the octagonal beauties. Follow the passage and exit out the other door.

EAST HALLWAY
----------------

Run down the hall piece and exit out the door in the corner.

PORTRAIT GALLERY
--------------------

Follow the hall to the end and use the gate.

GRAVEYARD
-------------

Head right, trot up both sets of stairs, then use the door.

MANSION FOYER
-----------------

If you did any exploring in this room earlier in the game, you should remember
that locked gate beneath the stairs. Head down this set of stairs, then go
either left or right and head down another set of stairs...you come to a little
hallway. Examine the large gate in the center -- it's locked, for now at least.
Place in BOTH of your Stone & Metal Objects, causing them to fit snugly in each
door. Head through.



------------------------------------------------------------------------
                               A L T A R
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Barry's 44 Magnum  (optional)



STAIRWAY PASSAGE
--------------------

This place is TINY, and you wouldn't be spending much time here. At the top of
the stairs is a TYPEWRITER and at the bottom is an ITEM BOX. You should take
out a fully-loaded Grenade Launcher (shell type doesn't matter), a First Aid
Spray, your Medal of Wolf, and your Medal of Eagle. Make sure to SAVE YOUR
GAME! Head down several sets of stairs, and at the bottom follow the haphazard
catwalk. Use the door at the end.

INNER SANCTUM TUNNEL
------------------------

Even more candles! Run down the steps and at the bottom descend the ladder.
Prepare yourself...

THE TOMB
------------

Here we find Barry working over a stone casket and preparing some rope and
pulley system. After the pudgey fool notices Jill he tries to pull a gun on
her...but she quickly counters and grabs it out of his hand. In comes Lisa
Trevor, in all her mutanagenic-glory (check out the eyeball on her back!) and
the gate locks behind her.

------------------------------------------------------------------------
                       Give the gun back to Barry?
------------------------------------------------------------------------

You may not realize it now, but how you answer this question will effect MANY
things later on...

NO:
-------

If you choose to be a selfish bastard and not return the gun, a cutscene will
play showing Lisa Trevor knocking Jill to the floor. Barry intervenes, but Lisa
ends up knocking him into the pit to his demise. A sparkle gets left behind
from Barry -- the "Barry's Photograph" file. The caption on the back of the
photo, a sickeningly sweet memoir from his daugthers Moira and Polly, is enough
to make you regret your decision. BUT, you also get to keep "Barry's 44 Magnum"
which is very powerful weapon that comes with 6 rounds (no extra ammo), and
will waste almost any enemy in a few shots, including the final boss.

YES:
--------

Ah! So you want to be kind and generous like every other hero? Well you will be
richly rewarded! Not only does Barry survive, but he also helps you against
Lisa Trevor in the upcoming battle. This provides a great distraction allowing
you to deal Lisa the final blow. Plus, if Barry stays alive you get to play the
ultra-cool, must-be-seen second battle of the final boss...you MUST experience
it at least once! The guide will assume you gave Barry his gun back.

CONCLUSION:
---------------

All in all, I almost ALWAYS pick "yes." The rewards are much BETTER! The only
times I ever picked "no" was when I was doing a speed run.

------------------------------------------------------------------------
                  BOSS -- Lisa Trevor, back for more!
------------------------------------------------------------------------

After you make the gun decision you have to fight Lisa Trevor, AGAIN. Don't
worry, she wouldn't be coming back after this! There are two strategies for
this boss. The "stones" one tends to be much easier, doesn't give you a
migraine, and you don't have to waste any ammo!

------------------------------------------------------------------------
MAGNUM POWER

This is SO much easier with Barry alive, since he'll provide a nice distraction
after taking his position beneath the ladder. Careful, Lisa Trevor can still
knock him into the pit! That would suck, Barry dies and you don't even get to
keep his gun! Well, I've tried every weapon I can think of against Lisa
(launcher, handgun, shotgun, ect.) and the MAGNUM REVOLVER is the only one that
works well.

 When Lisa is near a platform edge, shoot low at her LEGS to knock
  her off...she'll hold on the edge.

 Now aim low and hit her in the skull. Wave bubye...

------------------------------------------------------------------------
STONES

See those four stones at each corner of the platform? Well all you have to do
is push them off and into the pit. A cool trick I learned is you can actually
get Lisa Trevor to knock them off! Stand in front of a stone, and wait for Lisa
to slink over...right as she's about to smack you, GET OUT OF THE WAY!
Hopefully she'll hit the stone send it flying.

Whichever way you use, once all four stones are gone, the stone casket will
open, revealing Lisa's mother. Lisa takes the skull and then jumps into the
pit...

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

Now, didn't those strategies make the other guides look like melted cheese? :p
After the gate retracts, exit through. Run down the tunnel and take the
elevator at the end.



------------------------------------------------------------------------
                            C O U R T Y A R D
------------------------------------------------------------------------



FOUNTAIN MONUMENT
---------------------

Run forward and round the corner. Here we have a large pool of water. There are
two places along the wall of the pool that have ornate decoration -- place your
Medal of Eagle and Medal of Wolf in these places. Two hidden doors open
draining out the water. Find the gap in the wall, head through, then trot down
the stairs. Press A to take the elevator you find at the bottom.

 SWITCH TO DISK 2...highly illogical. I mean, why not have a disk per
  character, or something that actually makes sense? And the disk is a
  terribly hard to get out of the game case -- it feels like I'm going
  to BREAK THE DANG THING!



------------------------------------------------------------------------
                          L A B O R A T O R Y
------------------------------------------------------------------------



SPECIALTY ITEMS TO COLLECT:
-------------------------------

1. Ink Ribbon                11. Fuel Supply Capsule
2. MO Disk                   12. Fuse Unit
3. X-Ray of CLARK            13. Signal Rockets
4. X-Ray of GAIL             14. Rocket Launcher
5. Ink Ribbon
6. Slide Filter
7. MO Disk
8. Laboratory Map
9. Key for the Power Area
10. Ink Ribbon



MACHINERY ROOM
------------------

In this area, all loose-ends in the story are tied, all rights are wronged, and
we get to fight a mean final boss! This area should take about 20 minutes to
complete. 25 minutes if you're going to complete the MO Disk scenario (which
WILL be covered in the guide). Head around the machine at the center of the
room and take the ladder in the alcove.

LAB ENTRANCE
----------------

Nab the INK RIBBON sitting at your feet, and you should obviously SAVE your
game using the TYPEWRITER. Beside it is an ITEM BOX, and in your inventory you
should have a First Aid Spray and a fully-loaded Shotgun. Take the double doors
at the end.

UPSTAIRS CORRIDOR
---------------------

Many Zombies in this hall, so be careful, but DON'T KILL THEM. Head down this
hallway and round the corner. Head down, and turn left, where a sparkle awaits
you at the end on top of a pile of debris -- an MO DISK. Collect it and head
right, trotting down the stairs. At the bottom use the double doors.

DOWNSTAIRS CORRIDOR
-----------------------

Turn right, and use the other door.

PATIENT HALLWAY
-------------------

Collect that FIRST AID BOX at your feet and examine it to get MIXED HERB,
containing two Green Herb. Take the door just to your left.

ROENTGENOGRAM ROOM
----------------------

Run over and grab the sparkle sitting on the box, an X-RAY. If you examine it
on the status screen, you'll find it belongs to somebody named "Clark David".
Subsequently the X-ray is renamed X-RAY OF CLARK.

Trot farther into the room and examine the computer setup to the right. You get
a "Researcher's letter"; read the whole thing for some good background info.
You also learn a screename and password to access the Umbrella computer system,
which flashes on screen when you're done:

                          "...JOHN......ADA..."

Check the bulletin board to the left to get another X-RAY. Examine it. This one
belongs "Gail Holland" and is renamed X-RAY OF GAIL. You also find a note:

"To use the electronic door, place the intials in alphabetical order."

*sniff sniff* I smell a puzzle!

------------------------------------------------------------------------
                              X-RAY PUZZLE
------------------------------------------------------------------------

The whole goal of this puzzle is to determine the password that will allow you
to unlock the door on basement floor 2 (remember it mentioned in the letter)
via the Umbrella computer system. If you observe the diagram on the bulletin
board, you'll notice human organs. Take note of their locations:

 Esophagus
 Lungs
 Liver
 Stomach
 Large Intestine
 Small Intestine
 Colon

Now, on the other board (where there's alredy two X-rays up), place the X-Ray
of Clark in the left blank, and the X-Ray of Gail in the right blank. Which
strangly, makes them in alphabetic order. ;) Now run back to the door, and on
the wall beside it, hit the light switch -- the room glows in a red light, and
highlights a portion of each X-Ray in red.

The organs that glowed red, from left to right, were: Colon, Esophagus, Liver,
Lungs. If you take the first letter of each organ, you end up with the word
"CELL."

Password to Basement Floor 2: CELL

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

Now all you have to do is exit the room. Amazing, yes?

PATIENT HALLWAY
------------------

Take the door adajacent to you...

DOWNSTAIRS CORRIDOR
-----------------------

Run forward and head down that narrow tunnel. There's a ZOMBIE in here, and
barely any room to manuever, so be careful. At the end of the tunnel take the
double doors off to the left.

MEDICAL RESEARCH LAB
------------------------

What the hell happened here? Blood streaks on the floor with cockroaches all
over them? Trot forward from the door and check that console on the left wall
-- it's beside that "arm" thing. You get some MAGNUM ROUNDS. Trot to the other
side of the room and enter through that little door to the freezer...hey how's
it hangin' guys (couldn't resist). Check the sparkle on the shelf for a BATTERY
PACK. Exit the freezer and trot over to the computer desk. Check just to the
right of the PC for a "V-ACT" file. Now examine the computer...

------------------------------------------------------------------------
                              l33t h4x0r !
------------------------------------------------------------------------

After the login screen pops up, type in:

Login:    JOHN
Password: ADA

 When the floor selection screen comes up, select the second basement
  floor to unlock it. Password: CELL

 Select the third floor and unlock that too.

 You can now "cancel" and "quit."

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

You can exit the room now...

DOWNSTAIRS CORRIDOR
-----------------------

Head right, run down the tunnel, and take the double doors straight across the
way (NOT the one to the stairs).

PATIENT HALLWAY
-------------------

Run down the hall and take the green door off to the right.

CHEMISTRY RESEARCH LAB
--------------------------

Grab the INK RIBBON on the chair. Run forward, and on the counter grab that
circular container with the red lid -- the SLIDE FILTER. Round the corner to
the next area, ZOMBIE! Get around it and grab the sparkle on the side desk; a
"FAX" file. Check the main desk to find a GameCubesque Data Reader, which you
should use your MO Disk on (you should have one in your inventory; got it in
the Upstairs Corridor). One of the locks on a security door is green-lighted.
Now exit the room before that Zombie gives you a hug...

PATIENT HALLWAY
-------------------

Head left, running down the hall. Use the double green doors.

DOWNSTAIRS CORRIDOR
----------------------

Take the grated double doors adjacent to you.

UPSTAIRS CORRIDOR
---------------------

Run up the stairs, and at the top run parallel to the stairs, head around the
corner, and use the door at the end.

LAB ENTRANCE
----------------

Ditch all the supplies you collected -- just keep your fully-loaded Shotgun and
the Slide Filter. Take out the MO Disk you stored in the Item Box from earlier
(from the mansion; yellow gemstone). Exit out using the doors.

UPSTAIRS CORRIDOR
---------------------

Run down the hall, then go around the corner. Run down this hall and turn left.
Take the double doors, as they're open now!

VISUAL DATA ROOM
--------------------

Just to the right of the door (on the bookcase), grab the (last) MO DISK
sparkling like nobody's business. You should have two MO Disk in your inventory
now. Just to the left of the door (on the glass case), examine it to get a
LABORATORY MAP. Grab the FIRST AID SPRAY on the end of the table. Trot around
the table, and on the other side you find a projector -- use your Slide Filter
on it, allowing you to view the Umbrella briefing in a sexy red tint.

Scroll through slides of the different "Bio-Organic Weapons" (hey, I didn't
just make up these enemy names!) and at the end you get to see a picture of the
development team. The very last slide shows a barcode, but only four numbers
are visible: 8642.

NOTE: On the slide of the development team, did you notice Wesker
      standing on the right side? Ahem... ;)

SECOND NOTE: If you viewed the slides without the Slide Filter, they
             would have appeared white. At the end the barcode would be
             complete, meaning you wouldn't get the special combination.
             On HARD MODE the combination is different...

Run back to the door. To the right of it on a pillar you should notice the
keypad (has a light on top of it). Examine the keypad and input "8462" --
nearby, a hidden door will open. Oh, a secret room behind a mirror! Clever!
*cough* Run over to where the door is, and examine the tall bookcase to find
a "Security Protocols" file. Examine the low bookcase to find some SHOTGUN
SHELLS.

Head through the door, and grab the LABORATORY KEY. Examine it and it's renamed
KEY FOR THE POWER AREA. On the opposite wall is a VCR where you can view
Kenneth's Film that you got WAY back in the beginning of the game. But the film
really pisses me off:

 He's a highly-trained S.T.A.R.S. police officer.
 He's got a weapon.
 It's a SHOTGUN.
 HE'S FACING ONE ZOMBIE AND IT'S TEN FEET AWAY!

GAH! If I was there, not only would the Zombie be dead, but I'd be wearing it's
head as a hat! Well, you can completely exit this room now, we're done here...

UPSTAIRS CORRIDOR
---------------------

Run down the hall piece then trot down the steps. Use the double doors at the
bottom.

DOWNSTAIRS CORRIDOR
-----------------------

Run forward and down the hall. Dodge the Zombie and go right around the corner,
where you find some medical supplies -- check the cabinet for a DAGGER and the
medical gurney (bed) for a HANDGUN MAGAZINE. Keep going down this hall and take
the double doors on the left. After you unlock it with your Key for the Power
Area, head in.

COLD STORAGE
----------------

Those various "grunts" and "growls" are from the Chimera enemy, which basically
looks like a skinned human with many insect limbs. They're dangerous only if
you're not prepared, but you have (SHOULD HAVE) a Shotgun equipped. Run forward
and push that shelf unit forward. To your left collect the SHOTGUN SHELLS on
the shelf, and climb up on the ledge to your right. Examine (press A) against
that hole high up on the wall (it's an air vent).

AUTOPSY ROOM
----------------

You've climbed through! But don't stick around here unless you like being lunch
for a Chimera. Run along the countertop to the air vent right beside you and
climb through.

COLD STORAGE
----------------

Make this QUICK -- Chimeras can pop in through the vent. Hop down from the
ledge and run along the body bags. On the counter in the corner, check it to
find another GameCubesque Data Reader -- use an MO Disk to green-light another
lock on the security door. Flip around, and run along the other side of the
body bags. Push forward the shelf unit then exit out the door on the right.

DOWNSTAIRS CORRIDOR
-----------------------

Turn to the left and unlock the door in the corner. Discard your Key for the
Power Area and head through.

BRANCHED CORRIDOR
---------------------

Run forward down the hall and take the door straight across.

LAB LOUNGE
--------------

Look at the bag of goodies in this room (no jokes :P )! Grab all the stuff
waiting for you, especially the INK RIBBON beside the TYPEWRITER. I'd SAVE your
game if I were you. But if I were you, you'd be me, and then I'd use your body
to tell you to tell me to save. *goes cross-eyed* In your inventory, you should
have a fully-loaded Grenade Launcher, and your last MO Disk. Exit the lounge.

BRANCHED HALLWAY
--------------------

Turn left and trot down the stairs. Ew, naked Zombie. Take the double doors at
the end of the hall.

BOILER ROOM
---------------

You only have to kill ONE Chimera the entire time you're in here. Turn to the
right (JILL'S RIGHT!), and run down and round the corner. A Chimera is waiting
at the other end of this path -- NUKE'EM! Run down to where his body should be
melting into a pile of gut juice and examine the blue light beside the
"WARNING" sign. Take out the FUEL SUPPLY CAPSULE. It's empty and we need to
fill it with fuel! The refueler is located in the "Chemistry Research Lab", the
room with the first GameCubesque Data Reader. Once you backtrack...

CHEMISTRY RESEARCH LAB
--------------------------

From the door head around to the next area and examine that glass door. Say
"yes" to put in the capsule, causing it to refill with fuel.

The fuel contains a "nitro compound" -- if you run with it in your inventory
you will EXPLODE! So walk. WALK. W-A-L-K!!! DO NOT RUN.

Now WALK on back to the Boiler Room...

BOILER ROOM
---------------

Head right again, round the corner, and at the end press A infront of the blue
light to set the Fuel Supply Capsule in place. We can now go to turn on the
power. Flip around and run back to the door. From there head left, round the
corner and run down -- CHIMERA -- use the door.

BOILER HALLWAY
------------------

The Chimeras are endless! Immediately run STRAIGHT across. At the end you find
the final GameCubesque Data Reader -- use your last MO Disk. Flip around and
run back, this time taking the other path. Follow this path and RUN THE WHOLE
TIME, those Chimeras will take you down if you're not careful. Use the double
doors.

POWER ROOM
--------------

Even more Chimeras! Take either path and follow the catwalk around. In the back
you find an alcove -- examine the console in it and say "yes" to turn on the
power to the elevator. Now RUN back to the door! Exit, and you just need to
backtrack to the "Branched Hallway."

BRANCHED HALLWAY
--------------------

Run forward, go up the steps, and take the door on the side.

LAB LOUNGE
--------------

Back in the save room; save your game and prepare for the MOTHER of all
battles! Heal yourself so your health is in the "fine" condition. Now load up
with:

 First Aid Spray
 First Aid Spray
 Grenade Launcher (10 shells minimum)
 Magnum Revolver (fully-loaded)
 Magnum rounds
 empty
 empty
 empty

                         Ready? Leave the room...

BRANCHED HALLWAY
--------------------

Head right and run down to the end -- here's the elevator. Examine the console
on the right side of it to bring it up to you. Barry catches Jill just as she's
about to go down...LOL.

BIOHAZARD HALLWAY
---------------------

Go around the corner and use that spiffy futuristic door. It makes a "woosh"
like in Star Wars!

BIO-ORGANIC WEAPONS LABORATORY
----------------------------------

Watch the long-ass (yet INTERESTING) cutscenes. Everything is explained;
Wesker, Barry, the Mansion, Umbrella Corporation, ect.

NOTE: Have you ever wondered why the hell RPGs have so many cutscenes? I
      mean for God's sakes, if you're going to have a LONG cutscene AT
      LEAST make it interesting! I was playing Breath of Fire 4 and
      nearly fell asleep...twice.

Afterwards Wesker manages to release the 'Tyrant' from its water tube. Except
Tyrant is "Premature!" as Wesker says, and Wesker gets smacked aside. Tyrant's
awake. He's pissed. And he's after Jill...

------------------------------------------------------------------------
                          FINAL BOSS -- Tyrant
------------------------------------------------------------------------

This battle is much easier if you can use the layout of the lab to your
advantage! Here's some ascii to help you:


                          LABORATORY SCHEMATIC
           .-D o o r----.----------------------.------------.
           |            |                      | Electronic |
           |            |                      |    Lock    |
           |            |      CRYO TANKS      |            |
           |            |                      |            |
           |            |______________________|            |
           |                                                |
           |             ______________________             |
           |            |                      |            |
           |            |      CRYO TANKS      |            |
           |       J    |                      |            |
           |            |______________________|            |
           |                                                |
           | Barry     T                             Wesker |
           '------------------------------------------------'


"J" is where Jill starts out, and "T" is where Tyrant is. The key is to keep
your distance from Tyrant, and not get trapped in either dead end with the door
or the Electronic-Lock Console. Use grenades, then switch to Magnum rounds if
you run out of ammo. Fire some ammo, run, fire again, run -- keep repeating the
process while making laps around the block of Cryo Tanks (which by the way,
look like they're housing Tyrant's cousins). After Tyrant "dies" (snicker)
he'll fall over.

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

Go visit Wesker knocked unconscious in the corner to get a precious
"Observation Note" file. Everyone always misses that one! Now check Barry to
wake him up (Wesker also disappears). Head over to the Electronic Lock Console
and examine it to unlock the door. Take the door and exit out...

BIOHAZARD HALLWAY
---------------------

Seems Wesker has activated the Mansion self-destruct system! Jill and Barry
both ride the elevator up.

BRANCHED HALLWAY
--------------------

Aftr Barry runs on ahead, round the corner. Turn right at the work and run
down, using the door.

DOWNSTAIRS CORRIDOR
-----------------------

Chimeras are coming out of the air vents! RUN foward, then turn right at the
corner and run down. Take the double doors off to the LEFT.

PATIENT HALLWAY
-------------------

Purdy lights. *has seizure* Head all the way to the other end -- the Security
Door; if you used all three of the MO Disks on the GameCubesque Data Readers,
then all three lights on the lock will be green. Press down all three of the
levers. Head through the unlocked door...

HIDDEN CORRIDOR
-------------------

Run down the stairs and go around the corner. Open the door.

CHRIS' PRISON CELL
----------------------

Sure the toilet is bad, and the bed is filthy, but at least there's no cellmate
named Bubba! :p Chris is rescued, and the two of you leave.

HIDDEN CORRIDOR
-------------------

Don't move, just turn yourself around and enter the cell again.

CHRIS' PRISON CELL
----------------------

Aha! Been holding out on us? Grab the SHOTGUN SHELLS beside the bed. OK, now
you're done here and can leave.

HIDDEN CORRIDOR
-------------------

Go around the corner and run up the stairs. Use the door.

PATIENT HALLWAY
-------------------

Follow Chris to the other end of the hall and use the double doors.

DOWNSTAIRS CORRIDOR
-----------------------

Take the double doors right beside you.

UPSTAIRS CORRIDOR
---------------------

Run up the staircase and flip around, running parallel to the stairs. Round the
corner and use the door at the end.

LAB ENTRANCE
---------------

Heal yourself, stock up on supplies, and SAVE YOUR GAME. Don't save if you want
to fight the first Tyrant again! Use the ladder beside you...

MACHINERY ROOM
------------------

Run forward, where you find Chris and Barry waiting for you. Use the huge metal
door that's now open.

MACHINERY HALLWAY
---------------------

Ignore the goodies laying on the floor -- some FIRST AID BOX and SHOTGUN SHELLS
-- unless you can collect them while leaving ONE space open in your inventory.
Run along the catwalk all the to the end, where you should grab that small box
thing, the FUSE UNIT. Head around the corner and check the alcove beside the
elevator. Place in the Fuse Unit, restoring the power to the elevator and also
triggering a cutscene. Tyrant is baaaaaack! Barry and Chris go to hold him off,
while Jill makes her way up the elevator.

                      A timer of 3 minutes appears.

HELIPORT
------------

After you reach the top, grab that large gray case sitting on the ground, some
SIGNAL ROCKETS. Immediately use them where you stand, and Jill will run to the
center of the Helipad and shoot them off to signal Brad in the helicopter.
Nearby the elevator comes back up, delievering Chris and Barry. Tyrant --
INCOMING!

------------------------------------------------------------------------
                FINAL BOSS -- Tyrant, the FINAL battle!
------------------------------------------------------------------------

This guy really isn't too difficult. Use Magnum rounds or Grenades to take him
out. Just make sure you let Barry distract the Tyrant. With Tyrant's back to
you, you can get off a full clip of Magnum rounds before he even notices.

If Tyrant starts pacing slowly at you -- WATCH IT -- he will soon run full
speed, and attempt to do a powerful bitch-slap attack which can instantly
deliever you into DANGER health. Run aside to dodge.

After doing enough damage to Tyrant, Brad will actually develop a set of balls
and drop a ROCKET LAUNCHER down onto the helipad. Pick it up; this takes
several seconds to grab, so plan accordingly. Now fire a rocket at Tyrant --
sometimes he blocks it and you need to shoot again, otherwise he'll be blown
into little bits of confetti. You 1, Tyrant 0.


GAME OVER.
------------------------------------------------------------------------


Watch the ending (whichever one you got) and the credits. Now beat the game
again but go faster! Maybe you can unlock more game modes or even some hidden
weapons...


                              -----------
                                  FIN
                              -----------



                       ___  _   _  ____  ____  ___
                      / __)( )_( )(  _ \(_  _)/ __)
                     ( (__  ) _ (  )   / _)(_ \__ \
                      \___)(_) (_)(_)\_)(____)(___/

            ____  ____  ____   ____  ____  ____  __    ____
           (  _ \( ___)(  _ \ ( ___)(_  _)( ___)(  )  (  _ \
            )   / )__)  )(_) ) )__)  _)(_  )__)  )(__  )(_) )
           (_)\_)(____)(____/ (__)  (____)(____)(____)(____/



Next version...





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


     4.  W E A P O N S


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



=-=-=-=-=-=-=-=-=-=-
Survival Knife
=-=-=-=-=-=-=-=-=-=-


This has got to be the most useless pieces of crap in the game. When you
"attack" with it, you execute a wimpy little slash that does barely any
damage. Don't even think about using it against anything but Zombies,
and even then it's pathetic because its limited range opens you up for
attack. Aim for the head, I guess...still a pathetic weapon.


=-=-=-=-=-=-=-=-=-=-
Handgun
=-=-=-=-=-=-=-=-=-=-


Sturdy and dependable, the Handgun is probably THE weapon used most in
the game. It has great range, the ammo is fairly plentiful, and its
great against Zombies and other minor nuisances. The "everyman's gun."


=-=-=-=-=-=-=-=-=-=-
Shotgun
=-=-=-=-=-=-=-=-=-=-


Though a MAJOR upgrade in power from the Handgun, the ammo is scarcer
for this guy, so only use it when needed -- like against Hunters,
Crimson Heads, or Zombie Dogs. Basically anything you want to get rid of
quickly before they do damage to you. The spread radius from the Shotgun
shells is an added bonus, since you can hit targets even with slightly
bad aim.


=-=-=-=-=-=-=-=-=-=-
Assault Shotgun
=-=-=-=-=-=-=-=-=-=-


Take the Shotgun, make it hold 10 shots instead of the standard 6, make it fire
faster, and make it cooler looking -- this is the Assault Shotgun! If you have
a choice, pick this over the standard model! You get this from Richard after he
meets an (unhappy) demise.


=-=-=-=-=-=-=-=-=-=-
Magnum Revolver
=-=-=-=-=-=-=-=-=-=-


The hand-held love child of death! Each shot packs a HUGE punch. But due to
it's slow-fire rate and scare ammo, use against bosses only.


=-=-=-=-=-=-=-=-=-=-
Barry's 44 Magnum
=-=-=-=-=-=-=-=-=-=-


A major upgrade in power from the standard Magnum -- it comes with 6 shots and
you get no EXTRA ammo. Barry leaves it behind after he gets knocked in the pit
by Lisa, IF you said "no" to giving him his gun back. Use against Tyrant for
maximum effect...and hilarity, as Tyrant drops like a sack of potatoes.


=-=-=-=-=-=-=-=-=-=-
Grenade Launcher
=-=-=-=-=-=-=-=-=-=-


When the job calls for some serious firepower, except no substitute. If
one shot doesn't kill them, it will at least stun them for a moment
allowing you some breathing room. Use this against bosses, and enemies
that just wouldn't die.

The Grenade Launcher, along with having normal (gray) rounds, also has
two types of special ammo.

 Incendiary Shells (red). More powerful then normal rounds, and they
  are able to set things on fire. So if you say, take out a Crimson Head
  with these things there's no need to worry about burning his body.

 Acid Shells (green). As powerful (or more so) as Incendiary Shells,
  yet they also have a bonus -- the shells are filled with sulfuric
  acid, allowing them to continue to a burn a target long after they
  have made contact.


=-=-=-=-=-=-=-=-=-=-
Flamethrower
=-=-=-=-=-=-=-=-=-=-


Oh boy does this weapon SUCK, and it's even more a shame because this is
like the "Grenade Launcher equivolent" for Chris Redfield. You only get
it about ten minutes (as it's used as a switch trigger), and it has
limited ammo -- you start out with "100%" and when it reachs "0%" you're
done. The flame spurts produced are for close range fighting ONLY. You
can use it against the Queen Spider, but that's about it...


=-=-=-=-=-=-=-=-=-=-
Rocket Launcher
=-=-=-=-=-=-=-=-=-=-


The most powerful weapon in the entire game, bar none, but the problem
is you only get it in the last few minutes of the game. Comes with four
rockets, but it only takes one to beat the final boss, Tyrant, and blow
him to colorful confetti pieces.


=-=-=-=-=-=-=-=-=-=-
Self defense gun
=-=-=-=-=-=-=-=-=-=-


This tiny gun is a .22 Magnum. It's capable of firing two rounds, though one of
the bullets has already been spent when you find it. Use it against Plant 42
for heavy damage, or Tyrant at the end of the game. Just don't waste the single
bullet on stupid things!


=-=-=-=-=-=-=-=-=-=-
Dagger
=-=-=-=-=-=-=-=-=-=-


A weak defense item, the Dagger causes your character to stab a Zombie
in the head when it grabs them, allowing you to break free.


=-=-=-=-=-=-=-=-=-=-
Stun Gun
=-=-=-=-=-=-=-=-=-=-


VERY strong defense item, and exclusive to Jill Valentine. After a
Zombie grabs you, Jill will shock'em with this causing the Zombie's body
to flash and go into paralysis. It might even (re)kill them in one shot.
You have to find Battery Packs to charge the Stun Gun.


=-=-=-=-=-=-=-=-=-=-
Flash Grenade
=-=-=-=-=-=-=-=-=-=-


Literally the best defense item, PERIOD! And it is so much fun to use!
:p After Chris is attacked by a Zombie, he'll jam one of these in its
mouth. RUN FOR COVER! In a few seconds, a huge explosive will ensue,
blowing the Zombie's head to bits and killing it...for good. If you're
caught near the Zombie when it explodes, expect to take SERIOUS damage.



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


     5.  F R E Q U E N T L Y   A S K E D   Q U E S T I O N S


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



Question:  What is a general outline of a typical game?

Answer:  Mansion, Courtyard, Residence, Mansion, Courtyard, Mansion,
         Altar, and Laboratory.

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

Question:  What are the differences between EASY and NORMAL mode?

Answer:  Well, on easy, there are more ammo clips, less Zombies, and
         each Zombie is slower and takes off less damage. The bosses are
         also pathetic. Basically easy mode is the pansy version of the
         game -- play normal to get full enjoyment.

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

Question:  What is the Wooden Mount for?

Answer: Use it to get a "2F Mansion Map"!

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

Question:  What are the locations of the three "MO Disks" and what do
           they do?

Answer:  MO Disks open a special door, which allows you to rescue a
         character and get a SLIGHTLY better ending. I always thought it
         was a waste of time! When you find a MO Disk, place it in a
         GameCubesque Data Reader in the Laboratory.

DISK 1 -- Get the Yellow Gemstone in the Eagle Room of the Mansion. Use
          the gemstone in the Tiget Altar Room to get the disk.

DISK 2 -- In the first hallway of the Laboratory. It's off to the left
          of the stairs sitting on a pile of debris.

DISK 3 -- In the Visual Data Room (room with projector) in the
          Laboratory. Sitting on the shelf just right of the entry door.

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

Question:  What are these "Naked Zombies" people talk about?

Answer:  If you play the game on normal or hard, you get to see some
         white-skinned Zombies that run around naked in a few areas of
         the Laboratory. It's worth buying Resident Evil just for that!

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

Question:  HELP! I'm out of defense items, out of healing items, have
           red/danger health, and am surrounded by Zombies!

Answer:  Pop one of them in the legs a few times to quickly drop'em so
         you can bowl on through -- otherwise say g'night.

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

Question:  I'm at the Residence, and playing as Chris. When I try to
           make the J-VOLT in the lab, it says I need somebody who knows
           how to work with medical equipment...

Answer:  That's because you have to get Rebecca to make the J-VOLT for
         you! But she wouldn't make it if you saved Richard in time
         with the Serum in the Mansion. It doesn't really matter, using
         the J-VOLT while playing as Chris is a waste of time since you
         have to fight Plant 42 anyway.

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

Question:  What's this "infinite Grenade Launcher ammo trick"?

Answer:  See any other FAQ yah cheating bastard! I honestly don't see
         how you can call yourself a real player when you use this trick
         to get through the game -- EVEN if you're doing a speed run.
         "Look Mommy, I got a time of 45 minutes! I'm special and used
         eleventy billion grenades! Hyuk hyuk! Der."

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

Question:  I died on Hard Mode REALLY quickly! Any tips?!

Answer:  Ding ding! Junior here found out that hard mode was actually
         (wait for it) HARD! See the appropriate FAQs...I recommend
         marshmallow's "Chris Hard Mode Walkthrough".

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

Question:  How do I kill Lisa Trevor? I've tried everything.

Answer:  She's invincible. Maybe that's part of the problem.

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

Question:  I talked to Barry, and in the guide it says you get Acid
           Rounds from him. But I didn't get ANY!

Answer:  That's because you need an open space in your inventory you
         dunce.

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

Question:  When a Zombie grabs you, especially from behind, anyway to
           minimize the damage?

Answer:  Rapidly press A and roll the control stick back and forth.

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

Question:  What's the best way to dodge a Cerberus?

Answer:  Run back and forth in 45 degree angles.

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

Question:  I'm poisoned, and in the Mansion. Where's the Blue Herbs?

Answer:  There is a Blue Herb Terrace. To find it, you must get to the
         "Wardrobe Room." From the Mansion Foyer, unlock the single door
         on the right with your Helmet Key. Head through this room and
         you're at the Wardrobe Room.

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

Question:  How do I get the Shotgun as Chris Redfield?

Answer:  Remember the Broken Shotgun you got in the side closet near the
         West Stairs save room? Do the switch-a-roo and there yah go...

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

Question:  What should I use the Self defense gun on?

Answer:  Try the Plant 42 or Tyrant.

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

Question:  Playing as Jill, I tried to get the Shotgun but got crushed
           in the room with the lowering ceiling. What went wrong?

Answer:  Did you remember to check BOTH DOORS so that way Barry saves
         you? That was in the guide you know!

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

Question:  Should I give Barry is gun back?

Answer:  *cries* It's in the guide...I typed...it...so beautiful. Mommy.

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

Question:  Is Lisa Trevor invincible? Because I can't kill her...

Answer:  Wait a second! Didn't I just answer that? Arg!!!

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

Question:  In the "Keeper's Diary" file when he refered to the "skinless
           Gorilla", was he talking about a Hunter or a Chimera?

Answer:  ...I like cake. And cheese. But especially Cheesecake!

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

Question:  Where's the Sword Key?

Answer:  It's In the guide! Graveyard. Yard with graves? In the back of
         the Book of Curse? Do you know what a book is? That helps.



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


     6.  C R E D I T S


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



------------------------------------------------------------------------
COMPANIES / SITES
------------------------------------------------------------------------


Nintendo: Made the GameCube, your playing Resident Evil on the system.

Capcom: Developed, produced, and made Resident Evil.

www.GameFAQs.com - Posted this FAQ...holds all my others as well...


------------------------------------------------------------------------
PEOPLE
------------------------------------------------------------------------


CJayC: The insane, incurable webmaster of GameFAQs, who apparently
       sleeps 1 hour a night.

Dart533: Emailed me a GREAT alternative strategy for beating Yawn.



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


     7.  I M P O R T A N T   L E G A L   I N F O R M A T I O N


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



This guide may ONLY appear on the following site:

- GameFAQs <www.GameFAQs.com>

That's because I DIRECTLY send my FAQs there. I always hate to get email
telling me to update a guide...even when it is updated! This was
especially the case with my first FAQ, for Zelda: Majora's Mask, so this
legal note is here to fix that problem.

If you want to use this FAQ, webmasters, take note!

Webmasters do NOT:
-------------------

Post this guide directly on your site. This doesn't apply to GameFAQs,
as shown above.

Webmasters please DO:
----------------------

If you want to post this FAQ, do NOT post it directly. Instead link to
the page on GameFAQs that lists all the guides for the game. In other
words, DON'T link to the URL that ends with ".txt" or ".doc", which is
the actual text guide. Again, nothing that ends with ".txt" or ".doc"
This is all in the GameFAQs' legal section.

This FAQ may not be used in any magazine, video game guide, or any
possible form of printed or electronic media. It may not be used in any
form of commercial efforts for your website or place of business. It
cannot be given away as a free item, for profit, for promotional
purposes, or given away in any situation whatsoever.

All characters, places, or objects are copyrighted by their respective
companies. I am in no way affliated with Nintendo, Capcom, or any
other companies that were involved with the production of this game.

Document  2002 Nintendoholic
All rights reserved



                           ~ End of Document ~


