Resident Evil
*GAMETAP: Expand your playground*
Resident Evil - FAQ/Walkthrough
Gamecube
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| / | | | | | | | __ | | ___ | / / | ___ | | _ / | | \ |
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|___/ |_| \___/ |_| |_| |_| |_||______||_| |_| |_| \__\ |____/
(RESIDENT EVIL)
========================================
BIOHAZARD (RESIDENT EVIL)
NINTENDO GAMECUBE
WRITTEN BY: CVXFREAK
COPYRIGHT 2002 BY CVXFREAK
VERSION 0.99
APRIL 29, 2002
========================================
-------------------------------------------------------------------------------
This FAQ covers the Japanese version of BioHazard for the Nintendo GameCube
and
eventually the US version.
This FAQ is officially copyright 2002 by CVXFREAK. This FAQ is maintained by
CVXFREAK, thus e-mail should always be directed to him. BioHazard is
copyright
2002 by Capcom Entertainment. This is an unofficial FAQ, and should not be
confused between actual publications associated with Capcom (such as
Prima/BradyGames strategy guides).
========================================================================
***I N T R O D U C T I O N***
========================================================================
"From now on, games aren't limited to graphics only -- a balance must be
reached between fun gameplay and graphic enjoyment," he continued. "I feel
if it isn't like this, the media itself will be endangered. Among game
systems focused on graphics, we're aiming to show Nintendo's philosophy
of 'fun games.'" - Shinji Mikami (Courtesy of IGNCube.com)
BioHazard was created back in 1996 for the Sony PlayStation. That game
virtually created the genre of survival horror, and put it mainstream.
In 1996, everyone knew about BioHazard, or Resident Evil in the west
(America, Europe). Future installments continued the innovation that was
BioHazard, as well as the foundation for what a survival horror game should
be like.
BioHazard 2, BioHazard 3: Last Escape and BioHazard CODE: Veronica Complete
Edition were all sequels to the original, and improved upon the formula.
Now, in 2002, Shinji Mikami plans to remake the first BioHazard with new
storyline additions, a MUCH better graphical engine and to feed the
nostalgic
BioHazard fans.
This FAQ was designed to be the best FAQ style for any BioHazard game. It
will
feature room-by-room walkthroughs to ensure the easiest and best way to play
the game. Each room will feature its own walkthrough, with item lists, and
important information for beating BioHazard.
This FAQ may be found on www.GameFAQS.com,and www.residentevilhorror.com so
far.
Get ready. Get set. BIOHAZARD!
========================================================================
***T A B L E O F C O N T E N T S***
========================================================================
1. VERSION INFORMATION
2. GAME BASICS
A. CONTROLS
B. FIGHTING TACTICS
C. DIFFICULTY LEVEL
D. HEALTH
E. MOVEMENT
F. DIFFERENCES BETWEEN CHRIS AND JILL
G. ITEM SCREEN
3. CHARACTERS
4. WALKTHROUGH- JILL VALENTINE
A. MANSION AREA
B. GUARDHOUSE AREA
C. RETURN TO MANSION
D. TUNNELS AREA
E. LABORATORY AREA
5. WALKTHROUGH- CHRIS REDFIELD
A. MANSION AREA
B. GUARDHOUSE AREA
C. RETURN TO MANSION
D. TUNNELS AREA
F. LABORATORY AREA
6. WESKER'S REPORT
7. WESKER'S REPORT II
A. LISA CHARACTER ANALYSIS
8. RESIDENT EVIL STORY SYNOPSIS
X. PUZZLES
X. CODES
X. MONSTERS AND BOSSES
X. FILES
X. CRITERIA FOR ENDINGS
X. BIOHAZARD GAMES
X. MY REVIEW
X. CREDITS
========================================================================
1. V E R S I O N I N F O R M A T I O N
========================================================================
APRIL 29, 2002
UPDATE: Change of email.
APRIL 24, 2002
UPDATE: Added another strategy in the Lisa section of Jill's guide.
APRIL 22, 2002
UPDATE: I worked some more on the bosses of the game, to make it
a lot easier. I also made some tweaks to the walkthrough, but
Jill's return mission to the mansion is still incomplete. I also
added the other 2 control schemes. Many modificaitons were made to
the FAQ as well, but there are way too many to mention.
APRIL 15, 2002
UPDATE: 95% done with Jill's walkthrough. Unfortunately I forgot
to write the walkthrough for Jill's return to the mansion, thus
that area is not finished, but the rest of her walkthrough is.
APRIL 4, 2002
UPDATE: I added more to the FAQ in Jill's Walkthrough.
MARCH 30, 2002
UPDATE: After getting off my lazy behind, I updated the walkthrough.
MARCH 26, 2002
UPDATE: Added more walkthrough for Jill. Added more Wesker's Report II.
MARCH 22, 2002
UPDATE: I added more to the walkthrough of Jill.
MARCH 21, 2002
UPDATE: I finally got the game, and wrote a portion of the first
walkthrough. I added controls, item screen, and even begun some of the
other stuff.
MARCH 18, 2002
UPDATE: Added Wesker's Report I, Resident Evil Story Synopsis, and
other stuff. Game officially released.
MARCH 17, 2002
UPDATE: Added Wesker's Report II.
MARCH 1, 2001
UPDATE: FAQ begun.
========================================================================
2. G A M E B A S I C S
========================================================================
A. CONTROLS
-----------
TYPE A CONTROLS
A: Action/Climb
B: Run (When moving D-Pad/Analog Stick)
Y: Access Item Screen
X: Access Item Screen
R: Ready Weapon
L: Change targets
C-Stick: Move it just once to do a 180* turn
Start Button: Access Options
Z Button: Access map
--------------------------------------------
TYPE B CONTROLS
A: Walk forward
B: Walk backward/Cancel
Y: Action/Climb
R: Ready Weapon
L: Change Targets
C-Stick: Move it just once to do a 180* turn
Start Button: Access Item Screen
Z Button: Access Options Screen
--------------------------------------------
TYPE C CONTROLS
A: Action/Climb
B: Cancel
Y: Access Map
X: Access Item Screen
R: Run
L: Ready weapon
C-Stick: Move it just once to do a 180** turn
Z Button: Change targets
--------------------------------------------
B. FIGHTING TACTICS
-------------------
EVADE ZOMBIES!
Yes, the zombies are insanely hard. The Handgun takes 6-8 shots to kill
them. And no, the Knife isn't as powerful as it was in CODE: Veronica X.
CONSERVE AMMO!
Resident Evil is hard. It is easy to use up a lot of ammo. The Tyrant,
and Hunters require a lot of ammo. To conserve ammo throughout the game,
strictly use your Handgun and use the Knife.
FIRE FROM A DISTANCE!
Hunters and Chimeras are extremely versatile when close up to Chris and
Jill. You will want to get to a distance and fire guns like the Shotgun,
Grenade Launcher and Handgun.
KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU!
Sometimes you can drop health because some monsters are stronger than
others.
Avoid this by carrying a Green herb and First Aid Spray. The Green Herb can
cover small damage, while the First Aid Spray can cover sudden health drops
from Hunters or Chimeras.
MAKE MULTIPLE SAVES!
Make at least 3 saves. Make one for the mansion, and progress on the game,
but
save onto another spot (preferably the post-Plant 42 fight). Those are
definite
save areas. If you keep multiple saves, you can then start from and older
save
if you mess up (EX: Use up too much ammo).
USE THE SHOCKERS AND DEFENSE KNIFES WISELY!
If you have one of these on board (takes no item space), a zombie will get
distracted enough for you to start shooting it. Use it well.
LISA CANNOT DIE!
No, she can't, so stop trying to kill her.
C. DIFFICULTY LEVEL
-------------------
OPTION 1
Like mountain climbing; difficult, but provides a great sense of
accomplishment. AKA Normal Mode.
OPTION 2
Like hiking; you can reach your destination without any unreasonable
trouble. AKA Easy Mode.
Thanks to TgmDC for correcting me on HARD and NORMAL Mode.
-------------------------------------------------------
After clearing one game on any difficulty, you can access a new title
screen,
with modified difficulty modes.
HARD MODE
This mode is much harder than Normal Mode. The zombies are extremely
difficult to kill, and Hunters have a higher decapitation rate. Guns
are also weaker in this game, and characters have less stamina.
NORMAL MODE
Zombies are very hard to kill, but not as extremely difficult as Hard
Mode. You'll want to do a lot of dodging as you play this game.
EASY MODE
Zombies are fairly easy to kill in this game, and they don't damage
you too much. Ammo is a lot more powerful, and zombies are also
sometimes a lot dumber. Crimson Heads are still really difficult,
so don't take them lightly.
INVISIBLE ENEMY MODE
Monsters are invisible in this mode, so you'll have to use hearing
to guide you. You can't auto-aim any enemies, either.
REAL-SURVIVOR MODE
The only difference is that item box items don't transfer to
other item boxes. So if you leave something in one box, you
will have to go back to that same item box you claim it again.
You can view items in the boxes from the map.
D. HEALTH
---------
1. RED + GREEN = FULL HEALTH
2. GREEN + GREEN + GREEN = FULL HEALTH
3. GREEN + GREEN = 50% HEALTH
4. GREEN + BLUE = 25% HEALTH AND POISON HEAL
5. BLUE = POISON HEAL
6. GREEN = 25% HEALTH
7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL
8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL
E. MOVEMENT
-----------
Jill and Chris both run and walk extremely slugishly. It takes a bit of work
to move them, but you should manage. Move them in a straight path, or else a
zombie can kill them (and do it rather easily).
F. DIFFERENCES BETWEEN CHRIS AND JILL
-------------------------------------
Their adventures both change in certain areas, and Chris has no lockpick. He
only has 6 slots, as opposed to Jill's 8. Jill hangs out with Barry Burton,
while Chris hangs out with Rebecca Chambers. Chris Redfield also has the
Lighter from the start, and the Flame Thrower, while Jill has the Lockpick,
and Grenade Launcher. Chris must use Small Keys.
G. ITEM SCREEN
--------------
JILL VALENTINE'S ITEM SCREEN
------------------------------------------------------------------------------
| __ /\ _ | ________________ | |
|
| / \ | |____/ \____| | | | |
|
| /\/ \___/ | | DEFENSE ITEMS | | ITEM 1 | ITEM 2
|
| / | |________________| | |
|
|/ | | |___ / | | |
|
|-----------------------------| _______| \_\ |
|___________|__________|
| FINE/CAUTION/DANGER/POISON | EQUIP |_________| | |
|
|_____________________________| | |
|
| | ITEM 3 | ITEM 4
|
| | |
|
| | |
|
|
|___________|__________|
| | |
|
| | |
|
| | ITEM 5 | ITEM 6
|
| | |
|
| | |
|
|
|___________|__________|
| | |
|
| | |
|
| | ITEM 7 | ITEM 8
|
| | |
|
| | |
|
|_____________________________________________________|___________|__________|
| |
|
| | ______________
|
| This item's description goes here. | | WEAPON |
|
| | |______________|
|
| | ______
|
| | |___ /
|
| | \ \
|
| | |_|
|
|_____________________________________________________|_____________________
|
CHRIS REDFIELD'S ITEM SCREEN
-----------------------------------------------------------------------------
| __ /\ _ | _________________ | |
|
| / \ | |____/ \____| | | | |
|
| /\/ \___/ | | DEFENSE ITEMS | | |
|
| / | |_________________| | ITEM 1 | ITEM 2
|
|/ | | |___ / | | |
|
|-----------------------------| _______| \_\ | | |
|
| FINE/CAUTION/DANGER/POISON | EQUIP |_________|
|___________|__________|
|_____________________________| | |
|
| | |
|
| | |
|
| | ITEM 3 | ITEM 4
|
| | |
|
| | |
|
|
|___________|__________|
| | |
|
| | |
|
| | |
|
| | ITEM 5 | ITEM 6
|
| | |
|
| | |
|
|
|___________|__________|
| |
|
| | ITEM LIST
|
|_____________________________________________________|______________________|
| |
|
| | ______________
|
| This item's description goes here. | | WEAPON |
|
| | |______________|
|
| | ______
|
| | |___ /
|
| | \ \
|
| | |_|
|
|_____________________________________________________|_____________________
|
DIFFERENCE: Chris has 6 item slots, and an "ITEM LIST" under those 6 slots,
while Jill has 8 slots and no "ITEM LIST" underneath those 8 slots.
========================================================================
3. C H A R A C T E R S
========================================================================
CHRIS REDFIELD
AGE: 25
Chris Redfield is a tough guy. He has a sister named Claire, whom you see
in BioHazard 2, and BioHazard CODE: Veronica Complete. He is very
protective,
and is willing to go out of his way to save others he cares about. He also
used to be in the Air Force, and can pilot any sort of air craft.
STARTING ITEMS: Combat Knife
Lighter
EXCLUSIVE ITEMS: Small Key
Explosives
Flame Thrower
PARTNER: Rebecca Chambers
JILL VALENTINE
AGE: 23
Jill is the smart type in the STARS Alpha Team. She is very good with the
piano
and knows how to mix chemicals. She’s not as tough as Chris, in terms of
stamina, but a lot smarter. She works pretty well with guns and knives, but
not as
good as Chris though. She also runs a lot slower. Jill can be arrogant at
times,
as evidence by her attitude in BioHazard 3: Last Escape.
STARTING ITEMS: Handgun
Combat Knife
EXCLUSIVE ITEMS: Grenade Launcher
Acid Rounds
Flame Rounds
Grenade Rounds
Lockpick
PARTNER: Barry Burton
BARRY BURTON
AGE: 38
Barry loves his family so much. He’ll do ANYTHING to keep his family safe.
During the game, he becomes very helpful to Chris and Jill. But he seems to
be
hiding a secret and Jill eventually finds out. Will he make it? You control
that...
REBECCA CHAMBERS
AGE: 18
Rebecca is the young medic of STARS Bravo Team. She is well trained and
pretty
smart for her age. She is a rookie at her work, but she can be well trusted.
Her gun ability is amazingly good for her age. But she can get hurt a lot
easier than Chris and Jill. Besides Chris and Jill, she’s the only other
character you control. Apparently, Rebecca Chambers went through hell
before this game even started, in BioHazard Zero. Apparently, she doesn't
like to show it.
STARTING ITEMS: Handgun
First Aid Spray
EXCLUSIVE ITEMS: None
PARTNER: Chris Redfield
ALBERT WESKER
AGE: 38
Wesker is the cool type guy. He wears shades and never seems to take them
off.
When he gets to the mansion, he gets a little... shady. He vanishes every
now
and then and refuses to talk in detail to Chris and Jill. Is there something
up
his sleeve?
RICHARD AIKEN
AGE: 23
Richard Aiken is found near a corridor where a giant snake has bitten him.
After you cure him with serum, he might be of some help.
BRAD VICKERS
AGE: 35
Brad Vickers is the pilot of the S.T.A.R.S. Alpha Team. As evidenced by
the introduction FMV, he is a wimp, and runs away after the other team
members are attacked by zombie dogs. A decent shooter at best, Brad
Vickers faces an unhappy death 3 months later, by an evil Tyrant, called
"Nemesis." After that, he is murdered again by Leon Kennedy, only Leon
shot him as a zombie. After the Raccoon City nuke, he is no more.
ENRICO MARINI
Age: 41
Enrico Marini iss the leader of Bravo Team. He is a great leader, and
is unfortunately murdered after discovering a secret about the entire
affair of the game. He lead Bravo Team greatly.
========================================================================
4. W A L K T H R O U G H - J I L L V A L E N T I N E
========================================================================
A. MANSION AREA
---------------
ITEMS: SHIELD
DEFENSE KNIFE
INK RIBBON
BLUE GEM
MANSION MAP
SPEAR
OIL CAN
SWORD KEY
SHOTGUN
ACID ROUNDS
HANDGUN BULLETS
DOG COLLAR
WHISTLE
FAKE KEY
ARMOR KEY
LIGHTER
ACID ROUNDS
MASK
SHOCKERS
MASK II
SHOTGUN II
SHEILD KEY
MASK III
MASK IV
WIND CREST
PLANT INFECTANT
HOOK
GOLD
WASP FOSSIL
SHAPE BOX
WOODEN EMBLEM
PIANO PAGES
PIANO COVER
PIANO BOOK
GOLD EMBLEM
ARMOR KEY
UMBRELLA MEDALLION
DINING ROOM
Learn the controls, and grab the INK RIBBON on the table. Then go to where
Barry is. After the cut-scene, head through the nearby door.
KENNETH ROOM
Turn to Jill's left and then you'll see the very first zombie. Run back to
the DINING ROOM.
DINING ROOM
After the cut-scene, head back to the MAIN HALL.
MAIN HALL
Search behind the staircase, and upstairs. Then go back and talk to Barry.
After he leaves, go to the door to the right, opposite the door leading to
the DINING ROOM.
STATUE ROOM
There is an opening to the left covered by a dresser, which you should push
to the right. Head into the opening. On the shelf, grab the shining item.
It is the DEFENSE KNIFE, and it comes in handy. On your way back, a zombie
will attack you, but if you almost get bitten, Jill will automatically use
the DEFENSE KNIFE so you can evade the zombie. EVADE THE THING, or KILL IT.
You can kill it by pushing the dresser in front of the opening, trapping it.
Then use the KNIFE and KNIFE away at it.
To get the MANSION MAP, push the dresser back in front of the opening. Using
A, climb on top of the dresser, and jump down on the opposite side. Then
push
the dresser towards the statue, until it stops. Climb on it, and then head
to the shining item on the statue. Grab it, and its the MANSION MAP.
Return to the MAIN HALL.
MAIN HALL
Head up the stairs, and to the door directly on top of the staircase.
GRAVEYARD
Is this the GRAVEYARD that was cut from the PSX BioHazard? Who knows. Wander
the graveyard until you see a casket. Inspect it, and there's an indentation
of a spear. Inspect a gate you see, and its locked. There is an item behind
it.
Return to the MAIN HALL.
MAIN HALL
Take the stairs to JILL'S left. Take the double doors into the UPPER DINING
ROOM.
UPPER DINING ROOM
You might want to kill that zombie on the left. The KNIFE is somewhat
effective.
The CODE: Veronica X method of slashing at the legs is really difficult, so
just
try to dodge. See the statue? Push it forward and then push it over the gap
in
the railing. It'll fall down. Circle the UPPER DINING ROOM and grab the
DEFENSE
KNIFE. Do not waste it. Head back to the MAIN HALL.
MAIN HALL
Return to the DINING ROOM.
DINING ROOM
Head to where the statue fell? Run there and pick up the BLUE GEM Return to
the
KENNETH ROOM.
KENNETH ROOM
Head left and watch for the zombie on the other side of the hall. Head to
the
door left of where Kenneth was killed. Search him for an item.
FAR LEFT STAIRS
Circle the hall, until you reach the stairs. Grab the 2 GREEN HERBS. Head
yourself if you must. Up the stairs is a door you should go through.
Z HALL
If you check the map, the place looks like a Z. Head down the hall, and
kill any zombies you may see. Down the hall, you should see a shiny item.
Grab the Spear. Under the big mirror near where you found the SPEAR are
HANDGUN BULLETS. Go to the door on the map that leads to the UPPER DINING
HALL.
UPPER DINING HALL
Head back to the MAIN HALL.
MAIN HALL
Return to the graveyard.
GRAVEYARD
Head to where you saw the Spear indentation. Examine the Spear using the
MIDDLE
option when you select the item. The head of the Spear should remain, and
you
should use it on the casket. Stairs will be revealed. Go down them.
MACHINERY ROOM
Wander through this room until you see a BOOK. Grab it. Examine the BOOK in
your
item list. You'll notice by the entrance 4 faces above 4 tombs. Remember
that
for later. Return to the GRAVEYARD.
GRAVEYARD
Return to the MAIN HALL.
MAIN HALL
Head to the STATUE ROOM.
STATUE ROOM
Examine the BOOK, and turn it around. You'll see the SWORD KEY. Take it, and
read the book. Take the SWORD KEY and use it on the door.
L HALL
Head through, and you'll hear a window crack. Run through, and push the far
cabinet back to get HANDGUN BULLETS. Head to the M HALL.
M HALL
Run to the nearest door and use your SWORD KEY. Enter.
DOG AREA
Run down and grab the GREEN HERBS. Grab the PLANT INFECTANT from the
wheelbarrow, too. Return to the M Hall.
M HALL
Use the SWORD KEY on the next door. Enter the BATHROOM.
BATHROOM
Look around, and drain the tub. Grab the DEFENSE KNIFE
from the tub. Return to the M HALL.
M HALL
Run toward the next door. Enter the CEILING ROOM.
CEILING ROOM
Run across to the other door leading to the SHOTGUN RACK ROOM.
SHOTGUN RACK ROOM
Take the INK RIBBON. The take the SHOTGUN. After you take it,
leave.
CEILING ROOM
The ceiling begins to drop.
M HALL
You are back in the M HALL. Head through the double doors nearest you.
DOOR HALL
Head to the door to Jill's right.
RIGHT STAIRS
Kill the zombie, and enter the LEFT STAIRS SAVE ROOM.
RIGHT STAIRS SAVE ROOM
Grab the OIL CAN you find, along with some GRENADE. Deposit both
into the ITEM BOX. Near the TYPEWRITER is an oil container. Fill
your OIL CAN with OIL so you can burn any zombies you kill.
Save the game, and head out.
RIGHT STAIRS
Climb the stairs. Kill the zombies, or dodge them, and head right. Turn
left at the corner, and enter into the U HALL.
U HALL
Dodge all the zombies, and turn right into the door. This is the STUDY.
STUDY
Grab the WHISTLE and the LIGHTER. Exit the way you came.
U HALL
Run all the way to the end, passing all doors until you get to the very
last one. Dodge all zombies, and head into the MAIN HALL.
MAIN HALL
Barry will give you ACID ROUNDS. Run across the room into the UPPER DINING
ROOM.
UPPER DINING ROOM
Run to the right of Jill, to the second door on the end. She is in the LEFT
STAIRS HALLWAY.
LEFT STAIRS HALLWAY
Head to the nearest door, without entering the stair area.
STAIN GLASS BALCONY
In front of that Stain Glass, equip the SHOTGUN and use the Whistle. Dogs
will attack you, so kill them quickly. Grab the shining item on the floor.
It is a DOG COLLAR. Inspect it, and you pull out some sort of JEWEL.
Inspect the JEWEL in all areas and you get a FAKE KEY. Return to the LEFT
STAIRS HALLWAY.
LEFT STAIRS HALLWAY
Return to the UPPER DINING ROOM.
UPPER DINING ROOM
Head to the Z HALL.
Z HALL
Run to the door you first entered this room from, and turn right. Enter the
door you see. It is the BLADE ROOM.
BLADE ROOM
Run to the ARMOR KEY you eventually see. Grab it. Now the first puzzle
occurs.
---------------------------------------------------------------------------
| !!! BLADE PUZZLE !!!
|
|Take the FAKE KEY and USE it in the opening where you took the SHEILD KEY.
|
|The blade that's going after you should stop.
|
---------------------------------------------------------------------------
Take the ARMOR KEY. Leave for the Z HALL.
Z HALL
Run toward the UPPER DINING HALL.
UPPER DINING HALL
Take the door next to the one you just came through, into the LEFT STAIRS.
LEFT STAIRS
Head down the stairs you see after dispatching the zombies. A super-zombie
might go after you, so be very careful. At the bottom, head into the door
nearest you.
LEFT STAIRS SAVE ROOM
Prepare any of your items if necessary. Then leave.
LEFT STAIRS HALLWAY
Run across the hallway, and head back up the staircase. Return to the
UPPER DINING HALL.
UPPER DINING HALL
Head over to the MAIN HALL.
MAIN HALL
Head down the stairs, and to the DINING HALL.
DINING HALL
Head to the KENNETH ROOM.
KENNETH ROOM
From this hall, head all the way right, and turn left at the corner.
Head down the stairs, and unlock the door. Head back up the staircase, and
to the door you just passed. Unlock it with the ARMOR KEY. But do not go
through yet. Head to the DINING ROOM.
DINING ROOM
From here, head to the MAIN HALL.
MAIN HALL
Head upstairs to the UPPER DINING HALL.
UPPER DINING HALL
From here, go to the LEFT STAIRS.
LEFT STAIRS
From here, take the stairs down, and run down passed the LEFT STAIRS
SAVE ROOM. Head to the door nearby, using the SWORD KEY. When the options
YES and NO come up, select YES so you can discard the SWORD KEY. Head
inside.
STORAGE ROOM
Do not grab the BROKEN SHOTGUN. Just grab the SHOCKER. Leave.
LEFT STAIRS HALLWAY
Head to the door to the right of Jill, unlocking it with the ARMOR KEY.
F HALL
Notice on the map that this hall looks like an F? OK, run down a bit
and grab the SHOCKER. Then head further down, turn the corner and enter the
VINE ROOM.
VINE ROOM
Run over to the machine pumping the water and use the PLANT INFECTANT. Once
it is submerged into the water, examine the machine again and select YES.
Then select the first option you see. The vines will then die from the PLANT
INFECTANT. Grab the MASK you see on the wall.
NOTE: There are many GREEN HERBS here. Due to the overwhelming difficulty of
this game, it is suggested you only take them when you run out of healing
supplies. They will still be here when you return from the GUARDHOUSE, and
by then, this place will be a Hunter festival. Pick these GREEN HERBS up
when you return from the GUARDHOUSE, or when you really, really need them.
Head back to the F HALL.
F HALL
Run back to the door you used to get to this hall for the first time, and
turn
left. Run down, and zombies will bust in from the windows! IGNORE THEM and
run.
Turn the next left you see, and head through the nearest door. Grab the
DEFENSE
KNIFE, and head to the TIGER STATUE ROOM nearby.
TIGER STATUE ROOM
Head to the TIGER STATUE and use the BLUE GEM. You will get SHOTGUN SHELLS.
Head
back to the F HALL.
F HALL
The zombies that popped through the window are on the left. Let them bite
you,
and use DEFENSE KNIFE or SHOCKER against one of them to save ammo. Head into
the
door nearby.
BEDROOM
Head to the desk across the room, passed the bed. On the bed is HANDGUN
BULLETS.
On the desk is a diary. After reading it, a zombie attacks you. Kill it (you
will
probably need a DEFENSE KNIFE. Exit.
F HALL
Head to the door to the right, and kill the zombies you haven't killed. Head
through the door on the right. It leads to the KENNETH ROOM.
KENNETH ROOM
Head to the DINING HALL.
DINING HALL
Head to the MAIN HALL.
MAIN HALL
Head upstairs. Head to the door to the right of the one leading to the U
HALL.
Unlock it with the ARMOR KEY, but do not go through yet. Head to the U HALL.
U HALL
Unlock the single door nearby using the ARMOR KEY. Before entering it,
unlock
the double doors you see nearby with the ARMOR KEY. Head to the RIGHT
STAIRS.
RIGHT STAIRS
Here, go to the door passed the staircase leading down and unlock it with
the
door. Do not enter it yet. Head down into the DOOR HALL.
DOOR HALL
Unlock the door down the hall, near the open space, using the ARMOR KEY.
When
the YES or NO option comes up, select YES so you can discard the ARMOR KEY.
Do
not go through, yet. Return to the RIGHT STAIRS.
RIGHT STAIRS
Return to the U HALL.
U HALL
Return to the single door you unlocked a few minutes ago.
RICHARD ROOM
You'll see Richard Aiken here. You'll have to get him SERUM. Head outside to
the
U HALL.
U HALL
Head to the MAIN HALL.
MAIN HALL
Head into the door you just unlocked. It leads to the FOREST BALCONY.
FOREST BALCONY
Run across. Grab the HANDGUN BULLETS you see. Run down and you'll see a
familiar
person: Forest Speyer. (Barry will be here if you used the BROKEN SHOTGUN in
the
SHOTGUN RACK ROOM, and give you the GRENADE LAUNCHER). Grab the GRENADE
LAUNCHER
from him if you didn't see Barry here, and run down. Grab the GREEN HERBS.
Forest
will then attack you, so use the SHOTGUN or the GRENADE LAUNCHER to kill
this
tough zombie. Exit back into the MAIN HALL.
MAIN HALL
Head into the first floor, and into the DINING ROOM.
DINING ROOM
Head into the KENNETH ROOM.
KENNETH ROOM
Head into the F HALL.
F HALL
Head into the LEFT STAIRS HALLWAY.
LEFT STAIRS HALLWAY
Head into the LEFT STAIRS SAVE ROOM.
LEFT STAIRS SAVE ROOM
Grab the SERUM from the shelf and rearrange your items. Make sure you have
the
HANDGUN, SHOTGUN, GRENADE LAUNCHER, LIGHTER, GREEN HERB, SERUM, MASK and the
ARMOR KEY. Return to the LEFT STAIRS HALLWAY.
LEFT STAIRS HALLWAY
Return to the F HALL.
F HALL
Head to the KENNETH ROOM.
KENNETH ROOM
Return to the DINING ROOM.
DINING ROOM
Return to the MAIN HALL.
MAIN HALL
Return to the U HALL.
U HALL
Head into the RICHARD ROOM.
RICHARD ROOM
Heal Richard. After you heal him (he doesn't die from poison this time, like
in the original version), head to the door to the left of Richard. Grab the
2
GREEN HERBS, too.
SMALL L HALL
This is a smaller L HALL. Kill the zombie you see, and run to the door
passed
it (to the left of the door you used to enter this hall).
SMALL DINING ROOM
This is a SMALL DINING ROOM. Grab the HANDGUN BULLETS on the table. Then go
to the
candles you see on the table and light them with the LIGHTER (I told you to
go
get the LIGHTER back in the LEFT STAIRS SAVE ROOM). See the display shelf?
Push
it to the right to reveal a secret annex room. There is a zombie, so kill
it!
Examine the display shelf in this annex for some PIANO PAGES. Return to the
SMALL L HAKLL.
SMALL L HALL
Return to the RICHARD ROOM.
RICHARD ROOM
Return to the U HALL.
U HALL
Head into the double doors into the KNIGHT ROOM.
KNIGHT ROOM
The knight statues move, but do not worry. Nothing in this room can kill
you.
---------------------------------------------------------------------------
| !!! KNIGHT PUZZLE !!!
|
| Your objective is to push all the statues back into their normal
position.|
| -Have Jill push the FAR LEFT first.
|
| -Have Jill push the CLOSER RIGHT STATUE next.
|
| -Have Jill push the FAR RIGHT STATUE next.
|
| -Have Jill push the FAR LEFT STATUE again.
|
| -Have Jill push the CLOSER LEFT STATUE.
|
| -Have Jill push the FAR RIGHT statue again.
|
| -Have Jill push the CLOSER RIGHT STATUE next.
|
| -Have Jill push the CLOSER LEFT STATUE again.
|
| -Have Jill push the CLOSER RIGHT STATUE next.
|
|
|
| Voila! Examine the center podium, and press the button. A painting
slides.|
| Grab it, and it is a SHAPE BOX.
|
----------------------------------------------------------------------------|
We will solve it later. For now, insert it in the ITEM BOX. To do that, head
to the RIGHT STAIRS SAVE ROOM.
U HALL
Head to the RIGHT STAIRS.
RIGHT STAIRS
Return to the RIGHT STAIRS SAVE ROOM.
RIGHT STAIRS SAVE ROOM
Savem, and deposit the GRENADE GUN and SHAPE BOX. Barry has also left some
items
here for you, like FIRST AID SPRAY, HANDGUN BULLETS and FLAME ROUNDS.
Deposit
them. Head back out.
RIGHT STAIRS
Apparently, we can't get back into the DOOR HALL anymore, so head up the
stairs,
and to the you had unlocked earlier.
DEER HEAD ROOM
Head to the door to the right first. Grab the RED HERB and GREEN HERB.
BEDROOM 2
Another bedroom, another nightmare. Grab the FIRST AID BOX. CHECK it to find
FIRST AID SPRAY. Return to the DEER HEAD ROOM.
WASP ROOM
(Tixus' worst nightmare! :P)
Grab the file on the desk, and read it (if you can). Near the desk is a
display
of bugs. Grab the HOOK. Run to the display to the right of the door and grab
the
GOLD WASP FOSSIL. Combine it with the HOOK you found to make HOOKED GOLD
WASP
FOSSIL. Head to the display to the left of the door and grab the WASP
FOSSIL.
After grabbing it, use the GOLD WASP FOSSIL and attach it to the bug
display.
Head back to the bug display on the right of the door and use the WASP
FOSSIL.
Then press the button.
..suddenly, the WASP FOSSIL comes to life! Kill it! It's harmless, Tixus,
don't
worry! :P
Grab the WIND CREST you see. Return to the RIGHT STAIRS.
RIGHT STAIRS
Head to the U HALL.
U HALL
Head to the MAIN HALL.
MAIN HALL
Head to the GRAVEYARD.
GRAVEYARD
Head down the stairs to the MACHINERY ROOM.
MACHINERY ROOM
Remember the 4 tombstones I told you to remember? Well, use the MASK from
the VINE
ROOM on the first tombstone. You'll see a really, really disturbing
cut-scene.
Afterwards, return to the GRAVEYARD.
GRAVEYARD
Head to the MAIN HALL.
MAIN HALL
Head into the DINING ROOM.
DINING ROOM
Head for the fireplace and grab the WOODEN EMBLEM. If you have 2 spaces
available
in your inventory, then grab it (make sure one of your 6 or less items is
the PIANO
PAGES). Head into the KENNETH ROOM.
KENNETH ROOM
Head into the single door you unlocked (NOT the one you unlocked at the
bottom
of the stairs).
PIANO ROOM
Head to the area passed the piano. There is a shelf. Push it to the left to
reveal PIANO COVER. Combine that with the PIANO PAGES to make a PIANO BOOK.
Use the PIANO BOOK on the piano. After a wall rises, head into the annex
and grab the GOLD EMBLEM. Replace it with the WOODEN EMBLEM. If you didn't
get the WOODEN EMBLEM, replace the GOLD EMBLEM and go get it.
Return to the KENNETH HALL.
KENNETH HALL
Head to the DINING ROOM.
DINING ROOM
Place the GOLD EMBLEM above the fireplace where the WOODEN EMBLEM used
to be.
---------------------------------------------------------------------------
| !!! CLOCK PUZZLE !!! |
| The clock's internal parts will be revealed. Head to them. When |
| examining the clock, opt to move the HOUR HAND twice. When the clock is |
| at 6:00, press B and you will get a ARMOR KEY. |
---------------------------------------------------------------------------
Return to the MAIN HALL.
MAIN HALL
Head to the STATUE ROOM.
STATUE ROOM
Head to the DOG HALL.
DOG HALL
Head to the M HALL.
M HALL
Head to the DOOR HALL.
DOOR HALL
Head to the single door you unlocked. It is the CROW HALL.
CROW HALL
There is a puzzle abound.
---------------------------------------------------------------------------
| !!! PICTURE PUZZLE !!! |
| The painting with the sword must be colored orange/red on both sides |
| (because the paintings appear on both sides). The middle painting must |
| be colored purple. The last painting must be colored GREEN. Adjust the |
| painting from both sides to make the above colors correspond. Then press|
| the woman painting. |
---------------------------------------------------------------------------
The wall rises, leading to the area behind the locked gate in the GRAVEYARD.
Grab the MASK II. Unlock the door leading to the GRAVEYARD.
GRAVEYARD
Head down the stairs into the MACHINERY ROOM.
MACHINERY ROOM
Attach MASK II into the 4th tomb. Again, another disturbing cut-scene.
Head back to the CROW HALL.
CROW HALL
Head to the DOOR HALL.
DOOR HALL
Head to the RIGHT STAIRS.
RIGHT STAIRS
Kill the CRIMSON HEAD. Head to the RIGHT STAIRS SAVE ROOM.
RIGHT STAIRS SAVE ROOM
Make sure you have the GRENADE LAUNCHER. Leave.
RIGHT STAIRS
Head upstairs into the U HALL.
U HALL
Head into the RICHARD ROOM.
RICHARD ROOM
Head into the SMALL L HALL.
SMALL L HALL
Climb the small stairs and use the ARMOR KEY to unlock the door.
Dispose of the ARMOR KEY.
ATTIC
A boss awaits...
========================================
BOSS # 1: YAWN
DIFFICULTY: HARD
Use the Acid Rounds you got from Barry, and start shooting it with the
GRENADE LAUNCHER. Half way through the battle, Richard will interfere.
Shoot the Snake some more, and Richard will leave the battle. When you
run out of ammo, grab the SHOTGUN that is on the floor, and keep shooting
it. Eventually, the YAWN should run away.
During the fight, the Yawn attacks with its mouth, so keep moving. If you
get hit by the Yawn, you will get POISONED.
========================================
[NOTE: With Yawn gone, there will be a wave of "Crimson Head" zombies
around the mansion. They are resurrected zombies of ones you've killed.
Watch out, and keep the Shotgun equiped. They are as fast as Hunters,
and even slash you like Hunters.]
Do not forget to grab the MASK III.
RICHARD ROOM
Head over to the RIGHT STAIRS.
RIGHT STAIRS
Head to the RIGHT STAIRS SAVE ROOM.
RIGHT STAIRS SAVE ROOM
Withdraw the SHAPE BOX. Go to the item screen and the CHECK option.
---------------------------------------------------------------------------
| !!! SHAPE BOX PUZZLE!!! |
| I don't know the exact solution, but you must basically fiddle with all |
| the buttons until the box shakes, and then press one more button to get |
| the box open. Inside is MASK IV. |
---------------------------------------------------------------------------
With MASK IV, our next destination is that MACHINERY ROOM. Head to the
RIGHT STAIRS.
RIGHT STAIRS
Head to the U HALL.
U HALL
Head to the MAIN HALL.
MAIN HALL
Head to the GRAVEYARD.
GRAVEYARD
Head to the MACHINERY ROOM.
MACHINERY ROOM
Insert MASK III into tomb 3 and MASK IV into tomb 2. The big
casket above will fall, and a SUPER CRIMSON HEAD will fight
you. Use the GRENADE LAUNCHER to quickly kill it, because
this is a tough zombie. At least 6 FLAME ROUNDS are needed
to put this guy down.
[NOTE: I think that zombie is the late Trevor Spencer. Eerie.]
Check the casket for an UMBRELLA MEDALLION. There are also
SHOTGUN SHELLS. Return to the GRAVEYARD.
GRAVEYARD
Head through the gate to the CROW HALL.
CROW HALL
Head to the DOOR HALL.
DOOR HALL
Head to the small hall across from the door you are at.
Head through the door you see, into the EXIT HALL.
EXIT HALL
Run down this outside hallway until you see a door. A zombie
dog will also show up, so kill it. Near the door is an engraving.
Put the UMBRELLA MEDALLION in it. Head through the door.
-----------------------------------
Well, we've finished PART 1 of Jill's mission in this evil
mansion. The guardhouse is coming up, with a vengeance, and
it will definitely be harder than the first part of the mission.
Make sure you've gotten many supplies from the Mansion before
leaving, as immortals, sharks, plants and green bastards are
going to show up.
B. GUARDHOUSE AREA
------------------
ITEMS: SHOCKER
FIRST AID SPRAY
SUN CREST
STAR CREST
MOON CREST
MAGNUM
001 KEY
RED BOOK
CONTROL ROOM KEY
MINI GUN
MAGNUM BULLETS
SHOTGUN SHELLS
GALLERY KEY
SHED
Head down to the shining items, and grab both the SHOCKER and
the FIRST AID SPRAY. You will need both. Head through the door
down the small stairs. It is the OUTSIDE PATHWAY.
OUTSIDE PATHWAY
RUn down this pathway until you see spinning arrows. Brad or
Barry will contact you through the radio. On the red arrow,
move it to the WEST POSITION. When you get to the blue arrow,
turn it NORTH. The gate will unlock. Keep your weapons handy.
CROW GRAVEYARD
Another graveyard? And it has crows! Equip something like the
HANDGUN or SHOTGUN, and start shooting them all from your
position. They'll attack you... but it is worth it to kill them.
Once they are all dead, run down and turn right when there is a
space between the tombstones. You'll run into 2 large tombstones.
Insert the WIND CREST into the right tombstone. 3 new CRESTS are
revealed. Grab them. If you cannot grab all 3, grab as many as
you can and take them to the left tombstone.
Check the back of each crest before inserting them into the left
tombstone. Your reward is the MAGNUM! This is needed for PART 3.
Return to the main part of the graveyard and turn right through
the gate.
OUTSIDE PATHWAY 2
Run down this pathway after a weird cut-scene. You'll see a
COTTAGE. Go through. Use the map to guide you if you cannot
find the COTTAGE.
COTTAGE
[WARNING: The Nemesis of RE1 is about to come.]
Enter, and run up the stairs. Grab the COURTYARD MAP and run
passed the bed. There is an ITEM BOX nearby. SAVE at the
TYPEWRITER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Grab the SQUARE CRANK.
Now attempt to leave and you will see a cut-scene. After
the cut-scene, a boss fight hits.
========================================
BOSS # 2: LISA "GODDAMN" TREVOR
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!
..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================
OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.
CROW GRAVEYARD
Run back to the OUTSIDE PATHWAY.
OUTSIDE PATHWAY
Run back to the SHED.
SHED
Head through the DOUBLE DOORS.
GARDEN
Brad will try to contact you. Afterwards, kill all the zombie
dogs you see. Grab all the GREEN HERBS and head through the gate.
POND ROOM
Turn left until you see a SQUARE ENGRAVING. Use the SQUARE CRANK
there. The pond will drain. Head down the ladder, across the pond,
and up to the lift.
GUARDHOUSE GARDEN
There are crows here. Shoot them with your HANDGUN or SHOTGUN.
You'll notice that since you drained the pond, the water is flowing
in front of a secret passage. Looks like we have to find a way to
get there without having to drain the pond. (Why couldn't Jill just
go swimming?) There is a non-functioning lift that will take you back
to the GARDEN, so our goal for the rest of this and next mission is
to find a battery which will work that elevator. ~~__~~
Head into the gate.
GUARDHOUSE ENTRANCE
Snakes will pour in on Jill, so watch out. Grab any HERBS you see.
Head through the door at the end.
GUARDHOUSE HALLWAY
Eerie... Turn right and enter the first door to the right.
GUARDHOUSE SAVE ROOM
Grab the INK RIBBON, SHOCKER and FIRST AID SPRAY. You will want to
rearrange your items so you have the SHOTGUN/SHELLS, GRENADE LAUNCHER/
AMMO, and a couple of HERBS. The HANDGUN might be useful, but it
won't provide SHOTGUN power. Deposit the SQUARE CRANK, too. Refill
your OIL CAN, too. Now that we are set, head outside.
GUARDHOUSE HALLWAY
Head to the double doors to the very right of the hall.
SPIDER POOL ROOM
Ahhh! Spiders!!! Kill the thing with the FLAME ROUNDS before it is
too late. If they poison you, use one of the BLUE HERBS that can
be found back in the GUARDHOUSE GARDEN, or the GUARDHOUSE HALLWAY.
Head up the stairs to the pool table and shoot down the next spider.
EXAMINE THE POOL! Remember the COLORS of the corresponding POOL
BALLS.
2: BLUE
3: RED
4: PURPLE
5: ORANGE
6: GREEN
If you remember that solution, then a door code will be insanely
easy to remember.
Head down the stairs to the table area and grab the RED BOOK, and
other misc. items such as a FIRST AID BOX. Inside the FIRST AID
BIX is a BLUE-GREEN HERB. There are also SHOTGUN SHELLS.
GUARDHOUSE HALLWAY
Return to the GUARDHOUSE SAVE ROOM.
GUARDHOUSE SAVE ROOM
Deposit everything you found in the other room except for the RED
BOOK. Leave.
GUARDHOUSE HALLWAY
Push the crate into the hole in the branching arm of the hallway.
This will cover evil vines that will hurt you from the floor.
Push it in front of the other crate. Head through the door.
GUARDHOUSE HALLWAY 2
Run down and head into the 002 ROOM. You should here a mysterious
cut-scene involving Barry.
002 ROOM
After the Barry cut-scene, grab the file on the desk. Go to the
bookshelves you see and push the left one forward. Push the right
bookshelf to the right to reveal a ladder. Go down.
SECRET WATER TUNNEL
Run until you see all the crates. Push them into the small water
storage you see. When a bridge forms, head down and soak Jill's
feet into the water and through the double doors.
SHARK TANK
In here is a shark called NEPTUNE. Run back out.
SECRET WATER TUNNEL
Return to the 002 ROOM.
002 ROOM
Head into the 002 BATHROOM.
002 BATHROOM
On the shelf is an 001 KEY. Grab it and leave.
002 ROOM
Head out into the GUARDHOUSE HALLWAY 2.
GUARDHOUSE HALLWAY 2
Head to the GUARDHOUSE HALLWAY.
GUARDHOUSE HALLWAY
Head into the only door you haven't gone through yet. Unlock
it with the 001 KEY.
001 ROOM
Inside here is some weird little MINIGUN. There are also
HNADGUN BULLETS here. Head into the bathroom/
001 BATHROOM
Drain the tub and grab the CONTROL ROOM KEY. Head out.
001 ROOM
Head out.
GUARDHOUSE HALLWAY
Return to the GUARDHOUSE HALLWAY 2.
GUARDHOUSE HALLWAY 2
Return to the 002 ROOM.
002 ROOM
Head down the ladder to the SECRET WATER TUNNEL.
SECRET WATER TUNNEL
Head to the SHARK TANK.
SHARK TANK
Run to the door that is red on the map of this room. Unlock
it with the CONTROL ROOM KEY. Head inside.
CONTROL ROOM
In here, there will be a difficult puzzle.
---------------------------------------------------------------------------
| !!!CONTROL ROOM PUZZLE!!! |
| Go down the ladder. Then go to the white board on the table and find the|
| number on it, either being 1, 2 or 3. Now go to the giant window. Once |
| the shark breaks it and the countdown starts. Press the computer switch |
| that is near the window. Then turn around (using the C-Stick) and make a|
| diaganol run ( \ this direction) and press the computer switch there. |
| From that console, you'll then want to head directly left to where a |
| lever is and hit that one. Then head into the adjacent hallway and turn |
| left so you see some sort of a tank that has the colors red and green |
| (which are really lights). When it asks you to press either BUTTONS 1, 2|
| or 3, press the number which was on the board. Return to the second |
| computer console you pressed and press it again. Then return to the |
| lever and then switch it again. Then go back to where the shark is |
| banging and press that switch. The SHARK TANK will be drained. |
---------------------------------------------------------------------------
Go back to the adjacent hallway and take the door directly to the right.
Then run to the previously water-blocked door.
WATER ROOM
Here, run through and head through the gate to the SHARK TANK.
SHARK TANK
With the water drained, run over to the platform and then attempt
to grab the GALLERY KEY. But then the shark comes to life.
========================================
BOSS # 3: NEPTUNE SHARK
DIFFICULTY: Easy
Your goal: Shoot it until it dies. You should have enough ammo.
========================================
Run over and grab where the GALLERY KEY fell to. Then run to the door
on the map leading into a WATER HALLWAY.
WATER HALLWAY
Run through here. Head for the next door.
WATER HALLWAY 2
grab the Magnum Rounds. Head for the door at the end up the ladder.
SECRET WATER TUNNEL
We end up back here, thankfully. Run back up the ladder to the 002
ROOM.
002 ROOM
Run to the GUARDHOUSE HALLWAY 2.
GUARDHOUSE HALLWAY 2
Head to the GALLERY through the next door.
GALLERY
AKA WASP ROOM. Head and turn the first corner you see to a door.
Luckily, Jill need not explore that (though Chris was not as lucky).
Turn the next left corner to the corpse, and grab the BUG REPELLANT.
Run back out to GUARDHOUSE HALLWAY 2.
GUARDHOUSE HALLWAY 2
Here, turn right and grab the GUARDHOUSE MAP. Then you'll see a hole.
Use the BUG REPELLANT through the hole to kill those bastards. Return
to the GALLERY.
GALLERY
Run to where the wasps where and grab the 003 KEY from the desk. Then
head to the 003 in the same room and open it up.
003 ROOM
Inside, go to the bookshelf with the red books. Grab the UMB BOOK and
then place the RED BOOK inside.
---------------------------------------------------------------------------
| !!!RED BOOK PUZZLE!!! |
| The goal of this perverted puzzle is to align all the books for form a |
| nude woman. To do this, select a book and when you do, select the book |
| to swap places with it. Eventually you will form a nude woman. |
---------------------------------------------------------------------------
Once the puzzle is solved, head through the door to your next boss fight.
PLANT 42 ROOM
You're next boss fight awaits...
========================================
BOSS # 4: PLANT 42
DIFFICULTY: Easy
Your goal: Head up the stairs and shoot the thing with FLAME ROUNDS.
Continuously shoot it until it shrivels up and dies. Hurrah!
It can poison you and constrict you in its vines... so be careful.
Other than that, this boss shouldn't pose much difficulty. 10-12
FLAME ROUNDS should put the thing down.
========================================
After that boss is dead, head down the stairs and grab the HELMET KEY
from the fire place. Return to the GALLERY via the double doors.
GALLERY
Run to the GUARDHOUSE HALLWAY 2.
GUARDHOUSE HALLWAY 2
Run back toward the GUARDHOUSE HALLWAY and you'll see Wesker. After he
leaves, return to the GUARDHOUSE HALLWAY.
GUARDHOUSE HALLWAY
Here, run back to the GUARDHOUSE SAVE ROOM.
GUARDHOUSE SAVE ROOM
Restock on GRENADE LAUNCHER ammo. The next section is tough. Make sure
you have your HELMET KEY. Save, too.
GUARDHOUSE HALLWAY
Exit to the outside.
GUARDHOUSE ENTRANCE
Run back down to the GUARDHOUSE GARDEN.
GUARDHOUSE GARDEN
Run to the lift and ride it the POND ROOM.
POND ROOM
Run across the pond and dodge the snakes. Head back to the GARDEN.
GARDEN
Head to the SHED.
SHED
There are many items here thanks to either Wesker or Barry. Grab them
all, especially the ACID ROUNDS, because a new monster is going to
show up. Head into the EXIT HALL.
-----------------------------------
Well, with Lisa running around, Plants to kill, and sharks to feed,
I'm amazed we've made it so far! We are back in the mansion of hell
and we must explore the remander of the mansion for more clues, perhaps
clues that can get us behind the waterfall in front of the GUARDHOUSE.
The return to the mansion isn't too long, and can range from 5 minutes
to 15 minutes, depending on what ending you want to get.
C. RETURN TO MANSION
--------------------
ITEMS: RED GEM
YELLOW GEM
GEM BOX
MO DISC
FIRST AID SPRAY
RED WOLF/EAGLE BOOK
BLUE WOLF/EAGLE BOOK
WOLF MEDAL
EAGLE MEDAL
GREEN HERB
RED HERB
BLUE HERB
BATTERY
GEM CHEST
GOLD KEY
EXIT HALL
Run down the hall and head into the DOOR ROOM.
DOOR ROOM
There is a Hunter here. Kill it. Head into the RIGHT STAIRS.
RIGHT STAIRS
There is a Hunter here. Kill it. Head into the RIGHT STAIRS
SAVE ROOM.
RIGHT STAIRS SAVE ROOM
Recharge and save if you were hurt by the Hunters. Exit.
RIGHT STAIRS
Run up the stairs and turn left. Run to the very end, into
the door.
RESTING ROOM
Grab all the HERBS here and then unlock the door in this room
using the HELMET KEY.
WALL HALL
There is no snake here this time. There is a puzzle, though.
---------------------------------------------------------------------------
| !!!WALL PUZZLE!!! |
| OK. See the statue? Push it in through the opening into the main part of|
| the room. Push it all the way. When the the walls stop moving, head back|
| to the door and head behind the right wall. Run all the way and flip the|
| switch. Run back the way you came and to where you push the statue. Push|
| it left before the walls consume you. A secret passage will open. |
---------------------------------------------------------------------------
Head in, and you'll see a grave. Press the button. Grab the diaries
while you are at it. Head down.
HALLWAY
Run down this hallway to the door at the end. Watch out for the zombies.
D. TUNNELS AREA
---------------
ITEMS: HEX CRANK
ACID ROUNDS
SHOTGUN SHELLS
COMBAT KNIFE
FUSE ADD-ON
FUSE
COMPLETE FUSE
BROKEN FLAMETHROWER
SHAPE BOX
DEFENSE KNIFE
UMBRELLA MEDALLION OUTLINE
UMBRELLA MEDALLION
UMBRELLA MEDALLION (2)
TUNNEL 1
Head to the first door on the right.
TUNNEL 2
Head to the only door in this tunnel.
PIT ROOM
Head for the door with HANDGUN BULLETS by it.
ENRICO ROOM
You'll see a cut-scene with Enrico. Search Enrico's body for the HEX CRANK.
Run down the hallway to Enrico's left. Head for the door at the end.
PIT ROOM
We are back in the PIT ROOM. Head back to TUNNEL 2.
TUNNEL 2
There is a Hunter here for you to kill. Kill it. There are also ACID
ROUNDS here. Grab 'em. Head for TUNNEL 1.
TUNNEL 1
Run across the tunnel and you'll see an ITEM BOX and TYPEWRITER. Take the
opportunity to save if you life, but make sure you have plenty of ammo.
Head to the gap in the floor. Use the HEX CRANK to fill the gap. Head
through to the BOULDER ROOM.
BOULDER ROOM
Run to the right and the boulder starts rolling. RUN BACK TO THE DOOR!!
After the cut-scene, turn right. There are SHOTGUN SHELLS. Run through
the doors at the other side of the hall near the boulder.
GIANT SPIDER ROOM
Not another boss!!
========================================
BOSS # 6: BLACK WIDOW
DIFFICULTY: Easy
Your goal: Well... all the trouble from both Yawn and Plant 42 pays off.
This boss is so pathetically easy, it isn't even funny. Shoot it with 5
or 6 FLAME ROUNDS to permanantly kill it. It has its baby in there too,
so dispose of that. You might get poisoned by its attacks... so
watch out.
========================================
There is a COMBAT KNIFE on the barrels like the one you started out with.
If you want to conserve FLAME ROUNDS, then grab it. If you don't care to
waste FLAME ROUNDS, do not grab it.
There should be a door covered in web. Launch some FLAME ROUNDS at it or
hack at it with the COMBAT KNIFE you just got. Head through.
TUNNEL 3
Turn right and head through the door.
BOULDER ROOM 2
Ugh... use the HEX CRANK _THREE TIMES_. Turn left because the boulder
will start rolling down. Head through the door nearest you.
STATUE ROOM
See the statue on the wall? Push it right until it hits the BRONZE part
of the wall. Run to the opposite wall and use the HEX CRANK. The statue
will be away from the wall. Now push it to the dial in the middle. It
will turn. Push it away from the dial and push it in the dial again to
turn it a second time. Now push it to the space right of the candles
(so it faces the player). You'll get this FUSE ADD-ON. Return to the
BOULDER ROOM 2.
BOULDER ROOM 2
Return to TUNNEL 3.
TUNNEL 3
Head into the GIANT SPIDER ROOM.
GIANT SPIDER ROOM
Head back to BOULDER ROOM.
BOULDER ROOM
Head back to TUNNEL 1.
TUNNEL 1
In the ITEM BOX, grab the EAGLE MEDAL and WOLF MEDAL. Then head
to TUNNEL 2. Save if you like.
TUNNEL 2
Head for the PIT ROOM.
PIT ROOM
Here, head over to the control panel you see at the end. Examine it to
get some sort of FUSE. Combine it with the FUSE ADD-ON. It makes the
COMPLETE FUSE. Insert it and press the code 4231.
The pit in the middle of the room will activate- it's really a lift!
Ride it down!
BOTTOM SHAFT
Run to the nearest door.
LISA TUNNEL
That **** from the woodshed beside the mansion is back.
========================================
BOSS # 7: LISA "GODDAMN" TREVOR II
DIFFICULTY: IMPOSSIBLE
Your goal: Get the hell out of there. 3 hits from this immortal
boss will kill you, and it will not be good at all. Head out,
and be quick. Don't even try to shoot this thing, because she
just won't die!!!
..I THOUGHT I TOLD YOU TO RUN AWAY! RUN! RUN! RUN! RUN! RUN!
[NOTE: The girl in Wesker's Report II is Lisa Trevor. And she
is now after us. Not good at all.]
========================================
To avoid her, double back and take the branching tunnel.
Head through the door.
CRATE ROOM
Push the crate onto the lift. Then activate it. Leave.
LISA TUNNEL
Run back to where Barry is.
BOTTOM SHAFT
After Barry leaves, look for the ITEM BOX. Pack AT LEAST 2 OR
3 HEALING ITEMS. Then go down the nearby ladder. The crate you
sent away is here now. Go push it to the left and forward. Then
press the button so the crate is crushed. Jump down to where the
crate is to get a BROKEN FLAMETHROWER. Return to the LISA TUNNEL.
LISA TUNNEL
Keep avoided her and head for the locked door. Take the tunnel
toward where you headed for the CRATE ROOM. Flip the switch.
Head to the locked door in the room using the map. See the little
board next to it? Attach the BROKEN FLAMETHROWER there. Head
through.
CANDLE ROOM
Run passed this weird candle area to a pool tunnel. Run across it.
You'll be in a bedroom. You'll find another SHAPE BOX, like the one
before you left the mansion. Also, there is a DEFENSE KNIFE here.
Open the SHAPE BOX (no puzzle) and grab this HEX SHAPE. Combine it
with the PSUEDO-UMBRELLA MEDALLION from the mansion and you'll get
another UMBRELLA MEDALLION. Climb the ladder.
COTTAGE
Remember this area? This is where you first met Lisa. Our goal is
now to return to the mansion. Yes, go back there. Head to the
OUTSIDE PATHWAY 2.
OUTSIDE PATHWAY 2
Run back to the CROW GRAVEYARD.
CROW GRAVEYARD
Run back to the OUTSIDE PATHWAY.
OUTSIDE PATHWAY
Run back to the SHED.
SHED
Head back to the EXIT HALL.
EXIT HALL
Collect the UMBRELLA MEDALLION OUTLINE and combine it with the PSUEDO
UMBRELLA MEDALLION that you used earlier. Head back to the DOOR ROOM.
DOOR ROOM
Aim for the CROW HALL.
CROW HALL
Head for the GRAVEYARD.
GRAVEYARD
Head for the MAIN HALL.
MAIN HALL
Head for the double doors underneath the stairs. Insert both
UMBRELLA MEDALLIONS into the double doors. Head through.
LONG TUNNEL
Run down the stairs and across the boards until you reach the door.
SHORT TUNNEL
Run to this short tunnel until you get to the ladder. Go down the
ladder.
ALTAR ROOM
There is a cut-scene with Barry. Jill... ooo! And... another Lisa
boss.
========================================
BOSS # 8: LISA "GODDAMN" TREVOR III
DIFFICULTY: HARD
If you notice... it has the eye of the G-Type William Birkin,
from BioHazard 2 and the jump and power of Nemesis from BioHazard
3: Last Escape. That can only mean one thing: this thing is as
powerful as Nemesis and the G-Type combined! O/
Give Barry his gun back. Then start shooting the hell out of the
thing. When it falls over, keep shooting it. Barry will also
help. Once she falls, its all over! Yipeee!!!!!!!!!!!!!!!!!
Here's to you, Lisa! (_/_) (_\_)
----------------------------------------
ALTERNATE STRATEGY
See the stones in the corners of the room? Push them down into
the chasm and Lisa will jump down, ending the battle. Thanks for
KANE79 for this tip.
========================================
..anyway. Talk to Barry.
Push all the stones down the pit. They are in the corners around
the casket. The gate rises. Head through.
LAKE COURTYARD
We are back in the courtyard. Go to the statues around the lake
and insert the EAGLE MEDAL and WOLF MEDAL. Then go down the stairs in
the lake. Ride the lift down.
========
It is time to switch to Disc 2. (Why couldn't they give a disc
for each character?)
========
Well, Disc 1 is officially finished. Well, fortunately Lisa is gone,
so we don't have to deal with that G-Nemesis Type anymore.
E. LABORATORY AREA
------------------
ITEMS: MO DISK 2
INK RIBBONS
GREEN HERBS
SLIDE CARTRIDGE
MO Disk 3
POWER ROOM KEY
CAPSULE
LABORATORY ENTRANCE
Find the locked double doors. Near them are ladders to go down.
LABORATORY SAVE ROOM
Save, and pull out the MAGNUM. Head through the double doors.
STAIRS
Kill all the zombies here. Grab all the GREEN HERBS. Turn left at the
start of the stairs and grab the second MO Disk. Head down the stairs.
Head through the gate.
O ROOM
Head to the door to your right.
LAB HALL 1
Collect the FIRST AID BOX. Then take the door to the left.
X-RAY ROOM
Here, grab the file on the computer for ADA and JOHN. Grab the 2 x-rays
and paste them onto the screen. If you do it right, you should get
another word, CELL, based on the illnesses. Leave.
LAB HALL 1
Back to the O ROOM.
O ROOM
Head to the only open double doors in this room.
COMPUTER ROOM
Go to the operating computer. Sign in using the name "JOHN." The
password is ADA (the same Ada in BioHazard 2). When you want to unlock
the B2 floor, input the password, CELL. Return to the O ROOM.
O ROOM
Head back to the LAB HALL 1.
LAB HALL 1
Head into the first door to the right.
OFFICE
Grab the FAX after taking the Crimson Head down. You'll notice a
weird vial. You'll see a SLIDE CARTRIDGE on a desk. Grab them. Use the
MO Disk on the desk's GameCube, too.
LAB HALL 1
Head for the O ROOM.
O ROOM
Return through the gates to the stairs.
STAIRS
Head to the now unlocked door near where you found MO DISK 2.
PROJECTON ROOM
Use the SLIDE CARTRIDGE on the slide projector. You'll see the numbers
8462. Remember them. Was Wesker in that picture with the scientists?
And is the woman there Annette Birkin, and the dark haired guy William
Birkin? Hmmm... Grab the MO Disk from the shelf near the door.
See that blinking panel near where you got the MO Disk? Enter the code
from the slide in there. A new room will be revealed. grab the POWER
ROOM KEY. Look at the console to see how Kenneth Sullivan died back
in the beginning of the game.
Leave.
STAIRS
You might be full on items, so deposit anything unuseful. Return to the
O ROOM.
O ROOM
Unlock the single door with the POWER ROOM KEY.
T HALL
Take the door directly across from the entrance (not the one to the
left).
LABORATORY SAVE ROOM 2
Unload anything you do not need. Leave.
T HALL
Turn left. Head through the double doors.
CHIMERA HALL 1
Watch out! There are enemies here that are as dangerous as the Hunters
from the mansion and the tunnels! Turn a cautious left, and kill the
first one you see. These are called Chimeras. Turn around and do not
enter the door. Run around until you see a blue button. Press it, and
you will get a CAPSULE. Head through the door now.
CHIMERA HALL 2
Head for the GameCube-looking console and insert an MO Disk inside.
Run to the door at the end of this hall. Kill all Chimeras with the
Magnum. Now return to CHIMERA HALL 1.
CHIMERA HALL 1
Head for the T HALL.
T HALL
Head for the O ROOM.
O ROOM
Use the POWER ROOM KEY to unlock the double nears near the door you
just emerged from. Enter.
STOREROOM
Does this place remind me of Silent Hill? Anyway, push the shelf
back and climb up the counter. Enter the vent.
OPERATION ROOM
Head through the other vent you see in this room. Kill the Chimeras.
STOREROOM
Find the GameCube-esque reader and insert an MO Disk inside.
Then push the shelf away and exit.
O ROOM
Back here, head for the LAB HALL 1.
LAB HALL 1
Head for the first door on the right.
OFFICE
Radiate the CAPSULE in the weird blue thing. Once you get it back,
WALK. WALK to the LAB HALL 1. WALK.
LAB HALL 1.
WALK to the O ROOM.
O ROOM
WALK to the T HALL.
T HALL
WALK to the CHIMERA HALL 1.
CHIMERA HALL 1
WALK to where you put the CAPSULE. Put it back in. Run to the
CHIMERA HALL 2.
CHIMERA HALL 2
Run through the hall to the POWER ROOM.
POWER ROOM
Go to one of the 2 computer consoles you can access and press the
YES option. Then leave.
CHIMERA HALL 2
Run for the CHIMERA HALL 1.
CHIMERA HALL 1
Run for the T HALL.
T HALL
Run to the other end of the hall into the elevator. Save in the
nearby SAVE ROOM if you want. Power up the elevator. If you gave Barry
his gun during the Lisa fight, he'll come in. If not, he won't be here.
TYRANT ENTRANCE ROOM
Enter through the door at the end.
TYRANT ROOM
Watch the cut-scene.
========================================
BOSS # 9: TYRANT I
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
the thing and dodging it. One hit can bring you down to Caution.
It falls down after 9 or 10 shots from either gun.
The Tyrant attacks using its dangerous claw. Keep moving, and keep
shooting. The Tyrant is much toucher than Lisa, but not as invincible
as Lisa.
========================================
Go to Wesker's unconscious body and grab his diary. Wake Barry up, and
head to the desk at the end of the room to unlock the door. Leave.
TYRANT ENTRANCE ROOM
Run to the elevator. Self destruct system. Grrrr.
T HALL
Run to the O ROOM.
O ROOM
Run to the LAB HALL 1.
LAB HALL 1
Head for the 3 green switches and flip them. Head through the door.
PRISON TUNNEL
Run down the stairs to the door at the end. Head through.
JAIL CELL
Talk to Chris. Then leave.
PRISON TUNNEL
Head back.
LAB HALL 1
Head to the O ROOM.
O ROOM
Head to the STAIRS.
STAIRS
Head up the stairs and through the door.
LABORATORY SAVE ROOM
SAVE!! Then head up the ladder.
LABORATORY ENTRANCE
Head for the double locked doors.
ESCAPE TUNNEL
Run through. Grab the FIRST AID BOXES and open them. Grab the BATTERY
and ride the elevator. 3 minutes until detonation.
MANSION ROOF
Grab the FLARE CASE and USE it.
========================================
BOSS # 10: TYRANT I
DIFFICULTY: HARD
After the cut-scene, grab your MAGNUM or ACID ROUNDS. Start shooting
the thing and dodging it. One hit can bring you down to Caution.
Barry will be helping you.
Once Brad drops the ROCKET LAUNCHER, Barry will get strangled. Shoot a
rocket at it and the game ends.
[NOTE: For a different ending, you can have Barry killed. Have the
Tyrant strangle it, and then have it stab Barry with its claw. You
will get a slightly different ending if you get Barry killed.]
========================================
GAME OVER...
========================================================================
5. W A L K T H R O U G H - C H R I S R E D F I E L D
========================================================================
A. MANSION AREA
---------------
B. GUARDHOUSE AREA
------------------
COMING SOON.
C. RETURN TO MANSION
--------------------
COMING SOON.
D. TUNNELS AREA
---------------
COMING SOON.
E. LABORATORY AREA
------------------
COMING SOON.
========================================================================
6. W E S K E R'S R E P O R T
========================================================================
If you pre-ordered the American Version of Resident Evil CODE: Veronica X,
you got the Wesker's Report. If you didn't, it's here for you to read,
because it bursts with seams of the original PSX RE1, RE2 and RE3
information. Others may hate the Report because they can't think what Capcom
is aiming with that, but I love it!
============
INTRODUCTION
============
"My name is Albert Wesker. I aspired to become a leading researcher at
Umbrella Inc. A pharmaceutical enterprise who covertly conduction Bio
Organic Weapons, better known as B.O.W., for development. But at the
leader development training ground situated in Raccoon City, I met a
brilliant and talented researcher who decided to take a different path;
William Birkin.
In time I shifted my position to S.T.A.R.S., a special force unit of
the Raccoon Police Department. Umbrella, for crisis management reasons
of their illegal Bio Organic Weapons development had many of its people
working in the police department.
I became the leader of S.T.A.R.S. and conducted all sorts of
intelligence activities for Umbrella. As I continued to serve I devised
my own plans and waited for the right time moment to execute them. Then
at last, opportunity knocked.
==============
1998 July 24th
==============
The freak murder incidents that had occurred in the forest near the
mansion started it all. The mansion was Umbrella's secret BOW
laboratory and it was clear that the indevelopment T-Virus was the
cause of the murder. Initially, Umbrella instructed me secretively to
keep S.T.A.R.S. to the mansion, dispose of them, then report the
situation to headquarters so that their combat with the B.O.W. could be
used for data analysis allowing Umbrella a comprehensive portrait of
the B.O.W.'s combat abilities.
From the two S.T.A.R.S. teams I first pitched in the Bravo Team. As
expected, the top elite of S.T.A.R.S. gave all they had and became
useful sample data. Then following, I geared up the Alpha Team to
"search and rescue" the lost Bravo Team. The members of Alpha Team also
proved their worth and as expected many died.
There were five survivors from the initial eleven S.T.A.R.S. members.
From the Alpha team were Chris Redfield, Jill Valentine and Barry
Burton. And from the Bravo Team were Rebecca Chambers and Enrico
Marini. It was time to begin executing my plans.
In the midst of the whole affair I could take Umbrella's ultimate Bio-
Organic Weapon, the Tyrant, and join forces with an opposing
corporation of Umbrella. To buy into that opposing corporation I would
need the actual combat data of the Tyrant. The surviving privileged
members of S.T.A.R.S. were just the perfect bait.
I decided to have one of them play the Judas and draw them to the
Tyrant. That Judas was Barry. Barry was the strong truth and justice
kind and cherished his family more than anything. His type is easy to
manipulate. I just took that most important thing away from him.
My only miscalculation was the high potential of Chris and Jill. But
with the family man Barry playing Judas the scheme went as planned.
Then the winds turn unexpectedly. I had to eliminate Enrico who found
out what was behind it all. I used Barry to get to him.
After I successfully got rid of that nuisance I awaited the sample
specimen that Barry would bring to me in the Tyrant room. I injected
the virus I obtained from Birkin in advance. If I made Umbrella believe
I was dead, it made it far more convenient to sell myself to the
opposing corporation.
According to Birkin the virus had profound effects. It would put my
body in a state of temporary "death". It would then bring me back to
life with super human powers. Therefore I unleashed an awesome Tyrant
from its slumber and let it attack me. As my consciousness faded away I
was certain that the whole scheme would end in success.
Never did I imagine that S.T.A.R.S. could slay the evil creation. I
lost the Tyrant and the plan I devised which cost me my humanity ended
in failure. Now anything and anyone who stood in my way would be
terminated. It's been that way for a long time and it always will be.
At all costs I had to make S.T.A.R.S. pay.
=========
September
=========
Two months had passed since the mansion incident.
To regain everything I had lost in my new organization I joined hands
with Ada Wong, a female agent who was also sent to spy on Umbrella. I
knew in my bones that the key developer was William Birkin, but what he
didn't know was that Umbrella did not play games...with anyone.
Eventually, Birkin would be assassinated, and the G-virus would be in
the hands of Umbrella. But the salvage team led by Hunk was ahead of
us. By the time they got to Birkin, he'd already injected himself with
the G-virus...he became his own creation, and decimated them. Soon
after, the T-virus carried by rats spread throughout Raccoon City, and
Umbrella faced its worst scenario.
==============
September 28th
==============
The good citizens became zombies, and the city had headed for its
devastating fate. Humans were no match against zombies. In the chaos,
Umbrella Europe applied a new type B.O.W., called "Nemesis". The
Nemesis would hunt down and destroy the surviving member of S.T.A.R.S.,
Jill. It became imperative that our organization would also obtain the
Nemesis data.
==============
September 29th
==============
To cover up the whole affair, Umbrella jettisoned a Tyrant to take care
of Leon and Claire, who were trying to unveil their secrets. Then,
there was a new revelation. Birkin used to hide the findings of his
studies in his daughter Sherry's pendant.
It was very possible that the G-virus was there. While Umbrella was
busy with their cover up, we had to capture Sherry before they did. I
sent Ada undercover to seek the location of Sherry. I, the "dead man"
on the other hand, had to work in the shadows.
A spy's obligation and priority is in mission, to carry out the mission
like a machine without any emotional interference. But through her
interaction and involvement with Leon Scott Kennedy, there had been an
affection growing inside her. My instincts sensed danger. Something had
to be done, quickly. My instincts did not disappoint me.
Even though Ada almost had her hands on the G-virus, which Leon had
acquired from Sherry, that affection of her drove her to her death. But
she was still of some use. I had to save her life. My people hurried to
retrieve the G-virus that Leon threw away.
But Hunk, the only survivor of Umbrella's salvage team, was there
before us.
==============
September 30th
==============
Our only option left was to bring back Birkin, the monster, as the
sample specimen and have him finish Leon and Claire in order to obtain
his combat data.
Although Birkin lost the battle to Leon and Claire, we succeeded in
gathering samples of the G-virus from his dead body.
===========
October 1st
===========
In the morning the government bombed Raccoon city in an attempt to stop
for the viral outbreak. This was, of course, their feigned reason...
Later, Claire left to Europe to find her lost brother Chris, and Leon
joined forces with an underground anti-Umbrella organization.
Sherry is safe in our hands. I would never underestimate Birkin.
There's something about this little girl..."
END TRANSCRIPT
========================================================================
7. W E S K E R'S R E P O R T II
========================================================================
JAPANESE COPY: http://www.capcom.co.jp
TRANSLATION COURTESY OF http://www.residentevilhorror.com
This contains SPOILERS. Please consider that before reading. You have to
have played Resident Evil 2 and Resident Evil CODE: Veronica X at the very
LEAST to understand this. Play Resident Evil: Survivor and Resident Evil
3: Nemesis for a complete understanding.
------------------------------------------------------------------------
It says on the site that the report is addressed to Ada Wong.
When I first visited that place, I was 18 and it was summer. Twenty
years ago. I still remember the smell when the helicopter landed and
the rotar caused the wind to stir. From the air, the mansion seemed
normal but from ground level, something was different. Birkins, who
was 2 years younger than me, seemed only interested in the research files
he had as usual........
1978 July 31(Monday)
Two days ago, the two of us were assigned to that place.
Everything could have been planned out from the beginning or it could have
all been a coincidence. The only person to know the truth is most likely,
Spencer. Spencer at that time, was using the Arklay labs for the research
on the t-virus.
Next page
As soon as we got off the helicopter, the president of that lab stood
infront
of the elevator.
-------------------------------------------------------------------------------
I don't even remember that guys name. It didn't matter what was said
officially. From that day, that lab was Birkins and mine. We were assigned
to be chief researchers at the facility. This of course, was Spencers will.
We were the chosen ones.
The two of us ignored the president as we entered the elevator. We had
already
been briefed about the layout of the area and Birkins, with no bad
intentions,
ignored everyone as usual.
Usually, when someone see's our actions, they would react within 5 seconds.
But the president didn't even react at all.
next page
At the time, I was only a youngster so it didn't bother the president.
The president understood what Spencer was thinking and didn't take
notice of someone like me.
While the three of us were on the elevator, Birkins still kept his eyes on
the research files. The files contained information about a new firo-virus
found 2 years ago in Africa called Ebora.
Even now, their are thousands of people researching the Ebora. But the
people
are always divided in half, one group to save people from the virus and the
other to kill people with the virus.
next page
As known, if a person is infected with the Ebora, the chances of dying is
90%.
It has the quality to destroy the physical structure within 10 days and even
now, a cure hasn't been found. If this is used as a bio-weapon, it would
display incredible destruction.
But because making a bio-weapon is against the law, we would not use the
virus
as a weapon. But I'm certain that someone out their would use this as a
weapon.
So to prepare for a case of like the virus being used as a weapon, it is
good
to do research on it now. But the line between finding a cure and making a
bio-weapon is thin. This is because the actual research conducted do not
differ
at all between the two. So one could say that they are reseaching for a cure
and be making a bio-weapon.
next page
But to Birkin, he was not interested in either cause just wanted to research
the Ebora itself. The virus had too many things unknown at the time. One was
that the fact that virus would die withing a few days by itself and would
die
instantly when hit by sunlight. The second was the speed that it would kill
its host. It kills the host so quick that their is almost no time for the
virus to infect another person. The third is how the virus is spread.
The virus has to physically touch another person in order to infect them
and theirfore can easily be quarantined. But I would like to bring up the
following thought.
next page
What if a person was infected with the Ebora virus could stand up and walk
around? And that infected person would have a disrupted chain of thought,
and would infect others that weren't infected?
What if the DNA of the Ebora, the RNA, had a direct impact on the DNA of
a human. And due to that, would make the person not die so easily?
The person would be dead from a humans point of view but would still
go around as a bio-weapon spreading the virus around.
It is a fortune that the Ebora may have features like this.
Even from now, we will be the only one to now about this.
next page
Umbrella, with Spencer as the head, was a organization made to do research
on virus's with these qualities. As a cover, they tell the world that they
are a company making cures, but the truth was a bio-weapon developing
organization.
The finding of the original virus which restructures the human DNA was the
start of everything.
Using the original virus as a base, an enhanced virus would be made to be
a bio-weapon. This was the T-virus plan.
next page
The original virus was also an RNA virus and would cause anormalities and
would enhance a person.
Birkins was interested in the Ebora because he planned on combining the
two virus's to make an enhanced virus. The sample of the Ebora had already
been brought to this reserach facility.
We had gone through many elevators and had finally reached the destination.
When we reached that place, even Birkins had raised his face to the sight.
This was our first encounter with that woman.
next page
We were not told anything about that woman. Everything relating to her
was kept top secret and the data was not to be leaked to the outside.
From the records, she was here since this lab had been created.
She was 25 at that time.
But what her name is and why she is here is a mystery.
She was a test subject for the research on the T-virus.
The research begun in 1967 November 10.
For 11 years, she had gone through the tests with many virus's.
next page
I heard Birkins whisper something.
Whether those words were cursing/swearing or praising, I do
not know. But we had come to a place we cannot go back out of.
Whether we were to take the research to it's completion or to
end up like her. For us we, only had one choice.
The woman who lied on the pipebed had moved something within
both of our minds.
Is this also a part of Spencer's plan?
The next records take place 3 years later
Alexia - 1
1981 July 27
3 years from the previous report
Today, Umbrella assigned a ten year old girl to be the chief
researcher at the Antarctica facility.
Her name is Alexia Ashford.
At this time, I am 21 and Birkins is 19.
It is very provoking that even in our own Arklay lab, everyone
is talking about Alexia and the Antarctica facility. It is
because all the old high staff members consider the Ashford
family a legendary family.
Every time something goes wrong with our research, those old
fools always say the same thing. "If only Edward were still alive."
It is true that he was the first one to find the original virus, and he
may have been an incredible scientist for starting the 't-virus' plan.
But soon after Umbrella was formed, he had died. It has been 13 years
since then. There would be no meaning in expecting anything from the
Ashford Family.
In fact, ever since Edwards death, the Antarctica facility that his son
built has done nothing.
This granddaughter of his is probably nothing useful as well.
But one day, our useless workers started to say these things.
"In Alexia was here......."
It angers me to think that our workers and reserachers are filled with
mindless people that judge people by their status. Because they think
like that, they cannot do anything themselves and always have to be
told what to do! ..........But I, I still had good judgement.
If I had let all of that goto my head, the research at the Arklay lab
would have been delayed. As the head reseracher, I always have to keep
myself under control or success would not be possible.
Then, a thought came to my head.
I could use those old staff members to gain my success. Those old fools
could die at any time and would serve as perfect test subjects. To be
able to rise above everyone, I must be able to use all resources to my
advantage.
But the problem was Birkin.
His reaction to Alexia was great.
Although he never spoke of it, Birkins took pride in the fact that
he was 16 when assigned to this lab. But his pride was completely
destroyed by this ten year old girl. Born as a genius, he had tasted
his first defeat.
He could not handle the younger, legenday family, girl. To be out-done
by a girl who hadn't even made any progress.
The main thing was the fact that she was still a child.
But the reasons, I have to have Birkins back to his normal self again.
We had already reached phase 2 in our plan in the past 3 years.
Currently, the t-virus could be used to create a biological weapon aka, the
zombie. But the effects of the t-virus varies greatly between people and
their is no 100% guarantee for it to work yet. Every person has a different
DNA structure and some may react differently.
Even those who turn to zombies, ten percent of them do not make. This we can
do nothing about. With the remaining 90% it is easy to use this as a weapon
but Spencer thinks different.
He wants 100% and wants a confined perfect weapon.
Originally, the bio weapon was to be a weapon that could be made with very
little cost. But now, the bio-weapon that we research now costs great
amounts. If Spencer just wanted to make money, he would not have chosen
this path.
If used at the current state, we could easily make a profit from it. But
to continue reasearch would not add up.
Why does he continue the research even though he is losing money?
I still do not understand what Spencer is thinking.
But going back to Birkins, the research that Birkins is currently in is
a bio-weapon that possess combat skills. By using other DNA samples,
we could create this thing. It was made to fight off any forces that
opposed us. A fighting bio-weapon, also to known as a Hunter. But
that research had to put on hold for now. To protect the test subject
from Birkins.
To compete against Alexia, Birkins started to act different than usual.
He would stay at the research lab 24 hours a day, and would do tests
without any plan.
I would usually use other researchers to collect samples and data
from the test subject before it died but the speed that Birkins goes
at now, is impossible to keep up with.
The president would keep getting new test subject as if nothing
happenned and that subject would die shortly after. It was hell in
there.
But even in that hell, that one test subject, that women still lived.
She was 28 and had spent 14 years in the lab.
Over the 14 years, the effects from the original virus must have
corrupted her mind. But if she were to still have a conscious mind,
'death' is what she would want. But she lived on.
How would she live on for so long? There is nothing different from
her data and any other data from the other test subjects.
More time is needed to solve this mystery.
the next report takes place 2 years later
1983 December 31(Saturday)
It has been the 6th winter since I worked at this Arklay facility.
During the last two years, we had made no real progress with our
research and time passed by. But this had come to an end.
We had recieved word that Alexia had died. The reason was the
virus that Alexia herself created, the (T-Veronica virus).
It seemed like the 12 year old Alexia was too young for such
dangerous research.
I had heard rumours that Alexia had injected the T-veronica
virus in herself but this I could not believe. She probably
couldn't handle her fathers death one year ago and made a
simple error in one of her research.
Later, the research at the Antarctica facility was continued
by Alexia's twin brother, but no one had expected anything
from him. In the end, the Ashford family couldn't bring any
results and will crumble down.
Like I had stated earlier, the Ashford family was a legend
and will stay as a legend only.
With Alexia's death, Birkin h
ad changed, or I should say,
changed back to what he was.
But now, there was no one who could surpass him and all those
researchers had to acknowledge him. But it was still a taboo
to talk about Alexia infront of him. Even when I tried to get
a sample of the T-veronica virus, he had strongly objected.
I had to put aside finding out about the research that Alexia
had done for later. In the end, Birkins had not changed one
bit when everything around him had changed.
But to me, I had a much bigger problem in my hands.
Our facility was located in a very dense forest.
I went out walking into the woods many times but
because this facility was in the near center of the forest,
we would never encounter any other human.
The only way to get here was by a helicopter.
It was a needed precaution dealing with a bio-weapon. Since if
by chance, the virus is leaked out, it would prevent the
chances of spreading. But a bio-weapon isn't so simple.
The virus can also affect non-human beings as well.
Any virus isn't guaranteed to only affect one kind of
organism. For example, the Influenza virus not only affects
humans, but birds, pigs, horses and even a seal. And even in 3
each of these species, only certain ones are affected. Such
as Seagulls and chickens but all other birds are not. And the
same virus may have different effects on different species.
And the problem lies in how the T-virus can affect many different
life forms.
During the time when Birkin was useless, I had done my own
research on the t-virus. I had found out that the T-virus
can affect most life forms out there. And not only mammals, but
plants, bugs, and fishes can also be affected by the virus.
Everytime I walked in the woods, I always asked myself.
Why did Spencer choose this place?
There are many different forms of life in these woods.
What would happen if the virus were to leak out?
If only an insect were infected, it is small in size
and probably would not go through a big mutation. But these
insects could spread the virus at an incredible rate. If this
were to happen, how far would the t-virus spread?
If it were a plant that was infected, the plant itself could
not move and would seem safe. But what about the seeds the
plants give out?
It would be very dangerous for such a case to happen.
Now that I think about it, it was very smart for the Ashfords to
locate their facility in Antarctica. But here, it almost seems like
someone wants the virus to spread. But that could not be possible.
What is Spencer trying to make us do?
This issue was far to great and I could not discuss this with any
other researcher. The only one who I could talk to was Birkins but
he probably would not even be interested.
I need more information.
I had started to realize my limits as a simple researcher.
To find out what Spencer was truely thinking, I need to be at
a position where I could obtain more information.
For that, I would throw away all my current positions.
But I cannot do this quick. I cannot let Spencer notice
my plans for if so, everything would be over.
I had continued to do research with Birkins so that no one would
know my intentions.
During that time, that 'woman test subject' was forgotten.
A "failure" that just lived on.
Until that day, 5 years later.......
The 11th summer had come since we started working at this facility.
I was 28 at the time. Birkins had become a father to a 2 year old girl.
The wife was a also a researcher at the facility.
It was natural that people who conducted the same research at
the same facility fell in love and have children. But a normal
person would not be able to continue research at this place.
Everyone who is still here is crazy.
We had gone into phase three of our plan in the ten years.
A programmed life, to be used a soldier, a bio-weapon for combat.
To be called the "Tyrant" from now was that. But this project had a
huge problem from the start. Gaining the test subject for this
Tyrant was a problem. There were very few who were compatible with
to become the Tyrant.
This was due to the nature of the T-virus.
Any human could be used to make a zombie or a hunter but their
intelligence would be lost in the process A certain amount of
intelligence was needed to create a Tyrant. Birkins had created a
different way of creating the Tyrant to compensate for this problem.
But only a very small amount of people could be used for this
different way. In the Simulation, only 1 out of 100,000,000 turned into
a Tyrant and the rest became a zombie.
If our research continued, we could create a different kind of t-virus
that was compatible for more people. But for this too happen, we needed
another test subject. But even if we searched through all of America,
we would only find ten or so people that were compatible.
Other research facility's had reached the same problem.
We had run into a wall even before our research began.
But we had recieved word that the Europe facility had thought up of a
plan to conquer this problem in phase 3. This was the Nemesis project.
I had urged to get a sample of the project to further our own research.
Although Birkins had strongly opposed, I had convinced him.
Until we find a compatible host, out research would not move and Birkins
had to admit this.
We had received the package a few days later with a number of precautions
written on it. The package brought to heliport was a small box.
"Nemesis Project" To gain this sample from the France facility required
quite an effort but was mainly due to Spencer backing us up.
Birkin took no interest in the package till the end but had at least
admitted to tests. The Sample was totally new and was thought up for
test purposes.
A biological life form created by manipualting DNA.
That was the what the Nemesis was.
The intelligence was the only thing enhanced and this lifeform alone,
could not do anything. But once it finds a host, it becomes a parasite
and would take over that host and would cause it to have incredible
combat ability.
The host for the weapon and the parasite would be made separately and
later the intelligence of the parasite and the body of the host would
be combined to create a bio-weapon. If this were to suceed, it would
overcome the problem of the intelligence and we could create a bio-weapon.
But the problem was when the parasite takes over the host.
In the research files, all that was recorded was the death of each host
once taken over by the parasite sample. Within 5 minutes of the parasite
taking over, the host would die. But we were already aware of the danger
that lied in the prototype.
Even if we could prolonge the time the host would survive, we would gain
the credit to the "Nemesis project". That was my plan. The host would be
that women test subject.
Her incredible life rate could survive longer against the Nemesis prototype.
And even if it failed, nothing would change on our side.
But the test had created a result I had not expected.
The Nemesis protype that tried to enter her brain had disappeared.
At first, we could not tell what had happenned.
We did not expect her to consume the Nemesis.
That was the beginning.
Something was happenning inside that failed experiment.
We had decided to start research on her from scratch.
In the past ten years, we had conducted every research possible on her,
but we had decided to throw all those files away.
Within the 21 years that she lived, something was beginning to show.
Only Birkins had begun to notice the change.
Indeed, something had begun to change inside her.
But that was something totally different from the T-virus project.
Something new and would bring a new idea to us.
The project which changed our destiny, the "G-virus project"
the next log is 7 years later
1995 July 31
7 years from the previous
When I came back to that place it had been 17 years since I
first came to that place. Every time I come here, I remember the
smell of the wind of that day. The buildings and the surroundings
all looked the same from before.
On the heliport, I could see Birkin.
It has been a long time since I've seen him.
Four years have passed since I left Arklay labs.
next page
4 years ago, when Birkin's G-virus project was authorized, I had
requested to transter to the secret (intelligence) service and this
was easily authorized. From everyone's point of view, it was a natural
thing for me to stop my road as a researcher and go onto a different
field.
And in reality, the research conducted on the G-virus was far above my
level. Even if I didnt have a different motive, to find out what Spencer
was truly thinking, I could feel my limits as a researcher.
next page
In the midst of the wind blowing, Birkin as usual, didnt take his eyes
off the research files. Bikrin came to Arklay quite often, but Birkin
was not under Arklay anymore.
A little while ago, an underground lab under Raccoon city was made and
this was the place that his G-virus project would be made.
But to be honest, I didnt think that Spencer would authorize the "G".
This is because the "G" was far from being a weapon, and had too many
unknown things about it.
next page
The reason the "G" was slightly different from "T-virus" was due to
the host would keep spontaneously reacting to the virus.
It was very easy for a mutation to occur since the DNA would be open
to a virus. But this is just in the case of the virus itself and not
the hosts DNA.
Even if the virus did cause some form of change, the DNA of the host
becoming mutated was a rare case. If there was an ouside force like
radiation, it would be a different story though.
But in the case of "G", it was different. Even without an outside
force, the "G" would keep mutating the host until death.
next page
Although something very similar to this did exist in the T-virus
as well. When a bio-weapon is put in a specific area, the virus
inside the host would causing some form of mutation has already
been confirmed. But for this, an ouside force was always needed.
But the "G" has no need for such a thing.
No one can even expect what likes ahead with the mutations. And
even if we think of a way to stop the mutation, the virus would
just mutate to acomodate.
next page
7 years ago, Birkin found this in that woman.
At first look, the woman had no changes on the outside, but inside,
various mutations had occurred and had kept on consuming each kind
of virus injected and had lived on.
And over the 21 years of mutating, it had mutated so much that it
would even consume the Nemesis.
The G-virus project was to take this mutation to highest point
possible. But this could lead to the "Ultimate life form" or it
could end due to a disaster .....could this be called a weapon?
next page
What was Spencer thinking when he authorized this project?
Even when I moved to the secret (intelligence) service, I could
not find out anything about what Spencer was thinking during
these 4 years. And now, Spencer doesnt even show up in Arklay
labs.
Almost as if expecting something to happen there.
Spencer was slowly drifting away from me, just an oasis in a
desert.
But my chance will come soon enough.
Thats if I can live til then.
next page
The elevator took me and Birkin to the highest level in the lab.
To that place where we first saw that woman.
There, we met the new research leader, John.
He had come from a Chicago lab and was an excellent reseracher,
but he was too normal to work in a place like this. He had started
to question the motives of the research their and had repeatedly
questioned the superiors.
This had even reached my ears in the secret (intelligence) service.
If information has been leaked out, he would be the first to go.
This is what every had started say.
next page
We had both ignored John and had started the clean-up of that woman.
To kill her.
When she had consumed Nemesis, although little had started to regain
some intelligence, but all these were very peculier behaviors.
Each time it would escalate. She would start to rip another woman's
face off and would wear it herself. According to the records, she
showed the same behaviors when she was first injected with the
original virus.
No one knew why she would behave like that but recently, three
researchers had been killed that way and this is when she was
decided to be killed. Because the "G project" was progressing
steadily, their was no use for her.
next page
Her death was confirmed over the course of 3 days, and her
"dead body" was carried somewhere by the president.
In the end, no one knew who she was and why she was here.
But this was also true with any other test subjects.
But if she had not been here, the G-project would not have
existed. If this were the case, both I and Birkin would had
been in a different situation than now.
I had this on my mind as I left the Arklay labs.
How far was Spencer planning?
(the "incident" would happen 3 years later)
========================================================================
8. R E S I D E N T E V I L S T O R Y S Y N O P S I S
========================================================================
I will give you a brief summary of all the games. If you want detail,
check out TWILDE'S RESIDENT EVIL PLOT ANALYSIS, found at GameFAQS.com,
where this guide can be found.
=================================
RESIDENT EVIL 1 (REBIRTH VERSION)
=================================
July 1998
Raccoon City, a mid-western U.S. town is experiencing reports of
cannibalism near its forest. The local police department sends in a
special force to stop it, called STARS, Special Tactics and Rescue
Service, to seek information about it. Umbrella Inc, a pharmaceutical,
also controls Raccoon City. The STARS are divided into 2 teams, Bravo
and Alpha. Bravo heads in first. Bravo team is consisted of Rebecca
Chambers, Enrico Marini, Forest Speyer, Richard Aiken, Ed Dewey and
Kenneth Sullivan. Enrico Marini was the team's leader.
Bravo Team heads to the forest in the Arklay Mountains. They
investigate the origins of the zombies that wandered into Raccoon City.
A day later, Alpha Team loses communication with Bravo Team. Albert
Wesker decides to send in the other STARS Team to find them.
When their helicopter sees wreckage, they land. Wesker, Jill, Joseph,
Barry and Chris examine the chopper. Inside are the remains of Kevin,
the pilot of the Bravo Team. Joseph finds a hand separated from
its body. Suddenly, a skinless dog mauls Joseph.
Brad Vickers, the pilot, flies away because he is scared. The remaining
STARS members run into a nearby mansion. Inside, Wesker tells all of
them to separate to find the remaining Bravo Team members.
Jill Valentine and Barry Burton discover the destroyed body of Kenneth
Sullivan of Bravo Team. Chris Redfield sees the poisoned body of Richard
Aiken. When he sees the body, Rebecca Chambers of Bravo Team, alive,
meets Chris, and they take Richard to the medical room.
Jill seems suspicious as she and Barry discover Forest Speyer's body.
As Jill and Barry separate, Chris reaches the guardhouse behind the
mansion. There, Chris and Rebecca duel with a vicious and giant plant
called Plant 42. They destroy the plant.
Jill, back at the mansion, destroys a giant snake. Teaming up with
Barry, she explores the basement of the mansion. Chris and Rebecca
return to the mansion with nowhere to go for now. There, they discover
the scarred snake that Jill just fought. With new ammo from the
guardhouse, the snake dies for good.
As Chris and Rebecca look around, a new type of monster invades the
mansion. It's called the Hunter. They are a lot worse than the zombies
Jill, Barry, Chris and Rebecca have been running into.
[Jill finds her way outside the mansion. She finds a cottage beside the
mansion. She is momentarily knocked out by the creature. After regaining
consciousness, she tries to shoot her attacker, but it seems she cannot
even hurt the thing with even a Magnum. Running away, she too explores
the guardhouse. She hears a conversation with Barry and someone else.
Barry discovers Jill and tells her that he was talking to himself.
(O_O)]
Jill finds her way into the underground tunnels with Barry. There, Jill
finds Enrico Marini. He tells Jill Umbrella had planned this just
before he is shot.
[Jill chases the killer into some weird tunnel, where after a long
chase, she finds Barry Burton. Taking a lift down, she runs into that
monster that attacked her in her in the cottage. Dodging it, she finds
that Barry has riden the lift up to abandon her. Dodging that thing once
more, she finds a ladder leading up to the cottage where she was knocked
out by that inhumane creature. Circling back to the mansion, she discovers
a athway to an alter.]
[She sees Barry there. After and arguement, that creature known as Lisa
returns, and a clear view shows it has tentacles and a giant eye on her
back. Barry and Jill shoot the thing until it falls into a deep pit.
barry volunteers to keep out for it.]
Jill follows the path into a lab.
Finding some notes Jill and Barry left near some typewriters, Chris
and Rebecca find their way to the tunnels. Chris and Rebecca kill a
Giant Spider and find their way into a lab.
Jill discovers Barry and Wesker were working together to kill all the
STARS. Barry didn't want to, but his family was in danger. Barry
betrays Wesker and gets him to get impaled by Tyrant, Wesker's
creation.
Chris and Rebecca find Jill and Barry and they signal Brad to escape.
Tyrant catches up to them, but Chris destroys the thing with a Rocket
Launcher, given by Brad. All 5 STARS members escape into the night.
===============================
RESIDENT EVIL 3 NEMESIS: PART 1
===============================
SEPTEMBER 1998
Chris, Jill, Barry and Rebecca must stop Umbrella for spreading the
virus through the mansion. Chris and presumably Rebecca go to Europe to
take out Umbrella, while Jill and Barry stay behind.
On the 22nd, a scientist named William Birkin finishes his G- Virus, an
upgrade of the T- Virus. Umbrella, impatient, sends a squat team that
attacks Birkin and steals his virus. Birkin injects himself with his G-
Virus and becomes a monster. He kills off the squat members. Because
Birkin is now a monster, he causes a T- Virus leak and now the Raccoon
citizens are zombies, courtesy of a virus spread through rats in the
sewer.
SEPTEMBER 28, 1998
Jill Valentine escapes infection. On the 28th of September, armed with
an Assault Rifle, Jill fights her way out of town. She runs into Brad
Vickers, the pilot of STARS. He tells Jill that something is coming for
STARS members. What?
As Jill makes it into the RPD Building, that thing Brad was speaking of
arrives. Brad Vickers is murdered by the Nemesis. Jill's weapons don't
damage it too much, so she retreats into the RPD Building.
[The Nemesis bears a jump and tentacles similar to that of what Lisa
had in the Spencer Estate. Hmmm.]
The RPD STARS Office is untouched. Jill finds a Magnum, which is
effective against Nemesis. After finding a set of lock-picks, Jill
fights her way out of the RPD. Nemesis returns, but Jill's Assault
Rifle and her new Magnum are powerful enough to put the thing down, but
it rises up again quickly.
Jill runs as fast as she can, loses the Nemesis and reaches the
downtown area. She runs into a man named Carlos Oliveira. He is part of
Umbrella BioHazard Countermeasure Service. They were sent by Umbrella
to save Raccoon Citizens. But they don't know anything that Umbrella
does. They are grunts, as in the lower Umbrella class.
Jill runs into Mikhail Victor and Nicholai Ginovaef, more UBCS.
Nicholai seems suspicious, while Mikhail is fine. Mikhail is seriously
injured, though. Jill runs to a trolley and plans for escape with them.
Jill explores a power station over by the RPD and grabs a needed fuse.
She also finds even more added power- a Grenade Launcher and a Shotgun.
When she runs into Nemesis again, the Grenade Launcher puts it down
almost instantly. The Shotgun puts zombie groups down with relative
ease. Jill finds some oil at a gas station and some cables around town
and prepares the trolley.
On her way back, she sees Nicholai shoots someone and is then attacked
by zombies. Thinking Nicholai is dead, she finds Carlos and Mikhail and
ride the trolley out of town.
The Nemesis returns. Mikhail takes a grenade and blows himself and
Nemesis out of the car. The car breaks and crashes in the clock tower.
Carlos and Jill, now with Mikhail sadly dead, try to signal a
helicopter by ringing the clock building's bell.
Jill finds the keys to them and rings them with ease. As she signals,
Nemesis uses his own Bazooka to destroy the chopper. With the help of
Carlos, Nemesis' Rocket Launcher is destroyed.
Nemesis then infects Jill with the virus. With her Magnum, Shotgun and
Grenade Launcher, Jill manages to put Nemesis down. She then blacks
out...
===============
RESIDENT EVIL 2
===============
SEPTEMBER 29, 1998
As Jill lies unconscious, Claire Redfield, the sister of Chris
Redfield, rides into town to find him. Leon Kennedy rides into town on
his first day of job. Leon and Claire run into the zombies. Leon tries
shooting them to no avail, and Claire tries running from them at a diner.
After running from them, Claire runs into Leon.
They work together to get to a police vehicle. Claire gets a hold
of a gun. Suddenly, their police vehicle crashes thanks to a zombie.
Since the RPD Building is nearby, they decide to meet there.
(Notes: When Jill was in the RPD the day before in RE3, half the place
was blocked off. It isn't anymore by the time Claire and Leon arrive
because zombies broke through the barricades after Jill left.)
Leon and Claire take different paths to the RPD Building. Leon enters
through the front. Claire enters through the back. Leon finds a wounded
cop who helps him unlock some doors.
As Claire wanders, Umbrella drops a Tyrant into the RPD for an unknown
reason. Claire sees Tyrant, which she nicknames Mr. X. She runs away from
the terrorizing creature.
They eventually meet in the S