____
|    \    _______   ______ _______ ____     _______ __       _________
|     \   |        /          |    |   \    |       | \    /     |
|     |   |       /           |    |    \   |       |  \  /      |
|     /   |       |           |    |     \  |       |   | |      |
|____/    |____    \____      |    |      | |____   |   | |      |
|   \     |             \     |    |      | |       |   | |      |
|    \    |              \    |    |      | |       |   | |      |
|     \   |               |   |    |      / |       |   | |      |
|      \  |              /    |    |     /  |       |   | |      |
|       \ |______ ______/  ___|___ |____/   |______ |   \/       |

_______                     _______
|       \                 /    |    |
|        \               /     |    |
|         \             /      |    |
|____      \           /       |    |
|           \         /        |    |
|            \       /         |    |
|             \     /          |    |
|              \   /           |    |
|______         \_/         ___|___ |________

RESIDENT EVIL
GAMECUBE VERSION
Walkthrough Version 1.00

Table of Contents

I.Jill's Walkthrough
 A.The Mansion
 B.The Courtyard and The Residence
 C. Return to the Mansion
 D.The Caverns
 E.The Labs
II.Chris'Walkthrough
 A.The Mansion
 B.The Courtyard and The Residence
 C. Return to the Mansion
 D.The Caverns
 E.The Labs
III.General Info
 A. Item List
 B. Enemy List
 C. Character List
 D. General tips
 E. Extra Stuff (unlockables, endings, etc)

This guide has been painstakingly written as an aid for anyone who doesn't know
what they are doing.  If you have any problems whatsoever, or you don't
understand part of the guide, please e-mail me at [email protected].  I
want to make sure this is as detailed and understandable a guide as it can
possibly be.  Thank you for taking the time to read all of this crap.

WARNING: Though this guide only explains situations as you come into contact
with them, certain parts may contain spoilers.
*******************************************************************************

Jill's Walkthrough
*******************************************************************************


Note: This walkthrough is written for easy mode.  If you use this guide while
playing the harder ones, some parts of the guide may be wrong or useless.  If
at any time the guide doesn't completely correlate with what happens in your
game, improvise.  I'm sure you can handle it.

-------------------------------------------------------------------------------
Part 1: The Mansion
-------------------------------------------------------------------------------

*Cutscene*
The game will start off with a cutscene with Chris Redfield narrating.  He will
talk about the recent cannibalistic murders that have been taking place.  The
S.T.A.R.S. alpha team helicopter is then seen flying over the forest, looking
for the bravo team helicopter.  They find Kevin's corpse in the other
helicopter, and then run into a pack of big ugly zombie dogs.  Joseph gets
eaten, and everyone else starts running.  Jill, Barry, and Wesker make it into
the nearby mansion, but Chris is missing.  Jill and Barry go to look for him
while Wesker stays in the hall.  The cutscene continues with Jill and Barry
charging into the Dining Room.

This is the first time you get to take control of Jill.  You are now in the
Dining Room, like I just said.

If you would like to see alternate opening scenes, as opposed to the ones you
would normally see, follow this:
-------------------------------------------------------------------------------
After you take control of Jill, go back out to the Main Hall.

*Cutscene*
Wesker tells Jill that he needs her to go investigate.  She turns around and
goes back to the Dining Room.

Go to see Barry at the fireplace.

*Cutscene*
Barry tells you about the blood he found and asks you to search around the area
for clues while he "examines" it.

Try to leave for the Main Hall again.

*Cutscene*
Barry asks Jill if she's getting cold feet, and says it isn't like her.

Turn back around and go to Barry.  Before you get to him...

The handle of the door at the back of the room rattles, and jill asks who is
there.  A zombie bursts through and comes right after Jill.  Barry yells to
Jill to get away from the crazy man, and plugs him a few times with his .44
Magnum (which has been known to down an elephant in certain circumstances).
Jill and Barry speculate as to what the zombie is, and decide to report it to
Wesker.
-------------------------------------------------------------------------------

Run down to the other end of the room where you'll see another cutscene with
Barry.

*Cutscene* (normal, not alternate)
Barry is kneeling by the fireplace, where he's found some blood.  He asks Jill
to go forward alone while he examines the blood.  I know it sounds stupid, but
go along with it.

Go through the door to the right of the fireplace.

You are now in a big hallway.  Go to Jill's left until you see ANOTHER
cutscene.

*Cutscene*
Kenneth's corpse is being devoured by a zombie.  Sick.

When the zombie comes at you, you have two options.  You can either kill it
yourself, which is stupid because it wastes ammo, or you can have Barry kill
it.  You need this ammo, especially at the beginning of the game, so I suggest
you spin around and run back through the door to the Dining Room.  Another
cutscene will ensue no matter what you decide.

*Cutscene*
Jill runs back into the Dining Room where Barry is, with the zombie right
behind her.  Barry whips out his .44 Magnum, which is an incredibly sweet gun,
and blows the zombie away.  Jill and Barry don't know what it is, and they
decide to go and report it to Wesker.

Walk to the door back to the Main Hall of the mansion.  Before you can leave,
you hear a sound by the fireplace.  The zombie is gone.

Back in the Main Hall, you will have to watch yet ANOTHER cutscene.

*Cutscene*
Wesker is missing.  Barry will tell you to look around the Main Hall for him.

Just run up the stairs and come back down to initiate another cutscene.  I know
these things can get aggravating, but I promise they will lessen as the game
progresses.

*Cutscene*
Barry volunteers to go check out the Dining Room again and Jill decides to
check out the room opposite it in the Main Hall.  He also gives you a lockpick.

You have a choice of whether or not you want to go into that room at all.  A
map and a defensive dagger can be found there, but if you don't want either
one, just skip this next part.  As I said, it's the double doors opposite the
double doors of the Dining Room.

Inside, you will see a statue, which is why I call this the Statue Room.  Go to
the back of the room where the doorway is blocked by a small dresser.  Go to
the left side of it and push it right to move it out of your way, but not
completely.  Leave a little of it in the doorway so that you can get behind it
and push it towards the statue.  When it is up against the statue, climb on it
and take the map that the statue is holding.  Then go back in the doorway you
opened and follow the path all the way to the shelf in the back. take the
dagger off of the shelf and try to leave.

*Cutscene*
A zombie comes at you and you are trapped.

It is too narrow a space for you to avoid it so shoot it or use the dagger.
Either way, get out of there and exit back out into the Main Hall.  Go back to
the Dining Room, and back to the hallway where you saw Kenneth get eaten.  Turn
left again and examine Kenneth's body to get his VHS tape.  You cannot watch
this until almost the end of the game.  Go through the door to the left of the
body.

You are now in the Crow Hallway.  Don't worry about the crows; they won't
attack if you leave them alone.  Grab the ammo on the table with the bird cage.
Take one of the herbs by the stairs and go up them, then through the door to
the Mirror Hallway.

In this room, take the path to the right of Jill, away from the corpse.  There
are a lot of dead people in this mansion.  Be careful, because there is a fat
zombie waiting for you that you might not be able to see.  Shoot the idiot, and
make sure he's dead.  Continue on down the hallway. You should see a sparkly
thing on a table.  Take it. It's an arrow.  Examine it and remove the head.
There's a handgun clip on the floor next to the mirror that you need.  Head out
the only door at the end of the hall that you can get through.

You should now be in the Dining Room 2F.  There is a dagger on the shelf next
to the door you just came out of.  You can either kill the zombie or leave him
alone.  Head out the door to the right, Jill's left.

You should now be back in the Main Hall.  Go to the middle staircase that
connects the first floor to the second.  There is a door in the middle at the
top of the first set of stairs leading to the cemetery.  Go through it.

In here, descend the steps and look for a small path.  It will lead you to a
big gravestone.  Use the arrowhead on the gravestone to make some stairs
appear.  Go down into the Machine Room and take that book off of its pedestal.
Examine the back of the book to get a key. Examine the back of the key and you
will see that it is the Sword Key.  Now exit back out into the Main Hall.

Take the set of stairs to Jill's left up to the second floor and open the
nearest door with your new Sword Key.

You are now in a winding hallway which I will refer to as the Big Winding
Corridor.  You will pass through here a million times, and I will use this
name when I want you to go there, so remember it.  Follow the path all the way
around and go through the very last door.  If you want a map of the second
floor, pick up the wooden mount on the table in this corridor.

This is the Office.  In here, grab the dog whistle and handgun ammo to Jill's
right.  The whistle will have a file with it.  There is another file on the big
desk, and also a lighter.  Make sure you grab all of these.  There is a door
here leading to the East stairs, but before you go through it, get ready to
run.

There is a zombie right on the other side of the door!  Start running as soon
as you can towards the stairs, then turn around and shoot it 'till it croaks.
There's another one at the bottom.  Stand on the stairs and aim down at it,
and you can kill it before it ever reaches you.  Now grab the herb next to the
stairs and head through the nearest of the two doors, unless you want the map
of the second floor.  If you do, follow the instructions in the next paragraph.

Take the wooden mount and the lighter, and go to the very last door in the
hallway at the top of the East Stairs.  There is a fireplace in this room.
Place the wooden mount above the fireplace, then use the lighter on the
fireplace.  A map will be burned into the mount.  Go back the East Stairs, and
go to the room downstairs I told you to go to earlier.

This is the East Stairs Save Room, and it should be your favorite room in the
entire game.  There is a typewriter in one of the corners, and in the item box
is an ink ribbon.  I recommend you save your game now.  Deposit the knife, the
whistle and an herb and pick up the canteen off of the floor.  Go to that
silver thing and use it to fill your canteen with kerosene.  Also, grab the
handgun ammo off of the crates.  Go back out to the stairs.

Use the canteen while standing over the zombie's body to scorch the sucker.
This will keep him from coming back as a crimson head.  Do the same to the one
upstairs.  This will only work with kerosene AND the lighter.  Go back in the
Save Room.  Refill your canteen and deposit it and the lighter.  Only take the
gun, the ammo, the key, and one herb with you.

Go back to the Big Winding Corridor through the door where the first zombie
came at you.  Go back to the Main Hall, then back through to the Dining Room
2F.

In the Dining Room 2F, go through the door you haven't been through yet.

I will refer to this place as the West Stairs. Go around the circle and down
the stairs.  There will be a zombie down there, so kill him.  Go into the room
right next to the stairs.

This is the Medical Room.  This is a save room like the East Stairs Save Room.
It also has a typewriter and an item box.  Take the canteen and lighter out.
Go to the stairs again.  Burn the zombie next to the door and burn the one you
just killed.  Go back in and put the lighter and canteen back in the box.  Back
out to the stairs again.  Go down this hall until you reach two doors, and take
the one on the side.  Inside, grab the Broken Shotgun, the Battery Pack, and
the ink ribbon in the desk.  Backtrack to the Medical Room and deposit the ink
ribbon.  You may or may not want to save again at this point.  It's probably a
good idea.

Now you have to go all the way back to the East Stairs. You should know the way
by now, through the Dining Room 2F, Main Hall, and the Big Winding Corridor.
This time, go through the other door downstairs, not to the save room.  The
game will tell you the doorknob is screwed up, but go through anyway.  In here,
go through the double doors next to you.

You're in another hallway.  Go through the door right in front of you.  Once
inside, go through the only other door to the shotgun room.  Take the dagger
and the shotgun, but put the Broken Shotgun on the rack where the good shotgun
was.  This will offset a trap in the previous room.  Go back to the hall and
continue to walk down it.  Keep walking until you see another door and go
through.  This is the bathroom.  Drain the tub to initiate a cutscene.

*Cutscene*
A zombie pops out at Jill but she stomps on its head.  Then she pukes.

Now go to the tub and get the dagger.  Leave.  Continue down the hallway until
you find two more doors, and take the one on the right.  RUN!!  There are two
dogs here and you have to avoid them.  Get to the door at the end, and you'll
wind up in the Statue Room.  Go out into the Main Hall, to a cutscene.

*Cutscene*
Barry will give you some Acid Rounds and leave.

Now go up to the second floor and into the Dining Room 2F.  Head for the West
Stairs, then down into the Medical Room.  Re-arrange your inventory so that you
have the handgun, handgun ammo, the shotgun, the dog whistle, and the key.
Save your game.

You may have noticed the door on your way to the stairs that has a strange
window on it.  It is the closest one to the Dining Room 2F.  It leads to the
Dog Balcony.  Once you're out there, go to the largest and most open part of
the balcony and blow the dog whistle.  Two dogs will appear.  Introduce them to
your shotgun, and one will drop its collar.  Pick it up and examine it to find
the coin.  Examine the back of the coin to turn it into the imitation of a key.
There are some herbs growing on the balcony, if you got hurt.  When you leave
the balcony, you will be asked to discard the whistle.  Go ahead and chuck it
out.  Now we have to find the real key.

Note: Sometime after you get the imitation of a key, a zombie will start trying
to get into the stairs from the Dog Balcony.  Watch out for him.

Make your way to the hallway where Kenneth's body is, and follow the same path
that you took at the beginning of the game to get to the mirror hallway.  If
you don't remember it, look at the beginning of this guide.  Once you're in the
Mirror Hallway, run to the door right across from you, over the zombie that is
turning into a Crimson Head.  Don't worry about him.

Now you're in the Armor Key Room.  Walk up the stairs until you find a pedestal
with a key on it.  Take it and the blade trap starts up.  To stop it, put your
imitation of a key on the pedestal.  Examine your new key, and you'll find that
it is the Armor Key. Now it's time to get yourself a grenade launcher.

Get back out to the Main Hall 2F.  You know the door to the Big Winding
Corridor?  On that same wall, to the right, is another door leading to
Forrest's Balcony.  Once you're out there, check the fountain for some handgun
ammo, and then continue towards that corpse over there.  A very brief cutscene
shows Jill checking Forrest's body.  Grab the grenade launcher that's next to
him and the dagger on the bench.  Walk a little further and eventually Forrest
will get up as a Crimson Head.  Use whatever weapon on him that you want.  I
suggest a mix of shotgun and handgun rounds.  When he's kaput, get back to the
Main Hall.

This next part will require a little speed on your part.  Go to the Big Winding
Hallway, and go to the first door in it.  You can now open it with the Armor
Key.  This is Richard's Hall, and in it you'll find Richard.

*Cutscene*
Richard says he's been bitten by a huge poisonous snake, and now you have to
get him some serum.

Now RUN to the Medicine Room.  There's a time limit, so hurry.  Through the
Main Hall 2F, Dining Room 2F, West Stairs, and into the Medicine Room.  Grab
the serum off of one of the shelves and run all the way back to him.

If you got there in time, you'll give him a shot and you'll get his radio.  If
you didn't get there in time, restart from your last save, or you'll never get
the Assault Shotgun.

Go to the East Stairs Save Room.  There should be some stuff laying on the
ground for you.  Barry left you two first aid sprays, incendiary rounds, and
two handgun clips.  Take the clips and put the rest in the item box.
Re-arrange your inventory so that you have the handgun, some ammo, and the
Armor Key.  Go to the top of the East Stairs and go through the door that is
nearby.  Unlock it with the Armor Key.  Inside, choose the door on Jill's left.
There's another cutscene here with Barry.

*Cutscene*
Barry is in this room. He'll talk a little, show you a file, and then leave.

There are three plaques hanging in here.  Go to the one by the fish tank to get
the lure.  The one by the door has the bee specimen.  The one on the other side
of the fish tank has the lure of a bee.  Once you have them, combine the lure
with the lure of a bee.  Put it on the plaque next to the door.  Put the bee
specimen where you found the lure of a bee.  You'll be asked to press a button.
Press it, grab the Wind Crest from the hole that opens, and run away from the
bee to the previous room.  Choose the other door this time.  In here you'll
find a first aid box and an ink ribbon.  Take these and/or the herbs in the
last room as you see necessary. Go back to the save room and make sure you have
only the handgun, ammo, lighter, and BOTH keys with you.

Go to Richard's Hallway and continue through the door at the end.  In this next
small hallway, dispose of the zombie and go through the door he was blocking.
This room is dark, so find the candle on the middle table and light it with you
lighter.  One of these dressers has some shotgun ammo hidden in it, and there's
handgun ammo on the table.  Push the dresser next to the table to open a small
hidden crevice.  Take out the zombie in there, then go in and take the musical
score.

Go to the first floor of the Main Hall and enter the Dining Room.  Go to where
Barry found the blood at the fireplace at the beginning of the game.  There is
a wooden emblem mounted on the wall.  Take it.  Go to Kenneth's Hallway and go
the other direction this time.  Take out the zombie and go to the very back,
down the stairs.  Unlock the door and discard the Sword Key.  It's up to you
whether or not you want to go into the kitchen.  Inside there is handgun ammo,
but you will get ambushed on your way out.  Either way, go into the door that
you passed on the way to the kitchen.  Inside is a piano, but you need to find
the rest of that musical score.  Go to the back of the room and push the
dresser out of the way, then take the score.  Combine the two scores and use
them on the piano.  Go into the space that opens up and take the gold emblem
and the file.  To make that trap door lift back up, place the wooden emblem
where the gold one was.  Go back to the Dining Room and put the gold emblem
where the wooden one was.  The front of the grandfather clock is open.  Run
over to it to start a puzzle.  Move the large hand right twice to solve it.
Take the key that appears, and examine it to find that it's the Shield Key.
This stupid thing only opens one stupid door.

Go to the East Stairs Save Room.  Get the shotgun and deposit the lighter.
Saving your game here would be a very good idea.    Go back to Richard's
Hallway, and through the door.  This time take the other door, the one up the
steps.  Discard the Shield Key after you've used it, and then go in.  Your
first boss fight is in here.  It is the giant snake that bit Richard.  Before
the fight try to grab the shotgun ammo on one of the nearby shelves.  Go
forward a little and you'll see a cutscene.

*Cutscene*
A giant snake will appear.  If you saved Richard, he'll come in and start
shooting it.

Run past the snake and grab the sparkly thing in the corner of the room.  This
is a death mask.  Run back to the entrance and start shooting the snake with
your shotgun.  Eventually, you'll see another cutscene.

*Cutscene*
The snake will eat Richard.

Grab the Automatic Shotgun Richard dropped.  Now, you can either fight this
thing or just leave.  Since it doesn't really make any difference, I suggest
leaving.

Note: After you get the first death mask, a zombie will eventually try to bust
out into the Big Winding Corridor from Richard's Hallway.  Watch out.

Now that you have one death mask, you've got to find the other three.  Go out
into the Big Winding Corridor.  There is a large black double door you have not
entered.  Go through it to the Gas Room.  It contains a puzzle involving those
four suits of armor that are sticking out.  Just push back the upper right one,
the lower left one, then the lower right one.  Make sure you push them all the
way back.  That should do it.  Go push the button on the table in the middle of
the room.  Grab the box from the opening that appears in the wall.  Examine the
box.  To open it press the button on the front and the one on the back.  Inside
you will find another death mask.  Head down to the East Stairs Save Room.
Make sure you have the handgun, ammo, assault shotgun, shotgun ammo, the armor
key, and the death masks. Nothing else.  Go through the door next to the Save
Room, the one with the screwed up doorknob.  Go to the door across from the
double doors.  You should have to use the armor key on it, and a zombie will
be close by.  This is the Stained Glass Room.  There are crows perched on the
walls, but if you leave them alone and solve the puzzle correctly, they won't
attack.  Now, each pane of glass has a switch on either side of it.  You have
to turn the first one orange, the second one purple, and the last one green.
I will refer to the switches in the order you come across them.  Push the first
one, leave two and three, and round the corner.  Push the fourth one and the
fifth one, but leave six.  The panes should be orange, purple and green.
Now hit the hidden switch in the painting at the end of the room.  The wall
lifts up, exposing a hidden area.  Grab the death mask off of the floor and go
though the gate that you see.  You are now in the graveyard again.  Head back
down those steps that you opened at the beginning of the game to the Machine
Room, where you got the Book of Curse and the sword key.  There are four
pedestals in this room with indentations of faces in them.  Each corresponds to
one of the masks.  Place the three you have on their respective pedestals, and
after some slightly disturbing images, get back up the stairs.

Go back through the gate to the Stain Glass Room and back to the room before
that.  Go through the double doors again to the hallway that led to the shotgun
and the bathroom.  Run all the way down this hall.  Zombies should come through
the windows.  Just run past them.  Get to the end of the hallway, but don't go
to the Dog Hallway.  Take the door with the window on it to get to the Patio.
Run around the corner and grab the herbicide.  There are also two green herbs
and three red ones if you want them.  Get back in the house, go through the Dog
Hallway (just run past them), through the Statue Room, to the Main Hall.  Go
upstairs into the Dining Room, then into the West Stairs.  Run down the stairs
past the save room (unless you want todeposit the herbs from the Patio), and
down to the end of the hall.  Go through the door at the end that you haven't
been through.  In this room, grab the battery pack off of the table in front of
you, and then go straight across the hall from the door, where there is another
door.

This is the Deadly Plant Room.  There is a death mask on the other side
of this room, but that plant will stop you from getting to it.  Find the
machine near the door and put the herbicide in it.  Turn on the machine and set
it to red.  The herbicide will spray all over the plant and kill it.  Grab that
death mask and any herbs that you want.  Go back to the Medical Room, and watch
out for the zombies coming through the windows.  Make sure you have the
automatic shotgun and some ammo with you.  Go all the way back to the cemetery
from the Main Hall.  Get down into the Machine Room and place the last death
mask.  Get ready for a short cutscene and a boss fight.

*Cutscene*
The coffin falls from the ceiling.  Go and look in it and the gate will shut.
Jill runs over to it and a very angry Crimson Head climbs out of the coffin.

This is a boss fight, but it's not very difficult.  Start pumping shotgun
shells into his zombie carcass.  If he gets close to you, run to the other end
of the room, spin around and shoot him some more.  There are shotgun shells
next to the coffin in case you run out.  He will fall down eventually, but he's
not really finished until the music stops playing.  Push the button in the
coffin to make the gate rise back up, grab the stone and metal object out of
the coffin, and the shells if you didn't get them during the fight.

Now you're going to leave the mansion to explore a new area: the Courtyard and
the Residence.

-------------------------------------------------------------------------------
Part 2: The Courtyard and the Residence
-------------------------------------------------------------------------------

Run up the stairs to the Graveyard and go through the metal gate to the Stained
Glass Room.  Exit into the hall on the other end of the room.  Make your way to
the East Stairs Save Room.  Make sure you have a gun, but you don't need any
ammo.  Take the stone and metal object and take out the wind crest.  You may or
may not want to save at this point.  Go back to the hallway you came through
(the one that has the double doors and the single door that leads to the
Stained Glass Room).  The doorknob is probably broken, so go up the East
Stairs, into the Long Winding Corridor, out into the Main Hall, into the
cemetery, through the gate to the stained glass room, and back out to the
hallway.  Wax out that zombie that's in here if you haven't already, and go
through the metal gate in the corner.  You should now be outside.  If you
aren't, then you screwed up.  Run around to Jill's right and run until you find
a door and a small pedestal.  Put the stone and metal on the pedestal to open
the door and go through.  A dog will eventually come after you, so be quick.

You are now in the Shed.  Grab all the crap in here, especially the stuff in
the corner, and go down the small steps and through the single wooden door.
Now you are out in the courtyard.  Go down the dirt path until you see a
cutscene.

*Cutscene*
Brad tries to call you on you radio.  Your radio can't respond to his call
though.

Keep going until you see a weathervane.  Stop it when it is pointing north.

*Cutscene*
You will see a big statue move around.

Go until you see another weathervane.  Make it point west.

*Cutscene*
The other statue moves, and the gate is unlocked.

Go through the big metal gate to the Courtyard Graveyard.  Watch out for the
crows.  Walk until you see a fork in the road, and turn to Jill's right.  Stick
the wind crest in the gravestone to the right to make three more crests appear.
Take them out and open the inventory menu.  Examine each one's back and
indentations should pop out of it.  Take these crests and put them in the
gravestone to the left.  A gun should appear.  Take it.  This gun is a .357
Magnum Revolver.  It is a very sweet gun.  It really is an awesome weapon.  You
should save it for the last boss fight.  Go through the other big metal gate.
When you go through, you should hear a loud moan and some chains rattling.
That was Lisa.  She is a creepy, mutated butt-ugly thing that Umbrella
experimented on.  There is a long dirt path in front of you keep going until
you finally reach a cabin.  Grab the herbs outside of it and go inside.

Walk through the Cabin until you find some small steps.  Grab the map at the
top of them, and then go through the doorway.  You should find a typewriter and
an item box.  Run past the box and jump down off of the small ledge.  Go as far
as you can go, and grab the crank at the end where those wooden slabs are
stacked on top of each other.  Go back to the item box and deposit the Magnum.
Make sure you have your shotgun and the crank with you.  I strongly suggest you
go over to that typewriter and save now.  Don't go through the doorway past the
typewriter yet.  When you have everything you need, then go on through.  A
cutscene will ensue.

*Cutscene*
Jill gets whacked over the head and is knocked out.  When she wakes up, she
doesn't see anything.  Then she spins around and sees Lisa.  Wow.  She's pretty
screwed up, isn't she?  Lisa walks towards Jill.

Get out of there!  She is very dangerous!  Try to pass her on the side the
fireplace is on.  You may or may not get hit, but don't worry about that.  Just
get out of there.  Attempting to kill her is stupid, as she is invincible and
this will only get you slaughtered.  Once you are out of the door, run back
down that path.  There will be a zombie there (probably a puking one), so be
careful.  Make your way all the way back to the little Shed.

Get anything in the Shed that you didn't get the first time you were in there,
and go through the big door in here that you haven't been through yet.  In this
placed, you will see a cutscene almost immediately.

*Cutscene*
Brad will try to call you on the radio again, but your stupid radio still can't
respond.

There are a few dogs in this place, and they will attack, so take your shotgun
and obliterate them.  There is a green herb and a blue herb next to the wall to
the right.  You should probably leave the blue herb there, because the little
snakes might poison you when you go back to the mansion.  Go up the short set
of stairs and go through the big metal gate to the Pool.  Walk around the side
of the pool until you see a small thing sticking out of the ground with a
little hole in it.  Use the crank you found in the Cabin on the thing, and it
will drain the pool.  Go to the ladder that leads down into the pool and
climb down.  Run to the other side of the pool and go up the other side.  Walk
until you find an elevator, and take it down.  You should now be in the
Waterfall Area, on the right side.  Go to Jill's right, on the left side of the
screen, and go through the big metal gate.  You should now see a dirt path and
a red herb in front of you.  Take the herb and take the dirt path until you see
a door.  Watch out for the little snakes that hang around here.  Go through the
door, and you will be in the Residence.

Inside the Residence, you should see some blue herbs and a hallway.  Take the
blue herbs if you want to, and go through the first door in the hallway that
you see.  This is the Residence Storage Save Room.  Heal yourself if you are
hurt, and dump any kind of healing items or anything else that you found that
you don't need yet (including the crank) in the item box.  Get the first aid
spray, the battery pack, and the ink ribbon that are in here, and save if you
want to.  Make sure you have your handgun and shotgun with you, and some ammo
for each one.  Exit back out into the hallway.  Walk past the other door and
the box on the floor, and go through the double doors at the end of the
hallway.  This place is the Bar and Billiards Area.  There are two big mutant
spiders in here, but they aren't very fast, so just avoid them.  Take the herb
near the door that you should take, and there is another in the area to the
left.  Take them both.  Run down those steps to the bar and take the red book
and the first aid box off of the counter.  The first aid box has an herb
mixture in it.  Also, take the shotgun shells off of one of the tables.  There
is a solution to one of the game's puzzles in here, but since I am going to
tell you what to do later, you don't need it.  Leave this room and go back to
the save room you were just in.  Deposit the book and the herbs.  Go back to
the hallway.

You probably noticed the box in the hallway and the holes in the floor.  If you
got too close to the holes in the floor, you may have also noticed that a big
thing comes out of the floor and tries to strangle you.  To get to the door on
the other side of the hole, push the box over the hole on the left and climb
over it. Go through the door to find another hallway.  Walk past the first door
you see, and then past the door marked 002.  Take the map of the Residence that
is on the wall.  This will open a hole in the wall.  DO NOT look through the
hole, because this will result in the appearance of killer bees.  Go to the
door to Room 002 and try to open it.  This will instigate a cutscene.

*Cutscene*
Jill hears some people talking through the door.  One voice is Barry's, and the
other is not identified.  You can probably tell who it is though.  They talk
about destroying S.T.A.R.S. and Barry's family's safety.  It seems like they
are up to something.

Go inside and watch another cutscene.

*Cutscene*
Jill walks in and Barry is standing there.  The other person is gone.  Jill
says she heard Barry say something, but Barry says he was talking to himself.
Jill seems to believe him for some reason.  Barry walks out, saying that he
needs some fresh air.

There is a file on the table, if you want it.  Go through the door next to the
door you just came through.  This is a bathroom.  Take the key in here and
leave (look for the flashing object).  If you examine it, you'll see that it is
the Room 001 key.  If there isn't a zombie in the bathroom by now, there will
be a zombie in Room 002.  You don't need to kill him though.  Go all the way
back to the first hallway in the Residence.  When crossing over the holes in
the floor, push the box off of the left hole, and make it adjacent to the one
on the right.  The tentacle is waiting in the hole to the right.  Go through
the door across from the save room labeled 001, using the Room 001 key.

At first glance, this room may look menacing due to the dead guy hanging from
the ceiling, but there is nothing in here that will hurt you.  Go around the
dead guy and grab the handgun clip off of the chair, the other clip off of the
small table, and the self defense gun off of the table too.  The gun uses .22
Magnum rounds, and it is loaded with the only round in the game.  It comes with
the dead guy's suicide note.  Go into the bathroom of Room 001, next to the
door where you came in.  Once inside, drain the tub and take the key out of it.
Leave immediately, because that zombie on the floor will get up.  Go back to
the save room and deposit the self defense gun, the shotgun, and the shotgun
ammo.  Just keep the handgun, handgun ammo, and the Control Room key that you
just found in the bathtub.

Go all the way back to Room 002, where Barry was.  If the zombie is still
there, wax the undead jerk.  Just remember that he will be back later as a
crimson head.  Go to the back of the room to those bookshelves.  Push the left
bookshelf backwards and push the right bookshelf sideways to reveal a ladder
leading down to the Aqua Ring.  Walk until you see the little pool of water.
Push those three crates nearby into the water so you can cross.  Go until you
reach a corner, pick up the green herb that is lying in the shallow water, and
go through the big metal double doors.  Now you are in the Tank Room of the
Aqua Ring.  Walk a little and you will see a cutscene.

*Cutscene*
Something in the water is swimming towards you.  Uh oh.

RUN!!  Those sharks are trying to eat you!  Run around the outer edge of the
Tank Room until you see some stairs.  Go up them and through the door, using
the Control Room key.  You will probably get bitten once, but that's okay.
Once in the Control Room, go down the ladder.  Get the map of the Aqua Ring
behind the desk.  You now have to drain the water in the Aqua Ring.  I have
tried to make you a map to help you with the next part.
_________________________________________
|M                   3                    |    M=where the map was
| D                                       |    D=where the desk is
|                                       1 |    1=lever #1
|                    L                    |    2=switch #2
|                                         |    3=lever #3
|                               2         |    4=area #4
|______________          _________________|    _ and |=walls
                                 |            L=where the ladder is
                                4|
__________________________________|

First, pull down the lever marked # 1.  A shark will ram the glass next to you,
and emergency buzzers will go off.  Run over to switch #2 and hit it.  Pull
down lever #3.  Shutters should come down, but then they will malfunction.
Run to area #4 and push the buttons until the shutters go back up.  Hit switch
#2 again, and then pull lever #3 again.  The shutters should go down again.  Go
pull lever #1 again to drain the water.  Get the first aid box next to the area
4 buttons.  There is an herb mixture in the box.  Heal yourself if you were
hurt by the sharks.  Go through the metal door in the small corridor.  You
should now be in a big room with a big metal double door across from you, and a
metal gate.  Go over to that junk pile and pick up some grenade rounds, and
then go through the double doors.  You are now in the bottom of the drained
tank.  Plug any sharks you find with a single bullet, and they shut up very
easily.  Once you find the giant shark, Neptune, climb up on the little metal
thing next to him.  On the metal thing, try to take the Gallery key, and you
will see a short cutscene.

*Cutscene*
The shark springs to life and knocks the key into the water.

Now, there are two ways to kill that monstrosity.  The best way is
electrocution.  Push the little box next to you into the water, and then pull
the lever on the other box.  The shark will get totally fried.  The other way
is to shoot him until he dies, which wastes ammo.  Either way, he will be dead,
so jump down into the water and take the key next to the shark.  Go back to the
last room, and exit out that metal gate that you haven't gone through yet.  In
this place, run up to the boxes in front of you and grab the Magnum rounds.
Then, continue down the passage and climb the ladder at the end.  Unlock and go
through the door.  You are now in the first room of the Aqua Ring.  Go back up
the ladder to Room 002 in the Residence.

A crimson head may be waiting for you in here.  Try to dodge him or use a
defensive item on him.  Go all the way back to the Residence save room (don't
forget to move the box so the plant can't hurt you).  Deposit whatever herbs
you have left, the grenade rounds, and the Magnum rounds.  Take out the red
book, and the shotgun (filled, with no extra ammo) if you haven't completely
destroyed the zombie in Room 002 yet.  Save if you want to.  Go to the next
hallway, over the pit with the killer plant tentacle thing.  Go through the
only door in here you haven't gone through yet, and you'll be in the Gallery.
Dodge the killer bees in here, and run to the table in the middle of the room.
Grab the handgun clip off of the table, run past the single door and stop at
that corpse on the ground.  He was stung to death by the killer bees.  Ouch.
To avoid the same fate, take the insecticide he is holding and get back out
into the hallway.  Remember where you got the map of the Residence?  Whether
you remember it or not, it's just past Room 002.  Spray the insecticide inside
the hole in the wall to kill all of the bees in there.  Go back to the now
bee-free Gallery.  Go past where the corpse is, to the end of the small
corridor.  Take the key from the little table, and the red herb if you want it.
That key opens Room 003, the single wooden door in this room.  Go through it.

There is a door to the bathroom in here.  If you want a dagger, go in, drain
the tub, and take it.  In Room 003, go over to the bookshelf in the back and
take out the white book that is in between the red ones.  It will have a file
in it.  Stick the red book that I told you to bring in the space where the
white book was.  Here is a puzzle for you to solve.  You have to arrange the
book bindings to form a picture of...well, you can probably tell.   I'll let
you solve it on your own, it's not that difficult.  This opens the door next to
you, but don't go through yet.  Plant 42 is on the other side of that door, and
you have to kill it.  You have two options for dealing with it.

Method #1 (preferred)-With this method, you will be mixing some chemicals.
These chemicals will act as an herbicide and help kill the plant.  There is a
door in the Gallery that you haven't gone through yet, and it had a key code
security lock.  Every time I play, I end up with the same combination; 653.
Hit the little symbols on the top, then punch in the numbers underneath.  If
this doesn't work for you, or you want to figure it out yourself or something,
go all the way back to the first hallway and go into the Billiards/Bar Room.
Watch out for spiders.  The pool balls on the pool table in the upstairs of
the room all have colors that correspond to the colors on the keypad.  Write
down the number and color of each ball, and then use that information on the
keypad in the Gallery.  Once in the small room, which I call the Chemical Room,
grab three of those small flashing bottles off of the shelves.  I have written
out instructions on how to make the V-Jolt, the chemical that kills Plant 42,
but the instructions are also posted on one of the bookshelves, if you need
them.

First take some UMB 3 (the red stuff on the table), and some water from the
tap.  Mix them to get UMB 4.  Take some Yellow 6 (the yellow stuff on the
shelf, and mix it in to get UMB 10.  Take some more Yellow 6 and some water and
mix them together to get UMB 7.  Mix the UMB 10 with the UMB 7 to get NP-17.
Add some UMB 3 to get the V-Jolt.  Congratulations.  Now you need to go back
to the Aqua Ring.

Go all the way back to Aqua Ring through the ladder in Room 002.  Go through
the door in the Aqua Ring that you opened last time you left, because the water
is drained, and you can't go the other way.  Go down the ladder, around the
U-shaped tunnel, into the wet Storage Area, through the door to the Control
Room, up the ladder, and out into the top of the empty tank.  There is a
shark out here, on the stairs next to the door, so put a bullet through him and
watch him die.  Go through the door near him to the only room in the Aqua Ring
you haven't been to yet.  There are big green tentacles in this room.  Pour the
V-Jolt on them and they'll shrivel up.  Run all the way back to the Gallery and
go to Room 003.  Go through the door you unlocked earlier to the Plant 42 Room.
Watch a cutscene.

*Cutscene*
The plant wasn't completely dead.  It grabs Jill and waves her in the air.  She
has no way to escape.  Barry charges in with a flamethrower.  I don't know
where he got it.  The plant picks him up too, but he roasts it with his new
weapon.  After they drop to the floor, Barry and Jill make sure they are okay.

Go over to the fireplace in the back of the room.  Take the key out of the
fireplace.  Yes, the entire point of The Residence was to get this one stinking
piece of **** key.  It is the helmet key, and it unlocks a couple of doors in
the mansion.  That's right, we're going back to the mansion, although we won't
be staying long.  On your way out of your Residence, you will see a cutscene
with Wesker.

*Cutscene*
Jill hears some shots and turns a corner.  Wesker is standing there shooting
bees.  Wow, what a rough time he seems to be having.  They talk about some
stuff, and then Wesker asks Jill to go back and search the mansion again.
I guess we should do what he says.

Don't worry about the tentacles in the floor of the hallway; the plant is dead.
You might want to save.  Only take the key, assault shotgun, and ammo.

-------------------------------------------------------------------------------
Part 3: Back to the Mansion
-------------------------------------------------------------------------------

You should know the way back to the mansion, so I'm not going to tell you what
to do.  Just get there.  On the way there, you should get the two first aid
sprays, the battery pack, and the acid shells in the Shed, and you will get
another call from Brad.

*Cutscene*
Brad calls you, but your stupid piece of fecal matter radio still won't work.

*Cutscene* (once inside the mansion)
You will see that something is taking thepath you just took to get to the
mansion.  Yeah, it's following you.  As with everything else here, it is trying
to kill you.

Once inside the mansion, prepare to be attacked by a Hunter.  You haven't dealt
with them yet.  They are short, brown, humanoid creatures with huge claws.  It
is strong, fast, and can take off your head with one clean swipe.  You have
probably reached the logical conclusion that you should either avoid them
entirely or blow them apart quickly with big guns.  Kill the one that attacks
you upon entering the mansion.  Go through the door to the East Stairs.  There
will be another Hunter in here, so blow him apart.  Go in the save room.

Take the handgun, some ammo, and the helmet key, and nothing else.  Go out to
the East Stairs and climb up.  Go all the way to the end of the hallway, and
through the door.  This room has a fireplace, and you may recognize it as the
place where you got the map, if you chose to get it earlier in the game.  Use
the helmet key on the door in here.  DO NOT take the herbs, because you are
going to need all the inventory space you can get.

This next room has a puzzle in it that is fairly simple to solve.  You should
see a statue right in front of you.  Get in front of the statue, so that it is
facing you, and push it out through the doorway.  When you get into the other
part of the room, the walls will start to close in.  As long as you stay
directly in front of the statue, the walls won't close in enough to kill you.
Push the statue as far as it will go, and return to the entrance of this room.
Do you see the other doorway right next to the one you just went through?  Go
through it, and you will be on the other side of the wall.  Go as far as you
can go that way and look for a switch on the wall.  Hit it and run back through
the doorway because the walls are closing back the way they were before.
Quickly run back to the statue and push it to the left until it clicks into
place.  If you do everything right, the walls will return to their original
position and a door will open in the wall right in front of you.  Go through
it.  Take the defensive weapon off of the table and go over to the hole in the
ground.  Drop through it.  Take the book lying on the ground.  It is the Last
Book Vol. 1.  Check its pages (from the side of the book) to open it and find
the eagle medal.  You don't need this yet, but you will definitely need it
later.  Go over to the gravestone that is laying on the ground and take the
file off of it.  It is George Trevor's diary.  He is the one who built the
mansion.  When you are through reading the diary, you will be prompted to hit
a switch on the gravestone.  Hit it and a hole with a ladder will appear.  Go
down.

You are now in the basement, and it is a pretty nasty place.  Luckily, it's not
very big.  There are several spiders in the first room, and I suggest avoiding
them instead of shooting them for three reasons: Shooting them will waste ammo,
they are easy to avoid, and you will never have to deal with them again later.
Run past the first one to reach a fork.  There is a spider guarding a door to
the next area to the left, and a box of shotgun ammo and a map to the right.
Take the map off of the wall, and get the ammo in that pile of boxes in the
corner. In the next room, there are a couple of zombies waiting for you.  Try
to shoot them from a distance.  Take the blue herb on the ground ONLY if you
were poisoned, and use it.  Grab the dagger that's lying where the zombie was,
and go through the doorway on the right when you reach the fork.  Follow this
path to an electrical conductor.  Flip it on to put some power into the
elevator in the kitchen.  Go back to the fork and take the left path, then go
through the door at the end.  You are now in the kitchen.

You may or may not have been in the kitchen yet.  Blow away any zombies you
see.  If you came here earlier and there is a crimson head, just run from it.
Take the dagger and the handgun clip off of the table.  Go around the corner in
the back of the room and call down the elevator that you just powered up.
Don't worry about the zombie lying next to the elevator; he won't be getting
up.  Take the elevator up.  This upstairs hallway has two zombies in it, and
you you may not see them at first.  Blow them away.  Make sure they don't get
back up.  Don't take the herbs in here yet.  The large double doors in here
lead to the library, but you can't open them.  Go in the single door next to
the elevator.  In the little utility room, grab the battery, the acid rounds,
the Magnum rounds, and the battery pack for your stunner.  You should have
enough space for it all.  Go back out into the hallway.  If you have any room
left, take the herbs in the hallway with you.  Go through the other single door
in here.  You should be back in the Mirror Hallway that led to where the armor
key was.  There might be some crimson heads in here, so let's just go through
the closest door to the Dining Room 2F.  There shouldn't be anything here.  Go
though the door to the West Stairs.  Go downstairs to the Medical Room.
Deposit the magnum rounds, the acid rounds, the battery, and the eagle medal,
and save.  Go back out and go to the top of the stairs.  Go through the door
right next to the stairs with the helmet key.  Don't worry about the zombie,
because he will have disappeared by now.  I don't know why.

Once you are in this room, which has stuffed animal heads on the walls, the
first thing you should do is turn the lights off.  The switch is right next to
the door.  Then take the grenade shells that are under the moose's head and
the dagger that is near the other head.  You may notice that in one of the
animals' heads is a yellow stone, and in the other animal's head there is a red
stone.  You may also notice the swiveling birds perched on the wall, which
follow your movement.  You need to get those stones in the animal heads, but
those birds will lock them into place if you get too close.  Push those drawers
up against the walls where the animal heads are.  Get on top of one of the
dressers.  Jump down off of the dresser you are on and run to the other one.
Climb up and get the stone, quickly.  Repeat the process to get the other one.
These gems will be important very soon.  Grab the file on the small table if
you want it.  Go back to the Medical Room now and deposit the grenade rounds
and the yellow gem.  You should have your handgun, ammo, the helmet key, and
the red gem.  Now, make your way back to the Main Hall.

There is a room in the Main Hall that you have not been through yet.  It is
next to the Statue Room.  Open it with the Helmet Key and go in.  The first
thing you'll see when you come in the room is a the mantle on top of a
fireplace.  There is a diary there, if you want to pick it up.  Go around the
fireplace to find a small hallway.  At one end is a dresser with an ink ribbon
in it, and at the other end is a door.  Only take the ink ribbon if you have at
least two or three inventory spaces.  Go through the door.  There is a zombie
waiting for you, so blow him away.  Take the Jewelry Box on the shelf, and the
dagger on the floor.  There is also a green herb and some blue herbs.
Combine the Jewelry Box you just got with the Red Gem.  This will release
several little puzzle pieces from the jewelry box.  Put them together to form
an octagon to open the box.  You will have to rotate a few of the pieces to get
them to fit.  It's not that hard, so I think you can do it on your own.  When
it is finished, you'll get a broach.  Check it to make it change into the
Emblem Key.  This thing unlocks the door to the Office.  Hopefully, you still
remember how to get to the East Stairs.  Go there.

Head out the door to the hallway.  The door has been repaired.  There may be a
Hunter in here, so be careful.  There is still one door here you haven't gone
through.  Use the Emblem Key on it and discard the key.  Go over to the desk in
the Office and turn the light on.  Check the drawer on the desk to get some
shotgun rounds.  Pick up the metal object and the battery pack on the other
desk.  Leave.  Go to the save room.  Deposit the metal object, and withdraw the
shotgun and some rounds.  If you prefer, though, you can load up the grenade
launcher instead.

Remember the Eagle Medal that we got?  Well, we have to get the Wolf Medal now.
Go to the place where you got the Armor Key by using the fake one.  If you
can't remember how to get there, go from the Main Hall the Dining Room 2F to
the Mirror Hallway to the Armor Key Room.  There is a door past the pedestal
with the fake key on it.  Open it with the Armor Key and discard the key.  Work
your way around this hallway, using the herbs if you need them, until you see a
other cutscene.

*Cutscene*
The snake is back!

Run from that friggin' snake and climb down the ladder.  This is a boss battle,
but it's pretty easy.  Take out your shotgun and pump rounds into it until it
dies.  When it is about to attack, it will rear its head back.  Don't worry, it
can't poison you this time.  When the fight is over, you'll see another
cutscene.

*Cutscene*
The snake dies and knocks a bunch of books off of the shelves.

Go pick up the book that the snake knocked off of the shelves that is
sparkling.  Check the side of its pages to open it and find the Wolf Medal.
Now we have just one more thing to do before we leave the mansion again.  Go to
the Dining Room.  The statue on the top floor will have crashed on the floor,
so take the blue gem in the rubble.  Go to the Medical Room save room and take
the yellow gem out of the item box.  Deposit the Wolf Medal.  Go to the West
Stairs, and go down the lower hallway to the last door.  Avoid the Hunters that
burst through the windows.  Go through the door to the dark hallway.  There's
probably a zombie or two here, so kill them.  This place leads to the room
where you killed the plant.  Don't go that way though.  Go the other way, and
go into the little opening in the wall.  Get the dagger off the table and go in
the door right next to you.  You should be in a little room with a statue of a
tiger's head.  Put the Yellow gem in the tiger's eye.  The statue will turn
around and give you the MO disk.  Take it, then put the blue one in the other
eye.  The statue will give you some shotgun ammo.  Go back to the Medical Room
and deposit the MO disk.  Take out the Battery and the Crank and head for the
door you used to get to the Courtyard.  We're leaving the Mansion again, and
we're heading for the underground Caverns connected to the Courtyard.  I don't
like the Caverns much, but it doesn't take very long.

-------------------------------------------------------------------------------
Part 4: The Caverns
-------------------------------------------------------------------------------
Go outside, through the Shed, out to the Pool, and down the elevator to the
little coutyard area.  Go past the dogs, if they're still there, and go to the
elevator past the steps.  Put the battery in the hole next to the elevator and
use it to go up. You'll be in the area in front of the Pool.  Go to the Pool
again and use the crank to fill the pool.  Use the elevator you just got to
work to go back down.  There is now a cave where that waterfall used to be.  If
you don't see it, it is between the Pool's elevator and the gate to the
Residence.  Go in it and climb down the ladder to reach the Caverns.

Go down the hall to find an item box and a typewriter.  I suggest you save.
Take only your guns and ammo.  Go back out to where the ladder is and go
through the door next to it.  You should be in a tunnel.  There is a fork that
divides the tunnel.  Go to the end that has the giant boulder.  There should
be some acid grenade rounds on the ground, so take them.  Go to the other end
and go through the door.  You should be in a room with a big hole in the
middle.  Take the herb and the handgun ammo laying near the hole in the ground.
Go around the pit and into the little tunnel nearby.  There should be some more
ammo on the ground, so take it.  Go through the door nearby.  Follow this
tunnel until you see a cutscene.

*Cutscene*
You will hear a voice.  Jill runs around the corner to see Enrico.  Enrico
tells her that someone on the S.T.A.R.S. is a traitor, but suddenly, someone
shoots him.  They leave before Jill can see who it is, and Enrico dies.

Check Enrico's body to find a hexagonal crank.  On your way out of the tunnel,
a hunter will come after you.  It is easy to avoid, but you can kill it if you
want.  Go all the way back to the item box and typewriter.  There will be
another hunter in the forked tunnel.  When you get back to box, drop off the
herb.  There is an easy boss fight coming up, and you can choose to either take
the grenade launcher or the shotgun.  You should be OK with the shotgun, but
either way, take ammo with you.  There is also a blue herb in the tunnel if
you want it.  Go past the box until you get to a part you can't cross.  There
should be a panel on the wall near you.  Use the crank on it to flip the room
around so you can get through it to the door on the other side.  Pick up the
herb and go through the door.  You are now in ANOTHER tunnel.  Go up to the
boulder at one end of this tunnel, pick up the shotgun rounds, and get ready to
run.  When you turn around and walk away from the boulder, it breaks loose and
comes at you.  Run and duck into the little alcove where the door is.  The
boulder will roll past you and open a big hole in the wall, and reveal a big
metal door.  Get ready for a fight, and go through the door.

*Cutscene*
A huge spider walks down the wall from the ceiling.  This is the Black Tiger
Spider.

It attacks by charging at you and spitting poison at you.  Try hard not to let
yourself be poisoned, and keep shooting it.  Eventually, a couple of smaller
spiders will come out, but they're not much of a problem.  Just shoot the big
one until it dies.  When it's gone, take the knife off of the crate in the back
of the room, and use it to slash away the webs covering the door.

Before you go through though, go back to the item box and drop off any herbs
you have, and the knife.  Just take you guns, ammo, and the crank.  Go through
the door in the spider room.  To Jill's left is some herbs and a map.  Take the
map.  If you want the herbs, you'll have to take them back to the item box too.
Go through the door at the far end.  Walk through the next tunnel until you get
to another area that you can't get across.  Use the crank on the panel nearby
three times, and when you're finished, another boulder will break loose.  Run
and duck away from this one too.  When it has stopped, go through to the end of
the tunnel and get the first aid box.  There is a first aid spray inside.
There is a little alcove where you moved the floor around.  Go to it and go
through the door that is there.  You should be in a room with a statue, an
altar, a circle on the ground, and a little panel on the wall next to the door.
You have to push the statue into the altar, but it's facing the wrong
direction.  Find a brown rectangle on the wall and push the statue against it.
Use the crank on the panel to push the statue away from the wall.  Then push
the statue onto the little circle on the floor.  It will partially rotate the
statue.  Push the statue off, and then back on to rotate it again.  Push the
statue into the hole in the altar to complete the puzzle.  A little hole
appears in the wall and it gives you the cylinder.

Go all the way back to the place where the item box was.  Deposit the crank and
any healing items you might have.  Go back to that big room with the giant hole
in the middle.  Watch out for the hunters.  On one side of the pit, there is a
control station for the elevator.  Go over to the pedestal and open it.  Take
out the shaft, combine it with the cylinder, and put it back in.  Now, it
should ask you to press the little buttons on the pedestal.  Hit them in this
order:4231.  Wait for a cutscene.

*Cutscene*
The elevator rises up.

Walk over to it and hit the down button on the control panel.

*Cutscene*
Barry walks in as Jill is about to take the elevator down.  They both ride it
to the bottom. When they get there, they hear a sound, and Jill goes to check
it out while Barry "secures the escape" (sissy).

Go through the door right in front of you.  You are now in a room made of
several small passages.  If you go forward in here, you'll see LISA!  Run away
from her, back to where Barry is.  When you get there...

*Cutscene*
..Barry takes the elevator up, leaving you down here with Lisa.  That *******.

There is an item box on that little wooden walkway nearby, and a handgun clip.
Drop off all but your guns.  Head back to where Lisa is.

No matter which direction you go, that's where Lisa is going to ,be, so go left
until you see her.  Then, turn right and go that direction instead, until you
come to an open part of the room.  On your way, you should see a switch on the
wall.  Remember where it is, because it's important.  Once in the larger, more
open part of the room (where you should see several herbs laying on the
ground), go up to the other small passage nearby and go through the door that
you see.  This next place is next to an underground river.  You should see some
boxes stacked together in a corner.  Climb up them and take the magnum rounds,
handgun clip, and the battery pack.  Now go a little further until you see a
single crate on the ground next to a service lift.  Push the crate onto the
lift and press the button to send it away.  Go back to the place where Lisa is.
Now, you have to go back to the elevator shaft where Barry left you.  In the
large part of the room, Lisa will be waiting for you.  Lure her out and then
run past her to get out of there.  Get back to where the elevator is.  Dump the
magnum rounds, the handgun ammo (combine it with the ammo you already had), and
the herbs if you got them.  Climb down the ladder on the wooden walkway.  Go
over to the crate (that's the one you just sent via the lift) and push it all
the way to the left and into the hole in the ground.  It is actually a trash
compacter.  Hit the button on the wall to activate it.  When the machine is
finished, you will see a broken flamethrower on the ground. Jump down there and
get it.  Now go back to Lisa's place.

There is a locking mechanism on the door we need to go through, so we're going
to have to unlock it.  Start by going to the left.  Turn around and go to the
right when you see her, and go to the big open space, noting the location of
the switch on the wall.  Now, wait for Lisa to come and run past her.  It's OK
if you get hit, because you're going to find some herbs pretty soon.  Stop at
the switch on the wall, and pull it down.  Go to the left when you reach that
fork, and try to find the metal door, and hurry because the door will lock
itself back down after a certain amount of time.  It can be confusing because
all of the passages look the same, but do your best.  When you reach the door,
put the broken flamethrower on the little bars sticking out from the wall to
open the door.  Go through.

Now you should be in a room with a bunch of tables in it.  There's nothing
here, so take the little tunnel on the other side of the room that is filled
with water.  There are some snakes here, but they are very easy to avoid.  You
will come out of the tunnel in Lisa's room.  There is a jewelry box on the
table next to the bed, and on the bed is a dagger.  Take them, and then head
up the ladder on the wall.  Go right to find some herbs, then left to find
another ladder.  Go up it to arrive...in the Cabin.  Congratulations, you're
out of the Caverns and don't ever have to go back.

This time in the Cabin, Lisa won't attack you, so relax.  Check the jewelry box
and open it to find the stone ring and a picture with some writing on it.  Go
over to the item box and take out the metal object.  Combine it with the stone
ring to get the stone and metal object.  Empty everything into the item box
except your shotgun, ammo, and the stone and metal object.  Also, take out the
ink ribbon and save your game.  When you're finished, it's time to head back to
the mansion.  From there, we'll move straight on to the Labs.

I assume you remember how to get back to the mansion.  On your way down the
path, you will probably encounter a zombie, so take him out.  When you exit the
Shed, take the stone and metal object off of the pedestal that you used to
unlock the Shed.  Make your way to the Main Hall, and watch out for the hunter,
if you didn't kill it yet.  In the Main Hall, go to the big metal gate.  If you
haven't seen it yet, it's underneath the steps.  Put the two stone and metal
objects on the gate to unlock it.  You will hear some noises from behind the
gate.  Yeah, that's Lisa again.  You're probably as sick of her right now as I
am.  There is another item box and typewriter, so go over to the item box.
Take out the eagle and wolf medals from the box.  What follows is a series of
underground passages.  Make your way through them until you find a ladder.
Go down the ladder to see a cutscene.

*Cutscene*
Barry is standing at a big coffin in the middle of the room.  After a few
seconds, Barry will pull his gun on her and she'll take it.  All of a sudden,
Lisa enters the room from the other side.  Barry asks Jill for his gun back.
Now you have to decide whether or not to let him have it back.  If you say no,
Barry will die, and you'll get his gun and a picture of his family.  If you say
yes, Barry will live, and help you with the fight.  I usually give it back to
him, because he'll help you with this battle and the final boss battle.  You
also get a better ending.  Make your choice.

Note: This guide will assume you let Barry live.  The rest of the game will be
a little different if you let Barry die.

It's time to finally kill Lisa.  Do you see those pillars in the corners of the
room?  You have to push those pillars into the abyss on the sides of the room.
Lisa will hassle you, but, if you gave Barry his gun back, he'll distract her
with .44 Magnum rounds.  Be careful; Lisa can kill Barry if she gets too close
to him, so try to keep her attention away from him.  She can push you into the
abyss, so be careful.  When you've finished, watch a little cutscene.

*Cutscene*
The top of the coffin will slide off, revealing Lisa's mother.  She'll jump
into the abyss and you'll never have to see her ugly, mutated, deformed face
again.

If you talk to Barry, he'll suggest that you go forward, so go.  Don't worry,
he's not going to pull the gun on you again.  Go until you see a small elevator
and take it up.  You will arrive in the fountain area.  Walk around the
fountain until you see two indentations on opposite ends.  Put the eagle and
wolf medals in the indentations to drain the water.  Walk down the steps that
appear and into the elevator.  Take it down.

-------------------------------------------------------------------------------
You will then be asked to switch to disk 2.  Do it.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Part 5: The Labs
-------------------------------------------------------------------------------
Once you've started disk 2, you will be in the last part of the game: the Labs.
The first room you come to wraps around a big piece of equipment, and has the
emergency escape and a ladder.  You can't open the emergency exit yet, so go
down the ladder.  There is a save room at the bottom.  Take out your fuel
canteen and your lighter.  There are a few zombies in the next room we have to
burn.  There is a container full of gas in the next room, if you need it.  Once
you're there, take both of the zombies out.  One of them is in the back behind
the wall.  When they're down, use the fuel and the lighter to burn their
corpses.  Go refill the canteen at the little container next to the save room
door.  Do you see the stairs in this room?  Well, go down the stairs and
through the gate.  You should now be in what I call the Main Corridor Room.
Kill the zombie in the room downstairs, then turn the corner and kill the other
one.  Burn 'em both, and go down the small corridor  to a double door.  If you
went to the right room, you'll see some blood on the ground and some computers.
Go over to the computer and turn it on (you can also pick up the file next to
the computer).

A login box will appear on the screen.  Type in JOHN for the Login part, and
ADA for the Password.  If you have ever played RE2, you should know these names
already.  You will gain access to the system.  Choose B-2F.  It will ask for
another password, so type in CELL.  This unlocks B-2F.  Go back and select
B-3F.  You don't need a password for it.  When you're finished, look in the
little storage room next to you.  There is a battery pack on the shelf, so take
it.  Don't worry about the corpses; they won't bother you.  Go back out and go
to the save room.  When you're there, dump everything in the box.  You won't
need your guns for the next room.

There is a little space in the room with the stairwell, where that one zombie
came from.  There is a table with another MO disk on it, so take it.  Go
through the door right next to you.  This is the Projector and Monitor Room.
As you may have guessed, it has a projector and some monitors.  There is plenty
of crap to grab in here.  Take the MO disk off of the shelf next to the door,
and the first aid spray from the table.  You can look at the neat little slide
show on the projector if you want.  The last slide gives you the answer to a
puzzle, but since there is a part missing, and since I'm going to tell you the
answer, it doesn't matter.  If you want to do it on your own, skim ahead to
where I explain where the slide filter is.  On the shelves in the back of the
room, there is a file and some shotgun ammo.  Look for a little panel on the
wall.  This is where you need the passcode from the slide show.  The code is
8462.  This opens the part of the room where the video monitors are.  Take the
Laboratory Key in there.  If you got Kenneth's tape at the beginning of the
game, you can watch it in here.

*Cutscene* (if you watch the tape)
The tape shows Kenneth being attacked, killed and eaten.  Eeeewwww.  Sick.
You'd think that a trained combat specialist would be able to handle the zombie
with a shotgun from ten feet away, but I guess not.  Also, I wonder what
happened to that shotgun when he died...

Go back to the save room.  Take the handgun, some ammo, the Laboratory Key, and
the MO disks (including the one you got in the mansion).  Go downstairs again.
Go through the door right next to the gate you just passed through.  Now you
are in what I will from now on refer to as the Locking Mechanism Passage.
There are three doors here, and a first aid box if you want it.  The first goes
to a room with some X-rays and a file.  You don't need to go in there.  We're
going through the second door.  The third door is going to take a while to
open.  In the room I told you to go in, kill the zombie.  Take the flame rounds
on the water fountain.  Find the transmitter on the desk in the back of the
room.  It looks like a Gamecube.  Use the MO disk on it.  This opens one of the
locks to that door in the last passage.  Take the slide filter or the ink
ribbon near the door if you want either of them, but you shouldn't need them.
Go out to the Main Corridor room.

Go up the corridor (going down the part facing the big gate) until you see two
doors close together.  Open them both with the Laboratory Key, then discard it.
Go through the first door you came to, the double doors, to arrive in a small
storage room.  Push the shelf in front of you back as far as they will go.
Take the shotgun ammo off of one of the shelves, then climb up on the thing
next to you.  Do you see the hole in the top of the wall?  Well, climb through
it to get to another room.  As soon as you get in the next room, climb through
another hole in the wall next to the one you just crawled through.  There's no
sense staying, because there's nothing there except Chimeras.  Chimeras are
something you haven't encountered yet. They are giant grasshoppers.  They are
as deadly as Cerberus', but they have a strangling attack and aren't as fast.
When you've gotten into the next room, drop down and find another transmitting
device.  Use an MO disk on it to open the second lock.  Pick up the battery
pack before leaving.  Go back to the Main Corridor.  Go through the other door
you unlocked with the Laboratory Key.  In the next room, go straight forward
until you reach a door.  It might be hard to see; I didn't find it until the
5th time I played the game, and I started beating my head against the wall when
I finally discovered it.  It leads to the Lounge Save Room.  In this room, dump
the flame rounds, shotgun rounds, any healing items you may have.  Take the
grenade rounds, the shotgun rounds, and the first aid spray and put them in the
box.  I suggest you take that ink ribbon and save.

*Note* There isn't much game left, and you probably have plenty of shotgun and
grenade launcher ammo left.  From now on, you should only take them; you don't
have to bother with the handgun.

Organize your inventory so that you have a powerful gun with you and some ammo,
and the last MO disk.  Go out into the tunnel.  There is the door in front of
you that you came through already, an elevator to Jill's right, and some stairs
to Jill's left.  Go down the steps and through the door.  In the next room, you
will see a bunch of shelves lined up into rows.  Go all the way to Jill's right
and go down the aisle.  Blow away the chimera you see.  Be careful; it may try
to attack from the ceiling.  Go down to the end of the aisle and check the big
machine that you see there.  Take the empty fuel capsule and exit this room.

That capsule holds nitro-when we get it filled, you'll have to be careful to
walk slowly, so that it doesn't blow up.  Do you remember where we used the
first MO disk?  It's past the Locking Mechanism Corridor.  When you get there,
hopefully the zombie hasn't gotten back up.  If he has, KILL HIM IMMEDIATELY.
For this next part, you have to be able to walk all the way back to where you
got the fuel supply capsule without encountering any enemies.  Search the room
until you find a big, circular window thingie on the wall.  That's where the
nitro is stored.  Open it and fill the capsule.  Now WALK, DON'T RUN, back to
where you got the capsule.  Put it in the machine to supply power to the
elevator.  Now there are only two more things to do before the confrontation
with the final boss.  Let's go use that last MO disk, OK?  Go to the other end
of the room to find a door.  Ignore the chimeras and go through.  When on the
other side, handle the chimeras however you want, but go straight forward to
find a table and another transmitting device.  Use the last MO disk.  Take the
other path in this room to find another door.  Go through and you'll arrive in
the Elevator Control Room.  Go down the path to Jill's right until you find a
control panel.  Use it to activate the elevator.  Go all the way back to the
passage with elevator, the one that leads to the Lounge Save Room.  Go into the
Lounge Save Room and make sure you have these things, and nothing else: Magnum,
Magnum ammo,  2 healing items.  If you don't have at least 12 magnum rounds,
you may want to take the grenade launcher.  SAVE.

There are two things you can do next; you can go and see an unnecessary
cutscene with Chris, or you can go on to the final boss.  If you want to see
the cutscene, go to the Locking Mechanism Corridor.  Go to the end where the
machine with the three green lights is.  Pull down all of the levers on the
machine to unlock the door at the end.  Behind that door is a set of stairs and
a prison cell, where you'll find...Chris!

*Cutscene*
Chris is locked in the cell, and Jill can't open the door.  She says she'll be
back later to get him out.

Whether you went to see Chris or not, go to the corridor with the elevator.  Go
up to the elevator and start it up to see a cutscene.

*Cutscene*
Barry catches up to you and the two of you get in the elevator.  It takes you
down.

At the bottom, ignore the two boxes of shotgun ammo (you don't need it now) and
just head for the door at the end of this corridor.  Go through it to see
another cutscene

*Cutscene*
Heeeyyy, that's Wesker!  Yeah, in case you didn't already know, he's the bad
guy.  Suddenly, Barry pulls his gun on you again.  Crap.  Wesker pulls out his
gun too, and tells Barry to wait for him upstairs.  Barry leaves.  Wesker talks
to Jill about what he's doing and how he threatened Barry's family to get him
to help him.  Then, he shows Jill something in a containment unit.  Holy crap,
that thing looks mean.  Wesker is about to shoot Jill, but Barry jumps in and
blows a few holes in him.  All right!  But Wesker's not dead; he hits the
button to release the Tyrant in the containment unit.  It pops out and knocks
both him and Barry unconscious.  Uh oh.

This is a pretty simple battle.  Immediately run to the door, turn to face him,
and shoot him with the Magnum.  Five or six shots should get him before he ever
reaches you.  Go wake up Barry to see another cutscene.

*Cutscene*
Barry wakes up, and notices that Wesker is gone.  The door out of here is
locked, so walk to the other end of the room and find the lighted-up machine
that unlocks the door.  Unlock it, then exit the room

*Cutscene*
Jill and Barry run down the hall, and suddenly, a voice tells you that the
self-destruct mechanism has been activated (don't worry, no matter how long you
take, it won't go off until you're on your way out of the facility).  Wesker
must have done it, that *******.  They go up the elevator, and when they get
out, they split up.  It's time to get out of here, but you have to save Chris
first!  If you didn't go see him in the cutscene earlier, he's being held
prisoner by Wesker.  You couldn't free him earlier, but now all locks have been
released due to the self-destruct sequence.  Awesome!  Go to the Locking
Mechanism Corridor, and be careful, because chimeras will attack you on the way
there.  If you haven't opened the lock on the door at the end of the corridor
yet, go over to the machine with the green lights and pull the levers down.  Go
down the steps and to the prison cell door, and open the door to see a
cutscene.

*Cutscene*
Chris is freed.

Lead Chris up the stairs and out the door.

*Cutscene*
Chris runs down the corridor.

Follow him out the door, then head to the save room upstairs.  You're
about to get to the end of the game, so save.  There's still a little
left to do, and you don't want to screw up at the end and have to go
back.  Load up with the Magnum, some ammo, and any other guns or
healing items you want.  Leave a few spaces open, however.  Go up the
ladder that leads to the entrance to the labs.  Once you're up there,
Chris and Barry will be waiting at the emergency exit.  It is now open,
so go through.  Go down the next tunnel.  Pick up the first aid boxes
if you want them, but leave an inventory space open.  Barry and Chris
will come through after you.

*Cutscene*
Brad tries to call you again.  It's you're last chance to signal him before he
runs out of fuel or leaves!

Keep going until you see the little green and gray thing on the ground, then
pick it up and take it to the elevator.  Put it in the hole in the wall to
activate the elevator.

*Cutscene*
The self-destruct countdown starts, and you all hear a noise.  Barry and Chris
go to check it out and tell you to go to the surface and contact Brad.

Get in the elevator and it will take you to the helipad.  Once there, use the
signal rockets on the ground to signal Brad.

*Cutscene*
The rockets go off, and Chris and Barry come up the elevator.  It looks like
you're going to escape!  But you all hear a noise coming from under the ground.
The Tyrant rips out of the lab, creating a big hole in the ground and a bigger
problem for you.  Looks like you'll have to drop the scumsucker again.
He knocks Chris out, and corners Barry.

Quick, shoot the Tyrant to draw it away from Barry.  Be ready to run, because
it will come for you instead.  Barry will fire at the Tyrant throughout the
fight, which helps a little.  What you need to do is repeatedly shoot it with
the Magnum until he dies or you run out of ammo.  If you run out, use a
different weapon.  If the Tyrant focuses his attention on Barry, draw him away
from Barry by shooting him.  When he gets mad he'll charge at you. This attack
knocks you over, and it really hurts.  Another thing he'll do is stick his big
claw straight through you, instantly killing you.  This only happens if you let
him get too close to you, so don't.  Keep running around shooting him until
Brad circles overhead in the chopper and drops the rocket launcher down to you.
Take it, wait for the Tyrant to focus on Barry, then shoot a rocket at it.  If
you are successful, he'll be blown up and you'll have won.  If you're not
successful, he will knock it away and you'll have to try again.

*Cutscene*
If you win, Brad will land and pick the three of you up, if all three of you
are still alive.  If you are all alive, the mansion will be blown up as you
escape in the chopper.  If you did not all make it, the ending may be
different.  However it ends, you beat the game, so sit back and watch the
credits roll by.  Good job!

Try playing Chris' game, on a harder difficulty, or in a different gameplay
mode.  The game has a lot of replay value, and a lot to offer for playing it
several times.  Have fun.

*******************************************************************************
Chris' Walkthrough
*******************************************************************************

-------------------------------------------------------------------------------
Part I-The Mansion
-------------------------------------------------------------------------------

*Cutscene*
The game will start off with a cutscene with Chris Redfield narrating.  He will
talk about the recent cannibalistic murders that have been taking place.  The
S.T.A.R.S. helicopter is then seen flying over the forest, looking for the
other helicopter.  They find Kevin's corpse in the other helicopter, and then
run into a pack of big ugly zombie dogs.  Joseph gets eaten, and everyone else
starts running.  Jill, Chris, and Wesker make it into the mansion, but Barry is
missing.  Then everyone hears a noise, and Wesker sends Chris to check it out.
He enters the Dining Room.  Now, you get control of Chris.

Walk down to the other end and go through the door next to the fireplace.  You
will come out into a hall that branches off to Chris' right and Chris' left.
Go to the left to see a cutscene.

*Cutscene*
There is a zombie on the ground, eating Kenneth.  Sick.  He looks up at you.

Since all you have is a knife, I suggest you run back to the Main Hall.  You
can kill the zombie if you want to, but it will disappear in a few minutes
anyway.  Once you're back in the Main Hall, you'll see another cutscene.

*Cutscene*
Jill and Wesker are gone.  There's a S.T.A.R.S. issued Beretta on the ground.

Well, you don't have a gun yet, so take the one on the floor.  You'll figure
out who dropped it later on.  If you want to get a map of the first floor,
follow the instructions in the next paragraph.

Go through the door directly across the hall from where the door to the Dining
Room is.  In this room,  you will see a statue in the middle of the room.
There is also a map on the top of the statue.  Do you see the little chest
blocking the doorway?  Climb over to the other side and push the chest next to
the statue.  Climb up on it to reach the map at the top of the statue.  You can
go through the doorway and walk down the hallway, but you'll just find a
dagger, and you'll probably have to use it on the zombie anyway.  The other
door is locked.

Go back to where you saw the zombie eating Kenneth in the hallway.  If you want
it, you can take the video that's laying next to his body.  You won't get to
watch it until almost the end of the game, though.  Go through the door to the
left of his corpse.  You'll be in the Crow Hallway.  Go take the handgun clip
next to the birdcage.  There are some crows in this room, but they won't hurt
you if you leave them alone.  Leave the herbs next to the stairs, and go up
them.  Go through the door at the top.  The next room is the Mirror Hallway.  I
call it that because you can see around the corners using the mirrors that are
there.  Ignore the corpse and the door in front of you and turn the corner.
Take out the zombie that's there, and run down the  hall until you see another
corner.  You should see a flashing item sitting on top of a little statue.
Take it.  It's the golden arrow.  Bring it up on the inventory screen and
examine it.  Remove the arrowhead.  There should be two doors near you, and
only one will open.  Go through it to get to the Dining Room 2F.  This room
overlooks the Dining Room you were in earlier.  Ignore the door next to you and
head for the double doors at the end of the room, picking the dagger up off the
shelf on the way.  Don't worry about the zombie for now, because he's on the
other side of the room.  You will come out in the upper level of the Main Hall.

Do you see the landing, where all three parts of the staircase come together?
There is a door there.  Go through it to get to the Cemetary.  There aren't any
zombies in the Cemetary, at least on easy mode.  Go down the stairs and  find
the big tombstone in the back.  Put the arrowhead in the tombstone to move it
and reveal a staircase going down.  Go down the stairs to the Machine Room.
Find the pedestal in the back and take the Book of Curse off of it.  Examine
the back of the book to find the Sword Key.  Go back up the steps.  In the very
back left corner of the cemetary, there are some shotgun rounds.  I know you
don't have a shotgun yet, but they will become useful soon.  You probably won't
be able to see them, so just keep searching the corner to the left of the
stairs.  Go back out to the Main Hall.

Go up the set of stairs to the second floor, and go through the door nearest to
the cemetary.  You'll have to use the Sword Key.  You will then be in the Long
Winding Corridor.  I am going to refer to this place as the Long Winding
Corridor from now on, so remember it.  Go all the way down to the end of the
corridor, and go through the last door that you see.  You will find an office
area.  Look to the right of the door on the little tables for the dog whistle
and some 9mm rounds.  You will find a note attached to the dog whistle.  There
is a file on the desk if you want it.  Go out the other door in this room, and
get ready to run.  In the next hall, run immediately away from the zombie next
to you.  Turn around when you're far enough away, and take him out.  Make sure
he's really down.  Now, do you see those stairs?  There is another zombie at
the bottom.  Kill him safely from the top of the stairs.  By the way, I call
this the East Stairs, because it is the staircase on the east side of the
mansion.  Go down to the bottom of the stairs and go through the closest door.
You will be in the East Stairs Save Room.

This is a cool place, because it is safe, you can save your game, and you find
cool stuff there more than once.  There is an item box in here, which you can
use to hold all of your crap.  Strangely, all of the item boxes in the game are
interconnected (but not on professional mode).  There is an ink ribbon in the
item box, so use it with the typewriter to save your game.  Throw your shotgun
rounds, dog whistle, and knife in the box, and take the old key next to the
typewriter.  Also, take the extra handgun ammo out of the box, and the clip on
the crates.  There is also a file on the floor if you want it.  Now, take the
fuel canteen on the floor and fill it with kerosene from the silver container.
We need to burn those zombies outside so they don't get back up.  Go out into
the East Stairs and use the kerosene on the corpses, and Chris will
automatically torch them with his lighter.  Make sure you back up from them
when they start burning.  Fill the canteen again, and put it in the item box.
If you want a map of the second floor, which you probably won't need, follow
the instructions in the next paragraph.

Go back to the Long Winding Corridor and grab the wooden mount off of the
table.  Now go to the farthest room in the hallway at the top of the East
Stairs.  There is a fireplace in this room.  Place the wooden mount above the
fireplace, then use the lighter on the fireplace.  A map will be burned into
the mount.

Now, go back to the Dining Room 2F.  Go through the Main Hall and through the
double doors on the second floor.  In the Dining Room 2F, go through the only
door you haven't gone through.  You'll need to use the Sword Key.  Watch out
for the zombie this time, because he might be on your side of the room.  Kill
him if you need to, or you can circle all the way around the room to avoid him.
If you do kill him, he'll come back later as a crimson head, and he'll become a
huge pain.  The next room is the West Stairs.  Run around the banister to get
to the stairs.  Be careful, there's a zombie near the top.  There's another at
the bottom.  Don't let yourself get trapped between them.  Ignore the one at
the top, kill the one at the bottom, and go through the door at the bottom.
This is the Medical Room, and it's another save room.  Take the kerosene out of
the item box.  Go out to the stairs.  Burn the body next to the door, and the
one you just killed a minute ago.  Go down to the end of the hall and use the
old key on one of the doors.  The other one needs the Armor Key, which we will
get soon.  In the small room you just opened, take the grenade off of the
shelf, take the broken shotgun out of the cabinet, fill the canteen with
kerosene from the silver container, and take the ink ribbon from the table with
the drawer.  Go back to the Medical Room.  Make sure you have the handgun,
ammo, the Sword Key, and the broken shotgun, and head all the way back to the
East Stairs, where the save room is.

In the East Stairs Room, go through the door at the bottom of the stairs that
you haven't gone through yet.  The doorknob will only work twice, and then
break, so don't go through it any more than is necessary.  Once in the next
hallway, immediately go through the double door that you see to Chris' left,
and you'll be in another hallway.  Go through the door that is six feet right
in front of you.  It puts you in a small square room with one other door.  Go
through it.  It leads to a small room with a table and two couches.  In here,
take the dagger and the ink ribbon on the table and the shotgun off of the
wall.  That's right!  You now have a 12-gauge shotgun!  Awesome!  Now , make
sure you put the broken shotgun on the rack where the shotgun was, or else, in
the small square room, you could get killed by a giant slab of rock.  Go back
out to the last hallway.  Go down the hallway until you see a door, and go
through to find the bathroom.  Drain the tub to see a cutscene.

*Cutscene*
A zombie gets out of the tub and falls down.

Kill the zombie before it can bite you.  Go take the old key out of the tub.
Get back out to the hallway.  There are two more doors.  One looks strange.  It
leads to a patio outside.  Ignore it and go through the other door here to find
ANOTHER hallway.  This next hallway is clear at first, but dogs will eventually
jump through the windows and attack.  Push two of the small tables in the
hallway to the side to uncover a handgun clip and a dagger.  Open the door at
the end with the Sword Key and go through to arrive in the Statue Room.  Go out
the door to get back to the Main Hall.  I assume you remember where the Medical
Room is, so go there.  If the zombie in the Dining Room 2F is still there, you
can go ahead and put him down.  In the Medical Room, make sure you're shotgun
is loaded (after all, I told you to pick up the shotgun rounds in the cemetary,
so you should have plenty).  Don't take any extra rounds, though.  Take the
shotgun, the handgun and its ammo, the dog whistle, the Sword Key and the old
key.  Go back out to the West Stairs and go through the door nearest to the
Dining Room.  It looks like the one leading to the Patio that I told you about
earlier.  Open it with the old key and go through to find a balcony.

On the balcony, there are some herbs that you can use, but that you can't take.
Use them if you need them.  Keep going until you reach a larger, more open part
of the balcony and use the dog whistle.  That whistle will call some zombie
dogs, of course.  What did you think it was gonna do?  Kill the two dogs with
your shotgun, then take the collar that one of them drops.  Examine it to open
it and find a coin.  Check the back of the coin to change it into the shape of
a key.  It is the imitation of the Armor Key, and it is going to help us get
the real thing.  There is another door on the balcony, so head for it and go
through it, discarding the whistle (if you were hurt, I suggest you use the
herbs growing on the balcony).  The door will take you to the second floor of
the Main Hall.  Head for the Dining Room 2F, and go through the door that leads
to the Mirror Hallway, not the West Stairs.

In the Mirror Hallway, ignore or kill any zombies that may still be here, and
make your way to the other end, where you entered the hallway the last time you
came here.  You should see the same corpse that was here the last time.  Run
past it (it will get up, but don't worry about it) and go through the door.  In
the next room, you should see some statues, and some stairs.  Run up the stairs
and find the pedestal in the middle of the hallway.  The Armor Key is on that
pedestal, so pick it up.  Now you'll see a short cutscene.

*Cutscene*
The walls close in and your escape routes are blocked.  A spinning bladed
statue comes at you.  Uh oh...

Put down the imitation key on the pedestal to stop the trap and set the walls
back in place.  I assume you know how to get back out to the Main Hall so do
it.  From there, make your way to the Main Hall.  Go up to the door nearest to
the Long Winding Corridor's door, which you haven't been through yet, and use
your new armor key on it.  This next place is Forrest's Balcony.  I call it
that because it's the balcony where Forrest's corpse is.  There is a handgun
clip on the fountain out here, and there is a dagger on the bench.  There are
two green herbs on the walkway past the body, but I advise against going to get
them.  After all, Forrest wouldn't be the first dead guy to get back up around
here.  Of course, if you're playing on the One Dangerous Zombie Mode, his body
will be walking around somewhere instead of sitting there.  Check his body (if
it's there) to get a small, sad cutscene with Chris and the corpse.  Leave with
your findings and go back to the East Stairs Save Room.  When you get there,
you'll find a surprise waiting for you.  Look at all this stuff that Wesker
left you!  Put your shotgun in the item box, along with the shotgun rounds and
first aid sprays that are on the floor.

Save if you want to, take only your handgun, ammo, sword key, and armor key,
and leave the room.  Go up the stairs and into the Long Winding Corridor, and
open the  double doors with your armor key. Go in to find a bunch of suits of
armor, and a puzzle.

Now, the trick to this puzzle is that you have to push all of the suits of
armor back to the wall, then hit the switch on the table in the middle of the
room.  If you don't do this in the right order, some of them will pop back out.
Just push back the upper right one, the lower left one, then the lower right
one.  Make sure you push them all the way back.  That should do it.  Go push
the button on the table in the middle of the room.  Grab the box from the
opening that appears in the wall.  Examine the box.  To open it press the
button on the front and the one on the back.  Inside, you will find a death
mask.  Go back to the Save Room and drop the mask in the box.  Go back out into
the Corridor and open the door closest to the main hall with your armor key.  I
call the next room Richard's Hallway because it's the hallway where you find
Richard. Go forward to see a cutscene.

*Cutscene*
Rebecca and Richard are holding out in this hallway.  Richard's been bitten by
a poisonous snake, and he and Rebecca left the serum in the Medical Room.

You've got to go and the get the serum in the Medical Room for them, or Richard
will die.  There is a time limit, so hurry.  On your way down the West Stairs,
a zombie will burst through the balcony door at you, so watch out.  You'll
probably need to kill it on your way back to Richard.  If you make it back in
time, you'll see another cutscene.  If you don't, restart from your last save
or you will never get the assault shotgun.

*Cutscene*
Rebecca gives Richard the injection, but he's too weak to move.  Before he
passes out, he gives you his radio.  You will be receiving calls on it off and
on throughout the rest of the game.  Chris and Rebecca decide to move him to
another room.  They pick the Medical Room, and that's where you'll get control
of Chris again.

There are a few different ways to get to the Dining Room on the first floor
from here.  Pick your favorite.  Once there, go into the hallway next to the
fireplace where you found you first zombie.  Turn to the right.  There should
be a zombie there.  Blow it away from a distance, then run all the way down
the hall, past the two doors, and down the steps.  Use your sword key to unlock
the door, but you don't have to go through.  If you do go through to the
Kitchen, you can get an unnecessary old key, but you'll have to fight a couple
of zombies.  You will also add a crimson head to the room for when you come
later.  I usually ignore the Kitchen for now, but the choice is entirely up to
you.  You can now discard the sword key, so do that.  Go back up the stairs,
and go to the first door you see.  Use the armor key to go through to find the
Piano Room.  In here, there is a piano, as you might expect.  There is a small
area behind the piano.  Move the shelf out of the way to uncover a musical
score.  That's only half of it, so we'll have to find the rest.

To find the other half of the music, we have to go through the Main Hall and up
to Richard's Hallway.  There is now a zombie waiting for you there.  Shoot it
before it can get close to you, and then go through the door at the end of the
hall.

Note: If you want to avoid these zombies as crimson heads, do the next few
parts of this guide quickly, so they don't have time to change.

In the next hallway, there is another zombie around the corner.  Take him out,
then head for the door down the hall, not the one at the top of the stairs.
Before you go into the room, though, find the grenade hidden in one of the
corners.  This next room is dark.  Go over to the other side of the table in
the middle, and use Chris' lighter to light the candle on the table.  There,
now that helps.  Check the cupboard for a box of shotgun shells.  Now, do you
see the big wardrobe by the wall?  Get on the left side of that and push it to
the right.  There is a little hidden room with a zombie inside.  Draw him out
of there and kill him (or avoid him if you think you can) and then go back to
the small space to find the other part of that musical score.  Now that you
have both parts, combine them.  Now head all the way back to the piano room.
On the item screen, choose to use the musical score when standing next to the
piano to start playing.

*Cutscene*
Chris isn't a very good pianist.  His mediocre playing cues Rebecca to walk in,
and she somehow recognizes the tune as Beethoven's Moonlight Sonata.  She takes
a crack at it, but screws up the end.  She asks Chris to let her practice a
little.  Choose to let her practice.  Leave the room for now.  We'll go back
and check on her in a little while.

If you chose to get the old key from the kitchen, you don't have to do this
next part.  You can if you want to, and it's a great way to kill the time while
Rebecca is practicing the piano.

Make your way to the West Stairs.  Go down the stairs and go down the hall to
the door at the end. Open it with the armor key.  Grab the grenade on the table
in front of you and turn right.  Walk down this section of the hall.  There
will be a door to the right, a door straight ahead, and a doorway to the left.
Go down the little offshoot to the left and grab the dagger on the table. Run
back out and take the door that was on your right.  It opens into a bedroom.
There's a handgun clip on the bed, and a journal on the desk.  Grab 'em.  Uh
oh.  Did you hear something?  There's something in the closet!  Well, go over
and open it.

*Cutscene*
A zombie comes out at you, just as another one busts through the door.  OH.
CRAP.

Kill them both, quickly!  Maybe if you're lucky, you'll get a headshot like I
did.  After that's over with, take the old key from the closet.  See, there WAS
a point to all of this.  Go back out to the hall.  Go down to that door
straight ahead and unlock it.  Go through, because it'll take you right back to
the hallway that leads to the piano room.  It is entirely possible that the
zombie from earlier will now be a crimson head.  Try to avoid him for now.

Go to the Dining Room, whether you did the last paragraph or not.  In the
Dining Room, go up to the fireplace and grab the emblem off of the mantle.  Go
back to the hallway and get past the crimson somehow to reach the piano room
again.

*Cutscene*
Chris walks in.  Rebecca tells him that she's got the song down now.  She plays
it flawlessly, and that causes a passage to open.

Go into the little passage and get the file on the ground.  Then take the gold
emblem off of the statue.  This causes a wall to slide down and block you into
the room.  Put the regular emblem where you found the gold one to open the
door.  Now that you have the gold one, take it to the Dining Room and put it
where you found the wooden one.  A little door in the grandfather clock in this
room opens.

Go over to the clock.  There is a puzzle in it.  Just turn the large hand right
twice to solve it.  The clock will move sideways, revealing a little key.  Take
it. It's the shield key, and all of the work you put into getting it will only
open one door for you.  Yippee.

You now have access to all three of the other death masks.  I will take you
through them in my favorite order.  Go all the way back to Richard's Hallway.
Go through to the second hallway, dodging the crimson if it's there, and go up
the steps to that door, dodging another crimson if it's there.  Open the door
with the shield key, and then you can discard it.  Once you go through, take
the shotgun shells off of the shelf next to the door.  Then try to run over to
the other side of the room.  You will see...

*Cutscene*
..a giant snake!  His name is Yawn.  He's pretty mean-looking.

Try to weave around him and get to the death mask at the end of the room.  Once
you've gotten it, book it out of there before the thing can bite you.  If you
do get bitten, when you leave the room, the following will happen (ignore this
if you didn't take a bite).

If you got bitten...

*Cutscene*
Chris stumbles out of the room, delirious from the venom.  Rebecca shows up and
realizes that she will need to find the serum or Chris will die.

You're now in control of Rebecca.  She has a gun, a little ammo, and a first
aid spray.  Go down to the Medical Room and bring back some serum just like you
did for Richard.  Once that's over with...

*Cutscene*
Rebecca gives Chris a shot of the serum, and tells him to be careful.  He gets
up.

Well, time to go.  Go back out to the Long Winding Corridor.  Go to the East
Stairs Save Room.  Drop off everything but your handgun, armor key, small key,
and your ammo.  Head back to the Main Hall.

Go across the Main Hall to the Statue Room (downstairs, across from the Dining
Room).  Go through the door to the Cerberus' Hallway.  Run down the hall,
dodging the dogs if you need to, and go through the door at the end.  Once in
the next hallway, go through the weird looking door right next to you that I
told you earlier led to the Patio.  Go through it with the old key.  Out on
the Patio, grab the chemical and the herbs, if you want them, and go back
inside. If you do take any herbs, you'll have to drop them off in an item box
somewhere.  Don't take too long, or a zombie dog might come after you.  Next,
go all the way back to the West Stairs.  Go down those stairs, and go through
the door you opened earlier with the armor key (if you have anything besides
the handgun, ammo, and the chemical, dump it in the item box).  Go straight
down this hall.  Take note of the windows to the side of this hall.  Take a
turn and go through the door here.  You'll be in the Plant Room.  The death
mask is on the other side of this room, but that stupid plant will attack if
you try to pass it.  So, let's use the plant killing chemicals that we picked
up to kill it.  Dump the chemical in the pump next to the door and choose to
use the pump.  When it gives you the choice of green or red, choose red to kill
the plant.  Now you can take the death mask on the wall, as well as all of the
green herbs on the stand.  Now you need to head ALL the way back to the East
Stairs Save Room.  When you finally get there, dump your herbs in the box.

Take only your handgun and armor key with you.  Head out to and up the stairs.
Open the door at the top with your key and go through.  In this next room,
there are a green herb and a red herb.  Take and mix them, then go through the
door to the right.  In here, you'll find a medical kit and an old key.  There
is also another green herb hidden behind the bed. Go back out to the last room
and choose the other door.  Use the old key to go through the door.  There are
three plaques hanging in here.  Go to the one by the fish tank to get the lure,
and grab the file too.  The one by the door has the bee specimen.  The one on
the other side of the fish tank has the lure of a bee.  Once you have them,
combine the lure with the lure of a bee.  Put it on the plaque next to the
door.  Put the bee specimen where you found the lure of a bee.  You'll be asked
to press a button.  Press it, grab the Wind Crest from the hole that opens, and
run away from the bee to the previous room.  Go to the Save Room.

Trade in your handgun and handgun ammo for your shotgun.  Also, take the three
death masks and the armor key with you.  Take your only remaining old key with
you if you got all of them earlier.  If you do take the old key, don't take any
ammo.  Go through the other door at the bottom of the steps, the one that I
told you would fall apart after you used it two times.  The doorknob will be
busted until Wesker fixes it later.  Instead of going through the double doors
like last time, go the other way and go through the first door you see.  Open
it with the armor key, then discard it.  Go through.  This is the Stained Glass
Room.  There are crows perched on the walls, but if you leave them alone and
solve the puzzle correctly, they won't attack.  Now, each pane of glass has a
switch on either side of it.  You have to turn the first one orange, the second
one purple, and the last one green.  I will refer to the switches in the order
you come across them.  Push the first one, leave two and three, and round the
corner.  Push the fourth one and the fifth one, but leave six.  The panes
should be orange, purple and green.  Now hit the hidden switch in the painting
at the end of the room.  The wall lifts up, exposing a hidden area.  Grab the
death mask off of the floor.  You are now in the graveyard again, and you need
to go back under the grave you opened earlier, but you need an old key to get
through the gate.  If you have the old key, go through.  If not, get to the
graveyard through the Main Hall again.  It won't take too long.

There are a few ways to get back to the Main Hall and the cemetary.  The door
with the broken handle can still be opened from the other side, and you can
go via the double doors in the hallway outside of the Stained Glass Room
(though if you go that way, be ready for zombies to come through some of the
windows in the next room).  However you choose to get to the cemetary, just get
there.  Now go down the stairs that you opened under the big tombstone at the
beginning of the game, that lead to the Machine Room.  When you get there, look
around for some busts on the wall.  Figure out which masks go on which busts,
and set them down there.  When they go on, you will see chains coming loose on
the coffin on the ceiling.  When they are all in place...

*Cutscene*
The coffin falls from the ceiling.  Go and look in it and the gate will shut.
Chris runs over to it and a very angry Crimson Head climbs out of the coffin.

This is a boss fight, but it's not very difficult.  Start pumping shotgun
shells into his zombie carcass.  If he gets close to you, run to the other end
of the room, spin around and shoot him some more.  There are shotgun shells
next to the coffin in case you run out.  Another strategy is to use a defensive
grenade when he grabs you, then you can kill him in one shot.  He will fall
down eventually, but he's not really finished until the music stops playing.
Push the button in the coffin to make the gate rise back up, grab the stone and
metal object out of the coffin, and the shells if you didn't get them during
the fight.

Now you're going to leave the mansion to explore a new area: the Courtyard and
the Residence.

-------------------------------------------------------------------------------
Part II-The Courtyard and the Residence
-------------------------------------------------------------------------------

Before you go out into the courtyard, you will need to have the stone and metal
object from the coffin, and the wind crest.  Grab it from an item box.  Take
your handgun and ammo too, and nothing else.You don't need the wind crest to
win the game, you just need it to get the .357 Magnum in the graveyard.
Believe me, you want this gun.  The way to the courtyard is in the hallway that
led to the Stained Glass Room.  It is the gate around the corner.  If you
haven't taken out the zombie there yet, it will still be there waiting for you.
Go through the gate.

On the other side of the gate, you will find a small patio.  Run down the path
as fast as you can to avoid the cerberus that will jump out at you.  When you
get to the door, look for a pedestal.  Put your new stone and metal object on
the pedestal to open the door in front of you.  Go through.  The place that
this door leads to is a shed, which is between the mansion, the lower
courtyard, and the upper courtyard.  In here, look around for the shotgun
shells, the grenade, and the first aid spray that are here.  Then, take the
stairs down to the lower door.  It will lead outside again, to the lower part
of the courtyard.  Walk down the path until you see a red weathervane.  Check
it out and stop it when it gets to west.  You will see a short cutscene of a
statue spinning around.  Continue down the path to see a cutscene.

*Cutscene*
Wesker calls you on the radio, but there is too much static to really tell what
he is saying.  All you will be able to make out is "...monster in chains..."
and "...stay away from the woods outside of the mansion...".

So of course, the woods outside of the mansion is exactly where we are going.
Keep going down the path until you spot a blue one, and stop it on north.  You
will see a second statue spin around and you should hear the click of the next
gate unlocking.  Go through the gate.

The gate leads to another graveyard.  Run down the path, and take a right where
it forks.  You should see two large gravestones at the dead end.  Place your
wind crest on the one on the right side, and it will spit up three more crests.
Take them out.  Around this time, the crows in the graveyard will probably
start to attack.  They won't cause much damage, and it's a waste of ammo to
shoot them, so just try to do this quickly.  Check the back of all three crests
to make indentations pop out of them.  Then, put them on the gravestone to the
left.  This will make Chris' best weapon in the game, a .357 Magnum Revolver,
appear.  Take it and rejoice, but don't use it until I tell you to.

Now, get out of there and head for the gate opposite the one you entered this
place with.  When you go through the gate, Chris pauses just long enough to
hear a blood-curdling wail and the rattle of chains.  Didn't Wesker say on the
radio that there was some kind of monster with chains in the grounds outside
the mansion?  That monster's name is Lisa, and you will meet her in a few
minutes.  You will learn to hate her.

There is one long dirt path leading up the hill in front of you.  At the top is
a small log cabin.  Grab the herbs outside, if you can, and go inside.  Work
your way around to the back of the Cabin (picking up the map of the courtyard
by the steps), look for an item box.  Dump all of your stuff in here except for
your handgun and ammo.  Take your shotgun and load it up, but don't take any
extra ammo.  Then, walk just past the box to find a crank on the floor.  Take
it.

On the table you passed next to the item box, there is a typewriter and a file.
I suggest you use one of your ink ribbons to save right now.  On your way to
the typewriter, you will hear the door to the Cabin open.  Oh, craaaaaaap.
Lisa is here.  Put your ink ribbon in the box, then step out of the room to
meet her.

*Cutscene*
Chris gets whacked over the head with something heavy.  He's out cold.  When he
comes to, the hideous monstrosity that is Lisa introduces itself to him.  I
don't know why she waits until you wake up to try and kill you, but be thankful
for it.

She comes at you slowly, but there's not much room to dodge her in this place.
She is right in your way of getting out of the Cabin.  Don't try to shoot her,
because she's invincible for now.  Just try to run past her.  You may take a
hit, but don't stop to worry about it: a couple more hits and you're dead.  If
you were hurt and there is still a green herb left outside the Cabin's door,
use it.  I don't think Lisa ever follows you out of the Cabin, but I always go
full speed anyway.  I hate her.  There is a zombie on the hill, so watch out
for him on the way down.  Go all the way back through the cemetary and up the
slope, past the weathervanes to the Shed.  Once in the Shed, take the other
door that you haven't been through yet.

On the other side, get your shotgun out and walk forward to see a cutscene.

*Cutscene*
Brad, your chopper pilot, calls you on the radio.  Remember him?  He's the one
that left you in the forest at the beginning of the game with those dogs.
Chris can hear him, but the radio won't let him respond.

There are a few dogs here, which is why I told you to bring the shotgun.  Blast
'em all.  If you run out of rounds in the shotgun, which you shouldn't, the
handgun will pick off whoever is left.  Ignore the offshoot to the left, and go
for the gates straight ahead and up the steps.

The next area is a pool.  It would seem that Chris would be able to just swim
across, but I guess he doesn't want to get wet.  That's why you went to the
Cabin to get the crank.  Take the only path available to you, around the pool
to the right.  You should see some kind of metal thing sticking out of the
ground.  Stick the crank in that thing to drain the pool.  Now, head down the
ladder that appears, walk across the drained pool, and go up the ladder on the
other side.  Take the walkway all the way to the elevator at the end.  Now take
it down below the pool.

There are some crows down here, but you can avoid them.  You are on the right
hand side of the waterfall in the middle of this area.  Be sure to note the
waterfall: it will become important later.  Run to the left side immediately
and go through the gate.  On the other side, take the red herb right in front
of you, and go the only direction you can go.  Don't worry about the snakes
that appear, you can outrun them.  There is a door at the end of this place, so
go on through.

You are now in the Residence.  There are three blue herbs right in front of
you.  There is a save room right around the corner too, so you can take these
herbs and dump them in the item box if you want to.  The first door on your
right in the hallway takes you to the save room.  There is a first aid spray,
an ink ribbon, a grenade, and another silver container of kerosene in this save
room.  You haven't really done much since I told you to save in the Cabin, but
I like to save my game when I get here anyway.  Take your handgun and nothing
else.  Go out to the hall.  Go through the door at the end of the hall.  It
leads to the Billiard Room.  There are giant spiders in here, but instead of
shooting them, just try to avoid them.  Take the herb just to Chris' left when
you enter.  Find the stairs that lead down to the bar-like like area of the
room, and grab the Red Book, shotgun shells, and first aid box down there.  You
don't need to go up the stairs to the pool table.  There is a clue to a puzzle
there, but you don't need it.  On your way out, grab the other herb on the
other side of the door.  Go back to the Save Room.  Drop off the Red Book,
shells, herbs, and first aid box.

Take some ammo with you.  Go out to the hall.  Now do you see that offshoot in
the hallway, and the crate next to it?  Push that crate over there, and use it
to cover the hole in the floor (there are two of them: cover the one on the
left).  Now climb over the crate to the door on the other side.  If you don't
cover the hole in the floor, you will be attacked by Plant 42's tentacles.
Plant 42 is a boss that you will have to fight later.  Go through the door.

There are two doors in the next hallway.  The first leads to the Gallery, and
it's locked.  Go past the second one, marked 002, and pick up the map on the
wall.  DO NOT look through the hole in the wall after you take the map.  Go
through door 002.  Once inside, go through the door on Chris' left to a
bathroom.  Run over to the shelf, take the key, and leave.  Try to do this
quickly.  In Room 002, plug the zombie until it drops.  Hopefully, you'll get a
head shot because you will have to come back here a few times and you don't
want to have to deal with this zombie again as a crimson.  If you really want
to avoid that, then do the next part quickly.

Go back to the hallway with the Save Room and the Billiards Room.  When you get
to the holes in the floor, push the crate forward so that it's lined up with
the other hole (on the right), then climb past it. There is still one more door
here, and it goes to Room 001.  If you check the key you just got, you'll
realize that it says "001" on it.  That being the case, it opens the door
marked 001.  Cool, huh?  Go on in and discard the key.  Inside, there is a dead
guy hanging by a rope.  Don't worry, he'll stay dead.  He left his suicide
note, along with two handgun clips and the small self-defense gun in this room
before he died, so take them all.  The self-defense gun only has one round, and
you can't find more ammo for it, but it's still a cool little gun.  Use it
whenever you feel like it.  There is a bathroom to this room, just like in 002,
so go in it.  There is a zombie on the floor, but it looks dead.  Drain the tub
full of dirty, ****** water, and take the Control Room Key out of it.  When you
leave, the zombie will get up, but you can get out before he can get to you.

Go to the Save Room.  Unload the self-defense gun into the item box.  Now, it's
up to you whether or not you want to take the canteen to deal with that zombie
or not.  If you do, you'll have to bring it back, due to a shortage of
inventory space.  If you don't, and you didn't blow its head or leg off
earlier, it will be a crimson later.  It's up to you.  Go back to 002 (pushing
the crate back to the first spot I told you about).  Take the file about Plant
42 off the table in Room 002, and go over to the dressers in the back.  Push
the one on the left back, and push the one on the right to the right to
uncover a ladder going down.  It leads to the Aqua Ring, a big tank of water
with sharks, and a research station nearby.  Go on down.

There is only one way to go down here, so move.  Once you pass a locked door,
there are three crates on the crates on the floor in front of you.  Push them
forward into the  water in front of you in a straight line, so that you form a
bridge across the water.  Just like at the Pool earlier, Chris isn't willing to
swim across to get to where he needs to go.  Keep going and you'll see an herb
and a door.  You might need the herb in a minute, and you might not, but you
really don't have enough space for all of the stuff you have to carry so leave
it.

On the other side of the door is the Aqua Ring, and one of the researchers blew
a hole in the tank, flooding the walkway.  This means that the SHARKS are at
the same level as you are. Sounds like fun, doesn't it?  As soon as you're
through the door, you will see a cutscene.

*Cutscene* (If you saved Richard earlier)
Richard is here! How did he get here though?  We never find out.  We then see a
BIG shark swimming under the both of them, and when it goes for Chris, Richard
jumps out and...OUCH.  Oh, that's not pretty.  Well, Richard is dead now.

RUN!!  Run all the way down the walkway as fast as you can, and use the Control
Room key on the door at the end.  Discard it.  If you were bitten, that sucks.
Get over it.  Go down the ladder to the Control Room.  Cool, isn't it?  We have
to find a way to drain this Aqua Ring.  Here's map to help you out.
_________________________________________
|M                   3                    |    M=where the map was
| D                                       |    D=where the desk is
|                                       1 |    1=lever #1
|                    L                    |    2=switch #2
|                                         |    3=lever #3
|                               2         |    4=area #4
|______________          _________________|    _ and |=walls
                                 |            L=where the ladder is
                                4|
__________________________________|

Take the map behind the desk, then go and try to pull lever #1.

*Cutscene*
OH.  CRAP.  The big shark rams the glass of the Control Room, and causes a
pressure leak in the room.  An alarm goes off, and a reading tells you that you
are at Critical 10%.  When that reads 100%, you are totally screwed.

Quickly, hit switch 2 release the lock, then go pull lever 3.  This should
release the safety, but it doesn't.  First, you have to go to area 4.  There
are three little buttons in area 4.  Hit them until something happens.  Go hit
switch 2 and pull lever three again to close all of the shutters.  The alarm is
still going off, but the pressure warning is gone and you are safe.  Pull lever
1 again to drain the water and shut off that stupid alarm.  There is a first
aid box on the ground, but you'd better leave it.  Go through the door across
from area 4.

This place is soaked, which is to be expected.  There is a big pile of stuff in
one corner, with some shotgun shells nestled in.  Take them.  I know that wet
rounds really aren't supposed to fire well, or at all, but this is a video
game.  Ignore the gate and go through the double doors.  This next room is
actually the bottom of the Aqua Ring.  Neat.  Go a little further and you'll
see a shark laying on the ground.  When it starts thrashing, put it out of its
misery with a single 9mm round.  You might notice that, sitting, right next to
the shark, there is an assault shotgun.  Awesome!  Richard must have dropped it
when he got mauled by that shark earlier.  That is, if you saved him at the
beginning of the game.  See, that's why you need to save him at the beginning
of the game: it's the only way to get his gun.  Take the gun and keep walking.
Holy ****!  There's the giant shark that ate Richard!  Its name it Neptune, and
it looks dead.  But come on, how often do dead things stay dead in this game?

Climb up on the little platform next to the big fish, and try to take the key
on it.

*Cutscene*
Man, that thing isn't dead yet!  Yeah, like you didn't know.  It knocks the key
you need in the water.

There are two ways to kill it.  You can shoot it until it dies, which is the
stupid way.  You can also push that little machine on the platform into the
water, then turn on the console next to it.  This is the smart way, because it
fries the shark without wasting ammo.  Don't mind the twitching, it's really
dead this time.  Grab the Gallery key out of the water and leave this room.
Back in the last room, go through the gate I told you to ignore last time.  On
the other side, walk down the hall, picking up the six .357 Magnum rounds on
the way.  Go up the ladder at the end and unlock the door.  Go through, and
you'll find that it was the first door in the Aqua Ring that you passed, right
next to the entrance.  Go back up the ladder to Room 002.

Now, if you chose to deal with the zombie before it became a crimson, you have
nothing to worry about.  If not, you have a situation on your hands.  Sorry.
Go out to the hallway, and make your way to the Save Room.  Remember to move
the crate back again to avoid the monster plant.  Rearrange your inventory so
that you have the assault shotgun, all your shotgun ammo, the Gallery key, and
the Red Book.  If you have any rounds left in your old shotgun, go ahead and
take it so you can use them up.  After that, though, never reload it.  Go back
to the other hallway, pushing the crate back again, and use the Gallery key on
the locked door.  Discard it and go through.

The Gallery is strange looking, and you may notice bees flying around.  Run
down to the end of the room, take a left, and find the corpse on the floor.  It
is holding some insecticide spray.  Hey, that's just what you need to take care
of those bees.  Take it and thank the corpse for letting you use it.  Head back
out to the last hallway and use the insecticide on the hole in the wall where I
told you to grab the map of the Residence.

*Cutscene*
There, all the bees are dead.

Go back to the Gallery and take the handgun ammo off the table.  Go back past
the corpse and take the key from where the bees used to be.  Ignore the red
herb.  Take the key and use it on the door in this room marked 003.  Go in.
Pass the bathroom and take the white book off of the shelf in the back of the
room.  It tells you some useless information.  Replace it with the Red Book.
Now, rearrange the books so that they make a picture of a naked lady in their
bindings.  I'm sure you can handle it without any instruction from me.  This
reveals a door.  Don't go through yet.  Now go to the bathroom.  The one in
Room 003, not your actual bathroom.  Drain the water in the tub (again) to find
a dagger.  Don't worry, no surprises in here.  Just a bathroom.  Back to Room
003.  There is a typewriter and an ink ribbon here, if you want to use them.  I
recomend you do.  You are about to fight Plant 42.  Just make sure you have one
more space left open in your inventory.  Go through the door now.

*Cutscene*
There's Plant 42.  Big, isn't it?  It grabs Chris, but lets him go.  He stares
incredulously up at it.

Run up the steps.  You have a better shot at the plant from up there.  Watch
out for tentacles swinging around, and stay away from the ones spewing acid.
Wait for the plant to raise its shell off of its inner body before you shoot,
or your shots won't count for anything.  Use shots left in your old shotgun, if
you have any, then switch to the assault shotgun.  Pelt the inner body over and
over again, and keep moving to avoid being hit.  Eventually, you'll kill the
stupid thing.

-------------------------------------------------------------------------------
IN THE EVENT THAT IT CAPTURES YOU
This has never happened to me before, even though I've tried to make it happen.
I hear that the plant can capture Chris and not let him go.  In this case,
Rebecca will come in and see Chris, and that's when you'll take control of her.
Your only option is to mix V-JOLT to kill Plant 42 like in Jill's mode.

Run out to the Gallery and enter the Chemical Room, the only door in here I
haven't had you go through.  Since I can't ever get the plant to capture me, I
don't know if you need a combination to get through the door.  If you do, try
653.  If this doesn't work for you, or you want to figure it out yourself or
something, go all the way back to the first hallway and go into the
Billiards/Bar Room.  Watch out for spiders.  The pool balls on the pool table
in the upstairs of the room all have colors that correspond to the colors on
the keypad.  Write down the number and color of each ball, and then use that
information on the keypad in the Gallery.  Pick up three of the empty bottles
inside the Chemical Room.  Follow these instructions to make V-JOLT, which are
also on the bookshelves:

First take some UMB 3 (the red stuff on the table), and some water from the
tap.  Mix them to get UMB 4.  Take some Yellow 6 (the yellow stuff on the
shelf), and mix it in to get UMB 10.  Take some more Yellow 6 and some water
and mix them together to get UMB 7.  Mix the UMB 10 with the UMB 7 to get UMB
17.  Add some UMB 3 to get the V-Jolt.  Congratulations.  Now you need to go
back to the Aqua Ring.  On the walkway in the Aqua Ring where you were attacked
by the sharks as Chris, there is another door available to you, closer to the
center of the room.  Shoot the shark once to get it to shut up, then go through
the door.  Walk up to the tentacles in the next room and pour the V-JOLT on
them to kill Plant 42.  I don't know if you need to actually walk back to the
plant's room or if it happens automatically, but either way, get back there and
be Chris again.
-------------------------------------------------------------------------------

*Cutscene*(back to if you didn't get captured)
You get to see it shrivel up and die.  Cool.

Run back down the steps and grab the Helmet Key from the fireplace.  This is
the only reason that you came to the Residence in the first place: to get this
one key that only opens a couple of doors in the Mansion.  Head out of this
room through the double doors to find...

*Cutscene*
..Rebecca!  Though, I guess if you were captured by the plant, you already saw
her. Chris tells her Richard is dead, and there's a very sad moment.  She tells
Chris that she found a pharmaceutical room (the same one where Rebecca and Jill
mix the V-JOLT).

If you're hurt, head over to the pharmaceutical room, the only door in the
Gallery I haven't had you go through yet, and have Rebecca heal you.  If she
does,...

*Cutscene*
..she starts crying about Richard.

Let's leave the Residence now.  It is time for...

-------------------------------------------------------------------------------
Part III: Return to the Mansion
-------------------------------------------------------------------------------

On your way through the next hallway,  you'll see another cutscene.

*Cutscene*
Hey, it's Wesker!  And he's shooting bees.  Man, has he got it tough.  He says
he got separated from Jill and asks you to go check out the Mansion one more
time.

Leave the way you came in, and don't worry about moving the crate: you already
killed the plant.  On your way out, go to the Save Room and rearrange your
inventory so that you just have the assault shotgun, some ammo, and the helmet
key.  On the dirt/stone path outside the Residence, you will get a call from
Brad.

*Cutscene*
Brad calls Chris on the radio again and asks for a sign from anyone still
alive, but Chris still can't respond.  Crap.

I assume you can find your way back to the Mansion without my help.  Watch out
for the dogs and the little snakes.  Once inside the shed, you'll find that
Wesker left you a note saying that he fixed the doorknob in the Mansion that
was broken.  Under his note are shotgun shells, two first aid sprays, and a
defensive grenade.  Wow, what a great guy.

Inside the Mansion, you'll see a brief cutscene.

*Cutscene*
From the perspective of what you'll later find to be a hunter, you will see it
moving along the path you just took to get back to the Mansion.

Keep going through the door that used to be broken, that Wesker fixed.  Hurry,
or the hunter will catch up to you.  Don't worry, nothing can ever follow you
through a door during regular gameplay.  However, there is a hunter already in
the East Stairs.  Kill it and go in the Save Room.  Switch the Shotgun and its
ammo out for the handgun and its ammo.

Now, the thing about the return to the Mansion is that it is really just a
roundup of items that you are going to need to access other areas outside of
it.  Here is a short shopping list of the things you need to get.
MO Disk
Wolf Medal
Eagle Medal
Battery
Metal Object

And, of course, it will take the help of several other items and a lot of
running around to find them all.  Let's get started.

First thing we're gonna get is the Eagle Medal.  Go up the East Stairs and take
a left turn.  Go all the way to the end of the hall, through the door at the
end to the Fireplace Room.  This is where you got the map of the second floor,
if you chose to earlier.  Unlock the door in the Fireplace Room with your new
helmet key and go through.

There is a statue and a puzzle in here.  It's a statue of...well, you can
probably tell.  Get on the side that it is pointing at and start pushing it
into the open space beyond the doorway.  Don't worry when the walls start
closing in: if you stay behind the statue, you'll be fine.  Push the statue as
far as you can, then, run back out and go through the other doorway that opened
up when the walls moved.  Run back behind the wall and find a switch at the end
of the room.  Hit it and quickly run back through the doorway before you get
squashed, and keep running down to the place you left the statue at.  Push it
to the left, quickly, onto the little plate on the ground.  The statue will
slide back into the wall on its own, and the walls will stop moving.  A gate
will open.  All right!  On the other side, grab the grenade off of the table.
Then, drop down the little hole in the ground.  Pick up the Last Book, Vol. 1
off the ground.  Examine the book from the side to open it and find the Eagle
Medal.  All right, great, now that's done with.  Now, about climbing out of
this hole...you can't.  Go check out the tombstone in front of you.  George
Trevor, the architect hired to construct this Mansion by Lord Spencer, has left
his diary on the tombstone.  Read it to learn more about what happened to him
and his family when he was hired.  Check the tombstone to find that it has his
name on it.  You will find a switch on it.  Hit it, and the stone will slide
back, revealing a ladder.  That's your way out: through the basement.
Oooooooohhhhhh.

Go down to find the sewer-like area that is the basement.It's like any normal
basement, but with zombies and giant spiders.  Fortunately, it's not very
large.  Run past the spider in front of you, and take a right at the fork.
Take the map, then go the other way.  Dodge another spider and go through the
door at the end.  In the next hallway, go to the turn, and just go far enough
to switch the camera angle and show you the zombies.  Ignore the herbs
unless you need the blue one from the spiders' poison: you need the space.
Wait for the zombies to show themselves, shooting them from a distance as they
appear.  Make sure they're dead and go straight through a doorway.  Find the
console that controls power to the elevator and turn it on.  Go back to that
last fork and go the way you haven't been yet.  Unlock the door at the end,
which leads to the Kitchen.  You may or may not have been here yet, depending
on what you decided near  the beginning of the game.  If you didn't take the
old key earlier, DO NOT take it now.  Deal with any undead you find here, and
take the handgun ammo on the table in the middle.  Go to the right of the door
and down the little hallway to find an elevator, the one you restored power to
a minute ago.  Call it down, then take it up.

Once the elevator takes you up and you step out, run immediately to Chris' left
to avoid a zombie, and dodge and second zombie too.  This can be kind of
difficult, but you should have defensive items, and there are herbs on the
floor if you get hurt.  Only take them if you are hurt, because you don't have
much room.  Go back where that one zombie was hiding to find a small hallway
with two doors.  Go through the first one to find a utility room.  You should
only have two item spots open, so take the battery and the Magnum rounds in
here.  If you want to come back later for the shotgun rounds or the ink ribbon,
feel free to.  The second door out in that hallway is the door in the Mirror
Hallway that we couldn't open early on in the game.  Go through to the Mirror
Hallway, then through the closest door to the Dining Room 2F.  Take the nearby
door to the West Stairs, and go down them and into the Medical Room.  Inside,
dump everything but your handgun, ammo, and helmet key.  Go back out and back
up the stairs and go through the door right at the top with the helmet key.
Gee, it sure is useful.

In the next room, there are two stuffed birds, an ox head, and a moose head on
the wall.  The birds swivel around and sense where you are in the room.  If you
get too close to the ox or moose, they lock down the jewels in their eyes to
keep you from getting them.  Turn off the light switch on the wall, next to the
door.  Push the chests on the ground up to the moose and ox, and climb on one
of them.  You will hear a sound that means its gem is locked inside the head.
Now, quickly jump down on the floor, run over to the other head, climb up on
the other chest, and take its gem before it has a chance to lock it out.
Repeat this for the one on the other side to receive both the red and yellow
gems.  Take the defensive dagger under the ox head, and take the file on the
table if you want it.

Head back to the Medical Room, and only take the Handgun, ammo, helmet key, and
red gem with you.  Head all the way out to the Main Hall.  I don't care how you
get there, just get there.  On the first floor, there is a single door next to
the Statue Room's double doors.  Use the helmet key on it.  As soon as you
enter, you see a diary on the mantle.  Take it if you want it.  In the short
hallway, to the right is a desk with an ink ribbon in it, which you should
ignore, and to the left is a door, which you should go through.  Kill the
zombie on the other side.  Take the herb if you want to, and the jewelry
box off of the shelf.  Use the red gem on the jewelry box to reveal a little
puzzle.

The little pieces need to fit together to make a little octagon.  It's pretty
easy.  Rotate the biggest piece and put it on the bottom.  I'm sure you can
figure the rest out yourself.  Once you're through with that, you will receive
a broach.  Examine the small piece of jewelry to make it become the emblem key.
This opens an important door, the one to the office.  It is close to the East
Stairs, so head there, and stop at the Save Room.  Take only your new key,
assault shotgun, and some ammo.  Head out the door Wesker fixed in the East
Stairs, into that hallway.  There should still be a hunter in here, so kill it.
It should only take a couple of shots.  Go through the only door in the hallway
you haven't been through yet with the emblem key, then discard it.  Inside the
office...

*Cutscene*
You hear a scream.  Chris correctly guesses it's Rebecca.

Quickly, leave this room, go back to the East Stairs, go up them, go out into
the Long Winding Corridor, and go into the office that you found the dog
whistle in at the very beginning of the game.

*Cutscene*
There's a hunter in here, and it has Rebecca cornered.

Kill it.

*Cutscene*
Rebecca apologizes and Chris gives her a pep-talk.  They once again, stupidly,
split up.  Have you ever noticed how in horror movies and games they always
split up?  Seems kind of stupid, but it is usually important to the plotline
or gameplay or something.

Go back to the Office that you were just in.   It is dark, so turn on the
light.  It's on the desk.  Take the shotgun shells in the desk, and the grenade
and metal object off the bookshelf.  That's three of the things on our list
that we needed.  Now we just need the wolf medal and MO Disk.  Go to the Save
Room nearby.  Take the shotgun, some shells, the yellow gem, and the helmet key
with you.  We're about to finish our search.  Head out to the Main Hall, and go
through to the Dining Room, on the first floor.  It looks like the statue that
was on the second floor fell off and left something.  It is the blue gem.  Go
back to the Main Hall, and this time go for the Dining Room 2F.  Head for the
West Stairs, then go down them.  Pass the Medical Room and keep going down the
hall.  Ignore the hunters that come through the windows and go through the door
at the end of the hall.  You've been here a couple of times.  There may be
one or more zombies in here.  If there are, blast them or avoid them.  Head for
the little nook in the wall, to the right of the fork.  There is a dagger on
the little table, if you haven't taken it yet.  Go through the door right next
to it.  Inside is a small statue of a tiger's head.  Stick the yellow gem in
it. eye socket to reveal the MO disk.  Cool, now all we need is the wolf medal.
Place the blue gem in its other eye socket to get some shotgun rounds.  Leave.

Remember where we got the armor key from that trap room, and had to put down
the imitation key to leave?  It was just past the Mirror Hallway.  Make your
way all the way to that Armor Key Room somehow.  There are several ways to get
there.  Pick your favorite.  There is probably a crimson in the Mirror Hallway,
so be careful.  Go past the walls that closed in on you, and find the door at
the end of the room.  Unlock it with the helmet key, then discard it (finally).
Go through.

There is a boss fight coming up, and it's an old buddy of yours.  Pick up the
herbs in front of the door if you want them, but leave one item space open.
Keep going down the path and...

*Cutscene*
Hey, it's Yawn the snake!

Keep running and go down the ladder in front of you.  Shoot the snake until it
dies.  Don't worry, it can't poison you this time.  When it dies it slams
itself into a bookshelf, and knocks a few books loose.  One of them is
flashing.  Take it.  It is the Last Book, Vol. 2.  Open it like you opened the
last one, and you'll find the wolf medal.  Well, that's everything.  It's time
to leave the Mansion again.  It's time for..

-------------------------------------------------------------------------------
Part IV: The Caverns
-------------------------------------------------------------------------------
Somehow make your way back to a Save Room, and make sure you save.  Take your
assault shotgun, ammo, battery, and the crank that we used on the Pool, and
leave everything else behind.  Leave the Mansion through the same door as you
used to get to the Residence, and go through the Shed too.  Go to and across
the Pool, just like last time, and take the elevator down.  Now, in that
courtyard area under the Pool, instead of heading for the gate that leads to
the Residence, walk out into the open area in front of the waterfall.  You may
have to kill the dogs here, but if you don't want to waste the ammo, just try
to avoid them.  Look for an elevator in the back corner of this Courtyard.
When you find it, put your battery in the hole in the wall next to it.  Get in,
and take the newly-powered elevator up.  This takes you to a small offshoot
tunnel near the Pool.  Go back to the Pool and use your crank on the pedestal
next to it again to fill it back up.  This will not only fill the Pool with
water again, but it will stop the waterfall below you in the Courtyard.  Take
the elevator down that you just took up to get back to the Courtyard, grab
the herb where one of the dogs was sleeping,  and go through the new entrance
that you just made by stopping the waterfall.  This leads to a short area of
the game called the Caverns.

Take the ladder down, and be sure to gaze in awe of this game's amazing
graphics.  There are two directions at the bottom: through the door or down the
tunnel.  Take the tunnel first until you reach an item box.  Dump your crank
and green herb in and heal yourself if you need to.  Go back and head through
the door.  On the other side is another dark, rocky passage that is uniform of
this entire area.  There is fork here, so go to Chris' left, and through the
door.  The other way is a dead end.  The next room is actually the Lift Room,
and it contains a large mine lift.  The only problem is that it is not
receiving any power right now.  That makes it the third elevator that you will
have to power up.  Pick up the handgun ammo in front of the hole in the ground,
and the herb to the side.  Ignore the control panel in the back of the room and
go down the passage in the corner.  There is a door at the end, but make sure
you pick up the handgun clip right in front of it before going through.  Walk
down the next tunnel until you see a cutscene.

*Cutscene*
Hey, it's Enrico Marini, the head of the S.T.A.R.S. Bravo Team.  He looks
injured, and he's not very happy with Chris for some reason.  It seems that he
thinks Chris is a traitor, but Chris doesn't understand what he is talking
about.  Before Enrico can give any details, though, someone shoots him.  You
may already know who it is, but just in case, I won't say who it is.  Before
dying, he mutters "Umbrella".

Too bad Enrico got shot.  Oh well.  Search his body for the hexagonal crank.
Remember the passage where the item box was?  Go back there, but watch out for
the hunters.  There is one loose in Enrico's Tunnel now, and one in the tunnel
with the dead end.  Blast them away as you find them.  Back at the item box,
throw in the handgun rounds and the herb, and use the new crank on the hole in
the wall just past the box.  It is a little hole with a plate around it, just
in front of the gap in the tunnel.  When you have used it, you will be able to
continue down the tunnel.  Go down to the end and grab the green herb next to
the door, then take it back to the item box and put it in.  Keep the hex crank
with you, though.  Go through the door at the end.

In the next room, yet ANOTHER tunnel, take the flamethrower off the wall right
next to the door.  It is a sweet weapon, but don't get too attached to it: you
won't have it very long.  Then, walk until you reach a boulder at a dead end.
Be ready to RUN.  Fast.  As you get to the boulder and turn around to walk
back, it starts rolling towards you, proving that some supernatural force must
want you dead.  Run your buns off and duck into the doorway you just came
through.

*Cutscene* (If you made it)
Chris leaps aside just as the boulder crashes into the wall behind him, opening
a door.  Hey, cool.

Go through the double doors to meet your next big opponent, the Black Tiger
Spider.

*Cutscene*
It will come straight for you as soon as you enter the next room.

So equip your new flamethrower and let it burn the spider to a crisp.  Be
careful, as it will charge you and spit acid.  There are also two smaller
spiders in the room.  Go ahead and use the flamethrower on them too: saving its
ammo won't help you, since you'll have to get rid of it soon.  Grab the
survival knife laying on the boxes in the back of the room, and use it to cut
away the webs covering the other door in the room.  Then, exit through it.

In the next tunnel, take a left to find a map.  Also, take the blue and/or
green herb, but only if you are going to use them right now, to heal yourself
from the spider fight.  Walk down the tunnel and set the flamethrower on that
metal plate on the wall to unlock the door, then go through.  In the NEXT
tunnel, go until you find another untraversible pit, and use the crank on the
hole in the wall again.  Now do it two more times, and be ready to run again,
because the boulder at the end of this tunnel will start rolling at you too.
Duck back into the last section of tunnel to avoid it, then continue on.  At
the very end of the tunnel, behind where the boulder was, you will find a first
aid box with a first aid spray inside it.  Now go to the section of tunnel that
you moved with the crank, and go through the door that is now accessible.  It
may be hard to see at first.

Inside this next, small room is a puzzle.  There are two statues, a hole in the
wall, a brown stone plate in one of the walls, a hole for the hexagonal crank
in the opposite wall, and a big circle on the floor.  Our goal is to push the
statue in the middle of the room into the hole in the wall, but it is facing
the wrong direction.  To turn it around, Push it up against the brown stone
plate in the wall next to it.  Then, use your crank on the hole in the opposite
wall.  This will push the statue out further, and enable you to push the
statue out onto the circle on the ground.  The circle will rotate the statue 90
degrees.  Push the statue off the circle, and then back on again to rotate it
the rest of the way around.  Now, take the statue and push it into that big
hole in the wall to finish the puzzle.  This will reveal an opening in the wall
containing the cylinder.  Yep, that little piece of metal is your reward for
all that you have done.

Now backtrack all the way back to the item box (leave the flamethrower, even if
you somehow have room for it).  There will be a hunter in the first boulder
room, so watch out.  I suggest you save, then dump the crank, the first aid
spray, and the knife in the box.  Now, it's time to go back and power up the
lift in the Lift Room.  Make your way back there.  Find the control panel for
the lift in the back of the room, and open the lid.  Take out the shaft,
combine it with the cylinder, and put it back in.  Four little buttons will
light up on the control panel.  There is no way for you to already know them,
so I'll give you the right order to push them in: 4,2,3,1.  This is always the
combination.

*Cutscene*
The lift rises up to the center of the room.

Get on it and take it down.  In the room below, ignore the door at first and go
down the walkway to find a ladder and an item box.  Take the handgun clip next
to the ladder, then go back to the door and go through it.  This next tunnel is
my very least favorite place in the entire game, and I'll give you a hint at
why: I call it "Lisa's Tunnel".  That's right, she's here.

Walk forward to find a fork.  Whichever way you go, that's where Lisa will be,
so start going down to the left.  When you see her, double back and go right.
Keep running, but note the lever on one of the walls as you go.  When you reach
a large, open space, ignore the herbs on the ground and go through the nearby
door.  Don't worry, she can't follow you through.  In the next room, look for a
pile of crates in one of the corners.  Climb them to find some Magnum rounds,
another handgun clip, and a defensive grenade.  Climb back down and find a
single crate on the ground.  Push it onto the nearby lift, then press the
activation switch next to it.  This will send the crate back to the area with
the item box and the ladder.  Go back to Lisa's Tunnel.

Wait for Lisa to come out into the open, then try to dodge her to the side.
Get back to the door to the area with the item box and ladder and go through.
This time, go down the ladder and find the crate that you sent via the lift
earlier.  Push it forward, then into the big garbage compacter at the end of
the wooden walkway.  Hit the activation switch and the compacter will smash it
to pieces.  Jump down when it is finished to find the broken flamethrower.  Is
it the same one you used just a while ago?  Who knows, who cares.  Get back up
the ladder and dump the handgun and Magnum ammo in the box, then return to
Lisa's Tunnel.

Now pay attention, because this needs to be done quickly: Head left, see Lisa,
the go back to the right.  If she follows you that way, you'll have to juke her
out again.  If she takes another tunnel to get to you, go back to the fork, but
MAKE SURE that you hit that lever on the wall that I told you about earlier.
Now that the left-hand path is clear of Lisa, run down it.  Find a door with a
metal plate next to it and put the broken flamethrower there.  This will unlock
the door, and allow you to go through.

What comes after that is a long, very strange tunnel.  Just keep going until
you find Lisa's Bedroom at the end.  Watch out for snakes in the part that is
submerged in water.  Next to Lisa's bed is a jewelry box, and on the bed is a
dagger.  Take them, then open the box.  Inside is a stone ring, the only reason
you had to come to the Caverns in the first place, and a picture.  The picture
has some writing on it, describing what happened to Lisa and her mother when
Umbrella took them.  How sad.  It also gives you a huge clue as to how to deal
with Lisa the next time you see her.  Head up the ladder on the other side of
the room.  At the top is an alcove with some herbs (which you should take) and
another ladder.  Go up.

Remember this place?  We're back in the Cabin!  Don't worry, no Lisa this time.
Go over to the item box and take out the metal object.  Combine it with the
stone ring to get the stone and metal object.  This is just like the one you
put on the pedestal outside the Mansion to open the door to the Shed.  Save if
you want to, though you can do it when you get back to the Mansion, if you'd
prefer.  When you leave the Cabin, keep in mind that if you killed the zombie
on this path earlier in the game, it will be a crimson head now.  Kill it or
run from it, but make your way through the graveyard (which now has zombies)
and back into the Shed.  Outside the Shed, take the stone and metal object off
of the pedestal.  You don't need to go to the Shed anymore.  Now you should
have both of them with you.  Go inside the Mansion.

Go to the Main Hall.  You should definitely be able to find it by now, and if
not, bow your head in shame.  Once you're there, walk into the little area
under the staircase and find the gate.  Insert the two stone and metal objects
into the two little holes in the gate to unlock it, then go through.  The point
of the entire game so far has been to get both of these so that you could go
through this gate.  When you go through, you will hear Lisa's chains rattle.  I
don't know how she got in the basement of the Mansion so quickly, but she is
down there waiting for you.

There are stairs behind the gate.  There is an item box and a typewriter down
there.  Save if you need to, and take the eagle and wolf medals out of the box.
Continue down this long series of tunnels until you reach a ladder, then go
down it.

*Cutscene*
You hear some gunshots, and see Wesker shooting something.  He asks you to join
in.

When you take control of Chris, you'll see that Lisa is on the other side of
the room.  There is an easy way to win this fight: push the four stone pillars
on the edge of your platform off.  They are on all four corners.  This will
take the cover off of the coffin in the center.  You can also just shoot her
until she jumps off of the ledge, but this takes an inordinate amount of ammo.
Wesker will cover you while you work, but watch out for Lisa: she can knock you
straight into the abyss.  When the coffin is uncovered...

*Cutscene*
..Lisa will see her mother, and then jump into the pit on her own.  That's it,
that's the last time you'll ever have to see her!  The gate on the other side
of the room opens.  If you go over and talk to Wesker, he asks you to go ahead
and check it out.



Go over to the elevator beyond the gate and take it up.  It takes you to a
little fountain-like area.  There is a big structure in the middle full of
water.  Place the eagle and wolf medals in their own little indentations in the
stone.

*Cutscene*
The water drains, revealing some stairs leading to a small elevator.  There are
a lot of elevators in this place, aren't there?

This is it: once you go down there, the rest of the game plays out underground.
The lift takes you to the final area of the game, called...

-------------------------------------------------------------------------------
Part V: The Labs
-------------------------------------------------------------------------------
The labs are the research areas under the Mansion that Umbrella used to carry
out their experiments.  Once you take the elevator down, you will be asked to
switch from disk 1 to disk 2.  Do it.

When you are at the bottom, follow the pathway past the emergency exit door and
go down the ladder.  The next room is a save area, so pick up the ink ribbon on
the ground and save your game here.  Take your handgun, ammo, and canteen with
you.  If the canteen is empty, don't worry about it.  Exit this room.  In the
next room, there are two zombies.  Take them out, then burn them.  I like to
make sure that all the zombies I encounter early on in the Labs are gone for
good, because they can be a real pain later.  Take the three herbs on the
ground if you want them.  If you take them, take them back to the item box.
Before you do anything though, fill your canteen up again with the container
next to the Save Room door.  Go down the stairs and through the gate.  On the
other side, take the tunnel to Chris' left and kill the zombie.  Fry him with
kerosene.  Then, take out the other zombie in this area and fry him too.
Return to the Save Room and put the canteen away.

Go out to the room with the stairs and go down to the room below again.  Go
down the tunnel to the left where the first zombie was, and go through the
double doors.  This place is smeared with blood and looks pretty ominous, but
don't worry: no zombies.  Find the only working computer in this room and turn
it on.  When it asks you for a login name and password, use JOHN and ADA.  If
you didn't know yet, John and Ada are important names in RE2.  Ada also
recently reappeared in RE4.  Once you're logged in, tell the computer to unlock
the doors on B-2F (Basement Level 2).  It will ask you for another password, so
type in CELL.  Then, tell it to unlock doors on B-3F.  It doesn't require a
password.  That unlocked a door at the top of the stairs, which is our next
destination, but first take the file on the computer table.  Also, check out
the small area nearby through that doorway.  There is a grenade in there.
Return upstairs and go to the door next to the staircase, but take the MO disk
on the table before you go in.

Take the third and final MO disk on the bookcase next to the door, but ignore
the first aid spray on the table.  There is a slide show projector on the
table, if you want to watch it.  It is there to help you solve a puzzle, but
you need the slide filter to see it.  You may notice a certain someone in that
slide show that you recognize.  Hmmmmmm.....  Well, anyway, there is a code
that you need for the keypad on the wall, and I'll just go ahead and tell it to
you.  It's 8462.  When you type that in, a wall slides away, revealing a little
video monitor area.  Go in and take the Lab Key.  If you took the video from
Kenneth's corpse back at the very beginning of the game, you can watch it here.

*Cutscene* (If you want to watch it)
You see A zombie, hear it eating Kenneth, and see blood flying everywhere.
Eeeww.

Well, before leaving, take the shotgun ammo and the file off of the shelves
next to the video room.  Go to the Save Room.

If you got the first MO disk in the mansion when I told you to, then good job,
everything's cool.  If you didn't, then that's just too bad.  You can't get the
best ending to the game, because you can't save Jill.  Too friggin' bad.  If
you got them all, read this next part.
-------------------------------------------------------------------------------
Go to the Save Room, and make sure you have the handgun, ammo, Lab key, and all
three MO disks.  Go downstairs.  Ignore the double doors next to the gate at
first, and find two other doorways in this hallway.  Unlock both of them with
the Lab key, but don't go through either one.  Discard the key when you're
asked too.  Take the dagger on the tray sitting in the hallway.  Now go back to
the gate and go through those double doors.  Inside is another hallway.  Ignore
the first aid box and the first door, and go through the second one.  In this
next room.  Take the Magnum rounds.  Carefully kill the zombie.  It would be
very great to kill this one with a head shot.  If you don't, don't worry about
it.  Find the file on a table, and the transmission device that looks like a
Gamecube.  Insert one of the MO disks into it.  If you find all three of these
devices and put the MO disks in them, you will unlock the door to the place
where Jill is trapped.

If you didn't kill the zombie with a headshot, you should probably go get the
canteen and burn this one, because we really don't want it becoming a crimson
head.  There is actually another Save Room downstairs, and it's close to the
next place we need to go to.  Go through the single door that you unlocked with
the Lab key.  Go straight ahead in the next corridor to find the second Save
Room.  There are some shotgun rounds in here, as well as some more Magnum
rounds and a first aid spray.  Put them in the box and save if you want to.

Switch out your handgun for the assault shotgun (ammo too).  Leave and take a
left to another door.  Go through.  On the other side is a big place lined with
shelves.  Go all the way to Chris' right to find the first chimera in the game.
The chimera is a short, grasshopperish creature that swings out at you with
long arms.  Kill it with your shotgun, and go all the way to the end of the
aisle.  Take the empty fuel capsule out of the machine at the end.  Take it all
the way back to the room where you inserted the first MO disk into the
transmission device.  There is a big container in the wall under a big warning
sign.  You may have noticed it when you came through here earlier.  Open it and
use it to fill your fuel capsule with nitro.

This stuff will blow up if you run, shoot, or are attacked.  That's why I
wanted you to make sure there were no zombies or crimsons around.  Now, WALK
the fuel capsule back to where you got it.  Put it in the machine to power up
the machine that can power up the elevator.  Go down to the opposite end of
this room and go through the door.  You might see some more chimeras.  In the
next room, which is totally red, go straight to find the second transmission
device.  Put a MO disk in it, then take the walkway to the left.  Work your way
around it, killing or avoiding the chimeras, and go through the door at the
end.

Finally, in this next place, you'll find the big machine in the middle of the
room.  Go to the other side and turn the power to the elevator on.  Backtrack
all the way back to the first downstairs hallway.  Go in the other door that
you opened with the Lab key.  It leads to a walk-in cooler.  Push the shelf
backwards to find some shotgun rounds.  Climb up on the ledge and climb through
the ventilation shaft in the wall.  On the other side, completely ignore this
room, turn left, and climb through the other ventilation shaft. In this room,
which resembles an operating room, Find the last transmission device on a small
table.  Pick up the grenade too.  Return to the downstairs Save Room, and watch
out for the chimeras.

If you want to, you can go and unlock the door to where Jill is being kept,
though you can get her out yet.  Go down the hallway that leads to the first
transmission machine room, and locate the lock mechanism machine.  Pull all
three levers down to unlock the door in front of you.  Go down the stairs to
see an optional cutscene with Jill.

*Cutscene* (optional)
Chris finds Jill in a prison cell, but he can't get her out.
-------------------------------------------------------------------------------
If you didn't get all of the MO disks, you should have skipped that last part.
If you didn't, read this next part.  If you did, ignore this part.
-------------------------------------------------------------------------------
Go to the Save Room and make sure you have your shotgun, ammo, and Lab key.  Go
downstairs.  In the big hallway, ignore the double doors next to you and go
unlock the other two doors in the hallway with your Lab key.  Go through the
single door.  Go straight ahead in the next corridor to find the second Save
Room.  There are some shotgun rounds in here, as well as some more Magnum
rounds and a first aid spray.  Put them in the box and save if you want to.
Switch out your handgun for the assault shotgun (ammo too).  Leave and take a
left to another door.  Go through.  On the other side is a big place lined
with shelves.  Go all the way to Chris' right to find the first chimera in the
game.  The chimera is a short, grasshopperish creature that swings out at you
with long arms.  Kill it with your shotgun, and go all the way to the end of
the aisle.  Take the empty fuel capsule out of the machine at the end.  Take it
to the double doors back near the gate and steps to the upper floor.  Go
through.  In the next hallway, skip over the first aid spray and the first
door, and go through the second.  Pick up the Magnum rounds and kill the zombie
in here.  Open the large container in the wall and use it to fill the fuel
capsule with nitro.  WALK, don't run, the nitro back to where you got the fuel
capsule and put it into the machine.  Go to the opposite end of the room and go
through the door.  The next room is red, for some reason.  Follow the walkway
until you find another door, and watch out for chimeras.  Keep going in the
next room until you find the control panel to the big machine in the middle.
Use it to activate the elevator.  Return to the Save Room.
-------------------------------------------------------------------------------
At the Save Room, take your Magnum and all its rounds out.  Take nothing else.
I highly recomend you save here.  Walk out of the Save Room and take a right to
find the elevator.  Hit the call button.

*Cutscene*
Rebecca shows up!  Chris tells her to stay with him from now on, which she is
more than happy to do.  They ride down the elevator.

You don't need the shotgun rounds in the tunnel at this point, so just leave
them.  Walk to the end of the tunnel and go through the door.  Get ready for a
fight.

*Cutscene*
Wesker is here, working on a computer.  He starts some small-talk, but pulls a
gun on Chris and Rebecca.  He tells them about his secret employment, and
shoots Rebecca.  That's right, HE'S the traitor that Enrico told you about.  He
shows you a monstrous creature inside of a test tube.  It's called a Tyrant.
Wesker drains its tank and it wakes up.  Suddenly, it stabs Wesker, throws him
aside, and comes after Chris.  Aaaahhh, crap.

Run back to the door, spin around and start shooting it with your Magnum.  Five
clean shots should finish it off before it reaches you.  Wow, that was easy.
Go and check on Rebecca.

*Cutscene*
Good news: Becky had her bullet-proof vest on, so she's fine.

In one of the corners of this room, there is a machine that you need to
activate to unlock the door and get out.  Find it.  If you want it, Wesker is
holding a file.  Leave this room.  Run back to the elevator and  get on.

*Cutscene*
When you're back up, Rebecca suggests that the two of you blow the entire place
up to destroy the virus and keep it from leaking any more.  That sounds like a
good idea to Chris, so he sends her off to activate the self-destruct
mechanism.

Don't worry, the self-destruct timer won't start until you are almost out.
Leave this hallway  to the other hallway.

*Cutscene*
The self-destruct mechanism has been activated.  Man, that was fast.

If you still can and want to save Jill...
-------------------------------------------------------------------------------
(Watch out for the chimeras.  They're all over B-3F now)Go to the hallway that
leads to the room with the first transmission device, but don't go in that
room.  Instead, go to the end of the hallway.  If you chose to see the optional
cutscene earlier, you have already found this place and lowered the levers to
unlock the passage.  If not, lower the levers on the machine next to the door.
Go down the stairs and open the cell door.

*Cutscene*
Due to the self destruct system, all the locks have been released, so you can
get Jill out now.  She's pretty happy to see him.  She tells him that Wesker is
the bad guy.  Wow, thanks Jill.
-------------------------------------------------------------------------------
Head for the Save Room upstairs.  If you got Jill, she will run on ahead of
you.  In the Save Room, save your game one last time, and take out two first
aid sprays.  Climb up the ladder.  Jill is there waiting for you.  Go through
the emergency exit.  Ignore the items on the ground and run down this passage.

*Cutscene*
Brad calls you one last time. He says he's almost out of fuel, so you'd better
hurry.

Jill will come in after you.  Keep going until you find the fuse unit laying on
the ground.  Pick it up.  Stick it in the hole in the wall next to the
elevator.

*Cutscene*
Rebecca joins up with you, but she and Jill go back to check out a noise.  You
ride the elevator up alone.

Out on the Helipad, take the signal rockets in front of you and use them.

Note: In certain situations, you may not have a final battle at the end at all.
It depends on whether or not you save Jill and Rebecca at certain times in the
game.

*Cutscene*
Chris fires off the rocket, and Jill and Rebecca join him.  All looks well, but
then, the Tyrant comes crashing through the ground.  Jill and Rebecca start
shooting, and it knocks Jill to the side.  It turns towards Rebecca.  Looks
like you have one last job to do.

Keep it away from Rebecca by letting loose with your Magnum.  Be ready, because
it will spin around and charge you.  It can attack by ramming you, swiping you,
or spearing you on its claws (instant kill).  When you have caused enough
damage...

*Cutscene*
Brad finally shows up and drops a rocket launcher out of the helicopter.  He
tells you to kill that thing, whatever it is.

Go grab that rocket launcher!  When the Tyrant has its back turned, or is
occupied by Rebecca, use that rocket launcher and blow it into millions of
little Tyrant pieces.  If it deflects the rocket, try again.  You only have
four tries, so make them count. When it's finally dead, you'll se the final
cutscene.

*Cutscene* (assuming all of you made it)
Chris, Jill, Rebecca and Brad ride off into the sunset as the mansion and
everything around it explodes.  Good riddance.

Thanks for playing and reading.  Hope you enjoyed it as much as I did.  Be sure
to play all the different modes for Chris and Jill, because this game really
has a lot of replay value. Enjoy.

*******************************************************************************
General Info
*******************************************************************************

-------------------------------------------------------------------------------
Item List
-------------------------------------------------------------------------------

Arrowhead- Found by removing the head from the golden arrow.  Opens the stairs
to the Machine Room.

Assault Shotgun- Found when Richard is eaten.  Only available if you saved him
from the poison.  Like the shotgun, but holds 10 rounds and doesn't need to be
pumped after every shot.

Battery- Found in a utility room in the mansion.  This powers up the elevator
in the courtyard.

Battery Pack- Batteries for Jill's Stunner.  Chris can't find or use them.

Book of Curse- Found in the Machine Room.  There is an inscription inside that
refers to the death masks, and the Sword Key is held on the back cover.

Bee Specimen- Used to solve the puzzle for the Wind Crest.  It turns into a
live bee.

Bottles-You use these to mix chemicals and make the V-Jolt in the Residence.

Broach-You find this in a Jewelry Box.  It turns into the Emblem Key.

Broken Flamethrower-You find this in the caverns.  It won't fire, but it helps
open a door.

Broken Shotgun- You find this in a small room near the West Stairs.  It helps
you avoid a trap when you take the Shotgun.

Canteen- You can fill this with kerosene and burn corpses.  This prevents them
from becoming Crimson Heads.  You also need the Lighter to do this.

Chemicals- These can be mixed together to make V-Jolt, which helps kill Plant
42.  Make sure you mix them right, or you could create a poisonous gas.

Chris' Survival Knife- Chris starts off with this.  It is the worst weapon in
the game, and is only useful if you completely run out of ammo.

Closet Key- This opens the closet in the Art Room, where you can change
outfits.

Collar- You have to kill a Cerberus to get this.  It has the Coin in it.

Coin- This is found in the Collar.  It turns into the Imitation of a Key.

Control Room Key- This is found in the Residence.  It opens the Control Room in
the Aqua Ring.

Crests- The Wind Crest is found in the mansion.  In the Courtyard Cemetery, it
helps you get the Sun, Moon, and Star Crests.  These will get you the .357
Magnum Revolver.

Cylinder- You find this in the caverns.  You need to combine it with the shaft
to get the lift working.

Dagger- This is a defensive item.  Equip it and it will be used automatically
when you are attacked from the front.  It is great for dealing with Crimson
Heads.

Death Masks- You need to find four of these to get the Stone and Metal Object.
There is one without a nose, one without eyes, one without a mouth, and one
missing all three.

Dog Whistle- You find this in the office.  It calls the dogs on the Dog
Balcony.

Emblem Key- You get this by examining the Broach.  It opens the Small Office.

First Aid Box- These boxes have healing items in them.  Examine the top of the
box to open it.

First Aid Spray- This completely heals you, but it doesn't help with poison.

Flamethrower- Only Chris can get this weapon.  It is found in the caverns.  It
can only be used in one boss fight, then it's gone.  It sucks, doesn't it?

Flash Grenades- These are defensive items.  Equip them and they will be used
automatically when you are attacked from the front.  They are great for dealing
with Crimson Heads, but only Chris can use them.  They can blow zombies' heads
off.

Fuel Capsule- This is found in the lab.  You need to fill it with
nitroglycerin.

Fuse Unit- This is found at the end of the game on your way out of the lab.
You need to put it into the elevator to get it working again.

Gold Arrow- This is found in the Mirror Hallway.  You need to remove the head.

Gemstones- The yellow and red ones are found in the Moose Room.  The yellow one
will get you a MO Disk and the red one opens the Broach's Jewelry Box.  The
blue one is in the Dining Room 2F's statue and gets you some shotgun ammo.

Gold Emblem- This is found in the Piano Room.  Switch it out with the wooden
emblem and put it on the Dining Room wall, then solve the grandfather clock
puzzle to get the Shield Key.

Grenade Launcher- This is only available for Jill.  She finds it on Forrest's
Balcony.  He gets mad when she takes it, though.  It can fire regular, acid, or
incendiary rounds.

Grenade Rounds- The Grenade Launcher uses three types of ammo: regular, which
blows stuff up, acid, which is full of concentrated acid, and incendiary (which
is the best), which fries enemies.

Handgun- Jill starts off with this, but Chris finds it in the Main Hall.  I
think it's a Beretta, but I'm not sure.  The S.T.A.R.S. custom handgun uses 9mm
handgun ammo.

Handgun ammo- 9mm parabellum, used with the S.T.A.R.S. custom handgun.

Herbicide- Found on the Patio, used to kill a plant and take a Death Mask.

Herbs- Green herbs heal you, red ones make green ones stronger, and blue herbs
cure poison.

Herb Mixtures- You can mix herbs together to make them stronger and save space.
Green+Green=+2 health
Green+Red=Full health (doesn't help poison)
Green+Green+Green=Full health
Green+Blue=+1 health, cures poison
Brown Herb (all three)=Cure-all

Hexagonal Crank- Found with Enrico's body in the caverns.  It is used to change
the paths in the caverns.

Imitation of a Key- Examine the coin to turn it into this.  It is used to help
you get the Armor Key.

Ink Ribbons- Use these at a typewriter to save your game.

Jewelry Boxes- These contain the Broach, the stone ring, and one of the Death
Masks.  One needs the Red Gemstone to open, and only one will open without you
solving a puzzle first.

Jill's Survival Knife- Jill starts off with this.  It is the worst weapon in
the game, and is only useful if you completely run out of ammo.

Keys- The Sword Key is on the back of the Book of Curse, the Armor Key is on
the second floor, the Shield Key is in the Dining Room, and the Helmet Key is
in the Residence. They open various doors in the mansion.

Lab Key- This opens a couple of doors in the lab where it is found.

Last Book Vol. 1-2- These are found in the underground and in the library.
They contain the Eagle and Wolf Medals.

Lighter- Chris starts off with this, and it is permanently part of his
inventory.  Jill finds it in the Office, and has to use it as a regular item.

Lockpick- Only Jill can use this.  Chris has to find Old Keys to open locked
doors.  Barry gives this to Jill near the beginning of the game.

Lure- You find this in the Wind Crest Room.  It helps you solve a puzzle.

Lure of a Bee- Combine this with the Lure.

Lure of a Bee (complete) - Put this on the plaque in the Wind Crest Room.

Magnum Revolver (.357)- You can find this in the Courtyard Graveyard with the
help of the Sun, Moon, Star, and Wind Crests.  This is one of the best weapons
in the game, second only to the Rocket Launcher.

Magnum Revolver (Barry's .44) - This is a great gun, with about the same power
as the other Magnum in the game.  It's just like the one that Clint Eastwood
had in Dirty Harry.  You can only get this if you let Barry die in Jill's mode
(Chris can't get it).  You have to let Barry live to get the best ending, and
there are no more .44 rounds in the game except the six already loaded, but the
decision is entirely up to you.

Magnum Rounds (.357)- These go with that Magnum.  Save these for the final
boss.  By the way, these are .357 ammo, which won't work with Barry's .44
Magnum.  Sorry.

Maps- There are Maps to every area of the game, but you don't really need them.

Medals- The Eagle and Wolf Medals are found in the Last Book Vol. 1 and Vol. 2.
They open the elevator to the lab.

Metal Object- This is found in the Small Office.  Combine it with the Stone
Ring to make another Stone and Metal Object and go to Lisa's underground
chamber.

MO Disks- One is found in the Tiger Eyes statue (use the yellow gem), and the
other two are found in the lab.  These activate the lock mechanism and let you
unlock the door to Chris, if you're playing Jill's game, or Jill, if you're
playing Chris' game.

Musical Scores- You find one Musical Score in the room near the big snake's
room, and the other in the Piano Room.  Combine them and play it on the piano.

Old Keys- Chris has to find these to unlock doors where Jill would use her
lockpick.

Radio- When you bring the Serum back to Richard, he'll give you this.  Brad
will try to contact you on it a few times, but you can't respond.

Red Book- You use this to solve a puzzle and open the door to Plant 42.

Residence Keys- Keys found in the Residence.  They lead to Room 001, Room 003,
and the Gallery.

Rocket Launcher- Brad throws this to you at the end of the game to kill Tyrant.
Make your shot count.  You can unlock a rocket launcher with infinite ammo too,
but for some reason it looks a lot different than the normal one.

Samurai-This is a cool 9 mm pistol that you can unlock.  It is similar to the
S.T.A.R.S. 9 mm, but it has an infinite clip and fires in burst of 3.

Self Defense Gun- You find this in Room 001 (where the dude hanged himself).  I
think it's a Derringer, like the one in Silverado.  Jeff Goldblum pulls it out
and tries to shoot Danny Glover.  It uses .22 Magnum Rounds, but you only get 1
shot with it the entire game.

Serum- This Serum is found in the Medical Room.  It cures Yawn the snake's
poison.  If you are poisoned by the snake as Jill, you will have to go get the
serum for yourself too.  If you are Chris, you must take control of Rebecca and
get the Serum for Chris.

Shaft- This is near the lift in the caverns.  Combine it with the Cylinder to
make the lift work again.

Shotgun- This is found in the Shotgun Room (makes sense, doesn't it?).  It
fires 12-gauge Shotgun Rounds.  This gun and the Assault Shotgun are perhaps
the most versatile guns in the game, because not only do they take out bigger
enemies and bosses, but they can take on a large group of zombies at once.

Shotgun Shells (12-gauge)- These work with the Shotgun and the Automatic
Shotgun, and they pack a much larger punch than the handgun.

Slide Filter- This goes in the projector in the Projector Room of the lab.  It
helps solve a code that you need.

Signal Rockets- You find these on the Helipad.  Use them to call Brad.

Stone and Metal Object- This opens the Shed.  Once you have both, use them to
open Lisa's Chamber.

Stone Ring- This is found in Lisa's Room at the end of the cavern.  Take it out
of its Jewelry Box and combine it with the Metal Object.

Stunner- Only Jill can use this.  It is another defensive weapon, and great
against Crimson Heads.  Equip it and Jill will automatically use it when
attacked from the front.  It needs Battery Packs to work.

Square Crank- This is found in the Cabin, when you meet Lisa.  It fills and
drains the pool on the path leading to the lower Courtyard.

Survival Knife 2- You find this knife in the Caverns after you fight the
spiders.  Use it to cut away the webs covering one of the doors.

Wooden Emblem- You can find this in the Dining Room 1F.  Switch it with the
Gold Emblem in the Piano Room.

Wooden Mount- You can find this in the Long Winding Corridor.  Use it in the
Fireplace Room upstairs to create a map of the second floor.

X-Rays- You can find these in the laboratory.  You don't need them, but they
can help you solve a puzzle.

-------------------------------------------------------------------------------
Enemy List
-------------------------------------------------------------------------------

Barfing Zombies- These are the same as regular zombies, except that they puke
acid.

Bees- Bees are bees, plain and simple.  Shoot them with the handgun or ignore
them.  They don't hurt you very much.

Cerberus- Vicious zombie dogs.  They can cause more damage than zombies and
they're fast.  Shoot them with the shotgun or the grenade launcher if you want
to, or you can try to avoid them.

Chimera- These are in the lab.  They are fast and can hurt you badly,
especially the hanging strangling thing that they can do to you.  They can
climb walls and ceilings.  Avoid these annoying pieces of crap or blow their
stinking little limbs off with the shotgun or grenade launcher.  They look like
giant grasshoppers.

Crimson Heads- These are people that died, and then came back to life again as
zombies, then were killed again, and then came back to life as superzombies.
These guys are fast, and they somehow grew big, long claws.  Those hurt.  Avoid
these guys or blow them away with the heavy artillery.  You can prevent zombies
from becoming crimsons by blowing their heads or legs off, or by burning them.
They attack with their claws to the same side every time, so use this to help
avoid them.

Crows- These are in the mansion and in the graveyard near the cabin.  Ignore
them or introduce them to the handgun.  If you leave the ones in the mansion
alone, and don't screw up the stained glass puzzle, they will leave you alone.

Hunters- These guys suck.  They are really fast, and they hurt a lot.  They can
jump really far, even straight up in the air.  They can also jump up and swipe
your head off.  As you might imagine, this will kill you.  I suggest you whip
out the big guns, such as shotguns on these jerks and blow them apart as soon
as possible.  They are short brown things with hunched shoulders and big claws.

Naked Zombie- I found these in the lab a few times.  Normal zombie rules apply.

Sharks- Sharks are found in the Aqua Ring.  Run away from them at first, as
they will kill you otherwise, and when you have drained their tank, put a
single 9mm round through them to finish them off.

Snakes- These little sons of ******* can be real pains in the ***.  They don't
hurt you much, but they can very easily poison you.  Don't try to kill them
when you meet them in the courtyard.  Just avoid them.

Spiders- These twinge-inducing arachnids spit poisonous acid and trample you.
It is better to use a shotgun to deal with them, but it only takes around five
or six handgun rounds if you want to use it instead.

Weird plant thing- This plant guards one of the death masks.  Leave it alone
until you get the herbicide, and then pump it through the water to kill it.

Zombie- The basic zombie, the staple of the Resident Evil series.  You'll be
meeting a lot of these friendly guys.  They are REALLY slow.  They are dead,
after all.  If you can get around them, do so.  If not, get a nice aim at them
and use the handgun.  Just make sure they're really down, or they'll get up or
bite your foot.  These things may return as crimson heads, unless you blow off
their heads or legs or burn them.

Bosses (Chronological order)

Yawn- This is the big ugly snake thing.  He bites and poisons you the first
time around.
-As Jill if you saved Richard: Run to the back of the room and get the Death
Mask.  Then fight the snake until Richard gets devoured, then take the
Automatic Shotgun and leave.
-As Jill if Richard already snuffed it: Get the Death Mask and leave.
-As Chris: Get the Death Mask and leave.

Crimson in the Coffin- Shoot the idiot until he drops.  Use the shotgun.  You
will have to dodge him a few times.  Hit the button in the coffin, take the
stone and metal object, and leave the cadaver behind.

Lisa- The first time you meet Lisa, in the Cabin, you don't fight her.  Just
run around her and leave the Cabin.  Her hand-flinging attack thing hurts a
lot, so try to avoid it.

Neptune- This is the big shark in the Aqua Ring.  There are two ways to beat
it.
-Push the machine off of the platform and turn on the other machine that was
next to it.  The machine will proceed to fry him to a veritable crisp.
-Shoot him until he dies.  This wastes ammo.

Plant 42- This is the giant plant in the Residence.  There are a few ways to
beat it.
-As Jill, method 1: Go to the Chemical Room and mix some V-Jolt.  Here is the
formula:
1) Mix UMB3 with Water.  This makes UMB 4.
2) Mix UMB 4 with Yellow 6.  This makes UMB 10.
3) Mix some Yellow 6 with some Water.  This makes UMB 7.
4) Mix the UMB 10 with the UMB 7.  This makes UMB 17.
5) Mix that UMB 17 with some UMB 3 to get the V-Jolt.
Go to the room in the Aqua Ring with the big tentacles.  You probably haven't
been there yet, but you can use the map to find it.  Use the V-Jolt on the
tentacles.  Go back to the Gallery in the Residence, and get to the Plant 42
Room.  It will pick you up and Barry will save you.  Get the key in the
fireplace and get out of there.
-As Jill or Chris: Shoot the freakin' thing until it shrivels up and dies.  It
takes a lot of ammo.  Take the key and leave.
-As Rebecca, if Chris is captured: Look at method #1 for Jill (though Barry
won't come, like in Jill's game).

Yawn (again) - Climb down the ladder and shoot the snake 'til he drops dead.
He can't poison you this time.  Use your shotgun or the grenade launcher.

Black Tiger- This is the big spider in the Caverns.
-As Chris: Burn the big, hairy turd with your flamethrower and he'll eventually
flip over, twitch, and die.  Toast the little ones the same way.
-As Jill: Use whatever weapon you want, and don't stop shooting until it's good
and dead.

Lisa (again) - Well, it's Lisa again.  I hate her.  If I wasn't afraid of
getting near her, I would walk up to her and start beating her until she was a
bloody mess on the ground.  Go in the cavern to see her, wet yourself, and run.
Go back to Barry if you're Jill (the jerk will take the lift and leave you
there) and go back in.  Now, go around the left side, see Lisa again, then take
the right and go through the nearby door.  Push the crate on the lift and send
it off.  Go back to Lisa's place after you get the stuff off the crate in the
corner.  Go to the lift room, go down the ladder, turn on the trash compacter,
get the broken flamethrower, and go back to Lisa's place.  Find the lever on
the wall on the path to the right, and then go the other way, where you'll find
another door.  Put the broken flamethrower on the hangers on the wall to unlock
the door, and go through.  You may have to lure Lisa into the open to get past
her.

Lisa (AGAIN) - I.  HATE.  LISA.  Fortunately, this is the last time you have to
deal with her.
-As Jill: If you want Barry to live and to get the best ending, give him his
gun back.  If you want him dead and you want his very sweet .44 Magnum, let him
die.  I usually let him live, being the kind, caring person that I am (and
because he helps in this fight).  Either way, we need to get this scary
butt-ugly piece of rat **** to ******* snuff herself out.  How do we do that?
Push the four stones in the corners of the room off the edge.  That was easy.
-As Chris: Same thing, but it's Wesker instead of Barry and you don't have to
decide whether he lives or dies.
-As Jill or Chris: It is possible to just shoot her until she jumps off of the
edge.  This takes A LOT of firepower, and is a huge waste of ammo.

Tyrant- Use the Magnum.  Five shots will drop this dirtbag.

Tyrant (rematch)- No, he isn't finished yet.  Shoot him with the Magnum until
Brad throws you the Rocket Launcher.  Wait for the Tyrant to be occupied with
someone else (hopefully, there is someone else), or for his back to be turned,
and then load a rocket into him.  If it works, it will result in his being
blown apart.  If it doesn't, he'll knock the rocket away and you have to try
again.

-------------------------------------------------------------------------------
Character List
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
S.T.A.R.S.
-------------------------------------------------------------------------------

Chris Redfield- He is one of the two playable characters.  After being kicked
out of the Air Force, Barry got him a job as a S.T.A.R.S. member.  Chris is on
the Alpha Team.  Chris can take more damage than Jill, but he only has six item
spots in his inventory.  He carries a lighter throughout the entire game.

Jill Valentine- The other playable character.  She is also a S.T.A.R.S. Alpha
Team member.  She can't take as much damage as Chris, but she can carry two
more items than him.  Her game is significantly easier than Chris'.  Early in
the game, she gets a lockpick, which she keeps the rest of the game.

Albert Wesker- This guy is the leader of the S.T.A.R.S. division of the RPD,
and a member of Alpha Team.  He is also a biologist.  He never takes those
sunglasses off (at least in this game).  If you didn't already know, he is a
traitor, and the bad guy that tries to kill you and cover up the evidence of
this incident.

Barry Burton- Barry recruited Chris for the S.T.A.R.S.  He is a member of Alpha
Team.  He almost gets Jill killed, but that is offset by the hundreds of times
he saves her.  He carries a .44 Magnum.  Wesker threatens to kill his family if
he doesn't cooperate with him, but Barry finally shoots him at the end.

Rebecca Chambers- She's the star of RE0, and she has a small but important part
in this game too.  She helps Chris a few times.  She is only 18, and she is
just a medic, but she deals with zombies pretty well.  She is the only member
of the Bravo Team that can live through the game.

Richard Aiken- Richard is part of the Bravo Team.  He carries a customized
automatic shotgun, but he drops it when he gets eaten.  He gives you the Radio
when you save him from the snake's poison.

Brad Vickers- He's the pilot for the Alpha Team.  He's nicknamed "Chickenheart"
because he is a coward.  He leaves you at the beginning of the game, but he
tries to contact you later, and gives you the Rocket Launcher at the end of the
game.

Enrico Marini- He's the leader of the Bravo Team, and second in command to
Albert Wesker.  Wesker kills him.  He doesn't seem to like Chris very much, but
he trusts Jill.  You can find the hexagonal crank on him after he dies.

Joseph Frost- Part of the Alpha Team.  Gets devoured by cerberus' at the
beginning of the game.  Oh well...

Kenneth Sullivan- Part of the Bravo Team.  He got his neck chewed apart by a
zombie before the Alpha Team got to the mansion.  He leaves you a cool video of
it which you can watch near the end of the game.

Forrest Speyer- Vehicle and artillery guy in the Bravo Team.  He carries his
trusty grenade launcher everywhere he goes, but since becoming zombified, he
has no use for it.  You can take it if you are playing as Jill, but Forrest
may not appreciate it.

Kevin Dooley- Pilot for the Bravo Team.  Found dead in his chopper.  Ouch.

-------------------------------------------------------------------------------
Everyone else
-------------------------------------------------------------------------------

Sir Spencer- He owns the mansion, and he's tied into Umbrella.  He doesn't
appear in the game, at least not alive.

George Trevor- He was the architect for the mansion.  Umbrella imprisoned him
and his family.

Jessica Trevor- George Trevor's wife.  Umbrella experimented on her, but it
killed her.

Lisa Trevor- George and Jessica's daughter.  She has been freakishly mutated.
You have to face her three times.  Show her Jessica's corpse and she'll leave
you alone.

Jon Toleman- He wrote the note that came with the dog collar.  He's pretty
insignificant.

Keeper, Steve, Scott, and Alias- Workers at the mansion.  They're zombies now.

Martin Crackhorn- Researcher that killed himself.

Anonymous Worker- Wrote the suicide note to Linda.  He's hanging in the
Residence.

Henry Sarton- Researcher who researched Plant 42.

Moira and Polly- Barry's daughters.

John- Researcher.  His name and his girlfriend's name, Ada, are passwords in
the Lab computer.  You should definitely know them if you've played RE2.

Ada Wong- Ada is John's girlfriend.  Their names are passwords on the computers
in the Lab.  If you've played RE2, you undoubtedly already know her.

Chief of Security- He sent a letter to Umbrella revealing their plan.

Keith Arving- Visual Data Room Manager.

E. Smith and S. Ross- Consultant Researchers.

William Birkin- He left an observation note in the lab.  He doesn't really
matter in this game, but he appears in RE0 and RE2.  In RE2, he's that big,
freakish thing that's always trying to kill you.

*note* Sir Spencer. George Trevor, Jessica Trevor, Jon Toleman, Keeper,
Scott, Steve, Alias, Martin Crackhorn, the Anonymous Worker, Henry
Sarton, Moira, Polly, the Chief of Security, Keith Arving, E. Smith,
and S. Ross are all utterly and completely insignificant.  I really had
absolutely no reason to put them in there, but I did anyway.

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

-Don't die.

-Take bathroom breaks.

-Watch Dawn of the Dead to prepare yourself.

-Defensive items work very well against Crimson Heads.

-Watch out for the hunters' head swiping attack-it'll kill you instantaneously.

-Watch out for that overhead strangling thing the chimeras do too.

-You can use empty soda bottles as footballs.

-If something goes wrong, don't worry.  There is probably a way to fix it.
The important thing is to not blame me or the game designers.

-You probably won't need the maps, but they really can help you get where you
are going if you get lost.

-Don't waste ammo on any stupid crap that doesn't need to be shot, like bees
and crows.

-Make sure you are prepared before boss fights and before moving to new areas.

-Combine or use items to open inventory space when you need to.

- Burning zombies means never having to see their ugly faces again.

-Turn the lights out and play late at night for the premium gameplay
experience

Good luck, although with this guide, you won't need it.
-------------------------------------------------------------------------------
Extra Stuff
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Things You Can Unlock
-------------------------------------------------------------------------------

Rocket Launcher- Finish the game in under three hours to receive this big gun.
It fires powerful rockets, and it carries an infinite number of them, too.

Samurai- This gun is yours if you beat the game in under five hours.  It is
similar to your handgun, except that it can fire in bursts of three and it
has an infinite clip.

Closet Key- It comes with the first costume you unlock.  Use it to open the
door in the Art Room so you can change outfits.

Jill's Alternate Outfit #1-Just beat the game with Jill once to get this.

Jill's Alternate Outfit #2-Beat the game with Jill twice to get this.  It is
her outfit from RE3.

Chris' Alternate Outfit #1-Just beat the game with Chris once to get this.
This will also change Rebecca's outfit.

Chris' Alternate Outfit #2-Beat the game with Chris twice to get this.  It is
his outfit from RE:CVX.

Once Again Mode- Play on a file on which you have already won the game.  This
way, you can use anything that you have unlocked so far.  Just beat the game
once to get this.

Hard Mode- Beat the game once to get it.  It contains less ammo, and has more
zombies.  The enemies are also tougher.

Real Survival Mode-This is a lot tougher than the original.  To unlock it, beat
the regular or hard game in under 5 hours.  Damage taken is more severe, there
is no auto-aim, and the item boxes are no longer magically linked together.
I really never want to do it again.

Invisible Enemy Mode-Beat Real Survival Mode to unlock it.  As you might have
guessed, all of the enemies are invisible.  Yes, even bosses.  Also, there is
no auto-aim.  It was difficult for me to beat, but it was worth it.  Good luck.

One Dangerous Zombie Mode-Beat the game in any mode with both Chris and Jill to
unlock this.  In this mode, instead of sitting on his balcony, Forrest's zombie
will appear at certain areas in the Mansion and attack you.  If you shoot him,
he will explode and kill you.  Try to avoid him any way you can.  The thing I
don't like about this mode is that it is selected automatically for you: after
you unlock it, any normal mode you select on that file will play with One
Dangerous Zombie Mode automatically.

Message from the Producer and Production Drawings- Beat the game on Invisible
Enemy Mode in under 5 hours to get these.  It is drawings of things from the
production stages, and a congratulatory message from the producer.  At least, I
think it's the producer.

-------------------------------------------------------------------------------
Endings
-------------------------------------------------------------------------------

Jill

With Chris and Barry-If you let Barry live at the Altar, you rescued Chris from
the Lab, and neither one of them died at the helipad, you get this ending.  It
is the best one.  Brad carries the three of you off just before the entire
mansion and grounds blows up.

With Chris, not Barry #1-If you Saved Chris from the Lab, let Barry live at
the Altar but let him die at the Helipad, and kept Chris alive at the helipad,
you'll get this ending.  Jill and Chris escape in the helicopter just as the
mansion explodes.

Alternate with Chris, not Barry-If you let Barry die at the Altar, but save
Chris and keep him alive, you'll get this ending.  Jill and Chris escape in
the helicopter.  The mansion is still there, and you see the tyrant one last
time.

With Barry, not Chris-If you let Barry live at the altar, kept him alive at
the helipad, and didn't rescue Chris from the Lab or let him die at the
helipad, you'll get this ending.  Jill and Barry escape in the helicopter just
as the mansion explodes.

With no one-If you let Barry die at the Altar and left Chris in the Lab or
let him die later, you'll get this one.  It is the worst.  Jill flies off in
the helicopter.  The mansion is still there, and you see the tyrant one last
time.

Jill's crappy ending-This is actually just if you keep Barry alive
until the end of the game, but let the final timer count down to zero.
It doesn't matter if you save Chris or not.  The entire mansion
explodes, taking you with it.

Chris

With Jill and Rebecca-This is the best ending.  If you kept Rebecca alive the
entire game, and you saved Jill and kept her alive at the Helipad, you'll get
this ending.  Brad carries the three of you off just before the mansion and
grounds blows up.

With Jill, not Rebecca #1-If you saved Rebecca when she was being attacked by
the hunter, let her die at the end,  saved Jill in the Lab, and kept her
alive at the helipad, you'll get this ending.  Chris and Jill escape in the
helicopter just as the mansion explodes.

Alternate with Jill, not Rebecca-If you let Rebecca die when she was being
attacked by the hunter, rescued Jill from the Lab, and kept her alive, you'll
get this ending.  Chris and Jill escape in the helicopter.  The mansion is
still there, and you see the tyrant one last time.

With Rebecca, not Jill-If you kept Rebecca alive the entire game, but left Jill
in the Lab or let her die at the helipad, you'll get this ending.  Chris and
Rebecca escape in the helicopter just as the mansion blows up.

With no one-If you let Rebecca die when she was attacked by the hunter, and you
left Jill in the Lab or let her die later, you'll get this ending.  It is the
worst.  Chris will fly away in the helicopter.  The mansion is still there,
and you see the tyrant one last time.

Chris' crappy ending-This is actually just if you let Rebecca live the entire
game, and let the final countdown reach zero.  It doesn't matter whether or
not you save Jill.  The mansion explodes, taking you with it.