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WELCOME TO THE COMPLETE GUIDE FOR...


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|   _  \  |   ____|/     ||  | |       \ |   ____||  \ |  | |        |
|  |_)  | |  |__   |  (--`|  | |  .--.  ||  |__   |   \|  |`---|  |-`
|      /  |   __|  \   \  |  | |  |  |  ||   __|  |  . `  |    |  |
|  |\  \-.|  |____.-)   | |  | |  '--'  ||  |____ |  |\   |    |  | 
| _| `.__||_______|____/  |__| |_______/ |_______||__| \__|    |__|
                   ___________    ____  __   __      
                  |   ____\   \  /   / |  | |  |     
                  |  |__   \   \/   /  |  | |  |     
                  |   __|   \      /   |  | |  |     
                  |  |____   \    /    |  | |  `----.
                  |_______|   \__/     |__| |_______|
                                     
                  
   
                   There are only three STARS members left.. 
                        we dont know where Barry is..




Welcome to my complete walkthrough for Resident Evil , this walkthrough
can be used with the PlayStation version, and also the PC version of 
the game. This walkthrough is complete in all formats and I have made 
sure as to leave nothing out.

This walkthrough is brought to you by Adnan Javed, better known as 
ChandooG on the GameFAQ's message boards and as A-J among his friends 
and many many forums. 

Keep in mind first off that the walkthrough contains spoilers so if
you would rather not spoil the story of the game then I would advice
you to close this window and go play the game, I do not wish to make
the game less-enjoyable for anyone, so use this walkthrough mainly
for pointers and information as you please.

Put in the RE Cd, watch the awesome intro and get ready to rumble..



Quick overview
--------------


  
                              REISDENT EVIL
                           Complete Walkthrough
                             By Adnan Javed
                                Alias AJ
                 ChandooG on gamefaqs.com message boards
                     Returnofthemaniac@hotmail.com
                              adnanj@Gmail.com  
                           Original ver SEP/27/04

                   www.planetdreamcast.com/residentevil
                   www.rebiohazard.com *under repairs*




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|_   _|___| |_| |___    ___|  _|
  | | | .'| . | | -_|  | . |  _|
  |_| |__,|___|_|___|  |___|_|  
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                 ___ ___ ___| |_ ___ ___| |_ 
                |  _| . |   |  _| -_|   |  _|
                |___|___|_|_|_| |___|_|_|_|  
                                                                   
                                                 
How the CODE feature works
--------------------------

This search feature thingy is the latest trend among walkthroughs
so I'll use it too hehe, if you instantly want to jump to a section
rather then scroll up down trying to find it then, just hit Ctrl+F
to open the search bar, type the 4 letter code which is written in
front of the topic in question and hit search, you will be taken
immediately to that area.



               ________________________________________________
               |   |                                    |      |
               |No |        Description                 |Code  |
               |___|____________________________________|_____ |
               |   |                                    |      |
               |1. |   Version history                  | vhis |
               |   |                                    |      |
               |2. |   Information                      | infx |
               |   |                                    |      |
               |3. |   Introduction                     | ino9 |
               |   |                                    |      |
               |4. |   Story                            | st00 |
               |   |                                    |      |
               |5. |   Controls                         | crl0 |
               |   |                                    |      |
               |6. |   Characters                       | ci99 |
               |   |                                    |      |
               |7. |   Enemies                          | mns1 |
               |   |                                    |      |
               |8. |   Weapons                          | wnps |
               |   |                                    |      |
               |9. |   Beginner's Info                  | bnfo |
               |   |                                    |      |
               |10.|   Complete Walkthrough             | wtrs |
               |   |         -JILL                      | wtrj |
               |   |         -CHRIS                     | wtrc |
               |   |                                    |      |
               |11.|   Endings                          | eddd |
               |   |                                    |      |
               |12.|   Items                            | gils |
               |   |                                    |      |
               |13.|   Game Files                       | gifs |
               |   |                                    |      |
               |14.|   Cheats                           | tc&c |
               |   |                                    |      |
               |15.|   Time Line                        | ttml |
               |   |                                    |      |
               |16.|   Trevor's Notes                   | tvrn |
               |   |                                    |      |
               |17.|   Boss Strategies                  | bssb |
               |   |                                    |      |
               |18.|   My review of Resident Evil       | mrv0 |
               |   |                                    |      |
               |19.|   Legal Information                | lgll |
               |   |          - Site's hosting this     |      |
               |   |          - Contacting information  |      |
               |   |          - Ending words            |      |
               |___|____________________________________|______|



NOTE : The boss strategies are at the end so as not to give out
       too much spoilers since my descriptions are so elaborate.


Got anything to ask about the game, or this Guide, then dont 
hesitate in dropping me an email off at..

Returnofthemaniac@Hotmail.com
adnanj@gmail.com



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| | | -_|  _|_ -| | . |   |  |   | |_ -|  _| . |  _| | |
 \_/|___|_| |___|_|___|_|_|  |_|_|_|___|_| |___|_| |_  |
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vhis

OCTOBER 4th
-----------
I have started initial work on the walkthrough, about to do
some of the starting sections, will leave the main walkthrough
part for later days, since I've been on a really hectic schedule
with my exams and all.. I dont know how many days it can take
me to complete this.


OCTOBER 5th
-----------
Completed all of the general sections, finished a bit of the
walkthrough part too, its progressing nicely.

OCTOBER 6h
----------
Jill's part is completely done, and im 30 percent through
writing Chris's part, this could take me till the 10th if
I continue being lazy.




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      |_|___|  _|___ ___ _____ ___| |_|_|___ ___ 
      | |   |  _| . |  _|     | .'|  _| | . |   |
      |_|_|_|_| |___|_| |_|_|_|__,|_| |_|___|_|_|
                                                          
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infx

Name : Resident Evil 
                                                                   
Platform : Sony PlayStation (also PC and SATURN)
                                                                   
Release dates :  EU : 08/1996
                 JP : 03/31/96
                 US : 05/22/96
                                                                   
Game Genre : Survival Horror 
                                                                   
ESRB Rating : Mature, 18+
                                                                   
Playable characters : 3
                                                                   
Game Modes : Single player
                                                                   
Number of Endings : Plenty, 8 or so
                                                                   
Boss Fights : 6 max 

                                                                   
-----

Personal Information
                                                                   
Author name : Adnan Javed
                                                                   
Alias : A-J , ChandooG
                                                                   
Author age : 17
                                                                   
Contact : Returnofthemaniac@hotmail.com

Comments : This is THE king of all survival horror games
           any fan of the genre who has not played this
           game does not deserve to be a part of it.



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     |_|___| |_ ___ ___ _| |_ _ ___| |_|_|___ ___ 
     | |   |  _|  _| . | . | | |  _|  _| | . |   |
     |_|_|_|_| |_| |___|___|___|___|_| |_|___|_|_|
                                             
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ino9

This is it folks, this is what started everything, this is what
started a new trend of survival horror gaming which would go on
to change the face of video gaming for EVER. Resident Evil first
made its appearance on the still struggling new console Sony's
PlayStation. Before this game, Capcom and co were known for the
Street Fighter franchise and the Mega Man games, but Resident Evil
is now one of their most celebrated game series and it has made
several equally successful spin-off's like Dino Crisis and Devil
May Cry and Onimusha, all based on the same tried and tested
formula that started with Resident Evil.

This game won several best game of the year awards from various
sources and along with FFVII became one of the benchmark games
of the new console that boosted its sales into millions. Now
on to the game shall we, Resident Evil can be said to be inspired
from the Alone In the Dark series, a very old survival horror
series which is known for its odd controls. Resident Evil took
the same formula but presented it a hundred times better then
any one could have anticipated, and with a full audio cast of
actors and real time and computer generated movies which featured
real life actors, this game still is a cult classic even today.

But as its always been common, a great game comes with its own
share of great problems, the first of which was the name issue,
in Japan the game was originally titles Biohazard which still is
the REAL name for the series, but in the western and European
this name couldn't be used because of the copy right act by BIOHAZARD
the rock band. But that was a minor problem. The biggest problem
how ever was the issue with the censored movies and black and
white opening fmv. This happened because at that time the US
video gaming market was not so lenient about violence in video
games. So they black and whited the opening fMV to hide the color
of the real blood, and several provocative shots like the hero
of the game smoking a cigarette were censored out.

People got pretty pissed off about that believe me lol. But for
better or for worse Resident Evil made its way to the US and hit
the shelves with an even bigger bang then in Japan, the game 
literally disappeared off shelves and sold tons and tons of
copies boosting both the survival horror genre and capcom to
instant stardom. This truly is one of the best games ever made.


FROM CAPCOM
-----------

Resident Evil

For years a secluded mansion and its grounds have been the site of 
top-secret biotechnic experiments. The research staff has been funded 
by a respected (if slightly unethical) corporation. Theweekly 
laboratory reports have been increasingly vague and now they have 
stopped completely. Recent gory attacks near the mansion have lead 
torumors of unnatural canines on the prowl. Something has gone 
terribly wrong.

Two S.T.A.R.S. teams (Special Tactics and Rescue Squad) are sent to 
investigate these strange and gruesome developments. Bravo Team 
mobilizes first and disappears almost immediately. Alpha Team follows, 
urgently driven towards the mansion. As either Chris Redfield or Jill 
Valentine, two valuable parts of the Alpha team, youwork yourway inside. 
Everything is quiet... too quiet.

PlayStation and the PlayStation logos are registered trademarks of 
Sony Computer Entertainment Inc.



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               |_ -|  _| . |  _| | |
               |___|_| |___|_| |_  |
                               |___|
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st00




1998 RACCOON CITY :
Bizarre murder cases have recently started in raccoon and the people
of the good city are terrified to get out of their homes now, families
who mostly lived on the outskirts of the town were attacked by a 
group of about 10 people, victims were eaten, thats the best way 
to describe it.

-----

Right then, the saga starts off after brutal incidents start to happen
frequently in the out skirts of an American sub urban city known as
Raccoon City, the attacks were growing ever so frequently and the
citizens of the good city were starting to fear for their lives, which
was always in great perils. Eye witness reports said that the families
that were attacked were assaulted by a group of people from 5 to 10 at
max. The bad part was that the victims weren't just killed, they were
eaten. Flesh and meat, all of it. Finally the Raccoon City Police
Department was forced to take extreme action and their special forces
unit STARS. Special Tactics And Rescue Services, was called up for
the job.

STARS was divided into two groups, and they sent the BRAVO group which
comprised of the lesser experienced members first to do a recon check
on the forest area surrounding the city, which was rumored to be the
hide out of these vicious man eating people. The BRAVO team started
off well but contact with them was abruptly lost, their chopper also
disappeared in the forest region, probably crash landed or something
and there was no radio contact from any of the team members.

Finally, the Alpha team, the veterans, were sent into the same forest
area one day later to find the whereabouts of their partners, the
Alpha team , led by Captain Albert Wesker, soon discovered the BRAVO's
abandoned and wrecked chopper, there was no one in there, but most of
their equipment was still inside. This strikes the team as very odd
and they spread around the immediate area trying to find any traces of
what might have happened.

Searching around the forest, Alpha team members Joseph found a severed
hand which was holding a cop issued Barrette, but before he could inform
the rest, all hell broke loose. Joseph was attacked and immediately
killed by a bunch of rabid dogs which rotting flesh. The rest of the
team darted to rwads a lit house in the middle of the forest, not all
of them were able to make it inside though. Once inside, they discover
that the residents of this mansion were not too friendly at all. Infact
they were hungry for fresh meat.


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             ___ ___ ___| |_ ___ ___| |___ 
            |  _| . |   |  _|  _| . | |_ -|
            |___|___|_|_|_| |_| |___|_|___|
                               
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crl0

This is the default control scheme of the game.


D-PAD UP    : Move character forward
D-PAD DOWN  : Move character backwards
D-PAD LEFT  : Turn character left
D-PAD RIGHT : Turn character right

START       : Open the inventory menu
SELECT      : Nothing

R1          : Aim weapon

Circle      : Nothing
Square      : Press this with the Dpad to run
X           : Check, press this with R1 to fire
Triangle    : Cancel, escape menu's and files.





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        ___| |_ ___ ___ ___ ___| |_ ___ ___ ___ 
       |  _|   | .'|  _| .'|  _|  _| -_|  _|_ -|
       |___|_|_|__,|_| |__,|___|_| |___|_| |___|

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ci99

    CHRIS REDFIELD :
    **************

Age : 25
Height : 5ft 11in
Weight : 177 lbs
Blood type : O
Team : STARS Alpha

This is Chris redfield, who is no doubt the hero of the game , and
the strong man type person, still a young lad Chris was kicked out
of the airforce because of his rude behavior towards his senior
officers and his friendship over his orders. Shortly after Chris
was kicked out his old friend Barry Burton asked him to join the
newly formed STARS branch in raccoon city, a well developed city
in the mid western part of the US. Chris didn't want to let go of
such a good offer and so he became a member of STARS , here Chris
made several friends and became an active cop and a member of STARS
who are called upon for dangerous missions and for search and
rescue operations.

Chris is a rash man who has a rowdy attitude and sometimes he can
go out of his limits to do what he wants to do, that is why he was
kicked from the airforce, but Chris cares for his sister more then
anyone on the planet, guess it runs in the redfield genes.

Chris is not only a young man but he's also in top physical shape
of his life and he's also a smart man so he can improvise on many
things when it comes down to that , Chris has used his strength
and intelligence to solve many previous cases, but recently a new
case has been around and Chris cant wait to get his hands on this
one. Chris cares for his team mates just like his brothers and
sisters and he would be willing to sacrifice his life for each
and everyone of them. This is why Chris has a quiet kind of
respect among everyone.


     JILL VALENTINE :
     **************

Age : 23
Height : 5ft 5in
Weight : 111 lbs
Blood : B
Team : STARS Alpha

The so called "intelligent one" of the STARS members Jill stands
quiet up to her name, not only is she smart but she's a very
attractive young woman combining beauty and brains at the same
time, at her young age Jill has already done more then what many
people are unable to do in their entire lifetimes, just like Chris
Jill also cares for his team more then anything else and she has
saved her comrades life more then once in the field of battle
along side Chris Redfield, Jill has this unusual ability to be
good with any kind of machinery that is why she is also part-
mechanic for the STARS alpha team, she can handle anything on
her own, whether it be a fully functioning APC carrier or even
a simple lockpick, or even if its a piano, she can do it all.

What many people find hard to believe is that Jill is an ex member
of the delta force at the age of 23, and its because she was with
those guys that she has acquired extensive combat training and a
strong will to fight for whats right, Jill can handle a gun almost
as good , if not better then Chris can, but being a woman she has
less resilience to damage naturally, but her brain works double
time and her smartness and common sense make up for that, she can
do things much easier compared to the grunts .


    ALBERT WESKER :
     *************

Age : 38
Height : 6ft
Weight : 186 lbs
Blood  : O
Team : STARS Alpha

Captain wesker is what can be described as the perfect role model
for the new recruits who join the force, named as the *cool guy*
of the squad wesker is always cool calm and collected and he
never looses his focus, neither his sun glasses, wesker always
has his glasses on whether in the middle of a mission , or inside
the RPD sitting in the STARS office, maybe thats why he is termed
as the cool guy. Wesker was called to the Raccoon City police
department because of his extensive combat knowledge and his
smart battle field abilities. Wesker has saved more lives then
he's killed in combat all because of his skills and his ability
to remain cool during a heated encounter.

Albert wesker quickly rose in the ranks when he joined the RPD and
pretty soon he opened his own STARS division inside the Raccoon
police department and was rightfully chosen as the commander of
this new unit. Now he heads the ALPHA and the BRAVO teams into
dangerous missions. He is a good captain as good as his skills,
and almost everybody listens to what he's saying. Although wesker
seems to be only leading the STARS at this time there is something
else going on with him, and when the rumors about the murders start
wesker starts to get tense.


     BARRY BURTON :
     ************

Age : 38
Height : 6ft
Weight : 196 lbs
Blood  : A
Team : STARS Alpha

Barry Burton is perhaps the most senior member of the STARS when
it comes to combat experience, he has been a member of the SWAT
team for 16 years and he has bucket full of military experience.
It is because of this experience that he was one of the top names
in the list when the STARS was newly formed and they were looking
for recruits, after doing some part time work in both SWAT and
the STARS Barry quit the SWAT force and became a full time member
at the Raccoon Police Department. He is one of those weapons experts
who can talk about guns and their ammo for hours, and that is why
he is the weapons supplier for the team, its his job to prep up the
teams before the missions and provide them with the suitable weapon.
If thetas not enough he's got a collection of guns in the office
aswell and he repairs broken weapons while sitting in his desk at
the STARS office in the RPD.

But Barry has another side to him aswell, its his family side, Barry
is one of the truth and justice kind, he has a real soft spot in his
heart for his family and will be willing to do anything to anyone
if provoked on that matter, other then that Barry also has a good
spot for all his team mates and acts like the father figure of the
team, even though he isn't that old himself. He was also responsible
for recruiting Chris Redfield in the STARS after he was kicked out
of the airforce.


     REBECCA CHAMBERS:
     ****************

Age : 18
Height : 5ft 2in
Weight : 93 lbs.
Blood type : AB
Team : STARS Bravo

Rebecca chambers is the record setting youngest member in the history
of the STARS division anywhere, she is only 18 now and she's a full
time member of the STARS BRAVO team, but she wasn't recruited for her
combat skills, infact she is in the team because of her extraordinary
skills as a medic, she can use almost any kind of chemicals to their
full healing extent, also an expert with herbs and other stuff like
that Rebecca is the perfect person to have around when in a tough
battle, she can heal any member if she has the right equipment and
she can even take care of herself if it calls for it. Not as strong
as the other members of the team but she tends to stay away from
action for the most part for herself.

A little quiet and nervous around the other members because she knows
herself that she's a rookie but Rebecca is always looking for chances
to make herself up to the others and show them that she means
business that is why she agreed to head out with the BRAVO team when
called for, her gun controlling is amazingly well for her age and
one can guess that she will be as good as Chris or Jill when she
reaches their age. This is Rebecca's first full-time op so she is a
bit worried about it but as long as her team is with her she has
nothing to worry about.



     ENRICO MARINI :
     *************

Age : 41
Height : 6ft 3in
Weight : 186 lbs
Blood type : O
Team : STARS Bravo

Enrico Marini is the proud captain of the BRAVO's, he is a true
leader and has a leading quality which not alot of people have.
Enrico treats his team like they are his own family and in return
the BRAVO team also respects him a lot. When the BRAVO team was 
asked to head into the forests Enrico led his team bravely into 
the forests.


     BRAD VICKERS :
     ************

Brad Vickers is the full time pilot for the STARS Alpha team, but
its actually strange how he got this far because he has about zero
enthusiasm of heading into the combat field head on, whenever the
team go for an opp brad always sticks in the chopper because he has
a terrible fear of dying, the whole team is aware of his habits and
thus have given him the nickname chicken heart. Brad is known to
abandon the team at times of danger and he's been scolded more then
once for this. Even though Chris has been known to be a good pilot
and he can take over for brad anytime but he's also good in combat
so the STARS need this guy to be a full pilot for the ALPHA team.



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                                _         
              ___ ___ ___ _____|_|___ ___ 
             | -_|   | -_|     | | -_|_ -|
             |___|_|_|___|_|_|_|_|___|___|
                             
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mns1



NOTE : The boss strategies are at the end so as not to give out
       too much spoilers since my descriptions are so elaborate.


Here is a list of the monsters you may find during the course
of the game, unlike my previous guides. The BOSS descriptions
will be separately placed near the end of the guide for easy
and non spoiling reference.


ZOMBIES
*******

These are the regular enemies you find in any RE game, in this 
case these are the researchers of the mansion who have turned 
into zombies due to the T virus, zombies basically bite you from 
front or behind, if a zombie falls down they sometimes grab you're 
legs and have a bite out of them. Pretty easy to kill but its just 
best to avoid zombies if they are less and the area is wide enough 
to escape. Along the game you will find various kinds of zombies, 
there are zombies later who can only spit acid at you and can't 
bite, and later you'll even find the famous naked zombies. They
can do down on anywhere from 3 to 6 or more handgun bullets.
When the shotgun is equipped, aim high to take their heads off
for a 1 hit kill.


CEREBRUS
********

This is proof that the T virus also affects animals, these are 
the dogs which have turned vicious due to the virus, their flesh 
is hanging over their bodies, they move pretty quick but their 
attacks wont do a lot of damage, easily killable by the knife if 
there are only 1 or 2 around, otherwise use you're gun.  Once you 
shoot a dog he falls down for a few seconds and gets up after a 
while, that is the time to keep on shooting it while its still 
down and they'll soon die.


BEE's
*****

Even though they dont take too much ammo to kill , but its still
not right to waste your ammo on such a stupid things, these bee's
are about as big as a large sized watermelon, they wont do too
much damage to the characters upon a sting, but the annoying thing
is that they can poison you, each single sting can, and the even
more annoying thing is that they always come out in pairs of 5 or
greater. Simple advice, just run.


CROWS
*****

Every thing is the same as the bee's except that they cannot
poison you. Same rule. RUN.


SNAKES
******

You'll only run into them one or two times in the entire game,
nothing to them really, they're just slow and sluggish snakes
who do nothing more then poison you to annoy the hell out of 
the player, the basic advice when you see the snakes fall down
from the branches is to just run and dont even stop for a second
you can easily avoid encounter with them entirely. So do that.


HUNTERS
*******

The hunters have the record of being in every resident evil
game so far and they are no exception, in fact this should be 
their first appearance as far as timeline is considered, the 
hunters in appearance look like gorilla's but mutated all 
over and completely green in color, and they are complete 
with razor sharp claws which are unavoidable, the hunter can 
do different type of attacks, either they will run right up 
to the character and slash to the body area, this can cause 
heavy damage and you should check your health after each attack, 
the second attack it does is jump towards you from a distance 
and slash you in mid air. If your health is low you'll be dead 
instantly. 


CHIMERA's
*********

The hunter's cousins as I like to call them, you will only run
into Chimera's much later in the game, but that doesn't mean
they're easy or anything. Chimera's have the very annoying
tendency to attack the characters from the ceilings which is
really damaging and annoying to say the least, when you
come up against a chimera then dont ever run in a straight
line or your their toys. Always run in zig zag pattern so
as not to get hurt, and if your fighting, nothing short of
the shotgun should be used on them. Three or more shots.


SPIDERS
*******

Fought very rarely in the game, these giant tarantula's will
inflict poison if they spit acid on you, and if you kill
them normally, i-e blowing them with a shotgun, they will
leave behind hundreds of smaller spiders, really annoying.
To prevent that from happening kill them with fire like
the flame thrower for chris and flame rounds for Jill.


SHARKS
******

Fought only in one area in the entire game, its just useless
to stand in one place and shoot at them because the big shark
will definitely get you if your slow, just run away, drain the
water and they're as good as dead.




8.
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             _ _ _ ___ ___ ___ ___ ___ ___ 
            | | | | -_| .'| . | . |   |_ -|
            |_____|___|__,|  _|___|_|_|___|
                          |_|              

!*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!*
wnps


STARS 9mm Barrette
------------------

Fully Loaded: 15 rounds
Ammo: 9mm ammo clips

This is the basic weapon given to every STARS member for a
standard op, Jill will have this gun from the start of the
game but Chris would have lost his, but he will find Jill's
gun in the main hall and start using it. This gun is ideal
for taking out a single or two zombies in the area but dont
rely on it too much, the smaller enemies like the crows and
bees are the perfect target for this gun, later on when you
have plenty of shotgun shells, put this one in the storage
bin for good.


Shotgun
-------

Fully Loaded: 7 rounds
Ammo: Shotgun Shells

One of the most useful weapons in the game, it can take
out any normal zombie with one shot or two at the most, if
there is a group of zombies coming at you then just aim
straight and fire off two or three shells and the spread
shot ability of the shotgun will take down almost all the
zombies in a wide radius quickly. When you manage to gain
quiet a few shotgun shells then your better off turning
this into your primary weapon rather then the handgun.


Bazooka
-------

Fully loaded: 240 rounds
Ammo: Explosive, Fire or Acid grenades

This is Jill's best weapon in the game and sadly only Jill
can use it, you wont get it in Chris's game, this weapon
has three different kinds of ammo each with its own perks, 
the normal bazooka ammo works perfect against zombies and
can even take out hunters in 2 rounds, the strongest one's
are acid rounds which can take out any hunter in 1 ammo
flat. Ammo for this gun varies from different kinds but
they're all strong enough to carry around. A good weapon.


Colt Python
-----------

Fully Loaded: 6 rounds
Ammo: .357 rounds

This is probably the second most powerful gun in the game,
second only to the rocket launcher, this gun can take off
zombies heads and it can kill all other normal enemies with 
one shot, its THAT powerful. Unfortunately ammo for this
gun is so scarce that its best off left for the bosses
of the game, even hunters are no match for the fury of
this baby. But like I said, save the bullets for the boss
fights. You'll need them.


Flame Thrower
-------------

Fully Loaded: 100%
Ammo: none

Only Chris can find this weapon in the area with the running
boulders, the only good thing about this gun is that its fun 
to use, other then that you only get it for a matter of 3 rooms 
and the only thing you fight in-between is the large spider, 
the fuel for the fire will burn out quiet quickly so its almost 
useless to use this weapon.


Rocket Launcher
---------------

Fully Loaded: 4 rockets
Ammo: None

There are only 2 ways you can get access to this beautiful
looking weapon, the first is by getting the good ending where
you will have to finish the final boss at the end of the
game with the rocket launcher, other is by finishing the
game with a time less then 3 hours, you will be asked to
save the game and once you start with the saves game, you
will find this baby in your inventory. The most powerful
weapon in the game. End of discussion.




9.
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      _           _                    _     ___     
     | |_ ___ ___|_|___ ___ ___ ___   |_|___|  _|___ 
     | . | -_| . | |   |   | -_|  _|  | |   |  _| . |
     |___|___|_  |_|_|_|_|_|___|_|    |_|_|_|_| |___|
             |___|                                   
                             
!*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!*
bnfo

Here is a list of beginner's information tips that just about
everyone should know of.

Ammo is precious :
                  Yes it is, you will often find yourself stuck
with alot of ammo for a single gun or very little ammo, so little
so that you wouldn't want to waste it any where, thats what we're
asking you to do, try to save your better gun ammo for the later
stages in the game where the going gets really tough, the shotgun
is the perfect weapon to be used as a primary gun in the later
half of the game so you should try to get every shotgun shells
box there is in the game.

What the Herb :
               Yes herbs, you'll need these if you want to live
through out the game, you'll find three basic kinds of herbs,
the green one's are the basic healing one's. The blue one's will 
only cure poison, the red one's though useless on their own will 
increase the healing effect three times if combined with the green 
herb, and since there are plenty of green herbs through out the 
mansion, you can always have a spare full health combo in your 
inventory.

Ink ribbon :
            You will need these ribbons if you wish to save your
game and not be forced to go through an area again if you happen
to die, thats why these things are important. You can find ink
ribbons in only a few area's but they should be enough to get
you through the game, always keep some ink ribbons in the storage
item chest.

Snapping heads :
                With the shotgun you will notice that the early
zombies die mostly in a single shot but later on in the game you
will face zombies that will not die even after taking two or three
straight shots to the gut, in those cases you should let the 
zombie come close to you then raise the barrel of the gun and
fire at their heads, the head will explode and you will kill
the zombie in a single shot, if there are more zombies very
close then they will loose their heads too. Its fun lol.

The Hunters :
             Remember one thing when your facing the hunters, 
they can run 10 times faster then your hero's can so its almost
use less trying to run away from them, they WILL catch you and
hit you, so its better off if your the one who hits them first.
You can surprise them from the behind and kill them, note that
it takes around 4 shells from the shotgun.

Running away :
              If your in a wide open area where you have only
one zombie to face, then its never a bad choice to run away
from it, dodge it and exit the other side of the area, its
not always good to fight and waste ammo in an area where you
know you wont be coming back too, so keep an eye out for area's
you can escape through.


HEALTH CHART
------------

# Health Chart #

The health meter in this game is very similar to any other Resident
evil game, you'll see the similar green line thingy which I dont
know the exact word for, but the rest of it is pretty obvious,
here are the health status's.

GREEN FINE :
This means that your character is in top shape and they have their
health between 75% and 100%, its best to always keep your character
in green fine status. Unlike other resi games how ever your characters
turning and running speeds will not be affected, so you can run away
just as easily.

YELLOW CAUTION :
This means that your character is suffering a little bit and that
their health is between 50 % and 75 %. Unlike other resi games how 
ever your characters turning and running speeds will not be affected, 
so you can run away just as easily. If your health is in status then 
its best to use just a green herb as most. 

ORANGE CAUTION :
This means that your character is not in a bad way and that their
heath is between 25% and 50 %. Unlike other resi games how ever 
your characters turning and running speeds will not be affected, 
so you can run away just as easily. But if your in this mode then 
its best to use a double herb healing item immediately. Hunters 
are able to do head removing shots from this level on.

RED DANGER :
This is the death row, when your character is between 0 % and 25 %
they go from bad to worse, Unlike other resi games how ever your 
characters turning and running speeds will not be affected, so 
you can run away just as easily.. If in this mode immediately 
find something to heal and use it, no need to be the hero now. 
Hunters will definitely kill you if you wander into them .



# Herb Mixing Chart #

Here are the herb mixing charts and the basic explanation of the
result you'll get.


1 green + 1 green = 2 greener
This will restore medium health at once

1 green + 1 green + 1 green = 3 greener
This combo will restore full heath without question

1 green + 1 red = full healer
This combo will restore full health without question

1 green + 1 red + 1 blue = Super healer
This combo will not only restore your health but also
poison cured and makes you temporarily invulnerable.

1 green + 1 blue = Small poison curer
This combo will restore small amount of health aswell as the poison.

1 green + 1 green + 1 blue = medium poison curer
This combo will restore half of your health and poison cured aswell.

1 green
quarter of your health is restored

1 blue
poison is restored

1 red
unable to act itself, this boosts the other herbs powers

first aid spray
instant full health but no cure for poison




10.
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                _ _   _   _                   _   
      _ _ _ ___| | |_| |_| |_ ___ ___ _ _ ___| |_ 
     | | | | .'| | '_|  _|   |  _| . | | | . |   |
     |_____|__,|_|_,_|_| |_|_|_| |___|___|_  |_|_|
                                         |___|    
                             
!*!*!*!*!*!*!*!*(`'·.¸ ¸.·'´)¸.·'´)¸.·'´)*!*!*!*!*!*!*!*!*
wtrs

NOTE : I have separately done the Chris and Jill walkthrough's
and since Jill's game is much easier her walkthrough comes first
here too, so scroll down to Chris's walkthrough if thats what
your looking for.




****************************************************************
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   | o |   |      \   |  __  |    ___   __  _|_  o  __   ___
(__, | |_, |_,     \__| (__( |_, (__/_ |  )  |_, | |  ) (__/_

wtrj
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----------------------------------------------------------------


 #############################
#                            #
#       THE MANSION          #
#                            #
#############################


The game will start off with a little prologue and then you will
be shown the opening FMV, black and white or color that depends
on the version of the game your playing, any way, during the
opening FMV, the ALPHA team finds the downed chopper of the
BRAVO team, but they are soon attacked by some un dead zombie
dogs who kill one of their members Joseph Frost immediately.
Chris Jill Barry and Wesker make it to an abandoned mansion in
the middle of the forest. Chris suddenly disappears from the
main entrance of the mansion. Jill Barry and Wesker are the
only one's left now.

The game will start in the Main Hall of the giant mansion, the
remaining hero's will first wonder what a place like this is
doing here, Jill then realizes that Chris is missing, but before
she can open the door leading outside, Wesker stops her, and at
the same time they hear a gun shot from some where inside the
mansion. Wesker wonders if thats Chris, Jill and Barry head out
to the direction where the shot was heard from. Wesker remains
in the hallway to secure the area. Barry and Jill walk into the
Dining room.

Once in here, Barry will walk forward, and when your finally
in control of Jill for the first time in the game, move around
the tables to get a hang of the controls, open the inventory
screens to see what they look like and equip Jill's handgun too
while your at it. Once your done checking. Run forward to the
direction where Barry went and you'll have another scene.

Barry found some blood on the floor but they dont know who's
blood it is, he hopes its not Chris's blood. When your back in
control of Jill after this scene, you can take the WOODEN EMBLEM
from the cavity right in front of you but I would advice to let
it remain here for the time being. Instead turn right and enter
the door at the right wall from where you are.

In this new area, head down the screen and head around the corner
and you'll have a FMV. A zombie is eating one of the BRAVO team
members Kenneth, Kenneth's head falls off and the zombie see's
Jill. Now when your back in control, the zombie will rise up and
attempt to bite Jill. Walk a few steps back and shoot it with the
handgun a couple of times. It should fall down and stay down in a
few shots. After that check the dead body of Kenneth two times to
receive two extra handgun ammo clips. Exit back to where Barry is.

Once back here another scene will begin, Barry will see Jill and
before she can tell him about Kenneth, the zombie will break 
through the door and will attempt to rush the characters, Barry
will blow its head off with his colt python. After they're done
talking Jill suggests that they report this to Wesker. Once your
back in control, head back to the main hall of the mansion.

Wesker is no where to be seen, Barry will tell you to help look
for him, at this time run behind the staircase and run out from
the other end, once at the other end the scene will proceed. Barry
will start to get creeped out but after some talking he'll decide
to go and check the dining room again. Before leaving how ever, he
hands Jill a Lock Pick. Jill thanks him and Barry gets on his way.

Now your truly in free control for the first time. When your
ready, turn around and enter the large blue doors at the other
end of the hall from the door leading to the Dining Room. You will
come out in an art room of some sorts, at the center of which is
a statue. Head around the statue, and push the small stairs until
they align with the statue, climb the stairs and take the FIRST
FLOOR MAP off the state top. Now see that other small opening in
this very room, push the cabinet from out of its way and run in
there. You'll find another zombie at the end of this hallway, but
he's playing dead. You can either run up to him so be can bite you
but die instantly, or shoot him from safety. After he's dead check
the area behind him and you should find an INK RIBBON.

From here head back to the statue area, and check on the only
other door besides the one we came in here from, Jill will open
that door with her Lock Pick and you can enter.

In the next area you'll see a lot of windows on the left wall and
some cabinets on the other side, run forward and a zombie dog will
break through a window, kill it here and now and carry on down the
hallway, when you go around the corner and other dog will break
through a window, kill this one too. Now check the center one of
the three cabinets and push it upwards the screen, you'll find
another handgun ammo clip here. Exit through the door at the end
of the hallway.

WOWZERS, detail shot lol. Anyway, in this strange camera hallway 
first run forward and check the red door, you'll see that it is
locked. Now start heading down the hallway and enter the first
door you see, its a toilet. There's nothing in here. Exit the 
toilet. Continue down this hallway and at the end you'll face 
two doors, one on the right wall and one of the left wall, enter 
the double doors on the right wall first.

In here,  just fun for the other door, in this trophy room head for
the other end of the room and you'll find a shotgun hanging on the
wall, take it and you'll notice the flaps holding the shotgun will
rise. What could this mean eh ?. There's also an ink ribbon on
the table here, take it if you wish and exit back to the previous
room. Uh oh. 

Here all the doors will get locked and the ceiling will start
falling down on you, your trapped, cant go back or forward, but
dont fret, soon enough Barry will come to help and he will kick
the door open for you, Jill escapes safely thanks to Barry, but
she's a bit skeptical that shouldn't Barry be checking the other
side of the hallway, Barry says that he needed to check on a
thing, Jill thanks him again and he walks off. Now you have a
SHOTGUN !!!.

Head for the single door on the left wall this time and enter.
Once in here immediately you'll notice two doors on the left
wall and a zombie, dodge around the zombie and head for the
far corner of this hall, you'll notice at the other end a single
door and a path leading off to another door which we wont take
for now. Enter the single door.

You'll come out in a room full of paintings. This is actually
a puzzle room. Check the painting right in front of the door we
entered from and it'll say from cradle to grave or something
like that. Now head around the corner and head to the end of
the hallway, along the way you'll see paintings with stages of
a man's life on them. At the end is a single paining, dont touch
that one yet.

Now start checking the paintings in order from birth to death.
First check the new born baby, there's a switch at the bottom,
press it. Then check the infant, then the lively boy, then the
young man. Then the middle age'd man. Then the old man and after
that finally check the final painting at the end of the hall, 
if you checked the paintings in the right order then it will
fall off revealing a STAR CREST , take it. If you didn't do 
the paintings in the right order then you'll be attacked by
a dozen or so wild crows. Exit back.

Back in the hallway, head towards the door we originally came
in here from but dont enter it, instead enter the blue door
next to it. You will unlock it from your side. In here you
will immediately see a zombie coming for you, kill it quickly.
Then run down the hall, dont go up the stairs yet, check the
area behind the stairs and here you'll find a green herb and
another door. Enter it.

This is the first official save and item room in the game,
dump the combat knife and the shotgun in the item box for
the time being, and if there is any handgun clips inside it
take it, after that check near the item  box and you'll find
a CHEMICAL, take it. Save your game at the type writer present
in this room if you wish, then exit.

Once back outside, take the stairs to the second floor. Up
here, climb the smaller set of stairs and shoot the nearest
zombie to you, dont bother going to the area up wards into
the screen, all the doors there are locked for now. Instead
head in the down ward direction of the zombie which you just
killed. You will see 2 doors, one locked from your end. Enter
the other door into the red hallway.

From where you enter, immediately head down the screen and
enter the door at the end, here run up to the file and take
it, this will tell you a bit about the basic herbs. Nothing
more for us here to exit back through the door we came in
from. This time run forward, past the door we originally came
in from, kill the zombie or two thats in your path and head
around the corner of the red hallway, you will see a huge
door in the central area but its locked for now. Head around
the other corner too and another door will be on the right
wall, this one is locked too. Head to the very end of the
red hallway and enter through the door at the end.

Here you will come out in the 2F mansion balcony, looking
over the main hall, you will see Barry here too, Jill and
Barry will have a little convo , Barry will tell Jill that
he found a weapon strong enough to kill those monsters, and
then he'll hand you over a pack of Acid rounds, but we dont
have a grenade launcher to use it :(. Barry will soon run
off, and when your back in control of Jill, time to get us
a grenade launcher.

From where your at right now, head in the downward right
direction, and on the same wall with the door we just came 
out of, there's another door at the end, enter it. In here, 
run forward and while observing the huge blood patches on 
the floor, enter the other door at the end. You will come 
out in a balcony. Here run forward and you will find another 
of your dead team members, this one is Forest speyer. He's 
got a grenade launcher sitting next to him, so take it. 
You will be attacked by crows once you check him so be 
quick on your escape. Exit out of the same door we came 
in from.

Now exit back to the mansion 2F where we just met Barry, and
this time head in the same door that Barry used, you'll come
out in a balcony over looking the dining room. Here you will
immediately see a statue with something blue on it, on the
right side of the balcony. There are two zombies in here,
I will advice you to kill them since they will cause trouble.

After killing them, start pushing the statue down the screen
and take it in line with the place where the railing is broken.
Then push the statue down the broken area. It will fall down
into the dining room, we dont need to check it right now so
dont worry about it. Head towards the only other door in this
long balcony besides the one we entered from, and enter it.

You'll come out in a green hallway, here run forward around
the corners and you'll spot a few zombies, so many for such
a cramped hallway. There is a stair case leading down to
the first floor here too but its accessible from the other
side of the area. Kill , yes, kill, all the zombies and head
around the other side. There are also two doors on the far
area of the room but they're both locked. Take the stairs
down to the 1st floor.

Here, head to the area behind the stairs and you'll notice
a door on the left wall, enter it. This is the medical room, 
remember its location since we'll be coming back here in a
hurry later on. This is also a save room so save your game
if you wish, if you put the CHEMICAL in the item box then
take it out right now. Exit back to the previous hallway.

Now run down the hallway, there might be a total of three
zombies in this entire hall, each easily avoidable so you
really should not waste ammo. Now head to the very end of
the hallway, there are two doors here, the one on the right
wall is locked right now so enter through the only other
door. 

Here you will spot a zombie right in front of you, dispose
of it and ignore the path heading off left for now, instead
head down the screen, take the path heading in that direction
and enter the single door at the end of the path. Immediately
you'll start hearing a loud noise of the water pumping machine.

Your in a small garden of sorts, there is something on the
other side of the fountain but the deadly veins will not let
you go to the other side, so head over to the water pumping
machine and use the CHEMICAL on it, the veins will die quickly.
Now head to the other side and check on the wall, you'll find
a MANSION KEY, check this key from your inventory menu and
rotate it, you'll find a carving of armor and the key's name
will change to the ARMOR KEY.

Note that besides that there are plenty of herbs in this room
so remember its location if your ever in need of health. Exit
back to the hallway now.

Before anything, head back through the door we originally 
came in this hall from, now check the door on the right wall
and you will open it with the ARMOR KEY, inside, check the
shelf near the door for handgun bullets and a broken shotgun
which is completely useless now that we have the real one.
Also check the desk at the end, open it with Jill's Lock pick
and inside you'll find a box of shotgun shells. Exit back to
the previous hallway, then back to the one we just came out of.

This time around, head for the path heading off left, you
will see a small alcove heading inside with a door in it
but its not important now, instead keep heading down the
hallway and open the door on the right wall with your lock
pick. Inside, take the handgun ammo off the bed, and head
around to the study desk, there is a file here but before
you can take it a zombie breaks out of the closet and tries
to surprise you, kill it quickly. Inside the closet there's
also a box of shotgun shells, take it and then read the file
that is the Keeper's diary, who I think we just killed.

Now exit back to the previous hallway, this time head to
the door at the very end, you will unlock it from your side.
Head through it and you will be back in the Kenneth hallway,
where we encountered the first zombie. Make your way to the
nearby Dining room.

Back in the dining room, time for some work. First head for
the broken statue which we pushed off the balcony, take the
blue shining thing here, its a BLUE JEWEL. Also take the
EMBLEM near the blood. Head back to the Kenneth hallway.
Back again to the white hallway. This time head for the
small alcove and the door in it, remember. Inside you will
see a tiger's head statue with holes in the eye sockets. Use
the BLUE JEWEL we just found on it, the statue will rotate
revealing the WIND CREST. Take it.

Now make your way to the Kenneth hall, this time head UP
in the hallway, opposite direction from Kenneth's body.
You'll find 2 doors at the end, the bigger one is locked
but you can unlock the small one with your lockpick. Enter
it. Inside you will be in a piano bar now.

Here, run to the area around the piano and push the cabinet
here, you'll find some MUSICAL NOTES on the other side, take
them, then head for the piano where the keys are and use the
MUSICAL NOTES, Jill can read musical notes so she will start
to play the piano, the music is actually the MOON LIGHT SONATA
by BEETHOVEN. After the music is finished one of the walls on
the side will open up revealing a small hallway behind it.

Enter it, at the end you will find a gold EMBLEM on a statue, 
but taking it will cause the hallway to close down again. So
what do we do, if you have the wood EMBLEM with you, then use
it after taking out the gold EMBLEM and the wall will open 
again. Make your way outside and head back to the DINING ROOM.

Once back here, head to where the wood EMBLEM was and use
the gold EMBLEM in its place, the grand father clock in the
dining room will stop and move on the side revealing something
behind it. Check it and its another MANSION KEY. Check it from
the inventory menu and it will turn into the SHIELD KEY.

Only one major area left to check, from the Dining room, head
back to the MAIN HALL, and take the grand stair case to the
second floor. Once here, head into the RED HALLWAY, im sure
you remember it, once inside head forward and turn around the
corner, remember the huge door at the center area, you can now
open it with the ARMOR key, so do that. Enter it. You will
come into a display room full of suits of armor. There are
2 move-able statues, 2 holes in the ground and one switch in
the center, so what do we do. 

Obviously, first push the two move able statues over the holes
and make sure they're properly covered, then press the switch
in the center and you will see one of the display cases at the
end lowering, check behind it and you'll find your third crest
the SUN CREST. If you didnt cover the holes properly then the
area will begin filling with poisonous gas causing serious harm.

With the crest in hand, exit back to the red hallway. Now there
is only one door left locked in this hallway, its the one near
the door leading to the 2F main hall. Open it with the ARMOR
KEY. Enter it, run around the corner and another scene will begin.

Jill will find another one of her BRAVO partners, Richard, who
is injured badly, looks like he was attacked by some sort of
huge poisonous snake, Richard tells you that there is some serum
in the mansion. Jill will tell him that she'll go get it.

Once your back in control of Jill, do you remember the medical
room we checked before, the one behind the other stairs leading
down to the first floor, I think you guys might know where it
is located. So make your way there. Its not that far away.

Once you reach the medical room, check the shelves with bottles
on it on the left of the room and Jill will find the serum, but
before you exit, I will advice you to save your game and take
the shotgun out of the item box, dump the handgun now for good
since you should have a couple of shotgun shells handy. Now make
your way back to Richard.

No matter how fast you were in bringing the serum to Richard, 
there is no way to save him and he will eventually die after
talking some more crap and handing Jill his radio. Check his
dead body and you may or may not find handgun ammo. Now enter
through the only other door in this hall. In this further
smaller hallway, you'll see a small stair case leading up to
a door, and a path heading off to the right.

Ignore the path for now and for ever, kill the lurking zombie
here, and take the small stairs up, open the door using your
SHIELD KEY, the game will tell you that the key is useless
now so discard it, after that enter through the door into the
attic of the mansion.

Here, run forward and you'll see a HUGE snake coming out of
a hole in the corner of the attic, this is the first boss
fight in the game.


BOSS FIGHT 1 : YAWN, the first coming
-------------------------------------

This will be your first, but not the last fight with this big
ass snake, now the fight will start with the Yawn coming out of
a hole in the back side of the attic, if you have quick eyes
then you would also notice that there is another CREST behind
the yawn, now there are two methods to finish this fight. But
first, you should take note that even a single attack from this
snake can inflict poison status on you, but dont worry about
that, it will just lead to another scripted event.

Method 1
--------
Use this method if you have plenty of shotgun shells, now as
soon as the fight starts, take aim with your shotgun and start
firing off in the yawn's direction, if its close to you then
take special care to aim right at its head, inflicting maximum
damage. After a couple of shells, the yawn will retreat back to
the hole it came out of , and the boss fight is over. Now go
and collect the final CREST, the MOON CREST from there and exit
the attic. If your hurting for some shotgun shells, then there
is one box in the attic, take that before leaving.

Method 2
--------
This is my kinda method, as soon as the boss fight starts, you
should take note of your surrounding, right in the middle of
the attic is a pillar, now what you want to do is lure the snake
so that it tries to go around the pillar, now dash for the CREST
and take it, getting out will be the harder part but you should
manage to do it, take the box of shotgun shells before exiting
and escape the attic without firing a single shot.

----

All right, I dont care which method you chose, after escaping the
attic, climb down the small stairs, if you were bitten by the
snake then jill will collapse because of the poison, but someone
will enter the room, you dont see who it is. Jill will wake up
in the medical room fully refreshed, she thinks that Barry might
have saved her. Now in the medical room, take out all 4 of the
CREST's from the item box and place them in your inventory, give
the handgun a permanent place in the item box. Exit the medical
room and head for the hallway with the painting room, the one
where we solved the painting puzzle remember.

NOTE : If you were not bitten by the snake, then you will have
to continue normally after the boss fight, no sequence at all.

Right then, you should have all 4 of the crests in your menu.
Once you are back in that hallway, head to the very end, across
from the door to the painting puzzle room, there may be a zombie
in the way, enter the steel door at the end.

Your in a partially open area, there might by some zombie dogs
here, if they are then kill them, then make your way to the end
of the straight passage. At the end you will find another steel
door which is locked, there is a panel besides it, read it and
you will read a little poem about the 4 CRESTS, after that put
all four of them in one by one. The door shall unlock.

Enter through it, you'll come out in a small shed, here walk a
bit forward, you'll see some moveable stairs, move them to the
wall on the right side where there is something shining in a
high place, align the stairs with that and climb them, you
will find a CRANK up there. Take the crank, and exit out of the
double doors, the only other one's besides the one we came in
from in this area.


 #############################
#                            #
#        THE GARDEN          #
#                            #
#############################


You will come out in a garden area, here you will see 3 zombie
dogs, ignore the path heading right of the screen for now and
head down the screen, around the bushes and enter the gate at
the other end.

In here, run forward and you will be blocked by a small lake,
head to the right side of the lake and at the end you will
find a small control box with a hole for a crank in it, use
the crank we just found here and you will see the water falling
down in the other direction, now the path is clear. Head back to
the starting area of this room and you will see a ladder leading
down where there was once water, climb down the ladder, run 
through the now empty area, climb the ladder up on the other end
and start dashing straight. Small poisonous snakes will start
falling down from the trees above, but ignore them, its very
easy. Keep running till you reach the end of the walk way and
a small elevator. Take it down.

You'll enter a wide courtyard, you should take note of a few
things here, first off you will notice that the water fall
that we have just created by using the crank is blocking
something behind it, you cannot see what it is until we do
something about the water. Also in the far wall of the place
you'll find a second elevator but its battery is taken out,
so you'll need a battery to get it working.

Besides that there is just one door you can go through, oh
and did i mention that there are some zombie dogs here too, 
they are easily avoidable so ignore them and head through
the door. Another straight walk way. You will find some
herbs near the door we entered from.

Run forward and turn the corners, until you reach the very
end of the walk way, where a door is waiting for you, oh
and there will be some zombie dogs in here too but thanks
to the wide area's you can easily dodge them. Enter the single
door at the end and you'll enter the guard house area.



 #############################
#                            #
#        GUARD HOUSE         #
#                            #
#############################


First thing you'll notice in the guard house is the push-able
statue in front of you, now move a bit forward and you'll see
some herbs, turn around the corner and run forward, you will
see three doors in clear view and one path heading off right.
There is a hole in that path, if you cross over the path
then a vine will come out of it and strangle you, it will
drain some of your health quickly. If you want to save some
health then move the moveable statue near the entrance door
all the way here and cover this hole. With that done, its time
to start exploring.

Now from the entrance of the guard house, enter the first door, 
this is a save room, enter it, save your game in here if you
wish, check the shelves near the typewriter to find grenade ammo
 and a first aid spray. Take it all, and exit the save room
when your done.

Now enter the door right in front of the save room, this is
the dorm 001. In here, you'll see another door right next
to you, enter it into the bathroom. In the bathroom there
will be nothing more, check the tub in front of you, and drain
the water in it, you'll find a C.ROOM KEY in it. Take it and
exit the bathroom.

In the dorm, head forward towards the bed, kill the 2 zombies
in here, and take the RED BOOK off the bed, then check the
study desk and open it using the lock pick, inside you'll
find a box of shotgun shells. Exit back to the opening hall.

This time head for the big red door you see above you, enter
it, this is the bar room area. In here you will face 2 big
spiders, kill them but it would be as easily if you dont
kill them since they're really easy to dodge. In the bar head
for the area top of the screen, here take the iNK RIBBON off
the round table and the handgun ammo off the barrel. Now head
for the bottom area of the bar.

Here you will see a pool table, check all the four sides of
it and you will find a code written, 3..4..5 something like
that. Remember this and exit the bar room are entirely.

This time head for the area where we blocked the vine with the
statue, there is a door at the end here, so enter it. You will
come out in another hallway. In this hallway, head forward and
enter the first door you see.

In here, run forward and you'll spot several doors, check the
door which is the nearest to the one we came in from and it
will have a dial pad next to it, remember the code we found
earlier, enter it here, and the door shall unlock. Dont enter
it yet. Head around corner and at the far corner near the big
hornet's nest you'll find a key under it. Take it, this is
the DORMITORY KEY, and quickly dash out of this area to the 
previous hallway. Remember that the bee's will start attacking 
you as soon as you get near the nest so you gotta be quick.

Back at the hallway, continue down and at the end you will
find another locked door, before entering it, push the
second move able statue and behind it you will find some
more herbs, after taking what you need, open the door with
the DORMITORY KEY and discard it. Enter the door afterwards.

Your in dorm room 003 now, enter the bathroom first hand
and kill the zombie inside, check the sink and you'll find
more handgun ammo. Take it and exit back to the dorm. In
the room, head near the bed and use the lock pick to open
the study desk, some more shotgun shells inside. Read the
Plant 42 file on the bed. After that, in the corner you will
see 2 shelves you can move.

PS. You will also find the dormitory map here.

Move the shelves out of the way and you will find a ladder
behind them leading down, take the ladder down. In this
off colored straight hall, run forward, and keep running
you'll see three wooden boxes along the way. At the end
your path will be blocked by some water, and you have to
think or some other way to get past it. Wood floats in water
doesnt it ?.

Now, you have to do the most boring task of pushing the
boxes until they are placed in the water, this can take
alot of time so dont go to sleep. After you have successfully
done that, you would be able to cross the boxes, which are
now formed as a bridge, and cross over. At the other side
keep running till you reach the end of the hallway, you
will see that the water level has risen alot. Enter the
large doors at the end. You'll enter the Water tank. Be aware.

In the water ring, DONT head for the upper area, I-e the area
to jill's left. Head down the screen, and DONT bother entering
the first door you see, instead walk around the huge tank and
start running in that direction where there are 2 doors. But
before you can reach them, you will have a little sequence of
something coming after Jill from under the water. ITS A SHARK !!.

As soon as your back in control of Jill after that scene, keep
running towards the doors, the right one cannot be opened
normally, so use the C.PANEL KEY we found earlier on the left
door and enter it. In here, check the panel on the left side
of the room and the water level will sub side also you will
hear a clicking sound. Head back to the water tank area.

This time check the door at the left and you will be able to
enter it, this is a storage room, here most of the stuff is
wet but you can still find 2 boxes of shotgun and handgun
bullets EACH. Also, check the shimmering thing, its another
DORMITORY KEY. Take it and exit.

Head back to the door we originally entered from, you'll see
the sharks along the way, but without water to go through, 
they are as harmless as a small puppy. Make your way back
all the way to the Dormitory room we came to this place from.

Once your back at the dorm room, head back to the area with
the bee's nest in it, remember that. Back in that area there
are 2 more doors here we haven't checked. There is a double
door on the far side, which we wont be able to go through, so
ignore that one completely. Open the final small door with the
DORMITORY KEY we just found and enter it. Its the final dorm
room. In here, like before head into the bathroom first.

In here, kill the single zombie, then take the FLAME rounds for
your bazooka off the floor, after that exit, back in the dorm
open the study desk with your lock pick and this time there's a
ink ribbon inside. After that check the book shelf in the back
side of the room, take the white book out of the row of red
books and read the V-JOLT file. After that, put the RED BOOK
we found a while ago in here and a shelf on the side will move
revealing a door behind it. Enter the door with your shotgun
equipped when your ready. 



BOSS FIGHT 2 : PLANT 42
-----------------------

Unlike Chris's game, the boss fight will begin as soon as you
enter this room, you will spot the huge plant in front of you
and all you can do is fight it if you want to live, the boss
itself is quiet easy as all you have to do is shoot at it a
couple of times, the shotgun works best against this boss. 
While fighting him be sure not to stay in the same place for
a long time becasue the boss will hit the ceiling and cause
some of it to fall down on where you were standing. The best
method to fight this boss is to fire a shell, then run around
a bit, then fire another shell, then round around a bit more.
Repeat the steps until the fight is over.

----

After you've hit it enough, the plant will compress itself,
Jill will move in for a closer look but it will decompress
itself and capture Jill in one of its veins, after that Barry
suddenly walks in the room with a (what the hell) Flame thrower
in hand, and crisps the plant in a matter of seconds. After
some more talk you should get back in control of Jill.

Once your back in control check the chimney in this room
and you will find a MANSION KEY in here, check and rotate
it and it will turn into the HELMET KEY. After taking it
exit back to the previous area.

Once back here, exit entirely to the hallway before the dorm
room area itself, you will have a scene here, Wesker will be
here shooting at a few wild bee's. He is surprised to see 
Jill here, but after some talking he will order her to go
back to the mansion since there are plenty of locked doors
there they haven't checked. Then he walks off.

Once your back in control of Jill, its time to head back
to the mansion, before that take a visit to the item box
room and deposit all the useless items here, keep the shotgun
and all of its shells as your primary weapon. Exit the guard
house entirely when your done.

In the first garden area, you will start hearing beeps from
the radio Richard gave us, check the radio from your inventory
and you will have a scene, Brad still circling in the chopper
asks if there is anyone alive. Jill's radio can only receive
messages so she's unable to transmit a rescue message. When 
your back in control, head all the way back to the shed and
back into the mansion. You should know the way.


 #############################
#                            #
#     MANSION REVISITED      #
#                            #
#############################


Once your back in the shed you found the crank in, head back
inside the mansion, be warned how ever that you are about to
come face to face with a new enemy which will be a complete
pain in the ass from now on. Forget the zombie, the HUNTERS
will be infesting the mansion from now on.

Right then, when you enter the hallway outside the art puzzle
room, run forward and you will see a FMV sequence or something
following the hero's and rushing towards them from the garden
area. It will reach the room Jill is in and open the door.

IN-game now you will spot the hunter, and it will immediately
spot you too, dont wait for it to start attacking, you do the
first attack and shoot it with the shotgun shells, if it falls
down after taking one shell then keep your aim at it and shoot
it again as soon as it stands back up again. Thats just one of
them.

After you've killed it, on the same wall where the blue door
, leading to the save room with the chemical, is there is a
second door which we couldnt check before since it was locked
before. Now you can enter it with the HELMET KEY. Enter it.

In here, first run forward and turn the table lamp on to shed
some light in the room, after that take the MAGNUM rounds off
the table, also take the DOOM BOOK 1 from the shelf on the
side of the room. Exit out once your done. Enter the blue
door this time and make your way to the save room where we
found the CHEMICAL in.

Here you will find another HUNTER, kill it cautiously, before
entering the save room you will notice a white note on the
wall outside, check it and it will be from Barry, he has put
in some supplies there for us. How nice lol.

Enter the save room, take the shotgun shells and the first aid
spray off the floor, DONT FORGET the acid rounds here too and 
save your game right now since we're going for another boss 
fight in a little while. Keep a loaded shotgun with you and 
take out the BAZOOKA with all the rounds you've collected so 
far, you should still have the acid rounds that barry gave and
the one's from right now, they're gonna come in handy.

Now, exit out of the save room and climb the stairs to the
second floor. Here, remember I told you to ignore the up going
path before, this time head there, and enter the first door you
see on the right hand wall along the path using the ARMOR KEY.

If you had put the ARMOR KEY in the item box before then take
it out now and open that door with it.

Inside there's a deer head right in front of you, but it wont
come to life lol. Okey there are three doors here, the one we
came in from, one on the upper and one on the lower wall. Take
the upper door first, you'll come out in a researchers room.

Here, first run forward and read the researcher's file off the
table, after that check the insect case near the entrance door
and you'll find a switch inside, use it and you'll see the
water drain out of the aquarium in the other corner of the room.
Now head towards the aquarium from the side corner around the
brown shelf, and push the aquarium so that the path is clear for
you to push the brown shelf. Now push the brown shelf and check
the cavity behind it, you'll find EXPLOSIVE ROUNDS, check the
researchers coat before exiting for Ink ribbons. Then EXIT.

This time check the door on the lower wall, here run forward
and take the lighter off the top of the cabinet, and check 
near the bed for a herb. After that exit this area entirely.
Back to the hallway where we used the ARMOR key to enter this
room in the first place.

This time head for the very end of the hallway and enter the
door at the end, in this room check the chimney and use the
lighter we just found to light it, the slate above it will
turn into the second floor map, too later for this now but
whatever. Take the herb in the corner and open the only other
door in this room with the HELMET KEY. Enter it but be ready.

In this wide room run forward and you'll see a piano at the
end of this room, not again, but before you can play the
piano, the HUGE snake will come out of the fire place to
get its revenge. It will try to attack Jill but miss and make
a hole in the floor, and the fight is on.


BOSS FIGHT 3 : YAWN, the second coming
--------------------------------------

This time its a fight to the death and there is no escaping
for the snake, we'll do with it entirely. The good news for
this fight is that the snake has lost its ability to poison
you, the bad news is that its very dangerous even without it.
Now you should take out the Bazooka and equip it with the
ACID ROUNDS. The snake will be very close to you when the
fight starts, so I would advice you to get some room between
you and it. Run near the door where we entered this room from
and start potting its head with ACID rounds from a distance.
This fight is really not that hard and dont worry if you are
hit a few times, you did bring a healing item or two with you
didnt you !? .. after not so many acid rounds the snake will
slither and die. 

-------

After the fight good ol' Barry will walk in the room, see's 
the large snake decomposing and calmly asks Jill " find any
thing interesting " .. okey.. Jill and Barry will look at 
the hole the snake made together and Jill decides to go down
it thanks to a rope that Barry is carrying.

Once down there, the rope will break and Barry will run
off saying that he will go and look for another one. This
is your moment of good or bad ending decision, you can either
stay here for a minute or two and trust Barry, or you can
check the grave, for a switch which reveals a ladder.

BUT I ADVICE YOU TO STAY HERE AND WAIT FOR BARRY SINCE WE
ARE AIMING FOR THE BEST ENDING IN THE WALKTHROUGH.

---

All right, after a minute or two Barry will come back and 
throw down another rope, Jill will climb back up, Barry
will be ashamed of what happened, but hey, it happens. After
that Barry will hand you a PASS CODE file, once he leaves the
room and your back in control of Barry. Escape this room.

Now we have to go a place where we can use this pass code
to begin with, and I just know the place.

Remember the medical room, the staircase which leads to the
second floor from there, there were 2 locked doors up there
that we couldnt open before. Make your way there, but first
be sure to save your game at the medical save room.

Once your done saving, take the stairs near the medical room
up to the second floor, there is a door near it, you can open
that door with the HELMET KEY. Open it, the key will be useless
now so discard it. Enter the room.

The room will be lit and there will be a light switch near you
turn it off to make the room dark, but dont turn the light switch 
on. Inside the room, run to the far corner and you will find 
another deer head statue, there's something shimmering in its 
eye socket and we have to see what it is. There are a small 
moveable stairs near the statue, push them so they are in line 
with the statue head. Climb the stairs and check, you will find 
the RED JEWEL.

After taking it, go to the light switch and turn it on. Now check
the file on the table for some interesting details. After reading
through it check the shelf behind the table with the file for a
box of shotgun shells and magnum rounds. Exit the room now.

NOTE : I should really remind you that these halls will now
be filled with hunters so you should always keep your guard up
and a spare healing item in your inventory.

Right then, now I shall ask you to make a little side trip
but it will end with a huge reward, believe me. Now from where
you are right now, take the stairs down to the first floor, and
make your way to the tiger head statue room, remember where we
placed the first jewel to get a crest item. Dodge or kill all
the hunters along the way and get to that place. Once your at
that room, use the RED JEWEL we just got on the statue and it
will rotate around revealing.. a... COLT PYTHON !!! WOO !.

Take it, now make your way back to stairs near the medical
room and go to the second floor from it. Beyond the door we
just opened with the HELMET KEY, there is another door at the
end of the hall, check that door and if Barry did give you the
pass code then Jill will enter it automatically and open it.

Enter it after you open it. Inside run towards the camera
and head down the screen from the area where you see a zombie
eating another zombie, run down this long hallway, and near
the door at the exit you will find another zombie and some
herbs, take the herbs since we'll probably need them. Enter
the door at the end.

In here, you will see a zombie in front of you, kill it and
run forward, the hall will continue down but there's a door
in the middle, enter it. In here you'll find some important
things. A BATTERY, and some EXPLOSIVE ROUNDS, upon picking
up the battery Jill will think to herself that she can now
solve the court yard elevator problem. Exit this little room
when your done.

Back here, head down the hallway and kill the zombie, there's
an elevator here but dont take it just yet, instead run down
the hall, there's a herb or two in the small inlet, take it
if you wish, then enter the large blue doors at the end of
the hall. Your in a huge library now.

In this area, kill the zombie in front of you then open the
study desk with the lock pick and you'll find more magnum
rounds inside. Head down through the shelves of books and
you'll find a move able brown shelf, push it to the side
and enter the door behind it. Inside you'll find some more
ammo, check the open window and Jill will spot a helipad in
the distance, maybe we can escape, but the problem is getting
there alive.

Exit back to the library, and run straight forward from where
you came out of, you'll find another zombie and a big file
titled SCRAP BOOK here, read through it. There's only one
more door in this library we can go, head through the only
left door. You'll come out in another library.

In here, dont run straight forward but head around the
corner, you will spot a move able statue in the other corner
but we dont know where to push it yet, there is a switch on
the wall here, push it and a light in one corner of the library
will get lit, THAT is where you have to push the move able statue.
After the statue is in that place, turn the light off and a
small part of the book shelf will move revealing an item
behind it. Its a MO DISC. TAKE IT !!..

NOTE : THE MO DISC IS AN ESSENTIAL ITEM FOR GETTING THE GOOD
ENDING, NEVER FORGET THEM.

Now exit the library entirely, and remember the elevator we
passed before entering the library, take it. The elevator will
automatically take you down. Once your out of the elevator head
around the corner of where your at and you'll see a downed zombie
its not dead, so blow its brains out. After that head for the
only unlocked door in the library. There is one more door but it
is locked from the other side.

Once you get near the other door a FMV will play in which you
will see a zombie walking down some stairs and open the door
we were just about to open, then the zombie will come out right
in front of you. If you had the shotgun in your hand, blow its
head as soon as your back in control. Now exit out of the door
that the zombie came in from, climb up the stairs immediately
next to you and once up the stairs, head forward and enter the
door at the end of the hall. You will come out in a familiar
room. This is KENNETH's room, where we saw the first zombie.

NOTE : Now there is nothing left for us to do in the mansion at
all, and we have to get back in the garden area. So ignore all
else and head for the back exit.

SECOND NOTE : IF you dont have the crank in your inventory
then go to ANY nearest item box and take the crank out of the
item box and put it in your inventory, ASAP. Remember that.



 #############################
#                            #
#     GARDEN REVISITED       #
#                            #
#############################


We're only here for a very small while so get to it.

First before anything else I would ask you to take a herb or
two from the first room in the garden since where we're going
there wont be much healing items and we'll need it.

Right then, back at the garden, proceed as you would normally
and take the elevator down to the main courtyard area. After
you've reached the court yard head for the second broken elevator
and use the battery that we have in the battery slot next to it.
Now take this newly working elevator back up and you will come 
out in the first room of the garden area again.

Head back to the area where we used the crank when we first
came here, remember, and use the crank on the panel AGAIN. The
water level will rise again and the water fall will stop. Now
head for the second elevator again and take it down to the
court yard. The water fall would have stopped and you can now
see whats behind there. Its a ladder going down. Take it.



 #############################
#                            #
#        CATACOMBS           #
#                            #
#############################


Right then, this is probably the most confusing area in the
entire game, now before you start, I would just like to tell
you that I hope you brought the following items, if not then
dont hesitate in taking a trip to the guard house save room
to go get them.

* SHOTGUN and all of its shell
* PYTHON and all of its shells

So from where you start in the catacombs, enter the door to
your immediate left, dont even bother checking the first room
out as there's nothing. In the second area, you will run into
Barry, how he got here is a mystery but he will tell Jill that
he just heard someone's voice from this place. He will ask if
Jill is you want to go with him, select YES. okey, then asks 
if you wish for Barry to go check it out first, decline his 
offer and GO FIRST

NOTICE : THIS IS ALSO AN IMPORTANT CHOCIE IN GETTING THE
GOOD ENDING.

Now you and Barry will go along for a little while, once your
back in control head out of the little alcove your in and head
up the screen, enter the door at the very end. In the new area
run forward and try to enter the next door, but a hunter will
break through before you can. Barry kills it though.

Enter the door after your done here, run forward and another
scene will start. Jill and Barry will run into Enrico, captain
of the STARS BRAVO team who is mysteriously still alive. But
before he can reveal too much he is shot by some unknown assassin
who runs off, we never get to see who it was.

After that, Barry will tend to the dead Enrico, once your back
in control of Jill, run back to the door of this area, along
the way you'll run into a hunter, kill it. After that take the
CRANK (its a different one) from the floor near the exit.

Now make your way back to the first area of the catacombs,
once your back in the first area head down the hall, and head
around the corner, there will be a type writer here so if you
happen to have some ink ribbons, save your game. After saving
head around the next corner and run as far as you can. There is
a chasm in the floor and a panel on the wall besides you. Use
the new crank we found and the whole damn chasm will shift its
position. Now after the moving is done head across and enter the
door at the very end of the hall.

In this new area, run ahead and head up the screen, you will
see a HUGE rock here, get near the rock and then head back down
but before you can get completely down the whole damn rock will
start moving. Now you have to dash towards the alcove before the
rock crushes you. After you've reached safety and the boulder
has passed. Head back to the area where the boulder once stood
and check the cavity in the wall behind it. You will find some
FLAME rounds for your grenade launcher here.

A hunter would have walked into the room by now, dispose of it
and head for the area where the boulder crashed into the wall.
There will be a gap there now, head through it and enter the
door at the end of this gap. Boss fight time.


BOSS FIGHT 4 : BLACK WIDOW
--------------------------

Do you remember those big ass spiders we fought in the guard house
area, this is just the same, except its way bigger then them and
it will take a lot more ammo to kill this bad boy. But the basic
fighting routine is the same, and yes this one can also poison
you so you have to be on guard. Okey, so this is the fight
situation, besides the door you entered from, there is one more
door in this area but it is covered with spider webbing's. Now
on the top corner of this room there is a combat knife sitting
on a barrel. You can Finnish this fight in 2 methods.

METHOD 1
--------
This is the manly method, take out the colt python or the shotgun
which ever suits you more and start shooting the spider, note that
there is a very high chance of you getting poisoned during this
battle but we'll find a blue herb after wards so dont worry about
it. So, the boss moves really fast and can poison you, but its
general attack does not do that much damage, so you can easily
stand toe to toe with it and emerge the victor. After killing it
about a thousand small spiders will come out of it, dont bother
with them, just exit out of this area and come back in again and
they will disappear. Take the combat knife and cut the webbing's
on the other door. Enter it after wards.

METHOD 2
--------
This is the very dangerous but fast method, the trick with this
one is that you ignore the boss, immediately go and pick up
the combat knife off the barrel and start cutting away at the
webbing's, the boss will be right on your ass attacking you ever 
so frequently, so just hope to god that you can cut the webbing's 
before the boss cuts you. After the door is completely open enter 
through it.

---------


After the fight is over ony way or the other and you've gone
through the door with the webbing's on it, once you get to the
other side head towards Jill's left hand side and enter the door
at the end of the hallway, this is a save room, and there's an
item box in here to, save your game if you wish to and if you
were poisoned in the previous boss fight there is a blue herb
in this room as well. Also a first aid spray and an INk ribbon
are present. Sort your inventory again, place the older crank
in the item box but keep the new one, also take out the DOOM 
BOOK 1. Then save your game if you wish and exit out of the 
door we came in from.

Now run to the opposite end of the hallway and enter the other
door at this end of the hallway, in the next area head up the
screen and continue down this path, you will see another boulder
at the end, but dont get near it, instead near where there is
a chasm on the upper wall, use the new crank on the hole three
times so the chasm shifts to the left side wall. Now head for
the boulder and trigger it, enter the safe area and let the
boulder pass you, then check the area behind it and you'll find
a second MO disc. After that head to the chasm on the wall we
just created and enter the door there.

Inside, you'll run into another small puzzle, there is a patch
of light at one place in the room, if you walk over it a small
part of the wall rises up to show something behind but it closes
as soon as we move off the light. There is also a moveable statue
in the room but its stuck with a wall so we cant push it in a
general direction. There is ALSO a hole in the wall for a crank.

First use your crank on the hole and a part of the wall will come
out entirely, remember that part, now use the crank again to make
the wall go back inside. Now push the moveable statue to where the
wall came out of and THEN use the crank, the statue will move
along with the wall. Use the crank again to restore the wall to
its original state and the statue will be push able in all directions
now. Push the statue over the patch of light and take the item.
Its the DOOM BOOK 2.

Now we have 2 doom books in our inventory, exit out of this room.
Head back to where we entered this room from originally but this
time head down the path, take the elevator at the end of the path.

You will come out in an open area with a few herbs near you, use
them to restore your health if needed, then run to the center of
this courtyard like area and you'll see a big fountain with two
holes on either side, which shapes of an eagle and a wolf.

Now check your doom book 1 from your inventory, and rotate it so
that the part where the pages are visible is in front, then press
the action button again and the book will open up revealing a
EAGLE MEDAL inside it. Do the same to the other book for the
WOLF MEDAL. Now use the two medals on their respective holes on
the sides of the fountains and another FMV will begin. The
fountain will open up revealing a elevator.

Head to the elevator and take it down, we're about to enter the
final parts of the game, the Labs.


 #############################
#                            #
#       UMBRELLA LABS        #
#                            #
#############################


Listen to the funky music and get ready, from where you exit out
of the elevator run forward and you'll see a huge door and a
ladder leading down. The door is closed and cannot be opened
under normal circumstances. Take the ladder down. You will come
in a small room with a item box in it. Take out both the MO
disc's and put them in your inventory. Then exit out of the
other door in this room.

Your in floor B2 of the LAB, remember that for now. Allright
in this room, run forward and you'll see some zombies, mind
you the zombies at this place are much more stronger then before
and the best method to kill them is by head shots with the shotgun.
The handgun is virtually use less at this point.

After killing the zombie, take note of the staircase leading down
but dont take it yet. Instead head for the little passage to the
left of it. There is a door here with the place "Visual Data room"
but its locked, next to the door is a desk with the third and the
final MO DISC. There are also 2 herbs in this area too. Take them
if you need to, now head down the stairs.

Now your in floor B3, remember that as well. Now from where you
come down, there is a door right in front of you, enter it. In
this next door again, enter the door right next to you. 

In this room run forward and read the diary, its a sad read if
you ask me, the diary will hint to the puzzle's answer, i'll
just tell you what it is when we need to figure it out so lets
head out of this room for now. Head to the main room of B3 floor
now. Once back there run to the right of the area, and then enter
the door on the same wall as the staircase, this is the computer
room. First check the computer here.

The computer will ask you to enter a user name and password.
Enter the user name JOHN and password ADA. Then the computer
will ask you to select floor. Select B2 and it will ask you to
enter another password, enter MOLE. This will unlock the Visual
Data room, after that select B3 on the computer, this will unlock
another door we don't know about yet.

Before exiting this room take the SLIDE's off the floor, now
exit the computer room. Back in the main hall of B3, head back
up the stairs to floor B2. Enter the visual data room which is
now open. In here check the cabinet near the door we entered
from for a story revealing file, afterward run to the far corner
of the room where you will see a projector. Use the slides we 
just found on the projector and you will start to understand what
this all is about.

Now check the small panel on the left wall to the projector and
open it, press the switch in there and one of the pillars in this
very room will move to reveal something shimmering behind. Take it.
This is the LAB KEY.

Now head out of this room and take the stairs back down to the
B3 floor. Enter the nearest door again ( to the hallway with the
door leading to John's diary room ), but in this hallway, this
time run forward and enter the second door you come up to. 

In here you will face several zombies, shotgun their heads off
and when the room is clear of zombies take the file off the
wall, it will reveal even more about whats going on. Then run
past the HOT poster and at the far corner of the room you will
find a strange machine. Use one of the MO disc's on it and it
will give you a passcode. We dont know what this is for, for now.

Now exit back to the previous hallway, this time head to the other
end of the room and you will see a big door which is locked by
three passcodes, we already found one of them but we have to find
the remaining two. Exit back to the main hall of floor B3.

This time head down the screen while dodging or fighting the 
famous naked zombies down here, once your touching the south wall
start heading towards Jill's left, you will run across a door that
is locked from the other side and you can't open it just yet.

At the end of this hallway you will find a huge door, you can open
it with your new LAB KEY, discard it afterwards and enter the door.
In the new area run forward and enter the first door you see on the
left wall. You will come out in a small lab like room.
 
In this room you will notice two moveable crates and a switch in
the center, do you remember that little puzzle we did in the room
with the suits or armor, we have to do the same here thing here but
you should know that the switch is pressure sensitive and it will
be triggered when you even walk over it. So carefully push the two
boxes around the room till you have covered both the vent holes in
the room with the moveable crates, after that is done, push the
moveable stairs over the switch so that it is lined with the vent
hole. Now climb up the stairs and enter the vent hole.

Now you will come out in a small morgue, if you triggered the switch
pre maturely then the poison that was spreading in the other room
will also come in here through the vent. But we wont be here for
long, in this morgue check the shelf in the far corner of the room
to find more magnum rounds. After that check the other corner of
the room to find another MO DISC machine, use the second MO DISC on
it and you'll get the second passcode. Now exit the morgue via the
only door here. You will come out in the main hall of floor B3.

Enter the huge door we used the lab key to open. This time run past
the lab door and run forward till you come at an intersection, there
is a path heading up and one heading down and one door right in front
of you. Enter the front door first, its a save room. Save your game
if you wish and check the item box to reorganize your inventory.

After that check the shelf in this room for an ink ribbon, now
when your done exit this room entirely and head down the screen
at the intersection. Enter the big doors at the end.

You will come out in the first POWEE ROOM. In here you will come
across the new type of enemy, the CHIMERA. In here run straight
forward and make your way across the area while dodging the 
chimera's and enter the door at the end.

In the second power room, run straight forward, dont take any
turns, and at the end of this straight path you will find the
third and final MO DISC machine, use the final disc on it and
you will get the final code. After taking it head back towards
the starting part of this room and take the path turning left
when you can, now continue down this pathway while dodging or
fighting the chimera's and keep running till you reach the end
of the hall, where a big door is waiting for you.

Enter it, now your in the main generator room, and the noise is
unbearable. In here run towards Jill's left and check the machine
and you will turn the power back on to the blacked out areas.

Now run back to the first power room, and continue towards the
exit door as if we were exiting the power room area entirely.
But from the main door, turn towards the left of the screen and
continue down this path until you reach the end of it where there
is a computer console on a wall. Turn that on and you would have
turned the power back on to the main elevator.

Now, exit the power room area entirely and head back to the save 
room and save your game since we're about to face a big boss.
Take the grenade launcher or Python (I prefer it) with all of
its ammo if you dont already have it equipped and exit the 
save room.

This time head up the screen at the intersection and at the end
you will find a huge elevator, turn the elevator power on by
the panel on its side, and try to board it but before you can
its good ol' Barry again, he comes in the area suddenly and after
a little chat between Barry and Jill, they both decide to head
down the elevator together.

After you've reached down the elevator be prepared for an eye 
opening scene as the traitor will be revealed. Its Albert Wesker, 
the leader of STARS and he's the one who set them up. After some 
talking Wesker  will order Barry to go up and he agree's like 
a puppet. After that Jill asks him what umbrella want with Barry
but Wesker says that he's just using Wesker for his own purposes.

After that Wesker tells Jill that he'll show her the tyrant
and stars walking with her towards the huge door behind him.
But little did Wesker know that Barry was listening to his
conversation, and he'll knock Wesker out with a blow to the
head. After that Barry and Jill decide to check what wesker was
talking about and they enter the lab.

In here you will introduced to the Tyrant, the ultimate biological
weapon, who is sleeping in the stasis tube. Barry tries to kill
its life support but accidentally drains the water out of the
stasis tube, the Tyrant comes to life and breaks through the
glass, and knocks Barry out with a punch to the chest. After
that it turns towards Jill and the fight is on.


BOSS FIGHT 5 : TYRANT, first fight
----------------------------------

This is the first fight with this big mother of a monster. As
soon as this fight starts the first thing you should do is get
some serious space between you two, since the tyrant is still
weak and sluggish from its slumber it will not do any running
attacks on you and will just walk slowly like Frankenstein.

Take out the Colt Python from your inventory and after you've
gotten to a good distance, start shooting at it, if it gets
a little too close then retreat back a few more paces since
its claw attack can do a massive amount of damage. This fight
shouldn't last that long and the tyrant will go down after a
few perfect aimed shots. The fight is over.

-------

After this fight is over run towards Barry and check on him.
He will be just fine. Now exit the lab area to the room where
you last saw Wesker. Once here wesker would have disappeared
by now, and a triggering system has been activated. The mansion's
self defense system is on and its going to blow. All we have to
do now is find Chris and escape.

Head back up the elevator and up here Barry will run off to
the power room to find wesker, (he won't). When your back
in control here run to the save room and save your game since
its going to be your last save in the game. After that head
back to the main hall of floor B3.

In here, run in the hallway which had the triple coded door
in it. In here head for the door and since we should have all
three of the codes by now , the door will open. Enter the
newly opened door. Inside run forward and enter the only other
door. Another scene.

Jill will finally meet up with Chris who has been locked in
this little prison room thanks to Wesker, after the chit chat
is done, escape this room and head back out the tripled locked
door. Once here Chris will run ahead and tell you to hurry too.
Now exit to the main hall of floor B3 yourself.

Back here quickly head up the stairs to the floor 2F. Once here
make your way to the room with the item box, here you should
run into Barry, use the item box one last time and take out
all the healing items from inside it, but be sure to keep
ONE space free.

Once your done sorting out your inventory for the final time
head up the small ladder back to the first room we came out
of after using the eagle and wolf medals. Remember.

Here your entire party will reunite, I mean Chris Barry and
Jill. See the huge doors in front of you, they were locked
before but the triggering system has unlocked them. Enter
those doors and run forward in the linear hallway. In the
middle of it you will have a little scene in which Brad will
automatically contact the radio and start saying that this is
his last call, if there is anyone listening give him some 
sort of sign since he's running out of fuel.

After the scene is over run to the end of the hall and you
will find an elevator here, its battery socket is empty but
luckily there is a battery just s foot away from it. Take it
and put it in the socket. Another scene will start now, Chris
and Barry will stay down to take care of the approaching 
monsters and will ask Jill to go up and signal Brad.

By the way you now have only three minutes before the entire
mansion explodes. Jill will automatically take the elevator
and make it to the roof of the mansion. From where you come
out of, there is a box right next to you, check it and you
will find a FLARE inside. Use it anywhere and Jill will fire
it signaling the chopper to come down.

The chopper will arrive safely, but before it can land entirely
a corner of the roof breaks from the inside out and the angry
Tyrant jumps to the roof. Its time for the final boss fight.



BOSS FIGHT 6 : TYRANT, final fight
----------------------------------

This is it folks, the moment of truth, this is the final
boss fight of the entire game and its based on a strict
time since you have less then two and a half minutes to
finish this one, there are two methods you can proceed.

Method 1
--------
Take out the Colt Python, and start blasting away at the tyrant
with it, now that the tyrant is fully awake from its sleep it
will run towards you at great speed and do a running claw
attack which will damage you a whole lot. Use a herb immediately
after this sort of attack. Continue your firing on the tyrant
while dodging its claw and keeping an eye on the timer, after
you've hit it sufficiently, Brad will drop off a Rocket Launcher
from the helicopter and will ask Jill to destroy the monster.
Do so, take the Rocket launcher from the center of the helipad
and take a good aim at the tyrant. Fire one and its all over.

Method 2
--------
If your less on ammo then use this method, from when the boss
fight starts, you start running around in circles, and make
sure that the tyrant doesn't get you, keep an eye on the
timer, we have to keep on running till only 30 seconds are
left on the clock. Once the time reaches there Brad will drop
the Rocket launcher from the chopper anyhow. Grab it and
quickly kill the tyrant since the time is running out.

----

The tyrant will look towards the chopper as the huge Rocket
flies towards it, it strikes the tyrant and blows him up into
small pieces. The fight is over. The chopper will come and
land now and it will take all the remaining members to safety
before the mansion explodes.

If you have been following this walkthrough then you should
have both Chris and Barry with you and you will now view the
best ending for Jill.

The chopper flies off right as the mansion explodes under it.
Jill, all tired and exhausted, falls asleep on Chris's shoulder
who is still thinking about the whole incident. He looks at
Barry who is checking the chambers of his revolver, probably
for the next encounter. The chopper flies off into the sunrise
and the game is over.


END..




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(___ |  ) |  ' | __)      |  ' (__/_ (__|  |  | (__/_ |_, (__|
wtrc

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 #############################
#                            #
#       THE MANSION          #
#                            #
#############################


The game will start off with a little prologue and then you will
be shown the opening FMV, black and white or color that depends
on the version of the game your playing, any way, during the
opening FMV, the ALPHA team finds the downed chopper of the
BRAVO team, but they are soon attacked by some un dead zombie
dogs who kill one of their members Joseph Frost immediately.
Chris Jill Barry and Wesker make it to an abandoned mansion in
the middle of the forest. Barry suddenly disappears from the
main entrance of the mansion. Jill Chris and Wesker are the
only one's left now.

The game starts off in the main hall of this gigantic mansion.
Chris and Wesker speculate that Barry didnt make it and Jill
mourn's his death. Suddenly a gunshot echo's through the halls
Wesker asks Chris to investigate it out, Jill tells him to be
careful and just like that Chris walks off to the door where
the noise came from alone.

You will come into the Dining room, first thing you'll notice is
that Chris has less inventory space compared to Jill and he does
not have his handgun, only a combat knife. Now run forward in the
direction where the grand father clock is, ignore the EMBLEM on
the corner for now, enter the door on the right wall.

In here, run down the screen, and head around the corner of the
hall. Here you will have a scene, a zombie is eating one of the
BRAVO team members, Kenneth. The head of Kenneth falls off and
the zombie suddenly faces Chris. S***.

Unlike Jill, we dont have a handgun and fighting with the knife
is hard as hell so screw this zombie, quickly check on the dead
body Kenneth three times to get 2 handgun ammo clips, you should
be able to do this before the zombie can turn around completely.
After taking the ammo, quickly rush back to the door of the
Dining room. Back in the dining room, head straight for the main
hall area.

Once in here, you will see Wesker and Jill have disappeared, Chris
finds Jill's gun on the floor and takes it. Now where the hell did
those two go. Once your in control of Chris and we can explore this
huge manor completely.

Quickly, head up the grand staircase to the second floor of the
mansion. Up here, turn to the right side and dash towards the door
you see on the right wall but dont enter it, instead head south of
THAT door and you will find another door in the corner. Enter this
one. In this small area check the shimmering thing right behind you
its a SMALL KEY.

NOTE : Where Jill could use the lock pick to open all sorts of
desks and some doors, Chris will need small keys for the desks
and he will find an entirely new mansion key for some doors.

After taking the small key, head forward and enter the door near
the big spots of blood on the floor. In the balcony area run forward
and check the dead guy, he is Forest Speyer, another member of the
BRAVO team, he may or may not hold a clip of handgun ammo on him.
No grenade launcher, sorry.

Exit back to the 2F main hall of the mansion. Once your back here
head towards the other door on the right wall, the one north of
the balcony room. Inside you'll come in a Red hall. Remember that
name. Since we'll be using it a lot.

In the red hall, run forward and you'll spot one door, which is
locked. There may be a zombie straight forward, shoot it with the
gun until its down, then head around the corner, there is a big
door in the center area but its locked too. Head around the other
corner and you'll run into another zombie here, there are two
doors on this side of the hallway. Only one is open, which is the
one at the very corner. Enter it.

In this room, run forward and take the botany book off the table
and read through it. It will tell you about some basic herbs.
Then exit through the only other door in this area. You'll come
out in a small area with stairs leading down to the first floor.

Run forward, dodge any zombies you see here, and take the stairs
down to the first floor, from where you come down the stairs, kill
the single zombie in this room and take the herb in the area 
behind the stairs, there's a door here too. Enter it.

This is the first save room of the mansion, officially. In here you
will find a CHEMICAL near the item box, take it and place it in
the item box for safe keeping. Also put the combat knife in the
box permanently and take out any clips inside it. Afterwards exit
back to the previous area. We just came here for the chemical.

There is another door here but its locked from the other side so
forget about it. Head back up the stairs, you cannot enter the
red hall from the same door we used to get here since its knob
is broken from your side. Instead check the door directly north
of the one we came FROM. The one behind the zombie standing here
and you will directly go out in the red hall.

From the red hall make your way back to the 2F main hall of the
mansion. Once back here, head directly to the left end of the
second floor and enter the double doors at this corner.

You will come out in a area which over looks the dining room. In
here you will immediately see a statue on the right side with a
zombie behind it, you can kill the zombie easily. After killing
it start pushing the statue upwards into the screen until you have
it in line with the part of the railing which is broken. Push the
statue down the broken part and it will crash into the dining room.
Forget about it for now.

There is another zombie in here but its easy to avoid. Now head
for the only other door in this area and enter it. You will come
out in a green hall.

In here run forward and around the corner, you will see a stair
case leading down but you can take it from the other side of the
room, and there are 2 or 3 zombies in the way, these zombies will
not bite you but instead throw acid spit on you if you get close
to them so its easy to dodge all of them even though the hall 
itself is quiet cramped. Dodging is the best thing since you wont
have much ammo at this point, head around and take the stairs down
to the first floo