Resident EvilMore guides, cheats and FAQS
___ _ ___ _ _ ___ ______ ___ _______ ____ | | | / | | | | / _ |____ | / _ | __ | ||_| | | | | _ | | |__| | / |_| / / / |_| | |__| | | _ | / | | | | | | | __ | | ___ | / / | ___ | | _ / | | | | _ | | | |_| | | | | | | | | | / / | | | | | | | |_/ | ||_| | | | | | | | | | | | | | / /___ | | | | | | | / |___/ |_| ___/ |_| |_| |_| |_||______||_| |_| |_| __ |____/ (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!