Resident Evil FAQ


 
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                                                        (RESIDENT EVIL)
 
 
 
                     ========================================
 
                             BIOHAZARD (RESIDENT EVIL)
 
                                 NINTENDO GAMECUBE
 
                                WRITTEN BY: CVXFREAK
 
                             COPYRIGHT 2002 BY CVXFREAK
 
                                     VERSION 0.99
 
                                    APRIL 29, 2002
 
                     ========================================
 
 
 
 -------------------------------------------------------------------------------
 
 
 
 This FAQ covers the Japanese version of BioHazard for the Nintendo GameCube 
 
 and
 
 eventually the US version.
 
 
 
 This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is maintained by
 
 CVXFREAK, thus e-mail should always be directed to him. BioHazard is 
 
 copyright
 
 2002 by Capcom Entertainment. This is an unofficial FAQ, and should not be
 
 confused between actual publications associated with Capcom (such as
 
 Prima/BradyGames strategy guides).
 
 
 
 ========================================================================
 
 ***I N T R O D U C T I O N***
 
 ========================================================================
 
 
 
 "From now on, games aren't limited to graphics only -- a balance must be
 
 reached  between fun gameplay and graphic enjoyment," he continued. "I feel
 
 if it isn't like this, the media itself will be endangered. Among game
 
 systems  focused on  graphics, we're aiming to show Nintendo's philosophy
 
 of 'fun games.'" - Shinji  Mikami (Courtesy of IGNCube.com)
 
 
 
 BioHazard was created back in 1996 for the Sony PlayStation. That game
 
 virtually  created the genre of survival horror, and put it mainstream.
 
 In 1996, everyone  knew about BioHazard, or Resident Evil in the west
 
 (America, Europe). Future  installments continued the innovation that was
 
 BioHazard, as well as the foundation for what a survival horror game should
 
 be like.
 
 
 
 BioHazard 2, BioHazard 3: Last Escape and BioHazard CODE: Veronica Complete
 
 Edition were all sequels to the original, and improved upon the formula.
 
 Now, in 2002, Shinji Mikami plans to remake the first BioHazard with new
 
 storyline additions, a MUCH better graphical engine and to feed the 
 
 nostalgic
 
 BioHazard fans.
 
 
 
 This FAQ was designed to be the best FAQ style for any BioHazard game. It 
 
 will
 
 feature room-by-room walkthroughs to ensure the easiest and best way to play
 
 the game. Each room will feature its own walkthrough, with item lists, and
 
 important information for beating BioHazard.
 
 
 
 This FAQ may be found on www.GameFAQS.com,and www.residentevilhorror.com so
 
 far.
 
 
 
 Get ready. Get set. BIOHAZARD!
 
 
 
 ========================================================================
 
 ***T A B L E   O F   C O N T E N T S***
 
 ========================================================================
 
 
 
 1. VERSION INFORMATION
 
 2. GAME BASICS
 
    A. CONTROLS
 
    B. FIGHTING TACTICS
 
    C. DIFFICULTY LEVEL
 
    D. HEALTH
 
    E. MOVEMENT
 
    F. DIFFERENCES BETWEEN CHRIS AND JILL
 
    G. ITEM SCREEN
 
 3. CHARACTERS
 
 4. WALKTHROUGH- JILL VALENTINE
 
    A. MANSION AREA
 
    B. GUARDHOUSE AREA
 
    C. RETURN TO MANSION
 
    D. TUNNELS AREA
 
    E. LABORATORY AREA
 
 5. WALKTHROUGH- CHRIS REDFIELD
 
    A. MANSION AREA
 
    B. GUARDHOUSE AREA
 
    C. RETURN TO MANSION
 
    D. TUNNELS AREA
 
    F. LABORATORY AREA
 
 6. WESKER'S REPORT
 
 7. WESKER'S REPORT II
 
    A. LISA CHARACTER ANALYSIS
 
 8. RESIDENT EVIL STORY SYNOPSIS
 
 X. PUZZLES
 
 X. CODES
 
 X. MONSTERS AND BOSSES
 
 X. FILES
 
 X. CRITERIA FOR ENDINGS
 
 X. BIOHAZARD GAMES
 
 X. MY REVIEW
 
 X. CREDITS
 
 
 
 ========================================================================
 
 1. V E R S I O N     I N F O R M A T I O N
 
 ========================================================================
 
 
 
 APRIL 29, 2002
 
 UPDATE: Change of email.
 
 
 
 APRIL 24, 2002
 
 UPDATE: Added another strategy in the Lisa section of Jill's guide.
 
 
 
 APRIL 22, 2002
 
 UPDATE: I worked some more on the bosses of the game, to make it
 
 a lot easier. I also made some tweaks to the walkthrough, but
 
 Jill's return mission to the mansion is still incomplete. I also
 
 added the other 2 control schemes. Many modificaitons were made to
 
 the FAQ as well, but there are way too many to mention.
 
 
 
 APRIL 15, 2002
 
 UPDATE: 95% done with Jill's walkthrough. Unfortunately I forgot
 
 to write the walkthrough for Jill's return to the mansion, thus
 
 that area is not finished, but the rest of her walkthrough is.
 
 
 
 APRIL 4, 2002
 
 UPDATE: I added more to the FAQ in Jill's Walkthrough.
 
 
 
 MARCH 30, 2002
 
 UPDATE: After getting off my lazy behind, I updated the walkthrough.
 
 
 
 MARCH 26, 2002
 
 UPDATE: Added more walkthrough for Jill. Added more Wesker's Report II.
 
 
 
 MARCH 22, 2002
 
 UPDATE: I added more to the walkthrough of Jill.
 
 
 
 MARCH 21, 2002
 
 UPDATE: I finally got the game, and wrote a portion of the first
 
 walkthrough. I added controls, item screen, and even begun some of the
 
 other stuff.
 
 
 
 MARCH 18, 2002
 
 UPDATE: Added Wesker's Report I, Resident Evil Story Synopsis, and
 
 other stuff.  Game officially released.
 
 
 
 MARCH 17, 2002
 
 UPDATE: Added Wesker's Report II.
 
 
 
 MARCH 1, 2001
 
 UPDATE: FAQ begun.
 
 
 
 ========================================================================
 
 2. G A M E    B A S I C S
 
 ========================================================================
 
 
 
 A. CONTROLS
 
 -----------
 
 
 
 TYPE A CONTROLS
 
 
 
 A: Action/Climb
 
 
 
 B: Run (When moving D-Pad/Analog Stick)
 
 
 
 Y: Access Item Screen
 
 
 
 X: Access Item Screen
 
 
 
 R: Ready Weapon
 
 
 
 L: Change targets
 
 
 
 C-Stick: Move it just once to do a 180* turn
 
 
 
 Start Button: Access Options
 
 
 
 Z Button: Access map
 
 
 
 --------------------------------------------
 
 
 
 
 
 TYPE B CONTROLS
 
 
 
 A: Walk forward
 
 
 
 B: Walk backward/Cancel
 
 
 
 Y: Action/Climb
 
 
 
 R: Ready Weapon
 
 
 
 L: Change Targets
 
 
 
 C-Stick: Move it just once to do a 180*  turn
 
 
 
 Start Button: Access Item Screen
 
 
 
 Z Button: Access Options Screen
 
 
 
 --------------------------------------------
 
 
 
 
 
 TYPE C CONTROLS
 
 
 
 A: Action/Climb
 
 
 
 B: Cancel
 
 
 
 Y: Access Map
 
 
 
 X: Access Item Screen
 
 
 
 R: Run
 
 
 
 L: Ready weapon
 
 
 
 C-Stick: Move it just once to do a 180** turn
 
 
 
 Z Button: Change targets
 
 
 
 --------------------------------------------
 
 
 
 B. FIGHTING TACTICS
 
 -------------------
 
 
 
 EVADE ZOMBIES!
 
 Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill
 
 them. And no, the Knife isn't as powerful as it was in CODE: Veronica X.
 
 
 
 CONSERVE AMMO!
 
 Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant,
 
 and  Hunters require a lot of ammo. To conserve ammo throughout the game,
 
 strictly  use your Handgun and use the Knife.
 
 
 
 FIRE FROM A DISTANCE!
 
 Hunters and Chimeras are extremely versatile when close up to Chris and
 
 Jill.  You will want to get to a distance and fire guns like the Shotgun,
 
 Grenade Launcher and Handgun.
 
 
 
 KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU!
 
 Sometimes you can drop health because some monsters are stronger than 
 
 others.
 
 Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can
 
 cover small damage, while the First Aid Spray can cover sudden health drops
 
 from Hunters or Chimeras.
 
 
 
 MAKE MULTIPLE SAVES!
 
 Make at least 3 saves. Make one for the mansion, and progress on the game, 
 
 but
 
 save onto another spot (preferably the post-Plant 42 fight). Those are 
 
 definite
 
 save areas. If you keep multiple saves, you can then start from and older 
 
 save
 
 if you mess up (EX: Use up too much ammo).
 
 
 
 USE THE SHOCKERS AND DEFENSE KNIFES WISELY!
 
 If you have one of these on board (takes no item space), a zombie will get
 
 distracted enough for you to start shooting it. Use it well.
 
 
 
 LISA CANNOT DIE!
 
 No, she can't, so stop trying to kill her.
 
 
 
 C. DIFFICULTY LEVEL
 
 -------------------
 
 
 
 OPTION 1
 
 Like mountain climbing; difficult, but provides a great sense of
 
 accomplishment. AKA Normal Mode.
 
 
 
 OPTION 2
 
 Like hiking; you can reach your destination without any unreasonable
 
 trouble. AKA Easy Mode.
 
 
 
 Thanks to TgmDC for correcting me on HARD and NORMAL Mode.
 
 
 
 -------------------------------------------------------
 
 
 
 After clearing one game on any difficulty, you can access a new title 
 
 screen,
 
 with modified difficulty modes.
 
 
 
 HARD MODE
 
 This mode is much harder than Normal Mode. The zombies are extremely
 
 difficult to kill, and Hunters have a higher decapitation rate. Guns
 
 are also weaker in this game, and characters have less stamina.
 
 
 
 NORMAL MODE
 
 Zombies are very hard to kill, but not as extremely difficult as Hard
 
 Mode. You'll want to do a lot of dodging as you play this game.
 
 
 
 EASY MODE
 
 Zombies are fairly easy to kill in this game, and they don't damage
 
 you too much. Ammo is a lot more powerful, and zombies are also
 
 sometimes a lot dumber. Crimson Heads are still really difficult,
 
 so don't take them lightly.
 
 
 
 INVISIBLE ENEMY MODE
 
 Monsters are invisible in this mode, so you'll have to use hearing
 
 to guide you. You can't auto-aim any enemies, either.
 
 
 
 REAL-SURVIVOR MODE
 
 The only difference is that item box items don't transfer to
 
 other item boxes. So if you leave something in one box, you
 
 will have to go back to that same item box you claim it again.
 
 You can view items in the boxes from the map.
 
 
 
 D. HEALTH
 
 ---------
 
 
 
 1. RED + GREEN = FULL HEALTH
 
 
 
 2. GREEN + GREEN + GREEN = FULL HEALTH
 
 
 
 3. GREEN + GREEN = 50% HEALTH
 
 
 
 4. GREEN + BLUE = 25% HEALTH AND POISON HEAL
 
 
 
 5. BLUE = POISON HEAL
 
 
 
 6. GREEN = 25% HEALTH
 
 
 
 7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL
 
 
 
 8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL
 
 
 
 E. MOVEMENT
 
 -----------
 
 
 
 Jill and Chris both run and walk extremely slugishly. It takes a bit of work
 
 to move them, but you should manage. Move them in a straight path, or else a
 
 zombie can kill them (and do it rather easily).
 
 
 
 F. DIFFERENCES BETWEEN CHRIS AND JILL
 
 -------------------------------------
 
 
 
 Their adventures both change in certain areas, and Chris has no lockpick. He
 
 only has 6 slots, as opposed to Jill's 8. Jill hangs out with Barry Burton,
 
 while Chris hangs out with Rebecca Chambers. Chris Redfield also has the
 
 Lighter from the start, and the Flame Thrower, while Jill has the Lockpick,
 
 and Grenade Launcher. Chris must use Small Keys.
 
 
 
 G. ITEM SCREEN
 
 --------------
 
 
 
 JILL VALENTINE'S ITEM SCREEN
 
 
 
 ------------------------------------------------------------------------------
 
 |      __       /      _     |    ________________   |           |          
 
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 |     /       |  |____/ ____|   |                |  |           |          
 
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 |  //    ___/               |   | DEFENSE ITEMS  |  |  ITEM 1   | ITEM 2   
 
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 | /                           |   |________________|  |           |          
 
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 |/                            |          |  |___ / |  |           |          
 
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 |-----------------------------|   _______|     _ |  
 
 |___________|__________|
 
 | FINE/CAUTION/DANGER/POISON  |    EQUIP |_________|  |           |          
 
 |
 
 |_____________________________|                       |           |          
 
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 |                                                     |   ITEM 3  |  ITEM 4  
 
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 |                                                     |   ITEM 5  |  ITEM 6  
 
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 |                                                     |   ITEM 7  |  ITEM 8  
 
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 |_____________________________________________________|___________|__________|
 
 |                                                     |                      
 
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 |                                                     |    ______________    
 
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 |     This item's description goes here.              |   |    WEAPON    |   
 
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 |                                                     |   |______________|   
 
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 |                                                     |       ______         
 
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 |                                                     |      |___  /         
 
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 |_____________________________________________________|_____________________ 
 
 |
 
 
 
 CHRIS REDFIELD'S ITEM SCREEN
 
 
 
 -----------------------------------------------------------------------------
 
 |      __       /      _     |   _________________   |           |          
 
 |
 
 |     /       |  |____/ ____|  |                 |  |           |          
 
 |
 
 |  //    ___/               |  |  DEFENSE ITEMS  |  |           |          
 
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 | /                           |  |_________________|  |  ITEM 1   |  ITEM 2  
 
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 |/                            |          |  |___ / |  |           |          
 
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 |-----------------------------|   _______|     _ |  |           |          
 
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 | FINE/CAUTION/DANGER/POISON  |    EQUIP |_________|  
 
 |___________|__________|
 
 |_____________________________|                       |           |          
 
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 |                                                     |           |          
 
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 |                                                     |           |          
 
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 |                                                     |   ITEM 3  | ITEM 4   
 
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 |___________|__________|
 
 |                                                     |           |          
 
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 |                                                     |   ITEM 5  | ITEM 6   
 
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 |___________|__________|
 
 |                                                     |                      
 
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 |                                                     |      ITEM LIST       
 
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 |_____________________________________________________|______________________|
 
 |                                                     |                      
 
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 |                                                     |    ______________    
 
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 |      This item's description goes here.             |   |    WEAPON    |   
 
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 |                                                     |   |______________|   
 
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 |                                                     |       ______         
 
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 |                                                     |      |___  /         
 
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 |                                                     |                    
 
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 |_____________________________________________________|_____________________ 
 
 |
 
 
 
 DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6 slots,
 
 while Jill has 8 slots and no "ITEM LIST" underneath those 8 slots.
 
 
 
 ========================================================================
 
 3. C H A R A C T E R S
 
 ========================================================================
 
 
 
 CHRIS REDFIELD
 
 AGE: 25
 
 Chris Redfield is a tough guy. He has a sister named Claire, whom you see
 
 in BioHazard 2, and BioHazard CODE: Veronica Complete. He is very 
 
 protective,
 
 and is willing to go out of his way to save others he cares about. He also
 
 used to be in the Air Force, and can pilot any sort of air craft.
 
 
 
 STARTING ITEMS: Combat Knife
 
                 Lighter
 
 
 
 EXCLUSIVE ITEMS: Small Key
 
                  Explosives
 
                  Flame Thrower
 
 
 
 PARTNER: Rebecca Chambers
 
 
 
 JILL VALENTINE
 
 AGE: 23
 
 Jill is the smart type in the STARS Alpha Team. She is very good with the 
 
 piano
 
 and knows how to mix chemicals. She's not as tough as Chris, in terms of
 
 stamina, but a lot smarter. She works pretty well with guns and knives, but 
 
 not as
 
 good as Chris though. She also runs a lot slower. Jill can be arrogant at 
 
 times,
 
 as evidence by her attitude in BioHazard 3: Last Escape.
 
 
 
 STARTING ITEMS: Handgun
 
                 Combat Knife
 
 
 
 EXCLUSIVE ITEMS: Grenade Launcher
 
                  Acid Rounds
 
                  Flame Rounds
 
                  Grenade Rounds
 
                  Lockpick
 
 
 
 PARTNER: Barry Burton
 
 
 
 BARRY BURTON
 
 AGE: 38
 
 Barry loves his family so much. He'll do ANYTHING to keep his family safe.
 
 During the game, he becomes very helpful to Chris and Jill. But he seems to 
 
 be
 
 hiding a secret and Jill eventually finds out. Will he make it? You control
 
 that...
 
 
 
 REBECCA CHAMBERS
 
 AGE: 18
 
 Rebecca is the young medic of STARS Bravo Team. She is well trained and 
 
 pretty
 
 smart for her age. She is a rookie at her work, but she can be well trusted.
 
 Her gun ability is amazingly good for her age. But she can get hurt a lot
 
 easier than Chris and Jill. Besides Chris and Jill, she's the only other
 
 character you control. Apparently, Rebecca Chambers went through hell
 
 before this game even started, in BioHazard Zero. Apparently, she doesn't
 
 like to show it.
 
 
 
 STARTING ITEMS: Handgun
 
                 First Aid Spray
 
 
 
 EXCLUSIVE ITEMS: None
 
 
 
 PARTNER: Chris Redfield
 
 
 
 ALBERT WESKER
 
 AGE: 38
 
 Wesker is the cool type guy. He wears shades and never seems to take them 
 
 off.
 
 When he gets to the mansion, he gets a little... shady. He vanishes every 
 
 now
 
 and then and refuses to talk in detail to Chris and Jill. Is there something 
 
 up
 
 his sleeve?
 
 
 
 RICHARD AIKEN
 
 AGE: 23
 
 Richard Aiken is found near a corridor where a giant snake has bitten him.
 
 After you cure him with serum, he might be of some help.
 
 
 
 BRAD VICKERS
 
 AGE: 35
 
 Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by
 
 the introduction FMV, he is a wimp, and runs away after the other team
 
 members are attacked by zombie dogs. A decent shooter at best, Brad
 
 Vickers faces an unhappy death 3 months later, by an evil Tyrant, called
 
 "Nemesis." After that, he is murdered again by Leon Kennedy, only Leon
 
 shot him as a zombie. After the Raccoon City nuke, he is no more.
 
 
 
 ENRICO MARINI
 
 Age: 41
 
 Enrico Marini iss the leader of Bravo Team. He is a great leader, and
 
 is unfortunately murdered after discovering a secret about the entire
 
 affair of the game. He lead Bravo Team greatly.
 
 
 
 ========================================================================
 
 4. W A L K T H R O U G H - J I L L   V A L E N T I N E
 
 ========================================================================
 
 
 
 A. MANSION AREA
 
 ---------------
 
 ITEMS: SHIELD
 
        DEFENSE KNIFE
 
        INK RIBBON
 
        BLUE GEM
 
        MANSION MAP
 
        SPEAR
 
        OIL CAN
 
        SWORD KEY
 
        SHOTGUN
 
        ACID ROUNDS
 
        HANDGUN BULLETS
 
        DOG COLLAR
 
        WHISTLE
 
        FAKE KEY
 
        ARMOR KEY
 
        LIGHTER
 
        ACID ROUNDS
 
        MASK
 
        SHOCKERS
 
        MASK II
 
        SHOTGUN II
 
        SHEILD KEY
 
        MASK III
 
        MASK IV
 
        WIND CREST
 
        PLANT INFECTANT
 
        HOOK
 
        GOLD
 
        WASP FOSSIL
 
        SHAPE BOX
 
        WOODEN EMBLEM
 
        PIANO PAGES
 
        PIANO COVER
 
        PIANO BOOK
 
        GOLD EMBLEM
 
        ARMOR KEY
 
        UMBRELLA MEDALLION
 
 
 
 
 
 DINING ROOM
 
 Learn the controls, and grab the INK RIBBON on the table. Then go to where
 
 Barry is. After the cut-scene, head through the nearby door.
 
 
 
 KENNETH ROOM
 
 Turn to Jill's left and then you'll see the very first zombie. Run back to
 
 the  DINING ROOM.
 
 
 
 DINING ROOM
 
 After the cut-scene, head back to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Search behind the staircase, and upstairs. Then go back and talk to Barry.
 
 After he leaves, go to the door to the right, opposite the door leading to
 
 the DINING  ROOM.
 
 
 
 STATUE ROOM
 
 There is an opening to the left covered by a dresser, which you should push
 
 to  the right. Head into  the opening. On the shelf, grab the shining item.
 
 It is the DEFENSE KNIFE, and  it comes in handy. On your way back, a zombie
 
 will  attack you, but if you almost get bitten, Jill will automatically use
 
 the  DEFENSE KNIFE so you can evade the zombie. EVADE THE THING, or KILL IT.
 
 
 
 You can kill it by pushing the dresser in front of the opening, trapping it.
 
 Then use the KNIFE and KNIFE away at it.
 
 
 
 To get the MANSION MAP, push the dresser back in front of the opening. Using
 
 A, climb on top of the dresser, and jump down on the opposite side. Then 
 
 push
 
 the  dresser towards the statue, until it stops. Climb on it, and then head
 
 to the shining item on the statue. Grab it, and its the MANSION MAP.
 
 
 
 Return to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head up the stairs, and to the door directly on top of the staircase.
 
 
 
 GRAVEYARD
 
 Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows. Wander
 
 the graveyard until you see a casket. Inspect it, and there's an indentation
 
 of a spear. Inspect a gate you see, and its locked. There is an item behind 
 
 it.
 
 Return to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Take the stairs to JILL'S left. Take the double doors into the UPPER DINING
 
 ROOM.
 
 
 
 UPPER DINING ROOM
 
 You might want to kill that zombie on the left. The KNIFE is somewhat 
 
 effective.
 
 The CODE: Veronica X method of slashing at the legs is really difficult, so 
 
 just
 
 try to dodge. See the statue? Push it forward and then push it over the gap 
 
 in
 
 the railing. It'll fall down. Circle the UPPER DINING ROOM and grab the 
 
 DEFENSE
 
 KNIFE. Do not waste it. Head back to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Return to the DINING ROOM.
 
 
 
 DINING ROOM
 
 Head to where the statue fell? Run there and pick up the BLUE GEM Return to 
 
 the
 
 KENNETH ROOM.
 
 
 
 KENNETH ROOM
 
 Head left and watch for the zombie on the other side of the hall. Head to 
 
 the
 
 door  left of where Kenneth was killed. Search him for an item.
 
 
 
 FAR LEFT STAIRS
 
 Circle the hall, until you reach the stairs. Grab the 2 GREEN HERBS. Head
 
 yourself if you must. Up the stairs is a door you should go through.
 
 
 
 Z HALL
 
 If you check the map, the place looks like a Z. Head down the hall, and
 
 kill any  zombies you may see. Down the hall, you should see a shiny item.
 
 Grab the Spear. Under the big mirror near where you found the SPEAR are
 
 HANDGUN BULLETS. Go to the door on the map that leads to the UPPER DINING 
 
 HALL.
 
 
 
 UPPER DINING HALL
 
 Head back to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Return to the graveyard.
 
 
 
 GRAVEYARD
 
 Head to where you saw the Spear indentation. Examine the Spear using the 
 
 MIDDLE
 
 option when you select the item. The head of the Spear should remain, and 
 
 you
 
 should use it on the casket. Stairs will be revealed. Go down them.
 
 
 
 MACHINERY ROOM
 
 Wander through this room until you see a BOOK. Grab it. Examine the BOOK in 
 
 your
 
 item list. You'll notice by the entrance 4 faces above 4 tombs. Remember 
 
 that
 
 for later. Return to the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Return to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head to the STATUE ROOM.
 
 
 
 STATUE ROOM
 
 Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and
 
 read the  book. Take the SWORD KEY and use it on the door.
 
 
 
 L HALL
 
 Head through, and you'll hear a window crack. Run through, and push the far
 
 cabinet back to get HANDGUN BULLETS. Head to the M HALL.
 
 
 
 M HALL
 
 Run to the nearest door and use your SWORD KEY. Enter.
 
 
 
 DOG AREA
 
 Run down and grab the GREEN HERBS. Grab the PLANT INFECTANT from the
 
 wheelbarrow, too. Return to the M Hall.
 
 
 
 M HALL
 
 Use the SWORD KEY on the next door. Enter the BATHROOM.
 
 
 
 BATHROOM
 
 Look around, and drain the tub. Grab the DEFENSE KNIFE
 
 from the tub. Return to the M HALL.
 
 
 
 M HALL
 
 Run toward the next door. Enter the CEILING ROOM.
 
 
 
 CEILING ROOM
 
 Run across to the other door leading to the SHOTGUN RACK ROOM.
 
 
 
 SHOTGUN RACK ROOM
 
 Take the INK RIBBON. The take the SHOTGUN. After you take it,
 
 leave.
 
 
 
 CEILING ROOM
 
 The ceiling begins to drop.
 
 
 
 M HALL
 
 You are back in the M HALL. Head through the double doors nearest you.
 
 
 
 DOOR HALL
 
 Head to the door to Jill's right.
 
 
 
 RIGHT STAIRS
 
 Kill the zombie, and enter the LEFT STAIRS SAVE ROOM.
 
 
 
 RIGHT STAIRS SAVE ROOM
 
 Grab the OIL CAN you find, along with some GRENADE. Deposit both
 
 into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill
 
 your OIL CAN with OIL so you can burn any zombies you kill.
 
 Save the game, and head out.
 
 
 
 RIGHT STAIRS
 
 Climb the stairs. Kill the zombies, or dodge them, and head right. Turn
 
 left at the corner, and enter into the U HALL.
 
 
 
 U HALL
 
 Dodge all the zombies, and turn right into the door. This is the STUDY.
 
 
 
 STUDY
 
 Grab the WHISTLE and the LIGHTER. Exit the way you came.
 
 
 
 U HALL
 
 Run all the way to the end, passing all doors until you get to the very
 
 last one. Dodge all zombies, and head into the MAIN HALL.
 
 
 
 MAIN HALL
 
 Barry will give you ACID ROUNDS. Run across the room into the UPPER DINING
 
 ROOM.
 
 
 
 UPPER DINING ROOM
 
 Run to the right of Jill, to the second door on the end. She is in the LEFT
 
 STAIRS HALLWAY.
 
 
 
 LEFT STAIRS HALLWAY
 
 Head to the nearest door, without entering the stair area.
 
 
 
 STAIN GLASS BALCONY
 
 In front of that Stain Glass, equip the SHOTGUN and use the Whistle. Dogs
 
 will attack you, so kill them quickly. Grab the shining item on the floor.
 
 It is a DOG  COLLAR. Inspect it, and you pull out some sort of JEWEL.
 
 Inspect the JEWEL in all  areas and you get a FAKE KEY. Return to the LEFT
 
 STAIRS HALLWAY.
 
 
 
 LEFT STAIRS HALLWAY
 
 Return to the UPPER DINING ROOM.
 
 
 
 UPPER DINING ROOM
 
 Head to the Z HALL.
 
 
 
 Z HALL
 
 Run to the door you first entered this room from, and turn right. Enter the
 
 door you see. It is the BLADE ROOM.
 
 
 
 BLADE ROOM
 
 Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle 
 
 occurs.
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! BLADE PUZZLE !!!                                                      
 
 |
 
 |Take the FAKE KEY and USE it in the opening where you took the SHEILD KEY. 
 
 |
 
 |The blade that's going after you should stop.                              
 
 |
 
 ---------------------------------------------------------------------------
 
 
 
 Take the ARMOR KEY. Leave for the Z HALL.
 
 
 
 Z HALL
 
 Run toward the UPPER DINING HALL.
 
 
 
 UPPER DINING HALL
 
 Take the door next to the one you just came through, into the LEFT STAIRS.
 
 
 
 LEFT STAIRS
 
 Head down the stairs you see after dispatching the zombies. A super-zombie
 
 might go after you, so be very careful. At the bottom, head into the door
 
 nearest you.
 
 
 
 LEFT STAIRS SAVE ROOM
 
 Prepare any of your items if necessary. Then leave.
 
 
 
 LEFT STAIRS HALLWAY
 
 Run across the hallway, and head back up the staircase. Return to the
 
 UPPER DINING HALL.
 
 
 
 UPPER DINING HALL
 
 Head over to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head down the stairs, and to the DINING HALL.
 
 
 
 DINING HALL
 
 Head to the KENNETH ROOM.
 
 
 
 KENNETH ROOM
 
 From this hall, head all the way right, and turn left at the corner.
 
 Head down the stairs, and unlock the door. Head back up the staircase, and
 
 to the door you just passed. Unlock it with the ARMOR KEY. But do not go
 
 through yet. Head to the DINING ROOM.
 
 
 
 DINING ROOM
 
 From here, head to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head upstairs to the UPPER DINING HALL.
 
 
 
 UPPER DINING HALL
 
 From here, go to the LEFT STAIRS.
 
 
 
 LEFT STAIRS
 
 From here, take the stairs down, and run down passed the LEFT STAIRS
 
 SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options
 
 YES and NO come up, select YES so you can discard the SWORD KEY. Head 
 
 inside.
 
 
 
 STORAGE ROOM
 
 Do not grab the BROKEN SHOTGUN. Just grab the SHOCKER. Leave.
 
 
 
 LEFT STAIRS HALLWAY
 
 Head to the door to the right of Jill, unlocking it with the ARMOR KEY.
 
 
 
 F HALL
 
 Notice on the map that this hall looks like an F? OK, run down a bit
 
 and grab the SHOCKER. Then head further down, turn the corner and enter the
 
 VINE ROOM.
 
 
 
 VINE ROOM
 
 Run over to the machine pumping the water and use the PLANT INFECTANT. Once
 
 it is submerged into the water, examine the machine again and select YES.
 
 Then select the first option you see. The vines will then die from the PLANT
 
 INFECTANT. Grab the MASK you see on the wall.
 
 
 
 NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of
 
 this game, it is suggested you only take them when you run out of healing
 
 supplies. They will still be here when you return from the GUARDHOUSE, and
 
 by then, this place will be a Hunter festival. Pick these GREEN HERBS up
 
 when you return from the GUARDHOUSE, or when you really, really need them.
 
 
 
 Head back to the F HALL.
 
 
 
 F HALL
 
 Run back to the door you used to get to this hall for the first time, and 
 
 turn
 
 left. Run down, and zombies will bust in from the windows! IGNORE THEM and 
 
 run.
 
 Turn the next left you see, and head through the nearest door. Grab the 
 
 DEFENSE
 
 KNIFE, and head to the TIGER STATUE ROOM nearby.
 
 
 
 TIGER STATUE ROOM
 
 Head to the TIGER STATUE and use the BLUE GEM. You will get SHOTGUN SHELLS. 
 
 Head
 
 back to the F HALL.
 
 
 
 F HALL
 
 The zombies that popped through the window are on the left. Let them bite 
 
 you,
 
 and use DEFENSE KNIFE or SHOCKER against one of them to save ammo. Head into 
 
 the
 
 door nearby.
 
 
 
 BEDROOM
 
 Head to the desk across the room, passed the bed. On the bed is HANDGUN 
 
 BULLETS.
 
 On the desk is a diary. After reading it, a zombie attacks you. Kill it (you 
 
 will
 
 probably need a DEFENSE KNIFE. Exit.
 
 
 
 F HALL
 
 Head to the door to the right, and kill the zombies you haven't killed. Head
 
 through the door on the right. It leads to the KENNETH ROOM.
 
 
 
 KENNETH ROOM
 
 Head to the DINING HALL.
 
 
 
 DINING HALL
 
 Head to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head upstairs. Head to the door to the right of the one leading to the U 
 
 HALL.
 
 Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL.
 
 
 
 U HALL
 
 Unlock the single door nearby using the ARMOR KEY. Before entering it, 
 
 unlock
 
 the double doors you see nearby with the ARMOR KEY. Head to the RIGHT 
 
 STAIRS.
 
 
 
 RIGHT STAIRS
 
 Here, go to the door passed the staircase leading down and unlock it with 
 
 the
 
 door. Do not enter it yet. Head down into the DOOR HALL.
 
 
 
 DOOR HALL
 
 Unlock the door down the hall, near the open space, using the ARMOR KEY. 
 
 When
 
 the YES or NO option comes up, select YES so you can discard the ARMOR KEY. 
 
 Do
 
 not go through, yet. Return to the RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 Return to the U HALL.
 
 
 
 U HALL
 
 Return to the single door you unlocked a few minutes ago.
 
 
 
 RICHARD ROOM
 
 You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to 
 
 the
 
 U HALL.
 
 
 
 U HALL
 
 Head to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head into the door you just unlocked. It leads to the FOREST BALCONY.
 
 
 
 FOREST BALCONY
 
 Run across. Grab the HANDGUN BULLETS you see. Run down and you'll see a 
 
 familiar
 
 person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in 
 
 the
 
 SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE 
 
 LAUNCHER
 
 from him if you didn't see Barry here, and run down. Grab the GREEN HERBS. 
 
 Forest
 
 will then attack you, so use the SHOTGUN or the GRENADE LAUNCHER to kill 
 
 this
 
 tough zombie. Exit back into the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head into the first floor, and into the DINING ROOM.
 
 
 
 DINING ROOM
 
 Head into the KENNETH ROOM.
 
 
 
 KENNETH ROOM
 
 Head into the F HALL.
 
 
 
 F HALL
 
 Head into the LEFT STAIRS HALLWAY.
 
 
 
 LEFT STAIRS HALLWAY
 
 Head into the LEFT STAIRS SAVE ROOM.
 
 
 
 LEFT STAIRS SAVE ROOM
 
 Grab the SERUM from the shelf and rearrange your items. Make sure you have 
 
 the
 
 HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK and the
 
 ARMOR KEY. Return to the LEFT STAIRS HALLWAY.
 
 
 
 LEFT STAIRS HALLWAY
 
 Return to the F HALL.
 
 
 
 F HALL
 
 Head to the KENNETH ROOM.
 
 
 
 KENNETH ROOM
 
 Return to the DINING ROOM.
 
 
 
 DINING ROOM
 
 Return to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Return to the U HALL.
 
 
 
 U HALL
 
 Head into the RICHARD ROOM.
 
 
 
 RICHARD ROOM
 
 Heal Richard. After you heal him (he doesn't die from poison this time, like
 
 in the original version), head to the door to the left of Richard. Grab the 
 
 2
 
 GREEN HERBS, too.
 
 
 
 SMALL L HALL
 
 This is a smaller L HALL. Kill the zombie you see, and run to the door 
 
 passed
 
 it (to the left of the door you used to enter this hall).
 
 
 
 SMALL DINING ROOM
 
 This is a SMALL DINING ROOM. Grab the HANDGUN BULLETS on the table. Then go 
 
 to the
 
 candles you see on the table and light them with the LIGHTER (I told you to 
 
 go
 
 get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf? 
 
 Push
 
 it to the right to reveal a secret annex room. There is a zombie, so kill 
 
 it!
 
 Examine the display shelf in this annex for some PIANO PAGES. Return to the
 
 SMALL L HAKLL.
 
 
 
 SMALL L HALL
 
 Return to the RICHARD ROOM.
 
 
 
 RICHARD ROOM
 
 Return to the U HALL.
 
 
 
 U HALL
 
 Head into the double doors into the KNIGHT ROOM.
 
 
 
 KNIGHT ROOM
 
 The knight statues move, but do not worry. Nothing in this room can kill 
 
 you.
 
 
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! KNIGHT PUZZLE !!!                                                     
 
 |
 
 | Your objective is to push all the statues back into their normal 
 
 position.|
 
 | -Have Jill push the FAR LEFT first.                                       
 
 |
 
 | -Have Jill push the CLOSER RIGHT STATUE next.                             
 
 |
 
 | -Have Jill push the FAR RIGHT STATUE next.                                
 
 |
 
 | -Have Jill push the FAR LEFT STATUE again.                                
 
 |
 
 | -Have Jill push the CLOSER LEFT STATUE.                                   
 
 |
 
 | -Have Jill push the FAR RIGHT statue again.                               
 
 |
 
 | -Have Jill push the CLOSER RIGHT STATUE next.                             
 
 |
 
 | -Have Jill push the CLOSER LEFT STATUE again.                             
 
 |
 
 | -Have Jill push the CLOSER RIGHT STATUE next.                             
 
 |
 
 |                                                                           
 
 |
 
 | Voila! Examine the center podium, and press the button. A painting 
 
 slides.|
 
 | Grab it, and it is a SHAPE BOX.                                           
 
 |
 
 ----------------------------------------------------------------------------|
 
 
 
 We will solve it later. For now, insert it in the ITEM BOX. To do that, head
 
 to the RIGHT STAIRS SAVE ROOM.
 
 
 
 U HALL
 
 Head to the RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 Return to the RIGHT STAIRS SAVE ROOM.
 
 
 
 RIGHT STAIRS SAVE ROOM
 
 Savem, and deposit the GRENADE GUN and SHAPE BOX. Barry has also left some 
 
 items
 
 here for you, like FIRST AID SPRAY, HANDGUN BULLETS and FLAME ROUNDS. 
 
 Deposit
 
 them. Head back out.
 
 
 
 RIGHT STAIRS
 
 Apparently, we can't get back into the DOOR HALL anymore, so head up the 
 
 stairs,
 
 and to the you had unlocked earlier.
 
 
 
 DEER HEAD ROOM
 
 Head to the door to the right first. Grab the RED HERB and GREEN HERB.
 
 
 
 BEDROOM 2
 
 Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to find
 
 FIRST AID SPRAY. Return to the DEER HEAD ROOM.
 
 
 
 WASP ROOM
 
 (Tixus' worst nightmare! :P)
 
 Grab the file on the desk, and read it (if you can). Near the desk is a 
 
 display
 
 of bugs. Grab the HOOK. Run to the display to the right of the door and grab 
 
 the
 
 GOLD WASP FOSSIL. Combine it with the HOOK you found to make HOOKED GOLD 
 
 WASP
 
 FOSSIL. Head to the display to the left of the door and grab the WASP 
 
 FOSSIL.
 
 After grabbing it, use the GOLD WASP FOSSIL and attach it to the bug 
 
 display.
 
 Head back to the bug display on the right of the door and use the WASP 
 
 FOSSIL.
 
 Then press the button.
 
 
 
 ..suddenly, the WASP FOSSIL comes to life! Kill it! It's harmless, Tixus, 
 
 don't
 
 worry! :P
 
 
 
 Grab the WIND CREST you see. Return to the RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 Head to the U HALL.
 
 
 
 U HALL
 
 Head to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head to the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Head down the stairs to the MACHINERY ROOM.
 
 
 
 MACHINERY ROOM
 
 Remember the 4 tombstones I told you to remember? Well, use the MASK from 
 
 the VINE
 
 ROOM on the first tombstone. You'll see a really, really disturbing 
 
 cut-scene.
 
 Afterwards, return to the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Head to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head into the DINING ROOM.
 
 
 
 DINING ROOM
 
 Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces 
 
 available
 
 in your inventory, then grab it (make sure one of your 6 or less items is 
 
 the PIANO
 
 PAGES). Head into the KENNETH ROOM.
 
 
 
 KENNETH ROOM
 
 Head into the single door you unlocked (NOT the one you unlocked at the 
 
 bottom
 
 of the stairs).
 
 
 
 PIANO ROOM
 
 Head to the area passed the piano. There is a shelf. Push it to the left to
 
 reveal PIANO COVER. Combine that with the PIANO PAGES to make a PIANO BOOK.
 
 Use the PIANO BOOK on the piano. After a wall rises, head into the annex
 
 and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't
 
 get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it.
 
 
 
 Return to the KENNETH HALL.
 
 
 
 KENNETH HALL
 
 Head to the DINING ROOM.
 
 
 
 DINING ROOM
 
 Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used
 
 to be.
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! CLOCK PUZZLE !!!                                                    |
 
 | The clock's internal parts will be revealed. Head to them. When         |
 
 | examining the clock, opt to move the HOUR HAND twice. When the clock is |
 
 | at 6:00, press B and you will get a ARMOR KEY.                         |
 
 ---------------------------------------------------------------------------
 
 
 
 Return to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head to the STATUE ROOM.
 
 
 
 STATUE ROOM
 
 Head to the DOG HALL.
 
 
 
 DOG HALL
 
 Head to the M HALL.
 
 
 
 M HALL
 
 Head to the DOOR HALL.
 
 
 
 DOOR HALL
 
 Head to the single door you unlocked. It is the CROW HALL.
 
 
 
 CROW HALL
 
 There is a puzzle abound.
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! PICTURE PUZZLE !!!                                                  |
 
 | The painting with the sword must be colored orange/red on both sides    |
 
 | (because the paintings appear on both sides). The middle painting must  |
 
 | be colored purple. The last painting must be colored GREEN. Adjust the  |
 
 | painting from both sides to make the above colors correspond. Then press|
 
 | the woman painting.                                                     |
 
 ---------------------------------------------------------------------------
 
 
 
 The wall rises, leading to the area behind the locked gate in the GRAVEYARD.
 
 Grab the MASK II. Unlock the door leading to the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Head down the stairs into the MACHINERY ROOM.
 
 
 
 MACHINERY ROOM
 
 Attach MASK II into the 4th tomb. Again, another disturbing cut-scene.
 
 Head back to the CROW HALL.
 
 
 
 CROW HALL
 
 Head to the DOOR HALL.
 
 
 
 DOOR HALL
 
 Head to the RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM.
 
 
 
 RIGHT STAIRS SAVE ROOM
 
 Make sure you have the GRENADE LAUNCHER. Leave.
 
 
 
 RIGHT STAIRS
 
 Head upstairs into the U HALL.
 
 
 
 U HALL
 
 Head into the RICHARD ROOM.
 
 
 
 RICHARD ROOM
 
 Head into the SMALL L HALL.
 
 
 
 SMALL L HALL
 
 Climb the small stairs and use the ARMOR KEY to unlock the door.
 
 Dispose of the ARMOR KEY.
 
 
 
 ATTIC
 
 A boss awaits...
 
 
 
 ========================================
 
 BOSS # 1: YAWN
 
 DIFFICULTY: HARD
 
 Use the Acid Rounds you got from Barry, and start shooting it with the
 
 GRENADE LAUNCHER. Half way through the battle, Richard will interfere.
 
 Shoot the Snake some more, and Richard will leave the battle. When you
 
 run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting
 
 it. Eventually, the YAWN should run away.
 
 
 
 During the fight, the Yawn attacks with its mouth, so keep moving. If you
 
 get hit by the Yawn, you will get POISONED.
 
 ========================================
 
 
 
 [NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies
 
 around the mansion. They are resurrected zombies of ones you've killed.
 
 Watch out, and keep the Shotgun equiped. They are as fast as Hunters,
 
 and even slash you like Hunters.]
 
 
 
 Do not forget to grab the MASK III.
 
 
 
 RICHARD ROOM
 
 Head over to the RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 Head to the RIGHT STAIRS SAVE ROOM.
 
 
 
 RIGHT STAIRS SAVE ROOM
 
 Withdraw the SHAPE BOX. Go to the item screen and the CHECK option.
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! SHAPE BOX PUZZLE!!!                                                 |
 
 | I don't know the exact solution, but you must basically fiddle with all |
 
 | the buttons until the box shakes, and then press one more button to get |
 
 | the box open. Inside is MASK IV.                                        |
 
 ---------------------------------------------------------------------------
 
 
 
 With MASK IV, our next destination is that MACHINERY ROOM. Head to the
 
 RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 Head to the U HALL.
 
 
 
 U HALL
 
 Head to the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head to the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Head to the MACHINERY ROOM.
 
 
 
 MACHINERY ROOM
 
 Insert MASK III into tomb 3 and MASK IV into tomb 2. The big
 
 casket above will fall, and a SUPER CRIMSON HEAD will fight
 
 you. Use the GRENADE LAUNCHER to quickly kill it, because
 
 this is a tough zombie. At least 6 FLAME ROUNDS are needed
 
 to put this guy down.
 
 
 
 [NOTE: I think that zombie is the late Trevor Spencer. Eerie.]
 
 
 
 Check the casket for an UMBRELLA MEDALLION. There are also
 
 SHOTGUN SHELLS. Return to the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Head through the gate to the CROW HALL.
 
 
 
 CROW HALL
 
 Head to the DOOR HALL.
 
 
 
 DOOR HALL
 
 Head to the small hall across from the door you are at.
 
 Head through the door you see, into the EXIT HALL.
 
 
 
 EXIT HALL
 
 Run down this outside hallway until you see a door. A zombie
 
 dog will also show up, so kill it. Near the door is an engraving.
 
 Put the UMBRELLA MEDALLION in it. Head through the door.
 
 
 
 -----------------------------------
 
 
 
 Well, we've finished PART 1 of Jill's mission in this evil
 
 mansion. The guardhouse is coming up, with a vengeance, and
 
 it will definitely be harder than the first part of the mission.
 
 Make sure you've gotten many supplies from the Mansion before
 
 leaving, as immortals, sharks, plants and green bastards are
 
 going to show up.
 
 
 
 B. GUARDHOUSE AREA
 
 ------------------
 
 ITEMS: SHOCKER
 
        FIRST AID SPRAY
 
        SUN CREST
 
        STAR CREST
 
        MOON CREST
 
        MAGNUM
 
        001 KEY
 
        RED BOOK
 
        CONTROL ROOM KEY
 
        MINI GUN
 
        MAGNUM BULLETS
 
        SHOTGUN SHELLS
 
        GALLERY KEY
 
 
 
 SHED
 
 Head down to the shining items, and grab both the SHOCKER and
 
 the FIRST AID SPRAY. You will need both. Head through the door
 
 down the small stairs. It is the OUTSIDE PATHWAY.
 
 
 
 OUTSIDE PATHWAY
 
 RUn down this pathway until you see spinning arrows. Brad or
 
 Barry will contact you through the radio. On the red arrow,
 
 move it to the WEST POSITION. When you get to the blue arrow,
 
 turn it NORTH. The gate will unlock. Keep your weapons handy.
 
 
 
 CROW GRAVEYARD
 
 Another graveyard? And it has crows! Equip something like the
 
 HANDGUN or SHOTGUN, and start shooting them all from your
 
 position. They'll attack you... but it is worth it to kill them.
 
 
 
 Once they are all dead, run down and turn right when there is a
 
 space between the tombstones. You'll run into 2 large tombstones.
 
 Insert the WIND CREST into the right tombstone. 3 new CRESTS are
 
 revealed. Grab them. If you cannot grab all 3, grab as many as
 
 you can and take them to the left tombstone.
 
 
 
 Check the back of each crest before inserting them into the left
 
 tombstone. Your reward is the MAGNUM! This is needed for PART 3.
 
 
 
 Return to the main part of the graveyard and turn right through
 
 the gate.
 
 
 
 OUTSIDE PATHWAY 2
 
 Run down this pathway after a weird cut-scene. You'll see a
 
 COTTAGE. Go through. Use the map to guide you if you cannot
 
 find the COTTAGE.
 
 
 
 COTTAGE
 
 [WARNING: The Nemesis of RE1 is about to come.]
 
 
 
 Enter, and run up the stairs. Grab the COURTYARD MAP and run
 
 passed the bed. There is an ITEM BOX nearby. SAVE at the
 
 TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
 Grab the SQUARE CRANK.
 
 
 
 Now attempt to leave and you will see a cut-scene. After
 
 the cut-scene, a boss fight hits.
 
 
 
 ========================================
 
 BOSS # 2: LISA "GODDAMN" TREVOR
 
 DIFFICULTY: IMPOSSIBLE
 
 Your goal: Get the hell out of there. 3 hits from this immortal
 
 boss will kill you, and it will not be good at all. Head out,
 
 and be quick. Don't even try to shoot this thing, because she
 
 just won't die!!!
 
 
 
 ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
 
 
 
 [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
 
 is now after us. Not good at all.]
 
 ========================================
 
 
 
 OUTSIDE PATHWAY 2
 
 Run back to the CROW GRAVEYARD.
 
 
 
 CROW GRAVEYARD
 
 Run back to the OUTSIDE PATHWAY.
 
 
 
 OUTSIDE PATHWAY
 
 Run back to the SHED.
 
 
 
 SHED
 
 Head through the DOUBLE DOORS.
 
 
 
 GARDEN
 
 Brad will try to contact you. Afterwards, kill all the zombie
 
 dogs you see. Grab all the GREEN HERBS and head through the gate.
 
 
 
 POND ROOM
 
 Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK
 
 there. The pond will drain. Head down the ladder, across the pond,
 
 and up to the lift.
 
 
 
 GUARDHOUSE GARDEN
 
 There are crows here. Shoot them with your HANDGUN or SHOTGUN.
 
 You'll notice that since you drained the pond, the water is flowing
 
 in front of a secret passage. Looks like we have to find a way to
 
 get there without having to drain the pond. (Why couldn't Jill just
 
 go swimming?) There is a non-functioning lift that will take you back
 
 to the GARDEN, so our goal for the rest of this and next mission is
 
 to find a battery which will work that elevator. ~~__~~
 
 
 
 Head into the gate.
 
 
 
 GUARDHOUSE ENTRANCE
 
 Snakes will pour in on Jill, so watch out. Grab any HERBS you see.
 
 Head through the door at the end.
 
 
 
 GUARDHOUSE HALLWAY
 
 Eerie... Turn right and enter the first door to the right.
 
 
 
 GUARDHOUSE SAVE ROOM
 
 Grab the INK RIBBON, SHOCKER and FIRST AID SPRAY. You will want to
 
 rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/
 
 AMMO, and a couple of HERBS. The HANDGUN might be useful, but it
 
 won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill
 
 your OIL CAN, too. Now that we are set, head outside.
 
 
 
 GUARDHOUSE HALLWAY
 
 Head to the double doors to the very right of the hall.
 
 
 
 SPIDER POOL ROOM
 
 Ahhh! Spiders!!! Kill the thing with the FLAME ROUNDS before it is
 
 too late. If they poison you, use one of the BLUE HERBS that can
 
 be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY.
 
 Head up the stairs to the pool table and shoot down the next spider.
 
 
 
 EXAMINE THE POOL! Remember the COLORS of the corresponding POOL
 
 BALLS.
 
 
 
 2: BLUE
 
 3: RED
 
 4: PURPLE
 
 5: ORANGE
 
 6: GREEN
 
 
 
 If you remember that solution, then a door code will be insanely
 
 easy to remember.
 
 
 
 Head down the stairs to the table area and grab the RED BOOK, and
 
 other misc. items such as a FIRST AID BOX. Inside the FIRST AID
 
 BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS.
 
 
 
 GUARDHOUSE HALLWAY
 
 Return to the GUARDHOUSE SAVE ROOM.
 
 
 
 GUARDHOUSE SAVE ROOM
 
 Deposit everything you found in the other room except for the RED
 
 BOOK. Leave.
 
 
 
 GUARDHOUSE HALLWAY
 
 Push the crate into the hole in the branching arm of the hallway.
 
 This will cover evil vines that will hurt you from the floor.
 
 Push it in front of the other crate. Head through the door.
 
 
 
 GUARDHOUSE HALLWAY 2
 
 Run down and head into the 002 ROOM. You should here a mysterious
 
 cut-scene involving Barry.
 
 
 
 002 ROOM
 
 After the Barry cut-scene, grab the file on the desk. Go to the
 
 bookshelves you see and push the left one forward. Push the right
 
 bookshelf to the right to reveal a ladder. Go down.
 
 
 
 SECRET WATER TUNNEL
 
 Run until you see all the crates. Push them into the small water
 
 storage you see. When a bridge forms, head down and soak Jill's
 
 feet into the water and through the double doors.
 
 
 
 SHARK TANK
 
 In here is a shark called NEPTUNE. Run back out.
 
 
 
 SECRET WATER TUNNEL
 
 Return to the 002 ROOM.
 
 
 
 002 ROOM
 
 Head into the 002 BATHROOM.
 
 
 
 002 BATHROOM
 
 On the shelf is an 001 KEY. Grab it and leave.
 
 
 
 002 ROOM
 
 Head out into the GUARDHOUSE HALLWAY 2.
 
 
 
 GUARDHOUSE HALLWAY 2
 
 Head to the GUARDHOUSE HALLWAY.
 
 
 
 GUARDHOUSE HALLWAY
 
 Head into the only door you haven't gone through yet. Unlock
 
 it with the 001 KEY.
 
 
 
 001 ROOM
 
 Inside here is some weird little MINIGUN. There are also
 
 HNADGUN BULLETS here. Head into the bathroom/
 
 
 
 001 BATHROOM
 
 Drain the tub and grab the CONTROL ROOM KEY. Head out.
 
 
 
 001 ROOM
 
 Head out.
 
 
 
 GUARDHOUSE HALLWAY
 
 Return to the GUARDHOUSE HALLWAY 2.
 
 
 
 GUARDHOUSE HALLWAY 2
 
 Return to the 002 ROOM.
 
 
 
 002 ROOM
 
 Head down the ladder to the SECRET WATER TUNNEL.
 
 
 
 SECRET WATER TUNNEL
 
 Head to the SHARK TANK.
 
 
 
 SHARK TANK
 
 Run to the door that is red on the map of this room. Unlock
 
 it with the CONTROL ROOM KEY. Head inside.
 
 
 
 CONTROL ROOM
 
 In here, there will be a difficult puzzle.
 
 
 
 
 
 ---------------------------------------------------------------------------
 
 | !!!CONTROL ROOM PUZZLE!!!                                               |
 
 | Go down the ladder. Then go to the white board on the table and find the|
 
 | number on it, either being 1, 2 or 3. Now go to the giant window. Once  |
 
 | the shark breaks it and the countdown starts. Press the computer switch |
 
 | that is near the window. Then turn around (using the C-Stick) and make a|
 
 | diaganol run (  this direction) and press the computer switch there.   |
 
 | From that console, you'll then want to head directly left to where a    |
 
 | lever is and hit that one. Then head into the adjacent hallway and turn |
 
 | left so you see some sort of a tank that has the colors red and green   |
 
 | (which are really lights). When it asks you to press either BUTTONS 1, 2|
 
 | or 3, press the number which was on the board. Return to the second     |
 
 | computer console you pressed and press it again. Then return to the     |
 
 | lever and then switch it again. Then go back to where the shark is      |
 
 | banging and press that switch. The SHARK TANK will be drained.          |
 
 ---------------------------------------------------------------------------
 
 
 
 Go back to the adjacent hallway and take the door directly to the right.
 
 Then run to the previously water-blocked door.
 
 
 
 WATER ROOM
 
 Here, run through and head through the gate to the SHARK TANK.
 
 
 
 SHARK TANK
 
 With the water drained, run over to the platform and then attempt
 
 to grab the GALLERY KEY. But then the shark comes to life.
 
 
 
 ========================================
 
 BOSS # 3: NEPTUNE SHARK
 
 DIFFICULTY: Easy
 
 Your goal: Shoot it until it dies. You should have enough ammo.
 
 ========================================
 
 
 
 Run over and grab where the GALLERY KEY fell to. Then run to the door
 
 on the map leading into a WATER HALLWAY.
 
 
 
 WATER HALLWAY
 
 Run through here. Head for the next door.
 
 
 
 WATER HALLWAY 2
 
 grab the Magnum Rounds. Head for the door at the end up the ladder.
 
 
 
 SECRET WATER TUNNEL
 
 We end up back here, thankfully. Run back up the ladder to the 002
 
 ROOM.
 
 
 
 002 ROOM
 
 Run to the GUARDHOUSE HALLWAY 2.
 
 
 
 GUARDHOUSE HALLWAY 2
 
 Head to the GALLERY through the next door.
 
 
 
 GALLERY
 
 AKA WASP ROOM. Head and turn the first corner you see to a door.
 
 Luckily, Jill need not explore that (though Chris was not as lucky).
 
 Turn the next left corner to the corpse, and grab the BUG REPELLANT.
 
 Run back out to GUARDHOUSE HALLWAY 2.
 
 
 
 GUARDHOUSE HALLWAY 2
 
 Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole.
 
 Use the BUG REPELLANT through the hole to kill those bastards. Return
 
 to the GALLERY.
 
 
 
 GALLERY
 
 Run to where the wasps where and grab the 003 KEY from the desk. Then
 
 head to the 003 in the same room and open it up.
 
 
 
 003 ROOM
 
 Inside, go to the bookshelf with the red books. Grab the UMB BOOK and
 
 then place the RED BOOK inside.
 
 
 
 ---------------------------------------------------------------------------
 
 | !!!RED BOOK PUZZLE!!!                                                   |
 
 | The goal of this perverted puzzle is to align all the books for form a  |
 
 | nude woman. To do this, select a book and when you do, select the book  |
 
 | to swap places with it. Eventually you will form a nude woman.          |
 
 ---------------------------------------------------------------------------
 
 
 
 Once the puzzle is solved, head through the door to your next boss fight.
 
 
 
 PLANT 42 ROOM
 
 
 
 You're next boss fight awaits...
 
 
 
 ========================================
 
 BOSS # 4: PLANT 42
 
 DIFFICULTY: Easy
 
 Your goal: Head up the stairs and shoot the thing with FLAME ROUNDS.
 
 Continuously shoot it until it shrivels up and dies. Hurrah!
 
 
 
 It can poison you and constrict you in its vines... so be careful.
 
 Other than that, this boss shouldn't pose much difficulty. 10-12
 
 FLAME ROUNDS should put the thing down.
 
 ========================================
 
 
 
 After that boss is dead, head down the stairs and grab the HELMET KEY
 
 from the fire place. Return to the GALLERY via the double doors.
 
 
 
 GALLERY
 
 Run to the GUARDHOUSE HALLWAY 2.
 
 
 
 GUARDHOUSE HALLWAY 2
 
 Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he
 
 leaves, return to the GUARDHOUSE HALLWAY.
 
 
 
 GUARDHOUSE HALLWAY
 
 Here, run back to the GUARDHOUSE SAVE ROOM.
 
 
 
 GUARDHOUSE SAVE ROOM
 
 Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure
 
 you have your HELMET KEY. Save, too.
 
 
 
 GUARDHOUSE HALLWAY
 
 Exit to the outside.
 
 
 
 GUARDHOUSE ENTRANCE
 
 Run back down to the GUARDHOUSE GARDEN.
 
 
 
 GUARDHOUSE GARDEN
 
 Run to the lift and ride it the POND ROOM.
 
 
 
 POND ROOM
 
 Run across the pond and dodge the snakes. Head back to the GARDEN.
 
 
 
 GARDEN
 
 Head to the SHED.
 
 
 
 SHED
 
 There are many items here thanks to either Wesker or Barry. Grab them
 
 all, especially the ACID ROUNDS, because a new monster is going to
 
 show up. Head into the EXIT HALL.
 
 
 
 -----------------------------------
 
 
 
 Well, with Lisa running around, Plants to kill, and sharks to feed,
 
 I'm amazed we've made it so far! We are back in the mansion of hell
 
 and we must explore the remander of the mansion for more clues, perhaps
 
 clues that can get us behind the waterfall in front of the GUARDHOUSE.
 
 The return to the mansion isn't too long, and can range from 5 minutes
 
 to 15 minutes, depending on what ending you want to get.
 
 
 
 C. RETURN TO MANSION
 
 --------------------
 
 
 
 ITEMS: RED GEM
 
        YELLOW GEM
 
        GEM BOX
 
        MO DISC
 
        FIRST AID SPRAY
 
        RED WOLF/EAGLE BOOK
 
        BLUE WOLF/EAGLE BOOK
 
        WOLF MEDAL
 
        EAGLE MEDAL
 
        GREEN HERB
 
        RED HERB
 
        BLUE HERB
 
        BATTERY
 
        GEM CHEST
 
        GOLD KEY
 
 
 
 EXIT HALL
 
 Run down the hall and head into the DOOR ROOM.
 
 
 
 DOOR ROOM
 
 There is a Hunter here. Kill it. Head into the RIGHT STAIRS.
 
 
 
 RIGHT STAIRS
 
 There is a Hunter here. Kill it. Head into the RIGHT STAIRS
 
 SAVE ROOM.
 
 
 
 RIGHT STAIRS SAVE ROOM
 
 Recharge and save if you were hurt by the Hunters. Exit.
 
 
 
 RIGHT STAIRS
 
 Run up the stairs and turn left. Run to the very end, into
 
 the door.
 
 
 
 RESTING ROOM
 
 Grab all the HERBS here and then unlock the door in this room
 
 using the HELMET KEY.
 
 
 
 WALL HALL
 
 There is no snake here this time. There is a puzzle, though.
 
 
 
 ---------------------------------------------------------------------------
 
 | !!!WALL PUZZLE!!!                                                       |
 
 | OK. See the statue? Push it in through the opening into the main part of|
 
 | the room. Push it all the way. When the the walls stop moving, head back|
 
 | to the door and head behind the right wall. Run all the way and flip the|
 
 | switch. Run back the way you came and to where you push the statue. Push|
 
 | it left before the walls consume you. A secret passage will open.       |
 
 ---------------------------------------------------------------------------
 
 
 
 Head in, and you'll see a grave. Press the button. Grab the diaries
 
 while you are at it. Head down.
 
 
 
 HALLWAY
 
 Run down this hallway to the door at the end. Watch out for the zombies.
 
 
 
 
 
 D. TUNNELS AREA
 
 ---------------
 
 ITEMS: HEX CRANK
 
        ACID ROUNDS
 
        SHOTGUN SHELLS
 
        COMBAT KNIFE
 
        FUSE ADD-ON
 
        FUSE
 
        COMPLETE FUSE
 
        BROKEN FLAMETHROWER
 
        SHAPE BOX
 
        DEFENSE KNIFE
 
        UMBRELLA MEDALLION OUTLINE
 
        UMBRELLA MEDALLION
 
        UMBRELLA MEDALLION (2)
 
 
 
 TUNNEL 1
 
 Head to the first door on the right.
 
 
 
 TUNNEL 2
 
 Head to the only door in this tunnel.
 
 
 
 PIT ROOM
 
 Head for the door with HANDGUN BULLETS by it.
 
 
 
 ENRICO ROOM
 
 You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK.
 
 Run down the hallway to Enrico's left. Head for the door at the end.
 
 
 
 PIT ROOM
 
 We are back in the PIT ROOM. Head back to TUNNEL 2.
 
 
 
 TUNNEL 2
 
 There is a Hunter here for you to kill. Kill it. There are also ACID
 
 ROUNDS here. Grab 'em. Head for TUNNEL 1.
 
 
 
 TUNNEL 1
 
 Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the
 
 opportunity to save if you life, but make sure you have plenty of ammo.
 
 Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head
 
 through to the BOULDER ROOM.
 
 
 
 BOULDER ROOM
 
 Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!!
 
 After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through
 
 the doors at the other side of the hall near the boulder.
 
 
 
 GIANT SPIDER ROOM
 
 Not another boss!!
 
 
 
 ========================================
 
 BOSS # 6: BLACK WIDOW
 
 DIFFICULTY: Easy
 
 Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
 
 This boss is so pathetically easy, it isn't even funny. Shoot it with 5
 
 or 6 FLAME ROUNDS to permanantly kill it. It has its baby in there too,
 
 so dispose of that. You might get poisoned by its attacks... so
 
 watch out.
 
 ========================================
 
 
 
 There is a COMBAT KNIFE on the barrels like the one you started out with.
 
 If you want to conserve FLAME ROUNDS, then grab it. If you don't care to
 
 waste FLAME ROUNDS, do not grab it.
 
 
 
 There should be a door covered in web. Launch some FLAME ROUNDS at it or
 
 hack at it with the COMBAT KNIFE you just got. Head through.
 
 
 
 TUNNEL 3
 
 Turn right and head through the door.
 
 
 
 BOULDER ROOM 2
 
 Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder
 
 will start rolling down. Head through the door nearest you.
 
 
 
 STATUE ROOM
 
 See the statue on the wall? Push it right until it hits the BRONZE part
 
 of the wall. Run to the opposite wall and use the HEX CRANK. The statue
 
 will be away from the wall. Now push it to the dial in the middle. It
 
 will turn. Push it away from the dial and push it in the dial again to
 
 turn it a second time. Now push it to the space right of the candles
 
 (so it faces the player). You'll get this FUSE ADD-ON. Return to the
 
 BOULDER ROOM 2.
 
 
 
 BOULDER ROOM 2
 
 Return to TUNNEL 3.
 
 
 
 TUNNEL 3
 
 Head into the GIANT SPIDER ROOM.
 
 
 
 GIANT SPIDER ROOM
 
 Head back to BOULDER ROOM.
 
 
 
 BOULDER ROOM
 
 Head back to TUNNEL 1.
 
 
 
 TUNNEL 1
 
 In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head
 
 to TUNNEL 2. Save if you like.
 
 
 
 TUNNEL 2
 
 Head for the PIT ROOM.
 
 
 
 PIT ROOM
 
 Here, head over to the control panel you see at the end. Examine it to
 
 get some sort of FUSE. Combine it with the FUSE ADD-ON. It makes the
 
 COMPLETE FUSE. Insert it and press the code 4231.
 
 
 
 The pit in the middle of the room will activate- it's really a lift!
 
 Ride it down!
 
 
 
 BOTTOM SHAFT
 
 Run to the nearest door.
 
 
 
 LISA TUNNEL
 
 That **** from the woodshed beside the mansion is back.
 
 
 
 ========================================
 
 BOSS # 7: LISA "GODDAMN" TREVOR II
 
 DIFFICULTY: IMPOSSIBLE
 
 Your goal: Get the hell out of there. 3 hits from this immortal
 
 boss will kill you, and it will not be good at all. Head out,
 
 and be quick. Don't even try to shoot this thing, because she
 
 just won't die!!!
 
 
 
 ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
 
 
 
 [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
 
 is now after us. Not good at all.]
 
 ========================================
 
 
 
 To avoid her, double back and take the branching tunnel.
 
 Head through the door.
 
 
 
 CRATE ROOM
 
 Push the crate onto the lift. Then activate it. Leave.
 
 
 
 LISA TUNNEL
 
 Run back to where Barry is.
 
 
 
 BOTTOM SHAFT
 
 After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR
 
 3 HEALING ITEMS. Then go down the nearby ladder. The crate you
 
 sent away is here now. Go push it to the left and forward. Then
 
 press the button so the crate is crushed. Jump down to where the
 
 crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL.
 
 
 
 LISA TUNNEL
 
 Keep avoided her and head for the locked door. Take the tunnel
 
 toward where you headed for the CRATE ROOM. Flip the switch.
 
 Head to the locked door in the room using the map. See the little
 
 board next to it? Attach the BROKEN FLAMETHROWER there. Head
 
 through.
 
 
 
 CANDLE ROOM
 
 Run passed this weird candle area to a pool tunnel. Run across it.
 
 You'll be in a bedroom. You'll find another SHAPE BOX, like the one
 
 before you left the mansion. Also, there is a DEFENSE KNIFE here.
 
 Open the SHAPE BOX (no puzzle) and grab this HEX SHAPE. Combine it
 
 with the PSUEDO-UMBRELLA MEDALLION from the mansion and you'll get
 
 another UMBRELLA MEDALLION. Climb the ladder.
 
 
 
 COTTAGE
 
 Remember this area? This is where you first met Lisa. Our goal is
 
 now to return to the mansion. Yes, go back there. Head to the
 
 OUTSIDE PATHWAY 2.
 
 
 
 OUTSIDE PATHWAY 2
 
 Run back to the CROW GRAVEYARD.
 
 
 
 CROW GRAVEYARD
 
 Run back to the OUTSIDE PATHWAY.
 
 
 
 OUTSIDE PATHWAY
 
 Run back to the SHED.
 
 
 
 SHED
 
 Head back to the EXIT HALL.
 
 
 
 EXIT HALL
 
 Collect the UMBRELLA MEDALLION OUTLINE and combine it with the PSUEDO
 
 UMBRELLA MEDALLION that you used earlier. Head back to the DOOR ROOM.
 
 
 
 DOOR ROOM
 
 Aim for the CROW HALL.
 
 
 
 CROW HALL
 
 Head for the GRAVEYARD.
 
 
 
 GRAVEYARD
 
 Head for the MAIN HALL.
 
 
 
 MAIN HALL
 
 Head for the double doors underneath the stairs. Insert both
 
 UMBRELLA MEDALLIONS into the double doors. Head through.
 
 
 
 LONG TUNNEL
 
 Run down the stairs and across the boards until you reach the door.
 
 
 
 SHORT TUNNEL
 
 Run to this short tunnel until you get to the ladder. Go down the
 
 ladder.
 
 
 
 ALTAR ROOM
 
 There is a cut-scene with Barry. Jill... ooo! And... another Lisa
 
 boss.
 
 
 
 ========================================
 
 BOSS # 8: LISA "GODDAMN" TREVOR III
 
 DIFFICULTY: HARD
 
 If you notice... it has the eye of the G-Type William Birkin,
 
 from BioHazard 2 and the jump and power of Nemesis from BioHazard
 
 3: Last Escape. That can only mean one thing: this thing is as
 
 powerful as Nemesis and the G-Type combined! O/
 
 
 
 Give Barry his gun back. Then start shooting the hell out of the
 
 thing. When it falls over, keep shooting it. Barry will also
 
 help. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!
 
 
 
 Here's to you, Lisa! (_/_) (__)
 
 
 
 ----------------------------------------
 
 
 
 ALTERNATE STRATEGY
 
 
 
 See the stones in the corners of the room? Push them down into
 
 the chasm and Lisa will jump down, ending the battle. Thanks for
 
 KANE79 for this tip.
 
 ========================================
 
 
 
 ..anyway. Talk to Barry.
 
 
 
 Push all the stones down the pit. They are in the corners around
 
 the casket. The gate rises. Head through.
 
 
 
 LAKE COURTYARD
 
 We are back in the courtyard. Go to the statues around the lake
 
 and insert the EAGLE MEDAL and WOLF MEDAL. Then go down the stairs in
 
 the lake. Ride the lift down.
 
 
 
 ========
 
 It is time to switch to Disc 2. (Why couldn't they give a disc
 
 for each character?)
 
 ========
 
 
 
 Well, Disc 1 is officially finished. Well, fortunately Lisa is gone,
 
 so we don't have to deal with that G-Nemesis Type anymore.
 
 
 
 E. LABORATORY AREA
 
 ------------------
 
 
 
 ITEMS: MO DISK 2
 
        INK RIBBONS
 
        GREEN HERBS
 
        SLIDE CARTRIDGE
 
        MO Disk 3
 
        POWER ROOM KEY
 
        CAPSULE
 
 
 
 LABORATORY ENTRANCE
 
 Find the locked double doors. Near them are ladders to go down.
 
 
 
 LABORATORY SAVE ROOM
 
 Save, and pull out the MAGNUM. Head through the double doors.
 
 
 
 STAIRS
 
 Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the
 
 start of the stairs and grab the second MO Disk. Head down the stairs.
 
 Head through the gate.
 
 
 
 O ROOM
 
 Head to the door to your right.
 
 
 
 LAB HALL 1
 
 Collect the FIRST AID BOX. Then take the door to the left.
 
 
 
 X-RAY ROOM
 
 Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays
 
 and paste them onto the screen. If you do it right, you should get
 
 another word, CELL, based on the illnesses. Leave.
 
 
 
 LAB HALL 1
 
 Back to the O ROOM.
 
 
 
 O ROOM
 
 Head to the only open double doors in this room.
 
 
 
 COMPUTER ROOM
 
 Go to the operating computer. Sign in using the name "JOHN." The
 
 password is ADA (the same Ada in BioHazard 2). When you want to unlock
 
 the B2 floor, input the password, CELL. Return to the O ROOM.
 
 
 
 O ROOM
 
 Head back to the LAB HALL 1.
 
 
 
 LAB HALL 1
 
 Head into the first door to the right.
 
 
 
 OFFICE
 
 Grab the FAX after taking the Crimson Head down. You'll notice a
 
 weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the
 
 MO Disk on the desk's GameCube, too.
 
 
 
 LAB HALL 1
 
 Head for the O ROOM.
 
 
 
 O ROOM
 
 Return through the gates to the stairs.
 
 
 
 STAIRS
 
 Head to the now unlocked door near where you found MO DISK 2.
 
 
 
 PROJECTON ROOM
 
 Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers
 
 8462. Remember them. Was Wesker in that picture with the scientists?
 
 And is the woman there Annette Birkin, and the dark haired guy William
 
 Birkin? Hmmm... Grab the MO Disk from the shelf near the door.
 
 
 
 See that blinking panel near where you got the MO Disk? Enter the code
 
 from the slide in there. A new room will be revealed. grab the POWER
 
 ROOM KEY. Look at the console to see how Kenneth Sullivan died back
 
 in the beginning of the game.
 
 
 
 Leave.
 
 
 
 STAIRS
 
 You might be full on items, so deposit anything unuseful. Return to the
 
 O ROOM.
 
 
 
 O ROOM
 
 Unlock the single door with the POWER ROOM KEY.
 
 
 
 T HALL
 
 Take the door directly across from the entrance (not the one to the
 
 left).
 
 
 
 LABORATORY SAVE ROOM 2
 
 Unload anything you do not need. Leave.
 
 
 
 T HALL
 
 Turn left. Head through the double doors.
 
 
 
 CHIMERA HALL 1
 
 Watch out! There are enemies here that are as dangerous as the Hunters
 
 from the mansion and the tunnels! Turn a cautious left, and kill the
 
 first one you see. These are called Chimeras. Turn around and do not
 
 enter the door. Run around until you see a blue button. Press it, and
 
 you will get a CAPSULE. Head through the door now.
 
 
 
 CHIMERA HALL 2
 
 Head for the GameCube-looking console and insert an MO Disk inside.
 
 Run to the door at the end of this hall. Kill all Chimeras with the
 
 Magnum. Now return to CHIMERA HALL 1.
 
 
 
 CHIMERA HALL 1
 
 Head for the T HALL.
 
 
 
 T HALL
 
 Head for the O ROOM.
 
 
 
 O ROOM
 
 Use the POWER ROOM KEY to unlock the double nears near the door you
 
 just emerged from. Enter.
 
 
 
 STOREROOM
 
 Does this place remind me of Silent Hill? Anyway, push the shelf
 
 back and climb up the counter. Enter the vent.
 
 
 
 OPERATION ROOM
 
 Head through the other vent you see in this room. Kill the Chimeras.
 
 
 
 STOREROOM
 
 Find the GameCube-esque reader and insert an MO Disk inside.
 
 Then push the shelf away and exit.
 
 
 
 O ROOM
 
 Back here, head for the LAB HALL 1.
 
 
 
 LAB HALL 1
 
 Head for the first door on the right.
 
 
 
 OFFICE
 
 Radiate the CAPSULE in the weird blue thing. Once you get it back,
 
 WALK. WALK to the LAB HALL 1. WALK.
 
 
 
 LAB HALL 1.
 
 WALK to the O ROOM.
 
 
 
 O ROOM
 
 WALK to the T HALL.
 
 
 
 T HALL
 
 WALK to the CHIMERA HALL 1.
 
 
 
 CHIMERA HALL 1
 
 WALK to where you put the CAPSULE. Put it back in. Run to the
 
 CHIMERA HALL 2.
 
 
 
 CHIMERA HALL 2
 
 Run through the hall to the POWER ROOM.
 
 
 
 POWER ROOM
 
 Go to one of the 2 computer consoles you can access and press the
 
 YES option. Then leave.
 
 
 
 CHIMERA HALL 2
 
 Run for the CHIMERA HALL 1.
 
 
 
 CHIMERA HALL 1
 
 Run for the T HALL.
 
 
 
 T HALL
 
 Run to the other end of the hall into the elevator. Save in the
 
 nearby SAVE ROOM if you want. Power up the elevator. If you gave Barry
 
 his gun during the Lisa fight, he'll come in. If not, he won't be here.
 
 
 
 TYRANT ENTRANCE ROOM
 
 Enter through the door at the end.
 
 
 
 TYRANT ROOM
 
 Watch the cut-scene.
 
 
 
 ========================================
 
 BOSS # 9: TYRANT I
 
 DIFFICULTY: HARD
 
 After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
 
 the thing and dodging it. One hit can bring you down to Caution.
 
 It falls down after 9 or 10 shots from either gun.
 
 
 
 The Tyrant attacks using its dangerous claw. Keep moving, and keep
 
 shooting. The Tyrant is much toucher than Lisa, but not as invincible
 
 as Lisa.
 
 ========================================
 
 
 
 Go to Wesker's unconscious body and grab his diary. Wake Barry up, and
 
 head to the desk at the end of the room to unlock the door. Leave.
 
 
 
 TYRANT ENTRANCE ROOM
 
 Run to the elevator. Self destruct system. Grrrr.
 
 
 
 T HALL
 
 Run to the O ROOM.
 
 
 
 O ROOM
 
 Run to the LAB HALL 1.
 
 
 
 LAB HALL 1
 
 Head for the 3 green switches and flip them. Head through the door.
 
 
 
 PRISON TUNNEL
 
 Run down the stairs to the door at the end. Head through.
 
 
 
 JAIL CELL
 
 Talk to Chris. Then leave.
 
 
 
 PRISON TUNNEL
 
 Head back.
 
 
 
 LAB HALL 1
 
 Head to the O ROOM.
 
 
 
 O ROOM
 
 Head to the STAIRS.
 
 
 
 STAIRS
 
 Head up the stairs and through the door.
 
 
 
 LABORATORY SAVE ROOM
 
 SAVE!! Then head up the ladder.
 
 
 
 LABORATORY ENTRANCE
 
 Head for the double locked doors.
 
 
 
 ESCAPE TUNNEL
 
 Run through. Grab the FIRST AID BOXES and open them. Grab the BATTERY
 
 and ride the elevator. 3 minutes until detonation.
 
 
 
 MANSION ROOF
 
 Grab the FLARE CASE and USE it.
 
 
 
 ========================================
 
 BOSS # 10: TYRANT I
 
 DIFFICULTY: HARD
 
 After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
 
 the thing and dodging it. One hit can bring you down to Caution.
 
 Barry will be helping you.
 
 
 
 Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a
 
 rocket at it and the game ends.
 
 
 
 [NOTE: For a different ending, you can have Barry killed. Have the
 
 Tyrant strangle it, and then have it stab Barry with its claw. You
 
 will get a slightly different ending if you get Barry killed.]
 
 ========================================
 
 
 
 GAME OVER...
 
 
 
 ========================================================================
 
 5. W A L K T H R O U G H - C H R I S   R E D F I E L D
 
 ========================================================================
 
 
 
 A. MANSION AREA
 
 ---------------
 
 
 
 B. GUARDHOUSE AREA
 
 ------------------
 
 
 
 COMING SOON.
 
 
 
 C. RETURN TO MANSION
 
 --------------------
 
 
 
 COMING SOON.
 
 
 
 D. TUNNELS AREA
 
 ---------------
 
 
 
 COMING SOON.
 
 
 
 E. LABORATORY AREA
 
 ------------------
 
 
 
 COMING SOON.
 
 
 
 ========================================================================
 
 6. W E S K E R'S     R E P O R T
 
 ========================================================================
 
 
 
 If you pre-ordered the American Version of Resident Evil CODE: Veronica X,
 
 you got the Wesker's Report. If you didn't, it's here for you to read,
 
 because it bursts with seams of the original PSX RE1, RE2 and RE3
 
 information. Others may hate the Report because they can't think what Capcom
 
 is aiming with that, but I love it!
 
 
 
 ============
 
 INTRODUCTION
 
 ============
 
 "My name is Albert Wesker. I aspired to become a leading researcher at
 
 Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio
 
 Organic Weapons, better known as B.O.W., for development. But at the
 
 leader development training ground situated in Raccoon City, I met a
 
 brilliant and talented researcher who decided to take a different path;
 
 William Birkin.
 
 
 
 In time I shifted my position to S.T.A.R.S., a special force unit of
 
 the Raccoon Police Department. Umbrella, for crisis management reasons
 
 of their illegal Bio Organic Weapons development had many of its people
 
 working in the police department.
 
 
 
 I became the leader of S.T.A.R.S. and conducted all sorts of
 
 intelligence activities for Umbrella. As I continued to serve I devised
 
 my own plans and waited for the right time moment to execute them. Then
 
 at last, opportunity knocked.
 
 
 
 ==============
 
 1998 July 24th
 
 ==============
 
 The freak murder incidents that had occurred in the forest near the
 
 mansion started it all. The mansion was Umbrella's secret BOW
 
 laboratory and it was clear that the indevelopment T-Virus was the
 
 cause of the murder. Initially, Umbrella instructed me secretively to
 
 keep S.T.A.R.S. to the mansion, dispose of them, then report the
 
 situation to headquarters so that their combat with the B.O.W. could be
 
 used for data analysis allowing Umbrella a comprehensive portrait of
 
 the B.O.W.'s combat abilities.
 
 
 
 From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As
 
 expected, the top elite of S.T.A.R.S. gave all they had and became
 
 useful sample data. Then following, I geared up the Alpha Team to
 
 "search and rescue" the lost Bravo Team. The members of Alpha Team also
 
 proved their worth and as expected many died.
 
 
 
 There were five survivors from the initial eleven S.T.A.R.S. members.
 
 From the Alpha team were Chris Redfield, Jill Valentine and Barry
 
 Burton. And from the Bravo Team were Rebecca Chambers and Enrico
 
 Marini. It was time to begin executing my plans.
 
 
 
 In the midst of the whole affair I could take Umbrella's ultimate Bio-
 
 Organic Weapon, the Tyrant, and join forces with an opposing
 
 corporation of Umbrella. To buy into that opposing corporation I would
 
 need the actual combat data of the Tyrant. The surviving privileged
 
 members of S.T.A.R.S. were just the perfect bait.
 
 
 
 I decided to have one of them play the Judas and draw them to the
 
 Tyrant. That Judas was Barry. Barry was the strong truth and justice
 
 kind and cherished his family more than anything. His type is easy to
 
 manipulate. I just took that most important thing away from him.
 
 
 
 My only miscalculation was the high potential of Chris and Jill. But
 
 with the family man Barry playing Judas the scheme went as planned.
 
 Then the winds turn unexpectedly. I had to eliminate Enrico who found
 
 out what was behind it all. I used Barry to get to him.
 
 
 
 After I successfully got rid of that nuisance I awaited the sample
 
 specimen that Barry would bring to me in the Tyrant room. I injected
 
 the virus I obtained from Birkin in advance. If I made Umbrella believe
 
 I was dead, it made it far more convenient to sell myself to the
 
 opposing corporation.
 
 
 
 According to Birkin the virus had profound effects. It would put my
 
 body in a state of temporary "death". It would then bring me back to
 
 life with super human powers. Therefore I unleashed an awesome Tyrant
 
 from its slumber and let it attack me. As my consciousness faded away I
 
 was certain that the whole scheme would end in success.
 
 
 
 Never did I imagine that S.T.A.R.S. could slay the evil creation. I
 
 lost the Tyrant and the plan I devised which cost me my humanity ended
 
 in failure. Now anything and anyone who stood in my way would be
 
 terminated. It's been that way for a long time and it always will be.
 
 At all costs I had to make S.T.A.R.S. pay.
 
 
 
 =========
 
 September
 
 =========
 
 Two months had passed since the mansion incident.
 
 
 
 To regain everything I had lost in my new organization I joined hands
 
 with Ada Wong, a female agent who was also sent to spy on Umbrella. I
 
 knew in my bones that the key developer was William Birkin, but what he
 
 didn't know was that Umbrella did not play games...with anyone.
 
 
 
 Eventually, Birkin would be assassinated, and the G-virus would be in
 
 the hands of Umbrella. But the salvage team led by Hunk was ahead of
 
 us. By the time they got to Birkin, he'd already injected himself with
 
 the G-virus...he became his own creation, and decimated them. Soon
 
 after, the T-virus carried by rats spread throughout Raccoon City, and
 
 Umbrella faced its worst scenario.
 
 
 
 ==============
 
 September 28th
 
 ==============
 
 The good citizens became zombies, and the city had headed for its
 
 devastating fate. Humans were no match against zombies. In the chaos,
 
 Umbrella Europe applied a new type B.O.W., called "Nemesis". The
 
 Nemesis would hunt down and destroy the surviving member of S.T.A.R.S.,
 
 Jill. It became imperative that our organization would also obtain the
 
 Nemesis data.
 
 
 
 ==============
 
 September 29th
 
 ==============
 
 To cover up the whole affair, Umbrella jettisoned a Tyrant to take care
 
 of Leon and Claire, who were trying to unveil their secrets. Then,
 
 there was a new revelation. Birkin used to hide the findings of his
 
 studies in his daughter Sherry's pendant.
 
 
 
 It was very possible that the G-virus was there. While Umbrella was
 
 busy with their cover up, we had to capture Sherry before they did. I
 
 sent Ada undercover to seek the location of Sherry. I, the "dead man"
 
 on the other hand, had to work in the shadows.
 
 
 
 A spy's obligation and priority is in mission, to carry out the mission
 
 like a machine without any emotional interference. But through her
 
 interaction and involvement with Leon Scott Kennedy, there had been an
 
 affection growing inside her. My instincts sensed danger. Something had
 
 to be done, quickly. My instincts did not disappoint me.
 
 
 
 Even though Ada almost had her hands on the G-virus, which Leon had
 
 acquired from Sherry, that affection of her drove her to her death. But
 
 she was still of some use. I had to save her life. My people hurried to
 
 retrieve the G-virus that Leon threw away.
 
 
 
 But Hunk, the only survivor of Umbrella's salvage team, was there
 
 before us.
 
 
 
 ==============
 
 September 30th
 
 ==============
 
 Our only option left was to bring back Birkin, the monster, as the
 
 sample specimen and have him finish Leon and Claire in order to obtain
 
 his combat data.
 
 
 
 Although Birkin lost the battle to Leon and Claire, we succeeded in
 
 gathering samples of the G-virus from his dead body.
 
 
 
 ===========
 
 October 1st
 
 ===========
 
 In the morning the government bombed Raccoon city in an attempt to stop
 
 for the viral outbreak. This was, of course, their feigned reason...
 
 Later, Claire left to Europe to find her lost brother Chris, and Leon
 
 joined forces with an underground anti-Umbrella organization.
 
 
 
 Sherry is safe in our hands. I would never underestimate Birkin.
 
 There's something about this little girl..."
 
 
 
 END TRANSCRIPT
 
 
 
 ========================================================================
 
 7. W E S K E R'S     R E P O R T    II
 
 ========================================================================
 
 
 
 JAPANESE COPY: http://www.capcom.co.jp
 
 TRANSLATION COURTESY OF http://www.residentevilhorror.com
 
 
 
 This contains SPOILERS. Please consider that before reading. You have to
 
 have played Resident Evil 2 and Resident Evil CODE: Veronica X at the very
 
 LEAST to understand this. Play Resident Evil: Survivor and Resident Evil
 
 3: Nemesis for a complete understanding.
 
 
 
 ------------------------------------------------------------------------
 
 
 
 It says on the site that the report is addressed to Ada Wong.
 
 
 
 When I first visited that place, I was 18 and it was summer. Twenty
 
 years ago. I still remember the smell when the helicopter landed and
 
 the rotar caused the wind to stir. From the air, the mansion seemed
 
 normal but from ground level, something was different. Birkins, who
 
 was 2 years younger than me, seemed only interested in the research files
 
 he had as usual........
 
 
 
 1978 July 31(Monday)
 
 Two days ago, the two of us were assigned to that place.
 
 Everything could have been planned out from the beginning or it could have
 
 all been a coincidence. The only person to know the truth is most likely,
 
 Spencer. Spencer at that time, was using the Arklay labs for the research
 
 on the t-virus.
 
 
 
 Next page
 
 
 
 As soon as we got off the helicopter, the president of that lab stood 
 
 infront
 
 of the elevator.
 
 -------------------------------------------------------------------------------
 
 I don't even remember that guys name. It didn't matter what was said
 
 officially. From that day, that lab was Birkins and mine. We were assigned
 
 to be chief researchers at the facility. This of course, was Spencers will.
 
 We were the chosen ones.
 
 
 
 The two of us ignored the president as we entered the elevator. We had 
 
 already
 
 been briefed about the layout of the area and Birkins, with no bad 
 
 intentions,
 
 ignored everyone as usual.
 
 
 
 Usually, when someone see's our actions, they would react within 5 seconds.
 
 But the president didn't even react at all.
 
 
 
 next page
 
 
 
 At the time, I was only a youngster so it didn't bother the president.
 
 The president understood what Spencer was thinking and didn't take
 
 notice of someone like me.
 
 
 
 While the three of us were on the elevator, Birkins still kept his eyes on
 
 the research files. The files contained information about a new firo-virus
 
 found 2 years ago in Africa called Ebora.
 
 
 
 Even now, their are thousands of people researching the Ebora. But the 
 
 people
 
 are always divided in half, one group to save people from the virus and the
 
 other to kill people with the virus.
 
 
 
 next page
 
 
 
 As known, if a person is infected with the Ebora, the chances of dying is 
 
 90%.
 
 It has the quality to destroy the physical structure within 10 days and even
 
 now, a cure hasn't been found. If this is used as a bio-weapon, it would
 
 display incredible destruction.
 
 
 
 But because making a bio-weapon is against the law, we would not use the 
 
 virus
 
 as a weapon. But I'm certain that someone out their would use this as a 
 
 weapon.
 
 So to prepare for a case of like the virus being used as a weapon, it is 
 
 good
 
 to do research on it now. But the line between finding a cure and making a
 
 bio-weapon is thin. This is because the actual research conducted do not 
 
 differ
 
 at all between the two. So one could say that they are reseaching for a cure
 
 and be making a bio-weapon.
 
 
 
 next page
 
 
 
 But to Birkin, he was not interested in either cause just wanted to research
 
 the Ebora itself. The virus had too many things unknown at the time. One was
 
 that the fact that virus would die withing a few days by itself and would 
 
 die
 
 instantly when hit by sunlight. The second was the speed that it would kill
 
 its host. It kills the host so quick that their is almost no time for the
 
 virus to infect another person. The third is how the virus is spread.
 
 The virus has to physically touch another person in order to infect them
 
 and theirfore can easily be quarantined. But I would like to bring up the
 
 following thought.
 
 
 
 next page
 
 
 
 What if a person was infected with the Ebora virus could stand up and walk
 
 around? And that infected person would have a disrupted chain of thought,
 
 and would infect others that weren't infected?
 
 
 
 What if the DNA of the Ebora, the RNA, had a direct impact on the DNA of
 
 a human. And due to that, would make the person not die so easily?
 
 
 
 The person would be dead from a humans point of view but would still
 
 go around as a bio-weapon spreading the virus around.
 
 
 
 It is a fortune that the Ebora may have features like this.
 
 Even from now, we will be the only one to now about this.
 
 
 
 next page
 
 
 
 Umbrella, with Spencer as the head, was a organization made to do research
 
 on virus's with these qualities. As a cover, they tell the world that they
 
 are a company making cures, but the truth was a bio-weapon developing
 
 organization.
 
 
 
 The finding of the original virus which restructures the human DNA was the
 
 start of everything.
 
 
 
 Using the original virus as a base, an enhanced virus would be made to be
 
 a bio-weapon. This was the T-virus plan.
 
 
 
 next page
 
 
 
 The original virus was also an RNA virus and would cause anormalities and
 
 would enhance a person.
 
 
 
 Birkins was interested in the Ebora because he planned on combining the
 
 two virus's to make an enhanced virus. The sample of the Ebora had already
 
 been brought to this reserach facility.
 
 
 
 We had gone through many elevators and had finally reached the destination.
 
 
 
 When we reached that place, even Birkins had raised his face to the sight.
 
 
 
 This was our first encounter with that woman.
 
 
 
 next page
 
 
 
 We were not told anything about that woman. Everything relating to her
 
 was kept top secret and the data was not to be leaked to the outside.
 
 
 
 From the records, she was here since this lab had been created.
 
 
 
 She was 25 at that time.
 
 But what her name is and why she is here is a mystery.
 
 
 
 She was a test subject for the research on the T-virus.
 
 
 
 The research begun in 1967 November 10.
 
 
 
 For 11 years, she had gone through the tests with many virus's.
 
 
 
 next page
 
 
 
 I heard Birkins whisper something.
 
 Whether those words were cursing/swearing or praising, I do
 
 not know. But we had come to a place we cannot go back out of.
 
 
 
 Whether we were to take the research to it's completion or to
 
 end up like her. For us we, only had one choice.
 
 
 
 The woman who lied on the pipebed had moved something within
 
 both of our minds.
 
 
 
 Is this also a part of Spencer's plan?
 
 
 
 The next records take place 3 years later
 
 
 
 Alexia - 1
 
 
 
 1981 July 27
 
 3 years from the previous report
 
 
 
 Today, Umbrella assigned a ten year old girl to be the chief
 
 researcher at the Antarctica facility.
 
 
 
 Her name is Alexia Ashford.
 
 At this time, I am 21 and Birkins is 19.
 
 
 
 It is very provoking that even in our own Arklay lab, everyone
 
 is talking about Alexia and the Antarctica facility. It is
 
 because all the old high staff members consider the Ashford
 
 family a legendary family.
 
 
 
 Every time something goes wrong with our research, those old
 
 fools always say the same thing. "If only Edward were still alive."
 
 
 
 It is true that he was the first one to find the original virus, and he
 
 may have been an incredible scientist for starting the 't-virus' plan.
 
 
 
 But soon after Umbrella was formed, he had died. It has been 13 years
 
 since then. There would be no meaning in expecting anything from the
 
 Ashford Family.
 
 
 
 In fact, ever since Edwards death, the Antarctica facility that his son
 
 built has done nothing.
 
 
 
 This granddaughter of his is probably nothing useful as well.
 
 
 
 But one day, our useless workers started to say these things.
 
 "In Alexia was here......."
 
 
 
 It angers me to think that our workers and reserachers are filled with
 
 mindless people that judge people by their status. Because they think
 
 like that, they cannot do anything themselves and always have to be
 
 told what to do! ..........But I, I still had good judgement.
 
 
 
 
 
 If I had let all of that goto my head, the research at the Arklay lab
 
 would have been delayed. As the head reseracher, I always have to keep
 
 myself under control or success would not be possible.
 
 
 
 Then, a thought came to my head.
 
 I could use those old staff members to gain my success. Those old fools
 
 could die at any time and would serve as perfect test subjects. To be
 
 able  to rise above everyone, I must be able to use all resources to my
 
 advantage.
 
 
 
 But the problem was Birkin.
 
 
 
 His reaction to Alexia was great.
 
 
 
 Although he never spoke of it, Birkins took pride in the fact that
 
 he was 16 when assigned to this lab. But his pride was completely
 
 destroyed by this ten year old girl. Born as a genius, he had tasted
 
 his first defeat.
 
 
 
 He could not handle the younger, legenday family, girl. To be out-done
 
 by a girl who hadn't even made any progress.
 
 The main thing was the fact that she was still a child.
 
 
 
 But the reasons, I have to have Birkins back to his normal self again.
 
 We had already reached phase 2 in our plan in the past 3 years.
 
 
 
 Currently, the t-virus could be used to create a biological weapon aka, the
 
 zombie. But the effects of the t-virus varies greatly between people and
 
 their is no 100% guarantee for it to work yet. Every person has a different
 
 DNA structure and some may react differently.
 
 
 
 Even those who turn to zombies, ten percent of them do not make. This we can
 
 do nothing about. With the remaining 90% it is easy to use this as a weapon
 
 but Spencer thinks different.
 
 
 
 He wants 100% and wants a confined perfect weapon.
 
 
 
 Originally, the bio weapon was to be a weapon that could be made with very
 
 little cost. But now, the bio-weapon that we research now costs great
 
 amounts. If Spencer just wanted to make money, he would not have chosen
 
 this path.
 
 
 
 If used at the current state, we could easily make a profit from it. But
 
 to continue reasearch would not add up.
 
 
 
 Why does he continue the research even though he is losing money?
 
 
 
 I still do not understand what Spencer is thinking.
 
 
 
 But going back to Birkins, the research that Birkins is currently in is
 
 a bio-weapon that possess combat skills. By using other DNA samples,
 
 we could create this thing. It was made to fight off any forces that
 
 opposed us. A fighting bio-weapon, also to known as a Hunter. But
 
 that research had to put on hold for now. To protect the test subject
 
 from Birkins.
 
 
 
 To compete against Alexia, Birkins started to act different than usual.
 
 He would stay at the research lab 24 hours a day, and would do tests
 
 without any plan.
 
 
 
 I would usually use other researchers to collect samples and data
 
 from the test subject before it died but the speed that Birkins goes
 
 at now, is impossible to keep up with.
 
 
 
 The president would keep getting new test subject as if nothing
 
 happenned and that subject would die shortly after. It was hell in
 
 there.
 
 
 
 But even in that hell, that one test subject, that women still lived.
 
 
 
 She was 28 and had spent 14 years in the lab.
 
 
 
 Over the 14 years, the effects from the original virus must have
 
 corrupted her mind. But if she were to still have a conscious mind,
 
 'death' is what she would want. But she lived on.
 
 How would she live on for so long? There is nothing different from
 
 her data and any other data from the other test subjects.
 
 
 
 More time is needed to solve this mystery.
 
 
 
 the next report takes place 2 years later
 
 
 
 
 
 1983 December 31(Saturday)
 
 
 
 It has been the 6th winter since I worked at this Arklay facility.
 
 
 
 During the last two years, we had made no real progress with our
 
 research and time passed by. But this had come to an end.
 
 We had recieved word that Alexia had died. The reason was the
 
 virus that Alexia herself created, the (T-Veronica virus).
 
 It seemed like the 12 year old Alexia was too young for such
 
 dangerous research.
 
 
 
 I had heard rumours that Alexia had injected the T-veronica
 
 virus in herself but this I could not believe. She probably
 
 couldn't handle her fathers death one year ago and made a
 
 simple error in one of her research.
 
 
 
 Later, the research at the Antarctica facility was continued
 
 by Alexia's twin brother, but no one had expected anything
 
 from him. In the end, the Ashford family couldn't bring any
 
 results and will crumble down.
 
 
 
 Like I had stated earlier, the Ashford family was a legend
 
 and will stay as a legend only.
 
 
 
 With Alexia's death, Birkin h
 
 ad changed, or I should say,
 
 changed back to what he was.
 
 But now, there was no one who could surpass him and all those
 
 researchers had to acknowledge him. But it was still a taboo
 
 to talk about Alexia infront of him. Even when I tried to get
 
 a sample of the T-veronica virus, he had strongly objected.
 
 
 
 I had to put aside finding out about the research that Alexia
 
 had done for later. In the end, Birkins had not changed one
 
 bit when everything around him had changed.
 
 
 
 But to me, I had a much bigger problem in my hands.
 
 
 
 Our facility was located in a very dense forest.
 
 I went out walking into the woods many times but
 
 because this facility was in the near center of the forest,
 
 we would never encounter any other human.
 
 The only way to get here was by a helicopter.
 
 It was a needed precaution dealing with a bio-weapon. Since if
 
 by chance, the virus is leaked out, it would prevent the
 
 chances of spreading. But a bio-weapon isn't so simple.
 
 The virus can also affect non-human beings as well.
 
 
 
 Any virus isn't guaranteed to only affect one kind of
 
 organism. For example, the Influenza virus not only affects
 
 humans, but birds, pigs, horses and even a seal. And even in 3
 
 each of these species, only certain ones are affected. Such
 
 as Seagulls and chickens but all other birds are not. And the
 
 same virus may have different effects on different species.
 
 
 
 And the problem lies in how the T-virus can affect many different
 
 life forms.
 
 
 
 During the time when Birkin was useless, I had done my own
 
 research on the t-virus. I had found out that the T-virus
 
 can affect most life forms out there. And not only mammals, but
 
 plants, bugs, and fishes can also be affected by the virus.
 
 Everytime I walked in the woods, I always asked myself.
 
 Why did Spencer choose this place?
 
 
 
 There are many different forms of life in these woods.
 
 What would happen if the virus were to leak out?
 
 If only an insect were infected, it is small in size
 
 and probably would not go through a big mutation. But these
 
 insects could spread the virus at an incredible rate. If this
 
 were to happen, how far would the t-virus spread?
 
 
 
 If it were a plant that was infected, the plant itself could
 
 not move and would seem safe. But what about the seeds the
 
 plants give out?
 
 
 
 It would be very dangerous for such a case to happen.
 
 Now that I think about it, it was very smart for the Ashfords to
 
 locate their facility in Antarctica. But here, it almost seems like
 
 someone wants the virus to spread. But that could not be possible.
 
 What is Spencer trying to make us do?
 
 
 
 This issue was far to great and I could not discuss this with any
 
 other researcher. The only one who I could talk to was Birkins but
 
 he probably would not even be interested.
 
 
 
 I need more information.
 
 I had started to realize my limits as a simple researcher.
 
 To find out what Spencer was truely thinking, I need to be at
 
 a position where I could obtain more information.
 
 
 
 For that, I would throw away all my current positions.
 
 But I cannot do this quick. I cannot let Spencer notice
 
 my plans for if so, everything would be over.
 
 
 
 I had continued to do research with Birkins so that no one would
 
 know my intentions.
 
 
 
 During that time, that 'woman test subject' was forgotten.
 
 A "failure" that just lived on.
 
 
 
 Until that day, 5 years later.......
 
 
 
 The 11th summer had come since we started working at this facility.
 
 I was 28 at the time. Birkins had become a father to a 2 year old girl.
 
 The wife was a also a researcher at the facility.
 
 It was natural that people who conducted the same research at
 
 the same facility fell in love and have children. But a normal
 
 person  would not be able to continue research at this place.
 
 Everyone who is still here is crazy.
 
 
 
 We had gone into phase three of our plan in the ten years.
 
 A programmed life, to be used a soldier, a bio-weapon for combat.
 
 To be called the "Tyrant" from now was that. But this project had a
 
 huge problem from the start. Gaining the test subject for this
 
 Tyrant was a problem. There were very few who were compatible with
 
 to become the Tyrant.
 
 
 
 This was due to the nature of the T-virus.
 
 Any human could be used to make a zombie or a hunter but their
 
 intelligence would be lost in the process A certain amount of
 
 intelligence was needed to create a Tyrant. Birkins had created a
 
 different way of creating the Tyrant to compensate for this problem.
 
 But only a very small amount of people could be used for this
 
 different way. In the Simulation, only 1 out of 100,000,000 turned into
 
 a Tyrant and the rest became a zombie.
 
 
 
 If our research continued, we could create a different kind of t-virus
 
 that was compatible for more people. But for this too happen, we needed
 
 another test subject. But even if we searched through all of America,
 
 we would only find ten or so people that were compatible.
 
 
 
 Other research facility's had reached the same problem.
 
 We had run into a wall even before our research began.
 
 
 
 But we had recieved word that the Europe facility had thought up of a
 
 plan to conquer this problem in phase 3. This was the Nemesis project.
 
 
 
 I had urged to get a sample of the project to further our own research.
 
 
 
 Although Birkins had strongly opposed, I had convinced him.
 
 
 
 Until we find a compatible host, out research would not move and Birkins
 
 had to admit this.
 
 
 
 We had received the package a few days later with a number of precautions
 
 written on it. The package brought to heliport was a small box.
 
 "Nemesis Project" To gain this sample from the France facility required
 
 quite an effort but was mainly due to Spencer backing us up.
 
 
 
 Birkin took no interest in the package till the end but had at least
 
 admitted to tests. The Sample was totally new and was thought up for
 
 test purposes.
 
 
 
 A biological life form created by manipualting DNA.
 
 That was the what the Nemesis was.
 
 
 
 The intelligence was the only thing enhanced and this lifeform alone,
 
 could not do anything. But once it finds a host, it becomes a parasite
 
 and would take over that host and would cause it to have incredible
 
 combat ability.
 
 
 
 The host for the weapon and the parasite would be made separately and
 
 later the intelligence of the parasite and the body of the host would
 
 be combined to create a bio-weapon. If this were to suceed, it would
 
 overcome the problem of the intelligence and we could create a bio-weapon.
 
 
 
 But the problem was when the parasite takes over the host.
 
 
 
 In the research files, all that was recorded was the death of each host
 
 once taken over by the parasite sample. Within 5 minutes of the parasite
 
 taking over, the host would die. But we were already aware of the danger
 
 that lied in the prototype.
 
 
 
 Even if we could prolonge the time the host would survive, we would gain
 
 the credit to the "Nemesis project". That was my plan. The host would be
 
 that women test subject.
 
 
 
 Her incredible life rate could survive longer against the Nemesis prototype.
 
 And even if it failed, nothing would change on our side.
 
 
 
 But the test had created a result I had not expected.
 
 The Nemesis protype that tried to enter her brain had disappeared.
 
 At first, we could not tell what had happenned.
 
 We did not expect her to consume the Nemesis.
 
 
 
 That was the beginning.
 
 Something was happenning inside that failed experiment.
 
 We had decided to start research on her from scratch.
 
 
 
 In the past ten years, we had conducted every research possible on her,
 
 but we had decided to throw all those files away.
 
 Within the 21 years that she lived, something was beginning to show.
 
 
 
 Only Birkins had begun to notice the change.
 
 
 
 Indeed, something had begun to change inside her.
 
 
 
 But that was something totally different from the T-virus project.
 
 
 
 Something new and would bring a new idea to us.
 
 
 
 The project which changed our destiny, the "G-virus project"
 
 
 
 the next log is 7 years later
 
 
 
 1995 July 31
 
 7 years from the previous
 
 
 
 When I came back to that place it had been 17 years since I
 
 first came to that place. Every time I come here, I remember the
 
 smell of the wind of that day. The buildings and the surroundings
 
 all looked the same from before.
 
 
 
 On the heliport, I could see Birkin.
 
 It has been a long time since I've seen him.
 
 Four years have passed since I left Arklay labs.
 
 
 
 next page
 
 
 
 4 years ago, when Birkin's G-virus project was authorized, I had
 
 requested to transter to the secret (intelligence) service and this
 
 was easily authorized. From everyone's point of view, it was a natural
 
 thing for me to stop my road as a researcher and go onto a different
 
 field.
 
 
 
 And in reality, the research conducted on the G-virus was far above my
 
 level. Even if I didnt have a different motive, to find out what Spencer
 
 was truly thinking, I could feel my limits as a researcher.
 
 
 
 next page
 
 
 
 In the midst of the wind blowing, Birkin as usual, didnt take his eyes
 
 off the research files. Bikrin came to Arklay quite often, but Birkin
 
 was not under Arklay anymore.
 
 
 
 A little while ago, an underground lab under Raccoon city was made and
 
 this was the place that his G-virus project would be made.
 
 
 
 But to be honest, I didnt think that Spencer would authorize the "G".
 
 This is because the "G" was far from being a weapon, and had too many
 
 unknown things about it.
 
 
 
 next page
 
 
 
 The reason the "G" was slightly different from "T-virus" was due to
 
 the host would keep spontaneously reacting to the virus.
 
 It was very easy for a mutation to occur since the DNA would be open
 
 to a virus. But this is just in the case of the virus itself and not
 
 the hosts DNA.
 
 
 
 Even if the virus did cause some form of change, the DNA of the host
 
 becoming mutated was a rare case. If there was an ouside force like
 
 radiation, it would be a different story though.
 
 
 
 But in the case of "G", it was different. Even without an outside
 
 force, the "G" would keep mutating the host until death.
 
 
 
 next page
 
 
 
 Although something very similar to this did exist in the T-virus
 
 as well. When a bio-weapon is put in a specific area, the virus
 
 inside the host would causing some form of mutation has already
 
 been confirmed. But for this, an ouside force was always needed.
 
 
 
 But the "G" has no need for such a thing.
 
 
 
 No one can even expect what likes ahead with the mutations. And
 
 even if we think of a way to stop the mutation, the virus would
 
 just mutate to acomodate.
 
 
 
 next page
 
 
 
 7 years ago, Birkin found this in that woman.
 
 At first look, the woman had no changes on the outside, but inside,
 
 various mutations had occurred and had kept on consuming each kind
 
 of virus injected and had lived on.
 
 
 
 And over the 21 years of mutating, it had mutated so much that it
 
 would even consume the Nemesis.
 
 
 
 The G-virus project was to take this mutation to highest point
 
 possible. But this could lead to the "Ultimate life form" or it
 
 could end due to a disaster .....could this be called a weapon?
 
 
 
 next page
 
 
 
 What was Spencer thinking when he authorized this project?
 
 Even when I moved to the secret (intelligence) service, I could
 
 not find out anything about what Spencer was thinking during
 
 these 4 years. And now, Spencer doesnt even show up in Arklay
 
 labs.
 
 
 
 Almost as if expecting something to happen there.
 
 
 
 Spencer was slowly drifting away from me, just an oasis in a
 
 desert.
 
 
 
 But my chance will come soon enough.
 
 
 
 Thats if I can live til then.
 
 
 
 next page
 
 
 
 The elevator took me and Birkin to the highest level in the lab.
 
 To that place where we first saw that woman.
 
 
 
 There, we met the new research leader, John.
 
 
 
 He had come from a Chicago lab and was an excellent reseracher,
 
 but he was too normal to work in a place like this. He had started
 
 to question the motives of the research their and had repeatedly
 
 questioned the superiors.
 
 
 
 This had even reached my ears in the secret (intelligence) service.
 
 If information has been leaked out, he would be the first to go.
 
 This is what every had started say.
 
 
 
 next page
 
 
 
 We had both ignored John and had started the clean-up of that woman.
 
 To kill her.
 
 
 
 When she had consumed Nemesis, although little had started to regain
 
 some intelligence, but all these were very peculier behaviors.
 
 Each time it would escalate. She would start to rip another woman's
 
 face off and would wear it herself. According to the records, she
 
 showed the same behaviors when she was first injected with the
 
 original virus.
 
 
 
 No one knew why she would behave like that but recently, three
 
 researchers had been killed that way and this is when she was
 
 decided to be killed. Because the "G project" was progressing
 
 steadily, their was no use for her.
 
 
 
 next page
 
 
 
 Her death was confirmed over the course of 3 days, and her
 
 "dead body" was carried somewhere by the president.
 
 
 
 In the end, no one knew who she was and why she was here.
 
 But this was also true with any other test subjects.
 
 
 
 But if she had not been here, the G-project would not have
 
 existed. If this were the case, both I and Birkin would had
 
 been in a different situation than now.
 
 
 
 I had this on my mind as I left the Arklay labs.
 
 
 
 How far was Spencer planning?
 
 
 
 (the "incident" would happen 3 years later)
 
 
 
 ========================================================================
 
 8. R E S I D E N T    E V I L    S T O R Y    S Y N O P S I S
 
 ========================================================================
 
 
 
 I will give you a brief summary of all the games. If you want detail,
 
 check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com,
 
 where this guide can be found.
 
 
 
 =================================
 
 RESIDENT EVIL 1 (REBIRTH VERSION)
 
 =================================
 
 July 1998
 
 
 
 Raccoon City, a mid-western U.S. town is experiencing reports of
 
 cannibalism near its forest. The local police department sends in a
 
 special force to stop it, called STARS, Special Tactics and Rescue
 
 Service, to seek information about it. Umbrella Inc, a pharmaceutical,
 
 also controls Raccoon City. The STARS are divided into 2 teams, Bravo
 
 and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca
 
 Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and
 
 Kenneth Sullivan. Enrico Marini was the team's leader.
 
 
 
 Bravo Team heads to the forest in the Arklay Mountains. They
 
 investigate the origins of the zombies that wandered into Raccoon City.
 
 A day later, Alpha Team loses communication with Bravo Team. Albert
 
 Wesker decides to send in the other STARS Team to find them.
 
 
 
 When their helicopter sees wreckage, they land. Wesker, Jill, Joseph,
 
 Barry and Chris examine the chopper. Inside are the remains of Kevin,
 
 the pilot of the Bravo Team. Joseph finds a hand separated from
 
 its body. Suddenly, a skinless dog mauls Joseph.
 
 
 
 Brad Vickers, the pilot, flies away because he is scared. The remaining
 
 STARS members run into a nearby mansion. Inside, Wesker tells all of
 
 them to separate to find the remaining Bravo Team members.
 
 
 
 Jill Valentine and Barry Burton discover the destroyed body of Kenneth
 
 Sullivan of Bravo Team. Chris Redfield sees the poisoned body of Richard
 
 Aiken. When he sees the body, Rebecca Chambers of Bravo Team, alive,
 
 meets Chris, and they take Richard to the medical room.
 
 
 
 Jill seems suspicious as she and Barry discover Forest Speyer's body.
 
 As Jill and Barry separate, Chris reaches the guardhouse behind the
 
 mansion. There, Chris and Rebecca duel with a vicious and giant plant
 
 called Plant 42. They destroy the plant.
 
 
 
 Jill, back at the mansion, destroys a giant snake. Teaming up with
 
 Barry, she explores the basement of the mansion. Chris and Rebecca
 
 return to the mansion with nowhere to go for now. There, they discover
 
 the scarred snake that Jill just fought. With new ammo from the
 
 guardhouse, the snake dies for good.
 
 
 
 As Chris and Rebecca look around, a new type of monster invades the
 
 mansion. It's called the Hunter. They are a lot worse than the zombies
 
 Jill, Barry, Chris and Rebecca have been running into.
 
 
 
 [Jill finds her way outside the mansion. She finds a cottage beside the
 
 mansion. She is momentarily knocked out by the creature. After regaining
 
 consciousness, she tries to shoot her attacker, but it seems she cannot
 
 even hurt the thing with even a Magnum. Running away, she too explores
 
 the guardhouse. She hears a conversation with Barry and someone else.
 
 Barry discovers Jill and tells her that he was talking to himself.
 
 (O_O)]
 
 
 
 Jill finds her way into the underground tunnels with Barry. There, Jill
 
 finds Enrico Marini. He tells Jill Umbrella had planned this just
 
 before he is shot.
 
 
 
 [Jill chases the killer into some weird tunnel, where after a long
 
 chase, she finds Barry Burton. Taking a lift down, she runs into that
 
 monster that attacked her in her in the cottage. Dodging it, she finds
 
 that Barry has riden the lift up to abandon her. Dodging that thing once
 
 more, she finds a ladder leading up to the cottage where she was knocked
 
 out by that inhumane creature. Circling back to the mansion, she discovers
 
 a athway to an alter.]
 
 
 
 [She sees Barry there. After and arguement, that creature known as Lisa
 
 returns, and a clear view shows it has tentacles and a giant eye on her
 
 back. Barry and Jill shoot the thing until it falls into a deep pit.
 
 barry volunteers to keep out for it.]
 
 
 
 Jill follows the path into a lab.
 
 
 
 Finding some notes Jill and Barry left near some typewriters, Chris
 
 and Rebecca find their way to the tunnels. Chris and Rebecca kill a
 
 Giant Spider and find their way into a lab.
 
 
 
 Jill discovers Barry and Wesker were working together to kill all the
 
 STARS. Barry didn't want to, but his family was in danger. Barry
 
 betrays Wesker and gets him to get impaled by Tyrant, Wesker's
 
 creation.
 
 
 
 Chris and Rebecca find Jill and Barry and they signal Brad to escape.
 
 Tyrant catches up to them, but Chris destroys the thing with a Rocket
 
 Launcher, given by Brad. All 5 STARS members escape into the night.
 
 
 
 ===============================
 
 RESIDENT EVIL 3 NEMESIS: PART 1
 
 ===============================
 
 SEPTEMBER 1998
 
 
 
 Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the
 
 virus through the mansion. Chris and presumably Rebecca go to Europe to
 
 take out Umbrella, while Jill and Barry stay behind.
 
 
 
 On the 22nd, a scientist named William Birkin finishes his G- Virus, an
 
 upgrade of the T- Virus. Umbrella, impatient, sends a squat team that
 
 attacks Birkin and steals his virus. Birkin injects himself with his G-
 
 Virus and becomes a monster. He kills off the squat members. Because
 
 Birkin is now a monster, he causes a T- Virus leak and now the Raccoon
 
 citizens are zombies, courtesy of a virus spread through rats in the
 
 sewer.
 
 
 
 SEPTEMBER 28, 1998
 
 
 
 Jill Valentine escapes infection. On the 28th of September, armed with
 
 an Assault Rifle, Jill fights her way out of town. She runs into Brad
 
 Vickers, the pilot of STARS. He tells Jill that something is coming for
 
 STARS members. What?
 
 
 
 As Jill makes it into the RPD Building, that thing Brad was speaking of
 
 arrives. Brad Vickers is murdered by the Nemesis. Jill's weapons don't
 
 damage it too much, so she retreats into the RPD Building.
 
 
 
 [The Nemesis bears a jump and tentacles similar to that of what Lisa
 
 had in the Spencer Estate. Hmmm.]
 
 
 
 The RPD STARS Office is untouched. Jill finds a Magnum, which is
 
 effective against Nemesis. After finding a set of lock-picks, Jill
 
 fights her way out of the RPD. Nemesis returns, but Jill's Assault
 
 Rifle and her new Magnum are powerful enough to put the thing down, but
 
 it rises up again quickly.
 
 
 
 Jill runs as fast as she can, loses the Nemesis and reaches the
 
 downtown area. She runs into a man named Carlos Oliveira. He is part of
 
 Umbrella BioHazard Countermeasure Service. They were sent by Umbrella
 
 to save Raccoon Citizens. But they don't know anything that Umbrella
 
 does. They are grunts, as in the lower Umbrella class.
 
 
 
 Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS.
 
 Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously
 
 injured, though. Jill runs to a trolley and plans for escape with them.
 
 Jill explores a power station over by the RPD and grabs a needed fuse.
 
 
 
 She also finds even more added power- a Grenade Launcher and a Shotgun.
 
 When she runs into Nemesis again, the Grenade Launcher puts it down
 
 almost instantly. The Shotgun puts zombie groups down with relative
 
 ease. Jill finds some oil at a gas station and some cables around town
 
 and prepares the trolley.
 
 
 
 On her way back, she sees Nicholai shoots someone and is then attacked
 
 by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and
 
 ride the trolley out of town.
 
 
 
 The Nemesis returns. Mikhail takes a grenade and blows himself and
 
 Nemesis out of the car. The car breaks and crashes in the clock tower.
 
 Carlos and Jill, now with Mikhail sadly dead, try to signal a
 
 helicopter by ringing the clock building's bell.
 
 
 
 Jill finds the keys to them and rings them with ease. As she signals,
 
 Nemesis uses his own Bazooka to destroy the chopper. With the help of
 
 Carlos, Nemesis' Rocket Launcher is destroyed.
 
 
 
 Nemesis then infects Jill with the virus. With her Magnum, Shotgun and
 
 Grenade Launcher, Jill manages to put Nemesis down. She then blacks
 
 out...
 
 
 
 ===============
 
 RESIDENT EVIL 2
 
 ===============
 
 SEPTEMBER 29, 1998
 
 
 
 As Jill lies unconscious, Claire Redfield, the sister of Chris
 
 Redfield, rides into town to find him. Leon Kennedy rides into town on
 
 his first day of job. Leon and Claire run into the zombies. Leon tries
 
 shooting them to no avail, and Claire tries running from them at a diner.
 
 After running from them, Claire runs into Leon.
 
 
 
 They work together to get to a police vehicle. Claire gets a hold
 
 of a gun. Suddenly, their police vehicle crashes thanks to a zombie.
 
 Since the RPD Building is nearby, they decide to meet there.
 
 
 
 (Notes: When Jill was in the RPD the day before in RE3, half the place
 
 was blocked off. It isn't anymore by the time Claire and Leon arrive
 
 because zombies broke through the barricades after Jill left.)
 
 
 
 Leon and Claire take different paths to the RPD Building. Leon enters
 
 through the front. Claire enters through the back. Leon finds a wounded
 
 cop who helps him unlock some doors.
 
 
 
 As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown
 
 reason. Claire sees Tyrant, which she nicknames Mr. X. She runs away from
 
 the terrorizing creature.
 
 
 
 They eventually meet in the STARS Office. Leon finds a Shotgun in the STARS
 
 Office and Claire finds a much needed Grenade Launcher in the main desk
 
 of the main lobby. Leon and Claire decide to find any survivors so they
 
 can have more weapons to get through the streets.
 
 
 
 Claire runs into a young 12-year old named Sherry Birkin, the daughter
 
 of William Birkin, who is now a monster. Leon runs into Ada Wong, a
 
 women looking for her boyfriend, John. Claire and Sherry meet the RPD
 
 chief, Brian Irons. He is obviously strange, and really, really
 
 creepy. At his possession is Ms. Warren, the daughter of the mayor
 
 of Raccoon City. Irons claims she died of zombie bite... but it
 
 looks like a bullet hole.
 
 
 
 Ada and Leon meet up with Ben Burtolucci. He seems to know something
 
 about John, but isn't cooperating. Ben encourages Leon and Ada to
 
 escape the city via the sewers. Doing just that, Ada and Leon try to
 
 escape via the sewers. Ada climbs into an area Leon cannot reach.
 
 She finds a key for some locked doors in the RPD. Passing them on to
 
 Leon, she finds a way to get back to him.
 
 
 
 Leon, impatient, decides to search the rest of the RPD on his own. He
 
 informs Claire that the cellblock is accessable now.
 
 
 
 Claire and Sherry reach an area under the RPD. Sherry hears her dad
 
 supposedly scream, and runs into an area Claire cannot reach. Basically
 
 she ends up in the area Ada explored, and only finds Acid Rounds for
 
 Claire's grenade launcher. She decides to take a roundabout route to
 
 get back to Claire.
 
 
 
 Leon explores the rest of the RPD, and finds 4 chess plugs which might
 
 work for a door near the cellblock. Using a chute from the RPD 3rd
 
 floor, he gets back to Ben and hears him scream...
 
 
 
 As Claire returns to explore the RPD thanks to a call from Leon, she
 
 runs into Mr. X 3 times. Eluding the thing, she finds keys for Chief
 
 Iron's office.
 
 
 
 She finds Sherry at the office. Using the keys, she discovers the
 
 chief's secret dungeon. He explains that Sherry's father, William,
 
 invented the G-Virus. Before he can shoot her, William Birkin attacks
 
 and cuts Irons in half. Eww... she goes down a ladder to confront
 
 William Birkin.
 
 
 
 Leon returns to Ben.
 
 
 
 William Birkin, the monster, implanted Ben with a parasite. The
 
 parasite escapes Ben's body, cutting him up. Leon contacts Sherry
 
 and Claire to go back to the sewers for escape.
 
 
 
 Leon sees the growing parasite. Earlier, Leon found a Magnum. It
 
 and his Shotgun are very effective against the G-Imago. The G-Imago
 
 dies.
 
 
 
 Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are
 
 effective against William. William falls into a pit. After receiving
 
 the call from Leon, Sherry and Claire find their way off the
 
 RPD building via an underground sewer connected from Chief Iron's office.
 
 
 
 Leon and Ada find the exit of the RPD to the sewer at last. As Leon and
 
 Ada go down a lift, a woman in a lab coat shoots Leon. Leon blacks out,
 
 but Ada chases the women through the sewer. The sniper then corners Ada
 
 after a merry chase through the sewers.
 
 
 
 Sherry and Claire see Mr. X continuing its unknown search. They run away.
 
 As they enter the sewer proper, leaving the RPD for good, Claire sees
 
 Sherry fall down a drain. She looks for her and runs into Leon, who
 
 just woke up from that bullet wound in his arm. Leon tells Claire to
 
 find Ada and Sherry. Claire moves ahead, leaving Leon to rest.
 
 
 
 Ada and the sniper are talking. Annette Birkin is William's husband and
 
 Sherry's mother. Annette tells how Umbrella stole the virus. Then Ada
 
 pushes Annette over the railing and she falls into a sewer after
 
 telling her that her boyfriend John is dead.
 
 
 
 Wanting to rejoin Leon, Ada runs down into a pit and sees... a GIANT
 
 ALLIGATOR! Claire runs into where Annette fell. She tells Annette that
 
 Sherry is in the sewer. Annette faints, just after telling Claire that
 
 Sherry has a sample of the G- Virus somewhere.
 
 
 
 Leon wakes up. He decides to look for Ada, Claire and Sherry. He
 
 eventually finds Ada being attacked by an alligator. He outs an explosive
 
 canister in its mouth, shoots it and the alligater goes caboom. Ada tells
 
 Leon that John is dead. After healing his wound, Leon and Ada go to the
 
 tram and ride it across town.
 
 
 
 Claire finds Sherry eventually. She asks Sherry is she has G- Virus,
 
 like Annette had told her, but she says no. As Ada and Leon ride the
 
 tram, William Birkin attacks them. They shrug him off, though.
 
 
 
 Unable to find Leon and Ada, Sherry and Claire ride another tram to
 
 follow Ada and Leon. Ada and Leon ride an elevator car down. During the
 
 ride, Birkin wounds Ada. Leon uses his artillery to stop him.
 
 
 
 Claire and Sherry recall the elevator car. Mr. X interupts as Claire
 
 recalls it, but she kicks its ass. They eventually take the car down.
 
 
 
 Birkin, who just awoke from mutation sleep, since Leon  had hurt it,
 
 is now mutating again. Birkin is about to lose the match, but runs away.
 
 
 
 In the lab, Leon decides to heal Ada. He looks around the lab.
 
 
 
 Claire loses Sherry again thanks to a power loss in the elevator car.
 
 She runs into Annette, who sees Sherry being stalked by Mr. X on a
 
 TV screen. She tells Claire that the G-Virus is in Sherry's pendant.
 
 Annette runs off, running into Leon.
 
 
 
 Leon runs into Annette Birkin. Annette is about to shoot Leon, but
 
 Birkin attacks Annette. Annette drops a G- Sample. Leon takes it
 
 and runs into Ada, who is now threatening him.
 
 
 
 Apparantly, Annette said Ada worked for some company out for the G-
 
 Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage,
 
 throws the G- Sample over. Since the lab's explosion sequence has now
 
 started, Leon must get out quickly.
 
 
 
 Claire runs to where Mr. X and Sherry are. Claire takes Sherry's pendant,
 
 and throws it into a lava pit, with Mr. X diving in for it. It's the end of
 
 Mr. X...
 
 
 
 Leon gets to the escape elevator. Birkin returns, but Leon deals with
 
 him accordingly. Claire and Sherry reach see a hurt Anette near where
 
 Ada fell. Annette tells Sherry to escape. Annette falls unconscious,
 
 giving Sherry and Claire an escape key.
 
 
 
 Claire and Sherry use an elevator to get to the train area. As Claire and
 
 Sherry power the train up, a hot and flaming Mr. X returns and now has
 
 grown a claw. Claire's weapons only slow it down. Claire knows she's
 
 about to die... but suddenly, Ada, a dark shadow of herself, throws a
 
 launcher to save Claire! Ada runs off...
 
 
 
 Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be
 
 found, Claire powers up the train and Leon comes in. The lab then
 
 explodes in a blast, the train barely making it out. In the back of the
 
 train, Birkin returns from his fight with Leon. Since Leon was injured
 
 in his fight with Birkin, Claire tried to shoot Birkin with all the
 
 ammo she has left. It only holds it at bay for a few seconds.
 
 
 
 Birkin is still alive. The only solution is to destroy him in a
 
 blast. The train activates the train's explosion sequence, unexpectedly.
 
 Sherry, with Claire's help, stops the train and they all get out. Birkin
 
 is consumed in a blast with the lab's escape train.
 
 
 
 SEPTEMBER 30, 1998
 
 
 
 Outside, Leon, Claire and Sherry recooperate. After a small argument,
 
 Claire, runs off toward Europe to find her brother Chris. Leon and Sherry
 
 are captured by the US government.
 
 
 
 ================================
 
 RESIDENT EVIL 3: NEMESIS: PART 2
 
 ================================
 
 OCTOBER 1, 1998
 
 
 
 Meanwhile, Jill is infected with the virus back at the clock tower.
 
 Carlos decides to find a cure in the hospital. There, Carlos discovers
 
 Nicholai is alive and working with Umbrella. Nicholai shoots UBCS member
 
 Tyrell Patrick. Carlos dodges Nicholai and finds Jill's cure.
 
 
 
 Jill is cured. The Nemesis returns, but Jill can handle it again. She
 
 gets to an escape plant. After dumping Nemesis into corrosive acids,
 
 Carlos tells her that the town will be nuked.
 
 
 
 Jill sees Nicholai escape in a chopper. After letting him go, Jill
 
 kills Nemesis for the final time. Barry Burton suddenly saves Jill and
 
 Carlos just before the town of Raccoon is nuked... Jill and Carlos have
 
 escaped. Now they wanna kill off Umbrella!
 
 
 
 ===========================
 
 RESIDENT EVIL: GUN SURVIVOR
 
 ===========================
 
 NOVEMBER 1998
 
 
 
 On an isolated island in the Atlantic, a guy named Ark Thompson sneaks
 
 into an Umbrella controlled city. He was sent by RE2's Leon to check up
 
 on the base and its commander, Vincent. When Ark gets to the base, he
 
 fights Vincent. Vincent, who was ready to get kicked out of Umbrella,
 
 spilled the T- Virus into the island, called Sheena Island.
 
 
 
 Ark Thompson loses his memory. The place has been zombified like
 
 Raccoon City. Ark only has one gun for protection. After a phone call
 
 from someone he questioned, Andy Holland, Ark thought he was Vincent.
 
 Ark goes through the city, uncovering secrets about Umbrella and how
 
 they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City,
 
 chases Ark around the island.
 
 
 
 Ark, still thinking he's Vincent, runs into Lott and Lily Klein. After
 
 joining them in an escape, Umbrella sends in a "Cleaner" crew team to
 
 wipe them out. Ark and the others eventually discover that many Mr. X
 
 were being produced on the island.
 
 
 
 Ark, Lott and Lily encounter a new type of Tyrant, similar to the one
 
 Chris Redfield saw on the Spencer Estate. They slay it and finally
 
 escape, before Vincent, the Cleaner crew and Andy Holland are consumed
 
 in a blast.
 
 
 
 One month after the Sheena Island incident and 3 months after the
 
 Raccoon City incident, Claire Redfield goes to Europe to find Chris.
 
 She eventually gets captured for trespassing on Umbrella's Paris Lab.
 
 She is taken to an island near Antarctica and that's where RESIDENT
 
 EVIL CODE: VERONICA begins...
 
 
 
 ==============================
 
 RESIDENT EVIL CODE: VERONICA X
 
 ==============================
 
 
 
 Here is a detailed description of the story of CODE: Veronica. This
 
 will explain what's behind the Ashford Family, Albert Wesker's
 
 intentions, and the whereabouts of Steve Burnside. Unlike RE2 and RE3,
 
 there are VERY many things leaving you out in the blue.
 
 
 
 CODE: Veronica X first starts December 17, 1998 in Paris as Claire
 
 gains some leads on her brother, Chris and his whereabouts. It has been
 
 2 and a half months since Claire and her new partner Leon escaped
 
 Raccoon City just a day before it was bombed.
 
 
 
 Claire and Leon traveled to Paris, once again, to gain a lead on Chris
 
 Redfield. Unable to contact his partners Jill, Barry and Rebecca,
 
 Claire and Leon invade Umbrella's Paris Lab. Leon and Claire are
 
 separated because the guards of the base see them.
 
 
 
 Leon manages to escape during the attack, but Claire isn't so lucky.
 
 Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire.
 
 (In the Beta Version, Jill's enemy from RE3 (Nicholai) is piloting the
 
 chopper.) The guards are still chasing her. She ducks into a hallway.
 
 The guns kill the guards chasing her.
 
 
 
 Claire runs down the hallway, barely missing the choppers' guns. She
 
 ends up on the base's rooftop. She uses a slick move to wipeout the
 
 guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is
 
 captured.
 
 
 
 10 Days later, she is taken to an isolated Umbrella Base, called
 
 Rockfort Island. After being told her identity number, she is butted in
 
 the head by a rifle butt. Time passes and Claire wakes up to a huge
 
 explosion. Up above her seemingly underground cellblock, she hears guns
 
 roaring and people screaming. Moments later silence hits.
 
 
 
 The door to the cellblock opens. A heavily breathing man comes in.
 
 Somehow the guards managed to not see Claire's lighter. She lights the
 
 lighter and she sees the man who captured Claire at Paris. The man
 
 frees Claire and sits down because he was wounded in the chaos above.
 
 
 
 Claire discovers he needs Hemostat. Looking at the list, Claire finds
 
 out his name is Rodrigo Juan Raval. Grabbing a nearby Combat Knife,
 
 Claire leaves the cellblock. She eventually climbs a flight of stairs
 
 to a graveyard.
 
 
 
 As she passes through, a burning truck explodes. A burning man goes
 
 toward Claire. It's A ZOMBIE! It seems the attack caused a viral leak
 
 in the area. Claire was luckily to avoid the zombies.
 
 
 
 Claire arrives in the main hall of the prison complex. She is then
 
 attacked by a Gatling Gun. Claire sees a pistol and dispatches the gun.
 
 Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for
 
 not being a zombie. After rudely introducing himself, Steve runs off
 
 for the island's rumored airport.
 
 
 
 Claire looks around the prison, which is now a zombie's hell house. As
 
 she explores the prohibited areas, Claire catches up to Steve, who is
 
 looking up on Chris Redfield on a computer. Steve asks Claire to
 
 contact Chris to come save them. Claire does that, though Steve wasn't
 
 serious about the idea. Claire can't contact Chris directly, but she
 
 figures Leon can. She e-mails Leon to get Chris to help them. She gives
 
 Leon the coordinates of the island and Chris himself. Steve runs off
 
 angrily.
 
 
 
 After finding the right keys, Claire escapes through prison's main
 
 gate, near where she met Steve. After finding her way up a cliff,
 
 Claire sees a military training complex. She explores the area, but
 
 shutters block off most of the complex.
 
 
 
 She manages to find a Bow Gun, though. And she also sees a man get
 
 slaughtered by a yellow zombie in a locked lab. Claire sees a picture
 
 she think may be important later on.
 
 
 
 Claire decides to find the key cards elsewhere on the island. Leaving
 
 the military complex for now, she sees a big palace up ahead.
 
 
 
 She enters the palace and looks around for the key cards. She finds a
 
 few locked doors. One of them is different. It needs to be unlocked
 
 using 2 special pistols. Claire looks on the first floor and after
 
 unlocking a strange movie, she fins the 2 guns she needs. The movie was
 
 shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly
 
 to a hill of ants.
 
 
 
 Claire grabs the pistols, but then the room locks her in and the room
 
 heats up. She inserts them back in. She decides to exit the palace to
 
 look for the military complex's keys elsewhere. But as she exits, she
 
 hears Steve's scream. She runs back to the Luger trap to see Steve
 
 caught in it.
 
 
 
 Using the reflexes she learned in Raccoon City, she saves Steve. Steve
 
 has the Lugers Claire needs for the door. He offers to trade for 2
 
 fully automatic weapons. But Claire's 3 pistols and her bow gun don't
 
 satisfy Steve.
 
 
 
 As Claire gears up to leave, she sees Alfred Ashford, the owner of the
 
 island. Alfred tells Claire she attacked the island. Alfred continues
 
 to shoot and miss at Claire with his sniper rifle.
 
 
 
 Alfred also says his grandfather founded Umbrella originally. Alfred
 
 leaves with a death threat to Claire. Seemingly not intimidated, Claire
 
 continues her mission to find the military complex's card keys.
 
 
 
 Claire sees a submarine beside the palace. She works the controls and
 
 sees it going down. It stops. She gets out to see she's at an
 
 underwater military airport.
 
 
 
 She looks around and finds an airplane she can use to get out. She
 
 needs 3 special keys to activate the plane, though. She looks around to
 
 find another locked shutter. Looking at some maps, she sees a giant
 
 elevator behind the shutter and remembering the maps of the military
 
 complex, she thinks the broken elevator in the military facility's yard
 
 leads down the airport.
 
 
 
 To her surprise, Claire finds a key card she needs for the military
 
 complex. Taking the submarine back to the palace, Claire continues for
 
 the military complex. As she passes by the palace gates, she notices a
 
 smaller private mansion on top of a hill behind the palace.
 
 
 
 Continuing for the military complex, Claire eventually arrives. In the
 
 yard, she sees a giant worm attack her. Like the dead alligator she saw
 
 in the sewers of Raccoon City, this thing is huge, but not too smart.
 
 Claire escapes the thing by ducking into the facility.
 
 
 
 She gets through the locked shutters. In a room, Claire is ambushed by
 
 Alfred, but thanks to his bad aim, Claire chases Alfred further into
 
 the complex. In a medical room, Claire finds the hemostat she needs for
 
 Rodrigo.
 
 
 
 Claire gears for the prison, but she then discovers that Alfred lowered
 
 a shutter that leads to the exit. Claire goes further. That yellow
 
 zombie that killed the scientist then attacks her. It is a cross
 
 between a zombie and tyrant. Using her twin pistols, she shrugs them
 
 off.
 
 
 
 Continuing, the another yellow zombie attacks her. But Steve them saves
 
 her with the Lugers. Claire trades Steve the Lugers for the Submachine
 
 Guns she found a few moments ago.
 
 
 
 Alfred suddenly lowers them into the complex's basement. Steve runs
 
 ahead of Claire and destroys a fresh set of zombies for her. Claire
 
 catches up to Steve. Questioning him about his family, Steve runs off.
 
 
 
 She catches up to Steve in an unstable balcony. They fall through.
 
 Suddenly, a zombie rises and then runs toward Claire. Steve hesitates
 
 to shoot it. When it is about to eat Claire, Steve unloads the rest of
 
 his bullets into the creature, while yelling, "father!!!" After the
 
 zombie dies, Steve starts crying.
 
 
 
 He tells Claire that his father took Umbrella info and sold it. Steve
 
 and his family were caught, his mom was killed and Steve hates his dad
 
 for doing this to him. Claire leaves Steve to mourn his dad's death.
 
 Apparently, Steve just shot his zombie dad.
 
 
 
 Claire finds Alfred's crest in a room with the facility's diorama. She
 
 uses it on a little box she found earlier. She finds the last key card
 
 needed to explore the facility. She finds a key for the airport's
 
 plane.
 
 
 
 Claire also finds her way into the lab where the yellow zombie killed
 
 that scientist. Claire sees the painting she wanted. Noticing a
 
 resemblance to a painting she saw in the facility's diorama room, she
 
 hooks it on to the wall where the eagle plate was. As she leaves,
 
 albinoid experiments escape the lab and run up vents. Claire escapes
 
 before the lab is locked.
 
 
 
 A wall in the diorama room is raised, revealing the actual diorama the
 
 wall was hiding. She sees a key, gold colored. Claire sees that this
 
 can open a door at the palace.
 
 
 
 Claire races for the palace. She opens the door she wants to open and
 
 sees a room full of paintings of Alfred's ancestors. After looking
 
 around, Claire finds a strange queen ant model.
 
 
 
 Claire travels to the door with the luger engravings. Using the lugers,
 
 Claire unlocks the door to an office. There, she discovers that Alfred
 
 has a twin sister, Alexia, and according to Alfred's butler, he's seen
 
 her in Alfred's private house.
 
 
 
 Claire finds her way to a bridge. Up ahead, Claire sees the private
 
 house on the hill she's been wanting to explore for more clues. She
 
 explores the house and nearly runs into Alexia Ashford. She's talking
 
 to her brother about Claire and Steve's destruction. They then leave.
 
 
 
 The house has been damaged by the island's attack, but Claire finds a
 
 key she needs for the palace's remaining doors. Heading back to the
 
 palace, Claire finds another eagle plate. She then remembers a door she
 
 saw in the prison complex that had an eagle engraving.
 
 
 
 After looking in a slot room, Claire decides to head back to the
 
 prison. There, she goes to the cellblock and sees a dying Rodrigo.
 
 Fortunately, Claire saves him in time with hemostat. After thanking
 
 each other, Claire trades her lighter for Rodrigo's lockpick.
 
 
 
 Claire explores the door behind the one with the eagle plate. Claire
 
 discovers an infirmary. After confronting a powerful zombie, Claire
 
 unlocks the path to a secret basement.
 
 
 
 There, she finds a piano roll that fits perfectly into the piano at the
 
 palace. Claire gears for the palace. In the yard, someone familiar
 
 attacks her: Albert Wesker. Wesker tells Claire he attacked the island
 
 and is after Chris now. As Claire is attacked, she notices a key she
 
 needs for the airport. Wesker tells Claire he'll use her to get to
 
 Chris.
 
 
 
 Wesker, after getting a call from his men, jumps over a wall, toward
 
 the palace's dock. Collecting the airport key, Claire heads into the
 
 palace's piano. Claire finds a king ant model, like the queen model she
 
 found earlier.
 
 
 
 Heading back to the private residence, Claire discovers the ant models
 
 where keys to a secret lair above Alfred and Alexia's bedrooms. Claire
 
 discovers the final airport key and decides to find Steve and Rodrigo
 
 and leave.
 
 
 
 Alexia Ashford attacks Claire on her way out. She has a sniper rifle
 
 like Alfred's. Suddenly, Steve comes in and shoots Alexia through a
 
 door. The door is easy passage between Alexia and Alfred's bedrooms.
 
 
 
 Claire sees Alfred with make up on. Apparently, he's been dressing like
 
 his sister. Claire decides that Alexia is just Alfred's imagination.
 
 Alfred runs off crying. He sets off the self-destruct sequence.
 
 
 
 Claire and Steve run to the palace gates, near where Claire was
 
 attacked by Wesker. Steve leads Claire to the airport. Claire inserts
 
 the keys to the plane. Unfortunately, the drawbridge is in the way of
 
 the plane. Claire volunteers to raise it.
 
 
 
 Claire runs to the controls and raises them. In a room she couldn't
 
 access before, Claire finds the keys to the shutter blocking the
 
 elevator.
 
 
 
 Claire decides to ride the elevator up to the military complex and head
 
 back to the plane via the palace's submarine. She does just that. After
 
 fixing the elevator, the 5 minute timer for the explosion begins. As
 
 Claire rides the elevator up, Alfred releases a monster after Claire...
 
 Can it be? Yeah it's...
 
 
 
 Claire steps out of the elevator and as she expected, she ends up in
 
 the military complex's yard. Dodging the giant worm, she gears for the
 
 palace.
 
 
 
 On her way, a fire traps Claire. Tyrant comes from the fence.
 
 Apparently, it's the monster Alfred released. Claire uses her bazooka
 
 she found earlier and manages to put Tyrant down. Claire dashes passed
 
 the palace and down the submarine into the airport.
 
 
 
 Steve manages to pilot the plane and then the plane lifts off from an
 
 exploding island. As the plane circles the island, the prison, palace
 
 and private mansion are consumed in the blast, but the military complex
 
 seems to withstand it.
 
 
 
 Not caring, Claire and Steve fly off. They apologize for everything
 
 mean they said to each other. Suddenly, the plane rocks. In the back,
 
 Claire sees Tyrant. Claire uses her bazooka to weaken it and then
 
 catapults it off the plane. It looks like her encounter with Mr. X on
 
 Raccoon City did her some good.
 
 
 
 Back on the exploding island, Alfred runs into the somehow surviving
 
 military complex. He sees the tank and moves it to reveal a secret
 
 lift. The lift leads to a different area of the airport. Alfred hitches
 
 a ride on one of the 2 harrier jets and flies away from the island.
 
 
 
 On Claire's plane, Alfred controls the plane and changes it's
 
 direction. Steve can't change it so they have no choice. Hours later
 
 Steve attempts to kiss a sleeping Claire, but fails. Moments later, the
 
 plane crashes into an Umbrella Base in Antarctica.
 
 
 
 Claire and Steve get off the broken plane and look around separately.
 
 Claire finds the diary revealing that a monster named Nosferatu is
 
 trapped somewhere in the base. Also, it seems Alfred Ashford spilled
 
 the T- Virus around the base, so there are now zombies in the area.
 
 Looking in a private office, Claire finds the evil monster trapped in a
 
 chair beneath wire mesh. What has Alfred been up to?
 
 
 
 Claire looks around and asks Steve to lift a digging car with a crane.
 
 Steve looks at Claire and causes a gas leak in the room. Claire fixes
 
 it. Suddenly, Alfred, still wearing make up and talking like Alexia,
 
 tries to shoot Claire, but Steve comes in and shoots Alfred down a deep
 
 chasm.
 
 
 
 Nosferatu suddenly feels agitated. He breaks free of his prison and
 
 runs off... Claire grabs Alfred's sniper rifle and Steve and Claire dig
 
 out of the room with the digging car. They eventually get to a heliport
 
 above the base.
 
 
 
 Nosferatu suddenly attacks Steve. Steve is KO'ed, while Claire must
 
 fight him on his own. Using the sniper rifle, Claire punctures
 
 Nosferatu's once human heart and kills him. Claire rescues Steve.
 
 
 
 They find a car and drive off to an Australian Base. Meanwhile, Alfred,
 
 nearly dead, releases his sister from cryogenic sleep. Alfred tells
 
 Alexia to kill Claire. Alfred then dies of blood loss.
 
 
 
 Alexia uses her mind to attack Claire and Steve's car. The car burns.
 
 Did Claire and Steve survive?
 
 
 
 Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to
 
 contact him. Chris climbs a cliff and arrives in a cave. There, he sees
 
 Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the
 
 island, that worm Claire saw swallows up Rodrigo.
 
 
 
 Chris chases the worm throughout the cave. Finding some Submachine
 
 Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly
 
 after, giving Chris the lighter before he dies. Chris finds his way
 
 into a lightly damaged military complex.
 
 
 
 Chris looks around and finds his way to Alfred's harrier jet bay. He
 
 needs a halberd that was on the eagle plates Claire found to open the
 
 harrier doors.
 
 
 
 Chris finds his way to the control room. He sees Alexia Ashford singing
 
 on the wide screen. Down in the airport where Claire boarded the plane
 
 with Steve, Wesker is happy that Chris is finally here. He sends
 
 Hunters after Chris.
 
 
 
 Chris finds the eagle plate Claire used to open the box. But
 
 unfortunately, it falls down into the sewers below thanks to a giant
 
 hole caused by the explosion. He finds his way into the lab area thanks
 
 to a hole in the wall.
 
 
 
 Chris sees a knob-less door Claire didn't explore. Chris decides to
 
 find a doorknob in the basement. There, he explores a lab where the T-
 
 Virus was leaked from.
 
 
 
 He finds a chemical he thinks he needs for getting halberd. It's called
 
 Clement E. It, mixed with Clement A, can melt the alloy part of
 
 Alfred's eagle plate.
 
 
 
 Chris finds his doorknob and then is scanned by a scanner. Moments
 
 later, Hunters attack Chris. Chris, using a shotgun he found, kills
 
 them. Chris sees the scanners when he gets back to the knob-less door.
 
 
 
 Avoiding them, Chris ends up on the other side of the broken balcony
 
 that Steve and Claire fell through. Finding a small tank object
 
 resembling the tank outside the facility, Chris inserts it to the
 
 little hole in the diorama. The paintings in the room slide to reveal3
 
 little keys needed and a turntable key.
 
 
 
 There's also a note from Alfred saying there's a passage beneath the
 
 diorama that takes Alfred from the military complex to his private
 
 residence. Chris notices the 3 key holes and notes them.
 
 
 
 On his way, Chris sees Albert Wesker. Wesker attacks Claire and says
 
 Claire won't live long and that she's in the Antarctic with Steve and
 
 the evil Alexia. Suddenly, Alexia Ashford appears on a screen and
 
 laugh. Wesker sees to have super powers, as he has yellow eyes... Wesker
 
 vanishes and a yellow zombie attacks Chris. Using his submachine guns,
 
 he kills it.
 
 
 
 After finding his way to the main yard thanks to the turntable key,
 
 Chris sees that he can't get to the palace.
 
 
 
 Taking the elevator down to the airport, Chris sees the keys Claire
 
 used to board the plane. They also fit into the 3 key holes in Alfred's
 
 diorama room. Grabbing them, Chris tries to use a submarine he saw on a
 
 map to get to the palace.
 
 
 
 Unfortunately, the submarine somehow got docked up at the palace, so
 
 access to the palace is impossible. Taking the 3 keys back to the
 
 diorama in the military complex, Chris manages to find the ladder.
 
 
 
 Following a tunnel, Chris discovers that the door leading to the
 
 private residence is locked. But nearby, Chris sees Alfred's private
 
 swimming pool. In it is the eagle plate. There's also a monster on the
 
 pool.
 
 
 
 It's the albinoid Claire released from the lab. It matured really fast.
 
 Chris uses his shotgun to dispose of the electric monster. Chris grabs
 
 the eagle plate. But Clement E alone can't dissolve the alloy.
 
 
 
 Chris backtracks to the basement area. He finds the final Clement A and
 
 then mixes it with Clement E. The mixture solution causes the eagle
 
 plate to dissolve, leaving the halberd.
 
 
 
 Using the halberd, Chris gains access to the harrier bay. He jumps on
 
 the last plane and flies to Antarctica.
 
 
 
 There, Chris immediately looks for Claire. It seems that the place was
 
 filled with ice from when Claire and Steve tried to escape. This helps
 
 Chris access new areas.
 
 
 
 In an area that looks like the Spencer Estate, Chris finally finds
 
 Claire. After saving her, Claire and Chris decide to find Steve. Alexia
 
 comes and curses at them. Claire and Chris give chase toward Alexia,
 
 but a giant tentacle separates them.
 
 
 
 Claire wakes to see Chris' foot and knees injured. Chris tells Claire
 
 to find Steve. Suddenly, they hear Steve scream. Claire chases alexia
 
 through a few doors.
 
 
 
 Using her guns, she kills a few of Alexia's tentacles. Claire finally
 
 sees Steve in a prison. It's the room Nosferatu was stuck in. Steve
 
 tells Claire that Alexia performed the same experiment that she
 
 performed on her own father.
 
 
 
 Steve suddenly expands and mutates into a giant toad-like monster. It
 
 then begins to attack Claire. Claire runs off to the exit. But since
 
 the door was locked by Alexia, Steve begins to attack Claire.
 
 
 
 Suddenly, a tentacle grabs and constricts Claire. Steve is about to
 
 kill Claire, but his human personality comes back and Steve cut the
 
 tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve
 
 is flung into the wall.
 
 
 
 Steve tells Claire he loves her and that he can't keep his promise of
 
 leaving with her. Slowly, Steve dies. Claire cries and cradles over the
 
 body of Steve Burnside.
 
 
 
 During the death of Steve, Wesker calls Alexia to come with him because
 
 she has her experiment, T- Veronica Virus, in her. Alexia then begins
 
 to burn. Her clothing begins to shrivel. Alexia's choker falls to the
 
 floor.
 
 
 
 Alexia is now a gray evil mad woman. She looks like a cross between a
 
 dragonfly and ant. Wesker gets punched across the room. He moves
 
 across, tells Alexia he's coming with her and then punches Alexia.
 
 Wesker sees Chris and then lets him take care of Alexia.
 
 
 
 Chris uses his shotgun to kill Alexia. He keeps moving and eventually
 
 10 shotgun shells put Alexia down. Chris, judging from a file he found
 
 earlier, thinks Alexia's choker can access a door behind the painting
 
 above the staircase of the mansion main hall replica.
 
 
 
 Chris looks at the file some more and sees that Alexander Ashford was
 
 turned into a monster thanks to Alfred and Alexia. Chris leaves the
 
 main hall and then heads down an elevator. As Chris exited the mansion,
 
 Alexia rises. She's still alive. Chris is now in a room with a giant
 
 anthill.
 
 
 
 Searching around, Chris finds the room Alexia was stored in. He plays
 
 with the controls and then out of the tube falls Alfred Ashford's dead
 
 body. Chris grabs Alfred's ring. Looking around the base a second time,
 
 Chris learns that Nosferatu was implanted in the ice thanks to Alexia.
 
 
 
 In the file, Alfred said Alexander Ashford was turned into a monster.
 
 Thinking the dead Nosferatu will have the 3rd jewel to open up the
 
 painting.
 
 
 
 Using a crane to get Nosferatu's body, Chris grabs the 3rd jewel. Chris
 
 opens up the painting and finds a lab. It's where Alexander Ashford
 
 tested the T- Veronica Virus. It also reveals Alfred and Alexia where
 
 created through inserting a sperm cell into an embryo that belonged to
 
 Veronica, their ancestor.
 
 
 
 The lab leads to where Steve died. Unfortunately, there's a locked door
 
 between Chris and Claire. Claire tells Chris that Steve id dead and
 
 tells him to set the explosion sequence like in Raccoon City and
 
 Rockfort Island. Chris does just that.
 
 
 
 After inserting the CODE: Veronica thanks to the file, Claire and Chris
 
 rejoin each other. Suddenly, a tentacle separates them again. Alexia
 
 has returned.
 
 
 
 After nearly destroying Claire, Chris shoots Alexia with an acid round
 
 and causes her to mutate into a large monster. Claire gets away. Chris
 
 fires every weapon he has against the giant Alexia. Suddenly, the ants
 
 beneath in the hill start to attack Alexia.
 
 
 
 Alexia shrugs them off by growing wings and now flying. The bulk of her
 
 body dissolves. Chris grabs a nearby plasma rifle and shoots a ray into
 
 Alexia. Alexia screams and then the next second, she is liquified.
 
 
 
 Chris starts to run as explosions begin to occur. As Chris gets down to
 
 the prison cells and to the elevator, he sees Wesker folding Claire by
 
 the neck. Nearby, the door leading to where Steve died is open.
 
 
 
 Wesker pushes Claire through a hole in the wall. Chris chases Wesker
 
 through a horde of zombies and catches up to them. Chris and Claire
 
 discover Wesker took Steve Burnside to get the T- Alexia Virus.
 
 
 
 Claire runs off and then Chris and Wesker battle. Explosions are still
 
 rocking the base. Wesker and Chris are separated in a blast. They vow
 
 to kill each other next time. Chris runs to the plane and escapes the
 
 exploding base with Claire.
 
 
 
 They apologize for leaving each other and then decide to take out
 
 Umbrella once and for all.
 
 
 
 Well, that is CVX's story. I personally think the Plot Guide has a
 
 better synopsis. Check it out!
 
 
 
 ========================================================================
 
 X. P U Z Z L E S
 
 ========================================================================
 
 
 
 **************
 
 JILL VALENTINE
 
 **************
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! BLADE PUZZLE !!!                                                      
 
 |
 
 |Take the FAKE KEY and USE it in the opening where you took the SHEILD KEY. 
 
 |
 
 |The blade that's going after you should stop.                              
 
 |
 
 ---------------------------------------------------------------------------
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! KNIGHT PUZZLE !!!                                                     
 
 |
 
 | Your objective is to push all the statues back into their normal 
 
 position.|
 
 | -Have Jill push the FAR LEFT first.                                       
 
 |
 
 | -Have Jill push the CLOSER RIGHT STATUE next.                             
 
 |
 
 | -Have Jill push the FAR RIGHT STATUE next.                                
 
 |
 
 | -Have Jill push the FAR LEFT STATUE again.                                
 
 |
 
 | -Have Jill push the CLOSER LEFT STATUE.                                   
 
 |
 
 | -Have Jill push the FAR RIGHT statue again.                               
 
 |
 
 | -Have Jill push the CLOSER RIGHT STATUE next.                             
 
 |
 
 | -Have Jill push the CLOSER LEFT STATUE again.                             
 
 |
 
 | -Have Jill push the CLOSER RIGHT STATUE next.                             
 
 |
 
 |                                                                           
 
 |
 
 | Voila! Examine the center podium, and press the button. A painting 
 
 slides.|
 
 | Grab it, and it is a SHAPE BOX.                                           
 
 |
 
 ---------------------------------------------------------------------------
 
 
 
 ---------------------------------------------------------------------------
 
 | !!! SHAPE BOX PUZZLE!!!                                                 |
 
 | I don't know the exact solution, but you must basically fiddle with all |
 
 | the buttons until the box shakes, and then press one more button to get |
 
 | the box open. Inside is MASK IV.                                        |
 
 ---------------------------------------------------------------------------
 
 
 
 ---------------------------------------------------------------------------
 
 | !!!CONTROL ROOM PUZZLE!!!                                               |
 
 | Go down the ladder. Then go to the white board on the table and find the|
 
 | number on it, either being 1, 2 or 3. Now go to the giant window. Once  |
 
 | the shark breaks it and the countdown starts. Press the computer switch |
 
 | that is near the window. Then turn around (using the C-Stick) and make a|
 
 | diaganol run (  this direction) and press the computer switch there.   |
 
 | From that console, you'll then want to head directly left to where a    |
 
 | lever is and hit that one. Then head into the adjacent hallway and turn |
 
 | left so you see some sort of a tank that has the colors red and green   |
 
 | (which are really lights). When it asks you to press either BUTTONS 1, 2|
 
 | or 3, press the number which was on the board. Return to the second     |
 
 | computer console you pressed and press it again. Then return to the     |
 
 | lever and then switch it again. Then go back to where the shark is      |
 
 | banging and press that switch. The SHARK TANK will be drained.          |
 
 ---------------------------------------------------------------------------
 
 
 
 ---------------------------------------------------------------------------
 
 | !!!RED BOOK PUZZLE!!!                                                   |
 
 | The goal of this perverted puzzle is to align all the books for form a  |
 
 | nude woman. To do this, select a book and when you do, select the book  |
 
 | to swap places with it. Eventually you will form a nude woman.          |
 
 ---------------------------------------------------------------------------
 
 
 
 ---------------------------------------------------------------------------
 
 | !!!WALL PUZZLE!!!                                                       |
 
 | OK. See the statue? Push it in through the opening into the main part of|
 
 | the room. Push it all the way. When the the walls stop moving, head back|
 
 | to the door and head behind the right wall. Run all the way and flip the|
 
 | switch. Run back the way you came and to where you push the statue. Push|
 
 | it left before the walls consume you. A secret passage will open.       |
 
 ---------------------------------------------------------------------------
 
 
 
 
 
 
 
 ========================================================================
 
 X. C O D E S
 
 ========================================================================
 
 
 
 ========================================================================
 
 X. M O N S T E R S    A N D    B O S S E S
 
 ========================================================================
 
 
 
 ======
 
 ZOMBIE
 
 ======
 
 This is your old fashioned zombie. Stupid, slow, but hard to kill.
 
 Use the HANDGUN at all times, though dodging them is also efficient.
 
 They are extremely suceptable to SHOCKERS and DEFENSE KNIVES.
 
 
 
 ============
 
 CRIMSON HEAD
 
 ============
 
 Take a dead zombie... insert it with the speed, power and attack of
 
 a Hunter, and you have CRIMSON HEADS! They are faster, more dangerous
 
 zombies, and they run faster than your character can. Use the SHOTGUN
 
 against them, since the HANDGUN does little to nothing to them. If they
 
 are at a distance, use the HANDGUN for 3 seconds before switching to
 
 the SHOTGUN.
 
 
 
 ====
 
 WASP
 
 ====
 
 Just shoot these wimpy, little wasps. The end.
 
 
 
 =====
 
 CROWS
 
 =====
 
 They can do damage in numbers. Shoot them quickly, or they will peck
 
 you to death. The HANDGUN is good, and the SHOTGUN can kill groups.
 
 
 
 ===========
 
 ZOMBIE DOGS
 
 ===========
 
 Shoot these fast enemies with the HANDGUN or SHOTGUN. They are usually
 
 in groups, and they bite viciously, so use the SHOTGUN preferrably.
 
 
 
 =======
 
 SPIDERS
 
 =======
 
 Any round from the GRENADE LAUNCHER can defeat these enemies rather easily.
 
 They spit poison so your character can easily get poisoned, so keep a
 
 distance and use the SHOTGUN from a far.
 
 
 
 ====================================
 
 BOSSES
 
 ====================================
 
 
 
 ========================================
 
 BOSS # 1: YAWN
 
 DIFFICULTY: HARD
 
 Use the Acid Rounds you got from Barry, and start shooting it with the
 
 GRENADE LAUNCHER. Half way through the battle, Richard will interfere.
 
 Shoot the Snake some more, and Richard will leave the battle. When you
 
 run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting
 
 it. Eventually, the YAWN should run away.
 
 
 
 During the fight, the Yawn attacks with its mouth, so keep moving. If you
 
 get hit by the Yawn, you will get POISONED.
 
 ========================================
 
 
 
 ========================================
 
 BOSS # 2: LISA "GODDAMN" TREVOR
 
 DIFFICULTY: IMPOSSIBLE
 
 Your goal: Get the hell out of there. 3 hits from this immortal
 
 boss will kill you, and it will not be good at all. Head out,
 
 and be quick. Don't even try to shoot this thing, because she
 
 just won't die!!!
 
 
 
 ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
 
 
 
 [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
 
 is now after us. Not good at all.]
 
 ========================================
 
 
 
 ========================================
 
 BOSS # 3: NEPTUNE SHARK
 
 DIFFICULTY: Easy
 
 Your goal: Shoot it until it dies. You should have enough ammo.
 
 ========================================
 
 
 
 ========================================
 
 BOSS # 4: PLANT 42
 
 DIFFICULTY: Easy
 
 Your goal: Head up the stairs and shoot the thing with FLAME ROUNDS.
 
 Continuously shoot it until it shrivels up and dies. Hurrah!
 
 
 
 It can poison you and constrict you in its vines... so be careful.
 
 Other than that, this boss shouldn't pose much difficulty. 10-12
 
 FLAME ROUNDS should put the thing down.
 
 ========================================
 
 
 
 ========================================
 
 BOSS # 6: BLACK WIDOW
 
 DIFFICULTY: Easy
 
 Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
 
 This boss is so pathetically easy, it isn't even funny. Shoot it with 5
 
 or 6 FLAME ROUNDS to permanantly kill it. It has its baby in there too,
 
 so dispose of that. You might get poisoned by its attacks... so
 
 watch out.
 
 ========================================
 
 
 
 ========================================
 
 BOSS # 7: LISA "GODDAMN" TREVOR II
 
 DIFFICULTY: IMPOSSIBLE
 
 Your goal: Get the hell out of there. 3 hits from this immortal
 
 boss will kill you, and it will not be good at all. Head out,
 
 and be quick. Don't even try to shoot this thing, because she
 
 just won't die!!!
 
 
 
 ..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
 
 
 
 [NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
 
 is now after us. Not good at all.]
 
 ========================================
 
 
 
 ========================================
 
 BOSS # 8: LISA "GODDAMN" TREVOR III
 
 DIFFICULTY: HARD
 
 If you notice... it has the eye of the G-Type William Birkin,
 
 from BioHazard 2 and the jump and power of Nemesis from BioHazard
 
 3: Last Escape. That can only mean one thing: this thing is as
 
 powerful as Nemesis and the G-Type combined! O/
 
 
 
 Give Barry his gun back. Then start shooting the hell out of the
 
 thing. When it falls over, keep shooting it. Barry will also
 
 help. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!
 
 
 
 Here's to you, Lisa! (_/_) (__)
 
 
 
 ----------------------------------------
 
 
 
 ALTERNATE STRATEGY
 
 
 
 See the stones in the corners of the room? Push them down into
 
 the chasm and Lisa will jump down, ending the battle. Thanks for
 
 KANE79 for this tip.
 
 ========================================
 
 
 
 ========================================================================
 
 X. W E A P O N S
 
 ========================================================================
 
 
 
 =====
 
 KNIFE
 
 =====
 
 Unlike the CODE: Veronica and CODE: Veronica Complete knife, this knife
 
 is ineffective. Don't use it at all. Period. Except after the Black
 
 Widow boss.
 
 
 
 =======
 
 HANDGUN
 
 =======
 
 Not too powerful, but it gets the job done. Use these against basic
 
 enemies like Cereberus (Zombie Dogs), Crows, Zombies and Wasps.
 
 
 
 =======
 
 SHOTGUN
 
 =======
 
 A powerful gun that can take out multiple opponents. It is good against
 
 Hunters, and Crimson Heads. Keep it with you throughout the entire game,
 
 because this is the most efficient gun in the game. It is that, because
 
 ammo is fairly plentiful, its powerful, and you keep it for a long time.
 
 
 
 =================
 
 RICHARD'S SHOTGUN
 
 =================
 
 Same as the Shotgun above, except it holds more ammo. You get this
 
 during the Yawn fight if you save Richard.
 
 
 
 ================
 
 GRENADE LAUNCHER
 
 ================
 
 This is capable of holding ACID, FLAME and GRENADE ROUNDS. Use it against
 
 Crimson Heads up close, and ACID ROUNDS against HUNTERS. Ammo for this
 
 weapon is pretty scare, but not too scarce at the same time.
 
 
 
 ======
 
 MAGNUM
 
 ======
 
 Found before you fight Lisa Trevor for the first time, this monster gun
 
 can kill almost all normal enemies with only one hit. It is also pretty
 
 fast, but the ammo is really, really, really scarce. Conserve it for the
 
 harder enemies.
 
 
 
 ========================================================================
 
 X. F I L E S
 
 ========================================================================
 
 
 
 COMING SOON.
 
 
 
 ========================================================================
 
 X. C R I T E R I A   F O R   E N D I N G S
 
 ========================================================================
 
 
 
 **************
 
 JILL VALENTINE
 
 **************
 
 
 
 BEST ENDING
 
 -----------
 
 
 
 -To get the best ending, make sure Barry survives both the battles with
 
 Lisa Trevor, and the final Tyrant. To survive the Lisa encounter, give
 
 Barry his gun back. To survive Tyrant II, make sure the Tyrant doesn't
 
 kill Barry.
 
 
 
 -Make sure you save Chris by doing the MO Disk task in the laboratory.
 
 
 
 GOOD ENDING
 
 -----------
 
 
 
 -Make sure Barry survives both the battles with Lisa Trevor, and the
 
 final Tyrant. To survive the Lisa encounter, give Barry his gun back.
 
 To survive Tyrant II, make sure the Tyrant doesn't kill Barry.
 
 
 
 -Don't complete the MO Disk task to save Chris.
 
 
 
 OK ENDING
 
 ---------
 
 
 
 -Make sure Barry dies in either the battle with Lisa Trevor, or the
 
 final Tyrant. To kill Barry in the Lisa encounter, don't give Barry
 
 his gun back. To kill Barry with Tyrant II, make sure the Tyrant
 
 doesn't kill Barry.
 
 
 
 -Make sure you save Chris by doing the MO Disk task in the laboratory.
 
 
 
 BAD ENDING
 
 ----------
 
 
 
 -Make sure Barry dies in either the battle with Lisa Trevor, or the
 
 final Tyrant. To kill Barry in the Lisa encounter, don't give Barry
 
 his gun back. To kill Barry with Tyrant II, make sure the Tyrant
 
 doesn't kill Barry.
 
 
 
 -Don't complete the MO Disk task to save Chris.
 
 
 
 **************
 
 CHRIS REDFIELD
 
 **************
 
 
 
 BEST ENDING
 
 -----------
 
 
 
 Coming soon.
 
 
 
 GOOD ENDING
 
 -----------
 
 
 
 Coming soon.
 
 
 
 OK ENDING
 
 ---------
 
 
 
 Coming soon.
 
 
 
 BAD ENDING
 
 ----------
 
 
 
 Coming soon.
 
 
 
 ========================================================================
 
 x. B I O H A Z A R D    G A M E S
 
 ========================================================================
 
 
 
 BioHazard
 
 ---------
 
 PLATFORMS: PlayStation, PC, Saturn
 
 YEAR: 1996
 
 
 
 BioHazard: Director's Cut [Dual Shock]
 
 --------------------------------------
 
 PLATFORM: PlayStation
 
 YEAR: 1997
 
 
 
 BioHazard: Rebirth
 
 ------------------
 
 PLATFORM: GameCube
 
 YEAR: 2002
 
 
 
 BioHazard 2
 
 -----------
 
 PLATFORMS: PlayStation, Nintendo 64, GameCube (2002)
 
 YEAR: 1998, 1999, 2002
 
 
 
 BioHazard 2: Dual Shock Version
 
 -------------------------------
 
 PLATFORM: PlayStation
 
 YEAR: 1998
 
 
 
 BioHazard 2: Value Plus
 
 -----------------------
 
 PLATFORM: Dreamcast
 
 YEAR: 1999
 
 
 
 BioHazard 3: Last Escape
 
 ------------------------
 
 PLATFORMS: PlayStation, Dreamcast, GameCube (2002)
 
 YEAR: 1999, 2000, 2002
 
 
 
 BioHazard: Gun Survivor
 
 -----------------------
 
 PLATFORM: PlayStation
 
 YEAR: 2000
 
 
 
 BioHazard CODE: Veronica [Limited Edition]
 
 ------------------------------------------
 
 PLATFORM: Dreamcast
 
 YEAR: 2000
 
 
 
 BioHazard CODE: Veronica Complete Edition
 
 -----------------------------------------
 
 PLATFORM: Dreamcast, PlayStation 2, GameCube (2002)
 
 YEAR: 2001, 2002
 
 
 
 ========================================================================
 
 X. M Y   R E V I E W
 
 ========================================================================
 
 
 
 A CAPCOM CLASSIC, REBORN!
 
 
 
 (Japanese review)
 
 
 
 5 years ago, Shinji Mikami released BioHazard (overseas name: Resident
 
 Evil).  It basically revolutionaized the survival horror genre, though
 
 it didn't  actually start it (Alone in the Dark did). BioHazard had
 
 atmosphere, graphics and puzzling gameplay. Now, in 2002, Shinji Mikami
 
 remakes his BioHazard game.
 
 
 
 But is it just a graphical upgrade of an old game? No, definitely not.
 
 
 
 GRAPHICS: 10
 
 The graphics are PERFECT. They are the best graphics seen in any game.
 
 Forget DOA3, and Final Fantasy X. BioHazard puts them all to shame. The
 
 worlds of the Spencer Mansion are realistic-looking, and the shadows and
 
 lighting are truely  accurate. Unfortunately, the backgrounds are
 
 prerendered unlike CODE: Veronica X, which may seem like a downgrade to
 
 people who recently played CODE: Veronica and CODE: Veronica X, but the
 
 downgrade doesn't lower the score one bit.
 
 
 
 GAMEPLAY: 9
 
 The gameplay is still as fun as ever. One thing that bothers me in the
 
 remake  is the stiff-walking characters. Unfortunately, while the game
 
 looks good, the in game animations seem a bit rouggh compared to those
 
 seen on Resident Evil 3: Nemesis, and Resident Evil CODE: Veronica X.
 
 But the puzzles, and the action has been considerably changed, and seems
 
 a lot newer.
 
 
 
 Oh yeah, the game is HARD. The zombies are hard to kill, and they are a
 
 lot  faster and sturdier. The game comes with 2 characters to play with.
 
 They are Chris Redfield and Jill Valentine, and they have varying quests.
 
 One is harder, and the other is slightly easier.
 
 
 
 SOUND: 10
 
 The sounds of the GameCube come to life in the remake. Everyfoot step
 
 Chris  makes sounds extremely authentic, and the lightning sounds true
 
 to real  lightning. The moans of the zombies are clear, and really
 
 authentic.
 
 
 
 CONTROLS: 10
 
 Surprisingly, the controls in this game are perfect. The controls are
 
 easily  managable. With the GameCube's C-Stick, in combination with the
 
 B Button, the  characters move a lot easier. The C-Stick improves a lot
 
 in the 180* turn area, and the Z-Button makes easy Map accessing. Its
 
 the controller for a Resident Evil game.
 
 
 
 STORY: 10
 
 Only those with a deep understanding of the story will give it a 10.
 
 Basically, there have been attacks involving zombies outside Raccoon
 
 City,  in the USA. The STARS Bravo Team is sent to investigate the
 
 scene of the murders, in the Raccoon Forest. The Bravo Team is sent to
 
 discover anything, and they  immediately lose contact with Alpha Team.
 
 Alpha Team comes to the forest to look for them, and rabid dogs chase
 
 them into a mansion full of zombies.  With their pilot flying off due to
 
 fear, what will happen to Chris  Redfield, Jill Valentine, Barry Burton,
 
 Rebecca Chambers and Albert Wesker?
 
 
 
 REPLAY VALUE: 10
 
 There are 2 adventures to choose from, increasing the replay value. There
 
 are also a lot of secrets you can unlock, so the replay value of this game
 
 is high. And the scare factor puts Silent Hill's scare factor to immediate
 
 shame.
 
 
 
 OVERALL: 10
 
 BioHazard is simply the best BioHazard there is. It puts my favorite, 
 
 Resident
 
 Evil 3: Nemesis, to shame. Folks, buy a GameCube just for this game, because
 
 you'll know it is really worth it once you open the package and start seeing
 
 those zombies.
 
 
 
 CVXFREAK
 
 
 
 ========================================================================
 
 X. C R E D I T S
 
 ========================================================================
 
 
 
 Big thanks to several people.
 
 
 
 -Jeff "CJayC" Veasey. Because of his GameFAQS prize, I got this game for
 
 free. He also posted this document at GameFAQS.com.
 
 
 
 -residentevilhorror.com for letting me use their Wesker's Report II
 
 translation.
 
 
 
 -Saiki, for the translation of Wesker's Report II. Great job!
 
 
 
 -Capcom Japan's Shinji Mikami for making this great game.
 
 
 
 -SS4Jason for hints about the piano.
 
 
 
 -KANE79, for the alternate Lisa tip.
 
 
 
 CVXFREAK
 
 [email protected]
 
 
 
 This document is copyright 2002 by CVXFREAK. Any unauthorized duplication or
 
 hosting of this document will make me sue you.
 
 
 
 
 
 Many thanks to Revolution reader CVXFREAK! 
 
 
 
 
 
 
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