Resident Evil FAQ/Walkthrough
by Kodos86, copyright 2002. All rights reserved.
Version 1.0 (12/07/02)
Platform: Gamecube

IMPORTANT: This guide contains PLOT SPOILERS.

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

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0. Table of Contents
1. Version History
2. Basics
  - Controls
  - Survival Tactics
  - Differences Between Jill & Chris
  - Difficulties
3. Jill Walkthrough
4. Chris Walkthrough
5. Speed Guide
6. One Dangerous Zombie
7. Invisible Enemy Mode
8. Monsters
9. Weapons
10. Items
11. Secrets & Codes
12. Files*
13. Characters
14. Storyline
15. Credits
16. Legal
17. Contacting Me

* = Incomplete

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

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Version 1.0 (11/23/02): Initial update. Pretty much everything is complete,
except for the File Transcripts.

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                        2. B A S I C S

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                         C O N T R O L S
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Basic Controls
---------------------------------
A: Check something, select items on Status screen, scroll text
Y: Switch to Status screen.
B: Hold while moving to run
R: Hold to aim your weapon; press A while aiming to use the gun.
Start: Bring up the Options
L: Use a defense item (when they are set to manual)

Movement
-----------------------------------
Controlling your character can be incredibly confusing at first for newcomers
to the Resident Evil series, though it doesn't take too long to get adjusted
to. Instead of the normal 3-D controls (where up moves your character towards
the top of the screen), up always moves you in the direction your character is
facing; left and right make you move to the left and right of where your
character is facing. Back moves you backwards (if you run while pressing back
you will just turn around). Using the C-Stick makes you turn around.

Shooting
--------------------------------------
Pressing R will cause you to bring your weapon up to the ready; doing this also
causes you to auto-aim on any on-screen enemies, and you can adjust the aim
with the joystick while holding R. Press A while holding R to use your weapon.

Defense Items
----------------------------------------
Throughout the game, you can pick up items that are used as Defense Weapons.
These take up no space and are only used if a zombie grabs you. When that
happens you will use a defense item on the zombie (if you set Defense Items to
manual then you have to use the item yourself by pressing L) and avoid any
damage. You cannot use the item if grabbed from behind.

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               S U R V I V A L  T A C T I C S
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- Don't feel the need to kill every single Zombie; part of the point of this
game is to conserve your ammo, and most of the zombies can be dodged - remember
that you will only take damage from them if you touch their arms. If you have a
wide space you can easily dodge them. Otherwise you can try faking them out by
running to the opposite direction at the last second. In most cases where you
can't just run past a zombie, you can usually just shoot until it falls down
and not bother to kill it entirely.

- Zombies aren't neccesarily dead. If a zombie is dead (for the time being) a
pool of blood will come out of it. Also, try to turning around and aiming; if
you're auto-aim goes to the body, then it isn't dead yet. Dead Zombies will
eventually turn into Crimson Heads, which are far more dangerous and faster. To
avoid this you can completely kill by the Zombie by blowing off its head,
blowing off its kneecap, or burning it. Or you could just not kill them in the
first place.

- When using the Shotgun, let the enemies get close before using the weapon. If
you let an enemy get relatively close to you, and then aim up with the Shotgun,
you can usually blow off its head.

- Listen for enemies. Each enemy has a distinctive sound it will emit that lets
you know if an enemy is in the area. Additionally, listen for footsteps of
enemies moving around.

- Zombies can use doors. If you hear a door rattling, that means that a zombie
is trying to get through the door. Once the Zombie comes in there will be a
change in music telling you that the Zombie is in the room. Fortunately, the
Zombies don't come after you too much. And even when they do attempt to come
through the door, they seem to have trouble understanding how to use a frickin
doorknob and take forever trying to open the damn thing.

- Don't waste ink ribbons. At least in the beginning, try to spread out your
saves until later as you find more of them.

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                           H E R B S
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Green Herb + Green Herb = 50% heal
Green Herb + Green Herb + Green Herb = 100% heal
Green Herb + Red Herb = 100% heal
Blue Herb = Poison Heal
Blue Herb + Green Heal = Poison and 25% heal

In general you should always try to combine red and green herbs (as opposed to
3 green herbs), since a Red Herb is worthless by itself.

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      D I F F E R N C E S  B E T W E E N  C H R I S  &  J I L L
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Chris Redfield
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- Must use Old Keys on some doors.
- No Grenade Launcher, though he gets the Flamethrower for all of 5 minutes.
- Chris gets the Shotgun and Assault Shotgun later in the game.
- Chris runs much faster and can take much more damage then Jill.
- Chris has a higher chance of getting headshots with the Pistol.
- You start off with the Lighter, which doesn't take up an item space.
- Rebecca appears in your game, and Wesker appears more often.
- Chris can't kill Plant 42 with the V-Jolt.
- Only six item slots, so you don't have the space for healing items.
- Flash Grenades as a defense item.
- No need to fight the first Giant Snake.

Jill Valentine
----------------------------------------
- Gets a lockpick and doesn't need Old Keys.
- Has to find the Lighter.
- Slower and weaker then Chris.
- Eight item slots.
- Jill gets both Shotguns earlier.
- Jill gets the Grenade Launcher, and (if you kill Barry) the .44 Magnum.
- Jill almost never scores headshots with the handgun.
- Barry appears in your game.
- Battery Packs as a defense item.

In general, the only real advantages to Jill are that she has the Grenade
Launcher and more item space, which makes her game ideal when trying to get the
Samurai Edge or Rocket Launcher.

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                    D I F F I C U L T I E S
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Easy Mode (Hiking on the survey)
------------------------------------
Easy Mode is the toned down version of the game. You get unnecesary amounts of
ammo and ink ribbons, and the enemies are pathetic.

Normal Mode (Climbing on the survey)
-------------------------------------
A little bit harder then Easy (but not by much), the enemies are stronger and
you get less ammo. There are also slightly more zombies.

Hard Mode
-------------------------------------
The enemies are much stronger, and some of them are better hidden.
Additionally, you get much less ammo, healing items, and ink ribbons.

One Dangerous Zombie
-------------------------------------
This isn't actually a seperate mode; it replaces Once Again after you unlock
it. In this mode a special zombie with a bomb strapped to it will appear in
certain rooms. If you attack the zombie (even with a knife) you die, as the
bomb explodes.

Real Survival Mode
-------------------------------------
The Item Boxes are no longer linked, and the auto-aim is disabled. There is
also less ammo available.

Invisible Enemy Mode
-------------------------------------
As the name suggests, the enemies are invisible.

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               3. J I L L  W A L K T H R O U G H

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               S P E N C E R  M A N S I O N
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Following the cutscene of Jill and co. running into the mansion, Chris appears
to be missing. Wesker sends you and Barry to investigate the gunshot that went
off.

DINING ROOM
Grab the Ink Ribbon off of the table, and take the time to adjust to the
controls. Walk to the other end, where Barry has found some blood. Go through
the door by the fireplace while Barry stays behind to stare at the bloodspot.

KENNETH HALL
Turn to the left and head down the hall and into the room section. In there you
find a Zombie munching on your comrade Kenneth. Turn around and run back to the
Dining Room.

DINING ROOM
As you enter, Barry shoots the Zombie as it comes in. Head through the double
doors to the Foyer. As you leave, you hear the zombie get up and leave. (Wait a
minute - it takes Barry 3 shots to knock down this thing without killing it,
while the Tyrant takes 1 shot from Barry's Magnum. What the hell is this, Super
Zombie?)

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ALTERNATE PATH

Enter the Dining Room from the beginning, and exit back to the Foyer, causing
Wesker to send you back. Try to leave again, and Barry will ask if you're
already get worried. Walk over to the door to the Kenneth Hall, and the Zombie
bursts through, causing Barry to kill it in the cutscene. Continue from there
as normal.
*****************************************************************************

FOYER
Oh great, Wesker decided to wander off. Walk upstairs, go backstairs, and Barry
will decide to split up. Yeah, split up in a mansion filled with walking
corpses, thats real brilliant. Go back through the door to the DINING ROOM, and
through the door to the Kenneth Hall.

KENNETH HALL
The Zombie is now all the way to right, so you don't need to worry about him
for now. Head to the left towards where Kenneth's body is lying. If you want,
check his body to get the videotape of his last moments. Go through the door
nearby.

BIRD ROOM
Grab the herbs, go up the stairs, and through the door.

ARROW ROOM
Grab the herbs by the "dead" zombie and go through the passage by the mirror.
Dodge the fat zombie staring at the mirror and run down the path. Check the
shining thing to get an Arrow. Grab the Handgun Magazine if you want to, though
you risk being grabbed by the zombie walking towards you. Dodge him, run past
the fat zombie, and exit the room.

FOYER
Go upstairs, and through the double doors.

UPPER DINING ROOM
Theres a Zombie in here, but you can easily dodge him so don't waste your ammo.
Grab the dagger from the shelf and push the statue through the gap in the
railing. Go to the DINING ROOM, check the pieces and grab the Blue Gem. Return
to the Foyer.

FOYER
Go through up the stairs and through the picture door.

CEMETERY
(On Easy Mode, this place is devoid of enemies) Run past the zombie and head
towards the back. Hopefully the other zombie won't start heading towards you.
Head down the path to the big angel statue. On the pause screen, examine the
Arrow to pull out the Arrow Head; use the Arrow Head and go down the long set
of stairs.

CRYPT
Head to the back of the room and check the shining thing to get the Book of
Curse. Examine it and flip it over to get the Sword Key. Go back up the stairs.

CEMETERY
Dodge or kill the Zombie(s) and return to the Foyer.

FOYER
Go through the door across from the Dining Room door.

STATUE ROOM
Climb over the chest and push it to the statue. Climb onto it and check the
statue to get the 1F Map. (There is a Dagger in the hall, but getting it
releases a Zombie that you're likely to waste the dagger on, so don't bother
with it). Use the Key on the door.

DOG HALL
Push back the dresser for a Dagger, and another one for a clip. The window
breaks, but thats just there to scare you. If you come through here the other
way, two Cerebus will break through.

MANSION HALL
Go through the grayish door near you.

COURTYARD
Run down the path and grab the Chemical (there are also herbs and a Kerosene
container here). Run back through the door before a dog hops the fence.

MANSION HALL
Go through the next door.

BATHROOM
Drain the bathtub and a Zombie will pop up from the tub. Laugh as Jill pukes
into the toilet after smashing the Zombies face. Grab the Dagger from the
bathtub and return to the hall.

MANSION HALL
Go down the hall and through the next room.

SQUARE ROOM
Go through the next door.

SHOTGUN ROOM
Grab the Ink Ribbon, Dagger, and the Shotgun from the wall. EXit.

SQUARE ROOM
THe ceiling begins collapsing. Try the door to the hall, which does not open.
Wait a few seconds and try the other door (which shouldn't open). Luckily,
Barry comes, shoots open the door and saves you from becoming a pancake.

MANSION HALL
Continue down the hall and through the double doors.

MANSION HALL 2
Go through the door to the left.

RIGHT STAIRS ROOM
Run onto the stairs, aim, and kill the Zombie on the ground floor. Then kill
the zombie on the upper left (not there on easy) and the one on the upper
right. Enter the door at the bottom.

RIGHT STAIRS SAVE ROOM
Grab the Canteen and fill it with Kerosene. Deposit your Ink Ribbon and
Survival Knife into the Save box, and remove the magazine. Exit, go up the
stairs, and through the room on the right.

U-HALL
Theres a Zombie on your left and to your right (except on easy). Kill the one
to the left if you want to, and run through the door to the right.

BEDROOM
Grab the Dog Whistle and Magazine from the chesstable, as well as the Lighter
from the table. Be sure to burn any Zombies you killed in the Right Stairs Room
and U-Hall (burning rotten flesh - that must smell good). If you want to, grab
the Wooden Board from the U-Hall, and go through the door to the upper left
side of the Right Stairs Room. Use the lighter to light the fireplace and use
the the Wooden Board to get the 2F Map. Return to the U-Hall.

U-HALL
Run to the end of the U-Hall (run past the zombie) and unlock the door to the
Foyer.

FOYER
Barry gives you some Acid Shells (unless you have no item space). Go to the
Upper Dining Room.

UPPER DINING ROOM
Unlock the door with the Sword Key.

LEFT STAIRS ROOM
Unlock the gray door.

DOG BALCONY
Get up the Shotgun and use the Dog Whistle. Kill the two Cerebus that come by
and grab the Dog Collar. Examine the Dog Collar to press a switch, which
reveals a coin. Flip the coin over and check it to turn it into the Imitation
Key. Unlock the other door to the Foyer. Make your way to the Arrow Room.

ARROW ROOM
Run to the door and ignore the Crimson Head which wakes up from its nap.

KNIGHT ROOM
Run up the stairs past some knights and to the Armor Key. Grab it, which
springs a trap causing a knight to start heading towards you. Replace the Armor
Key with the Imitation Key, foiling poor Spencer's $1 million dollar trap. Go
back through the door.

ARROW ROOM
For some reason, the Crimson Head won't bother you unless you head by the
mirror. Just go through the door and head to the Foyer.

FOYER
Go upstairs and unlock the remaining door.

FOREST COURTYARD
Head down the path (grab the Magazine off the table) and head to where Forest
Speyer's body is. Grab the Grenade Launcher and herbs. DO NOT go to the dead
end, as this will reanimate Forest as a Zombie. Return to the Foyer.

FOYER
Go to the Dog Courtyard.

DOG COURTYARD
Theres now a zombie in here; wait for him in the lower section of the
courtyard, then run into the upper section once he comes down, which should
easily allow you to race past him and through the next door.

LEFT STAIRS ROOM
The Zombie that you dodged is now pounding on the door. Run down the hall,
killing (or dodging) the zombie in your path, and head down the stairs (the
zombie will burst through the door at about now). There should be zombie on the
stairs; run past him as he uses his pathetic acid attack. Go down the hall
(grab the Blue Gem and Chemical from the save room if you don't have it with
you) and go through the door on the left.

BROKEN SHOTGUN ROOM
Grab the Battery Pack. DO NOT take the Broken Shotgun. Leave, and go through
the door.

LEFT MANSION HALL
Just ignore the tapping on the window, it couldn't possibly be a bunch of
hungry zombies trying to break in and eat you, right? Go down the fork in the
hall, and you should come by two doors, plus a third one leading to the Kenneth
Hall. First go through the one on the left.

TIGER ROOM
Check the Tiger and use the Blue Gem, which reveals Shotgun Shells. Exit to the
hall and go through the other door.

KEEPER'S BEDROOM
Grab the clip from the bed. DO NOT go anywhere near the closet (doing so
releases a zombie and wakes up the one by the door). Return to the Hall.

LEFT MANSION HALL
Go back to where the hall forked and head straight down the hall, and through
the door.

HERB ROOM
Use the Chemical on the thing in the corner, and turn the red switch to kill
the Tentacle things sprouting from the center. Grab the Death Mask and whatever
herbs you can carry. Exit.

LEFT MANSION HALL
Run past the window as two Zombies crash through the glass (and probably
scaring the crap out of you the first time around). Go to the fork, and through
the door to the Kenneth Hall.

KENNETH HALL
Go to the Dining Room.

DINING ROOM
Go to the Foyer.

FOYER
Go up the stairs and through the door to the U-Hall.

U HALL
Go down the hall and to the Right Stairs room.

RIGHT STAIRS ROOM
Stop in the save room, grab the Lighter, and deposit the Death Mask, Sword Key,
and any other uneccesary items. Then go to the left and through the locked
door.

DEER ROOM
Go through the unlocked door.

RESEARCHER'S BEDROOM
Grab the First Aid Kit and the Ink Ribbon from the desk; leave.

DEER ROOM
Go through the locked door.

RESEARCHER'S ROOM
Grab the fishing hook, bee lure, and bee specimin. Combine the bee lure and
fishing hook, and put it on the lure display. Put the bee specimin on the
insect display and press the button. Ignore the now revived bee, grab the Wind
Crest, and leave.

DEER ROOM
Leave.

RIGHT STAIRS ROOM
Go to the U-Hall.

U HALL
Go through the big gray door.

KNIGHT ROOM 2
Push back the knight in the upper right corner. Then push back the knight in
the left corner. Finally push the knight in the right corner (if you did it
right, the knights should all be pushed back). Activate the switch and grab the
Jewlrey Box. Examine it, and press the 2 switches shaped like heart pieces to
reveal a death mask. Exit.

U HALL
Continue down the hall and go through the other locked door.

RICHARD ROOM
Run down the room, and Richard will come in poisoned. Head back to the DRug
Room and grab the Serum from the shelf. Come back to the Richard Room, and Jill
will give Richard the serum. Go through the next door.

RICHARD HALL
Run across the room and up the stairs. Wait for the zombie to come by, and then
dodge him once he gets to the stairs. Go through the door he had been by.

MUSIC SCORE ROOM
Use the Lighter on the candlestick, causing the zombie to come through the
door. Kill him your Handgun and grab the ammo from the shelf. Push back the
other shelf and pop into the crevice it revealed. Dodge the zombie (or use a
defense item on him), and grab the Musical SCore from the shelf. Exit.

Make your way to the Dining Room.

DINING ROOM
Grab the Emblem (shield) by the fire place and go to the Kenneth Hall.

KENNETH HALL
Head to the right. Kill the zombie there, since its pretty hard to dodge him in
the cramped space. Go through the locked door nearby him.

PIANO ROOM
Go to the area past the piano. Push back the shelf and grab the Musical Score.
Combine both scores to get Beethoven's Moonlight Sonata; use it on the piano,
causing part of the wall to open. Go through there and grab the Gold Emblem.
Replace it with the Emblem and exit.

KENNETH HALL
Ignore the pounding on the door. Go into the Dining Room.

DINING ROOM
Put the Gold Emblem where the other emblem had been. Check the clock and change
it to 6:00 by moving the large gear twice to the right. Grab the Helmet Key
which is now revealed.

Make your way to the Richard Hall (be sure you have the GRenade Launcher and
Acid Shells with you).

RICHARD HALL
Unlock the door and head through.

SNAKE ROOM
Go to the back and a giant snake will pop out and Richard will come in to help
you. Grab the Death Mask from the back and shoot the snake twice with Acid
Shells. The snake will eat Richard. Grab Richard's Assault Shotgun and leave.
(If you got poisoned, you'll have to get another Serum from the DRug Room).

Head to the Right Stairs Room

RIGHT STAIRS ROOM
Grab the Death Masks from the Item box. Go through the rotted door.

MANSION HALL 2
Go through the gray locked door in the other end (ignore the zombie).

PICTURE GALLERY
Press the switch on the first painting. Go down the room to the other side of
the area and press the switches on the lady and sage's pictures. Activate the
switch on the big white picture to reveal a door (if you screwed up, the crows
will attack you). Go through the passage, grab the Death Mask, and go through
the gate.

CEMETERY
The Zombies in here are usually gone by now for some reason. Go into the Crypt.

CRYPT
Place all four Death Masks in their respective positionsm, causing a coffin to
drop to the ground. Check it, and a Crimson Head on steroids will pop out (it
also looks like its alcoholic, thanks to its little black beard). Shoot a fewb
times with the Assault Shotgun to kill it. Check the coffin to get the Stone &
Metal Object and reopen the exit.

Make your way to the Mansion Hall 2.

MANSION HALL 2
Kill the Zombie and go through the door he was by.

COURTYARD 2
Run down the path (ignore the dog), and go up to the marble thing. Use the
Stone & Metal Object on it, and go through the big door.

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               C O U R T Y A R D / R E S I D E N C E
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SHED
Head down the stairs, grabbing the Battery Pack and First Aid Spray. Go through
the door down the stairs.

WEATHERVANE COURTYARD
Set both of the spinning weather vanes to the right corner direction, unlocking
the gate. Head through it.

GRAVEYARD 2
Ignore the crows and head down the path to the right. Use the Wind Crest on
the right gravestone and grab the three Crests it reveals. On the item screen,
examine each one, flipping them over and activating the switches on them. Place
each one on the left gravestone and grab the Magnum. Go through the next gate.

CABIN PATH
Go down the path and enter the cabin.

CABIN
Head along the path in here. Put the Magnum in the item box and grab the Square
Crank in the back (theres also a Courtyard Map). As you go to leave, someone
will enter the cabin. Head past the typewriter and a cinema will start.
Following the cutscene, you will be facing Lisa Trevor, the nastiest bitch
you'll ever meet. Shoot her about twice to stun her, and run out of the Cabin.

CABIN PATH
Theres now a Zombie in here, but he has his back to you and is easy to dodge.
Head back to the Shed.

SHED
Grab the Shotgun shells and go through the other door.

DOG ROOM
Run past the dogs and go through the gate.

POOL ROOM
Use the Square CRank on the thing to the left in order to drain the pool. Go
across and use the elevator.

WATERFALL ROOM
Run across to the next elevator, ignoring the crows.

PATH
Head down the path and into the Residence.

RESIDENCE ENTRANCE
Head through the room and go through the door on the right.

RESIDENCE SAVE ROOM
Grab the Ink Ribbon and Battery Pack. Also put the Square Crank in the Item
Box. Exit.

RESIDENCE ENTRANCE
Push the crate nearby so it lines up with the path to the right, and then push
it against the other crates so you can climb across them (if you just walk
across, one of Plant 42's roots will grab you). Go through the door.

RESIDENCE HALL
Go all the way down the hall and through the door at the end of the hall.

ROOM 002
Go through the door nearby you.

002 BATHROOM
Grab the Residence key near the sink. About now you should hear a door open.
Exit.

ROOM 002
Theres now a zombie in here, but hes in the very back. Leave.

Head back to the Residence Entrance.

RESIDENCE ENTRANCE
Go through the locked door and discard the key when prompted.

ROOM 001
If you want to, you can grab the Self Defense Gun in the back of this room, but
you really don't need it. Go through the nearby door.

001 BATHROOM
Check the bathtub and drain it. Grab the Control Room Key from the tub and
leave as the guy on the floor gets up.

ROOM 001
The guy on the noose fell down and is now a zombie, but you don't need to worry
about him. Exit.

RESIDENCE ENTRANCE
Go through the double doors.

SPIDER ROOM
Go down the stairs (the spider is almost harmless) and grab the Red Book.
Theres also a First Aid Kit and Shotgun Shells.

*****************************************************************************
OPTIONAL
If you plan on using the V-Jolt, light three lamps with your Lighter in this
room. Upon lighting them, each one should show an eye symbol. Remember which
symbol each color lamp showed.
*****************************************************************************

Exit.

Make sure you have the Grenade Launcher and Incediary Shells and Head to Room
002.

ROOM 002
Let the Zombie get relatively close to the door you just came through, and kill
it with the Shotgun. Go to the back of the room, push back to the left shelf,
and push aside the right shelf. Climb down the ladder.

AQUA RING HALL
Push all three crates into the water (why the hell didn't Umbrella build a
bridge over that thing?) to form a bridge. Walk across them and go through the
door.

SHARK TANK
Run along the edge of the shark tank to the double doors. Do not shoot the
sharks, as that will cause Neptune to appear sooner and try to swallow you
whole (faster paced music will start to play when Neptune arrives). Go through
the doors and discard the key.

CONTROL ROOM
Climb down the ladder. Grab the Aqua Ring Map and check the sign by the table
to find out what oil valve to use. Activate the panel off to the upper right,
causing a shark to smash part of the window. Avtivate the one across from it,
and then press the one behind the ladder. Activate the oil valve in the hall
nearby (its part of the control room) and reactivate the one to the lower
right. Activate the one behind the ladder, and then the one in front of the
partially broken window to drain the tank. Go through the door.

AQUA RING ROOM
Go through the door on the right (NOT the one that leads to a ladder).

LOWER SHARK RING
Go along here and run through the water past Neptune's "dead" body. Climb onto
the platform and try to grab the box with the shining thing on it; Neptune will
wake up and knock it into the water. (If you go into the water you will get a
cool cinema of Neptune eating you.) You could waste your ammo on killing
Neptune, or you could push the box into the water and activate the generator;
frying Neptune. With Neptune dead, climb down, grab the key, and exit.

AQUA RING ROOM
Go through the other double doors.

AQUA RING ROOM 2
Grab the Magnum rounds, climb the ladder, and go through the door.

AQUA RING HALL
Go up the ladder.

ROOM 002
Exit.

RESIDENCE HALL
Go through the other door.

GALLERY
Grab the clip from the table and run down the sidepath, ignoring the bees. Grab
the Insecticide from the Corpse and leave.

RESIDENCE HALL
Go to the very end of the hall. Grab the Residence map, and use the Insecticide
on the whole in the wall in order to kill the bee hive. Go back to the Gallery.

GALLERY
Go to the end of the side path and grab the Residsence Key. Use it to go
through the double doors.

ROOM 003
Go to the bookshelf and grab the white book; replace it with the Red Book,
which forms a puzzle. Rearrange the books so that the bindings form the picture
of a nude woman, which reveals a secret door. Go through the door.

PLANT 42 ROOM
Run upstairs and shoot three INcediary Shells into Plant 42 to kill it. Grab
the Mansion Key from the fireplace.

*****************************************************************************
ALTERNATE PATH

From the Gallery, go over to the locked door and use the keypad. The symbols on
the keypad correspond to the symbols you saw on the lamps in the Spider Room.
The colors corespond to the numbers 3 (red), 5 (orange), and 6 (green). Enter
in the code and go through. (If you didn't bother with lighting the lamps, just
guess, as theres only 9 possible codes)

BOTTLE ROOM
Grab three of the empty bottles. Fill one bottle with water and another with
UMB #3. Mix them for NP-004.  Fill a bottle with Yellow 6 and mix it with the
NP-004 to make UMB #7. Fill a second bottle with UMB #10 and mix it with the
UMB #10 to make VP-017. Fill a jar with UMB #3 and mix it with the VP-017 to
make V-Jolt. Leave and go to the Shark Tank. From there, go through the small
door.

PLANT 42 ROOT ROOM
Go over to the roots sticking out (they can't hurt you) and use the V-Jolt.
Discard the bottles and return to the Gallery. Go into the Plant 42 room.

PLANT 42 ROOM
Barry will finish off Plant 42 and give you shotgun shells. Grab the key.
*****************************************************************************

Head back through the Residence and into the Shed.

SHED
Grab the First Aid Spray, Dagger, and Grenade Shells. Theres also a note from
Barry saying that he fixed to the broken door. Go through the door to the
Courtyard 2.

-----------------------------------------------------------------------------
                S P E N C E R  M A N S I O N  II
-----------------------------------------------------------------------------
The second part of the Spencer Mansion is incredibly easy, and only takes about
15-20 minutes to complete.

COURTYARD 2
The dog that had beeb here is gone. Go into the mansion.

MANSION HALL 2
As you come in, a Hunter will come through the door. Kill it and go into the
right stairs room.

RIGHT STAIRS ROOM
Kill the Hunter by the stairs and then kill the one that comes charging down
the stairs. (You might want to save here) Make sure you have the Grenade
Launcher with you, and at least three open spaces. Go upstairs and to the left.
Go through the door at the far left.

ROOM
Go through the locked door.

STATUE ROOM 2
Push the statue through the opening in the partition, and down the middle of
the room. The walls will start closing in, but the statue stops them from
crushing you. Then go down the part to right and press the switch. Run out as
the walls start to move against you (they will crush you here if you're too
slow). Go back to where the statue is, and push to the yellow tile on the left
and reveal a passage before the walls come back in. Go through the passage.
Grab the Dagger, and then drop down the hole.

TREVOR ROOM
Grab the Last Book Vol I from the floor, check the gravestone, and press the
switch. Go down the ladder.

BASEMENT HALL 1
Run past the spiders and go through the left path, and through another door.

BASEMENT HALL 2
Go around the corner and head straight, either dodging or killing the two
zombies. Activate the power switch, and head down the hall through the other
door.

KITCHEN
Theres a zombie walking around the table as well as another one in the back.
Grab the Dagger off the table and dodge the zombie, heading towards the back.
Use a defense item on the zombie there (or dodge him if possible) and use the
elevator in the back.

CANDLE HALL
Go to the left. Dodge the zombie and run into the room through the door.

BATTERY PACK ROOM
Grab the Battery Pack (an item, not the Defense Item battery pack), Shotgun
Shells, Acid Shells, and Defense Item. Exit.

CANDLE HALL
Unlock the nearby door and head through.

ARROW ROOM
Head down the hall and kill any Crimson Heads in here. Go through the door to
the Knight Room.

KNIGHT ROOM
Go through the locked door.

LIBRARY
Walk down the hall, and the Giant Snake will burst in. Climb down the ladder
and start shooting him in the head with Acid Shells. As long as you dodge his
attacks (he'll usually raise his head up before striking) this is incredibly
easy. Once he dies he will knock out part of the shelves. Grab them Last Book
Vol II that falls out.

Make your way to the Left Stairs Room (Note that there are two Hunters in both
the Dog Courtyard and the Upper Dining Room)

LEFT STAIRS ROOM
Go through the locked door (NOT the one that leads to the Arrow Room).

TROPHY ROOM
Grab the Dagger and Grenade shells by the trophys and push both crates against
the wall underneath each trophy. Turn off the lights and you'll see that there
are gems in both the trophys. Walk over to the one with the Yellow Gem so that
both hawks are facing it. Walk along the wall underneath the hawks so that they
don't see you, climb onto the crate and grab the REd Gem before the hawks turn
around. If you want to save Chris, get the Yellow Gem by doing to same thing.
Leave.

*****************************************************************************
OPTIONAL - If you don't want to save Chris, skip this part.

LEFT STAIRS ROOM
Go downstairs and along the hall. Two Hunters will jump through the windows as
you go by. Go through the door ahead of you.

LEFT MANSION HALL
Go down the fork in the hall and into the Tiger Room.

TIGER ROOM
Put the Yellow Gem in the Tiger's eye and grab the MO Disc 1. Leave.
[END OPTIONAL]
*****************************************************************************

Make your way to the Foyer.

FOYER
Go through the locked (next to the door to the Art Room).

ART ROOM 2
Theres an Ink Ribbon in here if you want it (you shouldn't need it though). Go
through the door.

BACK ROOM
Dodge the zombie (you can see his reflection in the mirror). Grab the Jewlry
Box from the shelf, and the Dagger on the floor. Combine the REd Gem with the
Jewlry Box, and complete the puzzle to get a Broach. Examine it to turn it into
a key. Leave.

Head to the Mansion Hall 2

MANSION HALL 2
Go through the locked door and discard the key.

SPENCER'S STUDY
Turn on the lamp. Grab the Shotgun shells out of the desk and grab the Stone
Object from the shelf nearby. Leave.

Go to the Right Stairs Save Room

RIGHT STAIRS SAVE ROOM
Deposit the Stone Object and MO Disc (if you have it). Take out the Square
Crank, a Blue Herb (if you have it), and leave.

Head to the Shed.

SHED
Go through the big doors.

DOG ROOM
You may want to kill the dogs now if yoy have the extra ammo. Go through the
gate.

POOL ROOM
Go down the ladder, past the snakes, and use the elevator.

WATERFALL ROOM
Kill the two dogs and go over to the other elevator. Put the Battery pack in
its place and use the elevator.

DOG ROOM
Go through the gate.

POOL ROOM
Use the Square Crank to refill the pool; leave.

DOG ROOM
Use the elevator.

WATERFALL ROOM
Go down the path where the waterfall had been. Go down the ladder.

-----------------------------------------------------------------------------
                           M I N E S
-----------------------------------------------------------------------------

MINES ENTRANCE
Go through the nearby door.

MINE HALL
Go through the next door.

ELEVATOR ROOM
Go through the next door.

ENRICO HALL
Head down the hall to Enrico, who says something about a traitor before being
shot. Check his body to get the Hexagon CRank. As you leave, a HUnter will
burst in, but you can easily run past him and go through the door.

ELEVATOR ROOM
Go through the next door.

MINE HALL
Kill the two Hunters and go through the door.

MINES ENTRANCE
Go down the room. Grab the Ink Ribbon from the Typewriter. Save if you want to,
and deposit the Ink Ribbon and Square Crank. Go over to the pit and use the
Hexagon CRank on the left side of the wall. Go across the path and through the
door.

BOULDER HALL
Check the boulder and run back to the door as the boulder will start rolling
and crush you if you're too slow. BY where the boulder was are some Shotgun
shells (Handgun clip on harder difficulties). Go by where the boulder made a
new path and go through the door.

GIANT SPIDER ROOM
Blow away the Giant Spider with a few Grenade Shells (its not like you'll use
them for much else), and kill the little spider that shows up. Grab the
Survival Knife and cut away the webs from the next door. Head through.

BOULDER HALL 2
Head to the left path and use the Crank three times. Run towards the door to
the left to avoid the rolling boulder, and run through.

CHAPEL
Push the statue to the wall part of wall across from the little circle on the
wall. Go over to the circle on the wall and use the crank, causing part of the
wall to stick out and push the statue. Push the statue on the circle in the
middle twice to spin the statue around to the right position, and push it into
the opening in the wall. Grab the Cylinder and leave.

Head to the Elevator Room.

ELEVATOR ROOM
Go to the left and open the power source. REmove the core, combine it with the
Cylinder, and put it back in. Press the switches in the order: 4, 2, 3, 1. Use
the elevator and Barry will show up.

LOWER ELEVATOR ROOM
Go through the door.

LISA HALL
Lisa TRevor's come back for more. Use the map to get to the unlocked door.
Generally try to avoid LIsa, though you may want to shoot her out of the way at
times.

CRATE ROOM
Grab the Magnum Rounds, Battery Pack, and Clip from the pile or crates. Push
the big crate into the elevator type thing and activate the switch. Leave.

LISA HALL
Go through the door to the Lower Elevator Room.

LOWER ELEVATOR ROOM
Barry chickens out and leaves. Go to the ladder, climb down, and push the crate
out of the elevator type thing and underneath the trash compacter. Activate the
compacter and grab the Broken Flamethrower and go back to Lisa Hall.

LISA HALL
Go to middle section and activate the switch. Use the map to find the locked
door. Put the Broken Flamethrower on the metal hooks and go through the door.

DOLL ROOM
Walk across the room through the water (theres two snakes, but they can never
catch up to you). In the other half, grab the Jewlrey Box, and examine it to
get the Metal Ring. Climb up the ladder, and use the next ladder.

CABIN
Take the Metal Object out of the Item Box and combine it with the Metal Ring to
form a Stone & Metal Object. Leave.

CABIN PATH
The zombie is still there with his back to you and is just as easy to dodge.
Head through the gate.

CEMETERY 2
Dodge the zombie with his back to you (theres also one by where you got the
magnum). Head through the next gate.

Head to the Dog Courtyard 2.

DOG COURTYARD 2
Grab the Stone & metal Object. Leave.

Head to the Foyer.

FOYER
Go to the locked door behind the stairs. Place both Stone & Metal Objects on
it, and head through.

STAIRS ROOM
Take the Last Book Vol I and Vol II out of the Item Box. Save if you wish, and
go down the stairs. Go through the door.

ALTAR
Climb down the ladder. Following the cinema, Lisa will come in, and you are
given the choice to give Barry his gun. If you don't, Barry will die, you get
his Magnum, and you don't fight the Tyrant II. If you do, you get a slightly
better ending and fight the Tyrant II.

Following the cinema, its time to relocate Lisa Trevor from the Altar to the
pit some several stories below. There are two ways to do this: shoot Lisa off
the edge (stupid) or push off all four stones, causing LIsa to find her mothers
skull and commit suicide by jumping off herself. (If you shoot her off, you
still have to push off the stones anyway to open the portcullis). Go through
the portcullis and down the elevator.

LAB COURTYARD
Examine the binding of each Last Book to reveal a Wolf Medal and an Eagle
Medal. Along the pool nearby is an eagle statue and a wolf statue. Place each
medal in the appropriate statue to drain the water. Go down the stairs and use
the elevator.

                       *SWITCH TO DISC 2*

-----------------------------------------------------------------------------
                      L A B O R O T O R Y
-----------------------------------------------------------------------------

LAB ENTRANCE
Go down the ladder.

LAB SAVEROOM
Take the Ink Ribbon and deposit it. Go through the door.

STAIRS HALL
Head down the hall (theres a kerosene container nearby, but you shouldn't need
it). Theres a zombie here which you can either dodge or kill. Continue down the
hall and dodge the Zombie (who for some reason, is usually looking in the
completely wrong direction). If you want to save Chris, theres the MO Disk 2
off to the far left. Go down the stairs past the zombie, and through the door.

LAB HALL
Go down the path to Jill's right. Its somewhat cramped, so you may want to just
kill the zombie there. Go through the door on the other end.

COMPUTER ROOM
Activate the computer and enter in the username 'JOHN' and password 'ADA'
(there are some rooms you would go to to find the password but theres no need
to give directions to get the password when you can just find it here and enter
it in). Unlock both of the doors available (you need to enter in the password
'CELL' when prompted for one of them). Go by the row of body bags to get a
Battery Pack. Exit.

HALL
Go back to the stairs.

STAIRS HALL
Go up the stairs, through the part where you got the second MO Disk, and go
through the door.

VIDEO ROOM
Grab the MO Disk 3 and First Aid Spray. Theres a slide with pictures of several
monsters, as well as a photo of the research staff, which includes someone
looking like Wesker. Use the keypad near the door and enter in '8462' to open a
secret door. Go through the door and grab the Lab Key. You can also use the VCR
in here to view Kenneth's untimely end. Exit, go down the stairs, and to the
Lab Hall.

LAB HALL
Go to the two locked doors (use the map for help), unlock both of them, and
discard the key. First go through the big double doors.

STORAGE ROOM
Push back the shelf and grab the Shotgun Shells. If you don't want to save
Chris, exit the room and continue reading where the guide returns to the LAB
HALL. Otherwise go through the vent.

MEDICAL ROOM
Ignore the Chimera and run through the other vent.

STORAGE ROOM
Use the MO Disc on the Gamecube and exit the room.

LAB HALL
Go through the other door you unlocked.

LAB HALL 2
Run straight down the hall and through the door dead ahead.

LAB SAVE ROOM 2
Grab the Incendiary Shells, First Aid Spray, and Ink Ribbon. Save if you wish,
and exit.

LAB HALL 2
Run to the left and past the Nude Zombies and through the door.

CHIMERA HALL 1
Go to the right, past the furnance and down the path. Kill the Chimera and grab
the Fuel Container. Exit and head back to the Lab Hall.

LAB HALL
Head towards where the door leads to the stairs, and go through the other door.

LAB HALL 3
Go through the door on the end (by the way, this is where you go to save Chris
later on).

OFFICE
Kill the Nude Zombie, and head towards the end of the room. Use the MO Disc on
the Gamecube located on the desk and check the big door there to refill the
Fuel Container. The Fuel is explosive, and running makes the fuel explode, SO
DON'T RUN. Return to the Chimera Hall.

CHIMERA HALL
Replace the Fuel Container, and use the map to head through the other door.

CHIMERA HALL 2
Kill the Chimera that pops out of the vent. Use the final MO Disc on the
Gamecube, and run through the hall to the next door.

POWER ROOM
Activate the switch and run out of the room past the Chimeras. Make your way to
the LAB HALL 2.

LAB HALL 2
Go into the save room and grab your Magnum (or if you let Barry die, take out
Barry's Magnum). Head down the hall to the elevator. Activate the elevator
(Barry shows up now if hes still alive).

BIOHAZARD HALL
Go down the hall and through the Biohazard door. That can't be good, can it?

BIOHAZARD ROOM
As you step in, Jill finds Wesker at some kind of computer. Wesker then turns
around and reveals himself as a traitor; he had been working for Umbrella long
before he joined STARS. Wesker then releases the Tyrant, which knocks him aside
and turns to you.

If you have Barry's Magnum, just shoot the Tyrant once and its all over.
Otherwise, use the strategy of dodging the slow moving Tyrant by running around
the room. Shoot him whenever you get the chance, and keep in mind that three
hits from it will kill you. The Tyrant should fall after about seven hits.

                           IF BARRY DIED

Grab the Master Key from Wesker's body. Head past Weker's body towards a
computer (not the one his body is slumped against) and use it to unlock the
door; exit the room.

BIOHAZARD HALL
Go through the elevator.

LAB HALL 2
Go through the door to Lab Hall 1.

LAB HALL 1
Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
door that leads to the stairs. Some Chimeras jump through the vents, but you
can easily run past them.

*****************************************************************************
OPTIONAL

Go through the door to the left of the exit.

LAB HALL 3
Go down the hall to the big electronic door. Activate all three switches (this
won't work if you haven't used all three MO Discs) to unlock the door; head
through.

STAIRS
Go down the stairs and open Chris's jail cell with the Master Key. Exit.

LAB HALL 3
Go to the second Lab Hall.
*****************************************************************************

Go through the door to the Lab Stairs.

STAIRS HALL
Feel free to blow away any zombies remaining here with any remaining Magnum
ammo, since you won't need it for anything else. Head through the next door.

LAB SAVE ROOM
Go up the ladder.

LAB ENTRANCE
Open the big security door with the Master Key; head through.

EMERGENCY HALL
Head down the path, grab the Battery and put it in the open spot by the
elevator. Use the elevator.

ROOFTOP
Grab the Signal Rockets and use them.

                           IF BARRY LIVED

Go past Wesker and the computer to find another terminal; activate it to unlock
the door. Check Barry to revive him, and exit. THe following cutscene takes you
down the elevator. THe self destruct is started, but it you don't have any time
limit for a while.

LAB HALL 2
Exit.

LAB HALL
Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
door that leads to the stairs. Some Chimeras jump through the vents, but you
can easily run past them.

*****************************************************************************
OPTIONAL

Go through the door to the left of the exit.

LAB HALL 3
Go down the hall to the big electronic door. Activate all three switches (this
won't work if you haven't used all three MO Discs) to unlock the door; head
through.

STAIRS
Go down the stairs and open Chris's jail cell. Exit.

LAB HALL 3
Go to the second Lab Hall.
*****************************************************************************

Go through the door to the Lab Stairs.

STAIRS HALL
Feel free to blow away any zombies remaining here with any remaining Magnum
ammo, since you won't need it for anything else. Head through the next door.

LAB SAVE ROOM
Go up the ladder.

LAB ENTRANCE
The big security door is now open; go through it.

EMERGENCY HALL
Grab the First Aid KIts and Shotgun shells as needed. Head down the path, grab
the Battery and put it in the open spot by the elevator. Use the elevator.
During the cutscene your three minute time limit kicks in.

ROOFTOP
Grab the Signal Rockets and use them. As Brad starts to land, the Tyrant bursts
through the roof and starts walking towards Barry. Let the Tyrant get
preoccupied with Barry, and then take the oppurtunity to load Magnum rounds
into him (if you wait to long the Tyrant will impale Barry on its claw). If the
Tyrant starts running towards you really fast, run around like hell; if the
Tyrant reaches you he will perform a massive bitch slap that brings you down
the Danger.

After enough hits, Brad will hand you a Missile Launcher (what, is Brad to lazy
to shoot the damn thing himself?) Shoot the Tyrant to kill it; it may deflect a
rocket, but the thing is only delaying its impending doom. The game will end
with the Tyrant's death.

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

              4. C H R I S  W A L K T H R O U G H

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

-----------------------------------------------------------------------------
                   S P E N C E R  M A N S I O N
-----------------------------------------------------------------------------

DINING ROOM
You only have a knife right now, but you'll get a Handgun soon enough. Don't
grab the Ink Ribbon just yet. Go through the next door.

KENNETH HALL
Turn to the left and head down the hall and into the room section. In there you
find a Zombie munching on your comrade Kenneth. Turn around and run back to the
Dining Room.

DINING ROOM
Head to the Foyer.

FOYER
Wesker and Jill have strangely dissapeared. Grab the Handgun from the floor and
head back to the Dining Room and into the Kenneth Hall.

KENNETH HALL
The Zombie is now all the way to right, so you don't need to worry about him
for now. Head to the left towards where Kenneth's body is lying. If you want,
check his body to get the videotape of his last moments. Go through the door
nearby.

BIRD ROOM
Grab the herbs, go up the stairs, and through the door.

ARROW ROOM
Grab the herbs by the "dead" zombie and go through the passage by the mirror.
Dodge the fat zombie staring at the mirror and run down the path. Check the
shining thing to get an Arrow. Don't grab the Handgun Magazine, as doing will
usually cause you to be grabbed by the nearby zombie. Dodge him, run past the
fat zombie, and exit the room.

FOYER
Go upstairs, and through the double doors.

UPPER DINING ROOM
Theres a Zombie in here, but you can easily dodge him so don't waste your ammo.
Grab the dagger from the shelf and push the statue through the gap in the
railing. You get the Blue Gem from the pieces in the Dining Room later.

FOYER
Go through up the stairs and through the picture door.

CEMETERY
(On Easy Mode, this place is devoid of enemies) Run past the zombie and head
towards the back. Hopefully the other zombie won't start heading towards you.
Head down the path to the big angel statue. On the pause screen, examine the
Arrow to pull out the Arrow Head; use the Arrow Head and go down the long set
of stairs.

CRYPT
Head to the back of the room and check the shining thing to get the Book of
Curse. Examine it and flip it over to get the Sword Key. Go back up the stairs.

CEMETERY
Dodge or kill the Zombie(s) and return to the Foyer.

FOYER
Go through the door across from the Dining Room door.

STATUE ROOM
Climb over the chest and push it to the statue. Climb onto it and check the
statue to get the 1F Map. (There is a Dagger in the hall, but getting it
releases a Zombie that you're likely to waste the dagger on, so don't bother
with it). Use the Key on the door.

DOG HALL
Push back the dresser for a Dagger, and another one for a clip. The window
breaks, but thats just there to scare you. If you come through here the other
way, two Cerebus will break through. Go through the door.

MANSION HALL
Go through the closest unlocked door.

BATHROOM
Drain the tub, causing a zombie to pop out. Kill him (if you have ammo to
spare) so that you don't have to deal with him bursting through the door later.
Grab the Old Key and leave.

MANSION HALL
Continue down the hall, ignoring any other doors, until you get to the double
doors, which you should go through.

MANSION HALL 2
Theres a zombie in the back, but you have no need to deal with him yet. Go
through the nearby door.

RIGHT STAIRS ROOM
Run across the room, and onto the stairs. Wheel around and kill the nearby
zombie. Then go up the stairs and kill the other two zombies (if you're on
hard, only one zombie will come towards you from upstairs). Go through the door
on the right.

U HALL
Dodge the zombie nearby you, and go through the door near him.

BEDROOM
Grab the Dog Whistle and Handgun Magazine from the table. Go through the next
room.

RIGHT STAIRS ROOM
Go down the stairs, and through the door by the stairs.

RIGHT STAIRS SAVE ROOM
Take the Old Key from the table. Also grab the Canteen and fill it with
Kerosene. Deposit the Dagger into the save box. Burn any non-decapitated
zombies in the Right Stairs room, and go back to the item box. Deposit the
Canteen. You should have the following in your possesion: Handgun, Old Key (2),
Sword Key, Handgun Clip. Go to the U-Hall.

U HALL
Ignore the nearby zombie, and go down the hall to your left. Dodge the other
zombie and go through the door to the Foyer.

FOYER
Go to the Upper Dining Room.

UPPER DINING ROOM
Unlock the door with the Sword Key.

LEFT STAIRS ROOM
Unlock the gray door with an OLd Key.

DOG BALCONY
Get up the Shotgun and use the Dog Whistle. Kill the two Cerebus that come by
and grab the Dog Collar. Examine the Dog Collar to press a switch, which
reveals a coin. Flip the coin over and check it to turn it into the Imitation
Key. Unlock the other door to the Foyer. Make your way to the Arrow Room.

ARROW ROOM
Run to the door and ignore the Crimson Head which wakes up from its nap.

KNIGHT ROOM
Run up the stairs past some knights and to the Armor Key. Grab it, which
springs a trap causing a knight to start heading towards you. Replace the Armor
Key with the Imitation Key, foiling poor Spencer's $1 million dollar trap. Go
back through the door.

ARROW ROOM
For some reason, the Crimson Head won't bother you unless you head by the
mirror. Just go through the door and head to the Foyer.

FOYER
Go upstairs and unlock the remaining door.

FOREST COURTYARD
Head down the path (grab the Magazine off the table) and head to where Forest
Speyer's body is. Grab the Dagger from the bench near Forest. DO NOT go to the
dead end, as this will reanimate Forest as a Zombie. Return to the Foyer.

FOYER
Go down the stairs and into the Dog Hall.

DOG HALL
Go through the next door.

MANSION HALL
Unlock the grey door with your remaining Old key.

COURTYARD
Run along the area and grab the Chemical. Go back through the door.

MANSION HALL
Run down the rest of the hall and through the double doors (if you didn't kill
him like I told you to, the zombie will burst out of the bathroom).

MANSION HALL 2
Go into the Right Stairs Room.

RIGHT STAIRS ROOM
Dump the Sword Key in the save room and go up the stairs and through the locked
door.

DEER ROOM
Go through the unlocked door.

RESEARCHER'S BEDROOM
Grab the Old Key, and make your way to the U Hall.

U HALL
Run down the hall and kill the zombie (you may want to grab the Canteen from
the save room and burn him) by the big double doors. Go through them.

KNIGHT ROOM 2
Push back the knight in the upper right corner. Then push back the knight in
the left corner. Finally push the knight in the right corner (if you did it
right, the knights should all be pushed back). Activate the switch and grab the
Jewlrey Box. Examine it, and press the 2 switches shaped like heart pieces to
reveal a death mask. Exit.

U HALL
Continue down the hall and go through the other locked door.

RICHARD ROOM
Run down the room, and Richard will come in poisoned. Exit and head through the
door to the Foyer.

FOYER
Go into the Upper Dining Room.

UPPER DINING ROOM
Dodge the zombie and go through the door to the Left Stairs.

LEFT STAIRS
There is a zombie pounding on the door, but just ignore him. Run along and go
down the stairs, dodging the zombie. Run into the nearby door.

DRUG ROOM
Grab the Serum from the shelf and deposit some items in the box. You should
have in your posession: Old Key, Chemical, Armor Key, Serum, Canteen (filled).
Leave.

LEFT STAIRS
Continue down the hall and go through the door on the right, using an Old Key.

BROKEN SHOTGUN ROOM
Grab the Broken Shotgun and the Grenade. Theres a Kerosene container if you
need to use it. Leave.

LEFT STAIRS
Go through the other door.

LEFT MANSION HALL
Grab the Grenade off the table and go down the hall. Go through the door.

HERB ROOM
Use the Chemical on the thing in the corner, pump it, and turn the red dial,
killing the mutated plant. Grab the Death Mask and leave.

LEFT MANSION HALL
Run past the window as two Zombies crash through the glass (and probably
scaring the crap out of you the first time around). Go to the fork, and through
the unlocked door.

KEEPER'S ROOM
Burn the zombie lying on the ground and go over to the closet, causing a zombie
to pop out. You'll probably have to use a Dagger on him (unless you somehow
manage to blow out his knee). Grab the Old Key in the closet and leave.

LEFT STAIRS HALL
Dodge the zombie (he has his back to you) and go through the locked door to the
Kenneth Hall.

KENNETH HALL
Run into the Dining Room

DINING ROOM
Go to the Foyer

FOYER
Go up the stairs and make your way to the U-hall.

U HALL
Run along the hall and into the Richard hall.

RICHARD ROOM
Unless you took too long (in which Richard is dead), a cinema will start
showing Rebecca give the Serum to Richard. You are then taken (along with
Richard and Rebecca) to the Drug Room (unles of course, if Richard is dead, in
which case you would remain in the Richard Room).

DRUG ROOM
Deposit some items in the box. You may also want to save. If you talk to
Rebecca, she will heal your wounds. You should have the following in your
possesion: Broken Shotgun, Old Key, Armor Key, Handgun, and at least one open
space. Leave the Drug Room and make your way back to the Foyer.

FOYER
Go through the right door to the Statue Room.

STATUE ROOM
Go through the next door.

DOG HALL
Go down the hall and through the door.

MANSION HALL
Go down the hall past the first two doors. Run by the window (three zombies may
burst through; I don't remember if that happens yet) and into the next door.

SQUARE ROOM
Go through the next door.

SHOTGUN ROOM
Take the Dagger and the Shotgun. Put the Broken Shotgun on the rack where the
Shotgun was, and leave.

SQUARE ROOM
Go to the hall.

MANSION HALL
Go through the double doors.

MANSION HALL 2
Go through the doors to the Right Stairs Room.

RIGHT STAIRS ROOM
Stop in the save room to use the item box. You should have the Armor Key,
Handgun, Skeleton Key, Handgun Clip and at least two empty spaces. Go to the U
Hall.

U HALL
Go to the Richard Hall.

RICHARD ROOM
There is now a zombie in here. Run down to the left (by the herbs) and through
the door to dodge him.

RICHARD HALL
Run across the room and up the stairs. Wait for the zombie to come by, and then
dodge him once he gets to the stairs. Go through the door he had been by.

MUSIC SCORE ROOM
Use the Lighter on the candlestick, causing the zombie to come through the
door. Kill him with your Handgun and grab the ammo from the shelf. Push back
the other shelf and pop into the crevice it revealed. Dodge the zombie (or use
a defense item on him), and grab the Musical SCore from the shelf. Exit to the
Richard Hall, and go from there to the Richard Room.

RICHARD ROOM
Kill the zombie, or he will follow you into the U Hall. Exit.

Make your way to the Kenneth Hall.

KENNETH HALL
Ignore the rattling on the door. Kill the zombie to the right (you almost
always seem to blow off his head for some reason) and go through the locked
room.

PIANO ROOM
Go by the part behind the piano and push back the shelf. Grab the Music Score.
Combine both Scores to get Moonlight Sonato. Use it on the piano and Chris will
do a crappy job of trying to play it. Then Rebecca comes in and plays it, but
can't get it right and stays to practice on the friggin piano during a crisis
like this. She usually takes about 8-10 minutes. Leave.

KENNETH HALL
Continue down to the right and go through the locked door; discard the Skeleton
key.

KITCHEN
Grab the Old Key and the Defense Item. Leave, and a zombie will head in through
the door, and another one will get up by the back. Dodge them using the table,
or just use a defense item on the one by the door. Head to the Right stairs
room.

RIGHT STAIRS ROOM
Go through the door to the upper left.

DEER ROOM
Go through the locked door.

RESEARCHER'S ROOM
Grab the Fishing Hook and combine it with the Bee Lure. Grab the Bee specimin.
Put the Bee lure/hook combo on the lure display, and put the specimin on the
bug specimin display. Press the button on the display. Ignore the now revived
bee, and grab the Windcrest. Return to the Right Stairs Room.

RIGHT STAIRS ROOM
Go to the save room and deposit the Wind Crest. Take out the Old Key and as
many death masks that will fit in your inventory. Go through the rotten door.

MANSION HALL 2
Ignore the zombie; go through the grey locked door and discard the Armor Key.

PICTURE GALLERY
Press the switch on the first painting. Go down the room to the other side of
the area and press the switches on the lady and sage's pictures. Activate the
switch on the big white picture to reveal a door (if you screwed up, the crows
will attack you). Go through the passage, grab the Death Mask, and go through
the gate with the Old Key.

CEMETERY
Go into the Crypt.

CRYPT
Place all your Death Masks in their respective positions and leave. Head to the
Dining Room.

DINING ROOM
Grab the Emblem (Shield) from the fireplace. Go to the Kenneth Hall, and into
the Piano Room.

PIANO ROOM
Rebecca should be done with the piano, and a wall will slide open, revealing a
secret part of the room. Go through there and grab the Gold Emblem. Replace it
with the Emblem and exit.

KENNETH HALL
Ignore the pounding on the door. Go into the Dining Room.

DINING ROOM
Put the Gold Emblem where the other emblem had been. Check the clock and change
it to 6:00 by moving the large gear twice to the right. Grab the Helmet Key
which is now revealed.

Make your way to the Richard Room.

RICHARD ROOM
The zombie you killed may be a Crimson Head now. If so, try running past him
and go through the door.

RICHARD HALL
Go through the locked door.

SNAKE ROOM
Grab the Shotgun shells from the nearby shelf and forwards to the end of the
room. A Giant Snake will pop out; run past him, grab the Death Mask, and leave.

RICHARD HALL
If you got poisoned, you'll have to take over as Rebecca, go to the Drug Room,
and bring Chris a Serum. Head to the Right Stairs Save room.

RIGHT STAIRS SAVE ROOM
Take the Shotgun and Wind Crest out of the Item Box.

Make your way to the Cemetery.

CEMETERY
The zombies are now gone for some reason. Go into the Crypt.

CRYPT
Place the remaining Death Mask(s) on the respective location(s), causing a
coffin to fall from the ceiling. Go over to it and a Super Crimson Head will
pop out. Load your Shotgun shells into the thing, and run across the room to
dodge it. If you run out of Shotgun shells, follow the pattern of shooting it a
bunch of times with your Handgun, run arround to dodge it, and repeat. Once the
thing is dead, check the coffin to unlock the door and grab the Stone & Metal
Object. Also grab the ammo near the coffin. Leave.

Make your way to the Mansion Hall 2.

MANSION HALL 2
Ahead of you is a zombie. Blow its head off with the Shotgun (if you have any
ammo) or use a Dagger on it. Go through the door he was by.

COURTYARD 2
Run down the path (ignore the dog), and go up to the marble thing. Use the
Stone & Metal Object on it, and go through the big door.

-----------------------------------------------------------------------------
               C O U R T Y A R D / R E S I D E N C E
-----------------------------------------------------------------------------

SHED
Head down the stairs, grabbing the Shotgun Shells, Flash Grenade, and First Aid
Spray. Go through the door down the stairs.

WEATHERVANE COURTYARD
Set both of the spinning weather vanes to the right corner direction, unlocking
the gate. Head through it.

GRAVEYARD 2
Ignore the crows and head down the path to the right. Use the Wind Crest on
the right gravestone and grab the three Crests it reveals. On the item screen,
examine each one, flipping them over and activating the switches on them. Place
each one on the left gravestone and grab the Magnum. Go through the next gate.

CABIN PATH
Go down the path and enter the cabin.

CABIN
Head along the path in here. Put the Magnum in the item box and grab the Square
Crank in the back (theres also a Courtyard Map). As you go to leave, someone
will enter the cabin. Head past the typewriter and a cinema will start.
Following the cutscene, you will be facing Lisa Trevor, the nastiest bitch
you'll ever meet. Shoot her about twice to stun her, and run out of the Cabin.

CABIN PATH
Theres now a Zombie in here, but he has his back to you and is easy to dodge.
Head back to the Shed.

SHED
Grab the Shotgun shells and go through the other door.

DOG ROOM
Run past the dogs and go through the gate.

POOL ROOM
Use the Square CRank on the thing to the left in order to drain the pool. Go
across and use the elevator.

WATERFALL ROOM
Run across to the next elevator, ignoring the crows.

PATH
Head down the path and into the Residence.

RESIDENCE ENTRANCE
Head through the room and go through the door on the right.

RESIDENCE SAVE ROOM
Grab the Ink Ribbon and Flash Grenade. Also put the Square Crank in the Item
Box. Exit.

RESIDENCE ENTRANCE
Push the crate nearby so it lines up with the path to the right, and then push
it against the other crates so you can climb across them (if you just walk
across, one of Plant 42's roots will grab you). Go through the door.

RESIDENCE HALL
Go all the way down the hall and through the door at the end of the hall.

ROOM 002
Go through the door nearby you.

002 BATHROOM
Grab the Residence key near the sink. About now you should hear a door open.
Exit.

ROOM 002
Theres now a zombie in here, but hes in the very back. Leave.

Head back to the Residence Entrance.

RESIDENCE ENTRANCE
Go through the locked door and discard the key when prompted.

ROOM 001
If you want to, you can grab the Self Defense Gun in the back of this room, but
you really don't need it. Go through the nearby door.

001 BATHROOM
Check the bathtub and drain it. Grab the Control Room Key from the tub and
leave as the guy on the floor gets up.

ROOM 001
Exit.

RESIDENCE ENTRANCE
Go through the double doors.

SPIDER ROOM
Go down the stairs (the spider is almost harmless) and grab the Red Book.
Theres also a First Aid Kit and Shotgun Shells. Exit.

Make sure you have at least two spaces open.

ROOM 002
Let the Zombie get relatively close to the door you just came through, and kill
it with the Shotgun. Go to the back of the room, push back to the left shelf,
and push aside the right shelf. Climb down the ladder.

AQUA RING HALL
Push all three crates into the water (why the hell didn't Umbrella build a
bridge over that thing?) to form a bridge. Walk across them and go through the
door.

SHARK TANK
Hey, it's Richard - too bad hes about to become shark bait. Run along the edge
of the shark tank to the double doors. Do not shoot the sharks, as that will
cause Neptune to appear sooner and try to swallow you whole (faster paced music
will start to play when Neptune arrives). Go through the doors and discard the
key.

CONTROL ROOM
Climb down the ladder. Grab the Aqua Ring Map and check the sign by the table
to find out what oil valve to use. Activate the panel off to the upper right,
causing a shark to smash part of the window. Avtivate the one across from it,
and then press the one behind the ladder. Activate the oil valve in the hall
nearby (its part of the control room) and reactivate the one to the lower
right. Activate the one behind the ladder, and then the one in front of the
partially broken window to drain the tank. Go through the door.

AQUA RING ROOM
Go through the door on the right (NOT the one that leads to a ladder).

LOWER SHARK RING
Go along here and grab the Assault Shotgun near the shark flopping around. Run
through the water past Neptune's "dead" body. Climb onto the platform and try
to grab the box with the shining thing on it; Neptune will wake up and knock it
into the water. (If you go into the water you will get a cool cinema of Neptune
eating you.) You could waste your ammo on killing Neptune, or you could push
the box into the water and activate the generator, frying Neptune. With Neptune
dead, climb down, grab the key, and exit.

AQUA RING ROOM
Go through the other double doors.

AQUA RING ROOM 2
Grab the Magnum rounds, climb the ladder, and go through the door.

AQUA RING HALL
Go up the ladder.

ROOM 002
Exit.

RESIDENCE HALL
Go through the other door.

GALLERY
Run down the sidepath, ignoring the bees. Grab the Insecticide from the Corpse
and leave.

RESIDENCE HALL
Go to the very end of the hall. Grab the Residence map, and use the Insecticide
on the whole in the wall in order to kill the bee hive. Go back to the Gallery.

GALLERY
Go to the end of the side path and grab the Residsence Key. Use it to go
through the double doors.

ROOM 003
Go to the bookshelf and grab the white book; replace it with the Red Book,
which forms a puzzle. Rearrange the books so that the bindings form the picture
of a nude woman, which reveals a secret door. Go through the door.

PLANT 42 ROOM
Run upstairs and try to dodge Plant 42's tentacles as best you can. Shoot your
Assault Shotgun into it when the thing on it's center opens up. After something
like 10 shots the Plant will die. Grab the Mansion Key from the fireplace and
leave.

GALLERY
Rebecca shows up and leads you to the Bottle Room.

BOTTLE ROOM
If you talk to Rebecca she'll heal your wounds. Leave and make your way back to
the Shed.

SHED
Grab the First Aid Spray, Shotgun Shells, and Flash Grenade. Theres also a note
from Wesker saying that he fixed the rotten door. Head to the Courtyard 2.

-----------------------------------------------------------------------------
                S P E N C E R  M A N S I O N  II
-----------------------------------------------------------------------------
The second part of the Spencer Mansion is incredibly easy, and only takes about
15-20 minutes to complete.

COURTYARD 2
The dog that had been here is gone. Go into the mansion.

MANSION HALL 2
As you come in, a Hunter will come through the door. Kill it and go into the
right stairs room.

RIGHT STAIRS ROOM
Kill the Hunter by the stairs and then kill the one that comes charging down
the stairs. (You might want to save here) Make sure you have at least three
open spaces. And by the way, you don't need the Handgun anymore until the
Laboratory. Go upstairs and to the left. Go through the door at the far left.

ROOM
Go through the locked door.

STATUE ROOM 2
Push the statue through the opening in the partition, and down the middle of
the room. The walls will start closing in, but the statue stops them from
crushing you. Then go down the part to right and press the switch. Run out as
the walls start to move against you (they will crush you here if you're too
slow). Go back to where the statue is, and push to the yellow tile on the left
and reveal a passage before the walls come back in. Go through the passage.
Grab the Dagger, and then drop down the hole.

TREVOR ROOM
Grab the Last Book Vol I from the floor, check the gravestone, and press the
switch. Go down the ladder.

BASEMENT HALL 1
Run past the spiders and go through the left path, and through another door.

BASEMENT HALL 2
Go around the corner, grab the Blue Herb, and head straight, either dodging or
killing the two zombies. Activate the power switch, and head down the hall
through the other door.

KITCHEN
Theres a zombie walking around the table as well as another one in the back.
Dodge the zombie and head towards the back. Use a defense item on the zombie
there (or dodge him if possible) and use the elevator in the back.

CANDLE HALL
Go to the left. Dodge the zombie and run into the room through the door.

BATTERY PACK ROOM
Grab the Battery Pack, Shotgun Shells, and Defense Item. Exit.

CANDLE HALL
Unlock the nearby door and head through.

ARROW ROOM
Head down the hall and kill any Crimson Heads in here. Go through the door to
the Knight Room.

KNIGHT ROOM
Go through the locked door.

LIBRARY
Walk down the hall, and the Giant Snake will burst in. Climb down the ladder
and start shooting him in the head with your Shotgun. Part of the key to
dodging his attacks if to keep moving, and never stand where his head is
pointing at. Once he dies he will knock out part of the shelves. Grab them Last
Book Vol II that falls out.

Make your way to the Left Stairs Room (Note that there are two Hunters in both
the Dog Courtyard and the Upper Dining Room, though the ones in the Upper
Dining Room are pretty easy to dodge)

LEFT STAIRS ROOM
Go through the locked door (NOT the one that leads to the Arrow Room).

TROPHY ROOM
Grab the Dagger and Grenade shells by the trophys and push both crates against
the wall underneath each trophy. Turn off the lights and you'll see that there
are gems in both the trophys. Walk over to the one with the Yellow Gem so that
both hawks are facing it. Walk along the wall underneath the hawks so that they
don't see you, climb onto the crate and grab the REd Gem before the hawks turn
around. If you want to save Chris, get the Yellow Gem by doing to same thing.
Leave.

*****************************************************************************
OPTIONAL - If you don't want to save Jill, skip this part.

LEFT STAIRS ROOM
Go downstairs and along the hall. Two Hunters will jump through the windows as
you go by. Go through the door ahead of you.

LEFT MANSION HALL
Go down the fork in the hall and into the Tiger Room.

TIGER ROOM
Put the Yellow Gem in the Tiger's eye and grab the MO Disc 1 (be sure to put it
in an item box when you get the chance). Leave.
[END OPTIONAL]
*****************************************************************************

Make your way to the Foyer.

FOYER
Go through the locked (next to the door to the Art Room).

ART ROOM 2
Theres an Ink Ribbon in here if you want it (you shouldn't need it though). Go
through the door.

BACK ROOM
Dodge the zombie (you can see his reflection in the mirror). Grab the Jewlry
Box from the shelf, and the Dagger on the floor. Combine the REd Gem with the
Jewlry Box, and fit the pieces into the box lid to get a Broach. Examine it to
turn it into a key. Leave.

Head to the Mansion Hall 2

MANSION HALL 2
Go through the locked door and discard the key.

SPENCER'S STUDY
As you enter here, you'll hear REbecca scream. Quickly turn on the lamp, grab
the Shotgun shells out of the desk and grab the Stone Object from the shelf
nearby. Leave and race to the U Hall, and into the Bedroom (unless you don't
want to save Rebecca).

BEDROOM
Rebecca is about to be attacked by a Hunter. Kill it before it kills her, and
then leave.

Go to the Right Stairs Save Room

RIGHT STAIRS SAVE ROOM
Deposit the Stone Object and MO Disc (if you have it). Take out the Square
Crank, a Blue Herb (if you have it), and leave.

Head to the Shed.

SHED
Go through the big doors.

DOG ROOM
You may want to kill the dogs now if you have the extra ammo. Go through the
gate.

POOL ROOM
Go down the ladder, past the snakes, and use the elevator.

WATERFALL ROOM
Kill the two dogs and go over to the other elevator. Put the Battery pack in
its place and use the elevator.

DOG ROOM
Go through the gate.

POOL ROOM
Use the Square Crank to refill the pool; leave.

DOG ROOM
Use the elevator.

WATERFALL ROOM
Go down the path where the waterfall had been. Go down the ladder.

-----------------------------------------------------------------------------
                           M I N E S
-----------------------------------------------------------------------------

MINES ENTRANCE
Go through the nearby door.

MINE HALL
Go through the next door.

ELEVATOR ROOM
Go through the next door.

ENRICO HALL
Head down the hall to Enrico, who points his gun at you, thinking that you're a
traior, but is shot before he can do anything. Check his body to get the
Hexagon CRank. As you leave, a HUnter will burst in, but you can easily run
past him and go through the door.

ELEVATOR ROOM
Go through the next door.

MINE HALL
Kill the three Hunters and go through the door.

MINES ENTRANCE
Go down the room. Grab the Ink Ribbon from the Typewriter. Save if you want to,
and deposit the Ink Ribbon and Square Crank. Go over to the pit and use the
Hexagon CRank on the left side of the wall. Go across the path and through the
door.

BOULDER HALL
Check the boulder and run back to the door as the boulder will start rolling
and crush you if you're too slow. BY where the boulder was are some Shotgun
shells (Handgun clip on hard difficulty). Go by where the boulder made a new
path, grab the Flamethrower, and go through the door.

GIANT SPIDER ROOM
The Giant Spider is a complete joke. Dodge his acid and charging attacks and
torch him with the Flamethrower. Also kill the regular spider that shows up.
Grab the Survival Knife, hack the webbing away from the door, and go through.

BOULDER HALL 2
Head to the left path and use the Crank three times. Run towards the door to
the left to avoid the rolling boulder (there is now a First Aid Spray where the
boulder was). Put the Flamethrower on the metal hooks and go through the door.

CHAPEL
Push the statue to the wall part of wall across from the little circle on the
wall. Go over to the circle on the wall and use the crank, causing part of the
wall to stick out and push the statue. Push the statue on the circle in the
middle twice to spin the statue around to the right position, and push it into
the opening in the wall. Grab the Cylinder and leave.

Head to the Elevator Room.

ELEVATOR ROOM
Go to the left and open the power source. REmove the core, combine it with the
Cylinder, and put it back in. Press the switches in the order: 4, 2, 3, 1. Use
the elevator.

LOWER ELEVATOR ROOM
The elevator has broken down, so you can't go through it. Go through the door.

LISA HALL
Lisa Trevor's come back for more. Use the map to get to the unlocked door.
Generally try to avoid LIsa, though you may want to shoot her out of the way at
times.

CRATE ROOM
Grab the Magnum Rounds and Flash Grenade from the pile of crates. Push the big
crate into the elevator type thing and activate the switch. Leave.

LISA HALL
Go through the door to the Lower Elevator Room.

LOWER ELEVATOR ROOM
Go to the ladder, climb down, and push the crate out of the elevator type thing
and underneath the trash compacter. Activate the compacter and grab the Broken
Flamethrower and go back to Lisa Hall.

LISA HALL
Go to middle section and activate the switch. Use the map to find the locked
door. Put the Broken Flamethrower on the metal hooks and go through the door.

DOLL ROOM
Walk across the room through the water (theres two snakes, but they can never
catch up to you). In the other half, grab the Jewlrey Box, and examine it to
get the Metal Ring. Climb up the ladder, and use the next ladder.

CABIN
Take the Metal Object out of the Item Box and combine it with the Metal Ring to
form a Stone & Metal Object. Deposit the CRank in the box and leave.

CABIN PATH
The zombie is still there with his back to you and is just as easy to dodge.
Head through the gate.

CEMETERY 2
Dodge the zombie with his back to you (theres also one by where you got the
magnum). Head through the next gate.

Head to the Dog Courtyard 2.

DOG COURTYARD 2
Grab the Stone & metal Object. Leave.

Head to the Foyer.

FOYER
Go to the locked door behind the stairs. Place both Stone & Metal Objects on
it, and head through.

STAIRS ROOM
Take the Last Book Vol I and Vol II out of the Item Box. Save if you wish, and
go down the stairs. Go through the door.

ALTAR
Climb down the ladder. Wesker is here, along with Lisa Trevor. Wesker will
shoot at Lisa, but doesn't really do much more then occupy her, since all he
has is a Beretta. Push all four stones off the edge (Wesker is usually knocked
off by Lisa around the third one), revealing Jessica Trevor's grave. Lisa will
grab the skull and commit suicide by jumping off the edge.

LAB COURTYARD
Examine the binding of each Last Book to reveal a Wolf Medal and an Eagle
Medal. Along the pool nearby is an eagle statue and a wolf statue. Place each
medal in the appropriate statue to drain the water. Go down the stairs and use
the elevator.

                       *SWITCH TO DISC 2*

-----------------------------------------------------------------------------
                      L A B O R O T O R Y
-----------------------------------------------------------------------------

LAB ENTRANCE
Go down the ladder.

LAB SAVEROOM
Take the Ink Ribbon and deposit it. Go through the door.

STAIRS HALL
Head down the hall (theres a kerosene container nearby, but you shouldn't need
it). Theres a zombie here which you can either dodge or kill. Continue down the
hall and dodge the Zombie (who for some reason, is usually looking in the
completely wrong direction). Go down the stairs past the zombie, and through
the door.

LAB HALL
Use two Flash Grenades to kill the zombies in here. Go to Chris's right (from
the entrance to here) and through the room.

COMPUTER ROOM
Activate the computer and enter in the username 'JOHN' and password 'ADA'
(there are some rooms you would go to to find the password but theres no need
to give directions to get the password when you can just find it here and enter
it in). Unlock both of the doors available (you need to enter in the password
'CELL' when prompted for one of them). Go by the row of body bags to get a
Flash Grenade. Exit.

HALL
Go back to the stairs.

STAIRS HALL
Go up the stairs, grab the second MO Disc (if you want to save Jill), and go
through the door.

VIDEO ROOM
Grab the MO Disk 3 and First Aid Spray. Theres a slide with pictures of several
monsters, as well as a photo of the research staff, which includes someone
looking like Wesker. Use the keypad near the door and enter in '8462' to open a
secret door. Go through the door and grab the Lab Key. You can also use the VCR
in here to view Kenneth's untimely end. Exit, go down the stairs, and to the
Lab Hall.

LAB HALL
Go to the two locked doors (use the map for help), unlock both of them, and
discard the key. First go through the big double doors.

STORAGE ROOM
Push back the shelf and grab the Shotgun Shells. If you don't want to save
Jill, exit the room and continue reading where the guide returns to the LAB
HALL. Otherwise go through the vent.

MEDICAL ROOM
Ignore the Chimera and run through the other vent.

STORAGE ROOM
Use the MO Disc on the Gamecube and exit the room.

LAB HALL
Go through the other door you unlocked.

LAB HALL 2
Run straight down the hall and through the door dead ahead.

LAB SAVE ROOM 2
Grab the Shotgun Shells, First Aid Spray, and Ink Ribbon. Save if you wish, and
exit.

LAB HALL 2
Run to the left and past the Nude Zombies and through the door.

CHIMERA HALL 1
Go to the right, past the furnance and down the path. Kill the Chimera and grab
the Fuel Container. Exit and head back to the Lab Hall.

LAB HALL
Head towards where the door leads to the stairs, and go through the other door.

LAB HALL 3
Go through the door on the end (by the way, this is where you go to save Jill
later on).

OFFICE
Kill the Nude Zombie, and head towards the end of the room. Use the MO Disc on
the Gamecube located on the desk and check the big door there to refill the
Fuel Container. The Fuel is explosive, and running makes the fuel explode, SO
DON'T RUN. Return to the Chimera Hall.

CHIMERA HALL
Replace the Fuel Container, and use the map to head through the other door.

CHIMERA HALL 2
Kill the Chimera that pops out of the vent. Use the final MO Disc on the
Gamecube, and run through the hall to the next door.

POWER ROOM
Activate the switch and run out of the room past the Chimeras. Make your way to
the LAB HALL 2.

LAB HALL 2
Go into the save room and grab your Magnum, Magnum ammo, and some healing
items. Head down the hall to the elevator. Activate the elevator (Barry shows
up now if hes still alive).

BIOHAZARD HALL
Go down the hall and through the Biohazard door. That can't be good, can it?

BIOHAZARD ROOM
As you step in, Chris finds Wesker at some kind of computer. Wesker then turns
around and reveals himself as a traitor; he had been working for Umbrella long
before he joined STARS. Wesker then releases the Tyrant, which impales Wesker
on it's gigantic claw and turns to you.

Use the strategy of dodging the slow moving Tyrant by running around the room.
Shoot him with the Magnum whenever you get the chance. The Tyrant should fall
after about seven hits.

                           IF REBECCA DIED

Grab the Master Key from Wesker's body. Head past Weker's body towards a
computer (not the one his body is slumped against) and use it to unlock the
door; exit the room.

BIOHAZARD HALL
Go through the elevator.

LAB HALL 2
Go through the door to Lab Hall 1.

LAB HALL 1
Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
door that leads to the stairs. Some Chimeras jump through the vents, but you
can easily run past them.

*****************************************************************************
OPTIONAL

Go through the door to the left of the exit.

LAB HALL 3
Go down the hall to the big electronic door. Activate all three switches (this
won't work if you haven't used all three MO Discs) to unlock the door; head
through.

STAIRS
Go down the stairs and open Jill's jail cell with the Master Key. Exit.

LAB HALL 3
Go to the second Lab Hall.
*****************************************************************************

Go through the door to the Lab Stairs.

STAIRS HALL
Feel free to blow away any zombies remaining here with any remaining Magnum
ammo, since you won't need it for anything else. Head through the next door.

LAB SAVE ROOM
Go up the ladder.

LAB ENTRANCE
Open the big security door with the Master Key; head through.

EMERGENCY HALL
Head down the path, grab the Battery and put it in the open spot by the
elevator. Use the elevator.

ROOFTOP
Grab the Signal Rockets and use them.

                           IF REBECCA LIVED

Go past Wesker and the computer to find another terminal; activate it to unlock
the door. Check Rebecca to revive her, and exit. As you leave, Rebecca gets the
bright idea to blow up the mansion and destroy any evidence that this thing
ever happened.

Head to the Lab Hall.

LAB HALL
Any Zombies or Crimson Heads that had been here are now gone. Runs towards the
door that leads to the stairs. Some Chimeras jump through the vents, but you
can easily run past them.

*****************************************************************************
OPTIONAL

Go through the door to the left of the exit.

LAB HALL 3
Go down the hall to the big electronic door. Activate all three switches (this
won't work if you haven't used all three MO Discs) to unlock the door; head
through.

STAIRS
Go down the stairs and open Jill's jail cell. Exit.

LAB HALL 3
Go to the second Lab Hall.
*****************************************************************************

Go through the door to the Lab Stairs.

STAIRS HALL
Feel free to blow away any zombies remaining here with any remaining Magnum
ammo, since you won't need it for anything else. Head through the next door.

LAB SAVE ROOM
Go up the ladder.

LAB ENTRANCE
The big security door is now open; go through it.

EMERGENCY HALL
Grab the First Aid KIts and Shotgun shells as needed. Head down the path, grab
the Battery and put it in the open spot by the elevator. Use the elevator.
During the cutscene your three minute time limit kicks in.

ROOFTOP
Grab the Signal Rockets and use them. As Brad starts to land, the Tyrant bursts
through the roof and starts walking towards Rebecca. Let the Tyrant get
preoccupied with Rebecca, and then take the oppurtunity to load Magnum rounds
into him (if you wait to long the Tyrant will impale Rebecca on its claw in an
evem nastier looking way then what happened to Wesker). If the Tyrant starts
running towards you really fast, run around like hell; if the Tyrant reaches
you he will perform a massive bitch slap that brings you down the Danger.

After enough hits, Brad will hand you a Missile Launcher (what, is Brad to lazy
to shoot the damn thing himself?) Shoot the Tyrant to kill it; it may deflect a
rocket, but the thing is only delaying its impending doom. The game will end
with the Tyrant's death.

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

                      5. S P E E D  G U I D E

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

This Speed Guide is intended to provide a relatively easy way to earn the
Rocket Launcher and Samurai Edge. Obviously, one can complete the game faster
then in here (this guide should give a time of about 2.5 hours).

- You must be playing as Jill Valentine, as her game allows you to complete the
game faster.

- You must be playing on NOrmal difficulty.

- You have to let Chris & Barry die.

- You should have a good knowledge of how to complete the game, and preferably
have played through it at least once on Normal.

- This guide assumes you do not have the Samurai Edge and that you are not
using the Grenade Launcher glitch.

- The timer counts all time spent playing, including cutscenes (you must skip
all of these) and while on the pause screen.

NOTE: This guide does not give complete directions as to where everything is;
for better directions, see the Jill Walkthrough section.

Despite what you may think, it doesn't matter if you try this after unlocking
One Dangerous Zombie. I actually find the speed guide to be easier if you have
One Dangerous Zombie activated, since it eliminates some zombies.

-----------------------------------------------------------------------------
                      S P E N C E R  M A N S I O N
-----------------------------------------------------------------------------

- Go to the zombie by the Kenneth Hall and return to the Foyer.

- Go upstairs, back downstairs, and through the Kenneth Hall to the Arrow Hall.

- DO NOT kill the zombies there. Dodge the first one and grab the Arrow. Ignore
the Clip and run back (you'll have to shoot him to knock him down).

- Head back to the Foyer.

- If you want, go in the Upper Dining Room to get the Dagger and push over the
statue.

- Go into the cemetery, dodge the Zombies, and go to the angel stone. Examine
the Arrow Head and use the Arrow on the stone.

- Go into the Crypt and get the Sword Key.

- Make your way into the Mansion Hall (through the Art Room).

- Go into the Courtyard and get the Chemical. Return to the Hall and go into
the Shotgun room. Grab the Shotgun and leave. Check both doors as the wall
starts to lower to cue Barry to rescue you.

- Head to the Mansion Hall 2 and into the Right Stairs. Kill the Zombies if you
wish, but you'll have to be sure to burn them. Grab the Cantine from the save
room and fill it with Kerosene. Also dump your Ink Ribbon and Knife in the box.

- Go upstairs and grab the Lighter, Clip, and Dog Whistle. Go through the U
Hall into the Foyer (I recommend dodging the zombies in here).

- Get the Acid Shells and go through the Upper Dining Room to the Left Stairs.

- Go through the door into the Dog Courtyard and use the whistle. Kill the dogs
with the Shotgun and take the whistle.

- Head to the Arrow Room (on the way, grab the Blue Gem if you pushed the
statue into the Dining Room). If you have the extra shotgun ammo, kill the
Crimson Head when he gets up.

- Into the Knight Room, take the Armor Key. Examine the Dog Collar, getting the
Coin, and examining it to get the Imitation Key, which replaces the Mansion key
to stop the trap.

- Return to the U-Hall and go through the big locked door. Solve the puzzle and
get the Death Mask. Go through the other locked door in the hall to Richard's
room. After seeing him, head through the Upper Dining Room to the Left Stairs.

- Ignoring the Zombies, run down the hall and down the stairs. Dump the Sword
Key and Death Mask in the Item Box, take the Lighter and Chemical, and grab the
Serum. I recommend saving in here. Go through the locked door into the Left
Mansion Hall.

- Into the Herb Room, use the Chemical and grab the Death mask. Exit to the
hall and run past the zombies. Go into the Tiger Room and use the Blue Gem to
get the Shells. EXit, and go through the locked door to the Kenneth Hall.

- Run to the U-Hall and into the Richard Room. If you managed to save Richardm
then great. If not, then its not a big deal.

- Go into the Music SCore Room. Light the Candle, kill the Zombie, and grab the
clip. Push back the shelf, use a defense item on the zombie (if you can't dodge
him) and grab the Music Score.

- Go down to the Dining Room. Grab the Emblem and enter the Kenneth Hall. Dodge
or use a defense Item on the zombie, and go into the Piano Room.

- Get the other Music Score and mix the two. Use it on the Piano. Switch the
Gold Emblem with the Emblem and exit.

- Use the Gold Emblem in the Dining Room, set the clock to 6:00, and grab the
key.

- Into the Foyer, go to the Forest Courtyard. Grab the Clip and the Grenade
Launcher. Exit and make your way to the Giant Snake Room.

- Grab the Death mask, and shoot the Giant Snake twice with Acid Shells so you
can get Richard's Assault Shotgun. Exit and make your way to the Right Stairs
Save Room.

- Save, deposit the Armor Key, and take the DEath Mask and Jewlry Box out of
the Item Box. Also get the Incediary Shells from the room and deposit them. Go
through the rotten door into the Mansion Hall 2, and go into the Picture Room.

- Solve the puzzle and get the Death mask. Unlock the gate, go into the
Cemetery, and to the CRypt. Get the Death Mask out of the Jewelry Box, an place
the Death Masks on the appropriate statues. Kill the Super Crimson Head and get
the Stone & Metal Object from the coffin.

- Head into the Dog Courtyard 2 and unlock the door with the Stone & Metal
Object.

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

- Get the items from the Shed and make your way to Lisa's cabin. Grab the
Square Crank and leave.

- Go back to the Shed, and go through the big doors. Run past the dogs and into
the Pool Room. Use the Square Crank to drain the water. Run across to the
elevator, and make your way to the Residence.

- MOve the crate so you cross to the door without getting grabbed by Plant 42.
Head to Room 002 and get the key from the bathroom.

- Back to the Residence Entrance, go into Room 001 and get the key from the
bathroom. Exit and go into the Spider Room, where you grab the Red Book and
Shotgun Shells.

- Stop in the Save Room and get the Ink Ribbon and Batterty Pack. SAve, and
dump the Ink Ribbon, Handgun, Handgun Clip, and Square CRank into the box. Take
out the Grenade Launcher and Incendiary Shells. Return to Room 002.

- Kill the zombie and push the crates to reveal the ladder. Go down it.

- Push the crates to form a bridge across the water and go into the Shark Tank.

- Run around the shark tank and into the Control Room. Drain the tank and go
into the LOwer Shark Tank. Kill Neptune, get the Residence Key, and make your
way back to Room 002. Exit to the hall and enter Room 003.

- Grab the Insecticide from the corpse and exit to the hall. Use the
insecticide in the hole in the very back. Return to the Room 003, grab the key,
and go through the locked door.

- Solve the Red Book puzzle and go to the PLant 42 room. Kill PLant 42 with
three Incendiary Shells and grab the Mansion Key.

- Return to Mansion Hall 2 (be sure to grab the Blue Herb in the Residence
Entrance).

-----------------------------------------------------------------------------
                 S P E N C E R  M A N S I O N  II
-----------------------------------------------------------------------------

- Kill the Hunter and go to the Right Stairs. Kill both Hunters. Save if you
wish. Note that you should have at least four open spaces.

- Go to the left of the stairs and into the room with moving walls. Solve the
puzzle, grab the Dagger, and drop into the hole.

- Grab the Last Book Vol I, reveal the ladder behind Trevor's gravestone, and
climb down.

- Run past the spiders and go into the Basement Hall 2. Grab the Blue Herb and
(dodging the zombies) reactivate the power and make your way to the Kitchen.

- Dodge the zombies and use the elevator.

- Go left, dodge the zombie, and go into the room. Grab the Battery Pack
(non-defense item), Defense Item, Acid Shells, and Shotgun shells. Exit and go
through the door to the Arrow Hall.

- Kill the Crimson Head and the other zombies. Into the Knight Room, go through
the locked door to the Library.

- Head down the hall to fight the Giant Snake. Kill him and grab the Last Book
Vol II.

- Make your way to the Left Stairs. Deposit the Last Book Vol I & II in the
nearby save box and remove the Square Crank. Go into the Trophy Room and get
the Red Gem.

- Make your way to the Foyer.

- Go through the locked door and into the Backroom. Get the Jewlery box and
combine it with the Red Gem. Solve the puzzle, and examine the Broach to get a
key.

- Head to the mansion Hall 2. Go through the locked door. Grab the Shotgun
shells and Stone Object.

-----------------------------------------------------------------------------
                           M I N E S
-----------------------------------------------------------------------------

- Make your way to the Waterfall Room.

- Use the Battery Pack and use the elevator.

- Head to the Pool Room and use the Square Crank to refill the pool.

- Go back through the elevator to the Waterfall room, and into the MIne
Entrance.

- Go through the nearby door and make your way to Enrico. Grab the Hexagon
Crank and dodge the HUnter that comes in. Head back to the Mines Entrance.

- Deposit the Square Crank, save, and use the Hexagon Crank to get across the
path and through the door.

- Check the boulder, run back to the door in order to dodge it, and go down the
path the boulder carved for you. In the next room, kill the Giant Spider and
hack away the webs with the nearby Survival KNife. Go through the door.

- Use the crank three times and go into the room on the left. Solve the puzzle
(see the main walkthrough for details) and get the Core. Go back to the
Elevator Room, combine the core with the shaft, restart the elevator, and use
it.

- Go into the Lisa Hall, and through the unlocked door. Push the crate into the
elevator thing, and return to the Lower Elevator Room. Go down the ladder and
push the crate into the trash compacter. Use the compacter and get the Broken
Flamethrower.

- Go back to the Lisa Hall and activate the switch in the middle. Go over to
the locked door, put the Flamethrower on the hooks, and head through.

- Get the Jewlery Box and examine it for the Metal Ring. Go through the room
and up the ladders into the Cabin. Take the the Stone Object out of the box and
combine it with the Metal Ring. Also deposit the Crank.

- Make your way out of the Courtyard Area. Grab the other Stone & Metal Object,
and go to the Foyer.

- Unlock the gate with the Stone & Metal Objects. Save in the next room and
stop at the item box. You should have the following with you: Last Book Vol I,
Last Book Vol. II, Assault Shotgun, Shotgun Shells (if you have any), and at
least one open space.

- Make your way down the stairs to Lisa. Do not give Barry his gun when given
the choice; Lisa will kill him. Grab Barry's Magnum and push off the stones to
kill Lisa. Head to the Lab Courtyard.

- Examine both books and put the Medals in the corresponding statues. Go down
the stairs and into the elevator.

- Switch to Disc 2.

-----------------------------------------------------------------------------
                      L A B O R A T O R Y
-----------------------------------------------------------------------------

- Make your way to Lab Hall; don't bother killing the zombies before there. If
you have extra Incediary shells with you, kill the two zombies in the hall with
them. Go into the Computer Room.

- Enter the username and password (John, ADA) and unlock the the doors (the
second password is CELL). Go to the Lab Stairs and into the now unlocke doors.
Enter 8462 into the keypad and grab the Key.

- Back to the Lab Hall, unlock both doors so you can dispose of the key. Go
into Lab Hall 2, and left to the Chimera Hall.

- Kill the Chimera and grab the Fuel Tank. Go back to the Lab Hall, through the
next to the door to the stairs, and into the office. Blow away the Nude Zombie
and refuel the Tank. Go back to the Chimera Hall and replace the Tank.

- Make your way through the next few halls and reactivate the power. Return to
Lab Hall 2 and use the elevator. Go into the room with the Tyrant. Kill the
Tyrant (one shot from Barry's Magnum will do), grab the Master Key from
Wesker's body, and release the electronic lock.

- Head to the Lab Entrance (feel free to kill the zombies in the Lab Stairs;
its not like you need the ammo for anything else). Unlock the big door and head
into the Escape Hall. REplace the battery and use the elevator.

- Use the Signal Rockets to end the game.



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

              6. O N E  D A N G E R O U S  Z O M B I E

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

In One Dangerous Zombie, Forest Speyer's zombie will appear in various
locations (he is also no longer in the room with the Grenade Launcher). Forest
has grenades on him, and if you attack him in any way (the game won't let you
use defense items on him though) he will blow up and kill you.

Forest moves about as fast as your character. He also makes a lighter pitched
moaning; you can also hear his grenades clinking as he moves. Its incredibly
easy to dodge him, as he will always raise his arms up and them dive at you
(instead of just trying to grab you). One Dangerous Zombie really isn't all
that hard; the only real extra difficulty is that you have to override your
instinct to shoot at him. Forest only appears in the first part of the mansion,
and dissapears after the Hunters are activated.

Forest's locations:

AFTER GETTING THE SWORD KEY
- Upper Dining Room

AFTER GETTING THE ARMOR KEY
- In the Kenneth Room, by Kenneth's body. Forest has his back to you when you
come down here, so you can easily run past him. If you run in here from the
Dining Room, Forest will not even come after you unless you make some kind of
commotion (like shooting at another zombie). THis is the only place in which
Forest doesn't replace a zombie.

- In the Dog Courtyard (where you use the Dog Whistle). When you by the stairs
to the DRug Room, Forest will come through the Courtyard door. Forest will no
longer appear in Upper Dining Room after this.

- In the room with the music score (the one by Yawn's room, NOT the Piano
room). Push back the shelf and he'll be in the space behind it (how the hell
did he get there?).

- In the Mansion Hall 2. Hes right by the door to the Courtyard. (In Jill's
game he appears here after getting the Sword Key).

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

            7. I N V I S I B L E  E N E M Y  M O D E

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

As the name implies, all the monsters become invisible in this mode. The
auto-aim is also disabled, as otherwise their being invisible would have no
real effect. Monsters remain invisible after you kill them. They do become
visible during cutscenes and while grabbing you.

General Tips
--------------------------------

- Despite what you might have thought, footsteps and moans really do very
little to tell you where a monster is (except that it is in the same room as
you). The one exception is if while moving, it walks to a section of floor that
makes a somewhat different sound.

- Although the monsters are invisible, they still cast reflections in mirrors.
Additionally, if the room is not too dark, you can see the things shadow (this
is most noticable in the Dog Hallway if the dogs burst through the window.

- You can still see blood coming out of a monster as you shoot it, as well as
the blood stain it leaves on the ground.

- You should be even more careful about disposing of bodies, as you really do
not want to deal with an invisible Crimson Head.

- Always carry herbs or First Aid Kits with you, as you will get bit pretty
often.

- The monsters are still in their original starting places.

- If you use a Dagger or Grenade defense item on a zombie, you will see it
sticking into where the monster's head is.

- If a monster appears in a cutscene before attacking, it will be visible for a
few seconds.

Specific Tips
--------------------------------------

- After using the dog whistle, you can still see the shining of the Dog Collar
on its neck.

- When fighting the Giant Snake, it will kick out dust clouds wherever it
currently is, making it relatively easy to see.

- While fighting the Super Crimson Head, you can still tell where it is because
of its breath coming out. Also, this happens with some (but apparently not all
regular Crimson Heads).

- The only parts of Plant 42 that become invisible are its tentacles; the part
you have to shoot at to kill is still visible.

- Upon returning to the Mansion, the Hunters can be a real pain. I recommend
killing the ones in the Right Stairs Room with the Magnum (if you don't have
it, you should try running past them). You can also run past the ones in the
Upper Dining Room with minimal ease.

- As with the first time, the Giant Snake kicks up big dust clouds wherever it
moves, making it very easy to see.

- Its up to you if you want to save Rebecca as Chris, though don't even bother
if you didn't kill the Hunters in the Right Stairs room.

- The Giant Spider doesn't really give any good indicator to where it is. I
recommend just running around and shooting where you think it may be. It does
occasionally give itself away by shooting out acid.

- When you meet up with Lisa the second time, try to remember where she usually
was, or occasionally fire a blast off near where you are going so that you
don't run into her.

- For the fight with Lisa Trevor, just let Barry/Wesker occupy LIsa while you
push off the stones (Wesker is usually knocked off as you're about to push off
the third stone).

- For the Tyrant, you may want to get a little distance away from it (but still
across from it) and pump as many Magnum rounds into it as possible.

- For the Tyrant II, let the thing head towards you partner, and then pump lots
of Magnum rounds into it while the thing is busy.

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

                        8. M O N S T E R S

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

Zombies
----------------------------------
A standard corpse that has been reanimated curtosy of the T-Virus. Zombies are
slow and stupid, though they can take a lot of damage. You're usually better
off just avoiding them, since "dead" zombies turn into Crimson Heads unless you
burn them, blow out their kneecaps or blow off their heads. If you do kill
zombies, pump them full of handgun rounds at long range, or use the Shotgun on
their head at close range.

Nude Zombies
------------------------------------
The same as regular Zombies, except that they don't turn into Crimson Heads.

Crimson Heads (V-ACT)
-------------------------------------
After being killed, Zombies undergo a metamorphosis into a Crimson Head. THe
Crimson Heads have red skin, claws, and make a roaring sound. They are much
faster then you, so don't bother running from them. Use the Shotgun or Grenade
Launcher on them, since they are very strong.

Cerebus
---------------------------------------
Zombie dogs, these are somewhat slower then you'd expect, and you're best bet
is to run from them. If you do attack them, they take about two Shotgun shells.

Spiders
-------------------------------------
Gigantic, poison spitting spiders, these are nigh harmless, thanks to some
really screwy AI.

Sharks
-------------------------------------
Run past these as you head through their enclosure. They do some damage, but
attacking them will attack Neptune, who can swollow you whole. The sharks die
after you drain the shark tank.

Hunters
------------------------------------
Reptilian creatures, these will slash you or leap at you in an attempt to
behead your character. They take about three Shotgun shells.

Snakes & CRows
-------------------------------------
These are both little more then annoying pests, though the snakes can poison
you.

Chimeras
--------------------------------------
The Chimeras look like skinned, multiarmed humanoid things, and make an
insect-like chittering. They do about as much damage as Hunters, but are very
easy to dodge.

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

                        9. W E A P O N S

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

Survival Knife
Location: Start with; Giant Spider Room
The Survival Knife is a complete piece of crap and is almost useless as a
weapon. So unless you do something stupid like waste all your ammo, the knife
really isn't worth shit as a weapon. You find another one much later in the
game which is used to cut a web away from a door.

Handgun
Ammunition: Handgun Magazines
Clip Size: 15
Location: Start with (Jill); Foyer (Chris)
You're starting weapon, the Handgun isn't too strong. It uses about half the
clip to kill a Zombie, and is OK at long range. Don't try using on stronger
enemies though.

Shotgun
Ammunition: Shotgun Shells
Capacity: 6
Location: Shotgun Room
The Shotgun is much stronger then the Handgun and kills a Zombie with a few
shots (it also has a much better chance off blowing an enemie's head off).
Since the shells scatter a bit, you can damage multiple enemies with one shot.

Assault Shotgun
Ammunition: Shotgun Shells
Capacity: 10
Location: Giant Snake Room (Jill); Lower Shark Tank (Chris)
There isn't much difference between this and the regular Shotgun, except for
more damage done and a bigger ammo capacity.

Grenade Launcher
Ammuntion: Grenade Shells, Incendiary Shells, Acid Shells
Capacity: 12
Found: Forest Hall (Jill)
The Grenade Launcher is incredibly strong, and uses a few kinds of ammo.
Grenade Shells are the weakest kind, but are good against Zombies and Crimson
Heads as well as other enemies. Incediary shells will burn zombies, preventing
them from becoming Crimsons (they also work wonders on Plant 42). Acid Shells
are the strongest, and are best used against bosses, Hunters, etc.

Flamethrower
Found: Mines (Chris)
The Flamethrower is kind of disapointing. It starts at 100%, and once you get
down to 0%, its used up forever. It does an OK amount of damage, but the only
enemies you can use it on are the giant spider and a hunter. All in all, you
get it for about three to five minutes.

Self-Defense Gun
Capacity: 2
Found: Room 001
The Self-Defense Gun only has one bullet in it, and you never get any ammo for
it. Its stronger then the Handgun, but I rarely bother with getting it, since
you don't use it for much of anything.

Magnum
Ammuntion: Magnum Rounds
Capacity: 6
Found: Cemetery 2
The Magnum is incredibly powerful, and can kill Hunters and Chimeras in one
shot. Because of its limited ammo, you're best off saving it for the battle
with the Tyrant.

Barry's Magnum
Capacity: 6
Found: Altar (Jill)
One of the most powerful weapons in the game, this will kill the Tyrant in one
shot. You get it if you don't it back to Barry, allowing Lisa to kill him.

Missile Launcher
Capacity: 4
Found: Rooftop
Used at the very end of the Tyrant II battle, this kills him instantly (unless
he deflects a shot).

Samurai Edge
Capacity: Unlimited
Found: Cheat
The Samurai Edge is about as strong as the Handgun, but has been converted to
fire three round bursts.

Rocket Launcher
Capacity: Unlimited
Found: Cheat
The Rocket Launcher is insanely powerful, and kills any enemy with one hit (it
has the same effect as the MIssile Launcher on the Tyrant II), though it is not
capable of beheading zombies.

Defense Items
Dagger: The Dagger stuns an enemy temporarily, and can be reused if you blow
off the zombie's head after using the Dagger.
Battery Pack: This will usually kill an enemy it is used on.
Flash Grenade: The ultimate defense weapon, this will blow up a few seconds
after being used or if you shoot the enemy after using it (it will damage you
if you're too close to the explosion). The Grenade guarentees a beheading.

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

                         10. I T E M S

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

Heres how this is set up:
Name of Item
Location: [Mansion, Residence, Mansion II, Mines, or Lab] Room
Use for item

Items are listed in alphabetical order.

Armor Key
Location: [Mansion] Knight Room
Use: Unlock doors with armor symbol on them.

Arrow
Location: [Mansion] Arrow Room
Use: Examine to get arrowhead.

Arrowhead
LOcation: (Examine Arrow)
Use: Place on angel gravestone to open Crypt.

Battery Pack
Location: [Mansion II] Battery Pack Room; [Lab] Emergency Hall
Use: Restore power to courtyard and lab elevators.

Bee Lure
Location: [Mansion] Researcher's Room
Use: Combine with Hook and place on lure display.

Bee Specimen
Location: [Mansion] Researcher's Room
Use: Place on specimen display to get Wind Crest.

Blue Gem
Location: [Mansion] Dining Room (after pushing the statue off the gap in the
Upper Dining Room).
Use: In the Tiger Room, place in tiger's eye to get Shotgun Shells.

Blue Herb
Location: Various rooms
Use: Heal poison

Book of Curse
Location: Crypt
Use: Examine the back of it to get the Sword Key.

Broach
Location: (Examine Jewlrey Box 2)
Use: Examine to get the Spencer Key.

Broken Flamethrower
Location: [Mines] Lower Elevator Room (after sending crate from Crate room to
there)
Use: Take to the Lisa Hall and place on the hooks to unlock the door.

Canteen
Location: [Mansion] Right Stairs SAve Room
Use: Use with the Canteen to burn zombies' bodies.

Chemical - See FERTILIZER

Coin
Location: (Examine Dog Collar)
Use: Examine back side to get Imitation Key

Control Room Key
Location: [Residence] Room 001 Bathroom
Use: Unlock Control Room

Cylinder
Location: [Mines] Chapel
Use: Combine with Shaft and use to restart elevator.

Death Masks
LOcations: [Mansion] Herb Room, Knight Room 2, Giant Snake Room, Picture
Gallery
Use: PLace on statues in Crypt to release Super Crimson Head.

Dog Collar
Location: [Mansion] Dog Courtyard
Use: Examine to get Coin.

Dog Whistle
Location: [Mansion] Bedroom
Use: In Dog Courtyard, use to attract Dog with the Dog Collar.

Eagle Medal
Location: (Examine Last Book)
Use: Use with Wolf Medal to drain the Lab entrance.

Emblem
Location: [Mansion] Dining Room
Use: Replace the Gold Emblem with it.

Fertilizer
Location: Courtyard
Use: Use it to kill the plant in the Herb Room.

First Aid Box
Location: Various rooms
Use: Examine the top to get a First Aid Spray or Green Herb

First Aid Spray
Location: Various rooms
Use: Completely heals health

Fishing Hook
Location: [Mansion] Researcher's Room
Use: Combine with the Lure and put on the Lure Display

Fuel Container
Location: [Lab] Chimera Hall 1
Use: REfill in the Office and replace it to restore power.

Gallery Key
Location: [Residence] Lower Shark Tank
Use: Unlock the Gallery Room

Gold Emblem
LOcation: [Mansion] Piano Room
Use: Place in Dining Room to open clock gears so you can get a key.

Green Herb
Location: Various Rooms
Use: 25% Heal

Helmet Key
Location: [Residence] Plant 42 Room
Use: Unlock doors in mansion that have a helmet symbol on them.

Hexagon Crank
Location: [Mines] Enrico Hall
Use: Crank spots to open two paths. Also used to push out part of the wall in
the Chapel.

Imitation Key
LOcation: (Examine Coin)
Use: Swap with Armor Key to stop the trap.

Ink Ribbon
Location: Save Rooms, [Mansion] Dining Room, Shotgun Room, Broken Shotgun Room,
[Residence] Room 003, [Mansion II] Art Room 2

Insecticide
Location: [Residence] Gallery Room
Use: Use in the hole at the end of the hall to kill the beehive.

Jewelry Box (1)
Location: Knight Room
Use: While examining, press both heart shaped switches to get a Death Mask.

Jewelry Box (2)
LOcation: [Mansion II] Back Room
Use: Combine with Red Gem and complete the puzzle to get a Broach.

Jewelry Box (3)
Location: [mines] Candle Room
Use: Examine to get the Metal Ring.

Lab Key
Location: [Lab] Video Room
Use: Unlock Lab Hall 2 & the Storage Room.

Last Book Vol. I
Location: [Mansion II] Trevor Room
Use: Examine to get the Eagle Medal.

Last Book Vol. II
Location: [Mansion II] Library
Use: EXamine to get the Wolf Medal.

Lighter
Location: [Mansion] Bedroom (Start with it in Chris's game)
Use: Use with Canteen to burn zombies' bodies.

Lockpick
Location: [Mansion - Jill only] Given to you by Barry in the Foyer
Use: Unlock doors that have old fashioned locks.

Mansion Key - See SWORD KEY, ARMOR KEY, SHIELD KEY, or HELMET KEY

Master Key
Location: [Lab} Biohazard Room
Use: Unlock Chris/Jill's cell and the door to the emergency hall.

Metal Ring
Location: (Examine Jewlry Box 3)
Use: Combine with Stone Object to make a Stone & Metal Object

MO Disc 1
Location: [Mansion II] Tiger Room (you have to use the Yellow Gem to get it)
Use: Unlock the door to the jail cell by putting it in one of the Gamecube
things.

MO Disc 2
Location: [Lab] Lab Stairs
Use: Unlock the door to the jail cell by putting it in one of the Gamecube
things.

MO Disc 3
Location: [Lab] Storage Room 2
Use: Unlock the door to the jail cell by putting it in one of the Gamecube
things.

Moon Crest
Location: [Residence] Cemetery 2
Use: Use to get Magnum.

Moonlight Sonata
Location: (combine both Music SCores)
Use: Use on piano to unlock the section with the Gold Emblem.

Music Score (1)
Location: [Mansion] Music Score Room
Use: Combine with Music SCore (2).

Music Score (2)
LOcation: [Mansion] Piano Room
Use: Combine with Music SCore (1).

Old Key
Location: [Mansion - Chris only] Bathroom, Right stairs Save Room, Keeper's
Room, Researcher's Bedroom, Kitchen
Use: Unlock doors that have old fashioned locks.

Red Book
Location: [Residence] Spider Room
Use: In Room 003, put in the bookshelf and solve the puzzle to unlock the door.

Red Gem
LOcation: [Mansion II] Trophy Room
Use: Combine with the Jewlry Box (2).

Red Herb
Location: Various rooms
Use: Combine with Green Herb

Room 001 Key
Location: [Residence] Room 002 Bathroom
Use: Unlock Room 001

Room 003 Key
Location: [Residence] Gallery Room
Use: Unlock Room 001

Serum
Location: Drug Room
Use: Use to heal Richard's snake bite.

Shaft
Location: [Mines] Elevator Room
Combine with Core and replace to restart elevator.

Shield Key
Location: [Mansion] Dining Room
Use: Unlock door to Giant Snake Room

Slide Filter
Location: [Lab] Office
Use: Put on slide to find keypad password.

Spencer Key
Location: (Examine Broach)
Use: Unlock Spencer's Study.

Square Crank
Location: Cabin
Use: Drain and refill the Pool in the Residence.

Star Crest
Location: [Residence] Cemetery 2
Use: Use to get Magnum.

Stone & metal Object
Location: [Mansion] The Super Crimson Head's coffin in the Crypt; combine Stone
Object & Metal Ring
Uses: Unlock door to Shed; Unlock door to Stairs and Altar.

Stone Object
Location: Spencer's Study
Use: Combine with Metal Ring to form a Stone & Metal Object.

Sun Crest
Location: [Residence] Cemetery 2
Use: Use to get Magnum.

Sword Key
Location: (Examine back of Book of Curse)
Use: Unlock doors that have a sword symbol on them.

Wind Crest
Location: [Mansion] Researcher's Room
Use: Put on Tombstone in Cemetery 2 to get the Star, Moon, and Sun Crests.

Wolf Medal
Location: (Examine Last Book)
Use: Use with Eagle Medal to drain Lab entrance.

Wood Board
Location: U Hall
Use: Put above fireplace in room to left of right stairs, and light the fire to
get the Mansion 2F Map.

X-Rays
Location: [Lab] X-Ray Room
Use: Arrange in alphabetical order of the afflicted area to get the password
for the computer.

Yellow Gem
Location: [Mansion II] Trophy Room
Use: In the Tiger Room, put it in the tiger to get the MO Disc 1.

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

                 11. S E C R E T S  &  C O D E S

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

Game MOdes
------------------------------------

- To Unlock One Dangerous Zombie Mode, beat both Chris & Jill in normal or
hard.

- TO unlock Real Survival Mode, beat the game on Hard.

- To unlock Invisible Enemy Mode, beat one character on Normal and the other on
Hard.

- To unlock the Samurai Edge, beat the game on Normal or Hard in under 5 hours.
(the Samurai Edge is not available on Invisible Enemy or Real Survival)

- To unlock the Rocket Launcher, beat the game on Normal or Hard in under 3
hours. (the Rocket Launcher is not available on Invisible Enemy or Real
Survival)

Costumes
--------------------------------------
Beating a character's game once will give you the Closet Key, which appears in
the first Item Box. The Closet Key unlocks a room behind the Mansion Picture in
the Art Room, where your character can change costumes.

- Beat Jill once to get Jill as Sarah Connor from Terminator 2.

- Beat Jill twice to get her RE3 costume (casual clothes).

- Beat Chris once to get a pair of street clothes.

- Beat Chris twice to get his RE:CVX costume (SWAT type uniform).

- When you have Chris put on a diffrent costume, Rebecca will change to wearing
a cow girl costume.

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

                          12. F I L E S

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

KENNETH FILM
Its the film that belonged to Kenneth. I need a video player to see whats
recorded on it.
[The Video shows Kenneth back up, shoot at the zombie, and try to run. He trips
and is bitten in the neck by the zombie.]

BOOK OF CURSE
The four masks, a mask that speaks no evil, a mask that smells no evil, a mask
that speaks no evil, and a mask that cannot speak, see, or smell evil. When all
four fall into place, evil will awaken.

TREVOR'S DIARY
Nov. 24, 1967
Eleven days have passed since arriving at this estate. How did I end up like
this? A guy in a labcoat came with a plate of skimpy meal and said to me,
"Sorry to put you through this, but its for security reasons." Thats when it
hit me, it all makes sense now. There are only two people that know the secret
of the mansion. Sir Spencer and myself. If they kill me, Sir Spencer will be
the only person that knows the secret. But for what purpose? It doesn't matter
now. Its too dangeroys here. My family- I hop their allright. I've decided to
escape- Jessica, Lisa, I pray you are safe.

Nov. 26, 1967
How could I be so careless? I lost my favorite lighter- the one Jessica gave me
for my birthday. Now its going to be that much harder to get out of this dark
place. November 13th, the date when my fate was sealed. My aunt was
hospitalised, just three days before that. Jessica and Lisa said they were
going to visit her. I wish I could be there with them. But wait, even as I'm
writing my memory is coming back to me more vividly. Just before I passed out,
I remember the men in labcoats said something like, "Most likely your family is
already-". I pray for their safety.

Nov. 27, 1967
Somehow I managed to get out of that room. But getting out of this mansion
won't be as easy. I have to get past all the booby traps. Tiger eyes, Gold
Emblem- I have to try and remember for my own sake.

Nov. 29, 1967
I can't get out. I have tried every possible way but only to be faced with the
with the reality that I'm trapped. I've been everywhere. THe lab with the large
glass tubes filled with formaldehyde and those dark, wet and eerie caves- what
can I do? At first I didn't want to believe my eyes, but that familiar high
heeled shoe in the corridor - it was like reflex. One name came to my mind,
Jessica! I don't want to believe they share the same fate as me. No! I can't
give up hope. I have to believe they're alive.

Nov. 30, 1967
I haven't had anything to eat or drink for the past few days. I feel like I'm
going crazy. Why is this happening to me? Why do I have to die like this? I was
too obsessed with designing this ghastly mansion. I should have known better.

Nov. 31, 1967
It was a dark and damp underground tunnel. And another dead end. But even in
the darkness something caught my eye. Carefully I lit the last match I had to
see what it was. A grave! But deeply engraved in the stone was my name. "George
Trevor" At that instant it all became clear. Those bastards knew from the
beginning that I'd die here, and I fell right into their trap. But its too late
now. I'm loosing it, everything is becoming so far away. Jessica - Lisa -
Forgive me. Because of my ego, I got both of you involved in this whole damn
conspiracy. Forgive me. May God justify my death in exchange fir your safety.
George Trevor

Theres something handwritten. It's not dated.
Nothing's changed. I never thought the room I designed as an experiment would
pay off like this. I can hide here safely for a while because nobody knows
about the secret behind this painting. Not even Sir Spencer. Painting of a
mansion. In the back of the art room.

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

                     13. C H A R A C T E R S

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

Chris Redfield
A former member of the Air Force, Chris recieved dishonorable discharges. He
was later recruited to STARS by Barry Burton.

Jill Valentine

Barry Burton
Barry was a veteran SWAT Team member before joing STARS. Barry has been helping
Wesker, who has Barry's teammates held hostage.

Albert Wesker
The commander of STARS, Albert Wesker is actually part of Umbrella's research
team and was behind Bravo Team's helicopter crash. Wesker then used the Alpha
and Bravo Team members as test subjects for the monsters. Wesker is killed  by
his own Tyrant.

Joesph Frost
Recently promoted from Bravo Team, Joseph was in charge of supplying vehicles
for STARS. He is killed by a pack of dogs.

Brad
The Alpha Team pilot, his cowardice has given him the name chickenheart. He
takes off without the Aplha Team, though he eventually rescues them. Brad is
killed in RE3 by Nemesis, and again (as a zombie) in RE2.

Enrico Marini
The captain of Bravo Team, Enrico was afraid that he might be replaced by Barry
or Chris. Enrico uncovered some of Wesker's conspiracy and was murdered by him.

Kevin
The pilot for Bravo Team, he stayed at the helicopter and was ripped apart by
zombie dogs.

Kenneth Sullivan
A field scout, he was recruited by Albert Wesker. Kenneth dies at the hands of
a zombie as Alpha Team reaches the Spencer Mansion.

Richard Aiken
Richard serves as the radioman for both Bravo and Alpha Team. Richard is
devoured by a Giant Snake or a shark, depending on your game.

Forest Speyer
A Bravo Team sniper, Forest is also a good friend of Chris. Forest is killed by
an unknown monster that left large wounds on his body. Forest later mutates
into a zombie.

Rebecca Chambers
At 18, the youngest (and newest member) of STARS, Rebecca is worried about
messing up in front of the other members. Despite going through hell in RE0,
she is still somewhat incompetent at combat. Rebecca is the only Bravo Team
member to survive.

Lisa Trevor
The daughter of George and Jessica, Lisa was used as a test subject by
Umbrella, who also killed her parents. Lisa became the test subject for
practically every virus Umbrella designed. She survived exposure to ebola, the
Progenitor Virus, T-Virus, Nemesis parasite, and G-Virus, though it resulted in
her turning into a mockery of a human with little remaining intelligence. Lisa
kills herself after finding her mother's skull.

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

                   14. S T O R Y L I N E

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

Following the dissapearence of Bravo Team, which was investigating a string of
cannabilistic murders in the Arklay Forest, Alpha Team was dispatched to find
them. The helicopter of Bravo Team was found in the forest, along with the
mangled body of Kevin. Joseph Frost was then attacked and killed by a pack of
Zombie dogs, forcing the remaining STARS to flee to a supposedly abandoned
mansion (formerly the home of Umbrella president, Sir Spencer) after Brad got
scared and took off without them.

Inside the team heard a gunshot, which turned out to be from Kenneth Sullivan.
His body was found being eaten by a zombie. As the team split up and searched
throughout the mansion, more half rotting creatures were found to be inhabiting
the mansion. Judging from diarys found throughout the place, some kind of virus
had been released, which had caused the mutations among the inhabitants. Also
found was the 1967 diary of George Trevor, who was apparntly left to die in the
mazelike mansion while his wife, Jessica and daughter, Lisa were experimented
on.

In an upper courtyard, the body of Bravo Team member Forest Speyer was found
dead, and eventually turned into a zombie. Richard Aiken (who was later
devoured by a giant monster) and Rebecca Chambers were also found in the
mansion.

Also in the area was a Residence, which included a tank filled with gigantic
sharks and a gigantic plant. Also in the area was a shambling mockery of what
had once been a human. The creature seemed impervious to damage, and walked
around in chains.

Further inside was an underground series of Mines. Inside was Enrico, who was
mudered by an unseen assassin. The creature from the courtyard, now identified
as George Trevor's daughter Lisa, was encountered again in the Mines and later
in a strange Altar. After opening Jessica's tomb, Lisa killed herself by
jumping off the edge of the room into the pit below.

Continuing onward, the player discovered a Laboratory in which the T-Virus had
been manufactured. Inside one of the Laboratory rooms was Albert Wesker, who
revealed himself to be working for Umbrella. After the virus contaminated the
area, Wesker brought in his STARS members as test subjects for Umbrella's
monsters. Wesker also murdered Enrico and threatened Barry's family in order to
blackmail Barry into helping him. Wesker released the Tyrant, which then
apparently killed him. The player supposedly finished off the Tyrant and left
the area. However, Wesker wasn't all that dead, and managed to set the self
destruct.

The remaining members managed to reach the rooftop and signal Brad, after which
the Tyrant burst through the roof. After destroying the Tyrant, the surviving
STARS escaped in the helicopter as the mansion exploded.

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

                      15. C R E D I T S

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

Nintendo, Capcom: For making the Gamecube and Resident Evil.

CJayC: For posting this on GameFAQs.

CVXFreak: I used his guide for help a few times when I got stuck. I also found
the V-Jolt solution in his guide.

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

                         16. L E G A L

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

This guide is copyright, 2002, of Kodos86 (that would be me), all rights
reserved. This guide may not be reproduced in any means, except
for personal use. This guide may not be bought, sold, or given away as a bonus
with another purchase. The only way this guide may be edited is the removal of
profanities. Any other editing is prohibited.

You can e-mail me asking permission to use this guide, but chances are that I
won't give permission. If I do give permission, you must give me full credit,
keep the guide updated, and do not alter it.

The only sites allowed to carry this guide are:
               www.gamefaqs.com
               www.neoseeker.com

If any of you see this guide at any site other then the above, PLEASE notify me
immediately.

I am not employeed by, affiliated with, or sponsored by Nintendo, Capcom, or
any other video game company.

Resident Evil and all related characters are the property of Capcom.

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

                   17. C O N T A C T  I N F O

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

Feel free to contact me at [email protected]. Below is my policy for I will
and will not accept.

-----------------------------------------------------------------------------
                         What I will accept:
-----------------------------------------------------------------------------

Submissions: These are always welcome. If you find something I don't have in my
guide, please let me know about it.

Questions: Feel free to ask me questions, but READ THROUGH THE GUIDE FIRST. If
I have already answered the question in the guide, I will ignore you. Also,
remember that I am not an employee of Nintendo or any other game company.

Comments: Believe me, it's nice to know that someone used one of guides or
found it helpful. Although I may not reply to them, they are appreciated.

Complaints: Feel free to send these, if there is a valid reason to your
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feel free to tell me, provided you back it up with some reasons. If you just
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Information about my guides being ripped off: If you ever see one of my guides
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                     What I won't accept:
-----------------------------------------------------------------------------

Flames: If you flame me, I will post it on GameFAQs where we can all laugh at
your stupidity. I will also delete the message (and maybe flame you back).

Attachments: Do not send attachments in any of your e-mails. They will not be
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Stupid messages: E-mails with no point to them will be deleted, though you may
also be flamed.

Crappy Grammar: If I need to try to understand what you said (ie: excessive
1337 speech, writing with every other letter capitalized, etc) I will delete
it, and possibly flame you.

Chain Letters: No, I don't believe that I will recieve large amounts of money
if I forwards a stupid e-mail to several people. Neither do I believe that not
sending an e-mail will give me bad luck or cause me to have unsuccesful
relationships, or that I will mysteriously die because of it. Honestly, chain
letters are cute for about 20 seconds, after which they become plain STUPID.
Yes, I will delete them. I will also block your e-mail.

Spam Letters: Not only is it illegal, but I have spam blocking software; don't
waste your time.

I reserve the right to reprint any e-mails I recieve, though your e-mail
address will remain confidential.

                       ~ End of Document ~