Resident Evil: The Director's Cut

Resident Evil: The Director's Cut

13.10.2013 09:32:08
~B
This FAQs is Copyright 2001 by Phan Nguyen Khanh Dan

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DIRECTOR'S CUT
--------------------------------------

THE GAME
Name : Resident Evil Director's Cut
Platform : Sony Playstation
Development and Publisher : Capcom

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

"RESIDENT EVIL DIRECTOR'S CUT" FAQS/WALKTHROUGH
FAQs author : Phan Nguyen Khanh Dan "Mysticcat"
Version : 4.0
Email : kthoa@hcm.vnn.vn
Created : July 7th 2001
End : August 28th 2001

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

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

~~~~~~~~~~~~~~

1. INTRODUCTION
2. LEGAL STUFF
3. UPDATE / REVISION HISTORY
4. CONTROLS
5. STORYLINE
6. CHARACTER BIOS
7. DIFFICULTIES
8. HEALTH GUIDE & HERB MIXING
+ Health Guide
+ Herb Mixing
+ Damage Notes
9. WALKTHROUGH
- Training and Standard mode
- Advanced Mode
10. THE ENDINGS
11. ADDED NOTES
- The Shotgun Trap
- Barry's position
- Rebecca's position
- Keep the serum
- The electronic locks in the laboratory area
12. ITEM LIST
13. WEAPON LIST
14. MONSTER LIST
15. FILES
A. Botany Book
B. Keeper's Diary
C. Researcher's will
D. Plant 42 Report
E. "V-JOLT" Report
F. Pass Number
G. Orders
H. Scrapbook
I. Researcher's Letter
J. Fax
K. Pass Code No.1
L. Pass Code No.2
M. Pass Code No.3
N. Security System Manual
O. Slides
P. Barry's Picture
16. SECRETS
- Magnum with unlimited ammo
- Rocket Launcher with unlimited ammo
- Hidden Screen
- Special Key
- Jill's game
- Advance game
17. CODES
18. MISCELLENEOUS
- Quick Strategy
19. THE TRUE STORY BEHIND BIOHAZARD
- Who is Trevor ?
- Where is this book ?
- Contents
- Introduction of Trevor's Notes
- Trevor's Notes
- Original Barry Burton
20. RELATED RESIDENT EVIL
- Biohazard
- Resident Evil
- Resident Evil for Sega Saturn
- Resident Evil beta
- Resident Evil Director's Cut Dual Shock Edition
21. OTHER STUFFS
- MY OWN REVIEW ABOUT THIS GAME
- RESIDENT EVIL GAMES
- WESKER'S REPORT
22. AUTHOR'S LAST WORDS
23. SPECIAL THANKS

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

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1/ I.N.T.R.O.D.U.C.T.I.O.N.

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Resident Evil Director's Cut is my first Resident Evil I have played.
At the first time, I thought it was only an ordinary game that was
confusing and crazy. But when I played it, I was fascinated by the
thrilling episodes and weird puzzles. It was also the first time I knew
what an adventure game is. And I have continued the next Resident Evil:
Resident Evil 2, 3, Survivor and Code Veronica. The reason why I make
this guide is to spend my spare time and also to introduce for anyone
who want to know about this game. This guide can be used to play the
popular version of Resident Evil. (Non- Director's Cut or Dual Shock
Edition) I have added some passages about its former versions for you to
know more about this great game. About walkthrough, I don't write
specific avoiding it'll spoil your game. So don't blame me about this.
But you can have ideas about my mistakes or new menu. I thank you and
all your ideas. Enjoy the guide !

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2/ L.E.G.A.L. S.T.U.F.F.

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OKAY, I HAVE ALREADY HAD MY LAST DECISION :
- I ALLOW ANYONE WHO USE THIS FAQS AFTER ASKING FOR MY PERMISSION. JUST
CONTACT ME, LET ME SEE YOUR WEBSITES AND CREDITS.
- THIS FAQS CAN'T BE ALTERED, PRINTED OR COPIED ANYWAY.
- IT CANNOT ALSO BE PUBLISHED AS A MAGAZINE, POSTER OR ANYTHING.
- IF WHOEVER DOESN'T OBEY THESE RULES, I MUST HEAVY LEGAL ACTION.

IMPORTANT NOTE :
- THIS NOTE IS WRITTEN FOR PEOPLE WHO HAVE USED THIS GUIDE WITH MY
PERMISSION. YOU SHOULD FREQUENTLY CHECK THE FAQS AT GAMEFAQS SITE AT
LEAST ONCE 2 MONTH BECAUSE I OFTEN SEND THE COMPLETE UPDATE TO THIS
SITE.

SO I HOPE EVERYONE WOULD UNDERSTAND THIS LEGAL INFO. CURRENTLY THIS
FAQS IS REALLY VALUABLE AT :

http://www.gamefaqs.com
http://www.psxcodez.com

FINALLY, THANKS EVERYONE FOR READING THIS FAQS.

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3/ U.P.D.A.T.E. / R.E.V.I.S.I.O.N. H.I.S.T.O.R.Y.

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- Version 1.0 (July 7th, 2001)
FAQs started...
This is always my first step.

- Version 2.0 (July 8th, 2001)
Added Health Guide
Added "Added Notes"
They are just more information for players who don't know much about
this kind of games. Hope them useful for you !

- Version 2.5 (July 9th, 2001)
Added "Monster list"
Repair mistakes
Added "Secrets"
"Monster List" and "Secrets" can't be lacked in professional guides. I
was very wrong to forget these.

- Version 3.0 (July 21st, 2001)
Added "The True Story Behind Biohazard"
Added "Resident Evil for Sega Saturn"
These parts are added to help you know more about this game Resident
Evil. Check them out.

- Version 3.5 (July 22nd 2001)
Added "Files"
Added weapon functions in "Weapon List" menu
Another kind of professional parts. Why was I so forgetful ?

- Version 4.0 (August 28th 2001)
Added "Other Stuffs"
I haven't updated this guide for a long time. And now I must do. This
"Other Stuffs" could help you know more about the current whole story of
Resident Evil series and it would be updated following the time. I write
my review for you that just lets you know how the game is as I think and
make sure of your decision when you decide to buy or rent.
My intension is to make the "Maps" menu for this FAQS. But the
starting new school year confuses me. I must attend to my study. But I
would try to make this guide more perfect, early or late.


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4/ C.O.N.T.R.O.L.S.

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- Up : Forward
- Down : Backward
- Left : turn left
- Right : turn right
- R1 : draw weapons
- X : OK / Attack
- Square : Run
- Triangle : Cancel
- Circle : N/A
- Start button : menu screen

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5/ S.T.O.R.Y.L.I.N.E.

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There were a lot of mysterious murders happening in the Raccoon
Forest that no one knew about. A special teams of Raccoon city -
S.T.A.R.S. was sent there to investigate the incident. They didn't know
what was happening there. Suddenly, a partner of them - Joseph Frost
was killed miserable by strange creatures and some other partners were
lost. The pilot who drove the helicopter was fear and drove away,
leaving his partners. The left partners must try to run out of danger.
They suddenly ran to a mansion in the forest which they thought to be
safe. But it's not over yet...

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6/ C.H.A.R.A.C.T.E.R. B.I.O.S.

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------------------
CHRIS REDFIELD
------------------
Age : 25
Height : 5 feet 11 inches
Role : Marksman
Weapons in game : Combat Knife, Beretta M92F, Shotgun, Magnum,
Flamethrower, Rocket Launcher.
Advantage : fast action and very good at using weapons.
Weakness : couldn't solve some puzzles by himself.
A member of STARS Alpha team. After being kicked off Air Force because
of his behaviour, Chris became a drifter until he met Barry. Barry
recruited him as a new STARS member and he has chance to prove himself
quickly. In Alpha team, he works as a marksman or a pilot. To play with
Chris is hard because he is a bit clumsy and hardly does everything. In
the game, he needs a female supporter to help him do what he can't do.

-----------------
JILL VALENTINE
-----------------
Age : 23
Height : 5 feet 5 inches
Role : Mechanic specialist
Weapons in game : Combat Knife, Beretta M92F, Shotgun, Bazooka, Magnum,
Rocket Launcher.
Advantage : could solve all the puzzles in the game herself.
Weakness : slow action.
A member of STARS Alpha team. Jill is an intelligent soldier that had
rescued many partners from danger in the past. As Chris, she also had
been accepted in STARS and becomes an excellent police at mechanical
devices such as lockpick. Barry often calls her "Master of unlocking".

* Support characters :

---------------
BARRY BURTON
---------------
Age : 38
Height : 6 feet 1 inches
Role : Weapon specialist
A member of STARS Alpha team, Chris's old friend and partner. Barry
was an excellent SWAT member who is very good at weapons - a type of
people who respects his family best. As a police who spends many
experience in work, he has taken part in a lot of successful incidents.
In the game, he is Jill's supporter.

---------------
ALBERT WESKER
---------------
Age : 38
Height : 6 feet
Role : Mission leader
The leader of Alpha team. He is mysterious but looks very cool because
of his blonde hair and an usual sunglasses. He is a very important
character in Resident Evil series. Maybe you know what he is, early or
late.

------------------
REBECCA CHAMPER
------------------
Age : 18
Height : 5 feet 1/2 inches
Role : medicine specialist
Weapons in game : Combat Knife, Beretta M92F
The newest, youngest member of STARS. She is in Bravo team and in the
game she is Chris's supporter. Because of her age, she is very curious
of one another. But she is also a bit lovely.

* Other characters :

- Kenneth Sulivan ( Bravo Team )
This character doesn't appear in the game as a living person...
- Forest Speyer ( Bravo team )
The same as Kenneth...
- Joseph Frost ( Alpha team )
You will know what happens to him in the uncut intro.
- Richard Aiken ( Bravo team )
Some annoying...
- Enrico Marini ( Bravo team )
Just find out yourself.
- Brad Vickers ( Alpha team )
The guy who drove the helicopter and leave you in the forest.

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7/ D.I.F.F.I.C.U.L.T.I.E.S.

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* TRAINING : The easiest mode with double numbers of ammo, ink ribbons
and only a few monsters. With this mode, you can use your ammo funnily
and don't worry about running out.
* STANDARD : Normal mode. The monsters are not very hard. Ammo is
enough to use. Try to keep a balance in this mode. Don't so "happy",
especially to play with Chris.
* ADVANCED : Hard mode. The monsters are many and stronger. Ammo is the
same as Standard. The items are changed position. Your characters's
costume are different in this mode. Try to be economical as much as you
can : avoid any zombies in your effort, especially with the guy Chris
(again).

------------------------
ADVISE BEFORE PLAYING
------------------------
- As your mode you choose, try to play well which is appreciate with
the environment.
- Avoid any enemies in your effort when you are running out of ammo.
Combat knife is a bit hard to use in this game.
- Pay attention to anything unusual on your way.
- Keep a safe distance when fighting enemies.
- Try to use the Item Box anytime when your inventory is full.
- When a zombie falls on the floor, if you don't see its blood, that
means it hasn't died yet. Aim down to finish it. If you pass over when
it's still alive, it will eat your leg.
- Chris begins with :
+ 6 inventory slots
+ Combat knife
+ First Aid Spray
- Jill begins with :
+ 8 inventory slots
+ Combat knife
+ Beretta Handgun
+ First Aid Spray
- If you are new in this game, play with Jill first.

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8/ H.E.A.L.T.H. G.U.I.D.E. & H.E.R.B. M.I.X.I.N.G.

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- Your health is showed by the ECG in the menu screen :
--------------
HEALTH GUIDE
--------------

COLOUR HEALTH PERCENT
Green Fine 100%- 75%
Green + yellow line Fine 75% - 50%
Orange Caution 50% - 25%
Red Danger 25% - 10%
Purple + green line Poison 75% - 50%
Purple + yellow line Poison 50% - 25%
Purple + red line Poison 25% - 0%

- Poison effect turns "Purple with Green line" into "Purple with Red
line" into...death for a slow time. So use Serum or Blue Herbs as soon as
possible when you are poisoned. This is the good point of Resident Evil
1. Because in the later Resident Evil, Poison effect is only a purple
that you can't guess when you will die. In Chris's scenario, when Chris
is poisoned by the huge snake and if you take control of Rebecca, try to
find the Serum as soon as possible. If you are slow, Chris could die
even you don't take control of him.

-------------
HERB MIXING
-------------

- Herb mixing guide :

HERBS HEALING PERCENT
Green + Green heal 50%
Green + Green + Green heal 100%
Green + Red heal 100%
Green + Red + Blue heal 100% + cure Poison

- You can read more information about the herbs in "Botany Book" file in
the library.

--------------
DAMAGE NOTES
--------------
- A bite of a zombie make random damage. Sometimes it only causes "Fine"
to "Fine" (Green color with yellow line). But in Advance Mode, a strong
bite of it can cause you from "Fine" to "Danger" immediately. Just be
careful with your health. A bite at feet is often half a bite at neck.
- A scratch of dog is often half an ordinary bite of zombie. But it can
confuse you that you can't determine your target because dogs often
attack in multiple. So the best way is not to let it scratch you, okay ?
- A bite of huge snake makes a big damage with Poison effect. See the
note about "Poison effect" I wrote upper. Just remember to save your
character immediately. Only two or three hits of the snake can take you
to see "Mr.Death".
- Your life is always threatened when meeting a Hunter, of course. A
simple hit of Hunter at your feet just lower one level of your health.
But Hunters never beat a simple hit. They beat in sequence of hits,
remember. The second is almost the similar to the first but weaker.
But...don't be so happy, when you make them furious, just two slices to
your head can make you die immediately even you are in complete health.
Can you imagine what happen if two Hunters attack you in two sides ? To
tell you the truth, you will have no time to shoot them and stand until
you die. See "Monster list" and have a good strategy for them.
- Two strong bites of the annoying Neptune can kill you at once. Why ? A
bite of it causes "Fine" to "Orange Caution". Run like hell !!!
- A bite of Chimaera lowers one level of health. But a strike from the
ceiling is stronger. Just try to avoid their ways and shoot them by
Magnum. You can't run as fast as they do. Honest !
- Those small snakes or spiders can only make a very small that doesn't
affect too much your health.
- A strike of Plant 42 often lowers half-one health level. The damage of
the white powder from the ceiling is weaker. But your health sometimes
can be poisoned. Frequently check it.
- Black Widows attack by dropping Poisonous liquid or striking. Just be
careful with the liquid. Its strike makes half damage of a zombie hit. I
don't know if it has ever bitten your body like Resident Evil Code
Veronica.
- Tyrant...a sequence of hits. Almost the same as Hunter's slice, it can
quickly move you to the another world. Just frequently check your
health.

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9/ W.A.L.K.T.H.R.O.U.G.H.

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* TRAINING AND STANDARD MODE :

================================
CHRIS REDFIELD'S WALKTHROUGH
================================

9.1/ THE MANSION
After talking to Wesker and Jill in the main hall, go to investigate
the dining room. Go to the right door to one of the end of the
corridor. Something terrible is acting on your eyes. Avoid the zombie
and return to the hall, Chris doesn't see Jill and Wesker. Let him
collect Jill's gun and continue. If you return to the place where you
first meet the zombie and shoot, check the corpse it was eating, you'll
realize it's Kenneth. Get two clips from him and there are nothing to
do here. Return to the main hall, go upstairs. In the right there are
two doors. You should go to the deeper door and get the Small Key. If
you go out, you'll see Forest Speyer's corpse. Get his clip (be careful
of the crowns). Return to the 2nd floor hall and go to the left room.
Shoot the zombies here and push the right blue statue forward, until
you meet a space with no balcony, let it drop below. Then go to the
next door, kill some zombies here and go downstairs. Go to the nearest
room (medical room) and talk to Rebecca. Then get the Sword Key on the
bed. Now go out. You'll see there are two another doors. One of them is
locked with a carved of Armor. Ignore it and get into the other. If you
go forward, you'll come to the garden. There are some tentacles that
don't let you go pass the fountain. Ignore them and get out. Turn to
the left and check three rooms. The first has a Tiger statue-nothing.
Get into the second door (using Sword Key) to get a clip and Shotgun
Shells (hehehe...there are something sudden here). Go to the third room
to return to the corridor behind the dining room. Get into the dining
room and get Blue Jewel (from the broken statue). Put this jewel on the
Tiger statue to get the Wind Crest. In the corridor, use Sword Key to
open the red door in the left of the end of the room and go in. Find
the right corner of the room and push the wardrobe to get Music Notes.
Put the Music Notes on the piano and..."Chris unfortunately can't read
music." Now you need Rebecca. And she goes in soon to play it for you.
Answer "Yes" or "No" are both okay. Let she play it and go out. Go to
the main hall to the blue door. You can reach the map by climbing the
steps. If you go to the red way, you'll meet a lying zombie. Don't pass
over it or you'll be bitten. If you try, your rewards are only some Ink
Ribbons. Use Sword Key to open the brown door beside and get in. Go
pass the hall and fight the dogs. Notes : Here there are some blank
shelves that don't contain anything. You can push those to get clips.
The next door is a corridor, too. Here there is a room locked by Armor
Key - ignore. There is a restroom-get into it, get rid of the dirty
water in the bath tub and get Small Key. Get out. The third room has a
Shotgun-don't get it soon. Finally, go to the fourth room, kill some
zombies here. There are four doors here, too. I remind you to go to the
brown door in the left-the gallery. There are a lot of crowns here. But
if you solve the puzzle well, they don't do anything on you. Each
picture has a switch. The order is :
- New born baby
- Infant
- Lovely boy
- Young man
- Tired middle-aged man
- Old man
- The end of life
You'll receive the Star Crest. Get out, go right to another door.
Let's to the end of the path (there are some dogs), you'll see a board
that you can put the crests. Put your Star Crest and Wind Crest on it.
Then return and get to the light blue door (the right brown door is
locked by Helmet Key). Kill a zombie. There is a store room under the
stairs. Get into it, prepare yourself and get the Chemist. Get out and
go upstairs. Shoot the zombies. Some of doors here will help you to
return to a red corridor. The final room of this corridor takes you to
the library and you can get Botany Book to know how to mix herbs. By
this way, return to the 2nd floor main hall. From this hall, you can
return to the garden, use Chemist in the device to kill the tentacles.
Then go pass, there are a lot of herbs here. Try to get them all by
mixing. You also get Armor Key. Now use the Armor Key to open all the
doors you couldn't before. In the corridor which has the medical room,
use Armor Key to open the Desk Room . You'll get a Broken Shotgun. Use
Small Key to open the desk to get Shotgun Shells. In the main hall, you
can use the key to open the door beside the blue door. In this room,
use the Small Key to open the desk get Shotgun Shells. The next door
has a zombie and some herbs. There is a room which is locked by a
special key. I'll tell later in "Secrets" menu. Return to the blue door
in the main hall, pass the light corridor and go to the first room of
the next corridor which was locked by this key. Here there are some
dogs and a lot of herbs. After that, get out and find the room which
has the real Shotgun. Get it and put the Broken Shotgun on its
position, you have just avoided a trap. Go to the fourth door to the
blue door again, go upstairs and find a brown room which is also locked
by this key. Open it. You will see a moose head figure in the center
and two doors in two sides. Go to the left room (Bedroom) to get red
herb and a Lighter. Go to the right room, put the switch on the insect
collection to run out the water in the glass box. Then push it to the
right, push the wardrobe to the corner and open the hidden store, maybe
it's ink ribbon or something. Get out and find the red corridor. Unlock
the emerald door. You will see two statues of ancient soldiers. Push
them to cover two holes on the floor. Then push the red switch in the
center. The gas will make the cage at the end of the room open. Get the
Sun Crest inside. Then use the key to unlock the next door. You'll meet
Richard Aiken here. He is wounded by a huge snake and you must find the
serum to cure him. Get it in the medical room.

9.2/ THE HUGE SNAKE
Now return to the restaurant to meet Rebecca. She has played the song
and tried to play it again for you. After that, a secret door opens. Go
to it and get the Gold Emblem. The door will be closed. Put the Emblem
to replace the gold one, you can get out. In the dining room, put the
Gold Emblem on the hole above the fireplace, the grandfather's clock
will move aside. There is the Shield Key inside. Get it and return to
Richard. Although you gives the serum to him, he's still dead because
it's too late. You can get his clip and go to the next room. Shoot a
zombie here. And then turn left (Chris's left) to a room. Use the
Lighter to kindle the candle and get ammo here. Then go out, use Shield
Key to open the next door. Go checking...ready...Fight !!! The huge
snake
is a bit annoying. It surrounds you that make you can't run to anywhere
except for shooting it. Try to shoot it and heal your health when
necessary. After it runs away, follow it and get the Moon Crest. If you
are poisoned, Chris will be tired for while. There are three cases in
this situation :
- Chris says he's tired. Then you control him to find the serum quickly
or he will die after a long time.
- Chris is tired. Rebecca comes. Then you'll control her to get the
serum for him.
- Chris faints. Rebecca comes and brings him to medical room.
Which case will happen depends on how you answer Rebecca's questions.
Now put the four crests on the board and continue.

9.3/ GUARD HOUSE
In the shed, push the steps to the left, then climb it to get the
Crank. There is a Small Key on a barrel. Then go to the next door,
fight the dogs and get herbs (this is the courtyard). There is a right
path. Now you have nothing to do there so get into the gate. Turn left
and use the Crank to take out the water in the lake. Then pass the lake
and climb. Just run quickly to avoid the small snakes. Then get down on
the lift. Fight some dogs here and go through the gate, overcome the
path to the Guard House. There are some holes on the floor that a
tentacle will bind your neck if you pass them. Push the statue to cover
the hole you want. The right room is for you to store items and get
ammo, F.Aid Spray. Now go to the left room dormitory 001. Fight some
zombies here. Use Small Key to open the desk to get Shotgun Shells. Go
to the corner of the room, get a Small Key in the cup. Grab the Red
Book on the bed. Then get to the restroom, take out the water in the
bathtub and find C.Room Key. You can go to the furthest door, check the
billard to know a code. This code is random. Just remember in some
case. Now turn right to another corridor. There are 002 dormitory and a
greenroom. Beside the dormitory, you can push the statue to get some
herbs. Go to the greenroom to the left path, get the 002 Key and run as
fast as you can or you'll be bitten by the wasps or bees. Now open the
002 dormitory, get some files and push the two wardrobes. If you have
got the Small Key, open the desk you'll receive Shotgun Shells. Climb
down the ladder. Another puzzle about pushing... First, push the two far
boxes into the water. About the first one, push it backward until it
reaches the right path, the move to the wall left which makes a space
between the box and the right wall, then move into the water. Pass them
and go to the water hall. There are three doors. If you turn right
(Chris's right) to the nearest small door, you'll only get a Small Key
here. Go further, you will see two doors together. Go the small door
first by using the C.Room Key. Then switch the level to drain the
water. The next door will be unlocked. Then get into it to get ammo and
003 Key. Now get out of the 002 dormitory, go to the green house to 003
dormitory. In this room, if you open the desk, you'll only receive some
Ink Ribbons. Put the Red Book on the shelf to find a secret door.
You'll meet Plant 42. There are two cases :
- Chris completely fights Plant 42 (He can't fix the chemists)
- Chris is caught by one of the tentacle. You control Rebecca to save
him by mixing the chemists. The chemist room is in the greenroom. If
you remember the code on the billard, just enter it. See the notes on
the wall to make the mixture.
After finishing the plant, find the Helmet Key and get out of Guard
House.

9.4/ REVISITED MANSION
When you go into the mansion for a while, Chris will find a radio of
someone. If you continue, a hunter will chase after you. Use Shotgun to
shoot it. Then try to hear Chris say. If he says Rebecca in the library
(where you collect Botany Book), go there to find her. If he says she
is somewhere in the house, go to the medical room to find her. If you
don't, she can receive a miserable death. It's not necessary. Now the
mansion is full of Hunters - a powerful type of monsters. Try to do
your best with your Shotgun. Now use Helmet Key to open the brown door
at the place where you meet the first Hunter. Turn on the light (the
switch is on the table), get Doom Book I (check it to get the Eagle
Medal)and Magnum rounds. In this room, you can look over the window to
see the moonlight. Then get to te medical room and go upstairs, use
Helmet Key to unlock the black door there to go to "Animal room". Push
the steps to the moose head, then turn off the light and go on it to get
the Red Jewel. Go to the Tiger statue and put it, you'll receive the
Magnum. This weapon is good at killing Hunters.

9.5/ FINISHING THE HUGE SNAKE
Now return to the corridor behind the library, go to the red door at
the end of the the corridor. Here there is a green herb and a paper on
the wall above a fireplace. If you have the Lighter, burn it and you'll
receive a map. Use Helmet Key to open the left door. This is a large
room. Go to the furthest corner of the room and check, the snake
appears again. This is the last time you meet it. I think Shotgun is
good at this. After that, jump down the hole the snake did, put the
switch behind the "tomb" and get down the ladder.

9.6/ THERE ARE SOME PLACES WE HAVEN'T CHECKED
There are some zombies here and Shotgun Shells. The next room, you'll
hear the zombie eating. How terrible the sound is ! There are green
herbs there. The next room is the kitchen. Here you get a Small Key. If
you reach the door, a zombie inside will come to attack you. This
zombie is tough. I used 4 Shotgun shots to finish it. The right is the
elevator with a lying zombie. Shoot it and go. In this floor there are
3 zombies, kill them and get a green herb. First, go to the blue door,
shoot the zombies. Use Small Key to open the desk to get Magnum rounds.
Go to another door, you'll meet a room which is full of books (I call
it small library). Push the statue to the yellow square on the floor at
the corner, a secret store is opened. You get a MO disk. Get out to the
previous room, if you check this place, you realize a wardrobe that you
can push. There is a secret door inside (secret room). You can go in to
check it. Now get out and check the deeper door, you'll receive ammo
and Battery. The other door only has zombies and some herbs. In this
room, you can also find another door which takes to 2nd floor only
opened by a code. Only Jill can know this code.
Get on the elevator and go to the room where the sudden zombie
attacked you. It takes you to the corridor behind the dining room. Now
return to the courtyard. Go to where there is a waterfall, put the
Battery for the lift and go up. It takes you to the right path of the
courtyard. Get out of the gate and use the Crank to fill the water.
Then use the new lift to go down. There's no waterfall and you see a
ladder. Get down.

9.7/ UNDERGROUND
There are a lot of areas there. If you checked it, you'll get a F.Aid
Spray and Shotgun Shells. Find Enrico Marini and talk to him. A
mysterious person (maybe it's Wesker)shoots him die and remains the
Hex. Crank on the floor (your current Crank is square). Return to the
first you have just got down the ladder, use the Hex.Crank to move the
hole on the floor. You can pass it and go to the door. Get the
Flamethrower on the wall. Then touch the big rock. Prepare your way.
After touching it and return, it will chase after you. You'll die soon
after it lies on you. So try to run fast and turn. After that, check
the hole behind the rock, you'll receive some ammo. A Hunter will
attack you. Kill it. The rock broke a new way for you. Go to the hidden
door behind it and fight a huge spider. This is not hard. 3 Magnum
rounds can take wipe of it. But if you see the small spiders run out,
get out of the room and return, they'll disappear. Find a Combat knife
on the barrel and cut the webs on the door, then go into it. Go to the
right door to save and store items. When you get out of this room, the
small snakes appear again, just run to the other door, put the
Flamethrower on the right and to unlock and get into it. Use the Hex.
Crank to move the floor until the hole is in the left. There is a door
in it. So get into that door. Another puzzle ! Push the statue to the
position where the wall will rise. Then use the Hex.Crank to rise the
wall. Now there is a distance between the statue and the wall. So push
it to the square switch on the floor and get Doom Book II. Check it to
get Wolf Medal and get out. There is another rock here, just do as the
previous time but it's harder, so be careful ! In the hidden hole there
are ammo and MO disc. Get out of here by the lift.

9.8/ UMBRELLA SECRET LAB
Get herbs. Put the Eagle Medal and Wolf Medal on the platforms, then
get down by elevator. Climb down the ladder and prepare your items. Get
into the next door, shoots some zombie and then get the Mo disc on the
desk beside the Visual Media Room (which is locked electronically). Go
downstairs. There are a lot of naked zombies here. Try to avoid them if
you can because sometimes they can re-appear when you go to another
place. Now go to the first room you see. This is a corridor which has
three doors here. The third door is only locked when you have enough
passcodes to enter on the right device. The second door is locked
electronically. So get into the first. It's John's room. Read the
letter he writes to Ada and find the what he says in it. Push the
wardrobe aside and put the switch to turn on the blue light. Then view
the picture of Adam and Eva and find the password.
Then get out to the naked-zombie corridor. Go to the experiment room,
grab the Slide and operate the computer. Try to enter the right
passwords. The login ID is "John". The next password is "Ada". The
password to unlock the door is the symbol in the picture, you find it
yourself. Unlock all the locked area. The second room in the first door
is unlocked. Return to it, bringing a MO disc to get the Passcode 01.
The Visual Media room is unlocked. Go upstairs and get into it.
In this room, put the Slide into the projector to see some clues
about Umbrella. After that, find a switch on the left wall and turn it.
A rising wall will move away, remain the P.Room Key (Lab Key)inside.
Okay, go downstairs again. Go to another door which is unlocked, too.
This is another corridor. Find the Autopsy Room. And solve the puzzle
here. Try to push two boxes to cover two holes. Then move the steps
onto the switch which is appreciate to the above hole. Climb it and get
into the other room, bringing another MO disc to get the Passcode 02.
Return to the corridor and go to the save room if you want. Then get
to the Power Room. There are three areas here. Be careful with the
Chimeras. In the first area, run to find the switch to operate the
electric power. In the second area, try to find the machine to get the
passcode 03 with the last MO disc. In the 3rd area, try to find another
switch to operate the elevator in the corridor. Then get out of the
Power Room. Go to the elevator and have a "talk" with Wesker. Rebecca
can come here if you saved her. Wesker shoots her and takes Chris to
his laboratory to see the T002-Tyrant that he intends to sell to
someone. After some incidents, Wesker gets killed by the Tyrant and
Chris must fight it. Take the Magnum to kill it. This is the most
easiest boss. Just keep a long distance and shoot it. Then get Wesker's
Master Key. That's all.

9.9/ SAVE YOUR PARTNER-FINAL BATTLE
Get out of the lab, you'll realize that Rebecca is still alive
because of her protective gear. Go up the elevator and return to the
corridor with the passcode device. Use your three passcodes to open the
door. And then use the Master Key to rescue Jill. Take Jill and Rebecca
to get out of the secret lab and go to the door to airport (beside the
ladder). Grab the Battery to operate the elevator and go on it. Use the
Flare to shoot to the air. Brad Vicker drives the helicopter to bring
you. If you save all your partners, you'll fight the final battle with
Tyrant. You have 3 minutes to go up the elevator and fight it. Try to
run, run like hell, run to avoid its hits. Until over 2 minutes, Brad
will give up the Rocket Launcher for you to shoot it. There are only
two (Standard and Advanced) and four (Training) bullets. So try to
shoot correctly and get on the helicopter.

-----------------------END OF CHRIS'S WALKTHROUGH----------------------

================================
JILL VALENTINE'S WALKTHROUGH
================================
9.10/ MANSION
After talking to Wesker and Barry, go to the dining room with Barry.
When he is checking the blood, go to the next door to see the zombie
eating Kenneth. Also get out and meet Barry, he'll finish it for you.
Go with him to find Wesker in the main hall. Go upstairs and go down.
After the talk, Barry will give you the Lockpick ( its function is like
Chris's Sword Key). Take the Emblem in dining room, get two clips from
Kenneth's corpse, use Lockpick to get into the restaurant. Push the
wardrobe and get the Music Notes. Play the "Moonlight Sonata" on the
piano (Jill is excellent at art). Go to the secret door getting the
Gold Emblem and replace by the Emblem. Put the gold to the hole above
the fireplace and get the Shield Key in the clock. You don't use it, so
put it in item box. Return to the main hall, go upstairs. In the right
there are two doors. You should go to the deeper door and get the Small
Key. If you go out, you'll see Forest Speyer's corpse. Get his Bazooka.
Return to the 2nd floor hall and go to the left room. Shoot the zombies
here and push the right blue statue forward, until you meet a space
with no balcony, let it drop below. Then go to the next door, kill some
zombies here and go downstairs. Go to the nearest room (medical room)
to prepare yourself. Now go out. You'll see there are two another
doors. One of them is locked with a carved of Armor. Ignore it and get
into the other. If you go forward, you'll come to the garden. There are
some tentacles that don't let you go pass the fountain. Ignore them and
get out. Turn to the left and check three rooms. The first has a Tiger
statue-nothing. Get into the second door (using Lockpick) to get a clip
and Shotgun Shells. Go to the third room to return to the corridor
behind the dining room. Get into the dining room and get Blue Jewel
(from the broken statue). Put this jewel on the Tiger statue to get the
Wind Crest. Go to the main hall to the blue door. You can reach the map
by climbing the steps. If you go to the red way, you'll meet a lying
zombie. Don't pass over it or you'll be bitten. If you try, your
rewards are only some Ink Ribbons. Use Lockpick to open the brown door
beside and get in. Go pass the hall and fight the dogs. Notes : Here
there are some blank shelves that don't contain anything. You can push
those to get clips. The next door is a corridor, too. Here there is a
room locked by Armor Key - ignore. The second is the restroom. The
third room has a Shotgun-don't get it soon for safety. Finally, go to
the fourth room, kill some zombies here. There are four doors here,
too. I remind you to go to the brown door in the left-the gallery.
There are a lot of crows here. Solve the puzzle as Chris's walkthrough.
You'll receive the Star Crest. Get out, go right to another door.
Let's to the end of the path (there are some dogs), you'll see a board
that you can put the crests. Put your Star Crest and Wind Crest on it.
Then return and get to the light blue door (the right brown door is
locked by Helmet Key). Kill a zombie. There is a store room under the
stairs. Get into it, prepare yourself and get the Chemist. Get out and
go upstairs. Shoot the zombies. Some of doors here will help you to
return to a red corridor. The final room of this corridor takes you to
the library and you can get Botany Book to know how to mix herbs. By
this way, return to the 2nd floor main hall. From this hall, you can
reach the garden, use Chemist in the device to kill the tentacles. Then
go pass, there are a lot of herbs here. Try to get them all by mixing.
You also get Armor Key. Now use the Armor Key to open all the doors you
couldn't before. In the corridor which has the medical room, use Armor
Key to open the Desk Room . You'll get a Broken Shotgun. Use Lockpick
to open the desk to get Shotgun Shells. In the main hall, you can use
the key to open the door beside the blue door. In this room, open the
desk and get Shotgun Shells. The next door has a zombie and some herbs.
There is a room which is locked by a special key. I'll tell later in
"Secrets" menu. Return to the blue door in the main hall, pass the
light corridor and go to the first room of the next corridor which was
locked by this key. Here there are some dogs and a lot of herbs. After
that, get out and find the room which has the real Shotgun. Get it and
put the Broken Shotgun on its position, you have just avoided a trap.
Go to the fourth door to the blue door again, go upstairs and find a
brown room which is also locked by this key. Open it. You will see a
moose head figure in the center and two doors in two sides. Go to the
Bedroom to get red herb and Lighter. Go to the right room, put the
switch on the insect collection to run out the water in the glass box.
Then push it to the right, push the wardrobe to the corner and open the
hidden store, maybe it's ink ribbon or something. Get out and find the
red corridor. Unlock the emerald door. You will see two statues of
ancient soldiers. Push them to cover two holes on the floor. Then push
the red switch in the center. The gas will make the cage at the end of
the room open. Get the Sun Crest inside. Then use the key to unlock the
next door. You'll meet Richard Aiken here. He is wounded by a huge
snake and you must find the serum to cure him. Get it in the medical
room. Remember to bring the Shield Key.

9.11/ THE HUGE SNAKE
Return to Richard. Although you gives the serum to him, he's still
dead because it's too late. You can get his clip and go to the next
room. Shoot a zombie here. And then turn left to a room. Use the
Lighter to kindle the candle and get ammo here. Then go out, use Shield
Key to open the next door. Go checking and fight the huge snake. Shoot
it and heal your health when necessary. After it runs away, follow it
and get the Moon Crest. If you are poisoned, Jill will be tired for
while. There are two cases in this situation :
- Jill says she's tired. Then you control her to find the serum quickly
or he will die after a long time.
- Jill faints. Barry comes and brings him to medical room.
Which case will happen depends on where and how many times you meet
Barry (see my added notes). Now put the four crests on the board and
continue.

9.12/ GUARD HOUSE
In the shed, push the steps to the left, then climb it to get the
Square Crank. Then go to the next door, fight the dogs and get herbs
(this is the courtyard). There is a right path. Now you have nothing to
do there so get into the gate. Turn left and use the Crank to take out
the water in the lake. Then pass the lake and climb. Just run quickly
to avoid the small snakes. Then get down on the lift. Fight some dogs
here and go through the gate, overcome the path to the Guard House.
There are some holes on the floor that a tentacle will bind your neck
if you pass them. Push the statue to cover the hole you want. The right
room is for you to store items and get ammo, F.Aid Spray. Now go to the
left room dormitory 001. Fight some zombies here. Use Lockpick to open
the desk to get ammo. Grab the Red Book on the bed. Then get to the
restroom, take out the water in the bathtub and find C.Room Key. You
can go to the furthest door, check the billard to know a code. This
code is random. Just remember in some case. Now turn right to another
corridor. There are 002 dormitory and a greenroom. Beside the
dormitory, you can push the statue to get some herbs. Go to the
greenroom to the left path, get the 002 Key and run as fast as you can
or you'll be bitten by the wasps or bees. Now open the 002 dormitory,
get some files and push the two wardrobes. If you open the desk you'll
receive Shotgun Shells. Climb down the ladder. Another puzzle about
pushing... Do as Chris's walkthrough. Pass them and go to the water
hall.
There are three doors. If you turn right (Jill's right) to the nearest
small door, there are nothing here. Go further, you will see two doors
together. Go the small door first by using the C.Room Key. Then switch
the level to drain the water. The next door will be unlocked. Then get
into it to get ammo and 003 Key. Now get out of the 002 dormitory, go
to the green house to 003 dormitory. In this room, if you open the
desk, you'll only receive some Ink Ribbons. Put the Red Book on the
shelf to find a secret door. You'll meet Plant 42. There are two cases
:
- Jill completely fights Plant 42 (He can't fix the chemists)
- Jill is caught. Barry saves her and kills the Plant 42 by the
Flamethrower.
- If you let Jill mix the V-Jolt (she can do this), Jill also fights
the Plant 42 but shorter than the complete battle.
After finishing the plant, find the Helmet Key and get out of Guard
House.

9.13/ REVISITED MANSION
When you go into the mansion for a while, a Hunter will chase after
you. Use Bazooka to shoot it if you have ammo. Now the mansion is full
of Hunters - a powerful type of monsters. Try to do your best with your
Shotgun and Bazooka. Now use Helmet Key to open the brown door at the
place where you meet the first Hunter. Turn on the light (the switch is
on the table), get Doom Book I (check it to get the Eagle Medal) and
Magnum rounds. Then get to the medical room and go upstairs, use Helmet
Key to unlock the Black door to go to "Animal room". Push the steps to
the moose head, then turn off the light and go on it to get the Red
Jewel. Go to the Tiger statue and put it, you'll receive the Magnum.

9.14/ FINISHING THE HUGE SNAKE
Now return to the corridor behind the library, go to the red door at
the end of the the corridor. Here there is a green herb and a paper on
the wall above a fireplace. If you have the Lighter, burn it and you'll
receive a map. Use Helmet Key to open the left door. This is a large
room. Go to the furthest corner of the room and check, the snake
appears again. This is the last time you meet it. I think Shotgun is
good at this. After that, jump down the hole the snake did. There are
two cases :
- Jill goes down alone
- Barry will come and give Jill the code to open the door beside the
Animal Room. It takes to the same place. So I write the situation if
Jill goes down alone.

9.15/ THERE ARE SOME PLACES WE HAVEN'T CHECKED
There are some zombies here and ammo. Head to the kitchen. If you
reach the door, a zombie inside will come to attack you. The right is
the elevator with a lying zombie. Shoot it and go. In this floor there
are 3 zombies, kill them and get a green herb. First, go to the blue
door, shoot the zombies. Open the desk to get Magnum rounds. Go to the
small library. Push the statue to the yellow square on the floor at the
corner, a secret store is opened. You get a MO disk. Get out to the
previous room, if you check this place, you realize a wardrobe that you
can push. There is a secret door inside (secret room). You can go in to
check it. Now get out and check the deeper door, you'll receive ammo
and Battery. The other door only has zombies and some herbs. In this
room, you can also find another door which takes to 2nd floor only
opened by the code Barry gave you.
Get on the elevator and go to the room where the sudden zombie
attacked you. It takes you to the corridor behind the dining room. Now
return to the courtyard. Go to where there is a waterfall, put the
Battery for the lift and go up. It takes you to the right path of the
courtyard. Get out of the gate and use the Crank to fill the water.
Then use the new lift to go down. There's no waterfall and you see a
ladder. Get down.

9.16/ UNDERGROUND
There are a lot of areas there. If you checked it, you'll get a F.Aid
Spray and Grenade rounds. Find Enrico Marini and talk to him. A
mysterious person (maybe it's Wesker)shoots him die and remains the
Hex. Crank on the floor. Return to the first you have just got down the
ladder, use the Hex.Crank to move the hole on the floor. You can pass
it and go to the door. Touch the big rock. Prepare your way. After
touching it and return, it will chase after you. You'll die soon after
it lies on you. So try to run fast and turn. After that, check the hole
behind the rock, you'll receive some ammo. A Hunter will attack you.
Kill it. The rock broke a new way for you. Go to the hidden door behind
it and fight a huge spider. This is not hard. 3 Magnum rounds can take
wipe of it. But if you see the small spiders run out, get out of the
room and return, they'll disappear. Find a Combat knife on the barrel
and cut the webs on the door, then go into it. Go to the right door to
save and store items. When you get out of this room, the small snakes
appear again, just run to the other door. Use the Hex. Crank to move
the floor until the hole is in the left. Go to it and get Doom Book II
as Chris's walkthrough. Check it to get Wolf Medal and get out. There
is another rock here, just do as the previous time but it's harder, so
be careful ! In the hidden hole there are ammo and MO disc. Get out of
here by the lift.

9.17/ UMBRELLA SECRET LAB
Get herbs. Put the Eagle Medal and Wolf Medal on the platforms, then
get down by elevator. Climb down the ladder and prepare your items. Get
into the next door, shoots some zombie and then get the Mo disc on the
desk beside the Visual Media Room. Go downstairs. There are a lot of
naked zombies here. Try to avoid them if you can because sometimes they
can re-appear when you go to another place. Now go to the first room
you see. This is a corridor which has three doors here. The third door
is only locked when you have enough passcodes to enter on the right
device. The second door is locked electronically. So get into the
first. It is John's room. Read the letter he writes to Ada and find the
what he says in it. Push the wardrobe aside and put the switch to turn
on the blue light. Then view the picture of Adam and Eva and find the
password.
Then get out to the naked-zombie corridor. Go to the experiment room,
grab the Slide and operate the computer and do as Chris. Unlock all the
locked area. The second room in the first door is unlocked. Return to
it, bringing a MO disc to get the Passcode 01. The Visual Media room is
unlocked. Go upstairs and get into it.
In this room, put the Slide into the projector to see some clues
about Umbrella. After that, find a switch on the left wall and turn it.
A rising wall will move away, remain the P.Room Key inside.
Okay, go downstairs again. Go to another door which is unlocked, too.
This is another corridor. Find the Autopsy Room. And solve the puzzle
here. Try to push two boxes to cover two holes. Then move the steps
onto the switch which is appreciate to the above hole. Climb it and get
into the other room, bringing another MO disc to get the Passcode 02.
Return to the corridor and go to the save room if you want. Then get
to the Power Room. There are three areas here. Be careful with the
Chimeras. In the first area, run to find the switch to operate the
electric power. In the second area, try to find the machine to get the
passcode 03 with the last MO disc. In the 3rd area, try to find another
switch to operate the elevator in the corridor. Then get out of the
Power Room. Go to the elevator and have a "talk" with Wesker. Barry
comes here and do what Wesker tells him. Wesker asks him to go and
takes Jill to his laboratory to see the T002-Tyrant that he intends to
sell to someone. If Barry is saved, he will return and knock Wesker to
faint to go with you. If not, he'll never come again. After some
incidents, Jill must fight it alone. Take the Magnum to kill it. This
is the most easiest boss. Just keep a long distance and shoot it. Then
get out with Barry (if he is alive). If he isn't there, remember to
take the Master Key.

9.18/ SAVE YOUR PARTNERS-FINAL BATTLE
Return to the room where there is the passcode device. Use your three
passcodes to open the door. And then use the Master Key to rescue
Chris. Take him to get out of the secret lab and go to the door to
airport (beside the ladder). You'll meet Barry, too if he is alive.
Grab the Battery to operate the elevator and go on it. Use the Flare to
shoot to the air. Brad Vickers drives the helicopter to bring you. If
you save all your partners, you'll fight the final battle with Tyrant.
You have 3 minutes to go up the elevator and fight it. Try to run, run
like hell, run to avoid its hits. Until over 2 minutes, Brad will give
up the Rocket Launcher for you to shoot it. There are only two
(Standard and Advance) and four (Training) bullets. So try to shoot
correctly and get on the helicopter.

-----------------------END OF JILL'S WALKTHROUGH-----------------------

* NOTES ABOUT ADVANCED MODE

- This mode is like Training or Standard about map and place. So don't
be surprised.
- The item positions are different from the other mode. See my "Item
list" to have your best strategy.
- You can open the Clothes Room without the Special Key.
- The ammo is the same as Standard Mode. But the monsters are many and
stronger. Try to avoid any enemies if you can, especially in the places
where you don't come frequently.
- Frequently collect and mix your herbs. They're very important in this
hard mode.

------
Okay, for this FAQs is more useful, I decide to make a walkthrough for
Advance Mode. This is a quick walkthrough which contains the basics and
item location of this mode because it's almost the same as either
Training or Standard mode. About the unnecessary episodes such as saving
or Small Key, I don't mention in this walkthrough as you would know it
in the full walkthrough for Training and Standard Mode.
Notes :
- The order of this guide is optional. You can change them which is most
convenient for you. Here I only do my duty : write the basics.

=================================
ADVANCE GAME QUICK WALKTHROUGH
=================================

1) THE MANSION
- Getting Jill's gun (Chris)
- Go to 2nd floor and find Forest Speyer's corpse
- Get the Armor Key from him. He'll wake up as a zombie to attack you
(except if you are Jill and Barry is with you there). Let me list what
to do with this key :
+ Go to the Moose Room, get the half Moon Crest and Lighter.
+ Find Richard and Rebecca, remember to get the Serum for him if
Rebecca demands. In that area, use Lighter to find Sword Key.
+ Go to the dog yard and get Chemist.
+ In the desk room, get Shotgun Shells and Magnum
+ Go to the clothe room if you want.
+ In the Knight Room, find Emblem.
- If you have found the Sword Key, do this :
+ Go to the restaurant, having Rebecca to play the piano in order to
get Gold Emblem. With the Gold Emblem replacing, you'll have Blue Jewel.
+ Use the key to open the dog corridor.
+ Go to the Keeper's room.
- With the Blue Jewel put on the Tiger Statue, you have Shield Key.
- Go to the garden, use Chemist to kill the roots, you have Sun Crest.
- In the 2nd floor of the dining room, break the statue to get Wind
Crest.
- With the Shield Key, fight the Huge Snake and get the half Moon Crest
and combine with the other half.
- Use the four crests to unlock the Garden Shed, take Square Crank.
- Passing the courtyard, remove the water in the lake. Go to Guard
House.

2) GUARD HOUSE
- There are more holes than the Training and Standard Mode on the floor,
be careful with the annoying roots of Plant 42.
- Forward the billiard restaurant and get the Red Book, viewing the code
on the billiard table for necessary situation.
- Find the 003 Key in the ballroom. Go to 003 dormitory.
- Put the Red Book on the shelf and face Plant 42. There are a lot of
cases that would happen. Try to solute the situation.
- After that, get C.Room Key
- Go to dormitory 001 to get ammo if you want.
- In the greenroom, find the 002 Key and go to 002 Dormitory.
- Solve the pushing boxes puzzle and go to the Neptune corridor. Be
careful with the Neptune.
- Unlock the C.Room, then unlock the beside room.
- Get ammo and Helmet Key.
- Return to mansion.

3) REVISITED MANSION
- Use Helmet Key to the Animal Room, get Red Jewel.
- Put it on the Tiger statue to get Magnum Rounds.
- Use Helmet Key to open the moonlight room. Get MO disc and ammo.
- Open the light 2nd floor gallery, fight the Huge Snake. Then go to the
secret area in 1st floor.
- In this area, go to the small library to find Doom Book 1 (Eagle
Medal), Battery in secret study room.
- Return to the courtyard, use Battery to activate an elevator. With
this new way, you can pass the lake without remove the water. Fill the
water again by using Crank and go to the secret way behind the
waterfall.

4) UNDERGROUND AREA
- Find Enrico Marini, then grab the Hex.Crank.
- Use Hex.Crank to unlock a new area.
- Grab the Flamethrower (Chris only) and try to avoid the big rock.
- Pass the spider room, get Combat Knife to unlock the door.
- Use Flamethrower to unlock the next door (Chris only) and avoid the
2nd rock.
- Use Hex.Crank to find a secret room, solve the puzzle there to get
P.Room Key (Lab Key).
- Get the Doom Book II (Wolf Medal) and ammo.
- Go up the ground by the elevator.
- With the two medals, enter the laboratory area.

5) UMBRELLA SECRET LAB
- Climb down the ladder and go down another stairs.
- Find some hints in John's room. Then go to the experiment room to
unlock some areas as he tells you and grab the MO Disk.
- In Visual Media Room, find another MO disk. Now you have all of the
discs, enter it in the 3 fax machine to get 3 passcodes. Use them to
open the prison door and talk to your partner if you want.
- In the room beside John's room, enter the 1st passcode.
- Autopsy Room, find the Slides (using it on the projector if you want)
and some ammo. Solve the puzzle to go to the next room. Enter the 2nd
passcode and get ammo.
- Power Room, try to avoid from Chimaeras, enter the 3rd passcode, push
the switch to supply power and another switch to activate the elevator.
- Go down the elevator and have a talk with Wesker, then fight Tyrant.
- Get his Master Key to rescuing your partner in the prison.
- Get out of here, use the Flare to inform Brad, then fight the final
battle with Tyrant (if you have saved all your partners).


***********************************************************************

10/ T.H.E. E.N.D.I.N.G.S.

***********************************************************************
--------------------------
CHRIS REDFIELD'S ENDINGS
--------------------------
- Best ending : Jill sleeps on his shoulder. And so does Rebecca in
the other side. Chris smiles at her. Save Jill and Rebecca.
- Good ending : Chris talks to Rebecca. He believes that Jill is still
alive. Save Rebecca, not Jill.
- Bad ending : Jill sleeps on Chris's shoulder in sadness. Save Jill,
not Rebecca.
- Worst ending : Chris sits alone with strange action. Do not save
anyone.

---------------------------
JILL VALENTINES'S ENDINGS
---------------------------
- Best ending : Jill sleeps on Chris's shoulder. Chris smiles at Barry
who is reloading his gun. Save both Chris and Barry.
- Good ending : Jill talks to Barry and she believes that Chris is
still alive. Save Barry, not Chris.
- Bad ending : Jill sleeps on Chris's shoulder and there's no Barry.
Save Chris, not Barry.
- Worst ending : Jill takes off her hat and acts strangely. Do not save
anyone.

-----------------
THE REAL ENDING
-----------------
All Chris, Jill, Barry and Rebecca are alive and escape on Brad's
helicopter. Wesker is still alive and he continues his cruel plan as a
dead man...

***********************************************************************

11/ T.H.E. A.D.D.E.D. N.O.T.E.S.

***********************************************************************

===================
THE SHOTGUN TRAP
===================
I don't have space to tell you about this trap in Walkthrough. So
let's see here.
If you don't use the Broken Shotgun to replace the real one you got,
the ceiling on your way will collapse slowly. Every door is locked. You
have no choice except if you were Jill, Barry can come to rescue you if
you didn't meet him anytime before.

==================
BARRY'S POSITION
==================
Barry is Jill's supporter. His appearance which you decide will
determine if he dies or not.
The first time, you can meet him at :
- Forest's corpse
- The 2nd floor main hall
- Rescue you from the Shotgun trap
- The room where you get Researcher's Note.
The second time is when you are poisoned after fighting the huge
snake. He'll come to save you or not. I think in this time, you should
save yourself by keeping the serum. This work can make him live.
If you save yourself in the second time, you'll meet him the third
time in Guard House. You can hear a conversation between him and Wesker
in 002 Dormitory.
The fourth time is after you finish the huge snake. If you met him
the third time, he'll come. After that, he lives you underground. If
you wait for him to receive the code, he lives. If not, he dies.
If you wait for him in the fourth time, you'll meet him underground
cave. This time also decides his fate. He asks you two questions. If
you answer "Yes" both them all, he'll die at once (Wesker shoots him).
If you answer "Yes" and "No",that means you don't let him go first, he
can live and go with you to find Enrico.
Okay, when you encounter Wesker, Barry comes with you and does as
Wesker's order. When you are being taken to the lab, if Barry returns
and knocks out Wesker, that means he is saved. If he doesn't, he dies
near the ladder to the airport way.
* If you let Barry live, you'll wonder where Wesker is after beating
the Tyrant. Let me tell you that he is at the Power Room as a headless
corpse. You can find him by going there. But as I said in the official
ending, Wesker is still alive. This is not the official episode.
Generally, the main reasons that make Barry die are :
- You don't meet him after finishing the Huge snake second time.
- Although you meet him there, you don't wait for him to bring you the
code. Try to arrange your strategy.
- In the underground cave, you let him go first.

====================
REBECCA'S POSITION
====================
Rebecca is Chris's supporter. As Barry, her fate depends on your
action.
You first meet her in Medical Room. This is the chart to save her :

TIMES REBECCA CHRIS'S ACTION
-The 1st time around the mansion answer "Yes"
-The 2nd time in the restaurant "Yes" or "No"
-The 3rd time near the snake's place N/A
-The 4th time Plant 42 room N/A
-The 5th time the Library "She is in the library..."
and save her
-The 6th time Wesker's lab N/A

You can save her in other way :

TIMES REBECCA CHRIS'S ACTION
-The 1st time in the Medical room answer "No"
-The 2nd time in the restaurant "Yes" or "No"
-The 3rd time near the snake's place N/A
-The 4th time N/A fights the Plant 42
-The 5th time near the Medical room "She is somewhere..."
and save her
-The 6th time Wesker's lab N/A

And if you don't want to save Rebecca, just cancel the 5th
appointment.
This chart might have some mistakes because there are too many
episodes. So please contact me about my mistakes to make the guide more
perfect.

================
KEEP THE SERUM
================
As I said, if you want to save yourself from the huge snake without
any partner, you should have the serum with you and use it. But Richard
took it, what to do ? Okay, after you find the Armor Key, as soon as
find Richard. Then go to get the serum and solve the other problems as
long as you can. Until a certain time, Richard can die before you bring
medicine to him and you keep it. This work is easy to do in Advance
Mode because the position of the key is changed to be nearer.

================================================
THE ELECTRONICAL LOCKS IN THE LABORATORY AREA
================================================
There are some readers asking about this. Let me repeat. The answers
are in the letter John writes to Ada. It's one of the rooms in the first
corridor you go downstairs to. The answer for the third password is in
this room, too. If you want to solve the third password, push the beside
wardrobe to find a blue switch. Before putting it, see the picture of
Adam and Eve, then remember all the words you see. Push the blue switch,
the words in the picture will turn into the strange symbols that John
used to hide the password. Compare it with the original words, you'll
understand the pasword.

***********************************************************************

12/ I.T.E.M. L.I.S.T.

***********************************************************************

NAME STANDARD ADVANCED

-Lockpick from Barry from Barry

-Sword Key Medical room near huge snake's room

-Armor Key Garden Forest's corpse

-Shield Key Dining room Tiger statue

-Helmet Key Plant 42 room C.Room

-002 Key the greenroom the greenroom

-003 Key C.Room Guardhouse Ballroom

-C.Room Key 001 Dormitory Plant 42 room

-P.Room Key Visual Media Room Underground puzzle room

-Master Key Wesker's corpse Wesker's corpse

-Star Crest Gallery Gallery

-Wind Crest Tiger statue the Broken statue

-Sun Crest Knight room Garden

-Moon Crest Huge snake's room - Huge snake's room
- Researcher's room

-Emblem Dining room Dining room

-Gold Emblem Secret room in the bar Secret room in the bar

-Blue Jewel the broken statue Dining room

-Red Jewel Animal room Animal room

-Chemist Storeroom under stairs Dogs yard

-Broken Shotgun The Desk Room Storeroom under stairs

-Music Notes Restaurant Restaurant

-Lighter Bedroom Bedroom

-Serum Medical Room Medical Room

-Square Crank The shed The shed

-Hex.Crank Underground area Underground area

-Red Book 001 Dormitory Billiard room

-Empty Bottles Chemist Room Chemist Room

-Umb No.2 Chemist Room Chemist Room

-Umb No.4 Chemist Room Chemist Room

-Water Chemist Room Chemist Room

-Eagle Medal The moonlight room Small library

-Wolf medal Underground puzzle room After the 2nd rock

-Battery The Ammo room Secret room

-Slide Experiment room Autopsy Room

-MO disc The moonlight room Small library
After the 2nd rock Experiment room
Near Visual Media room Visual Media room

-----------------------------------------------------------------------
================
ITEM FUCNTION
================

ITEMS FUNCTION

- Lockpick - open special locks

- Sword Key - open the doors carved sword hole

- Armor Key - open the doors carved armor hole

- Helmet Key - open the doors carved helmet hole

- 002 Key - open Dormitory 002

- 003 Key - open Dormitory 003

- C. Room Key - open C. Room

- P. Room Key - open the Tyrant laboratory

- Master Key - open the cell

- Star Crest - open the door to garden shed

- Wind Crest - open the door to garden shed

- Sun Crest - open the door to garden shed

- Moon Crest - open the door to garden shed

- Emblem - replace the Gold Emblem's position

- Gold Emblem - replace the Emblem's position

- Blue Jewel - the Tiger statue's eye

- Red Jewel - the Tiger statue's eye

- Chemist - kill the roots

- Broken Shotgun - replace the Shotgun's position

- Music Notes - note to play the piano

- Lighter - to burn a candle or a fireplace

- Serum - cure Snake Poison

- Square Crank - remove the water in the lake

- Hexagon Crank - control some underground areas

- Red Book - put on a white-book shelf

- Empty Bottle - use to contain chemists

- Water - use to mix chemists

- Umb No.2 - use to mix chemists

- Umb No.4 - use to mix chemists

- Eagle Medal - open the Lab area

- Wold Medal - open the Lab area

- Battery - activate the elevators

- Slide - put in a projector

- MO discs - unlock a security door

***********************************************************************

13/ W.E.A.P.O.N. L.I.S.T.

***********************************************************************]

NAME STANDARD ADVANCED

Combat knife Standard item Standard item

barrel underground Barrel underground

Beretta Jill's Standard Jill's standard
Main hall (Chris) Main hall (Chris)

Shotgun The Trap The Trap

Bazooka Forest's corpse Forest's corpse

Magnum Tiger statue the Desk Room

Flamethrower Underground area Underground area

Rocket Launcher Final battle Final Battle

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

A. COMBAT KNIFE
Range : very short
Correct ratio : 10/10
Capacity : N/A
Standard weapon of all characters-also weapon of choice of veteran
players. It's used to attack at close distance. In this game, it's not a
good weapon to use.

B. BERETTA
Range : long
Correct ratio : 8/10
Capacity : 15 bullets
Your basic handgun-also your most common weapon. It attacks in far
distance with medium power. Used to attack ordinary monsters such as
zombies, zombie dogs etc.

C. SHOTGUN
Range : long and large
Correct ratio : 9/10
Capacity : 7 shells
A stronger weapon with large range. It can make damage on a group of
enemies in a certain position. You can use this to splash enemy's head
with one shot in close distance.

D. BAZOOKA
Range : long and large
Correct ratio : 9/10
Capacity : 6 rounds
A strong weapon with short range and various ammo : Grenade explosive
rounds, Acid Rounds and Flame Rounds.
- Grenade Rounds make explosion with large range, effective to any
enemies
- Acid Rounds cast Acid chemical with individual range, effective to
Hunters
- Flame Rounds cast Fire elemental ammo with individual range, effective
to zombies, zombie dogs, etc.

E. MAGNUM
Range : long
Correct ratio : 9/10
Capacity : 6 rounds
A kind of handgun with powerful ammo which goes through everything on
its way and kill them at once. This is a good weapon to use with any
enemies.

F. FLAMETHROWER
Range : short
Correct ratio : 7/10
Capacity : 100%
A strange weapon casting Fire in a close distance, best effective to
Plants. But in this game, it might be used as a key to unlock doors.

G. ROCKET LAUNCHER
Range : long
Correct ratio : 10/10
Capacity : N/A
Heavy and slow. It's the most powerful weapon of the game. One shot
can kill any enemies on its way.

***********************************************************************

14/ M.O.N.S.T.E.R. L.I.S.T.

***********************************************************************

------------
A. ZOMBIES
------------
Characteristics : Your most common enemies. Usually appear multiple
Attack by bitting your neck. When going they make sounds at their feet
which are clear to hear.
Strategy : Keep a safe distance to shoot. When they lie, pay attention
if they die or not or you'll be bitten at your foot when passing.
Ammo to kill :
- Handgun Bullets : 2-10 bullets
- Shotgun Shells : 1-3 shells
- Grenade Rounds : 1 round
- Acid Rounds : 1 round
- Flame Rounds : 1 round
- Magnum Rounds : 1 round
- Rocket Launcher : 1 round
Sometimes you can kill a zombie with only one or two handgun bullets
in Advance Mode if you aim well. This function is in Advance game only.

---------------------------
B. ZOMBIE DOGS (CERBERUS)
---------------------------
Characteristics : one of the most annoying enemies. Fast, attack by
jumping and scratching. When going they make sounds at their feet.
Strategy : Keep a safe distance to shoot. Shoot it each time it rises
and runs to you. Aim correctly.
Ammo to kill :
- Handgun Bullets : 4-10 bullets
- Shotgun Shells : 1-3 shells
- Grenade Rounds : 1-2 rounds
- Acid Rounds : 1-2 rounds
- Flame Rounds : 1-2 rounds
- Magnum Rounds : 1-3 rounds
- Rocket Launcher : 1 shot

-------------
C. HUNTERS
-------------
Characteristics : One of the strongest enemies. Very fast. Attack by
jumping suddenly and slicing your head or feet. They make sounds at
their feet.
Strategy : Stand a rather close distance and shoot by Magnum, Bazooka
or Shotgun. Be careful when it jumps and slices down, you'll die at
once.
Ammo to kill :
- Handgun Bullets : 15-25 bullets
- Shotgun Shells : 2-5 shells
- Grenade Rounds : 1-3 rounds
- Acid Rounds : 1-3 rounds
- Flame Rounds : 1-3 rounds
- Magnum Rounds : 1-3 rounds
- Rocket Launcher : 1 shot

------------
D. NEPTUNE
------------
Characteristics : sharks, swimming in water. Their hits make a big
damage.
Strategy : Run, run like hell. Your guns only scare them away, no
damage. Be careful if they surround you. They can't live without water.
Ammo to kill :
- Handgun Bullets : N/A
- Shotgun Shells : N/A
- Grenade Rounds : N/A
- Acid Rounds : N/A
- Flame Rounds : N/A
- Magnum Rounds : N/A
- Rocket Launcher : N/A

--------------
E. CHIMAERAS
--------------
Characteristics : like huge bats. They attack on the ceiling by
scratching down suddenly. On the floor, they attack by bitting your
body. Very fast and hard to realize.
Strategy : Run if you can. If not, a Magnum round can take wipe of
one.
Ammo to kill :
- Handgun Bullets : 15-30 bullets
- Shotgun Shells : 1-7 shells
- Grenade Rounds : 1-5 rounds
- Acid Rounds : 1-5 rounds
- Flame Rounds : 1-5 rounds
- Magnum Rounds : 1-4 rounds
- Rocket Launcher : 1 shot

--------------------------
F. BLACK WIDOWS (SPIDER)
--------------------------
Characteristics : Attack on the ceiling by dropping poison liquid. On
the floor, they can beat you by their legs or eat you.
Strategy : Running is the best way. But some Shotgun Shells can kill
them.
Ammo to kill :
- Handgun Bullets : 15-20 bullets
- Shotgun Shells : 2-5 shells
- Grenade Rounds : 1-4 rounds
- Acid Rounds : 1-4 rounds
- Flame Rounds : 1-4 rounds
- Magnum Rounds : 1-3 rounds
- Rocket Launcher : 1 shot

------------------
G. SMALL SPIDERS
------------------
Characteristics : born from the mother widow and run around the floor.
Very annoying, their jump makes very small damage.
Strategy : Just run. Shooting is only a waste of ammo.
Ammo to kill :
- Handgun Bullets : 1-5 bullets
- Shotgun Shells : 1 shell
- Grenade Rounds : 1 round
- Acid Rounds : 1 round
- Flame Rounds : 1 round
- Magnum Rounds : 1-2 round
- Rocket Launcher : 1 shot

-------------------
H. WASPS AND BEES
------------------
Characteristics : live in nest. Attack multiple by bitting.
Strategy : Run. If you like, one Shotgun blast can take wipe of them.
Ammo to kill :
- Handgun Bullets : 1-5 bullets
- Shotgun Shells : 1 shell
- Grenade Rounds : 1 round
- Acid Rounds : 1 round
- Flame Rounds : 1 round
- Magnum Rounds : 1-3 rounds
- Rocket Launcher : 1 shot
----------------
I. HUGE SNAKE
----------------
Characteristics : a giant snake which randomly appears in the
mansion. Surrounds the target and attacks by bitting with venom fangs.
Strategy : Use the kind of weapons which has large range such as
Shotgun and shoot correctly.
Ammo to kill :
- Handgun Bullets : very much
- Shotgun Shells : 5-10 shells
- Grenade Rounds : 5-10 rounds
- Acid Rounds : 5-10 rounds
- Flame Rounds : 5-10 rounds
- Magnum Rounds : 5-10 rounds
- Rocket Launcher : 1 shot

-----------------
J. SMALL SNAKES
-----------------
Characteristics : often drop suddenly from wet places such as cave or
trees. Attack by bitting at the feet.
Strategy : Just run.
Ammo to kill :
- Handgun Bullets : 1-5 bullets
- Shotgun Shells : 1 shell
- Grenade Rounds : 1 round
- Acid Rounds : 1 round
- Flame Rounds : 1 round
- Magnum Rounds : 1-2 rounds
- Rocket Launcher : 1 shot

-------------
K. PLANT 42
-------------
Characteristics : a kind of plant which is infected with T-virus.
Changed differently from the original sharp with long root. Strong and
huge. It doesn't move.
Strategy : Use powerful weapons or Flamethrower or any Fire elemental
weapons to defeat it. You can make V-Jolt chemical to destroy half its
life.
Ammo to kill :
- Handgun Bullets : 15-35 bullets
- Shotgun Shells : 10-20 shells
- Grenade Rounds : 10-20 rounds
- Acid Rounds : 10-20 rounds
- Flame Rounds : 10-20 rounds
- Magnum Rounds : 10-20 rounds
- Rocket Launcher : N/A

----------------
L. T002-TYRANT
----------------
Characteristics : a product of T-virus. Tyrant is huge and strong
with sharp claws and deadly hits. Attacks by claws.
Strategy : Magnum and Bazooka are good at the first time. Just keep a
safe distance and shoot. Then continue to run to other corner when it's
closer. But no ordinary weapons can kill it except powerful one such as
Rocket Launcher.
Ammo to kill (first battle)
- Handgun Bullets : 10-15 bullets
- Shotgun Shells : 5-15 shells
- Grenade Rounds : 5-10 rounds
- Acid Rounds : 5-10 rounds
- Flame Rounds : 5-10 rounds
- Magnum Rounds : 5-10 rounds
- Rocket Launcher : 1 shot
Ammo to kill (second battle)
- Handgun Bullets : infinite
- Shotgun Shells : infinite
- Grenade Rounds : infinite
- Acid Rounds : infinite
- Flame Rounds : infinite
- Magnum Rounds : infinite
- Rocket Launcher : 1 shot

***********************************************************************

15/ F.I.L.E.S.

***********************************************************************
---------------
BOTANY BOOK
---------------
As you may know, there are many plants that have medicine effects.
Since ancient times, humans have been healing wounds and diseases using
various plants.
In this book, we're going to sample three herbs that grow around the
Raccoon Mountains and give their outlines as examples of those plants
with medicinal properties.
Each herb has different colors and different effects as medical
plants: the green one recovers physical strength, the blue one
neutralize natural toxins, while the red herb does not have any affect
by itself. The red herb is only effective when it is mixed with other
herbs.
For example, if you mix this herb with the herb that recovers physical
strength, the recovery effect will be triple. By adjusting the amount
and experimenting with these three herbs, you can create various kinds
of medicines. But I'll leave the details in your hands, because that is
the best way to acquire true knowledge.

----------------
KEEPER'S DIARY
----------------
May 9th 1998
At night, we played Poker with Scott the guard, Alias and Steve the
Researcher.
Steve was really lucky, but I think he was cheating. What a scumbag.

May 10th 1998
Today, a high ranking researcher asked me to take care of a new
monster. It looks like a gorilla without any skin. They told me to feed
them live food. When I threw in a pig, they were playing with it...
tearing off the pig's legs and pulling out the guts before they actually
ate it.

May 11th 1998
Around 5 o'clock this morning, Scott came in and woke me up suddenly.
He was wearing a protection suit that looks like a space suit. He told
me to put one on as well.
I heard there was an accident in the basement lab.
It's no wonder, those researchers never rest, even at night.

May 12th 1998
I've been wearing this annoying space suit since yesterday. My skin
grows musty and feels very itchy.
By way or revenge, I didn't feel those dogs today.
Now I feel better.

May 13th 1998
I went to the medical room because my back is all swollen and feels
itchy. They put a big bandage on my back and the doctor told me I did
not need to wear the space suit any more.
I guess I can sleep well tonight.

May 14th 1998
When I woke up this morning, I found another blister on my foot. It
was annoying and I ended up dragging my foot as I went to the dogs pen.
They have been quiet since morning, which is unusual. I found that some
of them escaped.
I'll be in real trouble if some of the higher-ups find out.

May 15th 1998
Even though I didn't feel well, I decided to go see Nancy. It's my
first day off in a long time. But I was stopped by the guard on the way
out. They say the company has ordered that no one leave the grounds. I
can't even make a phone call. What kind of joke is this ?!

May 16th 1998
I heard a researcher who tried to escape from this mansion was shot
last night.
My entire body feels burning and itchy at night.
When I was scratching the swelling on my arms, a lump of rotten flesh
dropped off.
What the hell is happening to me ?

May 19th 1998
Fever gone but itchy.
Hungry and eat doggy food.

Itchy
Tasty.

--------------------
RESEARCHER'S WILL
--------------------
My dear Alma,
The fact that you have received this letter is both a joy and sadness
for me.
I could not even talk to you because of that guy in the sunglasses.
Alma, be calm and read this.
I think I've told you that I moved to pharmaceutical company's lab.
They headhunted me.
Last month, there was an accident in the lab and the virus we were
studying escaped.
All my colleagues who were infected by the virus are dead. To be
accurate, they've become living dead.
They still wander around. Some of them are knocking on my room door
desperately right now. But there's no sign of intelligence in their
eyes.
That cursed virus takes away all humanity from the human brain. Love,
Joy, sorrow, fear, humor,... eternally.
And Alma, even the memories of the days I spent with you...
Yes, I'm infected.
I did everything I could, but I could only delay the progress by a few
days.
The most frightening thing is, that I forget more about you by the
day. So I chose a peaceful death, rather than become the living dead.
Withing an hour, I will have entered my eternal sleep. I do hope you'll
understand my decision...
Goodbye and Forever Yours,
Martin Crackhorn

-------------------
PLANT 42 REPORT
-------------------
4 days have passed since the accident and the plant at point 42 is
growing amazingly fast.
It has been effected by the T-virus differently than other plants have
been and shows unique shape in addition to its size. Looking at the way
it behaves, it is now difficult to determine what kind of plant it was
originally.
There are two ways in which Plant 42 gathers nutrition. The first is
through its root that reaches into the basement. Immediately after the
accident, a scientist went mad and broke the water tank in the basement.
Now the basement is filled with water. It is easily imaginable that some
chemical elements were blended in the water and promotes the incredibly
fast growth of Plant 42.
Another part of Plant 42 from the basement grows through the duct and
hangs down like so many bulbs from the ceiling of the first floor. Many
vines come out of those bulbs and they are the second resource for its
nutrition.
Once sensing movement, Plant 42 shoots its vines around the prey and
holds it. Then it starts sucking up blood, using the suckers located at
the back of its vine.
It also has some intelligence. It blocks the door by twinning its
vines around it especially when it captures prey or is sleeping. Several
staff members have already fallen victim to this.
May 21st 1998
Henry Sarton

-------------------
"V-JOLT" REPORT
-------------------
As I started in the last report, there are some common features found
in the cells of the plant infected by the Tyrant virus. We also have
found another interesting fact through some experiments.
We found an element that destroys these rapidly in "UMB No.16", one of
the series of UMB chemicals that we used for that experiment. We named
this "UMB No.16" as "V-Jolt".
In our calculation it will take less than 5 seconds to destroy Plant
42 if we put the "V-jolt" directly on the root.
You need to mix some of the UMB series chemicals in a specific order
to create a "V-Jolt". But the UMB series chemicals may generate a
poisonous gas which is harmful to the human body. Extreme caution should
be taken when handling these chemicals.
Following are the types of UMB series chemicals and their brief
characteristics.
UMB No.2 Red NP-003 Purple
UMB No.4 Green Yellow-6 Yellow
UMB No.7 White
UMB No.13 Blue (stimulating smell)
V-JOLT (UMB.No 16) Brown

---------------
PASS NUMBER
---------------
8108310

----------
ORDERS
----------
TOP SECRET July 22nd 1998 2:13
To the Head of the Security Department
"X-Day" is approaching. Complete the following orders within the week.
1. Lure members of S.T.A.R.S. into the lab and have them fight with the
B.O.W. in order to obtain data of actual battles.
2. Collect two embryos per B.O.W. type making sure to include all
species
except for Tyrant.
3. Destroy the Arklay lab including all researchers and lab animals in a
manner which will seem accidental.
White Umbrella

-------------
SCRAPBOOK
-------------
Raccoon Times May 27th 1998
Animal Attack ? Woman Mutilated
May 20th. At around 10pm a 20-year-old young woman's body was found by
a baser-by on the left bank of Marble River in the Older District of
Raccoon City.
Raccoon police assume it to be a grizzly or other animal's doing
because there are teeth marks along her mutilated arms and left foot
that show considerable power. Since she was wearing a hiking boot on her
remaining foot, it has been determined that she was attacked in the
Arklay Mountains and fell into the river. They are hurrying to identify
this woman.

Raccoon Weekly June 16th 1998
Monsters In Arklay Mountains ?
Some people claim they've seen monsters in the Arklay Mountains. The
monsters are supposedly about the same size as large dogs and usually
run in a pack as wolves do.
This may sound like a group of ordinary wild dogs, but these monsters
are surprisingly fierce and hard to hurt.
They say these dogs won't bother you unless you wake them, so you
smart readers should stay out of the Arklay Mountains for the time
being. But if you're looking for adventure, check it out ! You wanna try
?

Raccoon Times
Mystery On Arklay Mountains ! Mountain Road Blocked
Due to excessive disasters in the Arklay Mountains, the city
authorities have decided to block the road leading to the foothills.
At the same time, Raccoon police intend to begin the search for lost
people with the help of S.T.A.R.S. Team members. They expect great
difficulty because of the vast size of the Arklay Mountains and the
primeval forest that covers most of the area. Also people are still
reporting sightings of grotesque monsters in the mountains.

-----------------------
RESEARCHER'S LETTER
-----------------------
June 8th 1998
Dear Ada,
Ada, by the time you read this. I'll be something... different. Today's
test turned out to be positive, just as I expected. I feel like going
crazy when I think about becoming one of them.
Ada, you are not infected and I hope you never will be. In case you
are the last one left, take the material in the Visual Data Room and go
to the Power Room to operate the Triggering System before you escape.
And make all this public through the media.
If everything is in order, all the locks can be opened by the security
system. You can access the system if you log in with my name from the
terminal in the small lab and enter the password. The password is your
name. To unlock the door at B2 where the Visual Data Room is located,
you'll need to access with our name first and then enter another
password.
I've written the code below. I'm sure you'll understand it easily. And
this is my last hope - if you find me completely changed, please kill me
yourself.
Password :

# # # # # #
## ## # # ## ## ##
# # # # # # # # # # # #
# # # # # # # # # #
# # # # # # # #
## ## # # # # #
# # # # # # #

Yours, John
-------
FAX
-------
To : General Manager of Sanitation Division
From : Special Committee on Disasters Raccoon Special Research Dept
This memorandum is strictly confidential and must be destroyed as soon
as it is understood.
Regarding the "T-virus" outbreak which occurred recently, this
Committee conducted a field survey. According to the results, estimates
on the amount of damage caused by the accident are considerably greater
than reported earlier.
First, although it is very difficulty to obtain accurate data in terms
of actual numbers, it is thought that more than half of the researchers
died after exposure to the "T-virus". The body count will almost likely
increase since nearly all of the survivors show symptoms peculiar to the
"T-virus". Second, our security system is still in operation. However,
our special security guard squad has been nearly destroyed. Because of
that, research information considered by our company to be top secret
has been made available to outsiders. Counter-measures should be taken
as soon as possible.
Finally, many of the "subjects" from the experiments have escaped and
are out of control. We believe that some of the researchers were killed
by these "subjects" and their bodies were mutilated.
By a curious coincidence, these events are proof of the success of our
research. However, there is also a very high risk that his news may be
leaked to the press if we don't act immediately.
The condition is very serious. Our operation to cover-up the situation
is difficult to attain, however we hope the problem will be solved
quickly.
We are especially concerned that the State Police and S.T.A.R.S. are
intervening too quickly.
We need to act on this situation as well.

------------------
PASS CODE NO.1
------------------
"I swear by myself", declares the Lord, "that because you have done
this and have not withheld your son, your only son,
(Genesis 22:16)

------------------
PASS CODE NO.2
------------------
I will surely bless you and make your descendant as numerous as the
stars in the sky, and as the sand on the seashore.
Your descendants will take possession of the cities of their enemies,
(Genesis 22:17)

------------------
PASS CODE NO.3
------------------
and through your offspring all nations on earth will be blessed,
because you have obeyed me."
(Genesis 22:18)

-------------------------
SECURITY SYSTEM MANUAL
-------------------------
Basement Level 1
Helicopter Port
Executive and Government Officials only on helicopter port. This
restriction may not apply in case of an accident.

Passage To The Helicopter
No one is allowed to enter unless they are attended by a Research
Consultant or Security Director.
All others will be shot on sight.

Elevator
The elevator stops during all emergencies.

Basement Level 2
Visual Data Room
Visual Data Room is within the control of Special Research Division.
Keith Arving, the Room Manager, is designated to have jurisdiction over
room usage.

Basement Level 3
Prison
Sanitation Division controls the usage of the prison. Consultant
Researchers (E.Smith, S.Ross, A.Wesker) must be present if virus is
used.

Triple Lock Door
No one is allowed to enter unless he presents all pass code documents.
Pass code documents must be created on the specialized output machine by
the Chief Researcher of each block.

Power Room
Only Headquarters Supervisors may enter. This restriction may not
apply in the Consultant Researcher has received special instructions.

Pass-code Output Machine
No one is allowed to use the pass code output machine but the Chief
Researchers.

Basement Level 4
Top Secret
Regarding the progress of "Tyrant" after the use of T-virus...
(Remaining document is unreadable)

----------
SLIDES
----------
1. "Umbrella Bio-Organic Weapon Official Report"
2. "MA-39 Cerberus"
3. "FI-3 Neptune"
4. "MA-121 Hunter"
5. "T-002 Tyrant"
6. (none)
7. "Bio-Weapon Research Institute. R and D Staff"

-------------------
BARRY'S PICTURE
-------------------
Something is written on the back of the picture.
"My dearest Moira and Poly.
I hope you will grow up to be strong and beautiful woman and help to
cheer up mother.
Your father will watching you all from heaven.
Dad"


***********************************************************************

16/ S.E.C.R.E.T.S.

***********************************************************************
- MAGNUM WITH UNLIMITED AMMO : Try to finish Advanced Mode and save
all your partners.
- ROCKET LAUNCHER WITH UNLIMITED AMMO : Finish the game under 3 hours
- HIDDEN SCREEN : If you are good enough to finish the game under 1
hour and save all your partners, you can see the different image of Jill
and Chris: Jill is going shopping. Chris is smiling at the scene of New
York.
- SPECIAL KEY : used to open the clothes room. Finish your game
(Standard or Training) and save all your partners.
- JILL'S GAME : In the beginning, when you and Barry are checking the
dining room. Let Jill go out. Then she will be forced to go in by
Wesker. "Lost courage ? It's not like you, Jill !" - said Barry. Then
check the grandfather's clock. The zombie in the next room will come to
attack her. Barry finishes him up. Then return to Kenneth. If he loses
his legs and has no clips, that means the cheat works. Enjoy the
difference yourself.
- ADVANCED GAME : At the start screen, press and keep the right button
until the Advance is highlight. Then you'll see this mode is easier
than it must be.

***********************************************************************

17/ C O D E S

***********************************************************************

* FIRST NOTES :
- These codes are from different sources. The author of this guide never
use codes to play games. So don't blame me of they don't work well.

FUNCTION CODES

- Unlimited Health 800C51AC 0060
800C867E 0060

- All game time at the end is 00:00:00 800C867C 0000

- Most Doors open 800C86B4 BFDF
800C86B6CF7E

- Play as Chris with Jill's voice & storyline 800C8668 0000

- Play as Jill with Chris's voice & storyline 800C8668 0001

- Turn Knife into Rocket Launcher D00C8784 0001
800C8784 FF0A

- Press L1+X to save anywhere D00CF844 0044
800C8456 0002
800343F2 2400
8003436E 2400

- Unlimited Item in 1st position 800C8784 ????

- Unlimited Item in 2nd position 800C8786 ????

- Unlimited Item in 3rd position 800C8788 ????

- Unlimited Item in 4th position 800C878A ????

- Unlimited Item in 5th position 800C878C ????

- Unlimited Item in 6th position 800C878E ????

- Unlimited Item in 1st Chest 800C8724 ????

- Unlimited Item in 2nd Chest 800C8726 ????

- Unlimited Item in 3rd Chest 800C8728 ????

- Unlimited Item in 4th Chest 800C872A ????

- Unlimited Item in 5th Chest 800C872C ????

- Unlimited Item in 6th Chest 800C872E ????

- Unlimited Item in 7th Chest 800C8730 ????

- Unlimited Item in 8th Chest 800C8732 ????

- Unlimited Item in 9th Chest 800C8734 ????

- Unlimited Item in 10th Chest 800C8736 ????

- Unlimited Item in 11th Chest 800C8738 ????

- Unlimited Item in 12th Chest 800C873A ????

- Unlimited Item in 13th Chest 800C873C ????

- Unlimited Item in 14th Chest 800C873E ????

- Unlimited Item in 15th Chest 800C8740 ????

- Unlimited Item in 16th Chest 800C8742 ????

- Unlimited Item in 17th Chest 800C8744 ????

- Unlimited Item in 18th Chest 800C8746 ????

- Unlimited Item in 19th Chest 800C8748 ????

- Unlimited Item in 20th Chest 800C874A ????

- Unlimited Item in 21st Chest 800C874C ????

- Unlimited Item in 22nd Chest 800C874E ????

- Unlimited Item in 23rd Chest 800C8750 ????

- Unlimited Item in 24th Chest 800C8752 ????

- Unlimited Item in 25th Chest 800C8754 ????

- Unlimited Item in 26th Chest 800C8756 ????

- Unlimited Item in 27th Chest 800C8758 ????

- Unlimited Item in 28th Chest 800C875A ????

- Unlimited Item in 29th Chest 800C875C ????

- Unlimited Item in 30th Chest 800C875E ????

- Unlimited Item in 31st Chest 800C8760 ????

- Unlimited Item in 32nd Chest 800C8762 ????

- Unlimited Item in 33rd Chest 800C8764 ????

- Unlimited Item in 34th Chest 800C8766 ????

- Unlimited Item in 35th Chest 800C8768 ????

- Unlimited Item in 36th Chest 800C876A ????

- Unlimited Item in 37th Chest 800C876C ????

- Unlimited Item in 38th Chest 800C876E ????

- Unlimited Item in 39th Chest 800C8770 ????

- Unlimited Item in 40th Chest 800C8772 ????

- Item Slot 7 (Jill only) 800C8790 ????

- Item Slot 8 (Jill only) 800C8792 ????

- All Items in Chest - Set 1 800C872A FF07
800C872C FF08
800C872E FF09
800C8730 FF3E
800C8732 FF13
800C8734 FF14
800C8736 FF15
800C8738 FF16
800C873A FF17
800C873C FF18
800C873E FF19
800C8740 FF1A

- All Items in Chest 800C8742 FF1B
800C8744 FF1C
800C8746 FF1D
800C8748 FF1E
800C874A FF1F
800C874C FF20
800C874E FF21
800C8750 FF22
800C8752 FF23
800C8754 FF24
800C8756 FF25
800C8758 FF26
800C875A FF27
800C875C FF28
800C875E FF29

- All Items in Chest 800C8760 FF2A
800C8762 FF2B
800C8764 FF2C
800C8766 FF2D
800C8768 FF2E
800C876A FF2F
800C876C FF30
800C876E FF31
800C8770 FF33
800C8772 FF34
800C8774 FF35
800C8776 FF36
800C8778 FF37
800C877A FF38
800C877C FF39

- All Items in Chest - Set 4 800C877E FF3A
800C8780 FF3B
800C8782 FF3C

* QUANTITY DIGITS TO ACCOMPANY ITEM & CHEST MODIFIER CODES

- Delete Item 0000

- Knife 0001

- Beretta Handgun 6402

- Shotgun 6403

- Colt Python (Dum dum rounds) 6404

- Colt Python (Magnum Rounds) 6405

- Flamethrower 6406

- Bazooka + Grenade Rounds 6407

- Bazooka + Acid Rounds 6408

- Bazooka + Flame Rounds 6409

- Rocket Launcher 640A

- Clips 640B

- Shells 640C

- Dum Dum Rounds 640D

- Magnum Rounds 640E

- Fuel 640F

- Grenade Rounds 6410

- Acid Rounds 6411

- Flame Rounds 6412

- V-Jolt 001B

- Broken Shotgun 001C

- Square Crank 001D

- Hexagon Crank 001E

- Emblem 001F

- Gold Emblem 0020

- Blue Jewel 0021

- Red Jewel 0022

- Music Note 0023

- Wolf Medal 0024

- Eagle Medal 0025

- Chemical 0026

- Battery 0027

- MO Disk 0028

- Wind Crest 0029

- Flare 002A

- Slides 002B

- Moon Crest 002C

- Star Crest 002D

- Sun Crest 002E

- Ink Ribbon 632F

- Lighter 0030

- Lock Pick 0031

- Oil 0032

- Sword Key 0033

- Armor Key 0034

- Shield Key 0035

- Helmet Key 0036

- P.Room Key 0037

- Special Key 0038

- Dormitory Key 0039

- Dormitory Key 003A

- C.Room Key 003B

- Master Key 003C

- Small Key 003D

- Red Book 003E

- Doom Book II 003F

- Doom Book I 0040

- First Aid Spray 6441

- Serum 6442

- Red Herb 6443

- Green Herb 6444

- Blue Herb 6445

- Blue + Red 6446

- Green + Green 6447

- Green + Blue 6448

- Green + Red + Blue 6449

- Green + Green + Green 644A

- Green + Green + Red 644B

- Comm Radio 004D

- Pick Axe 004C

- Bottle of Water 004E

- "Eagle of East, Wolf of West" Book 004F

- UMB No.2 0015

- UMB No.4 0016

- UMB No.7 0017

- UMB No.13 0018

- Yellow-6 0019

- NP-003 001A


***********************************************************************

18/ M I S C E L L E N E O U S

***********************************************************************
-----------------
QUICK STRATEGY
-----------------
This guide is for expert players who want to make a record of time and
get the secret hidden screens. Let's begin.
- Prepare for you a certain strategy before playing
- Run as fast as you can whenever and wherever.
- Try to get all ammo on your way. Don't pass them because to return is
a waste of time. This work is not necessary in Training Mode.
- Avoid any enemies you can.
- You must know what you'll do and where you'll go next. To wander is
such a waste of time.
- When preparing, always arrange the orders of work which is fastest and
most convenient.
- Don't read or collect any files. You can't believe how long it lasts.
- Don't pick up any unnecessary items.
- Don't make any unnecessary work (such as making the V-Jolt)
- Don't go to unnecessary place that has nothing to do.
- Always mix your herbs. Don't use in one except you really need it
badly.

***********************************************************************

19/ T.H.E. T.R.U.E. S.T.O.R.Y. B.E.H.I.N.D. B.I.O.H.A.Z.A.R.D.

***********************************************************************
-------------------
WHO IS TREVOR ?
-------------------
If you are a true fan of Resident Evil, maybe you have been ever
surprised about the mansion which has a lot of puzzles and mysteries we
players must solve in this game. Today I let you know a little info
about this special house.
George Trevor is the architect who designed this mansion for the
research. This note told about his mysterious disappearance. The owner
of the house is a strange guy named Spencer...

------------------------
WHERE IS THIS BOOK ?
------------------------
Capcom-developer and publisher of this game released a book named "The
True Story Behind Biohazard" when the most original version of this game
was released. As a gift, this book is sold with Biohazard for Sega
Saturn with a limited number.
But...Capcom soon removed this book at the last time because they
thought they revealed too much.

------------------------
CONTENTS OF THIS BOOK
------------------------
- Summary page
- George Trevor's notes
- Storyboard of Biohazard
- Presentation of the characters
- Biohazard, the beginning
- An interview with the producer of the game "Biohazard".

--------------------------------
INTRODUCTION OF TREVOR'S NOTES
--------------------------------
Raccoon City
A city in the Western part of America. Within a deep forest on the
outskirts of this city there is a mansion, which seems strangely quiet.

November 13th 1967
A man was standing if front of the mansion. It was George Trevor, a
famous architect from New York, who had designed this place from
scratch. The owner of the mansion, Ozwell E. Spencer, had invited him
with all his family in order to thank him for the level of the
perfection in his work.
Overflowed with work, Trevor initially sent his wife Jessica and her
14 year old daughter Lisa before joining them later. Unfortunately, when
Trevor arrived on the spot, he didn't find his wife nor the child.
Trevor too would mysteriously disappear upon entering the mansion.
Where could they all have disappeared to then ?
The following comes from a small diary written while Trevor was in the
mansion. Spencer paid a fortune for this mansion. The construction alone
took 5 years of Trevor's life. Why did he devote so much time to it ?
And did Trevor already know that thirty years later other strange things
would happen in this mansion ? Personally I feel that this small diary
will be the key to understand all these mysteries.

-----------------
TREVOR'S NOTES
-----------------
November 13th 1967
After having finished my work and leaving New York I finally arrived
at the Mansion around 6.00pm. The hall is very spacious. The central
stairs leading to the second floor are also impressive. All these things
make me nostalgic all over again.
Designing the plans of this place is the work I'm most proud of.
From the day I first showed the model to Ozwell E. Spencer in his
office, until the completion of the building, took me 5 years. Spencer's
orders were really difficulty and I had to call upon all of my energy
and ingenuity to realize it.
At first sight no one would suspect anything to be out of the
ordinary. While turning to face me, Lord Spencer shakes the white hairs
from his shoulders.
He has an impressive stature, and at the first glance, one can feel
that he has a high level of self-confidence. He initially announces me
that my wife Jessica and my daughter returned to visit their aunt Emma,
who is ill, and then we lift our glasses and toast. We are only ones to
know about the numerous secrets contained within this building. Deeply
satisfied with the complicity, we taste the wine.
The dining room is amazing. There is an incredible variety of food
laid out hammoniously on a large table in mahogany wood. When someone
would raise their eyes, they could see a statue of a goddess, in "Rodin"
style, on the second floor which seems to observe is with desire. But
despite all this splendor, the banquet can only be enjoyed by two guests
(Spencer and I). We only hear the quiet clicking noise of the clock
needles. Ahhh, if only Jessica and Lisa were there.
According to Spencer, they arrived three days before me and
appreciated the house well. Lisa in particular benefited from the
Spencer's kindness and was able to use the piano among others. She
reportedly played the "Moonlight Sonata" of Beethoven (her specialty).
In this evening of full moon where the melody seemed to surpass the
satellite floating above the forest which surrounds the house, Spencer
had congratulated my wife for this superb moment. I imagine proudly that
their two faces had to illuminated with pleasure.

November 14th 1967
Lord Spencer guided me around in the mansion. He opened the doors of
several rooms. Those rooms are decorated with the most marvelous at
pieces : painting of De Vinci, sculpture of Raphael...
In one of the rooms the eye of a stuffed beast has strangely sparkled,
and in another room armors of Middle Age Knights were aligned in good
order close to their captain.
All these art pieces were collected by Lord Spencer during past years
and he deserves well to be one of the richest man on earth.
"Do you like that ? I wish to use this residence as a seaside resort,
for a new company. I foresaw that, not only for the employees, but also
for the guests could use it."
His project is to design an international industrial medicine company.
He told me that its company would be called "Umbrella". But I wonder why
he hid as many things in his residence. He can say that he wants to make
a seaside resort but it's exaggerated. Even in the case his actions had
been led by his passion.

November 18th 1967
My family hasn't come back yet. "Is aunt Emma that sick ?". I doubt
it. The telephone is not installed, which is not very convenient. I went
out to second floor terrace to clear my mind. Crows, perched on a rail,
looked at me and pushed strange croaking.
I had a dark intuition. I continuously have the strange impression of
being observed... I saw an astonishing thing, in a small court. It is a
ladder leading down into an underpass, which is masked by a
waterfall."It is not my work. When was this thing built then ?"

November 20th 1967
There is no trace of the shotgun my wife had offered Spencer for is
birthday. I'm smoking a cigarette in the room where a broken shotgun can
be found and estimate that it can fool people and pass for the original.
I wonder who exchanged Spencer's shotgun for this unusable shotgun and
why ?
Neither my wife nor my daughter have reappeared and I getting very
concerned. My rich employer informed me that my family and I couldn't
remain at the mansion any longer and when I suggested that I could join
them tomorrow, he laughed and said that it was useless to worry myself
like that.

November 21st 1967
Luggage was gathered and somebody led me into a large room, without
openings, on the first floor reserved for the receptions. As the Lord
hadn't arrived yet, I was observing the painting in company of a man in
a white blouse. He was one of the three unknown men on the courtyard.
"Life is rich and short". On the painting, which were exposed on the
wall, time was represented by the life of a man, from his birth to his
death.
"Your family died, now" -laughed the man while he was looking at me
styly. Time seemed to stop. What was he talking about ? At the same
moment I felt a terrible pain at the bottom of my neck, and I broke down
on the floor.

November 24th 1967
How could he have become this kind of man ? What happened here ? And
what is the objective of this company called "Umbrella" ?
I was imprisoned in this room and time passed slowly. "The objective
is to keep all this as a secret, and since you are an unknown...". One
day, a man in a white blouse said this to me while bringing revolting
food.
What secret is more important than a human life ?
Lord Spencer and me are the two only ones to know the secrets of this
manor, and if I die, he will be the only holder of this knowledge. Is it
for that reason we have these creatures which prowl around the premises
of the Manor ? I cannot remain here and be eaten of worse. It is
necessary that I escape from here.
The question is to know if, since the beginning, I didn't quite simply
build my own prison. When I was creating this manor, and in accordance
with Lord Spencer's strange fascination for enigmas, I conceived a way
to escape for whoever would find himself imprisoned there.
It would seem that Lord Spencer wants to test this mothod on me...
At this moment, one of the countless creatures which infest the floor
and the ceiling, fell from the ceiling onto my body. For an unknown
reason, it seemed to attract them. I jumped instinctively backwards and
while getting upright I trampled a great number of them. What are these
creatures ? Ants ?

November 27th 1967
I finally succeeded to escape from this room. But nobody can exit from
the Manor on snap of a finger. You need the crests, the missing eye from
the Tiger's statue and the Gold Emblem. I can't occupy myself find
something else ! I have no time for this.

November 28th 1967
I can't find the words for it. A plant, absurdly gigantic, fills a
whole room. God could not have created such a thing.

November 30th 1967
It is impossible to get out. It is impossible to come out of the room.
A phantom laboratory, leading into a kind of underground cave without
visible exit. And finally, I found it :
One of the high-heeled shoes and the memory, that behind all it I will
find a passage. Jessica. Were my wife and my daughter subjected to the
same destiny as me ? No, I will escape at all cost, as they did before
me.

December 5th 1967
My throat is dehydrated. I didn't eat for many days and I don't know
how much time I'll still resist. I am becoming insane.
Why ? Because I am like a rat, hopeless trying to escape from a
laboratory labyrinth. Does my fascination for the abnormal architect of
this residence was no reprehensible ?

December 7th 1967
I am in a dark and wet underground secret conduit. And there,
suddenly, something monstrous opposite of me... I scrape my last match
with a trembling hand. A tombstone is here with my name engraved on it.
What kind of a psychopath would make a similar thing ?
"George Trevor" isn't me ? Spencer calculated since the beginning,
that I would come up to here to take my breath, and prepared my tomb.
Realizing, with success, to direct my attention away from each useful
way to escape. Jessica, please forgive me. Little time... It's the time
that remains me before joining you in paradise.
George Trevor

-------------------------
ORIGINAL BARRY BURTON
-------------------------
Oh yeah, all of you who have played this game know about an important
character named Barry Burton. In Resident Evil 1, the characters we know
are Chris Redfield, Jill Valentine, Barry Burton, Albert Wesker and some
other S.T.A.R.S. member. But do you know that Barry has another design
before him ? Chris and Jill weren't changed. But Jill's first supporter
is a giant guy named Gelzer. He was also a S.T.A.R.S. member who is
giant and "ugly". But later Capcom replaced this character by Barry
Burton we have already known. About the reason why... I don't know. In
addition to this, important characters in Resident Evil 1 also consisted
of Edward Dewey, the tall guy who is the pilot of Bravo Team appears in
the game. But in current versions, we don't see this guy. We only see
him in a few scenes of Resident Evil 0.


***********************************************************************

20/ R.E.L.A.T.E.D. R.E.S.I.D.E.N.T. E.V.I.L.

***********************************************************************
===============
A. BIOHAZARD
===============
Biohazard is the Japanese version which is almost like the later
version but has no difficult. The game itself is the Training mode of
Resident Evil Director's Cut which is easy to play.

==================
B. RESIDENT EVIL
==================
The later version which is written in English. Resident Evil has two
mode : Original and Arrange. Original game is the same as Standard Mode
of REDC. Arrange game is the same as Advance Mode. It was released for
Sony Playstation and Sega Saturn. This game is considered as the
greatest game in 1996 because of modern graphic and 3D images.

==================================
C. RESIDENT EVIL FOR SEGA SATURN
==================================
The most complete version of Resident Evil was made for Sega Saturn.
This version has an added mini-game as Battle Mode.
Hm... This battle game is almost the same as the one of Resident Evil
Code Veronica. You get it from a Saved file after beating up the game.
You go in a fixed map and kill monsters on your way by provided ammo.
Bring at least 2 healing items, then bring some powerful weapon, such as
the Shotgun to play. You'll run into some strong enemies such as Tyrant
and a Wesker zombie. Be careful !!!

========================
D. RESIDENT EVIL BETA
========================
Maybe this one is released before Resident Evil. It's almost the same
but but some episodes are changed. This is the difference :

RESIDENT EVIL RESIDENT EVIL BETA
-There's a typewriter in the -There's no typewriter in the
main hall. main hall. The camera angle is
different.

-Kenneth's corpse appears in the -Kenneth's corpse appears in the
corridor behind the dining room. red way in the blue room with a
living zombie(not lying). This
corpse looks like Barry but it's
really Kenneth.

-The dining room has no zombies. -The dining room has several
zombies. The camera angles are
different.

-The zombie eating Kenneth in -The zombie in the corridor behind
the corridor behind the dining the dining room is a white-shirt
room wears a dark green coat. Zombie.

-The corridor behind the library -The corridor behind the library
has nothing. has something written on the wall
by blood.

-The first time the huge snake -The first time the huge snake
appears in the room near appears in the shed.
Richard's corpse.

-The corridor where there is the -The corridor where there is the
gallery, the wall has decoration. gallery, the wall is white.

-The angles when the first Hunter -The angles when the first Hunter
show the trees behind the shed. show the white wall of the shed.

There are a lot of modifications in the beta version. Here I only
tell you the clearliest episodes you can see. The other changes are
about Items's positions and playing order.

====================================================
E. RESIDENT EVIL DIRECTOR'S CUT DUAL SHOCK EDITION
====================================================
The latest version which isn't different from Resident Evil Director's
Cut so much. The control is dual shock. The music and graphic are
scarier. And the rest...completely the same.


***********************************************************************

21/ O.T.H.E.R. S.T.U.F.F.S.

***********************************************************************

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
MY OWN REVIEW ABOUT THIS GAME \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm a big fan of Resident Evil series. Now I want to share my opinion
about Resident Evil 1 - the first game of series with everyone. First, I
want to tell why I like this series.
I didn't like games on investigation or exploring because they're
usually complex, hard and confusing that make me think. I hated, hated
them very much. But when I saw my friend playing Resident Evil 1 and
kept track of what he did, I felt something interesting in the game.
Later, I bought it and tried once. Oh, how exciting the game was ! the
graphic is lively, the characters were cool, the enemies were quite
good, etc that fascinated me. The puzzle were not so hard as I had ever
thought. It was not only real but funny as well. I thought that I had to
buy all this series. And I have done that until now.

Gameplay 10/10
Funny, thrilling, exciting and new. These words are enough for me to
describe this game. I played it and I'm playing it. It still has a lot
of things I still don't feel boring and I want to play more. It still
keeps its own horror although the players have played very much, such as
me or my friends.

Storyline 10/10
One of the simple reason's is that I like biology. Yeah, this is a
game whose content is about the long battle of biology, or we can call
"biohazard" as its Japanese name. The story is lively and real for the
current world, not like some stories of other games which are full of
useless fantasies and "dreams".

Graphic 8/10
Although its graphic wasn't so perfect, it was all right that time.
Resident Evil 1 deserved to be the great game of 1996 about graphic as
everyone supposed. Now it can't be compared with the later modern
Resident Evil but it is still remembered as the glorious birth of
series.

Sounds 9/10
It was the greatest sound system I has ever seen. Before it, I had
played a lot of games whose sounds are only made very badly simply that
I can't suffer. The sounds of feet, things, the cries of people and
conversation etc. They were the perfect sound at that time.

Length 10/10
A balance. The game is not so long but it's not so short, too. It is
long enough for the players to realize its attraction. The players would
be angry for the missing short game. But they are also boring for a long
game with useless episodes. This is a great point.

Battle System 8/10
I hope it would be more various. This game is so simple about battle
system, even the later ones. My friends and I always complained :"These
police don't know martial arts !!!"

Replayability 10/10
As I wrote, it always deserves to be replayed. Don't believe ? Just
try it if you are a new player. You will know there are more things you
can't guess after beating it only once.

My conclusion is to buy... for a big fan like me. Or if you just want to
see what it is and beat it once, you can rent. But I affirm that this is
a good game, yeah... a good game !

Overall score : 8/10 (not an average)

~~~~~~~~~~~~~~~~~~~~~~~\
RESIDENT EVIL GAMES \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NAME : Resident Evil
RELEASED DATE : 1996 - 1997
PLATFORM : Playstation, PC, Sega Saturn
This was the first Resident Evil of series. Its content is about the
incident in a mansion belonging Raccoon Forest. This involves the
Trevor's Note I wrote above. You take the role of either Chris Redfield
and Jill Valentine - two members STARS to explore the mansion.

NAME : Resident Evil Director's Cut
RELEASED DATE : 1997-1998
PLATFORM : Playstation
It's almost the same as original Resident Evil with more modes and
features.

NAME : Resident Evil Director's Cut Dual Shock Edition
RELEASED DATE : 1997-1998
PLATFORM : Playstation
It's almost the same as Resident Evil Director's Cut.

NAME : Resident Evil 2
RELEASED DATE : 1998
PLATFORM : Playstation, Nintendo 64
It's about the accidental adventure of the rookie cop Leon Scott
Kennedy and Claire Redfield. Leon begins his first day of duty and
enters the city. Claire Redfield - a strange young lady enters the city
to search for her brother Chris Redfield - one of the survivors of the
mansion incident and an important member of S.T.A.R.S. But both of them
didn't know something terrible happening in Raccoon...
They have an appointment at RPD Police Station where they thought it
was safe...But...

NAME : Resident Evil 2 Dual Shock Edition
RELEASED DATE : 1998-1999
PLATFORM : Playstation, Dreamcast, PC
Its content is the same as Resident Evil 2. But it has a new mini-game
named Extreme Battle Mode which the two subordinate characters Chris
Redfield and Ada Wong can be played.

NAME : Resident Evil 3 Nemesis
RELEASED DATE : 1999-2000
PLATFORM : Playstation, Dreamcast, PC.
You take the main role of Jill Valentine to escape from Raccoon City
which is going be destroyed by Umbrella to wipe all the evidence about
the virus. She was one of the survivor of the mansion incident who knows
about this work. So Umbrella creates Nemesis to pursue her.

NAME : Resident Evil Gun Survivor
RELEASED DATE : 2000
PLATFORM : Playstation
You are a person who is injured by an accident. He forgets everything
about himself and tries to find the truth. In his journey, he is watched
by a guy of Umbrella named Vincent. Later the main character realizes
himself as Ark Thompson. He destroys an important facility of Umbrella
and escapes with Lott and Lily - the two children he meets on his way.

NAME : Resident Evil 0
RELEASE DATE : Early 2002
PLATFORM : GameCube
This game was released first for Gameboy. But now it has been redoing
with this new console. This scenario lets us know more about Rebecca
Champer - the support character in Resident Evil who rarely appears. You
also have a chance to know more about STARS and Umbrella in this game.

NAME : Resident Evil Gaiden
RELEASE DATE : Fall 2002
PLATFORM : Gameboy Color
This is a new scenario and also a chance for the Resident Evil fans
who like the character Barry Burton of the first Resident Evil. He would
be the main character of the game and start his adventure on a ship.
This is just a rumour.

NAME : Resident Evil 4
RELEASE DATE : Early 2002
PLATFORM : Sony Playstation 2
Have you enjoyed enough Resident Evil Code Veronica ? And Resident
Evil 4 would give you the next answers of the Resident Evil story. There
are rumours that this game would be an impression of Capcom about
graphic and other systems. There are tons of stupid rumours about
characters. But I can't tell which is right. No more information is
received this time. I think this game is still so far.

~~~~~~~~~~~~~~~~~~~\
WESKER'S REPORT \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

"Wesker's report" is the bonus DVD disc that will be released with
Resident Evil Code Veronica X when it's sold. Some information said that
its original version was released for some months in Japan. And the
purpose which Capcom release this part might be to answer some unknown
questions about the game that the fans always wonder. I want to write
some parts of this report for you to know few about it :

"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 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 theor worth and as expected many died.
There was 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 cost 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, 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 insider 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...

* Source : Biohazardextreme.

-----
But all of you know that it answers you some unknown questions that
you always wonder. Let me give them in this short passage :

- The survivors of the mansion incident were Chris Redfield, Jill
Valentine, Barry Burton, Rebecca Champer and Brad Vickers.
- Chris is the character who directly killed Tyrant.
- Wesker was killed by Tyrant. But he had been infected the virus
before that makes him alive.
- Ada was saved by Wesker because he thought she's still useful for him.
She stole the G-virus for him.
- Sherry was caught by Wesker after Resident Evil 2 with the same
reason.
- The official story of Resident Evil 2 is Leon A / Claire B.

***********************************************************************

22/ A.U.T.H.O.R.'S. L.A.S.T. W.O.R.D.S.

***********************************************************************

Okay, I have finished my work about this FAQs. I hope this guide will
help you to play the game better and have more fun. Guides are only
necessary when you are really stuck. To tell you the truth, playing a
game by yourself is better and funnier than playing completely with
guides. The games will be quickly forgotten because you know it so much
by the guides. That's my opinion. So I think everyone will sympathize
if my guide is still simple. They are all my decisions. But you can have
ideas with my serious mistakes if I have. I thank you all of you about
that. Please see my other guides also at Gamefaqs.
There's one thing I want to tell you. Although I'm still a pupil who
have to go to school, I would try to have a time for checking your
emails about any problems in my guide. I have ever been a player who
needs others' helps and I have been disappointed when they didn't reply
my questions. So I understand how you think. Just contact me at my email
address anything you want. I'll try to answer your problems and won't
make you disappointed. But I won't answer any emails with bad purpose or
hate emails. It's just a waste of time. But I'm willing to serve anyone
who really need my help.
Those guides are frequently updated as this one. Thanks for reading
them ! Have a good time !
MYSTICCAT


***********************************************************************

23/ S.P.E.C.I.A.L. T.H.A.N.K.S.

***********************************************************************

I send my special thanks to :

- Http://www.survivhor.com - for info about beta version and "The True
Story Behind Biohazard".

- "The Horror is Alive" of resitez - for game shark codes

- Jeff "CjayC" Veasay - for posting this guide on website.

- Http://www.psxcodez.com - for displaying this site.

- Capcom - for creating this great game and giving me a change to make
this FAQs.

- This game "Resident Evil Director's Cut" - You can't be absent !

- Berry Burton of GameFaqs message board - for info about related
Resident Evil.

- CVXFREAK of Gamefaqs message board - for info about Resident Evil for
Sega Saturn.

- All the guys I know in Resident Evil message board - I have learnt a
lot from you.

- All readers who read and have ideas for this guide to be more perfect.

Finally, thanks everyone for helping me to make this FAQs.

-----------------------------------------------------------------------
Again, this FAQs is owned by
PHAN NGUYEN KHANH DAN "MYSTICCAT"

"Don't do bad things !"














 
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