Resident Evil

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The Best Walkthrough

"This document Copyright 2001 BAD WOLF"

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               Resident Evil - FAQ/Walkthrough Version 2.2
    By: BAD WOLF [SMIT_HOT27@HOTMAIL.COM]
***********************************************************************

Last updated:  12/20/01

Table of Contents

1:  Introduction
2:  Revision History
3:  Game Strategies
4:  Jill Walkthrough
5:  Chris Walkthrough
6:  Thanks
7:  E-mail Policy
8:  Copyright

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1:  Introduction

Hello, and welcome to BAD WOLF’S Resident Evil FAQ/Walkthrough for the 
Playstation.  Since I am a loyal fan of survival horror, I felt it was my 
moral duty to do a guide on my favorite oldie Playstation game, Resident 
Evil.  You will be faced with many puzzles, tricks, and traps throughout 
your adventure, but I will be here to help you along when you run into 
trouble.  Now, to quote S.D. Perry, "BRING ON THE NIGHT..."also read the copyright 
part listed below at the end.

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2:  Revision History

Version 1.0 7/01/01 - First Edition

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Version 1.1 7/22/01 - I have redone the copyright and added a new e-mail 
policy.  These changes are also being made to all my other documents so that 
readers will be informed.

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Version 1.2 11/26/01 - This is another copyright revision.  
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Version 2.0 12/20/01 - Not much today really, just revising the Game 
Strategies a little.

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3:  Game Strategies

---------------
YOUR CHARACTERS
---------------

**************
JILL VALENTINE
**************
She is the easier of the two to play this game with, as she begins the game 
with a HANDGUN, she can pick locks, hold two more items than Chris, doesn't 
have to rely on the partner character to do everything, finds the BAZOOKA, 
and a bunch of other things.

I don't like playing as her, due to the fact her quest is so easy and 
boring.  The only reason to play as her, unless you are a beginner, is for 
speed games.  Her only disadvantage is that she can take lesser damage than 
Chris before biting it.  People who are rookies should try her game first.

**************
CHRIS REDFIELD
**************
This guy's scenario is a lot harder than Jill's.  He has to go looking for 
extra keys, must complete puzzles that Jill could normally skip over, needs 
other characters to do everything for him, gets a FLAMETHROWER(and even 
then, only for one small part), holds a measly six items, and begins the 
game with only the COMBAT KNIFE.

His only edge is the fact that he can suffer more damage than Jill, so you 
shouldn't spend inventory space hauling around healing items.  Play with him 
if you want a real challenge.

---------------
SUPPORTING CAST
---------------

*************
ALBERT WESKER
*************
He is the mission's commander, calling all the shots.  Oddly, he doesn't 
seem very concerned about what's going on, as if his mind is in another 
place.

************
BARRY BURTON
************
Jill's partner character.  Has questionable detective skills, like staring 
at unimportant bloodspots for hours on end and forgetting to handcuff 
suspects.  Has the worst voice acting in the history of video games.  "Chris 
is our ol' partner ya know."

It's almost like Mr. Ed did his voice!  He also supplies weapons for all 
team members, which would explain why Chris is armed at the beginning of the 
game only with a highly...lethal...butterknife!  Okay so it's really a 
combat knife, but still, it might as well be one.  Expect to hear lots of 
Barry bashing from me throughout Jill's walkthrough.

****************
REBECCA CHAMBERS
****************
She is the partner character of Chris.  She is the newest member of this 
elite police unit at age 18(!) and often nervous around other members for 
fear of making a mistake.  Like Barry, she has some of the worst acting I 
have ever seen, because she sounds like someone who auditioned for a Barbie 
commercial.

Also has questionable detective skills, but doesn't bungle to as great an 
extent as Barry.  She's a newbie so she has an excuse.  What's yours Barry?  
You've been a policeman for over 15 years. :)

--------------
COMBAT TACTICS
--------------

********
AUTO AIM
********
This is very important in Resident Evil as you will need it a lot to target 
fast enemies like dogs or crows.  Also you will need it when going around 
blind corners.  If you are unsure if an enemy is hiding around a corner and 
the camera won't let you see back there, then move to a strategic location 
and hold R1.  If your character auto-aims something, you know there are 
enemies around the corner.

*************
WHEN TO SHOOT
*************
You cannot shoot enemies at a distance when they are flat on the ground.  
You must stand next to them and shoot down.  If a zombie is rising or 
falling from the floor, don't shoot because your bullets will magically pass 
through them,

***********
IS IT DEAD?
***********
Okay, so you shot a zombie five times and it's on the ground.  It's dead, 
right?  Not so fast there.  It may just be waiting for you to walk past so 
it can chomp on your knee.  The easiest way to tell if an enemy is dead is 
if a blood pool spreads around it.  Also if there is threatening music, it 
will end when all enemies in the area are dead.

*********************
ONE HIT SHOTGUN KILLS
*********************
If you wait for a zombie to get roughly arms-length away, you can point your 
shotgun up and blow their head off in one shot!  It can also work with dogs, 
but you'll need real good timing.

***********
PERSPECTIVE
***********
This game is played in with preset camera angles at fixed locations, like in 
a movie.  Due to this, it can be easy to get confused over directions.  
Whenever I say left or right, I mean it from the character's perspective.

---------------
ITEMS AND FILES
---------------

**************
FILES AND MAPS
**************
You will find many documents during your investigation of the Spencer 
Estate.  These papers will provide clues as to what the heck is going on 
around here, as well as give hints as to solving puzzles.  I often won't 
tell you to pick them up, as this walkthrough's good enough to get you 
through the game.  You can pick up files you see though if you want to.  
They don't take up inventory space anyway.

*********
INVENTORY
*********
The game will only allow you to carry around eight items as Jill, and six 
items as Chris.  I will tell you good inventory setups for both characters, 
but you still may have to backtrack a few times if you pick up unnecessary 
items, especially as Chris.

****
KEYS
****
Keys are items you need to unlock doors.  There is typically only a few 
doors you can use a key on.  When you use a key on the last door it can be 
used to unlock, you will be asked if you wish to throw it away.  Do so, 
because there are no more doors that will need it.

*************
HEALING ITEMS
*************
These are extremely vital to survival.  If you don't have your health you 
don't have anything.  The majority of the game, a healing item should be in 
your inventory at all times, but every now and then, I will not allow you to 
take a healing item with you.  This is usually because I am trying to make 
room for a place where you will take another healing item, so you won't be 
unprotected for long.

If you're a newcomer to the Resident Evil universe, you're probably a little 
confused about how to use the RED HERBS, BLUE HERBS, and GREEN HERBS you 
find about the estate.  The GREEN HERB will heal you 1/3 of your health, the 
BLUE HERB will cure POISON status, and the RED HERB must be mixed with a 
GREEN HERB to have an effect.  RED HERBS cause GREEN HERBS to have triple 
the healing power, which will totally fill up your life meter.

This is a chart on what kind of mixes you can do and what their effects will 
be.  By the way, you must mix the ingredients in order from left to right 
for some of these to work:

GREEN =                 1/3 health
GREEN + GREEN =         2/3 health
GREEN + GREEN + GREEN = full health

BLUE =                  cure poison
GREEN + BLUE =          1/3 health and cure poison
GREEN + GREEN + BLUE =  2/3 health and cure poison

RED =                   nothing
RED + GREEN =           full health
RED + GREEN + BLUE =    full health and cure poison

***********
INK RIBBONS
***********
You need these to save at TYPEWRITERS, but I will usually not tell you where 
they are because you get so many more than you could ever need for even 
several games.  They are typically found around TYPEWRITERS, so you usually 
won't need to look far.  Be careful, as the game progresses, there will be 
decreasing numbers of these around TYPEWRITERS, so early in the game you may 
want to grab a few in save rooms and keep them in your chest in case of 
emergencies.

I'll only tell you to save when there's a really dangerous situation around 
the corner, but feel free to save as often as you like.

************
GUNS N' AMMO
************
These are VERY important for escaping this deathtrap alive.  At the start of 
the game you will have virtually no ammo and weak weapons so you may want to 
run from enemies at first.  Later, as you progress, you will have so much 
ammo and powerful guns you'll be swimming in them.  You'll then be able to 
kill almost anything.

For the majority of the game, we will be packing the SHOTGUN and the BAZOOKA 
for Jill's game and the SHOTGUN and the MAGNUM mostly for Chris.  The 
HANDGUN will be used some at the start, but we will ditch it early in Part 
One.

The COMBAT KNIFE will not be used at all except to stick thru a statue at a 
zombie at one point and cut something out of your way late in the game.  
Don't even consider using it on zombies, let alone a dog or anything else.

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4:  Jill Walkthrough

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|  ___| |  _  | |  _  /   | |       | |    -  THE MANSION
| |     | | | | | | \ \   | |      _| |_
|_|     |_| |_| |_|  \_\  |_|     |_____|

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In the late afternoon of July 25, 1998, a helicopter flies over the Raccoon 
Forest district of Raccoon City.  Seven people are inside.  Their names are 
Jill Valentine, Chris Redfield, Barry Burton, Rebecca Chambers, Joseph 
Frost, Brad Vickers, and Albert Wesker.  They make up the Alpha Team of the 
S.T.A.R.S. unit of the Raccoon City Police Department.

Their mission is to rescue the Bravo Team who disappeared here, and 
investigate the strange murders that have been occuring in the woods.  The 
latter was the Bravo Team's original objective.

Jill sees smoke rising from the trees.  Brad lands the helicopter close to 
the smoke as the sun slowly fades behind the Arklay Mountains.  A mist 
envelopes the area.  As they move closer to the black cloud, they discover 
the Bravo Team's helicopter.  No one is around, but for a strange reason a 
lot of their gear is still there.

Alpha Team begins searching the area for their missing teammates.  After a 
few moments, Joseph shouts "Hey! Come here!"  He pulls something out of the 
grass.  It's a S.T.A.R.S Beretta...with a hand still attached!

Joseph screams and drops the gun as a dark shape swoops over him and pins 
him to the ground.  The other Alpha members look in terror as more dark 
shapes arrive and proceed to tear Joseph apart.  It's a pack of wild dogs, 
but these dogs have flesh decaying from them!  The rest of the Alpha Team 
opens fire and kills the animals, but not before Joseph is killed.

Brad gets scared and lifts off without the rest of his team.  Chris yells 
"No!  Don't go!" but his cry is futile as the helicopter flies out of sight. 
  Suddenly, more dogs appear.  The Alpha Team flees through the forest while 
firing shots to keep the dogs at bay.  Chris spots a mansion in the fog and 
tells Jill to run to it.  Jill, Wesker, and Barry manage to get inside, but 
Chris is missing...

They may think they have made it to safety, but in fact this nightmare is 
far from over.  You now determine the fate of this mission.  Good luck!

MAIN HALL

Now that the team is temporarily safe, they examine their surroundings.  
Jill tries to go back outside to look for Chris, but Wesker stops her.  Just 
then, a gunshot is heard in the distance.  Wesker orders Barry and Jill to 
investigate, while he "handles this."  What is there to handle in this room 
anyway?

DINING ROOM

After entering the room, Barry says, "A dining room."  Bright boy.  Now, 
equip your HANDGUN and run along the table after Barry.  Then, all of a 
sudden, a smudge on the floor grabs Barry's attention.  "WHAT!  What IS 
this?"  Barry declares.  Jill then says, "What is IT?"  Barry shouts, 
"BLOOD!"

He then asks you to look for more clues while he stares at the blood on the 
floor, as if expecting it to move or something.  Go out the door near where 
Barry is crouching.  That grandfather clock's ticking is probably getting on 
your nerves anyway.

EAST WHITE HALL

Don't bother trying any of the other doors you see here, because every one 
of them is locked.  Instead, go to the small alcove at the end of the 
corridor.  You will see someone who looks like he's...chewing...on a body!  
He turns around to look at you and he has a rotten face.  It's like he's 
a...ZOMBIE!  Shoot the zombie and examine the body.

When you check the body, you discover it's Kenneth Sullivan's body!  He was 
one of the members of the Bravo Team, but now he's dead.  If you check the 
body two more times, you will get two CLIPS.  Go back to the DINING ROOM.

DINING ROOM

Jill runs back into the room, but before she can tell him what happened, the 
zombie comes back to life and lurches through the door.  Barry blasts it 
with his gun, and Jill says "Kenneth was killed too, maybe by this 
creature!"  Are you blind Jill?  It was chewing on his neck!  She says that 
they should go back and report this to Wesker, and Barry nods in agreement.

Take the EMBLEM from over the fireplace, then leave through the double doors 
on the other end of the room.

MAIN HALL

What's going on?  Wesker has disappeared.  When Barry tells you to help look 
for him, either look underneath the staircase, or go upstairs then come back 
down.

Barry says they should split up and hunt for Wesker and the others, starting 
on the first floor.  He says he will check the DINING ROOM again, and Jill 
says she will try the doors on the other side of the hall.  Before leaving, 
he gives you a LOCKPICK, which will be a very good friend of yours during 
Part 1 of the game.

You are now alone.  Don't try to go out the front door or you'll get a nasty 
suprise.  Instead, take the blue doors.

BLUE ROOM

There are many nice paintings in this room, and a statue of a woman and a 
vase in the center of the place.  If you examine this statue closer, you 
will see a rolled-up paper inside it.  Push the stepladder over to the 
statue, and you will be able to get the 1ST FLOOR MAP.

This is optional, but if you want to, you can push the display case away 
from the door with the curtain and find a hidden area.  There is a zombie on 
the floor that will bite your knee if you walk over him before killing him.  
If you don't want to waste ammo, you can slide around on the right side.  On 
the shelf, you will find INK RIBBONS.

When you have finished exploring, unlock the door near the curtained door 
with the LOCKPICK.

L-SHAPED HALL

Look at the "creepy stuff" in the display cases on the inner wall if you 
want to, then turn down the hall and run.  Why?  Because dogs leap through 
the windows, is that a good enough reason?  Now get to the other door at the 
end of this hall.

You can also get a CLIP hidden under a moveable case, but you'll be pretty 
much forced to kill the dogs because the case-moving process is so slow.  I 
don't think it's really worth the effort.

WEST WHITE HALL

Ignore the rusted iron door you see, because you don't have the right key 
for it yet.  Instead, pick up the GREEN HERB on the floor and go down the 
hall a little.  You will see another door but it just leads to the MANSION 
BATHROOM which has nothing useful in it for Jill.  Ignore it.

MANSION BATHROOM

You can search around here if you want to, but you won't find anything 
except toiletries.

WEST WHITE HALL

Continue down the hall, and at the very end you will be between a set of 
double doors, and a single door.  Take the single door.

CONNECTING CHAMBER

There is nothing here to see, so why don't we go to the next room?

LIVING ROOM

Awesome, there's a SHOTGUN hanging on the wall!  Why don't you go pick it 
up?  When you remove it, note that the hooks it was hanging on rise up.  Oh, 
it's probably nothing.  Leave the room.

CONNECTING CHAMBER

Uh oh!  The ceiling is falling!  Stay calm though, help is on the way.  
After a moment or two, Barry will arrive and kick the door open.  He shouts 
for Jill to get out of there.

WEST WHITE HALL

Jill leaps out the door just before the room is filled up by the ceiling, 
and then thanks Barry for saving her life.  Then she gets irritated with him 
because he wasn't searching the other side of the house like he was supposed 
to.

Real smart, Jill.  He saves you, then you get angry at him because he wasn't 
supposed to keep you from becoming a jibble sandwich, he was supposed to be 
staring at a bloodspot on the floor.  Jill thanks her one last time, then he 
starts back to the east wing.  Take the double doors nearby.

NOTE:  If you don't want to see this sequence, then you can get the BROKEN 
SHOTGUN from the other side of the house and use it to keep the wall hooks 
down while you escape with the good SHOTGUN.  It's not really worth it if 
you're playing as Jill.  However, if you don't come to this room first 
thing, then Barry won't save you from the ceiling trap and you WILL need the 
BROKEN SHOTGUN to get the good SHOTGUN.

DARK CORRIDOR

Shoot the two zombies you see, then take the door on the left side of the 
hall.

ART GALLERY

You find yourself in a hall of portarits, with ugly crows on the track 
lighting.  Don't concern yourself with them, because as long as you don't 
shoot, they won't attack you.

Note that each painting shows a stage of a person's life, and that there is 
a switch beneath each painting, except for the first one that is entitled 
"From Cradle to Grave."  Hmm...cradle to grave...I know!  You should press 
each switch under the painting in order from birth until death.  If you 
can't figure out what order to go in, here is the solution:

1. Newborn baby

2. Infant

3. Lively boy

4. Young man

5. Tired middle-aged man

6. Bold-looking old man

7. The painting entitled, "The End of Life"

If you pressed the buttons in the correct order, the "End of Life" painting 
will crash to the floor and you will find the STAR CREST behind it.  You can 
now leave the room.

If you got the order wrong, the crows will attack.  Leave the room and when 
you return they will be docile again.  The puzzle will reset so you can 
start over.

DARK CORRIDOR

If you are wondering what you are supposed to do with that STAR CREST you 
found, then take the door in the alcove in front of you.

COVERED PATH

Go down the stone walk and you will see a dog.  Kill him with your HANDGUN, 
because dogs take about the same amount of the more powerful SHOTGUN SHELLS 
to kill anyway.

When the dog is dead, examine the door at the end of the corridor.  It's 
locked, but there is a panel to the left of the door.  On the panel you 
read:

When the sun sets in the west
And the moon rises in the east,
Stars will begin to appear in the sky
And wind will blow towards the ground.
Then the gate of new life will open.

Also note that there are four holes in the panel, shaped like that STAR 
CREST you have.  The poem gives out the names of each of the crests you need 
to find to unlock the door:  Sun, Moon, Star, and Wind.  You already have 
one, so there are still three more to find inside the mansion somewhere.  
Place the STAR CREST in the diagram, then leave.

DARK CORRIDOR

Unlock the black door near the double doors.

WEST STAIRS HALL

Shoot the zombie at the bottom of the stairs, then take the GREEN HERB 
nearby.  Go through the little door under the stairs.

STORAGE ROOM

Welcome to your first save room.  Take the white bag of the incredible 
CHEMICAL and organize your inventory at the CHEST nearby:

HANDGUN, CLIP
EMBLEM, CHEMICAL

Go back out.

WEST STAIRS HALL

Go upstairs.

EAST STAIRS LANDING

Two zombies approach from either side when you arrive at the landing.  Pelt 
each of them until dead.  Don't worry about killing the zombie lurking at 
the far end of the hall.  He is guarding an area you won't need to go to 
until much, much later, and by then he'll be long gone.  Take the door that 
is in the offshoot to the right of the staircase.(Not the one next to the 
railing).

RED PASSAGEWAY

A zombie approaches from a few steps away.  Belt him and go the way he 
WASN'T in front of, to the left.  Take the door at the end of the hall.

RED ROOM

On the table in here, you will find the BOTANY BOOK.  This book will provide 
hints on how to mix the RED HERBS, GREEN HERBS, and BLUE HERBS you will find 
around the Spencer estate.

According to the book, the GREEN HERB is used to heal wounds, the BLUE HERB 
is used to cure poisons, and the RED HERB is used to triple the effects of 
GREEN HERBS.  Keep these tips in mind for the rest of the game.  Leave out 
the same door you used to get in.

RED PASSAGEWAY

Go around the corner past the blue door which is locked, and you will see 
another zombie.  Kill him and take the door at the end of the hall because 
the door the other zombie was near is locked also.

UPPER MAIN HALL

You run into Barry-boy again up here.  After some small talk, he says he has 
"a weapon, it's really powerful...especially against living things!"  WOW!  
He then hands over some ACID ROUNDS, which is a type of ammunition for the 
BAZOOKA, which we will be obtaining shortly.  Hey, Barry, that's not a 
weapon!  It's ammo you numbutt!  He then runs off back to the DINING ROOM, 
to look at his pet bloodspot, I suppose.  The next door we are going to is 
the other door on the same wall as the one you used to enter here.  Go to 
it.

BLOODY CORRIDOR

There's not much to see here except for some bloodstains on the floor and 
the wall.  Leave out the other door besides the one you used to enter.

OUTDOOR BALCONY

Out here, you get a nice view of a WALL painted to look like the woods, and 
you also find another dead body of one of your Bravo teammates, Forest 
Speyer.  He got pecked to death by crows, but at least he still has his 
BAZOOKA with him.  Take the gun, but be careful not to accidentally check 
the body or crows will attack.  Leave out the door you used to get in.

BLOODY CORRIDOR

Go out the other door.

UPPER MAIN HALL

Run across the baclony to the double doors on the other side of the hall.

DINING ROOM BALCONY

Arrghh, it's that awful ticking again.  Kill off the deadheads here.  Don't 
be afraid to use your BAZOOKA if you run out of ammo for your HANDGUN.

Go to the statue up here and push it through the hole in the balcony 
railing.  I don't know why we are doing it, there's no logical reason.  
Anyway, you'll hear a crash below from the statue you broke for no logical 
reason.  Take the door on the far side of the room.

WEST STAIRS LANDING

Kill the two zombies lurking around, then go down the stairs.  The two doors 
you see up here are locked.  One needs a HELMET KEY and the other needs a 
passcode.  You won't get either of these until around Part 3, so ignore the 
doors for now.

WEST STAIRS HALL

Immediately go into the space beneath the stairs and you will see a door.  
Go through it.  If you get to it fast enough the zombie milling around close 
by won't even see you.

MEDICAL ROOM

Ahhh, don't you just love the music that plays in save rooms?  Anyway, 
you're probably running low on CLIPS at this point, so we'll dump the 
HANDGUN for awhile and go with the SHOTGUN.  Heal yourself if necessary, 
then organize your inventory like this:

SHOTGUN, EMBLEM
CHEMICAL

Leave this room.

WEST STAIRS HALL

I recommend you dodge the zombies hanging around here, the corridor is wide 
enough to pull it off.  The first one's easy, he is hiding under the stairs 
and should pose no threat.  Go past the right side of the column to pass 
number two, then move back to the left side of the hall to get past number 
three.  Take the brown door at the end of the hall.

GREEN CORRIDOR

Zip past the zombie you see immediately and go down the hall he was 
guarding.  You will come to a little black door at the end.

WATER GARDEN

Don't try to walk past the fountain, lest you be attacked by killer vines.  
Instead, go to the little pump by the windows and pour the CHEMICAL into it. 
  The vines will die, giving you access to the most important item in this 
part of the game, the ARMOR KEY.  Take it from the ornament on the window.  
Grab all the RED HERBS and GREEN HERBS you can from this room, then combine 
them so that you are left with two RED-GREEN MIXTURES, and a GREEN-GREEN 
MIXTURE.  Leave the room.

GREEN CORRIDOR

Blow down the corridor and past the zombie again, but this time turn right.  
Kill the zombie at the intersection of the hall, then use your LOCKPICK to 
unlock the door on the right side of the corridor.

KEEPER'S BEDROOM

Take the CLIP off of the bed, then examine the desk.  When you do so, a 
zombie will pop out of the closet.  Blow his stupid face off then get back 
to your examination of the desk.

You will find the KEEPER'S DIARY on the desk.  The keeper says he had to 
take care of a "new creature," given to him by a "researcher."  A day later, 
there was an accident in a lab somewhere on the estate, which kind of 
explains the previous entry.  The guy says he has to wear a space suit now, 
and he's annoyed with it.

He feels itchy now, and asks the doctor about it.  He gives him a big 
bandage and tells him he doesn't need the space suit anymore.  The keeper is 
glad, though now rotten chunks of flesh are falling off of his body.  The 
rest of the diary, you may notice the words are getting simpler and simpler, 
and then the diary concludes with the words "Itchy.  Tasty."  It's pretty 
obvious what's happened to him I believe.

I guess this somewhat explains why the heck there are zombies and monsters 
around, because of some lab that's on the grounds.  Leave the room.

GREEN CORRIDOR

Turn left and take the door near the zombie you left alive.

WEST STAIRS HALL

Unlock the nearby black door with the ARMOR KEY.

ARMORY

There isn't much firepower left for you to take I'm afraid.  You can however 
get a CLIP off of the shelf and SHOTGUN SHELLS after you unlock the drawer 
in the desk.  You can also get the BROKEN SHOTGUN here to use on the rack to 
get the good SHOTGUN.  However, if you already got past the ceiling trap 
with Barry's help, then there is absolutely no reason to take this item.  
Leave.

WEST STAIRS HALL

Dodge the zombies and go to the MEDICAL ROOM.

MEDICAL ROOM

Open up the CHEST:

SHOTGUN, SHOTGUN SHELLS
ARMOR KEY, EMBLEM

Leave.

WEST STAIRS HALL

Enter the GREEN CORRIDOR once again.

GREEN CORRIDOR

Turn right and run to the door at the very end of the corridor.

WEST WHITE HALL

This looks familiar, but instead of looking at Kenneth's dead body, unlock 
the door next to the double doors at the end of the hall and enter.

PIANO BAR

This is a nice-looking place, but there is seemingly nothing to do here.  
Walk around the piano and in the back alcove you will find two bookcases.  
Push away the one in front of the other one, and take the MUSIC NOTES hidden 
on the shelf.

Use the MUSIC NOTES on the piano, and Jill will do a superb recital of the 
"Moonlight Sonata."  Jill is so good at playing the piano she can even do it 
while holding a SHOTGUN in her hands!  This triggers the opening of a secret 
passage in the wall.  Go inside and you will see a statue with a GOLD EMBLEM 
on it.  Note that it looks a lot like the EMBLEM you have with you.  Maybe 
you should try placing the GOLD EMBLEM above the fireplace in the DINING 
ROOM.

But after you take the GOLD EMBLEM, the wall seals up again.  Place the 
wooden EMBLEM in its place and that will fix the problem right up.  Exit 
this room.

WEST WHITE HALL

You remember where the DINING ROOM is?  It's behind the only door on the 
left side of the hall.

DINING ROOM

Plant the GOLD EMBLEM over the fireplace and that annoying ticking will 
finally cease.  The grandfather clock will chime three times, then move 
aside to reveal a secret compartment.  Take the SHIELD KEY here.

Next, search behind the table to find the remains of the statue you smashed 
for no logical reason.  In it's remains, you'll find a beautiful BLUE JEWEL. 
  Leave out the double doors.

MAIN HALL

Use the ARMOR KEY on the little door near the double blue doors on the east 
side of the MAIN HALL.  Enter into it.

GLOBE ROOM

Walk past the sculpture this room was named for, and take the CLIP off the 
shelf.  Then walk past the other shelves on your left.  A zombie will 
approach from the left.  After removing his head from his body, unlock the 
desk he was guarding.  A box of SHOTGUN SHELLS is what you'll get.  Now, 
take the door on the other side of this little hall.

PLAYROOM

There are no threats here but a crawler zombie.  Blast him and heal up with 
the two GREEN HERBS on the floor.  Right now, you should have two inventory 
slots left.  Take only ONE GREEN HERB.  You will need the space for 
something important a little later.  Exit the room.

GLOBE ROOM

Go back to the MAIN HALL.

MAIN HALL

Mount the stairs.

UPPER MAIN HALL

Turn right up the stairs and use the door to the RED PASSAGEWAY.

RED PASSAGEWAY

Go past the first door and use the ARMOR KEY on the double blue doors.

KNIGHT ROOM

Hmm, two grates, two statues, one red button, crap, what are we supposed to 
do here?  I know!  Push the statues over the grates, then press the red 
button and see what happens!  Make sure both grates are covered just right, 
then press the shiny red button on the floor.  Eureka, the cabinet in the 
back of the room opened.  Take the SUN CREST from the cabinet, then leave 
the room.

NOTE:  If you mess up covering the grates, or push them away from the holes 
after pressing the button, then poison gas will leak into the room!  Quickly 
exit before you are poisoned or die!  When you walk back inside again, 
everything will be as it was before, as if nothing had happened.

RED PASSAGEWAY

Unlock the brown door with the ARMOR KEY, the one you passed on the way to 
the KNIGHT ROOM.

RICHARD'S HALL

You will see two GREEN HERBS on the floor, but leave them there for now.  As 
you round the bend, you see poor Richard on the floor with a nasty bite 
wound.  He tells you he was bitten by a giant, poisonous snake.  He then 
sends you out of the room looking for the SERUM, raving about terrible 
demons.  You will not be able to go past this room until you get the SERUM 
for Richard.  He will die approxiomately 15 minutes after you find him.  Not 
that it matters, there's no real benefit to saving him in time, except it 
will spare you a few small inventory difficulties.  Anyway, back to the 
walkthrough.

RED PASSAGEWAY

As you exit the room, your map automatically lights up.  A red dot will show 
you the room where the SERUM is.  In this case, its the MEDICAL ROOM.  Let's 
be on our way there.  Go into the UPPER MAIN HALL.

UPPER MAIN HALL

Run across the balcony to the DINING ROOM BACLONY.

DINING ROOM BACLONY

Go to the next room.

WEST STAIRS LANDING

Go down the stairs.

WEST STAIRS HALL

Now you know why I refer to this hall as the WEST STAIRS HALL.  Go into the 
MEDICAL ROOM.

MEDICAL ROOM

Take the SERUM from the shelf and organize your inventory like this:

If you want to fight an upcoming boss:

BAZOOKA, ACID ROUNDS
SHIELD KEY, SERUM
ANY HEALING ITEMS YOU NEED (leave at least one open spot)

If you want to avoid the boss and not fight:

SHOTGUN, SHOTGUN SHELLS
SHIELD KEY, SERUM
ANY HEALING ITEMS YOU NEED (leave at least one open spot)

Leave.

NOTE:  Fighting this approaching boss has no benefit, to me it's nothing but 
a waste of ammo and health.  You will expend much less of both if you try to 
avoid the boss, but you'll need to be good at dodging.

WEST STAIRS HALL

Go back up the stairs.

WEST STAIRS LANDING

Go back to the DINING ROOM BALCONY.

DINING ROOM BALCONY

Take the double doors.

UPPER MAIN HALL

Go to the door across from the doors you used to enter.

RED PASSAGEWAY

Take the first door you see.

RICHARD'S HALL

If you have the inventory space, take the two GREEN HERBS.  Now go to 
Richard and let him have the SERUM (he should be alive, as long as you don't 
go off on some silly side quest of your own.)  A groan and a moan later, he 
coughs up his RADIO (which is completely useless throughout the game) and 
dies.  Search him twice for a CLIP and enter the next room.

ATTIC CORRIDOR

A zombie approaches out of sight from the hall to the left.  Ignore him and 
rush up the stairs to the door there.  Unlock the door with the SHIELD KEY 
then discard the key.

ATTIC

Gather up your courage and walk towards the columns in the middle of the 
room.  YIKES!  It's that giant snake Richard told you about!  For those who 
wish to avoid him will as little sqabble as possible, follow these 
directions.  When you regain control, you can see some small shelves in the 
back corner of the room.  Run towards them and you will miss a lunge from 
the snake.  After he lunges,  curve towards the pillar with the boxes.  Run 
past the pillar and turn right.  Swipe the SHOTGUN SHELLS off the barrels if 
you have time.  Now, run around the wall and into the walled-in place where 
the snake appeared from.  Take the MOON CREST from its hidey-hole and try to 
run back out.  By now the snake has probably caught up and is blocking the 
passage, you will likely get bitten here, but this is a GOOD thing.  Now, 
run back out of the attic.

Now, for those who want to be men and tangle with the snake, read here.  
Take some distance from the snake and let loose with your BAZOOKA.  ACID 
ROUNDS are especially effective.  Be careful about your aim.  The head is 
the only vunerable spot, and since the snake often slithers along the 
ground, it is a difficult target to hit.  Don't get it too close to the 
snake either, or it will encircle you and prevent you from moving.  Monitor 
your health status, because if it gets too low, the snake will try to 
swallow you, killing you in one attack.  After about 3-6 hits, the snake 
will give up and leave.  You can now take the MOON CREST and leave.

NOTE:  If you still have it do NOT use the SERUM AT ALL until you get out of 
here with the MOON CREST.  Otherwise, you may get bitten again by the snake. 
  No BLUE HERB in the entire game can cure the snake's venom, and since 
there are no other SERUMS to find, you will be stuck in permanent POISON 
status for the rest of the game.

ATTIC CORRIDOR

Strangely, the zombie has vanished.  Just after going down the steps, Jill 
passes out from the poison (if you were bitten during the battle).  Barry 
will arrive and take you to the MEDICAL ROOM if you gave the SERUM to 
Richard.  If you were not bitten during the fight at all, then no cutscene 
will occur and you will stay in the ATTIC CORRIDOR.  Also, if you still have 
the SERUM with you and were bitten, then Jill will ask to take it.  Do as 
she says, and you will stay right where you are.  If you are still in the 
ATTIC CORRIDOR, go to the MEDICAL ROOM.  I'm sure you can find it again, as 
we've already been there and back a few times.

MEDICAL ROOM

Jill wakes up on the cot.  Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
BLUE JEWEL, SUN CREST
STAR CREST, MOON CREST

Leave.

WEST STAIRS HALL

Dodge the zombies and go to the GREEN CORRIDOR.

GREEN CORRIDOR

Remember that little door in the offshoot I told you not to go to?  Well go 
there now.

TIGER ROOM

Put the BLUE JEWEL in one of the tiger's eyes.  The statue will then rotate 
to reveal the fourth and final crest, the WIND CREST!  Leave.

GREEN CORRIDOR

Enter the black door at the end of the hall.

WEST WHITE HALL

Enter the door to the DINING ROOM.

DINING ROOM

Go to the MAIN HALL.

MAIN HALL

Go up the stairs.

UPPER MAIN HALL

Turn right and enter the RED PASSAGEWAY.

RED PASSAGEWAY

Enter the door right after the blue doors.

EAST STAIRS LANDING

Go down the stairs.  (Getting tired of these one-sentence room directions?  
Don't worry, we're almost to where we need to go.)

EAST STAIRS HALL

Bypass the save room and go to the door at the end of the hall.

DARK CORRIDOR

Go into the door that is by itself in the dark offshoot.

COVERED WALK

You want revenge now for Joseph's death, so blast that dog for tearing up 
your friend.  Now go over and examine the diagram by the other door.  On it 
you read an interesting poem:

"When the Sun sets in the west and the Moon rises in the east, Stars will 
begin to appear in the sky and Wind will blow towards the ground.  Then the 
gate of new life will open."

I actually think it sounds kind of cool.  This is where you are supposed to 
use all those crests you risked life and limb for to obtain.  Plug the SUN 
CREST, the MOON CREST, the STAR CREST, and the WIND CREST in the plate.  
After all are secure in the diagram, you will hear the door unlock.  Enter.

TOOL SHED

We went to all that trouble to unlock a TOOL SHED?!  Oh well, you've already 
got it unlocked anyway.  Push the step ladder forward some so you can stand 
on the side where you get on it.  Push it to the shelf and take the SQUARE 
CRANK.  Leave out the double doors.

UPPER COURTYARD

YES!  Two RED HERBS, three GREEN HERBS, and just around the corner, three 
BLUE HERBS.  Take the two RED HERBS and the three GREEN HERBS.  Ignore the 
BLUE HERBS, lest you be pounced upon by a pack of dogs.  They're not 
important anyway.  After you take the RED HERBS and the GREEN HERBS, mix 
them to make two RED-GREEN HERB MIXTURES.  Now, after taking all the herbs 
except the blue ones, charge around the corner and past the dogs.  Weave 
through the shrubs and to the gate at the other end of this rather dull 
garden.

WATER RESEVOIR

Follow the stone path to a post with a square hole in it.  Use the SQUARE 
CRANK to drain the water almost instantly when ordinarily it would take 
much, much longer.  Go to the little ladder and jump down onto the new path. 
  Run across the pool and climb up the other ladder.  Now start running down 
the path.  Why?  Oh, because hundreds of snakes are falling from the trees 
and they are infinite, would that be a good reason.  Eventually you will 
come to a small platform elevator.  Board it and go down.

LOWER COURTYARD

Run around the little pool then sprint to the gate on the other side of the 
next little pool.  Don't bother to fuss with the dogs.

COURTYARD PATH

Take the two GREEN HERBS but forget the BLUE HERBS.  Sprint down the path 
and run in zigzags to avoid the dogs.  After some curves, you will come to a 
door.  Enter the door.

-----------------------------------------------------------------------
                            END OF PART ONE
-----------------------------------------------------------------------

OPTIONAL AREAS AND QUESTS FOR PART ONE

--------------------
THE LIGHTER SUBQUEST
--------------------

There is a LIGHTER you can find in a bedroom on the second floor near the 
EAST STAIRS LANDING.  This LIGHTER is used for the small task of lighting a 
candle in another room this walkthrough doesn't cover so you can get a few 
extra EXPLOSIVE ROUNDS.  If you want to do this little subquest, read below. 
  We will start at the EAST STAIRS LANDING.

EAST STAIRS LANDING

Unlock the door just to the left of the stairs with the ARMOR KEY.  Enter.

STAG ROOM

Take the door to the left.

UPSTAIRS OFFICE

Press the switch hidden in the bug display case to empty an aqarium.  Push 
the aquarium away from the back corner of the room, then push the bookcase 
into its place to reveal a cabinet.  The cabinet contains a box of EXPLOSIVE 
ROUNDS.  Leave.

STAG ROOM

Take the door across from you.  A zombie will then enter.  For the time, run 
away.

TWIN BEDROOM

Take the RED HERB, the SHOTGUN SHELLS hidden behind the right bed, and the 
LIGHTER off the shelf.

STAG ROOM

Evade the zombie and run out of the room.

EAST STAIRS LANDING

Enter the RED PASSAGEWAY.

RED PASSAGEWAY

Go into the door after the blue doors.

RICHARD'S HALL

Go to the next door.

ATTIC CORRIDOR

Turn left at the fork and take the door at the end of the hall.

PRIVATE DINING ROOM

Search the cabinet on the left for a CLIP, then light the candles on the 
table with the LIGHTER.  Now push away the left bookcase to reveal a secret 
room.  By the light of the candles you will be able to grab the EXPLOSIVE 
ROUNDS in the cabinet.

-----------------------------------------------------------------------
_____   _____   _____   _____     ____
|  _  | |  _  | |  _  | |_   _|   /__  \
| |_| | | |_| | | |_| |   | |        / /
|  ___| |  _  | |  _  /   | |       / /    -  THE GUARDHOUSE
| |     | | | | | | \ \   | |      / /__
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

ENTRY CORRIDOR

Directly in front of you are some BLUE HERBS next to a stand with other 
plants on it.  You can also see the statue next to them there is 
texture-mapped.  This is used to cover the hole in front of a door down the 
hall.  If you don't cover it, a plant vine will shoot out and grab you by 
the neck, robbing you of some health.  If you ask me, the whole statue idea 
is a waste of time.  The vine does not take away that much health.  Anyway, 
go down the hall and take the first door on the right.

GUARDPOST

Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the bookshelf.  Next, 
heal yourself to FINE status and organize your inventory at the save box:

SHOTGUN, SHOTGUN SHELLS
BAZOOKA

Leave.

ENTRY CORRIDOR

Go to the door across the hall with a sign above it that says "001."

001 BEDROOM

Blow both zombies heads off, then unlock the desk to find some SHOTGUN 
SHELLS.  Next, go to the bed and take the RED BOOK off the bed.  If you 
check it, you will notice that it is empty.  Why take an empty book, you 
ask?  Well, don't worry.  Even the strangest objects in a RE game always 
eventually serve some purpose.  Take the little door by the entrance.

001 BATHROOM

Walk to the bathtub and drain the water.  On the bottom is the C. ROOM KEY.  
Take the key and leave.

001 BEDROOM

Enter back into the hall.

ENTRY CORRIDOR

Walk across to the offshoot and your character will get caught by a vine if 
you didn't cover the hole before.  No big deal, it causes little damage.  
Press onward.

IVY HALL

Don't worry at all about any of that ivy covering the walls.  None of it is 
dangerous.  Take the first door you come to.

WASP ROOM

As soon as you enter run diagonally across the room to the dark corner 
there.  Charge into it and take the 002 DORMITORY KEY off the desk.  Then 
turn tail and run out to the same door you used to enter.  The reason?  
There are three billion wasps zipping out of that hive to get you, and if 
you don't move fast, you'll be covered with them and stung over and over 
till you die.

IVY HALL

Run further down to the end of the hall.  Unlock the door with the 002 
DORMITORY KEY then discard it.  Before you go charging in, move the statue 
aside of its place on the left.  Take all three GREEN HERBS and make a GRAY 
HERB MIXTURE.  Now enter the door.

002 BEDROOM

Ignore the door to the left, all you will get for using up a SHOTGUN SHELL 
on a zombie in there is a CLIP.  Instead, run to the litte desk and take the 
SHOTGUN SHELLS inside it.  Hey look, two texture-mapped bookcases.  Shove 
them aside to reveal a ladder.  Go down it, into the "secret" passage.

BASEMENT CORRIDOR

Now we get to play the first installment of one of Capcom's most prevalent 
puzzles in their RE games.  This is sooooo boring.  Run around the corner 
and shove the box around the corner.  Now push the box forward to the wall 
across the hall, then shove it a looooong way down the hall near the corner, 
but not too far, or you'll have to start all over!  Next, push the box 
closest to the water pool into it.  Then go to the second box that was 
behind it and push that box into the pool.  And last, shove the box you 
pushed all the way down the hall to the wall and then into the pool.  You 
now have a box bridge to cross the pool of water.  Umbrella really needs to 
hire some better architects.  What idiot puts a giant pool in the middle of 
the hall, but no bridge to cross it?  Come to think of it, why put a pool in 
the middle of the hall at all?  Anyway, go down the hall some more and you 
will see the rest of the hall is submerged in water.  Go into the water and 
open the double doors.  Leave the GREEN HERBS where they are for now.

NEPTUNE DEVELOPMENT LAB

You now find yourself in a GIANT room, with it totally flooded by water.  
Immediately begin running around the right side of the giant water tanks in 
the middle of the room.  Don't bother looking at the first door you pass.  
Eventually, you will come to two doors.  Move a little closer, and you will 
see an POV shot of something following you underwater.  As it turns out, it 
is a shark codenamed Neptune and her two babies.  But unfortunately for 
them, you are already at the doors that will allow you to escape.  Unlock 
the left door with the C. ROOM KEY, the one on the right doesn't even have a 
keyhole!  Discard the key and enter.

DRAINAGE CONTROL ROOM

Walk over to the panel with the flashing light and pull the lever.  All the 
water will drain out of the basement.  On your way out, press the flashing 
button to unlock the room next door.

NEPTUNE DEVELOPMENT LAB

Enter the door nearby.

BASEMENT ARMORY

Yes!  Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves!  And 
also, you can see a little sparkle on the shelf to the right.  Take the 003 
DORMITORY KEY and leave.

NEPTUNE DEVELOPMENT LAB

Run back to the exit and you will see the source of that flapping sound.  
Hahaha, it looks like Jaws and its babies are now struggling for their 
lives.  Leave.  Don't bother shooting them, you won't need to come back to 
this room again unless you wanted to do the V-JOLT sidequest detailed in the 
OPTIONAL AREAS section at the end of Part 2.

BASEMENT CORRIDOR

Run back to the ladder at the end of the hall.

002 BEDROOM

Go back into the hall.

IVY HALL

Run back down the hall to the next door.

WASP ROOM

Run across the room to the door marked "003."  Discard the 003 DORMITORY KEY 
also.

003 BEDROOM

Immediately enter the door to the left.

003 BATHROOM

Blow the zombies face off then take the FLAME ROUNDS off the floor.  Leave.

003 BEDROOM

Ignore the desk, because this time it has nothing to offer you but INK 
RIBBONS.  Notice the bookshelf.  One row has nothing in it but red books, 
except for one white book.  Take the white book and read the "V-JOLT" REPORT 
if you wish, you don't have to follow this book's instructions if you don't 
want to.  Now, put the RED BOOK in the place of the white book to open up 
yet another secret passage.  Equip your BAZOOKA and enter the secret door.

CONFERENCE ROOM

Whoa!  It's that giant plant the white book spoke about, called Plant 42.  
Point your BAZOOKA up and fire three EXPLOSIVE ROUNDS immediately after 
entering.  The plant shrivels up.  Jill decides to go closer to get a better 
look.  Big mistake.  One of the vines grabs her and then, it's Barry to the 
rescue!  He destroys the plant with a FLAMETHROWER and then Jill thanks him. 
  He responds with a entusiastic "Yeeeeeehhhhhh."  After talking to him, go 
to the fireplace to get the HELMET KEY.  Leave thru the double doors.

WASP ROOM

Run across the room to the door on the far left.

IVY ROOM

Jill hears gunshots close by, then sees Wesker.  After he finishes up his 
target practice, he tells you that you should go back to the mansion to look 
for "clues," then runs off again rather hastily.  Run over the wasps Wesker 
shot down if you want to, then enter the door beyond them.

ENTRY CORRIDOR

Go to the GUARDPOST.

GUARDPOST

You should stock up on heavy artillery here and save, because things are 
going to get tougher very soon.  Here is what you should put in your 
inventory:

BAZOOKA, ACID ROUNDS
HELMET KEY, HEALING ITEM

Leave.

ENTRY CORRIDOR

Run to the front door and exit (the one by the plants).

COURTYARD PATH

You can hear your radio beeping as you exit.  That's Brad trying to hail 
you.  You don't have to answer him, as the radio is broken and you can't 
respond to his messages anyway.  Run for the wonderfully-squeaking gate at 
the end of the "corridor."

LOWER COURTYARD

Run past the dogs and go back to the little elevator.

WATER RESEVOIR

You're going to have to make another run through the snakes to get back to 
the other gate that leads to the exit.  Run like crazy past the 
snake-spawning trees, go through the pool, then leave out the gate.

UPPER COURTYARD

Dodge the dogs and go back to the TOOL SHED.

TOOL SHED

Go to the next door.

COVERED WALK

Run down the path to the back door of the mansion.  Make sure you have your 
BAZOOKA at the ready when you walk in.

-----------------------------------------------------------------------
                              END OF PART TWO
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

-------------------
THE V-JOLT SUBQUEST
-------------------

In this subquest, you will make a chemical called the V-JOLT to help destroy 
Plant 42.  This is totally optional for Jill and quite unneccesary as Plant 
42 will still only take three hits from the BAZOOKA.  If you must, this is 
how you do it.  Start in the ENTRY CORRIDOR.

ENTRY CORRIDOR

Go to the double red doors.

GAME ROOM

Turn left and run to the pool table in the back corner.  Check the side of 
the table facing away from the dartboard.  You'll get a code that says 
"345".  Remember this number.  Leave the room and don't bother to mess with 
the spiders.

ENTRY CORRIDOR

Go down the corridor guarded by the vine.  You'll get hit but it will still 
be all right.  Go into the door behind it.

IVY HALL

Enter the next door you come to.

WASP ROOM

Turn left and go to the other door you can see in the camera angle.  Check 
the keypad next to it.  Input 345 into the keypad to unlock the door.  
Enter.  I guess next time you'll memorize the code so you don't have to do 
all that extra crap, huh?

CHEMICALS LAB

This is where you will make the V-JOLT.  You can solve this puzzle yourself 
if you want to by reading the notes on the wall, or you can try my 
directions.  There are many chemicals in here that can be lethal if handled 
improperly, so do exactly as I say or you may make a substance that creates 
a poison gas!:

1 - Gather up three EMPTY BOTTLES.

2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTY 
BOTTLE with UMB NO. 2.  Mix the UMB NO.2 with the WATER to make NP-003.

3 - Fill an EMPTY BOTTLE with UMB NO.4.  Mix the UMB NO.4 with NP-003 to 
make UMB NO.7.

4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMB 
NO.4.  Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.

6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.

7 - Repeat STEP 2.

8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!

Leave the lab.

WASP ROOM

Leave out the door to the right.

IVY HALL

Turn right and go down the hall to the door marked "002".

002 BEDROOM

Go to the "secret" ladder.

BASEMENT CORRIDOR

Run down the passageway to the double doors.

NEPTUNE DEVELOPMENT LAB

Turn right and enter the first door you see.

MESS HALL

Go to the other side of the room where the plant's root is.  Pour the V-JOLT 
on it to make the root wither and die.

-----------------------------------------------------------------------
______   _____   _____   _____     _____
|  _  | |  _  | |  _  | |_   _|   |___  |
| |_| | | |_| | | |_| |   | |      ___| |
|  ___| |  _  | |  _  /   | |     |___  |  -  THE MANSION REVISITED
| |     | | | | | | \ \   | |      ___| |
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

DARK CORRIDOR

Upon entry you get a warm welcome from a creature that has become the bane 
of every RE player's existence, the hunter.  They're faster than you, 
they're more resilient than you, and they can cut your head off if you are 
in CAUTION or worse.  But, in your hands, you hold the most powerful 
anti-hunter weapon in the series, the BAZOOKA.  Let him have an EXPLOSIVE 
ROUND in the face then enter the first door on the left side of the hall 
(this one needs the HELMET KEY.)

BTW, this place will be crawling with Hunters wherever you go.  In a way, 
they have replaced all the zombies you killed earlier!  Stick to this 
walkthrough or you will get your head cut off, I promise you that.

STUDY

Walk over to the desk and turn on the lamp.  On the desk are MAGNUM ROUNDS, 
but you should only bother to pick them up if you want to go on the MAGNUM 
sidequest, which is in the OPTIONAL AREAS section at the end of Part Three.  
Turn around and take the DOOM BOOK I from the bookshelf, then leave.

DARK CORRIDOR

Take the door in the same camera angle as the double doors.

EAST STAIRS HALL

Stay right where you are and get your BAZOOKA ready.  You'll hear a "tic, 
tic" noise.  This is the noise hunters make when they are around.  You will 
soon learn to loathe it.  Anyway, when you see the hunter come around the 
corner, blast him.  Notice the little paper hanging on the wall.  It was 
written by Barry, telling you that he left some supplies for you in the 
STORAGE ROOM.  Go into the little door beneath the stairs.

STORAGE ROOM

When you enter, you will see many items on the floor that Barry left for 
you, including ACID ROUNDS, a FIRST AID SPRAY, and some SHOTGUN SHELLS.  For 
being so stupid, Barry sure knows how to pick the right presents.  Take 
everything and put it in the chest.  Organize your inventory:

HANDGUN, CLIP
BAZOOKA, EXPLOSIVE ROUNDS
ARMOR KEY

This will likely be the last time we use the HANDGUN anymore in the game, so 
after we put it back in the chest again, it will stay there for good.  Also 
pretend from now on that all the CLIPS you see are things of your 
imagination.  Go into the hall.

EAST STAIRS HALL

Equip your HANDGUN and go up the stairs.

EAST STAIRS LANDING

Walk up the stairs.  You can see a hunter down the hall has its back to you. 
  You now want revenge for that immature practical joke that was pulled on 
you when you came back here.  Shoot him in the back with the HANDGUN then 
run down the stairs again, but don't go ALL the way down them.  Wait here 
for the hunter to slowly walk down the hall.  When he sees you at the bottom 
of the stairs, he'll be in a frenzy to reach you, but they forgot to teach 
him in school how to walk down stairs.  From the safety of the stairs, you 
can pelt him with the HANDGUN till he dies pathetically.  Walk back up the 
stairs.  Now this time, walk to the right.  When the camera changes to show 
a hunter hiding around the corner, slowly walk backwards into its view.  
When it sees you, start running back to the stairs and you can take him out 
as easily as the last one.  Now this time go back down the stairs all the 
way.

EAST STAIRS HALL

Run to the black door at the end of the hall.

DARK CORRIDOR

Get that BAZOOKA ready and open the double doors.

EAST WHITE HALL

Run down the hall.  As you turn the corner near the bathroom, a hunter pops 
up from around the next corner.  While he shrieks angrilly, give him an 
EXPLOSIVE ROUND to the head to quiet him down.  Reequip your HANDGUN and 
unlock the metal door nearby with the ARMOR KEY.

BACK PORCH

Shoot up all the zombies then collect the SIX (!) GREEN HERBS they were 
guarding.  Leave.

EAST WHITE HALL

Enter the double doors at the other end of the hall.

DARK CORRIDOR

Enter the door closeby on the right.

EAST STAIRS HALL

Run to the STORAGE ROOM.

STORAGE ROOM

Set up your inventory like this if you want to be a tough guy but not have 
to run back here later for inventory problems:

SHOTGUN, SHOTGUN SHELLS
HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)

Set up your inventory if you don't mind having to backtrack at the exchange 
of an easier fight:

BAZOOKA, GRENADE ROUNDS (in the flavor of your choice)
SHOTGUN, SHOTGUN SHELLS
HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)

I HIGHLY recommend you save, as the fight with the second-toughest boss in 
the game is near.  Leave.

EAST STAIRS HALL

Go up the stairs.

EAST STAIRS LANDING

Turn left and go all the way down the hall to the last door.

FIREPLACE ROOM

Go take the GREEN HERB near the fireplace if you want it, then unlock the 
other door in this small room with the HELMET KEY.

BALL ROOM

Go over and check the piano.  Looks like an old friend has returned to greet 
you, only this time, you don't have to worry about poison since you have 
already taken the SERUM.  Whilst the snake tries to pound you, he makes a 
large hole in the floor, then you take over control.  Shoot the snake a few 
times from where you are standing, then run to the other side of the room 
and shoot from there.  NEVER lose your cool and get into a war of attrition 
with the snake or it will kill you for sure.  You must be mobile if you want 
to stay alive.  Also be sure to carefully monitor your health so you don't 
drop too low and the snake swallows you whole!  After the battle, check the 
hole near the piano, and who should walk in but ol' Barry.  He walks over to 
you, right through the snake melting in the middle of the floor and casually 
says, "Jill, have you found anything INTERESTING?"  Man he's thick!  He asks 
if you would like to go down the hole.  Jill says yes and goes down.

SECRET TOMB

Suprise, suprise, Barry drops the rope by accident and says he'll go look 
for another one.  Meanwhile, you are stranded in this secret room, with 
nothing to occupy your interest except for a tombstone.  If you check it, 
you will discover a secret switch.  Press the switch and another secret 
passage will open up.  I've never heard of a secret passage in another 
secret passage!  Now, just stay there and wait like a good girl for Barry to 
come back.  He eventually comes back and you climb out.

BALL ROOM

Barry says he's sorry to which Jill responds "I didn't know *that* was going 
to happen."  He then gives you a PASS NUMBER, which is useless unless you 
want to go on the MAGNUM sidequest.  After that, Barry will run off again, 
leaving you alone.  Check the hole and it says "there's a rope."  If there's 
a rope, what did Barry tie it to?  I don't even see the rope!  Lazy graphics 
artists...anyway descend the "rope" again.

SECRET TOMB

Take the secret passage you opened up a short while ago.

BASEMENT CORRIDOR 1

A zombie comes from the other end of the hall.  Blow his head off, then 
investigate the right fork in the hall.  You will find another zombie and a 
box of SHOTGUN SHELLS.  Blow off the zombie's face, take the SHOTGUN SHELLS 
and leave thru the only door here.

BASEMENT CORRIDOR 2

Run around the corner and another corner and you can see two zombies 
snacking on another fellow deadhead.  Since they seem to be content with 
their meal, why don't we leave them alone?  Run to the next door.  Even if 
you kill all of them, all you will get as a reward is two GREEN HERBS.

KITCHEN

Don't bother looking around for ammunition, there is nothing here but 
bloodstains and other crap.  No big deal, but if you try to take the door 
across from the one you used to enter, you will be attacked by a zombie that 
knows how to open doors.  (I actually think the FMV you see of the zombie 
coming down the stairs is funny to watch with its stupid music.)  Go to the 
other side of the room and blast the zombie on the floor.  Then take the 
ancient elevator to the second floor of the mansion.

ELEVATOR LANDING

A zombie is immediately coming for you when you enter.  Blow his head off 
and enter the door behind him.

CLOSET

Take both bags of EXPLOSIVE ROUNDS off the shelves and take the BATTERY off 
the chair.  Leave.

2F ELEVATOR LANDING

If you look to your immediate left, you will see another zombie.  There is 
another corridor beyond him, but there is little there but more zombies and 
a handful of herbs.  You will only need to venture down the corridor back 
there if you decide to go after the MAGNUM.  See why I never get the MAGNUM 
as Jill?  You have to do so much extra stuff get it and you don't even find 
any ammo for it hardly.  If you really care about obtaining the MAGNUM that 
much, I'll say again to look at the OPTIONAL AREAS section at the end of 
Part Three.

Run past the elevator and take the GREEN HERB if you want it from the 
alcove.  Continue running and you will see a pair of blue doors with a 
zombie standing guard.  Ignore him for he is far too slow to get you before 
you can get to the doors.

LIBRARY 1

Two zombies home in on you from the right.  Blast both of them.  If you run 
back to the place where they came from, you can see a texture-mapped 
bookcase.  Push it away to reveal a secret door.  Enter if you wish, but 
after you are done screwing around in there, take the other non-secret door 
in the room.

SECRET STUDY

You don't have to come in here, because there is nothing to obtain except 
INK RIBBONS and a CLIP on the shelf.  But if you look out the window, you 
can see a heilport all lit up like a heavenly gate out of this place.  The 
picture you see of the heliport looks pretty cool.  I like to look at it so 
much that I often come here despite the fact there is nothing important to 
obtain.

LIBRARY 2

Run around in here until you collide with a texture-mapped statue and one in 
the wall that has a button.  Press the button to shine a light on a spot on 
the floor.  Shove the moveable statue to the spot to make a bookshelf roll 
aside, revealing a desk.  Take the MO DISK off the desk and leave.


LIBRARY 1

Exit thru the blue double doors.

ELEVATOR LANDING

We are now going to retrace our steps all the way back to the EAST STAIRS 
HALL.  Forgive the one-sentence directions.  Go back to the elevator and 
take it down.

KITCHEN

Run to the door by the lockers.

BASEMENT CORRIDOR 2

Run to the door at the other end of the hall.

BASEMENT CORRIDOR 1

Run back to the ladder.

SECRET TOMB

Climb the rope.

BALL ROOM

Exit via the door.

FIREPLACE ROOM

Leave thru the blue door.

EAST STAIRS LANDING

Run down the hall and take the stairs.

EAST STAIRS HALL

Enter the STORAGE ROOM.

STORAGE ROOM

Set up your inventory like this:

BAZOOKA, GRENADE ROUNDS (whichever type has the most ammo)
BATTERY, SQUARE CRANK

Leave.

EAST STAIRS HALL

Run to the black door.

DARK CORRIDOR

Enter the door in the dark offshoot.

COVERED PATH

Zig left, then zag right to evade the hunter.  Enter the TOOL SHED.

TOOL SHED

Run to the double doors.

UPPER COURTYARD

Run past the doggies to the gate.

WATER RESEVOIR

Run across the pool and evade the snakes again.  Take the lift down.

LOWER COURTYARD

Instead of going to the guardhouse, this time we are going to go investigate 
the area where the other elevator is.  Put the BATTERY in the slot to get 
the lift working again, then take it up.

UPPER COURTYARD

Run past the dogs and go to the gate. (suprise!)

WATER RESEVOIR

Go back to the post where the square hole is and use the SQUARE CRANK to 
raise the water level again.  Go back out the gate.  Evade the dogs and go 
to the lift.  Run to the little walkway between the pools and climb down the 
ladder.  Down below, you'll be in a whole different world!

-----------------------------------------------------------------------
                          END OF PART THREE
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

-------------------
THE MAGNUM SUBQUEST
-------------------

In this quest you will get the MAGNUM, a very powerful handgun that can 
destroy hunters with only one bullet.  Jill does not have to do this unlike 
Chris, because she has a BAZOOKA which you find considerably more ammo for.  
While Chris gets a relatively small ammout of ammo for the MAGNUM, Jill will 
find even less!  Plus the hunters will cause more damage to Jill.  If you 
want to go on this almost pointless sidequest for Jill, read the 
mini-walkthrough below.  We'll start in the KITCHEN.

KITCHEN

Try to take the door to the stairs then blast the smarty-pants zombie who 
knows how to go down stairs and open doors.  Now take the door to the 
stairs.

1F ELEVATOR LANDING

Leave out the double doors.

WEST WHITE HALL

Hey, we're back here again, only now there are hunters!  Fortunately, the 
one in front of you is facing away from you.  Run full speed and brush past 
his right shoulder.  Then escape into the door to the right before the 
hunter down the hall and the one you touched can sandwich you and chop you 
up.

GREEN CORRIDOR

Walk a little until you hear a "tic, tic", then stop where you are and point 
your BAZOOKA down the hall.  When you hear the screech of the hunter wait 
still.  When he gets close, hit him with a grenade.  Now, continue to slowly 
move down the hall.  Another hunter will pop out of the alcove that has the 
door to the TIGER ROOM.  Blast him as well.  After he is dead, charge down 
the hall and enter the WEST STAIRS HALL.

WEST STAIRS HALL

Run from the Hunters around here, they are easily evaded thanks to the wide 
hall.  Enter the MEDICAL ROOM.

MEDICAL ROOM

Heal yourself fully and organize your inventory:

BAZOOKA, GRENADE ROUNDS (any flavor)
HELMET KEY, MAGNUM ROUNDS

Leave.

WEST STAIRS HALL

Quickly get up the stairs before the hunters have a chance to attack.

WEST STAIRS LANDING

Take one step forward then turn and aim your SHOTGUN to the left manually.  
Blast the hunter hiding offscreen till he dies.  Walk forward and unlock the 
door to the left with the HELMET KEY.  Discard the key and enter.

TAXIDERMY ROOM

Don't bother trying to take the hunting rifles from the display.  Instead 
take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf, then push the 
stepladder under the deer head over the fireplace.  Next go over to the door 
and turn off the light switch.  Walk over to the taxidermy again, but this 
time you can see one of the deer's eyes glowing...climb up the stepladder to 
get the RED JEWEL from the deer's eye socket.  Now go down again and leave 
the room.

WEST STAIRS LANDING

You can hear a hunter's footsteps, but he's way on the other side of the 
railing, so you can easily get away down the stairs without a fight.  Be 
careful though, he can stick his claws thru the railing if you get too 
close.

WEST STAIRS HALL

Run down the hall evading the hunters.  Enter the GREEN CORRIDOR.

GREEN CORRIDOR

Go to the door in the little alcove.

TIGER ROOM

Put the RED JEWEL in the tiger statue and at long last you get your hands on 
the MAGNUM!

-----------------------------------------------------------------------
______   _____   _____   _____     _   _
|  _  | |  _  | |  _  | |_   _|   | | | |
| |_| | | |_| | | |_| |   | |     | |_| |
|  ___| |  _  | |  _  /   | |     |___  |  -  THE UNDERGROUND CAVES
| |     | | | | | | \ \   | |         | |
|_|     |_| |_| |_|  \_\  |_|         |_|

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

ENTRANCE TUNNEL

This is an interesting place, water drips from cracks in the wall and there 
are all kinds of tricks and traps that could only be in a medieval horror 
story.  Take the door near the ladder.

BARRY'S CORRIDOR

When you enter, Barry just kind of pops up out of nowhere and greets you 
heartily.  He asks if you would like to help look for the owner of the 
"voice coming from this hole."  Anyway, I recommend you go with him to help 
if you want the good ending.  He then asks if you would like him to take the 
lead.  Say no and agree to go first.  Go throug the door to the right.

GENERATOR ROOM

Run down the hall, ignoring the door you pass for now.  You enter a large 
chamber, the largest one in this area.  This room is probably one of the 
greatest mysteries in the game.  There is a large pit in the center of the 
room, surrounded by safety ropes.  And next to that, is a room with a broken 
generator.  Why is all of this here?  Maybe it was the first power generator 
for the laboratory, but it wasn't big enough, so they built a new source of 
power.  Take the FIRST AID SPRAY and the EXPLOSIVE ROUNDS off the shelf in 
front of the generator, then run back to the door you passed on the way 
here.

ENRICO'S ROOM

Run around the corners and witness Enrico's supernatural power of 
identifying people by *only* the sound of their footsteps!  Enrico then says 
that there is a traitor in their midst, but before he can reveal him, he is 
shot by someone hiding offscreen.  Barry quickly runs over to Enrico because 
he wants to see Enrico's new bloodspot.  Idiot.  It looks like you will have 
to chase the assasin alone.  If you want a CLIP, you can search Enrico twice 
for it, but now the HANDGUN is almost worthless against the new powerful 
enemies, so I say you should leave it behind.  Run back down the hall and 
you will see the shooter dropped something.  Take the HEX CRANK and leave.

GENERATOR ROOM

Run down the hall to the right.  You'll get ambushed by a hunter, but I 
recommend you run from it since you will never have to come back to this 
room again.

BARRY'S CORRIDOR

A hunter confronts you here.  You should also dodge him because you'll never 
visit this room again either.

ENTRANCE TUNNEL

Go down the corridor and you will bump into a pit blocking the corridor.  
Use the HEX CRANK on the little hole near the pit to rotate it around to the 
top of the corridor, like it's on a giant wheel.  Jill is a lot stronger 
than she looks, a LOT stronger.  Run to the door on the other side of where 
the pit once was.

BOULDER DASH 1

This corridor appears to be a dead end at first.  Well, since you're here, 
why don't you go and examine that big rock at the end of the corridor.  It 
appears to be texture-mapped, so you know something good's about to happen!  
Go back down the corridor and the boulder somehow shakes loose.  But that's 
not important, what's important is getting out of the way!  Run back for 
that little alcove you entered this room thru quick or you'll be a Jill 
sandwich!  After you manage to evade it, run back to where the boulder was 
to find some FLAME ROUNDS.  Before you can reach them, a hunter walks in 
thru the door.  Get the FLAME ROUNDS then step back into the corridor.  Aim 
your BAZOOKA and get ready.  When the hunter sees you, it will let out a 
scream.  Press the fire button and hit him with a grenade.  After he is 
dead, run to where the boulder rolled to,  It turns out that it crushed thru 
a false wall, which reveals a room with a set of double doors.  Get your 
BAZOOKA fully loaded then step thru the door.  People with arachnaphobia, 
beware!

BLACK WIDOW'S LAIR

This is the easiest boss in the game, it's just more creepy looking than 
difficult.  Blast it several times with the BAZOOKA, it won't even last 
through a full magazine!  Now exit the room briefly to make all the baby 
spiders vanish.

BOULDER DASH 1

Turn around and run back in.

BLACK WIDOW'S LAIR

Take the COMBAT KNIFE glittering in the background, and use it to hack away 
the spider web from the exit.  (this is the COMBAT KNIFE's only useful 
purpose)  Leave after the web completely disappears.

SNAKE TUNNEL

Enter the door to the left.

CAVES OFFICE

Take the FIRST AID SPRAY off the table and organize your inventory:

BAZOOKA, GRENADE ROUNDS (whichever flavor has the most ammo)
HEX CRANK, DOOM BOOK I

Leave.

SNAKE TUNNEL

Ahhh!  The tunnel's crawling with snakes!  Get to the door at the other 
extreme end of the hall.

BOULDER DASH 2

Run thru the doorway to the right into another long tunnel which houses 
another boulder, but before you decide to shake it from it's resting place, 
notice the texture-mapped floor and the hexagonal hole to the left.  Use the 
HEX CRANK on the hole three times to move the part of the corridor without a 
wall to the left side of the hall.  Run up to the boulder then run away to 
make it move, then duck into the new alcove you revealed.  It'll be much 
easier than the last boulder.  In fact, you'll be practically to safety when 
it starts rolling!  Go back to where the boulder was to find the second MO 
DISK.  Go to the door in the secret alcove.

STATUE ROOM

Let's see what we have to work with here, a hexagonal hole, a differently 
colored floor tile, a locked cabinet, and a statue.  The solution is easy to 
figure out, simply push the statue on the lighter tile to open the cabinent. 
  But unfortunately, the statue is against the wall, so we can't push it 
over there.  Instead, push the statue along the wall until the statue and 
the light tile are perpendicular to the wall, then use the HEX CRANK on the 
hole twice to make a wall pop out and push the statue away from the wall.  
Now shove the statue on the tile and take the DOOM BOOK II from the cabinet. 
  Leave.

BOULDER DASH 2

Run back down the long hall to the room with the other door.  Take the fork 
you haven't explored yet and you will find an elevator.  Take the lift out 
of this dark and dreary place.

HIDDEN FOUNTAIN

Walk off the lift and you will run into two GREEN HERBS, two BLUE HERBS, and 
a little fountain.  BTW, don't bother examining the doors you see, they are 
welded shut and there is no way to make them open.  Instead, check both DOOM 
BOOKS.  Rotate them until the bounded side of the book is facing away from 
you, then press X.  After examining both books, you should have the EAGLE 
MEDAL and the WOLF MEDAL.  Now take both MEDALS and put them in their 
corresponding holes on the pedestals of the fountain.  Yet another secret 
passage is revealed, but don't go into the empty fountain yet.  Instead, 
take as many GREEN HERBS as you can carry first, then go down the steps of 
the fountain to an elevator.  Take the elevator down.  BTW, BLUE HERBS are 
no longer important as there are no more poisonous creatures in the game, so 
pretend from now on they are just fragments of your imagination.

-----------------------------------------------------------------------
                          END OF PART FOUR
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

There are none for Jill or Chris.  You will explore every room in the caves 
and see everything before you are allowed to leave here, even if you don't 
stick to the walkthrough.

-----------------------------------------------------------------------
______   _____   _____   _____     _____
|  _  | |  _  | |  _  | |_   _|   |  ___|
| |_| | | |_| | | |_| |   | |     | |___
|  ___| |  _  | |  _  /   | |     |___  |  -  THE SECRET LABRATORY
| |     | | | | | | \ \   | |      ___| |
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

ENTRANCE ROOM

Wow, first a beautiful mansion, then the simple design of the guardhouse, 
next dark and dreary caves, now finally a military complex.  Don't bother 
checking the door with the flashing light, it will only open under a "first 
class emergency."  Well, that's what the sign next to it says anyway.  Take 
the ladder down.

EMPTY ROOM

Well, it's almost completely empty except for a chest.  Go over to it and 
organize your inventory:

SHOTGUN, SHOTGUN SHELLS
MO DISK, MO DISK

Leave thru the door.

B2 STAIRS LANDING

Blast both zombies' heads off, then check the desk near the "VISUAL DATA 
ROOM" for the third and final MO DISK.  Take the stairs down.

LABRATORY MAIN CORRIDOR

Whoa, this is the best music on the whole CD!  You can see a zombie dead 
ahead, but instead of engaging him, turn right and enter those doors.  Try 
to avoid zombies in this hall as they regenerate every time you pass thru 
this area.

BACK HALLWAY

Take the door you see to your immediate left.

SCIENTIST'S QUARTERS

Turn on the lights, then take the letter off the desk.  Read it and it will 
tell you someone's log-in name and password for the security system:  JOHN 
is the log-in name and ADA is the password.  It also says the password to 
unlock the VISUAL DATA ROOM we passed upstairs, but unfortunately it is in 
code.

          |\/| /\ |\ |\/|
It says:  |/\| \/ |  |  |
          |  | /\ |  |  |

What you must do now is shove the texture-mapped bookcase aside to reveal a 
hidden switch.  Push the switch and now the room will be lit with black 
lights, or that's what I think they are.  Run to the picture in the corner 
and you will see letters next to their item:  TREE, APPLE, MAN, WOMAN.  If 
you turn off the blacklights, the item's name will be in code again.  Turn 
the blacklights on and off until you match the letters of the alphabet with 
the code.  In the end, you should get the password, which is MOLE.  Be sure 
to memorize the password on your next run through the game so you don't have 
to come into this room and do all this mess again!  Leave.

BACK HALLWAY

Leave out the double doors you used to enter.

LABORATORY MAIN CORRIDOR

Run straight ahead down the hall, and enter the first set of doors you see.

SMALL LAB

You can see some SLIDES on the floor, but they are useless unless you want 
to look at Umbrella's latest lineup of monsters.  Instead, start up the 
computer you see in the corner.  After watching Umbrella's logo appear, 
enter your log-in name as JOHN and your password as ADA.  The computer will 
then load a menu giving you access to the doorlocks in parts of the complex. 
  Press B2 first.  The computer will then ask for the password you 
deciphered from the letter.  Type in MOLE.  After unlocking that door, press 
B3.  The computer will unlock the door there.  After doing that, press 
Cancel and log out.  Leave.

LABORATORY MAIN CORRIDOR

Turn right and go up the stairs.

B2 STAIRS LANDING

Enter the double doors just ahead.

VISUAL DATA ROOM

Walk over to a metallic panel on the left wall.  Open the panel and press 
the bright red button underneath.  A column on the opposite wall will slide 
aside to reveal a secret bookcase, and, more importantly, the LAB KEY.  Take 
it and leave.

B2 STAIRS LANDING

Take the stairs down.

LABORATORY MAIN CORRIDOR

Enter the double doors to the right.

BACK HALLWAY

Enter the door on the right wall.

RECREATIONAL ROOM

Blast the approxiomatelly three billion zombies in here, then use the MO 
DISK on the "passcode output machine" to get PASS CODE 01.  Leave.

BACK HALLWAY

Leave out the double doors that you used to enter.

LABORATORY MAIN CORRIDOR

Run down the hall ahead of you yet again, but this time bypass the first set 
of doors.  Instead, blast the zombie in your way.  Then take the second set 
of double doors (its the one with the blue light) and unlock it with a loud 
"KA-CLUNK!" and the LAB KEY.  Discard it afterwards.

B3 ELEVATOR LANDING

Take the first set of doors you see.

AUTOPSY ROOM

Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably the 
most difficult puzzle in the game.  The goal is to get the stepladder under 
the ventilation hole in the wall.  Unfortunately, there is a switch in front 
of the hole that will trigger poison gas if anything is put on top of it, 
including you.  You must first cover the holes in the floor with the boxes 
while still leaving enough room for the ladder.  I'll try my best to help 
you here.  Listen CAREFULLY:

1 - Push the ladder against the operating equipment in front of the door.

2 - Push the box that is not completely blocked by the operating table away 
from it, towards the holes.  When you have enough room, push it to towards 
the broken vent cover on the floor, then shove it over the hole on the right 
when the box has enough clearance from the button.

3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the opposite 
wall from the door.  Then push it to the right side of the operating table.  
Be sure to leave enough room on either side of the ladder for you to pass 
by.

4 - Push the remaining box alongside the operating table until you have 
enough clearance to push it towards the holes.  Then push it over the left 
hole.

5 - Lastly, push the ladder over the button.  You will hear it activate, but 
the boxes are blocking the gas.  Climb thru the little tunnel.

MORGUE

Go to the passcode output machine ahead of you and use an MO DISK to get 
PASSCODE 02.  Ignore the MAGNUM ROUNDS on the shelf unless you were hungry 
enough for firepower to go on the sidequest for the MAGNUM in Part Three.  
Unlock the door and exit.

LABORATORY MAIN CORRIDOR

Take the other set of double doors to your left.

B3 ELEVATOR LANDING

Dodge past the zombies and go to the double doors on the far right side of 
the hall.

POWER ROOM 1

That's a lotta noise!  You are now in Chimera territory.  Run from these 
suckers, they are really hard to hit and fighting will only cost you more 
health.  At the moment, you are at a junction.  Turn right and go straight 
down this path until you get to a dead end with a operating terminal.  Turn 
on the panel, then backtrack to the junction again.  This time go left.  Run 
along the outer wall of the room and you will collide with a door.  Enter 
it.

POWER ROOM 2

Go straight down this hall and you will bump into a passcode output machine. 
  Use your last MO DISK to get PASSCODE 03.  Yippee!  We got all the 
passcodes!  Now turn left at the fork and the hall will lead you to double 
doors.  Enter them.

POWER ROOM 3

In here, the noise of machinery escelates to an almost deafening level.  Run 
around the left side of the big machine in the middle of the room, and you 
will find a terminal.  Activate the terminal to switch on the elevator.  
Leave.  There's nothing more to do here.

POWER ROOM 2

Whoa, that last room was so loud it almost makes this one seem quiet!  Run 
down the hall and turn left at the fork,  then leave out the door.

POWER ROOM 1

Run straight along the outer wall and you will bump into the doors that will 
take you out of Chimera territory.  Of course you should take them.

B3 ELEVATOR LANDING

Cool, all the zombies have magically vanished.  Run ahead and take the door 
on the right wall.

LAB GUARDPOST

Take the GREEN HERB and the FLAME ROUNDS.  Prepare your inventory:

BAZOOKA, EXPLOSIVE ROUNDS
FLAME ROUNDS, ACID ROUNDS
THREE HEALING ITEMS

Make sure you are fully healed up and have a fully loaded BAZOOKA.  Leave.

B3 ELEVATOR LANDING

Turn right and go down the hall to the elevator.  Press the flashing button 
to start up the elevator.  Barry will then again appear from nowhere and 
say, "Jill, you're here too?"  "Yes, you're here too?"  Then they take the 
elevator down.

B4 ELEVATOR LANDING

Everything in this room is automatically done for you.  ALBERT WESKER IS THE 
TRAITOR!!!  And Barry is also helping him by holding you at gunpoint.  It 
turns out Albert has blackmailed Barry into helping him by holding his 
family as hostages.  Wesker orders Barry to leave.  He obeys, then Wesker 
reveals he really doesn't have anything planned if Barry refuses to help.  
Ol' Barry hears all, so he conks Wesker on the head with his MAGNUM.  Jill 
forgives him for his actions, then he asks if they could go see Tyrant.  
Jill agrees, as Barry has saved her life too many times to count tonight.

TYRANT DEVELOPMENT LAB

Barry and Jill stride into the lab and gaze at the most hideous creature in 
this game, the Tyrant.  Jill asks Barry to try to kill it, but instead he 
just happens to press the button on the Star Wars-like control panels that 
releases the Tyrant instead.  And what does Barry do?  He just kind of 
stands there and lets himself get slashed.  Now it's up to you to defeat 
Tyrant.  Start by running away from Tyrant to one corner of the room.  Fire 
off a grenade from there when Tyrant gets in range, then run to the next 
corner and fire off another grenade from there.  Repeat until dead.  Like 
the spider, he won't even last through a whole magazine of any flavor.  
Looks like the ultimate bioweapon is really the ultimate failure.  
Afterwards, check Barry.  He will get up and say he "was really careless."  
That doesn't begin to describe what he's done througout this game!!!  After 
the chitchat, leave the room.

B4 ELEVATOR LANDING

Wesker is gone...and now the alarm is going off!  This place could now 
explode at any time!  Barry and Jill automatically board the elevator.

B3 ELEVATOR LANDING

Barry runs off on his own, *again*.  Head for the door leading to the 
LABORATORY MAIN CORRIDOR.

LABORATORY MAIN CORRIDOR

The zombies have now been replaced by Chimeras.  Turn right and run down the 
hall until you bump into the stairs again.  Take the double doors next to 
them.

BACK HALLWAY

Run to the other set of double doors at the end of the hall and input all 
three passcodes to unlock the door.  Enter.

PRISON HALL

Run to the end of the hall and open the door.

PRISON CELL

Chris thanks you for freeing him, then you two take off.

PRISON HALL

Run back to the other door.

BACK HALLWAY

Chris runs off on his own, why does everyone in Resident Evil always insist 
on "splitting up to cover more ground?"  Anyway, run for the double doors at 
the other end of the hall.

LABORATORY MAIN CORRIDOR

Run up the nearby stairs.

B2 STAIRS LANDING

Blow away all the zombies with the BAZOOKA.  Hey, the game's almost over, so 
there's no need to be conserving ammo anymore!  Go to the door they were 
guarding.

EMPTY ROOM

You catch up to Chris here, and he tells you to hurry up.  Before you do 
that, organize your inventory for the last time, and this one's really 
simple to set up:

AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)

I know I didn't put any weapons down, but you won't need them, trust me. :)  
Go up the ladder.

ENTRANCE ROOM

Go open the door with the flashing light, a self-destruct sequence 
definitely qualifies as a first class emergency!

EMERGENCY EXIT

Run down the corridor, on the way, you'll get one last radio message from 
Brad, then you will come to an elevator with the battery pulled out.  Put 
the BATTERY on the floor into the slot and the elevator will activate.  
Also, the tape announces there are three minutes until the barbecue, so 
you'd better hurry up and go in the elevator!

HELIPORT

Immediately after exiting, go to the little red box on the right.  Take a 
FLARE, then stand in the middle of the helipad where the H is and use the 
FLARE.  After a long moment, Brad comes with the helicopter.  Looks like 
it's all over....CRASH!!!  Uh oh, Tyrant is back, and badder than ever.  
Don't even bother shooting at him if you ignored my command not to bring 
weapons, he is almost invincible.  Instead, run along the white line making 
a square around the helipad and never stop running.  Whenever you get too 
far away, Tyrant will run after you with a charging swipe, but as long as 
you keep running, it will almost always miss.  Watch out if you see him 
extent his claw, because that attack is almost undodgeable.  Check your 
health often and heal when in orange CAUTION or in DANGER.  When about 30 
seconds are left on the clock, Brad will drop a ROCKET LAUNCER to Jill.  Get 
over to the ROCKET LAUNCHER FAST!  Go over to it and press X, the game will 
then ask, "Will you take the ROCKET LAUNCHER?"  Of course you will, but then 
the game puts you back in the battle.  Quickly go to your inventory screen 
and equip it, then exit out of the menu, aim and grin as you press the fire 
button.  The Tyrant then blows up in a nice and pixelated explosion (even 
with my PS2's graphics setting set at Smooth.)  Anyway, you and your 
comrades escape in the chopper and the game is over.  Now, if that was not 
challenging enough, try Chris's scenario below this one.

-----------------------------------------------------------------------
                         END OF JILL'S SCENARIO
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

Well, rescuing Chris is kind of a subquest, if you don't care about getting 
a good ending.  You can skip over the AUTOPSY ROOM puzzle, the MORGUE, the 
RECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a less 
than perfect ending.

-----------------------------------------------------------------------
_____   _   _   _____    _   _____
|  ___| | | | | |  _  |  | | |  ___|
| |     | |_| | | |_| |  | | | |___
| |     |  _  | |  _  /  | | |___  |
| |___  | | | | | | \ \  | |  ___| |
|_____| |_| |_| |_|  \_\ |_| |_____|

-----------------------------------------------------------------------
_____   _____   _____   _____     ___
|  _  | |  _  | |  _  | |_   _|   /_  |
| |_| | | |_| | | |_| |   | |       | |
|  ___| |  _  | |  _  /   | |       | |    -  THE MANSION
| |     | | | | | | \ \   | |      _| |_
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

MAIN HALL

The opening cinema drops off Wesker, Chris and Jill in the impressive MAIN 
HALL.  After an intelligent conversation, Alfie-boy pushes Chris thru a door 
while he and Jill stay in the MAIN HALL in case of trouble.

DINING ROOM

After entering the room, run along the table and go out the next door.  That 
grandfather clock's ticking is probably getting on your nerves anyway.

WEST WHITE HALL

Don't bother trying any of the other doors here, all of them are locked.  
Instead, go to the small alcove at the end of the corridor.  A cutscene 
introducing you to the zombie will ensue.  After its over, run to the corner 
of the room behind you and stand there until the zombie comes out of hiding. 
  When he is relatively close, run towards the hall past his grasp.  The 
zombie will be stuck on the wall for a moment, giving you time to run into 
the alcove and examine Kenneth's body three times for 2 clips.  Go back into 
the dining room.

DINING ROOM

You're scared to death now, so you should run back to the MAIN HALL like the 
wimp you are.

MAIN HALL

What is this?  Wesker and Jill have disappeared.  All that's left is Jill's 
HANDGUN.  Take it and go upstairs.

UPPER MAIN HALL

Enter the double doors on the left.

DINING ROOM BALCONY

Equip your HANDGUN and shoot the zombie on the right.  Then equip your 
COMBAT KNIFE and run on the left side of the balcony.  You will collide with 
a female statue with a zombie on the other side.  With the statue in the 
way, you can safely cut up the zombie.  Continue pushing the statue to the 
gap in the railing, then shove it over the side.  After the loud crash, run 
to the next door.

WEST STAIRS LANDING

Shoot all the zombies with the HANDGUN, then descend the stairs.

WEST STAIRS HALL

Enter the small door closeby the stairs.

MEDICAL ROOM

When you enter the room, you are attacked by somebody with a can of 
bugspray.  "WHAT!?  OH!  OH NO!"  It's Rebecca Chambers, the new girl.  The 
first time I saw this cinema, I thought she was about to follow up with 
"I've ruined everything and it's all my fault!  *Starts crying with loud 
sobs*"  Anyway, Rebecca ponders how her team's helicopter could have 
crashed, saying she serviced it before take off (Hey, she answered her own 
question!).  Take the SWORD KEY off the bed, because this is what Chris will 
need to unlock every door that Jill could open with the LOCKPICK.  Organize 
your inventory:

HANDGUN, HANDGUN BULLETS
SWORD KEY

Try to leave.  She then asks if she could help you by coming along with you. 
  If you are after the good ending, allow her to tag along.  I will assume 
you said yes.  Say yes to Rebecca that she can come.  Then Rebecca says she 
has to stay behind.  Oh well.

WEST STAIRS HALL

Dodge the zombies in this hall everytime you come thru here.  Run to the 
door at the other end of the hall.  It's near the black door.

GREEN CORRIDOR

Turn right and run down that hall, ignoring the first zombie.  Run past the 
second zombie at the intersection, then shoot him.  This way you won't get 
sandwiched between this zombie and the ones coming from behind.  Unlock the 
door on the right with the SWORD KEY.  Enter.

SMALL BEDROOM

Take the CLIP off the bed, then examine the diary on the desk.  When the 
zombie crashes out of the closet, get around the bed and shoot it from 
there.  Take the SHOTGUN SHELLS out of the closet and leave.

GREEN CORRIDOR

Go to the black door at the end of the corridor.

WEST WHITE HALL

Look familiar?  The zombie you left at Kenneth's body will never catch you.  
Run for the door at the end of the hall near the double doors.  Unlock it 
with the SWORD KEY and enter.

PIANO BAR

Run around the cool piano to collide with two bookcases, one of them 
texture-mapped.  Push away the texture-mapped bookcase to reveal the MUSIC 
NOTES. Take the MUSIC NOTES to the piano and use them there.  Unfortunately, 
Chris knows squat about playing pianos.  Rebecca then catches up to Chris 
and says she will play for him.  I don't know why, there isn't any logical 
reason to be playing a piano in a time of crisis like this.  Anyway, Rebecca 
tries to play "Moonlight Sonata,"  but she pretty much butchers it.  She 
then asks you if she could stay here and practice.  It doesn't matter what 
you say, she will stay right here until she gets the song right.  She'll be 
ready for you in about 8 minutes.  I timed it myself with a stopwatch.  
Leave.

WEST WHITE HALL

Enter the only door on the left side of the hall.

DINING ROOM

Leave the EMBLEM over the fireplace for now, instead, look at the rubble of 
the statue on the other side of the table and take the BLUE JEWEL.  Go back 
the way you came.

WEST WHITE HALL

Enter the first door on the left.

GREEN CORRIDOR

Take the door in the alcove just ahead of you.

TIGER ROOM

Put the BLUE JEWEL in the tiger, and it will swivel to give you the WIND 
CREST.  Leave.

GREEN CORRIDOR

Go back out the black door.

WEST WHITE HALL

Enter the DINING ROOM.

DINING ROOM

Leave out the double doors.

MAIN HALL

Go to the blue double doors across the room from you.

ART ROOM

If you're a rookie at this game, you can get the 1ST FLOOR MAP from the lady 
statue in the middle of the room by pushing the stepladder to it.  Also 
optional is to push the display case away from the door on the left to get 
an INK RIBBON, but you'll have to waste some ammo on a sleeper zombie first. 
  After you're done messing around here, unlock the door with the SWORD KEY 
and discard the key.  Enter the door now.

L - SHAPED HALL

Look at the "creepy stuff" in the display cases on the inner wall if you 
want to, then turn down the hall and run.  Why?  Because dogs leap through 
the windows, is that a good enough reason?  Now get to the other door at the 
end of this hall.  BTW, you can also get a CLIP hidden under a moveable 
case, but you'll be pretty much forced to kill the dogs because the 
case-moving process is so slow.  If you ask me, 15 measly bullets is not 
worth the time and health you'll waste to get them.

EAST WHITE HALL

Ignore the rusted iron door, you don't have the right key for it yet.  Leave 
the GREEN HERB on the floor unless you are wounded and need to be patched 
up.  Go down the hall a little.  You will see another door.  Enter it.

MANSION BATHROOM

Drain the tub and take the SMALL KEY from it.  Leave.

EAST WHITE HALL

Continuing, run down the winding hall some until you collide with two more 
doors.  Take the double doors.

DARK CORRIDOR

There are some zombies hanging around here, so blast them all with the 
HANDGUN.  See the door all by itself on the left wall?  Go thru it.

ART GALLERY

Ooooh!  Lots of neat pictures with buttons under them!  Yeech!  Crows, but 
don't worry, they won't attack you as long as you don't do anything to 
startle them.  This is your first puzzle in the game, and it's really quite 
easy.  If you examine the paintings you will notice each of them is a stage 
of a man's life.  What you must do is put the paintings in order by age.  
Here's the order you press the buttons in if you are too retarded to figure 
it out:

Newborn baby
Infant
Lively boy
Young man
Middle-aged man
Bold-looking old man
The painting titled, "The End of Life"

When you complete the puzzle, you are rewarded with the STAR CREST.  Run 
back out of here, and don't worry, the crows won't bother you as long as you 
don't shoot at them.

DARK CORRIDOR

Go thru the door here in the same camera angle as the double doors.

EAST STAIRS HALL

There are no threats here except for a single zombie milling around near the 
stairs.  Shoot him.  Don't bother with the GREEN HERB just yet, pick it up 
after you free up your inventory in the next room.  Take the little door 
beneath the stairs.

STORAGE ROOM

Now, take the CHEMICAL on the floor (well that's really a bag of weed 
killer, probably a bad translation.)  Organize your inventory like this:

HANDGUN, CLIP
CHEMICAL, SMALL KEY

Go back out.

EAST STAIRS HALL

Leave the GREEN HERB on the floor and go back thru the black door.

DARK CORRIDOR

Go out the double doors.

EAST WHITE HALL

Run all the way back to the door you used to enter this hallway the first 
time.  This time pick up the GREEN HERB.  Combine the two GREEN HERBS before 
leaving.

L-SHAPED CORRIDOR

Run past the dogs to the other door.

ART ROOM

Go out the blue double doors.

MAIN HALL

Go to the double doors across the hall from you.

DINING ROOM

Now, at long last, take the EMBLEM off the fireplace and leave out the other 
door.

WEST WHITE HALL

Go to the door near the double doors.

PIANO BAR

Rebecca should have gotten better at playing the song by now, so after she 
finishes the song, a secret door will open.  Take the GOLD EMBLEM from the 
statue.  When the secret passage closes up, put the regular EMBLEM in its 
place to open it up again.  Walk past the statue that Rebecca has become and 
leave.

WEST WHITE HALL

Run back to the DINING ROOM.

DINING ROOM

Put the GOLD EMBLEM in the place of the regular EMBLEM to make the clock 
stop ticking, then it will slide aside to show a secret compartment.  Take 
the SHIELD KEY from it.  Leave out the door nearby the fireplace.

WEST WHITE HALL

Run to the first door on the left.

GREEN CORRIDOR

Run straight down the hall until you get to the open area with the zombie.  
Kill both zombies and run down the corridor they were protecting.  Enter the 
door at the end of the passageway.  You are likely very low on ammo at this 
point, but don't worry, help will be on the way very soon!

WATER GARDEN

Pour the CHEMICAL into the pump at the back of the room and the plants in 
the fountain will die, giving you access to one of the most important keys 
in the game, the ARMOR KEY.  Take the ARMOR KEY.  Ignore the HERBS on the 
floor for now, we'll come back a little later to pick them up.

GREEN CORRIDOR

Run down the hall and enter the first door you see.

WEST STAIRS HALL

Enter the black door near you with the ARMOR KEY.

ARMORY

Take the CLIP and the BROKEN SHOTGUN off the shelf, then go over to the desk 
and trade the SMALL KEY for a box of SHOTGUN SHELLS.  Leave.

WEST STAIRS HALL

Dodge the zombies and go to the MEDICAL ROOM.

MEDICAL ROOM

Dump every HERB you have and put them in the chest, then organize your 
inventory:

HANDGUN, HANDGUN BULLETS

Leave.

WEST STAIRS HALL

Enter the door close by the black door.

GREEN CORRIDOR

Go back to the WATER GARDEN.

WATER GARDEN

Take two RED HERBS and two GREEN HERBS to make two RED-GREEN HERB MIXTURES.  
Then take the last two GREEN HERBS and leave.

GREEN CORRIDOR

Run down the hall and enter the first door you see.

WEST STAIRS HALL

Run down the hall and enter the MEDICAL ROOM.  Organize your inventory:

HANDGUN, HANDGUN BULLETS
ARMOR KEY

Leave.

WEST STAIRS HALL

Go upstairs.

WEST STAIRS LANDING

Run around the railing and enter the door back there.

DINING ROOM BALCONY

Run out the double doors.

UPPER MAIN HALL

The next door we are going to is the far right door on the opposite wall as 
the one you used to enter here.  Go to it.

BLOODY CORRIDOR

There's not much to see here except for some bloodstains on the floor and 
the wall.  Take the SMALL KEY.  Leave out the other door besides the one you 
used to enter.

OUTDOOR BALCONY

Out here we get an impressive view of the surrounding forest, (not really, 
it's a wall painted to look like a forest) and Forest's dead body, yuck!   
But at his feet, you can see a CLIP.  Slowly edge towards the gun and pick 
it up, but be careful not to accidentally check the body, or Hitchcock's 
little friends will come and attack.  After getting the CLIP, leave, cuz 
there's nothing to get from the dead body.

BLOODY CORRIDOR

Go out the other door.

UPPER MAIN HALL

Go down the stairs.

MAIN HALL

Unlock the little door near the blue doors with the ARMOR KEY.

GLOBE ROOM

Walk past the sculpture this room was named for, and take the CLIP on the 
shelf.  Then walk past the other shelves on your left.  A zombie will 
approach from the left.  After shooting him, trade the SMALL KEY for the 
SHOTGUN SHELLS at the desk.  Ignore the door you see and leave out the door 
you used to enter.  There's nothing there but a couple of GREEN HERBS.

MAIN HALL

Go upstairs.

UPPER MAIN HALL

Turn right and enter the door on the left side of the wall.

RED PASSAGEWAY

Shoot down the zombie you see in the second camera angle, and unlock the 
door nearby with the ARMOR KEY, but DO NOT enter into it yet.  Instead, 
continue along the hallway to a set of blue double doors.  Unlock it with 
the ARMOR KEY and enter.

KNIGHT ROOM

Hmm, two grates, two statues, one red button, crap, what are we supposed to 
do here?  I know!  Push the statues over the grates, then press the red 
button and see what happens!  Make sure both grates are covered just right, 
then press the shiny red button on the floor.  Eureka, the cabinet in the 
back of the room opened.  Take the SUN CREST from the cabinet, then leave 
the room.

RED PASSAGEWAY

Shoot down the zombie offscreen, then open the door at the end of the hall.

SMALL LIBRARY

Ignore everything in here and open the next door.

EAST STAIRS LANDING

Shoot the zombie to your right, then keep going towards the stairs.  When 
you near them, the camera will switch to show another zombie.  Kill him as 
well.  Don't worry about killing the zombie lurking at the far end of the 
hall.  He is guarding an area you won't need to go to until much, much 
later, and by then he'll be long gone.  Go downstairs.

EAST STAIRS HALL

Enter the save room.

STORAGE ROOM

Organize your inventory:

SHELLS, BROKEN SHOTGUN
SHIELD KEY

Don't worry about not having a weapon right now, you'll get the SHOTGUN in a 
little bit.  Leave.

EAST WHITE HALL

Run down the hall and take the GREEN HERB.  Then go back to the double doors 
and take the door across from them.

CONNECTING CHAMBER

There is nothing here, so go to the next door.

LIVING ROOM

Take the SHOTGUN off the wall, then put the BROKEN SHOTGUN in its place to 
keep the hooks down.  Yeah!  We finally got the stinkin' SHOTGUN!

CONNECTING CHAMBER

Since the hooks are still down under the weight of the BROKEN SHOTGUN, the 
ceiling will not crush you and you can safely exit.

EAST WHITE HALL

Enter the double doors closeby.

DARK CORRIDOR

Enter the door in the same camera angle.

EAST STAIRS HALL

Enter the door under the stairs.

STORAGE ROOM

Go upstairs and bypass the save room.

EAST STAIRS LANDING

Enter the door in the alcove to the right of the stairs.

RED PASSAGEWAY

Enter the first door past the blue doors that you (hopefully) unlocked with 
the ARMOR KEY earlier.

RICHARD'S HALL

You will see two GREEN HERBS on the floor, so take them both and combine 
them into one mixture.  Continue on and you will see Richard's dead body.  
If you examine it twice, you will get a CLIP, but you won't need to use the 
HANDGUN much anymore.  Open the door past his body.

ATTIC CORRIDOR

Charge up the stairs in front of you and unlock the door there with the 
SHILED KEY.  Discard the key afterwards.  Ignore the zombie that walks out 
of the corridor.  Enter the door here.

ATTIC

Gather up your courage and walk towards the columns in the middle of the 
room.  YIKES!  It's a giant snake!  For those who wish to avoid him will as 
little sqabble as possible, follow these directions.  When you regain 
control, you can see some small shelves in the back corner of the room.  Run 
towards them and you will miss a lunge from the snake.  After he lunges,  
curve towards the pillar with the boxes.  Run past the pillar and turn 
right.  Swipe the SHOTGUN SHELLS off the barrels if you have time.  Now, run 
around the wall and into the walled-in place where the snake appeared from.  
Take the MOON CREST from its hidey-hole and try to run back out.  By now the 
snake has probably caught up and is blocking the passage, you will likely 
get bitten here, but this won't be any trouble.  Now, run back out of the 
attic.

Now, for those who want to be men and tangle with the snake, read here.  
Take some distance from the snake and let loose with your SHOTGUN.  Be 
careful about your aim.  The head is the only vunerable spot, and since the 
snake often slithers along the ground, it is a difficult target to hit.  
Don't get it too close to the snake either, or it will encircle you and 
prevent you from moving.  Monitor your health status, because if it gets too 
low, the snake will try to swallow you, killing you in one attack.  After 
about 5-8 hits, the snake will give up and leave.  You can now take the MOON 
CREST and leave.

ATTIC CORRIDOR

As you exit the room, Chris is overtaken by the poison.  Rebecca will then 
enter and say that she will go look for the SERUM.  You will now get to play 
as Rebecca for a few minutes.  She has only 15 bullets for her HANDGUN, but 
fortunately as Chris, we have already cleared out a lot of the rooms, so 
this won't be a major problem.

RICHARD'S HALL

As you exit the room, your map automatically lights up.  A red dot will show 
you the room where the SERUM is.  In this case, its the MEDICAL ROOM.  Let's 
be on our way there.  Go into the RED PASSAGEWAY.

RED PASSAGEWAY

Go to the door to your left.

UPPER MAIN HALL

Run across the balcony to the DINING ROOM BACLONY.

DINING ROOM BACLONY

Go to the next room.

WEST STAIRS LANDING

Go down the stairs.

WEST STAIRS HALL

Now you know why I refer to this hall as the WEST STAIRS HALL.  Go into the 
MEDICAL ROOM.

MEDICAL ROOM

Take the SERUM from the shelf and leave.

WEST STAIRS HALL

Go back up the stairs.

WEST STAIRS LANDING

Go back to the DINING ROOM BALCONY.

DINING ROOM BALCONY

Take the double doors.

UPPER MAIN HALL

Go to the door across from the doors you used to enter.

RED PASSAGEWAY

Take the first door you see.

RICHARD'S HALL

Enter the next door.

ATTIC CORRIDOR

Rebecca gives Chris the SERUM.  When he revives, he will be in whatever 
state he was in when the battle with the snake ended.  Leave.

RICHARD'S HALL

Go to the next door.

RED PASSAGEWAY

Enter the door right after the blue doors.

EAST STAIRS LANDING

Go down the stairs.

EAST STAIRS HALL

Enter the save room.

STORAGE ROOM

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
MOON CREST, STAR CREST
SUN CREST, WIND CREST

Leave.

DARK CORRIDOR

Go into the door that is by itself in the dark offshoot.

COVERED WALK

You want revenge now for Joseph's death, so blast that dog for tearing up 
your friend.  Now go over and examine the diagram by the other door.  On it 
you read an interesting poem:

"When the Sun sets in the west and the Moon rises in the east, Stars will 
begin to appear in the sky and Wind will blow towards the ground.  Then the 
gate of new life will open."

I actually think it sounds kind of cool.  This is where you are supposed to 
use all those crests you risked life and limb for to obtain.  Plug the SUN 
CREST, the MOON CREST, the STAR CREST, and the WIND CREST in the plate.  
After all are secure in the diagram, you will hear the door unlock.  Enter.

TOOL SHED

We went to all that trouble to unlock a TOOL SHED?!  Oh well, you've already 
got it unlocked anyway.  Push the step ladder forward some so you can stand 
on the side where you get on it.  Push it to the shelf and take the SQUARE 
CRANK.  Leave out the double doors.

UPPER COURTYARD

YES!  Two RED HERBS, three GREEN HERBS, and just around the corner, three 
BLUE HERBS.  Take the two RED HERBS and two GREEN HERBS.  Use them to make 
two RED-GREEN HERB MIXTURES.  Then take the last GREEN HERB.  Ignore the 
BLUE HERBS, lest you be pounced upon by a pack of dogs.  They're not 
important anyway.  Now, after taking all the herbs except the blue ones, 
charge around the corner and past the dogs.  Weave through the shrubs and to 
the gate at the other end of this rather dull garden.

WATER RESEVOIR

Follow the stone path to a post with a square hole in it.  Use the SQUARE 
CRANK to drain the water almost instantly when ordinarily it would take 
much, much longer.  Go to the little ladder and jump down onto the new path. 
  Run across the pool and climb up the other ladder.  Now start running down 
the path.  Why?  Oh, because hundreds of snakes are falling from the trees 
and they are infinite, would that be a good reason?  Eventually you will 
come to a small platform elevator.  Board it and go down.

LOWER COURTYARD

Run around the little pool then sprint to the gate on the other side of the 
next little pool.  Don't bother to fuss with the dogs.

COURTYARD PATH

You don't have the space for the HERBS so ignore them.  Sprint down the path 
and run in zigzags to avoid the dogs.  After some curves, you will come to a 
door.  Enter the door.

-----------------------------------------------------------------------
                            END OF PART ONE
-----------------------------------------------------------------------

OPTIONAL AREAS AND QUESTS FOR PART ONE

--------------------
THE LIGHTER SUBQUEST
--------------------

There is a LIGHTER you can find in a bedroom on the second floor near the 
EAST STAIRS LANDING.  This LIGHTER is used for the small task of lighting a 
candle in another room this walkthrough doesn't cover so you can get a few 
extra EXPLOSIVE ROUNDS.  If you want to do this little subquest, read below. 
  We will start at the EAST STAIRS LANDING.

EAST STAIRS LANDING

Unlock the door just to the left of the stairs with the ARMOR KEY.  Enter.

STAG ROOM

Take the door to the left.

UPSTAIRS OFFICE

Press the switch hidden in the bug display case to empty an aqarium.  Push 
the aquarium away from the back corner of the room, then push the bookcase 
into its place to reveal a cabinet.  The cabinet contains a box of EXPLOSIVE 
ROUNDS.  Leave.

STAG ROOM

Take the door across from you.  A zombie will then enter.  For the time, run 
away.

TWIN BEDROOM

Take the RED HERB, the SHOTGUN SHELLS hidden behind the right bed, and the 
LIGHTER off the shelf.

STAG ROOM

Evade the zombie and run out of the room.

EAST STAIRS LANDING

Enter the RED PASSAGEWAY.

RED PASSAGEWAY

Go into the door after the blue doors.

RICHARD'S HALL

Go to the next door.

ATTIC CORRIDOR

Turn left at the fork and take the door at the end of the hall.

PRIVATE DINING ROOM

Search the cabinet on the left for a CLIP, then light the candles on the 
table with the LIGHTER.  Now push away the left bookcase to reveal a secret 
room.  By the light of the candles you will be able to grab the EXPLOSIVE 
ROUNDS in the cabinet.

-----------------------------------------------------------------------
_____   _____   _____   _____     ____
|  _  | |  _  | |  _  | |_   _|   /__  \
| |_| | | |_| | | |_| |   | |        / /
|  ___| |  _  | |  _  /   | |       / /    -  THE GUARDHOUSE
| |     | | | | | | \ \   | |      / /__
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

ENTRY CORRIDOR

Directly in front of you are some BLUE HERBS next to a stand with other 
plants on it.  You can also see the statue next to them there is 
texture-mapped.  This is used to cover the hole in front of a door down the 
hall.  If you don't cover it, a plant vine will shoot out and grab you by 
the neck, robbing you of some health.  If you ask me, the whole statue idea 
is a waste of time.  The vine does not take away that much health.  Anyway, 
go down the hall and take the first door on the right.

GUARDPOST

Take the FIRST AID SPRAY and the CLIP (if you want it) off the bookshelf.  
Next, heal yourself to FINE status and organize your inventory at the save 
box:

SHOTGUN, SHOTGUN SHELLS

Leave.

ENTRY CORRIDOR

Go to the door across the hall with a sign above it that says "001."

001 BEDROOM

Blow both zombies heads off, then go to the stand near the closet.  Take the 
SMALL KEY out of the cup, then unlock the desk with the SMALL KEY to find 
some SHOTGUN SHELLS.  Next, go to the bed and take the RED BOOK off the bed. 
  If you check it, you will notice that it is empty.  Why take an empty 
book, you ask?  Well, don't worry.  Even the strangest objects in a RE game 
always eventually serve some purpose.  Take the little door by the entrance.

001 BATHROOM

Walk to the bathtub and drain the water.  On the bottom is the C. ROOM KEY.  
Take the key and leave.

001 BEDROOM

Enter back into the hall.

ENTRY CORRIDOR

Walk across to the offshoot and your character will get caught by a vine if 
you didn't cover the hole before.  No big deal, it causes little damage.  
Press onward.

IVY HALL

Don't worry at all about any of that ivy covering the walls.  None of it is 
dangerous.  Take the first door you come to.

WASP ROOM

As soon as you enter run diagonally across the room to the dark corner 
there.  Charge into it and take the 002 DORMITORY KEY off the desk.  Then 
turn tail and run out to the same door you used to enter.  The reason?  
There are three billion wasps zipping out of that hive to get you, and if 
you don't move fast, you'll be covered with them and stung over and over 
till you die.

IVY HALL

Run further down to the end of the hall.  Unlock the door with the 002 
DORMITORY KEY then discard it.  Ignore the moveable statue for now and  
enter the door.

002 BEDROOM

Ignore the door to the left, all you will get for using up a SHOTGUN SHELL 
on a zombie in there is a CLIP.  Go into the room and ignore the desk as it 
is locked and we don't have a SMALL KEY for it.  Hey look, two 
texture-mapped bookcases.  Shove them aside to reveal a ladder.  Go down it, 
into the "secret" passage.

BASEMENT CORRIDOR

Now we get to play the first installment of one of Capcom's most prevalent 
puzzles in their RE games, the box puzzle.  This is sooooo boring.  Run 
around the corner and shove the box around the corner.  Now push the box 
forward to the wall across the hall, then shove it a looooong way down the 
hall near the corner, but not too far, or you'll have to start all over 
again!  Next, push the box closest to the water pool into it.  Then go to 
the second box that was behind it and push that box into the pool.  And 
last, shove the box you pushed all the way down the hall to the wall and 
then into the pool.  You now have a box bridge to cross the pool of water.  
Umbrella really needs to hire some better architects.  What idiot puts a 
giant pool in the middle of the hall, but no bridge to cross it?  Come to 
think of it, why put a pool in the middle of the hall at all?  Anyway, go 
down the hall some more and you will see the rest of the hall is submerged 
in water.  Go into the water and open the double doors.  Leave the GREEN 
HERBS where they are for now.

NEPTUNE DEVELOPMENT LAB

You now find yourself in a GIANT room, with it totally flooded by water.  
Immediately begin running around the right side of the giant water tanks in 
the middle of the room.  Don't bother looking at the first door you pass.  
Eventually, you will come to two doors.  Move a little closer, and you will 
see an POV shot of something following you underwater.  As it turns out, it 
is a shark codenamed Neptune and her two babies.  But unfortunately for 
them, you are already at the doors that will allow you to escape.  Unlock 
the left door with the C. ROOM KEY, the one on the right doesn't even have a 
keyhole!  Discard the key and enter.

DRAINAGE CONTROL ROOM

Walk over to the panel with the flashing light and pull the lever.  All the 
water will drain out of the basement.  On your way out, press the flashing 
button to unlock the room next door.

NEPTUNE DEVELOPMENT LAB

Enter the door nearby.

BASEMENT ARMORY

Yes!  Two CLIPS and two boxes of SHOTGUN SHELLS are on the shelves!  
Disregard the CLIPS but take the SHOTGUN SHELLS.  Also, you can see a little 
sparkle on the shelf to the right.  Take the 003 DORMITORY KEY and leave.

NEPTUNE DEVELOPMENT LAB

Run back to the exit and you will see the source of that flapping sound.  
Hahaha, it looks like Jaws and its babies are now struggling for their 
lives.  Enter the door on the left of the double doors.  Don't bother 
shooting them, they can barely even move anyway!

MESS HALL

Walk a little into the room and you can see a GIANT plant root.  Just ignore 
it for now.  Scoot past and get the SMALL KEY from the box.  Leave.

NEPTUNE DEVELOPMENT LAB

Exit out the double doors.

BASEMENT CORRIDOR

Run back to the ladder at the end of the hall.

002 BEDROOM

Use the SMALL KEY on the desk for more SHOTGUN SHELLS.  Go back into the 
hall.

IVY HALL

Move aside the statue nearby and use all the GREEN HERBS there to make a 
GRAY HERB MIXTURE.  Run back down the hall to the next door.

WASP ROOM

Run across the room to the door marked "003."  Discard the 003 DORMITORY KEY 
also.

003 BEDROOM

Ignore the bathroom, because again all Chris will recieve is a CLIP.  Don't 
fuss with the desk, because this time it has nothing to offer you but INK 
RIBBONS.  Notice the bookshelf.  One row has nothing in it but red books, 
except for one white book.  Take the white book and read the "V-JOLT" REPORT 
if you wish, you'll need to make use of its information very shortly.  Now, 
put the RED BOOK in the place of the white book to open up yet another 
secret passage.  Enter the secret door.

CONFERENCE ROOM

Whoa!  It's that giant plant the white book spoke about, called Plant 42.  
Chris makes the mistake of going in to get a closer look.  Big mistake.  He 
gets grabbed by a vine.  Then as usual, its Becky to the rescue.  Chris 
gives her a file and tells her to make the V-JOLT to kill the root in the 
basement.  You'll now need to control Rebecca again so she can make the 
V-JOLT and kill the plant's roots.

WASP ROOM

A map lights up and another flashing red dot shows you where to go when you 
have the chemical ready.  It's the MESS HALL in the basement.   Run across 
the room to the door on the far left.

IVY ROOM

Turn left and enter the door you run into there.

ENTRY CORRIDOR

Go to the double red doors.  Rebecca will get grabbed by the vine but she'll 
be okay.

GAME ROOM

Turn left and run to the pool table in the back corner.  Check the side of 
the table facing away from the dartboard.  You'll get a code that says 
"1245".  Remember this number.  Leave the room and don't bother to mess with 
the spiders.

ENTRY CORRIDOR

Go down the corridor guarded by the vine.  You'll get hit again but it will 
still be all right.  Go into the door behind it.

IVY HALL

Enter the next door you come to.

WASP ROOM

Turn left and go to the other door you can see in the camera angle.  Check 
the keypad next to it.  Input 1245 into the keypad to unlock the door.  
Enter.  I guess next time you'll memorize the code so you don't have to do 
all that extra crap, huh?

CHEMICALS LAB

This is where you will make the V-JOLT.  You can solve this puzzle yourself 
if you want to by reading the notes on the wall, or you can try my 
directions.  There are many chemicals in here that can be lethal if handled 
improperly, so do exactly as I say or you may make a substance that creates 
a poison gas!:

1 - Gather up three EMPTY BOTTLES.

2 - Fill one EMPTY BOTTLE with WATER from the sink, and fill another EMPTY 
BOTTLE with UMB NO. 2.  Mix the UMB NO.2 with the WATER to make NP-003.

3 - Fill an EMPTY BOTTLE with UMB NO.4.  Mix the UMB NO.4 with NP-003 to 
make UMB NO.7.

4 - Fill up an EMPTY BOTTLE with UMB NO.2 and another EMPTY BOTTLE with UMB 
NO.4.  Mix UMB NO.2 with UMB NO.4 to make YELLOW-6.

6 - Mix YELLOW-6 with UMB NO.7 to make UMB NO.13.

7 - Repeat STEP 2.

8 - Mix NP-003 with UMB NO.13 to finally get the V-JOLT!

Leave the lab.

WASP ROOM

Leave out the door to the right.

IVY HALL

Turn right and go down the hall to the door marked "002".

002 BEDROOM

Go to the "secret" ladder.

BASEMENT CORRIDOR

Run down the passageway to the double doors.

NEPTUNE DEVELOPMENT LAB

Turn right and enter the first door you see.

MESS HALL

Go to the other side of the room where the plant's root is.  Pour the V-JOLT 
on it to make the root wither and die.  The game now moves back to where 
Chris is.

CONFERENCE ROOM

The plant drops Chris as it withers up...or does it?  The plant bounces back 
and now you must kill it for good.  Run around the perimeter of the room, 
staying out of reach of the vines.  Pause occasionally to fire off one and 
only one SHOTGUN SHELL.  After about 8-10 shots, the plant will die.  Take 
the HELMET KEY from the fireplace and leave out the double doors.

WASP ROOM

Rebecca confronts Chris.  The first thing Chris says is "We got...to the 
ROOT...of the problem!"  Hahaha...you'll really impress the ladies with that 
one.  Rebecca will give you a radio, and then runs off AGAIN.  If you want 
to, you can go into the CHEMICAL LAB where Rebecca went to, and she can 
treat your wounds from the battle with Plant 42.  When you are done around 
here, run to the door that leads to the IVY HALL.

IVY HALL

Chris runs into Wesker finishing up some target practice.  After he's done 
shooting the wasps, he orders Chris to go back to the mansion to hunt for 
more clues, then leaves you alone.  Let's do what he says, after all, we 
have seen everything there is to see here.  Leave out the door past the dead 
bugs on the floor.

ENTRY CORRIDOR

Go past the hole in the floor.  As we have killed the plant attached to the 
vine, the vine will not attack.  Enter the GUARDPOST.

GUARDPOST

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
HELMET KEY

Before you go, I recommend you save your game.  The game is going to up the 
challenge in a short while.  When you are all set, leave.

ENTRY CORRIDOR

Turn left and leave out the front door.

COURTYARD PATH

You can hear your radio beeping as you exit.  That's Brad trying to hail 
you.  You don't have to answer him, as the radio is broken and you can't 
respond to his messages anyway.  Run for the wonderfully-squeaking gate at 
the end of the "corridor."

LOWER COURTYARD

Run past the dogs and go back to the little elevator.

WATER RESEVOIR

You're going to have to make another run through the snakes to get back to 
the other gate that leads to the exit.  Run like crazy past the 
snake-spawning trees, go through the pool, then leave out the gate.

UPPER COURTYARD

Dodge the dogs and go back to the TOOL SHED.

TOOL SHED

Go to the next door.

COVERED WALK

Run down the path to the back door of the mansion.  Make sure you have your 
SHOTGUN fully loaded and at the ready when you walk in.

-----------------------------------------------------------------------
                              END OF PART TWO
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

There are none in Part Two for Chris unless you count the 002 and 003 
BATHROOMS where you obatain a CLIP in each at the price of one SHOTGUN 
SHELL.

-----------------------------------------------------------------------
______   _____   _____   _____     _____
|  _  | |  _  | |  _  | |_   _|   |___  |
| |_| | | |_| | | |_| |   | |      ___| |
|  ___| |  _  | |  _  /   | |     |___  |  -  THE MANSION REVISITED
| |     | | | | | | \ \   | |      ___| |
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

DARK CORRIDOR

Upon entry you get a warm welcome from a creature that has become the bane 
of every RE player's existence, the hunter.  They're faster than you, 
they're more resilient than you, and they can cut your head off if you are 
in CAUTION or worse.  Let him have a few SHOTGUN SHELLS in the face then 
enter the first door on the left side of the hall (this one needs the HELMET 
KEY.)

BTW, this place will be crawling with Hunters wherever you go.  In a way, 
they have replaced all the zombies you killed earlier!  Stick to this 
walkthrough or you will get your head cut off, I promise you that.

STUDY

Walk over to the desk and turn on the lamp.  On the desk are MAGNUM ROUNDS, 
take them because it is vital that Chris gets the MAGNUM, unlike Jill.  Turn 
around and take the DOOM BOOK I from the bookshelf, then leave.

DARK CORRIDOR

Take the door in the same camera angle as the double doors.

EAST STAIRS HALL

Stay right where you are and get your SHOTGUN ready.  You'll hear a "tic, 
tic" noise.  This is the noise hunters make when they are around.  You will 
soon learn to loathe it.  Anyway, when you see the hunter come around the 
corner, blast him over and over till he dies.  Notice the little paper 
hanging on the wall.  It was written by Wesker, telling you that he left 
some supplies for you in the STORAGE ROOM.  Go into the little door beneath 
the stairs.

STORAGE ROOM

When you enter, you will see many items on the floor that Barry left for 
you, including a CLIP, a FIRST AID SPRAY, and some SHOTGUN SHELLS.  Wesker's 
really nice.  Take everything and put it in the chest.  Organize your 
inventory:

HANDGUN, CLIP

This will likely be the last time we use the HANDGUN anymore in the game, so 
after we put it back in the chest again, it will stay there for good.  Also 
pretend from now on that all the CLIPS you see are things of your 
imagination.  Go into the hall.

EAST STAIRS HALL

Equip your HANDGUN and go up the stairs.

EAST STAIRS LANDING

Walk up the stairs.  You can see a hunter down the hall has its back to you. 
  You now want revenge for that immature practical joke that was pulled on 
you when you came back here.  Shoot him in the back with the HANDGUN then 
run down the stairs again, but don't go ALL the way down them.  Wait here 
for the hunter to slowly walk down the hall.  When he sees you at the bottom 
of the stairs, he'll be in a frenzy to reach you, but they forgot to teach 
him in bio-weapon school how to walk down stairs.  From the safety of the 
stairs, you can pelt him with the HANDGUN till he dies pathetically.  Walk 
back up the stairs.  Now this time, walk to the right.  When the camera 
changes to show a hunter hiding around the corner, slowly walk backwards 
into its view.  When it sees you, start running back to the stairs and you 
can take him out as easily as the last one.  Now this time go back down the 
stairs all the way.

EAST STAIRS HALL

Go into the save room.

STORAGE ROOM

Organize your inventory:

SHOTGUN, SHOTGUN SHELLS
ARMOR KEY

Leave.

DARK CORRIDOR

Get that SHOTGUN ready and open the double doors.

EAST WHITE HALL

Run down the hall.  As you turn the corner near the bathroom, a hunter pops 
up from around the next corner.  While he shrieks angrilly, give him several 
SHOTGUN SHELLS to the head to quiet him down.  Unlock the metal door nearby 
with the ARMOR KEY.

BACK PORCH

Shoot up all the zombies then collect the SIX (!) GREEN HERBS they were 
guarding.  Leave.

EAST WHITE HALL

Enter the double doors at the other end of the hall.

DARK CORRIDOR

Enter the door closeby on the right.

EAST STAIRS HALL

Run to the STORAGE ROOM.

STORAGE ROOM

Set up your inventory like this:

SHOTGUN, SHOTGUN SHELLS
HELMET KEY, ONE OR MORE HEALING ITEMS (two should be adequate)

I HIGHLY recommend you save, as the fight with the second-toughest boss in 
the game is near.  Leave.

EAST STAIRS HALL

Go up the stairs.

EAST STAIRS LANDING

Turn left and go all the way down the hall to the last door.

FIREPLACE ROOM

Go take the GREEN HERB near the fireplace if you want it, then unlock the 
other door in this small room with the HELMET KEY.

BALL ROOM

Go over and check the piano.  Looks like an old friend has returned to greet 
you, only this time, you don't have to worry about poison since you have 
already taken the SERUM.  Whilst the snake tries to pound you, he makes a 
large hole in the floor, then you take over control.  Shoot the snake a few 
times from where you are standing, then run to the other side of the room 
and shoot from there.  NEVER lose your cool and get into a war of attrition 
with the snake or it will kill you for sure.  You must be mobile if you want 
to stay alive.  Also be sure to carefully monitor your health so you don't 
drop too low and the snake swallows you whole!  He will die with about 7-10 
shots.  After the battle, check the hole near the piano.  It asks if you 
want to jump down the hole.  Be prepared, once you go down there, there's no 
turning back!

SECRET TOMB

You are stranded in this secret room, with nothing to occupy your interest 
except for a tombstone.  If you check it, you will discover a secret switch. 
  Press the switch and another secret passage will open up.  I've never 
heard of a secret passage in another secret passage!  Take the ladder down.

BASEMENT CORRIDOR 1

A zombie comes from the other end of the hall.  Blow his head off, then 
investigate the right fork in the hall.  You will find another zombie and a 
box of SHOTGUN SHELLS.  Blow off the zombie's face, take the SHOTGUN SHELLS 
and leave thru the only door here.

BASEMENT CORRIDOR 2

Run around the corner and another corner and you can see two zombies 
snacking on another fellow deadhead.  Since they seem to be content with 
their meal, why don't we leave them alone?  Run to the next door.  Even if 
you kill all of them, all you will get as a reward is two GREEN HERBS.

KITCHEN

Don't bother looking around for ammunition, there is nothing here but 
bloodstains and other crap.  Take the SMALL KEY off the counter, and next go 
to the other side of the room and blast the zombie on the floor.  Then take 
the ancient elevator to the second floor of the mansion.

2F ELEVATOR LANDING

A zombie is immediately coming for you when you enter.  Blow his head off 
and enter the door behind him.

CLOSET

Take both bags of EXPLOSIVE ROUNDS off the shelves and take the BATTERY off 
the chair.  Leave.

ELEVATOR LANDING

If you look to your immediate left, you will see another zombie.  There is 
another corridor beyond him, but there is little there but more zombies and 
a handful of herbs.  You will only need to venture down the corridor back 
there if you are desperate for HERBS.  Just after entering the door there, 
you can grab two GREEN HERBS and a BLUE HERB.

Run past the elevator and take the GREEN HERB if you want it from the 
alcove.  Continue running and you will see a pair of blue doors with a 
zombie standing guard.  Ignore him for he is far too slow to get you before 
you can get to the doors.

LIBRARY 1

Two zombies home in on you from the right.  Blast both of them.  Trade the 
SMALL KEY at the desk for some MAGNUM ROUNDS.  If you run back to the place 
where they came from, you can see a texture-mapped bookcase.  Push it away 
to reveal a secret door.  Enter if you wish, but after you are done screwing 
around in there, take the other non-secret door in the room.

SECRET STUDY

You don't have to come in here, because there is nothing to obtain except 
INK RIBBONS and a CLIP on the shelf.  But if you look out the window, you 
can see a heilport all lit up like a heavenly gate out of this place.  The 
picture you see of the heliport looks pretty cool.  I like to look at it so 
much that I often come here despite the fact there is nothing important to 
obtain.

LIBRARY 2

Run around in here until you collide with a texture-mapped statue and one in 
the wall that has a button.  Press the button to shine a light on a spot on 
the floor.  Shove the moveable statue to the spot to make a bookshelf roll 
aside, revealing a desk.  Take the MO DISK off the desk and leave.

LIBRARY 1

Exit thru the blue double doors.

2F ELEVATOR LANDING

We are now going to go get the MAGNUM.  Take the elevator down.

KITCHEN

Try to take the door to the stairs then blast the smarty-pants zombie who 
knows how to go down stairs and open doors.  Now take the door to the 
stairs.

1F ELEVATOR LANDING

Leave out the double doors.

WEST WHITE HALL

Hey, we're back here again, only now there are hunters!  Fortunately, the 
one in front of you is facing away from you.  Run full speed and brush past 
his right shoulder.  Then escape into the door to the right before the 
hunter down the hall and the one you touched can sandwich you and chop you 
up.

GREEN CORRIDOR

Walk a little until you hear a "tic, tic", then stop where you are and point 
your SHOTGUN down the hall.  When you hear the screech of the hunter wait 
still.  When he gets close, blast him over and over till he dies.  Now, 
continue to slowly move down the hall.  Another hunter will pop out of the 
alcove that has the door to the TIGER ROOM.  Blast him as well.  After he is 
dead, charge down the hall and enter the WEST STAIRS HALL.

WEST STAIRS HALL

Run from the Hunters around here, they are easily evaded thanks to the wide 
hall.  Enter the MEDICAL ROOM.

MEDICAL ROOM

Heal yourself fully and organize your inventory:

SHOTGUN, SHOTGUN SHELLS
HELMET KEY, MAGNUM ROUNDS

Leave.

WEST STAIRS HALL

Quickly get up the stairs before the hunters have a chance to attack.

WEST STAIRS LANDING

Take one step forward then turn and aim your SHOTGUN to the left manually.  
Blast the hunter hiding offscreen till he dies.  Walk forward and unlock the 
door to the left with the HELMET KEY.  Discard the key and enter.

TAXIDERMY ROOM

Don't bother trying to take the hunting rifles from the display.  Instead 
take the SHOTGUN SHELLS and the MAGNUM ROUNDS off the shelf, then push the 
stepladder under the deer head over the fireplace.  Next go over to the door 
and turn off the light switch.  Walk over to the taxidermy again, but this 
time you can see one of the deer's eyes glowing...climb up the stepladder to 
get the RED JEWEL from the deer's eye socket.  Now go down again and leave 
the room.

WEST STAIRS LANDING

You can hear a hunter's footsteps, but he's way on the other side of the 
railing, so you can easily get away down the stairs without a fight.  Be 
careful though, he can stick his claws thru the railing if you get too 
close.

WEST STAIRS HALL

Run down the hall evading the hunters.  Enter the GREEN CORRIDOR.

GREEN CORRIDOR

Go to the door in the little alcove.

TIGER ROOM

Put the RED JEWEL in the tiger statue and at long last you get your hands on 
the MAGNUM!  Leave.

GREEN CORRIDOR

Leave thru the black door to the left.

WEST WHITE HALL

QUICKLY get to the door to the left to avoid becoming a hunter sandwich.

DINING ROOM

This room is clear of hunters thankfully.  Leave out the double doors.

MAIN HALL

There are also no hunters around here to ruin your day.  Leave out the blue 
double doors.

ART ROOM

Three rooms in a row and still no hunters in sight, where are those guys?  
Did they run and hide like sissies when they found out we got to the MAGNUM? 
  Anyway, leave out the right door.

L-SHAPED CORRIDOR

The dogs are gone, replaced by two spiders.  Just keep running and they'll 
never catch you.

EAST WHITE HALL

Boldly run down this hall to the double doors as you killed off this room's 
only hunter already.

DARK CORRIDOR

Go to the EAST STAIRS HALL.

EAST STAIRS HALL

Enter the STORAGE ROOM.

STORAGE ROOM

Set up your inventory like this:

MAGNUM, MAGNUM ROUNDS
BATTERY, SQUARE CRANK

Leave.

EAST STAIRS HALL

Run to the black door.

DARK CORRIDOR

Enter the door in the dark offshoot.

COVERED PATH

Zig left, then zag right to evade the hunter.  Enter the TOOL SHED.

TOOL SHED

Run to the double doors.

UPPER COURTYARD

Be careful, the dogs will be relentless in this part.  Run past the doggies 
to the gate.

WATER RESEVOIR

Run across the pool and evade the snakes again.  Take the lift down.

LOWER COURTYARD

Instead of going to the guardhouse, this time we are going to go investigate 
the area where the other elevator is.  Put the BATTERY in the slot to get 
the lift working again, then take it up.

UPPER COURTYARD

Run past the dogs and go to the gate. (suprise!)

WATER RESEVOIR

Go back to the post where the square hole is and use the SQUARE CRANK to 
raise the water level again.

UPPER COURTYARD

Go back out the gate.  Evade the dogs and go to the lift.

LOWER COURTYARD

Run to the little walkway between the pools and climb down the ladder.  Down 
below, you'll be in a whole different world!

-----------------------------------------------------------------------
                          END OF PART THREE
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

None for Chris, unless you are suidicial enough to try to collect all the 
items you missed during your first run thru the mansion.

-----------------------------------------------------------------------
______   _____   _____   _____     _   _
|  _  | |  _  | |  _  | |_   _|   | | | |
| |_| | | |_| | | |_| |   | |     | |_| |
|  ___| |  _  | |  _  /   | |     |___  |  -  THE UNDERGROUND CAVES
| |     | | | | | | \ \   | |         | |
|_|     |_| |_| |_|  \_\  |_|         |_|

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

ENTRANCE TUNNEL

This is an interesting place, water drips from cracks in the wall and there 
are all kinds of tricks and traps that could only be in a medieval horror 
story.  Take the door near the ladder.

BARRY'S CORRIDOR

When you enter now, the corridor will be empty, but you can bet that's going 
to change by the time you leave!  Anyway, take the FLAMETHROWER off the wall 
and take the door to the right.  It's time to go find those hunters and make 
some frog legs for dinner!

GENERATOR ROOM

Run down the hall, ignoring the door you pass for now.  You enter a large 
chamber, the largest one in this area.  This room is probably one of the 
greatest mysteries in the game.  There is a large pit in the center of the 
room, surrounded by safety ropes.  And next to that, is a room with a broken 
generator.  Why is all of this here?  Maybe it was the first power generator 
for the laboratory, but it wasn't big enough, so they built a new source of 
power.  Take the either the FIRST AID SPRAY or the SHOTGUN SHELLS off the 
shelf in front of the generator, then run back to the door you passed on the 
way here.  You could dump the FLAMETHROWER later and come back, but it will 
be much too dangerous to come back here in a little bit.  I say leave behind 
the SHOTGUN SHELLS as health is a much bigger concern right now.

ENRICO'S ROOM

Run around the corners and talk to Enrico.  He then says that you are a 
doublecrosser, but before he can shoot you, he is shot himself by someone 
hiding offscreen.  If you want a CLIP, you can search Enrico twice for it, 
but now the HANDGUN is almost worthless against the new powerful enemies, so 
I say you should leave it behind.  Run back down the hall and you will be 
ambushed by hunters.  Barbecue them with the FLAMETHROWER.  You can see the 
shooter dropped something.  Take the HEX CRANK and leave.

GENERATOR ROOM

Run down the hall to the right.  You'll get ambushed by a hunter, but I 
recommend you run from it since you will never have to come back to this 
room again.

BARRY'S CORRIDOR

A hunter pops out of the alcove with the exit door.  Kill him because you'll 
probably get slashed to death while trying to put the FLAMETHROWER back on 
its rack to unlock the door.

ENTRANCE TUNNEL

Go down the corridor and you will bump into a pit blocking the corridor.  
Use the HEX CRANK on the little hole near the pit to rotate it around to the 
top of the corridor, like it's on a giant wheel.  Run to the door on the 
other side of where the pit once was.

BOULDER DASH 1

This corridor appears to be a dead end at first.  Well, since you're here, 
why don't you go take the FLAMETHROWER and examine that big rock at the end 
of the corridor.  It appears to be texture-mapped, so you know something 
good's about to happen!  Go back down the corridor and the boulder somehow 
shakes loose.  But that's not important, what's important is getting out of 
the way!  Run back for that little alcove you entered this room thru quick!  
After you manage to evade it, run back to where the boulder was to find some 
MAGNUM ROUNDS.  Before you can reach them, a hunter walks in thru the door.  
Get the MAGNUM ROUNDS then step back into the corridor.  Aim your MAGNUM and 
get ready.  When the hunter sees you, it will let out a scream.  Press the 
fire button and hit him with a slug.  After he is dead, run to where the 
boulder rolled to,  It turns out that it crushed thru a false wall, which 
reveals a room with a set of double doors.  Get your MAGNUM fully loaded 
then step thru the door.  People with arachnaphobia, beware!

BLACK WIDOW'S LAIR

This is the easiest boss in the game, it's just more creepy looking than 
difficult.  Blast it several times with the MAGNUM, it won't even last 
through a full magazine!  POW!  POW!  POW!  Dead.  Now exit the room briefly 
to make all the baby spiders vanish.

BOULDER DASH 1

Turn around and run back in.

BLACK WIDOW'S LAIR

Use the FLAMETHROWER to burn away the web.  Leave after the web completely 
disappears.

SNAKE TUNNEL

Enter the door to the left.

CAVES OFFICE

Take the FIRST AID SPRAY off the table and organize your inventory:

MAGNUM, MAGNUM ROUNDS
HEX CRANK, DOOM BOOK I
FLAMETHROWER

Leave.

SNAKE TUNNEL

Ahhh!  The tunnel's crawling with snakes!  Get to the door at the other 
extreme end of the hall.  Put the FLAMETHROWER on the rack to unlock it then 
leave.

BOULDER DASH 2

Run thru the doorway to the right into another long tunnel which houses 
another boulder, but before you decide to shake it from it's resting place, 
notice the texture-mapped floor and the hexagonal hole to the left.  Use the 
HEX CRANK on the hole three times to move the part of the corridor without a 
wall to the left side of the hall.  Run up to the boulder then run away to 
make it move, then duck into the new alcove you revealed.  It'll be much 
easier than the last boulder.  In fact, you'll be practically to safety when 
it starts rolling!  Go back to where the boulder was to find the second MO 
DISK.  Go to the door in the secret alcove.

STATUE ROOM

Let's see what we have to work with here, a hexagonal hole, a differently 
colored floor tile, a locked cabinet, and a statue.  The solution is easy to 
figure out, simply push the statue on the lighter tile to open the cabinent. 
  But unfortunately, the statue is against the wall, so we can't push it 
over there.  Instead, push the statue along the wall until the statue and 
the light tile are perpendicular to the wall, then use the HEX CRANK on the 
hole twice to make a wall pop out and push the statue away from the wall.  
Now shove the statue on the tile and take the DOOM BOOK II from the cabinet. 
  Leave.

BOULDER DASH 2

Run back down the long hall to the room with the other door.  Take the fork 
you haven't explored yet and you will find an elevator.  Take the lift out 
of this dark and dreary place.

HIDDEN FOUNTAIN

Walk off the lift and you will run into two GREEN HERBS, two BLUE HERBS, and 
a little fountain.  BTW, don't bother examining the doors you see, they are 
welded shut and there is no way to make them open.  Instead, check both DOOM 
BOOKS.  Rotate them until the bounded side of the book is facing away from 
you, then press X.  After examining both books, you should have the EAGLE 
MEDAL and the WOLF MEDAL.  Now take both MEDALS and put them in their 
corresponding holes on the pedestals of the fountain.  Yet another secret 
passage is revealed, but don't go into the empty fountain yet.  Instead, 
take as many GREEN HERBS as you can carry first, then go down the steps of 
the fountain to an elevator.  Take the elevator down.  BTW, BLUE HERBS are 
no longer important as there are no more poisonous creatures in the game, so 
pretend from now on they are just fragments of your imagination.

-----------------------------------------------------------------------
                          END OF PART FOUR
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

There are none for Jill or Chris.  You will explore every room in the caves 
and see everything before you are allowed to leave here, even if you don't 
stick to the walkthrough.

-----------------------------------------------------------------------
______   _____   _____   _____     _____
|  _  | |  _  | |  _  | |_   _|   |  ___|
| |_| | | |_| | | |_| |   | |     | |___
|  ___| |  _  | |  _  /   | |     |___  |  -  THE SECRET LABRATORY
| |     | | | | | | \ \   | |      ___| |
|_|     |_| |_| |_|  \_\  |_|     |_____|

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

ENTRANCE ROOM

Wow, first a beautiful mansion, then the simple design of the guardhouse, 
next dark and dreary caves, now finally a military complex.  Don't bother 
checking the door with the flashing light, it will only open under a "first 
class emergency."  Well, that's what the sign next to it says anyway.  Take 
the ladder down.

EMPTY ROOM

The room is almost completely empty except for a chest.  Go over to it and 
organize your inventory:

SHOTGUN, SHOTGUN SHELLS
MO DISK, MO DISK

Leave thru the door.

B2 STAIRS LANDING

Blast both zombies' heads off, then check the desk near the "VISUAL DATA 
ROOM" for the third and final MO DISK.  Ignore the GREEN HERBS for now.  
Take the stairs down.

LABRATORY MAIN CORRIDOR

Whoa, this is the best music on the whole CD!  You can see a zombie dead 
ahead, but instead of engaging him, turn right and enter those doors.  Try 
to avoid zombies in this hall as they regenerate every time you pass thru 
this area.

BACK HALLWAY

Take the door you see to your immediate left.

SCIENTIST'S QUARTERS

Turn on the lights, then take the letter off the desk.  Read it and it will 
tell you someone's log-in name and password for the security system:  JOHN 
is the log-in name and ADA is the password.  It also says the password to 
unlock the VISUAL DATA ROOM we passed upstairs, but unfortunately it is in 
code.

          |\/| /\ |\ |\/|
It says:  |/\| \/ |  |  |
          |  | /\ |  |  |

What you must do now is shove the texture-mapped bookcase aside to reveal a 
hidden switch.  Push the switch and now the room will be lit with black 
lights, or that's what I think they are.  Run to the picture in the corner 
and you will see letters next to their item:  TREE, APPLE, MAN, WOMAN.  If 
you turn off the blacklights, the item's name will be in code again.  Turn 
the blacklights on and off until you match the letters of the alphabet with 
the code.  In the end, you should get the password, which is MOLE.  Be sure 
to memorize the password on your next run through the game so you don't have 
to come into this room and do all this mess again!  Leave.

BACK HALLWAY

Leave out the double doors you used to enter.

LABORATORY MAIN CORRIDOR

Run straight ahead down the hall, and enter the first set of doors you see.

SMALL LAB

You can see some SLIDES on the floor, but they are useless unless you want 
to look at Umbrella's latest lineup of monsters.  Instead, start up the 
computer you see in the corner.  After watching Umbrella's logo appear, 
enter your log-in name as JOHN and your password as ADA.  The computer will 
then load a menu giving you access to the doorlocks in parts of the complex. 
  Press B2 first.  The computer will then ask for the password you 
deciphered from the letter.  Type in MOLE.  After unlocking that door, press 
B3.  The computer will unlock the door there.  After doing that, press 
Cancel and log out.  Leave.

LABORATORY MAIN CORRIDOR

Turn right and go up the stairs.

B2 STAIRS LANDING

Enter the double doors just ahead.

VISUAL DATA ROOM

Walk over to a metallic panel on the left wall.  Open the panel and press 
the bright red button underneath.  A column on the opposite wall will slide 
aside to reveal a secret bookcase, and, more importantly, the LAB KEY.  Take 
it and leave.

B2 STAIRS LANDING

Take the stairs down.

LABORATORY MAIN CORRIDOR

Enter the double doors to the right.

BACK HALLWAY

Enter the door on the right wall.

RECREATIONAL ROOM

Blast the approxiomatelly three billion zombies in here, then use the MO 
DISK on the "passcode output machine" to get PASS CODE 01.  Leave.

BACK HALLWAY

Leave out the double doors that you used to enter.

LABORATORY MAIN CORRIDOR

Run down the hall ahead of you yet again, but this time bypass the first set 
of doors.  Instead, blast the zombie in your way.  Then take the second set 
of double doors (its the one with the blue light) and unlock it with a loud 
"KA-CLUNK!" and the LAB KEY.  Discard it afterwards.

B3 ELEVATOR LANDING

Take the first set of doors you see.

AUTOPSY ROOM

Take the RED HERB and the SHOTGUN SHELLS and prepare for the arguably the 
most difficult puzzle in the game.  The goal is to get the stepladder under 
the ventilation hole in the wall.  Unfortunately, there is a switch in front 
of the hole that will trigger poison gas if anything is put on top of it, 
including you.  You must first cover the holes in the floor with the boxes 
while still leaving enough room for the ladder.  I'll try my best to help 
you here.  Listen CAREFULLY:

1 - Push the ladder against the operating equipment in front of the door.

2 - Push the box that is not completely blocked by the operating table away 
from it, towards the holes.  When you have enough room, push it to towards 
the broken vent cover on the floor, then shove it over the hole on the right 
when the box has enough clearance from the button.

3 - Next, push the stepladder near, BUT NOT ALL THE WAY, to the opposite 
wall from the door.  Then push it to the right side of the operating table.  
Be sure to leave enough room on either side of the ladder for you to pass 
by.

4 - Push the remaining box alongside the operating table until you have 
enough clearance to push it towards the holes.  Then push it over the left 
hole.

5 - Lastly, push the ladder over the button.  You will hear it activate, but 
the boxes are blocking the gas.  Climb thru the little tunnel.

MORGUE

Go to the passcode output machine ahead of you and use an MO DISK to get 
PASSCODE 02.  Take the MAGNUM ROUNDS on the shelf.  Unlock the door and 
exit.

LABORATORY MAIN CORRIDOR

Take the other set of double doors to your left.

B3 ELEVATOR LANDING

Dodge past the zombies and go to the double doors on the far right side of 
the hall.

POWER ROOM 1

That's a lotta noise!  You are now in Chimera territory.  Run from these 
suckers, they are really hard to hit and fighting will only cost you more 
health.  At the moment, you are at a junction.  Turn right and go straight 
down this path until you get to a dead end with a operating terminal.  Turn 
on the panel, then backtrack to the junction again.  This time go left.  Run 
along the outer wall of the room and you will collide with a door.  Enter 
it.

POWER ROOM 2

Go straight down this hall and you will bump into a passcode output machine. 
  Use your last MO DISK to get PASSCODE 03.  Yippee!  We got all the 
passcodes!  Now turn left at the fork and the hall will lead you to double 
doors.  Enter them.

POWER ROOM 3

In here, the noise of machinery escelates to an almost deafening level.  Run 
around the left side of the big machine in the middle of the room, and you 
will find a terminal.  Activate the terminal to switch on the elevator.  
Leave.  There's nothing more to do here.

POWER ROOM 2

Whoa, that last room was so loud it almost makes this one seem quiet!  Run 
down the hall and turn left at the fork,  then leave out the door.

POWER ROOM 1

Run straight along the outer wall and you will bump into the doors that will 
take you out of Chimera territory.  Of course you should take them.

B3 ELEVATOR LANDING

Cool, all the zombies have magically vanished.  Run ahead and take the door 
on the right wall.

LAB GUARDPOST

Take the GREEN HERB and the MAGNUM ROUNDS.  Prepare your inventory:

MAGNUM, MAGNUM ROUND
THREE HEALING ITEMS

Make sure you are fully healed up and have a fully loaded MAGNUM.  Leave.

B3 ELEVATOR LANDING

Turn right and go down the hall to the elevator.  Press the flashing button 
to start up the elevator.  Rebecca will then again appear from nowhere.  
Then they take the elevator down.

B4 ELEVATOR LANDING

Everything in this room is automatically done for you.  ALBERT WESKER IS THE 
TRAITOR!!!  He's planning on doublecrossing not only you, but Umbrella as 
well, and he says he's got everything he needs so that he's untouchable.  
Chris yells at Wesker that he's been murdering his teammates, then asks if 
he killed Enrico too.  Wesker says "Yeah, like this," then shoots Rebecca.  
NOOOOOOOOO!!!  NOT REBECCA!!!  Wesker then pushes Chris into the Tyrant's 
room.

TYRANT DEVELOPMENT LAB

Wesker pushes Chris into the lab and shows him the most hideous creature in 
this game, the Tyrant.  Chris finally does something smart in this game, he 
laughs at the Tyrant.  Wesker gets ticked off and releases the creature.  
But, instead of destroying Chris like it's supposed to, it turns on Wesker 
and impales him.  Now it's up to you to defeat Tyrant.  Start by running 
away from Tyrant to one corner of the room.  Fire off a shot from there when 
Tyrant gets in range, then run to the next corner and fire off another shot 
from there.  Repeat until dead.  Like the spider, he won't even last through 
a whole magazine of the MAGNUM.  Looks like the ultimate bioweapon is really 
the ultimate failure.  Afterwards, examine the computer near Wesker's corpse 
to unlock the door to the room.

B4 ELEVATOR LANDING

Chris walks out and sees Rebecca alive and well, thanks to a bullet-proof 
vest.  It would have to be paper-thin to fit under *that* tiny shirt.  
Anyway, go to the elevator and leave.

B3 ELEVATOR LANDING

Rebecca stops Chris and says they should blow this place to smitherenes.  
WHY???  That would destroy all the evidence that could be used to take 
Umbrella down!  But, Chris returns to his stupid streak again and says that 
it's probably the only way out of here.  It is not, all Chris would have had 
to have done is check Wesker for his keys.  What an idiot.  Oh well, there 
had to be a sequel, so Capcom did have to make it so this place blows up.  
After the conversation, enter the LABORATORY MAIN CORRIDOR

LABORATORY MAIN CORRIDOR

The zombies have now been replaced by Chimeras.  Turn right and run down the 
hall until you bump into the stairs again.  Take the double doors next to 
them.

BACK HALLWAY

Run to the other set of double doors at the end of the hall and input all 
three passcodes to unlock the door.  Enter.

PRISON HALL

Run to the end of the hall and open the door.

PRISON CELL

Jill thanks you for freeing her, then you two take off.

PRISON HALL

Run back to the other door.

BACK HALLWAY

Jill runs off on her own, why does everyone in Resident Evil always insist 
on "splitting up to cover more ground?"  Anyway, run for the double doors at 
the other end of the hall.

LABORATORY MAIN CORRIDOR

Run up the nearby stairs.

B2 STAIRS LANDING

Blow away all the zombies with the MAGNUM.  Hey, the game's almost over, so 
there's no need to be conserving ammo anymore!  Go to the door they were 
guarding.

EMPTY ROOM

You catch up to Jill here, and she tells you to hurry up.  Before you do 
that, organize your inventory for the last time, and this one's really 
simple to set up:

AS MANY HEALING ITEMS AS YOU CAN CARRY! (Leave one slot open)

I know I didn't put any weapons down, but you won't need them, trust me. :)  
Go up the ladder.

ENTRANCE ROOM

Go open the door with the flashing light, a self-destruct sequence 
definitely qualifies as a first class emergency!

EMERGENCY EXIT

Run down the corridor, on the way, you'll get one last radio message from 
Brad, then you will come to an elevator with the battery pulled out.  Put 
the BATTERY on the floor into the slot and the elevator will activate.  
Also, the tape announces there are three minutes until the barbecue, so 
you'd better hurry up and go in the elevator!

HELIPORT

Immediately after exiting, go to the little red box on the right.  Take a 
FLARE, then stand in the middle of the helipad where the H is and use the 
FLARE.  After a long moment, Brad comes with the helicopter.  Looks like 
it's all over....CRASH!!!  Uh oh, Tyrant is back, and badder than ever.  
Don't even bother shooting at him if you ignored my command not to bring 
weapons, he is almost invincible.  Instead, run along the white line making 
a square around the helipad and never stop running.  Whenever you get too 
far away, Tyrant will run after you with a charging swipe, but as long as 
you keep running, it will almost always miss.  Watch out if you see him 
extent his claw, because that attack is almost undodgeable.  Check your 
health often and heal when in orange CAUTION or in DANGER.  When about 30 
seconds are left on the clock, Brad will drop a ROCKET LAUNCER to Chris.  
Get over to the ROCKET LAUNCHER FAST!  Go over to it and press X, the game 
will then ask, "Will you take the ROCKET LAUNCHER?"  Of course you will, but 
then the game puts you back in the battle.  Quickly go to your inventory 
screen and equip it, then exit out of the menu, aim and grin as you press 
the fire button.  The Tyrant then blows up in a nice and pixelated explosion 
(even with my PS2's graphics setting set at Smooth.)  Anyway, you and your 
comrades escape in the chopper and the game is over.  Congratulations!  You 
have beaten Chris's and Jill's scenario with everyone rescued!

-----------------------------------------------------------------------
                         END OF CHRIS'S SCENARIO
-----------------------------------------------------------------------

OPTIONAL AREAS AND SUBQUESTS

Well, rescuing Chris is kind of a subquest, if you don't care about getting 
a good ending.  You can skip over the AUTOPSY ROOM puzzle, the MORGUE, the 
RECREATIONAL ROOM, and the whole MO DISK deal if you don't care about a less 
than perfect ending.

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

6:  Thanks

- Thanks to myself because if it wasn't for me, this FAQ wouldn't exist!
- 
- Thanks to Capcom!  I am really looking forward to Resident Evil: Code 
Veronica X.
- 
- BIG, Big thanks to cheat codes.com the best cheat site o the net.

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

7:  E-mail Policy

I have recieved a lot of stupid e-mail in the past, but now it is starting 
to get ridiculous so I am going to start enforcing what kinds of messages 
will and will not get answered.

Please DO:

- read the whole document before sending a question.  

- put the name of the game in the message topic.  It makes it A LOT easier 
for me to pick out which messages are on games and which are not.  Also if 
the name is not there, I might accidentally delete it, thinking it is junk 
mail.

- spell correctly.  I won't be able to help much with your problem if you 
send me something like "Hy mn cn u hlp me wth ths 1 prblm, I cnt bt ths 1 
lvl ok thnks gby."



- be polite.  Any mail with excessive flaming will be instantly deleted.

Please DO NOT:

- write the title of the message as "About your walkthrough" or something 
similar to that.

- flame.  I hate flaming.  Especially messages with the f-word or the 
s-word.  These will be instantly deleted.

- send advertisements.  These will be considered junk mail and will be 
deleted instantly.

- ask me something that is already answered in the walkthrough or the 
manual.  C'mon, would you rather spend a few minutes skimming my guide, or 
would you rather spend a few hours, days, or even weeks waiting for me to 
get back to you?

- forget to include the name of the game in the message or on the title.  I 
am not a psychic.  I cannot tell what game you are after if you do not 
include the name in it.

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

8:  Copyright

This guide is the sole property of bad wolf the author of this guide.  
Don't rip off this guide in part or whole, or I will be forced to act 
against you.  Don't rip off this guide then alter it to death and claim it 
as your own.  This guide may not be used for ANY profitable reasons 
whatsoever, even if no money is made.Also if you want to publish it to some other 
site or copy,edit or any changes………first of all contact me.[smit_hot27@hotmail.com]
 
since cheat codes is the first place I send every piece of my work, they are sure 
to have the most up-to-date version of my guides.

Also, if you find this guide on any other site, notify me immediately.  


Good bye.

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



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