Resident Evil FAQ



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|___/  |_|  ___/  |_|  |_| |_|   |_||______||_|   |_| |_|   __ |____/

                                                       (RESIDENT EVIL)



                    ========================================

                            BIOHAZARD (RESIDENT EVIL)

                                NINTENDO GAMECUBE

                               WRITTEN BY: CVXFREAK

                            COPYRIGHT 2002 BY CVXFREAK

                                    VERSION 0.99

                                   APRIL 29, 2002

                    ========================================



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



This FAQ covers the Japanese version of BioHazard for the Nintendo GameCube 

and

eventually the US version.



This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is maintained by

CVXFREAK, thus e-mail should always be directed to him. BioHazard is 

copyright

2002 by Capcom Entertainment. This is an unofficial FAQ, and should not be

confused between actual publications associated with Capcom (such as

Prima/BradyGames strategy guides).



========================================================================

***I N T R O D U C T I O N***

========================================================================



"From now on, games aren't limited to graphics only -- a balance must be

reached  between fun gameplay and graphic enjoyment," he continued. "I feel

if it isn't like this, the media itself will be endangered. Among game

systems  focused on  graphics, we're aiming to show Nintendo's philosophy

of 'fun games.'" - Shinji  Mikami (Courtesy of IGNCube.com)



BioHazard was created back in 1996 for the Sony PlayStation. That game

virtually  created the genre of survival horror, and put it mainstream.

In 1996, everyone  knew about BioHazard, or Resident Evil in the west

(America, Europe). Future  installments continued the innovation that was

BioHazard, as well as the foundation for what a survival horror game should

be like.



BioHazard 2, BioHazard 3: Last Escape and BioHazard CODE: Veronica Complete

Edition were all sequels to the original, and improved upon the formula.

Now, in 2002, Shinji Mikami plans to remake the first BioHazard with new

storyline additions, a MUCH better graphical engine and to feed the 

nostalgic

BioHazard fans.



This FAQ was designed to be the best FAQ style for any BioHazard game. It 

will

feature room-by-room walkthroughs to ensure the easiest and best way to play

the game. Each room will feature its own walkthrough, with item lists, and

important information for beating BioHazard.



This FAQ may be found on www.GameFAQS.com,and www.residentevilhorror.com so

far.



Get ready. Get set. BIOHAZARD!



========================================================================

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

========================================================================



1. VERSION INFORMATION

2. GAME BASICS

   A. CONTROLS

   B. FIGHTING TACTICS

   C. DIFFICULTY LEVEL

   D. HEALTH

   E. MOVEMENT

   F. DIFFERENCES BETWEEN CHRIS AND JILL

   G. ITEM SCREEN

3. CHARACTERS

4. WALKTHROUGH- JILL VALENTINE

   A. MANSION AREA

   B. GUARDHOUSE AREA

   C. RETURN TO MANSION

   D. TUNNELS AREA

   E. LABORATORY AREA

5. WALKTHROUGH- CHRIS REDFIELD

   A. MANSION AREA

   B. GUARDHOUSE AREA

   C. RETURN TO MANSION

   D. TUNNELS AREA

   F. LABORATORY AREA

6. WESKER'S REPORT

7. WESKER'S REPORT II

   A. LISA CHARACTER ANALYSIS

8. RESIDENT EVIL STORY SYNOPSIS

X. PUZZLES

X. CODES

X. MONSTERS AND BOSSES

X. FILES

X. CRITERIA FOR ENDINGS

X. BIOHAZARD GAMES

X. MY REVIEW

X. CREDITS



========================================================================

1. V E R S I O N     I N F O R M A T I O N

========================================================================



APRIL 29, 2002

UPDATE: Change of email.



APRIL 24, 2002

UPDATE: Added another strategy in the Lisa section of Jill's guide.



APRIL 22, 2002

UPDATE: I worked some more on the bosses of the game, to make it

a lot easier. I also made some tweaks to the walkthrough, but

Jill's return mission to the mansion is still incomplete. I also

added the other 2 control schemes. Many modificaitons were made to

the FAQ as well, but there are way too many to mention.



APRIL 15, 2002

UPDATE: 95% done with Jill's walkthrough. Unfortunately I forgot

to write the walkthrough for Jill's return to the mansion, thus

that area is not finished, but the rest of her walkthrough is.



APRIL 4, 2002

UPDATE: I added more to the FAQ in Jill's Walkthrough.



MARCH 30, 2002

UPDATE: After getting off my lazy behind, I updated the walkthrough.



MARCH 26, 2002

UPDATE: Added more walkthrough for Jill. Added more Wesker's Report II.



MARCH 22, 2002

UPDATE: I added more to the walkthrough of Jill.



MARCH 21, 2002

UPDATE: I finally got the game, and wrote a portion of the first

walkthrough. I added controls, item screen, and even begun some of the

other stuff.



MARCH 18, 2002

UPDATE: Added Wesker's Report I, Resident Evil Story Synopsis, and

other stuff.  Game officially released.



MARCH 17, 2002

UPDATE: Added Wesker's Report II.



MARCH 1, 2001

UPDATE: FAQ begun.



========================================================================

2. G A M E    B A S I C S

========================================================================



A. CONTROLS

-----------



TYPE A CONTROLS



A: Action/Climb



B: Run (When moving D-Pad/Analog Stick)



Y: Access Item Screen



X: Access Item Screen



R: Ready Weapon



L: Change targets



C-Stick: Move it just once to do a 180* turn



Start Button: Access Options



Z Button: Access map



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





TYPE B CONTROLS



A: Walk forward



B: Walk backward/Cancel



Y: Action/Climb



R: Ready Weapon



L: Change Targets



C-Stick: Move it just once to do a 180*  turn



Start Button: Access Item Screen



Z Button: Access Options Screen



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





TYPE C CONTROLS



A: Action/Climb



B: Cancel



Y: Access Map



X: Access Item Screen



R: Run



L: Ready weapon



C-Stick: Move it just once to do a 180** turn



Z Button: Change targets



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



B. FIGHTING TACTICS

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



EVADE ZOMBIES!

Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill

them. And no, the Knife isn't as powerful as it was in CODE: Veronica X.



CONSERVE AMMO!

Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant,

and  Hunters require a lot of ammo. To conserve ammo throughout the game,

strictly  use your Handgun and use the Knife.



FIRE FROM A DISTANCE!

Hunters and Chimeras are extremely versatile when close up to Chris and

Jill.  You will want to get to a distance and fire guns like the Shotgun,

Grenade Launcher and Handgun.



KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU!

Sometimes you can drop health because some monsters are stronger than 

others.

Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can

cover small damage, while the First Aid Spray can cover sudden health drops

from Hunters or Chimeras.



MAKE MULTIPLE SAVES!

Make at least 3 saves. Make one for the mansion, and progress on the game, 

but

save onto another spot (preferably the post-Plant 42 fight). Those are 

definite

save areas. If you keep multiple saves, you can then start from and older 

save

if you mess up (EX: Use up too much ammo).



USE THE SHOCKERS AND DEFENSE KNIFES WISELY!

If you have one of these on board (takes no item space), a zombie will get

distracted enough for you to start shooting it. Use it well.



LISA CANNOT DIE!

No, she can't, so stop trying to kill her.



C. DIFFICULTY LEVEL

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



OPTION 1

Like mountain climbing; difficult, but provides a great sense of

accomplishment. AKA Normal Mode.



OPTION 2

Like hiking; you can reach your destination without any unreasonable

trouble. AKA Easy Mode.



Thanks to TgmDC for correcting me on HARD and NORMAL Mode.



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



After clearing one game on any difficulty, you can access a new title 

screen,

with modified difficulty modes.



HARD MODE

This mode is much harder than Normal Mode. The zombies are extremely

difficult to kill, and Hunters have a higher decapitation rate. Guns

are also weaker in this game, and characters have less stamina.



NORMAL MODE

Zombies are very hard to kill, but not as extremely difficult as Hard

Mode. You'll want to do a lot of dodging as you play this game.



EASY MODE

Zombies are fairly easy to kill in this game, and they don't damage

you too much. Ammo is a lot more powerful, and zombies are also

sometimes a lot dumber. Crimson Heads are still really difficult,

so don't take them lightly.



INVISIBLE ENEMY MODE

Monsters are invisible in this mode, so you'll have to use hearing

to guide you. You can't auto-aim any enemies, either.



REAL-SURVIVOR MODE

The only difference is that item box items don't transfer to

other item boxes. So if you leave something in one box, you

will have to go back to that same item box you claim it again.

You can view items in the boxes from the map.



D. HEALTH

---------



1. RED + GREEN = FULL HEALTH



2. GREEN + GREEN + GREEN = FULL HEALTH



3. GREEN + GREEN = 50% HEALTH



4. GREEN + BLUE = 25% HEALTH AND POISON HEAL



5. BLUE = POISON HEAL



6. GREEN = 25% HEALTH



7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL



8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL



E. MOVEMENT

-----------



Jill and Chris both run and walk extremely slugishly. It takes a bit of work

to move them, but you should manage. Move them in a straight path, or else a

zombie can kill them (and do it rather easily).



F. DIFFERENCES BETWEEN CHRIS AND JILL

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



Their adventures both change in certain areas, and Chris has no lockpick. He

only has 6 slots, as opposed to Jill's 8. Jill hangs out with Barry Burton,

while Chris hangs out with Rebecca Chambers. Chris Redfield also has the

Lighter from the start, and the Flame Thrower, while Jill has the Lockpick,

and Grenade Launcher. Chris must use Small Keys.



G. ITEM SCREEN

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



JILL VALENTINE'S ITEM SCREEN



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

|      __       /      _     |    ________________   |           |          

|

|     /       |  |____/ ____|   |                |  |           |          

|

|  //    ___/               |   | DEFENSE ITEMS  |  |  ITEM 1   | ITEM 2   

|

| /                           |   |________________|  |           |          

|

|/                            |          |  |___ / |  |           |          

|

|-----------------------------|   _______|     _ |  

|___________|__________|

| FINE/CAUTION/DANGER/POISON  |    EQUIP |_________|  |           |          

|

|_____________________________|                       |           |          

|

|                                                     |   ITEM 3  |  ITEM 4  

|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     

|___________|__________|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     |   ITEM 5  |  ITEM 6  

|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     

|___________|__________|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     |   ITEM 7  |  ITEM 8  

|

|                                                     |           |          

|

|                                                     |           |          

|

|_____________________________________________________|___________|__________|

|                                                     |                      

|

|                                                     |    ______________    

|

|     This item's description goes here.              |   |    WEAPON    |   

|

|                                                     |   |______________|   

|

|                                                     |       ______         

|

|                                                     |      |___  /         

|

|                                                     |                    

|

|                                                     |           |_|        

|

|_____________________________________________________|_____________________ 

|



CHRIS REDFIELD'S ITEM SCREEN



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

|      __       /      _     |   _________________   |           |          

|

|     /       |  |____/ ____|  |                 |  |           |          

|

|  //    ___/               |  |  DEFENSE ITEMS  |  |           |          

|

| /                           |  |_________________|  |  ITEM 1   |  ITEM 2  

|

|/                            |          |  |___ / |  |           |          

|

|-----------------------------|   _______|     _ |  |           |          

|

| FINE/CAUTION/DANGER/POISON  |    EQUIP |_________|  

|___________|__________|

|_____________________________|                       |           |          

|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     |   ITEM 3  | ITEM 4   

|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     

|___________|__________|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     |   ITEM 5  | ITEM 6   

|

|                                                     |           |          

|

|                                                     |           |          

|

|                                                     

|___________|__________|

|                                                     |                      

|

|                                                     |      ITEM LIST       

|

|_____________________________________________________|______________________|

|                                                     |                      

|

|                                                     |    ______________    

|

|      This item's description goes here.             |   |    WEAPON    |   

|

|                                                     |   |______________|   

|

|                                                     |       ______         

|

|                                                     |      |___  /         

|

|                                                     |                    

|

|                                                     |           |_|        

|

|_____________________________________________________|_____________________ 

|



DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6 slots,

while Jill has 8 slots and no "ITEM LIST" underneath those 8 slots.



========================================================================

3. C H A R A C T E R S

========================================================================



CHRIS REDFIELD

AGE: 25

Chris Redfield is a tough guy. He has a sister named Claire, whom you see

in BioHazard 2, and BioHazard CODE: Veronica Complete. He is very 

protective,

and is willing to go out of his way to save others he cares about. He also

used to be in the Air Force, and can pilot any sort of air craft.



STARTING ITEMS: Combat Knife

                Lighter



EXCLUSIVE ITEMS: Small Key

                 Explosives

                 Flame Thrower



PARTNER: Rebecca Chambers



JILL VALENTINE

AGE: 23

Jill is the smart type in the STARS Alpha Team. She is very good with the 

piano

and knows how to mix chemicals. She's not as tough as Chris, in terms of

stamina, but a lot smarter. She works pretty well with guns and knives, but 

not as

good as Chris though. She also runs a lot slower. Jill can be arrogant at 

times,

as evidence by her attitude in BioHazard 3: Last Escape.



STARTING ITEMS: Handgun

                Combat Knife



EXCLUSIVE ITEMS: Grenade Launcher

                 Acid Rounds

                 Flame Rounds

                 Grenade Rounds

                 Lockpick



PARTNER: Barry Burton



BARRY BURTON

AGE: 38

Barry loves his family so much. He'll do ANYTHING to keep his family safe.

During the game, he becomes very helpful to Chris and Jill. But he seems to 

be

hiding a secret and Jill eventually finds out. Will he make it? You control

that...



REBECCA CHAMBERS

AGE: 18

Rebecca is the young medic of STARS Bravo Team. She is well trained and 

pretty

smart for her age. She is a rookie at her work, but she can be well trusted.

Her gun ability is amazingly good for her age. But she can get hurt a lot

easier than Chris and Jill. Besides Chris and Jill, she's the only other

character you control. Apparently, Rebecca Chambers went through hell

before this game even started, in BioHazard Zero. Apparently, she doesn't

like to show it.



STARTING ITEMS: Handgun

                First Aid Spray



EXCLUSIVE ITEMS: None



PARTNER: Chris Redfield



ALBERT WESKER

AGE: 38

Wesker is the cool type guy. He wears shades and never seems to take them 

off.

When he gets to the mansion, he gets a little... shady. He vanishes every 

now

and then and refuses to talk in detail to Chris and Jill. Is there something 

up

his sleeve?



RICHARD AIKEN

AGE: 23

Richard Aiken is found near a corridor where a giant snake has bitten him.

After you cure him with serum, he might be of some help.



BRAD VICKERS

AGE: 35

Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by

the introduction FMV, he is a wimp, and runs away after the other team

members are attacked by zombie dogs. A decent shooter at best, Brad

Vickers faces an unhappy death 3 months later, by an evil Tyrant, called

"Nemesis." After that, he is murdered again by Leon Kennedy, only Leon

shot him as a zombie. After the Raccoon City nuke, he is no more.



ENRICO MARINI

Age: 41

Enrico Marini iss the leader of Bravo Team. He is a great leader, and

is unfortunately murdered after discovering a secret about the entire

affair of the game. He lead Bravo Team greatly.



========================================================================

4. W A L K T H R O U G H - J I L L   V A L E N T I N E

========================================================================



A. MANSION AREA

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

ITEMS: SHIELD

       DEFENSE KNIFE

       INK RIBBON

       BLUE GEM

       MANSION MAP

       SPEAR

       OIL CAN

       SWORD KEY

       SHOTGUN

       ACID ROUNDS

       HANDGUN BULLETS

       DOG COLLAR

       WHISTLE

       FAKE KEY

       ARMOR KEY

       LIGHTER

       ACID ROUNDS

       MASK

       SHOCKERS

       MASK II

       SHOTGUN II

       SHEILD KEY

       MASK III

       MASK IV

       WIND CREST

       PLANT INFECTANT

       HOOK

       GOLD

       WASP FOSSIL

       SHAPE BOX

       WOODEN EMBLEM

       PIANO PAGES

       PIANO COVER

       PIANO BOOK

       GOLD EMBLEM

       ARMOR KEY

       UMBRELLA MEDALLION





DINING ROOM

Learn the controls, and grab the INK RIBBON on the table. Then go to where

Barry is. After the cut-scene, head through the nearby door.



KENNETH ROOM

Turn to Jill's left and then you'll see the very first zombie. Run back to

the  DINING ROOM.



DINING ROOM

After the cut-scene, head back to the MAIN HALL.



MAIN HALL

Search behind the staircase, and upstairs. Then go back and talk to Barry.

After he leaves, go to the door to the right, opposite the door leading to

the DINING  ROOM.



STATUE ROOM

There is an opening to the left covered by a dresser, which you should push

to  the right. Head into  the opening. On the shelf, grab the shining item.

It is the DEFENSE KNIFE, and  it comes in handy. On your way back, a zombie

will  attack you, but if you almost get bitten, Jill will automatically use

the  DEFENSE KNIFE so you can evade the zombie. EVADE THE THING, or KILL IT.



You can kill it by pushing the dresser in front of the opening, trapping it.

Then use the KNIFE and KNIFE away at it.



To get the MANSION MAP, push the dresser back in front of the opening. Using

A, climb on top of the dresser, and jump down on the opposite side. Then 

push

the  dresser towards the statue, until it stops. Climb on it, and then head

to the shining item on the statue. Grab it, and its the MANSION MAP.



Return to the MAIN HALL.



MAIN HALL

Head up the stairs, and to the door directly on top of the staircase.



GRAVEYARD

Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows. Wander

the graveyard until you see a casket. Inspect it, and there's an indentation

of a spear. Inspect a gate you see, and its locked. There is an item behind 

it.

Return to the MAIN HALL.



MAIN HALL

Take the stairs to JILL'S left. Take the double doors into the UPPER DINING

ROOM.



UPPER DINING ROOM

You might want to kill that zombie on the left. The KNIFE is somewhat 

effective.

The CODE: Veronica X method of slashing at the legs is really difficult, so 

just

try to dodge. See the statue? Push it forward and then push it over the gap 

in

the railing. It'll fall down. Circle the UPPER DINING ROOM and grab the 

DEFENSE

KNIFE. Do not waste it. Head back to the MAIN HALL.



MAIN HALL

Return to the DINING ROOM.



DINING ROOM

Head to where the statue fell? Run there and pick up the BLUE GEM Return to 

the

KENNETH ROOM.



KENNETH ROOM

Head left and watch for the zombie on the other side of the hall. Head to 

the

door  left of where Kenneth was killed. Search him for an item.



FAR LEFT STAIRS

Circle the hall, until you reach the stairs. Grab the 2 GREEN HERBS. Head

yourself if you must. Up the stairs is a door you should go through.



Z HALL

If you check the map, the place looks like a Z. Head down the hall, and

kill any  zombies you may see. Down the hall, you should see a shiny item.

Grab the Spear. Under the big mirror near where you found the SPEAR are

HANDGUN BULLETS. Go to the door on the map that leads to the UPPER DINING 

HALL.



UPPER DINING HALL

Head back to the MAIN HALL.



MAIN HALL

Return to the graveyard.



GRAVEYARD

Head to where you saw the Spear indentation. Examine the Spear using the 

MIDDLE

option when you select the item. The head of the Spear should remain, and 

you

should use it on the casket. Stairs will be revealed. Go down them.



MACHINERY ROOM

Wander through this room until you see a BOOK. Grab it. Examine the BOOK in 

your

item list. You'll notice by the entrance 4 faces above 4 tombs. Remember 

that

for later. Return to the GRAVEYARD.



GRAVEYARD

Return to the MAIN HALL.



MAIN HALL

Head to the STATUE ROOM.



STATUE ROOM

Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and

read the  book. Take the SWORD KEY and use it on the door.



L HALL

Head through, and you'll hear a window crack. Run through, and push the far

cabinet back to get HANDGUN BULLETS. Head to the M HALL.



M HALL

Run to the nearest door and use your SWORD KEY. Enter.



DOG AREA

Run down and grab the GREEN HERBS. Grab the PLANT INFECTANT from the

wheelbarrow, too. Return to the M Hall.



M HALL

Use the SWORD KEY on the next door. Enter the BATHROOM.



BATHROOM

Look around, and drain the tub. Grab the DEFENSE KNIFE

from the tub. Return to the M HALL.



M HALL

Run toward the next door. Enter the CEILING ROOM.



CEILING ROOM

Run across to the other door leading to the SHOTGUN RACK ROOM.



SHOTGUN RACK ROOM

Take the INK RIBBON. The take the SHOTGUN. After you take it,

leave.



CEILING ROOM

The ceiling begins to drop.



M HALL

You are back in the M HALL. Head through the double doors nearest you.



DOOR HALL

Head to the door to Jill's right.



RIGHT STAIRS

Kill the zombie, and enter the LEFT STAIRS SAVE ROOM.



RIGHT STAIRS SAVE ROOM

Grab the OIL CAN you find, along with some GRENADE. Deposit both

into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill

your OIL CAN with OIL so you can burn any zombies you kill.

Save the game, and head out.



RIGHT STAIRS

Climb the stairs. Kill the zombies, or dodge them, and head right. Turn

left at the corner, and enter into the U HALL.



U HALL

Dodge all the zombies, and turn right into the door. This is the STUDY.



STUDY

Grab the WHISTLE and the LIGHTER. Exit the way you came.



U HALL

Run all the way to the end, passing all doors until you get to the very

last one. Dodge all zombies, and head into the MAIN HALL.



MAIN HALL

Barry will give you ACID ROUNDS. Run across the room into the UPPER DINING

ROOM.



UPPER DINING ROOM

Run to the right of Jill, to the second door on the end. She is in the LEFT

STAIRS HALLWAY.



LEFT STAIRS HALLWAY

Head to the nearest door, without entering the stair area.



STAIN GLASS BALCONY

In front of that Stain Glass, equip the SHOTGUN and use the Whistle. Dogs

will attack you, so kill them quickly. Grab the shining item on the floor.

It is a DOG  COLLAR. Inspect it, and you pull out some sort of JEWEL.

Inspect the JEWEL in all  areas and you get a FAKE KEY. Return to the LEFT

STAIRS HALLWAY.



LEFT STAIRS HALLWAY

Return to the UPPER DINING ROOM.



UPPER DINING ROOM

Head to the Z HALL.



Z HALL

Run to the door you first entered this room from, and turn right. Enter the

door you see. It is the BLADE ROOM.



BLADE ROOM

Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle 

occurs.



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

| !!! BLADE PUZZLE !!!                                                      

|

|Take the FAKE KEY and USE it in the opening where you took the SHEILD KEY. 

|

|The blade that's going after you should stop.                              

|

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



Take the ARMOR KEY. Leave for the Z HALL.



Z HALL

Run toward the UPPER DINING HALL.



UPPER DINING HALL

Take the door next to the one you just came through, into the LEFT STAIRS.



LEFT STAIRS

Head down the stairs you see after dispatching the zombies. A super-zombie

might go after you, so be very careful. At the bottom, head into the door

nearest you.



LEFT STAIRS SAVE ROOM

Prepare any of your items if necessary. Then leave.



LEFT STAIRS HALLWAY

Run across the hallway, and head back up the staircase. Return to the

UPPER DINING HALL.



UPPER DINING HALL

Head over to the MAIN HALL.



MAIN HALL

Head down the stairs, and to the DINING HALL.



DINING HALL

Head to the KENNETH ROOM.



KENNETH ROOM

From this hall, head all the way right, and turn left at the corner.

Head down the stairs, and unlock the door. Head back up the staircase, and

to the door you just passed. Unlock it with the ARMOR KEY. But do not go

through yet. Head to the DINING ROOM.



DINING ROOM

From here, head to the MAIN HALL.



MAIN HALL

Head upstairs to the UPPER DINING HALL.



UPPER DINING HALL

From here, go to the LEFT STAIRS.



LEFT STAIRS

From here, take the stairs down, and run down passed the LEFT STAIRS

SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options

YES and NO come up, select YES so you can discard the SWORD KEY. Head 

inside.



STORAGE ROOM

Do not grab the BROKEN SHOTGUN. Just grab the SHOCKER. Leave.



LEFT STAIRS HALLWAY

Head to the door to the right of Jill, unlocking it with the ARMOR KEY.



F HALL

Notice on the map that this hall looks like an F? OK, run down a bit

and grab the SHOCKER. Then head further down, turn the corner and enter the

VINE ROOM.



VINE ROOM

Run over to the machine pumping the water and use the PLANT INFECTANT. Once

it is submerged into the water, examine the machine again and select YES.

Then select the first option you see. The vines will then die from the PLANT

INFECTANT. Grab the MASK you see on the wall.



NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of

this game, it is suggested you only take them when you run out of healing

supplies. They will still be here when you return from the GUARDHOUSE, and

by then, this place will be a Hunter festival. Pick these GREEN HERBS up

when you return from the GUARDHOUSE, or when you really, really need them.



Head back to the F HALL.



F HALL

Run back to the door you used to get to this hall for the first time, and 

turn

left. Run down, and zombies will bust in from the windows! IGNORE THEM and 

run.

Turn the next left you see, and head through the nearest door. Grab the 

DEFENSE

KNIFE, and head to the TIGER STATUE ROOM nearby.



TIGER STATUE ROOM

Head to the TIGER STATUE and use the BLUE GEM. You will get SHOTGUN SHELLS. 

Head

back to the F HALL.



F HALL

The zombies that popped through the window are on the left. Let them bite 

you,

and use DEFENSE KNIFE or SHOCKER against one of them to save ammo. Head into 

the

door nearby.



BEDROOM

Head to the desk across the room, passed the bed. On the bed is HANDGUN 

BULLETS.

On the desk is a diary. After reading it, a zombie attacks you. Kill it (you 

will

probably need a DEFENSE KNIFE. Exit.



F HALL

Head to the door to the right, and kill the zombies you haven't killed. Head

through the door on the right. It leads to the KENNETH ROOM.



KENNETH ROOM

Head to the DINING HALL.



DINING HALL

Head to the MAIN HALL.



MAIN HALL

Head upstairs. Head to the door to the right of the one leading to the U 

HALL.

Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL.



U HALL

Unlock the single door nearby using the ARMOR KEY. Before entering it, 

unlock

the double doors you see nearby with the ARMOR KEY. Head to the RIGHT 

STAIRS.



RIGHT STAIRS

Here, go to the door passed the staircase leading down and unlock it with 

the

door. Do not enter it yet. Head down into the DOOR HALL.



DOOR HALL

Unlock the door down the hall, near the open space, using the ARMOR KEY. 

When

the YES or NO option comes up, select YES so you can discard the ARMOR KEY. 

Do

not go through, yet. Return to the RIGHT STAIRS.



RIGHT STAIRS

Return to the U HALL.



U HALL

Return to the single door you unlocked a few minutes ago.



RICHARD ROOM

You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to 

the

U HALL.



U HALL

Head to the MAIN HALL.



MAIN HALL

Head into the door you just unlocked. It leads to the FOREST BALCONY.



FOREST BALCONY

Run across. Grab the HANDGUN BULLETS you see. Run down and you'll see a 

familiar

person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in 

the

SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE 

LAUNCHER

from him if you didn't see Barry here, and run down. Grab the GREEN HERBS. 

Forest

will then attack you, so use the SHOTGUN or the GRENADE LAUNCHER to kill 

this

tough zombie. Exit back into the MAIN HALL.



MAIN HALL

Head into the first floor, and into the DINING ROOM.



DINING ROOM

Head into the KENNETH ROOM.



KENNETH ROOM

Head into the F HALL.



F HALL

Head into the LEFT STAIRS HALLWAY.



LEFT STAIRS HALLWAY

Head into the LEFT STAIRS SAVE ROOM.



LEFT STAIRS SAVE ROOM

Grab the SERUM from the shelf and rearrange your items. Make sure you have 

the

HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK and the

ARMOR KEY. Return to the LEFT STAIRS HALLWAY.



LEFT STAIRS HALLWAY

Return to the F HALL.



F HALL

Head to the KENNETH ROOM.



KENNETH ROOM

Return to the DINING ROOM.



DINING ROOM

Return to the MAIN HALL.



MAIN HALL

Return to the U HALL.



U HALL

Head into the RICHARD ROOM.



RICHARD ROOM

Heal Richard. After you heal him (he doesn't die from poison this time, like

in the original version), head to the door to the left of Richard. Grab the 

2

GREEN HERBS, too.



SMALL L HALL

This is a smaller L HALL. Kill the zombie you see, and run to the door 

passed

it (to the left of the door you used to enter this hall).



SMALL DINING ROOM

This is a SMALL DINING ROOM. Grab the HANDGUN BULLETS on the table. Then go 

to the

candles you see on the table and light them with the LIGHTER (I told you to 

go

get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf? 

Push

it to the right to reveal a secret annex room. There is a zombie, so kill 

it!

Examine the display shelf in this annex for some PIANO PAGES. Return to the

SMALL L HAKLL.



SMALL L HALL

Return to the RICHARD ROOM.



RICHARD ROOM

Return to the U HALL.



U HALL

Head into the double doors into the KNIGHT ROOM.



KNIGHT ROOM

The knight statues move, but do not worry. Nothing in this room can kill 

you.





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

| !!! KNIGHT PUZZLE !!!                                                     

|

| Your objective is to push all the statues back into their normal 

position.|

| -Have Jill push the FAR LEFT first.                                       

|

| -Have Jill push the CLOSER RIGHT STATUE next.                             

|

| -Have Jill push the FAR RIGHT STATUE next.                                

|

| -Have Jill push the FAR LEFT STATUE again.                                

|

| -Have Jill push the CLOSER LEFT STATUE.                                   

|

| -Have Jill push the FAR RIGHT statue again.                               

|

| -Have Jill push the CLOSER RIGHT STATUE next.                             

|

| -Have Jill push the CLOSER LEFT STATUE again.                             

|

| -Have Jill push the CLOSER RIGHT STATUE next.                             

|

|                                                                           

|

| Voila! Examine the center podium, and press the button. A painting 

slides.|

| Grab it, and it is a SHAPE BOX.                                           

|

----------------------------------------------------------------------------|



We will solve it later. For now, insert it in the ITEM BOX. To do that, head

to the RIGHT STAIRS SAVE ROOM.



U HALL

Head to the RIGHT STAIRS.



RIGHT STAIRS

Return to the RIGHT STAIRS SAVE ROOM.



RIGHT STAIRS SAVE ROOM

Savem, and deposit the GRENADE GUN and SHAPE BOX. Barry has also left some 

items

here for you, like FIRST AID SPRAY, HANDGUN BULLETS and FLAME ROUNDS. 

Deposit

them. Head back out.



RIGHT STAIRS

Apparently, we can't get back into the DOOR HALL anymore, so head up the 

stairs,

and to the you had unlocked earlier.



DEER HEAD ROOM

Head to the door to the right first. Grab the RED HERB and GREEN HERB.



BEDROOM 2

Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to find

FIRST AID SPRAY. Return to the DEER HEAD ROOM.



WASP ROOM

(Tixus' worst nightmare! :P)

Grab the file on the desk, and read it (if you can). Near the desk is a 

display

of bugs. Grab the HOOK. Run to the display to the right of the door and grab 

the

GOLD WASP FOSSIL. Combine it with the HOOK you found to make HOOKED GOLD 

WASP

FOSSIL. Head to the display to the left of the door and grab the WASP 

FOSSIL.

After grabbing it, use the GOLD WASP FOSSIL and attach it to the bug 

display.

Head back to the bug display on the right of the door and use the WASP 

FOSSIL.

Then press the button.



..suddenly, the WASP FOSSIL comes to life! Kill it! It's harmless, Tixus, 

don't

worry! :P



Grab the WIND CREST you see. Return to the RIGHT STAIRS.



RIGHT STAIRS

Head to the U HALL.



U HALL

Head to the MAIN HALL.



MAIN HALL

Head to the GRAVEYARD.



GRAVEYARD

Head down the stairs to the MACHINERY ROOM.



MACHINERY ROOM

Remember the 4 tombstones I told you to remember? Well, use the MASK from 

the VINE

ROOM on the first tombstone. You'll see a really, really disturbing 

cut-scene.

Afterwards, return to the GRAVEYARD.



GRAVEYARD

Head to the MAIN HALL.



MAIN HALL

Head into the DINING ROOM.



DINING ROOM

Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces 

available

in your inventory, then grab it (make sure one of your 6 or less items is 

the PIANO

PAGES). Head into the KENNETH ROOM.



KENNETH ROOM

Head into the single door you unlocked (NOT the one you unlocked at the 

bottom

of the stairs).



PIANO ROOM

Head to the area passed the piano. There is a shelf. Push it to the left to

reveal PIANO COVER. Combine that with the PIANO PAGES to make a PIANO BOOK.

Use the PIANO BOOK on the piano. After a wall rises, head into the annex

and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't

get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it.



Return to the KENNETH HALL.



KENNETH HALL

Head to the DINING ROOM.



DINING ROOM

Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used

to be.



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

| !!! CLOCK PUZZLE !!!                                                    |

| The clock's internal parts will be revealed. Head to them. When         |

| examining the clock, opt to move the HOUR HAND twice. When the clock is |

| at 6:00, press B and you will get a ARMOR KEY.                         |

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



Return to the MAIN HALL.



MAIN HALL

Head to the STATUE ROOM.



STATUE ROOM

Head to the DOG HALL.



DOG HALL

Head to the M HALL.



M HALL

Head to the DOOR HALL.



DOOR HALL

Head to the single door you unlocked. It is the CROW HALL.



CROW HALL

There is a puzzle abound.



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

| !!! PICTURE PUZZLE !!!                                                  |

| The painting with the sword must be colored orange/red on both sides    |

| (because the paintings appear on both sides). The middle painting must  |

| be colored purple. The last painting must be colored GREEN. Adjust the  |

| painting from both sides to make the above colors correspond. Then press|

| the woman painting.                                                     |

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



The wall rises, leading to the area behind the locked gate in the GRAVEYARD.

Grab the MASK II. Unlock the door leading to the GRAVEYARD.



GRAVEYARD

Head down the stairs into the MACHINERY ROOM.



MACHINERY ROOM

Attach MASK II into the 4th tomb. Again, another disturbing cut-scene.

Head back to the CROW HALL.



CROW HALL

Head to the DOOR HALL.



DOOR HALL

Head to the RIGHT STAIRS.



RIGHT STAIRS

Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM.



RIGHT STAIRS SAVE ROOM

Make sure you have the GRENADE LAUNCHER. Leave.



RIGHT STAIRS

Head upstairs into the U HALL.



U HALL

Head into the RICHARD ROOM.



RICHARD ROOM

Head into the SMALL L HALL.



SMALL L HALL

Climb the small stairs and use the ARMOR KEY to unlock the door.

Dispose of the ARMOR KEY.



ATTIC

A boss awaits...



========================================

BOSS # 1: YAWN

DIFFICULTY: HARD

Use the Acid Rounds you got from Barry, and start shooting it with the

GRENADE LAUNCHER. Half way through the battle, Richard will interfere.

Shoot the Snake some more, and Richard will leave the battle. When you

run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting

it. Eventually, the YAWN should run away.



During the fight, the Yawn attacks with its mouth, so keep moving. If you

get hit by the Yawn, you will get POISONED.

========================================



[NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies

around the mansion. They are resurrected zombies of ones you've killed.

Watch out, and keep the Shotgun equiped. They are as fast as Hunters,

and even slash you like Hunters.]



Do not forget to grab the MASK III.



RICHARD ROOM

Head over to the RIGHT STAIRS.



RIGHT STAIRS

Head to the RIGHT STAIRS SAVE ROOM.



RIGHT STAIRS SAVE ROOM

Withdraw the SHAPE BOX. Go to the item screen and the CHECK option.



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

| !!! SHAPE BOX PUZZLE!!!                                                 |

| I don't know the exact solution, but you must basically fiddle with all |

| the buttons until the box shakes, and then press one more button to get |

| the box open. Inside is MASK IV.                                        |

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



With MASK IV, our next destination is that MACHINERY ROOM. Head to the

RIGHT STAIRS.



RIGHT STAIRS

Head to the U HALL.



U HALL

Head to the MAIN HALL.



MAIN HALL

Head to the GRAVEYARD.



GRAVEYARD

Head to the MACHINERY ROOM.



MACHINERY ROOM

Insert MASK III into tomb 3 and MASK IV into tomb 2. The big

casket above will fall, and a SUPER CRIMSON HEAD will fight

you. Use the GRENADE LAUNCHER to quickly kill it, because

this is a tough zombie. At least 6 FLAME ROUNDS are needed

to put this guy down.



[NOTE: I think that zombie is the late Trevor Spencer. Eerie.]



Check the casket for an UMBRELLA MEDALLION. There are also

SHOTGUN SHELLS. Return to the GRAVEYARD.



GRAVEYARD

Head through the gate to the CROW HALL.



CROW HALL

Head to the DOOR HALL.



DOOR HALL

Head to the small hall across from the door you are at.

Head through the door you see, into the EXIT HALL.



EXIT HALL

Run down this outside hallway until you see a door. A zombie

dog will also show up, so kill it. Near the door is an engraving.

Put the UMBRELLA MEDALLION in it. Head through the door.



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



Well, we've finished PART 1 of Jill's mission in this evil

mansion. The guardhouse is coming up, with a vengeance, and

it will definitely be harder than the first part of the mission.

Make sure you've gotten many supplies from the Mansion before

leaving, as immortals, sharks, plants and green bastards are

going to show up.



B. GUARDHOUSE AREA

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

ITEMS: SHOCKER

       FIRST AID SPRAY

       SUN CREST

       STAR CREST

       MOON CREST

       MAGNUM

       001 KEY

       RED BOOK

       CONTROL ROOM KEY

       MINI GUN

       MAGNUM BULLETS

       SHOTGUN SHELLS

       GALLERY KEY



SHED

Head down to the shining items, and grab both the SHOCKER and

the FIRST AID SPRAY. You will need both. Head through the door

down the small stairs. It is the OUTSIDE PATHWAY.



OUTSIDE PATHWAY

RUn down this pathway until you see spinning arrows. Brad or

Barry will contact you through the radio. On the red arrow,

move it to the WEST POSITION. When you get to the blue arrow,

turn it NORTH. The gate will unlock. Keep your weapons handy.



CROW GRAVEYARD

Another graveyard? And it has crows! Equip something like the

HANDGUN or SHOTGUN, and start shooting them all from your

position. They'll attack you... but it is worth it to kill them.



Once they are all dead, run down and turn right when there is a

space between the tombstones. You'll run into 2 large tombstones.

Insert the WIND CREST into the right tombstone. 3 new CRESTS are

revealed. Grab them. If you cannot grab all 3, grab as many as

you can and take them to the left tombstone.



Check the back of each crest before inserting them into the left

tombstone. Your reward is the MAGNUM! This is needed for PART 3.



Return to the main part of the graveyard and turn right through

the gate.



OUTSIDE PATHWAY 2

Run down this pathway after a weird cut-scene. You'll see a

COTTAGE. Go through. Use the map to guide you if you cannot

find the COTTAGE.



COTTAGE

[WARNING: The Nemesis of RE1 is about to come.]



Enter, and run up the stairs. Grab the COURTYARD MAP and run

passed the bed. There is an ITEM BOX nearby. SAVE at the

TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Grab the SQUARE CRANK.



Now attempt to leave and you will see a cut-scene. After

the cut-scene, a boss fight hits.



========================================

BOSS # 2: LISA "GODDAMN" TREVOR

DIFFICULTY: IMPOSSIBLE

Your goal: Get the hell out of there. 3 hits from this immortal

boss will kill you, and it will not be good at all. Head out,

and be quick. Don't even try to shoot this thing, because she

just won't die!!!



..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!



[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she

is now after us. Not good at all.]

========================================



OUTSIDE PATHWAY 2

Run back to the CROW GRAVEYARD.



CROW GRAVEYARD

Run back to the OUTSIDE PATHWAY.



OUTSIDE PATHWAY

Run back to the SHED.



SHED

Head through the DOUBLE DOORS.



GARDEN

Brad will try to contact you. Afterwards, kill all the zombie

dogs you see. Grab all the GREEN HERBS and head through the gate.



POND ROOM

Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK

there. The pond will drain. Head down the ladder, across the pond,

and up to the lift.



GUARDHOUSE GARDEN

There are crows here. Shoot them with your HANDGUN or SHOTGUN.

You'll notice that since you drained the pond, the water is flowing

in front of a secret passage. Looks like we have to find a way to

get there without having to drain the pond. (Why couldn't Jill just

go swimming?) There is a non-functioning lift that will take you back

to the GARDEN, so our goal for the rest of this and next mission is

to find a battery which will work that elevator. ~~__~~



Head into the gate.



GUARDHOUSE ENTRANCE

Snakes will pour in on Jill, so watch out. Grab any HERBS you see.

Head through the door at the end.



GUARDHOUSE HALLWAY

Eerie... Turn right and enter the first door to the right.



GUARDHOUSE SAVE ROOM

Grab the INK RIBBON, SHOCKER and FIRST AID SPRAY. You will want to

rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/

AMMO, and a couple of HERBS. The HANDGUN might be useful, but it

won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill

your OIL CAN, too. Now that we are set, head outside.



GUARDHOUSE HALLWAY

Head to the double doors to the very right of the hall.



SPIDER POOL ROOM

Ahhh! Spiders!!! Kill the thing with the FLAME ROUNDS before it is

too late. If they poison you, use one of the BLUE HERBS that can

be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY.

Head up the stairs to the pool table and shoot down the next spider.



EXAMINE THE POOL! Remember the COLORS of the corresponding POOL

BALLS.



2: BLUE

3: RED

4: PURPLE

5: ORANGE

6: GREEN



If you remember that solution, then a door code will be insanely

easy to remember.



Head down the stairs to the table area and grab the RED BOOK, and

other misc. items such as a FIRST AID BOX. Inside the FIRST AID

BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS.



GUARDHOUSE HALLWAY

Return to the GUARDHOUSE SAVE ROOM.



GUARDHOUSE SAVE ROOM

Deposit everything you found in the other room except for the RED

BOOK. Leave.



GUARDHOUSE HALLWAY

Push the crate into the hole in the branching arm of the hallway.

This will cover evil vines that will hurt you from the floor.

Push it in front of the other crate. Head through the door.



GUARDHOUSE HALLWAY 2

Run down and head into the 002 ROOM. You should here a mysterious

cut-scene involving Barry.



002 ROOM

After the Barry cut-scene, grab the file on the desk. Go to the

bookshelves you see and push the left one forward. Push the right

bookshelf to the right to reveal a ladder. Go down.



SECRET WATER TUNNEL

Run until you see all the crates. Push them into the small water

storage you see. When a bridge forms, head down and soak Jill's

feet into the water and through the double doors.



SHARK TANK

In here is a shark called NEPTUNE. Run back out.



SECRET WATER TUNNEL

Return to the 002 ROOM.



002 ROOM

Head into the 002 BATHROOM.



002 BATHROOM

On the shelf is an 001 KEY. Grab it and leave.



002 ROOM

Head out into the GUARDHOUSE HALLWAY 2.



GUARDHOUSE HALLWAY 2

Head to the GUARDHOUSE HALLWAY.



GUARDHOUSE HALLWAY

Head into the only door you haven't gone through yet. Unlock

it with the 001 KEY.



001 ROOM

Inside here is some weird little MINIGUN. There are also

HNADGUN BULLETS here. Head into the bathroom/



001 BATHROOM

Drain the tub and grab the CONTROL ROOM KEY. Head out.



001 ROOM

Head out.



GUARDHOUSE HALLWAY

Return to the GUARDHOUSE HALLWAY 2.



GUARDHOUSE HALLWAY 2

Return to the 002 ROOM.



002 ROOM

Head down the ladder to the SECRET WATER TUNNEL.



SECRET WATER TUNNEL

Head to the SHARK TANK.



SHARK TANK

Run to the door that is red on the map of this room. Unlock

it with the CONTROL ROOM KEY. Head inside.



CONTROL ROOM

In here, there will be a difficult puzzle.





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

| !!!CONTROL ROOM PUZZLE!!!                                               |

| Go down the ladder. Then go to the white board on the table and find the|

| number on it, either being 1, 2 or 3. Now go to the giant window. Once  |

| the shark breaks it and the countdown starts. Press the computer switch |

| that is near the window. Then turn around (using the C-Stick) and make a|

| diaganol run (  this direction) and press the computer switch there.   |

| From that console, you'll then want to head directly left to where a    |

| lever is and hit that one. Then head into the adjacent hallway and turn |

| left so you see some sort of a tank that has the colors red and green   |

| (which are really lights). When it asks you to press either BUTTONS 1, 2|

| or 3, press the number which was on the board. Return to the second     |

| computer console you pressed and press it again. Then return to the     |

| lever and then switch it again. Then go back to where the shark is      |

| banging and press that switch. The SHARK TANK will be drained.          |

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



Go back to the adjacent hallway and take the door directly to the right.

Then run to the previously water-blocked door.



WATER ROOM

Here, run through and head through the gate to the SHARK TANK.



SHARK TANK

With the water drained, run over to the platform and then attempt

to grab the GALLERY KEY. But then the shark comes to life.



========================================

BOSS # 3: NEPTUNE SHARK

DIFFICULTY: Easy

Your goal: Shoot it until it dies. You should have enough ammo.

========================================



Run over and grab where the GALLERY KEY fell to. Then run to the door

on the map leading into a WATER HALLWAY.



WATER HALLWAY

Run through here. Head for the next door.



WATER HALLWAY 2

grab the Magnum Rounds. Head for the door at the end up the ladder.



SECRET WATER TUNNEL

We end up back here, thankfully. Run back up the ladder to the 002

ROOM.



002 ROOM

Run to the GUARDHOUSE HALLWAY 2.



GUARDHOUSE HALLWAY 2

Head to the GALLERY through the next door.



GALLERY

AKA WASP ROOM. Head and turn the first corner you see to a door.

Luckily, Jill need not explore that (though Chris was not as lucky).

Turn the next left corner to the corpse, and grab the BUG REPELLANT.

Run back out to GUARDHOUSE HALLWAY 2.



GUARDHOUSE HALLWAY 2

Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole.

Use the BUG REPELLANT through the hole to kill those bastards. Return

to the GALLERY.



GALLERY

Run to where the wasps where and grab the 003 KEY from the desk. Then

head to the 003 in the same room and open it up.



003 ROOM

Inside, go to the bookshelf with the red books. Grab the UMB BOOK and

then place the RED BOOK inside.



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

| !!!RED BOOK PUZZLE!!!                                                   |

| The goal of this perverted puzzle is to align all the books for form a  |

| nude woman. To do this, select a book and when you do, select the book  |

| to swap places with it. Eventually you will form a nude woman.          |

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



Once the puzzle is solved, head through the door to your next boss fight.



PLANT 42 ROOM



You're next boss fight awaits...



========================================

BOSS # 4: PLANT 42

DIFFICULTY: Easy

Your goal: Head up the stairs and shoot the thing with FLAME ROUNDS.

Continuously shoot it until it shrivels up and dies. Hurrah!



It can poison you and constrict you in its vines... so be careful.

Other than that, this boss shouldn't pose much difficulty. 10-12

FLAME ROUNDS should put the thing down.

========================================



After that boss is dead, head down the stairs and grab the HELMET KEY

from the fire place. Return to the GALLERY via the double doors.



GALLERY

Run to the GUARDHOUSE HALLWAY 2.



GUARDHOUSE HALLWAY 2

Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he

leaves, return to the GUARDHOUSE HALLWAY.



GUARDHOUSE HALLWAY

Here, run back to the GUARDHOUSE SAVE ROOM.



GUARDHOUSE SAVE ROOM

Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure

you have your HELMET KEY. Save, too.



GUARDHOUSE HALLWAY

Exit to the outside.



GUARDHOUSE ENTRANCE

Run back down to the GUARDHOUSE GARDEN.



GUARDHOUSE GARDEN

Run to the lift and ride it the POND ROOM.



POND ROOM

Run across the pond and dodge the snakes. Head back to the GARDEN.



GARDEN

Head to the SHED.



SHED

There are many items here thanks to either Wesker or Barry. Grab them

all, especially the ACID ROUNDS, because a new monster is going to

show up. Head into the EXIT HALL.



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



Well, with Lisa running around, Plants to kill, and sharks to feed,

I'm amazed we've made it so far! We are back in the mansion of hell

and we must explore the remander of the mansion for more clues, perhaps

clues that can get us behind the waterfall in front of the GUARDHOUSE.

The return to the mansion isn't too long, and can range from 5 minutes

to 15 minutes, depending on what ending you want to get.



C. RETURN TO MANSION

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



ITEMS: RED GEM

       YELLOW GEM

       GEM BOX

       MO DISC

       FIRST AID SPRAY

       RED WOLF/EAGLE BOOK

       BLUE WOLF/EAGLE BOOK

       WOLF MEDAL

       EAGLE MEDAL

       GREEN HERB

       RED HERB

       BLUE HERB

       BATTERY

       GEM CHEST

       GOLD KEY



EXIT HALL

Run down the hall and head into the DOOR ROOM.



DOOR ROOM

There is a Hunter here. Kill it. Head into the RIGHT STAIRS.



RIGHT STAIRS

There is a Hunter here. Kill it. Head into the RIGHT STAIRS

SAVE ROOM.



RIGHT STAIRS SAVE ROOM

Recharge and save if you were hurt by the Hunters. Exit.



RIGHT STAIRS

Run up the stairs and turn left. Run to the very end, into

the door.



RESTING ROOM

Grab all the HERBS here and then unlock the door in this room

using the HELMET KEY.



WALL HALL

There is no snake here this time. There is a puzzle, though.



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

| !!!WALL PUZZLE!!!                                                       |

| OK. See the statue? Push it in through the opening into the main part of|

| the room. Push it all the way. When the the walls stop moving, head back|

| to the door and head behind the right wall. Run all the way and flip the|

| switch. Run back the way you came and to where you push the statue. Push|

| it left before the walls consume you. A secret passage will open.       |

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



Head in, and you'll see a grave. Press the button. Grab the diaries

while you are at it. Head down.



HALLWAY

Run down this hallway to the door at the end. Watch out for the zombies.





D. TUNNELS AREA

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

ITEMS: HEX CRANK

       ACID ROUNDS

       SHOTGUN SHELLS

       COMBAT KNIFE

       FUSE ADD-ON

       FUSE

       COMPLETE FUSE

       BROKEN FLAMETHROWER

       SHAPE BOX

       DEFENSE KNIFE

       UMBRELLA MEDALLION OUTLINE

       UMBRELLA MEDALLION

       UMBRELLA MEDALLION (2)



TUNNEL 1

Head to the first door on the right.



TUNNEL 2

Head to the only door in this tunnel.



PIT ROOM

Head for the door with HANDGUN BULLETS by it.



ENRICO ROOM

You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK.

Run down the hallway to Enrico's left. Head for the door at the end.



PIT ROOM

We are back in the PIT ROOM. Head back to TUNNEL 2.



TUNNEL 2

There is a Hunter here for you to kill. Kill it. There are also ACID

ROUNDS here. Grab 'em. Head for TUNNEL 1.



TUNNEL 1

Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the

opportunity to save if you life, but make sure you have plenty of ammo.

Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head

through to the BOULDER ROOM.



BOULDER ROOM

Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!!

After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through

the doors at the other side of the hall near the boulder.



GIANT SPIDER ROOM

Not another boss!!



========================================

BOSS # 6: BLACK WIDOW

DIFFICULTY: Easy

Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.

This boss is so pathetically easy, it isn't even funny. Shoot it with 5

or 6 FLAME ROUNDS to permanantly kill it. It has its baby in there too,

so dispose of that. You might get poisoned by its attacks... so

watch out.

========================================



There is a COMBAT KNIFE on the barrels like the one you started out with.

If you want to conserve FLAME ROUNDS, then grab it. If you don't care to

waste FLAME ROUNDS, do not grab it.



There should be a door covered in web. Launch some FLAME ROUNDS at it or

hack at it with the COMBAT KNIFE you just got. Head through.



TUNNEL 3

Turn right and head through the door.



BOULDER ROOM 2

Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder

will start rolling down. Head through the door nearest you.



STATUE ROOM

See the statue on the wall? Push it right until it hits the BRONZE part

of the wall. Run to the opposite wall and use the HEX CRANK. The statue

will be away from the wall. Now push it to the dial in the middle. It

will turn. Push it away from the dial and push it in the dial again to

turn it a second time. Now push it to the space right of the candles

(so it faces the player). You'll get this FUSE ADD-ON. Return to the

BOULDER ROOM 2.



BOULDER ROOM 2

Return to TUNNEL 3.



TUNNEL 3

Head into the GIANT SPIDER ROOM.



GIANT SPIDER ROOM

Head back to BOULDER ROOM.



BOULDER ROOM

Head back to TUNNEL 1.



TUNNEL 1

In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head

to TUNNEL 2. Save if you like.



TUNNEL 2

Head for the PIT ROOM.



PIT ROOM

Here, head over to the control panel you see at the end. Examine it to

get some sort of FUSE. Combine it with the FUSE ADD-ON. It makes the

COMPLETE FUSE. Insert it and press the code 4231.



The pit in the middle of the room will activate- it's really a lift!

Ride it down!



BOTTOM SHAFT

Run to the nearest door.



LISA TUNNEL

That **** from the woodshed beside the mansion is back.



========================================

BOSS # 7: LISA "GODDAMN" TREVOR II

DIFFICULTY: IMPOSSIBLE

Your goal: Get the hell out of there. 3 hits from this immortal

boss will kill you, and it will not be good at all. Head out,

and be quick. Don't even try to shoot this thing, because she

just won't die!!!



..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!



[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she

is now after us. Not good at all.]

========================================



To avoid her, double back and take the branching tunnel.

Head through the door.



CRATE ROOM

Push the crate onto the lift. Then activate it. Leave.



LISA TUNNEL

Run back to where Barry is.



BOTTOM SHAFT

After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR

3 HEALING ITEMS. Then go down the nearby ladder. The crate you

sent away is here now. Go push it to the left and forward. Then

press the button so the crate is crushed. Jump down to where the

crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL.



LISA TUNNEL

Keep avoided her and head for the locked door. Take the tunnel

toward where you headed for the CRATE ROOM. Flip the switch.

Head to the locked door in the room using the map. See the little

board next to it? Attach the BROKEN FLAMETHROWER there. Head

through.



CANDLE ROOM

Run passed this weird candle area to a pool tunnel. Run across it.

You'll be in a bedroom. You'll find another SHAPE BOX, like the one

before you left the mansion. Also, there is a DEFENSE KNIFE here.

Open the SHAPE BOX (no puzzle) and grab this HEX SHAPE. Combine it

with the PSUEDO-UMBRELLA MEDALLION from the mansion and you'll get

another UMBRELLA MEDALLION. Climb the ladder.



COTTAGE

Remember this area? This is where you first met Lisa. Our goal is

now to return to the mansion. Yes, go back there. Head to the

OUTSIDE PATHWAY 2.



OUTSIDE PATHWAY 2

Run back to the CROW GRAVEYARD.



CROW GRAVEYARD

Run back to the OUTSIDE PATHWAY.



OUTSIDE PATHWAY

Run back to the SHED.



SHED

Head back to the EXIT HALL.



EXIT HALL

Collect the UMBRELLA MEDALLION OUTLINE and combine it with the PSUEDO

UMBRELLA MEDALLION that you used earlier. Head back to the DOOR ROOM.



DOOR ROOM

Aim for the CROW HALL.



CROW HALL

Head for the GRAVEYARD.



GRAVEYARD

Head for the MAIN HALL.



MAIN HALL

Head for the double doors underneath the stairs. Insert both

UMBRELLA MEDALLIONS into the double doors. Head through.



LONG TUNNEL

Run down the stairs and across the boards until you reach the door.



SHORT TUNNEL

Run to this short tunnel until you get to the ladder. Go down the

ladder.



ALTAR ROOM

There is a cut-scene with Barry. Jill... ooo! And... another Lisa

boss.



========================================

BOSS # 8: LISA "GODDAMN" TREVOR III

DIFFICULTY: HARD

If you notice... it has the eye of the G-Type William Birkin,

from BioHazard 2 and the jump and power of Nemesis from BioHazard

3: Last Escape. That can only mean one thing: this thing is as

powerful as Nemesis and the G-Type combined! O/



Give Barry his gun back. Then start shooting the hell out of the

thing. When it falls over, keep shooting it. Barry will also

help. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!



Here's to you, Lisa! (_/_) (__)



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



ALTERNATE STRATEGY



See the stones in the corners of the room? Push them down into

the chasm and Lisa will jump down, ending the battle. Thanks for

KANE79 for this tip.

========================================



..anyway. Talk to Barry.



Push all the stones down the pit. They are in the corners around

the casket. The gate rises. Head through.



LAKE COURTYARD

We are back in the courtyard. Go to the statues around the lake

and insert the EAGLE MEDAL and WOLF MEDAL. Then go down the stairs in

the lake. Ride the lift down.



========

It is time to switch to Disc 2. (Why couldn't they give a disc

for each character?)

========



Well, Disc 1 is officially finished. Well, fortunately Lisa is gone,

so we don't have to deal with that G-Nemesis Type anymore.



E. LABORATORY AREA

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



ITEMS: MO DISK 2

       INK RIBBONS

       GREEN HERBS

       SLIDE CARTRIDGE

       MO Disk 3

       POWER ROOM KEY

       CAPSULE



LABORATORY ENTRANCE

Find the locked double doors. Near them are ladders to go down.



LABORATORY SAVE ROOM

Save, and pull out the MAGNUM. Head through the double doors.



STAIRS

Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the

start of the stairs and grab the second MO Disk. Head down the stairs.

Head through the gate.



O ROOM

Head to the door to your right.



LAB HALL 1

Collect the FIRST AID BOX. Then take the door to the left.



X-RAY ROOM

Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays

and paste them onto the screen. If you do it right, you should get

another word, CELL, based on the illnesses. Leave.



LAB HALL 1

Back to the O ROOM.



O ROOM

Head to the only open double doors in this room.



COMPUTER ROOM

Go to the operating computer. Sign in using the name "JOHN." The

password is ADA (the same Ada in BioHazard 2). When you want to unlock

the B2 floor, input the password, CELL. Return to the O ROOM.



O ROOM

Head back to the LAB HALL 1.



LAB HALL 1

Head into the first door to the right.



OFFICE

Grab the FAX after taking the Crimson Head down. You'll notice a

weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the

MO Disk on the desk's GameCube, too.



LAB HALL 1

Head for the O ROOM.



O ROOM

Return through the gates to the stairs.



STAIRS

Head to the now unlocked door near where you found MO DISK 2.



PROJECTON ROOM

Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers

8462. Remember them. Was Wesker in that picture with the scientists?

And is the woman there Annette Birkin, and the dark haired guy William

Birkin? Hmmm... Grab the MO Disk from the shelf near the door.



See that blinking panel near where you got the MO Disk? Enter the code

from the slide in there. A new room will be revealed. grab the POWER

ROOM KEY. Look at the console to see how Kenneth Sullivan died back

in the beginning of the game.



Leave.



STAIRS

You might be full on items, so deposit anything unuseful. Return to the

O ROOM.



O ROOM

Unlock the single door with the POWER ROOM KEY.



T HALL

Take the door directly across from the entrance (not the one to the

left).



LABORATORY SAVE ROOM 2

Unload anything you do not need. Leave.



T HALL

Turn left. Head through the double doors.



CHIMERA HALL 1

Watch out! There are enemies here that are as dangerous as the Hunters

from the mansion and the tunnels! Turn a cautious left, and kill the

first one you see. These are called Chimeras. Turn around and do not

enter the door. Run around until you see a blue button. Press it, and

you will get a CAPSULE. Head through the door now.



CHIMERA HALL 2

Head for the GameCube-looking console and insert an MO Disk inside.

Run to the door at the end of this hall. Kill all Chimeras with the

Magnum. Now return to CHIMERA HALL 1.



CHIMERA HALL 1

Head for the T HALL.



T HALL

Head for the O ROOM.



O ROOM

Use the POWER ROOM KEY to unlock the double nears near the door you

just emerged from. Enter.



STOREROOM

Does this place remind me of Silent Hill? Anyway, push the shelf

back and climb up the counter. Enter the vent.



OPERATION ROOM

Head through the other vent you see in this room. Kill the Chimeras.



STOREROOM

Find the GameCube-esque reader and insert an MO Disk inside.

Then push the shelf away and exit.



O ROOM

Back here, head for the LAB HALL 1.



LAB HALL 1

Head for the first door on the right.



OFFICE

Radiate the CAPSULE in the weird blue thing. Once you get it back,

WALK. WALK to the LAB HALL 1. WALK.



LAB HALL 1.

WALK to the O ROOM.



O ROOM

WALK to the T HALL.



T HALL

WALK to the CHIMERA HALL 1.



CHIMERA HALL 1

WALK to where you put the CAPSULE. Put it back in. Run to the

CHIMERA HALL 2.



CHIMERA HALL 2

Run through the hall to the POWER ROOM.



POWER ROOM

Go to one of the 2 computer consoles you can access and press the

YES option. Then leave.



CHIMERA HALL 2

Run for the CHIMERA HALL 1.



CHIMERA HALL 1

Run for the T HALL.



T HALL

Run to the other end of the hall into the elevator. Save in the

nearby SAVE ROOM if you want. Power up the elevator. If you gave Barry

his gun during the Lisa fight, he'll come in. If not, he won't be here.



TYRANT ENTRANCE ROOM

Enter through the door at the end.



TYRANT ROOM

Watch the cut-scene.



========================================

BOSS # 9: TYRANT I

DIFFICULTY: HARD

After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting

the thing and dodging it. One hit can bring you down to Caution.

It falls down after 9 or 10 shots from either gun.



The Tyrant attacks using its dangerous claw. Keep moving, and keep

shooting. The Tyrant is much toucher than Lisa, but not as invincible

as Lisa.

========================================



Go to Wesker's unconscious body and grab his diary. Wake Barry up, and

head to the desk at the end of the room to unlock the door. Leave.



TYRANT ENTRANCE ROOM

Run to the elevator. Self destruct system. Grrrr.



T HALL

Run to the O ROOM.



O ROOM

Run to the LAB HALL 1.



LAB HALL 1

Head for the 3 green switches and flip them. Head through the door.



PRISON TUNNEL

Run down the stairs to the door at the end. Head through.



JAIL CELL

Talk to Chris. Then leave.



PRISON TUNNEL

Head back.



LAB HALL 1

Head to the O ROOM.



O ROOM

Head to the STAIRS.



STAIRS

Head up the stairs and through the door.



LABORATORY SAVE ROOM

SAVE!! Then head up the ladder.



LABORATORY ENTRANCE

Head for the double locked doors.



ESCAPE TUNNEL

Run through. Grab the FIRST AID BOXES and open them. Grab the BATTERY

and ride the elevator. 3 minutes until detonation.



MANSION ROOF

Grab the FLARE CASE and USE it.



========================================

BOSS # 10: TYRANT I

DIFFICULTY: HARD

After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting

the thing and dodging it. One hit can bring you down to Caution.

Barry will be helping you.



Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a

rocket at it and the game ends.



[NOTE: For a different ending, you can have Barry killed. Have the

Tyrant strangle it, and then have it stab Barry with its claw. You

will get a slightly different ending if you get Barry killed.]

========================================



GAME OVER...



========================================================================

5. W A L K T H R O U G H - C H R I S   R E D F I E L D

========================================================================



A. MANSION AREA

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



B. GUARDHOUSE AREA

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



COMING SOON.



C. RETURN TO MANSION

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



COMING SOON.



D. TUNNELS AREA

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



COMING SOON.



E. LABORATORY AREA

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



COMING SOON.



========================================================================

6. W E S K E R'S     R E P O R T

========================================================================



If you pre-ordered the American Version of Resident Evil CODE: Veronica X,

you got the Wesker's Report. If you didn't, it's here for you to read,

because it bursts with seams of the original PSX RE1, RE2 and RE3

information. Others may hate the Report because they can't think what Capcom

is aiming with that, but I love it!



============

INTRODUCTION

============

"My name is Albert Wesker. I aspired to become a leading researcher at

Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio

Organic Weapons, better known as B.O.W., for development. But at the

leader development training ground situated in Raccoon City, I met a

brilliant and talented researcher who decided to take a different path;

William Birkin.



In time I shifted my position to S.T.A.R.S., a special force unit of

the Raccoon Police Department. Umbrella, for crisis management reasons

of their illegal Bio Organic Weapons development had many of its people

working in the police department.



I became the leader of S.T.A.R.S. and conducted all sorts of

intelligence activities for Umbrella. As I continued to serve I devised

my own plans and waited for the right time moment to execute them. Then

at last, opportunity knocked.



==============

1998 July 24th

==============

The freak murder incidents that had occurred in the forest near the

mansion started it all. The mansion was Umbrella's secret BOW

laboratory and it was clear that the indevelopment T-Virus was the

cause of the murder. Initially, Umbrella instructed me secretively to

keep S.T.A.R.S. to the mansion, dispose of them, then report the

situation to headquarters so that their combat with the B.O.W. could be

used for data analysis allowing Umbrella a comprehensive portrait of

the B.O.W.'s combat abilities.



From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As

expected, the top elite of S.T.A.R.S. gave all they had and became

useful sample data. Then following, I geared up the Alpha Team to

"search and rescue" the lost Bravo Team. The members of Alpha Team also

proved their worth and as expected many died.



There were five survivors from the initial eleven S.T.A.R.S. members.

From the Alpha team were Chris Redfield, Jill Valentine and Barry

Burton. And from the Bravo Team were Rebecca Chambers and Enrico

Marini. It was time to begin executing my plans.



In the midst of the whole affair I could take Umbrella's ultimate Bio-

Organic Weapon, the Tyrant, and join forces with an opposing

corporation of Umbrella. To buy into that opposing corporation I would

need the actual combat data of the Tyrant. The surviving privileged

members of S.T.A.R.S. were just the perfect bait.



I decided to have one of them play the Judas and draw them to the

Tyrant. That Judas was Barry. Barry was the strong truth and justice

kind and cherished his family more than anything. His type is easy to

manipulate. I just took that most important thing away from him.



My only miscalculation was the high potential of Chris and Jill. But

with the family man Barry playing Judas the scheme went as planned.

Then the winds turn unexpectedly. I had to eliminate Enrico who found

out what was behind it all. I used Barry to get to him.



After I successfully got rid of that nuisance I awaited the sample

specimen that Barry would bring to me in the Tyrant room. I injected

the virus I obtained from Birkin in advance. If I made Umbrella believe

I was dead, it made it far more convenient to sell myself to the

opposing corporation.



According to Birkin the virus had profound effects. It would put my

body in a state of temporary "death". It would then bring me back to

life with super human powers. Therefore I unleashed an awesome Tyrant

from its slumber and let it attack me. As my consciousness faded away I

was certain that the whole scheme would end in success.



Never did I imagine that S.T.A.R.S. could slay the evil creation. I

lost the Tyrant and the plan I devised which cost me my humanity ended

in failure. Now anything and anyone who stood in my way would be

terminated. It's been that way for a long time and it always will be.

At all costs I had to make S.T.A.R.S. pay.



=========

September

=========

Two months had passed since the mansion incident.



To regain everything I had lost in my new organization I joined hands

with Ada Wong, a female agent who was also sent to spy on Umbrella. I

knew in my bones that the key developer was William Birkin, but what he

didn't know was that Umbrella did not play games...with anyone.



Eventually, Birkin would be assassinated, and the G-virus would be in

the hands of Umbrella. But the salvage team led by Hunk was ahead of

us. By the time they got to Birkin, he'd already injected himself with

the G-virus...he became his own creation, and decimated them. Soon

after, the T-virus carried by rats spread throughout Raccoon City, and

Umbrella faced its worst scenario.



==============

September 28th

==============

The good citizens became zombies, and the city had headed for its

devastating fate. Humans were no match against zombies. In the chaos,

Umbrella Europe applied a new type B.O.W., called "Nemesis". The

Nemesis would hunt down and destroy the surviving member of S.T.A.R.S.,

Jill. It became imperative that our organization would also obtain the

Nemesis data.



==============

September 29th

==============

To cover up the whole affair, Umbrella jettisoned a Tyrant to take care

of Leon and Claire, who were trying to unveil their secrets. Then,

there was a new revelation. Birkin used to hide the findings of his

studies in his daughter Sherry's pendant.



It was very possible that the G-virus was there. While Umbrella was

busy with their cover up, we had to capture Sherry before they did. I

sent Ada undercover to seek the location of Sherry. I, the "dead man"

on the other hand, had to work in the shadows.



A spy's obligation and priority is in mission, to carry out the mission

like a machine without any emotional interference. But through her

interaction and involvement with Leon Scott Kennedy, there had been an

affection growing inside her. My instincts sensed danger. Something had

to be done, quickly. My instincts did not disappoint me.



Even though Ada almost had her hands on the G-virus, which Leon had

acquired from Sherry, that affection of her drove her to her death. But

she was still of some use. I had to save her life. My people hurried to

retrieve the G-virus that Leon threw away.



But Hunk, the only survivor of Umbrella's salvage team, was there

before us.



==============

September 30th

==============

Our only option left was to bring back Birkin, the monster, as the

sample specimen and have him finish Leon and Claire in order to obtain

his combat data.



Although Birkin lost the battle to Leon and Claire, we succeeded in

gathering samples of the G-virus from his dead body.



===========

October 1st

===========

In the morning the government bombed Raccoon city in an attempt to stop

for the viral outbreak. This was, of course, their feigned reason...

Later, Claire left to Europe to find her lost brother Chris, and Leon

joined forces with an underground anti-Umbrella organization.



Sherry is safe in our hands. I would never underestimate Birkin.

There's something about this little girl..."



END TRANSCRIPT



========================================================================

7. W E S K E R'S     R E P O R T    II

========================================================================



JAPANESE COPY: http://www.capcom.co.jp

TRANSLATION COURTESY OF http://www.residentevilhorror.com



This contains SPOILERS. Please consider that before reading. You have to

have played Resident Evil 2 and Resident Evil CODE: Veronica X at the very

LEAST to understand this. Play Resident Evil: Survivor and Resident Evil

3: Nemesis for a complete understanding.



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



It says on the site that the report is addressed to Ada Wong.



When I first visited that place, I was 18 and it was summer. Twenty

years ago. I still remember the smell when the helicopter landed and

the rotar caused the wind to stir. From the air, the mansion seemed

normal but from ground level, something was different. Birkins, who

was 2 years younger than me, seemed only interested in the research files

he had as usual........



1978 July 31(Monday)

Two days ago, the two of us were assigned to that place.

Everything could have been planned out from the beginning or it could have

all been a coincidence. The only person to know the truth is most likely,

Spencer. Spencer at that time, was using the Arklay labs for the research

on the t-virus.



Next page



As soon as we got off the helicopter, the president of that lab stood 

infront

of the elevator.

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

I don't even remember that guys name. It didn't matter what was said

officially. From that day, that lab was Birkins and mine. We were assigned

to be chief researchers at the facility. This of course, was Spencers will.

We were the chosen ones.



The two of us ignored the president as we entered the elevator. We had 

already

been briefed about the layout of the area and Birkins, with no bad 

intentions,

ignored everyone as usual.



Usually, when someone see's our actions, they would react within 5 seconds.

But the president didn't even react at all.



next page



At the time, I was only a youngster so it didn't bother the president.

The president understood what Spencer was thinking and didn't take

notice of someone like me.



While the three of us were on the elevator, Birkins still kept his eyes on

the research files. The files contained information about a new firo-virus

found 2 years ago in Africa called Ebora.



Even now, their are thousands of people researching the Ebora. But the 

people

are always divided in half, one group to save people from the virus and the

other to kill people with the virus.



next page



As known, if a person is infected with the Ebora, the chances of dying is 

90%.

It has the quality to destroy the physical structure within 10 days and even

now, a cure hasn't been found. If this is used as a bio-weapon, it would

display incredible destruction.



But because making a bio-weapon is against the law, we would not use the 

virus

as a weapon. But I'm certain that someone out their would use this as a 

weapon.

So to prepare for a case of like the virus being used as a weapon, it is 

good

to do research on it now. But the line between finding a cure and making a

bio-weapon is thin. This is because the actual research conducted do not 

differ

at all between the two. So one could say that they are reseaching for a cure

and be making a bio-weapon.



next page



But to Birkin, he was not interested in either cause just wanted to research

the Ebora itself. The virus had too many things unknown at the time. One was

that the fact that virus would die withing a few days by itself and would 

die

instantly when hit by sunlight. The second was the speed that it would kill

its host. It kills the host so quick that their is almost no time for the

virus to infect another person. The third is how the virus is spread.

The virus has to physically touch another person in order to infect them

and theirfore can easily be quarantined. But I would like to bring up the

following thought.



next page



What if a person was infected with the Ebora virus could stand up and walk

around? And that infected person would have a disrupted chain of thought,

and would infect others that weren't infected?



What if the DNA of the Ebora, the RNA, had a direct impact on the DNA of

a human. And due to that, would make the person not die so easily?



The person would be dead from a humans point of view but would still

go around as a bio-weapon spreading the virus around.



It is a fortune that the Ebora may have features like this.

Even from now, we will be the only one to now about this.



next page



Umbrella, with Spencer as the head, was a organization made to do research

on virus's with these qualities. As a cover, they tell the world that they

are a company making cures, but the truth was a bio-weapon developing

organization.



The finding of the original virus which restructures the human DNA was the

start of everything.



Using the original virus as a base, an enhanced virus would be made to be

a bio-weapon. This was the T-virus plan.



next page



The original virus was also an RNA virus and would cause anormalities and

would enhance a person.



Birkins was interested in the Ebora because he planned on combining the

two virus's to make an enhanced virus. The sample of the Ebora had already

been brought to this reserach facility.



We had gone through many elevators and had finally reached the destination.



When we reached that place, even Birkins had raised his face to the sight.



This was our first encounter with that woman.



next page



We were not told anything about that woman. Everything relating to her

was kept top secret and the data was not to be leaked to the outside.



From the records, she was here since this lab had been created.



She was 25 at that time.

But what her name is and why she is here is a mystery.



She was a test subject for the research on the T-virus.



The research begun in 1967 November 10.



For 11 years, she had gone through the tests with many virus's.



next page



I heard Birkins whisper something.

Whether those words were cursing/swearing or praising, I do

not know. But we had come to a place we cannot go back out of.



Whether we were to take the research to it's completion or to

end up like her. For us we, only had one choice.



The woman who lied on the pipebed had moved something within

both of our minds.



Is this also a part of Spencer's plan?



The next records take place 3 years later



Alexia - 1



1981 July 27

3 years from the previous report



Today, Umbrella assigned a ten year old girl to be the chief

researcher at the Antarctica facility.



Her name is Alexia Ashford.

At this time, I am 21 and Birkins is 19.



It is very provoking that even in our own Arklay lab, everyone

is talking about Alexia and the Antarctica facility. It is

because all the old high staff members consider the Ashford

family a legendary family.



Every time something goes wrong with our research, those old

fools always say the same thing. "If only Edward were still alive."



It is true that he was the first one to find the original virus, and he

may have been an incredible scientist for starting the 't-virus' plan.



But soon after Umbrella was formed, he had died. It has been 13 years

since then. There would be no meaning in expecting anything from the

Ashford Family.



In fact, ever since Edwards death, the Antarctica facility that his son

built has done nothing.



This granddaughter of his is probably nothing useful as well.



But one day, our useless workers started to say these things.

"In Alexia was here......."



It angers me to think that our workers and reserachers are filled with

mindless people that judge people by their status. Because they think

like that, they cannot do anything themselves and always have to be

told what to do! ..........But I, I still had good judgement.





If I had let all of that goto my head, the research at the Arklay lab

would have been delayed. As the head reseracher, I always have to keep

myself under control or success would not be possible.



Then, a thought came to my head.

I could use those old staff members to gain my success. Those old fools

could die at any time and would serve as perfect test subjects. To be

able  to rise above everyone, I must be able to use all resources to my

advantage.



But the problem was Birkin.



His reaction to Alexia was great.



Although he never spoke of it, Birkins took pride in the fact that

he was 16 when assigned to this lab. But his pride was completely

destroyed by this ten year old girl. Born as a genius, he had tasted

his first defeat.



He could not handle the younger, legenday family, girl. To be out-done

by a girl who hadn't even made any progress.

The main thing was the fact that she was still a child.



But the reasons, I have to have Birkins back to his normal self again.

We had already reached phase 2 in our plan in the past 3 years.



Currently, the t-virus could be used to create a biological weapon aka, the

zombie. But the effects of the t-virus varies greatly between people and

their is no 100% guarantee for it to work yet. Every person has a different

DNA structure and some may react differently.



Even those who turn to zombies, ten percent of them do not make. This we can

do nothing about. With the remaining 90% it is easy to use this as a weapon

but Spencer thinks different.



He wants 100% and wants a confined perfect weapon.



Originally, the bio weapon was to be a weapon that could be made with very

little cost. But now, the bio-weapon that we research now costs great

amounts. If Spencer just wanted to make money, he would not have chosen

this path.



If used at the current state, we could easily make a profit from it. But

to continue reasearch would not add up.



Why does he continue the research even though he is losing money?



I still do not understand what Spencer is thinking.



But going back to Birkins, the research that Birkins is currently in is

a bio-weapon that possess combat skills. By using other DNA samples,

we could create this thing. It was made to fight off any forces that

opposed us. A fighting bio-weapon, also to known as a Hunter. But

that research had to put on hold for now. To protect the test subject

from Birkins.



To compete against Alexia, Birkins started to act different than usual.

He would stay at the research lab 24 hours a day, and would do tests

without any plan.



I would usually use other researchers to collect samples and data

from the test subject before it died but the speed that Birkins goes

at now, is impossible to keep up with.



The president would keep getting new test subject as if nothing

happenned and that subject would die shortly after. It was hell in

there.



But even in that hell, that one test subject, that women still lived.



She was 28 and had spent 14 years in the lab.



Over the 14 years, the effects from the original virus must have

corrupted her mind. But if she were to still have a conscious mind,

'death' is what she would want. But she lived on.

How would she live on for so long? There is nothing different from

her data and any other data from the other test subjects.



More time is needed to solve this mystery.



the next report takes place 2 years later





1983 December 31(Saturday)



It has been the 6th winter since I worked at this Arklay facility.



During the last two years, we had made no real progress with our

research and time passed by. But this had come to an end.

We had recieved word that Alexia had died. The reason was the

virus that Alexia herself created, the (T-Veronica virus).

It seemed like the 12 year old Alexia was too young for such

dangerous research.



I had heard rumours that Alexia had injected the T-veronica

virus in herself but this I could not believe. She probably

couldn't handle her fathers death one year ago and made a

simple error in one of her research.



Later, the research at the Antarctica facility was continued

by Alexia's twin brother, but no one had expected anything

from him. In the end, the Ashford family couldn't bring any

results and will crumble down.



Like I had stated earlier, the Ashford family was a legend

and will stay as a legend only.



With Alexia's death, Birkin h

ad changed, or I should say,

changed back to what he was.

But now, there was no one who could surpass him and all those

researchers had to acknowledge him. But it was still a taboo

to talk about Alexia infront of him. Even when I tried to get

a sample of the T-veronica virus, he had strongly objected.



I had to put aside finding out about the research that Alexia

had done for later. In the end, Birkins had not changed one

bit when everything around him had changed.



But to me, I had a much bigger problem in my hands.



Our facility was located in a very dense forest.

I went out walking into the woods many times but

because this facility was in the near center of the forest,

we would never encounter any other human.

The only way to get here was by a helicopter.

It was a needed precaution dealing with a bio-weapon. Since if

by chance, the virus is leaked out, it would prevent the

chances of spreading. But a bio-weapon isn't so simple.

The virus can also affect non-human beings as well.



Any virus isn't guaranteed to only affect one kind of

organism. For example, the Influenza virus not only affects

humans, but birds, pigs, horses and even a seal. And even in 3

each of these species, only certain ones are affected. Such

as Seagulls and chickens but all other birds are not. And the

same virus may have different effects on different species.



And the problem lies in how the T-virus can affect many different

life forms.



During the time when Birkin was useless, I had done my own

research on the t-virus. I had found out that the T-virus

can affect most life forms out there. And not only mammals, but

plants, bugs, and fishes can also be affected by the virus.

Everytime I walked in the woods, I always asked myself.

Why did Spencer choose this place?



There are many different forms of life in these woods.

What would happen if the virus were to leak out?

If only an insect were infected, it is small in size

and probably would not go through a big mutation. But these

insects could spread the virus at an incredible rate. If this

were to happen, how far would the t-virus spread?



If it were a plant that was infected, the plant itself could

not move and would seem safe. But what about the seeds the

plants give out?



It would be very dangerous for such a case to happen.

Now that I think about it, it was very smart for the Ashfords to

locate their facility in Antarctica. But here, it almost seems like

someone wants the virus to spread. But that could not be possible.

What is Spencer trying to make us do?



This issue was far to great and I could not discuss this with any

other researcher. The only one who I could talk to was Birkins but

he probably would not even be interested.



I need more information.

I had started to realize my limits as a simple researcher.

To find out what Spencer was truely thinking, I need to be at

a position where I could obtain more information.



For that, I would throw away all my current positions.

But I cannot do this quick. I cannot let Spencer notice

my plans for if so, everything would be over.



I had continued to do research with Birkins so that no one would

know my intentions.



During that time, that 'woman test subject' was forgotten.

A "failure" that just lived on.



Until that day, 5 years later.......



The 11th summer had come since we started working at this facility.

I was 28 at the time. Birkins had become a father to a 2 year old girl.

The wife was a also a researcher at the facility.

It was natural that people who conducted the same research at

the same facility fell in love and have children. But a normal

person  would not be able to continue research at this place.

Everyone who is still here is crazy.



We had gone into phase three of our plan in the ten years.

A programmed life, to be used a soldier, a bio-weapon for combat.

To be called the "Tyrant" from now was that. But this project had a

huge problem from the start. Gaining the test subject for this

Tyrant was a problem. There were very few who were compatible with

to become the Tyrant.



This was due to the nature of the T-virus.

Any human could be used to make a zombie or a hunter but their

intelligence would be lost in the process A certain amount of

intelligence was needed to create a Tyrant. Birkins had created a

different way of creating the Tyrant to compensate for this problem.

But only a very small amount of people could be used for this

different way. In the Simulation, only 1 out of 100,000,000 turned into

a Tyrant and the rest became a zombie.



If our research continued, we could create a different kind of t-virus

that was compatible for more people. But for this too happen, we needed

another test subject. But even if we searched through all of America,

we would only find ten or so people that were compatible.



Other research facility's had reached the same problem.

We had run into a wall even before our research began.



But we had recieved word that the Europe facility had thought up of a

plan to conquer this problem in phase 3. This was the Nemesis project.



I had urged to get a sample of the project to further our own research.



Although Birkins had strongly opposed, I had convinced him.



Until we find a compatible host, out research would not move and Birkins

had to admit this.



We had received the package a few days later with a number of precautions

written on it. The package brought to heliport was a small box.

"Nemesis Project" To gain this sample from the France facility required

quite an effort but was mainly due to Spencer backing us up.



Birkin took no interest in the package till the end but had at least

admitted to tests. The Sample was totally new and was thought up for

test purposes.



A biological life form created by manipualting DNA.

That was the what the Nemesis was.



The intelligence was the only thing enhanced and this lifeform alone,

could not do anything. But once it finds a host, it becomes a parasite

and would take over that host and would cause it to have incredible

combat ability.



The host for the weapon and the parasite would be made separately and

later the intelligence of the parasite and the body of the host would

be combined to create a bio-weapon. If this were to suceed, it would

overcome the problem of the intelligence and we could create a bio-weapon.



But the problem was when the parasite takes over the host.



In the research files, all that was recorded was the death of each host

once taken over by the parasite sample. Within 5 minutes of the parasite

taking over, the host would die. But we were already aware of the danger

that lied in the prototype.



Even if we could prolonge the time the host would survive, we would gain

the credit to the "Nemesis project". That was my plan. The host would be

that women test subject.



Her incredible life rate could survive longer against the Nemesis prototype.

And even if it failed, nothing would change on our side.



But the test had created a result I had not expected.

The Nemesis protype that tried to enter her brain had disappeared.

At first, we could not tell what had happenned.

We did not expect her to consume the Nemesis.



That was the beginning.

Something was happenning inside that failed experiment.

We had decided to start research on her from scratch.



In the past ten years, we had conducted every research possible on her,

but we had decided to throw all those files away.

Within the 21 years that she lived, something was beginning to show.



Only Birkins had begun to notice the change.



Indeed, something had begun to change inside her.



But that was something totally different from the T-virus project.



Something new and would bring a new idea to us.



The project which changed our destiny, the "G-virus project"



the next log is 7 years later



1995 July 31

7 years from the previous



When I came back to that place it had been 17 years since I

first came to that place. Every time I come here, I remember the

smell of the wind of that day. The buildings and the surroundings

all looked the same from before.



On the heliport, I could see Birkin.

It has been a long time since I've seen him.

Four years have passed since I left Arklay labs.



next page



4 years ago, when Birkin's G-virus project was authorized, I had

requested to transter to the secret (intelligence) service and this

was easily authorized. From everyone's point of view, it was a natural

thing for me to stop my road as a researcher and go onto a different

field.



And in reality, the research conducted on the G-virus was far above my

level. Even if I didnt have a different motive, to find out what Spencer

was truly thinking, I could feel my limits as a researcher.



next page



In the midst of the wind blowing, Birkin as usual, didnt take his eyes

off the research files. Bikrin came to Arklay quite often, but Birkin

was not under Arklay anymore.



A little while ago, an underground lab under Raccoon city was made and

this was the place that his G-virus project would be made.



But to be honest, I didnt think that Spencer would authorize the "G".

This is because the "G" was far from being a weapon, and had too many

unknown things about it.



next page



The reason the "G" was slightly different from "T-virus" was due to

the host would keep spontaneously reacting to the virus.

It was very easy for a mutation to occur since the DNA would be open

to a virus. But this is just in the case of the virus itself and not

the hosts DNA.



Even if the virus did cause some form of change, the DNA of the host

becoming mutated was a rare case. If there was an ouside force like

radiation, it would be a different story though.



But in the case of "G", it was different. Even without an outside

force, the "G" would keep mutating the host until death.



next page



Although something very similar to this did exist in the T-virus

as well. When a bio-weapon is put in a specific area, the virus

inside the host would causing some form of mutation has already

been confirmed. But for this, an ouside force was always needed.



But the "G" has no need for such a thing.



No one can even expect what likes ahead with the mutations. And

even if we think of a way to stop the mutation, the virus would

just mutate to acomodate.



next page



7 years ago, Birkin found this in that woman.

At first look, the woman had no changes on the outside, but inside,

various mutations had occurred and had kept on consuming each kind

of virus injected and had lived on.



And over the 21 years of mutating, it had mutated so much that it

would even consume the Nemesis.



The G-virus project was to take this mutation to highest point

possible. But this could lead to the "Ultimate life form" or it

could end due to a disaster .....could this be called a weapon?



next page



What was Spencer thinking when he authorized this project?

Even when I moved to the secret (intelligence) service, I could

not find out anything about what Spencer was thinking during

these 4 years. And now, Spencer doesnt even show up in Arklay

labs.



Almost as if expecting something to happen there.



Spencer was slowly drifting away from me, just an oasis in a

desert.



But my chance will come soon enough.



Thats if I can live til then.



next page



The elevator took me and Birkin to the highest level in the lab.

To that place where we first saw that woman.



There, we met the new research leader, John.



He had come from a Chicago lab and was an excellent reseracher,

but he was too normal to work in a place like this. He had started

to question the motives of the research their and had repeatedly

questioned the superiors.



This had even reached my ears in the secret (intelligence) service.

If information has been leaked out, he would be the first to go.

This is what every had started say.



next page



We had both ignored John and had started the clean-up of that woman.

To kill her.



When she had consumed Nemesis, although little had started to regain

some intelligence, but all these were very peculier behaviors.

Each time it would escalate. She would start to rip another woman's

face off and would wear it herself. According to the records, she

showed the same behaviors when she was first injected with the

original virus.



No one knew why she would behave like that but recently, three

researchers had been killed that way and this is when she was

decided to be killed. Because the "G project" was progressing

steadily, their was no use for her.



next page



Her death was confirmed over the course of 3 days, and her

"dead body" was carried somewhere by the president.



In the end, no one knew who she was and why she was here.

But this was also true with any other test subjects.



But if she had not been here, the G-project would not have

existed. If this were the case, both I and Birkin would had

been in a different situation than now.



I had this on my mind as I left the Arklay labs.



How far was Spencer planning?



(the "incident" would happen 3 years later)



========================================================================

8. R E S I D E N T    E V I L    S T O R Y    S Y N O P S I S

========================================================================



I will give you a brief summary of all the games. If you want detail,

check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com,

where this guide can be found.



=================================

RESIDENT EVIL 1 (REBIRTH VERSION)

=================================

July 1998



Raccoon City, a mid-western U.S. town is experiencing reports of

cannibalism near its forest. The local police department sends in a

special force to stop it, called STARS, Special Tactics and Rescue

Service, to seek information about it. Umbrella Inc, a pharmaceutical,

also controls Raccoon City. The STARS are divided into 2 teams, Bravo

and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca

Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and

Kenneth Sullivan. Enrico Marini was the team's leader.



Bravo Team heads to the forest in the Arklay Mountains. They

investigate the origins of the zombies that wandered into Raccoon City.

A day later, Alpha Team loses communication with Bravo Team. Albert

Wesker decides to send in the other STARS Team to find them.



When their helicopter sees wreckage, they land. Wesker, Jill, Joseph,

Barry and Chris examine the chopper. Inside are the remains of Kevin,

the pilot of the Bravo Team. Joseph finds a hand separated from

its body. Suddenly, a skinless dog mauls Joseph.



Brad Vickers, the pilot, flies away because he is scared. The remaining

STARS members run into a nearby mansion. Inside, Wesker tells all of

them to separate to find the remaining Bravo Team members.



Jill Valentine and Barry Burton discover the destroyed body of Kenneth

Sullivan of Bravo Team. Chris Redfield sees the poisoned body of Richard

Aiken. When he sees the body, Rebecca Chambers of Bravo Team, alive,

meets Chris, and they take Richard to the medical room.



Jill seems suspicious as she and Barry discover Forest Speyer's body.

As Jill and Barry separate, Chris reaches the guardhouse behind the

mansion. There, Chris and Rebecca duel with a vicious and giant plant

called Plant 42. They destroy the plant.



Jill, back at the mansion, destroys a giant snake. Teaming up with

Barry, she explores the basement of the mansion. Chris and Rebecca

return to the mansion with nowhere to go for now. There, they discover

the scarred snake that Jill just fought. With new ammo from the

guardhouse, the snake dies for good.



As Chris and Rebecca look around, a new type of monster invades the

mansion. It's called the Hunter. They are a lot worse than the zombies

Jill, Barry, Chris and Rebecca have been running into.



[Jill finds her way outside the mansion. She finds a cottage beside the

mansion. She is momentarily knocked out by the creature. After regaining

consciousness, she tries to shoot her attacker, but it seems she cannot

even hurt the thing with even a Magnum. Running away, she too explores

the guardhouse. She hears a conversation with Barry and someone else.

Barry discovers Jill and tells her that he was talking to himself.

(O_O)]



Jill finds her way into the underground tunnels with Barry. There, Jill

finds Enrico Marini. He tells Jill Umbrella had planned this just

before he is shot.



[Jill chases the killer into some weird tunnel, where after a long

chase, she finds Barry Burton. Taking a lift down, she runs into that

monster that attacked her in her in the cottage. Dodging it, she finds

that Barry has riden the lift up to abandon her. Dodging that thing once

more, she finds a ladder leading up to the cottage where she was knocked

out by that inhumane creature. Circling back to the mansion, she discovers

a athway to an alter.]



[She sees Barry there. After and arguement, that creature known as Lisa

returns, and a clear view shows it has tentacles and a giant eye on her

back. Barry and Jill shoot the thing until it falls into a deep pit.

barry volunteers to keep out for it.]



Jill follows the path into a lab.



Finding some notes Jill and Barry left near some typewriters, Chris

and Rebecca find their way to the tunnels. Chris and Rebecca kill a

Giant Spider and find their way into a lab.



Jill discovers Barry and Wesker were working together to kill all the

STARS. Barry didn't want to, but his family was in danger. Barry

betrays Wesker and gets him to get impaled by Tyrant, Wesker's

creation.



Chris and Rebecca find Jill and Barry and they signal Brad to escape.

Tyrant catches up to them, but Chris destroys the thing with a Rocket

Launcher, given by Brad. All 5 STARS members escape into the night.



===============================

RESIDENT EVIL 3 NEMESIS: PART 1

===============================

SEPTEMBER 1998



Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the

virus through the mansion. Chris and presumably Rebecca go to Europe to

take out Umbrella, while Jill and Barry stay behind.



On the 22nd, a scientist named William Birkin finishes his G- Virus, an

upgrade of the T- Virus. Umbrella, impatient, sends a squat team that

attacks Birkin and steals his virus. Birkin injects himself with his G-

Virus and becomes a monster. He kills off the squat members. Because

Birkin is now a monster, he causes a T- Virus leak and now the Raccoon

citizens are zombies, courtesy of a virus spread through rats in the

sewer.



SEPTEMBER 28, 1998



Jill Valentine escapes infection. On the 28th of September, armed with

an Assault Rifle, Jill fights her way out of town. She runs into Brad

Vickers, the pilot of STARS. He tells Jill that something is coming for

STARS members. What?



As Jill makes it into the RPD Building, that thing Brad was speaking of

arrives. Brad Vickers is murdered by the Nemesis. Jill's weapons don't

damage it too much, so she retreats into the RPD Building.



[The Nemesis bears a jump and tentacles similar to that of what Lisa

had in the Spencer Estate. Hmmm.]



The RPD STARS Office is untouched. Jill finds a Magnum, which is

effective against Nemesis. After finding a set of lock-picks, Jill

fights her way out of the RPD. Nemesis returns, but Jill's Assault

Rifle and her new Magnum are powerful enough to put the thing down, but

it rises up again quickly.



Jill runs as fast as she can, loses the Nemesis and reaches the

downtown area. She runs into a man named Carlos Oliveira. He is part of

Umbrella BioHazard Countermeasure Service. They were sent by Umbrella

to save Raccoon Citizens. But they don't know anything that Umbrella

does. They are grunts, as in the lower Umbrella class.



Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS.

Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously

injured, though. Jill runs to a trolley and plans for escape with them.

Jill explores a power station over by the RPD and grabs a needed fuse.



She also finds even more added power- a Grenade Launcher and a Shotgun.

When she runs into Nemesis again, the Grenade Launcher puts it down

almost instantly. The Shotgun puts zombie groups down with relative

ease. Jill finds some oil at a gas station and some cables around town

and prepares the trolley.



On her way back, she sees Nicholai shoots someone and is then attacked

by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and

ride the trolley out of town.



The Nemesis returns. Mikhail takes a grenade and blows himself and

Nemesis out of the car. The car breaks and crashes in the clock tower.

Carlos and Jill, now with Mikhail sadly dead, try to signal a

helicopter by ringing the clock building's bell.



Jill finds the keys to them and rings them with ease. As she signals,

Nemesis uses his own Bazooka to destroy the chopper. With the help of

Carlos, Nemesis' Rocket Launcher is destroyed.



Nemesis then infects Jill with the virus. With her Magnum, Shotgun and

Grenade Launcher, Jill manages to put Nemesis down. She then blacks

out...



===============

RESIDENT EVIL 2

===============

SEPTEMBER 29, 1998



As Jill lies unconscious, Claire Redfield, the sister of Chris

Redfield, rides into town to find him. Leon Kennedy rides into town on

his first day of job. Leon and Claire run into the zombies. Leon tries

shooting them to no avail, and Claire tries running from them at a diner.

After running from them, Claire runs into Leon.



They work together to get to a police vehicle. Claire gets a hold

of a gun. Suddenly, their police vehicle crashes thanks to a zombie.

Since the RPD Building is nearby, they decide to meet there.



(Notes: When Jill was in the RPD the day before in RE3, half the place

was blocked off. It isn't anymore by the time Claire and Leon arrive

because zombies broke through the barricades after Jill left.)



Leon and Claire take different paths to the RPD Building. Leon enters

through the front. Claire enters through the back. Leon finds a wounded

cop who helps him unlock some doors.



As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown

reason. Claire sees Tyrant, which she nicknames Mr. X. She runs away from

the terrorizing creature.



They eventually meet in the STARS Office. Leon finds a Shotgun in the STARS

Office and Claire finds a much needed Grenade Launcher in the main desk

of the main lobby. Leon and Claire decide to find any survivors so they

can have more weapons to get through the streets.



Claire runs into a young 12-year old named Sherry Birkin, the daughter

of William Birkin, who is now a monster. Leon runs into Ada Wong, a

women looking for her boyfriend, John. Claire and Sherry meet the RPD

chief, Brian Irons. He is obviously strange, and really, really

creepy. At his possession is Ms. Warren, the daughter of the mayor

of Raccoon City. Irons claims she died of zombie bite... but it

looks like a bullet hole.



Ada and Leon meet up with Ben Burtolucci. He seems to know something

about John, but isn't cooperating. Ben encourages Leon and Ada to

escape the city via the sewers. Doing just that, Ada and Leon try to

escape via the sewers. Ada climbs into an area Leon cannot reach.

She finds a key for some locked doors in the RPD. Passing them on to

Leon, she finds a way to get back to him.



Leon, impatient, decides to search the rest of the RPD on his own. He

informs Claire that the cellblock is accessable now.



Claire and Sherry reach an area under the RPD. Sherry hears her dad

supposedly scream, and runs into an area Claire cannot reach. Basically

she ends up in the area Ada explored, and only finds Acid Rounds for

Claire's grenade launcher. She decides to take a roundabout route to

get back to Claire.



Leon explores the rest of the RPD, and finds 4 chess plugs which might

work for a door near the cellblock. Using a chute from the RPD 3rd

floor, he gets back to Ben and hears him scream...



As Claire returns to explore the RPD thanks to a call from Leon, she

runs into Mr. X 3 times. Eluding the thing, she finds keys for Chief

Iron's office.



She finds Sherry at the office. Using the keys, she discovers the

chief's secret dungeon. He explains that Sherry's father, William,

invented the G-Virus. Before he can shoot her, William Birkin attacks

and cuts Irons in half. Eww... she goes down a ladder to confront

William Birkin.



Leon returns to Ben.



William Birkin, the monster, implanted Ben with a parasite. The

parasite escapes Ben's body, cutting him up. Leon contacts Sherry

and Claire to go back to the sewers for escape.



Leon sees the growing parasite. Earlier, Leon found a Magnum. It

and his Shotgun are very effective against the G-Imago. The G-Imago

dies.



Earlier, Claire found a Submachine Gun. It and her Grenade Launcher are

effective against William. William falls into a pit. After receiving

the call from Leon, Sherry and Claire find their way off the

RPD building via an underground sewer connected from Chief Iron's office.



Leon and Ada find the exit of the RPD to the sewer at last. As Leon and

Ada go down a lift, a woman in a lab coat shoots Leon. Leon blacks out,

but Ada chases the women through the sewer. The sniper then corners Ada

after a merry chase through the sewers.



Sherry and Claire see Mr. X continuing its unknown search. They run away.

As they enter the sewer proper, leaving the RPD for good, Claire sees

Sherry fall down a drain. She looks for her and runs into Leon, who

just woke up from that bullet wound in his arm. Leon tells Claire to

find Ada and Sherry. Claire moves ahead, leaving Leon to rest.



Ada and the sniper are talking. Annette Birkin is William's husband and

Sherry's mother. Annette tells how Umbrella stole the virus. Then Ada

pushes Annette over the railing and she falls into a sewer after

telling her that her boyfriend John is dead.



Wanting to rejoin Leon, Ada runs down into a pit and sees... a GIANT

ALLIGATOR! Claire runs into where Annette fell. She tells Annette that

Sherry is in the sewer. Annette faints, just after telling Claire that

Sherry has a sample of the G- Virus somewhere.



Leon wakes up. He decides to look for Ada, Claire and Sherry. He

eventually finds Ada being attacked by an alligator. He outs an explosive

canister in its mouth, shoots it and the alligater goes caboom. Ada tells

Leon that John is dead. After healing his wound, Leon and Ada go to the

tram and ride it across town.



Claire finds Sherry eventually. She asks Sherry is she has G- Virus,

like Annette had told her, but she says no. As Ada and Leon ride the

tram, William Birkin attacks them. They shrug him off, though.



Unable to find Leon and Ada, Sherry and Claire ride another tram to

follow Ada and Leon. Ada and Leon ride an elevator car down. During the

ride, Birkin wounds Ada. Leon uses his artillery to stop him.



Claire and Sherry recall the elevator car. Mr. X interupts as Claire

recalls it, but she kicks its ass. They eventually take the car down.



Birkin, who just awoke from mutation sleep, since Leon  had hurt it,

is now mutating again. Birkin is about to lose the match, but runs away.



In the lab, Leon decides to heal Ada. He looks around the lab.



Claire loses Sherry again thanks to a power loss in the elevator car.

She runs into Annette, who sees Sherry being stalked by Mr. X on a

TV screen. She tells Claire that the G-Virus is in Sherry's pendant.

Annette runs off, running into Leon.



Leon runs into Annette Birkin. Annette is about to shoot Leon, but

Birkin attacks Annette. Annette drops a G- Sample. Leon takes it

and runs into Ada, who is now threatening him.



Apparantly, Annette said Ada worked for some company out for the G-

Virus. Ada then falls down a chasm, thanks to Annette. Leon, in a rage,

throws the G- Sample over. Since the lab's explosion sequence has now

started, Leon must get out quickly.



Claire runs to where Mr. X and Sherry are. Claire takes Sherry's pendant,

and throws it into a lava pit, with Mr. X diving in for it. It's the end of

Mr. X...



Leon gets to the escape elevator. Birkin returns, but Leon deals with

him accordingly. Claire and Sherry reach see a hurt Anette near where

Ada fell. Annette tells Sherry to escape. Annette falls unconscious,

giving Sherry and Claire an escape key.



Claire and Sherry use an elevator to get to the train area. As Claire and

Sherry power the train up, a hot and flaming Mr. X returns and now has

grown a claw. Claire's weapons only slow it down. Claire knows she's

about to die... but suddenly, Ada, a dark shadow of herself, throws a

launcher to save Claire! Ada runs off...



Claire destroys Mr. X once and for all. Seeing as Ada is nowhere to be

found, Claire powers up the train and Leon comes in. The lab then

explodes in a blast, the train barely making it out. In the back of the

train, Birkin returns from his fight with Leon. Since Leon was injured

in his fight with Birkin, Claire tried to shoot Birkin with all the

ammo she has left. It only holds it at bay for a few seconds.



Birkin is still alive. The only solution is to destroy him in a

blast. The train activates the train's explosion sequence, unexpectedly.

Sherry, with Claire's help, stops the train and they all get out. Birkin

is consumed in a blast with the lab's escape train.



SEPTEMBER 30, 1998



Outside, Leon, Claire and Sherry recooperate. After a small argument,

Claire, runs off toward Europe to find her brother Chris. Leon and Sherry

are captured by the US government.



================================

RESIDENT EVIL 3: NEMESIS: PART 2

================================

OCTOBER 1, 1998



Meanwhile, Jill is infected with the virus back at the clock tower.

Carlos decides to find a cure in the hospital. There, Carlos discovers

Nicholai is alive and working with Umbrella. Nicholai shoots UBCS member

Tyrell Patrick. Carlos dodges Nicholai and finds Jill's cure.



Jill is cured. The Nemesis returns, but Jill can handle it again. She

gets to an escape plant. After dumping Nemesis into corrosive acids,

Carlos tells her that the town will be nuked.



Jill sees Nicholai escape in a chopper. After letting him go, Jill

kills Nemesis for the final time. Barry Burton suddenly saves Jill and

Carlos just before the town of Raccoon is nuked... Jill and Carlos have

escaped. Now they wanna kill off Umbrella!



===========================

RESIDENT EVIL: GUN SURVIVOR

===========================

NOVEMBER 1998



On an isolated island in the Atlantic, a guy named Ark Thompson sneaks

into an Umbrella controlled city. He was sent by RE2's Leon to check up

on the base and its commander, Vincent. When Ark gets to the base, he

fights Vincent. Vincent, who was ready to get kicked out of Umbrella,

spilled the T- Virus into the island, called Sheena Island.



Ark Thompson loses his memory. The place has been zombified like

Raccoon City. Ark only has one gun for protection. After a phone call

from someone he questioned, Andy Holland, Ark thought he was Vincent.

Ark goes through the city, uncovering secrets about Umbrella and how

they created Tyrants. Mr. X, a Tyrant Claire ran into in Raccoon City,

chases Ark around the island.



Ark, still thinking he's Vincent, runs into Lott and Lily Klein. After

joining them in an escape, Umbrella sends in a "Cleaner" crew team to

wipe them out. Ark and the others eventually discover that many Mr. X

were being produced on the island.



Ark, Lott and Lily encounter a new type of Tyrant, similar to the one

Chris Redfield saw on the Spencer Estate. They slay it and finally

escape, before Vincent, the Cleaner crew and Andy Holland are consumed

in a blast.



One month after the Sheena Island incident and 3 months after the

Raccoon City incident, Claire Redfield goes to Europe to find Chris.

She eventually gets captured for trespassing on Umbrella's Paris Lab.

She is taken to an island near Antarctica and that's where RESIDENT

EVIL CODE: VERONICA begins...



==============================

RESIDENT EVIL CODE: VERONICA X

==============================



Here is a detailed description of the story of CODE: Veronica. This

will explain what's behind the Ashford Family, Albert Wesker's

intentions, and the whereabouts of Steve Burnside. Unlike RE2 and RE3,

there are VERY many things leaving you out in the blue.



CODE: Veronica X first starts December 17, 1998 in Paris as Claire

gains some leads on her brother, Chris and his whereabouts. It has been

2 and a half months since Claire and her new partner Leon escaped

Raccoon City just a day before it was bombed.



Claire and Leon traveled to Paris, once again, to gain a lead on Chris

Redfield. Unable to contact his partners Jill, Barry and Rebecca,

Claire and Leon invade Umbrella's Paris Lab. Leon and Claire are

separated because the guards of the base see them.



Leon manages to escape during the attack, but Claire isn't so lucky.

Suddenly, a chopper loaded with a Gatling Gun begins to attack Claire.

(In the Beta Version, Jill's enemy from RE3 (Nicholai) is piloting the

chopper.) The guards are still chasing her. She ducks into a hallway.

The guns kill the guards chasing her.



Claire runs down the hallway, barely missing the choppers' guns. She

ends up on the base's rooftop. She uses a slick move to wipeout the

guards. Suddenly, a Hispanic man captures her at gunpoint. Claire is

captured.



10 Days later, she is taken to an isolated Umbrella Base, called

Rockfort Island. After being told her identity number, she is butted in

the head by a rifle butt. Time passes and Claire wakes up to a huge

explosion. Up above her seemingly underground cellblock, she hears guns

roaring and people screaming. Moments later silence hits.



The door to the cellblock opens. A heavily breathing man comes in.

Somehow the guards managed to not see Claire's lighter. She lights the

lighter and she sees the man who captured Claire at Paris. The man

frees Claire and sits down because he was wounded in the chaos above.



Claire discovers he needs Hemostat. Looking at the list, Claire finds

out his name is Rodrigo Juan Raval. Grabbing a nearby Combat Knife,

Claire leaves the cellblock. She eventually climbs a flight of stairs

to a graveyard.



As she passes through, a burning truck explodes. A burning man goes

toward Claire. It's A ZOMBIE! It seems the attack caused a viral leak

in the area. Claire was luckily to avoid the zombies.



Claire arrives in the main hall of the prison complex. She is then

attacked by a Gatling Gun. Claire sees a pistol and dispatches the gun.

Apparently, Steve Burnside, a prisoner, sees Claire and thanks her for

not being a zombie. After rudely introducing himself, Steve runs off

for the island's rumored airport.



Claire looks around the prison, which is now a zombie's hell house. As

she explores the prohibited areas, Claire catches up to Steve, who is

looking up on Chris Redfield on a computer. Steve asks Claire to

contact Chris to come save them. Claire does that, though Steve wasn't

serious about the idea. Claire can't contact Chris directly, but she

figures Leon can. She e-mails Leon to get Chris to help them. She gives

Leon the coordinates of the island and Chris himself. Steve runs off

angrily.



After finding the right keys, Claire escapes through prison's main

gate, near where she met Steve. After finding her way up a cliff,

Claire sees a military training complex. She explores the area, but

shutters block off most of the complex.



She manages to find a Bow Gun, though. And she also sees a man get

slaughtered by a yellow zombie in a locked lab. Claire sees a picture

she think may be important later on.



Claire decides to find the key cards elsewhere on the island. Leaving

the military complex for now, she sees a big palace up ahead.



She enters the palace and looks around for the key cards. She finds a

few locked doors. One of them is different. It needs to be unlocked

using 2 special pistols. Claire looks on the first floor and after

unlocking a strange movie, she fins the 2 guns she needs. The movie was

shot, showing 2 twins, a boy and a girl, feeding a wingless dragonfly

to a hill of ants.



Claire grabs the pistols, but then the room locks her in and the room

heats up. She inserts them back in. She decides to exit the palace to

look for the military complex's keys elsewhere. But as she exits, she

hears Steve's scream. She runs back to the Luger trap to see Steve

caught in it.



Using the reflexes she learned in Raccoon City, she saves Steve. Steve

has the Lugers Claire needs for the door. He offers to trade for 2

fully automatic weapons. But Claire's 3 pistols and her bow gun don't

satisfy Steve.



As Claire gears up to leave, she sees Alfred Ashford, the owner of the

island. Alfred tells Claire she attacked the island. Alfred continues

to shoot and miss at Claire with his sniper rifle.



Alfred also says his grandfather founded Umbrella originally. Alfred

leaves with a death threat to Claire. Seemingly not intimidated, Claire

continues her mission to find the military complex's card keys.



Claire sees a submarine beside the palace. She works the controls and

sees it going down. It stops. She gets out to see she's at an

underwater military airport.



She looks around and finds an airplane she can use to get out. She

needs 3 special keys to activate the plane, though. She looks around to

find another locked shutter. Looking at some maps, she sees a giant

elevator behind the shutter and remembering the maps of the military

complex, she thinks the broken elevator in the military facility's yard

leads down the airport.



To her surprise, Claire finds a key card she needs for the military

complex. Taking the submarine back to the palace, Claire continues for

the military complex. As she passes by the palace gates, she notices a

smaller private mansion on top of a hill behind the palace.



Continuing for the military complex, Claire eventually arrives. In the

yard, she sees a giant worm attack her. Like the dead alligator she saw

in the sewers of Raccoon City, this thing is huge, but not too smart.

Claire escapes the thing by ducking into the facility.



She gets through the locked shutters. In a room, Claire is ambushed by

Alfred, but thanks to his bad aim, Claire chases Alfred further into

the complex. In a medical room, Claire finds the hemostat she needs for

Rodrigo.



Claire gears for the prison, but she then discovers that Alfred lowered

a shutter that leads to the exit. Claire goes further. That yellow

zombie that killed the scientist then attacks her. It is a cross

between a zombie and tyrant. Using her twin pistols, she shrugs them

off.



Continuing, the another yellow zombie attacks her. But Steve them saves

her with the Lugers. Claire trades Steve the Lugers for the Submachine

Guns she found a few moments ago.



Alfred suddenly lowers them into the complex's basement. Steve runs

ahead of Claire and destroys a fresh set of zombies for her. Claire

catches up to Steve. Questioning him about his family, Steve runs off.



She catches up to Steve in an unstable balcony. They fall through.

Suddenly, a zombie rises and then runs toward Claire. Steve hesitates

to shoot it. When it is about to eat Claire, Steve unloads the rest of

his bullets into the creature, while yelling, "father!!!" After the

zombie dies, Steve starts crying.



He tells Claire that his father took Umbrella info and sold it. Steve

and his family were caught, his mom was killed and Steve hates his dad

for doing this to him. Claire leaves Steve to mourn his dad's death.

Apparently, Steve just shot his zombie dad.



Claire finds Alfred's crest in a room with the facility's diorama. She

uses it on a little box she found earlier. She finds the last key card

needed to explore the facility. She finds a key for the airport's

plane.



Claire also finds her way into the lab where the yellow zombie killed

that scientist. Claire sees the painting she wanted. Noticing a

resemblance to a painting she saw in the facility's diorama room, she

hooks it on to the wall where the eagle plate was. As she leaves,

albinoid experiments escape the lab and run up vents. Claire escapes

before the lab is locked.



A wall in the diorama room is raised, revealing the actual diorama the

wall was hiding. She sees a key, gold colored. Claire sees that this

can open a door at the palace.



Claire races for the palace. She opens the door she wants to open and

sees a room full of paintings of Alfred's ancestors. After looking

around, Claire finds a strange queen ant model.



Claire travels to the door with the luger engravings. Using the lugers,

Claire unlocks the door to an office. There, she discovers that Alfred

has a twin sister, Alexia, and according to Alfred's butler, he's seen

her in Alfred's private house.



Claire finds her way to a bridge. Up ahead, Claire sees the private

house on the hill she's been wanting to explore for more clues. She

explores the house and nearly runs into Alexia Ashford. She's talking

to her brother about Claire and Steve's destruction. They then leave.



The house has been damaged by the island's attack, but Claire finds a

key she needs for the palace's remaining doors. Heading back to the

palace, Claire finds another eagle plate. She then remembers a door she

saw in the prison complex that had an eagle engraving.



After looking in a slot room, Claire decides to head back to the

prison. There, she goes to the cellblock and sees a dying Rodrigo.

Fortunately, Claire saves him in time with hemostat. After thanking

each other, Claire trades her lighter for Rodrigo's lockpick.



Claire explores the door behind the one with the eagle plate. Claire

discovers an infirmary. After confronting a powerful zombie, Claire

unlocks the path to a secret basement.



There, she finds a piano roll that fits perfectly into the piano at the

palace. Claire gears for the palace. In the yard, someone familiar

attacks her: Albert Wesker. Wesker tells Claire he attacked the island

and is after Chris now. As Claire is attacked, she notices a key she

needs for the airport. Wesker tells Claire he'll use her to get to

Chris.



Wesker, after getting a call from his men, jumps over a wall, toward

the palace's dock. Collecting the airport key, Claire heads into the

palace's piano. Claire finds a king ant model, like the queen model she

found earlier.



Heading back to the private residence, Claire discovers the ant models

where keys to a secret lair above Alfred and Alexia's bedrooms. Claire

discovers the final airport key and decides to find Steve and Rodrigo

and leave.



Alexia Ashford attacks Claire on her way out. She has a sniper rifle

like Alfred's. Suddenly, Steve comes in and shoots Alexia through a

door. The door is easy passage between Alexia and Alfred's bedrooms.



Claire sees Alfred with make up on. Apparently, he's been dressing like

his sister. Claire decides that Alexia is just Alfred's imagination.

Alfred runs off crying. He sets off the self-destruct sequence.



Claire and Steve run to the palace gates, near where Claire was

attacked by Wesker. Steve leads Claire to the airport. Claire inserts

the keys to the plane. Unfortunately, the drawbridge is in the way of

the plane. Claire volunteers to raise it.



Claire runs to the controls and raises them. In a room she couldn't

access before, Claire finds the keys to the shutter blocking the

elevator.



Claire decides to ride the elevator up to the military complex and head

back to the plane via the palace's submarine. She does just that. After

fixing the elevator, the 5 minute timer for the explosion begins. As

Claire rides the elevator up, Alfred releases a monster after Claire...

Can it be? Yeah it's...



Claire steps out of the elevator and as she expected, she ends up in

the military complex's yard. Dodging the giant worm, she gears for the

palace.



On her way, a fire traps Claire. Tyrant comes from the fence.

Apparently, it's the monster Alfred released. Claire uses her bazooka

she found earlier and manages to put Tyrant down. Claire dashes passed

the palace and down the submarine into the airport.



Steve manages to pilot the plane and then the plane lifts off from an

exploding island. As the plane circles the island, the prison, palace

and private mansion are consumed in the blast, but the military complex

seems to withstand it.



Not caring, Claire and Steve fly off. They apologize for everything

mean they said to each other. Suddenly, the plane rocks. In the back,

Claire sees Tyrant. Claire uses her bazooka to weaken it and then

catapults it off the plane. It looks like her encounter with Mr. X on

Raccoon City did her some good.



Back on the exploding island, Alfred runs into the somehow surviving

military complex. He sees the tank and moves it to reveal a secret

lift. The lift leads to a different area of the airport. Alfred hitches

a ride on one of the 2 harrier jets and flies away from the island.



On Claire's plane, Alfred controls the plane and changes it's

direction. Steve can't change it so they have no choice. Hours later

Steve attempts to kiss a sleeping Claire, but fails. Moments later, the

plane crashes into an Umbrella Base in Antarctica.



Claire and Steve get off the broken plane and look around separately.

Claire finds the diary revealing that a monster named Nosferatu is

trapped somewhere in the base. Also, it seems Alfred Ashford spilled

the T- Virus around the base, so there are now zombies in the area.

Looking in a private office, Claire finds the evil monster trapped in a

chair beneath wire mesh. What has Alfred been up to?



Claire looks around and asks Steve to lift a digging car with a crane.

Steve looks at Claire and causes a gas leak in the room. Claire fixes

it. Suddenly, Alfred, still wearing make up and talking like Alexia,

tries to shoot Claire, but Steve comes in and shoots Alfred down a deep

chasm.



Nosferatu suddenly feels agitated. He breaks free of his prison and

runs off... Claire grabs Alfred's sniper rifle and Steve and Claire dig

out of the room with the digging car. They eventually get to a heliport

above the base.



Nosferatu suddenly attacks Steve. Steve is KO'ed, while Claire must

fight him on his own. Using the sniper rifle, Claire punctures

Nosferatu's once human heart and kills him. Claire rescues Steve.



They find a car and drive off to an Australian Base. Meanwhile, Alfred,

nearly dead, releases his sister from cryogenic sleep. Alfred tells

Alexia to kill Claire. Alfred then dies of blood loss.



Alexia uses her mind to attack Claire and Steve's car. The car burns.

Did Claire and Steve survive?



Meanwhile, on Rockfort Island, Chris Redfield arrives. Leon managed to

contact him. Chris climbs a cliff and arrives in a cave. There, he sees

Rodrigo. After Rodrigo tells Chris he saw Claire and Steve leave the

island, that worm Claire saw swallows up Rodrigo.



Chris chases the worm throughout the cave. Finding some Submachine

Guns, Chris kills the thing. Rodrigo is swallowed up, but dies shortly

after, giving Chris the lighter before he dies. Chris finds his way

into a lightly damaged military complex.



Chris looks around and finds his way to Alfred's harrier jet bay. He

needs a halberd that was on the eagle plates Claire found to open the

harrier doors.



Chris finds his way to the control room. He sees Alexia Ashford singing

on the wide screen. Down in the airport where Claire boarded the plane

with Steve, Wesker is happy that Chris is finally here. He sends

Hunters after Chris.



Chris finds the eagle plate Claire used to open the box. But

unfortunately, it falls down into the sewers below thanks to a giant

hole caused by the explosion. He finds his way into the lab area thanks

to a hole in the wall.



Chris sees a knob-less door Claire didn't explore. Chris decides to

find a doorknob in the basement. There, he explores a lab where the T-

Virus was leaked from.



He finds a chemical he thinks he needs for getting halberd. It's called

Clement E. It, mixed with Clement A, can melt the alloy part of

Alfred's eagle plate.



Chris finds his doorknob and then is scanned by a scanner. Moments

later, Hunters attack Chris. Chris, using a shotgun he found, kills

them. Chris sees the scanners when he gets back to the knob-less door.



Avoiding them, Chris ends up on the other side of the broken balcony

that Steve and Claire fell through. Finding a small tank object

resembling the tank outside the facility, Chris inserts it to the

little hole in the diorama. The paintings in the room slide to reveal3

little keys needed and a turntable key.



There's also a note from Alfred saying there's a passage beneath the

diorama that takes Alfred from the military complex to his private

residence. Chris notices the 3 key holes and notes them.



On his way, Chris sees Albert Wesker. Wesker attacks Claire and says

Claire won't live long and that she's in the Antarctic with Steve and

the evil Alexia. Suddenly, Alexia Ashford appears on a screen and

laugh. Wesker sees to have super powers, as he has yellow eyes... Wesker

vanishes and a yellow zombie attacks Chris. Using his submachine guns,

he kills it.



After finding his way to the main yard thanks to the turntable key,

Chris sees that he can't get to the palace.



Taking the elevator down to the airport, Chris sees the keys Claire

used to board the plane. They also fit into the 3 key holes in Alfred's

diorama room. Grabbing them, Chris tries to use a submarine he saw on a

map to get to the palace.



Unfortunately, the submarine somehow got docked up at the palace, so

access to the palace is impossible. Taking the 3 keys back to the

diorama in the military complex, Chris manages to find the ladder.



Following a tunnel, Chris discovers that the door leading to the

private residence is locked. But nearby, Chris sees Alfred's private

swimming pool. In it is the eagle plate. There's also a monster on the

pool.



It's the albinoid Claire released from the lab. It matured really fast.

Chris uses his shotgun to dispose of the electric monster. Chris grabs

the eagle plate. But Clement E alone can't dissolve the alloy.



Chris backtracks to the basement area. He finds the final Clement A and

then mixes it with Clement E. The mixture solution causes the eagle

plate to dissolve, leaving the halberd.



Using the halberd, Chris gains access to the harrier bay. He jumps on

the last plane and flies to Antarctica.



There, Chris immediately looks for Claire. It seems that the place was

filled with ice from when Claire and Steve tried to escape. This helps

Chris access new areas.



In an area that looks like the Spencer Estate, Chris finally finds

Claire. After saving her, Claire and Chris decide to find Steve. Alexia

comes and curses at them. Claire and Chris give chase toward Alexia,

but a giant tentacle separates them.



Claire wakes to see Chris' foot and knees injured. Chris tells Claire

to find Steve. Suddenly, they hear Steve scream. Claire chases alexia

through a few doors.



Using her guns, she kills a few of Alexia's tentacles. Claire finally

sees Steve in a prison. It's the room Nosferatu was stuck in. Steve

tells Claire that Alexia performed the same experiment that she

performed on her own father.



Steve suddenly expands and mutates into a giant toad-like monster. It

then begins to attack Claire. Claire runs off to the exit. But since

the door was locked by Alexia, Steve begins to attack Claire.



Suddenly, a tentacle grabs and constricts Claire. Steve is about to

kill Claire, but his human personality comes back and Steve cut the

tentacle. The tentacle whacks Steve at about 50 miles an hour and Steve

is flung into the wall.



Steve tells Claire he loves her and that he can't keep his promise of

leaving with her. Slowly, Steve dies. Claire cries and cradles over the

body of Steve Burnside.



During the death of Steve, Wesker calls Alexia to come with him because

she has her experiment, T- Veronica Virus, in her. Alexia then begins

to burn. Her clothing begins to shrivel. Alexia's choker falls to the

floor.



Alexia is now a gray evil mad woman. She looks like a cross between a

dragonfly and ant. Wesker gets punched across the room. He moves

across, tells Alexia he's coming with her and then punches Alexia.

Wesker sees Chris and then lets him take care of Alexia.



Chris uses his shotgun to kill Alexia. He keeps moving and eventually

10 shotgun shells put Alexia down. Chris, judging from a file he found

earlier, thinks Alexia's choker can access a door behind the painting

above the staircase of the mansion main hall replica.



Chris looks at the file some more and sees that Alexander Ashford was

turned into a monster thanks to Alfred and Alexia. Chris leaves the

main hall and then heads down an elevator. As Chris exited the mansion,

Alexia rises. She's still alive. Chris is now in a room with a giant

anthill.



Searching around, Chris finds the room Alexia was stored in. He plays

with the controls and then out of the tube falls Alfred Ashford's dead

body. Chris grabs Alfred's ring. Looking around the base a second time,

Chris learns that Nosferatu was implanted in the ice thanks to Alexia.



In the file, Alfred said Alexander Ashford was turned into a monster.

Thinking the dead Nosferatu will have the 3rd jewel to open up the

painting.



Using a crane to get Nosferatu's body, Chris grabs the 3rd jewel. Chris

opens up the painting and finds a lab. It's where Alexander Ashford

tested the T- Veronica Virus. It also reveals Alfred and Alexia where

created through inserting a sperm cell into an embryo that belonged to

Veronica, their ancestor.



The lab leads to where Steve died. Unfortunately, there's a locked door

between Chris and Claire. Claire tells Chris that Steve id dead and

tells him to set the explosion sequence like in Raccoon City and

Rockfort Island. Chris does just that.



After inserting the CODE: Veronica thanks to the file, Claire and Chris

rejoin each other. Suddenly, a tentacle separates them again. Alexia

has returned.



After nearly destroying Claire, Chris shoots Alexia with an acid round

and causes her to mutate into a large monster. Claire gets away. Chris

fires every weapon he has against the giant Alexia. Suddenly, the ants

beneath in the hill start to attack Alexia.



Alexia shrugs them off by growing wings and now flying. The bulk of her

body dissolves. Chris grabs a nearby plasma rifle and shoots a ray into

Alexia. Alexia screams and then the next second, she is liquified.



Chris starts to run as explosions begin to occur. As Chris gets down to

the prison cells and to the elevator, he sees Wesker folding Claire by

the neck. Nearby, the door leading to where Steve died is open.



Wesker pushes Claire through a hole in the wall. Chris chases Wesker

through a horde of zombies and catches up to them. Chris and Claire

discover Wesker took Steve Burnside to get the T- Alexia Virus.



Claire runs off and then Chris and Wesker battle. Explosions are still

rocking the base. Wesker and Chris are separated in a blast. They vow

to kill each other next time. Chris runs to the plane and escapes the

exploding base with Claire.



They apologize for leaving each other and then decide to take out

Umbrella once and for all.



Well, that is CVX's story. I personally think the Plot Guide has a

better synopsis. Check it out!



========================================================================

X. P U Z Z L E S

========================================================================



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

JILL VALENTINE

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



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

| !!! BLADE PUZZLE !!!                                                      

|

|Take the FAKE KEY and USE it in the opening where you took the SHEILD KEY. 

|

|The blade that's going after you should stop.                              

|

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



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

| !!! KNIGHT PUZZLE !!!                                                     

|

| Your objective is to push all the statues back into their normal 

position.|

| -Have Jill push the FAR LEFT first.                                       

|

| -Have Jill push the CLOSER RIGHT STATUE next.                             

|

| -Have Jill push the FAR RIGHT STATUE next.                                

|

| -Have Jill push the FAR LEFT STATUE again.                                

|

| -Have Jill push the CLOSER LEFT STATUE.                                   

|

| -Have Jill push the FAR RIGHT statue again.                               

|

| -Have Jill push the CLOSER RIGHT STATUE next.                             

|

| -Have Jill push the CLOSER LEFT STATUE again.                             

|

| -Have Jill push the CLOSER RIGHT STATUE next.                             

|

|                                                                           

|

| Voila! Examine the center podium, and press the button. A painting 

slides.|

| Grab it, and it is a SHAPE BOX.                                           

|

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



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

| !!! SHAPE BOX PUZZLE!!!                                                 |

| I don't know the exact solution, but you must basically fiddle with all |

| the buttons until the box shakes, and then press one more button to get |

| the box open. Inside is MASK IV.                                        |

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



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

| !!!CONTROL ROOM PUZZLE!!!                                               |

| Go down the ladder. Then go to the white board on the table and find the|

| number on it, either being 1, 2 or 3. Now go to the giant window. Once  |

| the shark breaks it and the countdown starts. Press the computer switch |

| that is near the window. Then turn around (using the C-Stick) and make a|

| diaganol run (  this direction) and press the computer switch there.   |

| From that console, you'll then want to head directly left to where a    |

| lever is and hit that one. Then head into the adjacent hallway and turn |

| left so you see some sort of a tank that has the colors red and green   |

| (which are really lights). When it asks you to press either BUTTONS 1, 2|

| or 3, press the number which was on the board. Return to the second     |

| computer console you pressed and press it again. Then return to the     |

| lever and then switch it again. Then go back to where the shark is      |

| banging and press that switch. The SHARK TANK will be drained.          |

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



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

| !!!RED BOOK PUZZLE!!!                                                   |

| The goal of this perverted puzzle is to align all the books for form a  |

| nude woman. To do this, select a book and when you do, select the book  |

| to swap places with it. Eventually you will form a nude woman.          |

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



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

| !!!WALL PUZZLE!!!                                                       |

| OK. See the statue? Push it in through the opening into the main part of|

| the room. Push it all the way. When the the walls stop moving, head back|

| to the door and head behind the right wall. Run all the way and flip the|

| switch. Run back the way you came and to where you push the statue. Push|

| it left before the walls consume you. A secret passage will open.       |

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







========================================================================

X. C O D E S

========================================================================



========================================================================

X. M O N S T E R S    A N D    B O S S E S

========================================================================



======

ZOMBIE

======

This is your old fashioned zombie. Stupid, slow, but hard to kill.

Use the HANDGUN at all times, though dodging them is also efficient.

They are extremely suceptable to SHOCKERS and DEFENSE KNIVES.



============

CRIMSON HEAD

============

Take a dead zombie... insert it with the speed, power and attack of

a Hunter, and you have CRIMSON HEADS! They are faster, more dangerous

zombies, and they run faster than your character can. Use the SHOTGUN

against them, since the HANDGUN does little to nothing to them. If they

are at a distance, use the HANDGUN for 3 seconds before switching to

the SHOTGUN.



====

WASP

====

Just shoot these wimpy, little wasps. The end.



=====

CROWS

=====

They can do damage in numbers. Shoot them quickly, or they will peck

you to death. The HANDGUN is good, and the SHOTGUN can kill groups.



===========

ZOMBIE DOGS

===========

Shoot these fast enemies with the HANDGUN or SHOTGUN. They are usually

in groups, and they bite viciously, so use the SHOTGUN preferrably.



=======

SPIDERS

=======

Any round from the GRENADE LAUNCHER can defeat these enemies rather easily.

They spit poison so your character can easily get poisoned, so keep a

distance and use the SHOTGUN from a far.



====================================

BOSSES

====================================



========================================

BOSS # 1: YAWN

DIFFICULTY: HARD

Use the Acid Rounds you got from Barry, and start shooting it with the

GRENADE LAUNCHER. Half way through the battle, Richard will interfere.

Shoot the Snake some more, and Richard will leave the battle. When you

run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting

it. Eventually, the YAWN should run away.



During the fight, the Yawn attacks with its mouth, so keep moving. If you

get hit by the Yawn, you will get POISONED.

========================================



========================================

BOSS # 2: LISA "GODDAMN" TREVOR

DIFFICULTY: IMPOSSIBLE

Your goal: Get the hell out of there. 3 hits from this immortal

boss will kill you, and it will not be good at all. Head out,

and be quick. Don't even try to shoot this thing, because she

just won't die!!!



..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!



[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she

is now after us. Not good at all.]

========================================



========================================

BOSS # 3: NEPTUNE SHARK

DIFFICULTY: Easy

Your goal: Shoot it until it dies. You should have enough ammo.

========================================



========================================

BOSS # 4: PLANT 42

DIFFICULTY: Easy

Your goal: Head up the stairs and shoot the thing with FLAME ROUNDS.

Continuously shoot it until it shrivels up and dies. Hurrah!



It can poison you and constrict you in its vines... so be careful.

Other than that, this boss shouldn't pose much difficulty. 10-12

FLAME ROUNDS should put the thing down.

========================================



========================================

BOSS # 6: BLACK WIDOW

DIFFICULTY: Easy

Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.

This boss is so pathetically easy, it isn't even funny. Shoot it with 5

or 6 FLAME ROUNDS to permanantly kill it. It has its baby in there too,

so dispose of that. You might get poisoned by its attacks... so

watch out.

========================================



========================================

BOSS # 7: LISA "GODDAMN" TREVOR II

DIFFICULTY: IMPOSSIBLE

Your goal: Get the hell out of there. 3 hits from this immortal

boss will kill you, and it will not be good at all. Head out,

and be quick. Don't even try to shoot this thing, because she

just won't die!!!



..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!



[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she

is now after us. Not good at all.]

========================================



========================================

BOSS # 8: LISA "GODDAMN" TREVOR III

DIFFICULTY: HARD

If you notice... it has the eye of the G-Type William Birkin,

from BioHazard 2 and the jump and power of Nemesis from BioHazard

3: Last Escape. That can only mean one thing: this thing is as

powerful as Nemesis and the G-Type combined! O/



Give Barry his gun back. Then start shooting the hell out of the

thing. When it falls over, keep shooting it. Barry will also

help. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!



Here's to you, Lisa! (_/_) (__)



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



ALTERNATE STRATEGY



See the stones in the corners of the room? Push them down into

the chasm and Lisa will jump down, ending the battle. Thanks for

KANE79 for this tip.

========================================



========================================================================

X. W E A P O N S

========================================================================



=====

KNIFE

=====

Unlike the CODE: Veronica and CODE: Veronica Complete knife, this knife

is ineffective. Don't use it at all. Period. Except after the Black

Widow boss.



=======

HANDGUN

=======

Not too powerful, but it gets the job done. Use these against basic

enemies like Cereberus (Zombie Dogs), Crows, Zombies and Wasps.



=======

SHOTGUN

=======

A powerful gun that can take out multiple opponents. It is good against

Hunters, and Crimson Heads. Keep it with you throughout the entire game,

because this is the most efficient gun in the game. It is that, because

ammo is fairly plentiful, its powerful, and you keep it for a long time.



=================

RICHARD'S SHOTGUN

=================

Same as the Shotgun above, except it holds more ammo. You get this

during the Yawn fight if you save Richard.



================

GRENADE LAUNCHER

================

This is capable of holding ACID, FLAME and GRENADE ROUNDS. Use it against

Crimson Heads up close, and ACID ROUNDS against HUNTERS. Ammo for this

weapon is pretty scare, but not too scarce at the same time.



======

MAGNUM

======

Found before you fight Lisa Trevor for the first time, this monster gun

can kill almost all normal enemies with only one hit. It is also pretty

fast, but the ammo is really, really, really scarce. Conserve it for the

harder enemies.



========================================================================

X. F I L E S

========================================================================



COMING SOON.



========================================================================

X. C R I T E R I A   F O R   E N D I N G S

========================================================================



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

JILL VALENTINE

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



BEST ENDING

-----------



-To get the best ending, make sure Barry survives both the battles with

Lisa Trevor, and the final Tyrant. To survive the Lisa encounter, give

Barry his gun back. To survive Tyrant II, make sure the Tyrant doesn't

kill Barry.



-Make sure you save Chris by doing the MO Disk task in the laboratory.



GOOD ENDING

-----------



-Make sure Barry survives both the battles with Lisa Trevor, and the

final Tyrant. To survive the Lisa encounter, give Barry his gun back.

To survive Tyrant II, make sure the Tyrant doesn't kill Barry.



-Don't complete the MO Disk task to save Chris.



OK ENDING

---------



-Make sure Barry dies in either the battle with Lisa Trevor, or the

final Tyrant. To kill Barry in the Lisa encounter, don't give Barry

his gun back. To kill Barry with Tyrant II, make sure the Tyrant

doesn't kill Barry.



-Make sure you save Chris by doing the MO Disk task in the laboratory.



BAD ENDING

----------



-Make sure Barry dies in either the battle with Lisa Trevor, or the

final Tyrant. To kill Barry in the Lisa encounter, don't give Barry

his gun back. To kill Barry with Tyrant II, make sure the Tyrant

doesn't kill Barry.



-Don't complete the MO Disk task to save Chris.



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

CHRIS REDFIELD

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



BEST ENDING

-----------



Coming soon.



GOOD ENDING

-----------



Coming soon.



OK ENDING

---------



Coming soon.



BAD ENDING

----------



Coming soon.



========================================================================

x. B I O H A Z A R D    G A M E S

========================================================================



BioHazard

---------

PLATFORMS: PlayStation, PC, Saturn

YEAR: 1996



BioHazard: Director's Cut [Dual Shock]

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

PLATFORM: PlayStation

YEAR: 1997



BioHazard: Rebirth

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

PLATFORM: GameCube

YEAR: 2002



BioHazard 2

-----------

PLATFORMS: PlayStation, Nintendo 64, GameCube (2002)

YEAR: 1998, 1999, 2002



BioHazard 2: Dual Shock Version

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

PLATFORM: PlayStation

YEAR: 1998



BioHazard 2: Value Plus

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

PLATFORM: Dreamcast

YEAR: 1999



BioHazard 3: Last Escape

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

PLATFORMS: PlayStation, Dreamcast, GameCube (2002)

YEAR: 1999, 2000, 2002



BioHazard: Gun Survivor

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

PLATFORM: PlayStation

YEAR: 2000



BioHazard CODE: Veronica [Limited Edition]

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

PLATFORM: Dreamcast

YEAR: 2000



BioHazard CODE: Veronica Complete Edition

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

PLATFORM: Dreamcast, PlayStation 2, GameCube (2002)

YEAR: 2001, 2002



========================================================================

X. M Y   R E V I E W

========================================================================



A CAPCOM CLASSIC, REBORN!



(Japanese review)



5 years ago, Shinji Mikami released BioHazard (overseas name: Resident

Evil).  It basically revolutionaized the survival horror genre, though

it didn't  actually start it (Alone in the Dark did). BioHazard had

atmosphere, graphics and puzzling gameplay. Now, in 2002, Shinji Mikami

remakes his BioHazard game.



But is it just a graphical upgrade of an old game? No, definitely not.



GRAPHICS: 10

The graphics are PERFECT. They are the best graphics seen in any game.

Forget DOA3, and Final Fantasy X. BioHazard puts them all to shame. The

worlds of the Spencer Mansion are realistic-looking, and the shadows and

lighting are truely  accurate. Unfortunately, the backgrounds are

prerendered unlike CODE: Veronica X, which may seem like a downgrade to

people who recently played CODE: Veronica and CODE: Veronica X, but the

downgrade doesn't lower the score one bit.



GAMEPLAY: 9

The gameplay is still as fun as ever. One thing that bothers me in the

remake  is the stiff-walking characters. Unfortunately, while the game

looks good, the in game animations seem a bit rouggh compared to those

seen on Resident Evil 3: Nemesis, and Resident Evil CODE: Veronica X.

But the puzzles, and the action has been considerably changed, and seems

a lot newer.



Oh yeah, the game is HARD. The zombies are hard to kill, and they are a

lot  faster and sturdier. The game comes with 2 characters to play with.

They are Chris Redfield and Jill Valentine, and they have varying quests.

One is harder, and the other is slightly easier.



SOUND: 10

The sounds of the GameCube come to life in the remake. Everyfoot step

Chris  makes sounds extremely authentic, and the lightning sounds true

to real  lightning. The moans of the zombies are clear, and really

authentic.



CONTROLS: 10

Surprisingly, the controls in this game are perfect. The controls are

easily  managable. With the GameCube's C-Stick, in combination with the

B Button, the  characters move a lot easier. The C-Stick improves a lot

in the 180* turn area, and the Z-Button makes easy Map accessing. Its

the controller for a Resident Evil game.



STORY: 10

Only those with a deep understanding of the story will give it a 10.

Basically, there have been attacks involving zombies outside Raccoon

City,  in the USA. The STARS Bravo Team is sent to investigate the

scene of the murders, in the Raccoon Forest. The Bravo Team is sent to

discover anything, and they  immediately lose contact with Alpha Team.

Alpha Team comes to the forest to look for them, and rabid dogs chase

them into a mansion full of zombies.  With their pilot flying off due to

fear, what will happen to Chris  Redfield, Jill Valentine, Barry Burton,

Rebecca Chambers and Albert Wesker?



REPLAY VALUE: 10

There are 2 adventures to choose from, increasing the replay value. There

are also a lot of secrets you can unlock, so the replay value of this game

is high. And the scare factor puts Silent Hill's scare factor to immediate

shame.



OVERALL: 10

BioHazard is simply the best BioHazard there is. It puts my favorite, 

Resident

Evil 3: Nemesis, to shame. Folks, buy a GameCube just for this game, because

you'll know it is really worth it once you open the package and start seeing

those zombies.



CVXFREAK



========================================================================

X. C R E D I T S

========================================================================



Big thanks to several people.



-Jeff "CJayC" Veasey. Because of his GameFAQS prize, I got this game for

free. He also posted this document at GameFAQS.com.



-residentevilhorror.com for letting me use their Wesker's Report II

translation.



-Saiki, for the translation of Wesker's Report II. Great job!



-Capcom Japan's Shinji Mikami for making this great game.



-SS4Jason for hints about the piano.



-KANE79, for the alternate Lisa tip.



CVXFREAK

ReBioHazard6587X@hotmail.com



This document is copyright 2002 by CVXFREAK. Any unauthorized duplication or

hosting of this document will make me sue you.





Many thanks to Revolution reader CVXFREAK! 





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